 All right, so thank you for all the submissions There are lots of really really cool options. It's great to see A to B It's interesting. I look at this run and I really like it. There's some really good stuff in it Got a nice offset on the feet. I Think I would say one thing would be arcs on your arms. Yeah, the arm goes Out here That's not too bad it comes back and once it hits that point it goes back the other way So it's not doing that it was like it's doing that type of thing. It doesn't really finish that are you? Little picky thing there Just through that does that bow hits that wall goes over the rest is great You got the same thing on this arm. Boom. It's that visible wall Feet are cool. They got your nice soft thing in there I wonder if on the head It's a bit stiff. I feel like on a bow on that impact, especially on that push-off Going up here, you know from here to here. You have a slight dip down But I think you can just bring it a bit lower. So if that's the orientation could be down like that Just a bit lower, but then funny enough looking from from A to B You almost feels bouncy on the up and down. It's kind of a playful Playful bounce again doesn't look wrong depends what you want to go for if it's more for the faster concentrated run That would reduce the up and down But yeah, the main thing just the arm if you play it in real time. You can see kind of the hit On the arms there. That's kind of the main thing that I saw and I felt like the head was a bit too stiff going up and down Picky-picky-picky, but it's good stuff there. She is definitely still a bit strobe You mentioned something where like to me it's her arms and it could be something where you could offset where this guy And then the next arm goes so it's maybe you know one could be just a bit more outstretched like that There's something about this being like I see just arms flashing in and out in the front and back position I see more of an arc and a continuation in the legs But that's all only in this view like from the A to B It seems actually just great. No, no, you might argue it's also really small, but like you offset on the feet and her arms are not as popular, you know hitting Hitting a wall, so she's great Yeah It might just be a visual thing seeing it from the side. I think there's nothing wrong with the walk I mean at this point, you know, I just I just See this arm going from here to here That's the range that I see in the arm and you play back It's kind of like she's holding. She's not moving forward and back with her arms But you know what at this speed The thing is also there's no motion blur, so you know as run this motion blow it'll be just fine I mean like there's some things where we have that at work as well What kind of looks weirdly strobey, but then you add motion blur to it And it's just fine and you will have motion blur at the end So again, I would say it's just fine This guy was cool. No, like what you did with both of them together. I think Impression-wise I feel like maybe There's two things with his head the hair the head is a bit soft. I think on steps like this Boom, it's a fairly impactful step and I feel like you can feel a harsher impact on the head So boom right here That head would actually go down. You see how the root goes up, but the head doesn't So this would be a good point for you to have If the rotation would be it doesn't matter where it goes, right? But it's not like that and you don't want it to be like this You're gonna break the tangents and make them 45 degrees so that there's a slight Here, you know, it's just it's a slight break. It's not super smooth. It's not super linear Um, and I'll give that to the head because it becomes a point here right there where you have this Up and up in the root and kind of rotation in the head where it feels like it's slightly pivoting off the chin or the nose So I think the timing is just slightly off on the head I think you want to feel a bit more of a Boom here the heck goes down a for the impact of the step But also because the root goes up and that would be my main thing arms are good I don't see any pops in the knees Nope looks good Feet are offset and tilted with an arc Yeah, that's an offset there It's really good. It's really cool. It's just the softness of the head It feels like there's a kind of rotation that's not quite working with the steps and it's a bit soft And kind of the same on her not as much Like if you had to offset If you take the whole animation of the head of the guy and you offset it by four frames For her it would be or four five. Her would be two or three This is a little bit of She goes up and it's going down just a bit too late so that you get into A section where it's kind of countering The down with a rotation Want to feel a bit more of a Here down just a bit again two frames sounds ridiculous, but it's just enough To give it to correct rhythm Arms are nice It's all very smooth crossing over of feet offsets any poppy Knees they might argue they're slightly wiggly left and right Right there it goes with the left and then sticks this gives her kind of a wobbly feel to it But again, there's nothing that majorly stands out. I think my main impression was That's not you it's a rig thing at her arms are really long I think uh Whereas with the with the kid you had kind of the soft head Her main for me main impression is soft shoulders. They feel like her shoulders are going up and down a bit too much It might be a combination with her chest too But there's something about in this view. I'm talking to this view. It's a bit softness throughout here That's it You got an offset on arms that swing after the foot plans. I think you might get away with lowering that Shoulder just a bit here. So it's not to that super straight arm Through here, you know, this gets very military like coming here to here And imagine you're lowering the shoulder and you leave arms that might be just slightly bent That might help you get away from the up and down softness in the shoulders Again, this those are piggy notes. It's they're really great walks Then you got this guy where they look over. I think for this one Um, I think it's just for both of them a bit too poppy. I know they want to have kind of a quicker reaction But the thing that's a bit tricky is how a is how quickly she looks But it's the combination of how her head and chest are so in sync Like you really want to drive the whole thing with the head first and then the chest goes with it And the same on him that couple things are with his knees So when he goes over that's not too bad, but again, it could delay just a bit more But then you got a massive pop out on the knee Boom and hits the wall and doesn't continue out. It's like this frame. You could reduce the knee halfway And you got the same thing with this and then it gets really really tricky here. I know this is just the view Like it seems fine in the side view But there's something really funky As this guy goes back. So you want to take that knee and bring it forward To something like that I'm looking at it in this view You can see the pops in the knees as well It's cool presentation. Do I like that? It's just very very fast Same thing on her return And the rotation is also very very flat. I think you can add You know if you're getting into this you would have a little bit more of a problem under arc So it's not just doing this but kind of going like that kind of goes up and the nose goes up and she settles a bit And because of that, you know, it might be a moment where it's a bit more bent back head up a bit and kind of also offset the Legs if you're tricking on something like this if you do a turn like that It just feels very much like you just rotated this Rotated this a bit and kind of left the rest and at this point You almost want to have the foot be all sideways like he's starting to take a couple sideways steps Maybe one or two and then goes back Into that because for him it's a bit more like what's going on back there And to me he would be more casual Whereas her she's looking and then she got caught so she's a bit stiffer And then maybe her swings wouldn't be as big So she looks back, you know me like it's it's then you're getting into character territory and Well, how does her animation? How is the animation influenced by her state of mind and the action though, which is feeling or what they're trying to do here And probably presentationally you might at this point have her You know if she walks this way she might walk this way Just because she's looking away and she's not quite concentrated um Just also presentation it was restarting to cover her Like it's almost like you want her to be here While he's here if i'm watching this You know, I guess kind of weird how we're trying to uh wipe over her So a picky presentation thing I think that's it Yeah, all right. I hope that all makes sense. Um, if not, let me know. Thank you All right, 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. All right. Thank you