hey guys what's my rank

Np.
I liked the Fx very much
hey guys what's my rank
Quote from pivot_dudethanks man so what's my rank
Quote from pivot_dudethanks man so what's my rank
Quote from 77xettA bit strange, but pretty good none the less. Although, the explosion wasn't so good.
I know it's late, but I was bored so here's some tests.
regular fps punch and kick tests.
You have the basic gist of a punch, and you are implying it has force using a tremor, which is a good effect. However, he's delivering the punch standing straight up, which isn't a good position. If you want to make a powerful punch, animate him putting his body into the punch. Your punch will look stronger and better. Oh, and while he was bringing up his arm to punch, I saw his hand up for a split second, and then he punches down. You don't have to bring up the arm that high if you're trying to do a straight punch.
This has stiffness, choppyness, less than decent easing, and the physics aren't the best either. Stiffness and choppyness I assume you have to fix, so I won't touch that. With the easing, the leg stops too sudden. If someone is kicking like that, the leg shouldn't just stop, you would probably sprain something. As for the physics, people shouldn't stop in midair to unfold their leg some more, the falling should be a constant motion. If you were trying to double frame, it was a bad attempt. Also, the leg shouldn't slide.
Some 21 fps kick and punch tests
Same C&C as the above punch test. It's just that this one is choppier, and the foot slides, and his back foot goes through the floor.
This kick is much better, but again, double framing was pretty bad. Try to stay away from double framing and work on making an attack a constant motion.
I like how raising the fps to 21 made the animation smoother with the same amount of effort and time. Hope you like. Time for bed.
Quote from megaanimshey guys new anim
Eh...It has the basic stiffness, choppyness, and uneased qualities that most beginners have. Physics were definitely off as well, considering the fact that the guy stopped in mid-air, changed direction, then fell. If a stick is jumping and falling, it should always be a constant motion, no pauses. And if you do another Chidori attack animation, have the attacking arm thrust towards the body, so that it could look more powerful. The reaction from the victim is extremely choppy and stiff. And from the angle the arm is coming in, it looked like it would've hit him partially in the face.
Quote from pivot_dudethanks man so what's my rank
Quote from costeshow
All of the basics were not visible in the animation. Physics were ok, but easing was not good. The catapult should have more easing, and a protip: The base of a catapult should stay still, not bounce. The force of the arm doesn't really look like it could make the thing bounce. And to make the animation look at least semi-realistic, have the stick bounce, while moving forward, and have him dragging along the ground a bit.
Quote from emogothi need help 2 doin that
Quote from rawgreenI'm more bored than you guys, I have animators block:
c&c on the lame stuff.
Quote from Arkehy