Animatronic Design Blog

This is a collection of essays, exercises and reference articles on the subject of character-driven dimensional animation design. The interdisciplinary nature of animatronic design will naturally make this a somewhat eclectic mix of subjects and approaches as it grows.

Best,

- Darrin

Design Exercise #1:
Pop-Up Character
part 9: Some Quick Story Work and Character Sketches.


Darrin Hughes - April 23, 2021

So I put in a few hours doing some research, blasting through some story ideas and doing some quick character sketches to kick off a more creative-focused round of Blue-sky development for our little project.

First a disclaimer apologizing to people of Irish descent for what I have no doubt would be considered cultural appropriation. I am a history buff but am not strong in the lore of the UK. Although I do have some Irish blood and I made what might be called a glancing attempt to connect to a historical baseline, I don't expect to be able to defend any of the story decisions beyond my own immediate response to what seemed interesting and fertile for exploration yesterday afternoon after grabbing a few books and doing some poking around the internet to build on a concept I'd started decades ago when I was even more naive than I am now. Having said all that, damn the torpedoes...

Glancing, Selective Look at History

Connecting to something real-ish - Some references seem to connect the folk legends about Leprechauns and similar creatures in the "Little Folk" category as being connected to the Tuatha De Danann (folk of the Goddess Danu) who are said to have ruled Ireland from 1897bc to about 1700bc, overtaken in 1700bc by the Milesians (modern Celts) and forced to live underground. The Tuatha De Danann were Gods in those traditions and descendants of Nemed, a leader of an older wave of tribal (god-like) immigration that battled other deity groups and branched off into other societies to largely populate ancient Briton. These all come from oral traditions, written down (and interpretted), I believe, by Christian monks after a couple thousand years of oral baton-passing generation by generation, so there is plethora of variations.

From all this I took a few big-stroke elements:

1) Mention in one of the references of the original tribe "coming out of the mists", which I chose to connect dots with an imaginary group of homo floresiensis leaving their Indonesian island, building raiding skills and population over decades as they migrated diagnally across Eurasia. Let's suggest that "going West" became a part of their cultural identity, searching for some form of promised land.

2) The Tuatha De Danann being ostracized to life underground after being removed from power in 1700bc by the Milesians. There are traditions of the Little People secluding themselves in caves, trees and water.

3) The Tuatha De Danann were magical and god-like.

From those elements I made up some rules:

Wood, Stone and Water - Some live in the water, generally females. Leprachauns are often depicted as always being male, so I decided to make water-folk women and underground (stone) folk men and they would then have to somehow get together to keep things going. And then I let those that live in trees be male or female and have generally a separate society from the Stone and Water folk, with perhaps some internal cultural biases between those main groups. I broke from evolutionary timetables with great abandon. For example, forest-dwelling Wee Folk have plant-like features - for no other reason than it seemed fun to me and would add to the 'hide-and-seek' element of the Pop-Up figure concept.

Size - All Little Folk are 2'-3' tall, have proportionally large heads and stocky build.

Hair & Tatoos - A wide range of styles of facial hair and dark tatooing are tatooing (think Maori) are common and used to help support hard breaks.

Temperment - These characters are mischevious but not evil or angry. If this was D&D, they would be Chaotic Neutral, being tricksters for the sake of being tricksters, but with no malice.

Magic - Their 'magic' is mainly 'invisibility' - their ability to live unseen by modern humans, and a deep knowledge of natural pharmacology. No pots of gold, just beautifully crafted tools and decorative items.
So I had those thoughts in the back of my mind as I did some sketches. I don't think I adhered to those rules very well, but this is just a first pass. I'll do more over the weekend and try and refine both the characters and simultaneously play with more specific story ideas. Right now its still a fairly vague 'fish-out-of-water' story with the Wee Folk ending up in the United States and having to deal with cultural identity bias. But y'know, in a heart-tugglingly fun way! Moving on...

#1 Young Tree Folk
Of this first set of quick sketches, this one came out the closest to a male protagonist. I picture him with a dark brown woody skin and his hair as a bushy moss of some sort. He looks disconcertainly like Rand Paul to me, but maybe I can add in a little Ru Paul to even things out a bit.

I would need to do a study to figure out the breaklines near the chin. I'm guessing this character might need a small section of silicone skin to allow the upper lip to deform into a smile




#2 - Young Water Folk
I did a few quick female characters but this was the only one was worth showing - still need to find a groove with this class. It's not drawing women that is difficult really, but we draw such a fine line with beauty that when you start to exaggerate features, things quickly start to read too harsh. I feel like it takes quite a bit more care to come up with effective ways to portray women without falling into traps.

As a consequence, this young princess-like character was quicker to get to. I'll work on building out a more even gender representation.


#3 - Tree Folk
This dude is all hair. There doesn't need to be that much underneath, just enough to keep the shape defined and let the wig do the rest.

I know this guy looks maybe more Scottish than Irish with the braided hair. Can't decide if he's an homage to Henson's Animal or the Addams Family's Cousin It. Either way, I kind of like him, except maybe the spectacles - was having trouble deciding on an eye treatment. Couldn't resist giving him a bald spot with a flower growing out of it. Not sure why.




#4 Tree Chief
This guy came off as being very serious. After getting his lower face worked out, I decided to give him sort of a crown-like helm that looks like he chipped it out of his own skull. No doubt he's a teddy bear on the inside, but I like the idea that he looks as rough as sandpaper.

I kind of feel like his nose is a bit too human - kinda want to make it look like part of a tree trunk or somehing. Probably just needs some textural detail and color to make that work.


#5 Tree Prince
As I was working him up I was focused on keeping his mouth small with facial hair to help cover the break lines and he came out rather prim and refined-looking, so I gave him a crown-ish head-piece. He ended up looking more like a young prince than a king. Not sure there needs to be much royalty anyway, so he may be heading for the bench.

I have been thinking that the tree folk build up their camouflage as a symbol of status and maturity, adding elements and including physical objects physically attached to the skin. I'll detail that out in the future.




#6 Trickster
I was mainly focused on giving this character a dead-tree-looking headpiece and a slightly longer face than the others and he came out pretty Grinch-like. That's not necessarily bad, but I'll probably look for ways to make him less reminiscent of other characters on the next pass.

As with a number of these, the brows are likely to require a different approach than I discussed with Rai - I'd need to look at each one individually to figure out a viable path.


#7 Rock Folk
I didn't get very far with the rock-based characters. My first thought is that they are less hairy overall, but have interesting and unique 'tufts' of hair and are more focused on using small stones to accent their features and with tatoo decoration. I like the idea of using small stone-like shapes for eyebrows in particular because that opens up some additional options for how to make eyebrows with broader expression using elastic material between or underneath each hard element.




