There is good anticipation to the jump and it works for the most part but I would add about 5 more hold frames when the character gets to the bottom part of the anticipation to make sure it reads easier for the audience.
thank you.. well this is my first rig using the CAT rigging system, and my 3th rig total.. so i dont think it is a good idea to make things to complicated yet.. you know, start at the beginning and not the end..
generally a rig has 4 joints in the arm (not including the hands): clavicle, shoulder, eblow and wrist. If you touch your back you have some large plates that move when you rotate your shoulders. we simulate those with a joint, and that will stop the stiffness in the shoulders as you animate.
thank you.. just curious ? why do you point out the obvious and not give any solutions ? do you think i didnt see that or something ? there is actually a lot more wrong with the animation.. look at the arm pits how they flatten when they rotated.. look at the jerking effect on the arm in the end of the animation.. i can see all those things too.. pointing out the obvious never helped anyone.. what we need is solution to fix these problems.. that would helpful.. but no one ever got any better from pointing out the obvious..
Ok, well I would say that you need to change how you have the bone/vertex weight distributed. It looks like you may have a vertex or two attached to bone that shouldn't be, that's what's giving you that weird pull. It might also be that you need to adjust the fall-off of the anchors as they they radiate away from the ankle, make the transition more uniform and extended it out a bit. As far as the arm pit flattening out, you could try adding more polys in that area to give a better distribution when it bends. You might also want to build a type of ball and socket rig into the shoulder to anchor those extra vertexes onto. It will be more work during the skinning process but it will allow for a smoother rotation.
haha.. wow, look at you being all helpful now.. why didnt you do this right away ?
i dont think the vertex distribution is the problem tho.. i double checked if i had some weird vertexes attached to wrong bones but that doesnt seem the case.. what i do have is some weird edge flow on the foot which i think creates the weird effect on the feet..
i have no idea why the shoulder are flattening out when i rotate the arms.. i shall try to see if adding more geometry to the shoulder will fix the problem.. i definitely like the idea of adding a ball to the rig for extra volume.. this will help a lot once i start doing muscles too cause then i already know how to add separate bones to a rig and how to apply them to be part of the whole rig.. that will make things a lot easier for the future..