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LupineField Sinking Town Animation Meme! Something simple because why not! (also to use alight motion again ehe) #SmilingCritters #SmilingCrittersAU #LupineFieldSC #catnap #dogday #kickinchicken #hoppyhopscotch #craftycorn #harleysawyer #kissymissy #theprototype #animation

9 条评论

Rai diculous 的头像
Rai diculous1 年前

AWESOME!!!

Cara ||🍉🇵🇸 的头像
Cara ||🍉🇵🇸1 年前

AHDHAH THANK YOU! 🪻💜💜\⁠(⁠๑⁠╹⁠◡⁠╹⁠๑⁠)⁠ノ

Horror Gorillas 的头像
Horror Gorillas2 年前

Are You A Horror Movie Lover And Have A Cat? Get Your Funny 'I Love Horror Movies And My Cat' T-Shirt Today!

🍉 🅑🅛🅔🅗 🍉 的头像
🍉 🅑🅛🅔🅗 🍉1 年前

YOOOOO This paper cutout like animation is so sick ! Everytime you cook you serve nothing but a masterpiece Cara ✨️ 👀 Kudos for you and your talent <3

Cara ||🍉🇵🇸 的头像
Cara ||🍉🇵🇸1 年前

Aaa thank you so much! ⊂⁠(⁠´⁠・⁠◡⁠・⁠⊂⁠ ⁠)⁠∘⁠˚⁠˳⁠° I'll try cook more

ChewieStanArt ✝️☀️🌈 的头像
ChewieStanArt ✝️☀️🌈1 年前

Real emotion in this honestly 👌💯 Absolute PEAK!

Cara ||🍉🇵🇸 的头像
Cara ||🍉🇵🇸1 年前

~⁠(⁠つ⁠ˆ⁠Д⁠ˆ⁠)⁠つ⁠。⁠☆

\\Chriztøpher.FLA// 的头像
\\Chriztøpher.FLA//1 年前

ITS AMAZING!!1111!

Cara ||🍉🇵🇸 的头像
Cara ||🍉🇵🇸1 年前

THANK YOU!!!11!!!1! ╰⁠(⁠⸝⁠⸝⁠⸝⁠´⁠꒳⁠`⁠⸝⁠⸝⁠⸝⁠)⁠╯ 💜💜🪻🪻

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If you're any kind of creator, listen to me. You do not need AI to create 2D or 3D animation or art. Honestly, you dont even need to know HOW to animate yourself. Sometimes, all you need is an idea, a vision, patience, and the right artist who can bring that vision to life. And if you cant afford an artist yet, thats okay too. You can always learn, practice, fail, and improve yourself so that way you can spearhead your own projects. Another option is also just saving your money so you can "indie" fund your project. I’ve done both. Ive hired animators, and Ive also learned how to do it myself because, honestly, I got tired of waiting on people. I got tired of being disappointed by speed, quality, communication, or work ethic. Personally for me, at some point, it became a "Fine ill do it myself" type of situation and literally "picked up the pencil" myself. And I did. It took years. A lot of frustration, a lot of late nights, a lot of self doubt, but every step forward came from actually showing up for myself and my work. No shortcuts. Not pretending im an animator. actually being one. Not letting a machine, make my journey FOR me. What drives me is passion, discipline, and doing the work over and over again because I love animation. The best part is looking back and seeing that my work improved because of ME. Because I kept going. because I gave enough of a shit to get better, thats real human growth, no AI needed. You can do it too. Start from nothing. become something.

