Creative Technologist

Liverpool, England
Joined July 2008
Perfect finger sync 👌 · Suno for the music · Three.js in a single HTML file to turn MIDI into 3D · One for the images · Seedance 2.5 for the video conversion All the prompts, including the HTML, right here 👇
fingers finally hit the notes with AI here's the Magnific workflow I'm using for this 👇
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AI video finally has the voice to match the performance. Chimera pairs Eleven v4 with Seedance 2.5 so your characters sound as real as they look. Use audio tags to direct tone, emotion, and delivery, and dial in just the right amount of drama.
What if your character could finally say it themselves? With Chimera they can. Chimera pairs two of the world’s leading models, Eleven v4 and Seedance 2.5, to create realistic video with rich, emotional voices. In ElevenCreative, create or upload a character, write their line, and pick a voice or design one to match. Direct the performance with audio tags like [whispers], [laughs] and [yells] to control the timing and mood of every word. Eleven v4 puts the emotion in the voice. Seedance 2.5 carries it onto the face.
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Looking right in 2D doesn’t really mean the scene holds together in 3D. That's why we open-sourced BlenderWorld last week and wanted to give it a closer look here. It’s a benchmark with 223 tasks where agents use Blender to build editable 3D scenes from text, images or video references. We evaluate the actual projects through scene inspection and renders from multiple viewpoints. Can a visual agent turn a real-world brief into a complete, editable 3D scene? BlenderWorld is here to evaluate that You can grab the benchmark below (Links in the comment) and plug in your own 3D agent to see how it does
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Introducing Smart Mesh AI, geometry-aware mesh processing. First up: Adaptive Character Clothing Tool - fit garments to different character shapes in one run, with a full suite of simulation controls. Live now in beta.
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We’re excited to announce the official release of NVIDIA Isaac Lab 3.0. 🎉 Isaac Lab 3.0 brings a new modular and lightweight architecture along with major new capabilities across the robot learning workflow: multi-physics and multi-rendering support, training at scale, and streamlined deployment on real hardware. With Newton integration, the new OVRTX renderer, RL post-training, and LEAPP deployment, there’s a lot to explore. Here’s a look at what’s new 🧵 (1/7)
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Your character looks real. Now they sound real too. Chimera combines Eleven v4 voices with Seedance 2.5 video in one workflow, for any character you choose.
What if your character could finally say it themselves? With Chimera they can. Chimera pairs two of the world’s leading models, Eleven v4 and Seedance 2.5, to create realistic video with rich, emotional voices. In ElevenCreative, create or upload a character, write their line, and pick a voice or design one to match. Direct the performance with audio tags like [whispers], [laughs] and [yells] to control the timing and mood of every word. Eleven v4 puts the emotion in the voice. Seedance 2.5 carries it onto the face.
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Pete retweeted
Theodore Daley, creator of YMA Painterly, a collection of 12 shaders for Cinema 4D and Houdini that give 3D artwork a stylized, painterly look, discussed his workflow and showed how he made some of the example setups. Read more and download: 80.lv/articles/how-to-make-3…
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Introducing Higgsfield Content Factory. Turn any idea into a viral reel, from “What if” explainers to animated hooks for your ads. Available now on Higgsfield.
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Pete retweeted
Introducing Canva Craft 🚀 Extraordinary image generation is now available to everyone, powered by our first frontier model built specifically for design. With Craft, Canva is now the world's second most advanced AI lab for image generation on @DesignArena's global leaderboard. See what it can do 👇
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We just launched OpenUSD support on the @huggingface Hub 🎉 Yesterday, @nvidiaomniverse put 2,500+ SimReady assets on the Hub. Forklifts, robot arms, engines, hospital equipment, all OpenUSD. You can also search the whole library in plain English huggingface.co/spaces/nvidia… huggingface.co/datasets/nvid…
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Pete retweeted
We’re opening a research preview of Claude Duet, a new app where Claude works as a proactive agent. It comes to you with what needs your attention, completes tasks you ask of it, keeps working when you step away, and checks with you before it acts on your behalf.
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The FLUX Video Upscaler received a full upgrade. It’s now the best video upscaler on the market, while costing less than Topaz Astra 2 and being twice as fast. Upscale any video up to 4K. Link to try it in the comments.
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When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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Wild we’re in a time where research can be posted without code and can be reimplemented within a day
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Drama 3 by Fish Audio is now the top open TTS model. Allows meta tags within your transcript to control emotion, direction, SFX. Pretty good at voice cloning too. huggingface.co/fishaudio/dra…
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Introducing OpenDesign Motion. The open-source alternative to Claude Motion. Create beautiful motion videos with any agent, any model. No Opus 5.5 required. This entire launch video was made in OpenDesign. More demos below ↓
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FLUX 3 Image Klein is here. Open Weights with the quality of a large frontier model. Customizable and fast. 5.6B parameters and runs on a single consumer GPU. Native 4K, bounding boxes, and pixel-perfect editing.
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Introducing the new Video to Music API. Send one or more videos and get music and sound effects that follow the cuts and action
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OmniHuman 2.0 is live. It doesn't just sync lips — it understands your audio. Feed it any track, speech, music or dialogue, and it reads the tone, emotion, and every word, then performs it. Every syllable lands. Now generate up to 5 minutes of video in a single continuous shot, up from 60 seconds, with no stitching required. And 𝟰𝟬%+ 𝗰𝗵𝗲𝗮𝗽𝗲𝗿 — $0.12 → $0.07/sec. Better quality, lower cost. Deeper understanding. Longer takes. Lower price. byteplus.com/en/product/Omni…
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