You need to understand. Toon shaders in blender aren't actually made for a model's geometry, for some fucking reason they rely exclusively on normal and topology related math, and that leads to the really janky shadows both in raw animations, and what survived the culling in post. The solutions to this would... delay any progress, both time and money. It got to the point where I considered layered shadow textures to alternate between out of sheer despair. Included is the node setup I used, note that it is manual and specifically requires keyframing on Mapping and Color Ramp.
But yeah...
No normal editing, no topology, no proxies, no fancy shmancy shader, no techno babble. Just. Color.