Dev-Artemis Animation

213,583 次观看 • 3 个月前

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 次观看 • 7 个月前

GM! Thanks for sticking with me through these long posts as we dive into the complexities of Kaidro. Today, let's talk about the development of our animation series. We haven't discussed this much because it's quite detailed. Where are we with the animation series development? It's a complex answer because our IP spans multiple mediums. Here's a simplified breakdown: - Learning from Anime: Like popular series such as "Fullmetal Alchemist," "Naruto," and "One Piece," where manga serves as the storyboard for anime, we've taken a similar approach but with a twist. - Starting with the end in mind: We began by creating 3-D assets in Unreal Engine 5 for our Webtoons and print manga. This choice allows us to use the same high-quality assets for cinematic TV, movies, and games, reducing costs and enhancing consistency. - Asset Reuse: By developing assets once for high-quality output, we can use them across comics, games, and animations. This method, similar to what was done in "Arcane," involves hand-painting over 3-D models for a unique look. - Cost and Efficiency: This approach isn't common due to its difficulty and the need for story consistency. However, it allows for smarter production, echoing the methods of visionaries like Disney and Hanna-Barbera, ensuring we can sustain and grow our IP like Pokémon. Current Status: - Pre-production: We're well into preproduction, with story development, storyboards, color scripts, and asset creation nearly complete. This groundwork usually takes years but we're ahead. This is because what I listed above are the mangas. Each manga counts as two episodes. And because each of those are fully developed, we have all the information we need to develop an episode. - Production Timeline: We're set to move into full production in 2025. Post our animation lock-up system with the community we am to go into full production after that in January. - Quality and Speed: An example of our efficiency is the cinematic for December 18th, where we reused game assets for backgrounds, finishing 43 scenes in just a month, which is exceptionally fast. Why This Matters: - For Investors and Community: This strategy not only reduces costs but also extends the life and reach of Kaidro, ensuring long-term success. We're significantly further in our animation development than most Web3 projects, maintaining high quality while pushing boundaries. Our hyper focus is on the production pipeline to allow for the anime to come to life. LFG $KDR

Robert Simons | $KDR 🐉

38,221 次观看 • 1 年前

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RXMEDS.STORE

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This BlenderFusion paper basically says "screw trying to describe 3D edits through text" and just... use Blender :-) The idea is pretty straightforward -- instead of trying to cram 3D understanding into a diffusion model, use depth estimation & segmentation to project 2D images into 2.5D meshes, edit them in actual 3D software, then use a fine-tuned diffusion model to make the results photorealistic again. The clever bit is their "dual-stream architecture" -- the model sees both the original scene AND the edited Blender render in parallel, learning to preserve what matters while fixing the inevitable artifacts from transforming imperfect 2.5D/3D reconstructions. They train it with smart masking strategies so it learns when to ignore the original scene (for removals/replacements) and can manipulate objects independently of camera motion. What you get is pretty impressive control -- not just moving objects around, but changing materials, deforming shapes, swapping backgrounds, all while maintaining visual coherence. Neural Assets (one of my favorite papers last year) tried to crack this with learned object tokens, but it struggled with overlapping objects and loses fine details (due to low res DINO encodings). BlenderFusion just sidesteps the whole problem -- want to rotate something 173.5 degrees? Just rotate it in Blender. Want to duplicate an object 8 times? Copy paste away. The diffusion model's only job is making it look photorealistic, not figuring out the 3D underpinnings. The catch? Lacks temporal consistency for animation. Each viewpoint is generated independently, so while a single edit looks great, smoothly animating a car or camera down the street won't work -- you'd get flickering and inconsistencies between frames. That said, this approach is so much more intuitive for finer grain image editing than trying to describe your changes in text prompts. It's the kind of thing that makes you wonder why we're trying to do everything inside neural networks when perfectly good 3D tools already exist -- giving you the best of both worlds.

Bilawal Sidhu

34,440 次观看 • 1 年前

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BoozeyBeauty

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DogeDesigner

62,707 次观看 • 7 天前

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Julia Fedorin

13,685 次观看 • 1 个月前

Chinese space startup, Nayuta Space released renders of wanting to belly flop the booster and land it horizontally. Let me break down why I don't think that's the best idea: 1. The booster is already designed to be structurally adequate vertically on ascent, so having the descent phase have landing loads horizontally adds a lot of extra mass and considerations. 2. The animation shows the booster flying more horizontally which is not something dihedral actuating flaps would be good at. They're good for maintaining orientation belly-ish first when they are perpendicular to wind flow, not parallel. In fact, I'll bet grid fins and using the fuselage as a lifting surface might have better cross range capabilities. 3. Although vertical landings look difficult, they're actually quite controllable, with physics similar to balancing a broomstick. Landing horizontally along a huge moment arm and several engines actually leaves little room for error. 4. Obviously landing horizontally requires additional engines that have no other use in flight, this is extra dry mass that takes away from the performance of the vehicle. Plus your main engines pull propellant through the bottom of your tanks, so if there'd have to be additional tanks or at least extra considerations to have tanks that can be used in the horizontal regime. 5. The booster doesn't experience that great of peak temperature during reentry because it's peak velocity during reentry is much lower, which is why you see rockets like Starship and Electron able to survive pencil diving back through the atmosphere without a reentry burn. Thanks for coming to my TED talk. Best of luck Nayuta space, prove me wrong!

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329,413 次观看 • 1 年前