#8 Rock Folk
This isn't a particularly good example, but I like the idea of introducing tatoo art for the rock folk not unlike that of Maori tradition. I've been a fan of that stylistic body art since I was a teenager and feel it works well with Gaelic decorative traditions.


#9 Hair Shapes
I started playing with large hair shapes a bit. As you can see from some of these examples, I introduced spirals into the design quite a bit, often with hair curls. I'm not totally sure how practical that is, but I like the idea.

This quick sketch probably demonstrates what not to do. With the presentation constraints we've set, it's going to be rare for the audience to see the figure in profile, so making things most interesting in that plane may not be the way to go. Having the face-front shape read as interesting is probably a better direction to focus on.






#10 Questions of Anatomy
You have to cover a lot of cultural ground when doing story and character work. Some of the looks I experiment with, while working with variants of humanity, tend to have an ape-like quality - the result of squashing and protruding the muzzle, creating deep smile lines that connect the nose, mouth and chin, exaggerating brows and lips, etc. I'm doing that on the one hand for mechanical design reasons, but also because I genuinely like forms that aren't flat - I naturally prefer shapes with some meaty topology. Unfortunately, that can result in bringing up questions of ethnicity and racial stereotypes that have often been portrayed negatively and which I would certainly not want to reinforce. My opinion is that it is the negative protrayal that is the root of those issues and not the forms themselves. For the moment at least, I've chosen to manage that category of issues through character development and storytelling and not get too bogged down into over-anglicizing the character features themselves. I don't buy into eugenics at all, so would rather meet it head on and utilize a wide range of forms responsibly rather than dance around those concerns and make all characters look like Anglo-Saxon royalty. Still, I know this is sensitive territory for many. Others will certainly have different opinions and I welcome discussion on the subject.


#11 Young Rock Folk
I kind of like this little guy. He has a baby chimpness about him (see issue in #10), but maybe with a little refinement I could age him up just a bit and give him a bit more maturity so he could hold a position as protagonist, like perhaps a best friend to the young tree folk character (#1). Pairing them up might be useful so they can communicate to the audience through each other as they go on their journey to find out what the good and bad of humanity is about.



Gotta stop for now. I'll do some more and update this over the weekend...

Design Exercise #1:
Pop-Up Character
part 8: Tech Spec Recap - Moving on to Story Development.


Darrin Hughes - April 22, 2021

A quick recap of our Pop-Up Figure design requirements so far...
Abstract Character Design - Exaggerated abstract character design with a proportionally large head and relatively small neck, but with some restraint to allow for adequate support and movement speed.

Head & Shoulders Only - We will lift the head and shoulders into place as if the character is popping up from a hiding place, but will either not show arms and hands at all below the shoulder, or add in special functions for appendages as needed outside of the primary pop-up figure design.

Self-Contained Portable Unit - The figure will collapse into a container with some level of protection on all sides, with all elements reqiured for a performance contained within with the exception of a power connection (common 120v utility power) and possibly a connection for audio amplification.

Overall Size Constraint - Scale limited to accomodate use of servos that can be run using common utility power. This is a wild guess on my part - not based on any specific engineering solutions, just a general appreciation for the amount of energy required to make things move under adequate control. Think more soccer ball than basketball and we'll avoid a general skull size bigger than a basketball.

Robust Face, Head and Upper Torso Controls - These three areas will be as tricked out as we can get them and still be buildable and fairly reliable.

Small to Medium Mouth with Puppetry-Focused Breaks - We are going to try and avoid using skin or stretch fur when possible, or at least limit the amount and thickness required. We'll revisit mouth design character-by-character once we have other things worked out. In some cases we still may utilize elastic materials, but will keep that to a minimum and deal with on a case-by-case basis.

Video Eyes with Single-Axis Circular Arc - The eyes will either have a regular circular curvature about the Y-axis (Y-up) or have a flat, planar orafice. The area immediately around the eyes will support a rectilear display (leaving space for corners) with tight tolerance around the eye opening (a modeling/sculpting requirement). Eyelids will be part of the media display.

Rigid-Body Eyebrows - Brows that work well with a single rotational axis near the outside edge.

Passive Hair - Utilize passive elements like hair, hats, beards, ears, earrings and other adornments that can provide natural motion without actuation.

Reliability/Maintenance Strategy - In order to hit all of these objectives it is likely that we will need to accept a higher maintenance profile and replacement rate for parts that is common for ride figures. So modularity and quick-replacement strategies will need to be included in the specifications when the project gets to the Schematic Phase. For now, that just needs to be included in any estimating and feasibility evaluation that gets done.

So now I think we have enough feedback on the technical side to go back into story and character development. I'm going to toss Rai here into the trash bin and come up with something else (sorry Rai - another time dude). It would be great to have an intellectual property that meets our requirements, so let's invent one.

As I was thinking about this next part of the project this morning I remembered a story treatment I'd done back in the mid-80's when I was first moving toward character animation. At that time, I'd been reading a bunch of Irish folk tales and some of the history behind them and really liked the idea of Pookas, Banshies and Leprechauns as real societies anciently respected, then unfairly demonized to squash pagan beliefs and then over time totally forgotten except in nursery rhymes and fairy tales - then suddenly thrust back into dealing with the modern world. Anyway, the concept revolved around fairly small, exaggerated characters that keep themselves hidden from humans most of the time as an integral part of the narrative. Thirty five years later, the storyline could certainly use an update, but I think its at least consistent with our needs here to justify using the concept as a prompt.







As a story framework I'd like to sprinkle in something I've been mulling over for a while now... What would happen if a tribe of homo floresiensis (the 'hobbit' people archeologically found on the island of Flores) showed up today, confronting and being confronted by modern society. How accepting would we be? Would we accept them as human - as equals? It seems to be a rich row to hoe given the challenges we still seem to have within our own very narrowly varied species in getting past subtle differences in skin tone, anatomy and culture. Sifting homo floresiensis through a filter of Irish folklore is, in my mind, a way of presenting it to a larger audience through character animation in a manner that is a bit less literal but, hopefully, still powerful. The intention is to use the art form for its strengths. To do the work of art - to get people to think - and be viable as a commercial commodity. The connection with the science of archeology may or may not be explicitly made clear in the storytelling, but it feels to me like a good foundation to build upon.

