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Anthropomorphic Characters

As noted earlier, some anthropomorphic characters are drawn with accurate anatomy — it's their intellect that reflects human characteristics. However, the vast majority of anthropomorphic characters are animals that reflect a blending of human and animal physiology. Not only do they talk like people, but they walk like people, as well. This assumes a combined anatomy complete with convenient alterations.

Leg Structure

The first obstacle to drawing an anthro character is to reconcile the leg structure. The aforementioned structures of digitigrade and unguligrade animals will look awkward on an erect figure. Moreover, it will make drawing the character in action difficult to do. Therefore, the leg is most often drawn to general human proportions.

Anthro feet become an interesting amalgam of the species' own and human body structure. Most often, the shape of the foot follows cartoon norms, but certain animal details are retained. However, even here there is room for a great amount of flexibility. Feet can be structured according to human standards, with a dominant big toe, or animal standards, with a rounded “paw” shape to the toes. The toes themselves can reflect the physiology associated with cartoons, animals, or humans — three, four, or five toes, respectively.

The character on the right has human leg structure; doing otherwise (on the left) results in awkward posing.

Some anthro foot options

Up in Arms

Arms will most often reflect human proportions in anthro characters. More importantly, human-style shoulders are added. Without the shoulders, all gestures performed by the character would be confused by an unintentional shrug.

Furry characters work best with human-style arms and shoulders (like the raccoon's on the right).

An anthro character's hands often bear the least resemblance to those of the species. Usually, the hand structure reflects either cartoon or human norms, with three or four fingers, respectively. The most important addition, of course, is the human opposable thumb.

One of the reasons for the broad appeal of cartoon talking animals is that the cartoonist can comment on the human condition without using actual human types. Avoiding overt references to such divisive topics as race and religion, artists use talking animals to explore interpersonal relationships without singling out any one group.

However, it is possible to design an anthropomorphic character whose hands retain the characteristics of the species — using a little artistic license. For example, hoofed animals such as cows tend to grow an opposable thumblike appendage at the base of their hoofs when they need to pick up an object. When not in use, the thumb disappears. Furthermore, anthro bird characters can be designed with wings in place of human-style hands. The front wing feathers tend to morph into long feather-fingers when necessary.

Drawing anthro “hands”

Heads and Tails

The primary structural difference in anthro characters' heads is the neck. Looking at the original skeletal structure for most animals, the head connects to the neck near the base of the skull. In furry characters, that connection is humanized so the neck connects under the skull.

Skeletal differences between neck structure of a real dog (left) and an anthro dog (right). The anthro dog's skull is connected to the neck at the base — like a human's — whereas the real dog's skull is attached to the neck at the back. The rest of the skeleton of the anthro dog is more closely related to that of a human.

As for the tail, it's often left looking fairly realistic, though it's not unusual for it to get modified to the character's advantage. For example, Mickey Mouse's tail is hardly the long, flesh-toned tail associated with actual mice.

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