 All righty, we got the monster fall Drop all right cool I think I've been careful with that much of a move down and then over it just because it's it's a really big anticipation And we don't quite understand What's happening is he or it punched here and Then in the shoulder Kind of watch out for that like it's it's a fall, but we don't quite know it just seems like a And a really big anticipatory move before that as you go back watch out this feels a bit What's the work? Okay Because of the straight path watch out your fingers Also moving at the same time into a new pose and Then if this watch out it feels like the upper arm is really locked While the forearm is just kind of rotating in I'll give this a bit more movement in the upper arm And then once this is done Think you can have a bit more you can imagine this swings and it stops It stops because he can't rotate more over but that impact of the arm against the body It's going to move the body over this way continuing that rotation a bit more and that's not quite happening So once this arm is done We actually have already a return into that This bit straight I would still keep a little bit of a bend in there So it doesn't feel like an overextended arm and this feels to default. It's some more polish and some more interesting Finger posing there. It's all a bit a bit default and then on These hits My main thing that I feel like it's just it's all one big piece and it could be a bit more broken up Especially once it lands. It's just so flat clean and flat versus maybe landing on you know The toes or the ankle first stuff like that. It's giving you a bit more Bit more polish in the fine detail I would say even how those fingers come in that feels very soft the kind of clasp in I Would also get rid of the occlusion shadow just because it gives us always a gap that type of shadowing So it doesn't feel like it's actually on the floor Then I would just go into a key light into a simple render if you want shadow But overall definitely feels better. Yeah, it's just kind of a Little polish pass and then if I look at the other sides There's what the tail is doing. There's some wonkiness where the tail is Moving and it's only goes up and it's only goes down and suddenly goes up again and Then there's a massive intersection That's definitely no good. So That tail interaction to be reworked It's probably the biggest queue there and then the end Okay Your turn that's the other thing it feels It's straight and then with that tail ends up being very kind of mirror defaulty It's cool how you have that offset that arm out So it could be something where it was like that arm is out and now it's a bit more bent Maybe it's the angle and it is Straight out a little bit bent there It's a tricky thing Not make this look too Mirror and it ever bring one of those fingers eight for some grouping there. That's cool. I like that pose there This feels a bit default Let's see This guy You have I will make sure that when you submit it so make sure that you also know that you have extra frames You don't need these so like the cycle won't work if you have repeats It's cool. I like this though some polishy stuff in the tail It's how it kind of lands and then if Kind of holds a bit feels a bit like sticky frame where the tip is kind of held there while this goes up We could loosen that end up a bit more It's cool though. There's a cool rotation this way. I like that that is kind of a Slide over like that massive grab Well, this one is a bit more stable as it goes back I think most of what I'm seeing is some finger jiggle but jitterer how the fingers kind of go up and down left right a bit That's very fast. It's It's barely visible. I would just say this pinky looks too broken here and And the feet are too like that super default you can rotate out a little bit change the toes a little bit It's good that at least one feels a bit higher than the other That definitely good to my symmetry what I will bring him on leg and tilt the foot a little bit just give this less default angles Still love the head That rotate out the lead Reacting to this just visually how goes to this pop it and this Shape here, but I will probably go if you're going from here I'll maybe bring this out a bit more this way and then a bit more this way and this it's already more lambous bread and there it's aligned with the forearm and Same here and then a bit less and then by now ish you can You can be at more of an angle like that The fingers rotate out at the same time. It's a bit more than that some off it posing there. So for polish Like that. They're coming in. No, that's cool And don't have to come in here as well like that. There's a difference in there. It just seems yeah evenly spaced It's definitely cool Yeah, it's good stuff there Hold on we have This one this one has a bit of a sticky here in terms of our way It's the same thing here. You need to delete those last two Frames there All right, that was better. I think the main thing is maybe just unfortunate bends where it maybe could Bring this part up a little bit more. It's less. I don't speak tricky potentially, but or maybe getting into like that Hand the roll slash foot roll sooner just really Really flat and broken where like oh, I wish we could soften that geometry or just kind of roll a bit sooner There's a bit of a hiccup II spacing there Sorry that hiccup II