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Easily position hands around objects with Zemalate's simple Blender tool, which adds collision-aware behavior to finger bones. Available here:

69,138 views • 1 month ago •via X (Twitter)

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If you think this is just another silly demo made with AI, read this post. You might change your mind, because this demo is about MATH. What you see on the screen is not a render from Blender (obviously, it’s not that good). It’s a three.js app built with Toolcraft. Available on the web and rendered in real time(link in the comments). But Blender still has a lot to do with it. Blender has Geometry Nodes - a powerful node-based system for creating and manipulating procedural geometry. In other words, it’s math. And math is a universal language. And who do you think is pretty good at math? >>> AI. Now you can download or buy Blender files from marketplaces, and when they contain Geometry Nodes for procedural animations, objects, surfaces, or effects, you can transfer that logic to the web. Make it real-time, make it interactive. Materials are a separate story, of course. They can still suck unless you use the right tricks: PBR, HDRIs, material blending, displacement, and faked surface relief. So why is Blender important here? Blender is open source, and many tools around it are open source too. An AI trained on their code. That means it can translate the math from one environment to another quite accurately. If you’ve been struggling to reproduce some idea with AI that you had in your head or seen in some references, and it has something to do with Geometry Nodes, and you can find that idea or a close one in the Blender ecosystem - it means you can transfer it to the web. Thank me later.

Alex Barashkov

28,090 views • 29 days ago

004/100 Buttons. A bit of the process on building an animation. When looking at a finished animation or in this example a finished button, it can look quite complex inside the CSS. But when building it, it’s more like a lot of simple steps, one after another. Here I had the idea to make some kind of text animation like the footer logo on the Osmo site. I try to add the base animation with no complex easing, for example transition: translate 0.4s ease. Starting with just moving the one text from bottom to top and the other text to top. Adding a stagger, play around with it. Searching for a way to make it more circular. On the research I found the sin() function inside CSS which can build a more smooth non linear curve for the stagger which creates this circular effect. And step by step adding more complexity like, different easing for hover/hover-out, opacity, 3D transform and more. I use also the sin() function to rotate the letters, so the middle ones are getting more rotated than the outer ones. Another thing which helps is to add a small delay on hover, for example 0.05s or 0.1s, you don’t really see the difference, but when you hover pretty fast on and out it doesn’t get that jumpy. I’m using here GSAP’s SplitText to split every char into spans. And then I’m adding a CSS index variable to every span, starting from the center. SplitText can provide CSS index variables, but you cannot tell it from which direction. For the sin() it’s also important to have a max length, so I add another CSS variable with the max char number on it. Crafting 100 Buttons with Osmo ⏳ Total time: 63h

Eduard Bodak

166,023 views • 3 months ago

The video smooth zoom on the Samsung Galaxy S26 Ultra is still the closest thing to a professional camcorder experience in the smartphone industry today. In fact, it’s even easier to control than the iPhone. On many other phones, video zooming requires constant finger movement and very precise control. The zoom speed can easily become inconsistent, suddenly speeding up or slowing down. Samsung works differently. You simply hold your finger at a certain position, and the phone continues zooming at a constant speed. The entire process feels extremely stable and linear. It genuinely resembles the powered zoom control of a professional video camera. This logic is fundamentally related to Samsung’s AI slow motion technology. They share the same core foundation: real time control over motion trajectories, speed transitions, and frame interpolation. What you’re seeing here was shot in very windy conditions using Samsung’s Pro Video mode, continuously zooming from 5x to 25x. Aside from some slight stutter during optical lens switching points, the continuous zoom transition within digital zoom ranges is arguably the closest thing to a professional camera currently available on a smartphone. So if the future Samsung Galaxy S27 Ultra really removes the 3x telephoto camera, it could actually improve the video zoom experience further. Fewer optical switching points would theoretically reduce transition jumps and stutters, making the entire zoom range feel even more natural and continuous.

