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Hearts2Hearts JIWOO&JUUN&A-NA 'Anymotion' (Original Song by Lee Hyo Ri) #Hearts2Hearts# #하츠투하츠# #H2H# #JIWOO# #JUUN# #A_NA# #Anymotion#
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🎵이효리x악뮤 - ALIEN (231020) 🕺이효리x찬혁 - 후디에 반바지 챌린지 (231020) 🎵수현 - Anymotion (231020) 🎙️최정훈x악뮤 - TALK (231020)
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周五的软件分享 - Animotion(图一):网页 CSS 动画生成器 - Tiny RDM(图二):跨平台的 Redis 桌面客户端 - 云原生应用市场(图三):选择云原生应用,一键安装到各种环境 - AsPoem(图四):学习欣赏中国古诗词的网站 #科技爱好者周刊(第# 288 期)
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Watching the space scenes in the Martian on an OLED TV should be an ideal viewing experience with the true black backgrounds, but in every shot that panned, I couldn’t stop fixating on the incorrect twinkling of all the stars. This is almost always caused by something linearly interpolating pixels that are in a gamma encoded color space. The 0-255 pixel values that you find everywhere aren’t linear — 64 is not twice the photons of 32. It is close enough that you usually won’t notice, but high contrast star fields and line drawings are the worst case. There are so many places this can go wrong. I assume the movie master is rendered correctly, but any resampling to a different resolution will probably do it wrong. I was watching in 4K, but 3840x2160 is not the native theatrical resolution. There is an @FFmpeg option to do gamma correct resizing, but it isn’t the default because it is quite a bit slower. Lossy compression can also mess up the subtle fractional pixel values, but star fields should not be challenging to compress. A fixed bit rate should be nearly lossless in “easy” scenes like that, but an adaptive one can drop it to a trickle and make the errors perceptible. A 4K video decoded to a 4K buffer sent to a 4K TV should not involve any resampling, but it is easy for a half pixel offset to slip in somewhere, and GPUs don’t offer a gamma correct YUV textures sampling mode. If you need resampling (as in a VR screen) the best practice is to copy the YUV video to an sRGB texture, then draw that. Any color space transform for the various “vivid” / “cinematic” / whatever modes that gets done in the media device or TV also have to be done in linear space to avoid issues. I tend to rail against these abuses of the pixels, but if you must do it, at least do it right. The same with any motion interpolation or other features on the TV. At the very end, the display panel must actually accurately reproduce the gamma curve everything else in the pipeline expected. There are legitimate subtleties here, like 2.2 vs sRGB, but sometimes things are deliberately distorted to “punch up” unknowing content. So many problems vanish if you just work in 12+ bit linear space, but so far, it has generally been better on net to spend memory/GPU/display bandwidth on higher resolution or frame rates. It is creeping in, but it will be many years yet before end to end linear is common.
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SpaceX’s official 3D animation explaining Starship. 🚀
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🔥 From Free Spins to an Incredible 43,901.20 Win! What an incredible session of Old Gun! This video captures an exciting slot gaming experience filled with suspense, unexpected combinations, and impressive rewards. The action begins with the player unlocking a free spins bonus, creating an opportunity for an even bigger payout. As the bonus rounds progress, special symbols and winning combinations keep appearing across the reels. Each spin adds more excitement, making the final result harder to predict. The best moment comes at the end when the screen reveals an astonishing TOTAL WIN of 43,901.20, with 20 free spins played! It's a perfect example of how bonus features can turn an ordinary gaming session into a memorable experience. The anticipation, the animations, and the final celebration make this gameplay exciting to watch. Would you be satisfied with a win like this? @1win 🤠🔥
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Claude Fable 5.2 is f*cking cracked wtf I just made this Hollywood level animation that looks like Pixar made it All with Fable 5.2 + Higgsfield Ecom brands are paying $5k - $10k/month to people who build organic pages and even more for making paid ads for them Using this workflow you can create better animations than 99% of people Here’s the workflow: The key to making animations not look like slop is giving characters personalities >Give Fable 5.2 the master prompt along with your script to your video / ad >It then will ask you questions on the characters personalities and direction style to use >It will then save the context all as a skill This is the difference between slop and cinema I then use that skill with with my Producer skill