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Posted 07 July 2012 - 09:09 AM
Overacting really makes you notice things. If anything I think overacting might be better.
And you don't need to be a good actor tbh. It's about the movement rather than the performance
I definitely can't act =p
Posted 07 July 2012 - 10:28 PM
Posted 08 July 2012 - 01:06 AM
Edited by Steve, 08 July 2012 - 01:08 AM.
Posted 16 July 2012 - 04:44 PM
Some of the most glaring places where there are extended spaces of inaction or popping are places where the camera won't really cover eg. the walk back to the headless body from picking the head. This is going to be shot through multiple cameras so I can afford to leave some sections out but the sections of renderable performance are pretty obvious.
Edited by mindkraft, 16 July 2012 - 04:47 PM.
Posted 16 July 2012 - 06:22 PM
I think the things that stand out the most to me are the knee and elbow popping and your moving holds are very drifty. You mentioned above that most of this is just where the camera will cut and not show parts but when you show the work in this format it's a bit difficult to ignore them. I would say post it up with all the cuts in so that we get a better idea of how the final thing will look. Leaving body parts alone that aren't in shot is a very viable tactic that a lot (if not all) animation studios use but they obviously don't show it so as far as I'm concerned neither should you
Post it up with all the camera cuts in =]
Posted 16 July 2012 - 09:33 PM
But here is the last animatic.
Edited by mindkraft, 17 July 2012 - 12:28 AM.
Posted 07 September 2012 - 11:50 AM
Im sure you'll probably see things that aren't quite working right and by all means please point them out. But thank you for all the help. I was this close to adding your name in the closing credits.
Edited by mindkraft, 07 September 2012 - 11:51 AM.
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