View Full Version : Wall Climb
08-13-2008, 05:32 PM
I would love to get some feedback on this short piece im doing, hopefully it can go on my reel. It is in linear mode so it still looks rough
08-13-2008, 08:06 PM
On the first jump the character seems to "stick" to the wall, I wouldn't have him pause on the wall instead just jump off it (unless he's some sort of creature that can walk on walls?) The IK on the arms is stretching alot, I would fix this. Also it doesn't feel like he is grabbing the second character and pulling him down, it feels more like he touches him and then he instantly falls down. Keep it coming!
08-15-2008, 02:28 PM
Thx kyle for the feedback it helped me alot, anyway i mostly changed up the timing heres what i came up with more will come soon.
08-28-2008, 09:10 PM
srry i haven't updated in a while been very busy lately anyway here is another update just for those still intrested crits and comments welcomed :bounce:
08-29-2008, 05:32 PM
this time i changed the timing among other things as it seemed too fast as he settles and gets ready for both jumps, would appreciate some feedback
thx for looking
09-02-2008, 10:15 PM
Ok so.. cool idea, but it's still too fast to see anything. Try stretching out the frames on the wall jump. The jump itself should be quick, but he should compress on the wall to show hes boosting off again. There needs to be a hold when he grabs the guy too, to show that he's using strength to pull him down. Try having him pull slowly and gradually speeding up, until he's quickly throwing the dude.. like 15 frames? Iono, play with that. Right now it happens in like 5 frames. Then fix the get-up at the end. He's goin crazy, lol. Good job, keep it up!
09-18-2008, 03:56 PM
As always been v.busy and thx sam for the feedback it helped alot i went back and reworked a few poses here and there, also on the general timing of things.
Hope you like
09-20-2008, 05:41 AM
Hey! This has come a long way and is definitely looking a lot better than your first pass! Still needs some work though. Since I can't scrub in vimeo (that's annoying!) I can't give you frame by frame critique but here are some general things:
-When he approaches the wall, he's casually walking and then just jumps at it, almost completely unexpectedly. He should antic into this more. Almost like a run for a few steps. BUT, if I were you, I'd just take the walk out at this point, and just have him start low, ready to jump at the wall. (this is a picky crit, but I'm going in order)
-When he's on the wall for those few frames, I might be wrong, but, it doesn't look like his hands touch the wall at all, where as one should absorb the weight of his upper body and push off with the jump. If you do this, the arms will look to flail less during the jump.
-When he does grab the wall, you have him immediately sticking to it like a frog. It doesn't look bad, and it's nice that you offset the legs landing, but I think it'd be more appealing to have his lower body kinda overshoot to his right before he stabilizes his legs. Make them swing like a pendulum.
-I like the struggle for the most part, but watch where his feet are throughout. At first he doesn't have ANY feet on the ground. Then only one, with which he would have zero stability. It just looks awkward as is.
-During the struggle, red dude has some arm snapping issues. Just put the arm in IK and parent it to blue's torso for that whole part.
-When he fall down and red dude grabs the edge, maybe he should grab it with one hand and swing there for a moment like he almost fell too. After all, it does look like a close call.
-The jump up looks wrong. Too fast and snappy for the poses you have maybe, it's hard to say. Also add some settle at the end.
-Dunno if this is your final composition, but it's pretty far away. You could do it in a couple shots maybe and make it more dramatic. If you hadn't thought about this yet, it's something you should always do at the start of a shot so you can animate to the camera.
Looking pretty good though! There are some definate nice parts and I'm sure this will look tight soon! Keep at er.
09-30-2008, 11:02 AM
Cheers Kevin for the detailed feedback you were right it did still need alot of work, hopefully this version has been much more improved. Anyway i have another update for those intrested. As always feedback welcomed :bounce:
10-09-2008, 11:00 AM
Another update i changed a few things around, not completly happy with this shot yet still some errors that need to be fixed. Anyway what do you think??? :bowdown:
10-10-2008, 09:15 PM
Wow haha it looks like he has magnets for hands and feet. The parts where he's waiting are too long, imo, and when he acts, things happen way too fast. Try to find a compromise and make the jumps smoother... more natural. Right now there isn't enough easing from the anticipations into the actions. The first jump on the wall needs a few more frames where he's on the wall building up power to jump again. The jump should be an arc over to the ledge, and his body needs to land smoother than it is now. It also looks like the blue guy isn't doing as much to fight him off as he could. You could make him just push with his arms at the red guy or something. After he throws the guy off and falls down to hang, he should swing back and forth more (right now he goes stiff). Then when he gets up, his body movement is REALLY awkward. I think what's throwing it off is when his upper body arches back really far. It should just be bent, but the waist/root follow that arc out, up, and over. If that makes sense.. lol. Anyway good progress, keep it up!
10-21-2008, 07:06 PM
Thanks for the compliment. More importantly thanks for the information. lol you were right about the magnets. Overall I made the jumps alot smoother, speed up and slowed down parts that still needed it. I hope it looks alot more refined than before.
10-21-2008, 07:06 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.