Ice Universe

27,111 views • 3 months ago

This work makes a humanoid robot do simple parkour moves by looking with a depth camera and choosing the right move on the fly. The big deal is that it turns lots of small human moves into long, real-time robot behavior, without hand-coding every transition or retraining for each new course. A humanoid robot is usually good at steady walking, but it often fails when it has to do fast moves like jumping up, vaulting, or rolling, and then keep going to the next obstacle. The hard part is that you cannot easily collect training data for every possible obstacle shape, distance, and mistake, so robots end up learning a few moves that only work in a narrow setup. This work starts from short clips of real human parkour moves, like stepping over, vaulting, climbing, and rolling. It uses motion matching, which is basically a smart “pick the next clip that fits best right now” search, to stitch those short clips into a long, smooth plan that looks like a human doing a whole course. Then it trains a controller with reinforcement learning (RL), which means the robot learns by trial and error to copy that plan while staying balanced and not falling. After training separate expert controllers for different moves, it compresses them into 1 controller that uses only onboard depth sensing and a simple “go this fast in this direction” command. In real tests on a Unitree G1 humanoid, it can clear multiple obstacles in a row, adapt when obstacles get moved, and climb a wall up to 1.25m.

Rohan Paul

37,121 views • 5 months ago

At the age of thirteen, in the late 1940s, Thomas Fogarty, newly bereft of his father, found himself employed at Cincinnati’s Good Samaritan Hospital, sorting supplies and learning the rhythms of the place from the ground up. With time and a certain doggedness, he moved from the stockroom to the operating room, working his way up to the role of scrub technician, where he stood at the surgeon’s elbow, handing over instruments. Back then, the approach to removing blood clots from an artery was crude and perilous. It was a bit like a ritual sacrifice—that involved slicing the artery wide open in a procedure that could easily stretch over nine hours and leave the patient with incisions from the abdomen down both legs. The outcome, more often than not, was dismal. Many didn’t survive, many others ended up with amputations. It was during those hours at the operating table, observing the struggle of clot removal, that Fogarty began to wonder if there might be a way to make the process a bit less medieval. He retreated to his garage with little more than a length of tubing, a surgical glove, and an idea. There, he crafted a tool so simple that it verged on the audacious. He started with a urethral catheter, flexible yet sturdy enough to navigate through a clot. To the end of the catheter, he attached a tiny balloon made from the finger of a latex glove. Once past the clot, the balloon could be inflated with saline from the other end of the tube, expanding it to the width of the artery and then pulled back—bringing the clot along with it. The device was so simple, so staggeringly clever, that when he demonstrated its use, the surgeons were equal parts gobsmacked and irritated. With it, clot removal (embolectomy) was no longer a barbaric ritual but a neat, almost gentlemanly procedure. Like removing a cork from a bottle. Thomas Fogarty went on to become a cardiovascular surgeon. That little embolectomy catheter he dreamt up became the very first minimally invasive surgical device. Here’s a video showing how it’s done: through a small incision in the groin, under local anesthesia.

