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Galneda

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"Did I scare ya"

YEAH.

Poor Five, I can't wait to see how this show develops.

BaconAwakenComix responds:

uhh thanks

Aw dude, look at you with the watermark!

Good wind up and swing with the pipe. I think what would help give it more weight and power is if the stance was more dramatically changed in the wind-up with the swing. The angle of the body, the spread of the feet, made more dramatic like he's about to knock the SHIT out of the guy on the right.

Still needs sounds, still needs music. A free audio editing software that could suit your needs is Audacity. I've been using it for years. You can record things you hear in the playback of your speaker, so it's a very useful tool for lifting sound effects wherever you can find them. (the trick is finding clean samples, but there's avenues for that too. Say, you played the hell out of Deus Ex. You can find websites that have every sound effect ever heard in Deus Ex, download that zip file, and arrange that ambience as you see fit on the timeline. Not just Deus Ex, but anything from Valve, shows, even over-used stock sound-effects on YouTube and other sources.)

The camera shakes make *more* sense as an effect made in tandem with gunshots. It's not a terrible idea to add that camera thump with melee strikes, but if this were a longer scene with a lot of dynamic action going on, it could seem a bit much. Everything is shaking the camera, punches, kicks, night-sticks, pistols, shotguns, rifles, grenades, a door open, a coffee mug fell off a table, somebody slapped the water cooler. Use with discretion- it's like a spice to add to the soup. You don't want the whole soup to taste like thyme.

I like the subtlety in the rotation on the night-stick as it repeatedly pounds into Left's face. But it lacks the full-bodied windup on the plunge down. Like I said in the last review, if you practiced with your artistry, you'd be able to redraw the nightstick at a different angle, enabling for more dynamic movement. As he wildly swings the nightstick overhead, there could be a custom angle of the prop where it's pointing away from the camera on the swing up, and toward the camera on the down-swing. And that would enable your rig to absolutely wail on this guy on the ground- because you have a really good sense of timing when it comes to kinetic motion- that G18 kicking around in the last video was smooth.

But you are clearly restricted by the rigidity of the props you're using. If you had more props at more angles, more character assets at more angles, I think you'd be able to pull off some crazy gunkata bullshit.

Thus, my re-emphasized need to remind you to experiment with the brush tool. If you can figure out how to replicate Krinkle's line-quality, and get to fabricating custom assets, you'd REALLY be cooking. You'd experience freedom. And that's what animation truly is all about.

smooth-Pb responds:

Now you're speaking my language. Thanks for the ideas and tips!

The title of this animation is "Give me criticism pls"

-There's no environment.
-It's too short.
-The agent hesitated. He was already pointing at our guy, and he's dead because he didn't shoot.
-The very first frame is shown with our guy at the ready, and the agent leaned back, in a full shot, with two sets of identical floating hands above them. It seems like an unintentionally visible staging area.
-There's no sound
-There's no music
-There's no signature or credits to prove that you made this and you, smooth-Pb, didn't just lift this test from somebody else. And because it strictly adheres to the on-model style and presentation of Madness, something made by Krinkles, there's no real personal ownership to anything that's happening here.

Were these assembled using assets that were created by somebody else years ago, or did you draw custom graphics for this animation? We'll never know, because that's an inherent limiting factor by doing fanmade Madness animations.

Though there is something endearing about seeing the same kind of styled animations, more than a decade after it debuted- one has to consider how long is that going to last?

It excels as a testing platform, because you have the opportunity to cut your teeth as an animator, but I hope that you're taking the time to also practice on your artistry, enabling you the acuity to generate custom environments, props, and character designs as you see fit for whatever it is you're making in the future.

The only way to do that is to put in the time. An animator can only get to a certain point by repositioning and tweening assets here and there. At some point, you're gonna have to start dabbling in other tools. I encourage you to challenge yourself by stepping outside of your comfort zone, and really swinging for the fences in your future tests.

smooth-Pb responds:

Jeez, well that's all i needed.

Oakleys used to be a lot cooler back when they weren't afraid to do designs that were really different. Now, they just look like everybody else's sunglasses, with a price tag that's hard to justify.

