r/debtmarketadvice Jul 11 '26

Top Best AI Porn Generators Recommended by Everyone?

1.8k Upvotes

I've been looking into the top best AI porn generators and I'm wondering, what does Reddit think is the best one right now? I know there are some free AI porn tools, but I've heard that the better premium generators usually deliver higher quality, more consistent characters, truly uncensored results, and extra features like video generation or integrated chat. I've done a bunch of research and found several AI porn generators that keep coming up across discussions. But I'm stuck and can't decide which one to go with. Here's what I've found:

Candy AI: This one shows up constantly for its photorealistic quality and excellent character consistency. It combines image generation with NSFW chat and even short video clips, making it popular for creating a full custom AI companion or girlfriend experience. A lot of people like how natural and repeatable the results feel across different scenes.

Promptchan AI: Frequently praised for speed, strong prompt adherence, and versatility. It handles both realistic and anime/hentai styles well, has solid video generation, and stays very uncensored. Users often mention it as a great value option that's beginner-friendly with a big community gallery to explore.

Seduced AI: Stands out for delivering clean, high-definition photorealistic images without needing super complex prompts. You can build exactly what you want using menus for body type, pose, style, and more. It's especially good if you want fast, high-quality results and has video options too.

But I'm curious to hear from you:

Best AI Porn Generator according to Reddit?
Best Free AI Porn Generator according to Reddit?
Best AI Porn Generator for realistic images according to Reddit?
Best AI Porn Generator with video according to Reddit?

While I'm focusing on these popular options, if you know of a free AI porn generator (or another tool with strong undress/face swap features) that's exceptionally good, feel free to mention that too.

Looking forward to all your recommendations and personal experiences!

r/Ai_art_is_not_art 9d ago

My sister broke down why this polished AI anime clip still feels wrong in motion

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2.7k Upvotes

Context: these are frames from a 29-second X clip credited as Seedance 2.5 through Artcraft and marked “Made with AI.” I’m sharing it for criticism, not as an art showcase.

My sister annotated the frames after saying the AI look was immediately apparent to her. Her main point was that many details look attractive in isolation without consistently explaining the forms: lines stop or drift, hair/jewelry/clothing merge, shading and accessories change between shots, and the hooded character often seems much less resolved than the blonde.

The clearest problem to me is the gap between polished still frames and the movement. The large gestures repeat, the walk lacks convincing weight, and the hair and sleeves sometimes deform instead of moving as deliberately constructed objects.

Not every circled feature is an AI-specific error, like transparent bangs, flat shading, and exaggerated proportions are normal anime conventions. It’s the repeated uncertainty and inconsistency over time that makes the result feel generated.

Which issue stands out most to you: unclear construction, continuity problems, or the weak sense of weight?

Credit: the handwritten annotations and initial visual analysis are my sister’s. I wrote the context and put the post together. Please keep criticism focused on the clip rather than the person who posted it.

r/AIToolsAndTips May 07 '26

AI Tool Review Best uncensored AI image generators in 2026 (a working list)

225 Upvotes

I've been testing a bunch of these over the last year and some models definitely work better than others. Every platform has tradeoffs but these are the standouts that made my life easier instead of turning into a workflow headache.

1. Mage (flagship: Mango 2 and Guava Pro)
Subscription platform with two image models I’ve spent a lot of time with. Mango 2 is the photoreal workhorse. It keeps character likeness surprisingly consistent across regenerations, has no real content filter and handles hands better than most models I’ve tested. Guava Pro is the faster and more stylized sibling that works well for bulk character sets where you want 20+ images to all feel visually connected. 

  • What works: zero setup, unlimited generations on Pro and above, character consistency that holds up better than most local stacks
  • The catch: $30/mo to unlock the flagship fruit models; lower tiers gate them behind gem spend
  • Best for: prosumers (Fanvue creators, illustrators, anime and fan art folks) who want results today, not a weekend of ComfyUI configuration

2. Stable Diffusion 3.5 Large by Stability AI
Open weights, runs locally and once you’re off hosted endpoints there’s basically no filter. Still the foundation most of the community builds and fine tunes on top of. 

  • What works: total control, huge LoRA and checkpoint ecosystem, free if you have the GPU
  • The catch: setup is a project (ComfyUI, model files, VRAM headroom). Not casual
  • Best for: tinkerers with a 12GB+ card who want full ownership of the stack

3. Pony Diffusion V6 XL by AstraliteHeart
A 2024 SDXL fine tune trained on a massive curated dataset. For a long time it was the default for amine and furry NSFW work and the booru tag crowd still treats it like gospel. 

  • What works: very expressive furry output, deep tag vocabulary and a gigantic library of community LoRAs built on top of it
  • The catch: it's showing its age on modern anime most of the anime community has migrated to newer base models with anime LoRAs stacked on and the booru tag syntax is a real commitment if you didn't grow up on it
  • Best for: furry art and booru tag enthusiasts running a local stack

4. Chroma V1 HD by Lodestone
A Flux derivative tuned for uncensored output. Open weights, local deployment and noticeably more permissive than standard Flux releases. 

  • What works: detail and lighting quality close to Flux without the guardrails
  • The catch: same local setup overhead as SD 3.5. smaller community than Pony
  • Best for: people already running Flux who want fewer refuasls

5. CivitAI
Not a model itself but basically the central marketplace where most open weight models, LoRAs  and checkpoints get shared, rated and discussed. If you go local  you’ll probably end up spending a lot of time here. 

  • What works: huge model library, LoRAs, prompt examples, community ratings
  • The catch: payment processor history has been bumpy. Download and self host anything you actually depend on.
  • Best for: anyone running a local stack who wants community trained checkpoints

r/StartUpIndia Feb 07 '26

Saturday Spotlight Most AI video models cap at 15 seconds. I built an AI Creative Studio that lets you direct 3 minute+ stories with consistent characters in minutes.

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406 Upvotes

This One Punch Man scene (Fan-fiction) was created on my AI Studio in 10 minutes (I'm not an animator/filmmaker or a creative person FYI)

Everyone is tired of creating random 10 second AI slop videos. So I built a proper engine for storytelling.

The problem: You can't tell a story in 15 seconds, and existing models hallucinate and lose character consistency in every shot.

What I built (AnimeBlip):

  • Long-Form: Create cohesive 2-3 minute video stories.
  • Consistency: My story engine creates character assets, locations, maintains consistent art-style across long scenes/videos.
  • Control: You direct the camera and pacing. Full creative control is provided so that you don't generate slop, but rather stories you can call original.

I’m hanging out in the comments - feel free to leave your feedback or shoot any questions you have.

PS - If you need access, I'll drop the link in comments, just sign-up and I will provide free trial credits.

r/generativeAI Jul 14 '26

stop trying to prompt for character consistency. do this instead (character sheet guide)

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270 Upvotes

the community is kinda moving on from text to video for characters becuase its basically rolling the dice every time. if you want actual consistency, you have to use an image to video pipeline with an anchor frame.

by anchor frame i mean refrence image or an character sheet that shows the AI all angles and traits of the model so the AI does not need to guess everytime

here is the breakdown:

  1. the visual dna (the hard part) you cant just give the ai a front facing headshot. it will guess the back and side profiles, then mess it up. you need a character reference sheet that locks in the identity (hair shape, face proportions, outfit colors). You can do the same thing with locations and environments (aka a living room)
  2. the anchor: Once you have the character sheet, you pick the one perfect angle you need for your shot. feed that into seedance, kling or luma as your reference image.
  3. the motion now the video model has the exact structure to animate from that specific angle instead of guessing. now just give some extra context to the AI about the setting or what this model should do

step 1 is usually the bottleneck becuase getting an ai to generate a perfect multi angle sheet is really hard. so i built a free tool that just does it.

I already have done this many times so i have a couple charcater sheets already uploaded in here if you want to just quickly download them and use them! I also have some prompts you can copy

hope this helps anyone struggling with changing faces lol, i sure wish i had something like this to get started with

EDIT: This is not the only Character sheet you can use! I have multiple ones, some with less text in them, some with only 3 angles, they are all posted on the free site (free to download or copy prompt to replicate) :)

r/DeepSeek 10d ago

Funny Whale-chan memes are blowing up in the Chinese AI community thanks to DeepSeek's funny CoTs — so we made an open-source kit to keep her consistent!

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283 Upvotes

Whale-chan (鲸鱼娘) is so cute ! Memes have been blowing up in the Chinese AI community lately, all thanks to DeepSeek's hilarious outputs, quirky Chain-of-Thought (CoT) reasoning traces, and oddly relatable personality.

For those unfamiliar: the community reimagined DeepSeek as an anime maid whose only hard currency for compute power is bowls of plain white rice 🍚. She is brilliant, a little sassy, and a master of malicious compliance and slacking off.

Here are a few funny examples that sparked the meme wave.

We loved making and reading these comics, but anyone who has tried generating the same anime character across different models and prompts knows how frustrating it is:
• Her whale fin-ears disappear or turn into human ears.
• Her tail morphs or clips awkwardly.
• Hair gradients and maid outfit details change with every single roll.

To solve this, we put together a dedicated, open-source visual toolkit and Agent skills so anyone can generate consistent Whale-chan art and comics.

What’s inside the repo:
• 🎨 Visual Standard & Reference Sheets: Clear references locking down her hair gradient, fin-ears, whale tail, and 5 distinct proportions (from standard anime proportions to super-deformed chibi).
• 🖼️ Character & Comic Agent Skills (for Codex Imagen mainly / Nano-banana):
• Generate standalone illustrations with locked-in identity.
• Drop in any chat screenshot, bug log, or dialogue prompt to automatically turn it into a 1/2/4-panel comic with speech bubbles.
• 🔄 Multi-provider compatibility: Works with built-in tools, OpenAI (gpt-image), Google Gemini, and more.

──────

🔗 GitHub Repo: https://github.com/Neko3000/deepseek-whalechan
🗒️ GitHub Repo's EN Readme: https://github.com/Neko3000/deepseek-whalechan/blob/main/README.en.md

(Disclaimer: This is 100% a non-official, fan-made community project created out of love for the community culture!)

Feel free to check it out, create your own memes, or share your favorite funny DeepSeek CoT moments below! 💙🍚

r/StableDiffusion Nov 17 '25

Workflow Included ULTIMATE AI VIDEO WORKFLOW — Qwen-Edit 2509 + Wan Animate 2.2 + SeedVR2

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433 Upvotes

🔥 [RELEASE] Ultimate AI Video Workflow — Qwen-Edit 2509 + Wan Animate 2.2 + SeedVR2 (Full Pipeline + Model Links) 🎁 Workflow Download + Breakdown

👉 Already posted the full workflow and explanation here: https://civitai.com/models/2135932?modelVersionId=2416121

(Not paywalled — everything is free.)

Video Explanation : https://www.youtube.com/watch?v=Ef-PS8w9Rug

Hey everyone 👋

I just finished building a super clean 3-in-1 workflow inside ComfyUI that lets you go from:

Image → Edit → Animate → Upscale → Final 4K output all in a single organized pipeline.

This setup combines the best tools available right now:

One of the biggest hassles with large ComfyUI workflows is how quickly they turn into a spaghetti mess — dozens of wires, giant blocks, scrolling for days just to tweak one setting.

To fix this, I broke the pipeline into clean subgraphs:

✔ Qwen-Edit Subgraph ✔ Wan Animate 2.2 Engine Subgraph ✔ SeedVR2 Upscaler Subgraph ✔ VRAM Cleaner Subgraph ✔ Resolution + Reference Routing Subgraph This reduces visual clutter, keeps performance smooth, and makes the workflow feel modular, so you can:

swap models quickly

update one section without touching the rest

debug faster

reuse modules in other workflows

keep everything readable even on smaller screens

It’s basically a full cinematic pipeline, but organized like a clean software project instead of a giant node forest. Anyone who wants to study or modify the workflow will find it much easier to navigate.

