ATLAS / 01Load joint
The joint that carries weight, compression and the suggestion of effort. Test it against an action—not an isolated turntable.
Jexurepalmotion field manualFIELD COVER / CHARACTER ANIMATION & RIGGING
A working field manual for character rigs that have to carry a performance, survive a handoff and still make room for an animator’s judgment.
Open the manual
01 / GRIP TEST
Before a rig grows a long list of features, it needs a short test: can an animator find the control, understand its range and return to a familiar pose without making the character feel mechanical?

02 / JOINT ATLAS
Rigging decisions become easier to review when the purpose of a joint is visible. The atlas keeps deformation, follow-through and handoff concerns from collapsing into one vague “more flexible” request.
ATLAS / 01The joint that carries weight, compression and the suggestion of effort. Test it against an action—not an isolated turntable.
ATLAS / 02The joint that gives a performer room to choose a clear silhouette, a held thought or a quick change of intention.
ATLAS / 03The joint that lets an animation recover gracefully after a strong pose, without snapping into a convenience position.
03 / PERFORMANCE STRIP
Move the pass marker to compare the question a rig asks of an animator. It is not about a score; it is about whether the performer can use the control deliberately.
The character arrives in the pose with a readable centre of effort. The rig supports the idea without deciding the final shape for the animator.


04 / CALIBRATION BENCH
A useful limit is a design choice that protects a performance. Choose an operating condition to see what the bench is asking a rigger to test.
Test the control at low velocity. Small adjustments must remain legible and should not cause unwanted secondary motion.
05 / POSE PANTRY
Not an empty rest, but a pose that remembers the character’s balance and active thought.
A useful test for overlapping joints, compression and the distance between a control’s promise and its real result.
A check for silhouette, volume and how the character’s aim travels through the body.
A small follow-through test that shows whether the rig comes back with intention or just resets.
06 / MATERIAL NOTES
The visual language of a control is a working material. Shape, colour and spacing should help a performer understand what they can do before they touch it.

SHAPE Separate the tools that move a limb from the tools that frame a performance.
COLOUR Use contrast to group an action family, not to decorate every available control.
SPACE Leave enough room for a cursor, hand and thought to arrive without a collision.
07 / TROUBLESHOOTING CABINET
Open a field note when a rig feels technically possible but difficult to perform with confidence.
Reduce its neighbours, name its action in the working guide and test whether its first useful movement confirms what an animator expects. Visibility is not the same as comprehension.
Stop turning the joint in isolation. Test the held attitude, the transition into it and the recovery out of it. Look for a correction that supports the performance rather than an ideal still frame.
Compare the scene demands: weight, speed, contact, framing and acting beat. A production rig needs useful defaults and clear overrides, not a single “correct” setting.
08 / FAQ FIELD NOTES
09 / HANDOFF TABLE
Bring a character brief, a difficult pose, a handoff question or a technical concern that needs to stay connected to performance.


10 / DAYLIGHT CLOSE