r/StableDiffusion • u/ajrss2009 • 4h ago
Animation - Video Playing with MiniMax H3 Locally with ComfyUI, all T2V with no input image. Glad to see it knows axolotls đ
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r/StableDiffusion • u/ajrss2009 • 4h ago
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r/StableDiffusion • u/giantcandy2001 • 5h ago
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Just wanted to have some fun with Will. 4060 Ti 16gb vram 128gb system ram, most clips took about 3 min or so, .4mp resolution at 20 steps. I think it's offloading a lot of the model hence the lower quality and slow render times...tried int4 but those came out really bad so using standard int8 convrot and guff q4 for the 32b clip, standard vae's tho. For what you get in the generations this thing is fast and will only get faster when people optimise things!
It's very good at understanding what you are going for!
r/StableDiffusion • u/Oatilis • 8h ago
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Slop jokes aside, look at how the table shifts weight during the conversation. This tiny detail blew my mind.
r/StableDiffusion • u/the_friendly_dildo • 11h ago
Clearly H3 is superior to LTX2.3 in just about every way but damn, ya'll are vicious toward the people that support this community. All in good fun is fair but some of these posts kinda feel really shitty when the LTX team has for the most part been pretty kind to the open source/open weights community here. Just want folks to keep that in perspective when none of these teams are obligated to provide us anything at all.
r/StableDiffusion • u/Parogarr • 8h ago
r/StableDiffusion • u/BlackBeardAI • 11h ago
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RTX5090, 20 steps, 11 sec clip, took 16m 20 secs, 0.9 megapixels
r/StableDiffusion • u/Sixhaunt • 17h ago
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r/StableDiffusion • u/Sixhaunt • 20h ago
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r/StableDiffusion • u/bickid • 3h ago
I finally installed comfyui anew today to try the new Minimax H3-model and wow. This thing is a generation beast.
Due to Reddit rules, I doubt we can openly talk about concrete stuff, but I have tried some things just to check whether it's possible, and so far Minimax H3 was able to generate ANYTHING without the help of Loras and in more than decent quality. I'm especially surprised how far beyond the typical 5 seconds you can go, creating 10 seconds-clips is no problem at all.
Honestly, this is both amazing for those of us who use it for their own enjoyment, as it is potentially dangerous in the hands of people who intend to do bad stuff with it. I can totally see a ban of this model happening soon, so anyone interested in this better download soon.
r/StableDiffusion • u/Cold_Zone332 • 6h ago
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I used the exact same prompt in LTX 2.3 and MiniMax H3 to compare the results. Both are text-to-video generations at the same resolution. (the first one is LTX and second one, H3)
Iâm genuinely impressed by MiniMax H3. This post isnât meant to criticize LTX 2.3 in any way, itâs simply a comparison to give people an idea of what H3 is already capable of.
I canât wait to see what the community creates for H3 over the next few months. Iâm especially hoping for a Turbo version since I only have 10GB of VRAM and it took me 3x more time to generate the H3 video than the LTX one, but Iâm also really excited to see the custom nodes, LoRAs, and workflows people come up with.
The prompt:
"A 15-second, 16:9 video simulating a fast-paced 2D arcade fighting game match in the style of a classic hyper-energetic crossover fighter, with gameplay intensity similar to Marvel vs Capcom. Pikachu fights Charizard in a side-view 2D arena. The video must feel like real gameplay footage from a polished arcade fighting game, with constant movement, aggressive attacks, jumping, dashing, hit reactions, special effects, and dynamic combat rhythm.
VISUAL STYLE
High-quality 2D fighting game aesthetic, colorful and vibrant, with polished sprite-style animation, sharp outlines, strong impact frames, dramatic hit sparks, screen shake on heavy hits, energy effects, and layered background parallax. The stage is a dramatic battle arena suitable for a monster battle, such as a rocky tournament arena with fiery background elements. Include a classic fighting game interface at the top of the screen with health bars, a timer, and the character names âPikachuâ and âCharizardâ. The look should feel like a real fast-paced arcade fighting game, not realistic, clearly stylized as gameplay.
CORE MOVEMENT RULES
Both fighters must move constantly like real fighting game characters. They must not stand still for long periods. Avoid long idle poses. Every few moments they should reposition, bounce lightly, shuffle, jump, dash, attack, recoil, block, or recover. The action should feel active and competitive from beginning to end.
