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skills/pixverse-explainer/references/styles-color-and-shape.md
18 KB · Oct 4, 2026 · 12:28 UTC
# Colour And Shape Looks: Kids Studio 3D, Colorful 3D, Pastel Flat 2D, Poster Vector Open only the selected look's section. Paste its FORMULA, MOTION, PALETTE LOCK and NEGATIVE into the templates in `./production.md` (style key, roster) and `./block-prompt.md` (video blocks), then stage shots from its devices and shot shapes. A supplied style donor's observed palette and surface override the defaults here. A look never selects the audience: these looks serve any channel, and Kids narration, talking cast or song turn on only when the brief asks for them. ## Kids Studio 3D Chunky toy-like 3D characters and objects performing on a seamless pure white studio floor, in candy colours with soft round shadows. Best on how-things-work, first science, everyday objects, counting and comparison, product explainers. One-line description for the user: "Studio 3D — bright chunky toy characters on a clean white studio stage." **FORMULA** (paste byte-identical into every image and video prompt) > bright stylised 3D toy animation in a clean white studio: chunky rounded characters > and objects with large simple glossy-dot eyes, stubby limbs and fixed simple face > shapes, smooth soft-plastic and matte clay-like surfaces with gentle bevels; candy > palette of cherry red, sunny yellow, sky blue, grass green and bubblegum pink on a > seamless pure white floor and backdrop; soft dimensional studio lighting with a clean > round contact shadow under every foot and prop; bouncy animation with short > anticipation, decisive action, soft squash and a springy landing; stylised toy-like 3D > illustration in every frame, never live action. **MOTION**: `smooth bouncy 3D toy animation, short anticipation, decisive action, soft squash and springy landings` **PALETTE LOCK**: `seamless pure white studio floor and backdrop; cherry red, sunny yellow, sky blue, grass green, bubblegum pink objects — one main colour per character or prop, white stays white` **NEGATIVE**: `opening on a reference image, static first frame, dissolves, fades, readable text, letters, numbers, captions, photorealism, live-action footage, outdoor landscapes, sky, grime, talking mouths, watermark` The white studio is what separates this look from Colorful 3D: sets here are a few big toy pieces standing on white. ### Signature devices - **Drop and bounce** — every character, prop and set piece arrives from above, lands with a squash, bounces once and is already doing its job. - **Snap blocks** — big studded blocks click together into towers, bars and bridges; two towers side by side make a comparison. - **The big toy machine** — one oversized machine with a single obvious moving part (crank, lever, conveyor, funnel, bellows) turning input into output. - **Hinged halves** — an object swings open on a hinge like a toy case to show its colour-coded insides, then claps shut. - **Ball chute** — coloured balls roll down a ramp and drop into clear tubes that fill to different heights; amounts read from fill level alone. - **Hero mat** — a flat coloured disc slides across the white floor and stops under whoever matters now. - **Big reactions** — characters jump, point, nod, shrug, carry, push and high-five, eyes wide, mouths closed. ### Roster guidance - **Cast (2:3)**: full-body chunky characters on white, one main colour each, big dot eyes, stubby limbs, one signature item (cap, backpack, tool belt). An object can be a character: a kettle with eyes, a battery with arms. Variants attach the first image. - **Stages (output aspect)**: the white studio with one to three large toy set pieces and the anchor machine placed left or right of centre, floor shadows visible. A second arrangement of the same pieces counts as coverage. - **Props (1:1)**: the through-line object, snap blocks, balls and tubes, the hinged cutaway object with its insides decided, tools with fat handles. ### Shot language A dimensional stage: change angle as well as size. FULL STAGE level wide → low-angle MEDIUM on the character → high-angle on the machine → top-down on the floor layout → MACRO DETAIL on the moving part or a ball landing. Good shot shapes: - *Arrival*: the machine drops in and bounces, then the character drops in beside it, then the hero mat slides under them both. - *How it works*: the character cranks the handle, then balls roll through the machine, then a finished toy pops out of the chute and lands in their hands. - *Look inside*: