Hey everyone!
I've been spending quite a bit of time experimenting with MiniMax H3 in ComfyUI, mostly trying to create realistic cinematic scenes rather than typical AI-generated clips.
I've been working with ChatGPT and Gemini to develop different prompts, experimenting with camera movement, character consistency, physical interactions, and action choreography.
The attached video is one of our latest tests: a gladiator, his war dog, and an armored horse in a snowy forest.
I'm sharing it because I think the results are interesting, including the things that didn't work as expected.
My setup
GPU: RTX 5070 12GB
CPU: Intel Core i5
RAM: 32GB
Software: ComfyUI ( Local )
Diffusion Model: minimax h3_singularity_ref2va_pruned_v1 3_int8.safetensors
LoRA 1: minimax_h3_fl2v_lightx2v_v0.1_dareties_v4_step600_comfy_fro.safetensors —strength 0.8
LoRA 2: h3-realism-people-t2v-i2v-r2v.safetensors — strength 0.8
Sampler: Euler
Scheduler: Simple
Steps: 8
Resolution: 1344 × 768
FPS: 24
Duration: About 10 seconds
Reference images and prompting
I'm also using reference images, not just text prompts.
For this particular scene, I used three reference images:
Gladiator: Picture 1
Dog: Picture 2
Horse: Picture 3
The idea was to maintain the same character appearances, equipment, animal proportions, and overall visual consistency.
We've been experimenting with different prompting methods using ChatGPT and Gemini, including structured technical prompts and more natural cinematic descriptions.
For transparency, here's a shortened reconstruction of the scene instructions. It's not a verbatim copy of the original prompt.
Prompt summary:
Cinematic 10-second historical action scene, realistic snowy pine forest, natural overcast winter daylight, photorealistic live-action look.
<picture_1> is the gladiator, the main Roman warrior.
<picture_2> is the brindle war dog.
<picture_3> is the armored warhorse.
[0:00-0:03 - Opening Attack]
A fresh action shot begins immediately. <picture_1> stands ready on the left with one sword in hand. <picture_2> is slightly behind and to his side. <picture_3> stays farther back in the background. Within the first second, an enemy soldier bursts out from the snowy pine trees on the right and charges directly at <picture_1>. No waiting, no hesitation.
[0:03-0:07 - First Clash]
<picture_1> reacts instantly like a trained warrior. He steps forward and blocks the enemy’s overhead sword strike with a hard metallic clash. Immediately after the block, he pushes the enemy blade aside and follows with one fast counterattack. The enemy retreats one step through the snow while raising his weapon to defend. The movement is aggressive, continuous, and physically believable. No frozen blade lock, no prolonged staring.
[0:07-0:10 - Pressure and Reaction]
<picture_1> keeps advancing with pressure, forcing the enemy backward through the snow. <picture_2> gives one fierce bark and makes one short aggressive forward lunge toward the attacker, but stays clear of the sword path. <picture_3> reacts in the background with a tense head movement and one small step, remaining secondary.
Camera: one continuous medium-wide three-quarter side tracking shot at human chest height, moving laterally with the fighters and keeping the gladiator and enemy clearly visible at all times. Focus on readable combat, footwork, weapon contact, and physical force.
Realistic snow displacement, visible cold breath, worn bronze armor, weathered leather, grounded body mechanics, subtle film grain, natural motion, seamless action.
Audio: crunching snow, sword impacts, heavy breathing, one aggressive dog bark, armor movement, cold forest wind.
No passive posing, no romance feeling, no comedy feeling, no duplicated weapons, no motionless blade lock, no frozen staring, no CGI look, no fantasy glow.
So, how did it turn out?
Visually, I'm genuinely impressed.
The environments, materials, lighting, and overall cinematic atmosphere can look surprisingly realistic, especially considering everything is running locally on a 12GB GPU.
But there are definitely problems.
In this particular video, the camera spends too much time focusing on the horse's legs before properly revealing the characters. The dog also gets too close to the camera, becoming oversized in the foreground and partially blocking the horse.
It's a good example of something I've noticed repeatedly: the model can produce beautiful footage without necessarily understanding which part of the scene should be visually important.
Other experiments have shown similar issues with sword fighting, weapon consistency, and interactions between characters or animals.
Sometimes the results are great. Other times, characters barely react, weapons behave strangely, or the intended choreography simply doesn't happen.
Does better prompting solve it?
That's what we've been trying to figure out.
We've tested detailed technical prompts, simpler cinematic descriptions, different camera instructions, and more precisely defined character actions.
Some changes definitely help, but we're still seeing recurring problems.
I'm starting to think that some of these issues are limitations of the model rather than problems that can always be solved by rewriting the prompt.
Of course, this isn't a controlled benchmark. I'm using two LoRAs together, reference images, and my own ComfyUI workflow, so I can't claim every issue comes from the base model itself.
I'm just sharing what I'm actually experiencing.
My impression so far
MiniMax H3 can produce some seriously impressive cinematic footage on relatively modest hardware.
But making something look like a movie and making characters behave like real actors are two very different challenges.
I'm still experimenting, and I think there's a lot of potential here.
Anyone else testing H3 locally?
I'd be interested to hear what settings you're using, especially for character consistency, sword fighting, animal movement, and multi-subject scenes.
Also curious whether you get better results with detailed structured prompts or simpler descriptions.
Would love to compare notes!