 No sound of this one, but it's play it. It's really awesome crazy action. I love all of this That pick up there and then All right So much to dissect here. I love this. First of all, I love the setup I'm always a massive fan of fitting characters into an environment. I love the little color change there I think this is really great. Just like simple shapes that allude to a city I just look always kind of looking at I'm not should be looking at the animation first obviously But I'm looking at the interaction. I like the placement get a little slippage with the bricks All of that is really cool. The camera moves are nice to watch this again here kind of follows a little bit of a tilt there as it kind of Follows maybe a bit long on the dodge angle tilt there Maybe kind of flatten out a bit sooner, but it's great because it's not too frantic. It just frames it And it's also if you look at this character is pushing over this way Right, so the character is always leading the camera even here Starts to indicate a turn and the camera goes maybe a bit early, but it gives us just enough room to see this I could probably push this maybe up to here the lay that pan over a little bit and Then because of the slipping camera kind of takes over. That's fine. This is definitely well done where it really leads the camera and goes up here and then nicely frame there a maybe Maybe Maybe character imagine higher doing all of this here so that the silhouette is cleared There's a color so here's not not that it's not clean or not not understandable And sometimes it's nice to stack things But maybe this could have been kind of neat since there is actually still a lot of room if you look at this here Just the way it's framed you could just bring that character up leave this where it is and just put the character higher now that Maybe the animation will be a bit snappy because the character was higher, but kind of keep this maybe just frame lower with the camera That's my dog in the background anybody here's this and I can't control him I do critiques he just goes and then maybe cheat that geometry down So then you still have a clean silhouette. Maybe that's something That could be done Now already cool with that look Wow, I love this here. There's a little bit of a Push on the nose like a flattened nose for a moment. I can tell seems like it That's pretty cool here Looking at that maybe a bit high you gotta be careful when you bring the lower lip into a 50% I don't know cook maybe a bit lower and push the cheek up like the cheek could do a lot of Heavy work kind of what she needs to the cheek needs to overlap and go over the lid But maybe that could be something that's just a bit a bit high Let me see the helmet I picked up I was gonna say the helmet is a bit simple I love prop animation and could have had a little bit of a as he goes all back I could push back could have been a have a slight rotation in there and Then watch out also the path goes this way and then whip goes. It's only here So I'll probably do that and you could have let's see if it hits the the underside here at the top I mean and then rolls over Into that that could still work that would have been maybe a nice And nice little extra tweak at that path of that helmet is a bit strange there Then as he goes back here Yes, there's a nice feeling of turned towards us where this side is towards us and it's okay to have an over rotation So it's a bit more complex in just the one axis thing, but then he lands so flat towards us so maybe could have been Slightly less keep it with the shoulder towards us and then the landing will force him to go the other way So it's kind of like a pop like a hit like that. I know there's something about the flat on It's not always the most appealing thing But it's cool as you go Cool feel to it. Yeah, I think we just kind of the straight on feeling I like how these are You know moved over so something in the chest would have been kind of need to keep it like that But it's a nice pickup. What goes fast sometimes with stuff like this when the character looks back This feels like a forward run with a massively twisted Body torso and head to look back where it would have been need to do that, but then have a sight What's it called like a sight step walk Maybe it's intentional to push the cartoonyness of half and half But this seems like a broken game where you move your character forward But then man, there's like a separate axis just for the body I feel like that would have been a nice touch to do like a sideways walk And then you would have been like this like this would have led right into that pose But that's cool. I like that drop This was nice and heavy. There's no like extra pounds, which is good doesn't feel too light There's not that much time. He goes up fairly quickly But it'd be nice to get one more frame or two of weight and by that I mean The body hits here and it takes him just a bit more effort to get up Where I know he pushes up with his arms and it's kind of like a bounce up Into this but maybe you would have been need to get a pose somewhere Maybe cheated with this foot where it's basically it's it's more of a leg push-off But I could have seen the chest lower It's like the butt goes up first because there's still weight in like oh And the legs are like the legs are the things that that are driving the character to get out of there to flee But then they still that weight in dragging the chest a bit lower and then coming up into that maybe I was always easy for me to say as I'm not animating this but I feel like that could have been Something interesting to explore. I do love this though. I love the shapes That's a wiggly thing here. I love the shapes here. It goes into this the look back and then this here