Ya retweeted
Fable 5.2, your request, a few edits, and you can be anyone you want on video.
A guy recorded one clip of himself, handed it to Fable 5.2 with a Pinterest photo of how he wanted to look, and described the task.
Fable 5.2 pulled in the free tools that could do the job, ran them, and came back with a first cut.
He sent a few fixes. About 30 minutes, $0 in paid tools, and he was the character he asked for, synced to his own clip. He never opened a single one of those tools himself.
🌍 where will you be born this time?
ep. 1: monaco 🇲🇨
you're one of only 84 babies born here this year
→ odds: 1 in 1.6 million
→ no income tax since 1869
→ f1 races under your window
→ but you're banned from your own casino. for life
fully animated in code with claude opus 5.5
you pick the next country 👇
11 minutes of walkable 3D from a few prompts, and the only cost is the model.
The shift here isn't speed. It's where the bottleneck moved: from tools and budget to taste and direction. Most people will scroll past that part.
teapawt.net/kirisando/status/21201…
𝗙𝗮𝗯𝗹𝗲 𝟱.𝟮 𝗶𝘀 𝗮 𝗳*𝗰𝗸𝗶𝗻𝗴 𝗱𝗶𝗿𝗲𝗰𝘁𝗼𝗿. Give it an idea and it turns it into a real, playable thing, running the whole production itself.
This time: a liminal-space game in a browser tab. Flooded pool halls, a working elevator, CRT monitors that type out messages, a pink flamingo in the deep end.
Inside Claude Code it works as an agent, not autocomplete. It went and found the free tools on its own, pulled in 𝗧𝗵𝗿𝗲𝗲.𝗷𝘀, wired it up, ran it, fixed its own errors. Almost all of it from a few prompts.
𝗢𝗻𝗹𝘆 𝗼𝗻𝗲 𝘁𝗵𝗶𝗻𝗴 𝗼𝗻 𝘁𝗵𝗲 𝗯𝗶𝗹𝗹: 𝗖𝗹𝗮𝘂𝗱𝗲. No engine, no asset store, no licenses. On a Max plan that is $𝟬 on top of the subscription, about $80 to $100 at API token price ($8 per 1M in, $40 out).
11 minutes, walkable, upscaled to 2560x1440 at 60fps. Full walkthrough below ↓
1
47
Ya retweeted
Ladies and Dames - Fable 5.2., I did it in a minute and didn't even feel it.
On a podcast he said AI is running out of power down here, so the data centers should just go to space. In my cartoon @elonmusk went even further and sent them to Mars 😂
Elon F*CKING Musk is about to save every watt of electricity on Earth.
On a podcast he said AI is running out of power down here, so the data centers should just go to space.
In my cartoon @elonmusk went even further and sent them to Mars 😂
Want one of these about anything you like? Open the post I quoted. It’s a screen recording of how I make cartoons like this in Claude, plus the full prompt behind them. Copy it, paste it into your Claude, pick your topic. No animation skills needed.
You either create or you keep scrolling.
2
35
Ya retweeted
Elon F*CKING Musk is about to save every watt of electricity on Earth.
On a podcast he said AI is running out of power down here, so the data centers should just go to space.
In my cartoon @elonmusk went even further and sent them to Mars 😂
Want one of these about anything you like? Open the post I quoted. It’s a screen recording of how I make cartoons like this in Claude, plus the full prompt behind them. Copy it, paste it into your Claude, pick your topic. No animation skills needed.
You either create or you keep scrolling.
I did the f*cking work for you.
Tested this guy's viral cartoon prompt on my own Claude Opus 5.5 and screen-recorded the whole thing.
The first video is the result after a couple of small tweaks. The second is my screen recording, 37 minutes sped up to one.
Full prompt is in the reply. Keep scrolling to see what other people made with it, or paste it into Claude with your own story.
Story: Casanova, Venice 1754, and a betting system that "couldn't lose". Every frame is drawn in code (three.js + headless Chrome), the voice is a free local model, the music is written in numpy. $0 on image or video tools.
Ya retweeted
I did the f*cking work for you.
Tested this guy's viral cartoon prompt on my own Claude Opus 5.5 and screen-recorded the whole thing.
The first video is the result after a couple of small tweaks. The second is my screen recording, 37 minutes sped up to one.
Full prompt is in the reply. Keep scrolling to see what other people made with it, or paste it into Claude with your own story.
Story: Casanova, Venice 1754, and a betting system that "couldn't lose". Every frame is drawn in code (three.js + headless Chrome), the voice is a free local model, the music is written in numpy. $0 on image or video tools.
