sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

rhinthell

*A:M User*
  • Posts

    22
  • Joined

  • Last visited

Profile Information

  • Name
    Cristin McKee
  • Location
    Amherst, MA

Previous Fields

  • Hardware Platform
    Windows

rhinthell's Achievements

New User

New User (2/10)

0

Reputation

  1. Very nice job. I like that you've managed to loop something with a bit of creativity and character to it. I agree that it needs more weight. Try exaggerating the up and down on the body and see how that works. I picture having him hold the down part of the up and down so he looks a little crouchy. Which would go well with the sneaky type of walk you have here. The feet seem to come off the ground a little slow. They don't look like they're pushing the body forward at all. Consider having them come up faster and maybe make the kick back rotation on the feet a little faster. You might want to speed up the rotation when the feet hit the ground too. After the heel hits, the rest of the foot seems a little slow/floaty as it rotates down to a flat foot position. I'm not sure if it's the angle but he looks a little heavy on his left side. Like he leans farther in that direction. Might want to look into that. ~Cristin
  2. That's really adorable. I'd love to see some more control in the tail so it isn't bending so much in the one joint at the end. I think that would really help. Right now it's sort of distracting. Overall it looks really nice. Great sense of weight and personality in that guy. If anything I'd suggest a little more rotation in the hips to lead the legs a bit but honestly I think it works fine with a more cartoony style if you don't want to add that. Love the floppy hands. ~Cristin
  3. Nice start, Larry. Consider not having the guy coming directly at the screen at the end. Maybe rotate him slightly so he's not directly facing the camera and have him move a bit more to the right as he's moving towards the camera. It looks a little strange having him hop forward and get larger in view in the completely front on shot. I think your jumps are a little too fast. There isn't enough time to make the height of the jump look smooth. Experiment with having much more ease at the height of the jump and giving each jump a couple more frames so there's more room for the ease, and it looks less like it's hitting something as it reaches it's full height in the air. The 'hits' on the ground look nice but they'll look nicer if you get rid of the 'hits' when the ball is in the air. ~Cristin
  4. That looks really nice. You really captured the attitude of the voice there. You have some pass through going on with the right hand going through the overalls. You might want to delay one of the arms a frame or two so the arm action isn't happening at exactly the same time.
  5. Fyi, when you blink, your lower lid hardly moves. It mostly just twitches. There's actually no muscle in the lower lid to raise it. The upper lid should do most of the blinking. Otherwise, looks nice.
  6. Looking good. Nice anticipation and weight shift there, though not much follow through. Good acting choices overall. There is some twinning in the arms. They occasionaly do the same motion at the exact same time as each other. You might want to change the timing so one arm hits the pose before the other arm does. Or vary the arm poses a bit so they aren't exactly the same as eachother so often. Consider moving the feet a bit more. You have sticky feet syndrome for most of the shot. A guy that's this upset is gonna be moving about a little bit. For instance, he moves steadily down and forward throughout the shot. At the very least, you can pop his left foot forward to make it look more like he's aggressive towards whoever he's speaking to, and also to help maintain balance as his body moves forward. There are some places where the lower body sticks and stops moving completely. If this isn't a stylistic decision, consider putting in some moving holds there. The body and head seem a little stiff. You could have the upper body and head follow through on the motion of the body a bit. Ie, the body goes down, the upper body dips down a frame or two later, the head dips down a frame or two after that. (and the same idea when the body goes up, upper body dips up, etc...) That'll create some nice overlap throughout the body and really loosen up that character. The last pose look a little off balance. What if he throws his left foot forward as he comes down into "suspect"? You might want one more pose at the end. I notice a lot of dialogue clips just end with a held pose expressing the last word of dialogue. But since you hold so long, the character just looks like he suddenly stopped being angry. So I'd cut sooner, or put in some heavy breathing or some further small indication that he's still upset. On the facial animation, pay attention to how often your jaw opens when you speak. It's actually not very often. Your lip synch is very stuttery. For instance, on "Everybody" my jaw only opens once on "every" and once again on "body". You don't need to make up for the lack of lips by overanimating the jaw. The dialogue will still read. What you have here matches very very well to the dialogue, it's just a bit too much. Overall, it's really nice. If I critique too much, it's because I think there's a lot of potential to make it even better. Keep up the good work. ~Cristin
  7. Looking good! I like that you're being creative with the walk and making a lively character here. You might want to consider showing other angles, or at least a side view to go with this view, to make the animation read a bit more clearly. It's hard to tell but it doesn't look like you have much weight in the upper body and head reacting to the up and down of the hips. You might want to work on that a bit, with those parts all bobbing in reaction to the body. With overlap so the weight flows up through the body one part after the other. ~Cristin
  8. Your animation is very floaty. You might want to read up on some animation principles like anticipation and creating a sense of weight, particularly in the woman's jump off the mountain. If she anticipates the jump by crouching down before jumping up off the mountain it will look much better. Right now it looks like she flies off the mountain. Looks like a very ambitious project. Kudos to you for taking it on.
×
×
  • Create New...