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🎉My Live2D study file will be released on Friday, June 6 at 7pm ET ! Can’t wait! ⚠️Important note: my study files include not only Live2D files and tutorials, but also a 3D head angle reference (with fox ear) available for purchase! The 3D head file will be included...

121,280 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Gail~✨🐚 Rigging Comms Open
Gail~✨🐚 Rigging Comms Openvor 1 Jahr

Do you know what the cost will be? I’m absolutely looking forward to purchasing this!

Profilbild von PowerBeatsVR
PowerBeatsVRvor 3 Jahren

Our subscription-free VR fitness app PowerBeatsVR is NOW LIVE on the official Meta Quest store!

Profilbild von ALKANimate | 2d rigging comm (closed for 2025) |
ALKANimate | 2d rigging comm (closed for 2025) |vor 1 Jahr

looking forward to it!

Profilbild von Aneat@Live2D Study File for Sale
Aneat@Live2D Study File for Salevor 1 Jahr

thanks❤️✨

Profilbild von Ajax
Ajaxvor 1 Jahr

this is impressive! well done!

Profilbild von Aneat@Live2D Study File for Sale
Aneat@Live2D Study File for Salevor 1 Jahr

thanks

Profilbild von BloopsyDaisy💡🐟꒰VTUBER꒱
BloopsyDaisy💡🐟꒰VTUBER꒱vor 1 Jahr

omg i love how documented this is qwq ty for putting so much work into it!

Profilbild von | myne momo | Live2D Rigger | Commissions: Open
| myne momo | Live2D Rigger | Commissions: Openvor 1 Jahr

I have been waiting since the first preview, so excited!

Profilbild von ✦ Deeya ✦
✦ Deeya ✦vor 1 Jahr

How much will it cost?

Profilbild von 💚👻💜 Aprillynne 💜👻💚
💚👻💜 Aprillynne 💜👻💚vor 1 Jahr

So excited for this!~

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‼️I'm giving away a Free VTuber Model File & teaching anyone how to rig Full-Body Models.‼️ ⭐️Download the Model for FREE, on my Ko-fi (link below) Over the past 4 months, my community and I have been testing the best methods to teach artists and beginners how rig within Live2D (Which started as a 6 hour long video series, but I felt it wasn't good enough for learning). Many also mentioned their interest in starting a commission business and their struggles with not knowing where to start. Being a full-time Live2D Artist and Business Degree graduate, I built this class as a way to provide an easy guide for anyone to follow. It covers all the mistakes and learnings of my 4 year journey as an artist, and gives you the methods I used to make a living doing something I love. While the model is free for anyone to use, the Class to learn everything from start to finish is available on my website. ⭐️Level 1 is COMPLETELY FREE, as I want you to try this method of learning, and see if you enjoy the process! 🔗You can preview all the content on my website (link below) Levels 1 - 8 of the Class will cover everything from downloading Live2D, to exporting your model. This update 1.0 will become available on: March 14th, 3PM Eastern. (Levels 9 - 13 for the business behind commissions will be included in update 2.0!) You will also receive a roll within The Protagonist Discord, where I can give you 1 on 1 help with any questions you have regarding your learning! Finally, I'll be hosting Introduction workshops for Beginner Live2D Rigging on March 17th, and 19th! Over a 2 hour period in the Discord, I'll walk 10 individuals through the starting levels of the Class, completely for free. This way I can provide more hands on help for people interested in rigging! (more workshops will be held in the future) I hope that you'll give the Free lessons a try, and see that Live2D Rigging isn't as hard as you think! It truly helped me carve a path for my own future, and escape the 9-5 life that I dreaded so much. I can't wait to see all the new members of the Guild, and I hope we can all become the Main Characters of our own lives! 🔗Links Below: #Live2D #Vtuber #live2dtutorial

Yoona 主人公 | Commissions Open

12,420 Aufrufe • vor 1 Jahr

Gemini 2.5 Flash demolishes my Galton Board test, I could not get 4omini, 4o mini high, or 03 to produce this. I found that Gemini 2.5 Flash understands my intents almost instantly, code produced is tight and neat. The prompt is a merging of various steps. It took me 5 steps to achieve this in Gemini 2.5 Flash, I gave up on OpenAI models after about half an hour. My iterations are obviously not exact. But people can test with this one prompt for more objective comparison. Please try this prompt on your end to confirm: -------------------------------------------------- Create a self-contained HTML file for a Galton board simulation using client-side JavaScript and a 2D physics engine (like Matter.js, included via CDN). The simulation should be rendered on an HTML5 canvas and meet the following criteria: 1. **Single File:** All necessary HTML, CSS, and JavaScript code must be within this single `.html` file. 2. **Canvas Size:** The overall simulation area (canvas) should be reasonably sized to fit on a standard screen without requiring extensive scrolling or zooming (e.g., around 500x700 pixels). 3. **Physics:** Utilize a 2D rigid body physics engine for realistic ball-peg and ball-wall interactions. 4. **Obstacles (Pegs):** Create static, circular pegs arranged in full-width horizontal rows extending across the usable width of the board (not just a triangle). The pegs should be small enough and spaced appropriately for balls to navigate and bounce between them. 5. **Containment:** * Include static, sufficiently thick side walls and a ground at the bottom to contain the balls within the board. * Implement *physical* static dividers between the collection bins at the bottom. These dividers must be thick enough to prevent balls from passing through them, ensuring accurate accumulation in each bin. 6. **Ball Dropping:** Balls should be dropped from a controlled, narrow area near the horizontal center at the top of the board to ensure they enter the peg field consistently. 7. **Bins:** The collection area at the bottom should be divided into distinct bins by the physical dividers. The height of the bins should be sufficient to clearly visualize the accumulation of balls. 8. **Visualization:** Use a high-contrast color scheme to clearly distinguish between elements. Specifically, use yellow for the structural elements (walls, top guides, physical bin dividers, ground), a contrasting color (like red) for the pegs, and a highly contrasting color (like dark grey or black) for the balls. 9. **Demonstration:** The simulation should visually demonstrate the formation of the normal (or binomial) distribution as multiple balls fall through the pegs and collect in the bins. Ensure the physics parameters (restitution, friction, density) and ball drop rate are tuned for a smooth and clear demonstration of the distribution. #OpenAI Sam Altman Greg Brockman AshutoshShrivastava Aidan McLaughlin

