The first character we looked at was a giant toucan. We knew we wanted this to be an extremely dynamic figure, so to determine what kind of speeds and acceleration limits we would need to design within I made a quick animation using a model of mostly 2d cut-outs. Even though it was not necessary for the info we were gathering at this step, I still modeled at full scale. All the axes of motion were placed at the approximate real location we had determined in our napkin sketches during the initial conversations. Then this same project is what everything else was built on top of. All of it was created in a few hours.
The great thing about the workflow in A:M is how easy it is to build a model that is almost made of nothing but the bones, animate it, come back and refine the sculpted model and even move the axis around later while utilizing the same animation data. I can almost work backward if needed. There is very little time spent on the front end to get to where I can work on movement.
Lady Birds_test-01-sml.mp4
Tucan-Demo04_sml.mp4