The title pretty much says it all! I am looking to get feedback on this piece, I would consider it around the 2nd spline pass or so, I personally love the timings but I know you can become blind while looking at your own work over and over so thought I would ask for more opinions.…
Hello guy for me you need to improv you jump and landind the pose and the tinming of jump a landind don't work but the differents punch at the begining is good nice animation keep work man
my bad, didn't read carefouly :D I've added some remarks to your animation in syncsketch, they are to the 1st version because i didn't saw new one, but there are still valid, hope they are helpfull :)
@_adamturnbull and @pascalie thank you both so much for that feedback! I have added a new version to the same link in the OP. The punches have been re-timed 1-2 Pause 1-2 timing with the first 2 punches been very snappy and quick then the other 2 been slightly slower and heavier feeling. Definitely feels better. I have…
holy sh*t, this is good how did you make those smear frames, you just manually deformed mesh by vertexies? how you did the punch rain at 24sec, she has 3 arms :D ? cool idea with marking vfx like smoke/dust with simple shapes, definetly will try that are those your rigs?
Thanks for the feedback. To answer a question you asked I tried to stick to the reference quite rigidly so I started the combo from a previous hit reaction within the reference hence why the character starts in an reaction pose. A lot of good feedback there though so thank you!
Hey, good start! For general timing feedback notes one thing I think could help is to hold the anticipation of the punches for slightly longer and decrease the amount of frames between the antic and the hit so it has more impact. Another timing note would be to vary the timing on the punches as they all happen at the same…