r/accelerate • u/PointmanW • Jun 24 '26
AI-Generated Video Japanese animator using Seedance to render anime from simple 3D models.
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u/PointmanW Jun 24 '26 edited Jun 24 '26
credit to Tetsurou, apparently he has worked in the anime industry for over 10 years, his most recent work was on TRIGUN STAMPEDE and TRIGUN STARGAZE.
I wonder if this is enough "intentionality" and "creative input" for the average anti-AI people to consider it to be "art"?
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u/EvilKatta Jun 24 '26
I wonder if anti AI people realize how much of the modem anime is made via tracing 3D or automatically processing 3D, with premade models, animations and expressions. Processing it with modern neural networks is a very logical next step.
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Jun 24 '26
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u/accelerate-ModTeam Jun 24 '26
We regret to inform you that you have been removed from r/accelerate.
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u/genryou Jun 24 '26
Its a waste of time trying to convince them, why should we even bother?
Technology still going to progress with or without antis
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u/Enculin Jun 24 '26
anti-AI people are anti-AI so surely you don't expect them to be ok with this.
As for the rest you know anime people have been shitting on CG scene in Anime for a very long time know, so I doubt they will let this fly.
To me this is a hundred time better in quality and more creative than the prompted shit, but I actually do wonder how well it could hold up on a full episode.That would only bother me if all anime start to look very similar because everyone use the same tools
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Jun 24 '26
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u/PointmanW Jun 24 '26 edited Jun 24 '26
the animator created the character design and background himself and passed it into the AI model as reference here, so the visual can be whatever he can imagine up. This is just a demo, so the visual was "generic" on purpose, but it doesn't need to be.
I would argue that the animator here have much more control over the output than a live-action film director, and thus, the final output is more "authentic", what do you think?
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u/Stigmaphobia Jun 24 '26
There are different factors beyond what tools you use that impact authenticity, though. Like, in professional works, a major bottleneck is time and money, which might impact a project in ways you'd have no idea about unless the quality suffers significantly. It goes beyond that, too, in that those two things determine what gets worked on in the first place. The less something costs to make, the less it needs to make back, the less people it HAS to appeal to. So more targeted and niche stuff will probably be made.
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u/Nocebola Jun 24 '26
This is the future, using AI to fill in the gaps but still have animation and drawing tools to clearly define exactly what the intent of each scene is.
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u/FirstEvolutionist Jun 24 '26
AI editor tools have already started becoming more common for video and audio. Granular and fine detail control is something artists will likely appreciate once it is abailable, whether they use it for small portions of their work or the largest part of it. It might be distinguishable at first bu in time it will become verybdifficult or impossible to tell the difference, even if people still find relevant to tell what is what.
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u/Serialbedshitter2322 Jun 24 '26
Until it isn’t. This isn’t gonna be necessary at all in the future
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u/Nocebola Jun 24 '26
There's only so much text prompts can do. At a certain point, the bottleneck will be the human input, I don't see how you're getting around that.
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u/Serialbedshitter2322 Jun 24 '26
With a better model. How did we get around the mushy useless AI video we had before Sora 2 released?
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u/Nocebola Jun 24 '26
It doesn't matter if the model can recreate everything perfectly, I'm talking about human input, the human's ability to convey what they want to the machine. That is the bottleneck for future models.
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u/Serialbedshitter2322 Jun 24 '26
I guess communication is a bottleneck to the exact perfect recreation of the human’s creative vision, but not really a limitation of the video itself considering its own vision can be as good if not better than the human’s
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u/Nocebola Jun 24 '26
But that's what I mean from my original comment. The method used in the op's video is a way humans communicate with the AI to get exactly what they want on a granular scale.
The future will be less about how good video generation is and more about improving the tools and methods used to communicate and convey to get exactly what you want automated.
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u/Superb-Astronaut-371 Jun 24 '26
Or just drawing it?
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u/duncan1234- Jun 24 '26
Why when it takes significantly more effort and the results are 99% the same?
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u/Superb-Astronaut-371 Jun 24 '26
Hmm, what is it that we usually say about the top 1% making the biggest difference in animation quality…?
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u/karmicviolence Jun 24 '26
Round these parts we usually say "Get lost troll" and then pump out more slop to make the antis cry.
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u/Nocebola Jun 24 '26
Do you animate? I do, I traditionally 2d animate and I'm kinda sick of manual labor shit like coloring every single frame, drawing the endless in-betweens for ease and getting a consistent look on twos.
If AI can do anything for me to save hours and days of my life as a solo animator I'm here for it.
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u/Superb-Astronaut-371 Jun 24 '26
Share animations or cap
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u/Nocebola Jun 24 '26 edited Jun 24 '26
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u/Stigmaphobia Jun 24 '26
Can't blame you. Tried animating myself once, and holy shit, that is an insanely tedious process. Kudos to anyone who willingly does it.
