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My friend, when it comes to AI-generated animations, anyone who hasn’t realized by now that this is where things are heading, sooner or later, is seriously behind the times.

In the future, traditional animations simply won’t be able to compete with what AI will be capable of producing, both in terms of visual quality and the ability to bring a scene to life exactly the way it was intended.

Think about it this way. Look at the animations we have today compared to what we had back in the 1980s. The difference is enormous. Some of those older animations are almost impossible to watch by today’s standards, unless you’re someone who genuinely enjoys them for nostalgic reasons, of course.

I believe something similar is going to happen with AI animations.

The real problem with new technology is that many people who start experimenting with it haven’t actually learned how to use it properly yet. They try a few things, get disappointing results, and immediately assume the technology isn’t good enough.

But once you really understand how to work with it, you start realizing just how fucking incredible this technology can be!

And believe me, I learned that the hard way.

When I first started experimenting with AI animations, some of my results were absolutely horrifying! Haha! We’re talking about everything from nightmare fuel to completely bizarre, unnatural movements. I had almost no control over what was happening because I simply didn’t understand the technology well enough.

Over time, though, I started learning how everything works.

The system uses nodes, which need to be connected and configured correctly. There are all kinds of settings, parameters, and combinations that have to work together, and the values need to be properly balanced to get the results you’re looking for.

Think of it like cooking.

You can have all the right ingredients, but if you don’t use the correct amounts or combine them properly, the final dish won’t turn out the way you wanted.

AI animation works in a surprisingly similar way. You need the right settings, the right connections, and the right balance between everything.

And there’s another important factor, the quality of the original render.

If your render isn’t good enough, the AI might struggle to interpret what it’s seeing and reproduce the scene correctly. So the quality of the source image plays a huge role in the final animation.

It’s really a whole chain of things that need to come together for everything to work properly.

But one thing I’m absolutely convinced of is that the people who understand this technology and learn how to use it in the right way are going to create some seriously fucking amazing things!

And I intend to prove that through my own work.

With every new version of my visual novel, you’ll notice that the animations are becoming more realistic, more natural, and significantly better overall.

In fact, if you compare my earlier animations with the more recent ones, I think you’ll already notice the difference. And that improvement is only going to continue.

Now, regarding the other part of your message, the more extreme ideas you’ve mentioned, including certain themes that many platforms would never allow because they might be considered too controversial, outside their policies, or even illegal in some circumstances, I’ve actually been thinking about something along those lines myself.

I have an idea that might work through my Discord community, using a specific membership tier and a different distribution approach from the platforms I currently use.

I’ve already started developing another visual novel that explores much more extreme themes than my previous projects.

The idea is to create something where I have greater creative freedom and can express certain concepts without being restricted by the same limitations I face on other platforms, while still respecting applicable laws.

The project is already underway, although it’s still in a very early stage of development.

If you’re interested, I can send you the Discord link so you can take a look and learn more about it.

Just keep in mind that the current version is still quite early, but I’d be happy to keep you informed if it’s something that interests you.

And finally, my friend, I really want to thank you.

From everything you’ve said, I can tell that you understand exactly what I’m talking about.

One thing I particularly appreciate about you is your modesty and the way you approach conversations. You seem to know when to speak, when you have enough knowledge to support what you’re saying, and when it’s better not to pretend you know something you don’t.

I genuinely respect that.

To me, that kind of humility is a sign of someone who thinks logically and understands the value of knowledge and experience.

Because, quite frankly, there’s nothing more irritating than dealing with people who confidently tell you how things should be done, when not only are their suggestions unrealistic, but they probably couldn’t accomplish half of what they’re proposing themselves!

Anyway, my friend, I think you understand what I’m trying to say.

I really enjoy our conversations, and I appreciate the way you express your thoughts. It’s always interesting to exchange ideas with someone who actually takes the time to think things through.

And of course, we’re here, so we can always keep talking about these things!

Take care, my friend, and have a great morning!

I would LOVE that link. 

I am very intrigued now. 

Also as someone who is mildly familiar with VERY VERY basic, pose suit based animating... something possibly digitally akin to stop-motion claymation, I actually understood the base concept of your AI explanation. Though in the case of how I used to make simply animations, the nodes were literally coded 3d objects... balls... if you would... which 'moved' the other coded points.. nodes... again code baring 3d spherical objects already set in an avatar, and moved in to static pose... them, to make the next pose. Repeat. The movement BETWEEN the poses, what your animaiton, once you edited out the end pose between movement. Stop, move balls in skeleton, lock, remember, move skeleton to the next slight move in the animation, place balls at each critical place each part of the skeleton should be... initialize, the thing moved slightly.... do that 50 to a 100 times, cut out the static posing, marry the movement codes recorded together... up to the limit... which there was signifcant ones... boom. Animation. Like a very VERY simple one. Someone sitting down, maybe someone eating... really complex ones might be someone straddling a motorcycle.  So I get it, sorta. Especially since the recipe sounds WAY more complicated than anything I ever dabbled in (I cannot even read or write any code... I just used what was generated withing the programme). Making something like someone diving in to a pool and swimming... any kind of dancing... or god forbid a sex scene? The nightmare of working around those limits using tools for dummies like me... was well, too much for me anyway. 

BUT, I can also understand, because of that, just how phenomenal, if done right, with time and effort and skill... the result could be. Computers with almost infinitely more power than 20 years ago when I was messing with simpleton animation? AI Tools almost inifinitely more powerful? Graphical capabilities on another plane? What can be done now, by amateur solo devs is insane, give it a decade, or even now with a full budget and professional studio behind it... and man. I am glad to hear you already know which way the wind blows for this subject. Yes, I could tell you were improving too... I saw it, again, in the Landlady/Roommate scene I am slightly obsessed with.... well, obsessed with seeing playout in full eventually, because I do think  they were finished when the story cuts away :P