Upload Seedance CG videos for G050_aftermath_holdout
#216
by xiaotianqi05 - opened
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_001/meta_seedance.json +54 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_001/video_seedance.mp4 +3 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_002/meta_seedance.json +54 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_002/video_seedance.mp4 +3 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_003/meta_seedance.json +54 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_003/video_seedance.mp4 +3 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_004/meta_seedance.json +54 -0
- outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_004/video_seedance.mp4 +3 -0
outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_001/meta_seedance.json
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{
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"task_id_input": "G050_cg_001",
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"game_id": "G050_aftermath_holdout",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "a71f5db8b3366a9f8c0d0cfc0b6a4d2d9877546d96e115c86ee934bf3dd174ae",
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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: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 灾后抵达\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 灾后抵达(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入第一日之前,每局一次\n- - 内容与角色场景:地震后的霁后巷晨光,互助组组长推门查看受损的两层小楼,四名居民聚在火堆旁抬头望向他\n- - 资产对应:社区、小楼、4 居民与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日;自然播完 → 同\n- - 状态一致:播放期间不推进昼夜计时;进入状态=第一日晨存档\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, 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": "2026-10-20T02:59:10.603151+00:00",
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"task_id": "64a2d4fbe2590603974fdae299a5d682",
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"status_response": {
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"taskId": "64a2d4fbe2590603974fdae299a5d682",
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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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 灾后抵达\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 灾后抵达(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入第一日之前,每局一次\\\\n- - 内容与角色场景:地震后的霁后巷晨光,互助组组长推门查看受损的两层小楼,四名居民聚在火堆旁抬头望向他\\\\n- - 资产对应:社区、小楼、4 居民与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日;自然播完 → 同\\\\n- - 状态一致:播放期间不推进昼夜计时;进入状态=第一日晨存档\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, 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/1792465436156-7if8d5by3h.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 286,
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"completeTime": 1792465438312,
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"createTime": 1792465151707,
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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/1792465436156-7if8d5by3h.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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 灾后抵达\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 灾后抵达(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入第一日之前,每局一次\\\\n- - 内容与角色场景:地震后的霁后巷晨光,互助组组长推门查看受损的两层小楼,四名居民聚在火堆旁抬头望向他\\\\n- - 资产对应:社区、小楼、4 居民与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日;自然播完 → 同\\\\n- - 状态一致:播放期间不推进昼夜计时;进入状态=第一日晨存档\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, 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/1792465436156-7if8d5by3h.mp4",
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"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_001__seedance20.native.mp4",
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"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_001__seedance20.mp4",
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"native_video_bytes": 4084160,
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"video_bytes": 2038868,
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"credits_consumed": 410.0,
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"finished_at": "2026-10-20T03:04:10.440548+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/G050_aftermath_holdout/assets/cg_video/G050_cg_001/video_seedance.mp4
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| 1 |
+
version https://git-lfs.github.com/spec/v1
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| 2 |
+
oid sha256:419e5766f9623162127b9f174baa7d53d823f38e269deeec07e28382f74478e2
|
| 3 |
+
size 2038868
|
outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_002/meta_seedance.json
ADDED
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| 1 |
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{
|
| 2 |
+
"task_id_input": "G050_cg_002",
|
| 3 |
+
"game_id": "G050_aftermath_holdout",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "a12c7fb5e8912029a0b2909345ab613f4144978bde09c6f9d5541611d64cdc99",
|
| 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: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 第二日黎明\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\n- - 触发时机:第一夜日结后进入第二日时,每局一次\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\n- - 资产对应:基地、储物间、居民与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, 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 |
+
"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": 8
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T15:21:32.215594+00:00",
|
| 23 |
+
"task_id": "fd2077372ff2b8b5a36c136df11f23fa",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "fd2077372ff2b8b5a36c136df11f23fa",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第二日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜日结后进入第二日时,每局一次\\\\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\\\\n- - 资产对应:基地、储物间、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\\\\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, 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/1792423523212-t57jaj84ta.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 231,
|
| 33 |
+
"completeTime": 1792423524716,
|
| 34 |
+
"createTime": 1792423293319,
|
| 35 |
+
"creditsConsumed": 328.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792423523212-t57jaj84ta.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第二日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜日结后进入第二日时,每局一次\\\\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\\\\n- - 资产对应:基地、储物间、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\\\\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, 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/1792423523212-t57jaj84ta.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4007393,