that starting to turn With that lean over Into this with this arm out and I know this is something really appealing about that change here Totally by that The only thing I would say is as you have your head this way and you shoot over this way Then the head kind of locks. I've been also in the camera But there's something about this where I would have continued I know there's a twist in the whole body, but maybe Something like that where at least maybe the head would just have a bigger lean Might be tricky because then he got that breakage between the chest and the head But I see that turn maybe maybe just even turning the head three quarters So we see that side maybe his white eye to kind of help us lead into that turn There's something about that turn, but that kind of stops in the head and chest a bit But I like the contrast to after the running now we have a whoop jump and slippage That's the only time where I felt like whoa, that is such a backward slip And I know he has that there's your balance. He has that leg out there to regain the balance. This just feels slightly Magical I think what could have been fun to explore is that he takes one or two steps Yes, it's not enough time in my mind. I'm going could have been fun to take a step down still While leaning back and it's the arms that do the whoa Rotation forward move and that's what brings them back. You might argue that might be this arm so maybe it could be We have to be an arm forward back a bigger arc and then up and then down Into this move back if that makes sense. So this arm goes up Where are we here that fall? Triggers nice little drag on the Hound the helmet that arm is net up and then bam an impact goes up and gives us that arc Into this because it just feels slightly Magical right there that recovery here and Then that translate forward is a massively cheated translate forward because it does not even a full extension on its legs I'm not quite buying the physics right there. It would have been interesting Just get a frame of full extension to really push that and then would have been almost dragging that chest back longer And then the forward move is when this happens. Boom. That's the compression That brings it forward. I don't again picky picky picky things about Something that's really fast. Same thing here though. There I say where he goes over picks up. It's great There's something about that change of direction like that leg is straight. He's leaning over there So to get into this Magical I would have put that foot here already right off the bat. It's underneath the body so that I Mean, this is also silhouette wise but tricky that way you would have had this room to do this like a bigger Direction point of that leg to motivate physically that move over there to keep it. I love this though Coming up and run one arm And there and this one's also a bit tricky Not quite understanding what's going on. I'm gonna know what's going on that would have been maybe Maybe if you push it more like that And I could have been maybe a one that's like this With that body be curved like that maybe could have had that first hold and that drawing that I just did and then So I know he has to go back because the arm goes back and that pulls the chest over and back For the throat but something in there to make it work. And then this is a bit long. Let me watch this in real time and Yeah, there's always a thing when you watch in real time I guess it kind of works and then you start framing through it and you go that's a really locked head The thing about real time here when you watch this we see the face which watch his eyes and go With all that action We are locked on that face and we get to read it. That's what I was gonna say if you do this Arm is so far back. I would tilt the head this way, right? Because everything pulls or if I go back and throw a pretty nice little push on the head This way or pull and then on this Could be slightly delayed and drag see if there's not enough time and then at the end the head would be till this way again the tricky thing is Will that be too much head movement? Then we won't read it. I feel like it's a bit too locked I think it could loosen that up again a bit of rotation this way So a bit of a overall line like that and then at the end you could end up here Just like a little bit of a tilt in the head that could work But that is that it's very very cool. I love it and that's it from me Alrighty, let's play this in full. There is sound So cool, there's a sound off This one is one of those picks where I feel like everything is awesome and I just want to talk about it I do add some of these that are I think are really cool too at the end of my compilation For a kind of a bonus thing But I do wanted to show this one go and go in there frame by frame The thing is when you watch this it all feels totally fine Sometimes it's always a bit of a bummer when you go frame by frame again Which you don't really watch in frame by frame, but to have these effects I would still add there's so much love put into all this We still have a bit of a tweak in how these moves they don't stick over multiple frames There's one at the end as well here when you go up and see that effect here Where it kind of holds out of something that if you're putting all that work in there It could be something to kind of tweak picky things like when that hand gets on there We're kind of locked on this where it feels a bit IK and then there's no real compression and change in the figures Happy super picky. This just feels a bit to IK with the bending and the movement and with this hand It's kind of being still but I like the weight of it as it comes down. It's just enough time for it to go and over Also feels as again as a viewer. I reviewed