After we’ve found our key information and references for our Egyptian Fruit Bat’s skeleton, movements, and behaviours, we work very closely with our art and animation teams to decide on a pose for our model. Once we have our model produced by our incredibly talented character art team, we can then use our research and the tools at our disposal to create a realistic skeleton. For our skeleton to move our model we need to do a process we call "skinning" first, where we paint an influence of movement from a bone of our skeleton to a section of our model. This helps us isolate parts of the body to only move when we’re moving a specific bone. Our research on how an animal's skin moves really helps with this so we can look at something like how much movement the bats body has when the wing or a leg moves and then recreate that in our own animals.
Of course, our rigs also need to be able to realistically move the skeleton so we create control setups to move the different areas of our skeleton - kind of like we’re putting strings on our animals, and the animators are the puppeteers! This is something we work very closely with the animation team on as there’s a lot of testing involved to make sure that the animators can work their magic and create their amazing work.