 All right, let's check out the ball So this was looking all very cool. I think my only comments would be And I sent that in the email in terms of presentation side views you can really look at The arcs and the spacing but also it will make it a lot bigger So you're kind of within that realm of framing if that makes sense versus this tiny Presentation there it makes a bit easier to look at things Other than that I Think this is all cool. My so my biggest comment will be You can probably start to stretch just a bit later. So you definitely have it at the end and it's tiny thing It's just something where I kind of feel This the I see the stretch versus feeling it and I think we can go a bit later to get that snappiness And it's a minor thing again. It's not this is not a shock killer I think the main thing to me that stands out is the poppiness of this. So if you have This is your arc and you got your tail dragging here on this I would still have a moment of your tail being up here And I know it squashes and takes everything down But there's something about having the tail up here and then as it goes up it does this right? So you're here here and you're doing exactly that So that just felt a bit too Poppy where you have straight line a straight line here And watch out the straight line I would still since you know, you have a path like this have the tail go Where I can lines with the path versus straight down because the ball is not going to go fully straight down It's going to be a certain direction and angle to it But this might just be the angle of that camera here too, but that would be my biggest thing just keep Keep the ball not super straight down But at that angle which means also tail will be at that angle and then you have a bigger drag here Not immediately flattened down and then you can do this. So it's a bit of a whipping whipping motion and Then same thing here because as you get to the smaller bounces We still have those massive one frame changes Especially through here that will make this Very very poppy or you go from here to here and you can start reducing the amount of rotations even through here It's good to have all the rotation, but towards the end I would stick to maybe something like that words It does all this but at the ends in terms of rotation, sorry It rotates all up with all of that, but then towards the end it's it's kind of ending with just Translates just bouncing with very minimal rotations. Otherwise, it's just too much going on here like something like this is nice Where you just have kind of that I Do like how you have the end slide but Timing wise I think the couple things I think you can reduce the up-and-down Distance here. It just gets a bit too bit too chattery And then that comes to a stop a bit too quickly so just What is this one or two? It feels like you can almost go a second longer Maybe like 15 frames maybe Hold that a bit longer a bit of a longer slider And then go back. It just feels a bit quick and abrupt Right there it just kind of suddenly comes to a stop and then that's it But the drop is nice You might argue that if it's just a tail without life that This drop is a bit slow If it's just pure physics and it's bouncing and the tail is following the path Then it will go and then it would just kind of drop a bit faster. That is a bit slow Since the character is not yet alive That is about it. Picky-picky-picky stuff overall. It's great I think if I had my first immediate reaction seeing this was that this was just poppy from here to here It's a weird frame change and then it just gets a bit poppy, you know throughout the hits and then towards the end here Which is a lot of little bounces So you just be soft and towards the end like that the poppiness was the first reaction and then you know everything As I said, it's just kind of the extra picky stuff again It's not a shock killer, but if you know if you want to do another revision That's what I would suggest. All right. That is kind of it. Thank you. All right So checking this out here. I got some overall notes and some pickier small detail notes The main thing that I'm seeing here Is this translate at the end? It seems like throughout the shot it would lose momentum and get slower and so on slower Meaning in your in your Maya timeline your curve Really calm to stop. I mean slow would be low But and in your case, it seems like it comes gets lower slower and then suddenly accelerates again before it comes to stop And it's kind of Right there. It feels like after all this time if it would just Slide Until here I will go too crazy with how far it goes Yeah, it seems too much. But the thing is a with this The couple things that come with it a momentum seems a bit off because it's only accelerating It seems to have too much momentum compared to what was happening before You're also stuck in the same pose where ball and tail are just kind of it's moving like a 2d card As opposed to if it's sliding like this It might almost a little bit of a roll so it might have you know tail might be here It might just have a little bit of a rotation forward But then What's also weird is because it's so fast your stop is also too quick It suddenly stops right instead of going Stop it goes forward stops and then Kind of rolls back so Don't go as far I would cut that in half to be honest and then have a slight rotation forward still And then make sure that it really comes so that again your graph editor. It's not just stopping right away It has really a slow ease into that stop And these guys have to me like at the end it has a bit Too much there. There are a couple things too many rotations back and forth So it kind of goes back and forth back and forth too many times And the thing is too you got to be careful when it goes back and forth If it's a little bit it can be okay to get away with that But if you start having rotations like here you want to make sure that Once you rotate it still feels like it's pivoting and kind of translating left and right a little bit Otherwise it looks like you're you're rotating this thing with pivot in the middle And just kind of it's like a tire spinning You know in a on the wet surface snow or whatever versus if you're here Even if it rotates a little bit over the ball is going to end up It's crazy. Well it ends up translating you're gonna have to rotate You know change your pivot Depending on what you kind of ball setup you have here But you want to transit the ball back a little bit so it looks like it's a it's a ball rolling and not just a slide here It also looks like you have a bit of a transit issue So you're here and it looks like the ball is transiting up And down again, so keep that transit flat. It's just kind of rotating back, but it's rolling back It's not just rotating uh, and then through here, I think you can get away with a little bit of a stretch here Before you go into that full stretch And then also careful you have impact point is here But it feels like you're pointing too straight down again This is in the picky phase, but you want to make sure that the stretch is always pointed towards Where it's going See that's that feels better. The problem with this one is that Uh with its frame is so you're here I kind of buy that If you're landing here and you will do something like that right, but then the problem is that if this is your Landing point here at the center here the ball center is now suddenly here that makes sense So you come from here Land here and then you go backward take that ball will be here so it does that Versus here and then and then that basically your trace This basically there in the ball position Same thing here you can probably Oh, what's up about here? You got a better bit of a sooner stretch here Same thing here your center seems like it's here ish right there So the ball will be right here ish a bit more left here Yeah, so you're kind of coming down and it's starting back here It's also like you're doing this You can probably start having less stretch towards the end. It feels a bit much It's a bit better here then here That's a bit much too like you're going from here to here. That's a big change for The bounces that get smaller and smaller so you can probably go Just put that it's with the difference or just a bit lower but just not so snappy Same thing here from here to here. So some Sun change that's a bit too much same thing here, especially This is definitely too much. Even if you would be that far it would be some drag So probably right now it's You're really slowing it down And then as you go up it would drag Drag Then it can be here here. You're suddenly compressing a bit too much. This would be a bit more extended Then it needs to drag That's okay Are we not to watch you intersecting? It's just a lot of detail stuff here This is okay, but then you go down it would it would Counter it with the tip of drag and so on and so on. So there's some funky things there So just detail work. What's a little picky detail things I'm just gonna make this super sweet. All right. 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