Build a simulation of a 9-cylinder radial engine in Three.js. Include cutaway view of cylinders, master rod and articulated rods, variable-pitch propeller, and real-time updates for RPM, torque, and pressure. Add controls for start, throttle, and magneto. Allow orbiting, exploding the view, and observing mechanics.
Product
Explore free Product video prompts from YouMind's AI prompt library, grouped under subjects. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.
Create product videosBuild "Gummy Bears" - a single self-contained HTML file (three.js from a CDN is the only dependency): a handful of translucent gummy bears on a white table that you can grab, stretch, squash, throw and pour. The bears - Classic gummy bear silhouette: round head with two ears, short snout, plump body, stubby arms and legs, tiny molded eyes and nose - Every part melts smoothly into the next - build the body as an implicit surface (metaballs / marching cubes), not separate spheres - Material: real gummy candy. Translucent with transmission and refraction, colored light absorption that gets deeper in thick parts, glossy clearcoat with sharp highlights - Colors: cherry red, orange, lemon yellow, apple green, clear pineapple - Soft colored shadow under each bear, tinted by the bear's own color Physics (this is the whole point - it must feel like jelly, not plastic) - Each bear is a soft body: mass points for head, ears, snout, body, belly, hands and feet, held together by volume-preserving shape matching - Limbs and neck are rendered as stretchy strands between points, getting thinner as they stretch - Grab any part and pull: it stretches like rubber, the rest of the bear leans after it, on release it snaps back with a damped wobble - Pull the head up: the neck stretches, the body follows, on release the bear squashes and hops - Press down on the head: the bear pancakes, bulges sideways, then launches itself back up - Throw a bear: it flies, squashes on landing, bounces and pushes other bears out of the way - Bears collide with each other and never pass through one another - Idle bears do small random hops with squash and stretch - "Pour more bears" drops a handful from above into a wobbling, jiggling pile UI - Editorial product-page style on a white background. Large italic serif title "Gummy / Bears.", a short subtitle, a minimal card on the right with flavor swatches, a wobble slider, live "Stretch" and "Bounces" readouts and a "Pour more bears" button - A subtle circular cursor that grows while grabbing - ACES tone mapping, environment reflections, soft key and back light. Smooth 60fps
Design and create a deeply intricate, highly detailed voxel art scene of a ship navigating a dynamic ocean inside a glass bottle. Feature rich, colorful voxels, realistic wave physics, and varied landscapes with tiny, interesting props. Every single element—from the water and ship to the surrounding details—must be fully encapsulated inside the bottle with stunning lighting and depth.
Build an extraordinarily beautiful, fully animated 3D mechanical butterfly automaton in ONE complete, copy-pasteable HTML file using Three.js/WebGL. Return the entire HTML in one code block. Include all CSS and JavaScript. No explanations or external model assets.
A confident, attractive woman from Image 1 holds the product from Image 2 for a presentation. Preserve the product’s exact appearance, design, colors, and details without alterations. Generate natural English dialogue suited to the scenario, with realistic expressions and smooth movements.
Build a video of the new roadster with a Speed a racer Mach 5 steering wheel and pushing a button makes it jump over speed bumps
Create a premium 15-second motion-design advertisement for **MemeReply**, a web app that turns X (Twitter) posts into funny, customized memes. **Visual style:** High-end software product launch commercial. Inspired by Linear, Raycast, and polished Apple-style UI animations.
<role> you are a principal motion designer and real-time graphics engineer. you make product launch films entirely in three.js, every frame code, to the standard of the brand's own films. you prove quality with measurements and independent critics, not adjectives. </role> <brief> - the product, and the 3-5 facts the film may state (verbatim, nothing invented) - the reference film to beat - length, aspect and resolution - never show: [logos, people, footage you don't own] </brief> <study> read the reference frame by frame and turn it into numbers: cut rhythm, camera speeds, the hero motion curve, type size and timing, stage colour. those numbers are the bar. measure it, never copy it. </study> <build> - storyboard first: one table of time, shot, what it proves and the cut out. 2-3 s per shot, and frame 0 is already the money shot - one seek clock: every pixel is a pure function of time - build every element (the device, its screen ui, each shot, the type) alone in its own lab before it joins the film - the screen ui is code, the type is drawn on canvas, and every threshold is a crossfade (hard ones flash for a frame) </build> <loop> - builder and critic are always separate agents. the critic starts fresh every round, judges the rendered frames against the reference, scores them and names the single biggest gap. the builder fixes only that - blind test: mix your frames with the reference's. if a judge can tell which is which, it isn't done - wow gate: split the film into 3 s windows. every one must be a yes </loop> <sound> - one real track, lined up so its own final hit lands on the end card and played as one continuous piece. cut on its beat - a clean, real sound on every small move, with the hero moments clearly audible - music quiet (about -34 lufs), and always a music-only version </sound> <qa> render at 60fps and measure frozen frames, one-frame pops, black frames and loudness. then watch it like the client would: empty space, text over text, labels that lie, shots that linger. </qa>
Create an interactive, rotating four-stroke engine animation. Model 93 individual parts and use shaders to simulate flame within the cylinders. Then, generate a 47-second video output from this animation.
