Upload Seedance CG videos for G044_robot_workshop
#210
by xiaotianqi05 - opened
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/meta_seedance.json +54 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/video_seedance.mp4 +3 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/meta_seedance.json +54 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/video_seedance.mp4 +3 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/meta_seedance.json +54 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/video_seedance.mp4 +3 -0
outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/meta_seedance.json
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{
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"task_id_input": "G044_cg_001",
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"game_id": "G044_robot_workshop",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "2f3969abe2bb44a06e58b4e9ca086966527fc264b4c835f6daa5fcf619240296",
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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: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 接单开线\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\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]\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\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: 直接进入准备编排\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.",
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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": 5
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}
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},
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"started_at": "2026-10-19T12:31:45.529008+00:00",
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"task_id": "dee9d7baf994ffe4c13a750eaffd5826",
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"status_response": {
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"taskId": "dee9d7baf994ffe4c13a750eaffd5826",
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"model": "bytedance/seedance-2",
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"state": "success",
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"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: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 接单开线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\\\\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\\\\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\\\\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]\\\\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\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: 直接进入准备编排\\\\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\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792413312019-2kqy8zpvj8h.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 206,
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"completeTime": 1792413313346,
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"createTime": 1792413106618,
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"creditsConsumed": 205.0,
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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/1792413312019-2kqy8zpvj8h.mp4"
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]
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},
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"successFlag": 1,
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"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: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 接单开线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\\\\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\\\\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\\\\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]\\\\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\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: 直接进入准备编排\\\\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\"}"
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},
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"result_url": "https://tempfile.aiquickdraw.com/seedance/1792413312019-2kqy8zpvj8h.mp4",
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"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_001__seedance20.native.mp4",
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"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_001__seedance20.mp4",
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"native_video_bytes": 1584903,
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| 49 |
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"video_bytes": 673068,
|
| 50 |
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"credits_consumed": 205.0,
|
| 51 |
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"finished_at": "2026-10-19T12:35:22.458296+00:00",
|
| 52 |
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"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/video_seedance.mp4
ADDED
|
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| 1 |
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version https://git-lfs.github.com/spec/v1
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oid sha256:abb8727e5c4c78265911cb8c7f7ad3070e77aba149117f3188424046f0738d3b
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| 3 |
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size 673068
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outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G044_cg_002",
|
| 3 |
+
"game_id": "G044_robot_workshop",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
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"prompt_sha256": "b1710a88a8a13ea20bea3db487ced77daf6af2b5202a545d9df01e946952e71c",
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"status": "success",
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| 8 |
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"request": {
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| 9 |
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"model": "bytedance/seedance-2",
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| 10 |
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"input": {
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| 11 |
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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: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Event\nName: 扩产与瓶颈事件\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,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: 立即返回生产视角\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 |
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"reference_image_urls": [],
|
| 13 |
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"reference_video_urls": [],
|
| 14 |
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"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
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"generate_audio": false,
|
| 17 |
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"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
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"started_at": "2026-10-19T12:35:25.742581+00:00",
|
| 23 |
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"task_id": "e00fb5c82abed71ca98f5a2180baff3f",
|
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"status_response": {
|
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"taskId": "e00fb5c82abed71ca98f5a2180baff3f",
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"model": "bytedance/seedance-2",
|
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"state": "success",
|
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"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: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 扩产与瓶颈事件\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\\\\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,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: 立即返回生产视角\\\\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 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792413532377-opqo22yakzq.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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|
| 32 |
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"costTime": 206,
|
| 33 |
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"completeTime": 1792413533886,
|
| 34 |
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"createTime": 1792413327347,
|
| 35 |
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"creditsConsumed": 205.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
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"resultUrls": [
|
| 39 |
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"https://tempfile.aiquickdraw.com/seedance/1792413532377-opqo22yakzq.mp4"
|
| 40 |
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]
|
| 41 |
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},
|
| 42 |
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"successFlag": 1,
|
| 43 |
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"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: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 扩产与瓶颈事件\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\\\\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,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: 立即返回生产视角\\\\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/1792413532377-opqo22yakzq.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 1713415,
|
| 49 |
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"video_bytes": 709485,
|
| 50 |
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"credits_consumed": 205.0,
|
| 51 |
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"finished_at": "2026-10-19T12:39:06.491823+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/G044_robot_workshop/assets/cg_video/G044_cg_002/video_seedance.mp4
ADDED
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:7f368288b5ecf7474a1e46da59531cbd55b35c26e334149c9146e4166cea62b5
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| 3 |
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size 709485
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outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G044_cg_003",
|
| 3 |
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"game_id": "G044_robot_workshop",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
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| 6 |
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"prompt_sha256": "087844d42ffa8421f516043d1a08a945ed4fab57ab35be997396395e991a9c95",
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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: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 交付结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 交付结算(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=传送带满载躯干列队出库、协会徽章点亮;失败意象=吊灯熄灭、协会徽章收回、车间归于安静\n- - 资产对应:躯干成品、车间与游戏内模型同源\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=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;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.",
|
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"reference_image_urls": [],
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"reference_video_urls": [],
|
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"reference_audio_urls": [],
|
| 15 |
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"return_last_frame": false,
|
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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": "2026-10-19T12:39:07.086336+00:00",
|
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"model": "bytedance/seedance-2",
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"state": "success",
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|
| 29 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792413823408-nqcdb1hktnq.mp4\"]}",
|
| 30 |
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"failCode": null,
|
| 31 |
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|
| 32 |
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|
| 33 |
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"completeTime": 1792413824763,
|
| 34 |
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"createTime": 1792413548392,
|
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792413823408-nqcdb1hktnq.mp4"
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| 40 |
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|
| 41 |
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},
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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: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → 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:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 交付结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 交付结算(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=传送带满载躯干列队出库、协会徽章点亮;失败意象=吊灯熄灭、协会徽章收回、车间归于安静\\\\n- - 资产对应:躯干成品、车间与游戏内模型同源\\\\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=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;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/1792413823408-nqcdb1hktnq.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G044_cg_003__seedance20.mp4",
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"native_video_bytes": 2048716,
|
| 49 |
+
"video_bytes": 906685,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T12:44:01.860961+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/G044_robot_workshop/assets/cg_video/G044_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:8168f35df15fa130929828657ec94f8e710b7ed650775ef3da9e2d834cb3c4a0
|
| 3 |
+
size 906685
|