Creating a character animation

Animations aimed at youth to learn about first aid. The animations will be used for a health app developed by Studio X, and we animated various scenarios covering the recovery position, hypothermia, securing the accident scene, stopping bleeding, and CPR.

It was important to find a style that was both visually easy to read, interesting for youth, and at the same time anatomically correct. Therefore, we chose a style called “low-poly”, but it was important to have enough complexity to perform the various movements for each scenario.

Animation

Character animation can be very challenging, which is why it is important to film good references. Considering that these animations will be used for first aid training, it is even more important to ensure that the movements are accurate. Our Creative Director, Morten Marius, also has experience with first aid. We filmed him performing the various scenarios at the office so we could study his timing and movements. Then, we set up the scene in 3D and begin matching the characters to the reference, pose by pose, based on the footage. Since the animation will be paused and shown step-by-step in the app, it was important to exaggerate certain movements and ensure there are natural points where the action can be paused.

Character modeling

Once we have created sketches and gathered references, we can begin the 3D modeling. We used a mix of AI, retopology, and traditional modeling to create the character. This workflow allowed us to reach the finish line faster while maintaining enough control to match the references. Different hair types and clothing were created that can be swapped out to give the impression of multiple characters in the scene, without having to model and rig several individuals.

Rigging

To be able to animate a character, we first have to rig it. This means giving it a 3D skeleton that controls the various joints. We chose to create some simple controllers to manage the most common character movements. For example, when a hand closes, we would rather have a single controller instead of manipulating every individual joint in each finger.

Texturing and Lighting

After the animation and cameras are in place, we start on the texturing and lighting. It is at this stage that we approach the final phase and transition from grey and flat to color and life in the characters. Much of the texture on the character and the clothes comes from the “rough” edges they get from the low-poly modeling. We went for matte colors on the materials and medium contrast on the lighting to best bring out the texture and the “clay” look we were aiming for.

Finished animations

Recovery position

Securing the accident scene

Bleeding arm

Bleeding leg

Cheers

Eirik Schorpen
VFX-Artist

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