 All right, let's play this and a check-in email You are saying here it's working on the speed up during the flight and landing and You animate on the first hundred thirty frames again from the beginning and You're using I was slightly confused about this one using the overall controller to move the rig in space during the flight until frame 100 Well, that makes sense. I would do the same thing Okay, and I had keys on the chest hips and root controls So it's hard to figure out based on the curse what happens in world space. I Don't have any keys for the root control now Which moves chest and hips. That's kind of confusing parts. You should redo it So yeah, you don't have root control Yeah, I'm not I'm slightly confused The way I took it first I basically the way I do it is how you have it here where you have an overall controller For that as if it was the kind of a spaceship type of thing and the ones I get touchdown Especially on something here where you might have a heart hit and you can have a bit of a faster move Then I stop moving the main controller and I start moving the root And then the root does the whole thing and then you do the chest and the head, you know for overlapping All that excuse me all that good stuff in here So I'm not quite sure if that's your approach if that's what you're writing here Let me know in the email what your process is there if I can help you with that I thought I thought that's what you meant first rule control at first Overall body control and then into the roots, but then I'm confused where you're saying I don't have any keys for the root control now You are managing you didn't touch the wings. So I will not comment on the wings. They're the same comments as before You're in the right ideas. Sometimes you want to look at silhouettes or you know, not moving at all stuff like that Now for the beginning Oh Definitely has that speed up still which you mentioned so you haven't gotten to that yet. So that is still on your list I think it feels a bit slow Right, especially through here. This might be because it comes straight at us towards camera. So the speed is kind of missing But it goes a bit be just as slow down here Yeah, it's slow, can I Can I? Increase I can okay. Let's say here. So it's for the beginning I'm not sure I don't see a percentage in this player in terms of speed control. It's only a good time there It's a bit faster Slip it slow That's obviously too fast Also a bit too fast Kinda it kind of works at that speed at the beginning. Look, it's a bit slow through there So it's a bit tricky. Let me see here playback speed normal Definitely slow there and I think It feels like arc wise you flattening out a lot here then come towards us I think you can go a bit wider into something like this Yeah, it seems like you're hitting this point and now it kind of stuck there. Yeah, I could kind of Drag a bit more into there Otherwise, yeah, same same list kind of the Speed up there. You know a big thing will be the wings as well You know there won't I will probably have that one a bit lower and then you can kind of vary the wings a bit So it's good that you have it starting like this Go into that but you know then you will avoid that super flat shape It's a membrane fluttering tips will be dragging a bit all that good stuff It's definitely gonna help Hey, even through here, I would probably Bring up the legs just a little bit. So then through that you can get into this So they're kind of dragging a bit and then go into what you have here, which is cool Offsets on those legs stuff like that kind of loosen up that beginning. It just feels Just a bit stiff and slow That makes sense Speed up there and then that still feels very fast That head up here from here to here Given the weight in the momentum, bro, it would take a bit longer It just kind of shoots up a bit and then also does a bit of a Ptract that nose here here here and then down It's kind of a very very quick change What that's a bit big I mean you can easily you can try keeping the timing But just only go, you know that the eye is here, right? So he's that low and then this high so from here to here just have the eye up until here Then on your drop, maybe a bit higher It's gonna reduce the nice nakedness, but I'm just curious as a quick fix just to see It's gonna slow it all down since it doesn't travel as far the movement will be slower It just seems very fast right through there Even this here The tricky thing is once you get into something like this, then you just start translating up and there's no rotation in it It helps that you have a slight rotation Sideways here you can see how the horns go from this to that, but then you could probably Push it where you start like this and Then here on the way down you actually this horn is up this horn is down You can continue that rotation to see the underside of the the mouth here and then As you go into this you could end up again in this pose if that makes sense That way it is a bit more follow-through and there's a bit more rotation there Like your roar though That's cool, and then probably as you continue with the details Push off is cool, you know toes and stuff, but you're gonna get to all of this, but I would Offset these guys and then have a little bit of sliding given the the nature of the ground and some dust and sand Whatever it is. There'll be some sliding just like here, which is cool a little bit of messiness here would be neat Even even that last one Two frames slide forward still have all those steps. Those are cool looking at that last step Looks like you have a little bit of push up here But I think you could push it a bit more. It's such a strong step BAM That you can have imagine you're rotating like this the the chest back and forth over two three frames Very subtly, but it could be like you would almost seem a little bit of jiggle. It's a little bit impact jiggle there And you think you have it on the elbow Yeah, a little bit at the end there. It's