David HatleyAI product engineer

meguri

A spring town in 3D, then riso anime shots from gray-box previz, on one GPU.

I can block a shot as gray boxes in Blender and get an anime frame back that keeps the same camera, stairs and figure placement. The first panel is one shot, SH050 crane down the stair street, as four stages of one clock: the Blender previz, the depth and line passes, the ComfyUI job, and the finished clip.

The pipeline is Blender previz, then ComfyUI and a video model steered by depth passes, all on one 12 GB RTX 3060. Nothing is allowed to need more than 12 GB of VRAM, so I lean on 8-bit weights and tiled decode. Every generation is appended to a run log.

Meguri is an original series about a terraced spring town whose water runs downhill and still comes back to the top. The town is built as a 3D world from a plan, a map with 20 numbered camera positions, so every shot starts from a real place. I storyboard in previz first and spend GPU time on video only once a board is approved. The look is a two-ink riso print, one ink pair per character and place, and the geometry survives a change of print style.

What exists: stills, thirty-thumbnail storyboards, character turnarounds, and test clips of single shots such as the stair climb and the stair street. No episode is finished. What I learned: depth is the operator. Once the previz carries the camera and layout, the style becomes a setting I can change, and most failures are the model ignoring the scene rather than the scene being wrong. Character consistency and shot-to-shot continuity are not solved.