Force: A big reason why? Wemby's 8-foot wingspan and interior assertiveness have helped him throw down an NBA-best 62 dunks this season – 20 more than the next-closest player (Kessler: 42)
Even More Amazing? Those 62 dunks are more than 22 of the NBA’s 30 teams
And it’s paying off with more than just highlights. With Wemby eating inside, the Spurs boast an NBA-best 121.7 offensive rating during their 10-game win streak.
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GCSA Insight: Critical Security Vulnerability Discovered in a Leading Robotics Manufacturer’s Product, with System-Level Privilege Compromise Verified on Physical Hardware
As artificial intelligence and embodied AI technologies continue to advance, robots are evolving from conventional automated machines into intelligent systems capable of perception, decision-making, and autonomous operation. At the same time, cybersecurity risks are extending beyond software and data into the physical world. The security of robotic systems is no longer solely a matter of protecting data and devices; it can also directly affect operational safety, physical environments, and user safety.
Recently, the security research team of the Global Cybersecurity Alliance (GCSA) discovered and verified a critical security vulnerability in a product developed by a leading robotics manufacturer. Through in-depth analysis and multiple rounds of testing on physical hardware, the team successfully breached the device’s system security boundaries and obtained the highest level of operating system privileges in a real-world device environment, demonstrating the vulnerability’s actual impact under specific testing conditions.
This research encompassed the entire process, from identifying the security flaw and assessing its risks to validating its impact on physical hardware. The findings also highlight significant challenges facing the underlying security mechanisms of embodied AI systems. The research findings and supporting evidence have been formally submitted to the manufacturer.
On November 13, 2026, the manufacturer responded by email, preliminarily confirming the existence of the vulnerability and stating that it had initiated internal remediation efforts and an assessment of the scope of affected products.
It is important to emphasize that confirmation of a vulnerability does not mean the associated security risks have been eliminated. GCSA will continue to monitor the manufacturer’s assessment of the affected scope, remediation plans, and subsequent security validation, and will update its research findings as new information becomes available. For intelligent systems capable of physical interaction and movement, timely, effective, and verifiable security remediation is particularly important.
In accordance with responsible vulnerability disclosure principles, GCSA is currently withholding sensitive information, including the manufacturer’s identity, specific product details, the vulnerability’s underlying mechanisms, and exploitation methods.
GCSA is currently seeking guidance from relevant authorities and regulatory bodies regarding the associated security risks. Taking into account the manufacturer’s remediation progress and a comprehensive assessment of potential security implications, GCSA will carefully determine the appropriate arrangements for further disclosure. Subject to appropriate conditions and upon obtaining the consent of the relevant authorities and regulatory bodies, GCSA will publicly release a detailed security insight report, providing the industry with ongoing updates on the research findings and associated risk assessments.
The findings of this research are based on specific testing environments and the evidence obtained to date. They do not imply that other product models or similar robotic systems are affected by the same security issue.
This security research and validation on physical hardware represent one of GCSA’s initiatives in the field of embodied AI security. GCSA will continue to advance security research, coordinated vulnerability disclosure, and industry collaboration to promote stronger security response mechanisms across the artificial intelligence sector, enhance product security, and strengthen industry trust.
🔗 Read the full report:
· Stay Connected with GCSA
Follow GCSA's official social media channels for the latest news, product launches, research developments, and ecosystem updates.
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Cooper Flagg and the Mavs seek 4 straight vs. LaMelo Ball and the Wolves seeking 5 straight, highlighting tonight’s 4-game slate!
Claude Fable 5.... just destroyed trading as a profession
New open-source Claude Fable 5.1 Indicator for TradingView made $450,207 in a single day of live trading
The indicator constantly analyzes charts in real time, draws predictions, and highlights potentially good entries. You then decide whether to open a trade or not
The indicator is open-source, and you can try it in the Scripts section of the reverse-engineered TradingView Premium app for Windows and Mac
How can manual traders compete with that?