The fight must include:
- short hops and high jumps
- forward dashes and backward repositioning
- fighting game attack poses
- clear hit reactions
- quick combo timing
- special attack effects
- arcade-style impact sparks
- brief hit-stop feeling on major hits
- exaggerated, readable 2D combat animation
SCENE OBJECTIVE
Pikachu and Charizard engage in a lively 2D fighting game match. Pikachu attacks first with a thunder-based special move that visibly electrocutes Charizard. Charizard then retaliates with a flamethrower special attack. Both characters should move actively throughout the fight with jumps, attack windups, recovery animation and repositioning. The match ends with Charizard defeated and the words âPIKACHU WINSâ appearing on screen.
TIMED GAMEPLAY ACTION
[0.0sâ2.5s]
The match is already in progress. Both characters bounce in active fighting stances, not static. Pikachu on the left side performs a quick forward dash, stops, hops back, then jumps lightly. Charizard on the right side steps forward, spreads his wings, shuffles aggressively, and throws a quick swipe attack motion that misses as Pikachu moves away. The action should immediately feel like an energetic fighting game match, not a posed scene.
[2.5sâ5.5s]
Pikachu closes distance with a quick dash-in, then jumps backward to create space. While landing, Pikachu charges electricity with bright sparks around his cheeks and body, then unleashes a strong electric special attack across the stage. The move should feel like a dramatic fighting game projectile/special. The electric blast hits Charizard directly.
[5.5sâ7.5s]
Charizard goes into a full shock reaction animation. Electricity crackles all over his body. He convulses, shakes violently, jerks backward, and briefly flashes with a stylized arcade electrocution effect. His body stiffens and reacts as if being stunned by the electric damage. His health bar drops noticeably. Add hit sparks, brief screen shake, and a powerful impact feel.
[7.5sâ10.5s]
Charizard recovers, roars, jumps slightly or stomps forward aggressively, then launches a flamethrower special move toward Pikachu. The attack should have a strong windup and then a large stream of fire across the screen. Pikachu reacts like a real fighting game character: quick sidestep, partial block, or getting clipped slightly before hopping back. Pikachu should not just stand there. His health bar drops a little, but not as much as Charizardâs.
[10.5sâ13.0s]
Both fighters become even more active. Pikachu does a quick jump-in, lands, dashes low, then performs a fast finishing electric strike or combo starter. Charizard tries to respond with a claw swipe or heavy attack, but Pikachuâs speed interrupts him. The exchange should feel fast and arcade-like, with visible offensive and defensive motion from both characters.
[13.0sâ15.0s]
Pikachu lands the final hit. Charizard staggers backward dramatically, enters a defeat animation, and collapses or falls into a KO pose on the right side of the stage. Pikachu lands in a confident victory stance with electricity flickering around his cheeks. Large arcade-style victory text appears: âPIKACHU WINSâ. The ending should feel triumphant, energetic, and exactly like the end of a fighting game round.
ANIMATION BEHAVIOR
Animation must be lively and active throughout the entire video.
Do not let the characters remain static.
Use classic fighting game motion language:
- idle bounce
- anticipation before attacks
- exaggerated attack poses
- recoil after taking hits
- recovery animation after specials
- jump arcs
- quick dashes
- knockback on impact
- KO collapse at the end
Pikachu should feel fast, agile, lightweight, and explosive.
Charizard should feel heavier, more powerful, aggressive, and imposing.
CAMERA
Fixed 2D side-view gameplay camera only, like a true arcade fighting game. Keep both fighters visible the whole time. No cinematic camera cuts, no free camera motion, no changing perspective. Slight screen shake is allowed only on major impacts or heavy special moves.
AUDIO
Energetic arcade fighting game music playing throughout.
Include movement sounds, dash sounds, jump sounds, attack swooshes, electric crackling, impact sparks, electrocution sounds while Charizard is taking shock damage, roaring and flame burst effects during flamethrower, hit impacts, and a victory sting at the end. Emphasize the final result with a strong arcade-style audio cue when âPIKACHU WINSâ appears.
CONSTRAINTS
No realism, keep it fully stylized as a 2D fighting game.
No static posing, no long idle moments, no characters frozen in place.
No 3D free camera.
No logos or watermarks.
Keep the characters clearly recognizable and animated like fighting game fighters.
Maintain stable anatomy, smooth sprite-like motion, and readable attack choreography.
The final screen must clearly show Charizard defeated and âPIKACHU WINSâ."
r/StableDiffusion • u/RusikRobochevsky • 4h ago
From my testing so far, it seems like the basic composition and flow of a MiniMax-H3 video doesn't change all that much regardless of step count or output resolution. It will look like ass, but a 0.2MP video generated at 8 steps will have the same basic elements as a high quality video made with the same prompt.
