 All righty, we got some new walks here. There's a double frame at the end. Make sure to clip out the last frame so it loops correctly. Let's see here and two frames for me. Weird. Let's go back another frame. There you go. It's a nicer looseness for sure. On the head, I think there's a little bit of a wobble in here. You can see how it travels this way and then it suddenly stops and we can get a little bit of a sticky frame-ish through here and it goes straight like the other way down. Like that arc is a bit harsh there with that pause and it moves out kind of whoop right there. It's a little stop pause. It's not huge. It's not like it's a pop but it's a bit of a hold pull down timing-wise that's a bit odd. And I know it's a bit stompy in its foot placement but watch out. There's a bit of a bends too straight, too... Now there's not a pop there. Just a big big move through there and I wonder if that could be just smoothed out a little bit. Just a bit. I see this was like a hit for something that seems more like I see the the flow in his in the arms and this but at the same time I see harder hits on this and that doesn't quite gel if that makes sense. Like this feels more like a harsher impact but if that's the case then it would travel a bit through there a bit less and a bit less and just be a bit stiffer on the upper body but I think just softening that little frame there will be good. There's some good stuff there. I can't really zoom in there. I think this should be okay. A little offset there. I wonder if the wide translation seems fine. I think so. I wonder if it's a bit far. I'm going in Y, going left and right. It's not crazy though. It's also satisfying when you can see the walk. Yeah, if I be picky there's something that feels broader not then in here but it seems like there's a bit of a break and this rotates a lot. It gives me a bit of a dislocated feel in terms of chest and hips. This is a broader move with his arms. I can see that rotation being bigger but it's not huge in terms of what the legs and the hips are doing because I feel like that could be toned down just a tad. It's good stuff though. Silently somewhat watching a cycle. That's a lighting issue. I'm seeing it. It's a lighting thing there. It's definitely shoulder heavy in terms of leading with the shoulder but that's more of a performance thing. I think to me it would be the wobble in here and the impact on the knees and then we got this boom. This still feels really, really fast and it's this. You can see how as this arm travels we have that sudden impact there and then also it feels like we're here-ish. If you look at the neck and the top of the head area then we pop down and then we kind of rest. You can see how the spacing goes boom and then kind of locks and then it continues to go down with a sudden move to the left. That just feels a bit fast. I think if you had something where he's like this and then you have a impact you know like something where we see something going on with my scribbles right and then well I just deleted the whole thing but actually why not since I can save this. What if it gets hit here? Bam, bam, bam, bam, bam and something like that and then it goes and then as it falls see to me it falls this would be another hit that my tool sometimes goes into streaks instead of dots but anyway I take onions getting away and it's more like see the speed of the shoulder boom makes sense if he gets hit by a projectile that's that's my very long win the point here. It doesn't work for me in terms of physics of someone falling because the timing feels like someone's either pushing or pulling a character and it's not a physics driven ragdoll drop so I think that could be so it could also be cool to add something like that in there. I think for the rest once we're getting into the policy aspect I think there's some good stuff. Look at arcs of the sore tips that seems pretty cool I'd be careful with with the overlocking of the leg because then once you're there it feels like really exaggerating overlocking but then after that once rich reach around here if you look at this section it's like super locked if you are over stretching and falling that foot would already rotate over and banking sideways and that feels too IK locked but again if you don't do that impact it might still be okay to simplify some of the actions through this the head and the chest area it feels like it feels almost a bit too complicated but there's some good offset in arms which out this hand feels a bit it's you know sticking to this orientation and then suddenly it shoots over into this and then we're kind of staying in that visual turn this off here you know you can see I'm locked and then suddenly it's like either that wrist has its own little thing or it's somewhat tied to the root or something else and then it's kind of locked and you can see here even spacing wise was left left left boom hits that wall bang right there even though it should be swinging it's not that if engaged unconsciousness and ragdolliness this can start to drop you know the wrist I mean he wouldn't really hold on to this anyway if you think about it he would start letting go of this so that's if he was super picky you're thinking about it's if he is fainting here that hand would open and the swords would drop and especially doing something like this technically it wouldn't hold on to that unless you know he's got some straps that go over his forearm wrist and into the sword and he is it's like Daniel Radcliffe's style it wasn't going to Kimba or something where his the guns are touched his head maybe it's something like that um side view it's also interesting where if you're saying oh he got hit then that step that this foot makes here it feels really deliberate where it's kind of like huh this is more like attention cha cha cha versus I'm hit I'm off balance let me take a broader step back to regain balance and then have the rupee more wobbly if that makes sense if you track the route it just goes back it's more like he's trying to dodge a shot which he could again he could be where um you know you have projectile here and then here here and then