Post a front, side, and 3/4 view of your baseball throw spolish pass.
-Add in the fixes from today's critique first! (adjust main poses)
-Add breakdown poses to define pose transitions
---> Spine and arm drag, look at video reference and see where you can "break" the arms and spine
-In the beginning when the character takes a few small steps, make sure to define weight shifts when the character lifts their foot off the ground.
-Smooth out the root translation. After the anticipation/wind-up pose, the character should generally move consistently across the screen until the end.
-Track the arcs in the root and feet (use the motion trail).
-Make sure feel land toe/heel first, and have the feet peel off the ground.
-As a final touch, add a moving hold to the wind-up pose and the very last pose. This can be added in via the graph editor (with ease-in's).
-If you have time, add in a ball to the scene. Use a parent constraint to have the ball move with the hand. To actually have the ball "leave" the hand, you can turn off the visibility off the ball that's constrained to the hand, and then add a new ball to the scene. The new ball will be the one you actually animate.
-Add in the fixes from today's critique first! (adjust main poses)
-Add breakdown poses to define pose transitions
---> Spine and arm drag, look at video reference and see where you can "break" the arms and spine
-In the beginning when the character takes a few small steps, make sure to define weight shifts when the character lifts their foot off the ground.
-Smooth out the root translation. After the anticipation/wind-up pose, the character should generally move consistently across the screen until the end.
-Track the arcs in the root and feet (use the motion trail).
-Make sure feel land toe/heel first, and have the feet peel off the ground.
-As a final touch, add a moving hold to the wind-up pose and the very last pose. This can be added in via the graph editor (with ease-in's).
-If you have time, add in a ball to the scene. Use a parent constraint to have the ball move with the hand. To actually have the ball "leave" the hand, you can turn off the visibility off the ball that's constrained to the hand, and then add a new ball to the scene. The new ball will be the one you actually animate.
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