rewind✓

@rewind02

AI systems & workflows | Running distribution via AI UGC

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  1. rewind✓@rewind02
    Got my first repost from Elon Musk Honestly, it's inspiring when the world's first trillionaire reposts your content It feels like social proof that I should keep improving my content and myself as an expert X is the best platform for getting quality content noticed and selling services at a high ticket The repost feels great. Creating useful content feels better. Back to work
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    rewind @rewind02
    grokbot it's an agent with its own identity, its own computer, and it stays on when you're not here's what "active AI employee" actually looks like in the demo: - chief of staff agent - checks in on your other agents, reads your calendar, dispatches tasks to the right one automatically - shopping agent - logged into your accounts, books tickets, buys groceries, reports back - marketing agent - signed into your actual linkedin, browses your past posts for tone, then writes and publishes a new one on its own - engineering agents - self-triage bug reports, kick off cloud coding agents, come back with a pull request, a screenshot, and a video of the fix the interface isn't a dashboard, it's a chat - same shape as texting a coworker, no tool calls to babysit the number that matters more than any of the demos: grok 4.6 scored 70.8% on cursor bench at $2.81 a task, fable 5 max scored 70.5% at $17.32 same capability, 6x the cost difference - that's the unlock that makes running a fleet of these actually affordable instead of a novelty
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  2. rewind✓@rewind02
    grokbot it's an agent with its own identity, its own computer, and it stays on when you're not here's what "active AI employee" actually looks like in the demo: - chief of staff agent - checks in on your other agents, reads your calendar, dispatches tasks to the right one automatically - shopping agent - logged into your accounts, books tickets, buys groceries, reports back - marketing agent - signed into your actual linkedin, browses your past posts for tone, then writes and publishes a new one on its own - engineering agents - self-triage bug reports, kick off cloud coding agents, come back with a pull request, a screenshot, and a video of the fix the interface isn't a dashboard, it's a chat - same shape as texting a coworker, no tool calls to babysit the number that matters more than any of the demos: grok 4.6 scored 70.8% on cursor bench at $2.81 a task, fable 5 max scored 70.5% at $17.32 same capability, 6x the cost difference - that's the unlock that makes running a fleet of these actually affordable instead of a novelty
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  3. rewind✓@rewind02
    rewind
    RT @rewind02: Unity released an official plugin that lets Claude Code control the Unity editor... 32 skills written by unity’s own teams, plus a cli that drives your open editor: scenes, assets, play mode, builds, tests here’s how to set it up: - step 1: in claude code run /plugin marketplace add Unity-Technologies/unity-agent-plugin - step 2: then run /plugin install unity@unity-agent-plugin - step 3: install the unity cli: curl -fsSL | bash - step 4: with the editor closed, run unity pipeline install --project-path <your project> - step 5: open the editor and run unity status until it says ready - step 6: test it: “name the open scene and list its root objects. change nothing.” also works with codex and antigravity, not just claude code commit before every big request. the skills change your project directly and can run c# inside the editor
    rewind @rewind02
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  5. rewind✓@rewind02
    Posts @rewind02
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  6. rewind✓@rewind02
    rewind
    RT @rewind02: here’s how to build and animate a game character in blender with claude opus 5.5... a hooded hunter with a red cloak, 23 animations, and every clip checked against the concept art in one review scene building a review scene before building the clips. here’s the workflow: - step 1: connect opus 5.5 to blender through blender mcp, and send the concept art as the reference - step 2: opus builds the character part by part: boots > pants > tunic > cloak > head > hair - step 3: rig it in a separate pass, with extra bones for the cloak and the braid - step 4: animate one clip at a time: idle, turn, walk, run, then combat - step 5: add secondary motion: the cloak swings and settles after every stop and turn - step 6: build a review scene: neutral floor, fixed camera, the concept art pinned in the corner, clip name and number on screen (1/23) - step 7: have opus play every clip in the review scene and list what looks off before fixing anything - step 8: export one fbx with the rig, the mesh and every clip who does what: > the concept art: the target > opus 5.5: modeling, rigging, animation, review > blender: the scene, the rig, the timeline animate in a review scene, not in the game. same light, same floor, same camera every time, so the only thing that changes is the motion
    rewind @rewind02