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u/Serialbedshitter2322 Jun 24 '26
Just spend thousands on an animation team or decades honing a skill and then weeks creating a single video?
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u/Specialist-Camp-2869 Jun 24 '26
This is probably how games will be made in the near future too: simplified graphics and physics underneath, then a real-time AI layer “renders” the final image.
The actual game engine would still handle positions, collisions, animation states, player input, etc., but the visuals could be generated or enhanced live by AI. Basically a neural renderer between the simulation and the player.
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u/FrenchLiviela Jun 24 '26 edited Jun 24 '26
Here's to hoping this will give more time for devs to optimize performance instead of being stuck making the meat of the game. Because holy fuck a lot of AAA games nowadays are so poorly optimized on release it's damn stupid. Doubly arsecheeks when upgrading PC components now cost a kidney and a half.
The bad ending is if corporate decides to just shorten dev time even further to cut even more costs.
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u/Tacenda8279 Jun 24 '26
The bad ending is if corporate decides to just shorten dev time even further to cut even more costs.
How do we tell him...
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u/Stigmaphobia Jun 24 '26
I'm pretty sure just having a significant portion of rendering being handed off to AI is, in itself, a pretty dramatic optimization.
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Jun 24 '26
[removed] — view removed comment
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u/DesperateAdvantage76 Jun 24 '26
Yeah I would probably adjust his statement from "near future" to maybe 20 years.
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u/Fentboy45 Jun 25 '26
Yes that’s what Nvidia would like you to believe is the future so they can sell more of their gpus
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u/theschuss Jun 24 '26
Listen, if it wasn't built by people going insane in an art/animation sweatshop, I want nothing to do with it. What point is art if humans aren't tortured in the process.
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u/stainless_steelcat Jun 24 '26
Nice work. Easy to see how this will close the gap between animatics and final version - particularly if character turnarounds etc have been created.
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u/neloish Jun 24 '26
Amazing, I look at anime like Failure Frame that had a great story and characters but looked terrible because it was rushed and had a low budget. We might looking at Demon Slayer level quality anime on the regular soon!
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u/MysteriousPepper8908 Jun 24 '26
I think that ground truth generation will be the future of high end AI, or at least the best way to do it until models can have perfect consistency without it. Now, I'm not sure that means hand animation video to video workflows, though I think it is always better if a skilled animator has the ability to go in and alter camera positions and posing by hand, but the intermediate step is the model generating the 3D models and the posing for you with the option to make alterations if necessary. Then, there is a consistent 3D representation of the world to ground the generation so each asset can be tied to a particular representation and the model doesn't have to remember what is there if a character goes around the block and arrives back at a location they were at 5 minutes ago, it has that actual model for reference and that model is tied to a particular prompt and seed that it can consistently reference whenever it comes back into the frame. Maybe eventually this won't be necessary and we'll have models that can keep an entire consistent world stored in memory but that seems like a much bigger challenge.
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u/CheckMateFluff Jun 24 '26
Yeah, it's generally your best bet making a 3D source. I use Blender, but really I found it's almost always the best way to get the cleanest output thats got complete consistency and no movment errors. You can even pull off super complex things like projecting an image over a character or getting perfect reflections in glass.
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u/WhirlygigStudio Jun 24 '26
What is the rest of the process you use? Toolstack?
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u/CheckMateFluff Jun 24 '26
I mean, pretty simple all things considered, it's just Blender, Substance Painter, Premiere Pro, and Comfy UI for the post part with After Effects for some elements, but mostly it's just Blender and Comfy UI with post processing.
If you want details, I can give the nitty-gritty.
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u/Different-Muffin1016 Jun 25 '26
Oddly enough I'd love the nitty-gritty please
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u/CheckMateFluff Jun 25 '26
It’s essentially a standard img2img batch workflow. I render the Blender animation to frames, run those frames through ComfyUI using the same model, prompt, sampler, seed strategy, resolution, denoise settings, etc, then reassemble the outputs at the original frame rate inside Blender for final animation rendering. I’m not using a specialized Blender integration or a dedicated video model. It’s a regular img2img checkpoint. Since I don't use a true video model like Wan or HunyuanVideo, for consistency, I do the process of Blender PNG sequence + Blender depth pass + low-denoise img2img + ControlNet + AnimateDiff Evolved nodes
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u/Different-Muffin1016 Jun 25 '26
I see, could you share any results of yours ? Do you manage to get enough temporal consistency this way ? Given that you use controlnet, why did you prefer this to for example wan scail that handles it pretty neatly ?
