Interactive plush crab WebGPU toy with plush physics and controls
Interactive plush crab WebGPU toy with plush physics and controls is a 18-second Claude Opus motion design reference by @vib3coded, built around Physics, WebGPU. GOAL: PROMPT Create a self-contained interactive WebGPU page "Plush Crab" in the existing Material Studies plush series (No. Copy this AI motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.
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Prompt
GOAL:
PROMPT
Create a self-contained interactive WebGPU page "Plush Crab" in the existing Material Studies plush series
(No.
MOTION:
020, fig. 20), matching the series' editorial layout: serif masthead, specimen control panel, live
readouts, collapsible "Inside the experiment" notes, English UI, works on mobile, graceful no-WebGPU fallback.
THE TOY: a cute plush crab sitting on a studio table. A wide, puffy domed shell with a flat seat and a soft
brow; two eyes on short stalks, each a fuzzy eyeball with a round white felt patch and a glossy safety eye;
an embroidered smile and soft blush cheeks; pale spots scattered over the top of the shell; a paler
underside; stitched seams where legs are sewn on. Real-time shell-texture fur (many shells, alpha-to-coverage,
MSAA) that lags behind jiggles and can be combed. Palettes: Coral (default), Sand, Blue (with red claw tips).
BODY: one SDF meshed with surface nets, simulated as an XPBD soft body (hex lattice, shape matching +
tetrahedral volume) under gravity and friction; it breathes, rights itself, can be grabbed, squashed,
lifted and thrown, and lands softly.
LEGS AND CLAWS: eight walking legs and two arms are rods with a plastic "wire" inside — posed toward
blended targets (sit, stand, hide, wave, hang), and bent legs keep the new shape until "Straighten".
Each arm ends in a chunky claw with two fat fingers that hang from the arm tip in the claw's own frame;
opening and closing is a single angle. Legs get pale joint bands and toes; claw fingers get dark tips.
BEHAVIOUR: "Scuttle" walks sideways (keeps its side to the goal) with an alternating gait and footholds;
"Snip snip" raises both claws and snaps them a beat apart (count snips in a readout); "Hide" pulls the legs in
and covers its eyes with the claws, then peeks out; "Wave claws" raises them high. With the Finger tool it
scuttles toward a held-out finger, turns to face it, reaches with its claws and gives a gentle pinch (toast);
poking the shell makes it hide. Held up in the air, legs dangle and paddle. Idle: small scuttles, snips, waves.
CONTROLS: tools Hand / Finger / Comb; sliders Stuffing, Pile, Wire; buttons Scuttle, Snip snip, Hide,
Wave claws, Straighten, Smooth fur, Reset; ¼ speed, Mesh, Pause. Readouts: Mass, Volume (% of rest),
Steps, Snips. Single HTML file, no external models or textures.
Author original
PROMPT
Create a self-contained interactive WebGPU page "Plush Crab" in the existing Material Studies plush series
(No. 020, fig. 20), matching the series' editorial layout: serif masthead, specimen control panel, live
readouts, collapsible "Inside the experiment" notes, English UI, works on mobile, graceful no-WebGPU fallback.
THE TOY: a cute plush crab sitting on a studio table. A wide, puffy domed shell with a flat seat and a soft
brow; two eyes on short stalks, each a fuzzy eyeball with a round white felt patch and a glossy safety eye;
an embroidered smile and soft blush cheeks; pale spots scattered over the top of the shell; a paler
underside; stitched seams where legs are sewn on. Real-time shell-texture fur (many shells, alpha-to-coverage,
MSAA) that lags behind jiggles and can be combed. Palettes: Coral (default), Sand, Blue (with red claw tips).
BODY: one SDF meshed with surface nets, simulated as an XPBD soft body (hex lattice, shape matching +
tetrahedral volume) under gravity and friction; it breathes, rights itself, can be grabbed, squashed,
lifted and thrown, and lands softly.
LEGS AND CLAWS: eight walking legs and two arms are rods with a plastic "wire" inside — posed toward
blended targets (sit, stand, hide, wave, hang), and bent legs keep the new shape until "Straighten".
Each arm ends in a chunky claw with two fat fingers that hang from the arm tip in the claw's own frame;
opening and closing is a single angle. Legs get pale joint bands and toes; claw fingers get dark tips.
BEHAVIOUR: "Scuttle" walks sideways (keeps its side to the goal) with an alternating gait and footholds;
"Snip snip" raises both claws and snaps them a beat apart (count snips in a readout); "Hide" pulls the legs in
and covers its eyes with the claws, then peeks out; "Wave claws" raises them high. With the Finger tool it
scuttles toward a held-out finger, turns to face it, reaches with its claws and gives a gentle pinch (toast);
poking the shell makes it hide. Held up in the air, legs dangle and paddle. Idle: small scuttles, snips, waves.
CONTROLS: tools Hand / Finger / Comb; sliders Stuffing, Pile, Wire; buttons Scuttle, Snip snip, Hide,
Wave claws, Straighten, Smooth fur, Reset; ¼ speed, Mesh, Pause. Readouts: Mass, Volume (% of rest),
Steps, Snips. Single HTML file, no external models or textures.
Questions
What is this other prompt for?
It is a Claude Opus motion design brief for “Interactive plush crab WebGPU toy with plush physics and controls”. Paste it into Claude and keep the timings already written in the prompt.
Where is the original film?
The creator is @vib3coded. Use View post to open the X video this prompt belongs to.