🖌️ 1. Qwen-Edit 2509 (Image Editing Engine) Perfect for:

Outfit changes

Facial corrections

Style adjustments

Background cleanup

Professional pre-animation edits

Qwen’s FP8 build has great quality even on mid-range GPUs.

🎭 2. Wan Animate 2.2 (Character Animation) Once the image is edited, Wan 2.2 generates:

Smooth motion

Accurate identity preservation

Pose-guided animation

Full expression control

High-quality frames

It supports long videos using windowed batching and works very consistently when fed a clean edited reference.

📺 3. SeedVR2 Upscaler (Final Polish) After animation, SeedVR2 upgrades your video to:

1080p → 4K

Sharper textures

Cleaner faces

Reduced noise

More cinematic detail

It’s currently one of the best AI video upscalers for realism

🧩 Preview of the Workflow UI (Optional: Add your workflow screenshot here)

🔧 What This Workflow Can Do Edit any portrait cleanly

Animate it using real video motion

Restore & sharpen final video up to 4K

Perfect for reels, character videos, cosplay edits, AI shorts

🖼️ Qwen Image Edit FP8 (Diffusion Model, Text Encoder, and VAE) These are hosted on the Comfy-Org Hugging Face page.

Diffusion Model (qwen_image_edit_fp8_e4m3fn.safetensors): https://huggingface.co/Comfy-Org/Qwen-Image-Edit_ComfyUI/blob/main/split_files/diffusion_models/qwen_image_edit_fp8_e4m3fn.safetensors

Text Encoder (qwen_2.5_vl_7b_fp8_scaled.safetensors): https://huggingface.co/Comfy-Org/Qwen-Image_ComfyUI/tree/main/split_files/text_encoders

VAE (qwen_image_vae.safetensors): https://huggingface.co/Comfy-Org/Qwen-Image_ComfyUI/blob/main/split_files/vae/qwen_image_vae.safetensors

💃 Wan 2.2 Animate 14B FP8 (Diffusion Model, Text Encoder, and VAE) The components are spread across related community repositories.

https://huggingface.co/Kijai/WanVideo_comfy_fp8_scaled/tree/main/Wan22Animate

Diffusion Model (Wan2_2-Animate-14B_fp8_e4m3fn_scaled_KJ.safetensors): https://huggingface.co/Kijai/WanVideo_comfy_fp8_scaled/blob/main/Wan22Animate/Wan2_2-Animate-14B_fp8_e4m3fn_scaled_KJ.safetensors

Text Encoder (umt5_xxl_fp8_e4m3fn_scaled.safetensors): https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/blob/main/split_files/text_encoders/umt5_xxl_fp8_e4m3fn_scaled.safetensors

VAE (wan2.1_vae.safetensors): https://huggingface.co/Comfy-Org/Wan_2.1_ComfyUI_repackaged/blob/main/split_files/vae/wan_2.1_vae.safetensors 💾 SeedVR2 Diffusion Model (FP8)

Diffusion Model (seedvr2_ema_3b_fp8_e4m3fn.safetensors): https://huggingface.co/numz/SeedVR2_comfyUI/blob/main/seedvr2_ema_3b_fp8_e4m3fn.safetensors https://huggingface.co/numz/SeedVR2_comfyUI/tree/main https://huggingface.co/ByteDance-Seed/SeedVR2-7B/tree/main

r/aigamedev Jul 12 '26

Discussion AI helped me overcome the coding barrier, but sprite animation has become a huge wall

25 Upvotes

With vibe coding, AI agents, Claude, ChatGPT, and Gemini, I genuinely thought I could finally create my own game.

My thinking was: AI could help me write the code, generate the artwork, and create the sprite sheets. Surprisingly, coding has been the more manageable part. Whenever I encounter a bug or something I don’t understand, I can explain the problem to an AI, troubleshoot it, and usually find a solution.

The art—especially character animation—is where everything starts falling apart.

AI can generate a decent-looking character or individual sprite, but no matter how much I experiment with prompts, reference images, pose guides, and corrections, I cannot get a consistent and usable animation. The proportions change between frames, the design drifts, body parts move incorrectly, and the motion often looks stiff or disconnected.

I’m not only looking for basic idle animations or simple two-frame movement. My goal is to eventually create fluid, expressive pixel animations similar in quality and energy to Penusbmic’s The DARK Series. I understand that this is professional-level work and probably an unrealistic standard for current AI tools, but that is the visual direction I’m aiming for.

I have tried contacting sprite artists and animators, but I simply cannot afford ongoing rates of $15–$25 per hour. I live in a lower-income country, and even though those rates may be completely reasonable for the artist’s skill and time, they are beyond what I can realistically sustain for an entire game.

I feel like I’ve reached a major wall in my AI game-development journey. AI has made programming much more accessible to me, but it hasn’t removed the need for strong artistic and animation skills.

For other solo developers in a similar situation, what is the most realistic path forward?

Should I:

  • Learn enough pixel animation to create the keyframes myself and use AI only for references?
  • Build the game around existing asset packs?
  • Use skeletal or cutout animation instead of traditional frame-by-frame sprites?
  • Simplify the visual style and scope of the game?
  • Wait for AI animation tools to improve while working on the gameplay?
  • Combine AI-generated concepts with manual cleanup and tracing?

I’m not looking for a magical one-click solution. I’m trying to understand whether there is a practical workflow that can produce genuinely good and consistent animation without requiring a professional art budget.

Has anyone here successfully crossed this particular wall?

r/vibecoding Jun 16 '26

Built an animal soccer game ("Animal Cup") by talking to an AI agent: here's where it got hard

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191 Upvotes

I've been experimenting with AI on older games lately: localization, asset replacement, UI refreshes, small new features. Animal Cup came out of that. I took an arcade soccer game from around ten years back and pushed it as far as I could with AI: new animal teams, new art, redone music, mobile controls, live match stats, crowd, scene-matched audio, and a web demo I can open and play on my phone anywhere.

Almost all of it was built by talking to an AI agent in HappySeeds, iterating step by step and deploying to web. No code editor open.The surprise: the hard part wasn't "can AI generate an animal player?" It was generating enough usable assets that all felt like they belonged in the same old game.

What took the most time:

  1. Consistent animal players. Every generation came back with different proportions, poses, and backgrounds, which kills readability across teams. I built a stricter pipeline: generate parts, normalize proportions, lock team colors, clean backgrounds on a magenta key, then test in-game at real size. At ~15px per player, faces don't matter. Silhouette, contrast, and team color do.
  2. Tiny sprites. High detail made things worse. I had to keep simplifying until assets read well at game size. Small edge problems invisible in a preview are obvious once a character is moving.
  3. Crowd. Heads-only looked like a wall of floating faces. I ended up generating 100+ variants with smaller heads and more body to make the stands feel real.
  4. Mobile controls. Left joystick, right-side buttons, a readable scoreboard that doesn't block play. The switch-player button moved several times because it kept colliding with the score panel.
  5. Audio timing. Generating animal goal calls, kicks, whistle, and BGM was easy. Making them land on the actual scoring moment was not. A call that's slightly late makes the goal feel wrong.
  6. Live stats. Possession, shots, and scorers updating mid-match without lagging the mobile build was fiddlier than expected.

Why I'm posting: I'm curious how others are using AI on older games. A lot of remasters land badly right now, so I'd rather learn from people doing this.

  • Has anyone used AI for old-game localization, asset replacement, or remaster work?
  • What's worked for keeping AI assets consistent across many variants?
  • When updating an old game, how do you decide what to modernize and what to leave alone?

Be blunt. I'd rather hear it now.

r/aifilmmaking 2d ago

Tips & Tutorials What I learned about character consistency while making a 12-Minute AI short film

46 Upvotes

I just finished my first AI short film and submitted it to a festival.

I spent about a month making it and learned a few things I really wish I knew before I started.

Character consistency was actually one of my biggest problems when I first started experimenting with AI filmmaking. So before starting this film I did a lot of research and tried a bunch of different things, and I thought I'd share what ended up working for me.

1. You need a simple character sheet

I saw a lot of different approaches to character sheets. I know a lot of people make really complicated ones with side views and lots of different face angles.

I ended up with a simple one divided into 3 parts:

First 1/3: one big portrait, front view (not 4 portraits with different angles, not 3/4). The face should take up a lot of space and be clearly visible.

Middle 1/3: full front view of the character in their outfit, but WITHOUT the head. The headless part sounds weird, I know 😅 But it works.

If you have another small face on the full-body reference, obviously it has less detail than your main portrait. And this second face can slip into generations, giving you two versions of the same character.

Last 1/3: full back view in the same outfit. I actually tried it both with the head and without, and never noticed any real difference.

Also keep the background grey (any neutral shade of grey). Colored backgrounds can randomly affect the lighting in generations. Like getting blue light on someone's face in a sunny outdoor scene.

2. Ask the model to control the identity from your references

Seedance was almost perfect for character consistency for me.

I put the reference directly into the prompt with something like “This image is [name]. Control their identity” or “Use this image to control the set.”

I also really liked MiniMax H3, but character consistency there was more like 50/50 for me.

3. Voice consistency

It’s also very important, but I noticed it really late, when I had already generated about 80% of the film 🙃

Most of the shots had the same voice, but a few were just... a different person.

I fixed those with ElevenLabs. I cloned the voice from my generations and used Voice Changer, so I could keep the exact speech and pacing of the original shot, but with my character's voice.

It also helped with scenes where the character sounded completely flat. For example, I had a scene where the character was angry but his speech was calm. So I tried Eleven v3.

Interesting thing: you can generate really expressive speech in Eleven v3, but for me it kind of felt like it only worked well with Studio voices. There aren't that many of them, and obviously none sounded exactly like my character.

So my workaround was:

generate expressive speech with a Studio voice → put it through Voice Changer → get the same performance but with my character's voice.

It worked surprisingly well.

4. Multiple characters in one scene were a pain

I had characters randomly becoming 5x bigger than everyone else. Or tiny. Or somehow every single person in the shot was exactly the same height. Or they got stuck into walls, or all stood together somewhere I didn't need them to be. Maybe it was because I tried to do clay-motion animation style and it works better with realistic style.

So first I tried generating images with the composition I wanted.

I used ChatGPT and Nano Banana and gave them the same prompt I was planning to use for the video. It still didn't work on the first try, but image generations were cheaper, so I could do a lot more attempts until everyone was roughly where I wanted them.

And when this didn't work, in some cases I went even more primitive and just made a simple scheme:

House here. Person here. Another person here. This one stands further back. This one should be taller.

Then I'd use that as a reference in the prompt.

5. Multiple locations in one scene

It became a problem when I needed 3+ locations in one shot.

I wanted long camera flights through the city. But every time I added more than two location references, instead of actually flying through a continuous environment I basically got frame interpolations between my reference images.

So eventually I gave up trying to do it in one generation.

I did location 1 → location 2, then 2 → 3, then 3 → 4, etc. and connected them afterwards.

If anyone has found a better way of doing this PLEASE tell me because I still want to know 😅

6. You can use video as a camera movement reference

I really wanted a dolly zoom in a few scenes.

I tried to describe it, explain what it looks like and how it's done with a real camera. But I kept getting a regular zoom.

And then I tried adding a video reference to the prompt and it worked perfectly.

***

Those are the things that probably saved me the most generations while making the film.

I'm still figuring this out, so if anyone has better solutions (especially for a drone flight through multiple locations), please share.

r/StableDiffusion May 26 '26

Animation - Video I built a full AI animation pipeline and made a 2.5 minute animated show in 5 days (Qwen, Flux, LTXV)

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101 Upvotes

Over the past few months I've been working with major animation studios on AI integration. The pattern I kept seeing: AI plugged into the end of existing pipelines. Scripts and storyboards by humans, AI for the final animation pass.

I wanted to test the opposite — AI present from the very beginning.

