 Alrighty, let's watch this here so a couple thoughts. I think it's a definitely good start I think you have to look at in terms of Style and and speeds because there are two things you have a really fast drop That could potentially indicate, you know certain snappiness and style, but then they move over is a bit more naturalistic Where I feel like there's a bit of a conflict in terms of speed personally I Would slow it is down and it's almost like we can Zoom in here. Hold on. I gotta it's gonna be very messy. You gotta move my my thing down here. Hold on where All right, so she's like this Or it's just like hip accent there, huh? I guess We can make this a bit smaller. Maybe Maybe like that That could be I Think visually a bit more like that if you can even go baby a bit bigger because I don't think you need all of the beginning String that out there because we get to see This I would probably have it more maybe like this comes into frame and Then it's even if you do this you can see how we just pop into This and then that and then immediately a land But if I go back to what you have here Let's bring this all the way up here. We have an immediate popping of all of this even when you have a character entrance if you had one more foot here Into this Even part of this and at the very beginning maybe something like that it would just ease us into this drop But then the tricky thing is if you look at I'm bringing some onion skinning You have your root here, right? Then the root is here that is a huge amount of spacing next frame your root is here and Then way down here. So it's it's a odd Pop if I just go by dots here Somewhere in the middle There's a couple. Maybe someone's an accurate. There's a couple weird things happening here where you can see that There's a huge amount of spacing where the next frame would have to be down here and Then here you mean where I would take this this Down here because you got to continue that momentum So it's like you can take this frame out and then you get to this But then you have to go down a bit lower and come back up So right now to me what's happening is that you have almost a pop Entrance and then it's weird pause spacing and then pop back into it down But then this is not enough of a compression. It could potentially work. Let me try something So I want to open this up in quick time what I'm going to do is just take that one frame up So I can't do this in the current player Imagine you cut this out. Oh, that's not the one You want to keep this but we don't want that one Cuts See that already feels better There's even potentially Enough compression actually compared to this It just has that extra little Thing that just feels slightly off. This is super subtle. I don't know if you can see it To me just feels bit off This feels better, but it's still extremely fast So to me just you have to decide you want this to be this fast, but then you're gonna have to have a bit more Exaggeration in this to me personally, I will give this The couple things I would do given the size of this and you have here in this more subtle range there I will keep it This type of framing and size and you can even go. I mean potentially, you know, how about a bit lower like this I mean the third ish Then the entrance would be This but then one more this one This a bit lower and then this into that recovery That's person what I would do This is just really really fast it really slams down everything you can see how this arm Pops here into frame. I mean then you got to here and then bam Suddenly goes back down into this same thing with this arm being here here and then pop into that So that to me that needs a couple more frames to smooth that out I do like that and the compression especially the overlap on the head that there's some good follow-through in this That arm watch out for the spacing as we go back like once just pretend we're past the poppiness once you're here There's a bit of a you can have a nice move over, but then has a little bit of a Holds through there. It's not hold as they're not moving, but it's kind of stuck in that direction especially through here You can still have that Because you're starting with a bit of an arc which is nice But once we get to here gets a bit straight and now we're really holding in this And I think you're saying you're switching from fk to ik this could be your icky hold then So we loosen that up You have a couple moments where it goes down and stops goes down and stops, you know double frame here and Then spacing wise you're going up and a bit like this It goes up maybe a bit over with an arc, but then suddenly pops down Needs a bit of a smoothing out in terms of all of that now mechanics wise this way This is where it gets really kind of wonky The character pushes off and I would probably have that toe pointed out to that foot is a bit more Out towards us or away from us like right now You got knee and foot straight at us, but this is a bit too defaulty making this like a very short foot I would give this a bit more Perspective and they might have to bring out that knee kind of play around with that a little bit more, but When you push off that foot The couple things a that foot Is getting off the ground, which is a bit odd. You got to keep that Planted down so there's always pressure on this and even kind of almost rolling out this way because of the compression And pushing out this way That starts to feel a bit broken on the stand out you down here for the land But then I would try to rotate that Overdown just a bit sooner But the main thing that I'm having here. I'm kind of getting lost in the details. What happens now is you have a leg bend Fairly straight towards camera, which gives us a lot wise a really short leg compared to a longer leg So that's why this will help you with the foot out this way so that you have a bit more of a understanding of the structure of that leg Once you push that off because again, this feels really shorter than this This route has to go off way more over this way Because once you push off here and the timing is kind of slow that once you're here You're so off balance with this off the ground that the character would fall back down this way I'm just not buying this section whatsoever because the way is not over this foot We're still down here and it would come back down So this would have to be something where your character is actually leaning this way Which all the way is on this foot on this leg the hips are more like this So you have a bit more of this going on while this leg is up in the air To then take a step. It's just this doesn't quite work balance wise and mechanics wise Technique wise you have a bit of an overextended arm that kind of pops into this This head feels a bit locked in the same orientation and then you kind of hit this hippie pose With that much of a recovery. There's a bit of a Like a lot of pivoting off the head If I do onion skinning here Imagine that head is here and all kind of pivots off of that A lot of movement there and I would give this a bit more side to side and getting over this leg and then Coming back up again A bit of a shift over that makes sense like you're leaning into this without coming back a bit And I wonder if there's a I have to do an extension in the spine She feels or it feels the character was like it's it's Shrinking it goes down. I don't do me. It feels like this is this weird change of This is okay structure wise, but then we go up and do that just feels just broken visually But then we're getting up there and again watch out the bend would have to be Away from camera. So we understand the leg size. This feels short But then as the character puts the foot down You'd almost expect the root and to go up a bit a bit of a straightening But we're just we're just kind of locked in this area with this pivot off of here And then the dropping where it's just something where I feel like something has scaled down You will know out of you doing any leg scaling Anything going on, but there's just something Off to me on that end But it's probably visually mainly because the pivot's off of here and I feel like it needs It needs more side to side Involving the whole character like there's too much side to side with the pivot off of here. Hope that makes sense You want to Take the step over Where you really feel like this is The rotation the root is going to take right because the length is not going to change The root is going to go up Then go up here and then come back That's probably what I'm reacting to most imagine your character is here And then leans over you would have all of this moving over With the hips going like that. I understand that they would drop right because you have a straight leg You're leaning over But I would take this chest area more with it. I think that's probably the right way to explain this There's too much pivoting off of the top part And not enough of an overall move over with a bit of an overshoot and settle That's kind of what I have here to me like this beat is a bit fast Which up for some of the arcs there That just feels weirdly off balance and wouldn't really work mechanics wise and balance wise Give this a bend in the legs so you understand the structure So this doesn't feel like a short leg and then get away from the Superpivity top pivot feel of this weight shift there All right. I hope that makes sense. Let me know if not and then we can discuss this. 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, the like and subscribe would be awesome. All right. Thank you