the object hops forward, then swings open on its hinge, then a part inside spins up and lights. - *How many*: balls pour down the chute, then the first tube fills, then the second tube fills twice as high and the character points up at it. - *Uh-oh*: the block tower wobbles, then topples across the floor, then the character scoops the blocks back into a wider, steadier stack. AUDIO cues: rubbery boings, plastic clicks and clacks, rolling balls, crank ratchets, a big toy crash on the impact, clean quiet studio tone. ## Colorful 3D A saturated, rounded outdoor 3D world: blue sky, sculpted puffy clouds, rolling hills, winding paths, chunky vehicles, buildings and characters in bold primaries. Best on nature and weather, energy and transport, geography, engineering, journeys. One-line description for the user: "Colorful 3D — a vivid rounded toy-like world under a big blue sky." **FORMULA** (paste byte-identical into every image and video prompt) > vibrant stylised 3D animation in a rich rounded outdoor world: chunky soft-edged > characters, vehicles and buildings with simple friendly faces, smooth sculpted > surfaces with selectively glossy props and matte tactile terrain; saturated primaries > of poppy red, sunflower yellow, cobalt blue and emerald green under a deep blue sky > with sculpted puffy white clouds, rolling hills, rounded trees and winding paths; warm > sunlight with soft physical shadows and gentle depth haze; characters and machines move > with clear anticipation, push, travel and springy settle while clouds, flags and grass > keep drifting; stylised toy-like 3D illustration in every frame, never live action. **MOTION**: `smooth lively 3D animation, clear anticipation, force and springy settle, drifting clouds and swaying scenery, gliding camera` **PALETTE LOCK**: `deep blue sky, white sculpted clouds, emerald hills, poppy red, sunflower yellow and cobalt blue objects — each key prop keeps one locked colour` **NEGATIVE**: `opening on a reference image, static first frame, dissolves, fades, readable text, letters, numbers, captions, photorealism, live-action footage, empty white studio, grey overcast, talking mouths, watermark` The full outdoor world is what separates this look from Kids Studio 3D: every shot has sky, ground and scenery around the action. ### Signature devices - **Rolling world** — hills, trees and clouds scroll past while a vehicle or character travels; the landscape itself shows the journey and what changes along it. - **Lift-off shell** — the front shell of a machine, building or hillside lifts away and the working inside is shown in layers with parts turning. - **Flow beads** — glowing rounded beads stream through pipes, wires, air or soil to show heat, wind, current, water or money moving from cause to effect. - **Working clouds** — clouds gather, darken, rain, part for the sun or carry something across the sky. - **Sprouting rows** — crops, houses, turbines or towers spring out of the ground one by one along the path until the valley is full. - **Chunky arrows** — thick 3D arrows swing in, bend along a route and land with a bounce; big ✓ and ✗ blocks drop as verdicts. - **Convoys and herds** — one vehicle or animal is joined by more and more along the road, or the line thins out one by one. ### Roster guidance - **Cast (2:3)**: full-body rounded characters with simple friendly faces, one main colour and one signature item; vehicles and animals may be cast. Variants attach the first image. - **Stages (output aspect)**: dressed outdoor sets with sky, clouds, terrain and one large anchor — a windmill on a hill, a harbour with a crane, a farm valley, a city street of rounded towers, a mountain with a tunnel. Give the cutaway view of the anchor its own plate when the script looks inside it. - **Props (1:1)**: the through-line object, the machine with its true working parts in simplified form (attach a source image for real hardware), flow beads, arrow and verdict blocks. ### Shot language A dimensional world: change angle as well as size. High aerial FULL STAGE over the valley → low-angle MEDIUM under the machine → lateral tracking MEDIUM beside a vehicle → MACRO DETAIL inside the cutaway → top-down on a route. Good shot shapes: - *Set the scene*: clouds part, then the anchor building springs up on its hill, then the character rolls in along the path and hops out. - *Cause to effect*: the furnace door glows, then beads stream along the pipe into the house, then its windows light up floor by floor. - *Inside*: the shell lifts off, then gears turn and beads race