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polycounter lvl 6
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Mack polycounter lvl 6
Hi there!

I'm currently a student, in my third year at Hertfordshire. Will psoting anything and everything that I'm working on* Any feedback is greatly appreciated!

*when I remember to post

Current Reel:
[vv]112746780[/vv]


WIP shots for my graduation film:
Shot_08:
https://dl.dropboxusercontent.com/u/79918291/Shot_08_02.mov

Shot_22:
https://dl.dropboxusercontent.com/u/79918291/Shot_22_11%20(1).mov
(Majority of work has been on the big guy, small guy needs some love!)

Thank you :)!

Replies

  • EVernier
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    EVernier polycounter lvl 8
    Sweet, looking forward to seeing that final film.
  • slipsius
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    slipsius mod
    To embed your vimeo, type [vv ]#########[/ vv] without the spaces in the brackets, and replacing the # with the number at the end of your vimeo link.

    That's some great work for a student! wow. My biggest crit in that 6 legged creature. For the size of him, I feel the breathing idle is just way too fast and over exaggerated. Too much big movement in too short of a time.
  • heboltz3
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    heboltz3 polycounter lvl 9
    Nice stuff!

    Following up on what slipsius said, I think the re-adjustment time on the 6 legged creature is particularly bit to fast. Perhaps more of a pause when the head is down, and a more intentional look back to idle would make the timing a bit more natural.

    On the Katana swords-woman, I think the walk cycle has a bit too much bobbing hands, maybe tone it down by 15% - 30%, but other then that, all the motions are reading real strong. I also kind of wish you had a dummy prop for the swings, could go a far way for selling it.

    The work you are doing with the body mechanics rigs is really great in general. The camera work is going a long way to sell the motions, and thats the kind of thing you really want on a portfolio.

    Keep it up man, glad to have you posting!!
  • Mack
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    Mack polycounter lvl 6
    Thanks EVernier, I am too! :)

    @Slipsius
    Thanks for that Vimeo tip, completely agree with the breathing comment. It was originally a quick test for our rigger, but I changed it into a little piece. I'll definitely have a play with the timing when I get some time next!

    @helboltz3
    I did have a mockup of some dummy targets for the sword-lady, but decided against it. I really want to make a piece with some sharp and stronger movements. Agree on the hands, I can tone down those hand arcs in no time at all!

    Thanks a lot! I really want to push my camera work more in my reel, It's something I really enjoy doing after doing pre-viz for my grad film. I'd love to show it off more!
  • durgaprasadzone
    Thanks for info...
  • Mack
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    Mack polycounter lvl 6
    Been busy lately, working on multiple projects. Most excitedly animating for a playable game has been a learning experience so far!

    Some of the animations I've done for it; Can't take responsibility for the cloth sims or getting them in-game(Although this is something I want to learn in the future).
    Walk:
    [ame]https://www.youtube.com/watch?v=vjEZASXZ9kg[/ame]

    Run:
    [ame]https://www.youtube.com/watch?v=6x4VRnXU7UQ[/ame]

    Jump:
    [ame]https://www.youtube.com/watch?v=D0OXl9NRYsQ[/ame]


    These are slightly out dated and they've beeen tweaked further but I wanted to post and get thoughts on them anyway! I've generally limited myself to around 3 hours per animation for those cycles.

    Game play Video:
    [ame]https://www.youtube.com/watch?v=td4NlxLOIpA&t=21[/ame]


    The start of a taunt animation I've been playing with this morning, going to do something cool with the gun spinning around his hand then back into starting pose. Hopefully.

    https://www.youtube.com/watch?v=izyb0Tf3NOE&feature=youtu.be

    Oh I updated my reel also, reordered the pieces a little bit cause I felt it got a bit boring towards the middle and tried to balance it out more, keep the pace consistent. Also added some finished shots from my grad film.
  • slipsius
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    slipsius mod
    Why the time limit?

    I like these. The biggest crit I can give is the walk feels funny. I think it's because you are going for that sort of side forward walk, so you have the torso and hips twisted to the side, but the legs are still facing forward. Twist the legs as well so that it's feet are rolling of the sides, rather than heel to toe
  • Mack
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    Mack polycounter lvl 6
    Yeah I see what you mean Slipsius, I'll give that a shot. First I'll have a chat with the team, see if they prefer a straight or side on walk. I think I might have rotated the hips and chest more than I needed to :)
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