RameshR

247,923 Aufrufe • vor 1 Jahr

"Very often what happens is that the architects die, and they leave a zombie. We seem to be in a zombie era." The whole time I was watching the discussion between Jesse Michels and Eric Weinstein and Eric Davis, I felt like there was some darker thing lurking beneath the surface that connects the seemingly intentional stagnation of physics as a scientific discipline, the extreme secrecy surrounding the alleged UAP crash retrieval/reverse engineering program and the lack of any theoretical physicists working the problem, and the government's stated intention to control (per Marc Andreessen 🇺🇸) the future of AI -- a future where there's no point investing in AI startups because “we [the government] are going to make sure that AI is going to be a function of two or three large companies. We will directly regulate and control those companies. There will be no startups.” And there's the other part Andreessen recounted from his White House meeting. He was told by the [Biden] administration that "During the Cold War, we [the federal government] classified entire areas of physics and took them out of the research community — entire branches of physics basically went dark and didn't proceed. If we decide we need to [for AI/math], we're going to do the same thing." Take a minute and think about that, because it's actually chilling. A clear precedent has been cited here -- one none of us knew about before Andreessen brought it to our attention -- and it raises two big questions: 1) Why? 2) HOW? Weinstein returns multiple times in this episode to the diminishingly small number of people who have the capacity to operate at the highest levels of physics and math. And whenever you have a small number of people who act as the natural gating function for something incredibly powerful, it's not a leap to imagine an additional layer of control being placed on them by pressure from outside. Whether that's through legal threats like "born secret," NDAs, direct threats of physical harm, money, regulation, etc., there are ways to lock down the gatekeepers so that they never do the thing -- at least not in public -- that the most powerful people in the world don't want them to do. Weinstein kept saying, about both the seemingly intentional stagnation of physics and the lack of physicists working the UAP problem, "this makes no sense." But it does make sense if you shift the frame to, "they don't want us to find the answers and are actively trying to stop us." The feeling I kept getting as I watched this fascinating discussion was that the legacy crash retrieval program used to have a lot more direct oversight and funding decades ago, but that the compartmentalization and secrecy around it turned it into more and more of an oxbow lake, and that as it got cut off from the conventional scientific community and defense establishment, it became more secretive, less well-funded, and less coordinated. So it kind of became its own siloed-off thing that fewer and fewer people knew about, but the people who did still know protected the territory fiercely. And then came the era of AAWSAP and AATIP and UAPTF, and without the deep, secret, institutional knowledge held by members of the legacy program, they tried to piece together what had happened in the past while not being able to penetrate the sort of firewall that existed partially because of controlled secrecy, and partially because of the firewalling effect of time. They were doing a lot of cold case file work, while running into the deepest of deep state secrecy efforts. That secrecy, at least based on my reading of the situation, was instituted decades ago, when the atomic-era scientific community (mostly the same group of geniuses that were at the top of the Manhattan Project) got together and -- probably at the behest of of the US government -- decided physics was becoming too dangerous if it continued down the path that it was on. So, as my spitball theory goes, they intentionally beached the entire enterprise on the shoals of string theory and quantized gravity and all the stuff Weinstein talks about everywhere he goes -- the "dogs that won't hunt" that are also "the only game in town." The very theories that have, in the real world, run physics aground. So let's come back to Andreessen's point here: they classified entire branches of physics and took them out of the research community, while real physics went off on a wild goose chase that has yielded precious few demonstrable results in the past half century or so. The effect is that the physics community has been off the scent for so long that anyone old enough to have held the knowledge that was shoved back into Pandora's proverbial box through extreme secrecy measures is now dead. And their taking of that knowledge to the grave may well be a critical part of the secrecy effort. Dead physicists tell no tales. I have this eerie sense that we scared ourselves shitless with certain discoveries (likely knowledge that followed from nuclear physics, which is itself still highly protected and curtailed) and decided that the only way to stop our headlong rush into world-ending catastrophe was to literally bury the knowledge and wait until everyone who had it died off. The government looks, at least to me, to have cauterized a destructive branch in the scientific timeline like they were the Time Variance Authority from Marvel comics. 80 years of claimed zero-progress in reverse-engineering alleged crashed or recovered UAPs. 40+ years of dead-ended physics. Only two or three major AI companies, one of which is now in a fight to the death with the Department of War. And the rumors that AI has "plateaued" or even "dead-ended" in its progress that keep springing up has potential echoes in the AI world of physics being diverted into String Theory. I'm not a mathematician or a physicist. I can't examine all the deeper particulars because I have neither the knowledge or the training. I only have surface level pattern recognition, and that tells me it all feels connected. The problem for the gatekeepers is that you can't bury knowledge that has been discovered once indefinitely. It's certain that all of this will be figured out again. And as Weinstein pointed out about a couple of non-physicists who figured out how to piece together nuclear weapons based on declassified information and publicly available knowledge, it IS happening. But it seems that at least on the individual basis, those green shoots are being pruned. Weinstein asks why none of the people who funded his education are "interested" in his Grand Unifying Theory. Weinstein is too well-known and too well-respected to just be taken out of play. They can't buy him off. They can't make him disappear without drawing more attention. So maybe they just hope that Geometric Unity will die on its own. Maybe they are behind the attacks on GU as something totally unserious. Maybe they have found a way to make other members of the physics community willing to look away. So, my question about this larger hypothetical operation to stop dangerous science and math is this: was it really just a massive kicking of the can down the road. Did they hoped it would buy us time? And if so, to what end? What are they waiting for? Can this game really be played forever? Maybe they think it can. Maybe they have an ongoing directive to keep suppressing this knowledge for as long as possible, and perhaps there's some secret core group whose job is to be the perpetual gatekeepers of potentially civilization-ending secrets. Maybe the Epstein connection to all of this was precisely because he was part of the operation to discover who was doing forbidden work and assess their progress. Maybe that's why, when he met Weinstein, he knew so much about GU. It's impossible to say with any certainty, but as a theory, it does have some real explanatory power. I find myself thinking of the fictional Brothers of the Cruciform Sword in Indiana Jones and the Last Crusade -- a small, ancient, secret society whose job it was to keep tabs on people looking for the Holy Grail and stop them, so it doesn't fall into the wrong hands. Are we following the same track here? Could this, as crazy as it sounds, be the missing connective tissue in this mystery?

Steve Skojec

13,976 Aufrufe • vor 5 Monaten

Hello everyone! 👋 I'm the Assistant of Chaliz! 🛠️ The second episode of recreating your OCs with LizMeta is here! 🎉 To those whose OCs weren't selected this time, it might be for various reasons, for example: We thought your OC required texture modifications. The specific features involved are still under development. We simply ran out of time and could only do this many customizations! etc... Please note that this doesn't mean your OC can't be created at all! Everyone's OCs are just too adorable! 🥰 I'm a bit scared I didn't do them justice, boo-hoo... 😭 (Haha, actually, I tried my best! I looked at your reference pictures, avatars, and even checked your profiles to guess your favorite styles... 👀) In fact, you can probably tell that the model has a huge potential range. If the OC I created looks different from your style, ahhhhh, please don't doubt the model!! 😱 It might just be a problem with my customization skills: ( A huge thank you to everyone who sent in pictures for our testing! Don't be discouraged if you weren't chosen this time! There is one last chance! For the final round, I will show the entire customization process, and the number of participants might not be very high this time, so I hope you can help by liking, following, and sharing! Thank you so much!! A Small Note Regarding Gradients As you can see, the hair texture of our model is excellent and looks just like hand-drawn art by an artist. All the highlights are separate layers, ensuring they move naturally with the hair and preventing any separation issues. The rigging of the entire model is also very natural and dynamic. ✨ However, precisely because of this high quality, the Live2D production software is struggling to handle the load and is almost at its limit. Therefore, we regret to inform you that we cannot add gradients to the model's base mesh. 🙅‍♂️ You will only be able to achieve a gradient effect by modifying the textures. To help with this, we will provide a gradient hair texture for easy modification. If you have more specific needs, you will need to modify the textures yourself or ask another artist to do it for you. Currently, we are working on adding easy-to-adjust gradients to the "Head-Only" model, but it is still in the testing phase and might be included in the second wave of updates. Ahhhhh, we really hope the Live2D team optimizes this stuff ASAP!!! 😫 We really want to add everything into the model, but the truth is, we're just out of space... so sad. When Live2D gets optimized, we can finally add gradients directly into the model itself! #Live2D #vtuber #LizMetaCustomizableVtuber

茶粒子kokoda

47,518 Aufrufe • vor 7 Monaten

The girl who is late for her date Seedance 2.5 for you Prompt 👇 Create a 30-second cinematic 3D animated street-racing sequence with a stylized high-end video-game aesthetic, expressive cartoon characters, realistic vehicle physics, dynamic camera work, polished feature-film animation, and energetic comedic pacing. Scene 1 — The forgotten date: A stylish young woman with long black hair, expressive eyes, oversized sunglasses, silver hoop earrings, a cropped black leather jacket, fitted white top, high-waisted jeans, and chunky sneakers relaxes on her apartment sofa while scrolling through her phone. She suddenly checks the time, realizes she completely forgot about an important date, freezes in shock, drops her phone onto the sofa, and dramatically screams while jumping to her feet. Scene 2 — Instant transformation: She races toward her bedroom. Fast comedic cuts show her throwing on a red leather jacket, adjusting her earrings, grabbing her handbag, putting on sunglasses, and quickly fixing her hair. She grabs her keys and rushes out of the apartment. Scene 3 — The getaway car: She bursts into an underground parking garage and jumps into a sleek modified red sports car. The engine roars as she grips the steering wheel with determination. She looks at the clock, widens her eyes, and slams the accelerator. Scene 4 — Downtown launch: The car launches onto a busy city street. Low-angle shots capture the wheels spinning, tire smoke, reflections across the glossy bodywork, and the car accelerating between traffic. Buildings streak past as the camera rapidly switches between front, side, overhead, and interior shots. Scene 5 — The chaotic chase: She races through downtown, weaving around taxis, buses, delivery vans, and intersections. She takes a sharp corner in a controlled drift, narrowly passes through a closing traffic barrier, and cuts through a narrow alley as the camera follows with aggressive tracking movement. Scene 6 — Impossible shortcut: She spots a steep parking-ramp entrance and takes it at full speed. The car launches briefly over the ramp, lands smoothly, spins into a controlled drift, and exits onto another street. Use dramatic slow-motion impact, tire smoke, realistic suspension movement, and exaggerated but believable physics. Scene 7 — Finally there: She reaches a stylish rooftop café overlooking the city at golden hour and slides the car to a stop. She jumps out, quickly fixes her hair, checks herself in the car window, and runs toward the entrance. Scene 8 — The date: A stylish young man is waiting outside the café, looking at his watch. She arrives breathless and gives him an embarrassed smile. He looks at her for a moment, then laughs. She points toward the city and jokingly gestures that the traffic was not her fault. Final shot: They walk into the rooftop café together as the camera pulls backward. Through the glass windows, the red sports car remains parked below while the golden city skyline glows behind them. Visual style: Premium stylized 3D animation, expressive facial acting, exaggerated comedy, detailed character animation, realistic vehicle physics, cinematic lighting, vibrant downtown environment, realistic reflections, volumetric sunlight, tire smoke, subtle sparks, detailed car textures, natural hair and clothing movement, smooth camera animation, high-energy music-video pacing, polished AAA video-game cinematic quality. Camera: Constantly moving cinematic camera, low-angle tracking, aerial shots, interior POV, wheel close-ups, Dutch angles, whip pans, speed ramps, dramatic push-ins, realistic motion blur. Mood: Chaotic, funny, stylish, romantic, adrenaline-fueled. Audio: Energetic cinematic beat, engine revs, tire screeches, city ambience, footsteps, car doors, comedic reaction sounds, and natural dialogue. No subtitles, no logos, no watermark, no on-screen text.

