I feel as though the weight of the character needs to be worked on a bit more, the reason being is that this character is holding a heavy gun which would strain some of the character poses from time to time even though, this character would seem to have no trouble of carrying the weapon at all. This has also made me think about my planning before animating again. So next time I begin animating a character or creature, I will provide a background history, so that I can get a sense of story and personality.
The jump when the character gets the courage to go out and fight, doesn't really work for me. I think I got the timing of it right but the poses, aren't exactly the best one, as it's kind of exaggerated a bit too much.
A point which I just want to make is that, this project was more orientated to a game showreel at the time but because of the complexity of the character story, it wouldn't seem ideal for a game asset. Therefore the next video below has different camera angles. Another reason for the multiple cameras was that it was to train myself to see from different angles of the animation that I was working on so, I didn't cheat. This proved to be useful and I would do this again for upcoming projects.
I remember the final project of my university course and as much as it haunts me of how bad the animation was, I now understand what my tutor "Michael Morgan" was talking about, how the performance of the character poses has to be done first, so that you can communicate to the audience on how that character is feeling. Rather than just focusing on the facial animation, which is another part of the animation. Even though I didn't animate much of the facial expressions for this project, I understand how the character is feeling nervous first, but then calms himself down to remember what he is doing.
My next project will be a creature animation and it's something that I can't wait to animate, but more about that later on the next blog post.
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