 Alright, let's take a look at this here. Wolf. I think German impression is that it's a bit slow. Beat things up a bit. Arc seems pretty good. There's some hiccups in this area. Actually, later. It's all cool. And as you mentioned, this is just, you know, for a start, there's no polish in there, so it's all good. A lot of things I'll mention. No. This is all cool to see. Yeah, I like it. I always like to start with the front view. And what you're doing well is when the wings go up, right? Look at this here. The wings up are faster than the wings down, which you have. Excuse me. And that's a common mistake that people put in. You might always get, well, you know, they could be some license of whatever you can do with painting on the creature. But in general, you know, because you are folding, and I think you can fold, you can experiment folding them even more. It's a horrible drawing. But, you know, maybe, maybe half, maybe something like that in between these two, but you could potentially fold them more. But because you fold them, there's less wind resistance. So it would go up faster versus when you go down. Look at that. All of that here. That will, there's so much wind resistance, it's going to drag. I like that your tips are up, which is all good. It's also good that you are having them until the end. So they drag until the reversal, which is good. It just feels overall just a bit, almost timid. It feels like this is more like an adjustment glides flap. Whereas a creature of that size, to me, I will go... That's a horrible tipper. But, you know, wings can go all the way down to here and then fold up like this. And go all the way up to here to like a really, really big flap. And then that way you can make that, you know, pretty slow, faster, pretty slow, faster. Just to kind of push that area. So going only down to here, I will go, again, like around this area and really, really push the idea. But your mechanics are the same. Like tips are leaning, and by the time it reverses, then this part of the tip is dragging. So that is all correct. Again, you can probably go a bit more and then at the very end have that big reversal. But again, instead of going this as your full-out point here, this could easily be up here. This is just me. I would do this for a full-on flap. And to me, this is always a big creature. So it needs a lot of force. That type of flight. So that seems, again, more like it's gliding, gliding, gliding and doing a bit of an adjustment, glide, glide, glide, an adjustment flap versus a full-on flap. That would be my, probably my biggest note. Your tail is in one axis. You can easily have a little bit of an arc in there. I like that you have offsets here already. Forget, again, arcs on your legs. So as it goes up here, I usually bring in legs because of the drag. And then as it starts dropping, I can bring them out a little bit for a little bit of an arc. Same thing with the head. The head can have a little bit of a forward drag. It depends if you're just doing a straight drag or overlap or lead. So by that, I mean, I'm going to bring my face in there. So it could be where the drag is just kind of doing a drag or you kind of go the opposite way. And on the flaps, it's trying to lead. But either way, to me, it feels like you can do a bit of a twist and then tilt. It's not just in one axis doing drag overlap, but it's kind of this and then comes up and has a bit of a tilt and twist. So that's especially if you're in a leading motion. You need in a drag overlap favor some side and have a bit of a, again, twisting rotation face out. So that would be for that. And then as you go into your polish, you would start offsetting these and not just a global offset. I wouldn't just take one side and offset by two or three frames. But by now, depending on the force, maybe this one is suddenly dragging. There could be some sort of frame by frame type of offsets, which is just like, again, not just one side, but you can kind of vary where the offset is, you know. And then again, just for asymmetry, you can also have, I mean, it's not going to be a fantastic idea to go crazy with a overall body tilt. But even this imagine just everything has, that's your straight line and we're so slight tilt. So the whole body and the wings, even at the top position, it would end up being slightly off. Not enough to kind of alter the flight dynamics, but just off so that then the head stays somewhat put and can almost be in a counter rotation. Just so it's just more organic, more, there's more asymmetry in there. That would be my biggest thing here. And then on the arcs here, it's okay to do an arc like this. Some people, you know, they can have figure eights. I think the amount that you have from front to back is pretty good. I think that's pretty good. If you go further back, it gets a bit too much into a holding pattern, almost a bat type flap here. I would just be careful with that seems pretty good. But as you go down here, this is like a frame sticky, almost a sticky frame through here. Then it kind of pops back and then it kind of slows down around here. Then it speeds up again and then it's okay. So just be mindful of that. And in the front view, I think that's pretty cool. Some people have it usually too much of a default where they're back. So I like that you're going out here to give this full resistance. It's good for the flaps. The other thing was, it's cool from that angle now. Anyway, as you go through, let's see for the tail. So as you increase the flaps, if you do, I'm just saying it could be cool to increase the flap, right? So on this, I would have an arc that's a bit more like this, where the chest part really comes up during the flap. So as the wings are down, the chest goes up and then it can go down as it starts dropping. The reason why I would disagree with one of the tutorials that I mentioned, and it's not because it's wrong. It's just kind of the liberty that I'm taking just because of scale, because this is so huge and this creature is so heavy. If the wings are down, when the chest goes up, I usually put in a drag in the hips, where every now and then, depending on the size of the creature, hips and wings are kind of in sync. I'm okay with big dramatic overlap between all of these sections, especially with a lot of wing flaps. I think the legs could be, this to me is going really, really fast with that much drag. I think you're okay with relaxing these guys just a bit more with some asymmetry. Again, horrible sketches, but just not so straight, just a bit more relaxed. I think in that way you can do a bit more up and down on the drag overlap and to make sure there are arcs. So right now it feels like you're going back and forth in this manner. Yeah, pretty much versus it can come down maybe on the flap. It goes out this way and it comes back in and a flap out and come back in. There's a bit of an arc and a circle motion in that way where it contracts. I mean, it gets a bit more tense. And as it flaps, I might do something with drag overlap where it extends the legs. There's a bit more involvement there, so it doesn't just go back and forth. Oh yeah, and then the wings here, at this point I would take this shape and personally I would bring it up. So you can see the full drag of the wings. And that is fine. That is kind of it for now. I think that's pretty much it. You can always experiment with open closing of the mouth depending on the velocity of the flaps. It all depends how strong you want it to be. Because right now this is pretty active, the up and down. And it feels more it's an active tail versus drag overlap based on how much the dragon goes up and down. That makes sense. So where's the guy here? Right, so that much snapping of the tail. I would probably do if you have a cycle and it goes on for a couple of times, but longer than this. And like once or twice you have an extra flick in the tail just because it wants to. Versus this feels a bit more just like regular drag overlap. But the amount feels too much given that it only travels not that far up and down. So you could probably keep the tail if you go more up and down with the full body, bigger wings. But don't forget a little bit of curvature or whatever you want to do a little bit of a complexity in the overall curvature. So it's not so super straight. I think that is kind of it for now. It's a really, really great start. Kind of just my comments from now on this. All right. Thank you.