3D Cartoon

Explore free 3D Cartoon video prompts from YouMind's AI prompt library, grouped under styles. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.

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Seedance 2.0
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[Role of Reference Images] Maintain a single identity based on the character in the reference images throughout. References are for face, contour, age, eyes, hair, costume, and atmosphere only. Do not recreate the background or pose of the reference image. Start with a new urban fantasy action scene. [Character Locking] One person throughout. No changes in face, hair, or costume. Only expressions and actions change. One weapon only. Include a retractable wire mechanism in both sleeves. Use two wires for the initial launch, then only one for upward movement. [Visual Style] High-quality 3D cell-look animation. Cinematic high-density key animation, delicate acting, and transparency in lighting. Convert the reference art style into a 3D animated look. [Setting Adaption] Fixed at a high-density urban fantasy intersection at night. The environment adjusts to the character's style (e.g., Japanese, Gothic, Mechanical). The enemy is a large black humanoid combat mech. [Action and Camera] The protagonist crouches on a wall, shoots two wires to form a V-shape, and launches like an arrow. Fast side-tracking camera follows the horizontal flight. Cuts through the mech's knee joint with a hit-stop effect, then shoots a new wire to swing upward. [Incomplete]

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gemini-omni
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Based on my photo, create a photo in the style of The Sims game, character creation block. [Guy] Sim in [black jeans, black T-shirt, and black cap]. To the right of the character are white squares. In these squares, from top to bottom: [MacBook, iPhone, AirPods max]. Above the Sim's head is a green plumbob, and above it is the inscription [ALEX PROMPTS], made in the style of The Sims game. Add arrows to the right and left of the Sim, as in The Sims character editor. 9:16 A stylized character creation screen from The Sims video game. A [men] wearing a [black t-shirt, black trousers, black cap] stands in the center. He is subtly dancing in place, swaying her hips and arms gently. Above his head, a green Plumbob floats and rotates slowly. The user interface with clothing choices, arrows, and the [ALEX PROMPTS] label stays completely static. The background does not move.

