Hi,everyone, I am new here, I will introduce myself first, I am a game animator, I am living in China.
Recently I have accepted an animation test from Ubisoft Chengdu for Senior Animator.They gave me a scene which has A and B point, no limited for the character what I am using. Just animate the character jump from A to B, act what I want.The animation should be realistic.
I took about ten hours in total using my spare time to finish it.The model was downloaded from the website for free.I rigged it.
After about two weeks the HR guy told me that I was failed on that test. No much details on how I failed, only said that I have some basic error on that animation.So I put it below , hope you guys can point out what the problems and give me some advice, please.
Thank you!
http://syncsketch.com/sketch/170113#210747
Replies
Recent days, I accepted a test from Ubisoft Chengdu for Senior Animator, the scene was the only thing they gave to me, the model was downloaded from the website for free.I rigged it. The test said to make the character I chose to jump from A point to B point, the animation should be realistic, should be finished in 4 days.After I sent this animation to them, the HR guy told me that I had failed because of some basic errors, no more details.
I put syncsketch link below, could you guys help me to point out the problems in this animation? Thanks!
Main Camera:
https://syncsketch.com/sketch/170113#210747
perspective view:
https://syncsketch.com/sketch/170113#210771
I agree with he above, you don't need the walk up, then walk back at the start. 4 days isn't a ton of time so i would begin by running into the scene and getting to the actual jump quicker.
Your walk in at the start feels off. His feet feel like they float in the air for too long before they plant.
Could loosen up the arms as well.
Walk back feels awkward. He is leaning too far back. Maybe you could have fewer foot steps. I would shoot some ref for this.
Little jump at f333 is a nice idea.
Tone down camera, get rid of the blurs.
At f421, I think he could jump off. Don't need to swing back.
Double check the spacing for the jump. Make sure he's not speeding up up/slowing down in the wrong places.
f546 - gimbal for the arm.
f549 - Get some tiny overlap for the head.
f614 - Delay screen left foot swivel until the other foot has planted.
Overall, I think it's in decent shape. I imagine for a senior animator position they're expecting something almost perfect. If you cut out the walk/walk back, you would've had a lot more time to work on the rest of the shot which is the meat of it.
Yes, I spent too much time on walking back part, and I didn't find good references for that, acting by myself also not good.Maybe delete that part is a really good idea.If you can give me some ref for that, I can polish this animation after.
And rest of your advice is also very useful, I will submit another version after.
https://syncsketch.com/sketch/170113#211042
My biggest question is, why did you white out the character? It looked like you tried to hide a lot of the movements in that...
Also, a very big thing would be silhouettes.... If there was no light, and he was black, you wouldn't see a thing... You can see a little bit more when he's white though.
Overall, i think it's pretty good and you did some good movements on it, but you need to shoot reference and not just work from your mind. Having a critical eye is especially important for a Sr. animator because you need to be able to catch little things to help make it pop. You are going to be looking at others and giving them that feedback yourself, so if you can't have those very tiny details like his toes or hands going through the surface, then it's not an ideal thing. You also missed his right leg completely penetrating the ground on the hill.
I don't mean to sound like an asshole nor was I trying to be in any of this feedback, but for someone of your experience, the small details are going to make the difference.
Thanks again!
https://syncsketch.com/sketch/170113#215800
pls see is there any difference?