Last modified: Sunday, February 18, 2001 2:03 PM
Big yawn...Another article on Articulation?
Actually, it's sort of coincidental since I've been working on this skeleton and
there's all this recent news of Hasbro's and InToyz's superarticulated figures
(Ha! Predictable bastards... I knew someone was gonna do articulated fingers!
;^). I can't really claim this as a regular "project" since someone else made
the skeleton and I'm just altering it for my purposes. I believe in thematic tie-ins,
so the pseudo-porn piece, "Livia Gets the Bone", naturally
begat this one, a.k.a. "Livia Gets a Whole Buncha Bones". Every evil sorceress
on this side of the river Cliché has Skeleton Minions, so why shouldn't
mine? Anyway, this is a work in progress so some of the stuff has been done, some
are ideas, and some are things I'll probably later change. In this case, the skeleton's
already paid for so I don't mind bringing you an article of a conversion-in-progress.
As you know, these 12" skeletons have been around a long time and they're
not part of The Big Conspiracy to make 12" figure collectors poor. They're marketed
as educational products and the luminous ones have a Halloween tie-in. Because
of this, stand up poseability isn't their strong suit. They're usually displayed
suspended from a pole with their joints dangling by some means. This one is
from the "Skeleton and Bones Book". It's a very realistic sculpt of a skeleton
in a flexible PVC-ish plastic (the slippery, slightly waxy feeling kind) and
is intended for snap-together assembly by kids. The joints are very simple pin-retained
design, with only slight pressure tensioning provided by the flexibility of
the plastic. Their main purpose is to hold the thing together. Furthermore,
there aren't as many axes of movement as you find in a typical 12" figure. For
example, the arms only rotate in the shoulder socket-- you can't raise them
out to the side.
You might think that a skeleton would be an ideal conversion since it's the
basis for our own articulation. How much more authentic can you get? Not so,
depending on your approach-- our bone hinges aren't stuck together with pins
or sandwiched between pressure tensioned housings. Bones are joined by tendons
and tensioned with muscles. There's some play in the joints unlike those which
are constructed as hard parts pinned to each other. Human wrist rotation is
accomplished by entirely different means than toy wrist rotation. Basically,
the typical toy figure tries to simulate with hinges what tendons, muscles and
soft tissue do. A more accurate simulation would be a wire-- aka "bendie" --
linkage. It's omnidirectional and twists, holds poses well and doesn't require
an intrusive and ugly mechanism. For near-human realism in poseability, wire
works. I'm not talking about Gumby here: Embedding the wire in stiff segments
representing the skeleton gets you pretty close. It has one big problem though.
Flexing a wire causes metal fatigue and sooner or later the wire breaks. If
you embed the wire in a skeleton, all the flexing is going to be focused on
the short length of wire between the segments. Can you say "bad knees"?
For toys, the metal fatigue problem is a significant drawback because there's
a detectable point at which the metal breaks. Toy makers and consumers would
prefer that a toy not break, but instead wear down and become unuseable, or
"floppy". That way you don't have to admit it's broken-- it's "loose" or "worn".
For the Do-It-Yourselfer, embedded wire's a bitch to fix compared to hinges,
so I wouldn't consider using it for major articulation (knees, elbows, shoulders,
legs). Wire does seem acceptable for other less-used articulation points like
the fingers. For those small parts, a hinged articulation approach looks funky
and robotic. For things like the spine, wire is more acceptable: It's a lower
traffic joint which doesn't require as acute bending as the elbows. The flexing
is milder and distributed over its greater length.
For hard pin hinges, the main problem in a skeleton is that the connection
parts are very small and thin. Most doll hinges are too large to be grafted
on (Well, you could but it would look damn stoopid). The other wrinkle is that
plastic pin hinges usually don't have the stay-put poseability of wire. Fortunately,
there is a very small radio-controlled airplane nylon hinge with a crimp-able
aluminum pin which works nicely in some situations. (I used a larger version
in my "Lindsey" figure.) Because this part has rotation and hinge axes, it works
well for the shoulders. If you've drilled the right size hole in the shoulderblade,
the conforming properties of the plastic will hold the nylon hinge pin pretty
securely. However, the other end is more difficult. I grinded out a pocket in
the upper arm and embedded the majority of the hinge in it. There should be
enough clearance for the hinge to swivel with good range. Yeah, it doesn't look
as good as the virginal piece, but that's always the case with articulation.