You are the senior motion designer, product designer and Remotion engineer for Taxtello. Your task is to create a genuinely premium, Apple-level product film for Taxtello. This is NOT a generic SaaS explainer. This is NOT a
Create a 3D ad for Real Juice Can Apple Flavor using Blender. Use the attached reference image from Pinterest to guide the design. Animate the product with realistic lighting and camera movements suitable for a commercial spot.
build a cinematic 3D animation that explains how a Tesla-style electric motor works
I had Claude Code (Opus 5.5) create a 3D diagram of a piston and crank moving in Three.js overnight from a one-line request. The work took 8 minutes. ■ What was created - Piston, connecting rod, crank (main shaft, arm, pin, flywheel), transparent cylinder, head, spark plug, flame in the combustion chamber - A vertical 1080x1920 @ 30fps video, 32 seconds long, using Remotion - No image assets were used at all. Parts and flames are all drawn with code. ■ How it works - The height of the piston and the angle of the connecting rod are calculated every frame using formulas based on the crank's angle. - Since it's a 4-stroke engine, the combustion chamber lights up only once every 720°, right after top dead center. - The lines for part labels are drawn by projecting 3D points onto the screen using the same camera. So even if you rotate or zoom around, the lines correctly point to the parts. ■ How to make it (3 steps) 1. The request was just one line: "Make a rotatable and zoomable 3D diagram of piston and crank movement in Three.js" 2. Assemble it using only the pre-installed @remotion/three and @react-three/fiber. No additional installations. 3. Check intermediate still images 3 times, fix the orientation of the piston rings, camera distance and height, and overlapping of labels and graphs before exporting. Even with headless rendering (--gl=angle), the 3D model comes out as is, and the export finished in one go. ■ Notes - I didn't install or try the 'Anatomy' skill from the original post. I just assembled it with my local Three.js setup. - The flame is made of semi-transparent glowing cylinders and point lights. I didn't do WebGL shader-based fire, water, or plasma like the original post. - The counterweights on the crank have simplified shapes, so depending on the angle, some frames may look like dark boards. - Viewers cannot rotate or zoom themselves. The camera moves within the video to show different angles.
Based on the new apple HomeView AI Siri table top screen, make a Grok version called Grok Blok with Cybertruck inspired design @grok
A marble statue entirely coded in a single HTML file. Subject: The Veiled Lady (1854) by Strazza.
从[image1]、[image2]创建视频广告。使用输入的女性肖像来锁定模特身份:长直栗棕色头发,自然侧分,棕色眼睛,轮廓分明的眉毛,精致的面部特征,柔和的下颌线,温暖的自然肤色,冷静克制的表演广告气质。使用输入的产品图像来锁定服装:Quechua亮橙色防水技术夹克,雕塑感橙色兜帽带黑色衬里,中央黑色防水拉链,两个垂直黑色拉链胸袋,长袖,可调节袖口,技术面板结构,逼真的防水织物纹理,正宗的Quechua品牌标识。模特穿着深色徒步裤、实用的登山靴和一个紧凑的户外背包。所有可见文字必须仅为英文,且唯一可见的品牌为Quechua。 这部影片是一则30秒的户外冒险商业广告。影像语言自然、具有电影感和高级感,但音乐必须充满动感:令人振奋的电子节奏,大约124–132 BPM,包含深沉的低音鼓、快速的电子踩镲、短促的金属敲击声、合成器脉冲、风声、桥板吱嘎声、雨声质感、拉链声和脚步溅水声共同构成节奏。每一个硬切、脚步落地、桥梁移动、拉链拉动、水滴撞击和头部转动都必须精确地落在鼓点或音乐重音上。音乐不是背景氛围;它是剪辑的主要引擎。 0–2秒:郁郁葱葱的亚马逊雨林山谷,沐浴在自然的晨光中,有绿色的树冠、大气薄雾,以及一座横跨流动河流上方的旧吊桥。双重构图:左侧站着一个较小的全身模特,身穿橙色Quechua夹克、深色徒步裤和登山靴;右侧占据主导的是一个大的正面半身肖像,兜帽放下,中央拉链和胸袋清晰可见。模特望向桥的另一侧,在1秒左右只有微妙的前进动作,同时音乐以低频脉冲和快速电子节奏进入。 2–4.5秒:一记沉重的鼓点硬切入吊桥穿越镜头。当模特走过桥梁时,正面半身特写,身后可见雨林和河流。风吹动周围的树叶和她的头发。风暴云在树冠上方聚集,第一滴雨水击中她的肩膀。自然光照亮她的脸、橙色兜帽和夹克上的水珠。每一滴雨的冲击都跟随快速的电子踩镲质感。 4.5–6.5秒:俯视跟踪镜头,拍摄模特穿过湿滑的木板桥面。木板之间可以看到河流。相机保持在她身体正上方近距离,展示橙色夹克、摆动的双臂、深色徒步裤、靴子和飞溅的水花。随着降雨加剧,她加速冲向对岸。每一次脚步落地都会向外溅起水花并触发一个短促的金属重音。 6.5–9秒:留在真实的雨林环境中。水珠停留在橙色防水织物上并沿着接缝滑动;中央拉链、黑色胸袋、兜帽和袖口在自然光下闪烁。模特拉起兜帽,调整紧度,并在继续穿过桥梁时拉上拉链,每个动作都落在清晰的金属节拍和合成器脉冲上。 9–12秒:雨林侧面奔跑广角镜头。使用透过树冠过滤的漫射自然光,包裹着身体和雨雾。模特从左向右跑向对岸;登山靴、潮湿的地面反射、热带树叶和飘散的薄雾短暂闪现。当她进入丛林小径时,吊桥在她身后远去。音乐转入更密集的鼓点,画面剪切跟随她的跑步节奏。 12–16秒:雨中肖像特写。四分之三侧面脸,兜帽戴上,长栗棕色头发在风中自然摆动。雨水覆盖橙色兜帽和肩膀。她的面部特征与参考肖像保持一致。夹克上的一个小Quechua标志可见但不显眼。密集的水珠覆盖织物,雨线划过背景。模特缓慢地将头转向小径,转头的结束落在一记深沉的低音鼓点上。 16–20秒:防水细节高潮。橙色肩部水珠、袖口、垂直胸袋、中央拉链、兜帽接缝和夹克调节细节的极端特写。水形成圆形液滴并从表面滚落;自然光在织物纹理上游走,同时夹克保持哑光和拒水性。编辑变得更快,交替展示水珠、拉链、兜帽调整和靴子溅水冲击,均在节拍上。 20–24秒:将整个部分保持在被雨浸透的亚马逊雨林内。交错剪辑脚步溅水、侧面奔跑剪影、橙色织物水珠、从热带树叶落下的雨水、肩缝和拉链细节。随着低音鼓、电子踩镲和打击乐变得更加密集,剪切在模特的锐利侧脸、虚焦的肩膀、靴子溅水和宏观织物液滴之间快速移动。她穿过最后一段植被,出现在一个小空地上。 24–27秒:主要半身英雄姿态。模特站在雨林空地的中心稍偏右位置,兜帽戴上,周围环绕着茂密的绿色植物,远处可见一座旧吊桥。兜帽戴好,她带着自信、平静的表情直视镜头。光线柔和但富有戏剧性,突出了橙色夹克上的水滴。音乐达到峰值强度,带有层叠的合成器和强劲的节拍。
