It's become apparent that I've serious underestimated how long it will take me to complete this scene... Even though I cut down from doing an entire storyboard to just doing the throw and fight scene, it seems unlikely I'll finish the fight scene on time given its length. It just goes to show how clueless I was about my own work process before I sarted this project; I was so used to being able to churn out a decent amount of average-ish animation in a few days that I assumed the same would happen here even though I'd upped the quality of my production. However the last thing I want to do is give up and stat cutting corners again in order to finsih the scene on time - that won't gain me anything and it'll feel like I've cheated myself. The focus of my study is convincing character acting shown through detailed and fluid animation, so rather than worry about it I intend to just keep on working as fast as I can and what I get done gets done. I'd rather have a shortened scene of high quality than a longer scene where you can instantly tell the quality drop 3/4 way through.
Trying to make her look like she's really pulling the hair back from her throat with all her might was difficult, again because of her tiny arms. Exaggeration saved the day again here, keeping in mind the intense squash and stretch of the Tex Avery cartoons I stretched her arms accordingly to make it work.
Here we see her jerked upwards by the hair and across into a slanted slide (another move inspired by my old dance classes), a wonderfully fun, dynamic little pose that I really enjoyed drawing her into. But while I think the basic movement arc works well, it just seems too... mundane. The downwards anticipation isn't exaggerated enough; her head needs to dip lower in order for it to really work, I think...
Lowering the downwards anticipation proved to be quite successful, but the settling bounce needs tweaking somehow...
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