Upload Seedance CG videos for G048_polar_return_trek

#214
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+ {
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+ "model": "bytedance/seedance-2",
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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: G048_polar_return_trek\nWorld and visual bible:\n- - W01 世界与时代背景:近未来极地科考时代;「白澜观测站」的越冬观测员在外场仪器巡检后遭遇强寒潮,必须在窗口关闭前携观测资料返回主站。\n- - W02 场景所在地:白澜冰原——观测站外围的 2400 m 返程线(整备区/风雪雪脊与河冰/归途极限段),沿途三座应急庇护所。\n- - W03 玩家身份与当前任务:玩家是观测员「霜」;当前任务:选择携带资料与补给,顶风跨越冰原,把观测数据(完整度 ≥50)带回返程点。\n- - W04 失败代价与结局表达:冻毙或资料冻毁=整个越冬季的观测作废(判负文案);成功则 C03 呈现主站灯光在风雪中亮起、资料入档。\n- - W05 叙事来源:6 件资料=外场仪器的观测记录盘(取舍即「保哪批数据」);燃料=站内标准燃料块;备用风衣=巡检包里的备用装备;旗标=科考路径标记桩;庇护所=沿线应急舱。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的极寒风光;主色=冰原青白(#DCE8EC 系)+风雪灰蓝(#6E8290 系)+观测站暖黄(#E3B23C 系);材质以雪面、冰壳、防风布料为主,低温下画面边缘结霜。\n- - W07 环境氛围与声音语言:孤身风雪的寂静冰原——常驻风声(分档渐强)与踏雪声;音效语言为「风啸+雪地脚步+设备报警+风衣布料声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:出发视频(C01)交代寒潮与任务 → 风雪转换视频(C02)在首次进入风雪段强化威胁 → 返回视频(C03)收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第三人称斜后方跟随(距离 4 米、高度 2.2 米),平滑插值 0.1 秒,鼠标水平旋转视角;镜头边界=可玩区域边缘;顶风时镜头轻微下压 5°;生火/进庇护所后镜头回正。\n- - F04 环境常驻效果:雪原风线与雪粒横掠、呼气白雾(随呼吸节奏)、雪地脚印与拖痕(留痕 60 秒渐隐)、冰面反光与裂隙微光;不遮挡 HUD 与旗标。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 出发\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Polar station window with storm clouds gathering, an observer packs data disks into a satchel, glances at an aurora photo, and pushes out into the wind, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 出发(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由整备界面进入整备段之前,每局一次\n- - 内容与角色场景:白澜观测站窗外寒云压境,观测员「霜」把观测记录盘装进巡检包,回望墙上的极光照片推门走入风雪\n- - 资产对应:观测站、观测员、巡检包与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入整备段;自然播完 → 同\n- - 状态一致:播放期间不推进任何计时;进入状态=体温 100、完整度 100\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Polar station window with storm clouds gathering, an observer packs data disks into a satchel, glances at an aurora photo, and pushes out into the wind, cinematic, original design, no text\n5-10s: 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: declared_playable_entry_state\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: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G048_polar_return_trek\nWorld and visual bible:\n- - W01 世界与时代背景:近未来极地科考时代;「白澜观测站」的越冬观测员在外场仪器巡检后遭遇强寒潮,必须在窗口关闭前携观测资料返回主站。\n- - W02 场景所在地:白澜冰原——观测站外围的 2400 m 返程线(整备区/风雪雪脊与河冰/归途极限段),沿途三座应急庇护所。\n- - W03 玩家身份与当前任务:玩家是观测员「霜」;当前任务:选择携带资料与补给,顶风跨越冰原,把观测数据(完整度 ≥50)带回返程点。\n- - W04 失败代价与结局表达:冻毙或资料冻毁=整个越冬季的观测作废(判负文案);成功则 C03 呈现主站灯光在风雪中亮起、资料入档。\n- - W05 叙事来源:6 件资料=外场仪器的观测记录盘(取舍即「保哪批数据」);燃料=站内标准燃料块;备用风衣=巡检包里的备用装备;旗标=科考路径标记桩;庇护所=沿线应急舱。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的极寒风光;主色=冰原青白(#DCE8EC 系)+风雪灰蓝(#6E8290 系)+观测站暖黄(#E3B23C 系);材质以雪面、冰壳、防风布料为主,低温下画面边缘结霜。\n- - W07 环境氛围与声音语言:孤身风雪的寂静冰原——常驻风声(分档渐强)与踏雪声;音效语言为「风啸+雪地脚步+设备报警+风衣布料声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:出发视频(C01)交代寒潮与任务 → 风雪转换视频(C02)在首次进入风雪段强化威胁 → 返回视频(C03)收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第三人称斜后方跟随(距离 4 米、高度 2.2 米),平滑插值 0.1 秒,鼠标水平旋转视角;镜头边界=可玩区域边缘;顶风时镜头轻微下压 5°;生火/进庇护所后镜头回正。\n- - F04 环境常驻效果:雪原风线与雪粒横掠、呼气白雾(随呼吸节奏)、雪地脚印与拖痕(留痕 60 秒渐隐)、冰面反光与裂隙微光;不遮挡 HUD 与旗标。