The IKEA logo lies flat, looking like an unassembled table. The table stands up upside down from the box, mimicking how we assemble it by attaching legs first. The extra cam lock (®) rolls away; the table gets up to chase it. After failing to catch it, the table slaps back into the box, returning to being the logo. Everyone who has assembled IKEA furniture knows this feeling: you finish reading the manual, the table is built, but there's still one part left in your hand. This film is dedicated to that moment. Unofficial creative exercise; logo and trademarks belong to Inter IKEA Systems, no affiliation with the brand. Created by lemo-wake using Claude Opus 5.5.
Create a heartwarming, funny 3D animated scene inside a colorful supermarket candy aisle. A cute little toddler girl with big expressive brown eyes, curly dark hair decorated with blue flower clips, a white floral shirt, and a blue denim overall dress is shopping with her older sister, a young girl wearing a white “Good Days” sweatshirt, blue jeans, and white sneakers. The toddler spots a chocolate bar on the shelf and excitedly reaches for it. Her older sister bends down to help her, but the toddler suddenly loses her balance and comically falls backward onto the shiny supermarket floor, kicking her little legs in surprise. The chocolate bar drops beside her. Her sister reacts with concern and amusement, kneels down, and helps her get back up. The toddler looks adorably shocked with wide eyes and a funny expression before happily holding her sister’s hand as they walk away together. Visual Style: High-quality Pixar-inspired 3D animation, adorable character designs, expressive facial emotions, realistic supermarket shelves filled with colorful chocolates and snacks, warm ceiling lights, glossy tiled floor, cinematic lighting, detailed textures, smooth natural movements, and family-friendly humor. Camera Direction: Start with a full-body shot of both sisters, cut to a close-up of the toddler reaching for chocolate, capture the funny fall from a low-angle wide shot, show a close-up of her surprised face, and finish with a full-body shot of both sisters walking hand in hand. Duration: 12 seconds Aspect Ratio: 9:16 vertical Quality: 4K, smooth animation, consistent characters, seamless scene transitions, no flickering, no distorted anatomy, and no extra limbs.
Build a simulation of a 9-cylinder radial engine in Three.js. Include cutaway view of cylinders, master rod and articulated rods, variable-pitch propeller, and real-time updates for RPM, torque, and pressure. Add controls for start, throttle, and magneto. Allow orbiting, exploding the view, and observing mechanics.
Design and create a deeply intricate, highly detailed voxel art scene of a ship navigating a dynamic ocean inside a glass bottle. Feature rich, colorful voxels, realistic wave physics, and varied landscapes with tiny, interesting props. Every single element—from the water and ship to the surrounding details—must be fully encapsulated inside the bottle with stunning lighting and depth.
A confident, attractive woman from Image 1 holds the product from Image 2 for a presentation. Preserve the product’s exact appearance, design, colors, and details without alterations. Generate natural English dialogue suited to the scenario, with realistic expressions and smooth movements.
