Upload Seedance CG videos for G049_underwater_salvage
#215
by xiaotianqi05 - opened
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_001/meta_seedance.json +54 -0
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_001/video_seedance.mp4 +3 -0
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_002/meta_seedance.json +54 -0
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_002/video_seedance.mp4 +3 -0
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_003/meta_seedance.json +54 -0
- outputs/G049_underwater_salvage/assets/cg_video/G049_cg_003/video_seedance.mp4 +3 -0
outputs/G049_underwater_salvage/assets/cg_video/G049_cg_001/meta_seedance.json
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{
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"task_id_input": "G049_cg_001",
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"game_id": "G049_underwater_salvage",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "0a1b5e544a6f81dd6efae80268cccab246154eb3433729f9f034a270d8b04ac4",
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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: 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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"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": 10
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}
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},
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"started_at": "2026-10-19T15:02:06.753436+00:00",
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"task_id": "4f14aedba904273a97221c5a2eb291a5",
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"status_response": {
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"taskId": "4f14aedba904273a97221c5a2eb291a5",
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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: 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792422332892-456300k7btb.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 206,
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"completeTime": 1792422334420,
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"createTime": 1792422127758,
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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/1792422332892-456300k7btb.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: 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.\\\",\\\"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/1792422332892-456300k7btb.mp4",
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"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_001__seedance20.native.mp4",
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"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_001__seedance20.mp4",
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"native_video_bytes": 5753986,
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"video_bytes": 2755971,
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"credits_consumed": 410.0,
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"finished_at": "2026-10-19T15:05:49.174105+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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outputs/G049_underwater_salvage/assets/cg_video/G049_cg_001/video_seedance.mp4
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version https://git-lfs.github.com/spec/v1
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oid sha256:e83db78b61c9e26e454ed42ac8ca57f6db38400e009b7b5d9075dc5fe745f2c9
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size 2755971
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outputs/G049_underwater_salvage/assets/cg_video/G049_cg_002/meta_seedance.json
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{
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| 2 |
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"task_id_input": "G049_cg_002",
|
| 3 |
+
"game_id": "G049_underwater_salvage",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
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"prompt_sha256": "8638bfc75b70dcf78d1e698bd2a4c1896b879066823b6e44d1a33c9cf1f6dfda",
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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",
|
| 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: 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.",
|
| 12 |
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"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
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"return_last_frame": false,
|
| 16 |
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"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
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"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 8
|
| 20 |
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}
|
| 21 |
+
},
|
| 22 |
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"started_at": "2026-10-19T15:05:49.801433+00:00",
|
| 23 |
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"task_id": "18bfc744351c313c3b7dc221d188d46d",
|
| 24 |
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"status_response": {
|
| 25 |
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"taskId": "18bfc744351c313c3b7dc221d188d46d",
|
| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
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"state": "success",
|
| 28 |
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"param": "{\"input\":\"{\\\"duration\\\":8,\\\"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: 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792422600755-oft16k3pbxr.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
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"costTime": 250,
|
| 33 |
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"completeTime": 1792422601809,
|
| 34 |
+
"createTime": 1792422350906,
|
| 35 |
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"creditsConsumed": 328.0,
|
| 36 |
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"operationType": "bytedance/seedance-2",
|
| 37 |
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"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792422600755-oft16k3pbxr.mp4"
|
| 40 |
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]
|
| 41 |
+
},
|
| 42 |
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"successFlag": 1,
|
| 43 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"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: 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792422600755-oft16k3pbxr.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3698678,
|
| 49 |
+
"video_bytes": 1452847,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T15:10:25.348289+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/G049_underwater_salvage/assets/cg_video/G049_cg_002/video_seedance.mp4
ADDED
|
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:caf0f441091e5ef9d224a069d2a10bb4c2436f91482a9e1b0848c46bbeda20ff
|
| 3 |
+
size 1452847
|
outputs/G049_underwater_salvage/assets/cg_video/G049_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G049_cg_003",
|
| 3 |
+
"game_id": "G049_underwater_salvage",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "4bc68d037b023704baf9fb654df48a9ae28ea5a7be2abe39b0c114efaf963772",
|
| 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: 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.",
|
| 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": 10
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T15:10:27.349647+00:00",
|
| 23 |
+
"task_id": "68fa51adb7a8b70b92625da1ec99bec5",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "68fa51adb7a8b70b92625da1ec99bec5",
|
| 26 |
+
"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: 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\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792423061602-a92lhkrcc6o.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 432,
|
| 33 |
+
"completeTime": 1792423062401,
|
| 34 |
+
"createTime": 1792422630119,
|
| 35 |
+
"creditsConsumed": 410.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792423061602-a92lhkrcc6o.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"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\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792423061602-a92lhkrcc6o.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G049_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 5463161,
|
| 49 |
+
"video_bytes": 2747606,
|
| 50 |
+
"credits_consumed": 410.0,
|
| 51 |
+
"finished_at": "2026-10-19T15:18:12.249493+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/G049_underwater_salvage/assets/cg_video/G049_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
|
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|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:faf58a4f6b37172de379c3efd2ee7ab07ee9d3e7fb06f5bafab2fb58ad9c78bc
|
| 3 |
+
size 2747606
|