Upload H3 CG videos for G044_robot_workshop
#90
by xiaotianqi05 - opened
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/meta.json +49 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/video.mp4 +3 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/meta.json +49 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/video.mp4 +3 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/meta.json +49 -0
- outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/video.mp4 +3 -0
outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/meta.json
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{
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"task_id_input": "G044_cg_001",
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"game_id": "G044_robot_workshop",
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"model": "minimax-h3/text-to-video",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "367c6d7d296a7993c606f48d029fa1b6cf22edf29b72e1f57cdfb2b86f87e01c",
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"status": "success",
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"request": {
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"model": "minimax-h3/text-to-video",
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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, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 接单开线\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\n2-5s: 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: 直接进入准备编排\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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"aspect_ratio": "16:9",
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"duration": 5,
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"resolution": "768P"
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}
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},
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"started_at": "2026-10-17T12:34:17.395700+00:00",
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"task_id": "0ca0967264da5c7e9750d807e8a535b6",
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"status_response": {
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"taskId": "0ca0967264da5c7e9750d807e8a535b6",
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"model": "minimax-h3/text-to-video",
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"state": "success",
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"param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 接单开线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\\\\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\\\\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n2-5s: 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: 直接进入准备编排\\\\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
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| 24 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/js/b2/0076307f68ef898b0251d50e.mp4\"]}",
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"failCode": null,
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| 26 |
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"failMsg": null,
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"costTime": 96,
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"completeTime": 1792240554408,
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"createTime": 1792240458464,
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| 30 |
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"creditsConsumed": 40.0,
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| 31 |
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"operationType": "minimax-h3/text-to-video",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/js/b2/0076307f68ef898b0251d50e.mp4"
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]
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},
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"successFlag": 1,
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"paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 接单开线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 接单开线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题点击「开工」后、准备编排之前,每局一次\\\\n- - 内容与角色场景:铆钉湾雨后清晨、车间吊灯依次亮起、矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」\\\\n- - 资产对应:采矿口、组装台、订单板与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入准备编排;自然播完 → 进入准备编排\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 铆钉湾雨后清晨、车间吊灯依次亮起、墙上矿料滑槽落料、第一台组装台就位、订单板亮出「20 台躯干」,无 UI、无文字、无剪辑\\\\n2-5s: 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: 直接进入准备编排\\\\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
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},
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"result_url": "https://tempfile.aiquickdraw.com/js/b2/0076307f68ef898b0251d50e.mp4",
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"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_001__minimax_h3.native.mp4",
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"video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_001__minimax_h3.mp4",
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"native_video_bytes": 903689,
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"video_bytes": 903070,
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| 45 |
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"credits_consumed": 40.0,
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"finished_at": "2026-10-17T12:36:03.922619+00:00",
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"source_model": "minimax-h3/text-to-video",
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| 48 |
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"uploaded_artifact": "video.mp4"
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}
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outputs/G044_robot_workshop/assets/cg_video/G044_cg_001/video.mp4
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| 1 |
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version https://git-lfs.github.com/spec/v1
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oid sha256:d9d0d3da794e83b63ba774117f2bac35bdf1dd2ebfe88abd2adc1692e2afdeea
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| 3 |
