Sunday, August 8, 2010

Snehal Chaudhari - Ball with tail - Critique




Nice! Pretty much done, only little things left to fix!

- Your tail overlap needs another pass for the x12+ area. The tail needs to overlap and have a direction change.


- the tail stops moving up from x18 to x19, and after that you could push it a bit more up to x24, so that the tip is not pointed down anymore but up
- there are some funky poses from x43 to 44 and from 45 to 46, where the tail suddenly shoots up

- And watch your arc after the jump, around x44 on it starts to flatten out and it feels like the ball is traveling screen right too much, it gets floaty. The green arc is more the path that you should follow and which you started for the first half.


Almost there!

Cheers
JD

Friday, August 6, 2010

Krys Wada - Car parking - Critique



It's coming together really well!! Here my thoughts:

> First shot - I adjusted the twinning for elbow and eyebrows. I went
> with a subtle brow raise from the screen left guy as he turns.


Left guy:
I think the eyebrow raise is pretty good, but you could lift the screen right one a bit higher once you hit the pose on x65.
When he reads, I would dart his eyes a bit more from right to left and not have one continuous long shift. It feels a bit robotic. It gets also a bit weird when he turns his head from around x40 to x50 to the left. Since the eyes are going to the left but the head is faster it looks like the eyes are suddenly not moving.

Right guy:
At x78 he lifts his head up to around x85 but the eyes are drifting down? Not sure if they eye controller is too close, or if you lift the head up too much, it's just a weird moment when you have that much head movement but the eyes are moving the opposite way of the head movement.

> Second shot - I didn't dedicate as much time to but I did try to shake
> up the back and forths more. Slow ins and fast outs.


For the last movement forward I wouldn't move further than 429, so there's more contrast and you can get a little back and forth as a last quick funny move. I'd also start with the tires. Also, when the car breaks and stops, you could some forward tilt (just like the side to side tilt after the power slide/drift).

> Third shot - I improved on the driving. I feel really good about the
> changes I made. I also added some variation in the facial
> expressions.


The driving does feel really good with the guy. How he handles the wheel is nice! I would just have the car start a bit softer, it feels a bit linear how it starts moving. Have more of a gradual acceleration.
The passenger's book lift feels a bit even and slow, it could also settle a bit more, so it doesn't just stop.
The driver's eyes feel a bit weird. There's the same thing going on like in the previous shot where the head moves and the eyes move around in their socket (if that's a way to explain it). Especially when he shifts gears. The eyes also get wall eyed (too spread apart) around x748 and then they get back together, with the screen right on moving independently. Try to keep them more locked together.

> Fourth shot - I added in those missing frames. You were totally
> right! It was longer in the previous version.


Looks great!

> Fifth shot - I fixed the issues concerning the guy on the right.
> Moved his fist so that this pose is clearer and adjusted the lean over
> so their heads don't cross each other. I'm sorry about the confusion
> with the arm movements - they were supposed to be unbuckling seat
> belts. I added them in. I hope it reads well. The left guy is still
> floaty but I was trying to break up his movements so they didn't just
> all flow together.


When the driver does his fist move, it feels very IK-ish. Careful, try to avoid locking the fist in one direction while the arm bends around. Both hands do it actually during that part. They just move forward and backwards, but there's no major side to side and up/down, they are locked and move independently from their arms. Some of the pose transitions like the body lean right after the seat unbuckling feels too linear.

The passenger still feels floaty, like you said. But I like the general idea.

Nice work!

Wednesday, August 4, 2010

Michael Baran - Snowman - Critique


​Alrighty!


The pause works better, but I think you could still shave off 10 frames or so. Did you change the timing on the snowball resting before it falls? That feels a bit too long too. It could land on him around x460 already. Sorry if I didn't catch that before.