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Seedance 2.0
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High-density 3D toon/cel-look fantasy action RPG footage. Maintain movie-quality key animation, high-quality compositing, smooth continuous motion with readable center of gravity, transparent lighting, and dense background art. [Reference Image and Character Fixation] Maintain the same character across all cuts based on the source reference image. Use the reference image as the standard for face, eye shape, iris color, eyelashes, cheeks, jaw, age, hairstyle, hair color, outfit, decorations, build, overall silhouette, atmosphere, unique motifs, and character colors. Do not reproduce the background, room, furniture, text, frames, multiple panels, explanatory diagrams, UI, poses, camera angles, or framing of the reference image itself. Only facial expressions, gaze, mouth, combat stance, breathing, and natural swaying of hair, outfits, and decorations may change. Mixing features, averaging faces, swapping outfits, changing characters, cloning, changing age, or adding extra people is prohibited. If there are multiple reference images, prioritize the one with the clearest face for character identity, and the one with the clearest full body for outfit, build, and silhouette. [Character Adaptation] Design the overall setting, architecture, props, enemy design, spear decorations, magical expressions, light, reflections, particles, and shockwave shapes based on the color scheme, materials, culture, occupation, attributes, and symbols of the reference character. Transform the setting into something that naturally connects with the reference character (e.g., temples/corridors for Japanese style, glass/mechanical facilities for futuristic, cathedrals/iron for Gothic). The background should be organized in low-saturation complementary colors to highlight the character, with the character's unique colors concentrated on eyes, spears, follow-up attacks, contact points, and floor reflections. The background and enemies must not be flashier than the protagonist. [Weapon Fixation] The protagonist's weapon is fixed as a single long spear common across all characters. Maintain the same spear, same length, and same structure across all cuts. The handle, tip, and butt must be on a single straight line; extra blades, splitting, transformation, or duplication is prohibited. While keeping the basic structure common, adjust the color, detail decorations, texture, and glow color to match the world and character colors of the reference character. In other words, do not change the type of spear itself, only adapt the surface design. [Follow-up Element] Use a single secondary attack element for follow-up attacks. If the reference character has a tail, use that single tail. If there is no tail, replace it with a single long ribbon, band, chain, whip-like decoration, long hair bundle, or a single magical band of the character's unique color. Duplication, branching, or turning into a separate weapon is prohibited. Depict it as a single continuous follow-up element with natural delay and reaction from root to tip. [Shared Art Style] Keep line art thin and delicate, with line colors being dark colors close to the character's unique color. Leave clear two-to-three-stage cel shading on the face, hair, outfit, spear, and enemies, along with a layer of transparent pale mid-shadows. Do not let shadows turn completely black. Skin is clean, matte anime style. Distinguish between cloth, metal, leather, gems, wood, horns, scales, glass, and stone floors with different reflections and roughness. Apply soft key light to the protagonist's face, with background light kept as supplementary. Avoid thick black outlines, simplified TV anime, flat single-layer cel painting, low-density backgrounds, smooth plastic CG, generic 3D anime girl faces, semi-realism, realism, live-action, dull colors, or mixed art styles. [Enemy] The enemy is a single giant non-human fantasy monster. Adjust it to be about twice the size of the protagonist, such as an ogre, demon, knight monster, mechanical beast, or cursed guardian fitting the world of the reference character. Maintain the same face, build, horns/armor, outfit, hair, and glowing weak point patterns across all cuts. Place a single glowing weak point pattern on the center of the enemy's chest to abdomen that is clearly distinguishable from the protagonist's unique color. [Setting] A giant indoor combat space matching the reference character's world. Features a wide floor, a ceiling where light enters from above, a deep corridor or structure, and floor materials that show reflections or ground contact reactions. The floor softly reflects the character, enemy, spear, and magical light. Maintain high-density backgrounds while organizing with shallow depth of field. Do not place readable signs, text, advertisements, or logos. [Action and Camera] Cut 1: Low-angle diagonal-front medium shot. Clearly show the positional relationship between the protagonist, the single spear, the single follow-up element, and the giant enemy. The protagonist fixes their gaze on the enemy, holding only the spear handle with both hands. They lower their support leg, take a sharp step forward, rotate their waist and shoulders in sync, and deliver a large diagonal slash with the entire spear. The moment the tip touches the glowing weak point on the enemy's front, there is a very short hit stop. Impact light and circular magical waves of the character's unique color spread from the contact point. Transition directly into the follow-up. Cut 2: Close-up of the contact point. Do not return to the protagonist's face; focus on the enemy's chest to waist, the weak point, and the impact point of the single follow-up element. The follow-up element enters in a low horizontal arc, and the tip hits the weak point once with force. Short hit stop upon impact. Ring-shaped shockwaves and thin light cracks spread, and the enemy's outfit, hair, and armor shake violently. Cut 3: Short medium-long shot showing the entire enemy and the floor. The enemy loses its center of gravity, staggers two large steps, and collapses down from one knee. Immediately after the knee touches the floor, the upper body and one hand sink to the floor, with outfits, hair, and armor spreading with a delay. The enemy does not vanish, remaining on the floor in an incapacitated state. Cut 4: Ultra-low angle close-up. In the left foreground, place the enemy's hand or part of their face; in the center, the single long spear; on the right, the protagonist's leg and shoe. The protagonist swings the same spear down vertically with both hands, thrusting the tip into the empty floor in front, away from the enemy's outline. Leave a clear gap between the fallen enemy and the contact point. At the moment the tip enters the floor, generate unique-colored and warm-colored sparks, small cracks, and circular light waves. The long spear shaft extends vertically from the center to the top of the frame. The moment of contact is the final frame, ending immediately. Do not return to a chest-up composition, face close-up, or commemorative pose. [Sound] The diagonal slash is a low wind cut and a short magical impact sound. The follow-up is a heavy strike and a clear magical sound. The enemy's collapse is a single heavy floor impact sound. The end is the sharp contact sound of the spear hitting the floor, a short cracking sound, and magical resonance sound simultaneously, with the sound cutting out at that moment. No dialogue, conversation, narration, or singing. [Important Guards] Only one protagonist, one enemy, one spear, and one follow-up element. Duplication of characters, extra enemies, spear duplication/transformation, separate weapons, or branching of the follow-up element is prohibited. The spear tip at the end must land on the empty floor away from the enemy's outline. No text, subtitles, logos, watermarks, or UI.

