View Full Version : Teeter totter critique
02 February 2008, 08:58 PM
Hoping to get some critiques I haven't quite polished it up because the animation feels like its lacking something big, I just can't figure it out :shrug: Like how to get a real feel of impact when he lands on the teeter totter. Any help would be great.
02 February 2008, 05:19 AM
I'm going to turn this into a little improvement thread instead, I'll post a bunch of things I'm working on and improve on everything I can spot. :) crits are more then welcome..
02 February 2008, 05:45 AM
Here is an attempt at the 180 degree turn, could use help on this one. It really doesn't look right. :shrug:
02 February 2008, 03:21 PM
your animations look really cool. Nice anticipation and squashing. good timing.
some things I would point out are, that the knee-snapping is really annoying (F25)
And I noticed that you always place the foot with the toes first instead of rolling over the heel (F19 and F40).
So I would probably plant the left heel on 19 then give the body more of an arc and probably not bend the knee on 37 but smack it down straight on the ground. And maybe hold it a bit longer in the air. The body should start moving later and keep moving in x after Frame 37, driven by the left leg.
Well, that's some of my ideas.
Keep it up,
P.S. Hey, thanks for the idea with Pencil. I have to check it out. :)
02 February 2008, 08:28 PM
ah, great crits. I can't believe I didn't think about the foot thing. really makes a difference.
Here's what I fixed, Hopefully I got everything you mentioned! I also went back and edited the teeter totter animation to make sure I rolled from heel to toe and of course I didn't so thats fixed aswell I just updated original.
Yeah that pencil work flow is amazing I just need to use it more.
02 February 2008, 10:40 PM
Something that might give your teeter totter anim a little more "oomph" is to not have him squash before he lands. It seems to take away from the feeling of impact.
02 February 2008, 11:36 PM
ahh, erm well think I might have messed that one up when I was playing with his walk/jump part, fixed that one on the original link :)
Alternatively if I cut out the 1st hit frame and had the impact frame just be him hitting the ground and rebounding higher would I be able to pass that off? Hrm I'll go try it.
02 February 2008, 09:22 AM
Cool, but I think it still lacks some power.
I hope you don't mind me being picky, hehe.
How about giving it a real down position on around 23? And not moving too far right, so that he has his body weight still more over his right leg on 39 and can spend a little more time in that position before the landing.
And I think his right heel shouldn't be the same height all the time.
02 February 2008, 06:08 PM
Well busy weekend so didn't as much done as I wanted, but I think I hit everything ophi pointed out. (if not let me know!)
Also did a bit of work on the teeter totter animation.
02 February 2008, 06:08 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.