i made this ricksclips style animation completely from scratch using opus 5.5
the style is going extremely viral rn on the internet and people are paying money just to be able to make them
well today is ur lucky day cause am giving away the full prompt to guys for free
all u need is voiceover and claude to be able to make this, $0 spent on images or videos
-> here's the prompt
{
"task": "Make a vertical animated cartoon short of MY story, built in code: three.js r160 world + canvas-drawn 2D character cards, rendered frame by frame in headless Chromium (Playwright, swiftshader), encoded with ffmpeg. 1080x1920, 30fps, exactly as long as my voiceover. Work start to finish; only ask if script and audio don't match.",
"my_inputs": {
"story": "[your idea, true event, legend or full script]",
"script": "[optional exact script]",
"voiceover": "[optional: attach mp3/wav]",
"length_seconds": 30,
"voice_speed": 1.0,
"captions": false,
"notes": "[optional: era, setting, characters, jokes]"
},
"stages": [
"A. No script: write one at ~3.7 words/s (30s~110 words): 1) hook = absurd fact, no setup 2) setting in 1-2 lines with a concrete detail 3) 2-4 escalating beats, others doubt/mock, one exaggeration joke 4) pivot 'But...'/'You see,' revealing the real mechanism with an everyday analogy 5) short ironic twist = last words. Spoken English, contractions, numbers as words, never describe what's on screen. If presented as true, web-check facts and say history/disputed/legend.",
"B. No voiceover: give script in a copyable block + word count + est. length, a short shot plan, recording tips (one warm narrator; ElevenLabs speed 1.05-1.1, stability 45-55%; pauses at sentence ends; no music). Stop and ask for the upload.",
"C. With voiceover: build everything below without stopping. Task list for progress; send a stills contact sheet before the long render."
],
"setup": [
"mkdir -p web/lib work stills frames out",
"npm pack [email protected] -> copy package/build/three.module.js to web/lib (fallback: sparse git clone of mrdoob/three.js branch r160, folder build)",
"Playwright + Chromium (npm i -g playwright && npx playwright install chromium); launch args --use-angle=swiftshader --enable-unsafe-swiftshader --ignore-gpu-blocklist",
"python3 numpy Pillow, ffmpeg (with rubberband)",
"Serve web/ with a tiny Node http server; render.mjs loads index.html, waits for window.ready, calls window.renderFrame(f), saves canvas.toDataURL('image/jpeg',.95) to frames/f0000.jpg. Support RESUME=1 (skip existing) and a frame list 'a-b' or '1,5,9'."
],
"timing": "If voice_speed!=1: ffmpeg -af rubberband=tempo=<speed> (pitch kept). Claude can't hear audio: align my script to speech using ffmpeg silencedetect (-35dB, 0.12s): split script into phrases at punctuation, DP-match phrases to speech segments by syllable count vs duration, penalise sentence ends inside a segment. Spread words by syllables. Write work/phrases.json; check pauses fall at sentence ends. Frames = round(duration*30). Every reaction lands 0-3 frames before its word; the final payoff lands on the final word.",
"architecture": {
"files": "web/index.html (canvas#c 1080x1920 + module main.js), main.js (renderer, materials, world, cards, sprites, passes), story.js (SHOTS, LIGHTS, lightFor, camAt, dofAt, worldAt, actorsAt, fxAt: all pure functions of frame f), motion.js, paint.js (canvas textures), toon.js (character + creature drawing), audio.py, mix.py, finish.sh, sheet.py (contact sheets).",
"renderer": "WebGLRenderer antialias:false, preserveDrawingBuffer, PCFSoft shadows 2048, sun = DirectionalLight from az/el per light preset, shadow camera centred on each shot's action (ext 8-60m), HemisphereLight, Fog(colour = sky horizon). Camera Perspective, near .08 far 1500.",
"materials": "MeshToonMaterial with a 2-texel gradientMap [90,255] Nearest = hard 2-step toon shading. Textures are CanvasTextures painted in code: flat base + soft blotches + dark seams/strokes, repeat-wrapped, colorSpace sRGB. Boxes use world-scaled UVs (constant texel density).",
"passes": [
"1 colour: render scene to HalfFloat RT (samples 4).",
"2 normal+depth: swap every mesh material to a ShaderMaterial writing vec4(normal*.5+.5, viewDepth) (handle USE_INSTANCING: pos=instanceMatrix*pos). Cards/sprites write rgb 0 + depth with alpha-test (so they block but are never outlined). Hide sky, clouds, blob shadows. Fog and shadows off for this pass.",
"3 ink+grade fullscreen: 16 taps on a ring of radius 2.5px*clamp(7/depth,.62,1.25); edge = smoothstep(.006,.02,(dS-d)/d) on the NEAR side of depth jumps only; crease = smoothstep(.88,.72,dot(n,nS))*.9 when depths are within 6%; skip card samples; sky counts as depth 1e4; fade ink 140-520m. colour = mix(c, #030203, e); saturation 1.08-1.15; gain/lift tint; vignette .2-.34; white flash uniform.",
"4 lens: per-pixel CoC = cinf*(1-focus/d) (near side capped 1.4x); 48-tap golden-angle disc, each tap weighted by its own CoC so sharp foreground never bleeds; skip when cinf<.5. Output linearToOutputTexel."
],
"sky": "inverted sphere following camera: mix(horizon, top, pow(y,.55)) + optional sun disc. Painted cloud billboards far away (650-900m), fog off, facing camera."
