
Michael Cuevas
@michaelCuevas27
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Principle Animator/VFX/3D @UncappedGames https://t.co/kKUeHue0KH https://t.co/boIpO6F41t
Joined May 2010
my favorite walk cycle animation. Our next closed beta Nov 7th you can sign up here:. model by: @games_mythos .concept by: @MrJackArt
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15 years, 12 applications and 3 tests before I landed a job at Blizzard. Started out as a generalist more than 21 years ago and now I specialize as an animator. below is part of the #animation test that got me in. #gamedev
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simple exercise I sometimes give students:. 1. 3 poses: start, middle and end.2. create 3 sequences using poses.3. stepped only no curves (24fps/2s or 30fps/3s).3. work on all 3 simultaneously. Spiderman rig by @KielFiggins
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One way I advise students on pushing poses in 3D is to "break cardinal planes". Front = Coronal.Side = Saggital.Top = Transverse. In the example below, the eyes/head hips are parallel to the transverse plane, creating a "square" or "blocky" look 1/3. #animtip
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Exercise I used to give to students:. Translate a 2D animation to 3D.1. Pick a sprite animation from a favorite game.2. Extract key poses.3. Animate and apply your current knowledge.4. Keep it short. 🔥Fired up for the new animation school term with @rickyframes #animtip
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#animtip for animating jumping characters from left to right:. -Vanilla physics. Gradual ease into and out of the apex . -Hitting a "wall". Common mistake when trying to create "hang time". Looks like they get "stuck". -Stylized Hang Time 💋🤌🏽💕
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some walk cycles from our very talented animator Kevin Spangler @KevinSpang36559 . stubby legs? no problemo
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You never really “graduate” from the basics. Go do some fun stuff and when you get stuck, come back to them.
#animtip for animating jumping characters from left to right:. -Vanilla physics. Gradual ease into and out of the apex . -Hitting a "wall". Common mistake when trying to create "hang time". Looks like they get "stuck". -Stylized Hang Time 💋🤌🏽💕
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When it doubt, cut frames as my old coworkers used to say. These days, if the rig allows it, I'll cut frames and try to add a form of smear or double. my old mentor told me that smears are something that should be felt, not seen unless closely examined. Smears should never
Blocking out the animation pose to pose is the most creative and fun part of my process. 90% of the feel, flow and timing is figured out. After that I put on my favorite playlist and refine the animation, usually starting with the center of mass and footwork.
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After 7 years, today my time at Blizzard has come to an end. Grateful for all the new friends I’ve made and for all of the memorable moments developing alongside some of the most talented people in the industry.
15 years, 12 applications and 3 tests before I landed a job at Blizzard. Started out as a generalist more than 21 years ago and now I specialize as an animator. below is part of the #animation test that got me in. #gamedev
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Received quite a few private messages on the topic of independent learning in 3D Animation. Here are my top 5 #animtips for those forging their own path. 1/7
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some fun animations for Tracer and our summer event. #gamedev #animator #animation #blizzard #heroesofthestorm
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Learned a lot since this 👇🏼 maybe time for an update.
simple exercise I sometimes give students:. 1. 3 poses: start, middle and end.2. create 3 sequences using poses.3. stepped only no curves (24fps/2s or 30fps/3s).3. work on all 3 simultaneously. Spiderman rig by @KielFiggins
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process vid for blocking out a game attack animation. Model by @TheGreatJug and rig by @KielFiggins. I try to get 90% of the timing locked down by the time I'm done with this stage. Sometimes I skip the last part entirely.
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If I'm going to spend a long time with a character rig, I usually spend a few hours setting up common hand poses. Especially "finger guns" and "double finger guns" . #animtip
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At Blizzcon, someone asked "When do you know to add smear/stretch when animating?" Told him to go check out @Fighters_Gen. X-Men: Children of the Atom is as influential to me as any Disney film/short & still step through the sprites to this day. Hope you see this dude!
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Wrote an FK/IK match 'n' switch for @KielFiggins rigs available here: A little different from original tool as it's a single button press and will work on any limb control in any mode (FK or IK). 1/4
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@JingleJoshs Think of it like dancing: someone leads, someone follows and the relationship can change.
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Something I noticed in #Streetfighter6 is the use of smears. Top is PC with post processing turned up. Check out Chun Li's striking hand
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short dialog and secondary animation exercise using the Lyette rig from @KielFiggins and techniques from @Foofinu's online class. Acting is an area I really want to improve on! Can you guess what movie the line is from? 👀
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10 gamedev #animtips:. 1. The best way to solidify animation principles is to apply them in as wide of a variety of situations as possible (cycles, slow action, fast action, acting, interaction etc).
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Quick bi-pded walk cycle tutorial using @mayaanimbot 🧵 1/9. Rig: @KielFiggins model: Dmitriev Vasiliy
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When do you like to figure out timing and rhythm to an animation sequence? For me it's right in the beginning when key frames are light and timeline is sparse before any additional polish (footwork, arcs, etc). More progress to come from a recent teaching session @iAnimate
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#Animation set that I did for Valeera. Had fun fleshing out a unique interpretation of such an elusive character. I tried to incorporate Filipino military CQC in her attacks in addition to classic WoW Rogue flavor. #gamedev happy monday
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Had a lot of fun with these new Heroes of the Storm animations. Character art team knocked these out of the park. #animation #gamedev
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#animation set for D.Va and her mech in HoTS. thought it would be fun to compare, Idle, Walk, Taunt, Dance, and Recall between her two modes. At the end is her "collection" sequence that most people only see once. #gamedev #heroesofthestorm
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two of the very first prototype units created for @PlayBattleAces designed by @MrJackArt . These were fun to model, rig and animate
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this curve shape unlocked a lot for me. Shout out to whoever animated Spidey in Cap3:Civil War 🙌🏽 2/2. #animtip
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@IcayCharles I think one problem is that the exercises in and of themselves are kinda bland. But that creates another problem where trying to make an exercise that uses those fundamentals in context increases complexity 🤔.
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another Maya viewport 2.0 test with a quick run cycle. 2 lights, shadows, depth of field, AO, anti-aliasing. Animated at 30fps and getting consistent 25fps-27fps during playback. sweet rig by @OlenkaStor. #animation #gamedev
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