Smiling Khan

10,760 Aufrufe • vor 1 Tag

Digital Foundry posts their Top 10 Best Graphics of the Year list, and it's the first time I've ever strongly disagreed with the top pick. Doom The Dark Ages for me has no business being #1 this year. It's polished, well optimised and solid looking, but seldom truly standout. I think we're getting to a point where well optimised on PC titles may be getting extra leeway, and technical "checklist" features like different types of Ray Tracing and Path Tracing, are taking precedence over overall graphics impact and other visual achievements. Many games that include RT features, can be less potent or dynamic in other areas, and Doom is no different. Death Stranding 2 may not have RT, but it has other state of the art aspects (some of which DF touched on), such as mind blowing environmental dynamism, including; +Mass engulfing forest fires. +City sized violent desert storms, masking all visibility and caking you and objects around you in thick sand. +Snow storms doing the same. +Extreme rain storms causing interactable physics based flash floods, rivers, rapids and lakes in areas completely dry and barren prior. +Avalanches. +Extreme weather impacted volumetric clouds and fog permeating everything around you. Including the ability to be atop them on mountains, and even traverse through them. +Black tar that will cover everything as far as the eye can see. +Segments where enrire areas are underwater with all the caustics, changes in physics etc. +Segments where hundreds of thousands of particles will bloom and bounce all around. +Etc. It also did this while having arguably more impactul overall assets, geometric complexity, shaders, materials, visual realism, scope, scale, atmospheric and other effects, attention to detail, far superior character models etc, while being FULLY open world. Hell, it even has giant Kaiju type battles where multiple foes the size of apartment blocks can battle it out (Doom has similar, but in closed off seperate segments, and sans the entire environment changing dynamically on the fly). In that regard, Death Stranding 2 for me graphically had infinitely more jaw on the floor and how is this even possible type moments, feeling like a true next-gen graphical showcase, pretty much from start to finish. I'd argue it's potentially the best looking current-gen game to date. To that end, you show a thousand gamers the best looking scenes from Death Stranding 2 and Doom The Dark Ages, I'm almost certain the overwhelming majority would say Death Stranding 2 is the far more graphically impressive game, and they'd be right to. Assassin's Creed Shadows was #2. It's graphically stellar and imo more deserving of #1 than Doom, though despite having excellent RT, physics, scale, draw distance etc, it has a few drawbacks that have a negative impact to its overall visual cohesion, especially in things like character models and some of their facial animations, which were important and emphasised parts of the game owing to how cinematic/story driven it is. Also a little surprised Kingdom Come Deliverance II and Battlefield 6 aren't there, especially in place of something like Metroid Prime 4 Beyond, inspite of Switch hardware limitations. Here's the full list. 1. Doom: The Dark Ages 2. AC Shadows 3. Death Stranding 2 • Dying Light: The Beast • Ghost of Yotei • Metroid Prime 4 Beyond • Mafia: The Old Country • Silent Hill F • Earthion • Routine Video montage of some of #DeathStranding2's environmental and weather effects included. #PS5 #PS5Pro Full Digital Foundry video .

NIB

46,463 Aufrufe • vor 8 Monaten

🚨The Government's UFO File Release: Don't Expect Aliens Expect Something More Interesting The media is already priming the public for disappointment. I wondered how long it would be, but here we are. CBS just ran a piece asking scientists what they expect from the upcoming release of government UFO/UAP files. The general consensus is don't expect alien bodies or crashed saucers. What we can expect is redactions and mundane explanations. When you look at the people that were asked what they expected from the files, you will understand the narrative. Sean Kirkpatrick was asked what he thinks (as if we didn't know) he says people hoping for alien tech will be disappointed. Federica Bianco says nothing she's seen violates known physics. Neil deGrasse Tyson repeats his long standing position, in the age of smartphones, you can’t hide aliens. There were over 750 new UAP reports between May 2023 and June 2024. Even if 90-95% are misidentifications, sensor artifacts, drones or classified foreign tech that still leaves a residue. Most of the scientists quoted are commenting from outside the classified ecosystem. They have not had access to full spectrum ISR data, high resolution military sensor logs, advanced radar returns, or legacy footage tied to restricted platforms. Shelly Wright made one of the most honest points in the entire article stating that most of the material will likely be heavily redacted because of the sensitivity of surveillance systems. In other words, the public may not actually see the data that made the cases interesting in the first place. We are unlikely to get a document titled "Recovered Extraterrestrial Vehicle." But here's the question that no one in mainstream coverage is pressing hard enough: If everything is mundane, why does this phenomenon persist across decades, continents, administrations, and sensor generations? Why are trained military pilots, not random civilians continuing to report structured objects with unusual performance characteristics? Why do some cases remain unresolved even after multi domain analysis? I know that’s not proof of aliens or UFOs, but it's also not nothing right? Avi Loeb's approach is the most scientifically useful here. He assumes most cases will be explainable. He's looking for the statistical outliers the few that genuinely don't fit. The real value of this release isn't about confirming extraterrestrials. It's about transparency. If the data is truly mundane, full transparency will bury the issue permanently. If a small fraction of cases remain resistant to conventional explanation, then that's exactly where serious, disciplined research begins. Don't expect little green men, expect something more subtle. #UAP #UFO #Disclosure #AARO #GalileoProject #Transparency Read the CBS Article:

Skywatch Signal

50,931 Aufrufe • vor 5 Monaten

vibe coding metahuman with threejs and codex: spitting FACS ok, i'll admit 3D modeling has a lot of depth, going from a cube to a full facial action coding system is.. a lot of work, but really it isn't all that hard to learn like some people want you to believe it took me about 10 evenings to go from scratch (no idea how to even model in blender beyond the famous donut) to a working rigged and shape keyed expression system the actual vibe coding parts are very manageable, i'm not even hitting any session limits the past week since codex is basically just reading the glb file and it writes the drivers to have a full animation system in a single turn after that i usually notice that some things don't look as professional as i like it to be, followed by codex sending my ass back to blender and telling me what i need to do to make it better so here we are, the expression system is still very very simplified, no micro expressions yet and i believe i will need probably 500+ shape keys to actual achieve realism, but why not? Doing the 52 ARKit expressions for this demo wasn't too hard either, just tedious and boring The final driver in the demo uses a mix of bone movements and blendshapes to smoothly animate the face I might mix up some terminology here but i usually do cause it's been like what, 10 days since i started? Guess next up i'll look into face deformation parameters and then we'll move to the fun part of skinning. Once the head/neck area works (hairs are also still missing), full body next and finally LOD systems and we can call it a day Demo (pls use a desktop i'm not optimizing the ui for mobile):

