 this guy. So first thing, and this is just a little technical note, it would be awesome if you could submit these guys in separate forms. So this would be a quick time, this would be one, this would be one, you know, and actually in terms of presentation, this is pretty cool. I am fine with these, this front and side like this, so that's cool to see. So I think, you know, just for completion sake, it's cool to see from made to be, so I think, oh it's submitted like that, and okay, where's my thing here? So you can bring these movies together, that's fine, and in that way, you know, we can zoom in a bit and it's a bit bigger, but I think that is gonna help me a lot in terms of looping the whole thing. So just submit that for a walk, but no title cards. Same thing for this, this is cool, same thing for that. You can have a title card with explanations for a shot like this, that's fine. Just a bit tricky for cycles. So I have to go in there and you can adjust it, so it might be more of a rougher look at it. I'll chill and pause, don't try to edit this. I'm back, which was just a blip on your end. Let me try this. I still prefer a separate file, it just be easier. So if I watch this on the go, or on a different player, where I don't have editing tools, I would be able to really watch it. And this is really cool. This might just be me, it's probably me, because right now it's already popped over there. There's some, watch out, there's some things in her hands here, the spacing wise, how much she goes over and then kind of sticks over these two frames here, goes over and stops and then moves over on that way down, kind of flattens a bit quickly. And then here comes fairly straight at us, so that arc is a bit too flat and then suddenly moves it right and back to the left. It's very subtle, but it has a slight hitchy bumpy feel. I will probably reduce the bounce in the shoulders, so it's the up and down is a bit strong, not by much, just ever so slightly. And then for your, I would delay the up and down, so the rotation, rotation this way by two frames, there's a slight feeling of it goes up, like the body goes up and it goes down and it's the drag and overlap that's slightly too in sync here with the head goes up and it's done and now the head goes down when the body goes up and it needs to be slightly more overlapped so that when the body goes up it still continues to go down a bit and then does that delayed overlapping feel. It's a tiny thing, tiny, unless, hold on, I remember your offsetting values, I'm not sure if that goes into the offsetting values, I would definitely do that into your, into your main, what's the word, your main cycle in there. The asymmetry is fine, that's an added detail, you can look at at the ends for sure. It's about it though, it's already in a really really good spot. It's great, you get the offset and the rotation over it this way, this is all usually stuff that people forget to put in there, so that's really really cool, I already have all that in there. Yeah those are the only points, I personally feel I was like a bit of a sharper hits on hips so hips wouldn't really go up on this frame just yet, there's a little bit of a up you already have, I would delay that by two or three frames because on that on that step it just hits and I know it kind of buckles the leg and pushes the hip up but I would make it much much smaller and only after here at this point then when it goes back that's when all the weight is on, imagine your curve, you can have the curve ever slide like this where you don't want it linear but you don't want it splined, you would break those keys and put them at the 45 degree angle so it has an ever so slight bump that happens right after the plant so you kind of feel a bit of a sharper up on the hips yeah that's kind of all I see the rest is a bit more in terms of how you want your character to be you know it's and it's overall acting if you will even though it's a vanilla walk I think the side view works really well I think in the in the front view I feel like it's she's a bit bouncy in terms of the left and right how arms swing and how much her hips go over and how much her body is left and right I probably tone that down like 30 40% but then again it's not that it looks wrong there's just something about it that just feels a bit yeah just I think bouncy and swingy is kind of impression that I have but again it's not that it's like technically wrong just the feel for like this could be a bit toned down for for vanilla walk and you're adding here clean cycle until layers I know that depends how you prefer to work because we at work we have you imagine this is a controller and that will be in our outliner we have above it like a mocap null and below a secondary now so we have those built in into our rigs so I would usually I technically at this point I put it all into the same controller I don't want to put too much stuff onto onto other layers unless it's just a correction but that's only because if you stop working and you got to give it to someone else might be too confusing or do you take too long to figure the scene out so I'm simplifying it but on your end you can do it or you want to you can then at this point put into the cycle or put up a layer that's really fine alrighty let me go to this guy look at this guy this you as well you have it I can look at both ways and see what's better it's cool too I'm gonna go back actually to this view only because it's bigger so I have a feeling even though it's cool to see more from A to B alright first impression is that I think there's a lot of whoops hold on that's my quick time wrong arrows it's one of the reasons why a separate file will be awesome with there you go so it feels like I'm looking at this line here how much it goes back and forth like that and I feel it's a bit too much and you want to kind of keep it more up the nine as well there's a bit too much going forward there feels like he's bringing forward and something's pulling him back so it reduced that amount then also keep them warm on the on the vertical line not so yeah I know even for vanilla walk this seems a bit strong with his arms again it's not that it's wrong it just kind of beyond the vanilla walk so probably with that arm of it further back here and this guy not as much forward but again I think in terms of practicing and going through things I would it's fine it just seems a bit more than a vanilla walk but you know in a way adding adding character to things is always much more preferred so many impressions were that move like this diagonally I'll keep it more up and down and tone it down a bit and the feet I will probably reduce the T UI here so ring this guy a bit lower there's more of a drag and it's closer to the ground and you could potentially even through here you know lower and even at this point you can have it slightly more tilted forward