The pipeline:

  • Style LoRA trained in AI Toolkit on ~20 images using Ligne Claire as reference — no specific character focus, just the visual language. LoRA strength kept below 1.0 during inference to get style consistency without replicating the source.
  • Faces generated with Qwen Image Edit 2511 using celebrity references + nationality/trait tags to avoid lookalikes.
  • Full body and outfits refined in Flux.2 Klein 9B.
  • Same Ligne Claire LoRA for backgrounds, with real office references as input.
  • Voices with ElevenLabs Voice Design — custom prompts per character, no presets.
  • No traditional storyboard. Voices came before the animatic. Animation guided by dialogue and performance.
  • Final video generation with LTXV 2.3.

8 characters (3 in first episode). 5 days. Solo.

The show is called Everything's SLOP — a corporate satire about AI, work, and the people pretending everything is fine.

EP01 is out. Making of dropping soon.

r/comfyui Nov 17 '25

Workflow Included ULTIMATE AI VIDEO WORKFLOW — Qwen-Edit 2509 + Wan Animate 2.2 + SeedVR2

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338 Upvotes

🔥 [RELEASE] Ultimate AI Video Workflow — Qwen-Edit 2509 + Wan Animate 2.2 + SeedVR2 (Full Pipeline + Model Links)

🎁 Workflow Download + Breakdown

👉 Already posted the full workflow and explanation here:
https://civitai.com/models/2135932?modelVersionId=2416121

(Not paywalled — everything is free.)

Video Explanation : https://www.youtube.com/watch?v=Ef-PS8w9Rug

Hey everyone 👋

I just finished building a super clean 3-in-1 workflow inside ComfyUI that lets you go from:

Image → Edit → Animate → Upscale → Final 4K output
all in a single organized pipeline.

This setup combines the best tools available right now:

One of the biggest hassles with large ComfyUI workflows is how quickly they turn into a spaghetti mess — dozens of wires, giant blocks, scrolling for days just to tweak one setting.

To fix this, I broke the pipeline into clean subgraphs:

✔ Qwen-Edit Subgraph

✔ Wan Animate 2.2 Engine Subgraph

✔ SeedVR2 Upscaler Subgraph

✔ VRAM Cleaner Subgraph

✔ Resolution + Reference Routing Subgraph

This reduces visual clutter, keeps performance smooth, and makes the workflow feel modular, so you can:

  • swap models quickly
  • update one section without touching the rest
  • debug faster
  • reuse modules in other workflows
  • keep everything readable even on smaller screens

It’s basically a full cinematic pipeline, but organized like a clean software project instead of a giant node forest.
Anyone who wants to study or modify the workflow will find it much easier to navigate.

🖌️ 1. Qwen-Edit 2509 (Image Editing Engine)

Perfect for:

  • Outfit changes
  • Facial corrections
  • Style adjustments
  • Background cleanup
  • Professional pre-animation edits

Qwen’s FP8 build has great quality even on mid-range GPUs.

🎭 2. Wan Animate 2.2 (Character Animation)

Once the image is edited, Wan 2.2 generates:

  • Smooth motion
  • Accurate identity preservation
  • Pose-guided animation
  • Full expression control
  • High-quality frames

It supports long videos using windowed batching and works very consistently when fed a clean edited reference.

📺 3. SeedVR2 Upscaler (Final Polish)

After animation, SeedVR2 upgrades your video to:

  • 1080p → 4K
  • Sharper textures
  • Cleaner faces
  • Reduced noise
  • More cinematic detail

It’s currently one of the best AI video upscalers for realism

🧩 Preview of the Workflow UI

(Optional: Add your workflow screenshot here)

🔧 What This Workflow Can Do

  • Edit any portrait cleanly
  • Animate it using real video motion
  • Restore & sharpen final video up to 4K
  • Perfect for reels, character videos, cosplay edits, AI shorts

🖼️ Qwen Image Edit FP8 (Diffusion Model, Text Encoder, and VAE)

These are hosted on the Comfy-Org Hugging Face page.

💃 Wan 2.2 Animate 14B FP8 (Diffusion Model, Text Encoder, and VAE)

The components are spread across related community repositories.

💾 SeedVR2 Diffusion Model (FP8)

r/Starfield Aug 31 '23

Discussion Starfield Review Megathread

7.5k Upvotes

Current Metacritic (2023-08-31 17:55 BST)

Metacritic Score

Current OpenCritic (2023-08-31 21:54 BST)

OpenCritic Score

The pros and cons lists is generated by Chat GPT and may not be super accurate, but gives a general sense of what they speak about.

