Upload Seedance CG videos for G049_underwater_salvage

#215
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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: G049_underwater_salvage\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的海洋考古时代;科考潜器「沉铃号」在一次深渊调查中失事沉没,打捞队受托在洋流间歇期安全拆回核心部件。\n- - W02 场景所在地:沉铃号残骸遗址——浅区(0–10 m 破损外壳)、深区(10–25 m 主舱)、极限区(25–40 m 动力核心舱),水面设打捞浮台。\n- - W03 玩家身份与当前任务:玩家是打捞潜水员「潜铃」;当前任务:按依赖顺序安全拆卸 6 件核心部件并全部带回浮台入库。\n- - W04 失败代价与结局表达:昏迷=氧气耗尽的失能(回浮恢复,非终局);全部入库则 C03 呈现部件出水、打捞完成的收工场面。\n- - W05 叙事来源:P1–P6 为沉铃号的结构与核心部件(支撑梁→外壳板→传动轴→密封舱门→核心模块→记录仪,拆解即「由表及里」);气桩=打捞队预设的应急补给桩;配重带=潜水配重装备;浮台=打捞作业母台。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的幽蓝深海;主色=深海墨蓝(#12384A 系)+探照暖白(#E8F0F2 系)+警报红光(#E23A3A 系);材质以锈蚀金属、沉积岩、水光焦散为主,极限区整体暗于浅区。\n- - W07 环境氛围与声音语言:幽闭而安静的深海——常驻水下环境音与呼吸声;音效语言为「气泡+金属拆卸+氧气警报+低频水压」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代下潜与任务 → 深区视频(C02)在首次进入极限区强化压迫 → 结算视频(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 3.5 米、高度 1.8 米),平滑插值 0.1 秒,鼠标水平旋转;镜头边界=遗址可玩水域;昏迷回浮时镜头缓慢上摇至水面。\n- - F04 环境常驻效果:气泡串上浮、水光焦散、悬浮碎屑微粒、探照灯锥形光束、远处鱼群游动(惊扰散开为表现层);不遮挡拆卸目标与 HUD。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场潜入\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Morning sea surface at a salvage barge, a crane lowers a diver into a blue water column, a sunken vessel silhouette appears below, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场潜入(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由浮台界面下潜之前,每局一次\n- - 内容与角色场景:晨光海面,打捞浮台吊臂放下潜水员「潜铃」,镜头随其潜入幽蓝水柱,沉铃号轮廓在深处显现\n- - 资产对应:浮台、潜水员、沉铃号残骸与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入浅区;自然播完 → 同\n- - 状态一致:播放期间不消耗氧气;进入状态=氧气 100、0/6 入库\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Morning sea surface at a salvage barge, a crane lowers a diver into a blue water column, a sunken vessel silhouette appears below, 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: G049_underwater_salvage\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的海洋考古时代;科考潜器「沉铃号」在一次深渊调查中失事沉没,打捞队受托在洋流间歇期安全拆回核心部件。\n- - W02 场景所在地:沉铃号残骸遗址——浅区(0–10 m 破损外壳)、深区(10–25 m 主舱)、极限区(25–40 m 动力核心舱),水面设打捞浮台。\n- - W03 玩家身份与当前任务:玩家是打捞潜水员「潜铃」;当前任务:按依赖顺序安全拆卸 6 件核心部件并全部带回浮台入库。\n- - W04 失败代价与结局表达:昏迷=氧气耗尽的失能(回浮恢复,非终局);全部入库则 C03 呈现部件出水、打捞完成的收工场面。\n- - W05 叙事来源:P1–P6 为沉铃号的结构与核心部件(支撑梁→外壳板→传动轴→密封舱门→核心模块→记录仪,拆解即「由表及里」);气桩=打捞队预设的应急补给桩;配重带=潜水配重装备;浮台=打捞作业母台。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的幽蓝深海;主色=深海墨蓝(#12384A 系)+探照暖白(#E8F0F2 系)+警报红光(#E23A3A 系);材质以锈蚀金属、沉积岩、水光焦散为主,极限区整体暗于浅区。\n- - W07 环境氛围与声音语言:幽闭而安静的深海——常驻水下环境音与呼吸声;音效语言为「气泡+金属拆卸+氧气警报+低频水压」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代下潜与任务 → 深区视频(C02)在首次进入极限区强化压迫 → 结算视频(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 3.5 米、高度 1.8 米),平滑插值 0.1 秒,鼠标水平旋转;镜头边界=遗址可玩水域;昏迷回浮时镜头缓慢上摇至水面。\n- - F04 环境常驻效果:气泡串上浮、水光焦散、悬浮碎屑微粒、探照灯锥形光束、远处鱼群游动(惊扰散开为表现层);不遮挡拆卸目标与 HUD。