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 Post subject: Animation Critique
PostPosted: Sat Jul 30, 2016 8:18 pm 
Droid
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Joined: Thu Jul 28, 2016 4:48 pm

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Location: North Shore, Auckland
I'm two weeks into my four week long animation specialization project at uni (Yoobee, School of design - being taught by Kenworx)
Was hoping i could get some critique from the experts here to help make it even better
Thanks a bunch



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 Post subject: Re: Animation Critique
PostPosted: Mon Aug 01, 2016 2:10 pm 
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Jedi Apprentice
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Location: Henderson, Auckland
Hey Ethan,

Great to see you adding your work online. Definitely a lot to work through here but a good start.

Follow through and general moving holds need a lot of work.
Dialogue accents need some clarity
General body weight doesn't come across as clear

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 Post subject: Re: Animation Critique
PostPosted: Mon Aug 01, 2016 10:24 pm 
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Death Star Gunner
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Just a couple of observations:

The staging of the animation is weird - the camera is at a position where one third of the frame is just empty space. If the scene is just a dialogue between two characters, the camera should be more focus on them when you are not anticipating a third character coming into the scene.

There is no ease out and ease ins when the character shifts from one pose to another - the character simply comes to a dead stop with litle to no overlapping action nor follow throughs.

The lack of arcs in general also made the animation very mechanical and choppy.

If in doubt, just refer to the twelve principles of animation, make sure every key you make has all these principles applied.

Lastly, for a dialogue scene as such it is really important that you film yourself acting out as reference, experiment with different poses and study the body language carefully.

good luck :thumbsup:


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 Post subject: Re: Animation Critique
PostPosted: Mon Aug 08, 2016 12:58 pm 
Droid
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Location: North Shore, Auckland
Forgot to post this on friday, but here's last weeks progress

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 Post subject: Re: Animation Critique
PostPosted: Wed Aug 10, 2016 9:24 pm 
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To make it seem as though the character is delivering the lines, it is important to let his body/head/face emphasise particular words as he speaks. Currently there are too many large spans of speaking while the body doesn't do anything, except have a slight floaty motion to it. It will help to create a more believable performance by making smaller gestures with the head, body, hands, and face, while reducing the amount of floaty movement. It can be difficult to know when to create gestures, but listen carefully to the audio, and try to find little peaks in the sound... just little words that seem more emphasised than others, and those are your cues to add in a small gesture. And be sure to have the right intensity of gesture - it needs to match the intensity of the voice.

Good luck!

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 Post subject: Re: Animation Critique
PostPosted: Thu Aug 11, 2016 6:16 pm 
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Final submission, unfortunately i didn't end up having enough time to work on your suggestions, worzel, but i'll definitely keep them in mind for future projects

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 Post subject: Re: Animation Critique
PostPosted: Tue Aug 16, 2016 11:24 am 
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I think if you plan on putting this into your reel (which I'm guessing you will) might be the thing to work on during your outside class hours. Gives you the opportunity to get better as well. I wouldn't stop there if I were you. If people are noticing these in the final submission imagine what a potential employer is going to find.

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