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Syrupmasterz

143 Movie Reviews

46 w/ Responses

I guess I don't have enough hours on Scout to have heard that last one. :P

Robot New Years is never belated if you don't know when Robots celebrate Robot New Years in the future in the first place. :P

Good stuff!
You definitely tackled some more ambitious shots that a lot of animators would hesitate to put in toons when they want to get it done quickly. Things such as crowds, characters walking in perspective and prop interaction.

With those, the things that stand out during the walk cycle is just a few extra inbetweens, smoothing them out a bit and making sure the character lifts up with their leg before dipping down during a step. Some steps were flawless, and a couple others looked like sliding before getting to the backyard sliding door.

Crowd shots were full of uniquely designed robots (all thanks to your extensive backlog of robot characters. haha) doing different things and talking to one another. Same thing with the walk cycles, if the time crunch didn't impact the process, a few additional inbetweens or motions to make them seem more lively without over-acting would've been a good touch.

Lastly, with the diving board scene, you communicated that most of the robots knew that getting into the pool was a bad idea, and after the shove and electricity, having some characters attempting to book it out of there or almost get shocked as well by the arcs would get you some more score points instead of standing in place. But once again, I know the schedule conflicts and the time crunch involved with this.

End sequence works well with the extra sound effects and having the same voice of the intro's engineer gasping. Implying that the engineer will either revive the short-circuited bots or lambast them for having a party. lol

Only thing confusing is just knowing which robot is which, since we've had conversations with you and others in the gang, so while WE might know the robots names, the audience might not. Same with 4 of the robots having the same model/chassis type. Without a distinction in design, the audience relies on these bot's eyes to differentiate them, so when they're blinking or unconscious, one can't tell aside from context clues.

Otherwise, a Happy Robot New Years was had by all. :P
Your ambition while not being exclusively an animation student is impressive to a lot of us here, so we all look forward to seeing what you make, be it illustrations, comics, animations or robots.

Good work! :D

Score: 7 out of 10
(7.5 out of 10 if there was a few more inbetweens at specific places to make livelier background characters)

TheDyingSun responds:

I totally agree!

For the walking, there was a few frame that I did force a kind of slide @_@

I'm glad I the ending sequence worked, it was supposed to initially end after the electricity in the pool.

Note taken on the robots trying to run before as well! Having them at least try to back up a bit would've been cool as well.

For the similar models, yup! I'm changing that in the continuation of this story I plan, and redesigning the main robot and the one with orange eyes. It's definitely easy to confuse them.

Thank you for going through each scene and taking notes! I'm excited to take another stab at larger animations like this :)

Haha not bad. Made me chuckle when Shredder pushes the giant bag of takeout closer. :P

Just gotta be careful with the camera clicks and placement of the figures, because it creates the wobble effect when both the camera and models are sliding. I had that issue myself in multimedia class, so my teacher told me it's always a good idea to reference earlier frames or mark the ground beneath their feet so it's easier to match up. Having a button clicker for the camera instead of the large built in button also prevents camera jostling if you have one.

Nothing that practice won't solve though, so good luck! :)

The thumbnail kinda gives the punchline away, but it's still well animated and pretty funny. :P

I can appreciate this Shadow Wizard's creativity in harassing the same knight. :P

Gaming is a fun hobby, just gotta make sure we don't neglect the other ones and all the other important stuff. :P

Super slick style, and great use of parallax with the clouds!

It's the simple things in life. :P

Nice smooth animation, even when working with pixels. Nice work!

Not bad!
The tricky thing with 3D stuff and especially GMOD is getting the goofy walk/hop cycles to then smoothly match up to their standing hold positions without dipping into the floor for a split second or stopping jankily. So with just a tiny bit of effort, and maybe even animating the bulborb's leg a bit when he used the Worm's Shotgun, there'd be extra effort marks to hand out.

Otherwise, good for a quick laugh. :P

DoodlingHitman responds:

Thanks!

Yeah, I've been tinkering with GMOD for a while now and it has been fun! I made this within 1 hour though, because I wanted to get this silly idea out, before heading to bed.

What I like though, is that it looks so dumb, so when it looks a bit janky, I just feel like it fits. I do want to make some things smoother however, but I will keep trying. Already working on the 2nd one, but I also need to focus on work which takes me a while.

And yeah, I just made the Bulborb a statue in this quick shot. It's pretty easy to have him be more floppy, but I find there is no wrong answers there really. Ends up being a preference in some cases too.

Glad you liked it!

If Ducksen can gain control of his magic powers, he won't have to worry about rent anymore. :P

RIP to the brave camera person that helped demonstrate the Space Shark's weapons.

------------------
Not bad for a start, of course, there are always ways to improve for next time!

-Additional inbetweens for the knee guard would make it smoother during the walk cycle.

-While this Space Marine IS trying to be intimidating by holding the weapons out, the upper body is pretty stiff during this animation. Hold your arms to the side as stiff as you can while you walk, and you'll find that your arms will bobble a tiny bit as you walk. Adding some of this motion will help your character seem more alive.

-The Space Marine is still standing in darkness when he stops moving, so either his fade-in entrance from the darkness should be slower, or the darkness of the hallway needs to end sooner.

-Extra animations as the Space Marine winds up for the slash would also do some good for the overall effect.

-The rig you built for this character is detail heavy, so adding the subtle inbetweens of the slight turning during a walk is tricky. Taking a crack at it will always adds extra points for dedication and effort though, so maybe it's worth trying at some point if you continue to develop this animation rig further. :)

Keep up the good work!

Irish-John101 responds:

Thank you for the tips.

I am Syrupmasterz, Master Of Syrup and creator/contributor to the cartoons you see before you...

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Joined on 4/20/14

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