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 深区发现\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: A dive lamp sweeps across a rusted core chamber, sealed doors and a faint air-post light in the dark, pressure rumble grows, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 深区发现(Transition,8 秒,1280×720@24fps)\n- - 触发时机:首次越过 25 m 界进入极限区时短暂插入,每局一次\n- - 内容与角色场景:探照灯扫过沉铃号动力核心舱,密封舱门锈迹斑斑,气桩 B 的微光在黑暗中亮起,水压低鸣增强\n- - 资产对应:极限区、核心模块、气桩与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入极限区;自然播完 → 同\n- - 状态一致:播完/跳过后失压警告按 G08 触发;氧气不回溯消耗\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: A dive lamp sweeps across a rusted core chamber, sealed doors and a faint air-post light in the dark, pressure rumble grows, 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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+ "duration": 8
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+ "started_at": "2026-10-19T15:05:49.801433+00:00",
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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: G049_underwater_salvage\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的海洋考古时代;科考潜器「沉铃号」在一次深渊调查中失事沉没,打捞队受托在洋流间歇期安全拆回核心部件。\n- - W02 场景所在地:沉铃号残骸遗址——浅区(0–10 m 破损外壳)、深区(10–25 m 主舱)、极限区(25–40 m 动力核心舱),水面设打捞浮台。\n- - W03 玩家身份与当前任务:玩家是打捞潜水员「潜铃」;当前任务:按依赖顺序安全拆卸 6 件核心部件并全部带回浮台入库。\n- - W04 失败代价与结局表达:昏迷=氧气耗尽的失能(回浮恢复,非终局);全部入库则 C03 呈现部件出水、打捞完成的收工场面。\n- - W05 叙事来源:P1–P6 为沉铃号的结构与核心部件(支撑梁→外壳板→传动轴→密封舱门→核心模块→记录仪,拆解即「由表及里」);气桩=打捞队预设的应急补给桩;配重带=潜水配重装备;浮台=打捞作业母台。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的幽蓝深海;主色=深海墨蓝(#12384A 系)+探照暖白(#E8F0F2 系)+警报红光(#E23A3A 系);材质以锈蚀金属、沉积岩、水光焦散为主,极限区整体暗于浅区。\n- - W07 环境氛围与声音语言:幽闭而安静的深海——常驻水下环境音与呼吸声;音效语言为「气泡+金属拆卸+氧气警报+低频水压」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代下潜与任务 → 深区视频(C02)在首次进入极限区强化压迫 → 结算视频(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 3.5 米、高度 1.8 米),平滑插值 0.1 秒,鼠标水平旋转;镜头边界=遗址可玩水域;昏迷回浮时镜头缓慢上摇至水面。\n- - F04 环境常驻效果:气泡串上浮、水光焦散、悬浮碎屑微粒、探照灯锥形光束、远处鱼群游动(惊扰散开为表现层);不遮挡拆卸目标与 HUD。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 带件返回\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 带件返回(Ending,10 秒,1280×720@24fps)\n- - 触发时机:6 件全部入库后、结算面板之前,每局一次\n- - 内容与角色场景:最后一件部件出水落入入库箱,浮台灯带亮起,潜水员摘下面罩望向海面,「打捞完成」横幅升起\n- - 资产对应:浮台、入库箱、部件与游戏内一致\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 last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, 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.",
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+ "return_last_frame": false,
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+ "resolution": "720p",
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+ "duration": 10
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+ }
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+ },
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+ "started_at": "2026-10-19T15:10:27.349647+00:00",
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+ "taskId": "68fa51adb7a8b70b92625da1ec99bec5",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "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: G049_underwater_salvage\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的海洋考古时代;科考潜器「沉铃号」在一次深渊调查中失事沉没,打捞队受托在洋流间歇期安全拆回核心部件。\\\\n- - W02 场景所在地:沉铃号残骸遗址——浅区(0–10 m 破损外壳)、深区(10–25 m 主舱)、极限区(25–40 m 动力核心舱),水面设打捞浮台。\\\\n- - W03 玩家身份与当前任务:玩家是打捞潜水员「潜铃」;当前任务:按依赖顺序安全拆卸 6 件核心部件并全部带回浮台入库。