 So I'm gonna take a look at this here. I downloaded that from YouTube, but it gave me some weird artifacts It's actually hard to see it would be better if you could send that a separate clips Can't really frame through To look at this, but I see I watched it and I see the progression. There's definitely There's definitely good stuff here. You know, it's you know the clip to there's good The way distribution is good that this is not off-balance It's just a bit, you know harsh and how it pops to a stop But now these are just different versions again same thing in terms of the weight is good where this is Landing over the feet in order to get up. I think here it starts to be too slidey in the roots Unless there are hands here that will pull the character forward. This is just kind of weird how it slides forward There'll be a stronger pivot off of the route that stays here So you might have to start here already and not be this far back Again, it's just a technical thing with how things just kind of pop and lock and step kind of stepped into Their final pose is a bit too far. I'll probably rest around here maybe here and Then going to this one like it's a bit better, but this is the wonky retro. What's going on here? You have another kind of a sliding move to the left Your screen left you know going back And then forward. I would still keep this fairly locked There can be some residual movement for some keep alive for some final polish, but it just gets a bit too slidey And same thing here you would I would go and snap forward keep this here And it's that momentum that snap forward that will give the route enough lift And then it's the the legs that can push character up this gets a bit too Hating a wall here if you put a line right there It doesn't have enough over shooting back It's a bit too harsh in its change of direction And all of these have some harsh pops in the legs how they extend and then go back into a bend and Then we have attempt number four now I Have this downloaded through there. I'm gonna look at this here. So this is the The stepped version for this one I would also add a cube here or anything that gives us a good look at What is the actual surface because here it looks like that's the ground, but then it is it intersecting But then it looks like wait. Are we going down now going up? Okay, and Then as I kept it goes forward now we actually lower than this It's a bit confusing. So for yourself really keep that Consistent with a visual representation of that because I would still keep the feet on the floor there Fills a bit off-balance. See where we not over enough That it's it's a bit of a struggle your off-balance there. So with the character to come forward Could work so if that's why I'm gonna look at the steps the spline version And looking at this There are a couple things a again the sliding route I will keep that fairly locked then what I said before just the surface should be always Reference in terms of just the visuals that we know where we where we are here. Watch out. You got again that Extension over extension of the legs so you can see it here how the foot goes up This is next an extended IK Control or leaving like the toes get off the ground a bit and I come back down And you can can see the pop there in the legs then we have That where we off-balance and it's a it's a slower rise as well Where we we have couple like almost spacing pops It's kind of small and it's only gets bigger and then it's really big but then after that it's only small Going up this way fairly straight and being so off-balance here is I'm not quite buying I would take out probably couple frames Out of this section here, especially To get that snap like you have your initial Go forward, but then there's a bit of a slowdown through here Or it makes this a bit less believable and then your forward Swing to me is a big a bit far and a bit Too strong. You're also ending on a specific line here. Boom again where it feels a bit like it hits a wall It's not as much as the other ones But still a bit harsh and then it gets really harsh through there. This is definitely a linear key Whether rotations either in the chest or definitely the head come to a sudden stop there So if you look at this You have to look at this is more of a stomp That doesn't really do anything for the character to go forward It only does something on the getting up through here. So if the caret is this far back I Be curious to see your reference How this plays out in terms of when you sit there like that and you are swinging forward To me it feels like we would wait before we get up here So it's more like I'm going to just snap my body forward And that could just be The stomping would just be kind of like an atom momentum thing of down and forward But then I would stay there and then have your body really Go forward and they might just be something where you are more like this And then you might have to take a step forward And if you want to stay just like that with the legs I would still keep this fairly locked and then just go a bit more forward and then it could be a rise where it's more Arching back a massive exaggeration But you would fall forward because such as a swing forward with your with your upper body And that's why it would be a really big arching back to counter this to stay like that And that's why we end up in this pose with this that to me would make more sense And only at the very end would you go on your tippy toes So that to me will be just animation wise it would be that but I think you mentioned that you started to copy some Shots you saw somewhere. Let me just see the email there And then you recorded yourself And that's what you're using so I would love to see a picture-in-picture to see what you reference is what your mechanics actually are Alrighty Going back to this though if I look at the progression It's almost like this one is a bit more successful than how far forward character moves So if I go through here See that you can see Still I would want to change tools here. I would still lock this down here So that when your character, hold on YouTube here, that's why it's a bit of a pain Not confirmed through so it's Imagine your root is still locked on that cube. This still feels better where it's it's going over the feet And now the getting up would have to be like I said going back like that to Reduce the fall forward Like this still has a feeling of you really snapping forward and then going straight up and back versus that forward momentum would still somewhere continue And you would have to count to that with a lean back. I feel like progression wise Actually, the earlier ones are to me a bit more successful in terms of again the weight distribution See how far we are over the feet And this is a less of a Snap forward it's just fast But this feels like well if we slow this down a bit It's just opposed adjustments with a bit of a pause here And now we're getting up with an arching off the back and into a straight like that seems actually more Successful this one Again feels more like all right Well, let me lean over the feet for center of gravity here and now get up Into this like that is also fairly successful This one gets a bit trickier like I said with the sliding roots and all that forward momentum And then going back with that harsh hits there So I think this is less successful actually And then when you look at this one, you still got the sliding roots And I feel what's what's a bit more successful here is the the back and forth swing in terms of How the body momentum like that rise here forward back like that despite some of the harsh hits into the linear keys this Back and forward I think