SCENARIO / EXPLORATIONS · BLOCKING TO PICTURE

TWO RIGS, FROM SCENARIO MODELS · A FILM THEY MADE POSSIBLE

The
Corridor.

A man was drawn, built and rigged from Scenario models, with a face rig and a body rig. Then he acted: every move, glance and word was staged in a game engine, and a video model only finished the picture. The film is what the rigs made possible.

30 SECONDS · 8 SHOTS · ONE ACTOR, 92 BONES, 52 FACE SHAPESSOUND ON

01 / SAME TAKE, TWO WORLDS

Drag the line.
The take holds.

On the left, the blocking: gray corridors in Unreal Engine, a rigged actor, camera moves and lamp states chosen by hand. On the right, the picture a video model finished on top of it. The cuts, the timing and the movement stay put while the world changes around them. Where the model was asked to edit, the geometry holds exactly. Where it was asked to recreate the shot, it sometimes re-framed: the opening close-ups and the fear shot came out tighter than the blocking. The shots from 6 to 13.5 seconds were finished a second time with MiniMax H3, from finished keyframes that share one corridor, after the first pass left them with blotchy walls and pale skin.

BLOCKING · UNREAL ENGINE 5.8 FINISHED · VIDEO MODEL
0:00 / 0:30
    THE SHOT

    BLOCKED BY HAND

    FINISHED BY THE MODEL

    Sound on for the voice and the room tone. The mouths in 10 to 12 seconds and 16 to 19 seconds carry a lip-sync pass; the rest are the model's own. Download the film ↓

    02 / THE RIGS

    A face and a body,
    rigged by models.

    This exploration is about the rigs. A character sheet became a body rig and a face rig through a chain of Scenario models, each adjusted by hand where it fell short. The film that follows is the result of that work.

    Body and head, drawn apart.

    An image model drew four character sheets of a man in his fifties. One was chosen: burgundy shirt, rolled sleeves, a long face and a crooked nose. The body was then redrawn with a blank sphere for a head, and the head on its own, so each part could be turned into 3D at full detail.

    Full body concept with a blank sphere for a head, arms out in a T-pose
    THE BODY, HEADLESS
    Concept portrait of the man's head, in his fifties, grey hair, tired eyes
    THE HEAD

    The models behind the rigs

    Every step of the actor went through a Scenario model. This is what each one did, and what we had to adjust by hand.

    StepModelWhat it didWhat we adjusted
    Character sheetsGPT Image 2Four sheets of the man; body with a blank sphere head, and the head aloneThe head was drawn with the mouth slightly open, so the jaw would skin cleanly
    Body and head meshesMeshy 7.1, image to 3DBody and head built apart, 4K geometry, 4K PBR texturesFitted in Blender by the director; nothing was cut at the neck
    Decimation and rebuildClaude Opus 5.5 3D, then GPT-6 Astra 3DOpus smeared the head texture; Astra rebuilt both meshes keeping the original UVs and colorsBody 150,000 faces, head about 120,000, loose shirt islands checked before rigging
    Body and face rigGPT-6 Astra 3D92 bones with Unreal Mannequin names, fingers, twist bones, IK, and exactly 52 ARKit face shapesJaw weights repaired in space; eyes, teeth and tongue kept as separate meshes
    Body motionUthana, Meshy and Cartwheel text to motionThree services compared; none was used as isEpic walk and idle retargeted by bone name, the panic pose built by hand
    VoiceGemini 3.8 Flash TTSThe spoken linesA script turned loudness and vowel color into jaw and mouth shapes

    How the rigs were adjusted

    01 / THE JAW

    Smooth in space, not on the mesh.

    The first skin let the beard and hair shells lag behind the chin. Weights were smoothed by distance in space instead of along mesh edges, so every shell moves together, and the lip seam was kept sharp. The jaw opens up to 62 millimeters, and speech runs it at a fraction of that, with a gain between 0.36 and 0.62 depending on the take.

    02 / THE CLEAN RIG

    Checked before it was trusted.

