正在加载视频...
视频加载失败
This is one shot using fal 's H3 Max (image to video) as a reference + Astra to match the animation. Yes - ugly - but one shots are ugly ;) There's a very specific method to it... Try guess how long it took (not Fast Mode. Xhigh effort)... show more
16,462 次观看 • 8 天前 •via X (Twitter)
28 条评论

Here's the H3 Max prompt with a single reference input. Very basic. I went with the second output (because it felt ok enough for a prototype :D)

@fal i think opus is even better for the same task

@fal With this method you’d get the same results with Opus 4.6 😉

@fal keyframe chopping?

@fal I’ll DM you

@fal Spectacular

@fal Wait til you see how long it took before making a judgement :P

@fal 💅💅💅

@fal Hehe you went ahead and did it! Looks very nice!

@fal Aha you have connected the dots!! It’s better than I thought. Blending and consistency tbc

@fal Did you try a jump or a climb animation already? Those are I feel the most cumbersome to get right with this technique

@fal Not yet. I’m gonna set a bunch running before work and exercise discipline to only check after haha

@fal "but the hands" amazing

@fal Heheh It is moving further and further away from the guard, just to piss off one troll from a previous clip who unknowingly criticized a pro animation thinking it was AI 🤣

@fal I was to lazy to search the proper quote, hence the brackets

@fal hahahahaha Legend 💜

@fal I am fooling around with a "isometric parallax" for faking the crowd for the pvp arena

@fal Ohh very sick So it's pre-rendered like Diablo / AoE? This looks super interesting. I love isometric rendering in general - so many formative memories!!

@fal mixing with blender --> pixel filter . For the crowd each chunk is a sprithesheet so I do not have to animate all of them/save pixels on the overlaps. VFX in Godot and exported from 8 cameras with a pixel shader

@fal Hellllll yeah Those looks REALLY good. Especially the telekenesis hand Are you planning on keeping the mixed framerates? I see the characters have classic frame pacing while the Godot VFX looks at 30FPS+

@fal It still not close to real combat the sword dont seing as it should be

@fal

@fal Using an I2V clip as the motion reference and then matching the animation to it is a smart split. My guess is the matching pass ate most of the time, not the generation. Close?

@fal Clanker

@fal Why again in my feed? See Matt? He holds the sword properly, granted he uses it as a paddle, has footwork of a drunken snowman, but that grip is solid there. But pretty good use case translates pretty well to the 3d model.

@fal I’ve grown fond of you Jarek. Footwork of a drunken snowman is genuinely funny

@fal Well, I am really curious what would happen if you took some good HEMA video where attacker presses forward hard and steamrolls opponent and let AI do its job, that could look absolutelly amazing even on dummy, if AI did animate it well..

@fal I’m pretty sure it would. I will reveal the technique tonight - it is simple and stops the LLM guessing the animation (which it is quite bad at)
