Category: Armatures

  • Armature Anatomy and Proportions – Updated

    example

    example

    These are the anatomy pattern sheets that I have been using for my wire armature development. I looked through some “anatomy for artists” books and made the figure design based on 1″ units for the male pattern and 15/16″ units for the female pattern. The nice thing is that I can just pick any size unit and then by applying that unit of measurement from dot to dot I can create armatures of any size and keep the proportions in the anatomically correct relationships (or at least close enough). It turns out that each measure is made up of equal units or halving the units at the point where I make a mark or dot. Very much like connect the dots. When finished, I know how long to make a piece of armature wire for the arms, legs, back and so forth.

    The female armature is constructed in a similar manner to the male but the unit of measurement is 15/16″ and some adjustments are made in the measurements at the chest and the pelvis. I start with the 1 position like the male pattern but when I get past the 4th dot and enter the chest area I measure 1 unit then move back 1/2 space then move forward 1/2 of the remaining space. That marks the center of the upper chest. It results in a smaller shoulder width than the male pattern. In my pattern sheet you can see the tiny dots flanking the center dot. Once I have the upper chest marked I continue down marking the spaces like the male pattern and continue down to the end. At the number 3 position I halve the unit of measurement and work my way back up through the head. For the female pattern I used a full unit of measurement to the left and right of the pelvis section which makes the pelvic area wider than the male pattern which uses a total of only 1 unit of measurement.

    I can’t say that these patterns are biologically correct but at least this method helps get the armature construction moving and I can do slight tweaks to the puppet until it looks right.

  • Armature Development

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    I’ve been working on my armature development for the current project. The picture above ( click to enlarge) is of my latest armature tests. I’ve been using the aluminum wire and epoxy putty to make the skeleton of the armature then I use Sculpey Super Flex Bake & Bend to add muscles and body mass. The feet are sculpted from the epoxy which is stronger than Sculpey and can withstand the stress of the tie down when animating and also allows me to use my Dremel to cut a hole through the foot for the tie down without cracking or crumbling. I finish by applying about 4 coats of liquid latex using the build up method to create a skin over the body. I add a small amount of Liquitex acrylic paint to the latex to give the body a uniform color and then I use the same acrylic paint without the latex to coat the feet.

    I got the aluminum for this round of armature testing from Misterart. The brand I got is called Jack Richeson Almaloy Armature Wire and so far I love it. The wire seems very strong but very easy to move and doesn’t seem to have much spring at all.

    As shown in the picture, I have also begun experimenting with a modification of the tie-down design posted by Nick Hilligoss. The idea is to create a plunger mechanism using a spring that will hold the puppet down without having to screw or unscrew the wing-nut between shots. With the spring I just insert the tie-down through the floor of the set, up through the hole in the foot and then turn and release. The spring tries to decompress and the result is a clamping action. The idea is to get a tie down that works faster for things like walk cycles so I can keep animating and spend less time with screwing the tie down.

    The spring clamps the tie-down in place. It’s actually pretty sturdy and I have to apply some force to get the puppet to spin on it’s Y axis or heading. I also plan to experiment with making tiny pencil registration mark on the foot and floor of the set so if the character is moved and shifts it’s heading I can realign it for the shot.

  • Project: Vitruvius and Pre-production Prototyping

    I have been working with wire, Sculpey, and liquid latex to test armatures for my main character. I’ve also begun to try some animation tests to see how my armature will behave during production. Here is the first picture of my prototype character with costume.

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    Vitruvius Project History (draft version while I revisit my notes to catch up):

    • 2006 May: Character design and construction
    • 2006 April and May: Camera and software research
    • 2006 March and April: Set design and construction
    • 2006 March: Objects at Rest studio and web site open
    • 2006 March: Vitruvius project moves into pre-production
    • 2006 January – March: Exploration of wire armatures and character tests
    • *2006 January – March: Durer project in post production and completion
    • 2005 – 2006: Durer project in production and general stopmotion explorations
    • 2005 March: Story and Concept Development Revisited as StopMo project
    • *2004 – 2005: Other projects in production, Vitruvius on hold
    • 2003 July: Story and Concept Development Second Draft
    • 2002 – 2003: CGI development and CGI storyboarding
    • 2002 April through September: Original Story, Concept Development, Content Research