Want to explore how this AI trading setup works?
1️⃣ Comment.... CLAUDE FABLE 5 ....
2️⃣ Like and repost
3️⃣ Follow
@alexhalescoder
I'll send you the setup via DM.
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Claude Fable 5.... just destroyed trading as a profession
New open-source Claude Fable 5.1 Indicator for TradingView made $450,207 in a single day of live trading
The indicator constantly analyzes charts in real time, draws predictions, and highlights potentially good entries. You then decide whether to open a trade or not
The indicator is open-source, and you can try it in the Scripts section of the reverse-engineered TradingView Premium app for Windows and Mac
How can manual traders compete with that?
Want to explore how this AI trading setup works?
1️⃣ Comment.... CLAUDE FABLE 5....
2️⃣ Like and repost
3️⃣ Follow
@lihazadn_Ai
I'll send you the setup via DM.
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Big wins don't happen without taking risks — and this gameplay shows exactly why patience and timing matter! 🧛🔥
In this video, we follow an exciting session of Le Vampire, where every spin brings new possibilities. The game features dynamic combinations, special symbols, and bonus mechanics that keep the action unpredictable.
As the session progresses, the excitement builds with several interesting combinations and a major winning moment. The highlight comes when the screen reveals an impressive TOTAL WIN of 8,771.20!
What makes this session entertaining isn't just the final result, but the anticipation leading up to it. Every round creates another opportunity, keeping viewers engaged until the very end.
Gaming is all about entertainment, strategy, and enjoying the experience. Sometimes, the most memorable moments come when you least expect them.
Would you keep playing after a win like this, or would you call it a day? 👀
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Claude Fable 5.... just destroyed trading as a profession
New open-source Claude Fable 5.1 Indicator for TradingView made $450,207 in a single day of live trading
The indicator constantly analyzes charts in real time, draws predictions, and highlights potentially good entries. You then decide whether to open a trade or not
The indicator is open-source, and you can try it in the Scripts section of the reverse-engineered TradingView Premium app for Windows and Mac
How can manual traders compete with that?
Want to explore how this AI trading setup works?
1️⃣ Comment.... CLAUDE FABLE 5....
2️⃣ Like and repost
3️⃣ Follow
@Nexa_Tech_Ai
I'll send you the setup via DM.
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✨ 用好连续性,让你的产品更丝滑——《999 个小技巧,让你 Vibe 的产品更有质感》015
连续性指的是:界面状态变化时,用户点到的元素不会消失再重新出现,而是直接过渡成下一个状态,让人始终清楚自己从哪里来、现在在哪里。
之前发过一条相关的帖子,很多人感兴趣。这次用 iOS 里几个常见的场景,完整演示一遍。
做好这些细节,让你的产品体验狠狠加分!
附一条 Prompt:它会先诊断你的产品,找出值得做连续性的地方,再给出具体的改造方案,可以直接复制使用 ⬇️
Navigation:行标题延续为页面标题,原标题收为返回按钮;滚动时,标题收入顶栏
Card:卡片展开为正文,图片延展为头图;下拉时,沿原路收回
Player:迷你播放条展开为播放页,封面、标题与按钮各归其位
Search:搜索框移至顶部,匹配项随输入上移,其余淡出
Chart:数据卡片展开为图表,卡片中的小柱延续为图表的柱
Menu:菜单自按钮原位展开;新增项落入首位,其余依次后移
Tab Bar:选中胶囊先伸展,再落位
001–015 期都在主页 Highlights,栏目日更中
正在冲刺万粉(10k),期待你的推荐!🫶 非常感谢
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255M views on a 3D Short by Zack D. Films
i tried to rebuild his style with ONE Claude prompt, then ran it on Opus 5.5 and Fable 5.2 (they did NOT make the same Short)
the full prompt is below ↓
paste it into Claude Code in an empty folder and answer its 2 questions. it shows u the script and waits for ur go. u need Blender + its free MPFB add-on and a graphics card. give it a few hours (the prompt is minus one optional paid-voice line)
Ask me 2 things, then wait:
1. The story in one line: a strange TRUE event where one person did one odd physical thing ("He tied 42 weather balloons to a lawn chair."). If I say "you pick", pitch 3 with one source link each and take the first unless I choose.