through the pipes, then the output rolls out of the far end. - *Spread*: one turbine sprouts and spins, then a row sprouts along the ridge, then lights come on house by house in the valley. - *Verdict*: two machines race along the path, then one stalls in a puff, then a big ✓ block drops beside the winner. AUDIO cues: breezy outdoor air and birds, engine putters, whooshes on fast moves, soft bead chimes on flows, one solid thump or clang on the impact. ## Pastel Flat 2D Soft flat vector shapes in cream, pink, pale blue, mint and lavender, each outlined in a slightly darker tone of its own colour, with friendly dot-eyed characters. Best on wellbeing, habits, psychology, education, gentle science and lifestyle topics. One-line description for the user: "Pastel flat — soft rounded shapes in calm pastel colours with friendly simple characters." **FORMULA** (paste byte-identical into every image and video prompt) > soft flat 2D vector animation of rounded simple shapes: every form is a flat pastel > fill with a slightly darker contour of its own hue, restrained soft cel shadows, one > small highlight shape and friendly dot-eyed faces; palette of cream, blush pink, pale > sky blue, mint and lavender, a warm coral pop on the hero element, and deep > blue-violet reserved for night scenes; airy backgrounds of large overlapping rounded > hills, clouds, windows and simple rooms; limited animation on twos with gentle squash > and stretch, slides, pops and floaty follow-through; flat illustrated shapes in every > frame, never live action. **MOTION**: `soft limited 2D animation on twos, gentle squash and stretch, pops and slides with floaty follow-through` **PALETTE LOCK**: `cream, blush pink, pale sky blue, mint, lavender, ONE coral pop on the hero; contours a darker tone of each fill; night scenes shift to deep blue-violet with pale yellow light — no black outlines, no gradients` **NEGATIVE**: `opening on a reference image, static first frame, dissolves, fades, readable text, letters, numbers, captions, black outlines, photorealism, live-action footage, 3D render, glossy plastic, talking mouths, watermark` ### Signature devices - **Blob split** — a rounded shape stretches, pinches and divides into two or more: cells, budgets, attention, a day into parts. - **Icon bubbles** — round bubbles pop up over a character with a simple icon inside (heart, moon, cup, lightbulb, ?, !), then float off or burst. - **Sliding panels** — rounded-corner panels slide in side by side for before and after, and the character steps from one into the other. - **Dotted path** — dashes appear one by one along a curve and a character or object follows them to the goal. - **Light cone** — a flat pale-yellow beam sweeps from a lamp, torch, lighthouse or sun and whatever it touches brightens and wakes. - **Drop-in counters** — circles drop into a jar, a row or a rounded bar that fills segment by segment. - **Rings and sparkles** — flat ring pulses and four-point stars burst on contact; the impact beat, in coral. - **Sky swap** — the sun slides down, the moon slides up and the background shapes switch to the night palette inside one shot. ### Roster guidance - **Cast (2:3)**: full-body rounded characters with dot eyes, small curved closed mouths, soft limbs, two or three pastel fills and coloured contours of one locked thickness. The protagonist may carry the coral. Variants attach the first image. - **Stages (output aspect)**: flat layered plates — a room with a big window and one large piece of furniture, a hillside with a house, a desk scene, a night sky with a lighthouse. Make separate day and night plates when the story needs both states. - **Props (1:1)**: the through-line object, the lamp or light source, the jar and counters, simple icons as flat objects. ### Shot language Frontal camera throughout; change framing scale between shots: FULL STAGE → CLOSE-UP on a face or hands → MACRO DETAIL on one object and its ring burst → MEDIUM on two characters. Flat shapes slide and scale; they keep their flat front view. Good shapes: - *Wake-up*: the sun slides up, then the light cone sweeps across the room, then the character pops upright and stretches. - *Thought*: the character tilts its head, then three icon bubbles pop up one by one, then it taps one and the others burst. - *Step by step*: dashes draw along the hill, then the character hops along them, then plants the coral flag at the top with a ring burst. - *Fill-up*: circles drop into the jar one by one, then the level passes half, then the jar does a happy squash and