Upload Seedance CG videos for G037_night_drift_yard
#203
by xiaotianqi05 - opened
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_001/meta_seedance.json +54 -0
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_001/video_seedance.mp4 +3 -0
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_002/meta_seedance.json +54 -0
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_002/video_seedance.mp4 +3 -0
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_003/meta_seedance.json +54 -0
- outputs/G037_night_drift_yard/assets/cg_video/G037_cg_003/video_seedance.mp4 +3 -0
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_001/meta_seedance.json
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{
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"task_id_input": "G037_cg_001",
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"game_id": "G037_night_drift_yard",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "b480a9cd70863b9c13e2e9bf8eb96926912801888ba7ccba845fb6c72ba467ab",
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"status": "success",
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"request": {
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"model": "bytedance/seedance-2",
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"input": {
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G037_night_drift_yard\nWorld and visual bible:\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 雨夜货场\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 雨夜货场(Opening,6 秒,1280×720@24fps)\n- - 触发时机:首次由标题点击「开始」后、倒计时之前,每局一次\n- - 内容与角色场景:暴雨中的 7 号堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点\n- - 资产对应:漂移车、货箱障碍、路灯与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入倒计时;自然播完 → 进入倒计时\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入倒计时\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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"reference_image_urls": [],
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"reference_video_urls": [],
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"reference_audio_urls": [],
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"return_last_frame": false,
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"generate_audio": false,
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"resolution": "720p",
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"aspect_ratio": "16:9",
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"duration": 6
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}
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},
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"started_at": "2026-10-19T10:45:06.429365+00:00",
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"task_id": "3b0f54b41c44d114116bd95a2b296b05",
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"status_response": {
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"taskId": "3b0f54b41c44d114116bd95a2b296b05",
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"model": "bytedance/seedance-2",
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"state": "success",
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"param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 雨夜货场\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 雨夜货场(Opening,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开始」后、倒计时之前,每局一次\\\\n- - 内容与角色场景:暴雨中的 7 号堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点\\\\n- - 资产对应:漂移车、货箱障碍、路灯与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入倒计时;自然播完 → 进入倒计时\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入倒计时\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792406911846-ihbeycmf9kh.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 204,
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"completeTime": 1792406912509,
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"createTime": 1792406707694,
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"creditsConsumed": 246.0,
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"operationType": "bytedance/seedance-2",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792406911846-ihbeycmf9kh.mp4"
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]
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},
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"successFlag": 1,
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| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 雨夜货场\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 雨夜货场(Opening,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开始」后、倒计时之前,每局一次\\\\n- - 内容与角色场景:暴雨中的 7 号堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点\\\\n- - 资产对应:漂移车、货箱障碍、路灯与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入倒计时;自然播完 → 进入倒计时\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 暴雨中的 7 号货运堆场俯瞰、路灯一盏盏亮起、集装箱间隙里漂移车驶出工坊雨棚,镜头绕场一周停在起点,无 UI、无文字、无剪辑\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入倒计时\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792406911846-ihbeycmf9kh.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3343861,
|
| 49 |
+
"video_bytes": 1668946,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T10:48:45.187488+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_001/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:a0ddc22c8f1212bb229fc1db45d5a57f7d49292bbb6414678899f0998e9041e8
|
| 3 |
+
size 1668946
|
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_002/meta_seedance.json
ADDED
|
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G037_cg_002",
|
| 3 |
+
"game_id": "G037_night_drift_yard",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "df1984a310d29df8a2b649b5199c7088cf1dcaf087b1dde2890392a546600740",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G037_night_drift_yard\nWorld and visual bible:\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Event\nName: 漂移连段\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 漂移连段(Event,5 秒,1280×720@24fps)\n- - 触发时机:本局首次连段倍率达到 2.0 时插入一次(画中画、不打断操作),每局最多一次\n- - 内容与角色场景:低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开\n- - 资产对应:漂移车与湿地面材质同源\n- - 可跳过:Esc/Enter 跳过 → 立即返回行驶视角;自然播完 → 自动返回\n- - 状态一致:不打断驾驶控制权;播放期间游戏计时正常推进(不暂停、不加成)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 立即返回行驶视角\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
+
"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
+
"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T10:48:45.888900+00:00",
|
| 23 |
+
"task_id": "fcbb65216010bc1f5276ffd25ffa5d99",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "fcbb65216010bc1f5276ffd25ffa5d99",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 漂移连段\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 漂移连段(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次连段倍率达到 2.0 时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开\\\\n- - 资产对应:漂移车与湿地面材质同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回行驶视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断驾驶控制权;播放期间游戏计时正常推进(不暂停、不加成)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 立即返回行驶视角\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792407191839-mtnbsyy0ksb.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 264,
