 Alrighty let's check this out. Okay when you do something like that in terms of stepped I'd be very careful when you have moments like these like that is an incredible oversimplification of the action so this is gonna take a lot longer so your shot will also be a lot longer like same thing with this you really have to give the the information in a few stepped breakdowns of how is the character getting out what is leading what and so on and especially with this if that's a fast move then the character would be off balance now which it already is to some degree and then you have to take a step back and is there going to be a step back to end here or then a step forward to end here so there's a lot of information missing. Not quite sure what's going on here though so you have a swipe to the right careful because there's no anticipation there it feels a bit kind of and let's go versus you know let's go up and get into this turns but then what happens is that a full turn to end up here or is it then a reversal to get back to this and then take a step to the right or are we now pirating around this is not super clear again it's just there's the lack of breakdowns in this and it's going to be the same thing in all the views so let's see yeah it gets a bit confusing as to what's going on there and then careful you know when you have something that's like almost like a mirrored pose but just almost flipped I think as an idea it's cool because you got stuff going on there in terms of complex turns I'm assuming there and then a swipe careful that we're not doing same there okay this is just it's just like a beginning twirl that goes into that swipe pick a fuse there then we have that and then goes back and then back to somewhat the same ready stance yeah so that's kind of the same throughout regardless of the views actually what be awesome is if you could break these up and have instead of three movies one movie with all three in there and if you have like you know a perspective mode that's your main one and then you put one here one here however you want to present it that's totally fine but it helps to have it all in one mainly once you're in like blocking plus mode where I can look at more details though this is so rough at this point so it's like the other one that there needs to be a lot more information to get more out of this again it's slightly confusing as to what is going on through that beginning section but yeah I like the idea though and then we have that's the fall so character is going taking a left step careful how far you twist while this leg is not doing anything like if you're going this far back there is inclination of bringing at least that knee in or taking a step over because I don't know if that's that seems like the characters comes back and then falls and careful with this once we're here you can draw a straight line just forget the arrows just a straight line and then as it falls you can see it just follows that axis so you want to do something where the character might go and it could be you know leaning a bit more here and then as it buckles maybe one knee buckles first which then makes the character fall this way or however you want to do it so it's not what axis is a bit more complex so that drop will then be you know landing here or landing however you want to do it and same thing with this drop so that when you drop and you go back up you don't want to go back up in the same axis again it would fall and do this kind of thing and then land now not quite sure what that is again this almost seems like an impact imagine something shoots the creature here boom and then it goes back and then it comes back into oh boom is that what's happening I mean it's not quite sure what this means again it's a lack of breakdowns where we're having such huge moves and my question what is going on in between and what is motivating especially that big move and then let me see they seem to be the same right those arms yeah every now and then it seems like this is bigger than this but that's just the angle I guess huh is it though probably yeah they seem very similar anyway yeah I would say the ideas are there just look for complexity in the movement but in whatever you do you have to have more breakdowns to get more of the timing but also more intense across especially in something like this like I said before I don't know what that means is there like an invasive move did it get hit and there's a lot of it's kind of stuck within this area where the feet are sliding around a lot or kind of staying within the same place and be okay in opening up things where the character starts here and ends here you know unless you really want it to be confined in one space and almost loop to some degree I mean not this you couldn't loop this but if it's just if it's just a physical body mechanics action then you could also just give this a bit more room right so if he goes here and goes that would be again here might lean back from whatever this is so take a step back so then at the end this character would be here and then could still fall to the right and bam end up here again but the feet here so you're still kind of within that box but within that you still move around put more complexity it's kind of more an organic feel all righty thanks 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