Just a little rough test I did for production team. With only two of us working on the short, we might need to dial back the detail on the characters and animations.
Pretty smooth. One thing you want to keep in mind when animating is who is the character, what is he doing, and how is he doing it? In this case it's a kid picking up a ball, and it's generally animated well. But there's no personality. It's pretty drab, also you want to watch out for "twining" in this case the arms and hands are grabbing the ball at the same time. In animation it's more appealing to have things arrive at separate times. Have one arm ahead of the other, also what's on this kids mind? Is he excited about the ball? Angry? His emotions should show through his actions, even something as simple as picking up a ball. You'd be surprised how a little personality will add tons to your animations.
All valid points to consider when doing something portfolio-worthy and I thank you for looking out for me, but allow me to play the excuse card by saying this wasn't something to get very jazzed up about. It was a test for how long it would take us to finish a project in 10 weeks time with only two people, and the result was that we can't manage this on twos.
But yeah, twinning's bad, overlap's your friend, secondary animation beats pure dynamics any day, approach scenes with a plan and animate ideas, not lines, is that about right?
That's basically it in a nut shell hehe but you shouldn't think of something as "portfolio worthy" or not when approaching animation. Anything is portfolio worthy and the more you do tests and add the things I mentioned you'll be turning out "portfolio worthy" stuff without even thinking about it. Don't be lazy for lazy sake.
But yeah, twinning's bad, overlap's your friend, secondary animation beats pure dynamics any day, approach scenes with a plan and animate ideas, not lines, is that about right?
Lazy? Goddamn, I really just wasn't thinking when I did this, and that's where I messed up before I even animated it.