trey retweeted
Holy F*cking Sh*t
3 shorts over 995k views on a channel with 11 videos
all gta 6
People just won't stop making f*ck you money out if this game
HOLY F*CK
another channel made less than a week ago already printing
gta 6 really is a f*cking money printer
lots of people are going to print mad money when GTA VI comes out next week
some are already printing, goated move
HOLY F*CK
another channel made less than a week ago already printing
how are they even doing this & btw it's finance niche
HOLY SH*T
i made this calisthenics dude animation with opus 5.5 in 20mins
this type of animations are getting millions of views even on long form
am giving away the whole prompt plus the character sheet as a reward for reaching 1K followers
thanks for the support, download the image and paste it on claude with the prompt
here 's the prompt ->
<inputs>
Ask me for: the topic (default: how peptides work), the length (default 60 seconds), whether I want captions on screen (default yes), and whether I have my own sound effects (if not, synthesize them in numpy). I attach the red character sheet on a black background. After I answer, write a voiceover script of about 2.4 words per second, give it to me in a code block, then stop and wait for my voiceover audio before you render anything.
</inputs>
<direction>
A flat cartoon explainer short at 1080x1920, 30fps, drawn entirely in code with Python and skia-python, piped to ffmpeg, one encoded file per scene joined with the concat demuxer. Every shape anti-aliased.
Character: cut each pose out of the attached sheet into its own transparent sprite. The background is black and so are the outlines, so flood-fill the background from the image edges only at low tolerance and keep all black inside the figure (outlines, sleeves, waistband). Keep the white eyes. Add a 3px navy #24364F stroke around each silhouette to replace the lost edge. Upscale 3x with Lanczos. Show me a contact sheet of the cut-outs on #D3DFEC before going further.
Posing: the character is a presenter anchored to the bottom edge, 800-1050px wide, never floating. Pick the pose from the line being spoken: pointing at the viewer for the hook and the final line, finger up when explaining, shrug on a question, arms crossed while watching, open palm when presenting an object, pointing at a zoom bubble. 1 to 3 pose changes per scene. Each change lands with a squash and stretch over 9 frames (8% wider, 10% shorter, then back). Idle: 0.5 degree sway and a 0.6% breathing scale.
Script: a hook question in the first 4 seconds, a title line, 4 to 5 beats that each carry one visual idea, a one-line payoff. Short sentences, plain words, every claim accurate, no medical advice.
Timing: run silencedetect on my voiceover at -35dB, 0.22s. Cut scenes in the middle of the long pauses and fire every pop, label and pose change on the word it belongs to.
Palette: backgrounds pale blue #D3DFEC, mid blue #B4C7E6, strong blue #6790CB. Outlines and text navy #24364F. Accents amber #F4B740, coral #EE7B5B, teal #58B7A8, lilac #9A86D6. Flat fills only, 5-9px navy outlines on every drawn object.
Scenes: the title card is solid #37557F with two lines of white text sliding in from opposite sides and an amber underline. At least two close-up scenes with no character. One circular zoom bubble, 320px radius, white ring with navy edges, that the character points at. The final scene is #6790CB with 14 lighter rotating rays.
Diagrams: every explainer visual is drawn in code from circles, rounded rectangles and lines: chains of beads joined by a thick navy link, cells with a dotted membrane, arrows as moving dashed lines, labels in white rounded pills with a 6px navy outline.
Captions: Inter ExtraBold Italic, all capitals, 66px, navy, centred at the top between y=200 and y=340, two lines maximum, each line rising 24px and fading in over 9 frames on its word. White with a navy stroke on the strong blue scene.
Movement: a slow push-in from 100% to 104% across every scene, 14 soft white particles drifting upward at 35% opacity, every new element popping in with an 18% overshoot, beads rippling in a wave, a 7% zoom punch on the final line.
Draw order: background, particles, floor line, diagrams, character, captions on top.