some of the Toy Story stuff before words I haven't animated these so it's not out of the ins and outs But as a viewer this feels very buzz where he has those quick moves and tucking rolls I think this is really nicely incorporated in here. I think going back Maybe something where we can see the foot a bit more here just pushing I'm cleaning up that silhouette a little bit where it gets a bit muddy right through there as always. I love the added to the effects I love all of this Get a full extension on the legs Coming in again. I like that immediate lean for that push off push off with the full extension So there's just enough weight to get in there and I love this here. This is really cool Push off with that as a nice frame Into this with that turn just seeing enough of the face there I think that's really need to again the 2d effects really complement this nicely I love this here how we get into that that type of framing but still seeing his head With the eyes and then the mouth for real here just for a little bit again This is once you watch at real time. It just holds enough Now when you see all that action the stuff that kind of holds and freezes. What am I looking at? I'm seeing this. I think this is really nicely presented and nicely staged Just tiny things for me in terms of like a hands and some silhouette here and there, but I love the rhythm of it All of that if I may make some weird sound effects I just like the rhythm in the holds as we go back the contrast and just the pattern of the slow and fast I think it's really neat. It's really nicely presented The camera moves are great. There's nothing too confusing and you have the camera that Doesn't lead it doesn't lead it's a character that leads the camera at all point The camera always kind of has to adjust and catch up And I think that's really really cool all the way up to here just generally. It's really well done really nice presentation I love being in in any bedroom. I love seeing that just we're moving around the server moving the space And it doesn't feel like it's just you know flat to camera. There's not that much happening I mean, this is this must challenge is very dynamic I think this lens the the topic lends itself to doing something more like that But I think the execution is just really really cool love seeing this I would love seeing more shorts with buzz like that. I think that'd be really cool. And that's it. Thank you There is no sound, but let's play this in full first. I couldn't make sounds I guess, huh? I Know what is it peepies at the end? So I picked this one Not just because it's cool. The thing that would say is just the weight Feels a bit off and I'm not saying off here like I like the timing with draw like the hold I Like the pose right off the bat a little bit tangent there But this is a very picky frame by frame walk through here This is all cool like again, like it's a nice hold a nice asymmetry It's a bit flat maybe since the legs out I would bring that pelvis over this way That way you have a bit of a hits bam flat head like this always a fan of 2D effects that are added there I think probably push out one of the legs and bring that knee in just for a nicer silhouette So it's just not that it's far away, but just kind of picky comments But the main thing is as he goes back I feel like we could have a Better lead into this. I know he leans over the leg against a bit of a silhouette issue there But then it's a push and the head drags, but the thing that's happening is that The lean of the head and the chest Kind of the same kind of the same kind of the same and even on that push off They're kind of the same There's a little bit more of the back here which implies a bit of a drag in the head But because we don't see the face like there's no You never see the face. Where's the face? Give me a face, which is an issue towards the end, too Here is a face, right? So because we don't see Face color skin color eyes or anything. It's just this black wishy little pia chat here pia chat Chia pet. Wow. That was a good one. So I'm I'm missing Rotations and a change in that post because it's just all black there And I do like those stretch and it comes back in. It's a nice pose nice effects But I feel like they could be something where we could get into this and then Because the shot is also Here right this that happens is before he actually jumps so to me that hit is back there And there's nothing right here that hits that would motivate an immediate jump where the face is not looking up It's like this feels more like an instinctual reaction, but this is later than that So to me it would be you come down head looks up with a almost head lead Where it's less of a drag in the body here, but it's a bit more use you start You start to lead so you have more open chests and you see the face And then the explosion could happen closer and that's also almost like a a blast shock wave That sends him over I think that could be something Same thing here with the weight again, we have the head That's just kind of this mop of here is a little black creature And also there's a lot of momentum That goes over this way that roll and then bam we just stop and it's all straight. It would have been really cool to see This over with a almost lean struggle crossover step Then one more step and then an adjustment step over. I know this is all in slow-mo, so I Don't know we would have to bring in the slow-mo a bit later But that's that to me is bigger This is it kind of works, but I wish we could see more change in the chest and the head So it's a different differently motivated push-off I guess this one just felt weird in terms of the weight of one right and then immediately Still in that lean versus Going over this way and coming