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size 903070
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outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/meta.json
ADDED
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{
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| 2 |
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"task_id_input": "G044_cg_002",
|
| 3 |
+
"game_id": "G044_robot_workshop",
|
| 4 |
+
"model": "minimax-h3/text-to-video",
|
| 5 |
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"prompt_schema": "cg_video_prompt.v1",
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| 6 |
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"prompt_sha256": "401a5c933b9573de3bfb45ab64fe720b926aaeb58031c02ade940d08005002d2",
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"status": "success",
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"request": {
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"model": "minimax-h3/text-to-video",
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| 10 |
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"input": {
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| 11 |
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Event\nName: 扩产与瓶颈事件\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\n2-5s: 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: 立即返回生产视角\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
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"aspect_ratio": "16:9",
|
| 13 |
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"duration": 5,
|
| 14 |
+
"resolution": "768P"
|
| 15 |
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}
|
| 16 |
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},
|
| 17 |
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"started_at": "2026-10-17T12:36:05.091296+00:00",
|
| 18 |
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"task_id": "5414835f8085d29b515c20153f90ac57",
|
| 19 |
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"status_response": {
|
| 20 |
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"taskId": "5414835f8085d29b515c20153f90ac57",
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| 21 |
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"model": "minimax-h3/text-to-video",
|
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"state": "success",
|
| 23 |
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"param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 扩产与瓶颈事件\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\\\\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n2-5s: 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: 立即返回生产视角\\\\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
|
| 24 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/js/b2/9aae16fc7108c1d4994a913d.mp4\"]}",
|
| 25 |
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"failCode": null,
|
| 26 |
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"failMsg": null,
|
| 27 |
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"costTime": 107,
|
| 28 |
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"completeTime": 1792240673484,
|
| 29 |
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"createTime": 1792240566382,
|
| 30 |
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"creditsConsumed": 40.0,
|
| 31 |
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"operationType": "minimax-h3/text-to-video",
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"response": {
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| 33 |
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"resultUrls": [
|
| 34 |
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| 35 |
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|
| 36 |
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},
|
| 37 |
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"successFlag": 1,
|
| 38 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 扩产与瓶颈事件\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 扩产与瓶颈事件(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:本局首次发生局部堵塞高亮时插入一次(画中画、不打断操作),每局最多一次\\\\n- - 内容与角色场景:传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动\\\\n- - 资产对应:传送带、分流格、组装台与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 立即返回生产视角;自然播完 → 自动返回\\\\n- - 状态一致:不打断操作;播放期间游戏计时正常推进\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 传送带物料堆积、红色高亮沿上游蔓延、工程师俯身改线、分流格落位后物料恢复流动,无 UI、无文字\\\\n2-5s: 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: 立即返回生产视角\\\\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, modern brand, or existing IP. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
|
| 39 |
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},
|
| 40 |
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"result_url": "https://tempfile.aiquickdraw.com/js/b2/9aae16fc7108c1d4994a913d.mp4",
|
| 41 |
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"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_002__minimax_h3.native.mp4",
|
| 42 |
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"video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_002__minimax_h3.mp4",
|
| 43 |
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"native_video_bytes": 818209,
|
| 44 |
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"video_bytes": 812363,
|
| 45 |
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"credits_consumed": 40.0,
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| 46 |
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"finished_at": "2026-10-17T12:38:05.793250+00:00",
|
| 47 |
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"source_model": "minimax-h3/text-to-video",
|
| 48 |
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"uploaded_artifact": "video.mp4"
|
| 49 |
+
}
|
outputs/G044_robot_workshop/assets/cg_video/G044_cg_002/video.mp4
ADDED
|
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:44155f190f7d533198f0e2374671b048d6036d9a3c550e43f251090f484ed0cf
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| 3 |
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size 812363
|
outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/meta.json
ADDED
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G044_cg_003",
|
| 3 |
+
"game_id": "G044_robot_workshop",
|
| 4 |
+