and then get into that and that's okay translation it just it feels like you want to be at this point again lower and then a bit lower here actually you know here it's fine and then down reason being if I go back and forth you can put a pin here and it really really pivots off of the toes here also just spacing wise it goes forward forward and then stops so you can slow this down as well so that on this frame that the heel would be back there because the thing is by having it so high up here and not draggy here it feels like he's a lot in a in a horizontal position where it's almost a stumpy feel like he's trying to stomp down on the steps and it could be just a bit more relaxed in the toes other than that you got an outside arc on these guys I'm a big fan of rotated out like that again some detail that people put in I think the rotation in his chest is a bit much so see this how you go from that straight amount to this amount of curvature and if you loop this boing boing boing boing that makes it a very very bouncy rubbery feel to the chest I'll probably use that by half as well a bit more subtle even if you keep it in you know at that extreme and how big those arm swings are just that just feels like someone's pushing his chest forward so even if you don't reduce the amount of arms and it's a bit more in that character range I would still reduce that bend in the chest if you would reduce this it would also reduce the amount of side to side you have in here just watch out as a bikino wait look at the spacing of the knees through here it's totally straight towards us and it pops to the left then it suddenly stops and it goes back to the right so you want to track these and make this a bit smoother if you're a bikino it feels a bit hiccuppy and the body's arm same thing where I'm tracking this guy and it goes over and it goes over and it goes over and then kind of stays put and then down boom it feels like an invisible wall there you can also kind of ease into that stop and down oops that is me adjusting curves but that's pretty much it yeah this is a bit tricky I'm not sure if quick time can handle that this would be neat if you could probably resend it and you just copy paste copy paste copy paste for a bit of a longer cycle and just have her sometimes a quick time when you set your own in and out might not work properly like this should be a technically yeah I don't see it's a bit funky this one definitely needs yeah I know if you could resend this one separately in this copy paste couple of the cycles so it doesn't cycle so quickly so I know that I've had at least two or three clean loops but first impression is too fast and too strobie that sounds like a fast infuse maybe too fast too strobie it just feels for the for this a huge amount of up and down for that amount of speed if you're running this is more like a jump run I'll probably use that by half so that would already take the bounciness out you know if you're going especially going for a generic vanilla run there's something to the bounciness that's kind of funny in the a to b view but then it feels like that bounciness is not reflected in her arms so that could be a bit more playful like I feel like there's so much bounce that it's almost something where it would affect her arms a bit more with like a side arc or just not so bent through here they're almost more swingy and happy they almost get certain points are out like that a bit more straight if you keep that bounce and if not like that seems to be more like a generic pose but then you got massive bend here and a huge up and down just so it's a bit of a contradiction there in terms of the presentation of what how we're supposed to feel about her and that makes sense I guess there's a there's a hint of this is going to be a generic run but at the same time you have such a up and down that kind of takes away from that it gets into into character land and even how much you rotate that chest towards us but then it doesn't feel like the hips are are towards that leg you know so I would reduce the rotation you have in y but then add more rotation in the hips and y this way so that at this point we might see more you know part of that butt cheek and then the other one is here if you're going that far if you will go that much with the up and down then I would also add a bit more drag and overlap on the head not that has to be crazy overlapping bouncy but something that really takes into account that there's so much force that goes up and down it doesn't really have that and also be careful with how much forward and back momentum you have looking at that line of the head how much it pops back here we just asked that overall poppy bounciness seems better it's not as poppy but it has the same feeling of how much forward you go and back has a nice circle there you know in terms of when you are but the moment you do something forward and back in a stationary cycle unless you did it in a to be in and that's the camera view but even even in the side view go back here made in point here and so if I'm looking at the a to b there is there's a moment of what kind of stops and then shoots forward and stops and shoots forward it's subtle here and it's it's the thing that anytime you have something that goes so much forward that's not driven by roots it adds a bit of a bounciness and a weird stop and go in your side view so it's me this bit too much too much of that subtle it's mostly when you play in real time watch out spacing wise it's a bit funky where it goes to the right stops a bit and it goes to the right stops a bit to the left those little pauses you have in there it's cool though again I would probably reduce it just a tiny bit meaning like how much you curve out into the left and right here I guess hips are just a bit too strong especially on a run it's not going to be if it's bouncy and jumpy excuse me it will be okay but if you're running the faster you run the less you're going to have left and right and up and down it's going to start to be a lot more straight nothing for the amount of speed it just it's just a bit much with the front and back and the side-to-side probably use that that's about it though it's pretty cool so let me just look at this guy like that well can I come anyway no no no no hey you owe me can I come anyway no no it's cute uh first impression there's a lot of a lot of movement in there you know it's um lips in past just addressed it over you about turning down the bounces when he lands which I think was good maybe 10 20% more but it's pretty good uh arms and body all right no hey there's something slightly slightly dirty in the feet how much especially through here it almost gets into mocap territory where I feel like there's so many keys and there's so much going on in the feet here so much movement it kind of pops here that goes up and immediately comes down there's something a bit