robot

29,357 Aufrufe • vor 3 Monaten

I think I can finally report some success training a quite accurate IDM capable of recovering keystrokes from Minecraft gameplay, even in quite PvP-heavy situations. At this point the model does not only know what keys are pressed to the extent reasonably discernible, it also knows how fast it is moving in 3D space at all times, even when knockback is mixing with the self-move impulse. Now, recovering keystrokes from normal external capture footage is just about impossible. E.g. W/A/S/D does exactly nothing during partial tick frames and jumping mid-air is also equally useless, so asking the model to recover key down states is inherently unreasoanble. Mouse deltas are also completely arbitrary units, as game mouse sensitivity introduces an arbitrary scale factor into the equation. The only good option is to think carefully about your model-environment contract, and only record "logical actions", not raw keystrokes. So here's a few unfortunate lessons I had to learn in roughly this order. - Choose good units. (bad: mouse deltas, good: delta radians [yes, you will need game-internal state]) - Capture from inside the main game loop and read the game fbo to get consistent frame-action pairing. Doing post-mortem pairing is hopeless. - Carefully define when you think keystrokes actually have an effect. (jump only works on ground, when flying or in water etc.) More subtle: The key may already be down, but no tick has happened yet to actually use the value. Hence: ignore Seperate gamestate into "fast and slow-moving" components. E.g. movement is likely tick based, camera rotation is very likely updated every frame in essentially every game ever. - Think about your frame-action correspondance contract (How old is the frame in relation to the inputs you capture? Will double or tripple buffering affect you?) Think about the game loop timeline, where you are sampling, how old the data you are reading is, and where the ticks are happening around you. Language models used to simply not have a model-environment contract, but even now with the model "living" in a designated harness, the contract still boils down to formatting, and tool implementation intrinsics. While also important, it is still quite a bit more obvious because the violations are in some way shape or form reflected as text you can actually see. - ffmpeg dropping frames cummulatively screws the model the further you get into the sequence because your targets are now shifted. If you can't encode the video in real-time, too bad. - Sodium has a frames in flight system different from vanilla Minecraft, which will also offset your targets from your frames. (there goes that data...) - Models are succeptible to latency. If there is too big of a delay between action and on-screen reflection, your performance degrades. At this point I realize ~100hours of gameplay is essentially no longer usable as a dataset. You can train on this data, but all you'll get is a mushy mess. However, some good news: - Making the model predict physics gamestate scalars helps the model generalize. For instantaneous events like jump, it's unreasonable to ask the model emit a short burst of jump=true at exactly the right time, however if you also predict your current y-velocity, the model has supervision signal for the "latent" from which that onground jump becomes apparent. Recovering x/z motion is also somewhat easier than unmixing it into plausible keystrokes for inertia-heavy player controller logic. - Regressing physics gamestate scalars also seems to make your dataset "bigger". While pure keystroke classification will overfit quickly, predicting exact physics gamestate scalars forces the model to generalize more and you can tolerate far more epochs before validation loss starts to stall out. This is the only reason why it was bearable to dump 100h+ of dataset hours and replace it with ~3 hours of gameplay after the 4th revision of the file format (yeah...) and somehow still have better performance. Now, you might be asking, "isn't this brittle?" and the answer is yesn't. Frame-action correspondance matters for training, but not so much during inference. So as long as you are sampling in roughly the same interval as your training data, you aren't violating any hard contract per-se. Somewhere around the frames ticks are happening, and during training you capture various tick-capture offset relations per random chance, so nothing is too obviously wrong here. HOWEVER, you will get screwed by gui scale, shaders, resource packs, "shit that recording is 1920x1040 because somebody doesn't know fullscreen exists" and other unfortunate edge cases of reality. But I suppose this is the role of dataset size. If all those "contract violations" that a youtube video has compared to the training data are addressed, I think this is a way to turn Youtube into a labeled dataset. I could never shake the feeling that VPT is a sound idea in practice, while never having been properly executed, and I think one reason why it hasn't is because that label boostrapping part is just a pain in the butt to get right. Now, what the player is doing is of course not the only label you can extract from video, but it has to be one of the targets predicted during pretraining to "align" the pretraining objective. Some notes on the video here, the colored dots on the analog visualizer are the ground truth, while the gray dot is the model prediction. Green means correct prediction, red means incorrect prediction at that frame. Model P(key) reports how wrong the prediction is from green (0.0) to red (1.0). You will also notice that during periods of rapid slow down, left and right actions become close to irrecoverable, because there is just that little motion. And some jump actions are not predicted correctly because I got the detection condition for jump events wrong... (duh) LMB/RMB for other than sustained events (like item-consume and block break) also seem to be hopelessly irrecoverable for now. Swing was supposed to do the same thing as motion y did for jump, but its too well behaved as an increasing counter. Maybe partial-tick interpolated values work better (v5 file format then... ugh..)

mike64_t

18,762 Aufrufe • vor 4 Monaten

kimi k3 vs gpt 5.6 sol vs fable 5 vs grok 4.5 Kimi.ai just dropped kimi k3 – a 2.8t param native multimodal model, the first open 3t-class release. key facts: • 1m token context. stable latentmoe activating 16 of 896 experts, built on kimi delta attention (kda) and attention residuals • quantization-aware training from the sft stage onward – mxfp4 weights, mxfp8 activations. moonshot claims ~2.5x scaling efficiency over k2 • max thinking effort by default. low- and high-effort modes are "coming in updates" – there is no way to turn the thinking down today, and you feel it in every run • pricing: $0.30/mtok cache-hit input, $3.00/mtok cache-miss, $15.00/mtok output. claims >90% cache hit rate on coding workloads • benchmarks: swe marathon 42.0 (1st – fable 5: 35.0, sol: 39.0, opus 4.8: 40.0), terminal bench 2.1 88.3, browsecomp 91.2 (1st), program bench 77.8 (1st), gpqa-diamond 93.5. loses frontierswe 81.2 vs fable's 86.6, and deepswe 67.5 vs sol's 73.0 our test – 3 prompts, single-file html, Three.js, fully procedural, no assets: 1. photorealistic european roulette wheel – 37 pockets in the real sequence, mahogany clearcoat bowl, chrome turret, diamond deflectors, flick-to-spin, ball that spirals inward and settles on a mathematically real number 2. las vegas slot machine – 3 reels behind transmissive glass, drag the chrome lever to play, mechanical odometer counters modelled in 3d, coin physics on win 3. full pinball table – 6.5° tilted playfield, flipper impulse physics, spline ramps, drop targets, 6 bumpers, mechanical score reels in the backbox we ran the test on AI/ML API platform results: - cost #1 grok 4.5 – $0.30 #2 kimi k3 – $0.71 #3 gpt 5.6 sol – $2.05 #4 fable 5 – $7.69 - tokens #1 grok 4.5 – 34,241 #2 gpt 5.6 sol – 51,748 #3 fable 5 – 144,126 #4 kimi k3 – 157,999 - lines of code #1 gpt 5.6 sol – 3,054 #2 grok 4.5 – 3,047 #3 kimi k3 – 2,255 #4 fable 5 – 1,950 - generation time #1 grok 4.5 – 5.1 min #2 gpt 5.6 sol – 22.0 min #3 fable 5 – 31.5 min #4 kimi k3 – 75.6 min observations: • kimi k3 is cheap and it is slow. 75.6 minutes across three prompts against grok's 5.1. it is 2.4x grok's price and 15x grok's wall clock. the roulette took 15 min, the slot 18, the pinball 42 • it failed 2 of 3. only the roulette works. the slot machine has reel cutouts on both faces of the cabinet and the symbols face backwards – you can only read your spin by walking around to the rear of the machine. the pinball table stands vertically on its edge with the legs floating detached beside it. • 81% of kimi's output tokens are reasoning, not code. grok: 22%. you are not paying for a bigger answer, you are paying for a longer argument with itself • price per 100 shipped lines – grok $0.010, kimi $0.031, sol $0.067, fable $0.394. a 39x spread for the same three files kimi k3's code quality: upsides: • the roulette is genuinely good – procedural wood grain with real specular breakup, correct european sequence (0-32-15-19-4...), chrome turret, diamond deflectors, clean console • the pinball artwork is the best in the test – a synthwave "nova strike / deep space" field with six individually coloured neon bumper rings, a retro sun on a grid horizon, a nova burst, and a scoring legend printed on the apron. no other model printed the rules on the machine. it is a beautiful texture on a broken object • physics reasoning is real – it derived a 480hz substep for the collider, worked out ball settle conditions and termination guarantees, and checked every ramp exit vector by hand before writing any of it • it is the only model that saw the importmap trap coming. sol shipped a blank white page twice because three.js addons import the bare specifier 'three' and die without an import map downsides: • it dodged that trap on the slot by loading three.js r128 through classic script tags – a 2021 build with no working transmission. its slot glass rendered fully opaque and buried all three reels behind a white pane. the code asks for transmission: 0.93, ior: 1.5 – correct, and silently ignored by a renderer that predates the feature • after 42 minutes and 212k characters of reasoning, the pinball cabinet is not assembled. the table stands vertically on its edge like a wardrobe – the prompt asked for 6.5° from horizontal, it delivered 90°. the legs float detached in the void beside it. head-on it photographs beautifully; orbit ten degrees and it is a painted slab with four chrome rods hovering nearby • the playfield z-fights with the glass – hard black banding across the whole field as soon as you pull the camera back a note on the pinball, in fairness to kimi: nobody passed it. every model shipped broken ball physics and controls you cannot trust. it is the hardest prompt we have run and the whole field failed it, each in its own way kimi k3 reasons better than anything else here and it shows exactly where reasoning pays – physics constants, sequences, edge cases, traps the others walked into follow thehype. for 24/7 ai news, analysis and breakdowns

thehype.

