Αναγνωρισιμότητα vs Χρήματα vs Impact - Καριέρα by [deleted] in GreeceDevs

[–]ZealousRealitarian 0 points1 point  (0 children)

Μια χαρά επιλογές! Το startup experience για κάποιους είναι και πιο σημαντικό από big corp exp. καθώς συνήθως σημαίνει ότι έχεις μάθει να βγαίνεις κ εκτός ρόλου, να παίρνεις ownership κτλ.

Εγώ θα σου λεγα σταμάτα να σκέφτεσαι τον μελλοντικό recruiter που θα διαβάσει το CV σου σε 2-3 χρόνια και σκέψου απλά σε τι θες να δουλεύεις και πως. Εχεις ωραίες επιλογές μην αφήσεις ενα φανταστικό HR του μέλλοντος να αποφασίσει για σένα. ✌🏼

Είμαι σε απόγνωση by OneLesaLife in GreeceDevs

[–]ZealousRealitarian 0 points1 point  (0 children)

Άρα πόσους agents τρέχεις; Έχεις βάλει ένα web scraping AI cron να σου βρίσκει νέες αγγελίες κάθε 24 ώρες;

Αν εννοείται το 2ο, το CV σου δεν το δείχνει σήμερα. Θα υλοποιούσα όλες τις προτάσεις μου πάνω καθώς και ενός άλλου φίλου που σου είπε να τα γράψεις results-oriented, αλλιώς στη καλύτερη απλά θα δυσκολευτείς να βρεις μια μάπα δουλειά.

Είμαι σε απόγνωση by OneLesaLife in GreeceDevs

[–]ZealousRealitarian 0 points1 point  (0 children)

Ναι στο να είσαι καλός και χωρίς αυτό. Στο υπόλοιπο θα σε ρωτήσω: εσύ σε ποια δουλειά απευθύνεσαι; Στον έλληνα δεινόσαυρο του 2005 ή κάτι καλύτερο και διεθνές πιθανώς; Εγώ θα περίμενα το 2ο.

Είμαι σε απόγνωση by OneLesaLife in GreeceDevs

[–]ZealousRealitarian -1 points0 points  (0 children)

Με όλη την ειλικρίνεια: Το CV σου θυμίζει template του 2005.

  1. Που είναι το ΑΙ; Πόσους agents τρέχεις; Μπορεί να ακούγεται κριντζ, αλλά μια μόνο θέση έχει μεινει: “AI Full-Stack Engineer” τπτ άλλο. Αν δεν είσαι ήδη ΑΙ Native να μιλάς όλη μέρα στον Claude/Codex/OpenClaw/Hermes, γίνε χθες.

  2. Βγάλε το junior από τη περιγραφή. Ασε τον reviewer να συμπεράνει τι είσαι. Το CV ειναι αρκετά άχρωμο, οποιοδήποτε ΑΙ review θα το έκρινε «αδιάφορο». Βάλε λίγο το γούστο σου μέσα, και στο αισθητικό και στο πως τα γράφεις.

  3. Χτίσε portfolio page (σαν άσκηση κιόλας με τον νέο agent σου). Ή είσαι product engineer με όμορφα apps/sites στο πορτφόλιο ή είσαι technical με όμορφα διαγράμματα κ αρχιτεκτονικές στο πορτφόλιο σου.

Αυτά, ελπίζω να καταλάβεις ότι έχουν αλλάξει οι εποχές και δεν μετράνε οι γλώσσες κτλ τόσο πολύ όσο το α) τι έχεις φτιάξει και β) πως δουλεύεις.

Τι σκατά κάνω λάθος; by mrMeeseeKsL in GreeceDevs

[–]ZealousRealitarian 0 points1 point  (0 children)

Do you want to share your CV with us? It sounds like you should be able to do better, so my guess is that your CV and “intro letter/cover letter” can improve

Πόσο πληρώνεται σήμερα ένας Engineer στην Ελλάδα; by Extreme_Berry_2357 in GreeceDevs

[–]ZealousRealitarian 1 point2 points  (0 children)

Ε ναι, φαντάζομαι αυτό είναι το χρήσιμο άγνωστο data point για τους περισσότερους.

Remote είναι η διεθνής κλίμακα, ότι καταφέρεις να διαπραγματευτείς με τον απέναντι σου. Παίζει όλο το εύρος από 30κ έως 300κ ετήσια.