back That's cool And then I wish we have one more frame Like all red or all white. It's like we're almost there I mean, there's also frame limit, but to continue this at home. I just kind of finish it up I will give this another Frame in there to finish this off, but then we go from this To that. I'm not supposed to loop, but there's something about It's not quite connecting there again. This is like a one frame What frame quote-unquote complain it's not the complaint so one frame critique which is a bit silly, but Anyway, but that is that it's really neat and I don't want to bring that up for the weight Anybody's watching his students You know do physical things weight is always an issue. So here's your example and that is that things All right, here's the next one. It also has sound The subtle sounds what they're there the reason why I picked this one because I watched a couple of them And they're all about bam going back and fighting and shooting and explosions And I love this one because it's he gets hit and then it's all about the pain. It's like, ah wait wait I'm not done. Ah Shoulders up. Ah, it hurts. That's the whole shot. I love this I love that. This is the idea and the motivation behind all this and then at the end I love that it's the car That brings the character forward. The only thing I would say is that there's a crazy Off model thing when you look at this is the face Some degree right? I mean it's a bit of a squash throughout the thing because he's fairly in pain But that's kind of the look of it here at the end. It gets a bit weird I think it's okay to stretch things, but there's something about Especially this area that's over to keep us turns into a totally different character It's design-wise. I think it would be interesting to do that more with a a Open mouth so they keep that distance here Shorter open the mouth and you can still have a little stretch there Maybe tweak the hair to get like get the feeling of a stretch in there then to massively change The structure of the head like that Other than that, I think body-wise there's sometimes it's a big clunky Watch out. They got some Intersection right there. I know it's quick. You will never see it But I would still go with the rest is really nicely presented here. The renders are really cool And actually you just told me that it's in done in unreal. It's really neat But if you spend that time already, you need to kind of just watch out for stuff like that I would also offset fingers to get a bit of a bit more Not complex just a bit more of an appealing change in the shapes are also angles like this seems very default And just a bit Not just not enough of a Thought out pose there. I'm also sorry. I'm almost distracting myself. It feels like you are Fighting the frame. It's like the hands cannot go out And give us enough of an arc where it needs to stay in frame and then it comes in That's a bit odd. I think loosen it up. We give it a bit of a nicer A nicer arc versus what's what's there again fingers are just three is the basic thing Even here thumb is still out, but only these guys are curled in and it's also a bit And we have Weight shifts there's like the pelvis, but it's like that can't be delayed a bit He steps on this but the weight is on that leg yet I will keep the hips like this and then as he gets over Then they shoot up a bit more And that's just okay. I mean there's enough movement here. I can push off into that Move over there. I wonder if that could just be A bit more bent with the leg to give us a bit of a nicer line so it's not so harsh in there Yeah, and then even here the camera goes with the body There's some some funky camera body relationship stuff where I would Overshoot and then keep the camera here the body goes forward and then delay that camera move by maybe five six frames And then it comes back to us But I do like the look this is again really nicely done with the renders And just the way it's framed a lot. I just love this like the idea of him going But with that pain again, I would give it a bit of grouping in the fingers I would tighten that fist and maybe you know, it's just a bit more because you have so much Tension like the shoulders are so high that I would keep doing this and really have a close tight fist I mean I could see that going Like that with the fist. It doesn't have to be like a punching type or whatever you want, you know Whatever fist that is, but I can see that but you could also get into like a tighter hand Maybe just to get a bit of a change in posing just this feels too soft and loose to me There's something about this that could work Again, I love the end. I love the depth of field that we're still focused Someone on this just has a kind of a nice little toy look to it But that's mostly that for me. It was just kind of the mechanics are just a bit weird through there with the hips in the root won't work just that And also probably I would ease in just a bit more not that it's Super realistic But there's something about that it's a prolonged feeling of off balance where I would Rotate that body a bit over and then when he goes over it just kind of stops very harshly I would kind of overshoot a bit just soften that moment there So it's not super harsh because when you look at this there's still enough of a overshoot and Keep alive in the body that it's not super stylized in terms of stops and goes So that's why this one right there just feels a bit harsh in its stop Yeah, and then this one is just kind of hurts a bit that pose But again idea is great. I love what you're doing with this and I love that it's the car That moves the character forward. I also like they'll stop on the car. Watch how the car goes down Right there It's neat. Now my picky. Let's see Am I seeing