The first frame of the final animated Blender shot.
The same frame-one geometry rendered in white clay with a faint mesh wireframe.
Concept art generated from the first frame: a young traveller with a glowing lantern on a blue-green forest path.
The original generated character design. The generated 3D character rotates and moves from its rest pose into the animated pose as you scroll. The fitted painted backpack falls into place. The boy posed in his cautious lantern-carrying performance. The glowing lantern settles into his hand. The character settles into the first frame of the final shot. Scroll to move through the performance created by a 3D generative animation model, rendered with the final painted materials.
A COMPLETELY ART DIRECTABLE AI BUILT BLENDER SHOT · HUMAN + CODEX + ASTRA

dark
forest.

From generated assets
to an animated Blender shot.

SCROLL DOWN TO SEE THE MAKING OF Watch the shot
01 / CONCEPT

Defining the
visual direction.

Define a painted anime look: expressive brushwork, simplified shapes, cool forest shadows and warm lantern light. With human direction, Codex + Astra organise asset generation, Blender scene building and render iterations.

CONCEPT DEVELOPMENT · IMAGEGEN
02 / CHARACTER DESIGN

Generating
character views.

A small traveller in a vast forest. Generated front, back and angled views define a consistent character before building his volume.

FOUR GENERATED VIEWS
03 / IMAGE TO 3D

Generating
the 3D model.

A 3D generative model turns the views into a textured mesh. In Blender, it gains scale, a fitted rig and a painted surface that can move.

04 / CHARACTER SETUP

Rigging
and posing.

The textured mesh is fitted to a skeleton in Blender. Skinning and pose corrections prepare the shoulders, arms and hands for the lantern-carrying animation.

3D GENERATIVE ANIMATION MODEL · FITTED BLENDER RIG
05 / EQUIPMENT

Generating
the backpack.

A generated canvas-and-leather backpack is fitted to his body. The straps follow the rig; the painted marks follow the surface.

06 / EQUIPMENT

Generating
the lantern.

The lantern settles into his hand. Its glow, painted surface and warm light move together. The final finger grip is authored in Blender.

07 / MOTION

Generating
animation.

Walk. Slow down. Turn all the way back. Hold. Continue. A 3D generative animation model generates the performance. Timing, pose and emotion are controlled by the artist completely directing the ai model.

00:00
00:28
SCROLL TO MOVE THROUGH THE PERFORMANCE
08 / SCENE ASSEMBLY

Assembling
the environment.

Terrain, generated conifers, painted boulders and deadfall build the forest around a clear walking path. The assets share one scale, perspective and lighting setup in Blender.

EDITABLE TERRAIN · BLENDER
09 / ENVIRONMENT ASSETS

Generating
the trees.

A 3D generative model turns ImageGen views into conifer meshes. Painted materials and surface brushstrokes define the look; varied instances build the canopy and distant tree line.

10 / ENVIRONMENT ASSETS

Generating
the boulders.

A generated stone mesh becomes irregular outcrops. Blender varies scale, rotation and burial depth; painted surfaces and moss connect the rocks to the hillside.

11 / ENVIRONMENT ASSETS

Stump + trunk
assembly.

Two generated assets form the deadfall: a gnarled stump and a broken, hollow trunk. Painted surfaces and brush geometry preserve their texture; moss, branches and debris join them to the ground.

12 / BACKGROUND CHARACTERS

Building
the monsters.

Six small forest spirits are built in Blender and placed behind the boulder banks. Solid heads, glowing eyes, independent blinks and head movement give the background its own animation.

13 / PAINTED SURFACES

Applying
the painted look.

The base textured meshes gain stylised shading and surface-following brushstrokes. Scroll to compare the original materials with the complete painted treatment, using the same frame-one camera and lights.

  1. Base materials
  2. Painted finish
PAINTED SHADERS · CURVES + MESH BRUSHWORK
14 / LIGHTING AND RENDERING

Lighting
and rendering.

A neutral white material reveals the actual 3D geometry, depth and cast shadows.

  1. White clay
  2. Forest light
  3. + Moonlight
  4. + Lantern light
FRAME 01 · WHITE CLAY + THREE LIGHTING STATES
15 / FINAL SHOT

The final animation.

28 seconds · 24 fps camera · 12 fps poses.

CODEX + ASTRA · IMAGEGEN · 3D GENERATIVE MODEL · 3D GENERATIVE ANIMATION MODEL · BLENDER

Human direction. Generated assets and motion. An editable Blender shot.

Start again ↑
MADE WITH CODEX + ASTRAKEEP SCROLLING
THE PIECES OF THE WORLD

The scene assets.

SHOT MATERIALS · BLENDER TURNTABLE360°
Blender render of the generated boy model, front view.
DRAG TO TURN
CHARACTER / 3D GENERATIVE MODEL

The traveller.

A small silhouette with a readable face, simple clothing and room for a performance. Four generated views became a textured 3D character.

Started as
Four ImageGen views
Made real with
3D generative model → Blender
In the shot
Fitted rig, skinning and surface brushstrokes

The actual scene assets and painted surfaces, with inspection lighting that reveals their texture and form.