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Seedance 2.0
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A clay pirate captain duck with a tiny hat, wooden sword, eye patch and dramatic pose Sails across a bathtub ocean, battling giant soap waves and riding a sponge ship toward a rubber duck treasure island Bathroom fantasy world with bubbles, towels as cliffs and warm light reflecting on water 3D clay , Pixar-style playful adventure, soft clay textures, rounded props, dynamic camera glide over water, bright cheerful atmosphere, ending with the duck discovering a golden bath plug treasure.

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Seedance 2.0
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[Reference Image and Character Locking] Maintain identity from reference images. Focus on faces, eyes, and 3D rendering. Backgrounds and poses from references are not recreated. One katana and scabbard only. [World and Visual Style] Neon city night. High-speed wire swordplay cinematic 3D anime. Urban fantasy RPG style with high-end theatrical quality. Transparent lighting and high-density environments. The environment adjusts to the character's primary colors. [Action Breakdown] The character never stops moving, using wire tension and gravity for momentum. A sequence of 6 precise strikes against a giant mech: Right knee armor, internal knee joint, right shoulder armor, internal shoulder drive, rear core cover, and the core itself. [Cut 1-4] Multi-cut sequence detailing the approach using dual wires, transitioning to a single wire swing for the strikes. Includes detailed camera movements (side-parallel, low-angle) and visual effects like hit-stops and sparks. Ends just before the 7th strike. [Incomplete]

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Seedance 2.0
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Cinematic 3D animation. A soccer ball bounces on a dry, cracked, desert-like stadium field. A professional skincare dropper squeezes a single drop of clear, glowing serum onto the parched earth. Where the drop lands, the dry ground instantly transforms into vibrant, lush, perfectly manicured green grass, spreading outward. The camera pans across the healthy, green stadium pitch. In the final scene, a bottle of 'POPSKIN' serum rises from the center of the grass with a blurred golden trophy in the background. Photorealistic, high detail, smooth transitions, professional lighting

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Seedance 2.0
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Pixar-quality 3D animation, highly expressive characters, warm cinematic lighting, colorful suburban backyard with World Cup decorations, exaggerated squash-and-stretch, playful camera movement, vibrant colors, ultra-detailed textures, no dialogue, expressive reactions only. Scene 1 (0–4s) Three energetic grandkids play an intense backyard soccer match. One attempts an ambitious bicycle kick and accidentally launches the ball toward Grandma. Grandma peacefully knits in a rocking chair under a tree, wearing glasses, cozy slippers, and a knitted cardigan, completely unaware. The kids freeze in horror as the camera follows the spinning ball toward her. Scene 2 (4–8s) Just before impact, Grandma casually lifts one slipper and effortlessly cushions the ball without looking up or stopping her knitting. She gently begins juggling with her slippers while continuing to knit perfectly. The rocking chair rocks naturally as the kids stare in disbelief. Birds stop, a squirrel freezes, and the camera slowly circles Grandma to emphasize how effortless she is. Scene 3 (8–12s) Without changing expression, Grandma escalates into impossible freestyle: around-the-world, rainbow flick, heel stall, neck stall, slipper rolls, and a tiny seated bicycle kick. She never misses a stitch or loses balance. The scarf keeps growing while everyone—including a neighbor and a confused golden retriever—watches in complete shock. Scene 4 (12–15s) Grandma casually volleys the ball without looking. It curves perfectly into the goal. The kids erupt in celebration and run toward her like she's a football legend. Grandma simply smiles, adjusts her glasses, keeps knitting, and gently rocks back and forth as the camera pulls back on the joyful backyard. Animation Notes: Strong Pixar facial expressions, readable reactions, smooth soccer physics, only one soccer ball visible at all times exaggerated anticipation and follow-through, subtle secondary motion (fluttering yarn, rocking chair, leaves), wholesome comedy, no dialogue or subtitles, only ambient backyard sounds, ball impacts, knitting clicks, and uplifting orchestral music.

