Heyo!
So I will have some sutff coming to you guys soon (character animation and timing are my next topics)
-BUT-
One of my housemates, Anthony (the guy who was just published! http://damnationbooks.com/book.php?isbn=9781615726141 ), was kind enough to write something on fleshing out characters:
http://www.realityrefracted.com/2012/06/making-characters.ht ml
Here's a handout I was given in my acting class that talks about the dimensions you need to consider when making characters. I will upload this to the NATA blog when I have some time, but it's a bunch of scans:
http://dl.dropbox.com/u/3959205/speech/charAnalysis.zip
Granted, you don't need to really flesh out each character to the extent that's listed in the handout, BUT there are some important things you need to establish because a character's personality is going to dictate their body language and WHY they move certain ways (a schemer might be constantly hunched over looking over his shoulder while an arrogant son of a mother will walk as tall as possible with his nose pointed upwards and his chest puffed out to make himself larger-- maybe he doesn't actually have any confidence and is feigning the whole thing, etc. You can get pretty darn deep with this stuff. I will write more on this soon, but this is actual character animation!)
Here are some of Anthony's other articles (These deal more with tabletop RPGs, but character building and storytelling fundamentals apply to different media):
http://www.realityrefracted.com/2010/01/bringing-your-charac ter-to-life.html
http://www.realityrefracted.com/2010/02/fleshing-out-your-ch aracters.html
http://www.scriptfrenzy.org/node/3590368 ( http://www.scriptfrenzy.org/eng/howtoguides )
http://www.realityrefracted.com/2011/12/protagonist-driven-v s-antagonist-driven.html
http://www.realityrefracted.com/2010/12/what-hot-fuzz-taught -me-about-running.html