Ambarish Satwik

49,730 views • 1 year ago

Facial reconstruction of a 3,750-year-old acromegalic Aryan smith from Chelyabinsk He belonged to the proto-Indo-Iranian Sintashta culture, which traces its origins farther to the west in Europe. In the late 1970s, archaeologists discovered a fortified settlement of the Sintashta people in the Troitsk district of the Chelyabinsk region, which was named Chernorechye-III. A few years later, not far from it, researchers also identified the ancient cemetery of Krivoe Ozero, where its inhabitants may have been buried. In the third grave of barrow number ten, archaeologists found the skeleton of an adult who had been buried on his side with bent legs and arms, with the hands positioned close to the face. Alongside the skeleton, scientists found ceramic vessels, animal bones, metal objects and fragments of them, as well as pieces of ore and slag. Anthropologists determined that the skeleton belonged to an adult man approximately 164-167 cm tall, who died at an age of over 50. On his bones they identified signs that during his life he had performed heavy physical labor, with more strain on the arm muscles than on the legs. Together with the finds of ore, slag, and metal items, this suggests, according to the researchers, that the burial most likely belongs to an ancient metallurgist who worked in processing copper ore, forging bronze tools, and possibly frequently pumped air into furnaces using bellows. In addition, anthropologists noted this man’s atypical appearance, which differed significantly from the general Sintashta population. Apparently, he suffered from acromegaly - a pituitary disorder that leads to the enlargement and thickening of cranial bones. Moreover, the analysis of ore from this man’s grave showed the presence of material from gold-copper-porphyry deposits. The nearest such deposit with evidence of ancient mining is located in the Ural-Mugodzhary mining-metallurgical center - roughly 300-350 kilometers south of the cemetery. This likely indicates contacts between the Sintashta people and inhabitants of more southern regions. The paleoanthropological material from the site was described by G. V. Rykushina (Rykushina 2003), unfortunately only at the individual level. The author noted the presence of morphologically different skulls in the sample - Europoid (kurgan 1, burial 3; kurgan 10, burial 3; kurgan 10, burial 34), gracile Europoid (kurgan 9, burial 7), and a Europoid skull with equatorial features (kurgan 10, burial 6). Based on the study of pathological markers (such as mastoiditis, cranial infections, and diseases of the dental-jaw system), the author suggested that this group had immigrated from a different climatic zone (Rykushina 2003: 360). A particularly specific skull that should be noted is from kurgan 10, burial 3, which is characterized by overall maturization, dolichocrany, a high cranial vault, a large facial skeleton, and moderate horizontal profiling with a strongly projecting nose. One must agree with G. V. Rykushina’s observation of signs of hormonal disorders that led to the development of acromegaly (Rykushina 2003: 352). This likely caused changes in the size of the facial skeleton, primarily in height and width. However, even without considering these pathologies, this skull is quite distinctive. (E. P. Kitov, A. A. Khokhlov, P. S. Medvedeva 2018) The man had a medium-large cranial length of 182 mm, a medium-small cranial width of 135 mm, and a broad cheekbone width of around 145 mm.

Ancestral Whispers

3,476,627 views • 8 months ago

After a few more hours, I think I've figured out Opus 5. Opus 5 is trained to be more agentic than anything I've used. All Claude 5 models are like that. So what changes? The way to interact with Opus 5 or contextualize it won't work the same way as with other models. It loves exploring, so it doesn't need much guidance for it. Unique preferences, artifacts, and references compliment it well and enable cleaner and more effective exploration and execution. Now that it can explore more effectively on its own and understand intent better, the best thing to do is to get out of its way (e.g., it doesn't need examples of your preferences; a clear high-level description of it works best). It's truly agentic in that sense. A good first step to provide better context for Opus 5 is to distinguish between what's situational and what needs persistence. Regardless, persistent system prompts and CLAUDE.MD needs to stay lightweight. Remove memories and tool descriptions from these. CLAUDE.MD is also a great place to tap into progressive disclosure by linking command/skills to it. On the situational side, agent skills and auto-memory can leverage progressive disclosure and the improved ability of the model to use its external context/knowledge. Conflicting and unnecessary instructions, which are common at this layer (mainly to ensure reliability), are going to throw off this model easily. That's the biggest change I had to make. Simple, clean, and clear prompts and skills work best. I had to clean a lot of my skills and system prompts. The way I prompt remains the same (usually clear and well-scoped). MCP tool descriptions are also more descriptive and have been deduped from the system prompt. Anthropic released a guide on the new rules for context engineering, which was helpful here. I started to test the recommendations and created a little artifact with the things that worked along the way. This might feel like a lot of work. Believe me, it has been frustrating. But I think we can expect future frontier models to become more agentic and smarter at figuring out the right context/gaps. The best thing to do is to prepare for that now. Boris Cherny mentioned that Opus 5 is their least prompt-injectable model yet. I am not sure if that was something they intentionally trained for or if it emerged based on how it was trained, which is to be extremely agentic in nature and more direct in execution.

elvis

37,551 views • 16 days ago