* They talked about issues they had with the muzzles on Rat, ie. Seeing the mouth when its talking. Seeing the upstage eye. We will only see a sliver on an eye. Their solution -> Brought the eyes up and closer together (more muppet-like). Lowered bridge of nose.
* With eyes on side you will be locked into one expression.
* Seeing only one eye and the mouth can be done if its done carefully.
* Shape of back of rat from back of head to tip of tail was important
* Tim liked using the shell as a garment (from geometric purple design) though he said that design would be very restrictive to gestures
* They didn't believe we should use physical things to force the audience to realize that the armadillo is feminine, ex. Fingers, color, eyelashes.
* Posture and performance can bring out the gender. Don't need eyelashes, fingernails, flowers.
* Tropical flower designs don't work for Texas.
* Make the protagonist regular Armadillo color but the light gives it a glint of purple. Don't need in-your-face purple.
* Round up fingers on Mike Mercer's design.
* Likes hands on Jake's design
* Cheek behind the eye can be effective. (Like Jake's design) but can be in front like a human if we want, but inbetween is bad.
* Going between 2 legs and 4 legs is hard. Get to a place where you're happy with just 2 legs or just 4 legs.
* Make informed decisions as to why we choose the design. Make rules as to why they would (like when they run on 4 legs.)
* When they roll into a ball cheat and make them intersect all over the place because the audience can't see the intersections anyway.
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Just so the designers know:
Right now the story team has no intention of putting the armadillos on 4 legs. They might be able to roll around in a ball (and I still think we should take advantage of that capability), but we can safely assume that they will be primarily bipedal.
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