Introducing: ✨ChainPainter✨
A free wiggly drawing tool for making animated on-chain-ready SVGs you can easily save/share/export for minting.
Give it a try:
https://t.co/KNdQqsbNdd
🔥 Today, we are truly excited to announce our technical prototype, the Generative World Simulation system, which integrates JING(镜), an interactive experience model, with DAO(道), a computable shared-world engine.
The coupled model and engine connect first-person experience with a shared world that continues to evolve beyond any individual observer.
Conditioned on actions and observation history, JING enables agent navigate, manipulate, and communicate from a first-person perspective in the world. Watch our demo video to see it in action!
On the official WBench leaderboard as of September 17, 2026, XGEN-JING ranked #1 on the Full split, and #2 on the Navi split. 🎉
DAO maintains shared world state and rules, computes the consequences of actions, and provides JING with only what the current observer can perceive. It also supports autonomous agent decision-making, enabling agents to act independently within an evolving shared world.
Together, DAO and JING move beyond generating the next frame toward simulating the world behind it. This marks a small step towards OASIS: not just a world that responds to you, but a world—and a society—that evolves with and without you. 💪
Explore XGEN Labs~:
🔗 Website: https://t.co/tqTvPIk19B
🤗 HF: https://t.co/wxLRmJNYgO
🦊 GitHub: https://t.co/2DMvURLUsK
Always wanted to play with my physical Pokémon cards in AR, so I unleashed Astra + CLAD on it… they did not disappoint!
⚡️🥽
Basically a fully playable proto with all 151 mons from SV 151.
@specs@specsfordevs
Ah!! We've been trying to get this working for months.
Basically, we can now capture a person and the objects they're interacting with in 3D from regular video. Motion for both, plus approximate object shape.
I've been excited about this for a while because so much of what people do involves stuff. If you want a robot to learn how to use a tool, or to understand someone's tennis swing, you probably want to know what the tool or racket is doing too.
Same goes for props in animation and everyday tasks in occupational therapy. There's a lot here.
Still imperfect, but this week it started working well enough that I wanted to show you.
It's official announce trailer time! Miniopolis is a new minimal city builder where you create buildings and cities using voxel-like tools.
A demo is coming in the next few weeks, and the Steam page is live! Wishlist it now (link in replies).
Generating a city in Blender takes about 30 seconds now.
iCity builds roads, towers, parks and traffic procedurally — aimed at driving sims, city flythroughs and archviz context.
I've opened Unreal Engine about seven times in my life and got scared six of them. This episode I wire three MCP servers — Unreal Engine, Comfy and Blender — into a single coding agent with Astra and let it build a game while I just describe what I want.
STACKED
This experiment focused on how far simple Blender shapes could guide a fast product ad in Seedance 2.5. Camera movement, rhythm, and the order of actions were planned in Blender, with the final appearance coming from an image reference.
The biggest challenge was avoiding stiff, stop-start motion. Earlier versions followed the blocking too literally. Revising the Blender timing and allowing more overlap, deformation, and material response in the prompt helped move the result toward something more natural.
It took multiple rounds to get there, but the final take was genuinely satisfying. This test gave me a much clearer sense of how much to specify in Blender and how much freedom to leave in the generation.
Created with @PixVerse
#bolakokgitu #karyabangjumawa #pixversecpp #Blender #Seedance25
AgentSTAR is an agentic method for both reconstruction and tracking of articulated objects from monocular videos.
We can now track through rapid motion, severe occlusion and thin objects! There’s no spoon but we can still track it 🥄
I'm pleased to announce that around 200 pages' worth of UI/UX tutorial resources are coming to the Game UI Database for FREE via a brand new blog. No ads. No paywalls. No email signups.
Here's a preview of the first piece dropping next week, all about crafting cross-platform control schemes and layouts!
Oh, and I think it goes without saying, but this is an AI-free zone.
Extracts business names, addresses, websites, contact details, and reviews from Google Maps listings and exports the data to a CSV.
https://t.co/L7rMtIwHRM
Introducing multiple AI characters in a single environment!
Most 3D experiences are not one-to-one conversations. Games can have multiple characters with different roles. Training simulations can have instructors, assistants, supervisors, and trainees sharing the same environment. Virtual worlds can have several characters the user needs to interact with naturally.
Once those characters are powered by conversational AI, there is one important problem to solve: How does the system know which character the player is actually speaking to?
In Part 1 of our Multi-Character Sessions tutorial for @unity, we show how to handle this using Convai.
We place three different AI characters in the same scene, each with its own Character ID, then configure how Convai determines which character should receive the player's interaction.
There are three selection methods:
1. Look At - selects the character based on where the player is looking.
2. Proximity - selects the character based on its distance from the player.
3. Manual - gives the developer direct control over character selection.
For the demo, we use Look At, allowing the player to speak with Sophia, turn toward Ethan for his perspective, then continue with Marcus naturally within the same scene.
In Part 2, we’ll expand this further with all-to-all multi-character awareness, where players and AI characters can stay aware of nearby conversations and events, and characters can react or engage when something is relevant to them.
#Convai #Unity #AICharacters #EmbodiedAI #MultiCharacterSessions
We're bringing Unity directly into the AI workflows you use every day 🎮
Introducing the official Unity plugin for Claude Code - a first-party integration available directly in @claudeai’s plugin directory.
With just one command, unlock the 29 native Unity skills available at launch, supported CLI workflows, and direct Editor control!
One install, no configuration, supported by Unity.
Okay, this is wildly clean. 🤯
Using TexturingXYZ + Blender Softwrap to transfer and bake detail onto a custom model like this is the kind of workflow that makes you want to open Blender immediately.
Huge respect to @machinima_jp.
There are way too many AI 3D models claiming to be the best.
So we’re testing them head-to-head.
Tripo P1 vs Meshy V6 vs Hunyuan V3.1 Pro vs Rodin 2.5
Same image. Same prompt. No cherry-picking, only 1 generation.
This week’s test: a shiny metal helmet. reflections, materials, geometry, and texture accuracy.
Next up: characters, objects, environments, and more.
By the end, we want one answer:
Which AI 3D model should you actually use for your next game, website, or project?
AutoBake in UE 5.8 can cache physics simulation to make motions scrubbable, commit motion to the new PhysCube asset along with motion trails and it makes working with multiple characters easier!
For more on animation in UE 5.8 check out @SirWadeFX's page here: https://t.co/zflNnnS9XQ