a rotation in the wheels? I'm not sure so I wanted to check how detailed That is what is that? That must be the scale light or is this something? I don't look at the detail. Anyway, now leave it at that. I'm starting to noodle things for For weird reasons also weird reasons like that belt is weirdly locked On those two frames here. Anyway, I'm gonna leave it at that. It's really great clip great idea A really nice presentation Alrighty there sound let's play this in full first It's very cool. I do love the sounds actually bring the sounds down though There's a lot of stuff that are really like a just feel the sound is already cool But the presentation is neat. I like the colors. I like the renders. It's just clean and simple Nice little camera move to if you watch this in real time Nice little pan and even bit of a translate back Pan and tilt right there. It's really neat also animation wise I think it's really neat where right off the bat we have just enough asymmetry To go in there. You can see this too as the character goes back if you look at every frame There's always something differently posed now speaking of posing I would be careful. I know this is fast, but I would still have something where You the foot is a bit further out. So we have a little bit of that Leg here we understand that where that knee fold is kind of like in here That's already better. So be careful In spacing this out. I know this is just over one frame But since every frame is already different enough you got asymmetry The eyes everything there. I would just be careful and really push that even here A little bit or the leg out give us a bit more even here. This feels like half an arm That gets better again. I'm extremely picky here over each frame But it's because it's cool What also like here is that as we go back, right? This is just a couple frames We just get used enough to this character and as it slows down the other character comes in It's a fun rig too simple enough, but really really cute Probably does not have a foot roll Probably because it's too simple. I'm not sure But that would have been something It's we kind of resting on that the toes a bit long But it's fun how he's already starting to look over with the big white eyes It gives us a clear direction It's really neat. That's your classic three points Landing pose but still very clean and clear It's just enough of a bend. I was going to say maybe bring down the knee a bit lower But actually not the babes. It gives us a bit of a that in like this We understand that there's the pressure there like that. There's finger animation in detail I'm always always looking at for your animation and how much polish someone puts in you can see how It changes although you're a bit long on the fingers out. I would probably roll in just a bit at this point personally This is cool too here. You go up I'll probably go over a bit and then down out. There's enough time for that But it could be need to have a little bit of like that versus that But again A symmetry is good. You got full extent not quite I was going to say full extension not quite I would push this so it's your next frame not immediately bent I would give this a one frame if you watch this You I sense it but it's not crazy I would still give this a full frame of extension stretch out those legs And careful when he goes back there is a weird pivot off the kneecaps where it feels locked Right through there. So continue a bit over the moving holds in terms of the The roots going up and then down But it's cute and I love this too that it's the Going out this way How we have the end we could push that C curve and it's been stylized where I kind of to be honest. I kind of like the The straight angles because it doesn't always have to be all Roundish I could be interested to kind of push that a little bit more But sometimes it's kind of neat just have more like a it's almost kind of it's like a puppy or Feel to where things are just a bit more rigid. I kind of like it But that is that Coming in here Watch out a bit of a neat pop there, but again over over Real time. I'm I again, it's more Stuff that I feel Like that could have been a bit smoother, but does it distract from the viewing is like a crazy pop that goes? Whoa, that was wrong. No, but It's also visually you got that shading and then pops into a lot of dark And I think that's why I'm picking up on it as well But again, you got asymmetry in the poses I'll probably bring this out out here. So you don't have a tangent right there So you got it over almost two frames there Asymmetry I like how it starts to lead back with that wrist how the wrist goes back first And even here kind of slide offset there. I think that's great full extension here was just good I would probably rotate the foot a bit lower Great lighting too. We use we understand too with with Shapes in front of like stacked in front of each other the lighting helps to give you that line here That highlight line to give a separation so it's not just one blobby thing I think that's pretty clever too And you got the squash on the ball All right, that's cute too. Look at that asymmetry in the face, but just at the end and again might have been nice To do a bit of a bend over break the joint and maybe I'll go this way into that It's a bit harsh there, but if you play this in real time I know to me I linger on that frame like I see that arm And there's something where I wish it would be less like that But that is that really cute Again, nice presentation and the sounds are great. Let me bring that back to sound Sounds great. Also, I love these the squeaky sounds That was used to play basketball a lot Indoors like that and you just have to you just hear you hear those sounds like oh, that brings me