Moderator: Rank Team
Root wrote:It was pretty nice (despite the lack of contrast) but there were a few things that I noticed: Seriously. Fix that contrast.
- His momentum stops when he lands. Try to keep him at relatively the same speed as when he was in the air. To do this, you might want to have the leg that he landed on be closer to being vertical- maybe even diagonal to the right side of hes torso- so that you can move him backwards further before the other leg must come down. If you still cant maintain the old speed, then you might need to make him do a small hop on the landing foot.
- I like what you did with balancing him after he landed. Not much to fix there.
- There are a few things to fix on the final strike with his scythe. First, you need to ease the scythe into the ground (not anything major; maybe just a couple of frames of it moving about 5, then 20 degrees counter-clockwise) and/or add a significant trail ( http://sta.sh/025978upmzdz ). This will make it look like there was actual movement, and take away the feeling of it having simply teleported. You should also make the rest of the body move with the scythe, since an attack as fast and powerful as that one should probably move the torso.
- Add in a frame of the legs straightening them when he jumps. You can then move them into the bent position that you have.
- I like that you added some head and torso movement to him spinning the scythe, to show the weight of the blade and the kinetic energy it has while spinning.
- There are some choppiness issues with his torso while he is in the air.
- The sack stops spinning while it is in the air. I know that you need the timing right for the kick, but instead of making it stop spinning, just change the rate at which it spins.
Other than those things, I think that the animation is probably your best. Or at least it would be if you
FIXED THAT DAMN CONTRAST
MadnessThunder wrote:Hey kiddos this thing:Spoiler:
Anton wrote:
Wait wut ? This isn't so stop&go, as far as i know. It's a little shaky, and there are some momentum issues when the arms are flailing around, but other than that, i find this anim pretty nice.
There is still a bit of stiffness on the torso, and in the double-kick, the second leg stays too long in the air, should have gone down faster.
MadnessThunder wrote:Hey kiddos this thing:Spoiler:
Cyan wrote:MadnessThunder wrote:Hey kiddos this thing:Spoiler:
the feet are elevated after every kick D:
Really unfluid because I was testing new types of kicks I haven't really ever done before
Coweetie wrote:Really unfluid because I was testing new types of kicks I haven't really ever done before
I like that you see yourself where you can improve. Also every move you make the first time will look unnatural or weird in the first go, but exactly this will help you to get a feel for how it should look. As soon as you try again, maybe think over some spacing or posing, you will get it better.
Keep it up, don't stop experimenting and trying out
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