2. The voice. Default: Kokoro (free, runs on my computer), a calm, warm male narrator.
Then tell me everything else is free: Blender (find my install, or tell me the one download), its free MPFB extension for human bodies (ask me before you install it) and into this folder a Python venv with FFmpeg (imageio-ffmpeg), kokoro-onnx + its model files (kokoro-v1.0.onnx and voices-v1.0.bin from the kokoro-onnx GitHub releases), faster-whisper (small.en), numpy and Pillow. It needs no API key or account and renders on my graphics card with EEVEE.
The look: a clean, realistic 3D world, like a good game cutscene. Bright, saturated, a little filmic.
- People: realistic bodies with generic faces and big readable expressions (shock, a smirk, a scream). Plain clothes, no logos. Never a real person's likeness: for a real person keep the face out of close-ups (hands, back, side, distance, straight top-down).
- CALM shots only. Bodies in fast action or contact (running, jumping, fighting, falling) look stiff, so tell the story with frozen moments under a slowly moving camera, macro inserts of hands and objects, rooms, vehicles, the sky, top-down views and the aftermath.
- One new picture for every caption chunk (2-4 words, about 1-1.5 s): a new framing, a new action or a camera move. Nothing ever holds still: every shot drifts, pushes in or orbits.
- The shot kit: macro insert (extreme close-up of the key object or hands, very shallow depth of field), hero low angle (wide lens at waist height), god's-eye top-down with a slow rotate, tracked object, over the shoulder, smash zoom on the word that matters, whip pan between beats, glow highlight (the named object glows orange with a rim, then fades), a big 3D number lying in the scene, a thought bubble (a cloud ring showing what he hoped for), a TV in the scene replaying the event.
- Light: a bright warm sun, blue sky with clouds, soft shadows. Night scenes use hard lamps and a dark sky. Wide lens up close, depth of field on every shot, motion blur on every fast camera move.
- Captions: 2-4 words at a time, white bold rounded sans, about 64 px on a 1080 px-wide frame, centred, 78% down the frame, soft dark shadow, no box. Each chunk replaces the last on the same frame as its picture.
- Banned: real footage, photos, downloaded textures or 3D models, logos, AI images or AI video, downloaded music, gore.
38-50 s, 100-140 words, 150-180 words a minute. The voice starts at 0.0 s.
- Line 1: the most surprising physical act, in past tense, opening with "He" (or "She"). No name, date or setup. Frame 1 shows that act.
- Then a cause-and-effect chain: every sentence starts with a hinge word (Then, Suddenly, So, Because, But, Later) and is ONE visible action.
- The context arrives late, after "You see,".
- A reveal: someone looks closer and the story turns.
- The last line is the consequence. No call to action, no question.
- Names are rare: use one only when it pays off.
Title = "He ..." or "The Man Who ...". The cover is the first frame.
Save every stage to disk so a crash never costs more than one stage.
- sources.md: every fact with its link and the date you read it. Anything you can't verify stays out.
- script.json: the lines and the caption chunks cut by hand (2-4 words, one picture each), each chunk with its shot: the set, the camera, what moves.
- Kokoro reads the whole script in one take (speed 1.0-1.1) and pauses are squeezed to 0.35 s at most; faster-whisper times every word (pass it a 16 kHz numpy array, not a path); write chunks.json with each chunk's start and end. A picture and its caption switch together on frame round(start*30)+1.
- blender/: Python scripts run headless (blender -b -P). makes one .blend with the sets, the cast, the props and every shot baked with a key on every frame. sets EEVEE with ray tracing, the AgX view with the Punchy look, motion blur, depth of field and bloom in the compositor. Bodies come from MPFB or are built by you; clothes, hair, props and sets are built in code.
