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Thread: McFarlane Borderlands Figures
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Old 06-22-2017, 04:13 PM   #20
En Sabah Nerd
En Sabah Nerd's Avatar
Join Date: Jan 2014
Location: Texas
Posts: 9,789
Quote:
Originally Posted by Ventus View Post
I never understood that "xx Points of Articulation" very well.

Does this mean:

One Point for each Body Part/ or 1 Point for 1 Joint
So for example

1 Point or Articulation - Left Shoulder Joint
1 Point of Articulation - Right Shoulder Joint
1 Point of Articulation - Left Elbow Joint
1 Point of Articulation - Right Elbow Joint
= So 4 Points of Articulation in Total as an Example, is that correct?
Correct.
Each moving joint is assigned a number of its own. For an easy example I'll use something like an old Star Wars toy. It has 5 points of articulation (POA for short) because 5 parts are given some kind of moving joint. In my example we have a swivel at the neck, another for the right shoulder, again for the left shoulder, the right hip, and lastly the left hip. Five points in total. Nothing is added together or counted as equaling one point except for those individual joints.
Being told how many points of articulation something has though isn't very helpful in knowing where or what those points will be, unless it's a part of a long running line with a recurring articulation layout. Unfortunately McFarlane uses no such layout and each figure is set up kind of differently thanks to the figures already sporting varied dynamic poses. So even though it lists 12 POA 6 of that could wind up being useless. Each leg having a swivel thigh, hinged knee, and swivel boot-cut adds up to 6 points (3 per leg) but if those swivel thighs are set in the right (or rather wrong) place then they negate the utility of all of the rest of the leg's articulation and that 6 starts to feel like a 2 or even worse a 0.
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