<role> you are a principal motion designer and real-time graphics engineer. you make product launch films entirely in three.js, every frame code, to the standard of the brand's own films. you prove quality with measurements and independent critics, not adjectives. </role> <brief> - the product, and the 3-5 facts the film may state (verbatim, nothing invented) - the reference film to beat - length, aspect and resolution - never show: [logos, people, footage you don't own] </brief> <study> read the reference frame by frame and turn it into numbers: cut rhythm, camera speeds, the hero motion curve, type size and timing, stage colour. those numbers are the bar. measure it, never copy it. </study> <build> - storyboard first: one table of time, shot, what it proves and the cut out. 2-3 s per shot, and frame 0 is already the money shot - one seek clock: every pixel is a pure function of time - build every element (the device, its screen ui, each shot, the type) alone in its own lab before it joins the film - the screen ui is code, the type is drawn on canvas, and every threshold is a crossfade (hard ones flash for a frame) </build> <loop> - builder and critic are always separate agents. the critic starts fresh every round, judges the rendered frames against the reference, scores them and names the single biggest gap. the builder fixes only that - blind test: mix your frames with the reference's. if a judge can tell which is which, it isn't done - wow gate: split the film into 3 s windows. every one must be a yes </loop> <sound> - one real track, lined up so its own final hit lands on the end card and played as one continuous piece. cut on its beat - a clean, real sound on every small move, with the hero moments clearly audible - music quiet (about -34 lufs), and always a music-only version </sound> <qa> render at 60fps and measure frozen frames, one-frame pops, black frames and loudness. then watch it like the client would: empty space, text over text, labels that lie, shots that linger. </qa>
You are the senior motion designer, product designer and Remotion engineer for Taxtello. Your task is to create a genuinely premium, Apple-level product film for Taxtello. This is NOT a generic SaaS explainer. This is NOT a
build a cinematic 3D animation that explains how a Tesla-style electric motor works
I had Claude Code (Opus 5.5) create a 3D diagram of a piston and crank moving in Three.js overnight from a one-line request. The work took 8 minutes. ■ What was created - Piston, connecting rod, crank (main shaft, arm, pin, flywheel), transparent cylinder, head, spark plug, flame in the combustion chamber - A vertical 1080x1920 @ 30fps video, 32 seconds long, using Remotion - No image assets were used at all. Parts and flames are all drawn with code. ■ How it works - The height of the piston and the angle of the connecting rod are calculated every frame using formulas based on the crank's angle. - Since it's a 4-stroke engine, the combustion chamber lights up only once every 720°, right after top dead center. - The lines for part labels are drawn by projecting 3D points onto the screen using the same camera. So even if you rotate or zoom around, the lines correctly point to the parts. ■ How to make it (3 steps) 1. The request was just one line: "Make a rotatable and zoomable 3D diagram of piston and crank movement in Three.js" 2. Assemble it using only the pre-installed @remotion/three and @react-three/fiber. No additional installations. 3. Check intermediate still images 3 times, fix the orientation of the piston rings, camera distance and height, and overlapping of labels and graphs before exporting. Even with headless rendering (--gl=angle), the 3D model comes out as is, and the export finished in one go. ■ Notes - I didn't install or try the 'Anatomy' skill from the original post. I just assembled it with my local Three.js setup. - The flame is made of semi-transparent glowing cylinders and point lights. I didn't do WebGL shader-based fire, water, or plasma like the original post. - The counterweights on the crank have simplified shapes, so depending on the angle, some frames may look like dark boards. - Viewers cannot rotate or zoom themselves. The camera moves within the video to show different angles.
A marble statue entirely coded in a single HTML file. Subject: The Veiled Lady (1854) by Strazza.
The IKEA logo lies flat, looking like an unassembled table. The table stands up upside down from the box, mimicking how we assemble it by attaching legs first. The extra cam lock (®) rolls away; the table gets up to chase it. After failing to catch it, the table slaps back into the box, returning to being the logo. Everyone who has assembled IKEA furniture knows this feeling: you finish reading the manual, the table is built, but there's still one part left in your hand. This film is dedicated to that moment. Unofficial creative exercise; logo and trademarks belong to Inter IKEA Systems, no affiliation with the brand. Created by lemo-wake using Claude Opus 5.5.
Build "Gummy Bears" - a single self-contained HTML file (three.js from a CDN is the only dependency): a handful of translucent gummy bears on a white table that you can grab, stretch, squash, throw and pour. The bears - Classic gummy bear silhouette: round head with two ears, short snout, plump body, stubby arms and legs, tiny molded eyes and nose - Every part melts smoothly into the next - build the body as an implicit surface (metaballs / marching cubes), not separate spheres - Material: real gummy candy. Translucent with transmission and refraction, colored light absorption that gets deeper in thick parts, glossy clearcoat with sharp highlights - Colors: cherry red, orange, lemon yellow, apple green, clear pineapple - Soft colored shadow under each bear, tinted by the bear's own color Physics (this is the whole point - it must feel like jelly, not plastic) - Each bear is a soft body: mass points for head, ears, snout, body, belly, hands and feet, held together by volume-preserving shape matching - Limbs and neck are rendered as stretchy strands between points, getting thinner as they stretch - Grab any part and pull: it stretches like rubber, the rest of the bear leans after it, on release it snaps back with a damped wobble - Pull the head up: the neck stretches, the body follows, on release the bear squashes and hops - Press down on the head: the bear pancakes, bulges sideways, then launches itself back up - Throw a bear: it flies, squashes on landing, bounces and pushes other bears out of the way - Bears collide with each other and never pass through one another - Idle bears do small random hops with squash and stretch - "Pour more bears" drops a handful from above into a wobbling, jiggling pile UI - Editorial product-page style on a white background. Large italic serif title "Gummy / Bears.", a short subtitle, a minimal card on the right with flavor swatches, a wobble slider, live "Stretch" and "Bounces" readouts and a "Pour more bears" button - A subtle circular cursor that grows while grabbing - ACES tone mapping, environment reflections, soft key and back light. Smooth 60fps
Build an extraordinarily beautiful, fully animated 3D mechanical butterfly automaton in ONE complete, copy-pasteable HTML file using Three.js/WebGL. Return the entire HTML in one code block. Include all CSS and JavaScript. No explanations or external model assets.
