Clay 3D motion
Clay 3D makes digital work feel touchable: soft rounded forms, matte material with a little light passing through, and small handmade imperfections, shot like a tabletop miniature. There are two motion flavours:
- Smooth clay (claymorphism): 24–30 fps, bouncy, soft-body squash and stretch. Brand and UI reels.
- Claymation (stop-motion): on twos (12 fps), held poses, the surface "boils" between frames. Handmade, charming, Aardman/Laika feel.
Pick one per piece. Don't mix them.
Pair with: cinematography-for-ai (lenses, miniature camera), design-principles (colour, hierarchy), layout-composition, higgsfield-generate (style frames, image-to-video). Design hero frames as finished stills first ([[motion-is-graphic-design]]).
References:
references/blender.md: modelling, clay shader, lighting, camera, stop-motion setup, render; Python for theblenderMCP.references/after-effects-and-ai.md: compositing passes, posterize, grain, and Higgsfield prompts.references/history.md: claymation history, studios and sources.
1. Visual language (every hold frame must pass)
| Element | Rule |
|---|---|
| Form | Chunky, rounded, inflated. Big bevels, no sharp edges. Simple primitives (spheres, capsules, rounded boxes, noodles). |
| Proportion | Cute and toy-like: big heads, short limbs, thick parts. Thin parts break the clay illusion. |
| Material | Matte clay: high roughness (0.55–0.75), low specular, a little subsurface scattering. Never glossy plastic. |
| Surface | Subtle imperfection: soft lumps, faint fingerprints, tiny noise bump. Smooth claymorphism keeps it nearly invisible; claymation shows it. |
| Colour | Pastels (claymorphism) or saturated playful colours (claymation). 4–6 hues + a cream/off-white. Avoid pure black and pure white; use deep navy and cream. |
| Colour variation | Slight hue/value variation across a surface, as real clay is never perfectly uniform. |
| Light | Soft, large light sources, gentle contact shadows, ambient occlusion in creases. A cool fill against a warm key. |
| Set | Tabletop miniature: seamless curved backdrop (cyc), a floor the objects sit on, props at the same handmade scale. |
| Camera | 50–85 mm, slight high angle (20–35°), shallow depth of field for the miniature feel. |
| Type | Rounded, chunky faces (Fredoka, Baloo, Nunito Black, Cooper Black, Recoleta) built as 3D clay letters or flat type on the comp. |
Starter palettes
- Pastel clay: cream
#F6EEE3, peach#FFB8A1, butter#FFE29A, mint#A8E6CF, sky#9BD1F9, lilac#C9B6F2, navy#2B2F4C. - Playful claymation: tomato
#E8503A, sunflower#F6C744, grass#5BB55B, ocean#2F7FD8, plum#7A4E9C, cream#F4E9D8.
2. Motion principles
Both flavours
- Weight. Everything has mass: it eases in and out, lands with a squash, and settles.
- Squash and stretch, volume preserved. Stretch along the motion, squash on impact. When Y scales by s, X and Z scale by 1/√s.
- Soft contacts. Objects press into surfaces and each other, then recover. Nothing clicks rigidly together.
- Overlap and jiggle. Soft parts (ears, bellies, blobs, toppings) lag and wobble 2–6 frames after the main body stops.
- Arcs and anticipation. Wind up before jumps and throws; travel on arcs.
- Tabletop camera. Slow, steady moves, like a motion-control rig on a miniature set. No impossible flying cameras.
Smooth clay (claymorphism) 7. Bouncy timing. Inflate pops (0 → 115 → 92 → 100% with squash), elastic settles, playful but readable. 8. Blob morphs. Shapes melt and merge into new shapes (metaballs, remesh, shape keys). 9. Smooth 24–30 fps with motion blur.
Claymation (stop-motion) 10. On twos. 12 poses per second (hold every pose 2 frames at 24 fps). Fast actions can go on ones; slow holds on threes. 11. Boil. The surface detail (fingerprints, noise, colour variation) changes on every pose, so the clay looks re-handled. 12. Micro-jitter. Tiny random position/rotation offsets (0.2–0.5 mm scale) per pose on objects and camera; tiny exposure flicker (1–2%). 13. No motion blur, and holds stay mostly still apart from the boil.
3. Signature moves
| Move | How |
|---|---|
| Inflate pop | Object grows from flat to full with overshoot and squash. |
| Squish land | Drop, squash on contact, rebound, jiggle settle. |
| Press and stamp | A shape presses into a clay slab, leaving an imprint (logo reveal). |
| Noodle draw | A clay noodle (round curve) extrudes along a path to write a word or line. |
| Blob merge | Two blobs merge into one, then reshape into the next object. |
| Roll in | Ball rolls in on an arc, squashes, unrolls into a character or logo. |
| Replacement face | Claymation: mouth and eye shapes swap per pose. |
| Tabletop push | Slow dolly or slider move across the miniature set with shallow focus. |
| Hand-made wipe | A clay slab or rolling pin flattens across the frame into the next scene. |
4. Build process
- Look frame: generate or build 1–2 hero stills to lock palette, form language and lighting (Higgsfield prompt in references).
- Model: primitives with big bevels and subdivision; inflate 2D logos and type; noodles from curves. Save .blend files in
Cluads Work Folder\clay\. - Shade: one master clay material with per-object colour (and a small colour variation); add fingerprints and lumps to taste.
- Light and set: cyc backdrop, soft key/fill/rim, AO, shallow DOF.
- Animate: blocking poses → splines with squash, stretch and overlap. For claymation, switch keys to stepped/twos and enable the boil.
- Render and finish: Cycles (or EEVEE for speed), then composite in AE: grade, grain, posterize for claymation.
- Check: pause on any frame. It should look like a photo of a real handmade miniature.
5. Critique checklist
- Does it read as clay, not plastic? (Too shiny → raise roughness, lower specular.)
- Are there any sharp edges or thin parts? Round and thicken them.
- Is the surface too perfect? Add slight lumps and colour variation.
- Is it too dirty? Fingerprints should be subtle unless it's deliberate claymation.
- Do impacts squash, and do soft parts jiggle after stops?
- Is the volume preserved during squash and stretch?
- Claymation: is it really on twos, with the boil changing per pose and no motion blur?
- Is the camera behaving like a real tabletop rig, with believable depth of field?