    Body: 147,778 triangles, no unweighted vertex, at most four bones per vertex, weights normalized. Head: 114,887 triangles with exactly 52 face shape keys. Eyeballs, upper and lower teeth and tongue are separate meshes.

    03 / THE LIMBS

    The arm axis was a twist, not a bend.

    A pose was rejected because the arm's X axis is the bone's twist. In this rig the upper arm lifts forward on Y and the elbow folds on Z, mirrored on the other side. The neck turns on local Y and nods on X. The spine leans forward on negative X.

    04 / THE FACE CURVES

    One key per frame.

    The face tore when two keys landed on the same frame and the curve overshot. The face is now sampled every frame, summed and clamped, and a blink cancels squint and wide eyes.

    05 / THE ENGINE

    What the import dropped.

    The FBX import brought no textures, so the PBR materials were rebuilt in the engine. 4K textures filled the video memory and made patchy renders, so everything went to 2K except head skin and eyes.

    06 / THE MOUTH

    Voice in, shapes out.

    A script reads the voice track: loudness opens the jaw, low-energy sound rounds the lips, brighter sound spreads them. It runs per line, with a jaw gain tuned per take.

    After the film: capture models on the same rig

    The film uses library walks and a hand-built pose, not motion capture. Afterwards the same rig was used to test Viggle's text to motion and video to motion models, which export a Mixamo skeleton.

    A / ONE RETARGET, 52 BONES

    Mapped by name.

    A Mixamo profile was added to the retarget script and a test clip landed on all 52 mapped bones with none missing. The bone directions matched the source exactly.

    B / THE ROLL

    Hands were turned 83 degrees.

    Directions matched but the hands were rolled a quarter turn, because the rig's rest pose differs from the T-pose by about 84 degrees. Adding that twist to the whole arm chain brought the palm error from 83 to 1.4 degrees.

    C / THE SHOULDER

    A dent that three fixes made worse.

    With the arm raised, the skin between neck and shoulder dents because the collarbone carries almost no weight on the trapezius. Moving weight, smoothing wider and damping the collarbone each made it worse. It is not repaired.

    03 / THE FACE RIG, FROM AUDIO

    The voice moves
    the face.

    The star of this exploration is a facial rig that speaks from audio alone. Below, the real rig, with the same 52 ARKit shapes used in the film, is driven by the 30-second voice track and nothing else. Every number on the right is read from the audio and sent to a shape on the left.

    THE REAL RIG, DRIVEN BY THE VOICE TRACK ONLY. NO VIDEO MODEL, NO HAND ANIMATION OF THE MOUTH. PRESS PLAY WITH SOUND.

    How the voice becomes a face

    01 / WHAT GOES IN

    One audio file.

    The voice track is read 30 times a second in short windows. Three measurements matter in each window: how loud it is against the track's own loud peaks, how much of the sound sits below 700 hertz, and where the center of the spectrum is.

    02 / THE JAW

    Loudness opens it.

    The jaw follows the loudness, raised to a gentle power and smoothed over three frames, then scaled by a per-take gain. The mouth is placed one frame ahead of the sound, because a mouth that opens with the sound looks late.

    03 / THE LIPS

    Color of the sound shapes them.

    Low, warm sound rounds the lips: funnel and pucker. Bright sound spreads them: stretch. Silence closes them. The lower lip drops and the upper lip lifts with the jaw, and the cheeks squint a little.

    04 / THE REST OF THE FACE

    Slow, not per syllable.

    The brows rise on whole phrases, delayed and small, and are pulled down while the jaw is open. Gaze drifts slowly down and sideways. Blinks are the only thing placed by hand, in time.

    05 / ON THE RIG

    Twenty-seven curves, 52 shapes.

    Twenty-seven of the head's 52 ARKit shape keys are driven here at 30 frames per second. In the clip above the jaw averages about a tenth of its range and peaks near 0.43, with a gain of 0.5. The film used gains between 0.36 and 0.62 depending on the take.

    06 / THE LIMITS

    It hears color, not words.

