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Crazy AI Animation Workflow - Opus 5.5

Can It Code? · 2026-09-27 · ai-made · 52,810 views

▶ Watch on YouTube

Made by AI

Model: Claude Opus 5.5, Seedance 2.5, Tripo · Series: Agent-built game (video of the result)

Evidence: Description: 'the animals in the game were never animated by hand'; Opus 5.5 built and rigged the deer in Blender, then a script 'the AI wrote' matched the skeleton to a Seedance 2.5 video frame by frame.

Human role: Designed the experiment over three tries; episode 3 of a series building a survival game with AI.

Pipeline: Opus 5.5 (Blender rig + keyframes) → Tripo 3D model → side render → Seedance 2.5 video → AI-written script fits bones to the video outline, 97 frames per clip

Lore: code-not-generated

What's in the video

Description written by Gemini, which watched and listened to the whole video.

Summary
A developer from the channel Can It Code? demonstrates an experimental game-development pipeline for rigging and animating 3D animals using generative AI. Rather than animating by hand, the workflow combines 3D mesh generation (Tripo), video generation (Seedance 2.5), and LLM coding agents (Claude Opus 5.5 and GPT-6 Astra) to extract frame-by-frame skeletal motion from 2D AI videos onto 3D rigs in Blender.

What is shown

Claims & numbers

Notable quotes

Assessment
This is an authentic developer devlog and technical walkthrough detailing an experimental AI game asset pipeline. The video shows genuine Blender scripting, debugging workflows, and UI tools, transparently highlighting failures such as planar depth ambiguity, mesh penetration, and frame-rate cadence mismatch rather than overhyping the process.

Lyrics & themes
The video is a spoken-word technical devlog (non-musical narration) structured by pipeline iteration:

  1. Procedural Code Generation: Attempting pure code modeling and animation using LLMs in Blender ("Just let the AI build the deer itself in Blender, from code..." [00:43]).
  2. Hybrid 3D Mesh + AI Video Motion: Pivoting to Tripo for geometry and Seedance 2.5 for video motion capture ("What if we don't animate the deer at all, but just film it?" [02:33]).
  3. Computer Vision Rig Fitting: Solving single-camera tracking errors frame-by-frame ("For every frame, a script the AI wrote poses our model, renders it and compares it with the video..." [03:26]).
  4. Limits of 2D Video Tracking: Explaining monocular depth collapse when handling interactive props ("Whichever side you film from, some depth is always missing" [07:36]).

Lore & references

Visual style & craft
The video blends clean motion graphic diagrams (flowcharts, timeline markers, camera projection rays), screen recordings inside Blender, web UI captures of Seedance 2.5, and stylized split-screen side-by-side comparisons. Real-time engine footage shows a top-down meadow environment with stylized vegetation and dynamic animal behavioral circles. Visual indicators (outlines, skeletal overlays, and callout boxes) cleanly illustrate mesh clipping, frame discrepancies, and joint alignment.

Described by gemini-3.8-flash on 2026-09-29 from the video's audio and frames.

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