Sean B. character animation demo reel (draft)

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  05 May 2007
Question Sean B. character animation demo reel (draft)


I'm fresh out of college and I'm very close to finishing this thing. I just need to tweak stuff. The demo is obviously geared towards games. I gathered some opinions (IRL) and so far this is my laundry list of things to do. I'm hoping to gather some more critiques before I get to work (thanks in advance...!)

+talking robot
I only animated the robot in this scene (not the boy who I cut out of the picture). This is the only group project in the whole reel... the rest is full-solo stuff. I wonder if trying to communicate that fact in the reel would clear or only clutter things up, or if it's even necessary to do so in the first place. Or is the act of obscuring the boy confusing in itself? Or is it fine the way it is? Dunno.
+NFL Blitz
lol don't even go there. It's a miracle I got this working.
+liquid breakdance
someone said this one was awkward. I kind of agree but I don't really know what to do specifically to fix it.
someone didn't like how she swung her legs like a "dead weight". It was deliberate but maybe in retrospect not a good idea? Also the turning-around endpart is awkward... I intend to either fix it or cut it.
+"BLAME!"-inspired cyberpunk bit
It begins with a vague storyboard. Is that a good idea to keep that in there, or is it clutter? She pulls her "scanner" out very quickly. I don't know if that's stylish or awkward.
Pretty exaggerated. Someone didn't like how the shoulders robotically pop, so I'll probably try to tame those.
the funky stuff at the end
I'm thinking of shortening the cube-house part a little. Is having some funky stuff at the end a good idea in general?
2D rotoscope + 2D effects animation lead-out
This part's still in progress.

Music is by Lusine for those wondering. He's on tour (USA) now.
  05 May 2007
Great reel man, just a few thoughts...

I would try to put your best work first in your reel, and I would think that the animation of the girl, (the second thing) is the strongest.. the robot thing is kind of hard to see (cause he only takes up a little of the frame) and the animation is not as fluid... so i would either take it out or put it towards the end..

The Mechwarrior walk animation is great.. you really show the weight of it using the hips, but when it falls, it kind of slides way too much and it looks like it's really light. If you don't want to go back and animate it more, I would just cut that animation off right before he gets hit, it would make it a stronger piece..

and I don't know much about gaming animation, but is it relevant to put Mo Cap on your reel? I don't know if places look for that, or how much hand animation you do to that..

anyway, good work, and keep it up.. animation just gets better and easier the more we do it
  05 May 2007
theres a walk cycyle at the end that just doesnt need to be in there, the animation in that isnt that great and brings your reel down.
Get busy living, or get busy dying.
  05 May 2007
Thumbs up neat reel

This reel is pretty cool, and for the most part very well composited. I agree with CGOutcast though, that walk cycle isn't as strong as some of your other segments, the followthrough action of the arm and hair are a few beats too fast and make it look very awkward (although I understand about walk cycles from the frontal view being tougher than from the side). I like the little animation right at the end alot, especially how it vaporises into smoke. Well done
  05 May 2007
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