View Full Version : Run/Jump, short 45 frames
11 November 2007, 08:29 PM
I have been working on this short short piece for my reel. I want to do a couple quick physical pieces like this. I have not had a chance to show it to anyone and would love some input.
Thanks a lot!
11 November 2007, 09:51 PM
Get some more movement in the spine. the push off it floaty and slow. Your character doesn't jump on to the wall, he just floats there. You need him to make an anticipation. Video tape a friend doing this movement, it'll help you out. Don't land both hands at the same time, offset them.
I would pick a different angle. Maybe a view where he's running towards the camera at an angle, and he lands fairly close to the cam? Experiment with a different angle.
11 November 2007, 01:55 AM
Thanks for the input. I'll work on those spine issues. I was playing around with a camera angle like the one you mentioned. I will have to look into it some more.
11 November 2007, 05:35 PM
Keep it up. I hope I didn't sound too negative. I think this scene has good potential. That hop over the wall is challenging!
11 November 2007, 08:02 PM
Looking pretty good. A couple of things I noticed
-more anticipation on frame 15 before the jump, crouch body lower, make him feel contracted before he spring out
-make sure the legs are straight before they make contact with the ground during the run (see image)
-spine pose in landing (see image)
11 November 2007, 03:20 AM
Thanks a lot for the input and especially the pics. That helps a lot and I see just what you mean. Here is an update but this was worked on before I saw your post. I will be sure to go in and tweak the areas you mentioned.
11 November 2007, 03:59 PM
I like the how unique his hop over the wall is... If I was attempting this I would fall flat on my face. But anyway, I think your down position right before the jump could be pushed a little further. His right leg is doing something a little funny when he lifts off. It kinda kicks straight back and up. Jumpping off of both feet might eliminate this? I agree with the comments above about the camera position as well. It really depends on how dynamic you want the shot.
One thing I saw after reviewing one more time.... his body does kinda float up after his fingers leave the wall...
11 November 2007, 04:04 PM
I'd emphasize the push off the wall some more. Right now it seems like he just touches it as he goes over.
And as was said before, more anticipation on the initial jump to the wall.
11 November 2007, 05:17 PM
He doesn't seem to jump, he just floats in a stright line. Get a nice arc going. Get some more movement in the hands after he jumps. They just stay stationary on his sides. Get a reverse "C" curve when he lands, and get some bigger impact. Have you video tapped somebody doing this jump yet?
11 November 2007, 02:49 PM
Thanks a lot for the great comments. Sorry it took me so long to reply. I was waiting for an email crit for a buddy and I wanted to update all the suggestions at once. Looks like my friend has been distracted from the holidays so I am going to go ahead and start rolling on this one again.
arrow000: This is based off video that I found before I started. In it he seems to go flying over it almost like a cannon ball. Like he could jump over it with out touching if he had wanted to. I think that is part that I need to change because it sounds like in animation it will be more clear if he pushes off more.
Thanks a lot for all you comments.
11 November 2007, 05:04 PM
Thanks again for the great critiques. I really appreciate it.
I have laid into this one agian and tried to hit everything that was mentioned. I am trying to get this one on my reel so let me know if it is just not working for you or if you are seeing more oddities or it is just still too slow, ect.
Thanks a lot for any info,
Angle 1 - side view - QuickTime 2.3 megs (http://chrismyers3d.com/wip/runjump_003_angle1.mov)
Angle 2 - 3/4 view - QuickTime 2.3 megs (http://chrismyers3d.com/wip/runjump_003_angle2.mov)
11 November 2007, 06:12 PM
I definitely agree with you when you say that you need to make it more clear in animation. The weird thing about animation is you need to animate what we think we see in real life, not always what actually happens.
I would make the walk slightly faster. Get some movement in the spine. I know in real life, our heads don’t bob that much when we walk or run, but you want to sell the illusion of weight. It won’t be too pronounced because he’s running.
I am liking the new angle, It’s much more interesting. Maybe your wall shouldn’t be a solid block, so we can see a bit more of your animation… Just a thought you might want to play with later…
Ok, I drew on some still to show you what your line of action should be. I chose the original camera, because it’s easier to show you.
Push off and land with 2 feet. Some of your frames have weak silhouettes, making it hard to see what's going on.
Here’s what your line of action should look like:
12 December 2007, 03:42 PM
Hey guys, thanks for the crits.
I would sure appreciate any critiques on these latest updates. I think I am starting to animate in circles and could sure use some feedback.
Angle 1 - QuickTime 1.7 megs (http://chrismyers3d.com/wip/wall_jump_004_angle1.mov)
(gets a little off because I am animating to the other shot but this shows a lot for crits.)
Angle 2 - QuickTime 2 megs (http://chrismyers3d.com/wip/wall_jump_004_angle2.mov)
Thanks a lot!
12 December 2007, 03:42 PM
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