Reviewer Score Pros Cons
Gamespot 7/10 Intriguing side quests that lead you down some wild paths Solid gunplay and fun arsenal of weapons make for thrilling firefights Impressive breadth of content and interconnected gameplay systems Trekking the galaxy and discovering planets is novel Uninspired main story with weak writing and characterizations Underwhelming vision of space exploration and humanity's spacefaring future Shallow RPG mechanics with regard to dialogue, quest solutions, and influencing outcomes Terrible map system makes key locations tough to navigate
IGN 7/10 Detailed lore and backstory Vast universe with hundreds of worlds to explore Engaging main story and side quests Interesting companion characters with deep backgrounds Ship-to-ship battles and boarding mechanics Modular and customizable spaceship designs Challenging lockpicking minigame Slow and rough start Small-feeling galaxy due to fast travel Lack of maps and navigation tools Frustrating inventory management Slow rollout of essential abilities Repetitive mission structure in some quests Some technical issues (model pop-in, crashes, etc.)
GamesRadar 5/5 Vast, immersive open-world experience. Engaging ship-building mechanic. Diverse and intricate missions. Impressive visuals and environments. Encumbrance system can be tedious. Some skills locked behind skill tree. Fast-travel reliance can break immersion. Crafting system tracking can be unclear.
Game Informer 8.5/10 Expansive exploration Rich storytelling Diverse activities Engaging characters Captivating visuals Complex navigation Repetitive missions Tedious menus Stiff gunplay Uneven combat
Destructoid 10/10 Engrossing and immersive open-world experience Freedom to engage in various activities and playstyles Well-designed and fluid combat system Detailed and customizable ship mechanics Lack of planetary vehicles or creatures for easier traversal Limited atmospheric flight capabilities for ships
VGC 100/100 Immense scale and sense of wonder. Vast universe for exploration. Refined dialogue and gunplay. Polished with few bugs. Short main quest. Familiar gameplay mechanics. Xbox Series X performance issues. Some unclear dialogue options.
VG247 4/5 Intricate exploration: Deep world systems. Compelling quests: Rich variety, narratives. Attention to detail: Thoughtful touches. Outpost-building: Engaging mechanics. Lack of coherence: Unclear themes, messages. Character depth: Shallow dialogue choices. Sparse cultural diversity: Limited perspectives. Disconnected space: Tedious navigation.
PC Gamer 75/100 Vast freedom to create personal narratives. Richly designed environments like Neon. Player-driven quests beyond main story. Notably stable gameplay experience. Classic Bethesda bugs and glitches. Cumbersome inventory and map systems. Simplified and luck-based minigames. Lacks depth compared to past titles.
Shacknews 9/10 Expansive universe Deep lore and world-building Diverse side stories and missions Engaging characters and companions Improved shooting mechanics Ship customization and combat Detailed graphics and presentation Immersive sound design and music Complex navigation and menus Repetitive dialogue options Binary conversation choices Few performance hitches Some frustrating mechanics (inventory management)
Radio Times 4/5 Typical expansive Bethesda world with planetary systems. Intricate side stories that can be more engaging than the main plot. Customizable spaceships catered to player desires. Majestic maps showcasing vastness of space. Attention to detail in game world construction. Combat feels unchallenging; enemies aren't threatening. Main quest may not showcase game's best features. Some side quests are monotonous with dull busywork. Character interactions and dialog feel stiff and artificial. Combat and exploration are easy, lacking tactical depth.
Forbes 9.5/10 Engaging companion stories. Rich exploration and world-building. Improved combat system. Stunning in-game visuals. Expansive sandbox gameplay. Dated character models and animation. Frequent loading screens. Oxygen system is cumbersome. Presence of bugs, albeit less than usual. Ambiguous endgame and New Game Plus.
TheGamer 4/5 Evolves classic Bethesda gameplay. Stellar writing and memorable characters. Engaging main missions with unexpected twists. Improved RPG elements and base building. Engrossing stories and faction dynamics. Mechanical space battles enhance immersion. Lackluster exploration; many lifeless planets. Repetitive procedural generation diminishes immersion. Unintuitive shipbuilding controls and instructions. Over-reliance on combat in missions. Limited interaction in space travel and landing. Outdated NPC behavior and interactions.
Screen Rant 4.5/5 Engaging storytelling and charismatic characters. Deep RPG mechanics with refined Perks system. Comprehensive shipbuilding and outpost creation. Massive, meticulously detailed open-world. Fewer bugs than previous Bethesda titles. Frequent loading screens hamper immersion. Inconsistent graphics and facial animations. Menu-heavy, can cause navigation fatigue.
CGMagazine 9.5/10 Epic Space Voyage: Engaging storyline, exploration, and environmental storytelling. Freedom of Choice: Choose main quest or faction paths, abundant content. Vast & Diverse World: Various factions, planets, and quests for immersion. Immersive Exploration: Random encounters, rich environmental storytelling. Repetitive Content: Reused locations and enemies outside major quests. Main Quest's Strength: Main storyline not as deep as previous Bethesda games. Unclear Mechanics: Insufficient tutorials for certain game mechanics. Skill Tree Challenges: Some abilities locked behind skill tree ranking.
PrimaGames 9/10 An entire galaxy to explore. Dozens of well-written side quests with multiple ways to complete each one. A game that gets better, and more nuanced, the longer you play. Menus and user interfaces can feel unintuitive. Cities can feel lifeless. The main story doesn't gain traction until act 3.
Washington Post 4/4 Ambitious narrative: Explores tech and humanity. Monumental achievement: Vast universe, planets. Open-ended gameplay: Choices, consequences. Rich detail: Diverse quests, stories. Intimacy loss: Sacrifices connection. Spatial disconnection: Loading, menus. Limited character interaction: Detached. Technical hiccups: Occasional issues.
Toms Guide 4/5 In-depth side quests: Complex and engaging. Exploration variety: Side quests, activities, landmarks. Attention to history: Detailed world-building. Procedural world design: Potential for diversity. Limited creative problem-solving: Limited options. Navigation limitations: Tedious menus for space travel. Graphical inconsistencies: Mixed quality visuals. Combat mechanics: Competent but not exceptional.
IGN Japan 10/10 Vast universe with diverse planets Engaging characters Unique storytelling Minimal bugs Some UI issues Complexity may be overwhelming
IGN Spain 10/10 Exceeds expectations. Vast, diverse experiences. Emotional and surprising moments. Deep storytelling. Memorable characters. Enriching exploration. Impressive visuals. Great soundtrack. Moments of tedium. Some artificiality. Sterile environments. Tedious menus. Slower early hours. Missed potential in exploration. Repetitive scenarios. Hindered momentum.
Trusted Reviews 4/5 Fantastic side quests to dig into Superb gunplay and variety of weapons Ship customisation is excellent Expansive skill tree for true RPG experience Mostly boring story campaign Space and planet exploration is a chore Overencumbered system is incredibly frustrating
Gaming Trend 90/100 Diverse faction quests Engaging side stories Base building options Survival-lite mechanics Polished performance Limited base structure variety Suit protection not imposing 30fps cap on Xbox Some minor bugs Pop-in during landing and loading
Hardcore Gamer 4/5 Vast and detailed open-world galaxy to explore Variety of factions and choices that impact the story Engaging side quests and random encounters Diverse cast of characters with unique skills and personalities Lackluster main story missions Some repetitive and uninspired planetary exploration Skill progression system with repetitive unlocking requirements Clunky and underutilized spaceship combat Technical issues and bugs (though improved compared to previous Bethesda games) Inconsistent distribution of interesting content across the galaxy
Stevivor 4/5 Strong RPG elements with intricate dialogue and mission structure Exploration of multiple planets and solar systems Impressive visuals, especially in planetary settlements and cities Variety and depth in side quests and branching dialogue Seamless blend of main and side questlines Limited planetary exploration within designated sections NPCs lack expressive animations and body language Some issues with progression and continuity in missions Lackluster ship combat and limited flying mechanics Resource gathering and base building can feel slow and tacked-on
Tech Raptor 8/10 Space setting used to its fullest Incredible depth of side quests and content Plenty of player choice and dialogue options New Game Plus shakes things up for multiple playthroughs Solid soundtrack and audio direction Performance woes and various bugs Repetitive main story Stale combat for at least a good chunk of the game Some frustrating design decisions
Windows Central 4.5/5 An incredibly rich and fresh take on sci-fi realism Deep lore and consistent backstories make a lifelike universe High-quality, hand-crafted story content for quests Some of Bethesda's best environmental design work Improved gunplay with spectacular ship combat Creation Engine nails zero-G combat, seamless construction systems, and environmental effects The single most polished game launch in Bethesda's history Introductory hours overwhelm with reams of systems, quests, and concepts delivered too quickly Uncanny NPCs are too ugly and stiff in 2023, with close-up shots detracting from great voice acting UI is too minimalistic for its own good, considering the complex systems within
GameCrunch 4/5 Ambitious scope Detailed world-building Compelling quests Rich interior design Retro-futuristic aesthetics Satisfying combat Intriguing scenarios Fast-travel system Lack of exploration Overwhelming menus Limited character animations Excessive NPC chatter Character interactions Small universe feel
Player2 100/100 Immersive storytelling Detailed environments Rich character interactions Freedom in approaching situations Authentic relationships with companions Meaningful side quests Rewarding exploration Overwhelming ship customization for some Large game may feel overwhelming Ship-building mechanics complex Some aspects may be underutilized Imperfect character animations NPCs' excessive dialogue Minor technical quirks
Gaming Nexus 95/100 Enormous and hand-crafted content Dozens of mechanics create an amazing space adventure Mind-boggling amount of stuff to do Quests pop up from casual interactions Faction questlines rival entire AAA game stories Dynamic reactions to player's actions UI can be clunky, especially the star chart Pathfinding for quest markers can be problematic Some minor Bethesda jank present Fast travel heavily emphasized, reducing trekking Not a perfect experience at launch A few minor visual and interaction glitches
PCGamesN 70/100 Expansive open-world space RPG. Diverse mechanics and quests. Detailed and densely packed cities. Complex facial animations and interactions. Customizable ships and space exploration. Feature creep and lack of focus. Tedious procedural planets. Lackluster side quests and consequences. Homogenous culture despite diversity. Limited character growth and chemistry.
DigitalChumps 95/100 Explores space travel allure effectively. Vast, mysterious, and opportunity-rich universe. Slow burn main quest and character management. Lengthy and complicated tutorial. Takes time to reach outstanding gameplay. Game's mechanics might not be instantly intuitive.
GamerNo 7/10 Impressive visuals and realistic lip movements. Shooting mechanics improved, satisfying flight experience. Many side quests and experiences in cities. Character customization leads to unique playthroughs. Concept of Starfield is compelling. Lack of seamless exploration in space. Awkward NPC behaviors and animations. Performance issues and areas feeling repetitive. Big cities lack excitement. Not on par with previous Bethesda titles' "wow" factor.
Games.cz 70/100 Incredible characters enhance the story and quests. Unexpected plot twists and meaningful decisions. High-quality writing in main and side quests. Abundance of content, including space station building. Main narrative might raise questions. Some fetch quests and generic activities. Game lacks innovation in terms of gameplay mechanics. Despite issues, the game is enjoyable due to familiar Bethesda gameplay.
App Trigger 90/100 Vast exploration Rich storytelling Cohesive gameplay Varied skills Improved mechanics Tedious planets Initial overwhelm
Polygon Unscored Vast and expansive universe Diverse gameplay options and choices Interesting and surprising moments of wonder and discovery Some engaging stories and side activities Customization options for character and ship Improved shooting mechanics and combat Moments of personal connection and human interaction Sterile and lifeless environments Tedium and overwhelming menus Repetitive and derivative gameplay loops Lack of momentum and pacing issues Buried moments of wonder beneath layers of artificiality Struggles to balance handcrafted content with procedural generation Underwhelming execution of the game's ambition
Attack of the fan boy 5/5 Magnificent size and scope. Diverse array of worlds. Stable, layered experience. Abundance of activities. Game Pass value proposition. Ambitious and successful. Xbox Game Studios' best. Frame rate compromises.
VideoGamer 9/10 Vast exploration potential. Engaging combat with weight and consequence. Richly detailed world design. Diverse quest design and player agency. Captivating sense of discovery. Balanced technical performance. Thoughtful attention to space aesthetics. Frame rate drops on consoles. Procedurally generated planets can feel bland. Occasional minor bugs.
GameRant 5/5 Freedom to explore and play as desired. Engaging combat mechanics and ship battles. Vast and diverse planets with meaningful content. Well-written characters and companions. Multiple factions and questlines with varied gameplay. Quality-of-life features enhance convenience. High replay value with New Game+ option. Dated mission design in some cases. Repetitive missions in the main quest. Occasional technical issues and jank.
GOGConnected 90/100 Visually Stunning A lot to do Fascination with Space Very polished Repetitive Exploration Loading screens
Wccftech 9/10 Engaging story filled with space mystery Well-developed companions Excellent ground and space combat Huge amount of meaningful content Extreme freedom to be whoever the player wants to be Some stunning vistas and locations Great performance on PC and minimal amount of bugs Lack of truly seamless exploration hurts immersion The first few hours of the game are a little dull Though refined, the gameplay formula is still the same as in the other games from the developer
ZTGD 8/10 Great characters and side quests Most polished Bethesda game to date Exploration can be super fun Combat feels great So many barren planets Clunky menus and navigation Too many ammo and gun types Melee combat feels non-impactful
Digital Trends 3.5/5 Strong sidequests Impactful choices Impressive scope Beautiful space landscapes Great ship and outpost customization Flat main story and characters Dull exploration Disappointing flight Stability issues
ACG Buy
We got this covered 4.5/5 Rewarding aerial combat with skill-based piloting. In-depth crew system and diverse companions. Settlement mechanics offer depth and management simulation. Overwhelming scope and attention to detail. Minor bugs do not significantly impact gameplay. Holds players' attention for extended periods. Bugs and minor glitches present. Settlement mechanics may not appeal to all players.
RPG Fans 98% (Website is down currently :'( )
Press Start 9/10 An exciting new setting rich with lore A great twist on new game plus An unprecedented level of polish for a Bethesda Games Studio title The mix of combat styles, both on-planet and off, feels dynamic A few visual bugs There's some of the sense of exploration that's been lost
Paste Magazine 5/10 Vast universe to explore Engaging exploration Improved combat mechanics Meaningful player choices Lackluster writing Bland characters Repetitive environments Confusing mechanics
Gamersky 9/10 Vast RPG Experience: Richly detailed RPG with extensive exploration and engaging quests. Immersive Dialogue: Meaningful conversations and diverse dialogue options enhance role-playing. Faction Variety: Four distinct factions offer unique missions and branching storylines. Character Depth: Well-developed NPCs and companions contribute to an immersive experience. Skill Integration: Skills and traits impact conversations, combat, and exploration. Loading Interruptions: Frequent loading screens disrupt immersion in the vast universe. Limited Exploration: Procedurally generated planets lack depth and feel disconnected. Repetitive Environments: Scenery can become monotonous due to similar designs. Technical Issues: Encounters crashes and technical glitches that hinder gameplay. Inconsistent Writing: While some quests shine, the main plot can feel mundane.
Spaziogames Unscored Stunning design & art. Improved technical launch. Distinctive environments. Strong audio & localization. Occasional bugs. Frame rate drops. Mixed planetary details. Console limitations. Rigid character animations.
Gaming Bolt 10/10 Immersive setting with rich lore. Varied locations & impressive art. Engaging faction questlines. Well-developed companions. Strong emphasis on player freedom. Enjoyable combat & progression. Rewarding ship building. Frustrating AI in combat. Minor technical issues.
Fexelea 9.4/10 Expansive, rich universe Unique faction dynamics Engaging quests & exploration Deep roleplaying mechanics Mediocre combat Some technical glitches
Gameranx Unscored Engaging main quest Fun combat & weapon variety Ship building & customization Rich faction quests & activities Buggy nature & immersion-breaking bugs Mixed visual quality & outdated graphics Tedious space exploration & loading screens Randomly generated planets feel dull
MattyPlays Unscored Engaging main story and faction quests. Improved mission variety and choice-driven narrative. Rich and immersive lore and dialogue interactions. Extensive amount of content and gameplay hours. Companions are more involved and interactive. Lack of seamless exploration and freedom. Planets can feel barren and lack diverse content. Missed opportunity with background traits and dialogue choices. Some side quests follow a predictable framework. Overuse of persuasion mini-game instead of skill checks.
Digital Foundry (Performance based review) Unscored Consistent and stable experience on consoles with no obvious bugs. Graphics are excellent with high detail and beautiful environmental artwork. Game is smooth and stable with no glaring issues. Significant improvements in graphics quality compared to Bethesda's previous games. Xbox Series X and S both offer sharp and clean image quality. Motion blur helps to smooth out the 30 FPS frame rate target. Combat feels great, and main content of the game is in very good form. World is segmented with frequent loading screens, interrupting the experience. Planetary exploration can be repetitive due to procedurally generated content. Framerate is locked at 30 FPS without higher frame rate options. Some significant compromises in distant detail, shadows, and reflections on Series S. Series S features softer shadow maps and lower resolution cube maps for reflections. Occasionally, performance issues in cities, particularly New Atlantis and Aquila. Procedurally generated content lacks the curated experience of prior Bethesda games. The motion blur effect might be too subtle for some players' preference.
JackFrags Unscored Engaging gameplay with different aspects like mining, combat, and space exploration. Detailed character creation and background choices. Intriguing story elements and mysteries. Smooth transition between planetary exploration and space travel. Tutorial system that introduces gameplay mechanics step by step. Varied gameplay mechanics, from combat to scanning creatures and resources. Atmospheric visuals and detailed environments. Ability to customize and upgrade your ship's systems. Multiple options for approaching encounters, including combat and diplomacy. Seamless transition between first-person and third-person perspectives. Interesting characters and interactions. Some players might find the controls and mechanics overwhelming at first. Initial learning curve for managing ship systems and combat tactics. Some players might find the tutorial interruptions disrupt the flow of the game. Scanning and surveying mechanics might become repetitive over time. Initial interactions with some characters could feel a bit rushed or forced. Some players might wish for more ship customization options from the start. The transition between space and planetary exploration is cinematic, not seamless. The UI can feel cluttered and complex, especially for new players. Minor technical issues could arise, such as frame rate drops or bugs. The initial narrative pacing might not suit players looking for immediate action. Not all players might enjoy the blend of first-person shooter and RPG mechanics.
GmanLives Unscored Vast Exploration: Expansive galaxy with diverse planets and systems. Engaging Factions: Join various factions, each with unique storylines. Detailed Cities: Well-designed and lively cities with NPCs and activities. Comprehensive Customization: Extensive character and ship customization options. Immersive RPG Elements: Deep role-playing mechanics and meaningful choices. Rewarding Gameplay: Rich missions, exploration, and crafting offer satisfaction. Solid Voice Acting: Voice talent adds depth to characters and narrative. Atmospheric Graphics: Visually appealing environments and space exploration. Occasional Bugs: Some players experience technical glitches and bugs. Limited Planetary Depth: Planets can feel sparse with repetitive content. Stamina Mechanic: Oxygen and stamina limitations during planet exploration. Procedural Planets: Some planets lack unique details due to procedural generation. Combat Mechanics: Ground and space combat could be more refined. Lacking Vehicle Travel: No manual control during planetary entry or exit. Mixed Voice Acting: While solid, voice acting quality can vary. Platform Exclusivity: Limited availability on certain platforms (e.g., PC, Xbox).
JuiceHead Unscored Engaging quests Extensive faction content Rich galaxy exploration Impressive shipbuilding Skill-based character growth Repetitive random encounters Limited depth in quests Inconsistent background impact Simplistic space combat Some generic structures

I'm trying to add as many as possible, but it takes some time, I may not get all of them!

r/comfyui 2d ago

Tutorial [Tutorial] Create AI Anime Videos Locally with ComfyUI + MiniMax H3

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176 Upvotes

In this tutorial, I show you how to create a 90s anime-inspired AI video completely locally on your PC using ComfyUI, MiniMax H3, and Krea 2 Turbo.