back Anyway, it has nothing to do with animation. This is really cool. And that's it for me. Thanks Alrighty, let's watch is there sound So good. Let me turn off the sound here. Even though it's great. The mechanics are great There's some great separation with all the limbs a lot of the 2d effects that he has added Great offsets and everything but besides everything being great also like the snappiness How he gets quickly into this was the cool things that he basically gets into this over one pose Kind of like over one pose one frame like we kind of snaps into that But then the continuation in that wiggle just helps to not make it super stiff Just enough Life in there as it continues. I think that's great Love these here. You can see the smeary multiples It's just really fun to see that type of exaggeration With the character being so loose. I love all of this But the main reason why I'm showing this one is the end again I just want to go through these frame by frame and I recommend every student that watches this Look at those clips or anything that you find online. That's really really cool And then go through frame by frame to look at what does he do he goes and leads with that leg Then brings this in and then the rest and that in real time Totally works, but I love this here. Look at that It got why he's working is already going off with multiples and I love that It's almost like a mini montage where he's still working All that continues with a slight adjustment camera here. Look at that. It's just so much fun Just to look at it frame by frame animation wise. I really don't have anything to say just because it's so great I love all of this here Just the playfulness And still you have a nice Following that arc everything is nicely done. If I'd be super picky It would be something where he follows this and then as he goes down Maybe a bit more angled in terms of the body so it's not Straight down while there's a side translate with this So maybe kind of following that line also with the body and you can have a bit more fun with that And as it comes in and out you would have a bit of a contrast of head like this and head like that in terms of orientation I mean, you know, I could be super picky with things where As the body goes down you think that he would also hold on to this tighter So there would be a slight change in the fingers instead of straight down It would be like you can see a curvature in the pinky It's the tightening of the hands just to feel that there's a little bit of a grip in there Even though it's a bit more pushed in terms of the timing and the cartooniness I think there's potentially some stuff you could do. I mean, I see a rotation that hand I don't know if a spreading of fingers would add much. So I think some of these comments, you know, that I would sometimes I go into frame by frame would be A bit picky like this feels like a default hand You could rotate in some of the fingers to give it a bit of a different finger posing But you know, there's also a fine balance if you want to end this on a Unfairly stepped harsher keys would them be almost too much when you end here To get a bit of a finger grip and a change in the thumb It kind of goes up and it kind of grips the the helmet. Is that a helmet? Yeah Helmet hat thingy a bit tighter But there's always a fine balance of well, this is also a certain minimalistic style So if you start adding too many details in there, it's going to be almost suddenly We're when you have kind of spliny stuff in there But I love all this stuff that little looks like a little keep alive idol there So good I mean that's it's mainly I'm picking this just to showcase how awesome it is. So if Anybody's watching this and you students like am I going to do body mechanics wise anything like that where you just have so much fun Again, I can be picky with things where the the the head is very straight So with this and that push I would even have since that's an overall body arc like this Give it a little bit of a lean With a little orientation of that in the head Then as it goes down the head can lean a bit the other way Just a bit of a break up. There's a little bit of in here, but even here you could Rotate that head over just a bit more just having a bit more complexity in the head. I think Could be interesting. I don't think it would hurt the animation Because again, it's very minimal and it's very stylish as you can see here as like nothing is moving You know, I mean you have this leg moving. There's no adjustment in the hips or anything for a type of weight shift There's no time. It's just all over one frame to make it very clean But I think that's that It's really really great work and I highly recommend that you check out the rest of his work Alrighty, let's play it as in full. There's no sound and I could make sounds as always But maybe not It's very cool. I really really like this look here For the flat shaded or flat lining there. I'm not quite sure how he did this here if it's just Color faces here, but I love that it seems flat, but then it still has a 3d move we understand the You know the structure of it But is it nicely presented like that really nice framing with the building she has a clear silhouette Well, that's really cool. I think the only thing and this is more of a personal thing because it gets very stylized where every now and then I'm not 100% Into some of the smears. There's something when you get in here where I'm really seeing the multiples where it's just above the You know, I don't think he's always like more feeling and seeing like this is all cute and I like this It's really really fast. That's all nice. There's something about just that moment It doesn't quite click for me here There's one later on where the camera