Upload Seedance CG videos for G054_identity_trial

#220
outputs/G054_identity_trial/assets/cg_video/G054_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G054_cg_001",
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+ "game_id": "G054_identity_trial",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "77f92ae641fb4b07231e2e7500e93f1158c7de882f8fa76b4e1e3ad32e7394c3",
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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: G054_identity_trial\nWorld and visual bible:\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场抵达\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场抵达(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题开庭之前,每局一次\n- - 内容与角色场景:夜色中的界桥关,六名旅人在火把下列队,守关官展开名册,审讯堂大门缓缓开启\n- - 资产对应:关口、审讯堂、六角色与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入开庭;自然播完 → 同\n- - 状态一致:播放期间不推进回合与窗口计时;进入状态=回合 0 证词未发布\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, 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": "2026-10-19T16:26:41.798786+00:00",
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+ "task_id": "f7071496409429da19a1872670f398b0",
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+ "status_response": {
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+ "taskId": "f7071496409429da19a1872670f398b0",
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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: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场抵达\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场抵达(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题开庭之前,每局一次\\\\n- - 内容与角色场景:夜色中的界桥关,六名旅人在火把下列队,守关官展开名册,审讯堂大门缓缓开启\\\\n- - 资产对应:关口、审讯堂、六角色与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入开庭;自然播完 → 同\\\\n- - 状态一致:播放期间不推进回合与窗口计时;进入状态=回合 0 证词未发布\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, 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/1792427413348-3zhrvmgm3kn.mp4\"]}",
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+ "costTime": 215,
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+ "completeTime": 1792427418165,
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+ "createTime": 1792427202943,
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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/1792427413348-3zhrvmgm3kn.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: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开场抵达\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开场抵达(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题开庭之前,每局一次\\\\n- - 内容与角色场景:夜色中的界桥关,六名旅人在火把下列队,守关官展开名册,审讯堂大门缓缓开启\\\\n- - 资产对应:关口、审讯堂、六角色与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入开庭;自然播完 → 同\\\\n- - 状态一致:播放期间不推进回合与窗口计时;进入状态=回合 0 证词未发布\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Night frontier gate, six travelers line up under torchlight, a warden unrolls a roster, great hall doors open slowly, ink-brush semi-realistic, 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/1792427413348-3zhrvmgm3kn.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_001__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_001__seedance20.mp4",
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+ "native_video_bytes": 5058382,
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+ "video_bytes": 2400198,
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+ "credits_consumed": 410.0,
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+ "finished_at": "2026-10-19T16:30:31.311410+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G054_identity_trial/assets/cg_video/G054_cg_001/video_seedance.mp4 ADDED
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outputs/G054_identity_trial/assets/cg_video/G054_cg_002/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G054_cg_002",
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+ "game_id": "G054_identity_trial",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "84eb5cfeed3f84841f3f2f227bf289af95f0c118a4eb5ff1bebd41e2679f15cc",
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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: G054_identity_trial\nWorld and visual bible:\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\n\n[CINEMATIC ROLE]\nType: Event\nName: 关键证据揭示\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 关键证据揭示(Event,6 秒,1280×720@24fps)\n- - 触发时机:首次比对出「时间重叠·可疑」结果后的下一帧短暂插入(每局一次)\n- - 内容与角色场景:档案架上两张证词纸并排亮起,红光沿时间线重叠处游走,守关官眯起眼睛放下茶盏\n- - 资产对应:证词档案、印章台、守关官与游戏内一致\n- - 可跳过:Esc 跳过 → 回到对局继续;自然播完 → 同\n- - 状态一致:仅在真实比对事件后触发,返回时比对标记与回合状态不变\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 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: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "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",
19
+ "duration": 6
20
+ }
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+ },
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+ "started_at": "2026-10-19T16:30:32.119768+00:00",
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+ "task_id": "5124d715443ad0c3cf6ff0e8324ec38a",
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+ "status_response": {
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+ "taskId": "5124d715443ad0c3cf6ff0e8324ec38a",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 关键证据揭示\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 关键证据揭示(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次比对出「时间重叠·可疑」结果后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:档案架上两张证词纸并排亮起,红光沿时间线重叠处游走,守关官眯起眼睛放下茶盏\\\\n- - 资产对应:证词档案、印章台、守关官与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到对局继续;自然播完 → 同\\\\n- - 状态一致:仅在真实比对事件后触发,返回时比对标记与回合状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 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: 6 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/1792427643705-4xv6s2p70dn.mp4\"]}",
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+ "failCode": null,
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+ "failMsg": null,
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+ "costTime": 212,
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+ "completeTime": 1792427645453,
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+ "createTime": 1792427433202,
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+ "creditsConsumed": 246.0,
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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/1792427643705-4xv6s2p70dn.mp4"
