Showing posts with label Alessandro Chirico. Show all posts
Showing posts with label Alessandro Chirico. Show all posts

Saturday, November 19, 2011

Alessandro Chirico - Stand and Sit - Critique



That looks good!

The only two things that stood out after the first viewing were her pose at x26 (she's still looking really far down; I would reduce the upper body/chest rotation forward and lift the head up a bit) and her sit down impact at x92 (for here I would have two or three frames of her root going down; so on x92 have her a tiny bit higher, like she's barely touching the chair, then go down for two frames (and it's okay to intersect the chair a little bit)). Right now when she sits her root just stops moving over one frame and that's really abrupt. There is flesh and muscle on the butt, so when you sit it will squish a bit and soften the stop. You can also see how quickly things stop by tracking the screen right knee from x91 to 92 (moves screen left), then x92 to 93 (completely still). So even after the root stops, the knees can carry on the momentum and distribution of force (meaning, they can move in a bit screen left over 3 or 4 frames and then settle by moving back screen right over 4 or 5 frames. You will also have rotate the chest a TINY bit more forward after she sits down and rotate the head down a bit more. You have her head overlap after the sit which is good, but when you visually track the chin in 2D space, look how far down it moves from x91 to 92. Then look at x92 to 93 and you'll see that not only is the chin not moving down anymore, it's moving up (visually in 2D space). So that adds to the abrupt feeling of the stop. I hope that makes sense!


I would work on the root area first. The rest is coming along really well!

Tuesday, November 8, 2011

Alessandro Chirico - Stand and Sit - Critique



I'd be careful to not change camera angles too much. I like how this looks, but for future shots I'd lock down the camera early on because you will animate and adjust the poses of your character(s) depending on the camera (you might even cheat certain poses to camera). So once you change the perspective or height or whatever, you might have to adjust the animation. Just something to think about.

In terms of applying changes to a shot, that's a tricky one and to me all comes down to your workflow.
It can take a day to implement changes, or even longer, it all depends on the complexity of the shot. And practice helps a lot. If you would go back to this shot and implement the same changes a year from now, you'll find yourself being a lot faster.
It helps though to be organized in your blocking. I tend to key all the controllers for main poses every 5 frames or so in my first blocking. The timing might be off, but the poses are there. Then I adjust the keys, which is easy to do because it's all so clean and organized, until the timing feels right. You might have to adjust some poses for overlap and stuff like that, but I try to not put in new keys and instead fix the pose on the frame that I have the key set. Or if a pose needs to be on a certain frame, I key the whole character again, so that everything is organized.
So when it's time to show it to the client and there are changes, I can easily delete a whole section and it won't affect the anim or poses before and after that section. Once blocking has been approved, then I go in there controller by controller and fix things until it looks right and I'll end up with keys everywhere.
Sometimes you have to make changes again. That's a bit trickier and usually I try to adjust the poses again on the keys that I already have, with little tweaks here and there, or I set a key on all the controllers to set a certain range, so that I can delete all the keys between that range (and by setting keys on all the controllers, deleting a chunk out won't affect the anim before and after that range).

I hope this makes sense at all! :)

Your shot looks a lot better though! The only things that stood out to me in terms of bigger areas that I would tweak, are:
- I wouldn't bend her head down so low around x31. It looks like she's inspecting what's below the chair. :)
- I would delay her root movement screen right around x51, so that she's still leaning towards her right around x54; then she puts down her foot and leans over to her left with her root, until around x64
- her chest move out from around x62 to 68 feels to isolated; it just moves and stops at 68, then there's a little pause and then she sits down; if that's your anticipation, then I would delay it by 4 frames and reduce it by 50%.
- I like the impact at x88, I would just reduce the linear curve on her head down rotation a bit, so that the impact is a little bit softer and not have her head go down as far; and right now her head goes down and stops abruptly at x91 (track her nose tip), so make sure that your spacing and arcs are fully fleshed out
- the last chest rotation after x104 until 109 also feels too isolated and linear; smooth out the transitions and slow it down a tiny bit; you want it to be less pose to pose and a bit more organic
- watch out for your elbows, they seem to pop around a bit throughout the clip; especially the screen right one from x68 to 71; the arms feel a bit IK, like from x52 to 58 on the screen right arm (I'm tracking her wrist, how it's moving horizontally with no curve and arc)
- I would reduce the screen right wrist rotation in that last pose, so that around 95 until the end it doesn't look so broken (rotate it more like the screen left one, with the fingers following the thigh, but a bit less than the screen left one, otherwise it's too mirrored)

Alrighty, hope that helps!
Cheers
JD

Sunday, October 23, 2011

Alessandro Chirico - Stand and Sit - Critique



Hey,

that's a really good start, I like where you're going with this!

Here my picky notes:
- on the up, there could be a more refined timing approach so that you have her a bit slower going up at the very beginning until around x31 and then she uses her legs to push off and the timing of the up movement gets faster.
- on the down I would slow down the beginning as well, then ramp up the speed and then either get faster until the touches the chair (not a hard plump, but pushing the contact more than what you have now), or you have her go down and then slow down around x80 for a few frames, like a little pause, and then have her drop her butt onto the chair (but here as well you should have a harder contact moment)
- her hands on the thighs feel more constrained on it than actually using the arm for a push off or stabilizing. I don't buy the weight of the arms onto the legs
- watch out for her right arm at x39 how it is overstretching
- her wrists suddenly rotate after x39 to 42 and then stop (her right arm is still overstretched at that point); I would give that turn a more natural feeling; right now it feels like a computer rotation without purpose
- overall the body rotates down and up in one axis and it would be cool to have more sideways rotation, like she's leaning a bit; that will help you with the little step she takes after x47; that step feels to isolated in the leg section, with no root or hip movement for balance and weight shift
- her right foot slides back at the beginning and that slide is a bit simplified, so in your next pass you could add a little Y rotation to it as well and maybe TINY side to side tilt
- watch out for the unnatural movement in her right wrist after x65 until x72; the arm bends and the wrist turns back, which is a weird move
- her body and head feel too connected as one unit after x16 when she bends down to around x25; it would be good to break up those movements; same on the way up
- as you introduce a bit more side to side movement (translate and rotate) in the body, it will also affect her head in those directions for balance

Alrighty, hope that makes sense!
JD