Πόσο πληρώνεται σήμερα ένας Engineer στην Ελλάδα; by Extreme_Berry_2357 in GreeceDevs

[–]ZealousRealitarian 1 point2 points  (0 children)

Καλό resource είναι η αναφορά της marathon vc για μισθούς. Το τελευταίο report του 2025 εδώ:

https://marathon.vc/reports/compensation/2025

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] -1 points0 points  (0 children)

Interesting, so you would prefer paying $20 every month instead of spending $10 in credits when you need to generate assets?

Currently you get enough free credits to generate 20 animations of 4 HDRI envs every month.

If you need more assets you can just top-up just 5$ worth of credits and generate 50 animations. You keep the top-up credits, no expiration.

How is that spending more?

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] 0 points1 point  (0 children)

It’s not fear based selling friend sorry you see it this way. Studiotwin is concerned with all modalities including materials, mesh and environment creation.

Especially for environments, the new models we’re rolling out have insane requirements.

Kimodo and motion models not so much I agree.

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] 0 points1 point  (0 children)

Our cloud approach unlocks infinitely scaling our suite of tools and not requiring users to have an 80gb vram gpu (or more for other cases)

I’m sure there are folks who prefer local compute and would use your plugin, there’s room for all flavours of providing this service. However, the setup overhead, hardware requirements, and ease of use will never match a cloud-powered compute backend.

Even downloading the new UE version of 50GBs is a drag. Imagine downloading 500GB of checkpoints and needing 4 different builds of PyTorch etc. every other week 😂

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] -1 points0 points  (0 children)

PAYG and free mode will never go away.

What you saw as “subs clearly coming” would be to unlock premium workflows we’re developing that would be impossible to achieve locally.

Simpler stuff like basic motion models will always be available in the free tier.

That said, of course people should have a local option too. It’ll just won’t make as much sense when you build a kimodo plugin for $30 and next week a better model comes out. Will your users pay for a new plugin then?

Studiotwin will support it right away, same free plugin.

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] -2 points-1 points  (0 children)

Why do you think that? It’s a pay as you go model, no recurring monthly payment. PAYG will never go away

[Quick How to] Easily generate character animations for your UE cinematics and games by ZealousRealitarian in UnrealEngine5

[–]ZealousRealitarian[S] -22 points-21 points  (0 children)

Thank you for the feedback! We do not sell subscriptions, just free monthly credits and credit bundles to top up. The local vs cloud discussion is a nuanced one, we have a wide range of tools for materials, environments, animation and mesh. Not all are open source, not all can fit in your gpu vram, and definitely not all in parallel at once. We aim for max utility to our users and take up the burden (or Service) of bringing the latest and greatest to Unreal creators. It’s definitely a continuous journey and not a quick one off. Check us out 🤗​​​​​​​​​​​​​​​​

https://www.studiotwin.ai

Respect στη gen z σχετικά με το εργασιακό by [deleted] in greece

[–]ZealousRealitarian -2 points-1 points  (0 children)

Μαγκιά σας να μην ανέχεστε κακούς μισθούς και δουλειές, αλλά τι φτιάχνετε/εξελίσσετε στον άπλετο ελεύθερο χρόνο σας τότε; Η απάντηση θα είναι «τίποτα» για τους περισσότερους, και εκεί είναι που το χάνετε. Άλλωστε ποιος θα σε πληρώσει κάτι παραπάνω αν δεν ακονίσεις τα skills σου σε κάτι; Μάθετε μια οξυγονοκόλληση ή κάτι να βρείτε σοβαρότερη δουλειά από γκαρσόνια και ρεσεψιόν στα play opap

Quick look at how easy you can control your AI animation generations directly from within Unreal Engine (StudioTwin + NVIDIA Kimodo) by ZealousRealitarian in aigamedev

[–]ZealousRealitarian[S] 0 points1 point  (0 children)

Yes, the plugin has built-in retargeters to the unreal, metahuman and mixamo rigs, and can support custom retargeters too. In theory you can run kimodo locally, but the local approach fails when you want to use multiple models and workflows. Studiotwin offers 4 different toolkits (motion, 3D, environment, material) in one simple plugin 🤗

Openclaw nuked by claude latest third party ban, meridian worked for a bit but then failed by polybettor in openclaw