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Seedance 2.0
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ショット数: 8 | 時間: 15秒 | アスペクト比: 9:16 @Image1を絵コンテの参照として使用してください。8つの番号付きパネルの順序に従い、1パネルにつき1ショットとします。絵コンテのパネルは横長ですが、各ショットを垂直な9:16のフレーミングに再構成してください:被写体を中央に配置し、よりタイトなフレーミングで、適切なヘッドルームを確保し、背景は上下に自然に広がるようにします。@Image1に登場するピクサー風の3D CGキャラクターと缶のデザインを一貫して維持してください:20代前半の明るい日本人女性、肩までの長さの濃い茶色の髪、大きな温かみのある茶色の瞳、白い半袖のブラウス、薄いベージュのパンツ。結露で輝く、「FRUVE」というラベルが貼られた冷えたライムグリーンとイエローのアルミ缶。 オーディオ:以下に記載されたショットに合わせた、温かみのある日本人女性のナレーション(明るく、自然で、優しいCMトーン)、および軽快で爽やかなアコースティック・ポップのBGMと繊細な実際の効果音(缶を開ける音、シュワシュワという音、注ぐ音、公園の鳥のさえずり)。 ショット1 (0-2秒): パネル1の通り — 明るい現代的な日本のマンション。彼女は顔の横でキンキンに冷えたFRUVEの缶を持ち、遊び心たっぷりに回転させながらカメラを直視して微笑む。垂直のミディアムクローズアップ、顔と缶がフレームの上部3分の2を占める。カメラ:ゆっくりとしたプッシュイン。照明:大きな窓から差し込む柔らかな朝の光。 ナレーション(日本語、柔らかく誘うように):「なんだか、いいことありそう。」 ショット2 (2-4秒): パネル2の通り — ミニマルなキッチンで、彼女は心地よいシュワシュワという音とともに缶を開ける。小さな輝く水滴とわずかな蒸気が立ち上がり、彼女は歓喜の表情を浮かべる。缶を中央に、彼女の顔をその上に配置した垂直フレーミング。カメラ:固定クローズアップ。照明:温かみのある自然な日光。 オーディオ:歯切れの良い缶を開ける音とシュワシュワという音、ナレーションなし。 ショット3 (4-6秒): パネル3の通り — 缶のマクロショット。輝く泡と水滴が冷たい表面を流れ落ち、冷たい蒸気が立ち上る。背の高い缶が垂直フレームいっぱいに広がる。カメラ:ゆっくりとしたオービット。照明:濡れた金属に日光が反射する。 ナレーション(日本語、穏やかに興奮して):「かじつ、はじける。」 ショット4 (6-8秒): パネル4の通り — スローモーションのスプラッシュシーン。新鮮なレモンのスライス、イチゴ、ミントの葉、氷の粒が、渦巻く透き通った液体とともに宙に浮いた缶の周りを優雅に漂う。要素は缶の周りに垂直に配置される。カメラ:ゆっくりとしたオービット。照明:明るく清潔なハイキー。 ナレーション(日本語、軽やかに):「スパークリング。」 ショット5 (8-9.5秒): パネル5の通り — キッチンカウンターで、彼女は缶から氷の入った背の高いグラスに炭酸飲料を静かに注ぐ。現実的で落ち着いた注ぎ方で、液体はスムーズにグラスに流れ込み、中で柔らかな泡が立ち上がる。こぼれることはない。背の高いグラスの垂直クローズアップ、注がれる流れがフレームに沿って流れる。カメラ:固定クローズアップ。照明:温かみのあるバックライト。 オーディオ:穏やかに注ぐ音とシュワシュワという音、ナレーションなし。 ショット6 (9.5-11.5秒): パネル6の通り — 大きな窓のそばでリラックスしながら、彼女はグラスから一口飲んでリフレッシュする。目は閉じられ、至福の微笑みを浮かべる。垂直のミディアムショット。カメラ:サイドの角度からゆっくりとしたプッシュイン。照明:彼女の顔を際立たせるゴールデンサンライト。 ナレーション(日本語、満足げなため息のあと、柔らかく):「ごくっと、爽快。」 ショット7 (11.5-13.5秒): パネル7の通り — 晴れた午後、彼女は缶を持って緑豊かな日本の公園を歩いている。笑いながら自然な歩調で、垂直フレームの中に全身が収まり、頭上には高い木々がある。カメラ:スムーズなトラッキングショット。照明:温かみのある黄金色の光、柔らかなボケ味の木々。 ナレーション(日本語、アップビートに):「今日をもっと、フレッシュに。」 ショット8 (13.5-15秒): パネル8の通り — 最後のヒーローショット。彼女は明るい笑顔で冷えたFRUVEの缶をカメラに向かって掲げる。垂直フレームの中央で缶が目立ち、その周りにはわずかに柑橘類のスライスとミントが漂っている。カメラ:わずかなローアングルからのゆっくりとしたプルアウト。照明:温かみのある黄金色の輝き。 ナレーション(日本語、明確なブランドキャッチコピーの読み上げ):「フルーヴ、新登場。」 スタイル:高品質なピクサー風3D CGアニメーション、鮮やかで飽和した色、光沢のある詳細な質感、映画のようなクオリティ、浅い被写界深度、スムーズで安定した映像、垂直9:16ショート動画。 すべてのショットで「FRUVE」のラベルがはっきりと読み取れ、同一であることを維持してください。キャラクターを一貫させ、@Image1の外見を正確に保ち、変形やぶれ、顔の不安定さがないようにし、標準的な身体プロポーションを維持してください。 回避事項:ジッター、歪み、ぼやけ、変形、ちらつき、ゴースト、テキストの重ね合わせなし、キャプションなし、字幕なし、ウォーターマークなし、余計なロゴなし、重複する人物なし、フォトリアルなスタイルなし、レターボックスなし、黒帯なし。

