TokiToki Internal
Atlas + S3
All runs
ErrorComfyUI

3c95f52c-1570-442c-a487-0f6fff5bda5e

Queued
Aug 18, 2026, 03:08 PM
Completed
Aug 18, 2026, 03:09 PM
Execution time
34.3s
Outputs
0 · 0 B
Inputs
1
Cached nodes

Failure

RuntimeErrorin SeedReferenceImages (node 10)

[Image 2] (hf_20260807_180955_5c9b0815-eb6f-49b0-81fe-34f537402cba.png) failed to enroll: CreateAsset failed: Internal Service is timeout. Pls Contact With Admin

Stack trace
  File "/home/ec2-user/ComfyUI/execution.py", line 542, in execute
    output_data, output_ui, has_subgraph, has_pending_tasks = await get_output_data(prompt_id, unique_id, obj, input_data_all, execution_block_cb=execution_block_cb, pre_execute_cb=pre_execute_cb, v3_data=v3_data)
                                                              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/home/ec2-user/ComfyUI/execution.py", line 341, in get_output_data
    return_values = await _async_map_node_over_list(prompt_id, unique_id, obj, input_data_all, obj.FUNCTION, allow_interrupt=True, execution_block_cb=execution_block_cb, pre_execute_cb=pre_execute_cb, v3_data=v3_data)
                    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "/home/ec2-user/ComfyUI/execution.py", line 315, in _async_map_node_over_list
    await process_inputs(input_dict, i)
  File "/home/ec2-user/ComfyUI/execution.py", line 303, in process_inputs
    result = f(**inputs)
             ^^^^^^^^^^^
  File "/home/ec2-user/ComfyUI/custom_nodes/ComfyUI-Seed-API/nodes/asset_nodes.py", line 352, in enroll
    raise RuntimeError(

Outputs

0

The run failed before producing any output.