},
"characters": {
"card": "Each character is a 1200x2000 CanvasTexture on a 1.35x2.25m plane with origin at the soles (design space 600x1000, soles at y=975, 1 design unit = 2.25mm). MeshBasicMaterial alphaTest .02, DoubleSide; shadow via customDepthMaterial with the same map (alphaTest .5); soft dark radial blob under the feet. Billboard on yaw only: rotY = atan2(cam.x-x, cam.z-z). Redraw a card only when its key (JSON of q()-rounded pose values) changes.",
"proportions": "Bean body: head blob ~236 wide, legs 1.38xHH, torso 1.08xHH (stout 1.12), eyes ~1.47m high. Head = superellipse blob with slight egg + per-seed asymmetry. Torso = egg blob with a tunic skirt below. Legs/arms = thin curved strokes (5.8u/5.2u, u=headWidth/100) in a darker shade of the outfit; round dot hands; small boots.",
"ink": "Outline colour #241726 (plum), width 5u, thicker on the side away from the light (light from upper-left, -120deg). Fills: base colour with a soft shadow gradient toward lower-right. Skin default #ffe2c2, also #f5c9a0 #ecd0b6 #c99067.",
"faces": "Eyes 13u apart either side of centre. Kinds: dot, lid (half-closed), happy (arc), squeeze, shock (big white + small pupil + raised arc brows), slit, dash. Mouths: dash, frown, smirk, smile, grin (open with teeth line), laugh, o, O, wave (nervous), teeth. Brows are short tapered strokes; angle sets mood. Expressions: neutral, stern, grin, laugh, nervous (+sweat drop), shock, smile, pained, squint, smug/side-eye (half lids, pupils to one side). Blinks every 1.3-2.3s for 4 frames.",
"outfits": "Built from parts: tunic colour, belt, buttons, pockets, sash, hat (slouch hat, cap, top hat, bonnet, helmet, crown, hair), beard/moustache, apron, dress, props in hands. Design new outfits for each story in the same flat style.",
"arm_poses": "hang, point (+finger), up, wave, hip, belly, cheek (both = shock), salute (flat hand at brim, drawn over the head), thumb (thumbs-up), shrug, reach, lift, cross, prop-holding (pen, stamp, wrench, spear, sign). Whole upper body tilts about the hip; head tilts separately.",
"creatures": "Animals are side-view canvas sprites (600x800 design, feet at y=780) on shared textures cached by pose key, so flocks of 50+ cost little: shaggy shaded body blob with fringe strokes, thick inked limbs, small head, big googly white eye with pupil that can look/side-eye, simple beak/snout. Legs via 2-bone IK with joint bent backward; run cycle 16 phases (foot x = hip + stride*cos, lift = max(0,sin)); poses: stand, run, peck/graze, smug. Flip the sprite when travel direction dot camera-right < 0."
},
"world": {
"build": "Primitives only: boxes, cylinders, cones, squashed spheres, extrusions; group set-pieces with pivots driven by 0..1 progress from worldAt(f) with eased, staggered parts. Instanced meshes for crops/grass/rocks; clear a patch where the action happens.",
"background": "low half-buried hill spheres, distant mesas or mountains (cone + snow cap), trees (trunk cylinder + 4-6 squashed sphere canopies), far houses, fog to the horizon colour.",
"secondary_motion": "windmills turn, flags/cloth wave (vertex sine), smoke/dust/leaves/Zzz/stars as cached 2D fx sprites, water shader scroll, wheels roll with distance/radius, vehicles bounce.",
"text": "Diegetic text (signs, crates, letters, stamps) painted on canvas with real fonts; place on +z faces or planes so it never reads mirrored. Swap textures to animate (e.g. stamp appears on impact)."
},
"lights": {
"day": "sun az64 el50 #fff3df 2.45, hemi sky #d2e2f6 ground #a8905e 1.1, sky top #2d74d4 horizon #cfe3f5, fog 120-1300, sat 1.12, vig .2",
"golden": "sun az30 el11 #ffb46a 2.9, hemi #a99bcc/#7a5040 .98, sky #6474c0 -> #ffc485 + sun disc, gain #fff0e0, sat 1.15, vig .26, tint cards #ffe2c4",
"dusk": "sun el5 #ff9a72 .9, hemi #5d6cab/#3a3048 .8, sky #18234f -> #d18a7c, gain #e2e8ff, lift #04050b, vig .34, a warm point-light lamp, tint cards #c9cff2",
"use": "day = normal story, golden = decline or time passing, dusk-blue = explanation or ending. Time jump = 6-frame white flash."
},
"motion": {
"helpers": "smooth(t)=t^3(t(6t-15)+10); easeOut=1-(1-t)^3; back(t)=overshoot s=1.7; spring settle; Catmull-Rom spline through via-points; idle(f,seed)={bob .006 sin(.11f), tilt 1.2deg sin(.05f), headTilt 1.5deg sin(.037f)}; blinkAt(f,seed); q(x)=round for card keys.",
"camera": "Keys {f,pos,look,fov,roll,ease,path} inside cut-free segments; glides 18-45 frames; easeOut for whips/reveals; every hold creeps (fov *= 1-.00012*(f-f0)); 3-5deg roll on drama; impact kick = 7-frame alternating look offset + roll that decays. Vehicles: track alongside, match speed, slight judder.",
"continuity": "prefer one continuous move: MCU pull-back into a wide, crane up and over a fence into the establishing shot, lateral truck along a lineup, crane down into an insert, rack focus to the background gag. Hard cut only on place/time jumps.",
"acting": "anticipation -> back overshoot -> spring settle; pop-ins scale 0->1 with back easing + dust puff; stamp = 2-frame dip + puff + kick; laughs = alternating tilt + bob; head bobs on stressed words; nothing static for 4+ frames.",
"walks_runs": "feet planted, bob 3-7%; run phase = speed/stride; fast movers must stay in frame until their beat is done."
