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Ozone Training · E-Book + Videos

Art of Moving Points

Master Facial Articulation

A different approach to character facial articulation, taught through text, illustrations, and looping videos. Learn the Three Curve Principle, the math of 10, and how to move points in space with intent.

11 Chapters Videos · Illustrations · Text Intermediate–Advanced Lifetime Access
Brian Tindall By Brian Tindall 2-time VES award winner
The Art of Moving Points — cover by Brian Tindall
What it is

A different approach to facial articulation.

The Art of Moving Points focuses on the artistic side of bringing an animated character to life and teaches the foundation theories that go into the thought process of moving points in space.

This e-book is not about building a technical rig in a specific software package. It's about how point information adds up to create specific shapes on a character's face — the artistic decisions behind what an articulator actually does once a rig is in place.

Each chapter combines text, illustrations, looping reference videos, and interactive galleries so you can cross-reference visuals while you read. Articulation is hard to explain in text alone — this book is designed to teach the way artists actually learn.

Text Illustrations Looping Videos Interactive Galleries
Inside the book

The theory, the skills, who it's for, and why it works.

Articulation here isn't built on muscle simulation. It's built on landmarks, arcs, and overlapping action: the same Principles of Animation that drive performance. Switch tabs to move between the core theory, the practical skills you'll build, who and what's included, and why this approach matters.

01

The Three Curve Principle

Three curves combine into a foundation shape for each facial zone. Stack the zones together and you have a complete, controllable expression.

02

The Math of 10

A simple mathematical system gives your facial articulation repeatability and transferability, from one character to the next, regardless of shape.

03

Weighted Deformer + Sculpt

One deformer carries motion in a single axis. A macroed sculpt carries the volume. Movement and volume stay independently tunable, so your controls always add up.

01

Designing meshes for movement

Topology decisions that either help or fight every deformer you build later.

02

Breaking the face into zones

A landmark-based map of the face that scales from cartoon to photoreal characters.

03

Three Curve Principle & the math of 10

Foundation shapes that stay repeatable and transferable across characters.

04

Building point weight containers

Author and edit weight maps that drive your foundation deformers cleanly.

05

Assigning containers to deformers

Hook weights to deformers, set their Order of Operation, and balance them within and across zones.

06

Layering volume with sculpts

Add macroed sculpts on top of foundation deformers without losing your math.

07

Avars, controls & naming

Build animator-friendly controls and naming conventions that stay legible at production scale.

08

Articulating on arcs

Apply the Principles of Animation to articulation: arcs, overlapping action, and intent.

Built for working character artists. Everything in one $9.99 purchase — software-agnostic theory and a complete articulation system, delivered in your Ozone portal for life.

Who it's for

Riggers, modelers & facial articulators

Intermediate-to-advanced character artists ready to push past standard joint and blendshape workflows into deformer-driven articulation.

Technical artists & pipeline TDs

Supporting character pipelines and looking to speak the same language as articulators and modelers.

Anyone going deeper on articulation

A theoretical framework, not a software tutorial, for working artists who learn best through visuals.

What's included

11 chapters · videos · galleries

Structured text, looping reference videos, and interactive image galleries you can cross-reference while you work.

Illustrated diagrams & deep dives

Diagrams layered onto 2D and 3D meshes plus text deep-dives on theory, naming conventions, and articulation logic.

Lifetime portal access

Sign in to portal.ozone3d.com any time. One purchase, your library is always there.

Software-agnostic. The book uses MODO by Luxology for examples because of how it lets you weight, evaluate, and reorder deformers independently. The theories transfer to any package that supports weight containers, deformers, and a defined Order of Operation.

Facial articulation is one of the hardest problems in character work. It's not just hard to do. It's hard to teach, because it sits at the intersection of the technical and the artistic. Most resources cover one side or the other. This e-book is about how artists actually think when they're moving points in space to bring a face to life.

If you've ever stared at a face rig and known something was off but couldn't name it, this is for you.

“The best solution to a mesh design and articulated character is the deadline you can meet.” Brian Tindall, from the preface
Chapters at a glance

Eleven chapters. One unified articulation system.

Each chapter combines text, illustrations, looping videos, and interactive galleries. Open any chapter to read its summary.

