#1 05-29-2017 10:37 pm

longhornsniper
Registered: 04-12-2017
Posts: 5

Maya 2017 Sad Baker Final Playblast

One of the final playblasts before I render tomorrow, I would love to know what yall think! https://syncsketch.com/pro/#project/496 … Tab/156341
https://youtu.be/Nm2ibqWErIc

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#2 05-30-2017 4:08 am

Boumboum34
Registered: 04-01-2010
Posts: 48

Re: Maya 2017 Sad Baker Final Playblast

Your poses are good, your lip-syncing also is pretty decent, the overall idea fits the audio track very well. The characters fit the voices. Nothing distracting. No distracting camera movements. Good staging. You got a lot of things right.

The main thing I see that needs work is the movements of the limbs and head are unnaturally slow and very floaty. "Floatiness" is a very common beginner's problem, usually happens when you let the computer do too much of the in-betweening work and don't vary the movement speed enough. Speed of movements needs to vary more. I see the slowness and floatiness most when the man in orange turns his head, and when he puts the knife down on the table.

Your timing of movement--WHEN the poses happen--is good. Just need to go from moving hold, to faster movement than you have here, to moving hold. As right now they move so slowly it's like they're underwater or something.

I do like your work. I'm sure it will be better than many entries I'll be seeing come voting day. Thumbs up! smile

Last edited by Boumboum34 (05-30-2017 4:09 am)

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#3 05-30-2017 11:02 pm

longhornsniper
Registered: 04-12-2017
Posts: 5

Re: Maya 2017 Sad Baker Final Playblast

thanks so much for the fantastic crit. I'll try to apply as many changes to this by tomorrow. Is there any guide you could recommend to help me get past this Floatiness in my animations? I'm in the middle of "timing for animation" hoping it will help me beat this problem.

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#4 05-30-2017 11:20 pm

Easy619
Registered: 12-15-2012
Posts: 672
Productive!

Re: Maya 2017 Sad Baker Final Playblast

Careful with keeping the wrists in place when the arms are moving. There are all kinds of connections in the body that should move when another part moves. The starting pose of the screen right guy can be stronger. Perhaps showing the right arm in some way to make the silhouette stronger.


"Talent you have naturally. Skill is only developed by hours and hours and hours of beating on your craft." - Will Smith

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#5 05-31-2017 12:50 am

Boumboum34
Registered: 04-01-2010
Posts: 48

Re: Maya 2017 Sad Baker Final Playblast

> Is there any guide you could recommend to help me get past this Floatiness in my animations?

We're kind of out of time this month to discuss that in detail as it ought to be.

I've never seen a book or a video that specifically talks about floatiness. It tends to get mentioned very frequently but only in passing. Much of it is about developing the "animator's eye", being able to sense when a movement isn't right and knowing what to do to fix it, which comes mostly from experience and careful observation of movement. Reference videos help a LOT here.

Some software has visual aids to help, like onion-skinning or ghosting or trailing, which are basically ways to see multiple frames of your animation all at once, so you can check the paths of your movements--the "arcs". It's often visible in the graph editor as well. If all the cuves look like smooth gentle sine waves--if all the bends are really gentle and soft, no kinks or corners or sharper curves, you'll get floatiness. If your keys are too far apart (not enough of them), that also tends to lead to floatiness.

I did find these threads on here about it. Maybe these will help:

http://www.11secondclub.com/forum/viewtopic.php?id=4220
http://www.11secondclub.com/forum/viewt … p?id=18232

Last edited by Boumboum34 (05-31-2017 12:58 am)

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