- Stills first: one half-size still per shot as a contact sheet. Look at every tile and fix what's off before any full render. Time one full-size frame and tell me the estimate.
- Render 1080x1920 at 30 fps to PNG frames, skipping frames already on disk.
- numpy only: a light music bed, a sound on every action (a whoosh on each whip pan, hits, wind, room tone), ducked under the voice, mastered to -14 LUFS on the whole stereo mix.
- burn the captions in from chunks.json. Encode out/_9x16.mp4 (1080x1920, 30 fps, TV-range yuv420p) and out/_x_7x8.mp4 (1008x1152, under 10 MB, 2-pass): a crop of the 9:16 frame that keeps the subject and the caption.
- Blender paths: pass absolute output paths (a relative one lands on the drive root).
- MPFB headless: enable it with addon_utils.enable("bl_ext.user_default.mpfb"). Bake a body's shape keys before you pose it: the rig is fitted to the baked shape.
- Clothes: cut them from the body mesh and push them 7-16 mm out along the normals; keep two rings of body faces under every hem.
- Nothing coplanar: keep every resting object 1 cm off its neighbour and draw ground markings into the texture, or they flicker.
- Hair: EEVEE draws hair only from a Curves object, hair type STRIP. Use a Principled BSDF on it (the Hair BSDF renders black).
- Skin: keep subsurface weight near 0.2 (more turns faces black in EEVEE) and add a soft fill light from below under a noon sun.
- Hands: a curled hand reads as a claw from the palm side, so shoot a grip from behind the knuckles.
- Motion blur: shutter position START, a key on every frame, plus a key half a frame after each shot's last frame, so blur never reaches across a cut.
- Check: run a black-frame and one-frame-flicker check on the render. Make a contact sheet (a frame every 0.5 s) and look at every tile: the act reads in the first 2 s, faces are lit, nothing clips through anything, captions stay off faces and key objects. Then step through the first 2 s, the middle and the end frame by frame. Fix, render only the changed shots again.
Pitch (or take my story), then show me the script with the word count, the caption chunks with their seconds and the shot list with what the first frame shows. Build nothing until I say go.
how the two runs went: one run each on the same PC, so it's one sample, not a ranking. both took under 3 hours on one shared 8 GB graphics card. the story for both: a man who tied 42 weather balloons to a lawn chair in 1982
where they split:
-> Opus opened wide on the balloons over the yard. Fable opened on the man kneeling at the chair with his Jeep behind him
-> Opus put 5 big 3D numbers in its scenes, Fable 2
-> Fable followed the caption spec (white text, soft shadow). Opus went ALL CAPS with a thick outline
-> Fable pulled the Smithsonian's own record and ended on the chair in the museum. Opus ended on the $1,500 fine
-> a few Opus shots are hazy and one opens on a blank grey frame
save this for ur next Short. who did it better, Opus or Fable?
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code for review :
Prompt :
Create a 2D anime short for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic.
Deliver the final result as a single, self-contained HTML file that plays offline, with a synthesized soundtrack. Use any tools, libraries, references, guides, literally anything etc.
Use theatrical mecha and kaiju anime as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. The film is 83 seconds long, in 39 shots. Its characters are a colossal silver archer robot, a fleet of container ships, and a leviathan. No people appear in the film. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime.
SCENE
A blazing sunny day on a coast. A massive armored archer robot, a hundred meters tall, stands in a deep lunge on a headland and draws a bow taller than itself. Close-ups: the hand on the grip, the limb and cable, the foot planted in the surf. Blue energy crawls along the arrow into the chest armor until the arrowhead blazes like crystal. The string snaps forward and a shockwave flattens the sea. The arrow is a harpoon trailing a thin cable. It tears the clouds into two walls above a ship's deck, climbs through the cloud tops, and reaches the edge of space in a blue flash along the planet's limb.
