Don't take the example above as a critique of the show it is in or even that specific figure. For one thing, figures can easily have functions that aren't working, are temporarily turned off for some reason or any of a dozen other factors that can impact a performance on any given day. I just saw this recently on a Guest video posted to YouTube. It's quite possible that on the day it was shot the figure wasn't 100%. And a lot can happen to impact performance throughout the design an production process, which is the point. Understanding these factors should inform design even in the early stages to make sure we get the performance expected. Note that I muted the audio because the dialog wasn't clear (lots of ambient noise). This is just meant as a general example.
The point is that there needs to be a balance in the functions that make up a performance. Too much reliance on just eyes and mouth and you'll only be able to hold the stage for very specific staging options for a pretty short amount of time. For a full-sized, fully-loaded human figure the common functions available really only are effective at keeping the upper body, arms and head alive - the hips and legs only provide supplementary movement that help the chest and shoulders move appropriately. It's best to hide the lower body or de-emphasize it as much as possible unless extraordinary steps are taken. In this case, we are mainly selling the face, but similarly need the larger head controls and some support from the torso to keep the figure alive for most staging situations.
And so we come to a dilemma. We would like to have facial expression functions to break the common expectation that animatronics have puppet mouths and dead, mechanical-looking eyes. That is a very important design objective. At the same time, we know that our giant head on a pencil neck needs good control for the three main common head functions, Head Nod, Head Turn and Head Tilt. Now, human heads have a more complicated motion gamut than those 3 axis, but I can say with some confidence that even if we just go with commonly used functions we will be hard-pressed to build a working, reliable figure based on the stated project requirements. I guess before I get any farther I should identify common animatronic functions that are going to be applicable to this discussion:
Basic Common Functions - The orange dots represent axis that most animatronic developers and vendors are familiar with.
Head Functions
• Head Nod - Rotation near the base of the skull on the X-axis (Y-up).
Imagine having to lift a basketball super-glued to your index finger - with just the muscles in your finger. And then add the requirment that it move very quickly up to 90 degrees every few seconds, with shorter moves in between, both snappy-fast and smoothly-slow. Most of us couldn't even lift the basketball, much less make it move like a character should. That's basically the type of design challenge we ask of engineers, and the Head Nod is often one of the bigger asks because of the power and control needed to meet those requirements.
• Head Turn - Rotation on the Y-axis (Y-up) below the Head Nod (order matters).
Although the same factors of speed, mass and power apply generally to all functions, physics plays a big role. The Head Turn, generally, is less impacted by gravity on human figures than the Head Nod, and because the actuator can often be placed in the chest (unless there are additional neck functions involved), power is often less of an issue. Even the large range requirement (~160˚) isn't usually a big problem in terms of actuation itself. The bigger problem with the Turn is usually in getting the neck to look natural, whether it has to deform skin or move against a collar.
• Head Tilt - Rotation above the Head Nod on the Z-axis (Y-up).
The Head Tilt is often the first to be cut of the major head functions. This is because the Head Nod and Turn are fundamentally required for orientation, and the Tilt is 'just' for expression. Unfortunately, expression is the whole point, and the Head Tilt is critical to express attitude as well as countering torso movement to create juxtaposition. So it isn't really an expendable function. But because of the design challenges of having three large head functions for packaging, power/control and figure finishing, there is often a lot of pressure to cut the Tilt.
• Neck Forward - Rotation on the X-axis (Y-up) at the base of the neck.
This is a pretty rare function, mainly because it needs to be above the Head Turn and introduces both packaging issues and also adds to the weight and control problem set (now we have two fingers moving the basketball, one on top of the other). But it can help too. It allows some of the Head Nod work to be distributed over two functions, which has mechanical and aesthetic advantages. And you can support broader vertical orientation and even do 'goosey' things with the head, which can both be very helpful to a performance. Naturally I would also love to have a Neck Side-to-Side function, but to date have never had that as a possibility, so I won't list it here.
Torso Functions
• Torso Forebend - Rotation near the stomach on the X-axis (Y-up).
Similar to the analogy made with the Head Nod only now we're lifing a 100lb. weight with the equivalent of one arm. Fortunately, most of the time the big weight is balanced straight above, but when it drops way forward, the forces get big very quickly. We are going to need some type of function on this axis to keep our character from looking like a popsicle on a stick. Maybe not as much range as we would need for a full-sized human, but maybe 40˚-60˚ or so to give an indication of his ability to move forward and back and to counter head moves when needed for expression.
• Torso Twist - Rotation on the Y-axis (Y-up) below the Torso Forebend (order matters here too).
Whether or not we need a full Torso Twist for this application is debatable. We might be able to get by with just having a low-power control to rotate the shoulders and haven them generally move proportionally with the head. This would hopefully be less complicated and costly than a full Twist, and would often be used to counter the Head Turn to keep the shoulders still or subtely turning with the head instead of moving in the same proportion all the time. This approach will only really work if our requirement of having no arm functions is maintained (at least in the common anatomical sense), as the shoulders would likely be passively constrained by whatever ends up acting mechanically as 'elbow' and/or 'wrist' connection points out of Guest view.
• Torso Sidebend - Rotation above the Torso Forebend on the Z-axis (Y-up).
This may be expendable. Ultimately, like the Head Tilt, it primarily acts to create attitude and counter-balance. Although an angular juxtaposition against the Head Tilt is advantageous, the position of the Torso Tilt may start to introduce collision and binding issues in this case, so it should be considered carefully. Perhaps this, like the Torso Twist, could be thought of as more of a 'shoulder indicator' rather than carrying the full weight of the torso. If the shoulders were just tilted a bit on the Z-axis - more like pivoting a stick at a center fulcrum (near the base of the neck) than moving a whole figure, it would likely give the impression of some of the attitude juxtapositions the animator might want to use, without the additional mechanical complexity.