Build a video of the new roadster with a Speed a racer Mach 5 steering wheel and pushing a button makes it jump over speed bumps
Create a premium 15-second motion-design advertisement for **MemeReply**, a web app that turns X (Twitter) posts into funny, customized memes. **Visual style:** High-end software product launch commercial. Inspired by Linear, Raycast, and polished Apple-style UI animations.
Create an interactive, rotating four-stroke engine animation. Model 93 individual parts and use shaders to simulate flame within the cylinders. Then, generate a 47-second video output from this animation.
Create a 3D ad for Real Juice Can Apple Flavor using Blender. Use the attached reference image from Pinterest to guide the design. Animate the product with realistic lighting and camera movements suitable for a commercial spot.
Based on the new apple HomeView AI Siri table top screen, make a Grok version called Grok Blok with Cybertruck inspired design @grok
从[image1]、[image2]创建视频广告。使用输入的女性肖像来锁定模特身份:长直栗棕色头发,自然侧分,棕色眼睛,轮廓分明的眉毛,精致的面部特征,柔和的下颌线,温暖的自然肤色,冷静克制的表演广告气质。使用输入的产品图像来锁定服装:Quechua亮橙色防水技术夹克,雕塑感橙色兜帽带黑色衬里,中央黑色防水拉链,两个垂直黑色拉链胸袋,长袖,可调节袖口,技术面板结构,逼真的防水织物纹理,正宗的Quechua品牌标识。模特穿着深色徒步裤、实用的登山靴和一个紧凑的户外背包。所有可见文字必须仅为英文,且唯一可见的品牌为Quechua。 这部影片是一则30秒的户外冒险商业广告。影像语言自然、具有电影感和高级感,但音乐必须充满动感:令人振奋的电子节奏,大约124–132 BPM,包含深沉的低音鼓、快速的电子踩镲、短促的金属敲击声、合成器脉冲、风声、桥板吱嘎声、雨声质感、拉链声和脚步溅水声共同构成节奏。每一个硬切、脚步落地、桥梁移动、拉链拉动、水滴撞击和头部转动都必须精确地落在鼓点或音乐重音上。音乐不是背景氛围;它是剪辑的主要引擎。 0–2秒:郁郁葱葱的亚马逊雨林山谷,沐浴在自然的晨光中,有绿色的树冠、大气薄雾,以及一座横跨流动河流上方的旧吊桥。双重构图:左侧站着一个较小的全身模特,身穿橙色Quechua夹克、深色徒步裤和登山靴;右侧占据主导的是一个大的正面半身肖像,兜帽放下,中央拉链和胸袋清晰可见。模特望向桥的另一侧,在1秒左右只有微妙的前进动作,同时音乐以低频脉冲和快速电子节奏进入。 2–4.5秒:一记沉重的鼓点硬切入吊桥穿越镜头。当模特走过桥梁时,正面半身特写,身后可见雨林和河流。风吹动周围的树叶和她的头发。风暴云在树冠上方聚集,第一滴雨水击中她的肩膀。自然光照亮她的脸、橙色兜帽和夹克上的水珠。每一滴雨的冲击都跟随快速的电子踩镲质感。 4.5–6.5秒:俯视跟踪镜头,拍摄模特穿过湿滑的木板桥面。木板之间可以看到河流。相机保持在她身体正上方近距离,展示橙色夹克、摆动的双臂、深色徒步裤、靴子和飞溅的水花。随着降雨加剧,她加速冲向对岸。每一次脚步落地都会向外溅起水花并触发一个短促的金属重音。 6.5–9秒:留在真实的雨林环境中。水珠停留在橙色防水织物上并沿着接缝滑动;中央拉链、黑色胸袋、兜帽和袖口在自然光下闪烁。模特拉起兜帽,调整紧度,并在继续穿过桥梁时拉上拉链,每个动作都落在清晰的金属节拍和合成器脉冲上。 9–12秒:雨林侧面奔跑广角镜头。使用透过树冠过滤的漫射自然光,包裹着身体和雨雾。模特从左向右跑向对岸;登山靴、潮湿的地面反射、热带树叶和飘散的薄雾短暂闪现。当她进入丛林小径时,吊桥在她身后远去。音乐转入更密集的鼓点,画面剪切跟随她的跑步节奏。 12–16秒:雨中肖像特写。四分之三侧面脸,兜帽戴上,长栗棕色头发在风中自然摆动。雨水覆盖橙色兜帽和肩膀。她的面部特征与参考肖像保持一致。夹克上的一个小Quechua标志可见但不显眼。密集的水珠覆盖织物,雨线划过背景。模特缓慢地将头转向小径,转头的结束落在一记深沉的低音鼓点上。 16–20秒:防水细节高潮。橙色肩部水珠、袖口、垂直胸袋、中央拉链、兜帽接缝和夹克调节细节的极端特写。水形成圆形液滴并从表面滚落;自然光在织物纹理上游走,同时夹克保持哑光和拒水性。编辑变得更快,交替展示水珠、拉链、兜帽调整和靴子溅水冲击,均在节拍上。 20–24秒:将整个部分保持在被雨浸透的亚马逊雨林内。交错剪辑脚步溅水、侧面奔跑剪影、橙色织物水珠、从热带树叶落下的雨水、肩缝和拉链细节。随着低音鼓、电子踩镲和打击乐变得更加密集,剪切在模特的锐利侧脸、虚焦的肩膀、靴子溅水和宏观织物液滴之间快速移动。她穿过最后一段植被,出现在一个小空地上。 24–27秒:主要半身英雄姿态。模特站在雨林空地的中心稍偏右位置,兜帽戴上,周围环绕着茂密的绿色植物,远处可见一座旧吊桥。兜帽戴好,她带着自信、平静的表情直视镜头。光线柔和但富有戏剧性,突出了橙色夹克上的水滴。音乐达到峰值强度,带有层叠的合成器和强劲的节拍。
Create a heartwarming, funny 3D animated scene inside a colorful supermarket candy aisle. A cute little toddler girl with big expressive brown eyes, curly dark hair decorated with blue flower clips, a white floral shirt, and a blue denim overall dress is shopping with her older sister, a young girl wearing a white “Good Days” sweatshirt, blue jeans, and white sneakers. The toddler spots a chocolate bar on the shelf and excitedly reaches for it. Her older sister bends down to help her, but the toddler suddenly loses her balance and comically falls backward onto the shiny supermarket floor, kicking her little legs in surprise. The chocolate bar drops beside her. Her sister reacts with concern and amusement, kneels down, and helps her get back up. The toddler looks adorably shocked with wide eyes and a funny expression before happily holding her sister’s hand as they walk away together. Visual Style: High-quality Pixar-inspired 3D animation, adorable character designs, expressive