Not bad! add some more settle to everything though. have her bounce a bit. keep that slingshot moving after it lets go of the ball.
I also think you need to add more struggle to the whole thing. Right now, it seems like shes using the same effort for the entire pull, except for the very end. that sling shot would be hard to pull long before the end. it should get progressively harder.
Looks cool! Biggest crit I'd have right now is the arms - she would have them out straight, pull the ball into her body, then take a step back, her arms straightening as she moves back.
I would like to see some more variation in the ball as well. Remember, it's being pulled from both directions, but right now, it's pretty steadily moving in 1 direction. There is never any pull back or change of direction. That would really add some weight to it all.
good start! I think the 2 biggest issues right now are the weight/timing of your roll (It's slow), and your roll actually slides back. As soon as your shoulders hit the ground, then should plant there, rolling the rest of the back forward. Currently, it looks like the shoulders hit, then slide back and the rest of the back then occupies the location where the shoulders hit first.
Hello ! I'm sorry it's been a long time I haven't post some animations ! So I'm back with a new website (http://sarahmaigrot.wix.com/portfolio). If you can check this and tell me your opinion. I thank you a lot!
I begin to upload my animation on sketchfab and this is my first upload !
Really good work. I am being real picky. The ball animation has a wonderful cartoon animation as she steps back. But when the ball returns. I feel it little too fast compare to the animation. Also, seems foot goes under the floor. Really great stuff and I am being really picky. Take care and a wonderful day.
The DOTA2 walk is pretty good! The feet needs more roll off the toes on the push off in each step. Favor the pelvis vertical toward the top of the arc in each step, that will make the leg straighten out a little more for each heel plant. I'd pull back the jaw movement a bit so it's very subtle. The overlapping motion in the ears need a frame or two lag behind the head.
The weapon is an interesting case. Some will prefer it with nice overlap and arcs. Personally I would move the grip higher and grasp the rope part so the heavy rock thing doesn't swing around so much. The right arm would swing a less than the left as it's holding something heavy. It would hang little lower and more straight than the left arm. To compensate for the weight on the right side, the left arm would have to swing a bit more and held out further from the body. Same for the spine and torso, it would bend a little toward his left to compensate for the heavy object on the right side.
Replies
Edit: nevermind, they're there now
I also think you need to add more struggle to the whole thing. Right now, it seems like shes using the same effort for the entire pull, except for the very end. that sling shot would be hard to pull long before the end. it should get progressively harder.
Keep pushin! You`re on the right track
https://www.youtube.com/watch?v=hiwbgopIh2Q&feature=youtu.be
Also, to fix your embedding, "https://www.youtube.com/watch?v=hiwbgopIh2Q&feature=youtu.be" get rid of the bolded/underlined part in your link.
[ame="https://www.youtube.com/watch?v=Mn0dl0V5sTA"]https://www.youtube.com/watch?v=Mn0dl0V5sTA[/ame]
I begin to upload my animation on sketchfab and this is my first upload !
Have a nice day!
[SKETCHFAB]70cd9882ea594531b183305c35157657[/SKETCHFAB]
The weapon is an interesting case. Some will prefer it with nice overlap and arcs. Personally I would move the grip higher and grasp the rope part so the heavy rock thing doesn't swing around so much. The right arm would swing a less than the left as it's holding something heavy. It would hang little lower and more straight than the left arm. To compensate for the weight on the right side, the left arm would have to swing a bit more and held out further from the body. Same for the spine and torso, it would bend a little toward his left to compensate for the heavy object on the right side.
http://www.gameyan.com/3d-character-modeling.html