too much in that I'll clean up those keys just a tad yeah even through here on this how much it goes up and down it's just feel slightly dirty as in just so much waiting for any keys and watch how you got your uh pop in your eye kill a kind of over stretches at this point at the end they're looking just at the feet they're a bit dirty in the keys especially at the end so it's a slight little thing at the end here you watch see how it kind of pops up then goes through right so watch out the feet it's a bit more clean up there I still feel it's a bit bouncy it's not crazy don't watch the whole thing here just a bit it still feels bouncy yeah so you know by that it would just be not as much recovery that you can reduce how much he bends just by 20% and how much he goes up by 20% so there's not I'm looking at mainly that difference how much he goes up and down and how much bendage that's a word how much he bends in the body here and yeah it's mostly the ty that will fix a lot I think at the end that is a bit much it feels like you have a really bent over so in a side view you will be like this and then it's almost like into that so it feels like that change in the spine is a bit too much really right there at the end this makes him very rubbery you want to keep this a bit more solid and I think it adds to the whole rubbery bouncy feel with the ty here and the change at the end now with the audio yeah well can I come anyway no right now and this is a common thing with lip sync you want to make sure that the words are really if you have to feel like they come out of the chest and that the head is affected by those words by that I mean actually I don't even know what he says here that's my esl at this point at this point I don't know what he says can I come anyway no I something committee quitty whatever he's saying here but it when he says that word he might have a bit more of an up in the sideways rotation in the head so it doesn't feel like it's all in the body and then you just add lip sync to it it needs to affect in terms of how you know big jaw moves are going to affect the rotation of the head oh can I come anyway no no we have it a bit in here oh no that's not too bad can I see you have a little down in the nose and up but it could have an ever so slight move to the left so it's not just in here but has a slight rotation this way no no hey you owe me oh well can I come anyway no no one is there this I don't mind not being in there because he's really more pleading and it's a bit more focused and you look much more still and that stuff is cool at the end that's what I mean that little rotations changes like that stuff I just be careful in how harsh they are it feels like he rotates over kind of clockwise boom and then that rotation just stops only a linear key back to the legs you also that knees a bit dirty much how much goes up and down so just the foot roll and stuff like that and the feet is probably one of the bigger comments the bounciness would be on the same level yeah and just how how dirty it is at the end so like I said to the rotation kind of stops so quickly with this foot going boop and then moving to the right and how much bendage you have there in the chest because it's kind of a rough feel it's pretty much it's um let's see apart from asymmetry same thing here as it's quick time it's a bit depending on where you click it's going to change my in and out points it's a bit funky so anything you can do to send these guys separate movie files um can I come anyway no no no no I think the kid that amount is okay but you have a lot of it in here as well so I would probably reduce how much the corners go out just for more contrast so it's like that feels fairly similar to that see how much that's here 38 71 right so I would reduce that so that this stands out a bit more uh even then I would reduce the jaw just a bit go up a bit higher it's a bit too big I think this could be more of an O shape a little bit this was a bit more like just corners in and kind of a lippy kissy thing here well can I come anyway no and I think for this one it's going to be a big thing there the asymmetry it's how much you're going to favor a corner and I think with this and the accent everything I think you can really get away with a massive offset here in terms of asymmetry oh well can I come anyway no no no hey you owe me that's cool again no no no no hey you owe me hey it's a bit too big it was almost back into the beginning territory so just reduce that and bring the jaw up a bit more it's a bit more subdued at this point I think in the language no no hey you owe me hey it's for to close this guy a bit more and go a bit higher but not as far and this can a lot more in so again the offset is gonna asymmetry is gonna help a lot you owe me oh well can I come anyway no no no no hey you owe me yeah the rest on the face is cool I think the blinks are a bit too fast let me step through this here this part how far you go from here to here I would add at least one more kind of through here to soften that and then watch how much your brows go down once the lids are closed like this almost feels like a close but then you have this massive shape clamping down this feels a bit much so you can reduce the amount of down on the brows this feels like it's a massive chunk of geometry going down and the bones no no no yeah I just feel like suddenly his head collapses oh hey you owe me yeah that's about it um and in terms of your ultimate vanilla cycle presentation that can work just for the sake of not being so stereotypical where it's a guy checking out the woman you know you could switch it up it could be a guy walking and a girl is looking at him why not also helps not always be the the woman as the objectified character um what do you view yeah but that's kind of neat that was good to have a little twist and a variation on the cycles it's not so cyclically um ogre that's totally fine too if you want to use an ogre that's cool switching those rigs yeah and I sold you on ditching music all right so that is pretty much it so yeah hope this is all helpful um if you send that amount of shots the review is going to be longer um I can't always promise to get to it on the same day if they're that long um so you can always send if you want a bit of a more speedy response it could be just the cycles and we save um that for the next submission you kind of offset so while you wait on this guy you would work on the cycles by the way for cycles work on this guy uh or if you don't mind I could you know a day longer on the feedback cycle uh I can do it all at once all righty but the main thing would be if possible to send these guys without title cards uh separate quick time files and it wouldn't be you know like here a couple cycles and then you know a couple seconds of this of the loop cycle all righty 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