facial emotions, realistic supermarket shelves filled with colorful chocolates and snacks, warm ceiling lights, glossy tiled floor, cinematic lighting, detailed textures, smooth natural movements, and family-friendly humor. Camera Direction: Start with a full-body shot of both sisters, cut to a close-up of the toddler reaching for chocolate, capture the funny fall from a low-angle wide shot, show a close-up of her surprised face, and finish with a full-body shot of both sisters walking hand in hand. Duration: 12 seconds Aspect Ratio: 9:16 vertical Quality: 4K, smooth animation, consistent characters, seamless scene transitions, no flickering, no distorted anatomy, and no extra limbs.
Build a simulation of a 9-cylinder radial engine in Three.js. Include cutaway view of cylinders, master rod and articulated rods, variable-pitch propeller, and real-time updates for RPM, torque, and pressure. Add controls for start, throttle, and magneto. Allow orbiting, exploding the view, and observing mechanics.
Build an extraordinarily beautiful, fully animated 3D mechanical butterfly automaton in ONE complete, copy-pasteable HTML file using Three.js/WebGL. Return the entire HTML in one code block. Include all CSS and JavaScript. No explanations or external model assets.
<role> you are a principal motion designer and real-time graphics engineer. you make product launch films entirely in three.js, every frame code, to the standard of the brand's own films. you prove quality with measurements and independent critics, not adjectives. </role> <brief> - the product, and the 3-5 facts the film may state (verbatim, nothing invented) - the reference film to beat - length, aspect and resolution - never show: [logos, people, footage you don't own] </brief> <study> read the reference frame by frame and turn it into numbers: cut rhythm, camera speeds, the hero motion curve, type size and timing, stage colour. those numbers are the bar. measure it, never copy it. </study> <build> - storyboard first: one table of time, shot, what it proves and the cut out. 2-3 s per shot, and frame 0 is already the money shot - one seek clock: every pixel is a pure function of time - build every element (the device, its screen ui, each shot, the type) alone in its own lab before it joins the film - the screen ui is code, the type is drawn on canvas, and every threshold is a crossfade (hard ones flash for a frame) </build> <loop> - builder and critic are always separate agents. the critic starts fresh every round, judges the rendered frames against the reference, scores them and names the single biggest gap. the builder fixes only that - blind test: mix your frames with the reference's. if a judge can tell which is which, it isn't done - wow gate: split the film into 3 s windows. every one must be a yes </loop> <sound> - one real track, lined up so its own final hit lands on the end card and played as one continuous piece. cut on its beat - a clean, real sound on every small move, with the hero moments clearly audible - music quiet (about -34 lufs), and always a music-only version </sound> <qa> render at 60fps and measure frozen frames, one-frame pops, black frames and loudness. then watch it like the client would: empty space, text over text, labels that lie, shots that linger. </qa>
Create a 3D ad for Real Juice Can Apple Flavor using Blender. Use the attached reference image from Pinterest to guide the design. Animate the product with realistic lighting and camera movements suitable for a commercial spot.
A marble statue entirely coded in a single HTML file. Subject: The Veiled Lady (1854) by Strazza.
