Hi fellow Polycounters! I'm wondering if I could get some critique on this animation I'm revisiting. I see some movements that need to be smoothed out, but ultimately the thing that stands out to me is poor timing all around. Can anyone point me to some resources, tutorials, or general tips? I was animating this as an enemy attack so I tried to keep it fairly slow, but it just doesn't look correct to me.
https://syncsketch.com/sketch/93eec4b410af/#495984I'm sure there are plenty of other things wrong with this animation, so feel free to tear it apart! Its the only way I think ill be able to push it further without starting over.
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Also start offsetting some keys on the...I guess tendrils? At the moment they all move at the same time throughout the entire animation. When the wolf lands start to make them overshoot the body it should make for a more pleasing motion overall. Don't need to go overboard with it because they actually look like they should be quite rigid however offsetting some keys should for sure help the motion feel much more refined.
As a point you mentioned you see it as an Enemy attack, so timing wise it actually works well if it was in a game scenario, there are 17 frames prior to the impact frame which in any normal game is enough time to get a reaction from the player (Block, Dodge). For examples of timings I always find fighting games to be a solid source. When attacks in fighting games are designed they have to have very strict frame timings so the frame data can be given to players. Pick a fighting game that has that data such as Street Fighter, or Mortal Kombat and have at it frame by framing a couple of attacks. It should give you a solid idea of how timings can be pushed to their limits to make something feel punchy and weighty!
Keep on going because it is a solid piece, with a bit more refinement it could be an awesome end result.
I really do need to study street fighter. I believe there is a youtuber (and I think a polycounter too) that refers to Street Fighter for some of his animations. I'll see if I can find him again.
I'm glad to hear the timing looks fine for you. Maybe I've just been staring at it too long. I think the hop and returning to idle could use a few more frames maybe though... Hmm.
Thank you for the advice and suggestions, Rmunday. I'll see if I can post the next iteration in the next day or so.
These notes may not be worth acting on if this isn't in game; but I thought I'd bring it up since you mentioned actively thinking about it as a game character. Also, cool idea. It was fun to frame through and see how far you stretched the model.
Hmmm... You're absolutely right on the anticipation. I'll play around with the white glow and maybe I can push the crouch a little further. I was considering adding in a small hop backwards before lunging forward, but I don't think I will have enough frames to keep it from looking too fast.
I haven't gotten a chance to touch this piece since my initial post due to another project dragging on longer than I thought it would. But I should be able to revisit it this weekend. Just scrubbing through it frame by frame makes flaws that I didn't notice before pop out more and more. I'm not sure if its because I have fresh eyes on it, I'm getting better at animation, or perhaps a little of both?
Thanks for the feedback! I cant wait to push this further!
I'm a little late, but I'm back with progress! Most of my time has been going into finishing up a separate animation project, though reworking the tendrils proved to be a quite a challenge.
@Rmunday I offsetted the tendrils a fair amount and added some follow-through on the landing. I was considering trying to modify the rig to include an Ik Spline on the tendrils to help battle counter animation and promote fluidity, but I ultimately decided against it due to time constraints and my unfamiliarity of the process. I may go back and try and make one more smoothing pass on them with an animation layer to see if I can push it further. Oh yeah! I added in more of a "kick off" on the launch and tweaked the feet in general.
Speaking of the launch, I also adjusted the anticipation like @tholmes3d suggested to make it more clear that an enemy attack was incoming. Though I may have went too far with the light effects...
Thank you again for all your feedback! It really did help push things a bit further.
I also added some pose callouts in syncsketch for the legs because the ankles looks broken often, and a little note about the tail. Outside of those notes I think this is a solid piece. Great job!
@Rmunday Thanks! I'm decently happy with it! I still feel like its too fast at parts. But I feel I should just show what I learn in my next portfolio piece! It's always amazing how much I feel I learn from each animation. One day I'll get a studio job! One day!
https://syncsketch.com/sketch/93eec4b410af/#518020
Check it out!