Anatomical Tips for Animation...in Games and Beyond
summary
Argues that concrete anatomical rules drive believable characters: you are what you eat links diet to body shape, eye placement and gait (rotary vs transverse gallop), size limits top speed (T. rex ≈10 mph), and age/sex change proportions and pivot points; recommends using skull and CT data from digimorph.org and rebuilding muscles to set joint excursion before rigging; cites practical fixes used on films and games (How to Train Your Dragon, Zootopia, Aloy in Horizon Zero Dawn) to show what to change and why.
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chapters (17)
- 0:00Introduction
- 0:24Paleontologist at animation event
- 1:27Fossils to animation principles
- 7:49Paleontology and communication
- 9:39Animation history and evolution
- 17:47Character animation strategies
- 19:11You are what you eat
- 27:37Size in character movement
- 33:00Age and proportions in design
- 37:53Sex differences in anatomy
- 45:03Mistakes in character proportions
- 47:31Sexual dimorphism in games
- 53:55Skeletons and rigging
- 55:40Creatures with real-world reference
- 59:34Why science matters
- 1:01:02Future of animation
- 1:02:05Q&A
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