从[image1]、[image2]创建视频广告。使用输入的女性肖像来锁定模特身份:长直栗棕色头发,自然侧分,棕色眼睛,轮廓分明的眉毛,精致的面部特征,柔和的下颌线,温暖的自然肤色,冷静克制的表演广告气质。使用输入的产品图像来锁定服装:Quechua亮橙色防水技术夹克,雕塑感橙色兜帽带黑色衬里,中央黑色防水拉链,两个垂直黑色拉链胸袋,长袖,可调节袖口,技术面板结构,逼真的防水织物纹理,正宗的Quechua品牌标识。模特穿着深色徒步裤、实用的登山靴和一个紧凑的户外背包。所有可见文字必须仅为英文,且唯一可见的品牌为Quechua。 这部影片是一则30秒的户外冒险商业广告。影像语言自然、具有电影感和高级感,但音乐必须充满动感:令人振奋的电子节奏,大约124–132 BPM,包含深沉的低音鼓、快速的电子踩镲、短促的金属敲击声、合成器脉冲、风声、桥板吱嘎声、雨声质感、拉链声和脚步溅水声共同构成节奏。每一个硬切、脚步落地、桥梁移动、拉链拉动、水滴撞击和头部转动都必须精确地落在鼓点或音乐重音上。音乐不是背景氛围;它是剪辑的主要引擎。 0–2秒:郁郁葱葱的亚马逊雨林山谷,沐浴在自然的晨光中,有绿色的树冠、大气薄雾,以及一座横跨流动河流上方的旧吊桥。双重构图:左侧站着一个较小的全身模特,身穿橙色Quechua夹克、深色徒步裤和登山靴;右侧占据主导的是一个大的正面半身肖像,兜帽放下,中央拉链和胸袋清晰可见。模特望向桥的另一侧,在1秒左右只有微妙的前进动作,同时音乐以低频脉冲和快速电子节奏进入。 2–4.5秒:一记沉重的鼓点硬切入吊桥穿越镜头。当模特走过桥梁时,正面半身特写,身后可见雨林和河流。风吹动周围的树叶和她的头发。风暴云在树冠上方聚集,第一滴雨水击中她的肩膀。自然光照亮她的脸、橙色兜帽和夹克上的水珠。每一滴雨的冲击都跟随快速的电子踩镲质感。 4.5–6.5秒:俯视跟踪镜头,拍摄模特穿过湿滑的木板桥面。木板之间可以看到河流。相机保持在她身体正上方近距离,展示橙色夹克、摆动的双臂、深色徒步裤、靴子和飞溅的水花。随着降雨加剧,她加速冲向对岸。每一次脚步落地都会向外溅起水花并触发一个短促的金属重音。 6.5–9秒:留在真实的雨林环境中。水珠停留在橙色防水织物上并沿着接缝滑动;中央拉链、黑色胸袋、兜帽和袖口在自然光下闪烁。模特拉起兜帽,调整紧度,并在继续穿过桥梁时拉上拉链,每个动作都落在清晰的金属节拍和合成器脉冲上。 9–12秒:雨林侧面奔跑广角镜头。使用透过树冠过滤的漫射自然光,包裹着身体和雨雾。模特从左向右跑向对岸;登山靴、潮湿的地面反射、热带树叶和飘散的薄雾短暂闪现。当她进入丛林小径时,吊桥在她身后远去。音乐转入更密集的鼓点,画面剪切跟随她的跑步节奏。 12–16秒:雨中肖像特写。四分之三侧面脸,兜帽戴上,长栗棕色头发在风中自然摆动。雨水覆盖橙色兜帽和肩膀。她的面部特征与参考肖像保持一致。夹克上的一个小Quechua标志可见但不显眼。密集的水珠覆盖织物,雨线划过背景。模特缓慢地将头转向小径,转头的结束落在一记深沉的低音鼓点上。 16–20秒:防水细节高潮。橙色肩部水珠、袖口、垂直胸袋、中央拉链、兜帽接缝和夹克调节细节的极端特写。水形成圆形液滴并从表面滚落;自然光在织物纹理上游走,同时夹克保持哑光和拒水性。编辑变得更快,交替展示水珠、拉链、兜帽调整和靴子溅水冲击,均在节拍上。 20–24秒:将整个部分保持在被雨浸透的亚马逊雨林内。交错剪辑脚步溅水、侧面奔跑剪影、橙色织物水珠、从热带树叶落下的雨水、肩缝和拉链细节。随着低音鼓、电子踩镲和打击乐变得更加密集,剪切在模特的锐利侧脸、虚焦的肩膀、靴子溅水和宏观织物液滴之间快速移动。她穿过最后一段植被,出现在一个小空地上。 24–27秒:主要半身英雄姿态。模特站在雨林空地的中心稍偏右位置,兜帽戴上,周围环绕着茂密的绿色植物,远处可见一座旧吊桥。兜帽戴好,她带着自信、平静的表情直视镜头。光线柔和但富有戏剧性,突出了橙色夹克上的水滴。音乐达到峰值强度,带有层叠的合成器和强劲的节拍。
Build "Gummy Bears" - a single self-contained HTML file (three.js from a CDN is the only dependency): a handful of translucent gummy bears on a white table that you can grab, stretch, squash, throw and pour. The bears - Classic gummy bear silhouette: round head with two ears, short snout, plump body, stubby arms and legs, tiny molded eyes and nose - Every part melts smoothly into the next - build the body as an implicit surface (metaballs / marching cubes), not separate spheres - Material: real gummy candy. Translucent with transmission and refraction, colored light absorption that gets deeper in thick parts, glossy clearcoat with sharp highlights - Colors: cherry red, orange, lemon yellow, apple green, clear pineapple - Soft colored shadow under each bear, tinted by the bear's own color Physics (this is the whole point - it must feel like jelly, not plastic) - Each bear is a soft body: mass points for head, ears, snout, body, belly, hands and feet, held together by volume-preserving shape matching - Limbs and neck are rendered as stretchy strands between points, getting thinner as they stretch - Grab any part and pull: it stretches like rubber, the rest of the bear leans after it, on release it snaps back with a damped wobble - Pull the head up: the neck stretches, the body follows, on release the bear squashes and hops - Press down on the head: the bear pancakes, bulges sideways, then launches itself back up - Throw a bear: it flies, squashes on landing, bounces and pushes other bears out of the way - Bears collide with each other and never pass through one another - Idle bears do small random hops with squash and stretch - "Pour more bears" drops a handful from above into a wobbling, jiggling pile UI - Editorial product-page style on a white background. Large italic serif title "Gummy / Bears.", a short subtitle, a minimal card on the right with flavor swatches, a wobble slider, live "Stretch" and "Bounces" readouts and a "Pour more bears" button - A subtle circular cursor that grows while grabbing - ACES tone mapping, environment reflections, soft key and back light. Smooth 60fps
A confident, attractive woman from Image 1 holds the product from Image 2 for a presentation. Preserve the product’s exact appearance, design, colors, and details without alterations. Generate natural English dialogue suited to the scenario, with realistic expressions and smooth movements.