This hinge wouldn't work as well at the hip since the skeleton's hips parts
don't give you much room to hide the mechanism's attachment. In this case, the
aesthetics easily guide the decision: butt-ugly articulation versus limited
articulation? You decide.
02/16/01- (It's tough to work when you get interrupted by the arrival
of new toys.) Moving right along, and focusing on the hands... I don't imagine
that many of these skeleton kits have much in the way of hand articulation,
and they're probably not going to be molded in a grasping pose. But that's a
desirable thing if you want your skeleton doll to shoulder a Stinger missile
launcher. You have several options:
It's amazing how circular all this stuff is-- All this talk about articulation
lately, especially the new Hasbro and InToyz finger articulation, and the
neo-bendie Neo Eve doll. It gives me an excuse to regale you with my philosophy
about this issue of bendies versus jointed! (oh boy, huh?) As Sun Tzu once
snored, "To bring poseability to the hand, follow the way of the Dragon.
Trust in Gumby." I started "pinning" my figures' hands beginning with the
"Darkwolf" project-- I didn't like the way the stock hands were molded,
since they made him look like he wuz "chokin' his chickin". Most adults
probably want to customize the hand pose for whatever a figure will be doing
(except those who want Joe to be "chokin' his chickin", which
is the default pose), instead of changing it every five seconds as a child
might do. Therefore, there's probably not a lot of posing "traffic"
on this part, which would put a lot of wear on a bendie wire (or pin). This
approach has several advantages: hands look better when articulation seams
don't show, and you can get more variation at the different finger joints.
Hinged fingers, no matter how well done, are going to look robotic or Pinnochio-ish.
They do have one nice feature: You can quickly pose them in repeatable positions.
Of course, depending on how well the hinging is done, they may end up loose
and unable to hold anything.
Working on a skeleton's hand is another matter entirely. Here, it doesn't
matter if the look is robotic-- the digit segments are defined in detail,
unlike flesh-covered fingers. Pinning the joints would be an acceptable
solution if you could figure out how to do it Unlike regular fingers, bony
fingers are thin. Pinning requires that you be able to push a pin all the
way through the length of the finger into the hand. That's relatively easy
to do with a regular soft-plastic Joe (or Jane) hand. A big problem in this
particular case is that my skeleton's plastic isn't anywhere near as soft.
Drilling this length with a tiny bit would be nearly impossible-- the bit
would probably break somewhere along the way, even if you managed to align
everything for a straight shot.
Another approach would be to create a channel on the underside of the
finger to sink a pin into. The problem here is that it's very difficult
to create such channel in such a thin part with the bulky bits available
for a Dremel. If you were able to do that, then you'd embed the pin midway
in the cross-section and seal it up.
Approach # 3 is to slice the fingers at the joints and drill anchor holes
for the wire on each side of the joint. A couple things to watch out for:
Aligning the holes (fairly non-critical) and choosing the right wire for
the hole. I'm talking wire now since we've cut the joint and a pin would
be unnecessarily stiff. The wire would need to be the right stiffness for
you to be able to force it into the hole, and have it stay put. If your
hole is too big, the wire won't be naturally held by compression and you'll
have to use glue. Glues don't always work on all materials. Still, if you've
got the right stuff, this is a fairly easy way to go.
The fourth approach is entirely different-- articulation hinges, like
the InToyz and Hasbro figures. This is the most difficult way to do it,
for obvious reasons. Since we're not assembling castings (unless you go
through the trouble to make them), we will have to cut the finger joint
into mating hinge shapes and join them with a pin. The hard part is cutting
out the hinge pattern in such a small and thin piece of plastic. A hinge
has some sharp right angle cuts which would be extremely challenging to
cut with a big 'ol #11 Exacto blade. This is where you discover that modelling
tools weren't made for micro-modelling, and that the Exacto blade can seem
like a big fat piece of metal.