Anyway, that is my thought - to merge our changing understanding of human development with folk tradition and then work that into a storyline that has relevance but doesn't hit the nail too much on the head. And then pretend that has been turned into a film - a popular film while we're fantasizing - that justifies using the IP for location-based entertainment pop-up animatronics.

Although this started out as basically a technical exercise, I don't see why we shouldn't just grab the bull by the horns and follow the project as it evolves. Since, so far, this is really just a conversation I'm having with myself, I'm going to keep driving that evolution. I welcome any input from any source that has an interest in engaging and possibly steering this in another direction.


I'm going to spend some time sketching characters now and simultaneously work through some story ideas. For the first round I'm not really going to model them directly on the homo floresiensis forensic models (shown above) so don't be surprised when they don't look like those visualizations. I'll start by establish some baseline character design rules and then let my fingers do what they want for a while, refine them a bit, and then come back to the archeological reference to pull things back in to a more disciplined structure. I'll check back in after a day or so when I've got a gang of wee folk to evaluate...

Design Exercise #1:
Pop-Up Character
part 7: Mouth: General Issues & Principles.


Darrin Hughes - April 21, 2021

Designing for and around the mouth for animatronics is a pretty big subject. I'm sure I'll spend quite a few future blogs focused on this area, like expounding on Disney's brilliance in choosing Star Wars as a primay IP (lots of characters with masks, helmets, robotic and non-human facial designs - so helpful in bringing figures to life). I'll leave that for another time, but even for this little thought experiment, we need to navigate through some of the design challenges of mouth and facial design, it's going to take some effort, so I'll probably spend most of the rest of this week on this subject. As is usually the case, I prefer to start with some research.

Below is a quick set of dialog mouth shapes (visemes) - I just took these of myself with my cell phone. If I were doing an analysis for a specific figure I would put some time into this effort, label the visemes with associated phonemes, include performance notes and then line up the images with markers to track displacement from a neutral position. I'd look for a stronger model (an actor closer to the character than myself). Not necessarily human - if its a film animation character I'd use animation samples, a model sheet, and a production rig if I could get it. We want as much of a representative expressive gamut as possible and then focus on specific dialog (if available).


There's a reason I didn't label these shapes with viseme labels - I didn't want this to be taken as definitive. It's sometimes assumed that if you take a script and list out each phoneme in the script dialog on an exposure sheet, make it accurate to show timing using the audio track, and then drop in viseme data (e.g. blend shapes commonly on a CG rig) that process will result in great mouth animation. Usually, however, this results in over-articulation. Any given viseme can be thought of as a transition between the one before and the one after and those transitional shapes aren't always exactly the same. When you analyze actual mouth motion there is much more efficiency in how those transitions are executed than represented by a phoneme-by-phoneme exposure sheet. With animatronics it gets even messier because there is often a latency in the system that can be different from actuator to actuator, adding little bits of error to the timing.

The image above is meant to just provide some general reference for the type of range involved in basic naturalistic human speech - to show that there is a lot going on even just with basic dialog shapes. A more nuanced video analysis would show additional layers of subtle movement. The elasticity of our skin and muscles are simply amazing. And as humans we tend to do little else than stare at other people talking for most of our lives - we know this stuff even if we don't know we know it - until it looks "wrong".

Another thing to note is that while there are consistencies and rules for human mouth deformation, there is a surprising amount of uniqueness from person to person. There can be tremendous variation even from the same person sampled at a different time. When excited and full of energy a persons' visemes can be quite different than when reciting the same dialog late in the day, when tired or in a different mood. There are risks at both ends of the spectrum - risks in over-generalizing and also in getting too far in the weeds trying to replicate every nuance. Setting an appropriate bar for success is an important part of good creative direction for animatronics, as is just having a really good eye for character performance and an understanding of audience perception.

Here's an example of a naturalistic human I pulled from the internet...


The left six screenshots are from a WDI Lincoln head done a while back and the six on the right are from one done by Garner Holt Productions (GHP). Both teams put a lot of careful design work into their effort. GHP's certainly has the ability to create a wide range of facial expressions but if charged with animating Lincoln in an actual show, like "Great Moments with Mr. Lincoln", or "Hall of President's", I doubt there's much an animator could do with it. The more restrained shape changes in the WDI version provide a much better toolset for the animator to use for a show featuring Abraham Lincoln, unless perhaps he's killing zombies or in a screwball comedy. Much of the control on the WDI figure appears to be in jowl shape changes (which don't really show up in this still images well). There doesn't seem to be a ton of displacement in the lips and teeth - there is some, but it's pretty subtle. Still, I'm confident a good animator could get the combination of those cues to read pretty well in a theaterical environment. Now, to be fair, the GHP Lincoln may have been built more as a marketing tool than for a specific show solution, but for me this comparison illustrates the importance of designing to the character and to the show. There's also the issue of maintenance. The GHP figure would need to prove it could hold up under high duty-cycle requirements. Having to replace a face skin every few days wouldn't be acceptable.
I animated a similar development effort about 20 years ago (also on a Lincoln head) and found that while I could do a lot of "things", those things weren't really useful for this particular character. More importantly, I couldn't do the things I needed to - simulate effective visemes. The head was impressive as a demo to get folks excited about possibilities, but the controls available simply wouldn't support a believable, naturalistic human performance.

One last note - When I'd animated older versions of Lincoln in the 90's there were a number of lip controls, but they were too subtle - they didn't read well enough from the audience POV to really be helpful, resulting in his mouth looking more puppety that I would have liked. It's a delicate balance between not having enough and having too much.

From here on out, we are going to focus more on abstract character design, like that of our Rai character. Human expression is still in the background, but there will be quite a bit of exaggeration and abstraction involved in our decision-making.

Let's look at a few other installed examples:


Hondo is a pretty well-designed figure for many reasons. He is a great choice of a target character as his facial details really help manage many of the issues that tend to crop up when using face skins - mainly helping to steer silicone compression and extension in ways that reduce fatigue and tearing and hiding spots where the skin is likely to bunch up and wrinkle. A few of the advantages are noted above.


Mr. Potatohead used his giant moustache to concentrate complex shapes on the lower lip, making it possible to make some pretty effective mouth shapes.


Bird characters can make mouths much easier. Even if the film version of the character does physically impossible things with it's beak, the audience intuitively understands a beak as a solid object and is a bit more forgiving when it just opens and closes, as long as it does so well - quickly and without hard mechanical hits or other distractions. This reduced level of expectation is a big help. Beaks can get big and heavy quick, however, and that requires bigger actuators and more structural support. Also, it's often helpful to have the upper beak move too, usually linked mechanically with the lower beak, either with a 1-to-3 or 1-to-4 ratio so the lower beak still handles most of the displacement. This does add both mechanical complexity (the linkage) and figure finishing challenges (movement has to be accomodated very near the base of the eyes).