    There are no phonemes: closed sounds such as p, b and m are not closed on purpose, and the mouth never reads the words. Reviewers judged the result by eye. It is a rule set on top of a good rig, not speech recognition.

    Then the finished mouths, a different job.

    The finished film's lips came from the video model, and they drifted: the generated voice trailed the reference track by about 0.2 seconds when measured on the audio, and reviewers saw mouths still moving after a line had ended. A dedicated lip-sync pass fixed that where the mouth is clearly visible. It was applied only to the shots that were approved, because on a profile or a head from behind it looked wrong.

    THE MODEL'S OWN LIPS
    AFTER THE LIP-SYNC PASS

    04 / THE DIRECTOR'S CONTRACT

    Decide first.
    Finish second.

    Most AI video starts with a sentence and hopes. This one started with a performance. The model got a hard split of jobs, and every time it crossed the line the shot was repaired instead of accepted.

    LOCKED BY THE BLOCKING
    • Shot order and every cut
    • Camera moves, and in edit mode the exact framing
    • Where he stands and how he walks
    • Head turns, glances and the snap at 18 seconds
    • Which lamp dies, and when
    • The silhouette's place behind him
    FINISHED BY THE MODEL
    • Skin, pores and wet eyes
    • Fabric, hair strands and dirt
    • Light, haze and reflections
    • Small acting inside each move
    • Room tone and breath
    • The look of the corridor
    NEVER INVENTED
    • A new shot or a longer cut
    • A second character
    • A different face or age
    • The monster in front of him
    • A change to the story
    • A move the animatic did not make
    1
    animatic, 30 seconds
    8
    shots, one performance
    92
    bones in the rig
    52
    ARKit face shapes
    11
    finished keyframes

    05 / BLOCK THE PERFORMANCE

    A stage with
    four decisions.

    Unreal Engine 5.8 was the stage. The result is deliberately rough, but it makes every decision a director makes: where the camera stands, how he moves, when the light fails and what the room looks like as it gets worse.

    01 / THE CAMERA

    Close, then closer.

    Never the whole corridor and the face at once. The camera sits inside the hallway, drops to about 25 centimeters above his forehead for the thinking shots, and backs away in front of him for the walk.

    02 / THE BODY

    Borrowed walks, hand-built panic.

    The walk is a retargeted clip, sampled slow with head glances added on top. The last pose, crouched with both hands open, was built by hand after the arm axes were corrected. Three text-to-motion services were compared and none replaced it.

    03 / THE LIGHT

    Lamps die one by one.

    Each lamp has a state, and a procedural dirt material rises across the walls, floor and ceiling as the fear grows. The corridor decays while he walks through it.

    04 / THE FACE

    Curves, sampled per frame.

    The face was torn at first. The cause was duplicate keys on the same frame in the face curves. Sampling, summing and clamping every curve per frame fixed it.

    06 / FINISH, DON'T INVENT

    Blocking in.
    Picture out.

    Pick a moment. The left frame is the blocking, the middle is the finished still it was paired with, the right is the same instant in the film. The model had both as references and the animatic as a video.

    BLOCKING
    FINISHED KEYFRAME
    THE FILM

    01 / DIRECT WITH THE ANIMATIC

    The video is the director.

    The 30-second blocking went in as the reference video, so shot order, cuts and timing were never up for discussion.

    Treat @video1 as a rough director's blocking previs: it fixes the shot order, the cuts and their timing, the shot sizes and general composition of each shot.
    02 / FINISHED KEYFRAMES

    Show the end, not just the start.

    Frames of the blocking were finished as stills with an image model, keeping each camera and pose, and passed as references. Hair color, skin tone and the corridor's look came from these frames. For the shots from 6 to 13.5 seconds, every frame came from one picture of the corridor, with only the man changed from frame to frame.

    03 / GRAYSCALE ON PURPOSE

    The drift was in the blocking.

    Hair went brown, silver, blue and white; skin turned pale when he looked up. The cause was the animatic's own lighting, which the model copied faithfully. Feeding the blocking as grayscale removed the color it kept copying, and the finished keyframes supplied the right one.

