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THE ENGINEERING OF  CREATURE PERFORMANCE

OUR PIPELINE FROM PRE-PRODUCTION TO PRODUCTION

Creature Bionics is a character production company, specialising in Creatures and Fantasy Characters for film/tv and video games. Our objective is to create pipelines and provide services that aid productions with the development, performance and storytelling of their creature/fantasy characters.

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PRE-PRODUCTION

Step 1 - Understanding The Character

The first step is to get an overview of the storyline and the character’s relation and involvement in it. This can be done via a general conversation with the producer and/or director, having a read-through of the script and seeing any concept art available of the character.

 

A read-through of the script is essential for TV and Film productions. This provides insight into the character’s personality and behaviour, which is vital for creating the character’s physicality. From the script, we will extract all scenes with the character and work on them individually once we have determined the character’s, back story, psychology and physicality. This will also allow us to know what rigs may be needed, if motion capture is the way forward and what can be done practically vs complete vfx.

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PRE-PRODUCTION

Step 2- Character Previs

Using the same workflow in video games to create the locomotion (movement) for playable characters, our team will work on developing the character’s idle, walk cycle, run cycle, and overall behaviour in all different mental states mentioned in the script and for each featured scene.

If the character is CG and depending on the character’s skeletal structure, We can mock up a low poly rigged mesh in its likeliness (if one isn't available) and use our motion capture system in real-time for the previs. If the character requires creature rigs, we will provide the rigs needed for the performance.
If motion capture is being used for the production, it is essential to use it within the pre-production stages to help minimise the amount of additional post-work that may be needed in the motion editing of the performance. It is easy to assume a live performance (without mocap previs/rehearsal) will work with a character's rig, only to realise after retargeting the data in post, the data requires much more motion editing/clean up than expected.

Scene Previs

For CG characters that are suitable for motion capture and utilizing the 3D software Unreal Engine, we are able to block out scenes by creating virtual environments (using the description from the script) and using motion capture for the performance.

PRE-PRODUCTION 

Step 3 - Performance & Casting

If eligible, we would opt to have the character played by a member of our performance team for production shoot dates. If the role requires a specific casting, we can assist with the casting audition process, coach and oversee their performance during the rehearsal dates and have a creature double on stand-by for shoot dates. By this point, a character development document would have been created to assist the actor with their understanding of the character and performance required.

PRODUCTION

Step 4 - Production Days

Whether our team are responsible for the main performance or acting as a creature double, there will be someone on set who will oversee the performance and ensure the safety of any creature rigs being used.

 

If motion capture is required for the performance, we can supply the data using our Xsens Mvn Link and Manus system which is great for on-set location use. For an optical setup, we recommend using one of our partners who has experience with creature performance with or without the use of our creature rigs.

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FULL BREAKDOWN

Ace Creature 3D Polygon Mesh
Created By MICHAEL VAUGHAN

MOCAP PREVIS

A method for getting a better visual reference of what the movement and physicality will look like on the character. 

MOTION/PERFORMANCE CAPTURE

High-end inertial and optical facilities available for production-level motion and full-performance capture.

2. CHARACTER PREVIS

The process of developing the character's
physicality, behaviour and movement:

1. Idle & Locomotion
2. Specials (movement only used in a specific scene)
3. Action & Combat

1. CHARACTER DEVELOPMENT

The process of uncovering the character's
4 objectives in great detail:

1. The Character's Purpose
2. The Characters Mission

3. The Character's Psychology
4. The Character's Physicality

CREATURE RIGS

Designed to act as additional limbs to enable a performer to have a similar skeleton and physicality as their character for performance purposes.
Our rigs can be utilised for VFX reference and bespoke motion capture data.

CASTING

We can assist with casting the right actors/performers via our casting workshops or recommendations.

WORKING WITH CASTING

We can provide support with:

  • Motion Capture Techniques

  • Character Development

  • Character Physicality & Movement

  • Creature Rig Training

  • On-set Performance Management

BUILDING YOUR CHARACTER

1

Our backstory is the backbone of who we are. Where we are from, how we were raised and who raised us, plays a significant role in the development of our personality and intentions. It also contributes to how we physically move.

The
Backstory

The
Psychology

Our psychology is the primary factor of our
self-esteem, the perception we have of the world and how we navigate through it.
It is the creator of our behaviour and our personal choices.

2

creature

The
Idle/Posture

The
Behaviour

Our anatomy, physiology and our psychology will determine our idle/posture. Someone who is very confident and secure within themselves will have a different idle/posture compared to someone who is fearful of life. 

We are judged by our behaviour, which gives an overview of our psychology and the kind of actions we may express or engage in.

The
Sound

Just like the breath, the sound of our vocalisation can reveal our current mental and physical state. It can also reveal our intentions, current mood, attitude and emotion.

Our locomotion, how we move, is a make-up of all the previous stages. It is a physical reflection of the mental world and must be in line with the anatomy, idle and breath cycle. 

4

3

6

7

The
Locomotion

The
Breath

cycle 

How we inhale and exhale can be a reflection of our current mental and physical state. We always move in alignment with our breath. Therefore, the breath cycle is an important part of the process for designing the character's locomotion.

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