QUOTE(robcat2075 @ Jul 18 2008, 08:26 PM)

That works quite well!
-When orange guy gets socked in the head, his head flings back real good but his neck stays sticking up as if nothing hit him.
-After Orange guy get s hit the 1st x he drifts way past the point where he could maintain his balance. it looks a bit like he has been magnetically drawn back up. If he staggered a foot farther back behind him he could plausibly stay upright.
Robert ... I fixed them ... please check this take and comment, please
QUOTE(Rodney @ Jul 19 2008, 05:02 AM)

Edit: After looking a few more times at it it seemed to me I didn't really get to see the reaction of the orange guy because the action happened too quickly. In other words, my eyes stayed on the blue guy and didn't get a chance to see the orange guys reaction until the very end. A delay of some kind (swaying... staggering... eyes rolling up in head... something) before he drops to the ground would give the eye enough time to catch up and see the fall. This would give the viewer enough time to see the finale in full effect.
Edit: Why do I think this is important? Here in the forum you have people looking at the animation that will watch it over and over again. We'll see everything. If this was a standard shot from an animated sequence (from a film) the viewer gets only one chance to 'get it'. Thats the rationale for my observation that a delay or something to move the viewers eye over to the other character would be optimum.
thanks again Rodney ....the end was very sudden, so I added a few more frames.
This is a timing test then you MUST watch it over and over again... then tell me where I can improve it ....please do it

QUOTE(mtpeak2 @ Jul 19 2008, 07:30 AM)

The thing that bothers me most is blue guys ending stance. A few frames before he looks ok, but then the hips get rotated in the opposite direction of his momentum. His chest looks as if it's pointing in the opposite direction of his hips. Other than that, it looks pretty good.
I agree .... the rotation was wrong.. I fixed it too...
ADDED :
- More antecipation before the punch ( blue sam ) increasing the power.
- A natural reaction after a punch is trying to react... the orange sam try it
- Facial animation
FIXED :
- The orange Sam´s left knee was entering the ground
PROBLEM :
I tried and tried and tried ... to add the fluid ( blood )... A:M is crashing when I try to animate :
-RATE OF EMISSION
-SIZE...
then I tried hide the model ( emiter using default RATE=500 SIZE=3,5 ) -frame 0- and just show it when the orange sam is punched -frame 30- .. but the render time is increase to inifinite since frame 0
..... but the blood isn't important now ... the important is the timing ..... please check take 2 and comment it ...