The Last Waltz trailer is here.
A game of cat and murder.
It started with a single image: a ballroom at night, all shadow and silhouette. The image became a concept reel. The concept reel went to Annecy and came back with a win. Now the film has a trailer.
Three hundred guests. A fortune in roses. A bride dead by eleven.
Watch it below. And when the police arrive — remember that everyone was watching, and no one saw a thing.
The Last Waltz, an animated pink noir murder mystery, currently in production at WellerVision. Winner, Project Proposal Track, Dreamina AI International Animation Conference, Annecy 2026.
Fable 5.5: Drive to Heaven
> started with a simple idea of turning a photo into a surreal drive to heaven experience using threejs, it took static image and bring an entire 3D concept to life
@MindMechanical Taking small breaks during a large project can really be the thing that rejuvenates you. I do it all the time, focusing on project in the middle of a larger project.
Fable 5.5 its over for video and image models 🤯
THIS IS PURE CODE
one shotted this video holy shit , how this is more beautiful than ai video models
Two ways to check this yourself:
Ask: “Where did @karpathy go in 2026?” with web search and memory turned off. Only the new Fable knows the answer. Then give it the prompt.
Run the same prompt I used for the test (it’s in the screenshot) and see for yourself.
Don’t rely on Grok for basic reasoning like this. Grok doesn’t have up-to-date knowledge of niche stuff. Either join the community or run the test yourself.
Also, a knowledge cutoff doesn’t mean a model knows everything before that date. Sometimes a model doesn’t know about an event even if it happened before its cutoff. This test shows that too.
Run the same prompt on regular Opus 5.5 and the quality drops. On Fable 5.1 it’s worse.
Three.js merged a meshlet pipeline. It splits every 3D model into tiny patches and lets the graphics card decide, patch by patch, what to draw, skipping anything hidden or too far away to matter. So a scene can hold huge amounts of detail and still run smoothly.
Experimenting with making films in code using three.js, I've learned every code animation needs its own kit of assets. The kits are about to get bigger and sharper.
This is what I mean by planning for a leap every 3 to 6 months
I was wondering when Three.js was going to get something like Nanite.
And then I saw the PR for a meshlet rendering pipeline was merged <24 hours ago!
https://t.co/HRKCoHR18C
Here's a demo scene rendering 1B triangles at 150FPS.
https://t.co/Uhi3wML03q
This is huge! 🤯
being really good with computers is an absolutely incredible skill because it lets you make your own life unnecessarily complicated in ways normal people could never imagine
OMEN. A coded film.
Small, fast-moving organic shapes using a difficult aesthetic was the test. It was better than I expected with best results toward the end.
Started in Opus, finished in Astra. Two filters were used. A paper finish to strengthen the textured look. And an application of diffuseRoughness from the @threejs r187 build to enhance the lighting surface.
@RichKleinAI I absolutely love working in three.js. I had no idea it was so flexible and fun. It’s amazing how you can get into the flow again when you’re not spending most of your time dealing with technical problems.