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Announcing the Articulation Junkie Custom Contest posted by Captain Coder
 
 
Announcing the Articulation Junkie Custom Contest
Announcing the Articulation Junkie Custom Contest.

The toy community is often divided on the issue of articulation. Some people feel that an excessive number of moving parts spoils a figure's sculpt, while others contend that there's no such thing as too many joints. And then there's the third camp that believes that you can have your cake and eat it too: A figure that's both super-poseable and looks great. The goal of this challenge is to create the most articulated custom that you can, and to try to integrate those joints into the figure's physical appearance as seamlessly as possible.

- Because the focus of this contest is entirely on articulation, there are no limitations on subject matter (beyond Figure Realm's general rules), so, you're free to customize a super-poseable version of anyone, or anything, that you wish.

- While there isn't a set number of points of articulation that any entry is required to have, for humanoid figures, your joint count really should be in the double digits (10 +). If you want to make a character that has a more unusual anatomical structure, you'll have to use your best judgment as to what you think constitutes super-articulation for that particular form. And keep in mind that quantity isn't everything; good design and range of motion are also important.

- In your entry description, in addition to the usual comments about your work, please give us a total joint count and brief rundown of what they are. For example, you might write something like: "My entry has 19 points of articulation: Ball-jointed neck, shoulders and hips. Pin elbows, knees, and ankles. Cut waist, biceps, wrists, and thighs. And a bendy tail."

- When it comes time to take some photos of your finished submission(s), don't just settle for shooting a bunch of pictures of your figure standing straight with its arms at its sides. You've got a super-poseable toy in your hands, so put it through its paces and show us what all those joints can do! Let's see figures doing the splits, bending over backwards to touch their heels, performing flying kicks, etc.

- As far as the actual creation process goes, you can simply customize a base figure that's already super-articulated, Frankenstein a super-poseable body by combining parts from multiple figures, or even fabricate/model new joints the hard way by hand. Any type of articulation that you can think of is fair game (ball-and-socket, bendy wire, hinges, magnets, pegs/pins, sliding panels, etc.) There are no size or scale limitations and you should feel free to use whatever parts, materials, tools, and techniques you like.

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