|
| 49 |
+
"video_bytes": 1903367,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T15:25:40.859056+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/G050_aftermath_holdout/assets/cg_video/G050_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:a0ec174c37ab2c99a611ff18d2abe57cbf1c1996700438df270fd8d5f7534caa
|
| 3 |
+
size 1903367
|
outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G050_cg_003",
|
| 3 |
+
"game_id": "G050_aftermath_holdout",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "e6773d60348e8fee0983ac7da2782971c1e78a5c4e4c1a0abfa840fc4b93947a",
|
| 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: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 第三日黎明\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\n- - 触发时机:第二夜日结后进入第三日时,每局一次\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\n- - 资产对应:基地、门禁、居民与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\n- - 状态一致:进入状态与第二夜结算结果一致\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, 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 |
+
"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": 8
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T15:25:43.816017+00:00",
|
| 23 |
+
"task_id": "f0c7161efeea3a72a25d00558ac0b262",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "f0c7161efeea3a72a25d00558ac0b262",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第三日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第二夜日结后进入第三日时,每局一次\\\\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\\\\n- - 资产对应:基地、门禁、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\\\\n- - 状态一致:进入状态与第二夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, 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/1792424010732-bo72uxel8kb.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 465,
|
| 33 |
+
"completeTime": 1792424011589,
|
| 34 |
+
"createTime": 1792423545855,
|
| 35 |
+
"creditsConsumed": 328.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792424010732-bo72uxel8kb.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第三日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第二夜日结后进入第三日时,每局一次\\\\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\\\\n- - 资产对应:基地、门禁、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\\\\n- - 状态一致:进入状态与第二夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, 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/1792424010732-bo72uxel8kb.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3666576,
|
| 49 |
+
"video_bytes": 1637600,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T15:33:49.134304+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/G050_aftermath_holdout/assets/cg_video/G050_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:ab3c211d0493b679bdc6be637057adc76f0d92f033210e42bf95473fbf835183
|
| 3 |
+
size 1637600
|
outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_004/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
|
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G050_cg_004",
|
| 3 |
+
"game_id": "G050_aftermath_holdout",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
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"prompt_sha256": "69c79ec67f294e8596806a1674569ac95ab54892495cb2494884dd4db9d1c6cc",
|
| 7 |
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"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
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"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: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 救援结局\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 救援结局(Ending,12 秒,1280×720@24fps,尾帧按三结局变体)\n- - 触发时机:第 3 日结局判定成立后、结局面板之前,每局一次\n- - 内容与角色场景:救援车队灯光驶入社区;尾帧按结局呈现——全员撤离(居民列队登车)/艰难撤离(伤者搀扶离巷)/社区失守(空楼与熄灭的火堆)\n- - 资产对应:社区、车队、居民与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结局面板;自然播完 → 同\n- - 状态一致:结局变体与真实判定分支一致\n\n[SHOT PLAN]\n0-6s: establish the scene and begin the required action from this description: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\n6-12s: 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: 12 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": 12
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T15:33:51.562717+00:00",
|
| 23 |
+
"task_id": "0b3a91d226a4491e12a618488d4665fd",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "0b3a91d226a4491e12a618488d4665fd",
|
| 26 |
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"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援结局\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 救援结局(Ending,12 秒,1280×720@24fps,尾帧按三结局变体)\\\\n- - 触发时机:第 3 日结局判定成立后、结局面板之前,每局一次\\\\n- - 内容与角色场景:救援车队灯光驶入社区;尾帧按结局呈现——全员撤离(居民列队登车)/艰难撤离(伤者搀扶离巷)/社区失守(空楼与熄灭的火堆)\\\\n- - 资产对应:社区、车队、居民与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结局面板;自然播完 → 同\\\\n- - 状态一致:结局变体与真实判定分支一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792424433045-ug37956a6g.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
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"failMsg": null,
|
| 32 |
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"costTime": 405,
|
| 33 |
+
"completeTime": 1792424438757,
|
| 34 |
+
"createTime": 1792424032789,
|
| 35 |
+
"creditsConsumed": 492.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792424433045-ug37956a6g.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,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)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援结局\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 救援结局(Ending,12 秒,1280×720@24fps,尾帧按三结局变体)\\\\n- - 触发时机:第 3 日结局判定成立后、结局面板之前,每局一次\\\\n- - 内容与角色场景:救援车队灯光驶入社区;尾帧按结局呈现——全员撤离(居民列队登车)/艰难撤离(伤者搀扶离巷)/社区失守(空楼与熄灭的火堆)\\\\n- - 资产对应:社区、车队、居民与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结局面板;自然播完 → 同\\\\n- - 状态一致:结局变体与真实判定分支一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792424433045-ug37956a6g.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_004__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_004__seedance20.mp4",
|
| 48 |
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"native_video_bytes": 6563926,
|
| 49 |
+
"video_bytes": 3216197,
|
| 50 |
+
"credits_consumed": 492.0,
|
| 51 |
+
"finished_at": "2026-10-19T15:40:54.644838+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/G050_aftermath_holdout/assets/cg_video/G050_cg_004/video_seedance.mp4
ADDED
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size 3216197
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