has a nice feel to it, but it's still not quite as balanced as this in terms of where the body is For me, it's one and two are more successful Yeah, three gets a bit wonky there So I feel like four is a bit better towards the end and three But generally in terms of the weight and how this works in terms of mechanics, I think two is the most successful one And in three it's probably the least successful one But four still has a few problems So let me pause it and just quickly going in there. I'm just curious if that is that the hip here So if we have Moving through there. So what if we actually would keep it here? I'm gonna take all that off just to see See that in a way already feels a bit more successful Just in terms of how the root stays put we're going back and again, I would just see if this is your Lowest point here. So I haven't really worked this right yet. What is this? Okay, these are the ones And you want to stay there, okay, so you have this and this and that is the actual Low position here on 30. Okay, and you have this going up here So what if I take this Here actually my timeline is below I Just took 30 copied it over to here and deleted what's before here And now you can see how And again, we can make this strange what's going on in this mouse actually not touch the compression that's some weird It's a nerves interesting. Okay. It's probably like that. I just hit one On the keyboard here keep that like this. So maybe you can do it like that So to me what I would do is where is your cube? That's your box here in the channel I take this and we can just do a quick Change to that and then you can always take this And take these just for visual sake again rough, but Have it like that. So now when you have the feet locked it's more like That to me feels just a bit better With the with the locked roots you can see this here that we're probably Too high and just check it. Okay, that's the roots. I Will bring this just here it can intersect a little bit, but so it's That just in terms of where the feet are they're on the same spot here here and at the beginning And you can always have some, you know polish each stuff on the roof But generally I will go about it like that, but then here It's almost like you want from here to here What if we are actually more like this Gets into this, but you're really trying to compensate and that's why you're going back But then you can see how I would stay in this a bit longer for extending the shop And it would have to use a Picker here There's any animation on there, but if we could It might be too rough But if I take this here and you want to stay in here a bit longer I just move this out and you're hold hold hold and then you go forward and even here. Let me see This might even be a bit longer Hold is a bit longer and then back and again this one is a bit too fast as well I'm just roughly doing this here and again. I'm gonna move this here so you can see I'm starting up frame one here. It's Ah So I would have a few more breakdowns, so it doesn't get too stuck in here But I think that works to me a bit more you're a bit more shooting for like an overbalanced almost pose here then as you go forward You have a move back and you can have something where you know your root could be here again It's gonna mess up your legs, but just generally I'm just speaking here as you go back You might go higher and then you come back down and so on this will not be super sweet and step mode But as an idea right and you go back And even if you go back here, you might have like one more move back. So it's kind of like But again, this is gonna be all weird and poppy because I'm not In step. Let's go back here back here This feels almost too fast as well, I will probably Wait a bit Here and then we're there and you can almost have a bit less here Bit more forward and then make sure this is It's gonna get More like that and even as you go back here that feels a bit fast a bit less and then you can have a little bit more of an ease in so Let's step that one as well and that could be a Forward maybe a bit less here And a bit back this feels a little bit big there But generally I think this feels just a bit better because I like that you're going too far With that move forward and that's why you have that extra compensation here to go Let's go back and really arch that back here, but now it's always like oh Hold I don't want to fall back and that's why you want to give this a few more frames here And then you got that forward move And if I go back in here, let me see Even from here to here it might be too far in terms of what the root is doing And you can go a bit less here and then you have a bit more back here. It's kind of a That feels just a bit better Like to make sounds for me, I'm imagining in my head that I'm doing this physically and that's why I feel like I would do it like you want to just Breathe in and hold a bit more and then technically as you go back It feels also a bit too much like we're that's a curvature here and then we're just rotating forward Into this we're technically if you're doing in between here You might let me see what this is here. Is this just the chest of this gonna work? But I would have a little bit of a Well, it would be a bit more delayed in the chest and even this here might have Bit more delay. What else do you have here? Must be some other controllers in here. Okay, okay? It's gonna be very messy and then you have that where I will go a bit more here a Bit more here. Okay. Yeah, I see what you do here And then there might even be a bit more of a Delay in the head even here. I'm just wondering if you really play up that and that could be Slightly delayed so that on the return. That's when we have to drag again And then you have that might be to counter me here Yeah, it might be to or random at this point that it's that that drag over lap up Feels a bit better than just going from one rotation into the other to have a little bit of this This just feels a bit too Poppy into that so this will need some more fine tuning, but as an idea, I think Feels just a bit better like this is where it gets a bit to neck goes forward here So this could be something where you go back and even as here as an in-between you already have that head go back here As you break down and you step this and then as you go forward again, maybe they'll lay a little bit more Again, this will feel very It's the word like very much animation principally Yeah, it's wonky towards the end But that just feels again a bit better in terms of the separation of the root chest and head And then you would just blind that you also set me the The polished spline version but as I'm gonna write you like I will be careful in doing something like this and then moving straight into polish Because then you're spending a lot of time with potential building blocks not quite right like This section and this and then how far you go and then with the lean back like to me These are all notes that I will give you for this pass right now this step blocking pass and then you would incorporate that and then Provide a polished version that makes sense So I would moving forward wait before submitting a blocking pass and the polished Final version because that's kind of the kind of defeats of the the purpose of you know learning step by step and incorporating notes into the next revision But I'm gonna save it as always and when actually send this back to you And you got a couple more questions in email, which I will reply here with an email in written form All right, and that is that 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 the like and subscribe would be awesome. All right. Thank you