Chapter 3: Range‑of‑Motion Maps & Collision Zones
Created by Sarah Choi (prompt writer using ChatGPT)
Range‑of‑Motion Maps & Collision Zones for Exosuits and Power Armor
Exosuits and power armor are judged like characters: the audience assumes the pilot can run, crouch, aim, climb, and emote. But they are also machines: they have hard shells, thick joints, and real volume. Range‑of‑motion (ROM) maps and collision zones are the tools that let you design this hybrid honestly. A ROM map is a plan for how far each joint is intended to move and what visual elements support that movement. Collision zones are the areas where the suit is likely to clip, jam, or crush the pilot if you don’t design clearances and soft interfaces.
For concept artists, ROM maps prevent beautiful designs that fall apart in action shots. For production artists, ROM maps are the blueprint that keeps modeling, rigging, and animation aligned with the concept. This article focuses on fit, load, and articulation, written for both sides of the pipeline.
Why ROM and collision planning matter more for character‑adjacent mecha
On a vehicle, you can hide articulation under armor and treat movement as a limited set of hinges. On a wearable suit, the “mecha” moves with human expectations. A suit that can’t bring its hands to its face, can’t lift its arms to aim, or can’t squat without clipping will read wrong immediately.
ROM mapping is how you decide what the suit is for. A stealth exosuit needs shoulder freedom and hip mobility. A heavy breach suit may accept limited agility but must brace and carry load. A rescue suit needs reach, kneel, and lift capacity. Each of those role goals implies different ROM budgets.
Collision zones are where those budgets are threatened. If you don’t plan them, production will discover them late—when it’s expensive—and fixes will distort your design.
ROM maps are a design language, not a spreadsheet
A ROM map doesn’t have to be technical documentation with degrees. In concept art, it can be a set of simple diagrams or callouts that show intended movement arcs and hard stops. The point is to make your intent unambiguous.
A good ROM map answers three questions for each joint.
First: Where is the pivot? Not just in anatomy, but in your suit geometry.
Second: How far does it travel? Enough for the actions the character must perform.
Third: What makes that travel possible? Sliding plates, soft zones, telescoping shells, floating armor, or exposed under‑layer.
If you can answer those three questions, your suit will be easier to draw, easier to rig, and more believable.
Collision zones: where suits fail and how to design around them
Collision zones are predictable. They appear where large volumes overlap during motion: shoulders, elbows, wrists, hips, knees, ankles, and the neck base. They also appear where carried gear intersects movement: thigh holsters, backpacks, shoulder cannons, and chest‑mounted tools.
A collision zone isn’t always bad. Sometimes you want a hard stop. A heavy suit might limit elbow flex to protect hydraulic lines, or limit neck rotation because the helmet is reinforced. But hard stops should be designed, not accidental.
In concept, you depict collision management through clearances, seams, and soft interfaces. In production, you implement it through rig limits, collision meshes, and deformable under‑layers.
Fit: ROM depends on honest clearances and volume budgeting
Fit is the foundation of ROM. If your suit is drawn as a skin‑tight shell with thick armor everywhere, you have no place for movement. The first step in ROM mapping is volume budgeting: decide which parts of the suit can be thick and which must be thin or flexible.
A reliable approach is to treat high‑motion areas as “flex corridors.” The armpit, inner elbow, hip crease, and back of knee are corridors where the suit must either be soft or segmented. If you keep these corridors open, you can add armor elsewhere without breaking movement.
Fit also includes the pilot’s internal space. Helmet interiors, shoulder breadth, glove thickness, and boot volume must be accounted for. Many collision problems come from forgetting the human inside and designing only the outer silhouette.
Load: ROM is constrained by strength and bracing needs
Load and ROM are linked. A suit that carries heavy mass cannot move like a gymnast without betraying the load fantasy. If the suit is heavy, your ROM map should include bracing behaviors: slightly reduced speed and exaggerated weight transfer.
Load paths also affect collision zones. A suit that routes load through a pelvis ring and spine core may have bulkier hips and back modules, which can interfere with hip swing and torso twist. That’s not a flaw—it’s a design trade. Your ROM map should acknowledge it: maybe the suit has reduced torso twist but excellent forward strength.
Bracing features can also protect ROM. A wide stance and stable feet reduce the need for extreme upper‑body contortions. A shoulder yoke that distributes recoil can limit shoulder raise but improve weapon stability.
The key is to match ROM choices to suit role and mass.
A practical ROM workflow for concept artists
A simple workflow is to build ROM planning into your sketch process.
Start with a pilot mannequin and draw the suit in neutral stance. Then test three “truth poses”: an overhead reach, a deep crouch, and an aim or tool‑use pose. If the suit survives those three without major collisions, it will survive most action art.
As you test poses, mark collision zones with quick highlights or scribbles. Then design solutions: add a soft zone, split a plate, shift a pivot, or reduce a plate’s thickness.
Finally, capture the solution as a small callout diagram. These callouts become your ROM map.
This method keeps you from designing an unriggable suit and also gives you strong action silhouettes.
Shoulder complex: the biggest ROM trap in power armor
Human shoulders are not simple hinges. The scapula slides, the clavicle rotates, and overhead reach requires a lot of clearance. Power armor often fails here because shoulder plates look iconic in neutral pose but block arm raise.
