Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

here’s how to make game models with claude opus 5.5 + blender... opus writes python and builds every model in blender, part by part. the trick is treating every model as code, but there’s a smart way to set it up: - step 1: connect opus 5.5 to blender...

69,669 Aufrufe • vor 6 Tagen •via X (Twitter)

0 Kommentare

Keine Kommentare verfügbar

Kommentare vom Original-Post werden hier angezeigt

Ähnliche Videos

Claude Code vs Blender is getting f*cking ridiculous One approach builds a jet engine by hand The other turns a written description into a programmable 3D scene with rotating turbines, mechanical components, realistic materials, and cinematic camera movement And the difference goes way beyond modeling speed Traditional Blender workflow: > MODEL individual mechanical components > POSITION and assemble the geometry > CONFIGURE materials, lighting, and cameras > ANIMATE every moving mechanism > REWORK the scene when specifications change Claude Code + Blender Python: > GENERATE geometry from parameters > ASSEMBLE components programmatically > CONTROL turbine rotation through variables > AUTOMATE lighting and camera movements > REBUILD variations by editing the script The interesting part isn't that AI magically replaces Blender It's that Claude Code can operate Blender through Python, turning repetitive manual work into a reproducible system Want to test the difference? Open Claude Code and ask: "Generate a Blender Python script for a detailed turbofan engine with separate compressor and turbine stages, parameterized blade counts, independent shaft rotation, metallic materials, and a cinematic camera orbit Keep the geometry modular and expose the main parameters so I can regenerate variations without remodeling everything" Blender remains the rendering engine Claude Code changes how you build and control the scene Bookmark this workflow before your next 3D project

Lummox

32,617 Aufrufe • vor 3 Tagen

THIS IS F*CKING BRILLIANT. Anthropic’s docs describe one of the smartest ways to run Opus three models work on one task and each does only the part it’s cheapest at. start Claude Code like this: claude -> model sonnet -> advisor opus you stop paying Opus prices for work that doesn’t need Opus > Sonnet runs the session and edits the code > Haiku 5.5 searches the repo and docs, at up to 40x less per token than Opus 5.5 > Opus waits as the advisor and reads the whole session, tool calls included Claude usually calls Opus at three points: > before it locks a plan > when the same error comes back > right before it says it’s done Sonnet drives. Haiku scouts. Opus signs off and if you go one step lower, most of an agent’s day is tiny choices like picking a file or a tool, or deciding whether to retry. Jev takes those first, so Sonnet and Opus only see the moments that are really open the whole setup Sonnet runs the main session Explore on Haiku 5.5 searches and pulls docs, read-only Opus on call as the advisor give Claude Code this setup and the prompt below ↓ “Set up my Claude Code exactly like this: Main model Sonnet, advisor Opus, saved as advisorModel in my settings. One read-only subagent named exactly Explore, on claude-haiku-5-5, to replace the built-in one. One line in CLAUDE.md: ask the advisor before locking a plan, after the same error twice, and before calling a task done, not more often. Check what could turn the advisor off (CLAUDE_CODE_DISABLE_ADVISOR_TOOL, DISABLE_TELEMETRY) and only report it. Show every change as a diff first. Don’t edit anything until I say go.” before you turn it on: every advisor call re-reads the whole transcript with no cache. on a 200k session that’s about $0.80 in input, against $0.04 for a normal request. keep it to a few calls the built-in Explore agent runs on your main model unless a subagent is named exactly Explore. any other name does nothing turning the advisor on or off keeps your prompt cache. switching models rebuilds it it needs the Anthropic API, and it stays off if telemetry is disabled bookmark it before your next long session

rvaniaaa

62,223 Aufrufe • vor 10 Tagen

THIS IS A PURE F*CKING GOLDMINE the best REA trick almost nobody runs yet. The idea: REA takes the app apart, Jev keeps only what's proven, and a fresh Opus 5.5 rebuilds the feature from that alone. Nothing gets copied and no guess makes it into the code, because the builder never sees the original, only the spec Jev signed off on. You just connect REA like this: npx rea-agents setup here's the split: → REA reads the feature down to the binary and writes every rule into SPEC.md → Jev checks each rule against REA's evidence and sends back anything unproven → a fresh Opus 5.5 session gets only SPEC.md and rebuilds the feature → Haiku 5.5 runs the tests against 3 intentionally broken versions Opus only shows up at three moments: → rebuilding from the approved spec → the checks Jev marks as unclear → signing off before anything ships REA reads. Jev judges. Opus rebuilds. That's the clean-room rule in one line: the model that saw the original never writes the code, and the model that writes the code never sees the original. the full tree > REA reads the app and writes SPEC.md with evidence for every rule > Jev approves or returns each rule > Opus 5.5 rebuilds from the approved SPEC.md in a fresh session > Haiku 5.5 runs the tests and the 3 broken versions > Jev routes unclear checks back to Opus > /goal keeps going until all 3 broken versions fail paste the tree and this prompt into Claude Code ↓ "Set up a clean-room rebuild around this tree: 1. Use REA to investigate [FEATURE] in [APP]. Write every behavior and rule into SPEC.md, each with the evidence REA found. 2. Send each rule to Jev. Any rule without evidence goes back to REA. 3. Start a fresh session with only SPEC.md. Rebuild the feature on Opus 5.5 without opening the original. 4. Write tests on Haiku 5.5 plus 3 intentionally broken versions. Use /goal until the rebuild passes and all 3 broken versions fail. Show me SPEC.md first. Nothing gets built until I say go." ↳ save it, it'll come in handy.

