 All right, let's play this here For guys I'm tired All right looking at this. I think the main thing that stands out is how The arm and body up movement is very much tied together Same thing when it ends here This comes down body and head come down and then Both go up. So the biggest thing for me would be too Offset this and you couldn't think in terms of like what is that? It's the is the strenuous is really tired for the character. Maybe this area an elbow would lead Head would drag maybe the chest a bit and then the head down and then as it gets up to around here That's when the rest of the the chest especially the head go up with a slight drag and then bomb on that impact during those couple frames, that's when The last, you know, maybe two frames of the chest in the last three four frames of the head Overlap for impact. I think that's the main thing that I'm seeing the other thing. I'm all for Not having default rotations and all that good stuff, but yeah, there's a slight feeling of it being too Twisted over the wrist almost feels broken It might just be more of the front view I'm just looking at this how much it goes out And I think what we can see enough you had the elbow out a bit more like that So imagine it comes out just a bit more if you can pull out those Pole vectors. I think that's going to help you. There's also a slight hiccup in the hands Let's pick the right one. It feels like it does something like this. Let's see If you have a couple things you have a rotation that goes out this way then suddenly stops So after two frames, it stops and it suddenly goes back in this way And then it feels like we're going up fairly straight and Then we have a sudden move out And that move has a very flat feel to it Into a nicer arc by the beginning could have a nicer arc as well. It's Cycled so it would be the same thing. Let me see you the arm Goes up. Yeah, it has a general feel of will he copy left right on the rotations But then generally it feels like he's just doing something like that again the end rotation Feels nice. Just the arc at the beginning is a bit rough there And then I would have something where we are potentially ever so slightly more in with the fingers So that when you when you go out and roll off and compress fingers can come out a bit and then on this they go in So they're not so defaulty out up until here where they're again in and then on that impact They come out for a swirl squash there The legs are very straight like I don't see any arcs in these so I would have the complexity of this right So when you bring up and you have that slight rotation in that's great So the leg when this goes up So when that leg comes up imagine is a slight rotation to the side Where the leg might go out like that And it's a bit snappy at the end so you can see that one last frame. It's a bit poppy there a bit of a pop step there and Then the tail just feels like it's dead Adding that a whole tired feeling but maybe you can just have like a little bit over Rotation on here so whenever the rule changes there's a bit more in here going left and right Yeah, like these are the Main issues, you know, like anything you will charge it will start changing That how it maybe leads and then that will change also the elbow and that will change some rotation in the head So there's some compounding stuff going on. So I will leave it at That is it to me the bigger issues. Let me just see here Cool. That's too fast to me. Just that impact It's probably This as you go up slow slow and then suddenly pop up How quickly that arm moves And how quickly we have this here. Okay, it's a bit of a wall here to the left But then it's also that feeling of you're initiating an arc Right going up and then suddenly We go straight down versus If you're here here the next one I will bring up that head a bit higher higher Into that and the other harsh feel is that there's so much momentum going to the left But then bam here. We're stopping it It's that wall where it would it would Overshoot a lot more and they end up being very off balance. You have to take a step back. So There's some tweaks. Yeah, just generally I mean, there's definitely the weight at the end It's still exaggerated and more pulled down versus physics just dropping But I still buy it enough. There's enough of salization in there Especially with the bounciness here where it doesn't just get pulled out and then can stays on the floor There's enough bounce where there's still momentum and weight and all that Happening, but that beginning feels really fast that really killing the weight and then same thing on some of these where How these sections go up and down where they just go up and take this for instance Right up up also very straight gonna have a little bit of an arc in there And then it just hits that wall and then comes down over one frame It really starts killing that weight again. I don't want track on some of the sections some heavy ones with the thumb here But generally it feels a bit Strobey poppy on some of these while contrasted with These fingers here that's moving up and down again straight there or not the genomics arcs in the fingers But something in the wrist could have a little bit of an arc in there, and then they'll be slightly offset So it's not also straight in default I'm just kind of taking away those quick pops, but I do like to hang time That I really like it's just that beginning especially Yeah, so cool stuff even a tail at the end when you watch a little Just comes down and then dies of it. It's a little bit something more in there one more little bounce And watching out that things don't land at the same time It's a bit of a finger mirroring here How they close at the same time? But yeah that middle part definitely a fan Dragons