well since you've asked about anatomy, i think i should recommend a few subtle changes to the wireframe. the one you're using right now is very simple, which works for setting up basic anims, but i'm afraid that it's leading to some pretty "gumby" type characters (at first i thought this was a style thing, then i noticed the anatomy references you made)

i added in shapes for the ribcage and pelvis that are still easy to manipulate, but will give a better sense of what can twist and what cant (basically, only the little section in between them is capable of real turning, and then the skin gets pulled over the frame).
I added squares for major joints, which remind to give them form as well as space. your initial sketch is cluttering the joints in some places and forgetting them in others. this is extremely important where the arms join the collar, where it's important to treat them as semi-autonomous (aka they can actually move a bit independently of the shoulder axis and have their own form). I've also pulled the neck just slightly away from the shoulders to help show this.
the yellow shapes just show easy point references that i like, gleaned from a renaissance stone-carver's template. the star points to the adam's apple top, the ends of the collar bone, the edge of the ribcage, and
navel (bottom) duh, not navel, solar plexis. see what i mean, not what i say. the navel would make this star like five feet across 
i find that the star is best for adult men, as it's a little
wide for youths and women. I think i may just like drawing stars.
« Last Edit: June 12, 2008, 03:58:56 am by ndchristie »

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