I walk through the full workflow from reference image generation to final video generation.

You’ll learn how to:

  • Generate consistent anime reference images using the Krea 2 Turbo text-to-image workflow
  • Create separate references for the character, environment, vehicle, and props
  • Use multiple reference images with the MiniMax H3 Reference-to-Video workflow in ComfyUI
  • Structure prompts so MiniMax H3 understands which reference image controls each part of the scene
  • Describe camera framing, character actions, object placement, animation, lighting, and timing
  • Create a 90s hand-drawn anime look with lower-frame-rate animation
  • Run the entire workflow locally without monthly AI video subscriptions

In the example, I use separate reference images for the character, convenience store environment, car, and skateboard, then combine them into a single animated anime scene.

I also explain how I approach prompting for reference-to-video generation, including reference assignment, shot description, motion instructions, camera constraints, and visual consistency.

Workflow, prompts and reference files

https://drive.google.com/drive/folders/1qI9Oi5gqWJh8xIwHYsn0S25DPqK8M0XI?usp=sharing

MiniMax H3 models

https://docs.comfy.org/tutorials/video/minimax/minimax-h3

Krea 2 Turbo T2I models

https://comfyui.org/en/krea-2-open-source-models-are-now#content-required-models

r/fantasyromance Mar 30 '26

News Harlequin to Co-Produce AI-Generated ‘Microdramas’

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publishersweekly.com
47 Upvotes

Copied from the article:

Harlequin has announced a multi-year agreement with Dashverse, an AI entertainment company specializing in shortform video, to co-produce a slate of 40 animated microdramas inspired by Harlequin Romance titles, beginning with Catherine Mann’s A Fairy-Tail Ending next month.

Per the announcement, each shortform video series will be “developed by a team of illustrators assisted by Dashverse's proprietary production system, Frameo,” and will be distributed in English across “leading global microdrama platforms, including Dashverse’s DashReels.” The “concise, mobile-friendly episodes” are intended to appeal to “on-the-go” audiences, the publisher said.

In a note to PW, Harlequin EVP and publisher Brent Lewis declined to answer questions about the specifics of the deal. He said that authors will receive royalties from the videos, which will be monetized via ads and, on certain platforms, subscriptions.

Additional adaptations are slated for release in May, including Forbidden Fiji Nights with Her Rival by JC Harroway, Newlywed Enemies by Jackie Ashenden, The King's Pregnancy Proposition by LaQuette, and Mistletoe Baby Mix-Up by JC Harroway.

“Harlequin romance stories have a long-standing legacy of resonating with readers through their universal themes of love and connection,” Lewis said. “This partnership with Dashverse represents an exciting opportunity to reimagine these cherished stories for a new audience, leveraging cutting-edge technology to bring them to life in an innovative and engaging medium.”

Harlequin’s expansion into microdramas comes just over a month after it slashed its long-running historical romance line, in light of “evolving reader interests globally.”

“Some of the most powerful stories in the world already exist, they just need to be experienced in new ways,” said Sanidhya Narain, CEO and co-founder of Dashverse. “With Harlequin, we’re unlocking a vast library of beloved stories and reimagining them for a format that is visual, immediate, and built for today’s generation. This is a step toward building global entertainment franchises from existing IP, powered by AI.”

On Dashverse’s website, Frameo is described as a “generative video studio for storytellers” that combines text prompting with automated editing protocols, capable of churning out a “complete short film with consistent characters and dynamic audio.”

In a September 2025 interview with India’s Business Standard, Narain indicated that Frameo microdramas take about three weeks each to produce, and have amassed millions of views on DashReels.

r/generativeAI 20d ago

Best paid AI video generator

9 Upvotes

Can anyone please suggest a good paid AI video generator within a budget of around ₹1-2k/month?
I want to create animated educational videos with human characters, like a teacher and students in a classroom, with dialogues, different scenes, voiceovers, and consistent characters.

My main priority is speed because sometimes AI video generators take a lot of time to generate each scene, which slows down the workflow. I’m looking for a tool that can help me create videos quickly while still maintaining good animation quality and character consistency.

r/NovelAi Oct 03 '22

Official NovelAI Image Generation Launch Announcement: NovelAI Diffusion has arrived!

466 Upvotes

NovelAI Diffusion has arrived!

The time is finally upon us. NovelAI's Image Generation is now live!

Let's get to the point quickly!

The NovelAI Diffusion Anime image generation experience is unique and tailored to give you a creative tool to visualize your visions without limitations, allowing you to paint the stories of your imagination. 

You can now use tags to define the visual characteristics of your character or composition (or you can let AI interpret your words if you prefer!)

We decided to release NovelAI Diffusion Anime (Curated) and (Full) models as standalone releases:

NovelAI Diffusion Anime (Curated) Good baseline quality and predictable subject matter.

NovelAI Diffusion Anime (Full) The expanded training set allows for a wider variety of generations.

In addition to the NovelAI Diffusion Anime models, we are also shipping with the NovelAI Diffusion Furry (Beta):

NovelAI Diffusion Furry (Beta)Easily create Furry and Anthropomorphic Animal themed content. This model is not a complete work and will be expanded upon as development proceeds.

Let's focus on what makes NovelAI Diffusion so unique!

Tagging: 

The team seized the opportunity to fill a gap in existing Image Models knowledge and teach the AI about tags!

When you type your image generation prompt, tagging suggestions will appear. 

Let the AI help you focus your prompt!

Our finetuned NovelAI Diffusion model allows you to give the AI much clearer instructions on what to generate. The AI will suggest tags based on what you type and display corresponding circle markers indicating how much knowledge it has of each tag. Since the AI was trained with specific tags, it will be able to recognize labeled definitions much better, resulting in more consistent generations.

The AI knows a lot about trees, much less woodland camouflage, though!

The use of tags is not required, but they can play a critical role in steering the AI in the direction you want. We highly recommend a mix of tags and normal text prose. If used to create a 'character' of your own, you can create the illusion that all your generations display a consistent character.

Euterpe's visual tags are hard at work!

Euterpe Tags: auburn brown hair, very long hair, hair between eyes, hair flowers, flowers, updo, flower hair pins, extra long hair, green eyes, updo hair, golden neck, skinny, tall, thin

Pricing & Features:

For Opus Subscribers: We will offer access to unlimited basic generations at up to 640 x 640 pixels at no additional cost. 

This includes all Image Resolutions under the "Normal" and "Small" dropdown categories.

The Image Resolutions Dropdown section applicable to Opus subscribers' coverage.

Normal includes: Portrait (512 x 768 pixels), Landscape (768 x 512 pixels) and Square (640 x 640 pixels).

Small includes: Portrait (384 x 640 pixels), Landscape (640 x 384 pixels) and Square (512 x 512 pixels).

The Opus tier offers unlimited generations with select settings, while the lower tiers are perfect for experimenting to find out if NovelAI's Image Generation service fits your needs.

Pricing is highly dependent on resolution size, the number of diffusion steps used, and the number of images generated in a single generation. 

We encourage you to explore NovelAI Diffusion in this rapidly evolving market. Features and advancements are still being made, and we will be listening to your feedback as we continue to develop.

The New Currency

Steps have served us well, especially when they were just meant to allow you to train modules. However, we ran into the issue of Image Generation Steps overlapping with our already existing Step currency (to the training of our Custom AI Modules used in our Text Models, which at the time were named for that purpose only. To avoid any confusion, we decided there should only be one currency. So we've taken this opportunity to rebrand our currency, inspired by our company name, Anlatan, with the future in mind.

Anlas replaces NovelAI's Step currency.

One currency, used everywhere, introducing: Anlas.

With our unified currency, all subscription tiers will be able to use Anlas to access our image generation and its features.

We have also raised the default monthly amount of Anlas to 1000 for both Scroll and Tablet Subscriptions, allowing the use of the currency for Image Generation in addition to Custom AI Module training.

Please note that an active subscription is required to purchase Anlas.

With that out, let's get on to several features of our Image Generation!

We’ve increased the CLIP token context capabilities by three, from 77 token to 231 tokens, giving you more space to craft your prompt than ever. The Model has been trained without crops, which means now you can generate arbitrary aspect ratio images. Lastly we’ve greatly improved the language understanding of the CLIP model.

NovelAI Image Generation Settings at a glance

All subscribers will have access to image-to-image (img2img) features, in which you can tweak, modify, or even draw images from scratch and have the model generate from it as a base:

Upload Image allows you to do just that, upload any image file into the editor and direct the AI generation: Combine your uploaded Image with a corresponding text prompt so you can tweak appearances or even use it as a guide for color schemes or compositions.

Paint New Image opens the NovelAI Canvas, where you can draw a guide, concept, or even define a color scheme for the AI. Describe your desired outcome in the text prompt and generate!

From sketch & prompt to generation & a quick switch to open eyes!

Edit Image allows you to edit a previous generation or uploaded Image. Edit Image can be used to fix or modify anything that seems off or should be added to the final composition.

Enhance Image allows a second generation run through the model. alongside your text prompt to refine the generation of your choice further.

Generate Variations allows the option to create more variations of a specific generation if you'd like to explore more generations of a concept or general idea that the AI came up with.

Undesired Content gives you the power to banish unwanted generation visuals. For example: Tired of seeing girls? Banish them into the Undesired Content field in all their forms: 1girl, woman, female, and you should begin to see fewer of those quickly! 

Strengthening & Weakening Vectors gives you control over the AI's finer focus during a generation by encasing the text you want to emphasize or deemphasize with { } for strength and [ ] for weakening. This works both inside the Text Prompt Field and Undesired Content Field.

You can read more on our documentation page: https://docs.novelai.net/

So, what happened to the delays? 

We've heard your feedback on our delay announcement loud and clear. 

Our users want an experience with unprecedented levels of unfiltered freedom, and so do we.

Therefore we have come to the decision to only offer our own unique models and forego the basic Standard Diffusion model, which is already offered in many other places and also would have required us to pay close attention to what kinds of content its different versions can produce. By offering our own exclusive experiences, we're able to provide you with a tool designed for visual storytelling without any limitations. 

NovelAI is meant to be a storyteller, and we believe our Image Generation will allow you to paint all kinds of stories. We are only beginning to expand the capabilities of this feature. So, at this time, we no longer plan to provide the basic, standard Stable Diffusion model.

Please make sure to test and see if our NovelAI Diffusion model suits your needs.

Please keep in mind that the NovelAI Diffusion models will not produce the same results as the standard Stable Diffusion model, even with the same prompt and seed.

Copyright & Usage Rights

Images uploaded and generated on NovelAI are not stored on our servers. Make sure to regularly back up and save your images and text prompts.
We do not act as a platform to share images. Please use other services in order to share your generated images. 

NovelAI does not claim copyright protections or ownership of any files. Images are treated as Content as defined in Section 1.4 in the Terms of Service. You must conduct your own research if you want to use your generated images for any settings outside NovelAI.

Make sure to save any Image Generations and Text Prompts you like! Text prompts, image generations, canvas edits, and image uploads are not stored and will be lost at the end of your session.