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+ ]
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+ },
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+ "successFlag": 1,
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 关键证据揭示\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 关键证据揭示(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次比对出「时间重叠·可疑」结果后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:档案架上两张证词纸并排亮起,红光沿时间线重叠处游走,守关官眯起眼睛放下茶盏\\\\n- - 资产对应:证词档案、印章台、守关官与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到对局继续;自然播完 → 同\\\\n- - 状态一致:仅在真实比对事件后触发,返回时比对标记与回合状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Two dossier pages light side by side on the archive rack, red light crawls along an overlapping timeline, the warden sets down his tea, ink-brush semi-realistic, cinematic, original design, no text\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 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: 6 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/1792427643705-4xv6s2p70dn.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_002__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_002__seedance20.mp4",
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+ "native_video_bytes": 2785761,
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+ "video_bytes": 1332794,
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+ "credits_consumed": 246.0,
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+ "finished_at": "2026-10-19T16:34:21.437081+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
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+ {
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+ "task_id_input": "G054_cg_003",
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+ "game_id": "G054_identity_trial",
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+ "model": "bytedance/seedance-2",
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G054_identity_trial\nWorld and visual bible:\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 审判结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 审判结算(Ending,10 秒,1280×720@24fps,尾帧按判决分支变体)\n- - 触发时机:任一阵营胜利判定后、结算面板之前,每局一次\n- - 内容与角色场景:判决文书盖印展开;尾帧按分支——守关官胜(关口重开、旅人按判决通行)/私运者胜(货车碾过界桥夜色远去)\n- - 资产对应:判决文书、关口、货车与游戏内一致\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:尾帧与真实阵营胜负及 G09 判决一致\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_result_panel_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
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+ "reference_video_urls": [],
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+ "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": "2026-10-19T16:34:22.068675+00:00",
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+ "task_id": "1d6ccb1e25126996c73820efd4a7437b",
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+ "status_response": {
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+ "taskId": "1d6ccb1e25126996c73820efd4a7437b",
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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: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 审判结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 审判结算(Ending,10 秒,1280×720@24fps,尾帧按判决分支变体)\\\\n- - 触发时机:任一阵营胜利判定后、结算面板之前,每局一次\\\\n- - 内容与角色场景:判决文书盖印展开;尾帧按分支——守关官胜(关口重开、旅人按判决通行)/私运者胜(货车碾过界桥夜色远去)\\\\n- - 资产对应:判决文书、关口、货车与游戏内一致\\\\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:尾帧与真实阵营胜负及 G09 判决一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, 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/1792427862911-8za9pks3m9d.mp4\"]}",
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+ "failCode": null,
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+ "failMsg": null,
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+ "costTime": 201,
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+ "completeTime": 1792427864897,
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+ "createTime": 1792427663183,
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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/1792427862911-8za9pks3m9d.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: G054_identity_trial\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空战乱初定的年代;「界桥关」是南北通商的唯一孔道,灾后关防严查夹带兵械与违禁私货的旅队。\\\\n- - W02 场景所在地:界桥关的审讯堂——圆桌、火把、印章台与证词档案架构成单场景对局。\\\\n- - W03 玩家身份与当前任务:玩家是过关旅人之一(具体身份由 seed 分配);当前任务:以身份所属阵营达成目标——守关官找出私运者、私运者混过关防、平民平安通行。\\\\n- - W04 失败代价与结局表达:阵营失败=通行判决按对立阵营出具(私货过关或关口失序);结局表达见 G09 与 C03 尾帧,不改变胜负规则。\\\\n- - W05 叙事来源:7 种卡牌=审讯手法(指控/反驳=言辞对质,攻击/闪避=肢体冲突,急救/装备=堂内救治与护具,查验/比对=关防文书核验);证词档案=每人的过关申报;关口声望=守关官的考绩。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的边关夜堂;主色=火把暖橙(#D98A4A 系)+石墙灰(#7D7468 系)+印泥朱红(#B03A3A 系);材质以粗石、旧木、火光为主,明暗对比支撑推理氛围。\\\\n- - W07 环境氛围与声音语言:夜风穿堂的关口——常驻火把噼啪与风声;音效语言为「翻牌+盖印+窗口滴答+投票落锤+矛盾刺音」,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)交代关口与六旅人 → 证据揭示视频(C02)在首次比对出「时间重叠·可疑」时强化推理节点 → 审判结算视频(C03)按判决分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正面圆桌全景(16:9 全员可见),无跟随;缩放仅两档(全景/当前行动者特写),特写随座次行动自动切换并回位;镜头边界=审讯堂内框。\\\\n- - F04 环境常驻效果:火把光焰跳动与烟、证词档案纸页微动、窗外夜风掠影;不遮挡手牌与倒计时。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 审判结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 审判结算(Ending,10 秒,1280×720@24fps,尾帧按判决分支变体)\\\\n- - 触发时机:任一阵营胜利判定后、结算面板之前,每局一次\\\\n- - 内容与角色场景:判决文书盖印展开;尾帧按分支——守关官胜(关口重开、旅人按判决通行)/私运者胜(货车碾过界桥夜色远去)\\\\n- - 资产对应:判决文书、关口、货车与游戏内一致\\\\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:尾帧与真实阵营胜负及 G09 判决一致\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: A verdict scroll is stamped open; ending frame variant by faction outcome: gate order restored with travelers passing / a cargo cart rolling across the bridge into night, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ },
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792427862911-8za9pks3m9d.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G054_cg_003__seedance20.mp4",
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+ "native_video_bytes": 5184323,
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+ "video_bytes": 2269789,
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+ "credits_consumed": 410.0,
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+ "finished_at": "2026-10-19T16:37:56.171022+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
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