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Lesson 4 of 7Animation & Special Effects
Unit 2 · Lesson 4 of 7

Character Design, Rigging and Lip Sync

How an animated character is designed to be drawn the same way every time, rigged with pins and bones so it can be posed, and made to talk with a mouth chart and an exposure sheet.

5 min read10 practice questionsAsk AI about this →

Key things to remember

  1. 1Shape language (round friendly, square stable, triangular dynamic) and a readable silhouette make a character design work.
  2. 2A model sheet (turnaround, proportions, expressions, poses, colour model) keeps every drawing 'on model'.
  3. 3A rig is a control system: puppet pins bend a mesh; bones form a parent–child hierarchy with joints at the real pivot points.
  4. 4Forward kinematics rotates each joint from the parent down; inverse kinematics moves the hand or foot and solves the joints, ideal for planted limbs.
  5. 5Lip sync uses about 8–10 mouth shapes: animate sounds not spelling, always close the lips for M, B and P, and lead the sound by 1–2 frames.
  6. 6An exposure sheet has one row per frame; a sound heard at seconds falls at frame .

An animated character might appear in thousands of frames, drawn or posed by several different people, and the audience must believe it is the same creature every time. That consistency does not happen by talent alone. It comes from a deliberate design, reference sheets that pin down every proportion, a rig that makes posing fast and repeatable, and a methodical way of matching mouth shapes to sound. This lesson follows a character from first sketch to its first spoken line.

Designing a character that can be animated

Good animated characters are built on shape language: rounded shapes read as friendly and soft, squares and rectangles as solid and dependable, and sharp triangles as dynamic or threatening. A strong design also passes the silhouette test: filled in solid black, the character should still be recognisable and its pose readable. Simplicity matters for practical reasons too. Every stripe, button and strand of hair has to be redrawn or rigged in every frame, so animation designs keep detail where it carries personality and drop it everywhere else.

Model sheets and turnarounds

  • Turnaround: the character drawn from the front, three-quarter, side, three-quarter back and back, lined up on horizontal guides so the eyes, shoulders and feet sit at the same heights in every view.
  • Construction and proportions: the simple shapes the character is built from and its height measured in heads (for example, three heads tall for a cartoon child).
  • Expression sheet: the face in a range of emotions, showing how the brows, eyes and mouth change.
  • Pose sheet: typical attitudes and gestures that show how the character moves and stands.
  • Colour model: the exact colours for each part, with hex or swatch values.
  • Size line-up: the character beside the rest of the cast, so relative heights stay consistent.
On model and off model
A drawing that matches the model sheet is 'on model'. One that drifts, with a head slightly too large or eyes too far apart, is 'off model', and an audience notices even when it cannot say what changed. The model sheet is the reference everyone on the team checks against.

Rigging: puppet pins and bones

A rig is the control system that lets an animator pose a character instead of redrawing it. The simplest is a set of puppet pins (the Puppet tool in After Effects is an example): the software covers the artwork with a mesh, and dragging a pin bends the mesh around it like rubber. More capable rigs use bones: a skeleton of joints arranged in a hierarchy, where each child bone follows its parent. Rotate the upper arm and the forearm and hand go with it. The joints must sit exactly where the character would bend, at the shoulder, elbow and wrist, or the artwork will fold in the wrong place.

AForward kinematics (FK)
  • Rotate each bone in turn, from the parent down: shoulder, then elbow, then wrist
  • Natural for swinging, free motion such as a wave or a walk's arm swing
  • Each joint keeps exactly the angle you give it
BInverse kinematics (IK)
  • Move the end of the chain (the hand or foot) and the software works out the joint angles
  • Natural when a hand or foot must stay planted: pushing on a table, feet on the floor
  • Needs a pole or bend direction so knees and elbows bend the right way
You set two keyframes. The software builds the five frames between them.KEY123456KEY75 in-between frames, interpolated — nobody draws theseA keyframe stores position, scale, rotation and opacity at one exact time.Move one key and every tween is recalculated — which is why you animate byediting keys, never by editing the frames in between.
Fig 1Once a character is rigged, the animator keys poses and the software tweens between them.

