Saturday, July 17, 2010

Snehal Chaudhari - Bouncing Balls - Critique



The three bouncing balls look good, I would just tweak the middle one at x38. That last bounce up is too high when using up/downs over one frame. That starts to feel like a pop.

The sideways bounce is almost done, there are only a few sections that stood out:

- when it rolls off the platform, it rotates too much compared to fast it translates, reduce the rotation a bit to avoid that spinning feel
- watch the path as it falls down at the beginning, after x32 it feels like he's suddenly traveling more screen right.
- right before the ball hits the wall it slows down translation wise. Make sure that your x curve doesn't flatten out.
- biggest culprit: the screen left movement suddenly ends at x89 and then you move back to the right. Keep going screen left and finish out the bounces


Cheers
JD

Eric Chiu - Creature run - Critique



(there was a comment about animating to camera)

Yeah, absolutely, cameras can be a pain. Often times I do a duplicate when there is one with camera shake and have no shake in it (you don't want to have smooth arcs while the camera is shaking, so don't check spacing on a shaky cam). And for traveling cameras I check perspective mode.

Yeah, the jump is floaty, you could try 50% faster. In quicktime I changed the playback speed to 1.5 and it felt better.


You also still have that turn pop, from x149 to x150. Looking at the image, I tracked the spacing of his left jaw side line, starting around x146. The red lines show you where the jump is from x149 to 150. #1 (green) is frame 148, #2 is x149, as you can see the spacing is pretty small, and it was small a few frames before. But then to #3 you suddenly have a big spacing gab. With such a big head a quick one frame move like that sticks out.

The charge is not too fast, but you need to consider the physics and mechanics of him charging. The charge starts at x239. His front left foot is on the ground for one frame. On x238 his right one was on the ground for two frames. During all that time the back legs were off the ground. Would an animal of this size be able to suddenly charge using only his front legs, or even only one? That just feels off. I would start the charge at x233, so that the animal is using the back legs to push off and the front legs afterwards to lunge forward to help with the momentum, like a human with his/her legs and arms for the swing. Then you transition into a faster run and it will feel more motivated by the actions of the animal.

Let me know if that doesn't make sense.
Cheers
JD

Thursday, July 15, 2010

Krys Wada - Car Parking - Feedback



​It's great to see it all together, much easier to comment on timing. My thoughts:

At the end of the first shot he sees the empty parking spot and in the second shot he's already turning. I would add at the end of the first shot how he's turning the steering wheel so that we get a visual clue that works over the cut that he's turning the car.

At the end of the 2nd shot I would add little moves of the car, moving forward and back, so that we clearly see that he's trying and not just giving up after the first try. Showing some more struggling will help and it's a good contrast to have little moves at the end since we have two big moves throughout the shot.

In the third shot, after he puts in the gear, show him handle the steering wheel and in the background we need to see the set move, so that visually again it's clear that he's getting out of there and giving the impression that he's actually given up.

Shot 4 could be twice as fast, nice turn though!!

Last shot is great! How the driver exits is awesome. The passenger's fall is a bit unclear, it would be neat to make that clearer and I wouldn't have him re-enter frame at the end. That's just confusing and too short.


Great progression!

Cheers
JD

Wednesday, July 14, 2010

Michael Baran - Snowman - Critique



Looking better and better!

I think you could push the personality even more though. The beginning works well and I like the pause and the tiredness around x90 to x110. After that he gets really exhausted where he feels dizzy and starts to swing his arms around, x148 area. Is he drying off his wet left hand afterwards? That section after x110 to x180 is a bit unclear and I think you could use that time to really drive home the point that he's ear and stoked about the first snow (as you mentioned before). He rub his hands in an excited way, do a little excited dance or any other pre-rolling-the-ball posing that shows his eagerness despite his exhaustion.
I wouldn't lift the ball as high on the first try after x264. The height and speed of that first lift is a bit too much and fast, which takes away from the weight.Same goes for x288 to x295.
Watch out for the timing where he hits his head on the ground, around the x380 area. Treat the timing of the head up/down like a bouncing ball, and favor the hang time so accent that moment. The up/down feels a bit even, watch your Y curve.
The finger tap is great, but you could have it happen a tad later, maybe around x465 for the start point.

Hope that helps!
Cheers
JD

Tuesday, July 13, 2010

Barry Nardone - Creature Fight - Critique



Hey,

Looks much better! It's really cool!

I like the energy of the first shot but for some reason it feels a bit short now (did you change the length?). Maybe add a swipe or other arm gesture to the spikey guy for even more energy and cutting-on-action feel.
The second shot is really cool how he grabs the creature. But when twists and breaks the head part it feels really fast and poppy. Give that another two or even three frames one section can still be snappy but lead into the break can be softer and the head could be really soft and dangle once it's broken.

Having him yell at him at the end is cool but you could push the aggression. Instead of one foot on it he could at the end kick the head or push off the head. Having one leg up like that is almost too casual. He reminds me of Riker from Star Trek: TNT when he's on the bridge. :)

Sunday, July 11, 2010

Alex Ferreira Simoes - Cards - Feeback



This new version works much better, compare it to the older one here and you'll see how the beginning is much clearer.

I would just have the running guy zip out at the end and not slow down.

Anthony Merola - Ball bounce - Critique



That's much better!

The big tweak first: there's a stop and pause around x20 and then the ball goes up again?

The bounce just needs a few little tweaks! The chart is great and it shows immediately the spacing tweaks that you need to make.
Look at the spacing from x8 to 9. Now look at x9 to 10. The spacing from x9 to 10 is smaller than from 8 to 9, but it should be bigger, because the ball is accelerating as it falls.
The bounce feels a bit soft because you have a very small change from x11 to 12. Frame 12 is not needed, go from x11 straight to 13.

That's it though! Almost there!

Cheers
JD