Nice movements and timing for your overall animation. There still a part where Mark's hands didn't have any contact with the obstacle surface that makes the animation looks unnatural. At frame 210, Mark prepared to jump down, but his hands didn't touch the object surface at all. It feels like the energy is lacking for him to jump down because of that.
The animation looks good and flows nicely, except for the last touch jump where his hands make the motion as if he lands them on to a surface but doesn't. If they are used for a just in case bracing moment then their positioning needs to reflect that and not one of making contact with a surface. Other than that, it looks good.
Timing overall is working much better. Add 2-3 frames to the twisting flip and consider using a constraint to smooth out the action. The running action around 0.01 and 0.02 seems a bit frantic and jittery - clean up the keys and breakdowns here so that the paths of the arms are smoother. Break up the Head/Neck relationship from the torso to get the character feeling less stiff and mechanical in the core.
4 comments:
Nice movements and timing for your overall animation. There still a part where Mark's hands didn't have any contact with the obstacle surface that makes the animation looks unnatural. At frame 210, Mark prepared to jump down, but his hands didn't touch the object surface at all. It feels like the energy is lacking for him to jump down because of that.
I like the overall animation, I like the last jump, it's awesome. I think the second jump, the character's leg is too straight and less realistic.
The animation looks good and flows nicely, except for the last touch jump where his hands make the motion as if he lands them on to a surface but doesn't. If they are used for a just in case bracing moment then their positioning needs to reflect that and not one of making contact with a surface. Other than that, it looks good.
Timing overall is working much better. Add 2-3 frames to the twisting flip and consider using a constraint to smooth out the action. The running action around 0.01 and 0.02 seems a bit frantic and jittery - clean up the keys and breakdowns here so that the paths of the arms are smoother. Break up the Head/Neck relationship from the torso to get the character feeling less stiff and mechanical in the core.
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