Showing posts with label Erik Lee. Show all posts
Showing posts with label Erik Lee. Show all posts

Monday, August 2, 2010

Erik Lee - Goat - Feedback



That's some exotic looking goat! :)

I really like the idea! The only moment that stood out was the section during x90 and x110. I don't buy how the creature is pushing off and jumping up. I think it's just a matter of leaving the front legs no the edge of that rock so that they function as stabilizer and pushers. Keep them there up until around x100. So it's the legs that push off first, the front legs that keep the balance and start pushing at the end as well right as the back legs catch up.

I think that should work. Maybe do just a quick fix during that part before you continue?

Cheers
JD

Monday, July 5, 2010

Erik Lee - Fight - Critique



1st shot:
- I should have mentioned that earlier, sorry... The girl, when she moves her arms up and her torso a bit to the left, watch her root and hips, they are totally locked. So have them follow that rotation and adjust her posing so it doesn't feel so separate.

2nd shot:
- nitpicky detail: when she moves her eyes screen right, you could adjust the brows a bit. Maybe the screen right brow goes up a bit more and the left just a tiny bit up. Same with the mouth, maybe a little clench or the mouth is a bit open at the beginning (just a bit), then as she darts to her left, the mouth closes.
And I would move her even more to the right as she exits the frame. On x57 she's still really close to the camera. Then x58 the ear is massive! :)

3rd shot:
- her screen right hand on x66 is good but then on x67, after such a big move down, how about the wrist is rotated up, so the hand really drags. It might get too flowy, but it could also make her a bit more graceful. Same with the screen left hand on x67, it could drag a bit more towards the point where the hand just was.
I would have to see a ground plane in order to judge if her hand is planted correctly around the x76 area.
There's something weird with the far right creature falling. For instance the foot at x86 just goes straight down until x89. It doesn't look like you're finishing the arc. Same with the root. Look at his screen right butt cheek on x77, then 78 and 79, it's moving in a horizontal line, then on x80 and on it moves pretty straight down. So finish the arc there as well.

5th shot:
- the girl landing is still a bit off spacing wise. Watch x158 to 160. The spacing is pretty big, then from x160 to 161 it's a bit smaller, which is okay, but on x162 she goes suddenly up and even less to the right, then on x163 almost nothing to the right, still up, then on x164 suddenly down. Those changes could get softened.
Watch her root from x173 to 174, it feels like she's slowing down the downward move, but the foot hasn't planted yet to push so that she would actually slow down. So delay that slowing down by 2 frames at least. In the same vein, I would also delay how she brings up her body around the x196 area, so that it's more in line with her right leg stabilizing herself and allowing her to move her body up.

Sorry for the wait, 4th of July craziness delayed the critique!

Hope it helps though!

Cheers
JD

Friday, June 25, 2010

Erik Lee - Fight - Critique

AcTion! from gogoerik on Vimeo.



Ok, here my thoughts:

shot1: the big monster pounding his chest, on x33, his right foot in the air, tilt it a bit more sideways like the guy on the right has it on that frame, so that the foot is not so flat and parallel to the floor. You can also bend the toes in a nice pose to get rid of that flat feel.

Guy on the far right, I would make his stick/bat/weapon a bit heavier. Watch how the stick drops on x25 for two frames, then stops rotating and translates up. Played in real time it feels too fast and takes the weight away from the object.

shot2: I would have her move more screen right and not so straight towards us. Especially since her eye direction is focused on the right side.

shot3: watch her hand contact on x87, keep it planted. Same on x90. She pushes herself up, so all the weight is on that hand, so flatten it on the ground. It's an interesting move that she can spin around on one hand and then bring her legs up without a leg push and just her hand. :) Watch your body arc though, how she goes up at around x90, hangs in the air until x94, but then starts to move screen left to around x97. Don't have her go up straight and then left, keep it an arc. Lower her feet on x96 to x100. The shadows show that there's no ground contact.

The guy landing screen right at x95 should continue a roll backwards to keep that momentum going. You lower his legs pretty abruptly on x97 (and heel goes through the ground). Swing the legs backwards and slow it down a tiny bit.

shot4: looks fine, the shake is nice

shot5: the creature looks pretty good. Watch the right fingers, they drift down from x180 to around x197 and the fingers are going through the ground. When he moves his hands back from x206 to x215 give it another pose, don't just pull the hands back. You can rotate the hands into a new position and change the finger poses. Watch the ground contact, like on x250 his left foot goes through the ground. Same with the toes at the end.

The girl has some crazy momentum from x172 to x173, watch how her root travels screen right and then after x174 goes up and not very far to the right anymore. She's so leaning to the right that you either have to lean her less or have her take bigger steps to the right to balance herself out.

Watch her screen right arm arc from x174 to 177, the arm just goes straight up. I'd continue the swing so that during that part it's doing an arc to the left (finishing the arc you started) and then up to her face.

I'd bring her right leg more to the right on x187 so she can push herself back screen left. She's still pretty off balance and was moving heavily to the right. Same thing on x209, she's really leaning to the left but then it looks like she's just rotating her body up to x213, instead of using her right leg to push herself up. So plant that leg a bit earlier and more screen left so that the mechanics work.

Nice work though, there's a lot of cool complex stuff in it! Sweet!