    Contact sheet of an early draft where the man's hair color and skin tone change between framesAn early draft, second by second: the hair color changes with the animatic's light.
    04 / ONE CORRIDOR BIBLE

    Same paragraph, every shot.

    Continuity broke when each shot reinvented the walls. Every shot then received the identical paragraph about the corridor and the same two environment references, and the edit mode locked the geometry.

    EDIT @video1. It is a grayscale 3D render... Keep the camera movement, framing, perspective, the geometry and the man's body and head motion EXACTLY identical in every frame; never change, widen, morph, add or remove architecture; only re-finish it.
    05 / REPAIR A SHOT, NOT THE FILM

    Short drafts, spliced.

    When one shot failed (a corridor too wide, a mouth that did not speak, a background that morphed) only that shot was generated again from its own animatic frames and spliced in at the same cut points. The last round did this for the walk from behind and the top-down shot, with MiniMax H3. Audio and timing never moved.

    06 / SYNC ONLY WHERE SEEN

    A pass with a reviewer.

    The lip-sync model ran on whole shots, and a director chose where to keep it: close and three-quarter faces yes, a profile no. The film was upscaled to 1080p, and the two reworked shots were spliced into that 1080p cut.

    07 / WHAT BROKE

    Honest
    notes.

    It took many passes, most directed by hand with technical terms. These are the real failures, in the order they showed up, and what each one taught.

    The first pass barely changed anything.

    An edit-style prompt on the animatic returned an almost identical video. Asking for the final film, with the animatic as the director, produced a real finish.

    Two hard input limits.

    A reference video of exactly 30 seconds was rejected as too long; 29.7 worked. Reference images must sit between 0.4 and 2.5 in aspect ratio, so the 3:1 turnaround sheet had to be split in two.

    The color drift had a cause.

    Not the model: the animatic's lighting. Grayscale input and finished keyframes fixed it, after three prompt rewrites that did not.

    Lips outlasted the voice.

    Generated mouths kept moving after a line had ended, and the generated voice trailed the reference by about 0.2 seconds. Face-landmark measurements on a stylized face were too noisy to settle the exact lag, so reviewers judged by eye. A lip-sync pass fixed the frontal shots.

    Plain walls become clouds.

    In edit mode, smooth animatic walls were painted with large cloud-like blotches. Smoothing the input did not remove them. What finally worked was not editing at all: finished keyframes of one dressed corridor as references, and the animatic only for motion.

    A profile cannot be lip-synced.

    On the over-the-shoulder shot the sync looked wrong and was removed.

    Two different corridors, one forced fade.

    The first MiniMax and Seedance tests used a first and a last frame whose corridors did not match. The models had to turn one into the other, and the walls faded. The fix was ours: make every frame of a shot from the same corridor picture and change only the man.

    Faithful or rich, not both.

    Asked to recreate the film, the model re-framed: it pushed in on the opening close-ups and the fear shot and shifted the man in the dolly. Edit mode held the framing exactly but painted blotchy walls. That trade-off ran through the project until the last round, when reference images of one corridor plus the animatic as a motion reference gave both.

    The shoulder dents when the arm goes high.

    In a test clip with a raised arm, the skin between neck and shoulder dents: the collarbone carries almost no weight on the trapezius. Three attempted repairs each made it worse, so it is not fixed. The film's shots keep the arms low.

    Still imperfect.

    The hair in the over-the-shoulder shot around 14 seconds still reads like modeling clay. In the reworked shots the corridor still shifts a little from frame to frame, the hair in the walk from behind is lighter than elsewhere, and the pace follows the animatic only roughly.

    KEEP EXPLORING

    Direct the shot.
    Let the model finish it.

    Made with GPT Image 2, Meshy 7.1, Astra 3D, Gemini 3.8 Flash text-to-speech, Seedance 2.5, MiniMax H3, Sync Lipsync 2 Pro and Topaz Video Upscale through Scenario, with the stage built in Unreal Engine 5.8 and Blender.