goes past her where I personally would not have these This would be if she goes past I don't know. She's not moving at that point. It's it's the camera person And then this one where again, I understand why with that hitting everything, but it's just something Sometimes about the the look there. I'm not but that has nothing to do with the animation. That's a very weird subjective um critique on this but I love the On twos. I love the the flow of the hair. I love all the mechanics Of her trying to regain balance And I like how you have the moments of pushed faces You can see this here with the stretch and the bigger eyes and getting smaller again There's some really nice detail in there. It's always clear As to what she's doing what she's thinking and I love that big broad dissipation into this All works with her the roller skate aspect that watches here Totally how they would do with the arm swings the lines are nice Full extension there. It's really cool. Again, just every frame to me is really nicely done That's all really really cool Love again the deformations on the head just to give this just all that unique look full extension again here Really nice line Love that it's not just an immediate bounce off the wall, but you have a little bit of a On here over land Look at that. I just love how each frame is just so Different like it has a really nice non fluid 2d look to it That also seems like potentially Too crazy. I don't know. There's something again where we're we're on the ground looking up. You understand that? That's the you know the buildings and then you got this craziness in the camera But then it feels like Are we almost kind of back to the same framing not really but it's just still kind of the upwards tilt where It just felt weird to have that much out of control camera movement. I feel like we would almost be on the ground And then her leaning down because that character is on the ground. There's like one more punch Again, this has nothing to do with the animation. It's just the weird Side notes on how it is presented But I love the look and even this here is great It's for anybody and a student who watches like a lot of times in student critiques that I see or that I do When there's an arm moving from one pose to the next It just usually moves and the fingers are just there and then they go with the hand and that's it And there might be some breakdowns and some changes in the poses But it's so rare to see a beginning anticipation of the fingers This could be out for then into a fist This could be going in or into the fist but anything where imagine you have your hand You said you hold on to this and then you let go you're gonna have a release of tension The fingers before the hand goes away Of course, we'll also all depend on the style and how detailed you want to be versus You know like super cartoony versus more bit more for real, but I like that's in there even in this More stylized look. I love the finger animation just enough detail that for graphic hold It's really cool and you can see the breathing in on that It's just really well done. I'm just a massive massive fan of the colors are great I love the look of it the animation is great This is all really really really sweet. That's all I can say I can only say bravo. This is so up my alley I'll love this. All right, here's another one with sound. Let's play this That's so good to know the sound here Again, this is so well done. I always love going through frame by frame what people do With the faces and the initial hits there's a really nice feel of the hit and then the floatiness in this As you wait, I think that's really really cool. I think mechanics wise there's an ever so slight feeling of goes this way Maybe we should not draw on yellow here, but goes this way, but then has an immediate correction With a bit of a change right through there. I feel it's just not super clean in terms of Spacing to minor things after that. It's really really nice Picky thing like a little tangents with the Where these lines end here, but It's really neat. I really like how the legs are wing Had a slight offset there That's all cool too. The timing is really nice Going up there all of that Is really well done big fan of all of this But the main reason as you can imagine why I'm picking this one. It's just I love all of this Always a massive fan when you put someone in the set and you play around with set ideas and props But I love how all of this connects and then turns into that and if you look at the weight at this point It's just a totally different feel and that obviously he's not walking or running there, but it's just a really nice filter I also like that. It's not a three-point landing. It's a bit more like that. I wonder if there could have been Bigger extension out there to get a bit of a cleaner Silhouette there Getting it back to here The other thing for the weight here as the character gets in there's something ever so slightly off here Subjectively as he goes here with how much this gets pulled down and it's but especially this to me It's the the spacing of this if I bring in some onion skinning here That into that into that It's just a slight ease in feel Where it's not quite connected and then it connects and even through here I feel like you want to take this frame out even potentially re-space out the feet. There's something light As he steps down. It's a bit different here a bit of a harsher hit. I feel like if there's something On that impact to have a slight Joules down in the shoulders or some of the the lighter wobbly parts that you can play with when you have something Big and heavy don't want to make everything slow Otherwise it gets kind of kind of floaty heavy slow So anything where that's pretending