01 Foundation Theory
Three Curve Principle, the math of 10, and the philosophy behind moving points in space.
02 Mesh Design for Movement
How facial topology decisions either help or fight every deformer you build later.
03 The Brow Zone
Spans, controls, and Avars for one of the most expressive areas of the face.
04 Eyes & Lids
Layered controls, blink arcs, and the overlapping action that sells a glance.
05 The Cheek Zone
Mass, volume, and how cheeks anchor smiles, sneers, and squints.
06 The Nose Zone
Subtle but critical — bridge, flare, and crinkle controls that read on camera.
07 Mouth & Lips
Curves, corners, and the foundation deformers that give the mouth its life.
08 The Jaw
Hinge, slide, and how jaw motion ties every lower-face control together.
09 Inner Mouth
Tongue, teeth, and the parts audiences rarely see but always feel.
10 Head & Neck
Articulation that completes the face once everything else is balanced.
11 Layering Volume in Production
Adding sculpts on top of foundation deformers without losing your math.
Look inside

How the e-book actually reads.

Pages combine illustrated breakdowns, looping videos, and interactive galleries. Tap any image to bring it full-screen for cross-reference while you work.

Reading experience

Each chapter is laid out for working artists. Clean reading column, large reference images, and supporting context exactly where you need it.

Lip curl diagrams

Per-control breakdowns with annotated diagrams, looping videos, and side-by-side stages so you can study every articulation move.

Easy navigation & browsing

Quick-filter sidebar, chapter list, and the original cover front and center. Jump straight to the chapter, video, or gallery you need.

Product details

Everything you need…

Product typeE-Book + Training Resource
FormatText · Illustrations · Looping Videos · Galleries
Length11 chapters
AudienceIntermediate – Advanced
SoftwareSoftware-agnostic theory (MODO used in examples)
Original copyright© 2013 Brian Tindall
PublisherHippydrome Publishing
ISBN-13978-0-9889372-0-8
Price$9.99 · one-time payment

Ready to start learning?

Get instant access to all 11 chapters, every video, every illustration, and every supporting file for a single $9.99 payment. No subscription. No expiration.

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Brian Tindall

Meet the Author

Brian Tindall is a Character TD with 18+ years in feature animation and a 2× VES Award winner. hippydrome.com

Brian Tindall is a Character Technical Director with more than eighteen years building faces and bodies for feature animation. His credits span studios including DreamWorks, Sony Pictures Imageworks, Industrial Light & Magic, and Hippydrome, on shows that have shipped to theaters worldwide.

He has been recognized twice with the Visual Effects Society Award for Outstanding Character Animation in an Animated Feature, and his work on facial articulation systems has shaped how multiple productions approach the gap between rigging, modeling, and animation.

The Art of Moving Points distills the theory he has refined across that career into a single articulation system — software-agnostic, deformer-driven, and grounded in the Principles of Animation. It is the book Brian wished existed when he was learning to make faces move with intent.

Common questions

Quick answers.

Is this a subscription?+
No. The Art of Moving Points is a $9.99 one-time payment. You get lifetime access through your Ozone portal account.
Who is this for?+
Intermediate to advanced character riggers, character modelers, facial rigging artists, and technical artists who want a different approach to facial articulation. It's also valuable for modelers designing facial meshes for production.
What format is the content delivered in?+
Text, illustrations, looping reference videos, and interactive image galleries — all delivered through the Ozone portal at portal.ozone3d.com.
Do I need MODO to follow along?+
No. The theory is software-agnostic. MODO by Luxology was used to author the examples because of the way it lets you weight and evaluate deformers independently, but the principles work in any package that supports weight containers, deformers, and a defined Order of Operation.
Is this the same content as the original 2013 iBook?+
Yes — the original Art of Moving Points by Brian Tindall, modernized and re-delivered through the Ozone portal so anyone with a portal account can access it on the web. Original copyright © 2013 Brian Tindall, published by Hippydrome Publishing.
How do I access my materials after purchase?+
After checkout you'll be returned to the Ozone portal. Your account is granted access to the full e-book, all videos, illustrations, and supporting files automatically — sign in any time to continue learning.