hiccup II is is to me the elbow Little bit especially on the left That's the back. He was from the previous frame with that hold. Let me see Let's get a bit of a jiggle and then it's no, it's fine. So the main thing is This so if you check out this I could be anywhere here, right? It's in the middle. You're going up Up up and then straight down Might say if you track That might as well get here This Here here Here It's kind of the same height Just hits that Invisible wall Right there and you want to continue that arc a bit more This is something bit of a remnant from last time where I feel like that head and chest are a bit moving as one through there If you watch just that section that chest in the head It was all very much like one big piece and only now do you have a separation? So maybe that could be a bit more of a rotate lean to the side and drag and Then as it goes up the head continues to go out for some drag there Probably pushed out a bit more These are just like the other one that too straight at us I would rotate it either out or in or do something interesting in offset and asymmetry, but the legs feel I See a little bit of an arc. I think Something is in there. Yeah, but still has a very Very Straight path feel to me It's cool. And it's the tricky analysis of pain depending on the setup But this goes from kind of soft to jittery to bounciness It's almost like you can have a bit of a maybe a swing left and right Some activities in there. It's a lot of jitter and some intersection with that tip there What's the pain? I'm not a fan. I'm by not a fan. I mean I hate tails. I hate animating tails I think that's it every now and then I feel like that head up is a bit sharp and stops a bit sharply But then suddenly feels better. I'm not sure if it's that's my playback Just a feel if I track this form piece here goes boom and then there Just kind of stops. Maybe it's a rotation reacting to like you have a rotate where that angle goes from here to straight and Then we kind of locked in that straight during these couple frames where I will continue to go up It's probably goes into that drag head drag note The biggest thing to me which I should probably check at the very beginning is that those arms besides that Evenly space grouping there or non grouping you'll go out really far and then it kind of stops Come back in same thing. It's just a really fast move I'm expecting some digging into dirt and then that dirt's kind of flicks out I feel like he's or the creatures intentionally trying to dig in and flick stuff out So I'll probably keep the timing but instead of going this far. I'm gonna go this far See if even that slight change is gonna slow it down and soften a bit Just a tad still looking cool now And I thought there is another one. There you go. It's not still feels a bit fast Just a tad all these If you could like squeeze in of two frames for each big move That's just me. I mean, it's I think it could work in a game Responsiveness and all that good stuff But if I look at this in terms of you know, I think I drew a human last time for scale It just seems just a bit too fast and then this one, especially that's probably the biggest thing here is There's something so separate here where the route goes down first, but then kind of stops the locks I know it can't continue But still it feels suddenly very straight path wise and it kind of locks and the rest just kind of comes down and once it's down This feels really locked. There's no Extra life and polish. You can see how these IK arms are just the hands are dead And then is a massive reversal in that chest You can see this here how it goes up with nothing really going on in the pelvis area totally locked and dead I think for something that's a big Boom, this will be just moving it could slide a little bit There's some movement there Maybe one of the feet can slide out during that punch just a bit more keep alive and complexity Here we're back on that foot that foot is very straight flat that that foot needs to be angle like this like the leg here And some slight rotation out this feels broken through there So complexity in the feet I would say And then watch out at the end here once you reach that point is That was like a key another key Just kind of eases into kind of a dead pose What's going on there to go down? I think it's very very stiff where arms chest and head go down at the same time They all kind of ends like that the arms continue with the counter rotation this and this But then what do we have here? I think you have a couple dead frames here. Maybe that's what it is You're suffering from dead frames syndrome last couple frames are there's I don't think there's any animation on there, huh? Let's go up up the tail No, there's a tiny bit. Okay, that's super odd. So make sure that it continues if you go down Offsetting these a bit more decoupled them from the chest head chest Separation maybe down they can come up a little bit more with a slight change and move and be a gripping on the in the Arm like this was totally locked like an Ikea arm in space there Also, but evenly spaced in terms of what the fingers are doing that could be a bit more angled in potentially this guy a bit higher Give us a good curve there. I like it Just a bit Just needs a bit more polish you work It's cool though. All right. 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