    claude opus 5.5 can now build, rig and animate full 3d scenes inside blender... the trick is letting opus orchestrate instead of model, but there’s a smart way to set it up: - step 1: install blender 5.2.2 and the official blender mcp server - step 2: open claude, pick opus 5.5 on high effort, run /mcp to confirm blender is connected - step 3: install blender kit (edit > preferences > install from disk) for 140k+ free models, materials and hdris - step 4: ask opus “can you see the blender kit library?” so it runs a test search before you build - step 5: paste a reference image and a plain prompt. talk to it like a junior 3d designer, no structured prompts - step 6: for characters, ask for the rig in the same prompt (“keep it realistic, rig it for smooth animation”) - step 7: render a 480p preview first, then the final render (1080p can take 1-2 hours) who does what: - blender kit: chairs, couches, cars, wood beams, textures - opus 5.5: writes the code, places assets, sets lights, rigs, animates - blender: renders every frame - you: review and fix the small stuff by hand and the rule that saves the project... never let opus build a chair from scratch. it burns tokens and still looks fake. pull the asset and let opus arrange it i like to check animations step by step before the final render. a glitch you miss early costs you 2 hours later
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  7. rewind✓@rewind02
    claude opus 5.5 can now build, rig and animate full 3d scenes inside blender... the trick is letting opus orchestrate instead of model, but there’s a smart way to set it up: - step 1: install blender 5.2.2 and the official blender mcp server - step 2: open claude, pick opus 5.5 on high effort, run /mcp to confirm blender is connected - step 3: install blender kit (edit > preferences > install from disk) for 140k+ free models, materials and hdris - step 4: ask opus “can you see the blender kit library?” so it runs a test search before you build - step 5: paste a reference image and a plain prompt. talk to it like a junior 3d designer, no structured prompts - step 6: for characters, ask for the rig in the same prompt (“keep it realistic, rig it for smooth animation”) - step 7: render a 480p preview first, then the final render (1080p can take 1-2 hours) who does what: - blender kit: chairs, couches, cars, wood beams, textures - opus 5.5: writes the code, places assets, sets lights, rigs, animates - blender: renders every frame - you: review and fix the small stuff by hand and the rule that saves the project... never let opus build a chair from scratch. it burns tokens and still looks fake. pull the asset and let opus arrange it i like to check animations step by step before the final render. a glitch you miss early costs you 2 hours later
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  8. rewind✓@rewind02
    rewind
    RT @rewind02: a storm in a teacup, literally... made with pika h3 flex. a tall ship fighting real waves, then the camera pulls back and it’s all inside a glass mug on my desk. how i made it: - step 1: drafted the shot in draft mode at 768p, so every try came back in seconds - step 2: prompt: “macro shot of a wooden tall ship in a violent storm, waves crashing over the deck, slow pull-back reveals the storm is inside a glass mug on a desk, warm lamp light, bookshelf bokeh” - step 3: tested a few camera moves until the reveal landed - step 4: split the audio into stems: waves, wind, creaking wood - step 5: upscaled the winner to 4k the rule for ai video now... draft fast, finish once. the speed is what makes ideas like this worth trying
    arcads AI @arcads_ai
    Flux 3 Max is insane: &gt; 22X Faster than Seedance 2.5 &gt; Similar quality Live on today
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  9. arcads AI✓@arcads_ai
    Flux 3 Max is insane: &gt; 22X Faster than Seedance 2.5 &gt; Similar quality Live on today
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  10. rewind✓@rewind02
    Posts @rewind02
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  11. rewind✓@rewind02
    rewind
    RT @thekuchh: the quietest flex in vc right now > 2020, two guys launch begin capital, a $20m micro fund seeded with their own money > no brand, no big checks, so they call themselves pirates > they hang a tier 1 founder's portrait next to elon and sam altman before a call. he laughs and gives them an allocation > they dm big tech execs: "my ai algorithm thinks you're about to start a company" > they back dwelly at pre seed, which later closes a $170m series b > fund i grows from $20m to $72m, top 1% of its vintage, with a 22% hit rate now it's $100m for deep tech founders
    Begin Capital @BeginVC
    Renewed for Season 2. $100M for deep tech founders. Now casting:
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  12. Begin Capital@BeginVC
    Renewed for Season 2. $100M for deep tech founders. Now casting:
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  13. rewind✓@rewind02
    rewind