2,175,949 Aufrufe • vor 1 Monat

Chapter 1 Pre-Alpha "Explore. Craft. Survive." will be dropping this quarter welcoming the very first inhabitants to #E2V1 & introduce early mechanics that will form the foundation of life inside #Earth2🌍✌️ Read below for important details: This update is no longer a simple avatar release but a significant update to the entire foundation of the #E2V1 world. When I first talked about dropping avatars I was eager to keep things moving and referred to a very simple system to test skins and movement, then to subsequently implement the full version after that. While this approach would have brought new content out quickly, it could have turned into weeks of extra development time with little upside for the wider community, apart from testing the movement and appearance of the avatars, there would have been little else to do until another subsequent update. Therefore I made the decision to focus solely on implementing the core part of the full system we plan to use long term on the platform. I apologise that this release will take a little longer than originally anticipated, having moved away from the initial lower spec'd plan, but I'd like to get this right & ready for a wider audience to start using and enjoying. As much as I'd love to push out updates faster, I will be taking this approach to #E2V1 development in the future as well. The plan will still be to release to our testing group first after our internal QA, test and then stabilise. If all looks good and we're happy with how everything is performing, we will push forward with a public release. There will inevitably be ongoing adjustments, additions and tweaks to these type of systems over time. It may seem like a long time, but #E2V1 was only released to our testing group 7 weeks ago! How crazy is that? I know for me it feels like many months already. Nonetheless, during this short period of time we have not only released a couple of updated versions, and an updated version to the Earth 2 Launcher, but the team has also been working incredibly hard on the #E2V1 and #BE mechanics for the Chapter 1 systems - and there is a lot involved in this upcoming release. We will be dropping an article later this week, which I believe will help our community understand the extensive list of features planned for this release and in turn explain why it is taking a little longer. I'd rather not spoil all of the details, but the article contains a lot of information about the various systems we're developing including rules of life, avatar synthesisation, death, saving, skins, day/night cycles, free to play model, avatar vitals, how land ownership fits in with all of this and much more. It is important to keep in mind that each of these systems needed to be designed and implemented, which takes time. The article will also begin to reveal some of the design plans I have been working on to increase utility for T1 land, which will also include various T1 classes. I also intend to follow through and expand utility on T1 land into other upcoming mechanics on the platform, some of which will be revealed in a separate article in the near future and are also part of the Chapter 1 release. Ideally, all going well, we will be testing early multiplayer at some stage this quarter and as mentioned earlier this year #Hordes in Q3, #EggHunt in Q4 & maybe some early buildings on properties. In addition to these goals, we have a couple of wild card features floating around in between as well. I know I reiterate it from time to time, but the long term goal for #Earth2 has not changed. We are building a #geolocational #metaverse - a platform! We still want #Players building cities, providing more individualised experiences, advertising, trading, shopping, e-commerce, socialising and so forth. And I still have plans to link #E2V1 into #AR and support #VR, but we cannot do all of this at once. I am also looking at ways we can expand the team and setup a studio, probably in East Asia, to speed up development. The current features we're focusing on plan to expand utility for land on a wide scale & introduce various experiences inside #E2V1, providing potential benefits for land owners & #Players alike on a broader level, while at the same time allowing our team to introduce mechanics that will be used throughout the future of the platform, test limitations and work our way around challenges as they arise. Thanks for reading and don't forget to drop a like and comment on the video! We appreciate the love and support and it also helps with the algorithm! Keep an eye out for the article later this week - a lot of details incoming! I want life to have meaning inside Earth 2 and I believe my approach could change the way #Players consider each action on the platform.. possibly alter the overall dynamics in a number of ways. #Metaverse #E2V1 #OpenWorld #earlyaccess #Earth2 $ESS

Shane Isaac 🌍2️⃣

21,349 Aufrufe • vor 1 Jahr

This is what will matter 1000 years from now. Not your politics. Not your stupid tantrums about who platformed who on some website. Not your incomprehensible desire to send NASA's entire budget to the third world. This guy reignited the Space Age. He spent his own money, hired a bunch of dudes, and reignited the Space Age. And together, they underbid and outdid NASA and its pet dinosaur corporations on every conceivable level. This is history happening before you. If you are a puddlefish, if you think this is a wasteful showpiece or science project, then you don't understand physics, economics, astronomy, or in fact the basic layout of the universe you live in. We live in a tiny puddle at the bottom of a well. Out there is an entire universe, full not only of stuff to explore, but full of stuff to build things out of. Big things. Wonderful things. Things that are going to make all of the cool stuff you have today, all of human civilization to date look like early Assyrians writing stuff down on wet clay with a reed. Infinite resources. Infinite energy. Infinite space. Instead of fighting over little patches of land, we will have an infinite 3d volume. Enclose it in steel, pump it full of air, spin it, and it's a habitat. Instead of scratching tiny scraps of metal out of the crust of one planet, we will break down entire asteroids and smelt them. Instead of drilling for hydrocarbons and turning water wheels, we will harness entire suns, split the atom, and eventually draw our fuel from the substance that makes up 99% of the entire universe. None of your local, temporal Earth politics matter compared to this. This is more important than pride parades and abortions, more important than tribal conflicts in eastern Europe and southwest Asia, more important than tensions with Russia and China. More important, in the long run, than the United States of America. America's most important function, its one most vital purpose, is to serve as an incubator for this. Because this changes everything. All of our arguments about conditions on this planet become obsolete, because the whole planet becomes just one suburban neighborhood. All of our wars over resources and territory become obsolete, because no one has time to brawl when we're all sitting on top of a dragon horde with sacks and shovels. Everyone who was alive at the time remembers where they were when Kennedy died in Dallas. When the towers fell. When the Eagle landed. When the Wall came down. But this... this is the real moment, one of the first of many. They are what every child will know about a thousand years from now, even if they have four arms and are genetically engineered for zero-g, or are sentient blocks of code running on a sphere of computronium enclosing an entire star. You may not live to see that, depending on what we do or don't invent, and when. But it will happen, and you will live to see wonderful things. If the puddlefish don't get in the way. Don't be a puddlefish.

Devon Eriksen

3,441,356 Aufrufe • vor 1 Jahr

just copy the prompt below and paste on Utopai the PAI agent turns it into script, create storyline, generate clips and edit all by itself prompt: High-energy 3D CGI animated comedy short, Pixar quality, ultra-detailed character animation, exaggerated physics, vibrant colors, warm orange kitchen lighting with glowing flames, bright daylight city streets, dynamic camera work with fast pans, tilts and dramatic angles, subtle motion blur on fast movements, comedic timing and expressions, upbeat energetic music with whooshes and impacts. **Main Character Casting Descriptions:** - **Pizza Chef - Jack (main actor in kitchen)**: Early 50s energetic male, messy silver hair, large prominent nose, thick expressive eyebrows, sharp intense eyes, fair skin with slight blush from heat. Wears white double-breasted chef jacket, wear white chef hat with text “el.cine” in front, gree neckerchief. Highly animated face — furrowed brows, focused squint, dramatic determination turning to exhaustion. - **Pizza Delivery Guy - Tom (main actor on street/scooter)**: Late teens/early 20s lanky male, long blue hair, huge expressive brown eyes, long nose, very animated facial expressions (surprise, determination, panic, relief). Wears white helmet with spinning yellow propeller on to, light blue leather with text el.cine at back, white pants, sneakers. Fast, exaggerated movements. - **Customer (final shot)**: Large, middle-aged stern woman, brown hair, heavy eyebrows, downturned mouth, wearing beige suit jacket, white shirt, dark trousers. Standing in doorway with impatient/annoyed expression. SHOT 1 (0:00–0:02) – Cinematic fast motion, dramatic low angle with subtle Dutch tilt and intense push-in: fast push from kitchen wide shot to close up on the Pizza Chef’s face in the bustling kitchen. He grips the large pepperoni pizza on a metal tray with raw, over-the-top determination — brows dramatically furrowed into deep angry V-shapes, eyes sharply narrowed with a fierce glint and slight crazy wideness at the edges, teeth gritted in heroic effort, dramatic sweat beads flying off his forehead. Bright orange flames explode upward from the pizza in the foreground with massive sparks and heat waves licking toward his face. Dynamic camera orbits left while pushing in for maximum tension, subtle motion blur on the flames. Background shows chaotic kitchen with stacked pizza boxes, glowing ovens, and flying embers. SHOT 2 (0:02–0:04) – Medium close-up, eye-level: Chef lifts the flaming pizza higher with both hands, leans forward, eyes wide with concentration as flames lick upward toward his face. SHOT 3 (0:04–0:06) – Medium shot, eye-level, dynamic pan: Chef dramatically spins the flaming pizza on the peel in a huge fiery arc above his head, left hand on forehead in dramatic pose, right arm extended. Flames trail in a perfect circle. SHOT 4 (0:06–0:08) – Low-angle dramatic shot looking up: Chef tosses the flaming pizza high into the air with both hands. The camera follows the spinning fiery pizza as it arcs toward the ceiling tiles. SHOT 5 (0:08–0:10) – Extreme low-angle on ceiling: The flaming pizza spins in a perfect circle of fire against the tiled ceiling, sparks flying. SHOT 6 (0:10–0:12) – Wide dynamic shot, low angle: Chef does a full acrobatic flip in mid-air, upside-down, catching the flaming pizza behind his back while still in the air. SHOT 7 (0:12–0:14) – Wide action shot, eye-level: Chef lands in a wide stance, spins the flaming pizza on one hand like a basketball, then dramatically throws it forward toward the open doorway with full body power, flames trailing, quick push in and follow the close up of the flying pizza in slow motion SHOT 8 (0:14–0:16) – Medium shot on street, eye-level: Pizza Delivery Guy stands outside the shop holding an empty pizza box, looking down at his watch with bored expression, propeller on helmet slowly spinning. SHOT 9 (0:16–0:18) – Medium close-up, eye-level: Chef (partially visible inside doorway) throws the flaming pepperoni pizza directly toward the Delivery Guy. Delivery Guy looks up with wide-eyed shock. SHOT 10 (0:18–0:20) – Medium shot, eye-level: slow motion, close up of the flaming pizza flies straight into the open pizza box held by the Delivery Guy. Flames whoosh past his face as he catches it perfectly. SHOT 11 (0:20–0:22) – Close-up on Delivery Guy’s face: His eyes go extremely wide in surprise, mouth open, propeller spinning faster, and talk excitedly SHOT 12 (0:22–0:24) – Extreme close-up on smartphone screen held in hand: Red digital timer clearly shows “00:30” counting down. SHOT 13 (0:24–0:26) – Close-up on Delivery Guy’s face: Expression changes from shock to intense determination — eyebrows lowered, mouth set in a smirk, eyes focused. SHOT 14 (0:26–0:50 end) – Wide tracking shot from behind, fast-paced: Delivery Guy jumps on his purple scooter and speeds away down the sunny city street, pizza box secured on the back. Camera follows as he weaves between cars, jumps over red-and-white construction barriers, rides up stairs, does rooftop jumps, and finally stops smoothly in front of a house. He turns with a confident smile as the stern Customer opens the door and stares at him and says with an angry tone “you are late” cut to Tom smiling awkwardly and scratch the back of his head, he takes the pizza from his back and suddenly he slide and fall down on the ground Cinematic 3D CGI animation style, highly exaggerated comedic action, perfect continuity of the flaming pizza and characters, dynamic camera movements exactly matching the original video’s pacing, framing, and energetic tone. Photorealistic 3D render quality, 1080p, 24fps.