},
"shot_grammar": {
"plan_first": "work/PLAN.md: one row per shot (frames, words, setting, light, camera, cast/poses/expressions, fx, sfx). Usually one shot per phrase; merge tiny ones. Illustrate every sentence literally; props carry the jokes.",
"order": "frame 0 = hook MCU of the hero mid-action -> pull-back reveal on the punch of sentence 1 -> wide establishing crane -> lineup/two-shot with pop-ins on each listed item -> reaction close-up (a creature or extra slides in with a side-eye on the question line) -> action wide (chase, scatter, collapse) -> time-jump flash -> insert on the key object -> twist: music stops, low sting, push-in with roll, payoff on the last word.",
"framing": "Bean cards 2.25m tall: MCU = camera ~3.5m away at fov 32-34 looking at 1.35m; wides fov 40-52. Vertical frame half-width = d*tan(hfov/2), hfov = 2*atan(tan(vfov/2)*.5625): at 4m and fov 40 only +/-0.8m, so stage people in depth.",
"lens": "DOF on close-ups/mediums (cInf 7-14, focus on the eyes), wides sharp, racks ~14 frames."
},
"audio": {
"stems": "audio.py writes only music.wav + sfx.wav (48k mono, numpy synth). Music: short loop in the story's mood (march: kick/snare, plucked bass, brass pad, little fanfare; or plucky comedy; or eerie pad); stops on the twist line, then a low drone. SFX in frames/30: whoosh (low-passed noise with sine^2 envelope) on big moves, thunk (pitched sine drop + noise) on pops/stamps, rustle/leaves, feet patter, engine (pulse train low-passed), scrape, ting (2-4 kHz bells), sting (41 Hz + noise hit + brass stab) on the twist.",
"mix": "mix.py: gated RMS of the voice (0.4s blocks above -40dB of max); scale music so its gated RMS = 0.5x voice (-6 dB); SFX = min(0.5x voice RMS, peaks 0.7x voice peak); sum; one linear gain only. No ducking, no compression. Print the measured levels and confirm.",
"finish": "measure integrated loudness (ffmpeg ebur128), apply one volume gain to -14 LUFS + alimiter -1 dBFS; encode: ffmpeg -framerate 30 -i frames/f%04d.jpg -i mix.wav -c:v libx264 -preset slow -crf 17 -pix_fmt yuv420p -c:a aac -b:a 192k -shortest -movflags +faststart. QA: freezedetect (n=.0005, d=.4) and blackdetect must find nothing; make a 2fps tiled QA sheet and look at it."
},
"look_check": "Before the full render, render stills at every shot's middle plus key actions, tile them into a contact sheet, look at it and fix: cropped heads/hats, characters hidden by props or crops, camera inside objects, fast movers already out of frame, mirrored text, missing ink, empty frames. Send me the sheet, then render all frames in the background (about 3-6 s/frame on CPU), lock picture before sound.",
"code_core": {
"ink_shader_glsl": "uniform sampler2D col, nd; uniform vec2 res; uniform float px, sat, vig, flash; uniform vec3 fogCol, lift, gain; varying vec2 vUv;\nfloat edgeAt(vec2 uv, float r){\nvec4 c = texture2D(nd, uv); if (dot(c.rgb,c.rgb) < .01) return 0.; float d = c.a; vec3 n = c.rgb*2.-1.;\nfloat e = 0.; float rr = r * clamp(7./d, .62, 1.25);\nfor (int i=0;i<16;i++){ float a = float(i)*.785398 + (i>7 ? .39 : 0.); float k = i>7 ? .5 : 1.;\nvec2 o = vec2(cos(a), sin(a))*rr*k/res; vec4 s = texture2D(nd, uv+o);\nfloat ds = s.a; bool card = dot(s.rgb,s.rgb) < .01;\nif (card && ds > 0.) continue; // character cards: never outlined by the world ink\nif (card) ds = 1e4; // sky\nvec3 ns = s.rgb*2.-1.;\ne = max(e, smoothstep(.006, .02, (ds - d)/d)); // depth jump, near side only\nif (!card && abs(ds-d)/d < .06) e = max(e, smoothstep(.88, .72, dot(n, ns)) * .9); // crease\n}\nreturn e * (1. - smoothstep(140., 520., d)*.8);\n}\nvoid main(){\nvec3 c = texture2D(col, vUv).rgb;\nfloat e = edgeAt(vUv, px);\nc = mix(c, vec3(.012,.01,.014), e);\nif (flash < -0.5) c = vec3(e);\nfloat l = dot(c, vec3(.299,.587,.114)); c = mix(vec3(l), c, sat);\nc = c*gain + lift;\nvec2 q = vUv-.5; c *= 1. - vig*dot(q*vec2(1.,.75), q*vec2(1.,.75))*2.2;\nc = mix(c, vec3(1.), flash);\ngl_FragColor = vec4(c,1.); }",
