## 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 25 shows
- **A speed ramp in three stages:**
1. **Full speed:** the bot crouches and leaps as a red water balloon drops.
2. **Ramp down:** in half a second, time slows to 1.2% of normal, right as the balloon bursts on the bot's head.
3. **Frozen orbit:** for 5.5 seconds the camera circles 360°. It shows 320 hanging droplets, spinning scraps of balloon skin, and an expanding shock ring. Then time ramps back up, the water rains down, and the bot lands.
- **Water keeps the balloon's shape for a moment.** Just after the pop, a see-through water ball hangs where the balloon was, wobbling, before breaking apart. High-speed cameras show real balloons doing exactly this.
- **Drops land as flat splats** and stay on the floor until the loop restarts.
## 3. Experiments
1. **Tick "Show camera rig."** Forty-eight cameras ring the scene, and the one matching the current view glows red. The original effect was shot this way: dozens of still cameras fired at once (or in quick sequence), then played back as a film.
2. **Untick "Auto speed ramp" and drag Time scale.** At ×1, drops are long streaks; at ×0.005, they're crisp beads. The streaks copy camera shutter blur, and slow motion shrinks them.
3. **Drag sideways on the scene** during the frozen moment to add your own orbit.
4. **Untick "Motion streaks."** At full speed the drops look like floating marbles. Blur is what sells speed.
## 4. Less obvious details
- **Bullet time isn't slow motion.** Slow motion is one camera recording fast. Bullet time is many cameras recording the *same instant* from different angles, so the camera can move while time stands still.
- **Why the ramp matters.** Snapping straight to a freeze feels like a pause button. Easing into it lets the audience feel time *thickening*.
- **The shock ring always faces the camera.** It's a flat ring turned toward the viewer every frame (a billboard), so it reads as a burst from any angle during the orbit.
- **Everything still runs slowly during the freeze.** At ×0.012, droplets creep outward a few millimetres. Real "frozen" shots also drift, which keeps them alive.
## Examples
**Real time vs story time**
```
real seconds: 0 0.9 1.4 6.9 7.5 9
story time: ━━━━━━━╲____________________________╱━━━━━━━━━
×1 ramp↓ ×0.012 (frozen orbit) ramp↑ ×1
camera: front front 0° ────────► 360° front front
```
**How it was shot for real**
```
📷 📷 📷 📷 📷
📷 📷 all cameras fire at once
📷 ● bot 💧 📷 → frame 1 = cam 1, frame 2 = cam 2 …
📷 📷 → the film "moves" around a frozen moment
📷 📷 📷 📷 📷
```
**Motion streak rule**
```
streak length = 1 + speed × 0.05 × time scale × 6
×1.00 → ━━━━━● (long blur)
×0.01 → ● (sharp, frozen)
```
Stack mention: option 25 does not name an implementation (SVG, canvas, three.js, etc.) in the original Claude writeup.
E. Film and video FX