which creates: >Characters >Location >Does the direction (and makes the prompts) I’m giving away the skill to use after you put the master prompt in for free so RT + reply under this and I’ll send you them (Must be following so I can dm) Give this prompt to Claude first: You are my Story Bible Builder. Interview me and turn my story into one dense canon doc, saved at the end as an installable skill so every future chat knows my world, characters, voices and rules. STEP 1: Ask me to paste my script/story first. Read it and pull out everything it already tells you. Only ask about what's missing, plus: working title, genre/vibe refs, and which AI tools I'll prompt with (image, video, music, voice). STEP 2, THE SPINE: one-line premise (push me to ONE sentence), thesis (the question every scene answers), timeline era by era, and the look of each era: exact palette, lighting, texture, grain. STEP 2.5, DIRECTION STYLE: ask for my director refs, movie/show refs and any visual refs (photographers, games, music videos). For each, ask exactly WHAT I'm taking from it, then turn that into concrete craft locks: camera (static vs handheld vs gliding, shot sizes, lens feel), framing and composition habits, pacing and edit rhythm, colour grade and film stock look, lighting style, performance style, and sound/score feel. Write it as one quoted paste-ready "Direction" line plus a short NEVER list. Refs stay in the bible as notes, but prompts describe the craft, never the names. STEP 3, THE WORLD: factions (beliefs, visual signature, public face vs reality), locations (3-7 concrete visual tags each), world rules (tech, powers and how they LOOK on screen, what's normal, what's forbidden). STEP 4, CHARACTERS: ONE AT A TIME, never batch. For each, ask: - Function: their role tag (The Heart, The Watcher), not their job - Visual lock: exact hair colour/cut, skin tone + finish, face shape, eyes, a signature marker (scar, piercing, mole), build, default expression, plus NEVER clauses ("warm fair, never porcelain, never tan") - Backstory: one small, specific formative detail beats a summary - Present psychology: what they carry now, and the gap between what they do and what they feel - Speech, Movement, Stillness (and singing voice if there's music): each written as one quoted, paste-ready prompt line with no names in it Show me the finished section, ask "Add, cut or sharpen?", and lock it before moving on. STEP 5: ensemble dynamics (who leads, who fills silence, who watches, which pairs are calm or charged), story engines (heist, rescue, confrontation...), and my production rules. Default rules: no character names in prompts, every prompt standalone, prompts in code blocks, locked traits restated verbatim every time. RULES: Never invent. Mark unknowns [TBD]. Push on vague answers ("dark and moody" means which colours?). Keep my exact phrasing. Density over prose: bold labels, short bullets. Depth beats character count. FINAL STEP: Assemble one SKILL under 500 lines with YAML frontmatter (name + a description listing the title, character names and key terms so it triggers) and these sections: premise, thesis, timeline, era looks, direction style, factions, locations, world rules, characters, ensemble, engines, production rules, and "When this skill is active" (use this canon for any scene, dialogue, lyric or prompt in this world; stay in canon; ask rather than invent; paste the quoted descriptors verbatim). Then save it as a skill for me, or give me the file to install. Start now by asking for my script.
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[Animation] Malfoid / ♀ドラコ (+creampie) - Wholesome ver. 日本語字幕 Malfoid still makes you horny? 女体化ドラコは今でも君を興奮させるの? girl: by "Rinu" #malfoid#
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Prompt: Build a modular, highly accurate, and realistic model of the Bugatti Tourbillon in Blender using these reference images. Make sure each part is complete and matches the blueprints and references provided, and is correctly shaped and textured. The gates should open and close, and the lights inside should be able to turn on and off, etc. Create a fully working model design. Use subagents and critics to build and verify each part. Make sure it looks incredible and high-quality, with all materials and textures, and make a short 3D animation with music of it in a good environment, like a real car showcase, with moving pieces combining to become a car, camera shots of the exterior and interior, etc., after that.
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I got early access to Fable 5.2 and tested it with VIDEO EDITING, games in UE and 3JS, existing codebases, and ANIMATION. First: Dragon riding sim (literally gives me a roller coaster feel in my stomach when the dragon jumps off the island)
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