Thursday, November 18, 2010

Project 2 feedback

Project 2 Feedback

Rais

0 - 40 - head is drifting, fix motion to complent idle in body
140 - 180 - too much wobble in root. Soften the curves and take out big changes.
60 - hold this position 5 more frames
60 - 80 - remove left finger flex
90 - 110 - remove right finger flex/straighten
60 - 96 - smooth out Y rotation on COG, offset Y tran keyframes. Start of step = low, mid step = high
40 - 60 - find arc in head turn. Include body/spine in arc.
259 - 260 - pop in right arm - too big of a change in one frame, try smoothing out
135 - 145 - right arm and elbow get locked - keep them alive. Also, elbow should lead or follow, adjust so that it does.
200 - 215 - add some X tran to create a subtle arc in the COG, look @ 219 - 230
140 - awkward pinky pose in left hand
180 - 230ish - left arm/elbow/wrist needs fluid motion/overlap
180 - 200 - more twist on COG/hips, translate COG in Z to keep him on balance, less foot pickup
180 - 205 - blend step fwd, arm raise and COG raise into one motion
235 - 245 - anticipate head stetch with a little squash, add overlap and settle to head stretch so it is not locked. Offset hands from head stretch a bit.
150 - 180 - more stickiness in upper body during look.

Taki

Add clavicle motion
0 - 100 - too floaty, too long
100 - 160 - make faster, add overlap and drag
100 - 120 - break up arms so they start moving @ diffent frames
260 - 300 - dimish/offset table scratch or remove, add subtle head motion to assist nose pick
320 - 340 - add subtle anticipation to head/eye surprise
340 - 380 - add arc to head turn, get the spine into the motion as well
375 - 380 - eyes look back @ snot before head turns
380 - 400 - bigger freakout, build up in stages - start with mouth closed, build up to open - also, right arm has no movement here, and head, spine and left arm start/stop at the same time, also, right arm needs to plant on desk
400 - 420 - need more head/spine change here
460 - 500 - more drag and overlap in spine, arm, head
0 - 120 - right fingers and hand totally locked.
340 - 400 - get a camera and record some takes


yalda

Keep both hands on controller while playing
fix right arm to stick to controller better
80 - 85 - massage pop in spine
320 - 375 - fix twinning on legs in both pose and timing
390 - 395 - hold standing postion just a bit longer
0 - 100 - dimish foot thumping, maybe pause here and there?
550 - 580 - make fall more fluid, add drag and overlap to spine/head,
578 - fix pop
390 - 410 - foot should roll off ground, delay foot rise after body rise
404 - 475 - keep COG alive - fix lock
485 - 500 - figure out if this is a stomp or not. If yes, make more drastic, if no, make more subtle
End - better flop solution for controller and hand - shoulder slump
495 - 515 - arms are locked, loosen them up

Paul

End pose - look up through mag glass?
47 - fix left hand pop
75-85 - more slow out after laugh
60 - 75 - adjust hand pose so it doesn't cover mouth so much
0 - 45 - animate left hand and elbow to compress with spine. Fix elbow position.
50 - 75 - loosen up mag hand - add drag and overlap
80 - 95 - smooth out left hand's contact with the ground
157 - 193 - mag hand is too stiff
200 - 220 - mag hand too horizontal - better line of action through arm
300 - 360 - motion is too floaty - more slow into last pose - reall heavy slow in
270 - hold pose for 5 more frames
280ish - delay eyelid squint by a few frames
beginning - maybe lean him back a bit more?
307 - left arm pop
310ish - delay FK blend, animate IK controller to get arm off ground
200 - make ant stomp harder - sharper landing
80 - slubtle head drag on way down

Jesse
Throughout - subtle breathing in spine - when going from pose to pose, find subtle motions in body that can carry between them
End of sleepy slump - have a head drop at the end, make wake up a bit faster
200 - 270 - get him moving forward in story quicker
280 - 290 - support eye open with head, hand, fingers? keep subtle
400 ish - change mouse hand pose to grip better?
475 - 490 - finger tap - too extreme, try uncurling finger a bit on
360 - raise head/spine after hand drop - subtle
345 - 365 - left wrist breaks, smooth out hand motion more from chin to desk
350 - 500 - add some sharp heavy blinks
320 - 350 - sharper eye moves, add a blink during transition
585 - 625 - use spine/clavs to support arm gestures, eye darts on keyboard and screen
625ish - delay reaction by 5 frames, start reaction in eyes first, slow into shock pose and hold a bit longer
750 - 800 - pounding needs spine/clav support, left wrist is broken
800 - 810 - slap needs anticipation and slight body support
695-725- shaky hand needs to push in more over time / too floaty
900 - 950 - too floaty, esp. right arm

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