The dirt adds good stuff to it. Overall though he feels a bit even in timing. Nothing crazy, but a few zippier actions here and there for contrast would be good. For instance when he leans back for the puff around x99, he could accent that air blow with his head. Looking at it, it's probably more the arms that I'm reacting to (being even in timing), when he lets go off the ball at the begining around x70 and on. You don't have contrast, but there's just something even overall, hard to put my finger on it. But one thing that will help is to really track down your arcs. I think for the next version, I would do a limb pass and track arms, elbows, feet, knees, body of course, etc. and work in your arcs and get rid of pops.

Barry Nardone - Sure - Feedback



​Hey hey,

It's actually interesting to watch it without sound so you can concentrate on the visual changes and contrast (you do hit the right moments lipsync wise during the pauses and the breathing).

I understand the tone of the clip and the emotional continuity, but when I watched it the first time without sound (soooo sleepy... moving slowly - you should see me type :) ), I felt like the overall facial expression is pretty much the same through out. Look at the very beginning and the very end. Head down, eyes off to the side, head tilted away a bit, and the middle part is just a softer version of it. I do like how the body changes direction in the middle, that works well.

Maybe she could be insecure and timid at the beginning (like you have it) but afterwards she turns she's a bit more concentrated, probing and serious? It would work with the sound and would be emotionally and visually a bit more contrasty. Something so that the very first and very last frame feel different (especially facially).

Hope that makes sense...

Cheers
JD

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

Akem Singh - Sneak and jump - Critique




First the jump.

It has a nice feel to it!

I wouldn't go as far back as x3. Looking at that frame alone he'd fall backwards. If one of his feet was back there to push him forward again, then no problem. But as of now, it's a bit too far.

When he lunges forward, I would bring out his right leg earlier and stretch it forward a bit more, so that it's part of the jump. If you look at x10 to 17 for instance, the right leg is pretty much the same, save some rotation. But if you're not using it to lead the jump, then you might as well just do a regular jump with the body leading the action.

Overall though I feel that the arc is a bit flat. It feels like he's floating a bit to the right. If you bring him up higher than I can buy the distance. Unless he really leans forward.

The stop is a bit abrupt on x32, he swings back pretty fast and then stops. Especially given the distance, I would actually have him bounce a little bit further to the right with a little step.

Hahaha! The sneak is coming along very nicely! Little things:

- I would slow down how quickly the foot rotates up from x21 go x25 (and subsequent steps).

- the footroll is a bit early. You have it start right when the foot plants, like on x5. I'd actually have it go down up to x21 because he's applying pressure onto the foot in order to get up. Then, as he's moving the leg forward he's really trying to reach forward, so his back foot will roll up during that time.

- The side to side move (front view) could happen 3 or 4 frames earlier and end later. Right now it's a tad fast, which makes it a bit weird when he goes to the right and then stops so quickly. He's sneaking, on his toes, so he won't have that much muscle power to quickly stop his body. So I would soften that part a bit.

Little things! Almost done!!!

Sunday, August 1, 2010

Eric Chiu - Creature run - Critique



Alright, about the shots!

What stands out a bit in the first shot is the section right after x243. His forward momentum slows down dramatically. It doesn't feel like the object slowed him down though. If you're running into something that fast, then your body will squash and compress given that you're into something. The momentum still has to go somewhere, even if there's an obstacle stopping you. Imagine a water balloon being thrown into a wall. Well, it hits it and stops, but it starts to squash and expand. The forward movement doesn't just stop.

You can continue with the individual movements that you have, like how he's coming down to x253, but overall he should be positioned closer to that dividing line. But in order to sell the impact you could lower the head less and then over two or so frames bring it down to what you have on x241, so that it squishes the creature together as well before it pushes the block away.

Smooth out the jump transition no x197 a bit more. On that frame to 198 you can see in the spacing the sudden speed increase.

The 2nd shot is clear and cuts well with the first one. But I would push it once you start polishing it. For instance, the roar has the mouth just opening in one axis, you can tilt the head sideways. You can also add some high frequency jitter in the head, to sell the tension and ferocity. Can you animate the ears? What about eye lids? Anything to push a pose change detail wise.

I would also make that first leg lift sharper by a few frames. It's a bit soft and takes away from the just previously shown anger when it roars.

Sweet shot! Keep going!

Cheers
JD