e30a836a-f2df-436e-9486-dbdd7cd076c3
- Queued
- Aug 18, 2026, 05:14 PM
- Completed
- Aug 18, 2026, 05:15 PM
- Execution time
- 36.3s
- Outputs
- 0 · 0 B
- Inputs
- 1
- Cached nodes
- —
Failure
[Image 4] (hf_20260811_132248_306b23f3-34ec-4a24-bf55-a80c04e79df3.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
0The run failed before producing any output.
Text prompts
2SCENE CONTEXTA dusty battlefield clearing at dawn. Several terrified villagers bound together with coarse rope crouch at the roadside. A lone warrior stands between them and a swarm of relentless ash-skinned fighters, swinging a massive, heavy mace to cut them down in a brutal, continuous, real-time flow 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>: the enemy fighters — ash-grey-black painted skin, wild matted hair, ragged fur-and-leather tunics, bone necklaces and armbands, carrying curved blades and spears, snarling and charging simultaneously. 100% matches the reference.<IMAGE_3>: the warrior's mace — aged bronze haft, massive round bludgeoned head studded with gold rivets, streaked with dried and fresh blood, visibly heavy in his grip. This is the exact weapon the warrior wields throughout. 100% matches the reference.<IMAGE_4>: the hostages — terrified villagers bound together with thick fiber rope, dusty, ragged clothing, huddled together at the roadside. 100% matches the reference.LOCATION MAPOpen dirt battlefield, thick pale dust and smoke hanging close behind the fighters, hazy sunlight bleeding through from directly ahead. Foreground: bare packed earth, coiled rope, a dropped shield. Midground, tight around the warrior: multiple ash-skinned enemies closing in at the same time, attacking from multiple angles without waiting. Background right, close enough to stay in soft focus behind the fight: the roped villagers matching <IMAGE_4> flinching back. Light comes low and diffuse from ahead, rim-lighting the warrior's shoulders.FIRST FRAME / BLOCKINGTight on the warrior from behind and slightly low, three-quarter back to camera, chainmail collar and blood-streaked cuirass filling the frame. The mace hangs low in his right fist, its sheer weight pulling down his posture. Two lead enemies enter frame together in full sprint — blade mid-downswing on one side, spear thrusting on the other — overlapping attacks from the very first frame. The bound villagers from <IMAGE_4> are visible in soft focus past his right shoulder.FORMAT MODETimed multishot, real-time continuity, hard cuts only, no wide establishing holds, zero slow motion. Every cut lands mid-action while bodies and weapons are actively moving.0.0s to 2.2s — CUT 1 — MCU, tight over-the-shoulder0.0s: warrior strains as he violently wrenches the heavy mace across his body, dragging the heavy bronze head through the dust before accelerating into a wide arc.1.1s: mace impacts the blade-wielder's ribs with full real-time momentum; the enemy buckles instantly, folding around the impact point rather than flying back.1.8s: as the first man collapses, the spearman drives in without pause; the warrior uses the mace's ongoing momentum to spin his body inside the spear's path, letting the shaft graze his shoulder armor.2.2s HARD CUT2.2s to 4.4s — CUT 2 — CU on impact, then MS2.2s: tight close-up on the warrior's forearms and tendons bulging under the weight of the mace as he channels the momentum into an upward leverage strike.3.0s: he drives the heavy bronze pommel directly into the spearman's jaw, snapping his head sideways while a third enemy simultaneously leaps in from the flank with a raised axe.4.0s: without stopping, the warrior carries the mace overhead in a full fluid rotation, planting his feet and bringing the full crushing mass down into the axe-wielder's shoulder.4.4s HARD CUT4.4s to 7.6s — CUT 3 — MS/CU continuous momentum4.4s: two enemies charge at once from opposite sides; warrior catches the first attacker's blade against the reinforced haft of the mace, the metal clanging sharply