Lip sync and the mouth chart

Mouth shapeSoundsWhat it looks like
ClosedM, B, PLips pressed together. Never skip it, or the word looks wrong
OpenA, I (as in 'father', 'bike')Jaw dropped, mouth wide open
WideE (as in 'see')Corners pulled back, teeth showing
RoundOLips forming an open circle
Small roundU, W, OOLips pushed forward into a small pucker
Teeth on lipF, VUpper teeth resting on the lower lip
Tongue upL, THTongue visible behind or between the teeth
Consonant / restC, D, G, K, N, R, S, T and othersTeeth nearly together, mouth slightly open

A chart like this, popularised by animator Preston Blair, reduces speech to about eight to ten shapes. Three rules make lip sync convincing. Animate the sounds, not the spelling: 'phone' is F, O, N. Do not hit every sound: fast speech has more sounds than frames, so hold the vowels and the closed M, B and P, and let small consonants pass. Lead the sound slightly: the mouth shape should appear a frame or two before the sound is heard, because viewers perceive a mouth that changes late as out of sync. Programs such as Adobe Character Animator and Toon Boom Harmony can suggest mouth shapes automatically from the audio, but animators still adjust them by hand.

Exposure sheets

An exposure sheet (x-sheet, or dope sheet) is the plan for a scene, laid out with one row per frame. Columns hold the dialogue broken down into sounds at the frame where each is heard, the action notes, the drawing or pose number for each layer, and camera instructions. To fill it in, the animator scrubs the audio and finds the frame where each sound begins: at 24 fps, a sound starting 2.5 seconds in falls at frame . Digital 'dope sheets' in animation software do the same job as a grid of keyframes against time.

Record the voice first
In animation the dialogue is recorded before the animation is made, the reverse of live-action dubbing. The actor's timing, pauses and emphasis then drive the poses. Record it, break it down onto the exposure sheet, and only then start the keys. Animating first and fitting a voice afterwards almost never syncs.

Worked examples

Reveal one step at a time and try to beat it to the next line.

Example 1
Break the line 'Buy food' into mouth shapes from the chart.
Example 2
At 24 fps, a character says 'Hi' starting 1.5 s into the scene and 'Mom' starting at 3.25 s. On which frames should the mouth shapes be keyed?
Example 3
A rigged character must (a) wave hello and (b) lean forward and push on a table with both hands staying flat on it. Choose FK or IK for the arms in each.
Example 4
Plan the model sheet for a robot mascot that four students will animate for a school robotics team video.

Where marks get lost

  • Animating to the spelling instead of the sounds, such as giving 'phone' a P-H mouth instead of F.
  • Skipping the closed-lip shape on M, B and P, which makes words look mumbled.
  • Keying mouth shapes exactly on, or after, the sound, so the lip sync looks late.
  • Placing a rig's joints away from the real pivot points, so the arm bends in the middle of the forearm.
  • Using forward kinematics for planted feet or hands, so they slide around as the body moves.

Flashcards 10

Shape language
Silhouette test
Turnaround
On model
+ 6 more

Practice

1
At 24 fps, a sound begins 3.5 seconds into a scene. At which frame does it fall on the exposure sheet?
frame
2
A project runs at 30 fps. A sound begins at exactly 2 seconds, and the mouth shape is to lead it by 2 frames. On which frame is the mouth keyed?
frame
3
Which mouth shape is used for the sounds M, B and P?
4
A character's feet must stay planted on the floor while its body sways. Which rigging approach suits the legs?
5
What does the silhouette test check?
6
What is the name for a reference drawing showing a character from the front, three-quarter, side and back views?
7
What is another name for an exposure sheet (x-sheet)?
8
Which sounds should you animate for the word 'phone'?
9
Put these steps for animating a talking character in order.
  1. 1Play back with the audio and adjust the timing
  2. 2Add the mouth shapes, leading each sound by 1–2 frames
  3. 3Animate the body and head acting poses
  4. 4Record the dialogue
  5. 5Break the dialogue down into sounds on the exposure sheet
10
Match each sound to its mouth shape.
F, V
OO, W
E (as in 'see')
A (as in 'father')

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