Thanks for the feedback on the other material, I'll be addressing that soon. In the meantime I got started on the AnimBreak Challenge and would love any feedback.
Nice! like everything so far. The pulling bit is readable but not 100% clear yet, I'm sure that'll be clearer as you progress. Look forward to more iterations.
Going on what @Hito said, when she reaches down to pull her body up, have the arm stretch so you can see the elbow/forearm pulling, then her body can shoot out.
Excellent point! I'm not sure if anyone has worked with the Kayla rig before but I can't seem to find a way to get the arm to stretch AND bend at the elbow. It would help a lot of I could make that work but I can always work around it.
I've made some updates to the animation as well as smoothed out the whole thing. I think a few of the movements need to be snappier and I don't know if the transition to the player taking control of the character needs to be a part of it. Whatever the case may be, I'll more than likely clean that up too.
I've polished some of the timing and I still have the transition into the player taking over. Once I'm absolutely happy with these movements I'll go to the face! Any feedback would be much appreciated!
thanks for the feedback dude! As far as the ending goes, yeah it was assuming the player would take over but I think it would be fine if she just settled into a final pose facing the camera. I'll play around with that.
Hey man its looking good so far! I agree with not needing the turn at the end. Just ending in her original landing pose would work well! Also be mindful of when and how you use squash and stretch and try not to let it be visible over too many frames. I always think stretch should be felt rather than seen so I only use it in when something is moving extremely quickly over 1 or 2 frames whereas yours is quite visible over 5 frames on the way up and 7 frames on the way down. Completely up to you but that's my take on squash and stretch
@_adamturnbull I totally see where you're coming from and I agree. I ran into a similar situation with another animation where the stretch changes from a way to sell the shot to what would appear as a physical characteristic of the character (if that makes sense). I've felt it needs to be a little snappier anyway so my next iteration will definitely take that into consideration.
Replies
https://syncsketch.com/sketch/160393#195416
https://syncsketch.com/sketch/160393#196773
I've polished some of the timing and I still have the transition into the player taking over. Once I'm absolutely happy with these movements I'll go to the face! Any feedback would be much appreciated!