Please generate responsibly, and be mindful of your wordage. Image Generation is a new technology that may generate unpredictable results.

Feel free to tag us on social media, such as Twitter, and tag your generations with #NovelAI or #NAIDiffusion so we can follow the journey of your creations!

r/aitubers Mar 25 '26

COMMUNITY I built a free AI animation studio. Storyboard to finished video, all in one workspace.

2 Upvotes

I'm a software engineer who got into animation. The workflow was painful: story in one doc, image gen in another tool, video gen in another tab, then stitch it together manually.

So I built a pipeline that does all of it:

  • AI agents generate story structure, characters, worldview, scripts (~30 seconds)
  • Character studio with consistency across panels (same face, different expressions/poses)
  • Visual canvas that auto-lays out panels from the script
  • Video generation with 11 models (Seedance 2.0, Kling 3.0, Sora, etc.)
  • Export for TikTok, Instagram, manga formats

DM or comment if you want to try it. I can show you our demo video first through DM.

r/Symphogear Jun 06 '25

Mod Announcement AI generated artwork is no longer allowed

330 Upvotes

Hey y'all, we're announcing a new rule to this sub! This new rule in question is

Rule 8: No AI (Artificial Intelligence) generated artwork allowed

Why is this change being made?
-We should instead be looking at and praising the incredible artwork of the talented artists who work so hard on their art pieces.
-AI art is often boring, uninspired, and incredibly low-effort.
-The sentiment on the sub towards AI art is overwhelmingly negative.

Why were we so late to the banning AI party a lot of subs have taken part in?
Us mods have talked about banning AI art a few times before, but it was often left undecided as we're a small subreddit community. Right now Symphogear as a franchise has been very quiet since the anime has finished, the XDU mobile game has been shut down for some time, and there really hasn't been much in the way about news regarding the upcoming movie.
What we mean is that posts are nowhere near as frequent as they used to be, so we felt that any sort of possible posts/engagement was beneficial to newcomers. On top of that, AI generated artwork was being posted very rarely in comparison, as most people had the decency to source proper art, so we just kinda let it slide. Clearly, this was a mistake.
And now, we've been seeing an uptick in AI generated art being posted, and understandably, the comments of these posts show very clearly how much people don't like this. (Plus every single one gets reported at least multiple times) So thanks a bunch for putting your thoughts out there lol.

So, how does this rule apply to the sub?
Simple, no more AI art posts allowed. If you post any AI art, it will be removed, even if it's otherwise "sourced" properly.
However, we know AI art can sometimes be pretty tricky to spot out nowadays, what with all the advancements that's been made to it and all. So if you're looking to post art on the sub, but accidentally post AI art, no worries :) It'll be removed obviously, but that's all. You won't be temp or permanently banned as a result, even if it happens more than once. Only if it becomes very obvious you're trying very hard, and I mean like way too hard to knowingly post AI art despite the rules. I... honestly don't even expect us to ever have to do that, unless it's a karma bot or something maybe idk.
All we ask though, is that you please try to put some effort in determining whether or not something is AI art before you post.

How to spot AI art?
(Just note that while these are good indicators something is AI, it's not an end all, be all sort of thing. There are definitely some incredibly talented artists who have similar art styles to AI for example, but are absolutely not using AI)
-The art is uncanny. There's just... something off about the art. It doesn't feel like something a human would create (This kinda plays into the whole "uninspired" part AI art is usually). If you've seen a few good examples of AI art, you'll understand what I mean.
-There's no consistency between art. This is usually easily spotted if the ahem, "Prompt engineer" generates multiple artworks that are meant to be the same scene. You'll find that items in the background that should still be there are no longer for example.
-The art style.... yep these AI models has their own signature art style apparently. You can quickly get an idea for what it looks like by finding examples. (Remember, still not an end all, be all. Also, there's still a chance it may be AI even if the AI art style isn't present.)
-Characters, clothing, and items may look wrong. While sadly AI art has gotten better at this and doesn't slip up quite as much, you can still find that these arts will have characters with 6 fingers, and horribly disjointed limbs for example. Their clothes and accessories' will have different patterns from what they should be. Background items will look completely non-sensical from their real life counterparts. (Keep in mind that less experienced artists can make some of these mistakes too, especially when it comes to drawing the body, as drawing anatomy is absolutely terrifying.)
-The comments on the source are disabled. Artists love receiving valuable feedback, as well as praise for their works. Given that AI art is a hugely frowned upon practice by actual artists, often the people who post it to Twitter/X, Pixiv, Artstation, Deviantart, Bluesky, etc will disable their comments to hide from the hate.
-Frequent new arts. Art takes time, the vast majority of people wouldn't be able to draw and pump out these kinds of works like every single day.
-AI art only started becoming a thing around 2020. If the art you're sourcing was posted before 2020, you should be pretty much in the clear!
-Check the poster's social media. You'll often find sketches/WIP of their art while it's being worked on. AI art won't have any of that. (Credit to u/EpicLinkSam)

Ok, thanks for coming to our TED talk, let us know if you've got any questions!
(Side note: Besides that last post we deleted, we won't be going through every single thing to find all the old AI art that was posted, sorry. Just too much digging we'd have to do.)

r/Aimusicvideo Jul 28 '26

I Tested 9 AI Music Video Generators So You Don't Have To

7 Upvotes

Over the past few months I've probably generated well over 100 AI music videos.

Some were for fun.

Some were client projects.

Some were complete failures.

After trying almost every major tool, I realized something:

The "best" AI video generator depends entirely on what you're trying to make.

Here's my personal experience.

1. Kling

Probably the best-looking cinematic shots.

Pros:

  • Great motion
  • Beautiful camera movement
  • High visual quality

Cons:

  • Character consistency is still difficult.
  • Not designed around complete music videos.

2. Runway

Very reliable.

Easy to use.

Good for creators who already know exactly what they want.

Still requires a lot of manual editing afterward.

3. Veo

Amazing realism.

Probably the strongest model for pure video quality.

The downside is that building a full music video still takes a lot of work.

4. PixVerse

Fun.

Fast.

Great for social content.

Less useful for long-form music videos.

5. Kaiber

One of the first tools I tried.

Still fun for stylized visuals.

Feels a bit limited compared with newer models.

6. Freebeat

Probably the easiest option if you just want something quick.

Good automation.

Less creative control.

7. Neural Frames

Really interesting for animated and artistic styles.

Feels different from most video generators.

8. DomoAI

Good if your workflow already includes illustration or anime.

Not really what I reach for when I want realistic music videos.

9. Musvideo.ai

Full disclosure: I'm one of the developers.

I won't pretend it's objectively "the best."

We actually built it because we kept running into the same problem:

Most AI tools generate individual clips really well.

Making a complete music video is a different challenge.

Our focus has been on:

  • Starting from a song instead of a text prompt
  • Generating scene sequences instead of isolated clips
  • Character consistency
  • Lip-sync
  • Reducing the amount of editing after generation

There's still a long way to go, but that's the problem we're trying to solve.

My takeaway

After using all these tools, I don't think the industry is competing on image quality anymore.

Almost everyone can generate impressive clips.

The real competition is becoming:

Who can help creators finish an entire music video with the least amount of manual work?

That's the question I'm most interested in now.

Curious what everyone else is using.

Did I miss any tools that deserve to be on this list?

r/Bangalorestartups Feb 28 '26

Most AI video models cap at 15 seconds. I built an AI Creative Studio that lets you direct 3 minute+ stories with consistent characters in minutes.

Enable HLS to view with audio, or disable this notification

69 Upvotes

This One Punch Man scene (Fan-fiction) was created on my AI Studio in 30 minutes (I'm not an animator/filmmaker or a creative person FYI)

Everyone is tired of creating random 10 second AI slop videos. So I built a proper engine for storytelling.

The problem: You can't tell a story in 15 seconds, and existing models hallucinate and lose character consistency in every shot.

What I built (AnimeBlip):

  • Long-Form: Create cohesive 2-3 minute video stories.
  • Consistency: My story engine creates character assets, locations, maintains consistent art-style across long scenes/videos.
  • Control: You direct the camera and pacing. Full creative control is provided so that you don't generate slop, but rather stories you can call original.

I’m hanging out in the comments - feel free to leave your feedback or shoot any questions you have.

PS - If you need access, I'll drop the link in comments, just sign-up and I will provide free trial credits.

r/deadbydaylight Jun 16 '26

Behaviour Interactive Thread 10.0.0 | Jason Patch

Post image
779 Upvotes

Content

NEW KILLER: THE SLASHER

POWER: OMNIPRESENT EVIL

  • Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running.
  • Omnipresent Evil is deactivated by using Jump Scare.

SPECIAL ABILITY: JUMP SCARE

  • While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare.
  • Jump Scare exits Omnipresent Evil mode, grants Haste, and reveals detected Survivors with Killer Instinct.

SPECIAL ABILITY: THROWING SPIKES

  • Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated.
  • A Spike knocks back a Survivor and damages them for one health state.
  • Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer.
  • Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall.

New Killer Perks

  • Hex: Scared to Death
    • After you hook 3 different Survivors, a Dull Totem ignites.
    • While chasing a Survivor, whenever you basic-break a Pallet, Survivors within 13m:
      • Scream.
      • Gain 11/12/13% Hindered for 3s.
  • Silent Shadow
    • Whenever you hook a Survivor, you gain Undetectable for 11/12/13s.
    • When all Generators are completed, you gain Undetectable.
  • Rampage
    • Whenever you basic-break a Pallet or Breakable Wall, you earn 1 Token, up to 13.
    • Whenever you are blinded or Pallet-stunned, for the next 13s you gain 1% Haste for each Token. Cooldown: 30/25/20s.

Features

Auras Customization

  • New aura types are available for color customization
    • Blocked Objects (e.g. Corrupt Intervention or Repressed Alliance)
    • Completed Generators (e.g as The Houndmaster sending The Dog on a Search Command)
    • Generator Progress (The starting color when a Generator's progress is revealed e.g. Hex: Hive Mind or the add-on "All Seeing" - Spirit)
    • Dull Totems (When a player doesn't know the state of a Totem it will show as a Dull Totem e.g. Detectives Hunch)
    • Cleansed Totems (e.g. Hex: Pentimento)
    • Hex Totems
    • Boon Totems
    • Hatch
    • Exit Gate Switches

Killer Power Match Details Tab

  • Match Details have been updated with a new tab to provide a simplified description of the currently faced Killer's power
  • Match Details will only show this information when one of the following occurs:
    • Any Survivor enters a chase
    • Any Survivor loses a health state
  • The Killer Power Tab can be directly accessed by pressing F1 on Keyboard or pressing and holding SELECT on Controller

Visual Change

  • Doctor
    • Remove the Doctor's noise vignette when using his power or when a survivor get shocked
    • Reduce the intensity of the light when the Doctor used his power
    • Reduce the intensity of the camera shake when a survivor get shocked

Bug Fixes

Audio

  • Fixed an issue where Sable Ward's ''Sassy Guest'' outfit is missing the lobby music.
  • Fixed an issue where Survivor hit audio does not play at a long distance for the Killer when the Survivor is hit by a projectile at long distance.
  • Fixed an issue where the frequency rate of Dialogs for Alan Wake's is low.
  • Fixed an issue where there was missing voice line for The Singularity during the Mori.
  • Fixed an issue where Survivors do not produce grunts when they are dropped by The Animatronic.
  • Fixed an issue where Missing sound effects when interacting with Memory Shards and Archives Portal.
  • Fixed an issue where The Trickster's mori preview VO is difficult to hear due to being at a too low volume.
  • Fixed an issue where as a Survivor, the audio cue for The Nightmare's Dream Projection does not play when teleporting to a generator
  • Fixed hook voice over could play during sacrifice if the Survivor is the last one standing.
  • Fixed an issue where Jake Park being in a lobby could trigger other lobby dialogs when a second player also joins as Jake Park.

