WARNING: bOObs below!
Last modified: Saturday, January 6, 2001 6:20 PM
One of the world-extending "accessory" ideas is to create supporting characters.
She's already got some plausible playmates in some of my existing worlds-- the
FAKK-Q world, the Medieval world -- but the more options, the better. An obvious
choice would be the Frazetta-inspired primal minion which I'd made for my original
sculpture. I don't get really excited about making male figures-- most of the
store-bought figures are males, and all ya have to do is change their outfits
or give 'em new heads -- but at least this one would require some extra work
to keep it interesting.
That's the basic notion at least. From there, you start thinking about specific
construction issues. Obviously, I won't be able to do the costuming like my
original DMG sculpture's minions because of the articulation seams. Yet, the
costuming should retain the same primitive simplicity of the DMG, but without
being the same. There are a lot of sources to draw from for inspiration; you
have to take it on faith that you'll figure a way to work things out. (That's
a whole 'nother issue -- costuming's actually a bigger issue than the basic
look of the figure, since it defines the world that the figure fits into.)
Now it's time to take it out of the hypothetical... you need to select a figure
to serve as the basic stock. After surveying the pile 'o bodies, I select a
CC body. Part of my reason for this is that I'm not super-excited about making
the character in the first place, so I don't feel like sacrificing one of my
prime figures. This will serve several other purposes: It lets me give the CC-style
figure a second chance for evaluation, and I suspect that improving it will
be a decent challenge. I envision completely gutting it and redoing the tensioning
design. Ooooooo... work! ... fun!
To give the project some momentum, I decided to work on the head first. This
is a major feature of the figure, and it's something which can be worked on
in isolation. It's a fairly quick & easy thing too-- I used an old casting of
Rommel's head and puttied it up. When it's done, it can be used to drive work
on the rest of the figure-- it's good to have something to inspire you to continue
work on it, and having a glimpse of what it might eventually look like gives
an interim gratification and inspires new ideas.
A lot of wacky ideas come to me while driving to work-- it keeps me mellow
and my mind away from road rage. One of those ideas was a natural extension
from the DMG figure-- privates. It's a pity that the area is taboo since it's
ripe for loading with neato action features. As a customizer, you can appreciate
such a challenge dispassionately, without getting hung up on morality issues.
Whether I implement this or not, the exercise is fun-- I'm thinking of those
toy frogs which leap when you squeeze an air bladder. This idea would be particularly
apt in a "Randy President" parody figure with Trouser Tenting Action. (yuk,
yuk... haven't we done this before?)
I replaced the CC neckpin with a vintage-style neckpin. This makes the elastic threading layout nearly identical to the the vintage design, and takes care of the overly thick and limited articulation of the CC neckpin. In order to do this, the neck socket was filled with putty and conformed to the shape of the vintage pin's ball. An enlarged hole was drilled for threading the elastic.
I kept the original hips/leg assembly because it was easier than trying to work out the ball and socket tolerances. Although I'm not fond of the gaping articulation seam or the way the legs are pressure tensioned, the design does allow a greater range of positioning. Again, since this isn't a femfig, I don't really care about how that area looks-- I'll just cover it up with costuming. This saves lots of work. The central elastic can be secured to the neck at one end and to the entire hip assembly at the other end (trim the separate ball subassembly and drill a hole for the clip). The only area which needs extensive rebuilding is the torso ball and the hip socket. With a well-formed ball & socket, the hips can be be given considerably better range than the original CC design.
Since I'm keeping the original assembly, I modified the hip section so that it could be screw assembled in case the legs need to be tightened. There isn't a lot of room to do this. The only available space is the groove where the torso/hip ball socket assembly (now the lower pin anchor) interlocks with the two hip sections. Mounting that assembly on top (and filling the groove with putty for a screw well) would mean losing the strength that the interlock provides, so I modified the anchor to hold the screw's nut: A slot was cut into one interlock wing of the anchor to house the nut, a channel was cut on the bottom to allow the screw to reach the nut and beyond (the nut isn't dead center, since it's as wide as the piece it's fitting into), and the other anchor wing was screwed to the front piece from the top down to secure the assembly to the front half.
Another structural modification is necessary: The CC body looks pretty ridiculous with its long legs and compressed torso-- sort of like a man wearing pants hiked up to his boobs. The torso/hip modification helps if you extend the torso. Still, the legs are absurdly long. I removed almost a quarter of an inch each from both the thigh and shin section. It makes the figure considerably shorter but better proportioned IMO. The shortening of the figure was a desired effect in my case-- Primal Man is supposed to be short, and it's one of the reasons why I picked the CC body in the first place.
Once the basic structural modifications are made, the surface of the figure can be sculpted in putty, finished, painted and detailed. It's probably a good idea to work on the costuming ideas somewhere during this rather than waiting to the end-- you don't want to mess up the final painted finish when trying out a costuming idea.
