FML · Internal R&D · 2026 · Confidential
01 / 05
An internal FML project — models and animation locked, but never rendered. We used it to test whether AI could replace the back half of a 3D pipeline entirely.
What went in
Character models
Both beetles were fully modelled and rigged before any AI was involved. Their identity is what transferred most faithfully through the pipeline.
Character identity transferred reliably. Proportions, colour, and surface quality remained recognisable shot to shot when strong identity sheets were used as references.
Despite the depth of the environment build, the tools generated their own interpretation. The vibe holds. The specifics don't. This is the core trade-off.
PREVIS → OUTPUT
Greyscale animatic in · Styled render out
Greyscale geometry · Final camera moves · No materials · No lighting
Pixar-style · AI materials & lighting · Shot-by-shot generation
02 / 05
AI replaces the back half. Everything up to animation stays the same.
Standard pipeline
AI pipeline
03 / 05
Shot-by-shot. Every generation is a creative decision — there is no automated pipeline.
Long takes lose consistency mid-generation. 4–6 second shots hold quality. Each treated independently.
Shot length
4–6 sec
Lock the look cheaply before committing video credits. Approved stills become start/end frame anchors for the video.
Model
Nano Banana 2
Raw previs contaminates the output. Desaturate, blur, or B&W it first. Style comes from the hero still.
Method
B&W / blur
Both ends locked, animatic drives the camera path. Character sheets included as additional references throughout.
Primary model
Seedance 2.0
3–8 attempts per shot. Each failure informs the next — model choice, reference processing, prompt language.
Avg attempts
3–8 per shot
04 / 05
Earned from hours of generation — not theoretical. Real capability and real limits in equal measure.
The single most effective quality control. Lock the look first, iterate cheap, then commit.
Both ends anchored dramatically reduces mid-shot drift.
B&W or blurred previs gives motion data without contaminating the aesthetic.
4–6 second clips held quality far better than longer continuous sequences.
It's an e-commerce model. Kling 3.0 and Cinema Studio performed better for character shots.
Model reads geometry as a style target. Always process first.
Stylised cartoon content trips IP detection regularly. Minor image processing usually resolves it.
Environment reveals, character close-ups, and action sequences each favour different models.
Every decision is a creative call. Experience and taste directly affect output quality.
Hard limits
Identity drifts without a trained character model. Careful reference management required — not fully solvable today.
The model interprets the animatic, it doesn't parse it. Exact timing and easing will deviate.
Identical requests produce different results. Once a take is approved, treat it as locked.
Generation costs are real and should be budgeted explicitly — though still well below a full re-render.
05 / 05
The trailer exists. Animation is locked. The question is whether a new render style is achievable at a fraction of the cost.
Tom & Jerry · Steer Studios · Game Trailer · Delivered render
Blender · Custom toon shader · Composited · Steer Studios IP — Confidential
A delivered, signed-off trailer. Maya animation, Blender toon shader, custom compositing. Stylised to fit the IP.
The delivered render becomes the style reference — far stronger input than the greyscale previs used on Mozzies. The ask is a more shaded, realistic treatment.
Mozzies ran on greyscale geometry. Tom & Jerry comes with finished, approved footage as reference. The quality ceiling is higher. The process is the same.
Scope
Shot-by-shot AI re-render in a shaded, realistic style. Animation and edit unchanged.
Process
Hero stills → style approval → AI generation → post-assembly. Iterative and transparent.
Cost position
Substantially lower than a full re-render. Generation replaces render farm, texturing, lighting, and shading labour.
This is presented as an alternative route — not a recommendation to take it. This approach trades control for cost. The workflow is iterative and probabilistic; outputs are unpredictable by nature and consistency requires active management. For a project like Tom & Jerry, where IP fidelity and creative precision matter, that trade-off deserves honest consideration. What Mozzies proves is that the route exists and works — with the right experience guiding it.