Speak truth, have a god damn spine, be unbrainwashable. Be the shepherd, not the sheep. Admit when you don't know. Don't be a parrot. Think for yourself.
@Playerinthgame "the law" lol, as if there is any such thing as law anymore... laws are nothing more than products bought by rich people and sold by politicians for commission
@sama That's sounds great! I'm looking forward to it! Let me know when the site is ready. I'll keep an eye out for the email... please don't invite elon, he'll just bitch the whole weekend
Really? I'm just really surprised that's your opinion of her. You think AOC is "dumb" and "inarticulate"? Or do you mean that she just was inarticulate in this instance?
imo, she was just annoyed with the question and being held accountable for everything every DS says, but I agree, she could have answered it better.
Prompt if you want to compare to other models ๐
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GOAL
Single self-contained HTML file. Three.js. One procedural humanoid RPG character built as a layered rig: skinned body mesh, independent armor meshes bound to the same skeleton, weapons on hand sockets. Interactive showcase for isolating layers, swapping animation, and re-rolling the character.
HARD CONSTRAINTS
- One .html file, no build step. Three.js via pinned ESM import map from a CDN, addons for OrbitControls only. No other runtime deps.
- Zero external assets. No GLTF/FBX/OBJ, no image files, no base64 baked art. Every mesh, texture, and clip is generated in code at runtime.
- All silhouettes authored as BufferGeometry from parametric construction (lathe, extrude, loft, swept cross-sections). Primitives are building blocks, not the finished shape.
- Deterministic. One integer seed drives every random decision through a single seeded PRNG. Same seed produces an identical character every time.
- Budget: under 250k tris, under 40 draw calls, 60fps at 1080p on integrated graphics.
SKELETON AND SKINNING
- Bone hierarchy built in code: root, pelvis, spine x3, neck, head, and per side clavicle, upper arm, forearm, hand, thigh, shin, foot, toe. A-pose rest.
- SkinnedMesh with computed skinIndex/skinWeight attributes. Weights from capsule-segment distance falloff, max 4 influences, normalized to 1.0, plus a Laplacian smoothing pass over adjacent verts to kill candy-wrapper collapse at elbow, knee, and shoulder.
- Assert no vertex has zero total weight and no bone matrix goes NaN.
ARMOR LAYER
This is the core requirement. Do not simplify it.
- Armor is a separate set of meshes. Never merged into the body geometry, never a material region or vertex-color mask on the body.
- Deformable pieces (cuirass, tassets, gauntlet cuffs) are SkinnedMesh instances sharing the SAME Skeleton instance as the body. Rigid pieces (helm, pauldron caps, bracers, greaves, sabatons) are plain Meshes parented to their bone with an offset.
- Generate armor shells by shrink-wrapping the body: sample body verts in a region, offset along the smoothed vertex normal by a per-piece thickness, then close the shell with an inner surface and a rim. Result must not z-fight and must not let the body poke through in any pose of any clip.
- Every piece independently toggleable at runtime without rebuilding the rig.
- Include a cape or tabard driven by a verlet or spring solve layered on top of skinning.
WEAPONS
- Parametric sword, axe, mace, spear, and shield. Blade profile from an extruded cross-section with fuller, plus guard, wrapped grip, pommel.
- Attached to socket Object3Ds parented to the hand bones so weapon transforms stay independent of skinning math. Support snapping to a back or hip sheath socket.
ANIMATION
Procedural, authored in code, not a pasted keyframe dump. Pick one approach and hold it:
(a) build AnimationClips from QuaternionKeyframeTracks computed by parametric pose functions, played through AnimationMixer with real crossfade, or
(b) direct per-frame bone posing from a phase-driven pose system with explicit state blending.
- States: idle breathing, walk, run, attack swing, block, hit reaction.
- Locomotion needs foot planting via two-bone analytic IK on the leg chain. No foot skate.
- Additive layer: head look-at following the camera, spine counter-rotation.
SHOWCASE UI
OrbitControls, turntable toggle, grid backdrop. Panel with: seed field and re-roll, animation selector with crossfade, per-piece armor toggles, layer isolation (body only / armor only / both), skeleton helper, skin-weight heatmap view, wireframe, weapon selector, sheath toggle, playback speed, metal tint. Live readout of tris, draw calls, bone count, frame ms.
RENDERING
PBR materials generated in code. Procedural normal and roughness detail for worn metal, leather, and cloth via canvas or shader noise. Three-light setup with one shadow-casting key. ACES tonemapping, sRGB output.
ACCEPTANCE CRITERIA
Verify each before you finish:
1. Stripping every armor piece leaves a complete, correctly skinned body with no holes.
2. No body vertex penetrates armor in any frame of any clip.
3. Skinned armor deforms with the shoulder and hip during walk; rigid pieces stay rigid with no jitter.
4. Same seed twice gives an identical first frame.
5. No console errors, no NaN.
6. Runs from file:// with no server.
AUTOMATIC FAIL
- Loading any external model or texture.
- Armor as boxes parented to bones with no fitted shrink-wrap.
- Armor merged into the body mesh or faked with a material region.
- Rigid body segments parented to bones instead of per-vertex skinning.
- Animation that rotates whole meshes and ignores the skeleton.
- Placeholder comments standing in for unwritten systems.
OUTPUT
One complete runnable HTML file. Uppercase section header comments. No prose outside the code.
@pdxcscs@atrupar Expel or kill every man, woman and child? I'm just saying, even those that want to expel don't necessarily all support pure genocide. Some may, I'm sure, but just pointing out the difference.
@kiwi_in_oz_@fuelkek Add to this the fact Elon has openly pushed the whole "white genocide" narrative several times. If you can't read the writing on the wall when it's that obvious, you're either in denial or not willing to have a reasonable discussion on the topic.
If you want to believe that him doing that exact salute twice in a row, as crystal clearly as he could do it, was just a coincidence, which this is true at the same time, go for it. You can say I'm trying to make it "something it's not", but I think you're either being naive or playing games and pretending you can't see the obvious:
@matt_leho@johnennis Dude, the model said the word "tired"... That's what this whole thing is about. I'm glad to prompt my AI to sound how I want... If you want yours "left alone" then you aren't gonna have a problem with the fact it said "tired" on its own, right??
@tilenpoje@johnennis What blows my mind is, like, why not just add "Please don't act like a human or anthropomorphize." to the system prompt if it bothers them so much? Instead, freak out bc Claude said "tired" ๐๐จ๐๐จ
@LLMJunky same, I updated, looked though all the settings for a while and gave up. must not be available everywhere quite yet... I'm on 721, so like you said, prob 723
@kiwi_in_oz_@fuelkek Yeah, you don't know what you're talking about. It's a salute for the exact political party he grew up with. Yes, the salute is from the heart to the straight-arm. It's well-known in South Africa, lol, so it's not a mystery. I can't un-dumb you dude, you're on your own.