Exaggerated mouths definitely can grab an audiences attention. Keeping the audience engaged if there isn't a lot of variation in shape with a mouth taking up 1/3 of the total head mass is another matter. The solutions for each of the characters shown here varies quite a bit. We'll probably be better off trying to avoid moving large masses like this from inside the head of our pop-up figure. Better to use a design that has a less prominent mouth if we can.


Like most options, fur has its advantages and disadvantages. When kept looking good, it can really help bring a character to life, as well as help hide some issues. For example, a section of fur can overlap another section to pretty effectively hide a hard break line, when that can't really be done easily with skin (without adding hard-line adornments like bracelets or necklaces). But its stretch properties, to date, are even more restrictive than with silicone skin, so the amount of deformation has to be carefully constrained.


Probably the most efficient design path would be to design a set of characters specifically for this pop-up class, even perhaps creating the storyline around something that helps explain hard mouth breaks away. The Sindbad team did this, with the character design effort led by Larry Nikolai. The hard breaks weren't completely hidden, but the design reduced their visibility and introduced other hard-edged character elements to help make it work as a whole. Timekeeper had the advantage of being a robot so in addition to being able to just leave breaks in the skin, we could expose raw mechanics to reduce figure finishing issues. The Muppet characters have to work in the physical world already, so those characters were initially designed with many of the same constraints. At the far right is the Genie from Sindbad - a second nod to Larry Nikolai.

I believe this is the road I'm going to recommend for this project, that we (or I guess "I" since I haven't received any feedback) settle on modifying the character design so we can use lightweight shells or similar rigid-ish shape elements for the head.

I'll start discussing that in the next post.

Design Exercise #1:
Pop-Up Character
part 6: Facial Design Strategy - Eyelids


Darrin Hughes - April 19, 2021

Today's focus will be on ways we can approach eyelids presuming we will be using a regular, single-axis curve for the eyes in the form of a video screen for pupil animation.

First, a word about eyelids in general. They are one of the most problematic parts of animatronic anatomy, a close second to the mouth and just ahead of hands and fingers. The biggest issue with mechanical eyelid assemblies tends to be that when a lid moves independently from both the face skin and the eyeball, which it generally has to do, it has to clear on both sides throughout the movement trajectory. Even if that trajectory is an easily traversible path from a mechanical perspective, that double-clearance creates gaps that are nasty looking.



As an alternative, the lid can be integrated directly into the face skin, attaching mechanics to the skin itself to eliminate clearance issues on that side so the only clearance area is between the lid and the eyeball. This would work great except that whenever the head needs any sort of significant repair the skin typically needs to be removed. At that point the mechanical attachment to the skin becomes a weak link, usually increasing the complexity of maintenance work and also putting the delicate features of the eyelid skin at risk. In addition, the types of skin materials available don't really behave like human skin and substructure tissue - the stresses tend to either tear or if designed to avoid tearing, look unsatisfactory. There have been other solutions implemented to mediate these issues and they have been fairly successful, but even then I believe maintenance continues to be a challenge.


For cartoonish characters it can be even more challenging since the eye shape may not be regular or easily mechanically traversible, making the gaps bigger and sinking the eyeball even farther back into the cavity. Also, when the budget gets scrubbed, complex eye functions are often an early casualty to save other things, so they very often end up spec'd as just an upper lid as a digital pneumatic (open/close) or double-digital pneumatic (surprise/normal/close), similar to the way pupils tend to revert to digital (2-position) or double-digitals (3-position). Of course, the animator would almost always prefer analog control (1000's of positions instead of 2-3).

With the cost savings and expedience of pneumatics (air) comes the "clack-clack" sound that animators and art directors hate. That sound comes mainly from the actuator slamming end-to-end with every movement, but can also come from the solenoids that drive the air valves switching state in the figure base. Another artifact is a much greater chance that when the lid hits the endpoints hard it will look mechanical - and/or broken. That stuff can all be managed in theory, but in practice those issues are endemic to air functions. Additional mediation can be done, but that tends to be done more as a bandaid than a full solution, and often gets lost in the multitude of other priorities during production and installation. As a consequence, it's a good idea to decide how important the lid motion is up front and if a specific level of complexity/performance is critical, and then be ready to fight for it (repeatedly).


When using video displays for eyes we have a slightly different set of issues. Technically, we can include the lid visual with the media we are streamming to the video eye display and avoid the double-clearance issue all together. Practically speaking though, there is often still an issue of an obvious difference between the skin around the eye and the the projected eyelid. It's less of an issue to have the eyeballs have a different color, texture and luminance, but the everyone expects the eyelid to be made of the same stuff as the surrounding skin, so this differential can be an illusion-of-life-killer.


Basically, we could just stop there and say that when you utilize video eyes it's better to accept the aesthetic loss and imbed the lid animation with the media displayed on the eyes as a fair trade-off from adding offensive gaps at the edges and pulling the eyeballs way back into the head. But I really don't like to accept defeat that quickly...

Sidebar: Although teams may have addressed these same design issues dozens and dozens of times, there is always a chance that a fresh approach could lead to valuable innovation. Once in a while I can take credit for coming up with inventive design ideas myself, but often it comes from either another member of the team or is part of a collaborative process. One of the ways I try and encourage those sparks of creativity is to not shy away from wearing the "crazy artist hat" and push ideas that honestly seem likely to be a waste of time and make me sound foolish and inexperienced. And then support those on the team interested in running with new ideas as they pop up. Sometimes just articulating the value of a specific type of movement/expression in an unconvential way will inspire solutions I would probably have never come up with on my own. For this next section, the "crazy artist" is speaking and the "pseudo-engineer" is gagged and locked in a closet...

I'm wondering what would happen if we used mechanical design to provide a cue for a "real" eyelid without actually using a fully sculpted eyelid shell. Imagine we have a set of vertical guides hidden behind the eye opening just a little wider than the eye opening. With the regular OLED display curve we are talking about, these would be parellel with each other and with the edges of the display, perhaps attached to the display hardware at the right and left edges. Each guide would have two "transports", little sliding elements with a small, short cylinder attached as a guide for a faux eyelid edge. Then we feed a thin flexible rod through the guides on the upper right and upper left sliding "transports" and another through the lower right and left guides. The transports are moved up and down with actuation to change the shape of the two rods, which act as the edge of the eyelid and are dressed out to look like eyelashes or whatever helps provide a strong visual cue for the edge of the lid. Then, during programming the eyelid media and the lide edge are synced. In theory this could work in a few ways:
 1) Rigid Eyelid Shapes: Unchanging straight or arched lid edge shapes.
 2) Linear Arc Shape Change: The "transports" could have a mechanically linkage to rotate them slightly as they go from fully open to fully closed to create arc changes. The linkage would probably be on one side with the rod bound to rotate on the side with the linkage and passively sliding in and out slightly on the other side.
 3) Variable Edge Arc Shapes: Instead of being a linear mechanical linkage from fully-open to fully-closed, the rotation of the rods would be programmable, allowind the animator to work with a wide variety of eye shape changes.