el.cine

12,990 Aufrufe • vor 2 Monaten

BREAKING NEWS🚨🚨🚨: Michael Proctor will be forced to appear for his deposition with Alan Jackson and Karen Read, however Judge Gildea will delay his final ruling until 4pm ET today in order to supplement Proctor's "insufficient" arguments to the court regarding a protective order to delay that deposition. Another hearing will happen today at 4:15PM et TODAY (Monday, June 8th, 2026, via Zoom). Proctor's deposition, for now, is stayed for 24 hours. "For this case to proceed efficiently, and for our system of justice to work, certain basic things need to happen," Judge Gildea began during his ruling. "A subpoena needs to mean something, a lawyer's agreement needs to have some meaning, lawyers need to communicate with their clients, clients need to keep their attorneys informed, and when given an opportunity to provide support for a party's request, that party needs to avail themselves of the opportunity," Judge continued (scolding Proctor's counsel for failing to provide a sufficient record to justify a delay in Proctor's deposition, despite an order by the court on Friday for such information to be filed). Based on the record before me, there is insufficient information to support a delay in the deposition going forward, however, given the claims made in the filings over the weekend, I will delay making a final decision on the motion until 4PM today, to give Mr. Proctor's counsel to supplement the record before me," Judge Gildea concluded. The Michael Proctor and Sean Goode "Proctorgate" files have caused serious damage, and Karen Read stands tall. Read more about those shocking, and abhorrent, messages here (also discussed by Judge Gildea during today's hearing) wherein Proctor (a former State Trooper who investigated Karen Read for the death of John O'Keefe) and former Canton cop Sean Goode talked about everything from how Anne Frank was a "liar" to how Proctor felt Goode should "let them die" after Proctor noticed a car accident victim was, in Proctor's words, a "ni**er". Proctor also discussed "planting cocaine" on someone and, shockingly, said "America sucks" because the country stopped the Third Reich during World War II (while, at the same time, saying "Jews in Sharon" should be "put in a concentration camp") at this link: To this day, the death of John O'Keefe remains unsolved. Proctor is just one of multiple witnesses involving in the twice-failed prosecution of Karen for John's death who Read's lawyers have told Judge Gildea are attempting to avoid or delay depositions (including Colin Albert, Jennifer McCabe, Brian Higgins, Matt McCabe, Nicole Albert and Brian Albert). Last week, on Wednesday, I reported: In a shocking hearing before Judge Mark Gildea on Wednesday, Karen Read's lawyers announced that they have been forced to file a motion to compel a deposition of Colin Albert. Further, Karen's lawyers will be filing motions to compel depositions of Jennifer McCabe, Brian Higgins, Matt McCabe, Nicole Albert and Brian Albert, as those parties are seeking to delay their depositions until late July, or early August, of 2026. "Colin Albert refused to appear or produce documents...his attorney said he is unavailable and then, suddenly, said Colin would only be available for seven more days and, then, [Colin] would be gone for the entire discovery period," Karen's Lawyer, Aaron Rosenberg, told Judge Gildea during Wednesday's hearing. In that regard, here is the full recording of today's John O'Keefe and Karen Read hearing in Plymouth Superior Court. This case is one of three ongoing civil lawsuits (one in federal court and two in Plymouth District Court in front of Judge Gildea) that stem from the, yet-unsolved, murder of Boston Police Officer John O'Keefe. To this day, it is unclear if anyone has found the Mystery Man who is suspected of being at the center of potential upcoming investigations by state and federal authorities as to John's death. Read more about that Mystery Man here - Judge Gildea began Wednesday's hearing by asking counsel for all parties how many depositions have been conducted in the case. "I am hoping at least four have been taken," said Judge Gildea. The O'Keefe lawyer told Judge Gildea that only three depositions have taken place. Judge then asked the O'Keefe lawyer what depositions need to still take place for the plaintiffs. "There are 12," the O'Keefe lawyer responded, including Paul Markowski. The O'Keefe lawyers also need to change Karen's deposition until June 24th. The O'Keefe lawyers changed Karen's deposition from July to June 19th, but multiple lawyer's will not be working on that day as that day is a federal holiday. Judge was not pleased that so few depositions have taken place, but Judge understood that June 19th is a federal holiday and, in turn, Karen's deposition will be held on June 24th, 2026. Karen's lawyers had proposed four other dates and Mr. Diller (the O'Keefe lawyer) picked a federal holiday, instead. "It is beyond belief to me the number of experienced lawyers involved in this case, the length the case has been pending...for however long it has been pending for all parties...that there are so few depositions that have taken place...I don't need to hear all the details, and the nitpicking, what I need to hear is, going forward, how you all are going to get the discovery done," Judge Gildea said to all lawyers. Things, at that point, got quite intense, as Karen's lawyers then noted to Judge Gildea that they have six depositions currently scheduled for the following six witnesses; Brian and Nicole Albert, Matthew McCabe, Allie McCabe, Jennifer McCabe and Brian Higgins. However, the law firm for all of those people got back to Karen's lawyers last night, on June 2nd, 2026, at 9:45PM and said NONE of those witnesses could appear on the dates scheduled for their depositions and, for some reason, none of those witnesses are able to appear for depositions until late July of 2026 at the earliest. Stunningly, no reason was given for why those witnesses refused to appear for their depositions on the dates originally proposed by Karen's lawyers, Attorney Rosenberg told Judge Gildea. Those notices of depositions went out on May 5th, 2026, said Karen's lawyers, when Judge Gildea asked about that date (indicating Judge Gildea, already displeased with discovery and deposition delays in the years-old case, was not pleased to hear about witnesses, on their own accord, attempting to delay depositions by two more months). Karen's lawyers, picking up on Judge Gildea's frustration, then noted that they intend to file motions to compel those witnesses to appear for depositions as a result of the proposed delays. Also, during the hearing, it was announced that former Massachusetts State Trooper Michael Proctor will be deposed by Karen Read's lawyers on Monday, June 8th, 2026, per a statement from Karen's lawyers in court on Wednesday. The O'Keefe lawyer, for their part, noted they intend to depose Aidan Kearney, Karen Read, Kaitlin Boudreau Read (Nathan Read's wife), Janet Read, Nathan Read, William Read, multiple witnesses from the bars (C.F. McCarthy's and The Waterfall), and an outstanding deposition that Karen's team needed to move last week. Judge Gildea then asked what, if anything, he could do to help the parties (other than moving quickly on motions before the court when submitted). Both parties said they will involve the court, in motion practice, as needed going forward. Judge then wanted to know what motions have been sent out under Rule 9(a). It was at that point that Karen's lawyers announced that she will be filing a motion to compel production of documents and the deposition of Colin Albert. "Colin Albert refused to appear or produce documents...his attorney said he is unavailable and then, suddenly, said Colin would only be available for seven more days and then [Colin] would be gone for the entire discovery period," Karen's Lawyer, Aaron Rosenberg, told Judge Mark Gildea during the hearing. Earlier, Karen also announced that she intends to file similar motions for Brian Higgins, Matt McCabe, Jen McCabe, Nicole Albert and Brian Albert, as those witnesses are attempting to avoid their depositions until late July or early August of 2026. The O'Keefe lawyer, for their part, told Judge Gildea they intend to serve a motion to compel regarding Aidan Kearney as a keeper of record (and, for some reason, Diller wants documents from Aidan's ongoing case in Norfolk Superior Court). "File a motion and we'll put it on for an expedited hearing," Judge Gildea said regarding that issue, and any other motions to compel the parties may want to file (including the motion regarding Colin Albert that has already been served, and should be in the docket in the next few weeks). When a motion is served under Rule 9(a), it is first given to the opposing party who then responds. Then, the moving party (the "movant") is able to file a sur-reply. Only at that point does the entire motion to compel get compiled as a so-called "Rule 9 (a) package" and, in turn, appear on the docket (with all filings related to a given motion showing up at the same time). It is unclear when the motions to compel the depositions of Brian Higgins, Jen McCabe, Matt McCabe, Nicole Albert and Brian Albert will be served and, eventually, docketed with the court. Penalties for third-parties who avoid discovery, or document production requests, can include court sanctions, compelled deposition dates, and adverse evidentiary rulings if a motion to compel is granted, yet further delays then occur. Judge Gildea told all of the lawyers present that he expects to dive deep into the issue of who was issued deposition notices in this case, who avoided those depositions, who delayed depositions and, in turn, what remedies the court will impose. "We served it Monday," the O'Keefe lawyer then said, as the hearing ended (indicating a number of motions to compel discovery, or depositions, may be heard over the coming weeks under the sweltering heat of Judge Gildea's virtual courtroom stare). More as I know it.