"dof_shader_glsl": "uniform sampler2D src, nd; uniform vec2 res; uniform float focus, cinf, near; varying vec2 vUv;\nfloat coc(vec2 uv){ float d = texture2D(nd, uv).a; if (d <= 0.) d = 2000.; float k = 1. - focus/d; return k > 0. ? cinf*k : min(-k*cinf*near, cinf*1.4); }\nvoid main(){\nfloat c0 = coc(vUv);\nif (cinf < .5 || c0 < .6) { gl_FragColor = linearToOutputTexel(vec4(texture2D(src, vUv).rgb, 1.)); return; }\nvec3 acc = vec3(0.); float wsum = 0.;\nfor (int i=0;i<48;i++){ float fi = float(i); float r = sqrt((fi+.5)/48.); float a = fi*2.39996;\nvec2 o = vec2(cos(a), sin(a))*r*c0/res; float cs = coc(vUv+o);\nfloat w = smoothstep(r*c0-1.5, r*c0+.5, cs + .5);\nacc += texture2D(src, vUv+o).rgb*w; wsum += w; }\ngl_FragColor = linearToOutputTexel(vec4(acc/max(wsum,1e-3), 1.)); }",
"motion_js": "export const clamp = (x, a = 0, b = 1) => Math.max(a, Math.min(b, x));\nexport const lerp = (a, b, t) => a + (b - a) * t;\nexport const lerp3 = (a, b, t) => a.map((v, i) => lerp(v, b[i], t));\nexport const ramp = (f, a, b) => clamp((f - a) / (b - a));\nexport const M = {\nsmooth: (t) => { t = clamp(t); return t * t * t * (t * (t * 6 - 15) + 10); }, \neaseOut: (t) => 1 - Math.pow(1 - clamp(t), 3), \neaseIn: (t) => Math.pow(clamp(t), 3),\nback: (t, s = 1.7) => { t = clamp(t) - 1; return t * t * ((s + 1) * t + s) + 1; }, \nanticip: (t, s = 0.12) => { t = clamp(t); return t < 0.25 ? -s * Math.sin(t / 0.25 * Math.PI) : M.back((t - 0.25) / 0.75); }, \nspring: (t, freq = 3, damp = 5) => { t = Math.max(0, t); return 1 - Math.exp(-damp * t) * Math.cos(freq * 2 * Math.PI * t); }, \n};\nexport const spline = (pts, u) => {\nconst n = pts.length - 1, x = clamp(u) * n, i = Math.min(n - 1, Math.floor(x)), t = x - i;\nconst p0 = pts[Math.max(0, i - 1)], p1 = pts[i], p2 = pts[i + 1], p3 = pts[Math.min(n, i + 2)];\nreturn p1.map((_, k) => 0.5 * ((2 * p1[k]) + (-p0[k] + p2[k]) * t + (2 * p0[k] - 5 * p1[k] + 4 * p2[k] - p3[k]) * t * t + (-p0[k] + 3 * p1[k] - 3 * p2[k] + p3[k]) * t * t * t));\n};\nexport const camFromKeys = (K, f, { creep = 0.0012, kicks = [] } = {}) => {\nlet c;\nif (f <= K[0].f) c = { ...K[0] };\nelse if (f >= K[K.length - 1].f) c = { ...K[K.length - 1] };\nelse {\nconst i = K.findIndex((k, j) => f >= k.f && f <= K[j + 1].f), a = K[i], b = K[i + 1];\nconst ease = M[b.ease || 'smooth'], t = ease((f - a.f) / (b.f - a.f));\nif (b.path) { \nconst pts = [a.pos, ...b.path, b.pos]; c = { pos: spline(pts, t), look: lerp3(a.look, b.look, t), fov: lerp(a.fov, b.fov, t), roll: lerp(a.roll || 0, b.roll || 0, t) };\n} else c = { pos: lerp3(a.pos, b.pos, t), look: lerp3(a.look, b.look, t), fov: lerp(a.fov, b.fov, t), roll: lerp(a.roll || 0, b.roll || 0, t) };\n}\nc.fov *= 1 - creep * Math.max(0, f - K[0].f) * 0.15; \nfor (const k of kicks) { const d = f - k.f; if (d >= 0 && d < 7) { const s = (d % 2 ? -1 : 1) * k.a * (1 - d / 7); c.look = [c.look[0], c.look[1] + s * 3, c.look[2] + s * 2]; c.roll = (c.roll || 0) + s * 20; } }\nreturn c;\n};\nexport const idle = (f, seed = 1) => ({\nbob: 0.006 * Math.sin((f + seed * 11) * 0.11),\ntilt: 1.2 * Math.sin((f + seed * 7) * 0.05),\nheadTilt: 1.5 * Math.sin((f + seed * 5) * 0.037 + 1),\n});\nexport const blinkAt = (f, seed) => { const per = 38 + (seed * 17) % 31, ph = (f + seed * 13) % per; return ph < 2 ? 0.5 : ph < 4 ? 1 : 0; };\nexport const walk = (f, f0, speed = 1.1, stride = 0.8) => { const t = Math.max(0, f - f0) / 30; return { dist: t * speed, phase: (t * speed / (2 * stride)) % 1 }; };\nexport const q = (x, n = 2) => Math.round(x * 10 ** n) / 10 ** n;",
"note": "Use the shaders and motion helpers verbatim. creature_template_js is the reference creature (uses Pen helpers: line, poly, ell, dot, stroke, shadedFill, inkRing, clip, curve, ellPts, mul, rad, thickAngle, INK): write a small Pen class with these, then design THIS story's creatures in the same way. Write everything else from the spec.",