Archive

59,706 Aufrufe • vor 6 Tagen

everyone's sharing motion graphic videos that Opus 5.5 made, and it's genuinely insane everyone says they created it with "one prompt", but my one prompt video looked mid so i went through a bunch of these videos to see how they were actually made, and found the workflow that works here's how to generate pro level motion graphic videos w/ opus: 1. get reference videos to direct from -> pick 1-2 videos whose style you want and tell opus to match them. naming a style works way better than describing one without a reference, opus falls back to its default look: centered text, gradient background, everything fading in that's why so many of these videos look the same. a reference gives it the pacing, the type and the transitions to copy 2. install HyperFrames or Remotion so opus can build the video both let opus write every scene as code and render it straight to mp4. no video editor without one, opus can only describe a video or hand you a rough html page you have to screen record with it, every frame is exact, and when you ask for a change it edits one line and re-renders instead of starting over 3. install 21st for high quality components in the video real buttons, cards and UI components made by design engineers, instead of whatever opus invents on the spot without it, opus draws your product UI from scratch and it looks off. wrong spacing, placeholder boxes, fake-looking buttons anyone who's used good software can feel it in a second, and the whole video reads as cheap 4. steps 1-3 were context + setup. now dump all of it into opus your brand (logo, colors, fonts), screenshots of your real product, the reference video, and a quick braindump of how you see the video then ask for 3 storyboard variants without this, opus guesses your colors, your font and what your product even does. the video could be for any startup with it, it could only be yours. and 3 variants means you pick a direction instead of fixing the first idea it had 5. pick the storyboard you like ask for one still frame per scene before anything moves. fixing a storyboard is way cheaper than fixing a render without this step, you only find out scene 4 is wrong after the whole thing is animated, and every fix means re-rendering. a still frame takes seconds to change 6. let claude cook then give notes like a director: "slow every zoom to 0.7x", "hard cut here", "push in on the button" without notes, the first render is usually 80% there, and that last 20% is what makes it look pro. vague notes like "make it better" get random changes. camera words get exactly the change you want everyone has the same model. the context you give it is what makes it look pro let it cooookk

Rexan Wong

641,168 Aufrufe • vor 27 Tagen

how to start a faceless youtube channel in 2026 with affiliates that actually makes money i've written 5,000+ scripts across 50+ niches. here's the exact process i'd follow if i had to start from $0 tomorrow STEP 1 - pick a niche with money in it, not one you "like" a million views from teenagers and a million views from 55-year-olds are not the same paycheck. finance, retirement, sleep, and world politics pay 5-10x what entertainment does because the advertisers are different. boring + high CPM beats fun + broke. every time. STEP 2 - steal what already works don't reinvent anything. find 5 channels that went from 10k to 100k recently (not the giants the ones who just broke through) and study what they changed. their titles, their hooks, their first 30 seconds. STEP 3 - the script is 70% of everything a mediocre video with a great script beats a beautiful video with a boring one every single time. cold open on the most intense moment. new question every 30 seconds. never let them guess what's coming next. if you can delete a sentence and lose nothing, delete it. STEP 4 - package it or it dies nobody sees the video. they see the title and thumbnail first. one visual, one emotion, 3 words max on the thumbnail. a title that makes NOT clicking feel like a mistake. 40 good videos die every day because of 40 bad titles. STEP 5 - make money before youtube pays you affiliate links in the description from video 1. an email freebie by week 2. a $19 guide by month 2. you should earn before adsense ever turns on. waiting for monetization is the #1 beginner mistake. STEP 6 - read the retention graph like scripture it tells you the exact second people left and why. cliff in the first 30s = fix your intro. dip in the middle = that's the sentence that bored them. it's the only feedback that matters. that's it. that's the whole game. the niche is your ceiling. the script decides how close you get to it. i post this stuff daily. follow so you don't have to learn it the slow, expensive way like i did.

Tryahd

42,048 Aufrufe • vor 1 Monat