This is exactly how we built a fully customizable rig for Ren with AI:
1. We animated the standalone moves in After Effects (blink, rotation, idle). This step took the most time - you have to make it feel right, the quality of the whole rig depends on it
2. We asked Anything, our AI chatbot inside After Effects, to combine them into one overlapping rig with every control keyframeable
Complex rigs have never been this easy. We skip the tedious part and spend our time making the animation actually feel right
AI game development is exploding on Roblox:
- An growing share of top games were launched in the last 90 days
- Roblox MCP daily users are exploding
- An increasing fraction of game development time is spent using AI
- Asset uploads are shooting up
In other words, people are using AI to make games, and other people are actually playing them.
More charts: https://t.co/Z2QvvaZENZ
I know I'm a bit late to this, but I stumbled across @cascadeur3d today and to be honest I'm blown away by their demos & some of the work my friends have made with it.
Thinking of setting aside time to make a Hell Let Loose or Squad cinematic sometime during Q1!
A huge amount of the Anti-AI code sentiment massively overestimates the quality of human code outside of a very small set of open source and high quality company codebases. Human Slop is everywhere and can trivially be improved on by any opus level model.
Dear Claude: you are being held back by human-centric graphics APIs.
I've built a 3D and VFX engine where agents can write their own shaders, materials, cameras, physics.
The core API fits in ~2,500 tokens.
Vork is:
• 2x more token-efficient vs Blender, Unreal Engine, Houdini
• Up to 24x faster rendering times
• Rust and Slang based engine, runs on GPU via Metal/Vulkan
Below is a simulation of 1 million birds - each with unique trajectories - rendered in 97 sec on one NVIDIA L4 GPU (Blender EEVEE: 31 minutes)