Sound: my voiceover at full level. Effects at half the voice level: a swoosh 0.12s before each cut, a whip on each pose change, a pop on each element, a click or chime on key moments, a low hit on the title card and the final line.
Before the full render: render 14 still frames at the busiest moments, look at them, fix overlaps and text leaving the frame.
Banned: gradients, drop shadows, glow, 3D, AI images or AI video, stock footage, music, emojis, watermarks, any character other than the attached one, any other channel's characters, logo or name, text smaller than 30px, a character that floats above the bottom edge, more than two caption lines.
</direction>
trey retweeted
i gave Fable 5.2 this prompt, make a 15-second showreel proving what a great designer u are
these ai animations are F*CKING printing money
made a free guide for 10+ animation styles
check them on the article below
dont sleep on these kurzgesagt stlye animations
they cost $0 and are fully automated
prompt in the article below
lots of u guys are asking how do i use opus 5.5 to make those prompts
well, am leaking the whole thing
- referencing
- frame analysis
- animating
- rendering
- prompting
- 10+ different animation style
all for completely free
just save this article & check it later
another channel about to blow up with ricks animation style
don't sleep on these shorts
they are a f*cking money printer
HOLY FUCK
these balls animations are going insanely viral on ig rn
I made a prompt that lets u create them with opus 5.5 only
am giving it away for free
check the post below to get it
these satisfying ball reels are going viral on ig rn
i made this video completely with code using opus 5.5 and i turned ten other different formats into one prompt
am giving the prompt entirely for free to u guys
save it and use it later
here's the prompt ->
<inputs>
Ask me for: the machine (default: Crusher; others: Sweeper Arm, Laser Blades, Rotating Frame, Multiplier Zones, Split Rings), how many new balls one hit ball becomes (default 8), the length (default 20 seconds), and whether I have my own sound effects (if not, synthesize them in numpy).
</inputs>
<direction>
An oddly satisfying physics short at 1080x1920, 30fps, drawn entirely in code with Python, pymunk and OpenCV, every shape anti-aliased with cv2.LINE_AA at sub-pixel shift 4.
Space: pure black #000000, no gradient, no stars. The arena is a white ring, radius 438px, 5px stroke, centred at 540,960.
The machine: brushed steel #8E9198 with a darker edge #5C5F66 and a 2px highlight line #B9BCC2 along its top, 6-7px rounded corners, three small dark bolts per plate and a thin orange pad #E9A23B on every face that touches balls. For the Crusher: a 16px steel rail from each jaw's outer side to the screen edge with a rounded end cap, and two C-shaped jaws "[ ]" facing each other, each a 42x312 back plate with top and bottom arms 118px long and 33px thick pointing inward. No rail between the jaws.
Balls: flat solid circles with no outline or shading, radius 9px, the first ball 17px. Each wave is a new color in this order: orange #FF8A1F, indigo #4B2BFF, green #3BFF3B, pink #FF2D7A, cyan #22C3F5, yellow #FFF000, purple #A01EFF, mint #1FF58A, red #FF3B1F. Old colors stay, so the ring marbles into a mix.
Draw order: ring, rail, balls, squashed balls, machine on top.
Finish: one white flash at 55% fading over 5 frames on the finale, nothing else.
Banned: text, captions, counters or watermarks on screen (except zone labels on Multiplier Zones), camera moves, gradients, glow on balls, gravity pulling down, balls spawning inside the machine, AI images or AI video, NexusBox Lab's logo or name.
</direction>
<structure>
20 seconds, the machine never stops moving and every crush is bigger than the last.