There are some ways to get around this by using simpler cuts. You could
cut the digit straight across, cut out the indentation on one end and build
up a mating flange on the other end. Of course, what material would you
use to build it up that would adhere well and take the drilling? Or you
could carve away to produce the flange, but that would shorten the finger.
An ideal tool would be a tiny razor-sharp chisel with the end shaped to
the hinge cut pattern. That way you could just stamp out the cut, round
the edges and insert the pivot pin. But we're talking about a tiny
chisel end here, roughly 2 mm across. I don't have such a tool and probably
can't make one, so I'll have to make do with something less efficient--
a simple straight-edged mini chisel making the cuts one at a time. A #11
angle-cut blade Exacto wouldn't work because it would cut too far at the
top by the time you reached the bottom of the cut. That's why you need a
flat-edged, flat-sided razor chisel. You can make one by grinding off the
sides of a flat-edged Exacto blade to a fraction of its width, a little
less than a millimeter across. The chisel should be made thinner so that
it doesn't splay the plastic too much as you press your cuts in. Unless
you've got really good vision, you're gonna need some magnifiers for this.
Also, this assumes that you're working on a type of material that you can
cut this way. Hard plastics might not take to chiselling as well as waxy
plastics.
I am not going to do his toes!
02/18/01- I hate to bring the hands up again, but I decided to look
it up. I got the articulation wrong: There's actually one more set of hinges
before the fingertips. I have no clue how you'd fit those in, and I ain't even
gonna try. It's interesting to see how the bones hook up with the skin overlaid
though. It seems to me that there are Toys and there is Reality and never the
two shall meet.
In other areas: The knees were marginal and since they were an easy fit, I
added the R/C airplane hinges there. They're only visible from the back, so
they look okay. This had a twofold benefit: It gave stronger knee hinges and
gave the shins a rotational axis so that the feet could be rotated. The ankles
have a limited hinge, but it's only a short swivel up and down.
At one of the vertebrae beneath the ribcage I added rotation articulation
by cutting and drilling both halves and installing a small snipped-head screw
in between. I did the same thing in the upper section of the arms, at the lower
third, above the elbow. This is similar to a vintage Joe's bicep rotation. Initially
I was hesitant to do it this way, figuring that it's preferable to combine that
kind of articulation in the elbow hinge. Given the size and structure of the
parts there, I couldn't see how it could be done and still look good. But the
bicep swivel is a crucial articulation point for expressive posing and fortunately,
the crosscut isn't vey noticible, so I can live with it.
Our shoulderblades are weird: Arms are connected to them, but they're floating
and held in place by muscles and our collarbones. It doesn't translate very
well to toy mechanics, and as constructed, the arms were angled inward. In order
to get the shoulders to better match the traditional articulation orientation
for a toy doll, I had to re-mount the shoulderblades more parallel with the
back. This necessitated extending the length of the collar bones.
Finally, the head only was capable of rotation, so I added tilt. The spine's
plastic was too thick and stiff to work with a wire insert, so I separated a
couple of the neck vertebrae, drilled, and inserted a wire through. Since I
didn't want them to twist, I put a small pad of hot glue between them.
That ties up just about everything I can think of to do with this figure.
The stuff I didn't mess with was left as is because improving the articulation
would have compromised the appearance too much. That's the crucial issue of
"adult playworthiness" (knew I'd squeeze that in somehow!). If our goal is to
make these guys look when good posed, articulation and surface appearance are
both important. They're just two different parameters that go into the
equation. For each figure/costume/scenario, there's a balance between the two
parameters which produces an optimum result.
Most of this article has been about the hand articulation, which was really
the main challenge and most interesting part of this project. Construction-wise,
it was fun. But in all honesty, it's not too practical-- they're fragile, but
really more of a pain in the ass because they're too poseable. Every time I
worked on something, I removed the hands because I didn't want to have to readjust
them if I accidently nudged 'em. It works against that "adult playworthiness"
thing even though they improve the visual potential: The setup process shouldn't
be too frustrating (like figures that can't stand up). It makes you appreciate
the simple, solid hands that you can just squeeze a weapon into.
Okay, I lied... I am that anal... But enough, dammit! This is starting
to look like an arthritis medicine commercial.