• Pelvis - Rotation on the X-axis (Y-up) at or just above the hips.
The Pelvis is important on full-sized humans, partly because we can't get enough speed out of a Torso Forebend to make many saggital gestures, partly to help counter the Body Foresway for balance, and partly to give some movement at the hips, which tend to be overly stiff, along with animatronic legs (for a number of reasons I'll get into in future posts).
Facial Functions
• Jaw - Rotation between the organic jaw pivot and a point forward on the X-axis (Y-up).
One of the common catch-22's in animatronic design is that no one likes how the mouths look - they are too 'puppety' and yet design teams generally want to call this one function the 'mouth' and not deal with the issues involved with adding more functions. This isn't an irrational dynamic - making a mouth look good is really, really hard. There are tons of obstacles, not the least of which include skin/fur deformation, mechanical reliablity, packaging, and the list goes on. And then there is a simple fact that nothing we've every tried really makes a good 'OO' change into a good wide smile (again, it has to do that over and over without tearing).
The result tends to be that the Jaw function has to try and cover all of the things the mouth does. Putting the pivot back at the natural jaw pivot point just makes it look terrible if that's the only function you have. So we move the pivot point forward so if you squint it might look like its a little bit of lip motion along with the jaw movement. And then we have to animated the figure to help with that conceit - skipping some syllables and accentuating others to try and make the lack of complexity any more noticeable than it has to be. It's an imperfect solution, but one that still takes quite a bit of care and craft to make it more, rather than less, effective.
• Lip and Smile functions - The mechanical strategies can vary dramatically.
Upper and Lower lips tend to be rotations, curling in and out from the neutral position. Most often, curling toward the teeth is limited or eliminated to avoid collision with the teeth. Smiles might be separate actuators (often ganged together in control) to go in and down toward a small frown and then out and up to a semi-broad smile position through the neutral position. It's pretty rare for these to work effectively, and have a history of being turned off when mechanical problems occur. This is unfortunate, as organically accurate shape changes in lips are desparately needed for the majority of animatronic figures. It's just a tough nut to crack.
Note: The 'neutral position' can mean a few things and I'll elaborate at another time - but here I'm talking about the position of no-resistance for the face skin/fur that should correlate to a neutral expression that the figure remains in when it isn't active. .
• Pupil Right/Left & Up/Down - R/L on the Y-axis and U/D on X (Y-up).
For naturalistic humans the pupils aren't all that hard to manage. Our nearly spherical eyeballs and flat faces provide a pretty solid baseline for making the mechanics work, although the range of the R/L is often not quite enough to get to the corners. The challenge with the eyes is in how the eyeball/pupil assembly interfaces with the face skin and eyelid assemblies.
There is a basic rule of mechanical design for high-duty-cycle applications (like theme parks): Things that move can't touch other things. This is an extremely unfortunate rule and maybe the one that has the most significant impact on animatronic design. It certainly is problematic when it comes to the mouth and eyes. Basically, there has to be a gap between the eyeball and the lid. And if the eyelid is a separate mechanism from the face skin, there has to be a gap between the lid and skin. These gaps look awful. Our eyes constantly 'lube' our eyeballs to maintain a nice smooth surface for our eyelids to rub against, and I suspect that there is still an awful lot of cellular upkeep to keep our lids and eyeballs in proper working order. We don't get that (yet) in the mechanical world, so even with tight tolerances eyes still look pretty nasty.
And that is for normal human eyes. Abstract characters break lots of physics rules, with non-spherical eyes that can't easily rotate on two axis, and even if they could, would have the eyeballs collide inside the head. The result is often less range of motion of the pupil, which is exactly the opposite of what abstract character need to stay on-model.
• Eyelids - Rotation on the X-axis (Y-up).
The eyelids are inextricably intertwined with the eyeball/pupil design. Commonly only upper eyelids are used for humans as the lower lid motion tends to be subtle by comparison. But with abstract cartoon characters, those rules change quite a bit. Oversized and oddly-shaped eyes make it harder for a singly lid to cover the space and do so as quickly and reliably as needed, and the level of expression is usually more demanding on the lower lids as well. So it's more common to have upper and lower lids on abstract characters. A challenge here is that the closed eye look usually requires that the lids reach a specific shape, and going from that shape to the acceptable open-eye shape on either side can be problematic. The bottom line is there are always a bunch of problems to solve with the eyes for any given character design, just as there are with the mouth.
• Brows - The mechanical strategies can vary quite a bit.
As humans, we can't really do that much with our eyebrows. Some folks have more ability to create variation than others, but basically there is a relaxed position, a subtle drop for furrowing, some small ability to 'knit' the brows toward the center and crease forehead skin a little, and a fairly broad movement of the inner brow up into the forehead to indicate surprise, fear and excitement. Not a lot of complexity, but still, just getting that human range-of-motion can be a challenge, mainly due to the need for a very elastic material to accomodate the stretching needed for 'surprise' and the tight tolerances and firm attachments needed around the lids and eyeball.
Abstract characters ratchet up the difficulty tremendously, as cartoon eye expression breaks lots of rules to exaggerate all the small, subtle cues in human expression. Cues that originate with a slight furrow and knit get abstracted into changing eyelid shapes to accentuate anger/focus along with having the entire brow ridge collapse down over the eyeball. Cartoon vocabulary completely re-writes the real-world motion for dramatic impact, and that then has to, somehow, be designed into our physics-contrained mechanical design. Some days that just seems incredibly unfair. To the point that we look for other ways to address eye expression. More on that tomorrow.