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 unguligrade. Show all posts
Showing posts with label unguligrade. Show all posts
Thursday, 5 June 2014
Monday, 9 December 2013
Don't just create, build
Where do you begin? Well you don't have to start with all this detail when designing a character but I wanted something specific for my Troganite horse. It's the parts that make the whole when designing anything, and the saying is true that you can't build on a bad foundation, so even if it's a drawing of a biological structure it starts with a well adapted frame.
Sunday, 24 November 2013
Anthro leg structure 3
Following from the previous post... now that I know to turn Google image enhance off so that it stops turning all my images black...
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| Unguligrade legs on the left and digitigrade on the right. |
Another way to think about the tapering limb as it becomes more distal is to think about 'muscular bulk', 'taper' and 'tendon'. We have the main muscle bulk at the origin of the limb, the muscle tapers down towards the tendon and finally terminates as just tendon onto the bone. This can be applied to any individual muscle of a limb (fig. 2) or also to the limb as a whole (fig. 1). Drawing a limb with this in mind ensures it stays in proportion.
The proportions of the limb are indicated by the measuring arrows. The set of legs on the left have a shorter thigh in proportion to the more distal, (further from the body) part of the limb; this limb configuration would offer the character the ability to run faster. As I touched on this in a previous post, a longer distal portion of the limb offers a greater stride distance and holds more elastic strain energy, quickening the limbs movement. The legs of the digitigrade on the right have a proportion of thigh to lower leg almost 1:1, similar to us as plantigrades. This would offer more limb stability rather than speed with the joints being less prone to stresses or twisting.
One thing to note is that the stability and speed configurations can apply to both digitigrades and unguligrades; it would simply be species and character dependent.
Sunday, 10 November 2013
Anthro leg structure 2
I was asked a few weeks ago to help with creating a set of satyr legs. The main point I outlined was:
only look at the biggest forms when filling out the wire frame with muscles. Keep the curves flowing; show the largest sweeps of these shapes to keep them dynamic; have them show the force of the muscles not just their outlines. Don’t get too hung up on individual muscles at the start, that detail is for later when you’re shading, make sure you’re drawing the big forms to start with.
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| Some ideas to consider on an unguiligrade biped leg. |
Gesture: Centre top is an idea of the flowing curves for a digitigrade and unguligrade type. I wanted to get an idea of the fundamental shapes the curves make as if the legs were mechanical; they would be made of curves that would give them spring as they moved.
Form: On the left an idea of where the muscular bulk is as opposed to the bone and tendon areas. All limbs follow the principle that they get thinner the more distal (further from the torso) they become. Take the human arm as example, muscular bulk decreases further down the arm and the limb becomes more sinuous until we get down to just tendons controlling the hand and fingers. This decrease in muscular bulk is worth noting when drawing so as to keep the limb in proportion. On the right is this idea now shown as contours in the forms of the leg.
Function: At the bottom of the image is a movement sequence. Those areas shaded represent the major muscles that are contracting. The quadriceps, (Q) extend the knee just before the 'contact'. On the 'down', the limb is slowed by the hamstrings (H) as the limb takes the torso's full weight. The elastic energy in taking this weight is channelled down into to fetlock or toe joint by long flexor tendons. This energy is released in the 'up' with the gluteals (G) powering the knee to full extension and the hamstrings extending the hip. This drives the torso forwards as I've talked about in previous posts. Note that the 'knee' and the 'toe' joints flex and extend by the greatest degree, the 'ankle' joint is kept relativity stiff. If the ankle was allowed to flex too much the limb would collapse under the weight of the torso.
Labels:
anatomy,
anthro,
anthropomorphic,
biped,
digitigrade,
elastic strain energy,
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flexors,
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glutes,
hamstrings,
leg,
locomotion,
muscles,
stride,
tendons,
unguligrade,
walk cycle
Tuesday, 29 October 2013
Anthro run cycle
... and now the wire frame for a possible run cycle. Here I've tried to oscillate both hips to reflect their full range of motion during this cycle. The timing isn't finely tuned yet, different moments of the cycle will create faster and slower points in each limbs movement which I haven't really maximised yet. Useful as a reminder that anthro movement is very energetic, likely the arms will have to be swung in arcs to maintain balance.
Ignore the black dots in the middle, they were placeholders for the start and finish of the cycle
Labels:
anatomy,
animation,
anthro,
anthropomorphic,
biped,
digitigrade,
elastic strain energy,
energy efficient,
how to draw,
human,
locomotion,
mechanical advantage,
unguligrade,
walk cycle,
walking
Tuesday, 22 October 2013
Anthro walk cycle
A quick test of a wire frame I made of an anthro walk cycle. I think it's rather species neutral but I had a larger herbivore type in mind; not only is there rise and fall in the hips but due to the mass and stability issues of the legs, each step the leg is going to be thrown forward, creating a far amount of 'hip swagger'. This isn't efficient, as I've mentioned in previous posts, but a digitigrade or unguligrade on 2 legs isn't ever going to be.
Thursday, 13 June 2013
Stance sketches
Friday, 7 June 2013
Anthro-grade stance
Been a few weeks from my last post, had a few things on my mind but it's given me time to sketch out more ideas, particularly on the subject of tails and anthro legs.
Taking the stance as a whole it's easier to see that 'B', stood in a stoop with the torso fully upright, would result in the characters centre of gravity being behind it's foot, it's still below the torso but the torso is now more inclined to want to fall backwards because of the stoop, the quadriceps are taking the strain to hold this stance upright.
