eru_ wrote:My animation might be bad but compared with old one ? , do you notice any improvement ?
No, not really. As someone with countless hundreds of hours in animation, this was painful but funny to watch
The first 2 seconds only comprise of 3 frames so the movement already isn't smooth from the get go, and the walk cycle itself is split between two frames rather than numerous so it looks choppy. The dialogue needs to be slowed down a lot. Each line of dialogue should be up for around 1-2 seconds (for short and quick sentences) and 3-4 for longer sentences. A good way to know how long a piece of dialogue should be up on screen for is to read the line normally and naturally and time how long it takes, then make any adjustments when necessary. The time gap between the current dialogue and the next isn't something I can suggest because it depends on the character interaction
At 12 seconds in, the red character somehow impossibly bends her elbow backwards and does a perfect full rotation of the arm without trouble. If you want to do a punch straight to the face, look at how normal people throw punches and try to recreate that. When the punch connects, the blue character bleeds, indicating some sort of serious injury, yet the visor in the helmet doesn't reflect the amount of force put into the punch towards the helmet. It's still intact and thus unnatural
Same thing happens at 29 seconds, but this time it really doesn't make sense to have an intact visor after having it get shot directly at point blank from a pistol. The final lunge or whatever had the end had zero movement whatsoever to even show an attack was done so how the red character got slashed by a sword is beyond me