rush Job spin

i knew i could do this as i had done a lesser version before the summer. it is more complicated but it is also an animatic in delivery  so it evens out. the skeleton video at the top is the rough layout to help me understand the positioning and dimensions of the body in three dimensions.
it would be interesting to smooth out the animation into a full animation but there wasn't time and not what i was meant to do. in having the animation smoother the falling objects would be easier to follow as they fall but that is a fault that came about as a result of the requirements of the animation.
something that you wouldn't notice because of the animatic finish, is that some objects vanish once out of frame, you'll never notice this seeing as it is hard for me to notice the gun that appears literally in front of the camera and large so maybe it wouldn't be noticed even when it is easier to follow.

Something I didn't have to do


so i did this because i just wanted to do a small bit of animation. the idea was to have a dramatic spin out from the character as he prepares to strike the ground. as i went about doing it, it turned out i needed a good grasp on the character in three dimensions. the main concern though was the zoom and pan-spin movement.
as usual for this style of mine the character bubbles and pops a lot, i either need to find a way to keep a close enough consistency or develop a different style that is easier to keep consistent.

as it turns out the camera work, worked well enough for me to see it as perfect, however the actual movement of the character leaves much to be desired. this could be a result of seeing the movement from behind, but his bodily movement is too stiff or wooden.
the swing of the sword is blurred works well enough to distract from the movement of the body, and it has been commented that it is a good blur movement so i think it works