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The Future is Hybrid Experiment 1: “Physically” picking up a virtual 3D figure and placing it in a new location. Traditional VFX: very difficult. GenAI-only: no intention, no control. Hybrid: used Simulon to lock placement/scale/lighting + start/end frames, then use Google DeepMind Veo to generate the interaction between them....

30,248 görüntüleme • 7 ay önce •via X (Twitter)

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Simulon's Next Chapter 🌌 Thank you for your excitement and invaluable feedback. As we've started to reveal more about Simulon, one thing has become clear: the creative community is ready and eager for a fresh chapter in VFX. In every creative endeavor, there are defining moments—when art meets technology, when vision becomes reality, and when creators discover their tools. This is the essence of Simulon. We're aiming to make cinematic-quality VFX accessible to all creators, no matter their background. Simulon has been 3.5 years in the making and our focus from day one has been to harmonize simplicity and power with the human creator at the core of the experience. What's Next - Closed Beta: We're close to sharing Simulon with a select group of creators and studios to help us finesse the final touches. - Community Insights: Keep an eye out for updates and stories we'll be sharing along the way. Your feedback is crucial as we move toward a version of Simulon available to everyone. - Public Launch: We're gearing up for a full release early next year. It's a significant moment, one that promises a new chapter for all creators. - Knowledge Sharing: In the lead-up to the launch, we will compile a series of tutorials, tips, and maybe a surprise or two, to help you maximize Simulon's potential. - Constant Evolution: in an industry that never stands still, neither will Simulon. Stay tuned for regular updates on our exciting R&D progress across social media. As we enter this new phase, your engagement and support continues to inspire us. Thank you for joining us on this creative journey! The Simulon Team 🌟 (Video shot with Simulon on iPhone)

Divesh Naidoo

85,633 görüntüleme • 2 yıl önce

This guy built a visual scanner that reads 468 points on his face and 42 points on his hands from a regular webcam and turns them into a cloud of thousands of particles right between his palms. Inside, MediaPipe and TouchDesigner are linked: the first captures hands and face from the webcam with high accuracy, the second turns those coordinates into a live plane and feeds it into a POP system that instantly generates a swarm of particles in the shape of a head. No studio, no render farmer, no VR headset. Just a laptop, a webcam, and 1 TouchDesigner session. And traditional VJ studios keep teams of 5 people on a setup with lighting, custom hardware, and commercial plugins, while his expenses are only a TouchDesigner subscription and a regular USB camera. One laptop runs MediaPipe and TouchDesigner simultaneously, holds the camera stream at 60 FPS without drops, and in parallel processes 468 face points + 21 points on each hand. The camera captures frame after frame, MediaPipe in real time sends TouchDesigner the finger coordinates and face geometry, and the POP operator inside the engine translates those numbers into thousands of particle points with colors from bright pink to gold. This setup immediately defines the role of the tool and the limits of its autonomy. It knows where the fingertips are at every moment of the frame. It knows how to read the face geometry at any angle to the camera. It knows how to draw a swarm of particles between them with the right color and contour. → MediaPipe pulls 468 points from the face and 21 points from each hand, 60 times per second → TouchDesigner receives those coordinates, builds a virtual rectangle between the fingertips, and feeds it into the POP system → POP generates thousands of particle points in the shape of a head, coloring them in a gradient from bright pink to gold → The HUD layer adds green corners and a blue neon frame, styling the image like an AR interface → All layers assemble into 1 real-time frame that projects back onto the video in the camera window → The final image is recorded to a file or broadcast to a projector for a live installation And only when the guy spreads his hands wider does the plane between the palms stretch; brings them together, it narrows. Otherwise the system runs on its own. And when he moves from his home room to a concert hall, the same laptop with the same webcam launches the same TouchDesigner session in just 5 minutes, without reconfiguration, without a new team, and without a single line of new code. In his work setup there is no studio of his own and no team for assembly. On the desk sits a laptop with a webcam, on top run MediaPipe and TouchDesigner with POP operators, and the same setup through a USB camera moves to any concert without a new configuration. Out of everything I have seen this year, this is the cleanest Creative Coding setup on 1 laptop: 0 render farms, 0 studio lighting, and between them 3 libraries, thousands of particle points, and 1 webcam.