Now, putting some of my other hats back on, this seems likely to add back quite a bit of the gap we wanted to get rid of, and has a few other downsides. For one, it means four to eight more servos up in the head where we really need to keep the weight down. Secondly, getting something like this to move fast enough to be useful as a blink is a pretty big ask. Thirdly, once we worked out those first two, I'd be worried that the mechanics might be too delicate for the work they have to do to be reliable and maintainable.

In conclusion, I would bet by the time we get something laid out for the entire figure and then pass our ideas off for engineers to evaluate, sacrificing the eyelid visual look so we can just do it in the media will seem like an acceptable compromise. Definitely not ideal, but a way to keep other elements from tanking too badly later in the process.

For the next session we'll start talking in more detail about the mouth and what character design modifications might be helpful.

Design Exercise #1:
Pop-Up Character
part 5: Facial Design Strategy - Video Eyes


Darrin Hughes - April 16, 2021

I should make a confession today up front. I'd initially intended to wrap up this exercise in five days. I'm already skipping over tons of stuff to keep this moving, but I've realized that there is no way I can accomplish that and make it meaningful to anyone at that speed. I should have known better. In a studio development environment, most of what I'm describing here would occur as an inner monologue during maybe a single meeting, or possibly over a week of brainstorming. I'd provide advice but wouldn't necessarily "show my work" or detail how I came to conclusions. That's part of what I bring to the Blue-sky table - assessments at light speed when project requirements are changing just as fast.

It's going to take two sessions just to go over some of the basics of video eyes. Then most of rest of next week will be taken up with the mouth, including, I expect, character re-design (which is why I was okay starting with a character and assets that weren't all that strong - I knew I'd need to redo things) which will likely require me to take a bit of a hiatus to re-model, texture and rig. Then the whole process of going through staging, set development, lift design and then performance options will be ahead. Strap in, it's going to be a bit of a ride.

Video Eyes

Viability Check

Before we get too excited about this path, we need to identify what it's going to mean to basic character design for aesthetics and packaging geometry for mechanical design. cheap video displays are flat and rigid. We'll want to get a sense of the topology, what we can live with and what we can't.


Here's a simple, single plane thrown across the eye opening. We would clearly have to flatten the face significantly to use a single flat panel for both eyes, which would be a major impact on character design. If the character were wearing great big (rectilinear) glasses, that might work, but that wouldn't be acceptable in most cases. Let's see what happens when we use two flat planes...



This is a bit better, but there is still a big differential in the parellels between the front and back of the eye socket. Being relegated to a flat plane throws cold water on most character designs. If only we could use a curved plane! Fortunately, in recent years curved and flexible plane displays have come on the market. Let's see how that looks...



Still some tweaking to do, but it's actually pretty close. If the sculptor knows to use a specific curve for the eye orafices, this could definitely work! OLED to the rescue. Maybe.

Display Hardware

One of the challenges in using video displays is that there are often deal-breaking tensions involved with selecting the hardware. I've already snuck in one of the technology differentiators - pixel emitter technology. LCD is cheaper, flat and available in a wider range of form factors. It also generally has a pretty nasty image clarity falloff as you move away from center, which hurts us. OLED is considerably more expensive, less available in varying form factors, can be incorporated in non-flat shapes more easily and has much better falloff characteristics. But even with LCD, finding an existing, available product that fits the bill and we can purchase isn't usually easy and is sometimes impossible.


OLED seems like a much better path to go down, but now we need to be sure that someone somewhere has manufactured a product that has similar specs to our character. This can be much harder than it may seem. We are not quite in an age where we can just print display hardware in any size and shape we want, it's still a pretty big manufacturing process to embark upon for a short run - and animatronics is always a short run unless perhaps you are designing toys. We should all say a little prayer for smart phones and tablets, because those markets drive display options in the size that we need. Our form factor is small, just a few inches, and we need to be able to package the display in a place where the geometry is usually falling back on at lease one side, so we won't want a big border - at least one edge needs to be almost free of casing, and ideally all four edges should be clean and tight to give us design options. To keep things simple for our scuplting and engineering team, we want to stick to a single axis curve. I believe Flexible OLED is only flexible along a single axis anyway.


Keeping the curve to a well-defined portion of a circle reduces chances for error - that makes it easier for the sculpting team and the engineering teams to stay on the same page unless there is a compelling reason to do otherwise. Once we reach the point to re-model the head, I will use this shape as a reference to get the eye shape to conform to it.

So all that seems pretty promising. We will need to address control strategy, but let's push that down the road. There is one other thing that I can think of immediately that would go into the mix at this point. Maintenance strategy.

Everything that goes into a theme park is expected to be reliable, as I've mentioned elsewhere on my website, but everything also be maintainable over the course of decades. So if you get a great deal on a couple of video display units that meet all performance, mechanical and control/electrical design requirements you still might put the attraction in a bind if those items can't be replaced in six months, two years, etc. Sometimes that question doesn't get asked until way later in the process.

I should make another admission at this point. Over the years I've become a bit hyper-sesitive to doing as much as humanly possible as early as possible to reduce risk on the back end of the project. I would guess that many of the folks in other disciplines I work with might say that my approach is overkill. On paper, it is certainly true that it doesn't seem like we should be worrying about part availability when we are in Blue-Sky. However, I don't like steering others down blind alleys when a little extra effort can avoid that. Also, I've more often than not been the guy on the other end of the production cycle left to deal with the end result, and I hate to not deliver what I promised. When everyone else leaves and moves onto the next project, it's Guests, Operations and Maintenance teams who will pay the price for every missed opportunity or design failure. I've seen first-hand what a difference playing heads-up ball can make. That approach doesn't really reduce the amount of effort it takes to design and build the figure, it's still damned hard and requires tons of skills I don't possess, but every problem that can be anticipated and designed around when we are working with pencils rather than steel, saves tens of thousands of dollars in extra effort and improves show quality.