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 风雪段转换\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: A wall of wind and snow sweeps over the ridge swallowing visibility, the observer leans into the gale, a shelter's warm light flickers far ahead, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 风雪段转换(Transition,8 秒,1280×720@24fps)\n- - 触发时机:首次越过 400 m 段界进入风雪穿越段时短暂插入,每局一次\n- - 内容与角色场景:风墙自远处推进吞没雪脊,观测员俯身顶风,远处第一座庇护所的暖光在风雪中闪烁\n- - 资产对应:雪原、庇护所、观测员与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入风雪段;自然播完 → 同\n- - 状态一致:播完/跳过后风雪段计时从 0 起算(倒推的失温不追溯)\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: A wall of wind and snow sweeps over the ridge swallowing visibility, the observer leans into the gale, a shelter's warm light flickers far ahead, cinematic, original design, no text\n4-8s: 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: declared_followup_gameplay_state\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: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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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: G048_polar_return_trek\nWorld and visual bible:\n- - W01 世界与时代背景:近未来极地科考时代;「白澜观测站」的越冬观测员在外场仪器巡检后遭遇强寒潮,必须在窗口关闭前携观测资料返回主站。\n- - W02 场景所在地:白澜冰原——观测站外围的 2400 m 返程线(整备区/风雪雪脊与河冰/归途极限段),沿途三座应急庇护所。\n- - W03 玩家身份与当前任务:玩家是观测员「霜」;当前任务:选择携带资料与补给,顶风跨越冰原,把观测数据(完整度 ≥50)带回返程点。\n- - W04 失败代价与结局表达:冻毙或资料冻毁=整个越冬季的观测作废(判负文案);成功则 C03 呈现主站灯光在风雪中亮起、资料入档。\n- - W05 叙事来源:6 件资料=外场仪器的观测记录盘(取舍即「保哪批数据」);燃料=站内标准燃料块;备用风衣=巡检包里的备用装备;旗标=科考路径标记桩;庇护所=沿线应急舱。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的极寒风光;主色=冰原青白(#DCE8EC 系)+风雪灰蓝(#6E8290 系)+观测站暖黄(#E3B23C 系);材质以雪面、冰壳、防风布料为主,低温下画面边缘结霜。\n- - W07 环境氛围与声音语言:孤身风雪的寂静冰原——常驻风声(分档渐强)与踏雪声;音效语言为「风啸+雪地脚步+设备报警+风衣布料声」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:出发视频(C01)交代寒潮与任务 → 风雪转换视频(C02)在首次进入风雪段强化威胁 → 返回视频(C03)收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第三人称斜后方跟随(距离 4 米、高度 2.2 米),平滑插值 0.1 秒,鼠标水平旋转视角;镜头边界=可玩区域边缘;顶风时镜头轻微下压 5°;生火/进庇护所后镜头回正。\n- - F04 环境常驻效果:雪原风线与雪粒横掠、呼气白雾(随呼吸节奏)、雪地脚印与拖痕(留痕 60 秒渐隐)、冰面反光与裂隙微光;不遮挡 HUD 与旗标。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 成功返回\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 成功返回(Ending,10 秒,1280×720@24fps)\n- - 触发时机:抵达返程点且 V01 达成后、结算面板之前,每局一次\n- - 内容与角色场景:风雪渐停,主站灯光依次亮起,观测员将记录盘交到管理员手中,极光在夜空展开\n- - 资产对应:主站、观测员、记录盘与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\n- - 状态一致:仅在真实达成 V01 后触发\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\n5-10s: 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: declared_result_panel_state\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: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
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+ "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": 10
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T14:55:34.683313+00:00",
23
+ "task_id": "68a94c79ee4ab1d1323acd6ac1cc3dca",
24
+ "status_response": {
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+ "taskId": "68a94c79ee4ab1d1323acd6ac1cc3dca",
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+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":10,\\\"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: G048_polar_return_trek\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来极地科考时代;「白澜观测站」的越冬观测员在外场仪器巡检后遭遇强寒潮,必须在窗口关闭前携观测资料返回主站。\\\\n- - W02 场景所在地:白澜冰原——观测站外围的 2400 m 返程线(整备区/风雪雪脊与河冰/归途极限段),沿途三座应急庇护所。\\\\n- - W03 玩家身份与当前任务:玩家是观测员「霜」;当前任务:选择携带资料与补给,顶风跨越冰原,把观测数据(完整度 ≥50)带回返程点。\\\\n- - W04 失败代价与结局表达:冻毙或资料冻毁=整个越冬季的观测作废(判负文案);成功则 C03 呈现主站灯光在风雪中亮起、资料入档。\\\\n- - W05 叙事来源:6 件资料=外场仪器的观测记录盘(取舍即「保哪批数据」);燃料=站内标准燃料块;备用风衣=巡检包里的备用装备;旗标=科考路径标记桩;庇护所=沿线应急舱。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的极寒风光;主色=冰原青白(#DCE8EC 系)+风雪灰蓝(#6E8290 系)+观测站暖黄(#E3B23C 系);材质以雪面、冰壳、防风布料为主,低温下画面边缘结霜。\\\\n- - W07 环境氛围与声音语言:孤身风雪的寂静冰原——常驻风声(分档渐强)与踏雪声;音效语言为「风啸+雪地脚步+设备报警+风衣布料声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:出发视频(C01)交代寒潮与任务 → 风雪转换视频(C02)在首次进入风雪段强化威胁 → 返回视频(C03)收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第三人称斜后方跟随(距离 4 米、高度 2.2 米),平滑插值 0.1 秒,鼠标水平旋转视角;镜头边界=可玩区域边缘;顶风时镜头轻微下压 5°;生火/进庇护所后镜头回正。\\\\n- - F04 环境常驻效果:雪原风线与雪粒横掠、呼气白雾(随呼吸节奏)、雪地脚印与拖痕(留痕 60 秒渐隐)、冰面反光与裂隙微光;不遮挡 HUD 与旗标。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 成功返回\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 成功返回(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:抵达返程点且 V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:风雪渐停,主站灯光依次亮起,观测员将记录盘交到管理员手中,极光在夜空展开\\\\n- - 资产对应:主站、观测员、记录盘与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:仅在真实达成 V01 后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\\\\n5-10s: 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: declared_result_panel_state\\\\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: 10 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/1792422095882-vtbk35zylw.mp4\"]}",