    RT @rewind02: here’s how to build an animated 3d scene with tripo + claude opus 5.5 + blender... a floating island, a workshop, a robot arm installs a propeller, and the aircraft takes off. 25 seconds, all in blender. the trick is splitting the work, but there’s a smart way to set it up: - step 1: generate 3 textured models in tripo: a robot, an aircraft, a workshop - step 2: export all 3 as glb - step 3: connect claude opus 5.5 to blender through blender mcp and import the models - step 4: opus fixes scale and positioning so everything sits on one ground - step 5: opus builds the rest of the scene: the island, the landing platform, the robot arm, the propeller, the remote control - step 6: in blender, set up the lighting, the cameras and the animation - step 7: animate the sequence: propeller install > spin-up > takeoff > flight who does what: > tripo: the robot, the aircraft, the workshop > opus 5.5: imports, layout, the island, the arm, the propeller > blender: lighting, cameras, animation, render let tripo make the detailed models and let opus build the simple parts around them. each tool does what it’s best at" I've put together my first draft in my own style, feel free to check it out
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  14. rewind✓@rewind02
    Posts @rewind02
    New to Tripo? Sign up through my link to get 500 bonus credits and 60% off your first month of Pro or Max! Alternatively, register at and apply my invite code within 24 hours of signing up. My invite code: 1E5JCM
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  15. rewind✓@rewind02
    rewind
    RT @aridot_: i'm not lying when i say this might be the greatest AI related twitter account in history i haven't seen a single bad tweet from it.
    rob. @robiartec
    THEY JUST SOLVED THE BIGGEST SECURITY PROBLEM IN SOFTWARE DEVELOPMENT Last week brought PHP2Shell and Node2Shell two critical remote code execution bugs, one in PHP, one in Node.js. Patch those first. Then test what's actually yours: your app. AI already writes your code. But nobody actually checks it for flaws before it ships. The idea? Instead of running a pentest once a year and praying, Shannon analyzes your code, finds the attack paths, and launches real exploits against your app BEFORE someone else does. What it does: → Reads your code and maps out where the weak spots are → Launches real attacks: injection, XSS, SSRF, broken authentication → Only reports what it can reproduce if it can't exploit it, it doesn't include it → Plugs into your CI/CD and fails the pipeline if it finds anything serious → Works with your own AI provider: Anthropic, OpenAI, local models That means fewer vulnerabilities in production and fewer scares. A pentest on every release, without hiring anyone. Repo in the comments
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  16. rob.✓@robiartec
    THEY JUST SOLVED THE BIGGEST SECURITY PROBLEM IN SOFTWARE DEVELOPMENT Last week brought PHP2Shell and Node2Shell two critical remote code execution bugs, one in PHP, one in Node.js. Patch those first. Then test what's actually yours: your app. AI already writes your code. But nobody actually checks it for flaws before it ships. The idea? Instead of running a pentest once a year and praying, Shannon analyzes your code, finds the attack paths, and launches real exploits against your app BEFORE someone else does. What it does: → Reads your code and maps out where the weak spots are → Launches real attacks: injection, XSS, SSRF, broken authentication → Only reports what it can reproduce if it can't exploit it, it doesn't include it → Plugs into your CI/CD and fails the pipeline if it finds anything serious → Works with your own AI provider: Anthropic, OpenAI, local models That means fewer vulnerabilities in production and fewer scares. A pentest on every release, without hiring anyone. Repo in the comments
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  17. rewind✓@rewind02
    rewind
    RT @rewind02: build a whole walled city in unreal engine with claude opus 5.5 + blender... all in one walkable scene. the trick is building the city as a plan, not as a pile of houses. here’s the workflow: - step 1: connect opus 5.5 to unreal engine and blender through mcp, with effort set to high - step 2: have opus draw the city plan first: wall outline, gates, main roads, the central plaza - step 3: model a modular kit in blender: wall segments, towers, house parts, roofs, market stalls - step 4: turn the kit into 10-15 house variants: half-timbered, stone, different roof colors - step 5: have opus fill each district along the streets: rows of houses, gardens, orchards - step 6: place the landmarks by hand-picked spots: cathedral, plaza fountain, market square - step 7: generate the player character in tripo ai - step 8: walk every street in third person and fix what looks off up close plan the streets first. houses follow roads, so a good road map is half the city (dev: xikhar)
    rewind @rewind02
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  18. rewind✓@rewind02
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  19. rewind✓@rewind02
    rewind
    RT @EHuanglu: they don't belong in our world.. but maybe we're the ones who forgot this planet belongs to them too incredible AI short film
    Higgsfield AI 🧩 @higgsfield_ai
    We asked @claudeai to make the most emotional AI commercial in Higgsfield. It scripted, generated, and edited this.