\\\\n- - W04 失败代价与结局表达:昏迷=氧气耗尽的失能(回浮恢复,非终局);全部入库则 C03 呈现部件出水、打捞完成的收工场面。\\\\n- - W05 叙事来源:P1–P6 为沉铃号的结构与核心部件(支撑梁→外壳板→传动轴→密封舱门→核心模块→记录仪,拆解即「由表及里」);气桩=打捞队预设的应急补给桩;配重带=潜水配重装备;浮台=打捞作业母台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的幽蓝深海;主色=深海墨蓝(#12384A 系)+探照暖白(#E8F0F2 系)+警报红光(#E23A3A 系);材质以锈蚀金属、沉积岩、水光焦散为主,极限区整体暗于浅区。\\\\n- - W07 环境氛围与声音语言:幽闭而安静的深海——常驻水下环境音与呼吸声;音效语言为「气泡+金属拆卸+氧气警报+低频水压」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代下潜与任务 → 深区视频(C02)在首次进入极限区强化压迫 → 结算视频(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 3.5 米、高度 1.8 米),平滑插值 0.1 秒,鼠标水平旋转;镜头边界=遗址可玩水域;昏迷回浮时镜头缓慢上摇至水面。\\\\n- - F04 环境常驻效果:气泡串上浮、水光焦散、悬浮碎屑微粒、探照灯锥形光束、远处鱼群游动(惊扰散开为表现层);不遮挡拆卸目标与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 带件返回\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 带件返回(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:6 件全部入库后、结算面板之前,每局一次\\\\n- - 内容与角色场景:最后一件部件出水落入入库箱,浮台灯带亮起,潜水员摘下面罩望向海面,「打捞完成」横幅升起\\\\n- - 资产对应:浮台、入库箱、部件与游戏内一致\\\\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 last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, 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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+ "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: G049_underwater_salvage\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的海洋考古时代;科考潜器「沉铃号」在一次深渊调查中失事沉没,打捞队受托在洋流间歇期安全拆回核心部件。\\\\n- - W02 场景所在地:沉铃号残骸遗址——浅区(0–10 m 破损外壳)、深区(10–25 m 主舱)、极限区(25–40 m 动力核心舱),水面设打捞浮台。\\\\n- - W03 玩家身份与当前任务:玩家是打捞潜水员「潜铃」;当前任务:按依赖顺序安全拆卸 6 件核心部件并全部带回浮台入库。\\\\n- - W04 失败代价与结局表达:昏迷=氧气耗尽的失能(回浮恢复,非终局);全部入库则 C03 呈现部件出水、打捞完成的收工场面。\\\\n- - W05 叙事来源:P1–P6 为沉铃号的结构与核心部件(支撑梁→外壳板→传动轴→密封舱门→核心模块→记录仪,拆解即「由表及里」);气桩=打捞队预设的应急补给桩;配重带=潜水配重装备;浮台=打捞作业母台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的幽蓝深海;主色=深海墨蓝(#12384A 系)+探照暖白(#E8F0F2 系)+警报红光(#E23A3A 系);材质以锈蚀金属、沉积岩、水光焦散为主,极限区整体暗于浅区。\\\\n- - W07 环境氛围与声音语言:幽闭而安静的深海——常驻水下环境音与呼吸声;音效语言为「气泡+金属拆卸+氧气警报+低频水压」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代下潜与任务 → 深区视频(C02)在首次进入极限区强化压迫 → 结算视频(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 3.5 米、高度 1.8 米),平滑插值 0.1 秒,鼠标水平旋转;镜头边界=遗址可玩水域;昏迷回浮时镜头缓慢上摇至水面。\\\\n- - F04 环境常驻效果:气泡串上浮、水光焦散、悬浮碎屑微粒、探照灯锥形光束、远处鱼群游动(惊扰散开为表现层);不遮挡拆卸目标与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 带件返回\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 带件返回(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:6 件全部入库后、结算面板之前,每局一次\\\\n- - 内容与角色场景:最后一件部件出水落入入库箱,浮台灯带亮起,潜水员摘下面罩望向海面,「打捞完成」横幅升起\\\\n- - 资产对应:浮台、入库箱、部件与游戏内一致\\\\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 last part breaks the surface and drops into the salvage crate, deck lights run on, the diver removes the mask looking at open sea, 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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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_003__seedance20.mp4",
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+ "finished_at": "2026-10-19T15:18:12.249493+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."
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+ }
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