A strong shoulder ROM map begins with deciding what actions matter. If the suit must aim rifles, climb, or lift overhead, you need overhead reach. That means you need floating pauldrons, sliding yokes, or segmented collar plates.
A common collision zone is the pauldron colliding with the helmet or chest when the arm lifts. Solutions include raising the shoulder attachment point, splitting the pauldron into layers, or allowing it to rotate and slide.
For production, shoulder solutions must be riggable. Floating armor can be constrained to follow arm motion with offsets. Sliding plates can be driven by corrective shapes. Your concept callouts should indicate whether armor floats, slides, or hinges.
Elbows and forearms: flexion, rotation, and glove bulk
Elbows need room behind them. Forearm armor often looks great but can prevent full flexion and pronation/supination (rotation of the forearm).
The collision zone is typically the inside elbow where thick forearm shells smash into bicep armor. Solutions include leaving an elbow gap with a soft bellow, splitting forearm armor into two shells that overlap, or telescoping the forearm shell.
Wristor or gauntlet bulk also matters. A thick cuff can block wrist flex and hand articulation. If the suit needs fine manipulation, keep wrist interfaces slim or segmented.
For production, elbow ROM is one of the biggest sources of clipping. A clear ROM map that shows intended elbow bend and armor behavior saves enormous time.
Torso twist: a design decision you must make deliberately
Torso ROM is often overlooked. People twist at the spine and ribcage. Power armor often has a rigid chest plate and rigid backpack, reducing twist.
If your suit is meant to be heavy, limited twist can be believable. But you should depict how the pilot still aims and reacts—often through shoulder and hip compensation.
If your suit is meant to be agile, you need a twist strategy: segmented torso rings, a flexible midsection under‑layer, or a split chest‑abdomen plate with overlapping armor.
Collision zones here include the chest plate colliding with the pelvis ring during forward bend and the backpack colliding with helmet during look‑up. Solve these with layered overlaps, tapering, and soft corridors.
Hips: where most suits break in motion
Hip ROM is the most brutal truth test because legs must swing forward, backward, and outward. Thick hip armor often blocks stride.
A strong hip ROM map starts with a stable pelvis ring or belt as the load anchor. Then you design thigh armor to float or split so the leg can swing. Groin protection is usually better as layered flexible elements rather than a single rigid plate.
Collision zones include thigh armor hitting the pelvis ring, and butt‑plate armor blocking backward swing. If the suit must crouch, ensure the abdomen doesn’t collide with thighs and that the back of the suit doesn’t jam.
For production, hip issues are expensive. If you solve hip corridors in concept, you protect your design downstream.
Knees and ankles: crouch honesty and foot placement
Knees need clearance behind them. Shin and thigh armor must not collide at deep bends. If the suit needs kneeling, crouching, or climbing, your knee ROM must support it.
Common solutions include a segmented knee cap that floats, a soft bellow behind the knee, and tapered armor edges that interlock without collision.
Ankles need dorsiflexion for walking and crouching. Heavy boots can be designed as rigid shells, but they must include hinges or segmented toe pieces. Otherwise, the gait will look stiff and toy‑like.
Collision zones include shin armor hitting the foot shell during flexion and calf armor colliding with the back of the boot. A clear ROM map can show ankle range and the intended boot mechanics.
Gear collisions: weapons, packs, and accessories are ROM killers
Even if the suit joints are perfect, accessories can ruin ROM. Thigh holsters can block hip swing. Backpacks can block head look‑up. Shoulder cannons can block arm raise. Chest tools can interfere with arm cross‑body motions.
When designing a suit, include “gear collision testing” in your pose checks. If the character must climb, test with the backpack. If they must aim, test with shoulder weapons. If they must carry tools, test with chest rig.
A production‑friendly suit often has gear rails and mounting points placed where they won’t interfere with ROM. Concept callouts can indicate “safe mount zones” vs “avoid mount zones.”
ROM maps for production: what to deliver so rigs match the concept
If you want production teams to preserve your intent, include ROM information directly in your package.
Provide an ortho set plus a simple ROM sheet. The ROM sheet can include arc lines at shoulders, elbows, hips, knees, and neck. Note any hard stops and why they exist. Indicate which armor parts float, slide, or hinge.
If your suit has telescoping elements, show extended and retracted states. If it has overlapping plates, show the overlap direction.
Also include a statement of movement priority: “Designed for overhead lift,” or “Designed for braced firing,” or “Designed for tight corridors.” This helps animation choose how to allocate motion across joints.
For rigging, collision zones may be implemented as collision meshes and constraints. Your callouts help define where those meshes should be.
The collision‑friendly design mindset: plan for success and for failure
Finally, accept that collision management is part of the suit’s story. A suit that is too armored might have limited ROM and require bracing. A suit that is extremely agile might have thinner plates and more soft zones.
Neither is wrong. What matters is that the design’s ROM matches its role and its mass fantasy. When you plan ROM deliberately, you can choose where the suit is strong and where it compromises. That intentionality reads as realism.
Closing: ROM maps are the bridge between concept and motion
Range‑of‑motion maps and collision zones are not technical chores—they are design tools. They keep your exosuit believable as wearable machinery and keep your power armor coherent through production.
When you budget volume honestly for fit, route load through believable anchors, and design articulation with clear soft corridors and controlled hard stops, your suit becomes easier to animate and more satisfying to watch. The audience won’t see your ROM map, but they will feel it in every step, crouch, reach, and impact.