 All righty, let's watch this in full first According to your email. This is a rework Close just got the black nice like that Nice. Yeah, I talked about that the placeholder here in our cell adding a large shadow You're saying there will be a large other coming. That's like it's nice like that a little bit of a looming pending doom here and flatten it to rain the bits So it's not on that rocket thing. Okay, cool. Cool. Yeah, I'm gonna flatten that cool. I like this rework So my main thing is just timing. There's lots of floatiness Let me start from biggest from the beginning here So watch out timing where she really speeds in but it comes to a sudden stop I would make this a bit more playful than you can even come in. She might be a lot smaller too coming in She's a nicer arc, but a nicer path and you can smooth that out and But maybe having her here and smaller This gives us a more and then gives a bit more time. I would steal some frames through this section here I'll talk about that later, but you can put that in here to add More frames that make it a bit slower. Let me see This also feels a bit weird rush. It's always like she's trying to sneak over some spikes here And then she suddenly goes down Ready right and that's something really really fast there. So lots of timing issues there So we keep this more playful whatever path you want to have. I mean you can also Do you want to rework this again? This just feels like because she's stretching so much. It's like she's trying to Pass something she doesn't want to touch versus she just comes in In the lands this might be easier to go straight forward She comes in ready ready, huh, huh So yeah, just in terms of you can make this actually where she comes in and Keeps on moving maybe like a slight timing change with like a slight pause there and it comes in so that this She lands here, but the body's around here So you can still have a bit of a reach, but it's more because she wants to reach down for the landing and not reach This way because why would she just land here? I think that's kind of what I'm reacting to That's all cool. This gets into the swimminess Like the arm and the weapon just kind of flops around the knee doesn't have a pin here That is a bit funky terms of the mechanics how she switches into that knee sliding there That's already some good extra thing, but again, it feels a bit floppy. I Say this never does that meaning a backpack being floppy, but I'm all about floppy is there, but it Just seems like this would be really Locked and tight to her back so she can fly around if this is this loose She would have really difficulties flying. So I would reduce that by at least half and Again, just a bit too constant moving around where you don't have a Huh, huh? Haha, it is that constant moving this makes it very unfocused Mechanics wise watch out. She brings out this foot Hold on. I'm taking backwards. She brings it out back here, right? Then she gets up But she's really leaning this way. So she's gonna have to get up a bit faster and then take a step over here To be balanced if you watch this in real time. It's a bit slow being fairly off balance She's really leaning but then she's suddenly straight again here So you got to watch out how that weight shift is gonna work out that I like that timing a lot here, huh, huh? That's all cool again bit floppy on the back Feels a bit overextended on those legs watch out for those And she has a very floaty move up watch a root in her chest even the head more So again, hold hold poses. So ha ha we can just focus on that I would probably rotate that wrist around so it's a bit more profile straight at us and Then you got to look at if this shoots It's gonna rotate back Bring down that arm this way which brings down that arm this way which can bring down the shoulders I'm just gonna rotate the chest down bit this way with a slight rotation away from us and why and all of this will have the head drag So look at the mechanics of this moment This is kind of fun here, huh, but then I would bring this out and bring that arm and Flatten that gun so she can look at it like this side is more at us. This is just a really broken wrist For a reaction, I would probably bring out that arm for clear silhouette. It's a bit muddy there because of the whites and This is really slow and floaty and Then it's two actions She's looking maybe but she's about to use this but also this goes down killing the silhouette So I would what is she doing? Just to do this. I would just start Putting the gun that she waits and then gun in first then brings up the arm And she can already prepare to go out. So I would technically do personally subjectively I would bring in that arm Bolster it and as she brings on that arm afterwards She's already turning her chest and her root because she's already anticipating out of get out of here She might even take a step potentially but just imagine this is rotated over chest rotated over already leaning over this way It's okay to be off balance because she's gonna go off Also, if that's the foot placement and she goes off I would rotate these a bit over so it doesn't feel like She's translating over is a bit more way Path out versus kind of sideways Move and then look at the mechanics if these are firing it's gonna Translate the backpack up first. It's gonna bring up her chest with a slight drag on the head and Then it will go over just kind of look at an overlapping of actions Like a sequential, you know happening of things All right, and that's great. I love that so much better. I'm really big fan of that rework It's a really nicely done here 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