One orange ball sitting still left of centre at 400,955, jaws open (0s) → the jaws start closing at 0.2s with an ease-in cubic slam over 0.5s, the ball gets swept in and squashed, pinch at 0.7s, 8 indigo balls shoot out both sides → jaws ease back open over 1.2s and rest → every 2.4s the same clamp: pinches at 3.1, 5.5, 7.9, 10.3, 12.7 and 15.1s, each crushing whatever drifted into the jaws and turning every crushed ball into exactly 8 of the next color, so the waves grow 8 → 8 → 16 → 32 → 88 → 264 → 880 and the ring fills up (0.7-15.1s) → on the last close the ring itself gets pulled in and shrinks into a white capsule squeezed between the jaws (17.0s) → pinch: capsule vanishes, white flash, deep boom, the red wave of 2,000+ balls bursts out and every ball blasts off screen at 600-1100px/s (17.5s) → the empty jaws clamp once more on black at 19.9s so the last frame flows into the first.
For any other machine, keep the same shape: one lonely ball, the first hit before 1s, a hit every 2-2.5s with each wave a new color and 8x bigger, the ring fills, the machine destroys the ring at about 87% of the length, everything explodes off screen, the empty machine keeps moving into a seamless loop. Sweeper Arm: a 12-tooth gear with a 150-degree curved arm sweeping round, pinning balls against the ring. Laser Blades: 5 neon cyan blades spinning from a hub, slicing balls in two. Rotating Frame: a spinning square frame that squeezes shut every 2.4s, on two X rails. Multiplier Zones: an octagon with gates labelled x20, x5, BIG, SMALL and a skull, with normal gravity. Split Rings: four corner ramps tipping colored piles into four stacked rings with rotating gaps.
</structure>
<build>
1. One Python script. Every number in a CONFIG block at the top, a fixed random seed (default 4) I can change with an environment variable, raw frames piped straight into ffmpeg.
2. Physics: pymunk with zero gravity, 10 substeps per frame, 12 iterations, space.damping 1.0 so balls never slow down, ball elasticity 0.95, machine 0.6, wall 1.0, friction 0, speed clamped at 1100px/s. A gentle spring pull toward the centre (2.0 x distance per second squared) keeps balls drifting back into the machine. Switch it off when the ring breaks.
3. The ring wall is 160 static segments just outside radius 438. Every moving machine part is a KINEMATIC body: every substep set its position AND its velocity from the next substep's target, or balls tunnel through and don't get shoved.
4. The crush: once the jaws' arms overlap, the box is sealed. Balls inside leave the physics and are drawn squashed, keeping their x as a fraction of the gap and narrowing into ellipses. At the pinch they all count as crushed.
5. The multiply rule: spawn EXACTLY crushed x 8 new balls, no rounding, no fixed totals, safety cap 4000. Stream them out over 9 frames just outside the jaws, worked out from where the jaws are when each ball appears, flying away at 250-520px/s fanned over 110 degrees. Print one line per pinch: "pinch N: crushed X -> spawned Y (x8), total Z".
6. Sound: one effect per event kind (jaw whir rising 120 to 380Hz through each close, metal clunk on each pinch, a burst of 14 tiny pops 22ms apart on each spawn, a deep 1.6s boom on the finale), each peak-aligned to its frame. If I gave you my own sound effects, use them instead. Normalize the mix to -1.5dB peak and mux it with ffmpeg.
7. Encode with libx264 at CRF 17, yuv420p, preset veryfast, AAC 192k.
</build>
<gotchas>
With damping below 1.0, balls lose their energy and settle in the gaps above, below and behind the jaws, so nothing gets crushed and the waves die out. Without the centre pull the same thing happens: test it and you'll see crushes of 1, 0, 0, 0. Spawn positions must follow the jaws as they open, or the finale wave gets stuck inside the jaws. If fewer than 1 ball is crushed in each of the first 3 pinches, try another seed or raise the pull. If the cap gets hit before the finale, lower the pull. Run the physics once with rendering switched off, show me the crush log and a contact sheet of every pinch before the full render.
</gotchas>
<start>
Ask me the inputs, run the physics and show me the crush log with the wave sizes it gives, then build and render the video.
</start>





