Blaze

38,242 görüntüleme • 3 ay önce

You don't understand... Higgsfield MCP + Claude just automated AI film making. Every single step you used to grind through to make an AI movie, you can now do 10x faster. Drop the script into Claude Opus 4.8 and say: "Here's my script. Break it into a full shotlist. Shot number, scene, shot type, camera move and the action in each frame." Now the whole film is mapped, shot by shot. - Pull your assets. Ask Claude: "From this shotlist, list every character, every location and every prop across the whole film." That's your build list. The stuff you would need to generate and give as references in next steps. - Build the character sheets. Higgsfield MCP is connected, so Claude has hands now to do stuff directly. It generates the images itself. Have the full body, back view and close up in the character sheet. One per character. Each sheet becomes the locked reference for that face. Same move for locations, generate the empty plate for each one before anyone steps into it. - Generate the frames. Feed Claude the references plus the shot and have it write and fire the Seedance 2.0 prompt. "Using the lead's character sheet and the alley plate, generate shot 4 in Seedance 2.0. Low angle, slow push-in, rain." Claude builds the prompt, calls Seedance 2.0 and the frame lands back in chat. Use a Seedance 2.0 skill to teach Claude how to prompt it properly. Now, there are 3 ways to make the shots. Pick one per scene. - Pure prompting. Fastest one. You describe the action in words and let Seedance interpret it. For consistency across a sequence, feed it a frame from the previous shot so the look carries. - Storyboarding. You hand it a panel and it matches that composition exactly. Way more control over how the shot is framed. The tradeoff is that it can introduce more cuts than you actually want. - Path Control System This is the latest technique Seedance 2.0 technique. Generate a still base plate of the scene. Draw a red line across it to mark the exact path of the movement, then describe what's happening. Seedance follows that line for the action. Also ask Claude to remove the red line when animating. This is the one for anything where motion has to land precisely. The output reads like real live action. - Lastly, generate every clip you need, then cut them together. Get it to Capcut for editing and audio design. And that's it. The pipeline that used to need a full crew and a studio can now run from one Claude chat. 2026 is gonna be wild

Rez Karim

10,951 görüntüleme • 3 ay önce

Up, Up, Down, Down, Left, Right, Left Right, B, A…❤️ As a kid I called the Konami Code the “Contra Code.” I played with friends and instinctively recall “Select, Start” at the end, which gives 30 lives for 2 players. Yet “Select” scrolls to the 2 player option and “Start” is necessary to start the game. Thus, it’s technically not part of the code. Pressing only “Start” after goes to 1 player mode with 30 lives. Notably, the 1st Nintendo Power issue’s “Classified Information” section explicitly included “Start” when disclosing the sequence. The Konami Code was initially created by Kazuhisa Hashimoto while testing the arcade to console port of Gradius, which he found too difficult. (It also “includes” Start to start the game.) There, it gave access to all power ups ups. Why it stayed in Gradius is unclear, and it appears in future Konami games, most famously Contra. It confers 30 lives in Contra, Life Force, and others, and is sometimes called “the 30 Lives Code.” The effect can vary in different games. As kids, knowing the code was like magic. We imparted it to our friends like a fabled wisdom. Like riding a bike, I’ll never forget it, and I smile inputting it now just as much as I did as a child. No shame in it—Nintendo codes were and still are rad. Homages to the Konami Code outside of gaming are ubiquitous, including in Wreck it Ralph, unlocking Amazon’s “Super Alexa,” and even unlocking a chiptune version of the National Anthem on a Bank of Canada website! Also, Contra’s soundtrack is so good…I hope I’m not the only dork who takes a moment to jam out to it 🤭

Christina Rose

15,091 görüntüleme • 1 yıl önce