"creature_template_js": "const EMU = { body: \"#4d3b2c\", bodyDk: \"#2f241b\", streak: \"#7a6048\", neck: \"#7f90ad\", neckDk: \"#56627c\", head: \"#3a2f28\", beak: \"#cdb68e\", leg: \"#8c8780\", legDk: \"#5e5a55\" };\nconst ik2 = (h, f, L1, L2, back = -1) => { \nconst dx = f[0] - h[0], dy = f[1] - h[1], d = Math.min(L1 + L2 - 1, Math.hypot(dx, dy));\nconst a = Math.atan2(dy, dx), c = Math.acos(Math.max(-1, Math.min(1, (L1 * L1 + d * d - L2 * L2) / (2 * L1 * d))));\nconst s = back < 0 ? 1 : -1; \nreturn [h[0] + Math.cos(a + s * c) * L1, h[1] + Math.sin(a + s * c) * L1];\n};\nexport const emuSide = (p, opts = {}) => {\nconst { phase = 0, run = 0, peck = 0, blink = 0, expr = \"calm\", look = 0.3, seed = 1, tilt = 0, ruffle = 0 } = opts;\nconst g = p.g, two = Math.PI * 2, ow = 6;\nconst bob = run * 16 * Math.abs(Math.sin(two * phase)) + (1 - run) * 3 * Math.sin(seed * 3.1);\nconst lean = run * 0.16 + peck * 0.1 + tilt;\nconst hip = [292, 528 + bob * 0.6];\nconst bc = [290, 432 + bob], brx = 168, bry = 112;\nconst rot = (pt, c, a) => { const x = pt[0] - c[0], y = pt[1] - c[1]; return [c[0] + x * Math.cos(a) - y * Math.sin(a), c[1] + x * Math.sin(a) + y * Math.cos(a)]; };\nconst legs = [1, 0].map((k) => {\nconst ph = phase + k * 0.5, sx = Math.cos(two * ph), sy = Math.max(0, Math.sin(two * ph));\nconst h = [hip[0] + (k ? -14 : 14), hip[1]];\nconst foot = [h[0] + run * 135 * sx + (1 - run) * (k ? -22 : 26), 776 - run * 92 * sy];\nconst knee = ik2(h, foot, 138, 150, -1);\nreturn { h, foot, knee, k, lift: sy * run };\n});\nconst drawLeg = (L, far) => {\nconst col = far ? EMU.legDk : EMU.leg;\np.line([L.h, L.knee, L.foot], col, 15);\nconst fx = L.foot[0], fy = L.foot[1], ta = L.lift * 0.6;\nfor (const [dx, dy] of [[34, 2], [26, -6], [-14, 0]]) p.line([[fx, fy], [fx + dx * Math.cos(ta) - dy * Math.sin(ta), fy + dy * Math.cos(ta) + dx * Math.sin(ta) * 0.6]], col, 7);\np.dot(L.knee[0], L.knee[1], 9, col);\n};\ndrawLeg(legs[0], true);\nconst nb = rot([392, 372 + bob], bc, -lean * 0.4);\nlet hd = [448 + run * 70, 128 + run * 72 + bob * 0.5];\nhd = [hd[0] * (1 - peck) + 548 * peck, hd[1] * (1 - peck) + 712 * peck];\nconst nm = [ (nb[0] + hd[0]) / 2 + 30 - run * 10 + peck * 40, (nb[1] + hd[1]) / 2 + (peck ? -60 * peck : 10)];\nconst neckPts = curve(nb, nm, hd, 14);\np.line(neckPts, EMU.neck, 40);\nfor (let i = 2; i < 12; i++) { const [x, y] = neckPts[i]; p.stroke([[x - 6, y + 4], [x + 2, y - 4]], 3, EMU.neckDk); }\nconst bp = [];\nfor (let i = 0; i <= 64; i++) {\nconst a = Math.PI * 2 * i / 64, c = Math.cos(a), s = Math.sin(a);\nlet rx = brx, ry = bry;\nif (c < -0.3) rx *= 1 + 0.12 * (-c - 0.3); \nlet x = bc[0] + rx * c, y = bc[1] + ry * s + (c < 0 ? 26 * (-c) * (s > -0.2 ? 1 : 0.2) : 0);\nif (s > 0.15) { const j = (i % 2 ? 1 : -0.4) * (16 + 6 * Math.sin(i * 1.7 + seed + ruffle)); y += j; } \nbp.push(rot([x, y], bc, -lean));\n}\np.shadedFill(bp, EMU.body, EMU.bodyDk, rad(-110), brx, 0.4);\np.clip(bp, () => {\nfor (let i = 0; i < 26; i++) {\nconst x = bc[0] - 150 + ((i * 53 + seed * 31) % 300), y = bc[1] - 80 + ((i * 37) % 150);\np.stroke([[x, y], [x - 26, y + 22 + (i % 3) * 6]], 4, i % 2 ? EMU.streak : EMU.bodyDk);\n}\n});\np.inkRing(bp, ow, thickAngle(rad(-110)));\nconst th = rot([hip[0] + 12, hip[1] - 26], bc, -lean);\np.ell(th[0], th[1], 46, 40, EMU.body, ow);\nfor (let i = 0; i < 5; i++) p.stroke([[th[0] - 30 + i * 14, th[1] + 18], [th[0] - 34 + i * 14, th[1] + 44]], 4, EMU.bodyDk);\ndrawLeg(legs[1], false);\nconst hx = hd[0], hy = hd[1], ha = peck * 1.1 + run * 0.25;\nconst H = (dx, dy) => [hx + dx * Math.cos(ha) - dy * Math.sin(ha), hy + dx * Math.sin(ha) + dy * Math.cos(ha)];\nconst beak = [H(22, -10), H(76, 2), H(74, 8), H(20, 14)];\np.poly(beak, EMU.beak, ow * 0.9);\np.stroke([H(28, 4), H(70, 5)], 2.5, INK);\nconst head = ellPts(hx, hy, 46, 38, 0, 360, ha * 57.3, 32);\np.shadedFill(head, EMU.head, mul(EMU.head, [0.7, 0.7, 0.75]), rad(-110), 40, 0.3);\np.stroke([H(-18, -28), H(-26, -44)], 5, EMU.head); p.stroke([H(-4, -31), H(-6, -48)], 5, EMU.head);\np.inkRing(head, ow, thickAngle(rad(-110)));\nconst ec = H(8, -6), er = expr === \"shock\" ? 22 : 18;\np.ell(ec[0] + 4, ec[1] + 6, 22, 18, \"#9fb6d6\", 0);\np.ell(ec[0], ec[1], er, er, \"#ffffff\", 4);\nconst lid = expr === \"side\" ? 0.5 : expr === \"smug\" ? 