tricky. I wanna try if that's then the deformation of the rig When you take the steps From here, I do see stuff going up here Take a step there Definitely movement here. I don't know if you have also more movement in here Give it more rotation over just a bit more Especially through here as this steps and puts all the weight on there. I love all this here I guess it does rotate. It's a bit tricky to see with this here There's enough influence, but it's could be the the rig. It still you could push it a bit more Especially something like here when you're this low and then you put that weight on there just have a More immediate reaction on this the chest rotating over just a bit. I think it's overall better Strength to find some Elements where you can just push it a bit more. It still has an ever so slight feel of Everything is located in here. It's a bit soft up there It's cool. Watch out just through here that head suddenly turns into a bit of an IK move where it just everything's Translating up in a very straight line That doesn't quite affect here. I feel like there's a break here just visually how that head goes up Body goes back head goes up very straight Feels a bit odd or you want to bring that head over back a bit with a little slight nose up rotation It just gets very very straight. We're kind of falling straight line through there and then here right there check the head from here to here That feels very even in timing if you watch this and Till this feels like in your graph out or do you have some animation then me and it continues Just a little moment of just a linear curve there Still feels a bit I feel like this gets is more involved now this part of the neck. I think this is getting definitely better It still feels a bit isolated in here Where it just kind of just the head goes up versus a little bit of It just feels like it just kind of moves up here versus a little bit of forward and back That would trigger a bit more forward and Sideways movements just something where imagine the head doesn't go completely straight up But a bit maybe away from us a bit closer to us to something a bit more complex I'm just concerned that this looks like it's just a separate head controller bringing the whole thing up With a with something else in here. It doesn't quite feel connected You can see in here too. This part here goes up. It feels disconnected from the head Turn the drawings off right through there You can see how it's kind of broken the way through there So imagine and it could be very subtle as you go back as I mentioned when You don't want to go up in a straight line here I get so even doing that even thing you can potentially bring the head back Which brings back to the translate with a slight side rotation And then as you go forward here, you can go forward into what you have here So it goes back a bit and forward and then into this that will connect the body going back and forward Into that I think the head roar is better too. So watch out the very end We're losing it a bit where that feels a bit separate that rotation in y But mostly at the end. I know it's very very much at the end, but There's something that feels almost kind of locked and just Kind of stuck in space there It's also all that jaw movement and there's no real movement in there Like it feels that that jaw Tremor is kind of isolated and doesn't quite affect this again. This is at the very end And it does feel a lot better There's something where I can't be losing a bit of the body Connection you can see how this part of the neck goes up a bit here right there Where somebody just feels that's stuck somewhere that's stuck somewhere pin in the world space and then This neck is moving separately, but it's better So if you know the pass on that I think it would be good to go It's just a painful polish process with long necked creatures That being said, I don't think it's you know, it's a deal breaker where Where it just like I can look at it and I can scrub through it and kind of go back and forth like Yeah, that seems potentially you got to go in there and fix some things But to me this would be all at the very end. I would absolutely get on to the wings To make that you know give it more weight on that That path here to this a bit further I would work on that definitely giving the wings here the speed up here And there's the wings through all of this So that all that is locked, you know, so you don't have to slot Wings there that I would do first that beginning wings there that fly path and the speed up Once that is done You're in a really good spot Then it comes up for details and the wings they don't look so dead And not only after that, I would look at what I talked about here with the head I mean the head linear paths here in the timing That section through here and this kind of separate head move Would be highest on the list After this whole beginning part But I think the beginning part Is more important Didn't get back to cleaning up the tail bits. It's not too stiff as those hiccups I think that did you change the drop on the kid's hand? It feels really good for a guy You can experiment with on that tremor Oh on that hit that can't isn't there you have a little bit of jiggle in the chest So that feels also big connected Just it it doesn't this is not completely cut off here But again absolutely better, um, you know, it's picky notes moving this forward All very very cool And then so you are mentioning they're gonna do one more pass on this And then potentially work on that later. Um after your final pass after your next admission Um Since we have you know, if you get addressing all the silhouette of the wings and Kind of final wing position and everything You it'll be awesome. You can see me the scene I can do a handheld camera pass on this Just to show you what we could do with that Um that will also give it an interesting feel Well, yeah, keep going very very close All right. 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