Classical animators trained in formal drawing and sculpture — they had to understand a character as a real 3D form from any angle so it stays consistent as the "camera" turns. The classic mistake to avoid is "twinning": when both sides of a body mirror each other exactly, the form reads as flat, like a paper cutout instead of something solid.
Light, shadow, and perspective-correct foreshortening are the tools of solid drawing. To sell a sphere turning in place, its highlight has to travel across the surface and its silhouette has to narrow and widen with the rotation.
In UI, this is the difference between a flat, single-color icon and one with a subtle gradient and highlight — the second one simply reads as having more physical presence.
The circle on the left is flat — one solid color, no cues about form. The one on the right has a highlight, a shadow, and a width that narrows and widens on a cycle, so it reads as a sphere continuously turning in place.
When to use
Use it where physical presence matters — brand mascots, icon sets with a 3D feel. Minimal, flat design systems often skip it on purpose.