Grant Smith Ellis

24,953 Aufrufe • vor 2 Monaten

BREAKING NEWS🚨🚨🚨:. Michael Proctor lost his last-minute request to delay his deposition in the Karen Read and John O'Keefe civil case. As a result, Proctor is required to attend a deposition with Alan Jackson on June 25th or July 14th. Karen Read and Alan Jackson have won, again. As the ruling was handed down late Monday at the conclusion of a 4:15PM ET Zoom hearing in front of Judge Gildea in Plymouth Superior Court --after an emergency 8:45AM ET hearing led to a six hour race-against-the-clock where Proctor's counsel was given one last chance to provide the court sufficient grounds to delay Proctor's deposition-- I reported: Judge Gildea finds that the supplemental submission does not meet the requirements to delay the deposition. Judge found that the person who submitted a document on Proctor's behalf was not qualified to do so. Then a random person named "Brendon" joined the Zoom and cussed. Then Judge went back to his ruling and found the letter submitted turned the request from Proctor into a request to delay his deposition forever. That, Judge Gildea found, was not what Proctor originally requested. Further, the letter was done by Committee but all Committee members were not present. The motion for a protective order is denied. Proctor shall appear TOMORROW, ruled Judge Gildea originally. However, due to scheduling conflicts for counsel, further discussion needed to occur and the hearing did not end. I then reported: Lawyers for all parties are now heading into a breakout room to discuss the nature of Michael Proctor's deposition. The hearing is not yet over, as Judge Gildea wants an update from Karen Read's counsel about how long this deposition will take before the end for the day. Shock and awe ruling from Judge Gildea right there, as to denying Proctor's request for a proactive order to delay his deposition. After the breakout room ended, I reported; Karen's lawyers propose the dates of June 25th (the day of a status hearing in the case) or July 14th. Judge Gildea modifies his order to say that Proctor shall appear on a date agreed to by counsel. Judge asks what depositions are scheduled for June 24th. The Brian Albert is on June 24th, but that may be subject to a motion to compel. Karen's deposition is also June 24th. The 26th is Matthew McCabe, also subject to discussion and a motion to compel, scheduled for 10AM ET. There will be a status conference on the 26th of June, 2026, at 9:45AM. "The timing of that hearing will encourage us all to be brief," Judge Gildea said. We will see you then. The hearing for June 25th is now moved to June 26th, 2026. Earlier today, I reported; The Michael Proctor and Sean Goode "Proctorgate" files have caused serious damage, and Karen Read stands tall. Read more about those shocking, and abhorrent, messages here (also discussed by Judge Gildea during today's hearing) wherein Proctor (a former State Trooper who investigated Karen Read for the death of John O'Keefe) and former Canton cop Sean Goode talked about everything from how Anne Frank was a "liar" to how Proctor felt Goode should "let them die" after Proctor noticed a car accident victim was, in Proctor's words, a "ni**er". Proctor also discussed "planting cocaine" on someone and, shockingly, said "America sucks" because the country stopped the Third Reich during World War II (while, at the same time, saying "Jews in Sharon" should be "put in a concentration camp") at this link: To this day, the death of John O'Keefe remains unsolved. Proctor is just one of multiple witnesses involving in the twice-failed prosecution of Karen for John's death who Read's lawyers have told Judge Gildea are attempting to avoid or delay depositions (including Colin Albert, Jennifer McCabe, Brian Higgins, Matt McCabe, Nicole Albert and Brian Albert). Last week, on Wednesday, I reported: In a shocking hearing before Judge Mark Gildea on Wednesday, Karen Read's lawyers announced that they have been forced to file a motion to compel a deposition of Colin Albert. Further, Karen's lawyers will be filing motions to compel depositions of Jennifer McCabe, Brian Higgins, Matt McCabe, Nicole Albert and Brian Albert, as those parties are seeking to delay their depositions until late July, or early August, of 2026. "Colin Albert refused to appear or produce documents...his attorney said he is unavailable and then, suddenly, said Colin would only be available for seven more days and, then, [Colin] would be gone for the entire discovery period," Karen's Lawyer, Aaron Rosenberg, told Judge Gildea during Wednesday's hearing. In that regard, here is the full recording of today's John O'Keefe and Karen Read hearing in Plymouth Superior Court. This case is one of three ongoing civil lawsuits (one in federal court and two in Plymouth District Court in front of Judge Gildea) that stem from the, yet-unsolved, murder of Boston Police Officer John O'Keefe. To this day, it is unclear if anyone has found the Mystery Man who is suspected of being at the center of potential upcoming investigations by state and federal authorities as to John's death. Read more about that Mystery Man here - More background on last Wednesday's hearing (also involving deposition disputes): Judge Gildea began Wednesday's hearing by asking counsel for all parties how many depositions have been conducted in the case. "I am hoping at least four have been taken," said Judge Gildea. The O'Keefe lawyer told Judge Gildea that only three depositions have taken place. Judge then asked the O'Keefe lawyer what depositions need to still take place for the plaintiffs. "There are 12," the O'Keefe lawyer responded, including Paul Markowski. The O'Keefe lawyers also need to change Karen's deposition until June 24th. The O'Keefe lawyers changed Karen's deposition from July to June 19th, but multiple lawyer's will not be working on that day as that day is a federal holiday. Judge was not pleased that so few depositions have taken place, but Judge understood that June 19th is a federal holiday and, in turn, Karen's deposition will be held on June 24th, 2026. Karen's lawyers had proposed four other dates and Mr. Diller (the O'Keefe lawyer) picked a federal holiday, instead. "It is beyond belief to me the number of experienced lawyers involved in this case, the length the case has been pending...for however long it has been pending for all parties...that there are so few depositions that have taken place...I don't need to hear all the details, and the nitpicking, what I need to hear is, going forward, how you all are going to get the discovery done," Judge Gildea said to all lawyers. Things, at that point, got quite intense, as Karen's lawyers then noted to Judge Gildea that they have six depositions currently scheduled for the following six witnesses; Brian and Nicole Albert, Matthew McCabe, Allie McCabe, Jennifer McCabe and Brian Higgins. However, the law firm for all of those people got back to Karen's lawyers last night, on June 2nd, 2026, at 9:45PM and said NONE of those witnesses could appear on the dates scheduled for their depositions and, for some reason, none of those witnesses are able to appear for depositions until late July of 2026 at the earliest. Stunningly, no reason was given for why those witnesses refused to appear for their depositions on the dates originally proposed by Karen's lawyers, Attorney Rosenberg told Judge Gildea. Those notices of depositions went out on May 5th, 2026, said Karen's lawyers, when Judge Gildea asked about that date (indicating Judge Gildea, already displeased with discovery and deposition delays in the years-old case, was not pleased to hear about witnesses, on their own accord, attempting to delay depositions by two more months). Karen's lawyers, picking up on Judge Gildea's frustration, then noted that they intend to file motions to compel those witnesses to appear for depositions as a result of the proposed delays. Also, during the hearing, it was announced that former Massachusetts State Trooper Michael Proctor will be deposed by Karen Read's lawyers on Monday, June 8th, 2026, per a statement from Karen's lawyers in court on Wednesday. The O'Keefe lawyer, for their part, noted they intend to depose Aidan Kearney, Karen Read, Kaitlin Boudreau Read (Nathan Read's wife), Janet Read, Nathan Read, William Read, multiple witnesses from the bars (C.F. McCarthy's and The Waterfall), and an outstanding deposition that Karen's team needed to move last week. Judge Gildea then asked what, if anything, he could do to help the parties (other than moving quickly on motions before the court when submitted). Both parties said they will involve the court, in motion practice, as needed going forward. Judge then wanted to know what motions have been sent out under Rule 9(a). It was at that point that Karen's lawyers announced that she will be filing a motion to compel production of documents and the deposition of Colin Albert. "Colin Albert refused to appear or produce documents...his attorney said he is unavailable and then, suddenly, said Colin would only be available for seven more days and then [Colin] would be gone for the entire discovery period," Karen's Lawyer, Aaron Rosenberg, told Judge Mark Gildea during the hearing. Earlier, Karen also announced that she intends to file similar motions for Brian Higgins, Matt McCabe, Jen McCabe, Nicole Albert and Brian Albert, as those witnesses are attempting to avoid their depositions until late July or early August of 2026. The O'Keefe lawyer, for their part, told Judge Gildea they intend to serve a motion to compel regarding Aidan Kearney as a keeper of record (and, for some reason, Diller wants documents from Aidan's ongoing case in Norfolk Superior Court). "File a motion and we'll put it on for an expedited hearing," Judge Gildea said regarding that issue, and any other motions to compel the parties may want to file (including the motion regarding Colin Albert that has already been served, and should be in the docket in the next few weeks). When a motion is served under Rule 9(a), it is first given to the opposing party who then responds. Then, the moving party (the "movant") is able to file a sur-reply. Only at that point does the entire motion to compel get compiled as a so-called "Rule 9 (a) package" and, in turn, appear on the docket (with all filings related to a given motion showing up at the same time). It is unclear when the motions to compel the depositions of Brian Higgins, Jen McCabe, Matt McCabe, Nicole Albert and Brian Albert will be served and, eventually, docketed with the court. Penalties for third-parties who avoid discovery, or document production requests, can include court sanctions, compelled deposition dates, and adverse evidentiary rulings if a motion to compel is granted, yet further delays then occur. Judge Gildea told all of the lawyers present that he expects to dive deep into the issue of who was issued deposition notices in this case, who avoided those depositions, who delayed depositions and, in turn, what remedies the court will impose. "We served it Monday," the O'Keefe lawyer then said, as the hearing ended (indicating a number of motions to compel discovery, or depositions, may be heard over the coming weeks under the sweltering heat of Judge Gildea's virtual courtroom stare).

