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dogmads

6
Posts
A member registered Feb 12, 2020

Recent community posts

No problem, this is the whole feedback if you would like to keep going. 


Really nice overall. I've been picky as I can see the potential behind this, soplease take the notes as a way to improve your already pretty nice work. 

I liked how the whole lighting and environment helped with your mood. In terms of animation, It has a nice organic feeling although there are some areas to improve, for example, when you get to the attack pose it hits a wall pretty hard and when it goes back as well. I like how snappy it is but with the size of that head, there should be a bit more follow through animation when getting into a different pose, not a lot, but enough so it doesn't look like it hit a wall. I would have loved to see some pupils in there, it always helps to see where the character is looking at. Eye darts feel a bit slow but is hard to see without the pupils in there. In my experience over all the years, I realized everyone has a different opinion of what looks good, in my case and after checking references for a long time and worked with some of the best animators I know to date, I feel eyes move in one frame from one point to the other, they never slide around. They fix in something and track it, then move to the next spot and track it and so on... On a weird occasion, I would add more than one frame as translation for them. 

For expressions, I would have loved to see a bit more deformation on the frown, that would really helped you with the anger pose and maybe feel a bit the nose rising up when doing it. 

I can see the arms being animated in Ik, I would work a bit more there to, again, add a bit more follow through motion. For these kinds of poses, I would have tried to get away with fk but I get why you used Ik when he grabs his hands together during the idle. 

For idle I would have liked to maybe see him with his hands in one pose and once in a while go into rubbing his fingers as you have it.

For the transitions between poses, I feel they need a bit more work, for example I feel like you wanted to add a bit of anticipation when he goes from idle forward, but it looks weird that the shoulder goes back while his body starts moving forward. I would have gone back a bit with the whole torso and do some offset in the shoulder if you wanted and then forward as you have it.

Really nice research for the project and documentation. You have some really nice and strong poses in there! I would suggest a couple of changes to make it even better. I saw your comment about having to adapt to gameplay animation and having to sacrifice a bit in animation. There are a couple of things you can still do to try and push it even further. For example, during your idle, I feel like everything is moving a lot. The shoulders come down too much and the chest bends a lot. Also, your knee keeps popping, I'm sure reducing the overall movement will help you out with that. 

For the turns, I would just look to one side so you can spend a bit more time in there with the chest steady, right now feels like a spring more than an actual chest. I would also suggest using more angles involved in your head rotation. Right now you are only using Rx or Ry (depending on the software) and I would involve all three axes, creating a bit of an arch, just a bit, doesn't have to be super obvious. We usually say, just so you can feel it, not see it. Right now the head leads the motion on the turn but afterwards, the chest comes back before the head and I would suggest the head leading.

For when he is checking the shield looks pretty good, I would add some follow through motion as you hit a pose and stick there, hit another pose, stay there and so on, but I love how you involve the chest back a bit so the shield feels heavy. Same note with his head rotation, I would involve the other axes in there. Every rotation we do involves all axes except elbows, knees, fingers and those kind of straighter joints. 

When he goes down to cover behind the shield, I like how he adjusts his screen left foot, but you are also sliding the screen right which would be very hard to do while you have your other foot in the air.  Nice touch putting the hand on the side of the shield.

When he gets hit, I would add some offset between body and feet, leaving them behind and would add some frames on the fly back. When he gets up, would be nice to try and track his shoulders to the ground closer, so they are on the ground.

There is some nice motion in here for sure.  There is some problem with weight when the dragon brings his leg up. Screen's right leg is completely straight and not moving throughout. Dragon's whole body should move to the screen right at the same time as he moves up so weightless on the other leg to bring it up, it's nice to see overlap between body and leg coming down, but I wouldn't bring the body lower before planting the leg. Make foot straight down for contact and then bend the ankle. I would try to work a bit on that first pose, the legs are so far apart from each other, leaving a big gap, I would try to move a bit around those legs to create a nicer pose. 

For the jump, it's nice to see opening the wings and bringing them down to get impulse but I would delay the body coming up after the wings are completely down like the wing that you got from flapping the wings so hard is what makes the dragon be able to get airborne. Also, remember to avoid everything being so perfectly mirrored. change a bit the pose between the left side of the body and the right side. 

When on the air, you are losing an opportunity to flap your wings before moving into attack. Again I would wait for a wing flap to move the body forward as an impulse. 

Not really sure what motivates the fall, if it's either an injury, maybe a gust of air?

The tail should come down once he hits the ground and body should move further forward as right now the legs are stuck in one place and body overshoots and comes back like he was caught with a rope or something like that. 

The last thing is when he gets up seems like the body hits a wall, should be a bit more follow thru overall

Documentation is really nice, in terms of animation, you have some nice and strong poses in there, so I can see you spent some time checking those references from your documentation. I would suggest doing the same with your in-between and see what moves first and how to make sure everything from your blocking is there. Check sliding feet as that's something that makes it a bit floaty right now.

Nice work, overall working nicely. Overall animation is nice, I would work a bit more on the follow through animation to make sure it doesn't hit walls when changing poses. You can be as snappy as you want with it, but we need to feel the weight after, a super heavy object will take much longer to stop than a very light one. 

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It could be a very interesting project to show your animation skills, unfortunately they all feel a bit rough. For example, the first pose you start with, has a broken wrist, the hips are not rotating allowing the right leg to be in a similar position that you have, right feels is bit too far back and the way the back foot angles it seems to be breaking his leg as well. Chest is not involved either with his action, there should be some rotation to allow his right arm be a bit further back than the left. The knee that is on the ground should be your contact point for the whole body, meaning that you wouldn't be able to slide it back and forth like that. Also, your front foot should be further back giving support to your body, think of them, as your pillars and to support the weight, this should be in the center. 

I would suggest to shoot reference of yourself when possible. In this exercise, it should be possible for all of the actions. Once you are down filming it, feel your body, feel how the hips rotate in order to allow your movements, as well as the chest. Avoid the sliding of the feet around. When he gets up is completely off balance, he would not be able to get up like this. 

Once again, shoot reference of really pay attention to how all the angles play an important part.

Technical things, hand is floating from the gun, he is not touching the concrete when leaning forward...