0.42 : 0;\nconst lk = Math.max(-1, Math.min(1, look));\nif (blink < 0.75) {\np.dot(ec[0] + lk * (er - 9), ec[1] + (expr === \"side\" ? 3 : 1), expr === \"shock\" ? 6 : 8, INK);\np.dot(ec[0] + lk * (er - 9) - 2, ec[1] - 2, 2.4, \"#ffffff\");\n}\nconst L = Math.max(lid, blink);\nif (L > 0.02) { const top = ec[1] - er, yb = top + 2 * er * L; p.poly([[ec[0] - er - 1, top - 2], [ec[0] + er + 1, top - 2], [ec[0] + er + 1, yb], [ec[0] - er - 1, yb]], EMU.head, 0); p.stroke([[ec[0] - er, yb], [ec[0] + er, yb]], 4); }\nif (expr === \"smug\" || expr === \"side\") p.stroke([H(-8, -30), H(26, -24)], 5, INK);\nif (expr === \"shock\") p.arc(ec[0], ec[1] - 30, 14, 5, 200, 340, 4);\n};"
},
"rules": [
"Original story, characters, world and jokes; never copy another creator's video shot for shot.",
"No real named living people as characters, no brand logos or mascots.",
"No captions unless captions=true.",
"Never edit my voice beyond voice_speed."
],
"deliver": "The MP4 plus a few lines on what each shot shows; offer tweaks."
}
Did the work for you: tested this guy's viral prompt in Claude Opus 5.5 and recorded the process (37 mins down to 1). Prompt in the replies!
Story: Casanova, Venice 1754, and a "fail-proof" betting system. Code-drawn graphics (three.js), local voice model, numpy music. Cost: $0.
I did the f*cking work for you.
Tested this guy's viral cartoon prompt on my own Claude Opus 5.5 and screen-recorded the whole thing.
The first video is the result after a couple of small tweaks. The second is my screen recording, 37 minutes sped up to one.
Full prompt is in the reply. Keep scrolling to see what other people made with it, or paste it into Claude with your own story.
Story: Casanova, Venice 1754, and a betting system that "couldn't lose". Every frame is drawn in code (three.js + headless Chrome), the voice is a free local model, the music is written in numpy. $0 on image or video tools.
57
17 videos. 1.79 million views. 🤯
Sometimes you don’t need a huge production team or a massive budget. You just need a good idea, a story that grabs attention, and consistency.
The potential of AI content is getting harder to ignore.
Wait, WTF... 17 cartoon shorts just pulled 1.79M views 🤯
Look at what this one channel pulled off:
→ This jail short sits at 880.5K views.
→ The arrest one crossed 389.4K views.
→ The driving lesson one hit 143.5K views.
And this account is just getting started, on one platform only. You can post the same videos on TikTok, YouTube Shorts, Instagram Reels, X, Facebook Reels, Snapchat Spotlight and Threads and make money from them everywhere, because every new account is one more stream of traffic to your store or your app.
A guy in a prison cell is reading the paper when the guard opens the door and tells him he's free to go.
Then the twist lands: he refuses to leave, because here he gets free food, no job and a personal guard.
The guard turns red and kicks him out, and people replay it just to catch that face again and send it to a friend.
You'd swear a real animation team drew this, but you can get this same style out of Claude.
Get just 1% of the viewers from one 880K short to click your bio link and that's 8,800 people walking into your store or your app.
I left the full step-by-step guide in the reply. Just fill in your story in the empty [brackets], paste it all into Claude Code and you'll get a ready animation (one you can improve and change to fit your style) ↓
20
Ya retweeted
Wait, WTF... 17 cartoon shorts just pulled 1.79M views 🤯
Look at what this one channel pulled off:
→ This jail short sits at 880.5K views.
→ The arrest one crossed 389.4K views.
→ The driving lesson one hit 143.5K views.
And this account is just getting started, on one platform only. You can post the same videos on TikTok, YouTube Shorts, Instagram Reels, X, Facebook Reels, Snapchat Spotlight and Threads and make money from them everywhere, because every new account is one more stream of traffic to your store or your app.
A guy in a prison cell is reading the paper when the guard opens the door and tells him he's free to go.
