 You shot. I'll check this out. This is a longer sequence like that. I could do sound effects here Get over here. All right So my main thing is that it's really long I have to say this is Is that eight seconds? It feels so much longer two three. Yeah, I was questioning Squashing for more of my timeline. Oh, it's lying. It's lying to me No, it is it just feels like 20 seconds. That's my concern with this So my question for you is so there's a couple things. Let's pretend. This is all in one shot. You want your first frame To be strong especially with mechanics and fighting stuff And this is I don't know what's going on here like the silhouette super money because of all the overlapping elements It's something where we are more like this Imagine this is your first frame and I was tricky because you're starting on an action That might be too fast. You don't want something fast during the first six to eight and last six to eight frames So this might be tricky but in terms of clarity. I think this is better So that's not the best way and that's kind of okay. We have a massive tangent here I'm not sure if I would end it here too. The other thing is Let's see like that to me is already a bit more interesting we're closer to the action Yes, you have some elements, you know where we get out of the frame here But then this could also be that's an interesting frame right there This could be handheld as well. Where are we over this crack me up? This is a bit more like a video game In the old school moral combat thing where we stay that one pose and go forward So it's just some of the actions are Let's put it this way to me. It's long and it's a bit repetitive And with that type of staging where the cameras like this It's just not super compelling like after a couple seconds. I've seen it and also some of the actions are Super not believable when you go this far out. You're so off-balance. This guy's gonna go Hit the ground. Well magic. I'm going. Oh, I got spider-man and feet here. I can stay put and come back This is physically absolutely impossible. And then this here. I mean, that's me. Is he getting hit here? She's getting hit this way Again super off-balance massively impossible to just recover like this So I just have a lot of questions mechanics, so Would you be open? To cut the shot Into separate shots where you might start with something again the silhouette it's cleaner But maybe we're this wide and then I do a certain action and then after all of this We cut close to it could even just be one character. Well now we're really off here But you know where we are closer to the face and it's maybe some like an expression of Pain and I want to go attack and maybe this is another shot That's why because this is big action move here Then we get into this where maybe now we're cutting into something closer where we travel with the character to this and so on The other thing is you got you know a couple punches. Okay, then we got a leg Then you're gonna punch another leg and I know the leg action is different But it's still technically you got a jump leg. You got a jump here. You got a jump here. It's always kind of the same So I would to me it feels like okay, what can we do in terms of the sets Could they fight closer to the wall here? So maybe they do all of this and you have an action where he gets This is actually him bumping in a camera be different into the crate and this and that's why you know He will fall into this and maybe shuffle, you know They will move around then he will punch and maybe he would duck and then punch through the box and a cut to Close-up of him being surprised and so on is there any way we can involve The environment a bit more for more interesting shots could one of them hang up here Maybe there's no wall, but it's just it's just pipes and they would be hanging So maybe you have a moment where let's see and I'm changing everything. I'm just saying what if there's an actual where Where you have this? Also, I'm not quite sure what's going on here now that I'm framing through it It's just come super late. Is he holding on to his arm and the arm It's him I didn't even read that at the beginning, but anyway, what if there's a thing of their pipes He jumps up holds on to the pipes lifts himself up legs up here These are legs and then he goes underneath and and kind of falls. He let's go falls down Turns around back for action and so on. I know to me feels like you want to look at well Basically, what are you trying to do here? That would be my first question that I should have asked at the very beginning Is this purely showing body mechanics? Do you just want to do a fight for fun? Is this an exercise fight is this for a demo reel? And if it's an exercise you can leave it like this and just practice mechanics If it's for demo reel, I would again look at how long is the shot? What are you showing off that needs our attention for eight seconds? Is there anything that you can put in that's more interesting? Could this be? Travel with the traveling camera where they fight left to right and but then they go from this Maybe this goes down some rubble into maybe this is like some old cave a cave Like a garage or something or warehouse and there's been there's maybe puddles here I know you want to do water sim, but I'm saying it would go from a hard surface to maybe something softer And then that forces them to change the fight style. So to me, it's like if this is a demo reel shot over eight seconds What are the things you can show off you got punching we got jumping But is there anything else and do you want to every now and then cut to a face where it's a bit more About the pain the rage or whatever you have. It's not just kind of detached, you know, this is more like Like a camera like security camera view Where we're we're filming someone like some old Fight club scene. You got a bunch of people here standing and cheering Which could also be cool, but that's more like a crowd Anyway, that's that's what I have is I do have notes regarding just animation Like I said in terms of even this year when he falls this it feels like he eases in He does spacing wise into this and that just feels Really soft in terms of an impact of what the chest head and arms are doing. So I do have a lot of Mechanics notes, you know, it also kind of terms of silhouette knows and stuff like that But to me none of that matters if we are changing that's a royal We if you are changing the concept of the shot and the composition and just some of the ideas So I'm gonna hold off on that Until you say no, this is it. I want to have keep this camera. Keep all of those actions Just give me Mechanics critiques and then I can do that and if you do have reference though, I would love to see the reference here Alrighty, 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