## 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 20 shows A 4.2-second action loop built from comic-animation tricks: | Beat | Trick | |---|---| | Crouch | Deep squash, eyes narrow to "determined" | | Launch | Smear frame: bot stretched with a tapered white trail | | Flip | Multiples: faded copies trail behind; face spins | | Land | Impact frame: one black flash frame, white silhouette, radial lines, BOING! | | Settle | Springy wobble, text fades | | Look back → dash | ZIP! with speed lines and a horizontal smear | | Skid | Lean back and forth, then idle | **Timing chips, the core lesson:** - **Smooth:** 60 new drawings per second. Looks like a video game. - **On ones:** 24 per second, full film rate. - **On twos:** each drawing held for 2 film frames (12 per second). Punchy and graphic. - **Mixed:** twos by default, ones only during fast moves. This is the Spider-Verse approach. ## 3. Experiments 1. **Speed 25%, then compare "Smooth" vs "On twos."** On twos, the bot visibly steps from pose to pose. Smooth motion slides and feels weightless. 2. **On twos, untick "Smears and multiples."** Fast moves now strobe: the bot jumps between positions with gaps. Smears exist to fill those gaps with *drawn* motion blur. 3. **Watch for the one-frame black flash on landing.** At full speed you barely see it, yet the landing feels harder with it. Slow down to catch it. 4. **Untick "Line boil."** The outline stops shimmering. Boil fakes the tiny wobble of redrawing by hand each frame. ## 4. Less obvious details - **Why twos feel punchier.** Held frames let each pose register in the brain before the next arrives. Real film blur smooths motion out; drawn smears choose *what* the blur looks like. - **Smears are designed shapes, not physics.** The trail tapers, the stretch lines up with the direction of travel, and the eyes stay readable. They're drawn to *read*, not to be accurate. - **The print offset imitates cheap comic printing.** Colour plates drifted out of line, leaving cyan and magenta fringes. The film recreated that on purpose. - **Halftone dots shade the shadow side.** Printers made tones from dots of varying size (Ben-Day dots). Here the dots grow as the surface turns away from the light. - **Line boil is seeded per drawing, not per screen frame.** On twos it changes 12 times a second, so the jitter matches the timing. Smooth jitter would look like a bug. ## Examples **Ones vs twos** ``` film frames: 1 2 3 4 5 6 7 8 on ones: A B C D E F G H (24 drawings/s) on twos: A A C C E E G G (12 drawings/s) mixed: A A C C D E F G ← switches to ones when fast ``` **Anatomy of a smear frame** ``` multiples speed lines smear bot ◌ ◌ ═══════════ ◀━━━━━━━━━━● ← stretched along velocity (28% alpha) (behind) (tapered trail) (eyes still readable) ``` **Impact frame sequence** ``` frame n: normal frame n+1: BLACK panel · white silhouette · white radial lines ← 1–2 frames frame n+2…: normal panel · black radial lines · BOING! pops (overshoot) ```
Stack mention: option 20 does not name an implementation (SVG, canvas, three.js, etc.) in the original Claude writeup.
E. Film and video FX