Then the twist lands: he refuses to leave, because here he gets free food, no job and a personal guard.
The guard turns red and kicks him out, and people replay it just to catch that face again and send it to a friend.
You'd swear a real animation team drew this, but you can get this same style out of Claude.
Get just 1% of the viewers from one 880K short to click your bio link and that's 8,800 people walking into your store or your app.
I left the full step-by-step guide in the reply. Just fill in your story in the empty [brackets], paste it all into Claude Code and you'll get a ready animation (one you can improve and change to fit your style) ↓
Ya retweeted
Your iPhone backup can still have deleted photo preview. Your iPhone backup is not encrypted by default.
The scary version going around X says any app on your phone can read this. It can't. iOS locks every app in its own sandbox, and Photos access only reaches the live library.
Claude Code + Opus 5.5 will count every one of them on your own Mac. No jailbreak, no ssh, no app on the phone. One prompt.
what it pulls out of a single backup:
→ every app ranked by how much of your data it holds
→ every photo still sitting in Recently Deleted, with dates
→ previews of photos that are gone from your library, counted by year
→ all of it as tables, without opening a single picture
how it works:
Finder backup → Claude Code decrypts a copy → SQL on Manifest.db and Photos.sqlite → report.md
the real hole is the backup folder itself. Anyone who copies ~/Library/Application Support/MobileSync/Backup off an unlocked Mac gets your camera roll, your messages and those previews. One checkbox decides whether they can read it
the 3-minute fix tonight:
→ Finder → your iPhone → tick "Encrypt local backup"
→ Settings → Privacy & Security → Photos: move every app to Limited Access or None
→ Safety Check in the same menu
→ empty Recently Deleted
the full prompt is in the first reply ↓
Ya retweeted
Could you start selling €100 services on Fiverr with Claude today?
Today I checked Fiverr: a 3D motion design video of a product for an online shop starts at about €100.
So I asked Claude instead.
I have no motion design or 3D skills. Just a task and the wish to make it.
No video model made a single frame.
About 1 hours and 4 rounds of my notes. Opus 5.5 isn't perfect yet, it still needs fixes. But this is only the start, and soon tasks like this won't be hard at all.
What Claude Code did:
→ rebuilt the controller as a 3D model in code from one photo
→ built the water, the studio light and one long camera flight in code
→ took the controller apart and drew the battery, board and motors inside
→ wrote the sound in code too
→ rendered all 858 frames on my 2018 laptop
Cost: the cheapest paid Claude plan, €18 a month.
No animation software, no course, just code and a ridiculous amount of tokens.
The fact that AI can turn an idea into a 36-second cartoon like this is insane. We’re living in the future.
Can anyone make a cartoon now? I tried.
No course, no animation software. Just Claude Code and the topic everyone is mad about this week: burned tokens.
36 seconds: Claude, Grok and ChatGPT in a group chat, Claude offers beers paid with the tokens he burned, they clink at a bar, then his limit runs out before he can pay.
How it was made:
→ every frame is drawn in code and rendered in a headless browser
→ the music and sound effects are written in code too
→ after every pass Claude looks at a sheet of its own frames and fixes what's off
→ one afternoon and 5 rounds of my notes: mugs inside the characters, a cut-off chat title, foam that stayed up while the beer went down
67
Ya retweeted
Can anyone make a cartoon now? I tried.
No course, no animation software. Just Claude Code and the topic everyone is mad about this week: burned tokens.
36 seconds: Claude, Grok and ChatGPT in a group chat, Claude offers beers paid with the tokens he burned, they clink at a bar, then his limit runs out before he can pay.
How it was made:
→ every frame is drawn in code and rendered in a headless browser
→ the music and sound effects are written in code too
→ after every pass Claude looks at a sheet of its own frames and fixes what's off
→ one afternoon and 5 rounds of my notes: mugs inside the characters, a cut-off chat title, foam that stayed up while the beer went down
Ya retweeted
Oh my God, Opus 5.5 can turn 5B tokens into a $25,000 bill. The same 5B tokens can cost $1,000, and the fix is in your settings.
Why 5B: a creator here on X said one 10-second denim tear animation took him 5B Opus 5.5 tokens, on a Max plan (his post is in the replies). On Anthropic's API price list that is:
→ all read from cache, $0.20 per 1M: $1,000
→ all sent as fresh input, $4 per 1M: $20,000
→ every request a cache miss, $5 per 1M: $25,000
Why the gap: an agent re-sends the whole chat with every tool call. When that re-read comes from cache, it's cheap. When it misses, you pay to process all of it again. On a plan you see a bar instead of dollars, but the same tokens drain it, and SemiAnalysis says some Max accounts now get about 20% less per week.
the 6 leaks, in plain words, below in replies:
Ya retweeted
Any schoolkid can make Apple-style product presentations now.
I can’t animate and I’ve never opened After Effects. This iPhone Duo breakdown came out of one evening with Claude Code.
It unfolds, folds down to 11.3 mm, splits into 10 labelled parts and lights up each one: the titanium hinge with 100+ parts, two batteries, the A20 Pro, both screens.
Every number on screen comes from Apple’s specs. Every scene runs from one line of code. 2,730 frames at 60 fps, no 3D software, no screen recording.
I typed a few sentences. Claude did the rest.
Full prompt and every step in the reply ↓