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+ "failCode": null,
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+ "failMsg": null,
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+ "costTime": 361,
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+ "completeTime": 1792422097245,
34
+ "createTime": 1792421735714,
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+ "creditsConsumed": 410.0,
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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/1792422095882-vtbk35zylw.mp4"
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+ ]
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+ },
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+ "successFlag": 1,
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"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: G048_polar_return_trek\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来极地科考时代;「白澜观测站」的越冬观测员在外场仪器巡检后遭遇强寒潮,必须在窗口关闭前携观测资料返回主站。\\\\n- - W02 场景所在地:白澜冰原——观测站外围的 2400 m 返程线(整备区/风雪雪脊与河冰/归途极限段),沿途三座应急庇护所。\\\\n- - W03 玩家身份与当前任务:玩家是观测员「霜」;当前任务:选择携带资料与补给,顶风跨越冰原,把观测数据(完整度 ≥50)带回返程点。\\\\n- - W04 失败代价与结局表达:冻毙或资料冻毁=整个越冬季的观测作废(判负文案);成功则 C03 呈现主站灯光在风雪中亮起、资料入档。\\\\n- - W05 叙事来源:6 件资料=外场仪器的观测记录盘(取舍即「保哪批数据」);燃料=站内标准燃料块;备用风衣=巡检包里的备用装备;旗标=科考路径标记桩;庇护所=沿线应急舱。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的极寒风光;主色=冰原青白(#DCE8EC 系)+风雪灰蓝(#6E8290 系)+观测站暖黄(#E3B23C 系);材质以雪面、冰壳、防风布料为主,低温下画面边缘结霜。\\\\n- - W07 环境氛围与声音语言:孤身风雪的寂静冰原——常驻风声(分档渐强)与踏雪声;音效语言为「风啸+雪地脚步+设备报警+风衣布料声」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:出发视频(C01)交代寒潮与任务 → 风雪转换视频(C02)在首次进入风雪段强化威胁 → 返回视频(C03)收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第三人称斜后方跟随(距离 4 米、高度 2.2 米),平滑插值 0.1 秒,鼠标水平旋转视角;镜头边界=可玩区域边缘;顶风时镜头轻微下压 5°;生火/进庇护所后镜头回正。\\\\n- - F04 环境常驻效果:雪原风线与雪粒横掠、呼气白雾(随呼吸节奏)、雪地脚印与拖痕(留痕 60 秒渐隐)、冰面反光与裂隙微光;不遮挡 HUD 与旗标。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 成功返回\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 成功返回(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:抵达返程点且 V01 达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:风雪渐停,主站灯光依次亮起,观测员将记录盘交到管理员手中,极光在夜空展开\\\\n- - 资产对应:主站、观测员、记录盘与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 同\\\\n- - 状态一致:仅在真实达成 V01 后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: The gale eases, station lights turn on one by one, the observer hands over a data disk as faint aurora unfolds in the night sky, cinematic, original design, no text\\\\n5-10s: 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: declared_result_panel_state\\\\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: 10 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/1792422095882-vtbk35zylw.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G048_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G048_cg_003__seedance20.mp4",
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+ "native_video_bytes": 5070278,
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+ "video_bytes": 2300419,
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+ "credits_consumed": 410.0,
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+ "finished_at": "2026-10-19T15:02:05.861526+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
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