Out at sea, container ships cross a colossal shadow. Four humpback whales breach beside a ship, with real arcs and full tail flukes, and dive tail last. From below, shapes move under the bright churning surface. Four whale heads rise from a boiling sea, and a ring of teeth rises around them: they are lures inside a mouth. They drop in and the jaws shut. The leviathan breaches through the fleet in one slow, enormous arc. Its belly slides past the bridge windows. The swell it leaves lifts the ships and stands one on end, spilling containers. Its ridged back and flukes sink into spray fog.
High above, the arrow turns over and comes back red-hot through the atmosphere. Below the surface, the leviathan crawls through a luminous canyon on clawed forelimbs and swallows a fleeing whale. A thin streak meets the sea on the horizon and a white plume swells up. The harpoon drives through its back in a blue-white flash, lightning runs along its body, and the barbed tip punches out of its belly into the rock, which bursts apart. The cable stays attached the whole time, rising to the surface. A mountain of water swells from the sea. The dying leviathan erupts, rolls over between the ships and falls, and a wall of water takes the fleet.
ANIME QUALITY STANDARD
Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film.
Archer: A massive, heavy anime mecha with sculpted overlapping armor plates, panel lines, bolts, markings and a faceted chest reactor that glows blue. Hands really grip the bow and string. The arrow never passes through the armor. Keep it on-model from every angle.
Leviathan: Whale-like and colossal, always dwarfing the ships. Rough, dark grey-teal wet hide with barnacles and scars, a pale ribbed throat, a spined back, huge clawed flippers, and a cavernous maw with uneven teeth. A real bending body with weight, never a stiff model hanging on pillars of water.
Whales: Real humpback anatomy with tail stock, big notched flukes and long curved flippers rooted in the body.
Ships: Detailed container ships with corrugated multicolor containers, lashing bars and a white bridge tower.
Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure.
Coloring: Traditional anime cel coloring with clean color areas, hard-edged cool lavender-blue shadows, crisp highlights, and a bright, high-key, saturated palette. Never gloomy, grey or muddy, even in the darkest moments of the story.
Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style: towering white cumulus, a cobalt-to-turquoise sea at kilometer scale, a painted coast with a far town, Earth from orbit, a port city from the stratosphere.
Underwater: Luminous cyan depth with god rays, a rippling surface seen from below, jagged canyon rock, silt and fish. Bright, not black.
Lighting: Summer sun with colorful shadows, and a separate character key light so that nothing sinks into shade.
Effects: Bold drawn anime FX on twos and threes. Sharp lightning with a white core, plasma trails, sheets of water pouring off the body, plumes, spray and a wall of water with real mass. Never particle mush or cotton-wool clouds.
Animation: Authentic hand-drawn anime timing, with characters on twos, strong key poses, natural holds, and overlapping movement. Huge things move slowly and heavily. Nothing clips, slides or floats.
Sound: An original epic score with ominous drones, brass and choir, near silence before the impact, then a colossal hit. Add a recurring whale-song motif, bow creak, charge whine, sonic boom, thunder and the sea, muffled underwater, all timed to the picture.
Direction: Cinematic shots, macro close-ups against huge wide shots, thoughtful staging, and pacing that builds from quiet tension to a devastating climax.
IT MUST NOT LOOK LIKE
- 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective.
- Blocky "Minecraft" shapes: No plain boxes, empty flat surfaces, or toy-like proportions. Every surface carries design detail.
- SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients.
- Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation.
- Pasted-on elements: No 2D sprites floating in a 3D scene.
- AI art: No warped shapes, melted details, flickering, or changing designs.
- Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the characters, or generic digital illustration.
- Amateur work: No stiff poses, empty backgrounds, muddy colors, clip art, placeholders, or unfinished details.
You are free to change any part of the prompt, if it would result in better results.
The result should feel enormous, terrifying and beautiful, a blockbuster in bright anime colors.
Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it.
Do not stop until every frame could pass as a still from a theatrical anime film.
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