'A' is digitigrade and the femur is vertical but the knee is still slightly in flexion. If the quadriceps contract too much it will cause the trunk to fall forward. From a balance perspective the centre of gravity is better maintained under the feet of 'A' since the leg is much more vertical but it will of course require a greater level of tone to hold this stance than that of a human plantigrade biped.
Combining the ideas above:
Is this a more likely anatomically correct look for an antho? One of many configurations for sure!
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| To keep the anthro 'stoop' we need to change some of the anatomy. Quadriceps shown in green, gluteals in shades of red, hamstrings in purple and the ilio-tibial tract in cream. |
Anthro leg anatomy issues really come down to antho characters standing in a constant 'stoop'. I think that this is some sort of visual misnomer in that it's drawn to emulate the shape of an animals leg but with limited consideration on the extent of its impact to the anatomy.
Holding a stooped position as a human is hard work, it requires a great deal of force from the quadriceps to keep the knee in partial flexion and the gluteals and hamstrings are under stress to hold the femur at an angle. This is because the weight of the torso is placing the centre of gravity too far behind the feet, the pelvis needs to tilt the torso forward to counterbalance this, bringing the centre of gravity back under the torso. That's why if you try squats in the gym, releasing the stress on your glutes can be done by leaning forward. This stoop is very energy inefficient, and clearly will lead to characters walking not only on bent knees but in a bent forward stance.
There could be a couple of ways to fix this if you wanted to keep the 'dog leg'. Either increase the muscular force the leg can muster (but this still does not change the energy required to hold the leg up, it just means the muscle will be slower to fatigue). Or you shorten the length of the femur. Shortening the distance of the load arm (shown above) makes the stance more energy efficient. This is because the load (the weight of the torso) is now much closer to the pivot (the knee joint), it means that less force is require to lift the load. Much like when using a wheel barrow, this is an example of a second class lever.
Shortening the thigh doesn't solve the problem but it certainly would help.
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| 'A' represents a possible digitigrade stance with a vertical femur. 'B' represents a possible unguligrade stance where the femur is in a stoop. I was not trying to compare digitigrade and unguligrade here, only a vertical femur and one in a stoop. |
'A' is digitigrade and the femur is vertical but the knee is still slightly in flexion. If the quadriceps contract too much it will cause the trunk to fall forward. From a balance perspective the centre of gravity is better maintained under the feet of 'A' since the leg is much more vertical but it will of course require a greater level of tone to hold this stance than that of a human plantigrade biped.

Combining the ideas above:
- shorter thigh
- thigh more vertical than stooped
- larger musculature to lower the fatigue
- maintains a stance directly under the torso
Is this a more likely anatomically correct look for an antho? One of many configurations for sure!
Labels:
anatomy,
anthro,
anthropomorphic,
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center of gravity,
digitigrade,
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femur,
flexion,
force,
glutes. mechanical advantage,
plantigrade,
quadruped,
stance,
stoop,
unguligrade
Sunday, 14 April 2013
Walking on 2 legs not 4 - Stride and energy
So what would make X-Men's Beast run faster than a human? Well there are a couple simple things that we can observe from those animals that can easily outrun us. Firstly, as a biped plantigrade our maximum stride length is really rather short, a longer stride covers more ground and generally makes a faster runner. (What could break that rule would be an elephant, a plantigrade, that moves it's legs very fast when it charges).
Digitigrades like a cheetah and unguligrades such as horses have a stride advantage by having longer limbs distal from what would be the knee joint. Simply a lengthening of the metatarsals.
That's an advantageous change in bone configuration but driving the power is a muscular change. Secondly, animals like horses have short fibred muscles on their lower limbs that attach to long tendons for elastic energy storage. This increased spring creates a mechanical advantage in the limb, meaning the muscles become more economical as they do not need to generate as much force per stride.
So if you were designing a character that's a serious fast runner - biological or mech, you might want to give them a shorter thigh in relation to the lower leg to extend that stride and go easy on the musculature of the lower leg, giant muscles don't always create giant forces, that depends on their position on the limb in terms of leverage! Of course, these are not the only things to consider for a set of biped digitigrade legs...
Digitigrades like a cheetah and unguligrades such as horses have a stride advantage by having longer limbs distal from what would be the knee joint. Simply a lengthening of the metatarsals.
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| The length of the femurs represented above are equal in length across the different classes for comparison. |
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| Check out just how thin the lower leg is on a horse, those long tendons and the canon bone are really the only thing they've got; there's no muscle. Find more plates like this Here. |
This video is taken from "Inside Nature's Giants - The Race Horse" - (Channel 4). It's a dramatic example of just how much force is stored in the tendons once they are under stress. Energy that would otherwise be lost is recovered via this elastic strain energy. This would make Beast's flat hand very energy inefficient whilst running, and even the bony arch of the human foot is rather inflexible and still a long way from holding the capacity of elastic strain of even a digitigrade.
So if you were designing a character that's a serious fast runner - biological or mech, you might want to give them a shorter thigh in relation to the lower leg to extend that stride and go easy on the musculature of the lower leg, giant muscles don't always create giant forces, that depends on their position on the limb in terms of leverage! Of course, these are not the only things to consider for a set of biped digitigrade legs...
Labels:
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biped,
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elastic strain energy,
equine,
gait,
horse,
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plantigrade,
quadruped,
running,
stride,
tendons,
unguligrade
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