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, definitely fun to see, saw your questions, I think what
I would do, I know you're asking for minor changes but I'm gonna just give you all my
thoughts and then you can just pick and choose.
Around here the camera is okay because we're somewhat centered with a bit more in the thirds
and at the end we can overshoot and that's okay, just at the beginning it's okay to enter
but then the camera really leads for quite some time that gives us so much room there
that I would have the creature just come in and by around here-ish you can start moving
the camera so that we're maybe here for this whole beginning.
That's the only thing I would say here, I'm not sure why we're panning so early and it
gets almost a bit edgy and you're almost expecting something to come up here and another
creature there but nothing's happening, so a slight reframe I think would be good.
I like that you're bringing back the wings, not sure with this drift thing, it's cool,
there's just something about when you go down and now you're- I don't mind this being a
bit more curled, I would have almost the same thing here, it's a bit flat, just silhouette
wise it looks a bit odd but if you're going like this, there's something where just visually
it starts to lock through there but you still want a little bit more of a drop.
I mean it's not crazy, I like that, I mean you can have a bit of variation with this
but I'm probably also more reacting to this moment, I like that you go down because now
the wings go up but the thing is here, it's definitely too static where at this point
it would still drop, drop, drop, drop, drop until here about where I would bring those
wings a bit lower.
Basically you're gliding down and then after that, with that slow down here, it's not going
to have that much energy, definitely can't go up so quickly, this works better that you're
pushing up here into this but it's just that moment to me is a bit wonky where it feels
a bit like suddenly we're a bit static, just a bit, soften that a little bit more, definitely
through there.
This doesn't quite work physics wise to me and then on a drift like this, how creature
is that is for something that big but it is fun to watch though but I would turn that
head over a bit more this way, just a bit because now it feels like that head really
stays locked, almost a bit too IK wise and then there's a little bit of like a pose to
pose feel of whip like this, everything hits that pose.
This goes over, stops, head goes up, stops, the wings get into a new position, stop and
now everything moves into a different position.
So I would have a bit more overlap between the body parts, it's a bit more like an organic
feel, does that make sense?
Yeah, this one really stands out to me, doesn't quite work.
That one works better but then after this, what happens is that you have, you go up and
then here again, I think we had that last time where you go up and then it kind of like
even pose wise, you're a bit stuck in this body pose and then we almost glide forward,
see this?
And even here we're down and already going up before the wings are really down like around
here for the last bits, maybe here the body goes up but we are already going up, the Royal
Wing, we are already going up way too soon which gives it that kind of unrealistic weight
gliding feel.
I'm all for offsets, this feels almost a bit too much, it got wounded, also silhouette
wise I would always avoid such flat lines because at least even though with this kind
of modeling of that creature, you still have a broader shape, if it's that thin, we start
to see all the little, you know, the little changes there, the line, it just makes it
just a bit too frail looking but I would take down that offset here.
I still feel like this was already pretty big towards the end, I would personally not
add more, like now it feels like a frog where I would bring those legs together like this
but now you're also losing the silhouette but it just feels very frog like, it's almost
cartoony where again I would bring in the knees and that could be an offset, it's just
a bit strong to me, very subjective but, and hold on, again I want to look at the ups and
downs, that works, and then it gets odd but now we're going, now we shoot up and now it's
like we're really pinned, the wings don't move anymore, the body's just kind of pinned
going forward, you still need a bit more, more up and down, just want to avoid anything
where A, we go up too soon because the wings are not there yet with the force to bring
it up and then to not have the hang time drop, now you're doing, that's what this feels like
and you're asking about the butt in front of the chest, I don't know, I'm all for contrast
but I think if you do it right at the end maybe, more towards the end, because my concern
is that now that we're here it just feels like, almost like a human trying to fly versus
a bit more the, that kind of creature-y flight dynamic aspect that makes a bit more sense,
this just feels like it's so low hanging there, again with the legs out, just to me in terms
of just appeal it's not, it's not quite working and then watch out, this suddenly gets really
fast, that flip of the wings and then once we hear how just everything moves forward,
so to me it would be more you're not going back just yet, because it's not, you're just
extending the legs, it's not a sudden drop where everything has to extend, so a bit more
like this, again I would still, I think I mentioned that last time, a bit further back
and then around here when it lands and slips, that's the sudden jolt that makes the body
go whoa, off balance and the head drags, but this to me feels way too early in this
and it just adds to that constant vertical feel to it, that like all this feels more
dragon-y, creature-y, but now we're getting into like, we're just so vertical all the
time, then you get those really vertical lines, again where it just feels almost human and
then let me see, this felt a bit odd, where you go, you go down, it's a bit fast through
there and especially the recovery was, we're stopping, it hits like a bit of a wall there
and I would just have a bit of a softer return, but even then now we're getting it into like,
again super straight legs, that feels almost a bit broken here, I would just reduce this
a bit and then look at like, this feels like the knee is pointing this way and this is
pointing this way, knee quote-unquote right, but it just feels like that feels broken and
this is too straight, where we're just kind of almost here, broken here too, where I would
just kind of stay within the creature-y aspect of that, that leg structure and it's a bummer
that it's not this leg, because now we kind of, it's not too bad, silhouettes okay, right
at the end it gets a bit muddled, but I'm more wondering about the balance, I know the
wings keep that guy forward, but there's a slight feel of, to me if you do, if you're
going down this far and now it's like nothing is holding this dragon up besides the wings,
so once this, especially once this leg goes off, now all the way is here, then I would
almost flatten and push those wings down a bit, especially this guy has room to go from
this shape to that shape, just so it shows that there's pressure, as the creature goes
up, pressure is on this way to go up this way, otherwise it feels a bit magical how
it can just go whip and goes back up and then careful, I would probably delay that a little
bit, because technically if you let go here, this guy is still off balance, it would only
be holding on to this, so if you lift this up, it would start to lean this way, this
would have to tighten here, again just balance and weight wise, I'm not quite buying this
just yet, so again you imagine this is off, so all the weight is here and pushes itself
up here through the wings, I would wait up until it's more around the very last minute
where it feels more balanced and then you can take that wing off, but even then now
we're having super straight legs, it just has that human feel to me, that's like the
main thought that I have and this feels a bit like a fishing hook just kind of goes
up, it's really strong with that last bit here where I would just go a bit softer, everything
has that vertical feel, that's where it bumps to me, where I would go back into a bit more
of a bend, a forward move, you can have a bit of a silhouette there with an arc, but
then that tail into this and then maybe flatter wings, it gets tricky with the overlap here,
but broaden this, so it's not so thin and upright, if that makes sense.
That's just me, as always, just subjective, you can take whatever you need from that feedback
and that's it, thanks.
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alright, thank you.