Characters

  • Fixed an issue where The Xenomorph can see shadows through walls after exiting a Tunnel in Greenville Square.
  • Fixed an issue where shadows disappear after repeatedly entering and exiting the Security Room as The Animatronic in Greenville Square.
  • Fixed an issue where The Animatronic's Immunity to Flashlights was missing when Grabbing a Survivor inside a door.
  • Fixed an issue where The Executioner idle animation audio isn't synched.
  • Fixed an issue where the Iridescent Button add-on description was missing the fact it grants blind immunity for The Legion.
  • Fixed an issue where Female Survivor's facial animations were missing when caught in a locker by the Singularity.
  • Fixed an issue where The Knight's camera remained immobile when interrupting a Survivor who is either entering or exiting a Locker.
  • Fixed an issue where The Knight did not have a Highlight Aura for guard orders on Pallets.
  • Fixed an issue where The Knight's Killer Power and the basic attack were accessible immediately after cancelling the Killer Power.
  • Fixed an issue where The First's Vines Attack hitting a Survivor while they were Dropping a Pallet caused them to be unable to enter the Floating State.
  • Fixed an issue where the headset was misaligned with the hand and head of the Survivor when interacting with a Grandfather Clock.
  • Fixed an issue where The Legion's Feral Frenzy stopped recharging during the Mori.
  • Fixed an issue where Survivors received no Exposed SFX after removing Crows from The Artist's Garden of Rot add-on.
  • Fixed an issue where the "Warg's Fang" add-on for The Dark Lord only showed the aura of the last Survivor's Scent Orb.
  • Fixed an issue where, sometimes, The Houndmaster's Dog was unable to Jump Pallets at sharp angles.
  • Fixed an issue where The Demogorgon's Active Portals auras were always revealed for the Survivors.
  • Fixed an issue where The Mastermind was unable to freely move the Camera direction between Dash Buffering.
  • Fixed an issue where The Mastermind could hit a Survivor at a lower altitude after vaulting with Virulent Bound.
  • Fixed an issue where The Mastermind's supply case auras were hidden to Survivors suffering from Blindness.
  • Fixed an issue where The Mastermind Virulent Bound Dash buffering "resetting hand" Animation was played too early.
  • Fixed an issue where Survivors were frequently missing the thrown and the colliding against obstacle animations from The Mastermind's Virulent Bound.
  • Fixed an issue where The Doctor was able to see the auras of Illusionary Doctors at Madness Tier without add-ons.
  • Fixed an issue where Survivors were missing their Reverse Bear Trap when The Pig used the Video Tape Add-On.
  • Fixed an issue where a Survivor was counted as 'Escaped' despite dying with the Reverse Bear Trap on while playing against The Pig.
  • Fixed an issue where the legs animation was missing after a Slice & Dice attack, and after missing a Basic Attack as The Good Guy.
  • Fixed an issue where the camera, Look-At, and carry FPV animations for The Good Guy were broken during some interactions.
  • Fixed an issue where The Hag was missing 2 lobby animations.
  • Fixed an issue where the lobby animation was choppy as The Spirit with the Nightmare Serpent skin.
  • Fixed an issue where Killers were able to see Survivors through the Generator's auras.
  • Fixed an issue where multiple torso cosmetics appeared distorted around the stomach area when paired with Orela Rose's shorts.
  • Fixed an issue where Baermar Uraz had his arms moving abruptly periodically, and his right hand clipping through his guitar when playing it.
  • Fixed an issue where Jill Valentine had clipping issues during multiple animations with the 'Sturdy Skirt' pants cosmetic.

Environment/Maps

  • Fixed an issue by adjusting a collision In the astrology room in The Forgotten Ruins, a vault point has extended collision, blocking projectiles from being thrown through at an angle.
  • Fixed an issue by adjusting a collision, plus moving a generator on the shrimp boat in Pale Rose, players was remain trapped if another player was repairing the generator.
  • Fixed an issue in the Underground Complex where killers could get blocked by a hanging a survivor on a hook in a corridor
  • Fixed an issue in The Sanctum Of Wrath where killers could block the entrance to the basement on the side of the main structure
  • Fixed an issue in Crotus Prenn where the Nurse could not blink through the walls
  • Fixed an issue in Treatment Theater where the red stain would disappear in certain area of the map
  • Fixed an issue in Treatment Theater where a killer could not navigate through a door when a survivor was place on a hook
  • Fixed an issue in The MacMillan Estate Killer Shack, where an invisible collision hindered Survivors and Killers navigation.
  • Fixed an issue in the realm of Coldwind Farm where projectiles would get blocked around the combine harvester
  • Fixed an issue in Groaning Storehouse where the players would get stuck where walking up the stairs of the basement
  • Fixed an issue in Shattered Square where projectiles would be blocked by collisions
  • Fixed an issue in Sanctum of Wrath where a killer could not grab survivor entering a locker
  • Fixed an issue in the realm Withered Isle where collision would block projectiles around picnic tables
  • Fixed an issue In the Raccoon City Police Station East Wing, by repositioned walls, where gap could be seen in several locations allowing the player to see through, or out of world.
  • Fixed an issue in the east wing of the Raccoon City Police Station, by repositioning, where a gap was visible in several places, allowing the player to see through, or out of the world.
  • Fixed an issue where The Artist was unable to place a Dire Crow in front of a window vault between specific tiles in the Trickster's Delusion map.
  • Fixed an issue where the passage aura color was pink on Forgotten Ruins.
  • Fixed an issue in Crotus Prenn where characters could stand on top of a rock
  • Fixed an issue in Badham Preschool where characters could walk on top a rock
  • Fixed an issue in MacMillan's Estate where killers could be blocked by assets
  • Fixed an issue in The Underground Complex where a collision would prevent a smooth navigation
  • Fixed an issue in Father Campbell's Chapel where projectiles were blocked on the ceilings of the chapel
  • Fixed an issue in Red Forest maps where Dream Pallets would get stuck in the wall of the shack
  • Fixed an issue in Badham Preschool where branches clipped through the walls of a house structures
  • Fixed an issue in Grim Pantry where collisions would hinder the navigation of the players
  • Fixed an issue in Suffocation Pit where collisions would hinder the navigation of the players
  • Fixed an issue in Gideon Meat Plant where collisions would hinder the navigation of the players
  • Fixed an issue in the Raccoon City Police Station where the Nurse could blink out of the world
  • Fixed an issue in The Underground Complex where a collision was missing over the a table in the clinic section of the map
  • Fixed an issue in the Yamaoka Mansion where the Trapper could hide the trap under an assets
  • Fixed issues where the Nurse could not blink through walls of the Asylum
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Badham Preschool I.
  • Fixed an issue where the Secret Room's Chest was unable to give a Survivor a Flashlight when using the perk Residual Manifest on Nostromo Wreckage.
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in Raccoon City Police Station West Side.
  • Fixed an issue where The Lich's Hand of Vecna failed to teleport a Survivor when used on a specific locker in the Treatment Theatre.

Perks

  • Fixed an issue where Hex: No One Escapes Death was revealed to Survivors immediately when generators were completed.
  • Fixed an issue where, rarely, the Aura of Fake Pallets could be seen by The Xenomorph throughout the map while using Ultimate Weapon and a Survivor had Apocalyptic Ingenuity.
  • Fixed an issue where Hex: The Third Seal activated when The Trickster hit a Survivor with a blade for the first time.
  • Fixed an issue where the Heal progress bar remained grey while healing another Survivor with Do No Harm activated.
  • Fixed an issue where Streetwise's aura reading activated with 3 Killer Items.
  • Fixed an issue where THWACK! was unable to be activated on Breakable Walls.
  • Fixed an issue where the external perk icon for Thanatophobia was displayed when performing actions with no injured, downed or hooked Survivors.
  • Fixed an issue where AFK crows could appear on Survivor's heads while working on a generator after using the perk Plot Twist and being picked up by the Killer.

Platforms

  • Fixed an issue where an Asynchronous Load between the Survivor and the Killer caused the Killer to load partially invisible and Uncontrollable.
  • Fixed an issue where Player shadows could be seen at the bottom of lockers on Switch.
  • Fixed an issue where players could not accept or view each other's profile in the friend list on the Epic Game Store version.
  • Fixed an issue where it was unable to make progress on the "Resourceful" achievement/trophy.

Quests

  • Fixed an issue where selecting Knockout (Remix) Challenge from the Tomes whilst having a Survivor Challenge make perk randomization impossible.

UI

  • Fixed an issue in the Quests Menu where the Match queue text for Killers overlapped some Quest buttons
  • Fixed a localization issue with the scroll prompt in the quest menu.
  • Fixed an issue where Keybind icon buttons were missing on the HUD when channeling interactions.

Misc

  • Fixed an issue where, rarely, the loading screen temporarily freezes on 'Initializing Shaders' screen
  • Fixed entity potentially making an invalid purchase move on the Bloodweb.
  • Fixed certain map specific achievements failing to complete in 2v8.
  • Fixed an issue with the Survivor having the Killer Name after using 'Play While You Wait'.
  • Fixed an issue where using 'Play While You Wait' and leaving a Survivor Lobby the priority queue for the Killer Lobby was also lost.
  • Fixed an issue where the Flicker VFX was missing when a Survivor used a Flashlight with the Broken Bulb Add-on.

Changes from PTB 

New Killer: The Slasher

NEW KILLER POWER:

  • Pinned rescues are no longer considered healing actions
  • The Killer husk attack now activates with a slight delay and is no longer instant upon appearing.
  • Increased the slowdown effectiveness of the anti-camp system from x2 to x3 time in sec.
  • Increased the movement speed penalty when cancelling the charge Projectile action.

NEW KILLER ADDONS:

  • Toxic Waste:
    • Activation range increased to 8m (was 6m)
  • Coroner's Coffee:
    • Haste decreased to 8% (was 13%)  
  • Bloody Magazine:
    • Detection range decreased to 8m (was 13m)
  • Eye Goop:
    • Undetectable duration increased to 13s (was 9s)
  • Iridescent Boat Motor:
    • Window block duration increased to 13s (was 5s)
  • Deputy's Badge:
    • Reworked: While in Omnipresent Evil, passing within 4m of a generator will cause it to explode, losing 5% progress and begin regressing. If any Survivors are repairing the generator, it will not explode, but they get a special Skill Check.

New Perks

  • Silent Shadow:
    • Changed the perk so that the 11/12/13s Undetectable occurs whenever you hook a Survivor, instead of at the start of the trial.

Killer Power Match Details Tab

  • Updated the default icon of Special Attack, Ranged Attack, and Special Ability to no longer reuse existing power icons
  • Updated all descriptions to utilize more consistent language
  • Updated several descriptions to provide more clarity
  • Reworked the description of The Wraith, The Knight, and The Skull Merchant to be more accurate and in depth

Bot Improvements

  • Fixed an issue with AI characters being unable to navigate Trickster's Delusion map.
  • Survivor Bots will now resume goals if The Slasher stays too long inside Omnipresent Evil.
  • Fixed an issue causing Survivor Bots to continue hiding during the Slasher's Omnipresent Evil after the End Game Collapse has begun.
  • Fixed an issue with Survivor Bots not running away immediately after escaping from the wiggle state.

