Your game animation video shows a lot of popping in certain parts of the animation, and in general the run cycle lacks weight (its like hes trying to run underwater). Having your animations running in-engine is good, but you should really have a video that's dedicated to showing just the individual animation cycles.
Hello Polycounters! Ok, some of you may not be interested but I thought I'd still share a bit of my work here. To make it short, I just graduated from my 3D animation program. in my final course, I had to produce a student short. It's not over the top stuff but I think it's a good start in the long and harsh journey to one…
Honestly, during the whole thing, I was scared to exagarate my poses (though its an animation principle) and I probably relied too much on the graph for some inbetweens
I'd say the movement on the bird at the beginning was the strongest part (where he lands on the branch really conveys weight & momentum; the bird animation in general was good! The humans animation was good for expression and action i especially liked the montage bit and his facial expression when he gets pooped on. Like…
I would like to have seen more hold poses in the short. Everything is very floaty, moving from one "extreme pose" (for lack of better wording 1am at night) to another. Or I don't know........ you have a ton of them in there sure, but I guess the poses themselfs might be a bit weak? Just a few examples: The whistle part.…