Tuesday, August 2, 2011

Alon Helman - Jump - Critique

I'm not too concerned about the speed. It works for me now, but it's hard to know how much faster you went. You can always render it faster with the speed that you like. Also depends how stylized you want to go.

The changes work pretty well, especially the added frame in the root. I'm still not a big fan on his right foot pose at x18. I would rotate that more in, it looks kinda broken. You could start on x16 with a more inward tilt and rotation and then go further on x18.
This may sound picky, but his right foot feels like it's slowing down before the impact a bit too much. I would delete x27 and go from x26 to 28 (so x28 happens on x27). It won't be super harsh because the toes are still up for one frame and then there's a full plant. That will soften it enough. But right now it's a bit too soft.

I'm a bit hesitant now about the speed up, after looping it for a while. And only because of his head spacing from x16 to 18. It's already borderline fast, so with a speed up, that will get too fast. You will have to adjust that if you speed everything up.

Sorry if I didn't see that before, but at the beginning, when he leans screen left, his left foot is moving as well, so there's nothing that motivates the root translation. You need that foot to be planted so that it can push the root screen left. If you delay the foot from getting of the ground it might make the step before the jump a bit too fast. If that's the case, just add a few frames to the beginning of your shot, have him lean to the left during those added frames so that the weight distribution is working better and then lift the foot for the step and push off.

On x21 I would bring the arm a bit more back so that you have a cleaner silhouette and make a fist (the hand pose feels a bit soft).

You can open up the hand after around x26.
Watch out for hand/floor intersections on x31 and 40+.

Hope that helps!

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