exits and then through that especially if you look at the spacing of the head head goes down and it shoots up this now feels like oh well is this the impact something small right let's turn this off so if you look at the spacing he could evade and then go boom that's also possibility that's what I'm kind of seeing so right if you track the head let's change colors here take that nose as it goes down down down down to here look at that that's your linear key direction change so you can see how if you track this that's a horrible line he just goes follows that line it's a very linear key so so just some generally spacing issues there that kind of lead to the confusion you mean so if is that an impact and also if so watch out this was really broken through there how that gets pulled back it's almost a bit like there's like a middle spine con that is being pulled too far so watch out for that hey that it's not you know too bad if you could pull if this is an actual impact and it goes you know what I mean and it pulls the body back then yeah I could buy that this is so stretched but then you're gonna have to smooth out that where it's softer and then again with that up so it doesn't suddenly stop so it doesn't look like a dodge step dodging step anyway hope that makes sense then wait double frames you gotta delete those frames one two all right it feels a bit harsh spacing wise on the head here I know it's very fast but it's if you step through you can see the head goes down down whoa doesn't go to the left feels almost stuck in frame and then we go up up up whoa and that's your loop even if I add that I take one frame too many it could be I did not okay that's my double frame I'm deleting here if you're wondering I'm deleting that one frame so now we have that big pop over this also your leg ik stuck here so watch out there's just some technical issues there you'll see this also in the hands how it goes up up whoa and then changes direction and this feels you can see this here that's your arc or lack of and then you have also the wrist that pops on the over there so it feels like from this angle the arm coming up has at least some hang time but it still locks height wise it goes up and up and then whoa actually goes down and then whoa that's your actually frame one two two pop down which you know at speed it has a nice quick feel but I still especially through here feel the pops and I see them in the arms but with that speed and all that it's less brutal than this section through there so watch out for some cleanup during the loop let's see the same thing yeah nope that's slower then we got two frames again so I'm doing this and I'm taking this and putting it back so that the loop is correct so just make sure that you do that on your end I still feel the hit and pause there now we have side view I think for a run you can minimize the left and right a bit more the faster you go the less left right you have and the less spread out the legs are going to be so the faster the more inwards for you need less balance because of speed but and also the up and down and left right will be minimized as well so to me it's a bit much left and right it's not like a shock killer but I would still minimize like 20 percent what is this 25 percent faster probably like the other one but it's mostly again the spacing issue because the backwards arcs on the legs are cool definitely works there just watch out you got this moment of a locked thigh here leg pops down and then locks locks and then goes back so watch out feel technical puppies like that and I don't know if you have anything in your you know when your your body goes up up and then pops suddenly down so again watch out a little bit of those arcs but it's pretend you would keep that then on something like this I would then drag the swords a bit drag a bit and then boom through here it will come down some clanking and the props would be cool too that seems pretty okay I don't think maybe it's touching but I'll see the sections right there I guess he would constantly hit the blade here huh cut his fingers a little bit yeah what do you can feel the pop to especially looking at this here right there pop down and then here pop down and then lock so then I would loosen up and just animate those swords a bit separately so there's a a looser feel especially since it's more to all that the aspects and not super attached you know it's not one piece of geometry the body and the props so I think that could be something sorry I got something playing in backgrounds playing as in neighbors gardeners I should have a noise compensating microphone filter on so we'll see if that actually works huh I still feel a hiccup stop here right there yeah and then at the end as well at the end has an odd massive momentum forward and then really stopping and then it just kind of locks especially through here where only arms are moving and not the body that seems a bit on yeah the biggest one first is your starting is really nice here I love that line that's all cool that's cool then we go into here and then whoa that rude locks locks here whoa it's still locks and then we continue forward but even then we have a rotation where the pivot is there but the translate doesn't move forward and then it continues careful careful and then we got that landing again where if you look at this it'll be smoother but that forward translate is a bit too sudden because we are landing watch out that leg pound pop there but you know you look at it's not a dramatic direction if you look at all this swinging comes from down here hold on I'll go back wow where is this coming from where is this forward drive coming from so that's a bit odd and then you got that body that goes forward quickly and then kind of stops I do like that this arm continues at least something here continues its forward momentum but it but it still feels mechanically a bit off with this all stopping and not having a bit more forward translate bit of a bend and then coming back so I think again I like the action it just has a lot of hiccupy hiccupy moves just like the sword here going back in my fantastically horrible line let