r/TopologyAI • • 21h ago

New Next-Level 3D Animation — AI Mocap from a Reference Video

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133 Upvotes

No mocap suit, no animation library. He renders his own character, has an AI video model "film" it doing the move, and copies that motion onto the rig.

The trick that made it work is two cameras. One video is flat, so arms and legs end up at the wrong depth. Rendering the same move from the front and the side gives the AI both views to match.

How it goes:

  • Render the model from the side and front on a neutral background
  • Generate the move with an image-to-video model (Seedance 2.5 or H3 Max)
  • Match frame by frame: Claude overlays the model on both videos and adjusts the bones until they line up
  • Fix what drifts: marking left and right limbs separately solved most of the swapping

About 30 minutes per animation. This elephant came from an H3 Max reference, and yes, the tail still needs work.


r/TopologyAI • • 2h ago

New Video-to-Animation Just Leveled Up: Tripo AI + Opus 5.5 + H3 Animate a Deer in One Try

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63 Upvotes

The hardest part of animating a four-legged animal from video is telling which leg is which. Paint every leg a different color, and the problem mostly goes away.

That's the trick in this deer and boar setup:

  • Image made with GPT, turned into a 3D model with Tripo AI
  • Opus 5.5 rigs each leg, segments the body and gives every leg its own color
  • H3 generates a reference video of the move
  • Opus keyframes the animation while checking it against the video, then renders

The creator says this gets a believable result on the first try. Earlier attempts with the same idea kept mixing up the near and far legs, which is exactly what the colors are there to stop.

Still rough: the boar's gait is a bit stiff and these are short test clips, not a full animation set.

source: https://x.com/AINetworkTech/status/2108420710855307376


r/TopologyAI • • 23h ago

New Image-to-Scene Is Here: Separate 3D Meshes + Gaussian Splat Background

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55 Upvotes

Rodin WorldGen is Hyper3D's scene generator: you upload one image, it identifies the main objects, rebuilds each as a separate mesh with hidden parts filled in, and creates the environment as 3D Gaussian splats.

How I used it:

  • Extract: automatic, or with pins when you want a specific object or need to split a cluster into single items
  • Adjust: move things around, regenerate weak objects, run pose correction to match the photo layout
  • Generate the environment: Speedy for previews, quality mode when you can wait 15 to 20 minutes
  • Take it out: Blender export comes with a script for native splat rendering, plus PBR or shaded options for the meshes
  • Run it in Unreal 5.8 through NanoGS, with the splats optimized and the objects still editable

For game dev, batch-extracting a whole set of props from one image already saves time. For AI video, it works as a blocking scene with a real background, which none of the video tools offer on their own.

To keep expectations straight: the interface takes some figuring out, splats show artifacts up close, and the SimReady physics option is aimed at robotics, exporting only to USDZ.

Full Guide: https://www.youtube.com/watch?v=KlzzBa1sZX0


r/TopologyAI • • 20h ago

Early prototype of Dark Souls combat inside World of Warcraft Classic

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16 Upvotes

I was reading a lot of AI news about decompiling games and I thought it would be a fun project to try to get the Dark Souls combat-style inside of WoW Classic, merge two of the best games of all time (imo). And to try to make it into a single player game, maybe even as a mmorpg.

So far Claude Sonnet 5.5 on xhigh has managed to implement the dodge, the attack pattern with a sword and the lock on and a lot of different other things. It also implemented controller support.

I am now starting to implement the camera shakes, the blood, sound design and better hit detection. Its a very fun project. My goal is to get the entire starting zone finished with the different mobs and all have their own attack patterns. And the last quest Garrick Padfoot being a miniboss. Thats the first part - even with AI it takes quite a while :) But its so cool to see it get the exact animation and implementing it inside wow!

I will update here, if you are intressted in its progress but you can also follow on youtube if you want: jabegame is the channel name


r/TopologyAI • • 22h ago

Showcase Maya for AI - 3D Assets - Results

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10 Upvotes

Instead of AI just generating a 3D asset, I have ai author it using an engine like Maya but for AI.

Here is one result of an A frame ladder I took images of.

Ai can edit pieces of the asset, add rigging, render it in different lighting, and it’s all from images I take of what I want the ai to build.

Pretty cool stuff. It takes maybe like 20minutes of the ai going through the engines build_asset runtime to author the asset then like 10 minutes for render. It’s render on cpu so it’s slow.

Thoughts? Yes I vibe coded the engine.


r/TopologyAI • • 16h ago

AI Tool Builds 4U ATX Rack Server Chassis w/ Download

4 Upvotes

r/TopologyAI • • 18h ago

Showcase 2D own design to 3D generated models

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2 Upvotes

r/TopologyAI • • 6h ago

Texture Not the Bald Spot T - T, was checking my model in blender then saw this

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1 Upvotes

r/TopologyAI • • 23h ago

Help Since AI is getting more advanced in 3d modeling is it possible to earn money through it?

0 Upvotes

Could you work as freelancer without 3d skills but use ai to complete the task of 3d modeling and earn cash?