that there would be something like hair or something on that impact It would snap down quickly and this gives you kind of a difference in a sense of scale something heavy Versus smaller things have that quick impact and since we don't have that we need to play around a little bit on With the pelvis impact a like impact down jiggle with the shoulders Or the shoulders as well and the elbows so to me that's something we could play around with It's a bit tricky with this massive mass to get a clean silhouette. We could have potentially played with Maybe further out and then seeing the foot here because it's not just this short leg visually And then that's at the end. It's really I mean, he's a tiny tiny, you know It's all of this always a little bit of a of a glee in this I think I was like a up in the eyebrows and then I still seeing the face. It's nicely framed But I just love this. I love this idea. I love how it's done and the different feel of it Love the camera moves. They're almost big fans put it in all together effects like that nice camera move A little slight Change in the lens there. I think all of that is really really well combined to me I just have little bits and pieces of spacing and just mechanics here and there as always kind of picky stuff But I absolutely love this did not expect that. This is so cool Again, totally up my alley. I love this and that's that. It's really just short and sweet. I love this I was always just watching the fool and there is sound That's good This is another one where I think animation wise I really don't have much to say I just wanted to highlight it and show the awesomeness But there's just a lot of it. That's really cool in terms of the presentation. It's neat I like the style. I like how it's presented with those colors and that Blurry background that just gives it just enough of a background. It all blends in nicely I love the as always the 2d effects and all these are great I think it has a great flow of how the body is tumbling here and really nice lines clean silhouettes sometimes I think we could push it where It feels a bit stiff where everything is moving as one body and head and He's somewhat you got hits So for a moment, he's going to be a bit more out of control and then regain control to go up here So I think there could be a moment of potentially floppy your arms at least one And you can have a symmetry in there watch out silhouette wise that we don't have We'll stumpy legs there as it could be slightly more like that again, not to be super twin I like that there's an offset, but we're kind of losing the structure just on that frame And it has an overall feel like I think we can just separate these a bit more And then by having these out as they come in Will give us a greater sense of his back in control To go up here. This is all cool Love how it follows that path. It's a Tad harsher almost go a bit A bit wider there, but that's just me It's really cool. I really like the lines sometimes I feel like It's almost too nice where I would kind of like a little bit of a Just an offset and always something like that It's a bit clean here, but again, these are just single frames the main reason besides, you know looking great And I love the interaction with the camera all that it's great. This is struck me when he does this I love how he gets in there and he has a little bit of a moving hold It's a bit of a Wiggle looseness and then especially this one as he prepares How the body moves has a slight drag and how then the legs come up And it's a simple thing just a drag over that type of thing, but it just feels really nice It's a good floaty floaty weight. I know it sounds really weird to put this together But I like the floaty weight in this again love the look Nicely silhouetted and then going in there is really neat frame by frame to see What is changing how he gets in there that we have to reframe for this and a bit Where we have it's dumpy where we could see maybe with entry the structure a bit better There is stuff going on in the hands or anything Well, maybe you have a slight glimpse of that forearm the fingers are cheating a little bit They're getting in there, but this is cool. This could be ever so slightly more intense. I feel like this is cool This you almost feel slightly tired And sad So maybe even on these frames pushing the upper lid up to get a bit more white It's a bit more like that. I would cheat the eye the left the pupil a bit more of a screen left That's all cool. Love all that. I love that blown out Frame there and we still see this and these are cool too frame by frame seeing what happens there And then if you watch this in real time Actually with sound that's cool, too It's just really neat. So again overall not a huge amount of Animation critiques because I picked some of these out because maybe this could need some work This could need some work and some of these are go like this is just so cool I just want to pick them and talk about it and see what I like But it's not always about fix this and do that sometimes. I think it's also important Just to highlight this is really cool and this works really well because of that and There's a bit more like an appreciation pick than a critique pick. So for me if happy again Speaking of picking being picky if I will pick some things It would be the loosens of the body and sometimes some of these pasts where they could just be They almost feel like he is Stuck in I can't tilt up higher And I don't want to tilt down lower. I feel like this almost needs A lower arc where it kind of flattens out too quickly if you watch this in real time There's a slight like hit here Just feeling wise rest is really cool So yeah, little picky things here and there but overall very very nice Huh