Opus 5.5 is the new After Effects
and nobody's talking about it…
Feed the PDF below to Opus 5.5, you'll thank me later
Then start with the guide below, it's all you need for motion design in Opus 5.5
I just solved "Robotics Engineering" education with Opus 5.5 + /colorfigures skill
no need to spend $1000+ on a starter kit to learn what a resistor does, just visit my interactive site:
• 13 real boards: Arduino Uno, L298N, Raspberry Pi 5...
• build part by part: pick & place, reflow, solder, plug in
• break them on purpose: reversed caps pop, chips smoke, LEDs burn out
send the skill to your Claude:
> https://t.co/1879rauiu7
try it free, no sign-up ↓
@GoogleDeepMind Could you provide a link to this interactive tool? Would love to try it out.
I built something similar, presumably with some of the same open source anatomy datasets.
https://t.co/SL0KAFo8os
Gemini 4 Argon combined three open-source datasets to build an interactive 3D visualization of human anatomy.
Toggle different layers in motion, isolate muscles, or zoom inside a beating heart.
An output from the updated Carbon checkpoint 😼
Like I said in my previous post, Carbon is noticeably better than Gemini 4 Argon at 3D (tho still not perfect). It seems like Google is currently focusing on improving that domain before moving on to frontend/UI
Gemini 4 Carbon - A Mechanical flower!
This took ~1hr 43mins fully made in three.js, I love the small bee it added which wasn't in the prompt but I did say it to be creative and didn't limit it with constraints..
A lot of improvements over Argon tbh.. I'll share my observations once i have some more outputs.. I've got one more and still trying to get more.. stay tuned!
PROMPT:
Build "Pixel Ice Rink" — a single-file, real-time three.js (r160, ES module via import map from jsDelivr) page: an isometric diorama of a floating outdoor ice rink, rendered as crisp pixel art in the style of "3D rendered as pixel art". UI text in English.
RENDER PIPELINE
- Orthographic camera at ~31° elevation, azimuth 45° + 90° steps (animated turns, drag sideways or buttons), wheel/pinch zoom. Fit the whole floating slab into the free screen area (clear of the title, a top-centre scoreboard and a right control rail).
- Render the scene into a tiny target (screen / pixel size, ~480×300 on desktop) with no anti-aliasing. Snap the camera so the world origin lands on a whole pixel (static things never shimmer).
- Post pass on a full-screen quad:
- depth-based outlines: darken a pixel that stands >0.55 m in front of a neighbour;
- map every pixel to the nearest colour of a fixed ~49-colour winter palette in OKLab (snow/ice greys, ice blues, reds, lamplight/wood/skin, pines, dusk peach/rose/mauve/lilac, brass/ochre);
- optional light 4×4 Bayer dither;
- upscale with texelFetch so each art pixel is an exact block of device pixels. The background (depth = 1) is the page colour.
- Hard sun shadows (BasicShadowMap, 2048). Lambert flat-shaded low-poly materials.
- Planar ice reflection: render the scene mirrored (scene.scale.y = -1 about the ice plane, ground, ice, particles and lamp posts hidden) into a second target. Sample it in the ice shader at gl_FragCoord. Gloss = small base + extra where the ice is wet, reduced where it is worn.
- A "Raw 3D" mode renders the same scene at full resolution with MSAA, for comparison.
SCENE
- A floating slab of snow over earth over rock, each extruded from a ragged rounded rectangle.
- A 24×12 m rink with 3 m corners: white boards with a yellow kick plate and red cap, built as band segments with gaps for two bench doors and a double resurfacer gate (hinged doors that swing open).
- Ice markings painted texel-by-texel into a 10 px/m canvas: red centre and goal lines, blue lines, circles, face-off dots, creases.
- Red-post goals with alpha-tested grid nets; players' benches; a lit scoreboard drawn with 3×5 pixel digits.
- A log warming hut with lit windows and chimney smoke; a garage for the resurfacer; lamp posts with point lights; string lights at night.
- Snowy stacked-cone pines, snowbanks, a snowman.
PLAYERS — procedural rigs of ~16 boxes
- Placed every frame from heading, lean, crouch and turn roll. Two-bone IK for the legs (skating stride with push-out and toe-out, gliding, sideways hockey stop) and for the arms holding a stick.
- Stick poses: carry/stickhandle, slap-shot wind-up and strike, pass sweep, celebration with stick raised.
- Goalies: pads, blocker and glove, crease positioning, butterfly drop on incoming shots.
GAME
- Two-on-two pick-up hockey plus goalies. Steering with arrival, separation and board/net avoidance; hockey stops when reversing hard.
- Carrier AI weaves to the slot, shoots when the lane is open, passes when pressured. Defenders pressure goal-side and poke-check; the nearest skater chases a loose puck.
- Puck physics with substeps: friction, board bounces, posts, solid nets with goal detection through the mouth, goalie saves (deflect or catch and play out), blocks by skates.
- Face-offs, goal celebrations, score, shots and a game clock on the scoreboard. Clicking the ice drops a puck.
ICE WEAR
- An RG DataTexture over the rink (20 px/m). Blades write scratches as they glide; stops gouge wider marks and throw spray particles that settle as wear; falling snow settles too.
- "Resurface the ice": players skate off through the bench doors; the resurfacer drives out of its garage through the gate and does shrinking rounded-rectangle laps (swinging in front of the nets), wiping its swath and leaving wet, reflective ice that dries over time. Then the players return for a face-off. Show an "ice worn %" bar.
UI
- Pixel display font (Silkscreen) with a clean body font.
- Light and dark themes via tokens; the background is a near-white or near-black page.
- Controls: Day / Dusk / Night (lighting presets blended over ~1.6 s), Snow Off / Light / Heavy, Resurface, Drop a puck, Pause, New game, Turn left / right, Pixel art / Raw 3D, Pixel size slider, Palette / Dither / Outlines toggles.
- A "How it's drawn" panel explaining the pipeline. Stacked mobile layout with no horizontal scroll.
$0.21 vs $7.88 for a tiny ice rink
MiniMax M3.1-Flash vs GPT-6 Astra
MiniMax takes this one for me. Look at the nighttime lighting: warm lamps, shadows across the ice, glowing windows, and all those little details. The whole scene feels more alive
And all that for just 21 cents - almost 38 times cheaper than Astra
I’m picking MiniMax for both quality and price. What about you?
I made this 3D animation in a few hours with Opus 5.5 + Tripo + Blender
this is f*cking insane…
every single object in this video was made with Tripo
Check the PDF below to learn how to create the same with Tripo and Opus 5.5
Then read the article, it's everything you need to master motion design with Opus 5.5
Here's a longer gameplay video of the my cosy low poly 3d game Retro del Sol.
It was made with Opus 5.5 and GPT 6 Astra - all assets by Retro Diffusion 3D and animated in Blender.
Fully multiplayer and online in your browser.
Works on mobile and desktop.