Personal

2020-ongoing

Character Lab

Character Lab is an ongoing personal series where I design characters, rig them in After Effects and make them move. Head rigs, run cycles and more.

Role

Concept, Character Design, Illustration, Rigging, Animation

Platform

Social Media, Website, Portfolio

Web application

Year

2020-ongoing

Timeline

N/A

Overview

The Brief


Learning complex things takes practice over time. Character animation pulls together design, illustration, rigging and animation, and each skill fades if I leave it alone. I started Heads and Run as a way to keep the whole pipeline fresh and build muscle memory. I also wanted it to stay fun, so I kept the stakes low and the ideas varied.

work

The Work

Heads and Run is a personal series of character illustration and animation studies. There are five pieces so far, split between head rig animations and running rig animations. Each one is a new character I designed from scratch, based on visual references. The designs change from piece to piece. The method stays the same.

For every piece I handle the full chain myself: concept, character design, illustration, rig and animation. The head studies focus on how a face and skull move when rigged. The run studies focus on weight, timing and cycle. Different characters, same fundamentals, repeated.

The series is open ended. I add to it whenever I want to practise something or test an idea, and it works as a running record of how my character work develops.

Process

The Stages

Stage 1: Research and mood board

Every piece starts with a concept. I gather visual references, build a mood board and settle on the idea before I draw anything. This keeps each character from becoming a copy of its references.

Stage 2: Sketch

I sketch the character on paper or tablet until the shapes and personality work. This is where the design gets decided, so the later stages stay about execution.

Stage 3: Illustration

I redraw the final sketch in Illustrator, building the character in clean vector parts that are ready to be rigged.

Stage 4: Rig and animate

I import the artwork into After Effects and rig it. I have been using Limber, Joystick ‘n Sliders and Duik Angela, and I rotate between them on purpose. The aim is to learn what each one does well and which fits how I work. Then I animate the head turn or the run cycle.

Outcome

What it Did

Five finished character animations covering head rigs and run cycles

  • A repeatable workflow from reference to final animation

  • Hands-on comparison of three After Effects rigging tools

  • A growing body of work that keeps adding to my character design and animation portfolio

  • Next up: a series of horror characters

Outcome

Tools

After Effects

Illustrator

Procreate

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