Text prompts

2
Promptnode 11 · SeedanceV2Video · promptSeedance 2.0 Video

SCENE CONTEXT A dusty battlefield clearing at dawn, several villagers bound together with rope in the background, terrified and huddled. A lone warrior stands between them and a group of tribal enemy fighters, gripping a blood-crusted mace, ready to cut them down before they reach the hostages. ACTIVE REFERENCES <IMAGE_1>: the warrior — muscular black-haired bearded man, red tilak mark on forehead, blood spatter on cheek, wearing a carved silver muscle-cuirass over chainmail sleeves, gold-trimmed crimson dhoti, leather vambraces, worn leather boots. 100% matches the reference. <IMAGE_2> / <IMAGE_4>: the enemy tribal warriors — ash-grey-black painted skin, wild matted hair, ragged fur-and-leather tunics, bone necklaces and armbands, barefoot, carrying spears, curved blades, an axe, and a round metal shield. 100% matches the reference. <IMAGE_3>: the warrior's mace — aged bronze haft, heavy round bludgeoned head studded with gold rivets, streaked with dried and fresh blood. 100% matches the reference. <IMAGE_4>: also the environment and exact starting frame — flat grey-toned open ground, neutral overcast backdrop, the six enemy fighters standing in their exact studio line-up positions and poses. 100% matches the reference as the opening composition. LOCATION MAP The scene opens on the exact setting of <IMAGE_4>: open, flat battlefield ground with a neutral hazy grey backdrop stretching into dust at 10 meters depth. Foreground: bare packed dirt scattered with dropped weapons. Midground: the six enemy fighters in the same spread as <IMAGE_4>, now facing the warrior. Background: the roped villagers kneeling together at camera-left, a burning cart's flames flickering at camera-right, war banners faint in the dust beyond. Flat, soft overcast light matching <IMAGE_4> at the top of the scene, shifting to a low warm rake as the fight builds. FIRST FRAME / BLOCKING The first frame reproduces <IMAGE_4> exactly: the six tribal enemies standing in their same line-up formation, weapons in hand (axe, curved blade, spear, shield, blade, spear), against the same flat grey ground and backdrop. The warrior steps into frame from camera-front, back three-quarter to camera, mace held low in his right fist, weight loading onto his back foot as he confronts the line. The bound villagers are visible over the warrior's left shoulder, wrists roped, flinching backward. FORMAT MODE Timed multishot. HARD CUTs only at the stated seconds, the camera does not cut on its own. 0.0s to 2.5s — CUT 1 0.0s: opening frame matches <IMAGE_4>'s enemy line-up exactly; warrior enters, eyes locking onto the nearest enemy, jaw sets, he plants his front foot and hauls the mace up over his shoulder. 1.2s: first enemy breaks formation and lunges in with the curved blade at 25 km/h; warrior pivots his hips and swings the mace in a rising arc. 2.4s: mace head connects under the enemy's ribs, body lifts off the ground, blood bursts outward in a fine spray. 2.5s HARD CUT 2.5s to 5.5s — CUT 2 2.5s: warrior wrenches the mace back, momentum spinning him a quarter turn toward a second enemy closing with a spear. 3.4s: he steps inside the spear's reach, drives his shoulder into the enemy's chest to knock the thrust off-line. 4.6s: the mace whips sideways into the enemy's temple, head snaps hard, body crumples into the dust, spear clatters away. 5.5s HARD CUT 5.5s to 9.5s — CUT 3, wide multishot 5.5s: the remaining three enemies from the line-up converge from both flanks, one raising the shield, two with blades. 6.5s: warrior smashes the mace down onto the shield rim, metal buckles and the shield-bearer staggers back. 7.6s: warrior rotates low, sweeps the mace across the legs of the blade-wielder on his left, the man's feet fly out from under him. 8.6s: warrior reverses grip and drives the mace head straight into the chest of the last attacker at close range, the impact throws him back into a fallen cart wheel. 9.5s HARD CUT 9.5s to 12.5s — CUT 4, slow motion 9.5s: real-time drops to slow motion, the final enemy — the axe-wielder from the line-up — roars and charges from dead ahead at 15 km/h. 10.5s: warrior sidesteps, mace trailing an arc of blood droplets suspended in the air. 11.8s: the mace connects across the enemy's jaw, sweat and blood scatter in a wide radial spray frozen mid-flight, body rotates off its feet. 12.5s HARD CUT 12.5s to 15.0s — CUT 5, real-time 12.5s: speed returns to real-time, warrior lands square on both feet amid the fallen bodies, chest heaving, mace hanging heavy at his side dripping blood onto the dirt. 13.5s: he turns his head back toward the roped villagers, eyes still burning with adrenaline, a fresh drop of blood rolls from his brow. 14.5s: villagers exhale, one child peers out from behind an adult's shoulder; warrior stands firm between them and the same flat, dust-hazed ground from the opening frame. 15.0s end. OPTICS CUT 1: MS, 47° FOV. CUT 2: MS, 47° FOV. CUT 3: WS, 63° FOV. CUT 4: MCU-to-MS, 29° FOV. CUT 5: WS, 63° FOV. No drift mid-segment on any cut. CAMERA Handheld at chest height, 1–2cm tremor, operator anchored on the shadow side circling right-to-left across the sequence, always keeping the roped villagers visible at frame edge. Push-in half a step on each impact beat, settling immediately after. ACTION Every mace impact carries full follow-through: weight transfer from hips through shoulder into the swing, mace head trailing motion-blur only during real-time segments. Bodies react with real inertia — lifted, spun, or dropped according to point of impact, never floating. PERFORMANCE Warrior's face carries restrained fury — jaw locked, brow lowered, breath visible and ragged between swings, sweat and blood catching the light on his skin. Villagers' faces show raw fear softening to relief only in the final beat, no exaggerated screaming, tightened shoulders and gripped ropes instead. PHYSICS Dust kicks up in small bursts under every footfall, blood spray follows real trajectory and gravity, ropes binding the villagers stay taut with visible fiber texture, fabric and hair on all fighters move with the wind and motion. LIGHTING Scene opens on the flat, soft overcast lighting of <IMAGE_4>, then shifts into a low warm sunlight at 5600K raking in from camera-right through rising smoke haze as the fight escalates, throwing long hard shadows across the dirt; fire glow from the burning cart adds a flickering orange rim on the enemies' skin at camera-right edge. COLOR GRADE Starts in the neutral grey-toned palette of <IMAGE_4>, warming through sunbaked ochre and rust tones in the dirt and enemy skin as the scene progresses, cut by the cold blue-grey sheen of the warrior's armor and the fresh crimson of blood — blood reads as the only saturated color against the desaturated battlefield dust. WARDROBE Warrior's cuirass shows fresh scuffs and new blood streaks accumulating shot to shot; enemies' ragged furs and bone jewelry match <IMAGE_4> exactly at the start and sway and tear further with each impact; villagers' plain roped garments stay dust-covered and undisturbed. AUDIO Grunts of exertion, the dull heavy thud of the mace on flesh and bone, cloth tearing, distant crackle of fire, the villagers' muffled fearful breathing, wind carrying dust across the field. STYLE Photoreal 8K cinematic action texture, fine film grain, natural motion blur on real-time beats, crisp clarity on the slow-motion beat. OUTPUT SETTINGS 24fps for real-time segments, smooth 120fps-sourced slow motion for CUT 4 only, high bitrate, no anamorphic distortion. POSITIVE LOCKS Opening frame matches <IMAGE_4> exactly — same enemy line-up, poses, and environment. Warrior's face, armor, and mace stay 100% matching <IMAGE_1> and <IMAGE_3> in every cut. Enemies stay 100% matching <IMAGE_2>/<IMAGE_4> in build, paint, and wardrobe across all cuts. Roped villagers remain visible in frame background through every cut. Mace carries visible blood buildup that increases shot to shot. Cuts occur only at the stated seconds, camera does not cut on its own.

1 other text field— sigmas, filenames, and other non-prompt strings the logger swept up

node 10 · SeedReferenceImages · paths

input/charactersheet balal.png input/hf_20260807_180955_5c9b0815-eb6f-49b0-81fe-34f537402cba.png input/mace.png input/fff.png

Input media

1

Source images and video this run consumed.

fff.png

node 10 · 6.0 MB