Home Animation Showcase & Critiques

Body Mechanics Animation

Jonas_g_97
node
I worked on this body mechanics shot and would love to hear your feedback.

https://syncsketch.com/sketch/e482ff1d672f/

Replies

  • Jonas_g_97
    I applied some feedback I got from classmates.
    The updated version:
    https://syncsketch.com/sketch/45d6bacb8c96/
  • tholmes3d
    Offline / Send Message
    tholmes3d polycounter lvl 11
    I left some notes. Overall looking good. There are some details and mechanic things to fix, but I'd also take a look at the appeal of the shot. Right now the two things that stick out to me are the symmetry of the actions and the timing. Aside from the second swing where she twists her body a bit (which looks good) she's otherwise almost symmetrical the whole time. I'd try adding a few frames when she stands on top of the bar to push that slow section even slower, then maybe cut a frame or few if possible from one of the other two swings. Just save a copy of your file and don't worry about the keys for now; that way you can squash the timing all you want, and then once you have something that feels good you can go back and figure out how many frames from each section need to change and handle it in a clean way. Also finishing out the shot until she stands and settles her weight will help give the flip time to breath by letting the viewer look at something calm while they process what just happened. Right now it feels like we end in the middle of a beat so it's an abrupt and jarring stop.

    Keep up the good work!
  • brucemoose
    Offline / Send Message
    brucemoose polycounter lvl 3
    Break up the actions everything is arriving at the same time and it feels very mechanical - assymetry is more natural and have a leg trail behind the other or something to make it seem more organic.

    The actual weight and the cog feels really nice so honestly you have nailed the hard part now just either offset some keys for a leg or an arm or reblock one leg etc.
  • Jonas_g_97
    I applied lots of feedback I got from you guys and from classmates.
    This is the current version:
    https://syncsketch.com/sketch/0157eebede1e/
  • Jonas_g_97
    Depending on the feedback this version will get, this could be the last update.
    This version is already rendered in Vray and uploadet to Vimeo.
    https://vimeo.com/331063256
    But in addition to that I also uploadet it to syncsketch again for everyone who wants to give frame specific feedback.
    https://syncsketch.com/sketch/365898045c37/
    I would appreciate hearing your opinions :)
  • pascalie
    Offline / Send Message
    pascalie polycounter lvl 2
    nice work
     we could see the evolution in you work
    keep work on it 
  • sogon
    Offline / Send Message
    sogon polycounter lvl 4
    Looks like you improved a lot from your first version. Would be better to start her off from an idle state or standing position before she jumps off. She also lost her forward momentum at f120. She should land further instead of straight down.
  • WeatherMan
    Offline / Send Message
    WeatherMan polycounter lvl 6
    This is good! You've definitely improved from the previous version. The only thing that still sticks out to me is the landing. She basically hits a wall in her forward momentum when she comes down for the landing. I know you're probably going for a "sticking the landing" thing, but maybe have her COG shift forward and play with a little bit more footwork shuffle and then blend into the settle. 
Sign In or Register to comment.