用 Opus 5.5 给魔兽式团本 BOSS 做角色动画
作者做每周更新的三人团本 World First,Grok 4.7 画 HUD,Opus 5.5 基于已有模型骨骼给 BOSS 和角色做动画,效果不僵硬。
I'm making a raid called World First. Every Wednesday at noon UTC a new boss goes live. The first team of three to kill it gets the title, then the same thing for your region and your country. Grok 4.7 built the HUD. Opus 5.5 animated the characters from the rigs on the models I already had. I assumed the movement would look stiff, a mesh sliding around a cave. It doesn't. In the clip Velkhar banks while a Pyroblast is still charging, and I watched that part twice. The hard part is the boss that has to exist next Wednesday, and the one after that. A boss in this game is data: a name, a health pool, and mechanics the fight already knows how to run. The clock just picks the entry for that week. If I insert one in the middle of the list, every later Wednesday shifts, so a new boss has to be appended. Writing that by hand every week is how this stops. I'm trying to have an AI, run through Hermes, produce the next boss and its mechanics before noon. Lore is the easy half. A cone you can step out of, a pull, an air phase a group of three can actually read, that is the half that breaks. If Hermes writes a mechanic the game cannot execute, Wednesday is just a text file.