me find an arrow when it's getting there you go right so it's here through here that's pretty much following a straight line so on something like this got a little arc something like that and in here we're a bit let's watch out on stuff like this where I would cheat that sword up a bit and flatter otherwise we just have a little toothpick here even this I would rotate the sword so we see bit more of the broader side so it doesn't get lost the tricky here colors are going to help as well again it's very toothpicky and we're losing all of that so even here I would rotate that blade up a bit cheat that a little bit so we understand a bit more like here we're starting to lose a lot even here watch out so a couple frames I mean it's cool to see a a switch from but it's sometimes at the cost of readability here's another one of it it suddenly stops I feel like mechanically he swings forward and stops which is okay because this leg is still forward enough to stop that but that's that's the stopping frame but then nothing overshoots so the head and chest would go forward a little bit then go back the root has a bit of a straight linear feel going down here this it's a bit magical in terms of how far it travels that root it's a bit straight in its path you'll see basically just goes up into a leg pop there and then it's more like pendulum you know if you look at if that is I mean this is super big but how does this circle tool work hold on what am I doing I'm doing this here ish kind of it's gonna be broader almost it's painful to watch right that's the the arc of the root you can see how far forward we go versus well that's the pivot that root would land I wouldn't say exactly here because you can have a little bit of forward drive this just feels a bit far I would probably land around here just it's a magical moving forward that isn't quite supported by a push off because that foot is now you know it's sliding maybe indicating that it is a push but now it's off the ground not quite buying that last part that makes sense that's an interesting switch root that's really hip heavy and independent from the chest feels a little bit broken there it's a cool move though in terms of moving around drying the knee or or leading with the knee but watch out then you got some regularities in your head spacing it goes up up bam locks in space and then boom pops to the right and then whoa pops up and then whoa someone smacks me in the face right there boom and then suddenly it travels from here to here look at the spacing difference boom comes out of nowhere so I think this needs a heavy heavy pass of cleanup that was it this guy whoa what was that okay hold on tell me no you have other cameras so let me see because it looked like the camera is moving okay that's interesting to see looking at this view what is going on here okay that is the camera on something like this presentationally I would put in a grid that's my fantastically horrible oh perspective lines whatever they are yes a failed class to show what's going on here presentationally I'm not sure that's the best you would have to maybe start them here and give us some actual realistic translate like that's a wonky thing to saw me look at imagine this is on your reel and you go okay that's cool whoa whoa what was this because we don't have time to repeat and look at this that's your main presentation so watch out for that looking top left it makes more sense but you can still feel that it's like a linear key right there you can see the roots the chest the lie the sword linear keys around that so yeah it's good view to have definitely clean clean clean and I'm fine with you know form stylization I can still like I said buy that he kind of moves forward it still feels magical that won't go as far you're like this is magical but I love it but it still needs a heavy heavy hand of cleanup like even here if you take this right and it goes this way whoa suddenly stops and it's straight this would be doing this section keep you leaning over this way and then come back that feels wonky here you can see the breakup in the in the neck and everything same thing here if that route is going so quickly to the left here suddenly goes to the right and travels continues to the right that needs a bit more it's basically side to side movements I should do an FNA about this again the side to side movement I would approach just like a bouncing ball where it goes up hang time undone it takes a while to go up and change direction now you can take this can I hold on I rotated the whole thing about my draw I did not rotate it did not do anything I want to illustrate that you're bouncing ball when you go join right you'll be higher that's your moment of slowdown where the spacing gets slower there's hang time and so on this is the same thing if you turn it upside down 90 degrees right and you got your bouncing ball same idea if someone steps sideways go to the side oh it takes a while to come back because you need the leg to go at least a little bit pointed this way to change direction to push for the muscles and blah blah blah so every time you have this character go this way it can't just suddenly go the other way so there's a lot of you know momentum issues like if you go this feels like it's going this way a bit and then here we're super locked here versus why is it continuing that arc so it's really great that you have all of those angles but you really have to use them to your advantage and track those things so what I would do is constrain a sphere here and hide the rest and just look at how this fear works and then treat that as a bouncing ball in terms of the spacing and rotations and not rotations but the translates and going left and right and does that work like a like a more stylized bouncing ball and once you have that that's going to help you with your root and then once that is settled you can go into a chest and then the head and the rest and look at the proper you know the arcs and the spacing because changing the roots going to mess up the rest so I would check that first all right hope that makes sense 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