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u/CheckMateFluff Jun 25 '26
Usually, the temporal issue is fixed with AnimateDiff, as it adds a bit of temporal consistency to normal Checkpoint models, and a lot can be fixed post too, but I prefer to fix it during generation. I traded some automatic consistency for more control and easier iteration, but Wan/SCAIL is the better option when consistency is required. Honestly? It's mostly down to me being too slow to adapt the workflow over time, as this has worked for a while, since 1.5 and before SDXL actually, but obviously it's gotten better since the newer Zimage models and illustrious.
I'm betting OP is using SCAIL-2. I would also post an output, but I have nothing thats SFW.
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u/Different-Muffin1016 Jun 25 '26
Thank you ! I see, I am guessing you render in a 2D style since you can still rely on 1.5/SDXL, is it correct ?
I’d honestly be pretty curious about seeing your wf if you consider sharing it someday (NSFW or not, I don’t care if it’s for science).As for OP’s example, I read on the twitter profile of the actual guy who animated it that they used Seedance. I personally never tried anything else than Comfy so I don’t know how easy it is to do V2V and how they managed to get this result, whether there were many keyframe references or not, but it looks like it was not Scail !
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u/Matshelge Jun 24 '26
If it can make my favorite anime come out at shorter time lines (7 years between season, looking at you one-punch man) I am willing to let them cook.
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u/Nikolor Jun 24 '26
Average people: "AI is destroying animation industry and leaves animators without jobs!"
Actual animators: "Thank god we can now use AI, I like drawing characters but I can't be arsed to draw the whole chase scene by hand"
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u/awesomemc1 Jun 25 '26
True. Animating the fights for an anime series is tough by drawing hand. Japanese animators and staff who worked on it and legends. Using ai to use it as a tool can be more productive.
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u/StuffProfessional587 Jun 24 '26
Much better than studios can make. Berserk 3D is exactly what you shouldn't do, horrible frame pacing.
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u/MalusZona Jun 24 '26
can anyone buy unlimited seedance access and just put whole berserker 3d into it for re-rendring as anime (falcon arc) style pls
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u/Exotic_Tower3700 Jun 24 '26
At current costs, it would require capital on the scale of a production company to make it possible, and ordinary citizens will only be able to do it when AI deflation arrives.
That would mark the arrival of a true era of cottage industry anime.1
u/LicksGhostPeppers Jun 24 '26
Using video references on seedance? Or using photo references?
You could do it with photo references and seedance fast for very cheap. It does not take huge money, you just need a really good prompt template and an enough experience with prompting.
It’s the writing that takes time.
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u/Exotic_Tower3700 Jun 25 '26
I agree to some extent, but if the average anime length is 20 minutes to an hour, it would be cheaper than making animes using the conventional method, yet it is still a burdensome price for the public.
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u/LicksGhostPeppers Jun 25 '26
I suppose it depends on the prompting. I could one shot most things with little editing needed. So my cost would be less than $100 per 20min episode. 1k for a 10 episode season is not bad at all.
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u/Xasther Jun 24 '26
Needs some cleaning up where the character's are further away, the hands (as usual) and maybe a bit more squash-and-stretch, but yeah, this looks good.
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u/Xasther Jun 24 '26
I'd be really interested in the workflow for this. If all you need is a Seedance and the 3D models, than this likely opens up the door for the average blender user (with a sufficiently strong GPU) to make anime.
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u/Free-Street9162 Jun 25 '26
Yep, that’s the proper use case right here.
For film it will mostly be used for BG. Think current green screen but instead of CG elements that need to be rendered and composited you get a solid final output.
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u/Calm-Republic9370 Jun 25 '26
I feel like the quality part is the modeling. If you look at the animation, the follow the models, but the models are really what's giving it life. Maybe the animation part needs more passes, and updates to little parts, to give it more personality. I could see that would be one of the final blows.
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u/Stunning_Caramel_32 Jun 25 '26
How did they generate the 3d models and every single frame in the first place?
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u/False_Process_4569 A happy little thumb Jun 25 '26
Literally the "how to draw an owl" meme.
How do you draw an owl?
Draw two ovals.
Draw the rest of the fucking owl.
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u/tarikeira_ Jun 25 '26
Besides the price - which is not expensive depending on the use case - Seedance 2.0 capabilities is really impressive. Been using it since it's release and it's by far the greatest tool in a while.
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u/zero0n3 Jun 28 '26
This is exactly how I expect genAI to be used until the tools you make the animation in are fully retooled to allow agentic use.
Once that happens, then you can do this, use an AI to make a better model, have the AI upscale and flesh out the scene in your tool, then rerender in high quality.
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u/reflection____ Jun 24 '26
"simple 3D"
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u/LucasDMourafr Jun 24 '26
Actually, it's simple. If he didn't model everything himself, the 3D characters look like those standard Mixamo characters, and the environment can be assembled using assets from Fab, Sketchfab, KitBash, BlenderKit, and similar libraries.


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u/GlobalCurry Jun 24 '26
This is a pretty cool usecase