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Seedance 2.0
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Use the uploaded storyboard image as a visual reference only. Create a single 10-second cinematic 3D animation by recreating every storyboard panel in sequence. Do NOT animate the storyboard page itself. Rebuild every scene as a real animated environment while keeping the exact same girl, outfit, hairstyle, facial features, kitchen, colors, lighting, props, and overall style from the storyboard. 0.00–1.25s: The girl happily waves at the camera and points toward the cupcake ingredients on the table. 1.25–2.50s: She pours flour into a clear glass bowl. Soft flour particles float naturally. 2.50–3.75s: She gently whisks the cupcake batter while smiling. 3.75–5.00s: Extreme close-up of creamy batter being poured into colorful cupcake liners. 5.00–6.25s: She sprinkles rainbow sprinkles over the cupcake batter. 6.25–7.50s: Top-down shot of the cupcake tray as she carefully places it into the oven. 7.50–8.75s: Inside the oven, the cupcakes rise into fluffy golden cupcakes with warm glowing light. 8.75–10.00s: She removes the cupcakes, proudly presents them to the camera, smiles brightly, and gives a cute thumbs-up. Style: Pixar-quality 3D animation, ultra-cute, cozy bakery kitchen, warm golden lighting, soft pastel colors, cinematic depth of field, smooth camera movements, realistic hand movements, natural facial expressions, seamless transitions, high detail, 4K look. Camera: Follow the storyboard camera angles exactly (wide shot, medium shot, close-up, extreme close-up, top-down, close-up, wide shot). Important: Treat the uploaded storyboard only as a reference. Never animate the storyboard page itself. Recreate every scene from scratch in full 3D animation. Do not show storyboard borders or text.

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Seedance 2.0
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A cinematic fantasy storyboard of a curious young boy discovering The Prompt Shop at sunset, where a kind elderly shopkeeper welcomes him into a magical workshop filled with glowing artifacts, floating lights, and enchanted miniature worlds. As they explore together, the boy uncovers a tiny radiant portal hidden within the shop, hinting at a mysterious world beyond. Warm golden lighting, whimsical atmosphere, highly detailed, Pixar-style, magical realism, emotional storytelling.

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