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creature

 CHARACHTER DEVELOPMENT 

The Science Of Why & Action

Just like the breath, the sound of our vocalisation can reveal our current mental and physical state. It can also reveal our intentions, current mood, attitude and emotion.

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The
Behaviour

The
Sound

The
Idle/Posture

How we inhale and exhale can be a reflection of our current mental and physical state. We always move in alignment with our breath. Therefore, the breath cycle is an important part of the process for designing the character's locomotion.

The
Breath

cycle 

We are judged by our behaviour, which gives an overview of our psychology and the kind of actions we may express or engage in.

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Our anatomy, physiology and our psychology will determine our idle/posture. Someone who is very confident and secure within themselves will have a different idle/posture compared to someone who is fearful of life. 

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1

The
Backstory

Our backstory is the backbone of who we are. Where we are from, how we were raised and who raised us, plays a significant role in the development of our personality and intentions. It also contributes to how we physically move.

Our locomotion, how we move, is a make-up of all the previous stages. It is a physical reflection of the mental world and must be in line with the anatomy, idle and breath cycle. 

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The
Locomotion

The
Psychology

Our psychology is the primary
factor of our Self-esteem, the perception we have of the world and how we navigate through it. It is the creator of our behaviour and our personal choices.

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creature

 DEVELOPING THE PHYSICS 

Character Locomotion

Once the character's psychology is known, our team will work on developing the character’s physical personality. using the same workflow in video games to create the locomotion (movement) for playable characters, we will create their idle, their generic and intentional walk and run cycles, and their overall behaviour for each scene. This may include using or building new creature rigs and or using our mocap system.

 

For CG Characters that have a similar anatomy to a human being, we can render a low poly mesh (if one cannot be provided) for real-time motion capture via Unreal Engine. This allows the actor and production team to review the performance on the actual CG character's anatomy in real-time. This method saves time and money due to knowing what works and changes may need to be made for the mocap shoot days. A bonus is that the mocap data our Xsens system produces, is production-ready, meaning you can take the data from the previs and use it for a final shot. We can also provide scene previs, where an environment is created to match the feel and look of a scene in the script and use the mocap data to set up camera angles/shots around the performance.

Ace Ruele 3d Scan, scan and rendered by Clear Angel Studios & Cave Academy
Ajani Asset Rendered Axis studio (Ajani played by Ace Ruele)
The 2 Renders have nothing to do with each other.

PREVIS

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