under the force.5.5s: using the leverage of the lock, he shoves the attacker directly into the second charging enemy, tripping up their combined footwork.6.5s: warrior shifts his stance, taking a deep low step to swing the heavy mace head in a low sweeping 360-degree arc, crushing the shins of both stumbled attackers in one continuous fluid motion.7.6s HARD CUT7.6s to 11.0s — CUT 4 — MCU/CU relentless real-time pressure7.6s: continuous real-time action continues as a massive enemy tries to rush past toward the bound villagers from <IMAGE_4>.8.5s: warrior lunges forward, hooking the mace head behind the enemy's neck and yanking him backward off his feet onto the dirt.9.8s: warrior swiftly reverses grip on the heavy shaft and delivers a short, powerful thrust with the studded head straight into the fallen enemy's chest, dust blowing outward from the force.11.0s HARD CUT11.0s to 15.0s — CUT 5 — real-time, MS closing to CU11.0s: real-time, MS on the warrior catching his balance, resting the heavy mace head on the earth for a fraction of a second as the last enemy falls.12.2s: he heaves the mace back up into a ready guard with visible physical exertion, his chest heaving, sweat and blood dripping from his chin.13.2s: CU on his face turning sharply toward the hostages from <IMAGE_4>; his fierce expression softens slightly as he confirms their safety.14.2s: brief wide hold (MS/near-WS) in the final second showing the fallen attackers scattered on the ground, the warrior standing guard, and the hostages from <IMAGE_4> gasping in relief.15.0s end.OPTICSCUT 1: MCU, 29° FOV. CUT 2: CU-to-MS, 18°–29° FOV. CUT 3: MS-to-CU, 29° FOV. CUT 4: MCU-to-CU, 18° FOV. CUT 5: MS-to-CU, 29° FOV, brief near-WS only in the final second. No focal drift mid-segment.CAMERAHandheld, close and tight inside arm's reach of the fight, 1–2cm subtle natural tremor. Responsive, tracking the heavy dynamic arcs of the mace rather than wide observational angles.ACTIONStrict real-time speed throughout with 0% slow motion. Enemies act aggressively and simultaneously, charging in chaotic overlap. The mace moves with realistic physical weight: deliberate startup inertia, high-velocity mid-swing acceleration, heavy follow-through momentum, and visible strain on the warrior's grip and torso as he redirects its force.PERFORMANCEWarrior displays controlled aggression, athletic power, and real physical exertion. Bound villagers from <IMAGE_4> maintain panicked expressions during the battle, transitioning to tearful relief in the final frames.PHYSICSAuthentic weight-and-mass dynamics. Strikes crush and fold body targets instantly. Dust kicks up heavily from foot movements and ground impacts. Ropes binding the hostages remain taut and detailed.LIGHTINGLow diffuse 5600K morning sunlight cutting through battlefield haze, highlighting the metallic finish of the mace from <IMAGE_3> and the details of the villagers from <IMAGE_4>.COLOR GRADEDesaturated ochre dirt and muted enemy tones contrasted with the sharp metallic sheen of armor and vibrant crimson blood accents.WARDROBEAll assets strictly match references: <IMAGE_1> for the warrior, <IMAGE_2> for attackers, <IMAGE_3> for weapon, and <IMAGE_4> for bound villagers.AUDIOImpact heavy thuds, ringing metal collisions, ragged breathing, chaotic footwork in dirt, soft whimpers from the bound villagers, and low ambient wind.STYLEPhotoreal 8K cinematic action texture, natural motion blur at standard frame rate, fine film grain.OUTPUT SETTINGS24fps real-time speed across all shots, high bitrate, no slow motion, no anamorphic distortion.POSITIVE LOCKS100% visual consistency for <IMAGE_1>, <IMAGE_2>, <IMAGE_3>, and <IMAGE_4>. 100% real-time playback. Continuous overlapping enemy attacks with zero idle waiting. Visible physical mass and momentum in every mace technique
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/hf_20260811_132248_306b23f3-34ec-4a24-bf55-a80c04e79df3.png
Input media
1Source images and video this run consumed.