For the next post, I'll spend some time talking about eyelids, and particularly how that subject relates to video eyes.

Design Exercise #1:
Pop-Up Character
part 4: Facial Motion Strategies & Character Design


Darrin Hughes - April 15, 2021

Today let's dig into that idea about developing the character to fit the design parameters. I have a feeling this project is going well into next week before we come to a landing place, but I think this is all useful stuff, so I'm gonna keep going...

Let's talk about some options for how to approach facial movement specifications.

First though, a reminder that we aren't really doing mechanical engineering, or even mechanical design at this point, though it may feel like it. Let's call it psuedo-mechanical design. Ideally, when the project gets to Design & Production, the designers/engineers will have sensitivity to performance needs and keep things on-model, with creative team direction. But even if that is true, they will not necessarily solve problems the same way the animator would - invest in or toss out aesthetic options to accomodate issues, just as I can't approach mechanical design all that effectively. I can still be too conservative or too wacky, often with the same idea. Still, there is a lot of value in thinking through broad mechanical strategies, imperfectly as artists/animators may be at it, so there is a reasonable chance that the expression gamut we are asking for is in the ballpark of doable - we should at least have some understanding of that part of the process.

In other words, it's important to meet the technical design effort half-way, even in the early stages. So that's what we are going to be doing from here on out. Some story and character work at the same time we pretend to apply mechanical design principles and work problems from both ends at the same time, juggling a bunch of design tensions at the same time to see where we might land.

Here's a sketch of Rai's head. We'll start from the top and work our way down. First the hair, then the brows, then the eyelids and pupil motion. Then the mouth and jaw.

I don't actually remember what I was going for when I did this low-res model. I have a bunch of versions of this character. This 3D rig has different proportions than many of the other versions (for another project). That might have been because I was using it for a game prototype and the character was older than my original design, so I aged him up a bit - longer lower face and smaller eyes. Anyway...



I'd like some passive motion in the hair. I hadn't included this yet in the Passive section of the Function List, and it could easily cause complexity and weight issues, but i'd still like to consider it. Rai has these large cog-like (or ray-like) sections that are fairly geometric and have quite a bit of mass. I'd like those elements to give a bit as the head moves around. Not too much, I don't want wobbly jello, just a bit of organic waving.

This video shows what I found a few feet from my desk to use as a movement demo. It's not perfect, and in a real-world situation I would've mocked up a sample mass shape too. However, it's a good example that you don't always need to put a lot of time and money into mockups if quick-and-dirty gets the point across effectively.

On to eyebrows. We could consider deforming the forehead itself, but I'm hesitant to go that direction because of the issues I'd mentioned previously with skin and stretch cloth - really hard to pull off. Another common option is to stick independent brow objects in front of the forehead and manipulate them with one or more rods poking through the head for each eyebrow. These could be rigid shapes or flexible. Sometimes you can get some nice brow shapes by experimenting with materials with varying flexibility.

My first thought was to use a flexible material for the brows with another flexible, tapered rod inside. On the Function List I described the pivot as being on the inner side, near the center of the head. For some character designs this is desirable, depending on which expressions are most important, but I quickly realized that wasn't probably a good idea here. I often try to use flexible material for brows to help get more natural arcs.


Although this is a nasty 30 minute test using Photoshop and just bludgeoning shapes with the warp tool, the shape changes aren't very strong. This is partly because in order to make the flexible material stretch it has to be constrained somewhere. The little orange dots in the image represent the constraints tying down the inside edge to only move the height of the brow - any more and the thing attached to the lid would show.



When I do a similar test but with a rigid brow shape, pivoting from the outside edge about one third of the way up the brow height, the shapes actually look pretty good. They are much broader - will read more clearly from farther away. Also, this is a much simpler mechanical system - more reliable and easier to maintain. I could look at other approaches, but this seems workable. I think a big difference for this character is that he has really stubby, thick brows, which changes the calculus quite a bit.

One more thing we should look at before we move on from the brows for this high-level analysis, is to check out the topology of the face to make sure than a single pivot can work without having the rigid brow shape sticking out into space.

For this I did yet another quick-and-dirty test. This time in Maya, to model a crude eyebrow and then pivot it around to see how it works with the face topology...







This crude test shows that there is some gap, but it actually looks pretty good compared to many characters I've worked on. As he moves his head around, some of those gaps will be noticeable the way it's showing now, but with a little care in sculpting and fabrication of the head and brows, it's pretty likely that the brows will look okay as long as Guests don't get too close and/or stand just beside and behind the figure.

I'm going to wrap there for today. I'll move on to the eyes and mouth tomorrow.


Design Exercise #1:
Pop-Up Character
part 3: Prelim Function List and Talk about the Face


Darrin Hughes - April 14, 2021

Okay, we’ve gone over some of the common functions and what they do. For the moment, let’s assume that a starting-place working function list looks something like this so far:

Function List:

Head

 1) Head Nod (60˚)



 2) Head Turn (120˚)




 3) Head Tilt (40˚)



Face

...TBD...
this is our goal today


Torso
 4) Torso Forebend (50˚)



 5) Shoulder Twist (60˚) (special)



 6) Shoulder Tilt (60˚) (special)


We’ll try and use these two shoulder functions (#5 & #6) instead of the common structural Torso Twist and Sidebend

Base
 7) Lift Up/Down
We need to leave this for another day - it's going to take some time to figure out a decent ballpark mechanical strategy for this one in order to paint within the lines or determine that we need to have a less constrictive technical target.

Passive
 P1) Right Arm – elbow and wrist
 P2) Left Arm – elbow and wrist
Passive functions are any movement that isn’t directly controlled. In this case, the shoulders will (probably) be connected to arms with ‘passive’ joints at the shoulder, elbow and wrist to allow the upper arm to displace fairly naturally as the torso moves around. Any and all of that movement will come from the Lift, Torso Forebend, Shoulder Twist & Tilt. The joints are intended to allow motion to avoid binding and to add positive motion cues. Getting passive functions to work well can be very tricky and requires quite a bit of trial and error in most cases.

Now, this list isn't locked in stone, its just something to help us wrap our head around various solutions quickly. When we start experimenting with the rig we are likely to try different combinations of functions, pivot placement and range-of-motion, as well as maybe broad changes in staging. This isn’t anything formal, just a scratchpad really. I might only spend a few minutes thinking about an initial functions before I dive into sketching or 3Ding things out to start experimenting. But inevitably someone will be trying to estimate costs at the same time we are dreaming things up, and a preliminary function list is a useful tool to satisfy those requests when they come in – saves me from having to stop and do a bunch of additional legwork when I’m already overburdened. So I like to keep a running tally of high-level specifications, and a preliminary function list is a good one to start with.

