Original animated character shown across a dynamic key pose and onion-skin echoes

SCENE 01 Character systems

Build the controls.
Direct the performance.

We rig illustrated characters and animate the choices that make them feel present: weight, timing, gaze, breath and intent.

Frame a project

SCENE 02 What we shape

Four systems. One believable character.

01

Rig architecture

Controls, deformation and pivots that stay predictable under real performance.

02

Body mechanics

Poses with readable weight, balance, overlap and clean directional intent.

03

Facial performance

Eyes, brows, mouth shapes and micro-timing built around the emotional beat.

04

Production handoff

Named controls, pose libraries and playback notes that the next artist can trust.

Character in the anticipation pose
FRAME / 014ANTICIPATION

SCENE 03 Interactive pose test

A pose is a decision before it is a drawing.

Store the energy before release.

The direction reads early: compressed hips, counter-rotated shoulders and a gaze already committed to the destination.

Discuss a performance test

SCENE 04 Rig anatomy

Controls should disappear into the performance.

Character rig with body control arcs and deformation zones
BODY MECHANICS / STABLE PIVOTS / CLEAR ARCS

ACTIVE CONTROL GROUP

Move from the centre of mass.

Foot roll, knee direction, hip rotation and shoulder counter-action remain understandable at speed and at the edge of the pose range.

RangeFull bodyPriorityWeight & balance

SCENE 05 Facial performance

Expression lives between the shapes.

We plan eye focus, brow pressure, mouth tension and the tiny holds that let an audience read what the character is deciding.

Plan an expression pass
Six expressive studies of the same original animated character

SCENE 06 Walk cycle room

Rhythm reveals character.

A walk is not six drawings repeated. It is attitude organised through contact, compression, passing and lift.

Six-pose walk cycle of the original Wipareqo character
Character landing with controlled hair and clothing overlap

SCENE 07 Secondary motion

Let the body stop before everything else.

Hair, clothing and soft forms continue with their own rhythm, supporting the action rather than decorating it.

Animation production handoff board with model sheets and pose notes

SCENE 08 Clean handoff

Leave the next artist a system, not a mystery.

Control naming, pose references, mouth sets, playback notes and export constraints arrive together.

SCENE 09 Working sequence

From still design to controlled performance.

01

Read the design

Identify proportions, graphic rules, hard limits and the poses the character must survive.

02

Build the controls

Create a rig around production actions, not a generic catalogue of handles.

03

Test the extremes

Push silhouettes, facial shapes and deformation before polished animation begins.

04

Direct the shot

Block intent, refine timing, add overlap and deliver a documented working scene.

SCENE 10 Cue sheet

Before the first frame.

Q-01Which character files can you start from?

We can assess layered vector or raster artwork, model sheets and existing rigs. The first review checks separation, hidden forms, pivots and the expected shot range.

Q-02Can you repair an existing rig?

Yes. We first isolate whether the issue belongs to hierarchy, controller logic, deformation, artwork preparation or animation practice, then propose the smallest dependable intervention.

Q-03Do you work inside our animation software?

Tool choice follows your pipeline and delivery requirements. We confirm version, plugins, export constraints and ownership before production starts.

Q-04Can the work begin with one performance test?

Often that is the safest start. A short pose or motion test exposes control, deformation and style questions before they spread across a larger sequence.

Q-05What is included in handoff?

The agreed working files, organised artwork, rig controls, animation scene, practical notes and an export or playback check are supplied according to the project scope.

SCENE 11 Project intake

What should the character be able to do?

Send the character format, intended shots, delivery environment and the one motion problem you want to solve first.

[email protected] Animation production board prepared for a project handoff
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