From my previous post, here are a few ideas on gestures when it comes to the anthro legs. Firstly I look to draw the curves they create. I've posted before about the elastic energy that digitigrade and ungiligate legs reserve whilst walking, this is effectively why they are configured the way that they are. So simplify this to curves as if the legs were bamboo, bending, curving under strain. So long as you remember that with any stance, the ball of the foot/paw/hoof needs to be in contact with the ground under the bodies center of gravity. Keeping that in mind will help you create that curve and make your characters look more grounded.
Showing posts with label furry. Show all posts
Showing posts with label furry. Show all posts
Thursday, 5 June 2014
Monday, 17 February 2014
Eyes II
Animal eye lids tend to open much rounder than a human's. We have an almond shape from the lid folds. There's a distinctive 'wave' to the upper lid most noticeable in canines that is facilitated by raising the brow closest to the nasal arch.
Labels:
anatomy,
animal,
anthropomorphic,
expressions,
eyes,
face,
facial,
feline,
furry,
lion
Thursday, 13 June 2013
Stance sketches
Thursday, 9 May 2013
Standing upright - Part II
It isn’t possible to directly compare a set of quadruped
‘buttocks’ to that of a human because for quadrupeds, like the horse in
this example, their behinds are not really gluteals, they are hamstrings. I'll bang on about these muscles groups just once more:
Hamstrings: in quadrupeds serve as powerful hip extensors,
driving the animal forwards against the ground reaction and pulling the leg up and backwards to take the next stride, whereas
in humans their action is similar but less powerful due to them being almost vertical when stood upright. Importantly, in bipeds they counteract the truck from falling forward.
Gluteals: in a quadruped, are powerful locomotors also extending
the hip, in humans these would relate to gluteus minimus and medius and are now adapted to stabilise the hip laterally, most notably when we
stand with one leg off the ground, rather than being used for locomotion. In bipeds the gluteus maximus takes more of the role of hip extensor via the ilio-tibial band. Gluteus maximus also counteracts the truck from falling forward.
Take a look at the action of the race horses legs, you can see all that ground force coming from the contraction of the hamstrings at the back and gluteals at the top of the hind limb pulling them backwards and driving the horse forwards.
The gluteus maximus dominates in humans, its
function still makes it a powerful hip extensor but it’s role in stabilising, holding the femur and pelvis in alignment, keeps us stood
upright. This makes it a very important muscle for bipeds. (Also worth noting
that a large gluteal makes it easier for us to sit down).
Dependent on your furry character’s needs, be them straight legged
or bent kneed, their gluteals and hamstrings are going to function slightly
differently, be sized accordingly and maybe even positioned differently. All that is going to be aided by
the configuration of their pelvis.
Labels:
anatomy,
anthro,
biped,
buttocks,
comparative,
equine,
extensors,
furry,
gluteus medius,
hamstrings,
horse,
human,
locomotion,
locomotors,
maximus,
minimus,
muscles,
pelvis,
quadruped
Sunday, 4 November 2012
Comparative Skull Proportions
Each skull is divided simply into 3 parts; red - the maxilla and the plains of the 'face'; green - the mandible; blue - the cranial vault; yellow - the Axis (1st cervical vertebra). Each represents to a rough scale the respective size of each skull element in a) human, b) canine and c) equine. Note the cranial vault does not directly represent respective brain size.
I've started with a thought on the sentient issues of anthro' characters. We would expect our characters to the be the singing, dancing types of the average human. So if we take the casual assumption that to have the same level of intelligence means having the same brain size of a human we soon need to adjust the proportions of the skull to accommodate this. Fig 2 indicates a size of the cranial vault in blue of a human (a) that we'd need to apply to our animal skulls. How then do we balance this with the large jaw and jaw muscles of a herbivore or carnivore? What changes does a larger cranium make to that of the facial plains, particularly the Zygomatric (or cheek bones), the position of the eyes and visual field? We have a number of considerations to make and plenty of permutations dependent on species...
Labels:
anatomy,
canine,
comparative,
equine,
furry,
human,
proportions,
skull
Thursday, 18 October 2012
S-spine, C-spine
Comparison of axial skeletons of a human and canine, arrows note the number and directions of each spinal curve. (Not to scale).
The spines of each system are therefore adapted to cope with each of these extremes. The S-shape spine of a biped has 4 notable curves, creating it's distinctive S shape. This maintains the centre of gravity when standing from the top of the spine down through the feet. These curves also facilitate weight transference with minimal effort.
The C-shape spine of quadrupeds have only 3 notable curves that are near opposite to biped curves. The C-shape comes from the thoracic and lumbar regions curving upwards. I've drawn the canine above stood upright, this would bring it's centre of gravity in front of its feet, causing it to be unbalanced and fall forward. The curvature of its spine, particularly at the lumbar region would not support the weight of an upright torso, the curve is in the wrong direction.
This shows that we simply can't start our anthropomorphic characters by just standing a quadruped up on 2 feet. This and other anatomical issues make this a poor starting point, however, should we wish to maintain a degree of our chosen animals features in our anthropomorphic bipeds we can start adapting this anatomy into likely possibles. Lets explore these possibilities...
Labels:
anatomy,
anthro,
biped,
comparative,
furry,
human,
pelvis,
quadruped,
rib,
ribcage,
spine,
vertebral column
Subscribe to:
Posts (Atom)







