Showing posts with label Allison Myers. Show all posts
Showing posts with label Allison Myers. Show all posts

Wednesday, March 23, 2011

Allison Myers - Getting up - Critique



Hey,

that's looks overall pretty good. It would be good to know a bit more about what you're allowed to do with the shot and what the direction is.

Right now, I like how he sits and how he gets up. After that it does get a bit funky pose wise. For instance, x51, screen right leg gets overextended. The walk afterwards feels a bit funky because of how high he lifts his legs, like on x83.

I'm asking about the direction because the pose you have when he sits looks very relaxed, maybe even bored, but not excited or energetic. But once he gets up, his attitude changes. So without any shot knowledge I would say either change the sitting pose or change his get up and walk anim so it's more consistent. But that's up to your teacher, I don't want to interfere with the direction.

From a technical point of view, watch out that the hand is firmly planted on the armrest when he gets up, so that the feeling of weight is there. Around x50 I would keep the screen right arm angled back instead of forward, so that when he uses that arm to push himself off, you keep it back there to reinforce that visual point. So I would delay that forward swing a bit.

​ As mentioned before, don't overstretch the legs and once he starts walking, make sure that there are no sudden forward movements root wise, like from x64 to 65.

Cheers
JD

Tuesday, March 15, 2011

Allison Myers - Sack - Critique



That's cute! :)

There are little things I'd tweak:

- it looks like the body back and forth at the beginning is done mostly through translation? It would be good to cut that in half and add rotation as well. Right now the upper body part with the arms and hands is stuck in the same pose and it globally moves as a whole back and forth

- when he gets up on around x130, it doesn't feel like he's leaning over his legs for proper center of gravity and like he's using his legs to push off. But if you want to make it an explosive jump, you could cheat it by having the guy squash first and then jump up, so it's more like a 2D take.

- looking at the path of the root from x134 to 137 he moves screen left, but after that frame he stops and falls straight down. You'd have to either continue that screen left arc or jump up in a straight line. You will also have to add a few more frame for the hang time at the highest point. Right now it feels like he's accelerating up and then suddenly coming down.

Hope that helps!
Cheers

JD

Tuesday, March 1, 2011

Allison Myers - Bouncing ball - Critique



Hey,

Alright, looks already good! Let's check out the left ball first:

- I would keep the frames 5, cut x6, keep 7, then cut out 8 and 9, keep 10 and 11. Right now you squash, the slowly go into a stretch pose, then it lifts off. You want to a squash and then a quick push off. So x7 will ease you out of that squash and then x10 will be the transition into the quick push off.

- after x51 you're slowing the ball down a bit too much; it could hit it a bit faster and therefore sooner. The ball would then bounce off immediately to the left, I wouldn't have x56 to 57 where the ball slides up

- the tail overlaps a bit early on x17, I would delay that by 3 frames or so; same with x29 to 30, that's a quick forward move over one frame; same again at x44 to 45

- there's a weird tail section where the tail goes down from x73 to 74, then the tip seems to stick in the air until x76, then suddenly drops on x77; I'd rework the spacing during that section

- watch out for the tail at x163, it's moving screen right and then left again, keep it to the left so it's just dragging. Right now it's a bit too jittery.

heavy ball:

- it's a bit weird how the heavy ball goes back and then stops abruptly at x61; it then sticks until it moves again on x65. I would have the block move in a way so that it motivates the ball to roll forward again. Right now with that stop and flat surface, it looks like the ball is moving forward on its own.

- The drop from x80 to 81 is a bit big, I would ease out of that a bit more and have gradual spacing and acceleration

- You could lower the first bounce a TINY bit; watch your forward translation, it's fairly big and then from x86 to 87 it's suddenly small, there's a weird slowdown, and then it gets faster to x89 again, so smooth out that forward translation

- reduce the height of the 2nd bounce by 50%

- ease more into the stop at x122 so it's not so abrupt.

That's it! Nice work, keep going!
Cheers

JD