out nicely. Oh that one's fast go back right Oh Cool, it's borderline fast every now and then I can kind of buy that swipe But to me what happens? It's it feels very straight There's a bit of an arc in there So it's straight, but it's mostly how spacing wise we are look at that line there It pops up then we're here And it's barely going up and immediately going down that gives me that that weird fast Sutton stop pop feel It's better on this one on that second one But really fast That frame here that makes it really poppy fast. So you just have to make a choice there like how Light you want this thing to feel and also watch out. It feels like we're suddenly Lifting roots chest leg all at the same time almost was like an extended overextended IK leg They didn't suddenly pops into a bend here Try for that But given the timing of the other ones. I think my main thing is going to be looking at What is The timing here go back That's not too bad. They're all are slightly too fast, but Me it's just that sound stop makes it that it's just yet a little pop Like I said here I'm mostly by this one though But then there's a little bit of we're almost not long enough back here to Go back It's not too bad ever so slightly But then we have this where the body's kind of staying put and then whoa, then we got a pop in the whole roots and Then visually kind of stays put and almost locks here That kind of kills the weight. I don't mind this one And then right here see It's just how this comes back and then suddenly pops over one frame and Then whoa goes the other way so the one print direction change. It's a bit tough there And the general you watch out for silhouettes where arms are like this You don't want to have a bend straight to camera. It's a little bit down here, which is good But then it really lingers in this area where like this is a really short arm So bends I would have either above or beyond Top or below Something like here will be understand the length of the structure and this feels more like a short arm so that wise And then at the end watch out kind of we're dying a couple frames with no animation. So watch out Cut out a bit sooner That's my main thing is Basically timing in those big moments that you know, there could be things like you bring this leg forward They need to be more of a roll on the toes bringing in the fingers and not so flat on the down But a bit of a you know sideways and then plant and then as it gets up maybe some compression I think there's a lot of detail stuff still missing in all of these But I think given the bigger at least subjectively to me timing issues That's something that we can address at a later point You know you have to think in terms of okay if you put a human here is the human this tall is Is the human this tall is it this tall like what is the scale comparison? Because if I look at a creature like this, this seems pretty big to me. I'm not gonna say this is like a ginormous thing or kaiju type of thing where I feel like a human is probably this tall I know that's kind of how How I look at this and then with that mass there's still a sense of scale and weight that suddenly Breaks unless you're saying well, it's a little creature and the human is this tall and it's kind of like a little Tiny dinosaur creature monster type of thing. So think in those terms and then I would be consistent with the weight That makes sense That's pretty cool like that. There's some good stuff in there. The only thing I would say is there's a long pause in here Well, there's a double frame in this cycle. So you're gonna have to Take that one frame Take it out so that when you go here, it's still a double frame here. So you have to go two frames back Now it loops Okay, that's better. So watch out how you submit cycles Just for yourself also make sure that you trim Usually it's the first and last frame that are mirrored. So if you suddenly are confused about some timing issues you have two Dead frames there Which already helps. There's definitely less of a pause. There's some good. I like the drive down on the head I love that it goes up this way That more complex and it's rotations. Very cool. I love the flap on the fingers back A little bit of an arc. I think watch out for some of the spacing Especially right through there. If you put this and put on it's getting on right There, right? It feels like what we're pivoting off this section here Right there. There's something right there. We're pivoting off the knuckles. So just spacing wise. Watch out how that looks like There's a big poppy on those elbows going here to here. Pam down and then out And then suddenly up to the left Has a good impact, but it's just ever slightly poppy. I would cheat some of this the spacing So we have if this thing comes down, it's a bit more like this Versus you can see how that corner pops out and then back in and then out again and then in again It's kind of smoothing out some of those things. Your legs though are still very straight I'll give this a bit more of an inner or outer arc And the tail is a bit too floppy Rigid there. It is a bit more love Can be stiffer here, but then it gets a bit softer there But generally really cool. I'm a big fan of of the head leading actions like these And sometimes you use almost like a horse where it would actually go up more like lead more upwards But I like that it actually doesn't do that. It goes down down. That's cool Definitely the most successful one to me Cool cool feeling sorry for here's some weird noise in the background. That's my dog. I Don't think you can hear it. It's really hot today He is panting. Oh, and that's it. Well, then that's it for me. Just as the dog starts panting. That's it for me And yeah, 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