I only had a quick look. For the throw, I'd say try to have the character 'unfold' more. Try to not have his whole pose start, stop, change direction on the same frame.
I'll leave some better feedback when I can give it time to have a closer look :)
Hello again. :) sorry if this is really long, I started to ramble on a bit.
These are just things I would try, I don't like telling people how to do stuff. I'll just point out everything that stood out for me because that's what i'd want as feedback.
The run looks really good! The only thing I could really pick on is how the fists kinda wobble at their extreme positions but it's really quite a small thing, as a cartoon run goes you pretty much nailed it!
The throw is also really nice. first i noticed the double take anticipation is very extreme. I would make the first up movement much smaller or even remove it. Then as his head rises from the take I would start to make his hands follow very slightly as a small anticipation. Then, to answer your question; yes, unfolding would be delaying parts like the arms but also starting parts before others. I would slightly delay the movement of the arms, maybe even continuing them moving in the opposite direction before his body pulls them in. I noticed the 'hoop' stays close to his body as it swings up. It could be nice if it swung up in more of an arc, going away from him and then closer again as it reaches the top. Also his foot wobble is nice but I would try to make him roll his ankle very slightly (tricky to draw). When he swings down and bounces up into his overshoot settle I thought as a variation he could maybe do a little hop as his weight is being propelled forwards and up. If you want to free up more then remembering that the character can move his feet and leave the ground really helps. You often see characters with feet stuck to the ground in dramatic acting scenes as if the animator is not confident with walks or rotating the character.
There you go :)ha, sorry if it's a bit overkill. You caught me on a good day
This is a place for all AIB/AUCB/Alumni animators to share, discuss and critique animation. Everything from ball bounces to sophisticated character acting. Traditional to CG, all tests, showreels, films, storyboards and scripts are welcome!
This is not a regular jumble with topics. Simply add your animation to this communal blog and you may receive helpful feed back.
Please email me if you would like to join: mailgeoffking(at)googlemail(dot)com
4 comments:
Looking good Michael!!
I only had a quick look. For the throw, I'd say try to have the character 'unfold' more. Try to not have his whole pose start, stop, change direction on the same frame.
I'll leave some better feedback when I can give it time to have a closer look :)
Thanks for taking a look Geoff,
To make him unfold more, do you mean delaying the arms and legs more?
If you get the opportunity to leave some more details I'd really appreciate it!
Hello again. :)
sorry if this is really long, I started to ramble on a bit.
These are just things I would try, I don't like telling people how to do stuff. I'll just point out everything that stood out for me because that's what i'd want as feedback.
The run looks really good! The only thing I could really pick on is how the fists kinda wobble at their extreme positions but it's really quite a small thing, as a cartoon run goes you pretty much nailed it!
The throw is also really nice. first i noticed the double take anticipation is very extreme. I would make the first up movement much smaller or even remove it. Then as his head rises from the take I would start to make his hands follow very slightly as a small anticipation.
Then, to answer your question; yes, unfolding would be delaying parts like the arms but also starting parts before others. I would slightly delay the movement of the arms, maybe even continuing them moving in the opposite direction before his body pulls them in.
I noticed the 'hoop' stays close to his body as it swings up. It could be nice if it swung up in more of an arc, going away from him and then closer again as it reaches the top.
Also his foot wobble is nice but I would try to make him roll his ankle very slightly (tricky to draw).
When he swings down and bounces up into his overshoot settle I thought as a variation he could maybe do a little hop as his weight is being propelled forwards and up. If you want to free up more then remembering that the character can move his feet and leave the ground really helps. You often see characters with feet stuck to the ground in dramatic acting scenes as if the animator is not confident with walks or rotating the character.
There you go :)ha, sorry if it's a bit overkill. You caught me on a good day
Thankyou very much for all the feed back!
I'll try and post another version by next week!
Post a Comment