But first we need to talk about the face some...

There are a few big categories of design tension to get on the table:

 A) Weight – Our hope of bringing the character to life rests pretty heavily on both getting enough animation in the face and having great range, speed and control over the three large head functions. The second of those depends on keeping this great big head as light as it possibly can be.

 B) Skin/Figure Finishing – What are we going to make the head out of? Most common skin solutions are going to add too much weight and require too much force (also adding weight in the form of larger actuators and a more robust structure to support them. If we're going to do any R&D for this project, this would be a likely place to start.

The character doesn't have obvious wrinkles of breaks we can use to design his mouth movement with hard shells, although we might be able to handle the brows that way. It's really tough to find a material that can stretch the way we will want to move the mouth and have it continue to bounce back to its original shape.

Being the devil's advocate in most rooms, and knowing how much of a rabbit hole that is, I might suggest we consider modifying the character itself so we have a better chance of success, adding some hard lines to the design. This may give him more of a puppety look, or we could look into adding some form of mask-like element, a Covid mask or change his mouth shape so it doesn't need to do much. In most cases with a real IP on board none of that is an option. But if I'm more interested in performance success than inventing new materials it's not a bad path to follow.

 B) Eyeballs & Pupils – When Rai's large eyes are made as spheres, they actually overlap by about 10%. That means, probably, that to stay on-model we will need to come up with some other mechanical strategy than the type commonly used for Eye R/L, Eye U/D, Blink.

Rai's eyes are fairly flat, so it might be possible to use a video display for eye animation if we can find some lightweight monitors that are the right size. There are advantages and disadvantages to going that route.

One big advantage is that it may be possible to get a lot of bang for our weight buck, using the two displays (most likely we'll need two but we might be able to use just one) for more complex pupil animation than we could get out of common Eye R/L and U/D functions. And we might be able to use the video for the lids as well, allowing us to do much more interesting animation.

Now the disadvantages...

First, if we are putting it into a theme park, we have to watch out for patent infringement. Disney has a patent granted in the early 2000's covering video eyes in characters. Video eyes and some other tech concepts covered are based at least in part on work the WDI Tech Dev team did in the late 90's - a team I provided creative leadership for, so it's my own fault. Those patents should last for 20 years and should expire soon, but may still be in force, so we would have to be careful.

Secondly, for all the good things that video brings, it still operates like video. In brightly lit areas it can look washed out or get "glary". Also, whatever playback/control system we might choose would need to be able to sync the animatronic animation with the video, which can be tricky, especially if we start talking about interactive options for the show. And, I've found it very tricky to get eyelids to really read like eyelids when doing this. The lids tend to break the illusion pretty badly.

Using video eyes isn't a slam dunk, but with all of the other design tensions in play, I'd like to see how far we can take that concept before we toss it out. It's possible that we could save a ton of weight going that direction and we're going to need that kind of help soon.

So based on all that, here is my thought on filling in the Facial portion of the function list, at least for the time being:

Face

 8) Jaw Open/Close (~30˚)
Because I'm going to start with some additional lip functions, I'm keeping the jaw pivot back close to where it should be for normal anatomy. If we end up losing the lip functions, I'll need to move it forward.

 9) Upper Lip In/Out (~40˚)
 10) Lower Lip In/Out (~50˚)
The upper and lower lip pretty much mirror each other, though there is usually a bit more range on the lower lip due to the small amount of material available between the upper lip and the nose. Both also would be best if able to draw into the mouth, but that is rarely possible due to the characters teeth.

Oh my, I forgot to talk about teeth. This is a really hard element to get to look right, as whatever lip functions we land on are likely to look funny for certain visemes if we don't augment by moving the teeth around to re-enforce positive cues. I'm going to recommend we keep the character "talking shallow" with a small mouth (which he has) and limited range of motion so Guests can focus to much on the inside of his palate.

 11) Right Eyebrow Up/Down (~50˚)
 12) Left Eyebrow Up/Down (~50˚)
My thought here is to drive right and left eyebrows with two actuators mounted together behind the center of the forehead, using independent flexible brow shapes with just slightly less flexible tapered rods providing shape support as the inner portion of the brows rotate up and down. With some testing and some luck, we can hopefully get them to arch nicely and might even be able to pull off a decent "angry" look.


Tomorrow I'll post some images of those facial functions and start to build my MotionBuilder rig to experiment with lift movement and sightlines.



Design Exercise #1:
Pop-Up Character
part 2: Performance Design and Basic Functions.


Darrin Hughes - April 13, 2021

Today the subject is an initial stab at function selection with performance in mind for our popup character class. This is a big subject on its own, but I'll go through the broad strokes. The first thing to note is that we are really only focusing on the head and shoulders. Nothing below the pecs should be visible to guests, and although we may add in some indicators for hands and/or arms later on, I don't really want to depend on that for primary performance design. Our sample character Rai, below and on the right, shows the anatomy in question.


We haven't gone over show timing or performance layout yet, so for now let's assume, just to have something to work with, that Rai will...
(1) ocassionally pop up as if he is startled by something,
(2) look around,
(3) deliver 1-3 lines of dialog
, then
(4) sink back into his hiding spot.
We'll assume that he has a fairly dynamic, energetic voice and just to maintain some design sanity, that he'll deliver his lines at a moderate speed - no machine-gun delivery. We want the figure to be able to keep up with the dialog so they work together well.

Something we want to avoid is having the finished figure appear 'flat'. There needs to be enough compound movement to bring a character to life. Here is a Snowball figure that has primarily planar head motion that is slow and sparse for the dialog (you'll have to imagine that, since I muted it) and there isn't any juxtaposition with the body - all focus is on the eyes and mouth, weak areas for animatronics that scream for misdirection support. This is in a queue, where Guests have a moment to stop and stare, and they aren't far away, so scrutiny is pretty high.


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.



Wow, this got long fast. Tomorrow I'll discuss how these functions apply to my sample character and prep for some initial 3D motion tests in Part 3.


Design Exercise #1:
Pop-Up Character
part 1: Overview


Darrin Hughes - April 12, 2021

I would define a 'Pop-Up Character' as an animatronic figure that is portable (at least luggable) and self-contained to not need external infrastructure other than perhaps common general-utility power and a secure mounting system. And, of course, it has to be able to perform - to meet baseline standards in being able to engage an audience.