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  20. Higgsfield AI 🧩✓@higgsfield_ai
    We asked @claudeai to make the most emotional AI commercial in Higgsfield. It scripted, generated, and edited this.
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  21. rewind✓@rewind02
    rewind
    RT @rewind02: kling 4.0 is now live inside arcads... 30-second single takes, 15 references in one generation, and up to 10 keyframes on the timeline. what changed: - 30-sec long takes: one continuous shot, double the old 15-sec cap - omni reference fusion: up to 15 assets (images, clips, subjects, voices) for the same face in every scene - 10 keyframes: set the poses and composition, kling fills the motion in between - 8,000-token prompts: room to write a full multi-shot script in one box - better motion physics: less warping on fast camera moves and action - lip-sync in 9 languages, with local accents - kling 4.0 flash: fast 20-sec drafts and the rule that changes everything... one long take beats 6 stitched clips no jump cuts means it feels like a real creator filmed it
    arcads AI @arcads_ai
    Kling 4.0 is live on &gt; Keyframe control &gt; Multi-modal references &gt; Consistent Elements
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  22. arcads AI✓@arcads_ai
    Kling 4.0 is live on &gt; Keyframe control &gt; Multi-modal references &gt; Consistent Elements
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  23. rewind✓@rewind02
    Posts @rewind02
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  24. rewind✓@rewind02
    rewind
    RT @rewind02: build a game world from reference images with gpt-6 astra + godot + blender... the ai matched the look from a folder of refs here’s the workflow: - step 1: collect images or videos of the look you want and put them in one folder (game/ref) - step 2: connect godot mcp and blender mcp to codex - step 3: have astra read the ref folder first so it understands the style before building anything - step 4: install the dream-loop skill if you can: it helps the visuals match the refs more closely - step 5: have astra model the props in blender: gate, market stalls, fountain, signposts, forge - step 6: have it build the world in godot: castle, town square, forest paths, grass, fog - step 7: walk through it, compare against the refs, fix what drifts who does what: > the ref folder: the style > gpt-6 astra: reads the refs, models, builds, fixes > blender: the props > godot: the world, the light, the player a folder of 10 good refs beats 10 paragraphs about “cozy fantasy vibes”.
    rewind @rewind02
    with no coding background built a game in 6 weeks with claude opus 5.5 + godot... there’s a smart way to set it up: - step 1: run opus 5.5 in claude code inside your godot project - step 2: build one feature, test it in the game, adjust until it feels right, then start the next - step 3: generate reference images in your game’s style with codex/astra - step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift - step 5: make the big 3d assets in tripo p2 from those references - step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper) - step 7: animate in cascadeur - step 8: document every vfx and shader in obsidian so the look stays consistent who does what: > opus 5.5: most of the code > codex/astra: references and assets > tripo p2: the big 3d models > godot: custom tools, headless scripts, the game one json file of good prompts is why every character, monster and prop looks like it belongs in the same game (dev: afterthewinddev)
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  25. rewind✓@rewind02
    with no coding background built a game in 6 weeks with claude opus 5.5 + godot... there’s a smart way to set it up: - step 1: run opus 5.5 in claude code inside your godot project - step 2: build one feature, test it in the game, adjust until it feels right, then start the next - step 3: generate reference images in your game’s style with codex/astra - step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift - step 5: make the big 3d assets in tripo p2 from those references - step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper) - step 7: animate in cascadeur - step 8: document every vfx and shader in obsidian so the look stays consistent who does what: > opus 5.5: most of the code > codex/astra: references and assets > tripo p2: the big 3d models > godot: custom tools, headless scripts, the game one json file of good prompts is why every character, monster and prop looks like it belongs in the same game (dev: afterthewinddev)
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