"model": "minimax-h3/text-to-video",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
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"prompt_sha256": "066e9d8928ad06d70d1ae24da8819ef9c7f6cdeb5d60520e9b51f65d12681a76",
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| 7 |
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"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
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"model": "minimax-h3/text-to-video",
|
| 10 |
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"input": {
|
| 11 |
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G044_robot_workshop\nWorld and visual bible:\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 交付结算\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 交付结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=传送带满载躯干列队出库、协会徽章点亮;失败意象=吊灯熄灭、协会徽章收回、车间归于安静\n- - 资产对应:躯干成品、车间与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\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: 直接进入对应结算面板\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, modern brand, or existing IP. 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 |
+
"aspect_ratio": "16:9",
|
| 13 |
+
"duration": 6,
|
| 14 |
+
"resolution": "768P"
|
| 15 |
+
}
|
| 16 |
+
},
|
| 17 |
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"started_at": "2026-10-17T12:38:06.819170+00:00",
|
| 18 |
+
"task_id": "e4b32b41e67d3a90fce4825e641c4816",
|
| 19 |
+
"status_response": {
|
| 20 |
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"taskId": "e4b32b41e67d3a90fce4825e641c4816",
|
| 21 |
+
"model": "minimax-h3/text-to-video",
|
| 22 |
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"state": "success",
|
| 23 |
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"param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 交付结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 交付结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=传送带满载躯干列队出库、协会徽章点亮;失败意象=吊灯熄灭、协会徽章收回、车间归于安静\\\\n- - 资产对应:躯干成品、车间与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\\\\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: 直接进入对应结算面板\\\\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, modern brand, or existing IP. 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\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}",
|
| 24 |
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/minimax-h3/1792240835554-dw9fzcp64mr.mp4\"]}",
|
| 25 |
+
"failCode": null,
|
| 26 |
+
"failMsg": null,
|
| 27 |
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"costTime": 148,
|
| 28 |
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"completeTime": 1792240836963,
|
| 29 |
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"createTime": 1792240688310,
|
| 30 |
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"creditsConsumed": 48.0,
|
| 31 |
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"operationType": "minimax-h3/text-to-video",
|
| 32 |
+
"response": {
|
| 33 |
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"resultUrls": [
|
| 34 |
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"https://tempfile.aiquickdraw.com/minimax-h3/1792240835554-dw9fzcp64mr.mp4"
|
| 35 |
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]
|
| 36 |
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},
|
| 37 |
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"successFlag": 1,
|
| 38 |
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"paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, watermarks, or references to existing IP. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G044_robot_workshop\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:原创后工业小镇「铆钉湾」——维修机器人是镇上每户的帮手,镇口的老车间接下机器人协会的整备订单,600 秒一班的产能就是车间的口碑。\\\\n- - W02 场景所在地:铆钉湾维修车间——12×8 网格车间地面、左侧矿料输送墙(两个采矿口)、顶部吊灯与工具墙;窗外是雨后小镇天际线。\\\\n- - W03 玩家身份与当前任务动机:玩家是车间的新任排产工程师,要在这一班内用有限的 14 个指令槽交付 20 台躯干,保住车间的协会认证。\\\\n- - W04 失败代价与结局表达:产能不足或红线死锁=吊灯熄灭、协会徽章收回(C03 失败意象);达标=传送带满载躯干列队出库、协会徽章点亮(C03 胜利意象)。\\\\n- - W05 叙事来源:铁屑/齿轮/轴承=矿料到成件的三级工艺;躯干=维修机器人的核心骨架订单;采矿口=墙上矿料滑槽。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:清爽工程网格风;主色=钢蓝 #4A6B8A、车间灰 #8A9098、安全黄 #E8C84B、警示红 #D9553F;材质为哑光钢、传送带橡胶、矿料颗粒与成品金属。\\\\n- - W07 环境氛围与声音语言:车间底噪与远处雨声为底;音效语言=放置/删除、加工步进、完成、堵塞警报、恢复、交付计数(F06 冻结清单);混音优先级:堵塞警报 > 恢复/交付 > 加工步进 > 车间环境。\\\\n- - W08 故事表达方式:C01 接单开线交代车间与目标 → 过程中堵塞/扩产/重构反馈承载编排节奏 → C03 结算双意象收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:固定正交俯视,12×8 网格全境可见;镜头不可旋转缩放;1920×1080 下每格与高亮清晰可辨,1280×720 保持可读(I06)。\\\\n- - F04 环境常驻效果:吊灯微晃、传送带辊轮常动(空载慢转/满载快转)、窗外天际线雨痕、矿料滑槽落料粒子;均为纯表现层。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 交付结算\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 交付结算(Ending,6 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=传送带满载躯干列队出库、协会徽章点亮;失败意象=吊灯熄灭、协会徽章收回、车间归于安静\\\\n- - 资产对应:躯干成品、车间与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 双意象共用条目:胜利=传送带满载躯干列队出库、协会徽章点亮;失败=吊灯熄灭、协会徽章收回、车间归于安静;无 UI、无文字\\\\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: 直接进入对应结算面板\\\\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, modern brand, or existing IP. 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\\\":\\\"768P\\\"}\",\"model\":\"minimax-h3/text-to-video\"}"
|
| 39 |
+
},
|
| 40 |
+
"result_url": "https://tempfile.aiquickdraw.com/minimax-h3/1792240835554-dw9fzcp64mr.mp4",
|
| 41 |
+
"native_video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_003__minimax_h3.native.mp4",
|
| 42 |
+
"video_path": "test_data/outputs/cg_video_full_kie_20261017/G044_cg_003__minimax_h3.mp4",
|
| 43 |
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"native_video_bytes": 1814438,
|
| 44 |
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"video_bytes": 1305922,
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| 45 |
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"credits_consumed": 48.0,
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| 46 |
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"finished_at": "2026-10-17T12:40:46.327264+00:00",
|
| 47 |
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"source_model": "minimax-h3/text-to-video",
|
| 48 |
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"uploaded_artifact": "video.mp4"
|
| 49 |
+
}
|
outputs/G044_robot_workshop/assets/cg_video/G044_cg_003/video.mp4
ADDED
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