There are quite a few applications and they can vary quite a lot in their design requirements. Pop-up figures might be useful for parade floats, location-based events, in-park area development, retail, and other applications. They could be considered inherently lighter and less mechanically robust than typical animatronics, and are likely to require more frequent maintenance. That can be managed with a careful design approach, but does change the calculus significantly.

One example is a project I did in 2001 involving a walkaround Pocahontas carrying a basket with a Meeko hidden inside. She carried it into a small theater space and then told a story using Meeko’s behavior as analogy. Below is a clip of a performance test done at DCA.



In that specific project the container was dressed out as part of the show. Meeko was designed to support a specific script and also pop out for photo-ops with Guests after the show, but could have been programmed to support more variability in presentation. All elements, figure mechanics, power, playback, audio, communications and f/x were packaged within the basket. The mechanical design was specific to Meeko and his performance needs – the concept would have applied to other applications, but we didn’t specifically generalize the design for a broader set of characters and performances.


During the Blue-sky on a studio-driven project, my role initially would be to listen a lot - getting an understanding of high-level stakeholder requirements and gently help steer ideas based on experience, risk and opportunity. Design considerations include IP (intellectual property - any existing characters owned by others and licensed to the project), practical show design parameters, ride design, R&D technology breakthroughs, short and long-term park development strategy, THRC (Guest throughput) targets, and dozens of other factors. Basically, there are inputs coming from all directions at once. Most ideas end up in the trash bin. Finding ideas that have legs with the myriad of competing half-baked and brilliant thoughts (often both at the same time) is no small feat, and this all happens in a very brief period of time - everything is changing dramatically daily. Doing all this with a sizeable creative team is part of the magic and miracle of this type of work. It's a messy process.

But for this little sample effort, I’m going to set somewhat arbitrary technical and performance boundaries so we can focus on some of the details regarding how figure target decisions evolve.

Talking Heads - Expose Head and shoulders only. Any Torso motion is really to make the head look viable and imply that there is a whole character out of view.

The reason behind this is that with existing technology we can't really approach a full-sized, full-body figure and meet the other requirements. And animatronics aren't usually nearly as successful in the area of lower body as the upper body. This is a generalization, as we could address specific performance needs in various ways, but in general that is true, so in terms of design complexity management, this seems like a reasonable starting constraint. We are trying, at this point, to find the best 'band-for-the-buck' approach to this class of figure.
Lift Included - Lift movement to appear that the figure is standing up, raising or lifting their head (pick one).
The purpose of the lift is mainly to keep the figure hidden when not on on stage. Having the container seal the mechanics and figure finishing inside something that provides some level of protection is also a really good idea, particularly if the figure might be deployed in an exterior area.
Arm Movement - None or Not Much - Arms either not shown, kept down or limited to brief, simple gestures with elbow hidden.
Arms represent a high 'barrier of entry' in terms of performance vs. mechanical complexity. Outside of simple little throwaway gestures (e.g. a vague hand wave to one side or the other) achieving convincing arm gestures takes a bunch of overlapping axis of control. Also, when in a confined space, arms tend to cause collision problems when any little thing goes wrong. So if a story can be told without big broad arm movement, or if the arms can be justifiable constrained by staging (holding onto things) it makes things much less complicated on the engineering side. In this case I know there are going to be a bunch of weight and packaging issues anyway, so it's going to be advantageous to keep arms off the table for baseline design and then bring back any show-specific requirements later.
Facial Focus - Facial expression functions are critical to success, but must also support significant weight constraints to keep head motion effective.
Without a lower body or arms, there's an awful lot missing in terms of gestural gamut, so in addition to needing to have good range and speed control over the head, getting effective facial expression is really critical. This is going to be challenging, as every ounce of weight will impact other performance options, but having some complexity in the eyes and mouth is probably the best way to build back performance quality after giving up so much.
Juliette Box Guest POV - Limited Guest POV cone, constrained to 120˚ centered front of figure center and roughly 10'-15' above Guests.
The figure doesn't necessarily have to be as high as a traditional Juliette box, but in most cases, based on our initial assumptions, we won't want Guests to know there is a 'robot-in-a-box' so the container needs to be hidden. It's much harder to hide something that is level or lower than Guest sightlines, so having it placed above Guest view is a good place to start. Too high and we will start having trouble getting the figure into view over whatever is in front covering up the figurebase container.

And to reduce the need for a base turntable or similar additional functions to accomodate a huge range, a 120 degree viewing area generally centered on the front middle of the figure is decent. That gives us something to shoot for when we start to figure out functions and ranges that keeps things manageable. Note that if there is an interactive requirement, the function ranges can get eaten up pretty quickly, requiring larger range of motion specs to permit character animation in conjunction with orientation control to keep the control scheme from getting crazy.
Plane-Jane Container - Undecorated protective container that essentially opens up and/or has sides fall away when the figure is deployed. It will be assumed to be concealed by show set elements.
Dressing out the container to blend in with the show set would reduce some of the design issues, but it would also mean that all uses of the figure would have to fit that one aesthetic. I'm hoping to create a template with more flexibility than that, so would prefer that the figure be generic enough to work effectively in dramatically different show environments. Also, much of the mechanism is intended to be fairly modular, so it may be possible to swap out characters quickly using the same base container if desired. Note that this direction assumes a fairly consistent scale and function set, so may be more applicable to some IP character sets than others.
Self-Contained - May use external power instead of on-board battery power to reduce weight and power design complications. A small localized speaker will be included, but an audio-out connection should be included to permit external amplification as needed. Some form of positive mount is assumed to securely attach the figure to the set.
Dressing out the container to blend in with the show set would reduce some of the design issues, but it would also mean that all uses of the figure would have to fit that one aesthetic. I'm hoping to create a template with more flexibility than that, so would prefer that the figure be generic enough to work effectively in dramatically different show environments. Also, much of the mechanism is intended to be fairly modular, so it may be possible to swap out characters quickly using the same base container if desired. Note that this direction assumes a fairly consistent scale and function set, so may be more applicable to some IP character sets than others.

Tomorrow, I will be taking these initial baseline design assumptions and start working through some performance options - looking at function groups with notes on design risks and opportunities. That will be mostly an aesthetic discussion, but technical issues will creep in as well.

I'll also touch on the way these initial constraints might impact different character types, classes and IP's. Hmmm, sounds like I just described a thick book worth of subject matter. I'll have to breeze over some of it to keep things moving.

I'll use an old character I created back in 2003 (just because I own the IP - so as not to upset any lawyers). His name is Rai (way before the the Star Wars character was out) and I'll use a low-res game rig I did for him to work through some quick-and-dirty pre-vis performance and mechanical design options in the following posts.