Create an interactive, rotating four-stroke engine animation. Model 93 individual parts and use shaders to simulate flame within the cylinders. Then, generate a 47-second video output from this animation.
build a cinematic 3D animation that explains how a Tesla-style electric motor works
I had Claude Code (Opus 5.5) create a 3D diagram of a piston and crank moving in Three.js overnight from a one-line request. The work took 8 minutes. ■ What was created - Piston, connecting rod, crank (main shaft, arm, pin, flywheel), transparent cylinder, head, spark plug, flame in the combustion chamber - A vertical 1080x1920 @ 30fps video, 32 seconds long, using Remotion - No image assets were used at all. Parts and flames are all drawn with code. ■ How it works - The height of the piston and the angle of the connecting rod are calculated every frame using formulas based on the crank's angle. - Since it's a 4-stroke engine, the combustion chamber lights up only once every 720°, right after top dead center. - The lines for part labels are drawn by projecting 3D points onto the screen using the same camera. So even if you rotate or zoom around, the lines correctly point to the parts. ■ How to make it (3 steps) 1. The request was just one line: "Make a rotatable and zoomable 3D diagram of piston and crank movement in Three.js" 2. Assemble it using only the pre-installed @remotion/three and @react-three/fiber. No additional installations. 3. Check intermediate still images 3 times, fix the orientation of the piston rings, camera distance and height, and overlapping of labels and graphs before exporting. Even with headless rendering (--gl=angle), the 3D model comes out as is, and the export finished in one go. ■ Notes - I didn't install or try the 'Anatomy' skill from the original post. I just assembled it with my local Three.js setup. - The flame is made of semi-transparent glowing cylinders and point lights. I didn't do WebGL shader-based fire, water, or plasma like the original post. - The counterweights on the crank have simplified shapes, so depending on the angle, some frames may look like dark boards. - Viewers cannot rotate or zoom themselves. The camera moves within the video to show different angles.
The IKEA logo lies flat, looking like an unassembled table. The table stands up upside down from the box, mimicking how we assemble it by attaching legs first. The extra cam lock (®) rolls away; the table gets up to chase it. After failing to catch it, the table slaps back into the box, returning to being the logo. Everyone who has assembled IKEA furniture knows this feeling: you finish reading the manual, the table is built, but there's still one part left in your hand. This film is dedicated to that moment. Unofficial creative exercise; logo and trademarks belong to Inter IKEA Systems, no affiliation with the brand. Created by lemo-wake using Claude Opus 5.5.
Design and create a deeply intricate, highly detailed voxel art scene of a ship navigating a dynamic ocean inside a glass bottle. Feature rich, colorful voxels, realistic wave physics, and varied landscapes with tiny, interesting props. Every single element—from the water and ship to the surrounding details—must be fully encapsulated inside the bottle with stunning lighting and depth.
Build a video of the new roadster with a Speed a racer Mach 5 steering wheel and pushing a button makes it jump over speed bumps
Create a premium 15-second motion-design advertisement for **MemeReply**, a web app that turns X (Twitter) posts into funny, customized memes. **Visual style:** High-end software product launch commercial. Inspired by Linear, Raycast, and polished Apple-style UI animations.
You are the senior motion designer, product designer and Remotion engineer for Taxtello. Your task is to create a genuinely premium, Apple-level product film for Taxtello. This is NOT a generic SaaS explainer. This is NOT a
Based on the new apple HomeView AI Siri table top screen, make a Grok version called Grok Blok with Cybertruck inspired design @grok
Create a heartwarming, funny 3D animated scene inside a colorful supermarket candy aisle. A cute little toddler girl with big expressive brown eyes, curly dark hair decorated with blue flower clips, a white floral shirt, and a blue denim overall dress is shopping with her older sister, a young girl wearing a white “Good Days” sweatshirt, blue jeans, and white sneakers. The toddler spots a chocolate bar on the shelf and excitedly reaches for it. Her older sister bends down to help her, but the toddler suddenly loses her balance and comically falls backward onto the shiny supermarket floor, kicking her little legs in surprise. The chocolate bar drops beside her. Her sister reacts with concern and amusement, kneels down, and helps her get back up. The toddler looks adorably shocked with wide eyes and a funny expression before happily holding her sister’s hand as they walk away together. Visual Style: High-quality Pixar-inspired 3D animation, adorable character designs, expressive facial emotions, realistic supermarket shelves filled with colorful chocolates and snacks, warm ceiling lights, glossy tiled floor, cinematic lighting, detailed textures, smooth natural movements, and family-friendly humor. Camera Direction: Start with a full-body shot of both sisters, cut to a close-up of the toddler reaching for chocolate, capture the funny fall from a low-angle wide shot, show a close-up of her surprised face, and finish with a full-body shot of both sisters walking hand in hand. Duration: 12 seconds Aspect Ratio: 9:16 vertical Quality: 4K, smooth animation, consistent characters, seamless scene transitions, no flickering, no distorted anatomy, and no extra limbs.