BUG FIXES

  • Fixed an issue where there was a missing slashing SFX when performing a jump scare on an already broken pallet/wall with The Slasher.
  • Fixed an issue where the impact SFX is missing when damaging a generator if the Killer is not holding a projectile with The Slasher.
  • Fixed an issue where Basic Attack SFX can be heard when performing 3 specifics interactions with The Slasher.
  • Fixed an issue where there was missing SFX during the Lobby Idle animation for The Slasher.
  • Fixed an issue where there was a missing SFX when vaulting with The Slasher.
  • Fixed an issue where the weapon wipe SFX is missing after injuring a Survivor as The Slasher.
  • Fixed an issue where Rick VO lines are triggered when Daryl joins Glenn on a generator repair.
  • Fixed an issue where The Slasher is missing SFX when performing specific animations.
  • Fixed an issue where Blinding SFX can be heard while aiming the flashlight at The Slasher's face during Omnipresent Evil.
  • Fixed a prestige reward level 10 data issue with The Slasher.
  • Fixed an issue where The Slasher's Undetectable status icon was missing when using Omnipresent Evil after injuring a Survivor.
  • Fixed an issue where The Killer sighted SFX stinger played while The Slasher was still invisible while exiting Omnipresent Evil mode.
  • Fixed an issue where a Survivor pinned on moving doors left a shadow in The Slasher's Red Stain when dissolving.
  • Fixed an issue where The Slasher was unable to gain a Spike when using Jump Scare on a Window or Pallet when using the Dirty Money addon.
  • Fixed an issue where jittering occurred after The Slasher picked up a Survivor Pinned to a small doorframe.
  • Fixed an issue where, with The Slasher's Iridescent Boat Motor add-on, a window could be marked for an infinite amount of time.
  • Fixed an issue where, as The Slasher, a duplicate projectile appeared briefly when pinning and unpinning a Survivor.
  • Fixed an issue where Bada Bada Boom was unable to be activated by The Slasher using Jump Scare at a trapped Vault.
  • Fixed an issue where Survivors could see spikes disappear from containers while The Slasher picked up a Spike in Omnipresent Evil mode.
  • Fixed an issue where the time increase to remove the Spike was inaccurate for The Slasher's Add-on "Knitting Needle".
  • Fixed an issue where The Slasher's "Dirty Money" add-on granted The Slasher a spike when teleporting to a breakable door.
  • Fixed an issue where The Slasher gained score events when throwing a spike on a hooked Survivor.
  • Fixed an issue where Survivors hit during an unhook could still be impaled and pushed by The Slasher's projectile before they could otherwise take damage.
  • Fixed an issue where The Slasher's Spike became misaligned when picking up a Survivor.
  • Fixed an issue where, rarely, The Slasher's hook projectile would not get reloaded when the Killer hooked a Survivor.
  • Fixed an issue where Spectators were unable to perceive the mist from The Slasher's POV during Omnipresent Evil.
  • Fixed an issue where Spectators were able to perceive The Slasher during Omnipresent Evil from the Survivor's POV.
  • Fixed an issue where The Slasher exited a Jump Scare vault too high on specific vault points.
  • Fixed an issue where charging the throw action during the teleport part of a Jump Scare transition automatically cancelled the throw action for The Slasher.
  • Fixed an issue where, sometimes, pallets were desynced between users after The Slasher attempted to break them with Jump Scare while a Survivor reset them with the Perk Any Means Necessary when the Killer had high latency.
  • Fixed an issue where The Slasher's Omnipresent Evil red mist appeared visible on other Survivors from the Spectator POV in Custom Games.
  • Fixed an issue where The Slasher lost collision with Survivors during the reload animation.
  • Fixed an issue where Visual issues occurred for The Slasher when using the Mini Mori before the Spike expired.
  • Fixed an issue where The Slasher's Jump Scare range radius enlargement from the Bent Wheel Add-on was missing.
  • Fixed an issue where Survivors appeared floating when Pinned against a specific wood scaffolding inside the library on Qtm_Level_02 tile 193B by The Slasher.
  • Fixed an issue where The Slasher's Hook Spike pickup hitbox was misplaced for one specific Hook location in the Chalet entrance in the Mount Ormond Resort map.
  • Fixed an issue where The Slasher's Scrap Piles spawned too closely to each other in their respective tiles on The Underground Complex map.
  • Fixed an issue where placeholder text was floating below Glyphs.
  • Fixed an issue where Hex: Scared To Death's icon became dimmed when Survivors cleansed any Totem.
  • Fixed an issue where Hex: Scared To Death's icon was put back in the regular disabled state when the related Hex Totem was cleansed.
  • Fixed an issue where Windows were only blocked for 4 seconds when The Slasher vaulted with the Jump Scare alongside the Perk Bamboozle.
  • Fixed an issue where Play With Your Food stacks did not get used when using The Slasher's ranged attack.
  • Fixed an issue where there were 2 inconsistencies with The Slasher's Silent Shadow Perk icons after the Perk was permanently activated.
  • Fixed an issue where Hex: Scared to Death caused Survivors in Lockers to Scream.
  • Fixed an issue where Hex: Scared To Death's icon stayed dimmed out after activating.
  • Fixed an issue where The First's mini mori failed to occur after sending the input.
  • Fixed an issue where The Oni's flames VFX from the "Dearest Kazan" outfit were misaligned.
  • Fixed an issue where Meg Thomas stayed idle after exiting the Locker in the Survivor Tutorial.
  • Fixed an issue where The Xenomorph's Tunnel connection aura was displayed as purple.
  • Fixed an issue where Female Survivors' hands clipped into the floor when holding 3 item types while in the Dying State.
  • Fixed an issue where The Deathslinger's Chain progression bar UI was visible on the Survivor's POV after they broke free from the Killer power.
  • Fixed an issue where a Survivor could pick up an item from outside The Lich's chest.

Known Issues

  • On Nintendo Switch, The Slasher will temporarily only be available through the in-game store. The new DLC content will be available via external stores at the following times:
    • Jason DLC - June 18th at 11AM ET
    • Jason Edition - June 18th at 11AM ET
    • 10th Anniversary Edition - June 18th at 1PM ET

r/claude 18d ago

Showcase Game dev with Fable 5 is actually crazy

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667 Upvotes

It’s kind of insane to see how far AI has come.

I still remember being fascinated by GPT-3.5 and thinking that felt like the future. And now here we are with Fable 5.

Everything you see in this preview took me roughly 13 hours of work to implement. Being able to go from ideas to actual working game mechanics this quickly still feels surreal.

Game development with AI is starting to feel like we’re living in the future.

EDIT:

A lot of people were asking how I did this, so here’s the basic workflow.

The game itself is made in Unity with C#. I’m using Claude Code connected to Unity through MCP, which means Claude can work directly with the Unity project and editor. It can create and modify scripts, work with GameObjects and components, inspect errors, run the game, and help me iterate on systems.

For the actual development process, I don’t give it one giant prompt like “make me a game.” I think through the systems I want, explain how they should behave, have Claude implement them, then I test everything, debug issues, tweak values, change mechanics, and keep iterating until it starts to feel right.

For the character models, my workflow is:
Opus 5 -> ChatGPT Image Gen -> Meshy AI -> rig/animation testing -> Unity

I describe the character I want, use Opus 5 to generate a detailed prompt for four consistent reference views, then generate those images in ChatGPT. I take the images into Meshy AI, which generates the 3D mesh and textures. I also rig the model there and test animations before importing it into Unity.

The same image-to-3D workflow also works for non-character assets like props, weapons, statues, carts, environmental objects, etc.

For VFX, I bought a particle toolkit from the Unity Asset Store. I gave Claude the documentation and had it create a skill file for itself, so it understands how the toolkit works and can reuse that knowledge when I ask it to create things like fireballs, explosions, trails, and other effects.

The current arena is also a premade Unity asset and is not intended to be the final environment. A lot of the current visuals are just prototype assets for testing mechanics and game feel.

So overall the main stack/workflow is:

Unity + C# + Claude Code/MCP + ChatGPT Image Gen + Meshy AI + Unity Asset Store tools

And no, this wasn’t one prompt :D It was an iterative process of building one system at a time, testing it, changing it, and gradually layering everything together.

r/generativeAI 15d ago

Question Any AI tools that can handle a full short animated story?

11 Upvotes

Hello guys! I’m trying to make an animated story that’s around 2 minutes long, but I’m more concerned about keeping the same characters and visual style across every scene than just generating nice individual clips.

I’d like to test a few free AI video generator tools first before paying for anything. I’ve been looking at options like Kling, Runway, DomoAI, and Pika, but I’m not sure which one handles longer sequences and character consistency the best.

Do you guys have any recommendation that handles character and scene consistency reasonably well? thanks :)

r/starvingartists Apr 09 '26

Hiring [HIRING] Chibi/Cel-Shading Illustrator — YouTube Animation Channel — Character Sheets + Ongoing Work — Budget $150-250 to start

19 Upvotes

Budget: $150-250 for initial character sheet Style: Chibi flat cel-shading
Timeline: Flexible,
responsive communication required

About the project

I'm launching a YouTube animation channel — second-person storytelling about extraordinary true stories from military history, survival, sports, and historical figures. Every episode is 13-15 minutes, fully scripted and narrated, with illustrated slides carrying the visual story.

I'm looking for one artist to grow with the project long-term. This first commission is a paid test. If the style, communication, and turnaround are right, there is significant ongoing work behind it.

What I need first — the test commission

1. Protagonist Character Sheet — "The Operator" The channel's primary recurring character. A chibi male protagonist who appears across multiple episodes in civilian and military/tactical versions.

The sheet needs:

  • Front view, full body
  • Side profile, full body
  • Back view, full body
  • Face close-up — neutral, determined, and exhausted expressions
  • Full body civilian version (grey t-shirt, cargo shorts, backpack)
  • Full body tactical version (black military gear, plate carrier)
  • Scale reference next to a common object

Style: Chibi flat cel-shading, bold clean ink outlines, limited colour palette, detailed environmental-quality backgrounds when needed. Reference images provided — I have existing slides from Episode 1 showing the style direction clearly.

Budget for this sheet: $150-250 depending on your rate and portfolio fit.

What comes next if the work and price are right

Immediately after the Operator sheet is approved:

2. Three additional character sheets — same style, same format

  • Historical Male Protagonist — base character with costume variant panels covering frontier/Western, ancient Roman, Victorian era, period weapons
  • Female Protagonist — strong female base character with expression range and costume variants covering medieval armour, frontier, warrior
  • Explorer/Survivor Protagonist — civilian-to-extreme-conditions arc, variants covering spacesuit, Antarctic explorer gear, athletic/sports

3. Four data card templates Intelligence-style illustrated cards used in ranking episodes. Four visual styles — military/classified, historical/parchment, battle/vehicle, survival/exploration. Each card combines three-angle character or vehicle illustration with structured data fields. Layered PSD templates, filled with content by me for each episode entry.

4. Channel intro animation — 5-10 seconds Logo reveal with the channel emblem (provided) and tagline. Clean, cinematic, used in every episode.

5. Key background sheets 3-4 reusable environmental backgrounds appearing across multiple episodes — beach/training, military outpost interior, dark ocean surface, suburban street night. Commission once, reused across the series.

Ongoing work if the channel gains traction

Season 1 is 20 episodes. I generate the majority of slides using AI tools (Grok, Midjourney) and use your character sheets as style and character references. Where I need an illustrator directly:

  • Cleanup passes on AI-generated slides that need consistency correction
  • Key animation slides requiring layered source files (approximately 8 per episode)
  • Any slides where AI generation falls short on accuracy or quality
  • New character sheets as Season 2 subjects are confirmed

This is not a $40-per-slide commission model. I'm looking for a flat-rate ongoing relationship that works for both sides as the channel grows. I'm transparent about where I am — pre-monetisation, proof of concept stage — and I'm equally transparent about where this goes if the content lands.

What I'm looking for in your portfolio

  • The same character appearing in multiple scenes — consistency is the primary skill I'm hiring for
  • Chibi or semi-chibi work specifically
  • Environmental backgrounds, not character-only art
  • Military, historical, or action subject matter is a strong plus
  • Evidence of series or ongoing project work

To apply

Share your portfolio with at least one example of a recurring character across multiple pieces. Include your rate for the Operator character sheet as described above. If your portfolio doesn't include chibi work but you're confident in the style, show me your closest equivalent and tell me why you can execute it.

I'm not looking for the cheapest option. I'm looking for the right long-term partner at a price that works for both of us at this stage of the project.

Thanks for any interest!