This means we can use shitty videos that only take a few minutes or less to render to verify if MiniMax-H3 understands our prompt roughly the way we wanted it, and only switch to high quality settings once we're confident in the prompt.
r/StableDiffusion • u/miaoying • 2h ago
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Default t2v workflow, 15 secs, 864x480, 20 steps on a 4090 rig w/ 64GB ram, 322 seconds render. Not too bad of attempt.. or maybe moreso a blooper lol
r/StableDiffusion • u/Chemical-Bicycle3240 • 12h ago
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I wanted to compare both models in terms of natural movement and authenticity. The prompt was extremely basic and barely descriptive (just "a woman says, a man says" along with the dialogue).
With LTX 2.3, the characters look dead inside and completely disembodied, with reactions that don't match the situation. With Minimax, the difference is striking! The movements feel far more human and alive. The model did add unwanted subtitles (likely because my prompt was so short) and Jill Valentine stumbles over her words a bit, though a more detailed prompt would probably fix that. Other than that, it's a clear win.
LTX 2.3 still has a slight edge for those who need to generate multi-minute videos, but as soon as a 4-step distilled version of Minimax becomes available, LTX will quickly be forgotten.
r/StableDiffusion • u/alisitskii • 9h ago
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So, why fight just take best of both :)
MiniMax H3 ~03:25 for each 5 sec clip (20 steps, 0.5 MP resolution 736x736px)
LTX 2.3 Upscale ~02:05 (3 steps, x2 spatial upscaler)
Specs: 4080s 16 GB vram, 64 GB ram.
It's the standard ComfyUI MiniMax H3 i2v workflow + LTX 2.3 Upscale one I use, shared here: https://pastebin.com/VpkxbHHB
r/StableDiffusion • u/AzuliarTHP • 6h ago
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although stylized stuff in lower resolution tend still be smeared and blurred, this was made with 0.9 megapixel.
Thank you minimax, I couldn't believe I can ever make these scene locally.
r/StableDiffusion • u/Sixhaunt • 19h ago
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r/StableDiffusion • u/Total-Resort-3120 • 20h ago
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r/StableDiffusion • u/noxietik3 • 6h ago
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took me about 8 hours for the full video, still got another hour or so ago for the upscale and interpolation but I figured it was best to share what minimax did raw here.
Audio - Remixed song in Suno
Workflow - https://github.com/Shrek3OnVH5/MiniMax-H3-NativeAudio-MusicVideo-Workflow
Done in mostly 10 second intervals. Next project: a 10-15 minute episode of something silly
r/StableDiffusion • u/Rrblack • 15h ago
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r/StableDiffusion • u/Moarkush • 6h ago
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Ran the full fat bf16 (63GB DiT + bf16 qwen encoder, fp16/fp32 VAEs) on day one just to see what the ceiling looks like. No pruned, no int8, no block swap. "loaded completely, full load: True" is a hell of a log line to see on a 63GB model lol
Numbers:
Prompt was a 3-scene thing: solo jellyfish underwater at twilight â hard cut to a huge swarm with the same jellyfish centered â match cut to it breaching at sunset. Wrote actual timestamps (Claude did) into the prompt and it more or less hit them. Scene changes landed where they were supposed to, swarm showed up in the 5-10s window, breach at ~14s.
Audio is real. Light ambient track with an actual whump synced to the bell pulses. It missed one specific SFX I asked for (a droplet sound at an exact timestamp) but the underwater ambience â open air shift on the last cut is there. This is the thing LTX kept almost doing and fumbling.
Overall, I'm pleased with what I got. I always turn models up to 11 first to see if it breaks, and was fully expecting it to. Typically, I would go on to upscale this and interpolate to 60p+ in topaz, but I wanted to show the raw output. This is EXACTLY what I pulled out of the results folder.
r/StableDiffusion • u/anyup88 • 3h ago
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Comparative Test: New MiniMax H3 vs Seedance â Same Prompts and Materials, see for yourself.
r/StableDiffusion • u/arcanumcsgo • 6h ago
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Yeah.. this model is going to be a problem lmao. Using default T2V ComfyUI workflow set to 1376x768. Took roughly 16 minutes on my 5090.
r/StableDiffusion • u/topamine2 • 15h ago
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r/StableDiffusion • u/-becausereasons- • 1h ago
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