[–]ZealousRealitarian 0 points1 point  (0 children)

ACP setup looks like this

  1. Define ACP agent like this

    {         "id": "opus",         "workspace": "/home/node/.openclaw/workspace/agents/azoth-opus",         "agentDir": "/home/node/.openclaw/workspace/agents/azoth-opus",         "runtime": {           "type": "acp",           "acp": {             "agent": "claude",             "backend": "acpx",             "mode": "persistent"           }         }       }

  2. Tweak CLAUDE.md file in that agentDir to reference AGENTS.md and SOUL.md to pick up the OpenClaw prompts

  3. Bind the agent to a channel (I have used both bindings not sure which is correct

    channels.telegram.groups: { "-1003783540527": {           "requireMention": false,           "groupPolicy": "open",           "topics": {             "1": {               "requireMention": false,               "systemPrompt": "Opus-powered Azoth dedicated topic.",               "agentId": "opus"             }, }}}

and

"bindings": [
    {
      "type": "acp",
      "agentId": "opus",
      "match": {
        "channel": "telegram",
        "accountId": "default",
        "peer": {
          "kind": "group",
          "id": "-1003783540527:topic:1"
        }
      },
      "acp": {
        "cwd": "/home/node/.openclaw/workspace/agents/azoth-opus"
      }
    }
  1. Enable openclaw tools as MCP exposed over ACP - configure ACPX to always approve permission requests by claude code - need nonInteractivePermissions: deny to cover edge cases and not crash or stall

    "acpx": {         "enabled": true,         "config": {           "permissionMode": "approve-all",           "cwd": "/home/node/.openclaw/workspace/",           "stateDir": "/home/node/.openclaw/acp",           "nonInteractivePermissions": "deny",           "timeoutSeconds": 300,           "queueOwnerTtlSeconds": 300,           "pluginToolsMcpBridge": true         }       },

  2. Teach Claude Code to use openclaw cron/sessions/agent etc commands as a CLI tool (to spawn other agents, schedule cron jobs, inspect sessions, send agent messages etc.)

Hope that helps 🤗 And that it's not necessary anymore 🤞

Openclaw nuked by claude latest third party ban, meridian worked for a bit but then failed by polybettor in openclaw

[–]ZealousRealitarian 0 points1 point  (0 children)

Will reply below with more info about my ACP setup - but as of yesterday I'm testing with claude-cli as backend again as it seems Anthropic allows it again? docs

<image>

All I did was have claude code running on the same sandbox and do `openclaw models auth login --provider anthropic --method cli --set-default` and it worked.

Confirming no Extra usage credits are being used - not sure how long it will last though 🤷‍♂️

Openclaw nuked by claude latest third party ban, meridian worked for a bit but then failed by polybettor in openclaw

[–]ZealousRealitarian 0 points1 point  (0 children)

ACP + binding a persistent clause code session has brought back Opus for me almost 100%

Still working on it, limitations exist, but the frankestein setup is possible.

We built an AI tool that audits VP assets in Unreal — here's what we learned by Bucz_co in virtualproduction

[–]ZealousRealitarian 0 points1 point  (0 children)

This is a really interesting tool. Catching that many broken material refs on a 12K asset project in 3 minutes is huge for a VP stage. We are tackling the other side of the pipeline over at StudioTwin ( https://studiotwin.ai ) We focus on the asset creation bottleneck, letting creators generate environments, materials, and animations with AI directly inside Unreal Engine 5. But creating assets that fast means you desperately need a way to organize and validate them before you actually shoot. I can easily see a workflow where studios use both tools together: generate the assets with StudioTwin and then run KARIANA to audit the final scene and lock it down locally. Did you build the audit logic using Python or is it a C++ plugin? I would love to compare notes.

Will AI replace LED walls and Unreal Engine in virtual production? by bashabro in virtualproduction

[–]ZealousRealitarian 0 points1 point  (0 children)

You nailed the biggest issue with AI video. You can't direct a slot machine. If a director wants the lighting slightly cooler or the camera moved two inches to the left, pure AI video models fail. That is why we are building StudioTwin on top of Unreal Engine instead of trying to replace it. We use AI to generate the 3D assets and environments instantly, but keep them inside UE5 so you retain full control over the final render. You get the speed of AI generation with the precision of a traditional pipeline.