Socials Studio is live.
Text, images and video to YouTube, X, Bluesky, LinkedIn and Instagram, from Claude Code. No dashboard. Nothing posts till you confirm.
Independent companion to OpenMontage: it renders, this ships.
https://t.co/YVvRaEdtjS
#buildinpublic
A sneak peek at the final stage of the Opus 5.5 project.
A rendered Caterham Super 7, with procedural animation driving the suspension, wheels and steering wheel.
The London map is finished. Next I put the two together.
#buildinpublic#Opus55#Claude#blender#b3d#3D#gamedev
1 prompt, 5 passes. Tower Bridge building itself from bare piers to spires, chains, lamp posts, buses and people on the walkway.
Next: bridge into Unity, build from a map, drop in a Caterham and go for a drive.
#buildinpublic#Opus55#Claude#blender#b3d#unity3d#3D#gamedev
Caricature 3D model — solved.
Separate head and body meshes, merged back into one. Manual cleanup in Blender to match head to neck.
150,032 verts. 300,348 tris.
Quite impressed, even if I do say so myself. Sign off next, then rig.
#buildinpublic#3D#blender#gamedev
Back to faces, and this one is hard.
Last time I just needed a face. This time it has to match a specific image, and Trellis2 is not good at faces.
Splitting the head into its own mesh failed. So: sweep the seeds, pick the best, run again.
#buildinpublic#3D#gamedev
Bringing the brain and the head to the party.
Segmented the head, positioned the brain inside the model, then blew them both up. The effects are starting to come together.
The brief asks for Braindead level gore, so look away now.
#buildinpublic#3D#blender#gamedev#vfx
I made a brain.
My first non-human 3D model through Trellis2. A few holes, but nothing to worry about.
Next I'm going to make it explode 🤯
https://t.co/6ShVHwwVzv
#buildinpublic#3D#blender#gamedev#trellis2#3dart
And here we are. A little thick for my liking, but more like a liquid.
Very easy with Claude Code — I can't claim much credit. High res liquid sim on my GPU, plot the particles, transpose onto a maths version to match.
Built for low spec machines.
#buildinpublic#3D#gamedev
Balls!
Trying to get a low res blood effect. Looks good from afar, but far from good — the splatter lands as spheres.
Blood does not behave like this.
Claude reckons we can make the droplets read as liquid.
https://t.co/6ShVHwwVzv
#buildinpublic#3D#gamedev
And the final curtain.
Left hand bound to the moving pump, right hand to the gun, every connection held across all frames.
I had never animated anything until a few weeks ago.
Human-AI teamwork: I set the bone position, AI ran it through 50.
#buildinpublic#3D#gamedev
Procedural animation, via a Claude Code and Blender bridge.
Isolate the pump action, restrict its movement to the axis of the gun.
Still manual, but it's the home straight. Just rigging and finger crossing to go.
https://t.co/6ShVHwwVzv
#buildinpublic#3D#gamedev#blender
The final thumb moves into place. Hand position is set.
Next: the pump action bind for the left hand, and a procedural animation for it.
Also worked out how to get Claude Code to copy a frame through into the full clip.
#buildinpublic#3D#gamedev#blender#rigging
Mind bending 3D, one finger at a time.
Left hand first: the fingers are inside the gun and need to touch the pump perfectly.
Focus this hard on detail and you miss the bigger picture. At least 2 sets of human eyes on all 3D work.
https://t.co/6ShVHwwVzv
#buildinpublic#3D
Forgot to isolate and animate the pump.
Hands and fingers come after — the pump has to move first. Only one clip is needed now, but it has to be perfect. Full animation of the gun parts.
Next: bind the fingers to it so the grip holds.
#buildinpublic#3D#gamedev