|
| 33 |
+
"completeTime": 1792407192781,
|
| 34 |
+
"createTime": 1792406927820,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792407191839-mtnbsyy0ksb.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 漂移连段\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 漂移连段(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次连段倍率达到 2.0 时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开\\\\n- - 资产对应:漂移车与湿地面材质同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回行驶视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断驾驶控制权;播放期间游戏计时正常推进(不暂停、不加成)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 低机位贴地跟拍轮胎在湿地上划出的水痕弧线、胎烟掠过镜头、路灯光池被车影劈开,无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 立即返回行驶视角\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792407191839-mtnbsyy0ksb.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3616243,
|
| 49 |
+
"video_bytes": 1876189,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T10:53:24.435831+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:cee186f059ca85685663c511974a1fdb87b9f3388420f23e88ece20adcc6fdbb
|
| 3 |
+
size 1876189
|
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G037_cg_003",
|
| 3 |
+
"game_id": "G037_night_drift_yard",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "6beff8025a6316ba1d25662bef3fc2e4e924fb3b36d1e6956dddd72194d16935",
|
| 7 |
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"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G037_night_drift_yard\nWorld and visual bible:\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 分数结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 分数结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败意象=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边\n- - 资产对应:漂移车与工坊场景元素同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入对应结算面板\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
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"reference_image_urls": [],
|
| 13 |
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"reference_video_urls": [],
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| 14 |
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"reference_audio_urls": [],
|
| 15 |
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"return_last_frame": false,
|
| 16 |
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"generate_audio": false,
|
| 17 |
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"resolution": "720p",
|
| 18 |
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"aspect_ratio": "16:9",
|
| 19 |
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"duration": 6
|
| 20 |
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}
|
| 21 |
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},
|
| 22 |
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"started_at": "2026-10-19T10:53:25.025463+00:00",
|
| 23 |
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"task_id": "7bcc59e12e5f6059c53e309af855a97d",
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| 24 |
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"status_response": {
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| 25 |
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"taskId": "7bcc59e12e5f6059c53e309af855a97d",
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| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
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"state": "success",
|
| 28 |
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"param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 分数结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 分数结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败意象=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边\\\\n- - 资产对应:漂移车与工坊场景元素同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792407482628-ccii7efgk9d.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
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"costTime": 277,
|
| 33 |
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"completeTime": 1792407483457,
|
| 34 |
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"createTime": 1792407206055,
|
| 35 |
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"creditsConsumed": 246.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
| 38 |
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"resultUrls": [
|
| 39 |
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"https://tempfile.aiquickdraw.com/seedance/1792407482628-ccii7efgk9d.mp4"
|
| 40 |
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]
|
| 41 |
+
},
|
| 42 |
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"successFlag": 1,
|
| 43 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G037_night_drift_yard\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:港口城「灰潮市」的雨季——独立改装厂「夜鸥工坊」每在暴雨夜租下闲置的集装箱货场,做封闭漂移调校测试;雨夜湿滑地面是它们天然的调校台。\\\\n- - W02 场景所在地:灰潮市 7 号货运堆场——150×100 米围场,集装箱与轮胎障错落围出漂移区,8 盏高架路灯切出光池,3 处积水洼映着灯光;铁皮围墙为硬边界。\\\\n- - W03 玩家身份与当前任务动机:玩家是夜鸥工坊的调校车手,驾驶后驱漂移轿跑在 90 秒封闭测试里跑出 5000 分以上的调校报告。\\\\n- - W04 失败代价与结局表达:未达标=「调校失败」——工坊雨棚灯熄灭(C03 失败意象);达标=工坊灯全亮、白板上写下新纪录(C03 胜利意象)。\\\\n- - W05 叙事来源:漂移车=夜鸥工坊自制的后驱轿跑;货箱/轮胎障=堆场遗留的货运物资;路灯=港口高架钠灯;积水洼=排水不畅的低洼。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:雨夜工业风;主色=铁青 #2E3A43、钠灯橙黄 #F0B24A、水膜反光青 #4B7C8C、警示橙 #E4762C;材质为湿混凝土、锈蚀集装箱、水洼镜面与轮胎橡胶。\\\\n- - W07 环境氛围与声音语言:持续降雨与远处港机低鸣为底;音效语言=引擎、轮胎摩擦、水花、碰撞、连段提示(F06 冻结清单);混音优先级:倒计时/结算 > 连段提示 > 碰撞 > 轮胎 > 引擎 > 雨环境。\\\\n- - W08 故事表达方式:C01 开场交代雨夜测试任务 → 过程中连段横幅与胎痕水雾承载调校推进 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:第三人称追车镜头,跟随距离 5.5 米、高度 2 米、FOV 58°;漂移时镜头略滞后于车头指向(延迟 0.2 秒)以强调侧滑角;C 键复位镜头;镜头不出围墙;1920×1080 下 HUD 不遮挡车前方障碍,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:持续中雨与地面雨点涟漪、湿混凝土全图反光、路灯锥形光池与雨丝显形、远处港机剪影;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 分数结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 分数结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败意象=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边\\\\n- - 资产对应:漂移车与工坊场景元素同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=工坊雨棚灯全亮、白板写下新纪录、车手比出手势;失败=雨棚灯熄灭、白板分数被雨冲淡、车影停在光池边;无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入对应结算面板\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792407482628-ccii7efgk9d.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G037_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3590093,
|
| 49 |
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"video_bytes": 1773061,
|
| 50 |
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"credits_consumed": 246.0,
|
| 51 |
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"finished_at": "2026-10-19T10:58:11.019505+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G037_night_drift_yard/assets/cg_video/G037_cg_003/video_seedance.mp4
ADDED
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