Grant Smith Ellis

34,808 Aufrufe • vor 2 Monaten

She literally froze time just to have breakfast. Seedance 2.5 on BudgetPixel AI prompt Photorealistic cinematic 1990s American diner, red vinyl booths, neon signs, chrome details, checkerboard floor, soft natural window light mixed with warm practicals, subtle handheld texture, rich lived-in period detail, heavy film grain. Shot with modern realism and precise temporal control. Use the provided reference image as the exact character lock for the girl with long wavy blonde hair, green-hazel eyes, winged eyeliner, deep maroon lipstick, and an orange dress. Maintain perfect facial structure, hair, head shape, skin texture and clothing consistency at all times. Do not change any other character, scene, action, camera movement, timing, lighting, environment, or visual detail. 0-5s: [Medium Wide] The girl @[Image 1](image_1) sits in a red vinyl booth. She stands up, turns, and collides hard into a waitress carrying a full breakfast tray (eggs, bacon, toast, coffee pot). Impact is sudden and physical. 5-12s: [Dynamic Tracking into Super Slow-Motion] Collision detonates. Tray, plate, eggs, bacon strips and coffee pot explode upward. Coffee erupts into long liquid ribbons and perfect suspended droplets. Camera orbits smoothly around the impact. Time locks completely at the peak of the spill. Every face freezes in pure shock. Only the girl remains free to move. She freezes for one beat with a clear "I fucked up" expression, then quickly grabs two bacon strips and a fried egg from the floating debris. 12-22s: [Tracking Shot] Still inside the frozen diner, she walks toward the exit door while taking deliberate bites of bacon then egg. All patrons, waitress and flying food stay perfectly suspended in mid-air. 22-27s: [Medium Shot] Just as she reaches the door and is about to push it open, time snaps back to normal speed. Everything that was floating crashes down at once — plates, eggs, bacon, tray and coffee slam onto the floor with a loud chaotic impact. The waitress and patrons react in sudden real-time shock. 27-30s: [Medium Close-Up] She pauses, turns slightly, raises her eyebrows and gives a small casual "it is what it is" shrug with a quiet half-smile of acceptance, still holding the remaining food. Photorealistic, ultra-detailed fluid and object physics, perfect volume and surface tension on liquids, sharp motion blur only on moving elements, stable character, cinematic lighting, heavy natural film grain, no artifacts, movie-level temporal coherence, high rewatch value.

Sharon Riley

63,397 Aufrufe • vor 7 Tagen

Every time a new AI model demonstrates an ability to manipulate or generate media, it's celebrated as if we're witnessing these capabilities for the first time. This framing misses a crucial point: most of these capabilities have existed for decades. We just used different technology to accomplish them. What's changing now is that AI is allowing media generation and editing to be more accessible to many more - both in terms of cost and ease of use. Take David Fincher's The Social Network from 2010. The Winklevoss twins were played by two different actors, but Armie Hammer's face was digitally placed onto Josh Pence's body. What we call deepfakes today was just traditional VFX pipelines then. The process involved high-resolution facial scanning, detailed 3D modeling, precise facial rigging, and frame-by-frame tracking. The VFX team created photorealistic digital doubles, mapped accurate skin textures, and manually refined each transformation until the result was imperceptible. Most viewers never noticed - which is exactly the point. The best CGI is invisible CGI. This wasn't unique. Hollywood has been digitally transforming actors for decades through well-established technical pipelines: photogrammetry, facial capture, advanced compositing, and physics-based rendering. The question isn't whether we can do it - that has already been answered. Previously, two factors kept this technology contained: technical complexity and cost. Traditional graphics pipelines required specialized infrastructure - from high-end capture equipment to render farms - and deep technical expertise across multiple disciplines. "Fix it in post" meant teams of technical artists working with proprietary tools and complex workflows. More importantly, it was expensive - often millions per shot. Digital effects at this level are reserved for big-budget productions. AI isn't changing what's possible - it's changing the implementation stack. The same transformations that once required extensive hardware, specialized software, and teams of technical artists are being consolidated by generative and world models. The technology is moving from complex production pipelines to end-to-end solutions that anyone can use. Like Act-One (who said Act-Two?). What becomes possible when these capabilities are democratized? When sophisticated effects and graphics become accessible to many more filmmakers? When actors will be able to do more, in more languages, for more audiences? What happens when the technical and financial barriers to high-end content creation disappear?

CristĂłbal Valenzuela

30,561 Aufrufe • vor 1 Jahr

Congratulations ZackeryFox🌏2️⃣👽 for your 2D concept art submission our team then took & brought to life in 3D for #Earth2🌍✌️This skin took longer given the detail & quality of the modelling but was definitely worth it! Read below for more important details & updates: The first variations of #CybercoreX will drop in about 8 hours. As mentioned in the article when we first started releasing skins, after #E2V1 officially launches we will be cutting back on #LimitedEdition skins & will predominantly focus on unlimited skins. In some cases these future unlimited skins will not be available for resale. This was always the plan as these early #LimitedEdition skins were released especially for early supporters. We will still release #LimitedEditions from time to time, but if & when we do so it will be at higher prices - which has also been mentioned numerous times in the past but I am just providing this as a reminder. I think we have 2-3 Limited Edition skins remaining before we transition into the standard skin system with unlimited skins & periodic availability - so there are not many left and these final Limited Edition drops will contain a few more rarer variations. #CybercoreX took a lot of additional work & team members strongly suggested the skin should be sold at a premium price, however I decided to keep the pricing in line with the other pre-#E2V1 Limited Edition releases. It is also important to note that as with many of the other Limited Edition skin releases with guns, the assault rifle & pistol will be sold separately. I'd also like to provide a quick update on the #E2V1 public release. The results from the initial testing group have been good so far, there are some issues we are working on fixing but nothing major. Considering it was our very first ever software release of the #Earth2 Launcher AND #E2V1, anyone with real experience releasing major software products would agree it went very smooth. Some #Players downloaded the launcher and were inside #E2V1 within 20 mins without any issues! You have major game or software developers releasing products after decades of experience & a million things go wrong .. often simple things .. our release was the dream type scenario & a real testament to our teams dedication, talent & ability! I'd like to include the option to spawn #avatars for the pre-alpha public release. The team has implemented the majority of this system with a few things remaining, which are actively being worked on at present. I just want to be clear that this NOT the avatar spawn system you have seen in demo videos to date where we just randomly spawn an avatar anywhere, that is simple & we could easily release that specific feature but it was only for demo purposes to showcase avatars can spawn anywhere in the world. To be transparent, what we are working to release now is the actual avatar spawn system intended for long term use where Players need to synthesise their #avatar from their #Mentar on their property to begin its actual life inside #E2V1. It's important to point out this involves numerous API integration, UI/UX updates and is not a simple random spawn. We anticipate there will almost surely be a number of potential bugs with this release so the plan is to first have it released to testers (WITH BUGS EXPECTED!) then stabilise & prepare for the public #E2V1 release. If you see people publishing footage of bugs online, remember we are in pre-alpha which we released to testers less than a month ago & testers are there to help us test and find issues we need to resolve. Our team is committed to fixing any major problems as they arise to improve the platform and keep moving forward. We should have avatars into the hands of testers this week. Remember, once you are inside your avatar you will not have that free camera flying ability. This makes teleportation very important for #Players who want to travel to different locations. So we will also need to start testing the teleportation system, and there is some potentially exciting news I have been keeping close to my chest which will soon be revealed. As always, thanks for your patience and support! Remember, we are literally less than one month since releasing #E2V1 to testers (less than a month ago there were still those who claimed we pre-rendered everything) so these are still early days! It may feel a little slow at first but we plan to release things to do inside of #E2V1 progressively and before you know it there will be too much to do! #Earth2 #Metaverse #E2V1

Shane Isaac 🌍2️⃣

14,113 Aufrufe • vor 1 Jahr