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Michael Cuevas
Senior Animator RnD . Instructor . Former Sony, Obisdian, Midway. tweets are my own
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Michael Cuevas 19h
thank you. it's one of my favorite sports to watch and play
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Michael Cuevas 19h
Replying to @_kagirii
thank you
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Michael Cuevas 23h
Replying to @michaelCuevas27
blow up of the viewport version
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Michael Cuevas Aug 17
Replying to @michaelCuevas27
here's a close up of the planning poses
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Michael Cuevas Aug 17
Hearth/Recall animation I did for Heroes of the Storm "Striker Li-Ming" skin. Poses at the bottom were part of the initial planning for the "spike" segment but I was a few seconds short so I added the "ball set juggle". Hours in the sun well spent.
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Michael Cuevas retweeted
Justin Aug 17
This was one of my monkey development tests from Kubo. My job was to see what the puppets limitations were in posing-armature? What combat could feel like and playing with how to hold the puppet without disturbing the fur too much... avoiding chatter on screen.
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Michael Cuevas Aug 16
as if there weren't enough reasons to own a Switch. