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Akali's Acceptance Complete animation includes 3 climax scenes, 2 mins 40s of nice fun animation. Also includes 3 variations (white, black, mega black) at 4k 60fps. Models from RyanReos Madruga3D #akali

87,279 Aufrufe • vor 3 Monaten •via X (Twitter)

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I vibe coded and built a sprite animation pipeline 🛠️ (Day 22 of making the engine+game) ⬇️ Watch the video if you don't wanna read the wall of text - it directly shows what I do. Shoutout to Jidé ✨ for showing me a paper on black/white combination to get alpha, it's the cleanest method yet, and to Cursor for enabling this entire journey. If you prefer the wall of text here you go: The hardest part of using general image models for 2D sprites isn’t getting a nice-looking frame, it’s getting consistent motion across a whole sprite sheet. You can fake a sheet, but frames won’t align, timing drifts, and you end up with weird artifacts. Even if you manually cut frames + interpolate, the animation often looks “off” because each frame is basically a new interpretation, not the same character evolving over time. This is especially noticeable with public API models like gpt-image-1.5 and Nano Banana. Some custom LoRAs for open models exist, but this is intended for less techy folks. My workaround: use a video model first, then post-process into a sprite sheet. Render the animation over a solid background (white/black/magenta/green), then chroma-key it out (my engine tool supports this). If the motion stays inside the silhouette, this works surprisingly well. You can do this in almost any video editing software too! The catch: keying almost always leaves an “aura” (edge spill). My best results come from interpolating the keyed animation with a clean base sprite, so you keep crisp edges and only “borrow” motion/detail where needed. If the animation extends outside the silhouette (tree branches, hair wisps, foliage), I usually skip “true sprite animation” and do it with shaders instead. Keying can’t fully remove halos there, no matter how much feathering/tuning you do. Another annoying issue: pixel corruption. AI rarely generates a perfectly flat background (pure #000000 or #FF00FF). That tiny noise breaks clean extraction and creates crawling garbage pixels around the subject. For clean base sprites (and even PBR maps), a useful trick is generating the same asset on white + black backgrounds and deriving alpha from the difference. This is basically a matte workflow: white = opaque, black = transparent. It fixes aura… but you’d need it per-frame to fix animation, which is still hard. For simple pixel art (single-digit frames), you can sometimes generate a sprite sheet, then ask the model to recreate it on black/white while preserving alignment… but it’s still manual-heavy. Honestly, at this point, for some projects it’s easier to go 3D → 2D and render clean sprites/maps directly. But I still love pushing “pure 2D” and seeing how far we can take it. Thanks for reading! Follow/bookmark/repost if interested in this kind of content!

Startracker 🔺

20,181 Aufrufe • vor 7 Monaten

‼️ DEEP DIVE: MARVEL RIVALS SEASON 5 BATTLE PASS Here's a complete look at the #MarvelRivals Season 5 Battle Pass: Grand Garden Adventure set to release this Friday, November 14th for 990 Lattice. Page 1: Namor: Monstro King (Costume) Namor: Monstro King (Emote)* Namor: Monstro King (Spray)* Gambit (Nameplate)* Namor: Monstro King (Nameplate) Namor: Monstro King (MVP Animation) x100 Unstable Molecules Page 2: The Thing Emblem (Spray)* Groot: Big Buddy (Spray)* Groot: Big Buddy (Nameplate)* x100 Units* Groot: Big Buddy (Emote) x100 Lattice Groot: Big Buddy (Costume) Page 3: The Punisher: Franken-Castle (Nameplate)* The Punisher: Franken-Castle (Spray)* The Punisher: Franken-Castle (Emote)* x100 Unstable Molecules* The Punisher: Franken-Castle (MVP Animation) x100 Units The Punisher: Franken-Castle (Costume) Page 4: x100 Units* x100 Unstable Molecules* The Punisher Emblem (Spray)* The Thing: Blue Thing (Spray)* The Thing: Blue Thing (Nameplate)* The Thing: Blue Thing (Emote)* The Thing: Blue Thing (Costume)* Page 5: x100 Lattice* Black Widow: Midnight Suspense (Nameplate)* Black Widow: Midnight Suspense (Spray)* Black Widow: Midnight Suspense (MVP Animation) Black Widow: Midnight Suspense (Emote) x100 Units Black Widow: Midnight Suspense (Costume) Page 6: Grand Games (Gallery Card)* Page 7: x100 Units* Hela: Merciful Queen (Spray)* Rogue (Nameplate)* Hela: Merciful Queen (Nameplate)* Hela: Merciful Queen (Emote)* x100 Unstable Molecules Hela: Merciful Queen (Costume) Page 8: x100 Unstable Molecules* Angela: Odin's Beautiful Daughter (Spray)* Angela: Odin's Beautiful Daughter (Nameplate)* Angela: Odin's Beautiful Daughter (Emote) Angela: Odin's Beautiful Daughter (MVP Animation) x100 Lattice Angela: Odin's Beautiful Daughter (Costume) Page 9: Ultron: Infinity Ultron (Emote)* Ultron: Infinity Ultron (Spray)* x100 Units* x100 Lattice Ultron: Infinity Ultron (Nameplate) Ultron: Infinity Ultron (MVP Animation) Ultron: Infinity Ultron (Costume) Page 10: Chronovium Die of the Grandmaster (Collectable)* x100 Unstable Molecules* Adam Warlock: Magus (Spray)* Adam Warlock: Magus (Nameplate)* Adam Warlock: Magus (Emote)* Adam Warlock: Magus (MVP Animation)* Adam Warlock: Magus (Costume)* Page 11: x100 Lattice* Scarlet Witch: Witch of the Evil Eye (Spray)* Scarlet Witch: Witch of the Evil Eye (Emote)* x100 Lattice Scarlet Witch: Witch of the Evil Eye (Nameplate) Scarlet Witch: Witch of the Evil Eye (MVP Animation) Scarlet Witch: Witch of the Evil Eye (Costume) Page 12: Museum Security (Gallery Card)* *These items are free to unlock without a Battle Pass purchase.

Miller Ross

243,513 Aufrufe • vor 9 Monaten

CSS Tip! 🎠 You can create a responsive infinite marquee animation with container queries and no duplicate items 🤙 li{ animation: slide; } @​keyframes slide { to { translate: 0% calc(var(--i) * -100%);}} The trick is animating the items, not the list 😎 More tricks 👇 To get this one working, you need to animate the items and not the list (Watch the video first?). Each item needs to know its row index (--i) in the list and the parent needs to know how many rows are in the list: ul { --count: 12; } li:nth-of-type(1), li:nth-of-type(2) { --i: 0; } li:nth-of-type(3), li:nth-of-type(4) { --i: 1; } Once you have that, translate each item based on its row index in the list li { translate: 0% calc((var(--count) - var(--i)) * 100%); } Now for the animation. The key here is that each row has an animation-delay calculated from its index (--i). That number is offset to make it negative so the animation start is offset ✨ ul { --duration: 10s; } li { --delay: calc((var(--duration) / var(--count)) * (var(--i) - 8)); animation: slide var(--duration) var(--delay) infinite linear; } Make sure to wrap that animation in: @​media (prefers-reduced-motion: no-preference) { ... } Lastly, the fun parts! 🤓 To create the "vignette" mask. Use a layered mask on the container 😷 .scene { --buff: 3rem; height: 100%; width: 100%; mask: linear-gradient(transparent, white var(--buff) calc(100% - var(--buff)), transparent), linear-gradient(90deg, transparent, white var(--buff) calc(100% - var(--buff)), transparent); mask-composite: intersect; } To create the 3D skewed effect, use a chained transform (Try toggling it in the demo ⚡️): .grid { transform: rotateX(20deg) rotateZ(-20deg) skewX(20deg); } As for the responsive part, use container queries! 🔥 article { container-type: inline-size; } When the article (card) is narrower than 400px update the grid and animation settings 🤙 Double the rows means double the duration! @​container (width < 400px) { .grid { --count: 12; grid-template-columns: 1fr; } li:nth-of-type(1) { --i: 0; } li:nth-of-type(2) { --i: 1; } li:nth-of-type(3) { --i: 2; } li:nth-of-type(4) { --i: 3; } li { --duration: 20s; } } CSS has the magic to be able to update those animations at runtime based on your custom property values 😎 An added bonus in this demo is that it doesn't require any JavaScript at all, for any of it 🤯 We can use CSS :has() for those toggles that update the styles, even the theme toggle! 🫶 Any questions, let me know! Make sure to check out the video. Will do a walkthrough one to follow-up 🤙 CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

542,467 Aufrufe • vor 2 Jahren

Crafted with Seedance 2.0 + GPT Image 2/ Nano Banana Prompt: Create a professional advertising agency storyboard for a 30-second luxury ASMR unboxing commercial of a premium perfume called GATSBY WHITE UP. Use a clean white presentation board with a modern editorial layout, navy and black typography, thin gray dividers, and a premium pitch-deck aesthetic. Organize the storyboard into 12 numbered frames (3 rows × 4 columns) with timestamps, grouped into Part 1 (0–10s), Part 2 (10–20s), and Part 3 (20–30s). At the top include: Title: GATSBY WHITE UP – ASMR UNBOXING Storyboard: 30 Seconds (3 Parts) Four info cards with icons: Style: POV Hand, ASMR, Premium Luxury Commercial Audience: Male, 16–35 Voiceover: None (Pure ASMR) Audio: Tapping, Leather, Zipper, Glass, Spray, Ambient Each storyboard frame should feature: Premium product photo Frame number and timestamp Handwritten doodle text (e.g., "NEW!", "SOFT~", "ZIP...", "WOW!", "CLICK!", "PSSST", "FRESH", "LUXURY") Three short captions: Visual, Action, and Audio The sequence should show: 1. Case placed on table 2. Leather texture close-up 3. Zipper opening 4. Case reveal 5. Bottle removed 6. Bottle beauty shot 7. Cap removed 8. Spray nozzle pressed 9. Perfume mist 10. Bottle returned to case 11. Case zipped closed 12. Hero product shot with bottle and case At the bottom, add four infographic sections: Product Key Features (reusable vegan leather case, premium zipper, refillable bottle) Includes (bottle, refill bottle, funnel) Perfect For (daily use, travel, work, gym, gifting) How to Refill (3 simple icon steps)

Ciri

17,663 Aufrufe • vor 1 Monat