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Lara Croft Animated - Sketch to Final


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Credits & Info

4.22 / 5.00

Jul 16, 2015 | 4:41 PM EDT
File Info
500 x 714 px
6 mb

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Author Comments

Created as part of Course 02 for



Rated 2 / 5 stars

Where are the principles of animation here? Squash and stretch? Anticipation? Ease in/out? Arcs? Exaggeration?

You need stronger key poses. I've found that the best way to work on something like this is to really get your keys nailed down before you begin the process of connecting them.

I think the biggest contributor to the "mechanical feeling" LoadCartoons mentioned is the fact that Lara's torso stays so static throughout. When she reaches back with the pick, we should see more of her back because her shoulder moves farther away from the rock in preparation for a bigger hit.

She's got a bit of a Barbie doll face going on. She never even blinks. You'd think she'd at least grit her teeth when she swings the pick at the rock, or closer her eyes against the ensuing shower of dust and chipped pebbles.

Her left hand doesn't make a very convincing grab. she's just sort of putting it on a flat surface, not even bending her fingers. It looks like she should just fall right off the wall as soon as she lifts the pick. There's also a really weird frame when she's moving that hand upward -- her forearm seems to disappear. I imagine you felt that frame was necessary because of the lack of space between her torso and the wall, but a better solution would have been (again) to rotate the torso so her shoulder moves away. Not only would you then have more space to draw the arm, but the movement would feel more deliberate and would read better.

You need more frames for all this action to be clearly described.

WaldFlieger responds:

Your points are well made (except I was definitely using the principles described...that was sort of the point). But I was pushing outside of my comfort zone with this one, trying to go for a more naturalistic approach and relying a little too heavily on the in-game animation from the latest Tomb Raider for reference. The "mechanical feeling" is probably just a response to my attempt not to exaggerate as much as I would usually do in my cartoony work. But thanks for taking the time to write a thorough response.


Rated 2.5 / 5 stars

its so mechanical I was waiting for steam to shoot out of her head like a train,

it's too fast, too much unnecessary movement, all on a lifeless character, shes hitting ROCK with a climbing pick, wheres the HIT?, and the effort of climbing, you gotta feel the character too. not just trace over mathematically tweened shapes.

so far everything I've seen you do is too much action in a short amount of time. you cant get a read on most of it, all you can pick up is that its a wondering blob of lines.

the only problem is that blobs have 3 dimensions.

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WaldFlieger responds:

No tweening involved, all done by hand, with the exception of the object movement I used as reference. See above for more detailed response. Thanks for the comments.


Rated 5 / 5 stars


WaldFlieger responds:



Rated 5 / 5 stars

Wow, super nice. I love seeing all the breakdowns on the way to the final product.

People find this review helpful!
WaldFlieger responds:

Awesome, thank you! :)


Rated 4.5 / 5 stars

I love it when a fellow animator pours his hard earned time into creating kick ass fluid animation. It boosts the value of this site ten fold.

People find this review helpful!
WaldFlieger responds:

Thanks so much! Glad it was appreciated!