00:00Hello guys! Welcome back with me! Ciao Ciao 2025!
00:06Today, we're going to unleash the true potential of your imaginations with AnimatedEve.
00:13An extension that lets you transform your stable diffusion masterpieces into breathtaking animations.
00:20Get ready to add a whole new dimension to your AR journey.
00:26Imagine your AI art bursting with life, characters dancing, landscapes morphing, and stories unfolding in mesmerizing loops.
00:34This is the magic of AnimatedEve for stable diffusion in AutoEven 11.
00:39Today, we'll unleash this animation power step by step.
00:44Before we dive in, let's check compatibility. AnimatedEve currently requires Windows or Linux.
00:51Also, VRAM usage depends on your image size and context batch size.
00:57You can try to reduce image size or context batch size to reduce ROM usage.
01:02Also, use Xformer to reduce VRAM significantly.
01:16Now, let's install the AutomaticEleven AnimatedEve extension.
01:21From AutomaticEleven 11 window, go to Extension tab.
01:26Click Available, click Load From, and the search for AnimatedEve.
01:34After you've found it, click Install.
01:41After it's installed, go to Install tab and the click Apply and Restart UI.
01:53When AutomaticEleven 11 is showing up, check if you have a new menu below that is AnimatedEve.
01:59Check the menu.
02:06You will see the Motion Module is empty.
02:09We need to download the model first.
02:12This model is located at huggingface.co.goiw.
02:17Slash AnimatedEve.
02:19Slash Tree.
02:20Slash Main.
02:22I also put the link on the description.
02:25You need to download the Motion Model.
02:27I suggest you use the latest one that is MMSDV15V2.CKPT.
02:35There are also a bunch of LoRa here, but for this video, we will ignore it for now.
02:40Save the file in uwebui slash extensions slash sdwebuianimatedif slash model.
02:47While we wait, I will explain the function of the setting of the animated div.
02:53Save format is what you want the format of your output.
02:56You need to choose at least one, but you could choose more.
02:59Check txt if you want info text, which will live in the same directory as the output gif.
03:05Number of frames.
03:06Choose how many frame do you want.
03:08If you enter zero, the number of frames will be your context batch size described below.
03:13If you enter something smaller than your context batch size other than zero, you will get the first number of
03:19frames frames as your output gif from your whole generation.
03:23All following frames will not appear in your generated gif, but will be saved as PNG as usual.
03:28Do not set number of frames to be something smaller than context batch size other than zero.
03:34FPS's frames per second, which is how many frames images, are shown every second.
03:40If sixteen frames are generated at eight frames per second, your gif's duration is two seconds.
03:47Display loop number.
03:50This decide how many times the GIF is looped.
03:54A value of zero means the GIF never stops playing.
03:59Context batch size is how many frames will be passed into the motion module at once.
04:05The SDUN 0.5 motion modules are trained with sixteen frames, so it will give the best results when the
04:11number of frames is set to sixteen.
04:14Closed loop.
04:15Decide to make the last frame the same as the first frame.
04:19Option means absolutely no closed loop.
04:22Minus P means that the extension will try to reduce the number of closed loop context.
04:28R plus P means that the extension will try to reduce the number of closed loop context.
04:34A means that the extension will aggressively try to make the last frame the same as the first frame.
04:41The prompt travel will be interpolated to be a closed loop.
04:46Stride mean max motion stride as a power of two.
04:51Overlap as number of frames to overlap in context.
04:56Frame interpolation.
04:57Interpolate between frames.
05:00Video source and video path will be talking later video.
05:04You need control net to do this.
05:07Move a motion video to keep you, just don't use this.
05:10It gonna make the process really slow.
05:16How to use animated diff.
05:18For testing, I suggest you use Tunyu Beta 6 model for cartoon model or realistic division 2 for realistic picture.
05:28Let's make an example using Tunyu Beta 6 model.
05:32What you need to do first is to make sure you check the enable animated diff.
05:38Let's leave everything at default for now and make a prompt.
05:45For negative prompt, let's use Worst Quality, Low Quality, Letterboxd.
05:50For positive prompt, let's try Flying Bird, Blue Scott.
05:55For sample method, I use DPM Plus, Plus A Kara.
06:01The other is a default value, click Generate.
06:05It's going to take a while.
06:07Let's wait.
06:09Okay, we'll make a grid something like a sprite in two games.
06:14Now, you will see the picture is moving.
06:17Generate for 1 minutes 24 seconds for this GIF file.
06:22But as you can see, the loop is not natural because the bird in the last frame suddenly jumped to
06:27the front.
06:28If you want it to be a closed loop, just select the loop to A and then we use the
06:33same seed.
06:35Now, let's click Generate.
06:37Now, as you can see, the bird moving in closed loop.
06:42Of course, with very low frame.
06:44This generate a very strange animation.
06:49If you don't want close loop, simply click now.
06:52If you want longer animation, you could manually put number of frames manually.
06:58You should put in above context and it should be able to be divided by your FPs.
07:04So, I put 48 for FPs 8.
07:08It means it is going to be a 6 second animation.
07:12Of course, longer animation means longer processing time.
07:17Okay, that's the result.
07:19It is pretty long, but nothing special.
07:21So, let's make another example.
07:31This is another example.
07:33If we draw characters, the water is moving great.
07:37For now, we can't control the flow of the animation.
07:41But we can actually use prompt traveling to somehow influence the animation.
07:47You could put a frame number, then column.
07:51After that, put your first prompt there.
07:54Then you press enter and add a new frame number with column and with prompt.
08:00You could repeat this as many times as you want.
08:04As long as the frames exist.
08:07Here, in this example, I put a girl walking for the first 0-15 frame.
08:14And make her running for the 16-31 frame and make her flying in the rest of the frame.
08:20The result is not that good, but that just example.
08:23Also, you could use URI's fix for the image if you want.
08:26I'm not going to use it for now since it takes a long time just to process the regular image.
08:31This example, I use Realism 50 model.
08:34It looking great.
08:51You could use it for the first 0-15 frame.
08:52Okay, guys.
08:53This is another example.
09:08All right, guys.
09:10For now, I end this video.
09:12There are many tricks that we could use with Animated-IF.
09:16But we could talk about it on the next video.
09:18Thanks for watching and have a nice day.
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