View Full Version : WIP: for 10 sec club

01 January 2005, 10:54 PM
never posted in this part of the fourms before - im fairly new to character animation. this is for the 10 second club for this month.

im only worried about the main movements at the moment and poses - im not sure about him taking the two small steps - is it too much ?
the head is all over the place at the moment so no need to point that out. this is only the first pass so all linear keys and very little breakdowns , no overlap or overshooting ect.. (

divx required!

mark tsang

01 January 2005, 10:02 PM
small update - worked on it for a few hours added the other character - this is only half so far - having difficulty with the guy on the right unfolding his arms its getting kinda messy i need to work on that.

Surely some one has something to say! i could do with the help

mark tsang

01 January 2005, 11:47 PM
for lack of anyone else saying something, I'd say that the main thing is that it's pretty blocky. (blocky being the opposite of too floaty). Stiff maybe more appropriate. And I don't really understand the quote or w/e. But yea, give it a little more flow.

01 January 2005, 05:22 AM
looks good so far! This may not help depending on how you use his eyes, but I think the left guy should be looking at the right guy when it starts, instead of looking down at the beginning. Then when he's saying "why not a" he should be looking away, as if trying to think of better choice than a spoon.

01 January 2005, 06:19 AM
thanks for the comments guys, moogoo yes it is blocky im working on it i will post when i have some progress, thanks for the advice pat i''ll keep that in mind :P


01 January 2005, 03:17 PM
Not looking too bad, but it is really hard to judge with only 3 seconds of it. To be able to judge your acting choices, we really need to see the whole thing at least blocked out. The guy on the left is off balance throughout. He looks like he could fall forward on his face. I would love to say more but I really need the rest of the clip to judge it fairly.

01 January 2005, 02:00 PM
haven't had that much time to work on this - i have done slightly more - 8 seconds now
have changed it accoring to some good crits on several different forums

still no overlap or anticipatiion all linear keys


01 January 2005, 01:22 AM
finished blocking out now the full 11 seconds is done - still linear keys some anticipation in fast parts no overlap ---


01 January 2005, 05:28 AM
Since this is first pass stuff only blocked out, I'm only going to address the key timing and posing issues.

In order to focus the audience's attention at the correct character you want the guy who is talking to be moving a lot and the guy who is currently listening to be fairly still (though still alive). I just mean don't have any flamboyant wild actions on the guy who isn't currently talking as its distracting. This is just a guideline and can be broken when necessary. For instance, when the guy on the right says it will hurt more, he moves so wildly that the guy on the left’s reaction is appropriate and not distracting. (On a side note I would, on the reaction, move his hips a little further forward to offset his leaning back better, thus keeping him in balance.

In the beginning, the guy on the left is talking, but he is looking down and not moving as much as the guy on the right, which means I started out expecting the guy on the right was talking and I was completely focused on him. I realized the guy on the left was talking mid way though at which point the guy on the left put his head in his hands thus distracting me back to him again. I would have him wait a little longer to put his head in his hands till it’s his turn to talk.

I would use the guy on the right’s arms to accent both the word “HURT” and the word “MORE” to make him seem more aggressive and angry.

In general they don’t move enough. Move the hips and the head more (the hips are the anchor and the start for most moves a creature will make). When the guy on the right waves the guy on the left off at the end, he just moves his arm and hand. Get the whole body into your actions. I think that the whole body should be gotten in early, during the blocking out phase.

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