Anyet responds:

Yes that’s valid, I agree.
I just chose them as my propaganda object for school project. Because I feel like it’s a good representation of people just looking at the name and spending insane money for something not even that good/cool and/or special just because it’s been promoted enough.
But yea this world need more unique glasses hh!

At the two second mark, where she lifts her head to the highest point. "You know what they always *SAY*"

"Say" is making an o mouth shape. You've already been using this open-mouth smiley face, and that was the time to make the biggest open-mouth smiley face. Not an "o" for "ooh's" "oh's" and "you's"

E-Nat responds:

I'm still practicing to make it better, thanks for your feedback 💖

It's an ambitious camera movement, but it's a little too jerky. It moves at such a speed that it's difficult to track, and it's over before your brain registers what it's looking at and what it just did.

The profile cropping doesn't lend it any favors either since the creature is moving from side to side. If it were in landscape composition, it would have more room to move from screen-right to screen-left which would help the movement read better.

There's no wind-up. Not even for the wave. It's very abrupt "HELLO-HERE-I-GO-SIKYUHHH-LANDED-IT!!!!!" and it's over.

It's just long enough to hint at the talent within you, but it doesn't showcase it very well. If you're putting your hat in the ring, take a note from the demo reels of others. It ain't just one sequence, it's a broad range of samples to their capabilities. I would focus your energy on exploring your range, and after you've done that, tidy up this shot, and throw it all together in a demo reel that's no longer than 60 seconds.

You got this!

belzehbub responds:

Thanks, I'll study vigorously and especially work on pacing my sequences.

This was really fun to voice for! First time I ever felt like I nailed that G1 Starscream. Keep up the great work!

Also it's spelled Galneda, not Galenda. Lots of people misspell it with the "e" between the L and the N. I don't know why.

PewPowPunch responds:

Haha oops. Thanks for the great review and providing the voice man! Appreciated!

"WHICH...would youuuu....p r e f e r r r" Tzekel Khan softly ejaculated.

By the way, this came out great! Hit me up if you ever need another voice for something you're doing!

xi-eonling responds:

LMAOOoo he sure did

this is super late but thank you!!
also that'd be so cool omg. i'll def let you know!

It's a still image in the opening few seconds, and it gets a little janky when they wake up, setting themselves upright, but there's a lot of promise in the stylization with the backlighting and overall atmosphere. I think when you become more comfortable with RIGGING, and redrawing limbs to account for anatomy being viewed from different angles, the rest will fall into place with practice.

I highly recommend experimenting with drawing, redrawing, utilizing onion skins, and looking into how the masters of animation did it in the past. Really good animation is a labor of repetition, and getting by on rigs can help with getting things done quickly, but it'll only get you so far.

Like Archer gets by on the rig-based animation because they got that finesse where assets will float on top of other assets to give the characters the appearance of being 3D. But when everything's one or few pieces, without that finesse, it's gonna look stiff and slow like a paper puppet show.

What'll get you ahead of the curve in your college studies is diving into Richard William's "Animator's Survival Kit." It's a book, but you can find it for free as a pdf online- Richard Williams is an incredible master of animation (Who Framed Roger Rabbit, The Thief and the Cobbler, and more), and that book is a TOME of knowledge when it comes to the principles of animation, so that your stuff can look a lot more alive. It helped me out a ton, and I think it'll help you too!

Keep at it, keep practicing, don't be afraid of quality- you're just getting started, and this is all practice.

TheActualO responds:

thank you for your measured and constructive response, as you stated this is a very amateur and experimental animation, so things can only get better from here

-This is Phobotech!-
I've done animatics for Cyanide & Happiness, Purgatony, and WWE Storytime! I'm also a voice actor that's performed roles in One Piece, Gundam: Witch from Mercury, & Smite!
Check out my sci-fi novel, Umbra's Legion on Amazon Kindle!

Geoff Galneda @Galneda

Age 37, Male

Voice Actor/Animator

Collin College

Denver, CO

Joined on 9/22/03

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