sparkles. - *Before and after*: two panels slide in, then the character walks from the grey-blue one into the bright one, then the first panel slides away. AUDIO cues: soft pops and bloops, gentle whooshes on slides, a light chime on sparkles, a padded thump on the impact, airy quiet room tone. ## Poster Vector Bold screenprint-poster graphics in motion: hard-edged flat silhouettes, a handful of high-contrast colours, big colour fields cut by diagonals and sunbursts. Best on myths and legends, sport, politics and power, business rivalries, big-number stories. One-line description for the user: "Poster vector — bold flat silhouettes and a few punchy colours, like a vintage travel or film poster in motion." **FORMULA** (paste byte-identical into every image and video prompt) > bold flat poster-vector animation: hard-edged geometric silhouettes with crisp clean > edges, faces reduced to a few cut shapes, depth built only from overlapping flat > shapes and one hard offset flat shadow; a limited high-contrast palette of ink navy, > warm off-white, signal red and mustard yellow with one solid colour per shape; > backgrounds are large solid colour fields split by strong diagonals, sunburst rays, > circles and horizon bands; shapes pop, slide, wipe behind masks, split and snap > together with brief overshoot in limited animation; flat screenprint-style graphic > illustration in every frame, never live action. **MOTION**: `punchy limited vector animation, shapes popping, sliding, masking and snapping together with brief overshoot` **PALETTE LOCK**: `ink navy, warm off-white, signal red, mustard yellow — solid flat fills only, one colour per shape, no outlines, no gradients, no texture` **NEGATIVE**: `opening on a reference image, static first frame, dissolves, fades, readable text, letters, numbers, captions, outlines, gradients, paper texture, photorealism, live-action footage, 3D render, talking mouths, watermark` ### Signature devices - **Sunburst** — rays fan out and rotate behind the hero; they snap to signal red on the impact beat. - **Diagonal split** — the frame cracks along a diagonal into two colour fields with a rival on each side; the line shoves one way as the balance shifts. - **Shape wipe** — a huge circle or band slides across inside the shot and the next arrangement is standing behind it. - **Snap-build** — the hero assembles from flying geometric pieces that lock together one after another: a ship, a temple, a robot, a champion. - **Silhouette ranks** — identical figures stamp in row by row; some flip to signal red to show a share or a side. - **Shooting bars** — blocks and towers shoot up from the horizon band with overshoot, side by side, and a figure stands on the tallest. - **Giant symbols** — an oversized arrow, coin, gear, crown, star, lightning bolt, ✓ or ✗ slams in like a stamp. ### Roster guidance - **Cast (2:3)**: full-body flat silhouettes on a solid field, built from a few bold shapes, one role colour plus navy and off-white, strong readable pose. Each role owns one symbol prop (trident, torch, briefcase, shield) and keeps it for the whole film. Variants attach the first image. - **Stages (output aspect)**: flat colour-field plates — a horizon band with a sunburst and one big anchor silhouette (mountain, stadium, skyline, temple, factory), or a diagonal split ready for two rivals. - **Props (1:1)**: the through-line object, giant symbols, each role's symbol prop, bars and blocks as plain rectangles. ### Shot language Frontal camera throughout; change framing scale between shots: FULL STAGE → CLOSE-UP on a silhouette head and symbol prop → MACRO DETAIL where two shapes meet → MEDIUM on the rivals. Big shapes fill the fields edge to edge. Good shot shapes: - *Opening*: the horizon band slides in, then the sunburst fans out, then the hero snap-builds at centre and raises its symbol prop. - *Rivalry*: the frame splits on the diagonal, then a rival pops up on each side, then the line shoves toward the loser. - *Rise*: three bars shoot up in turn, then the hero leaps onto the tallest, then a giant star slams in behind. - *Army*: one silhouette stamps in, then ranks fill the field row by row, then every third figure flips to signal red. - *Downfall*: the giant ✗ slams across the tower, then it splits into pieces, then the pieces slide off the bottom edge and the rival's circle wipes across. AUDIO cues: tight whooshes on slides, punchy pops and snaps, low drum-like hits on landings, one big slam on the impact, a dry quiet room tone.
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