## 1. Your prompt, rewritten > "Animate my attached bot (a white sphere with two slanted black capsule eyes) using as many FX (effects) techniques as possible. Draw from early gaming through modern real-time 3D, film, video and painting. Think like an animator, director, game developer and fine artist. First give me the full catalog, ordered by sequence. Then build one bot at a time as a live, interactive demo. Keep the character consistent across all demos. Pause after each one. Flag any technique that needs an external API before you use it."
## 2. What option 14 shows
- **Realistic lighting gets rounded into flat steps.** The shader works out how much each point faces the light, then rounds it to a few flat values.
- **The outline is an inside-out copy of the bot.** A slightly bigger black sphere sits behind the bot with its faces flipped, so only its rim shows. This "inverted hull" trick has been the go-to outline in games for over 20 years.
- **Four styles, one shader:**
| Style | Shadow is made of | Signature |
|---|---|---|
| Anime | One hard edge, lavender tint | Rim light, tiny highlight, white eye sparkles |
| Cartoon bands | 2–5 flat steps | Classic TV-animation look |
| Comic halftone | Print dots, bigger in darker areas | Newspaper comic strip |
| Ink hatching | Up to 3 layers of pen strokes | Illustrated book or etching |
- **The eyes squint on landing.** A quick anime-style reaction to the impact, layered on top of the squash.
## 3. Experiments
1. **Anime: untick "Orbit light" and drag the light angle.** The single shadow edge sweeps across the ball like a terminator line on the moon.
2. **Cartoon: set bands to 2, then 5.** At 5 it starts to look like real lighting again. Toon style lives at 2–3 bands.
3. **Untick "Coloured shadows."** Grey shadows look dirty and flat. Animators almost never shade white objects with grey; they use a cool blue or purple.
4. **Set the outline to 0.** Without ink lines, the bot loses its "drawn" quality and reads as plain 3D.
## 4. Less obvious details
- **Halftone and hatching are drawn in screen space.** The dots and strokes are fixed to your screen, not the ball's surface, so they don't rotate with it. That's how a printed page behaves. Watch closely as the bot turns.
- **Anime shading uses "half-lambert" lighting.** It lets light wrap further round the sphere, giving a larger lit area and a softer, friendlier character.
- **The catchlights are separate tiny white spheres.** Anime eyes use a painted sparkle, not a real reflection, so it stays put even when the light moves.
- **The outline thickness is world-sized, not pen-sized.** It thickens as the bot gets closer to the camera. Real toon games often use screen-space outlines to keep a constant "pen" width.
## Examples
**From smooth light to toon bands**
```
real light: ░░░▒▒▒▒▓▓▓▓▓████████ smooth gradient
2 bands: ▓▓▓▓▓▓▓▓▓▓██████████ anime
3 bands: ▒▒▒▒▒▒▓▓▓▓▓▓▓█████████ cartoon
halftone: ● ● • • · · dots shrink toward light
hatching: ╳╳╳ ╱╱╱ ··· cross, single, none
```
**Inverted hull outline**
```
camera ▶ ( black hull, faces flipped )
( ( white bot sphere ) )
only the hull's back faces render → visible as a ring around the bot
```
**Shader decision per pixel**
```
d = dot(normal, light) × 0.5 + 0.5 (half-lambert)
anime: d > 0.52 ? white : lavender
bands: floor(d × N) ÷ (N − 1)
halftone: dot radius = (1 − d) × 0.66 on a 45° screen grid
hatching: add stroke layer at darkness 0.36, 0.56, 0.72
```
D. Modern real-time 3D