cheek'd up
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cheek'd up
needs more butt
This isn't bad by any stretch, but there are a few things to keep in mind when doing a run animation from the front: hips and shoulders will tilt counter to one another and the torso should have some twist to it, twisting counter to the hips as well, that'll help to prevent the run from feeling so stiff.
There's a weird jump to frame left, which makes it feel almost as if there's more weight there, and it feels unintentional. There's somethin' a little weird about how the feet are on the ground, it feels like they're not on the ground long enough while at the same time feeling like they're down low for too long. This may be because drawing a run cycle at this angle is a lot harder as you'll need to factor in perspective, but you'll need to push the foreshortening a bit harder on both the contact and up stages of the cycle.
There's also a lopsided smear, I love smear frames and think you're using it well, but I don't see a smear frame for the other direction furthering the heavier feel to one side.
Finally: I appreciate secondary actions in the hair and smears in the arms, but I would rather you focus mainly on the big stuff first and really nail that down before worrying about the rest.
If I were to give you homework on this I'd say analyze some other run cycles and do a frame-by-frame comparison and start to mark out the differences that you're doing vs. what they're doing. Aim for the bigger differences i.e. the foreshortening on the hands/arms/legs/ in the contact and up poses.
You're legitimately not that far from piecing together a solid cycle.
Hope this is helpful.
Yes this is very helpful, thank you.
Dude, I've been following you for so freakin' long. It's crazy to see how insane your work is now. Mad respect.
Age 33, Male
Freelance Artist
Joined on 9/3/09