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Kill films (animation engine)

Film proofs, imported films, film effect blocks, film downloads. Newest first; green = new since your last visit here. Page made 09 Nov 2026, 06:28.

FILM RECHECK S3 · LAST INCH - the second AI-made engine fi · DEAD AIR r2 - the first AI-made engine f · FILM MOTION UNDERCUT · SIX-SHOOTER proof: ORIGINAL vs ENGINE, I · SIX-SHOOTER as an engine film with film. · SIX-SHOOTER as an engine film + new film · THE X kill film, its movement imported i · SIX-SHOOTER kill film rebuilt by the eng

Being made: film-demo2-a22

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FILM RECHECK S3

updated 08 Nov 22:41

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LAST INCH - the second AI-made engine film (pistol), rendered from the real game at EXTREME / MEDIUM / LOW

updated 07 Nov 18:33

DIRECTION over STILL COMING's motion (pistol.down-the-barrel; the engine has no motion authoring - ENG-MOTION is building it). Proven (Mac MacTest build of game eng-filmdemo 786384adf, 1280x592, 20 fps clips; engine:filmcheck): - online state = the plain take's (end 105222, frame 631); client replay hash = host at LOW / MEDIUM / EXTREME (fa2c974a); 0 exceptions; - the held moment (a 4 % time-creep before the arm shot, push-in + rack across) on a clear pose: 37.5 u (gate.film-pose), hold 1.5 s (gate.film-hold); - EXTREME: the arm shot's spray + the arm off, the wound spurts during the drag replayed by the NEW block film.wound (ENGINE_API 3: the 166 X hfx.spray records the built-in adds in C#; film-wound_vs_builtin_spurts.png), the point-blank head burst; LOW no blood. On TEST: eng.pistol.last-inch r1 = pack b11e5a9cc82d (ENGINE_API 3: only apps with film.wound get it), gate1-signed, filmcheck attached. Files: last-inch_EXTREME_6s.mp4 (creep + arm shot, then the finale), last-inch_g5 / g2 / g0.mp4, sheet_last-inch_EXTREME.png, stills. Note: one 280 ms frame hitch in the Mac filmcheck run (p95 17.4 ms); the A22 run is still to come (offline on adb).

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DEAD AIR r2 - the first AI-made engine film (pump), rendered from the real game at EXTREME / MEDIUM / LOW

updated 07 Nov 18:33

Made with the stickbash-film-engine skill + studio.sh only; DIRECTION over FLOOR LEVEL's motion (the engine has no motion authoring). Proven (Mac MacTest build of game eng-filmdemo 786384adf, 1280x592 frames, every 3rd frame -> 20 fps clips; engine:filmcheck): - online state = the plain take's (end 79333, frame 475, the killer's joints, marks); client replay hash = host at LOW / MEDIUM / EXTREME (42b82563); 0 exceptions; - the held moment (a 3.5 % time-creep at film 4.255 s, ~1.4 s) sits on a clear pose: the victim 40 u from the killer and his barrel (gate.film-pose), hold 1.43 s (gate.film-hold); - EXTREME shows the game's EXTREME gore on the kill shot (head-pop burst, spray, pieces, pools); MEDIUM the game's lighter ladder; LOW no blood; - engine vs built-in at EXTREME on the same take: the same gore frame for frame (gore_builtin_vs_engine_EXTREME.png). On TEST: eng.pump.dead-air r2 = pack 28b3676bacfb (gate1-signed, filmcheck attached; supersedes r1 96420797634f). Files: dead-air_r2_EXTREME_6s.mp4, dead-air_r2_g5 / g2 / g0.mp4, sheet_dead-air_r2_EXTREME.png, stills (still-1..5). Not proven here: the A22 GPU (the phone was offline on adb).

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FILM MOTION UNDERCUT

updated 07 Nov 18:15

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SIX-SHOOTER proof: ORIGINAL vs ENGINE, IDENTICAL every frame (eng-mega + eng-proof f921507d8, EXTREME gore, L…

updated 07 Nov 11:44

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SIX-SHOOTER as an engine film with film.realm (an ink crossing into a nebula void with two layers of stars an…

updated 07 Nov 05:41

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SIX-SHOOTER as an engine film + new film blocks drawn in the real game: film.coat (frost creeping up the vict…

updated 07 Nov 05:40

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THE X kill film, its movement imported into the engine (studio.sh import take): the imported take is byte-ide…

updated 07 Nov 02:25

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SIX-SHOOTER kill film rebuilt by the engine, next to the original: identical

updated 06 Nov 23:05