Animation, Character Essences, Research & Coding

Character Essences Begins

After a few years of improv theatre, animation research and coding I think it’s time to begin my dream project. Character Essences will combine theatre techniques of character creation with traditional and procedural animation. Drawing on character archetypes from Commedia dell’arte and the physical theatre methods of Jacque le Coque and Rudolf Laban, the main focus is to find movement parameters (constants and variables) that define well established characters.

Once the parameters of movement have been identified, they can be manipulated to create a large variety of characters procedurally. The uses include video game automated character generation, extra characters in films and autonomous robot movements. One of the goals is also to simplify movement patterns without the need for large data sets like in machine learning. My belief is that by focusing on the intrinsics, rather than the extrinsics of character movement one can better identify the corresponding building blocks.

Characters can range from simple primitive models to animals and humans. Early experiments included Expressing Emotions Through Mathematical Functions (see description HERE) for primitive models. I found that combinations of fast, sinusoidal movements can create the illusion of joy in spheres and cubes, for example. These observations are linked more to psychology and to the Heider-Simmel experiment. If human emotion can be identified in such simple entities, surely adding a recognizable shape to the character (eg. biped, quadruped) will produce more relatable experiences with the observer. Let the adventure begin!

Keywords: Archetypes, procedural animation, psychology, biomechanics, equations, theatre, characters

Animation, Character Essences, Research & Coding


Digitizing stop motion animation has been my Engineering Doctorate project for the past three years. The aim was to simplify the workload for artists and offer them tools to bring their handmade creations in a 3D environment. The following video shows a simple pipeline for digitizing characters from the game Clay Jam, by Fat Pebble. This is now published work and open for film and game companies to use.


[1] Anamaria Ciucanu, Naval Bhandari, Xiaokun Wu, Shridhar Ravikumar​, Yong-Liang Yang, Darren Cosker. 2018. E-StopMotion: Digitizing Stop Motion for Enhanced Animation and Games. In MIG 18: Motion, Interaction and Games (MIG 18), November 8-10, 2018, Limassol, Cyprus. ACM, New York, USA, 11 pages.  [PDF]



Hellidropter says Hi!


Nonrigid registration has made great progress in recent years, taking more steps towards matching characters that have undergone non-isometric deformations. The state-of-the-art is, however,still linked more to elastic or locally shape preserving matching, leaving room for improvement in the plastic deformation area.
When the local and global shape of a character changes significantly from pose to pose, methods that rely on shape analysis or proximity measures fail to give satisfying results.
We argue that by using information about the material the models are made from and the general deformation path, we can enhance the matches significantly. Hence, by addressing mainly plasticine characters, we attempt to reverse engineer the deformations they undergo in the hands of an artist.
We propose a mainly extrinsic technique, which makes use of the physical properties we can control (stiffness, volume) to give a realistic match. Moreover, we show that this approach overcomes limitations from previous related methods by generating physically plausible intermediate poses, which can be used further in the animation pipeline.

Project Links

You can follow the research progress on Vimeo and GitHub. This is a work in progress project, in collaboration with the Centre for Digital Entertainment at University of Bath and Fat Pebble, under the supervision of Darren Cosker.


Tippy Tappy’s First Steps

Tippy is a tap dancer and is moving to the big city of Shuffelsville for his studies. You can follow his story in the storyboards section of my animation site here. Now I’m working on modelling, rigging and animating a few of his moves in Maya. Here he is taking his first steps, with his controllers on top.

Tippy Tappy’s First Steps (Neutral Walk) from Anamaria Ciucanu on Vimeo.