You're watching a feedback session for the Spungella Animation Workshop. Topics that are covered: body mechanics, pantomime, creature animation, maya animation.
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Alrighty, let's check this out, there's no sound, caca, I do like that beginning a lot
here, love that, I love that it comes in a curve, I like that it comes back, I think
we could sort of coming out like that, kind of streamline, not like out like this but
a bit cleaner in those lines, it's a bit more graphic but then I do like, I think we are coming,
slowing down maybe a bit too fast, this is literally like four frames or so but
I will have these guys or just have to slow it happen later or bring the wings out a bit sooner,
just a bit, it's really tiny but of course the more I watch it, the more I get used to it,
just tiny, tiny, tiny, I feel like a slight slowdown, a bit too soon as this comes down here,
love this, love this, why? Because we have the stopping of the momentum, right,
with offset pose and then asymmetrical shapes of the wings, body kind of staying put and that
momentum continuing this way with the lower body and the tail, like that's a great moment,
right through there, then careful, then we're going back into weeps, one axis,
everything's very straight, the tail goes up and down in one axis, the wings are going down and up,
shape-wise the same, timing-wise the same, there's no offset, so I would tweak, I give this kind of
organic awesomeness, love to all of this here, careful this one, there's something where the
character goes but then it's kind of, it's kind of stuck in that angle, I think you can kind of
pull a little bit more with that angle but then it's this, a, the shape of this, this feels
needlessly complicated, I think I would smooth this down to a bend at the end with the membrane up,
just because of the resistance, like this just feels too broken and then at the end here again,
we're smoother with the tip is then reversing and then here's where you can start bending things,
so to have less wind resistance in there, then you can start bending these a bit more,
it's fine, so what I was saying here is that character goes up and then here feels weird
because a, the body is mostly in the same position, I see some moving down here but
it's mostly the same and also feels like it's just kind of hovering forward, so it doesn't
have that up and then drop, like this would be up and then we already be rotate down and drop
a bit sooner, same thing here, this feels like we're going up, hit a wall and then we just float
straight, this one's a bit too slow, that one, this feels like it goes through swamp water,
definitely faster and then you want to go up and lead with those upper sections here,
so that we have more of a bend like that in the wings and you want to just move maybe the membrane
over, so we understand that a bit better, so it's not with this, I don't know strictly with this,
but this is an odd silhouette and then this feels weird because now we're getting to like a frog,
cowboy riding, something here pose with the legs, I'll bring those knees in and keep it a bit more
animalistic, not to say some animals can't do that, but this just feels very odd, a bit too
twin almost as well, it's just a bit of an odd shape and then same thing here, still with that
tail where it starts to just be really low for a long time and I think we can break from the weight
and what, you know, maybe a realistic creature would do, who knows, but I will bring this into
like a nice silhouette where you have a nice curvature in that tail, even through here,
through the strain maybe, you know, the muscle, the tail is up and then so that we don't have
this happening where we are like, what is this, like a third leg, like what's going on, that's
just an odd, odd pose here and then that way on that landing, imagine you have something where,
again, this was like a human landing, that's my other thing, instead of going so far back,
I think you can easily have upper body a bit more forward, legs could be just, you know,
higher up there, the head can still be up there, but there's a forward lean to this and this just
feels like weirdly squirrel landing like a human in a dragon costume, so to me it's more like you're
around like this area and even then bring that neck up if you can, get a nice little shape there,
like that, softer if possible, but something where if that tail was still up here, right,
a nice shape on that impact, now the tail will come down, a nice impact in the tail because to
me it seems like it's just hanging and then it's just kind of there, there's nothing going on
there, it's like now it meshes with the silhouette of that leg which also feels a bit odd and then
watch out at the end, this section feels really locked, like it's really holding on tightly,
to me it's more like, well this would hold on tightly and you can bring those fingers back
into maybe something where you hold on to this, but this could be in, you see it is here, maybe
with a rotation up a little bit with a membrane down a little bit, something so that when this
is happening, which again, this is in one axis which is a bit odd, I think we can get that into
a bit more of a complicated rotation sooner into profile and through all of that there might be a
twist in here which in turn changes that arm, which in turn moves the the wings around a little
bit, this feels, this feels like we're, they're just kind of long for the ride but not doing much
and this is just select, select, rotate back in one axis and stop, I know there's more because I see
the angle change in here, it's just generally how it feels like, alrighty, that's that but I would say
this is awesome, love this, it's that kind of stuff that I would love to see more applied through all
of this here into that ending as well, alrighty, thanks, alright, there's an email, you can sign up,
you can start whenever you want, you can submit whatever you want, you get 16 submissions,
either way, a like and subscribe would be awesome, alright, thank you!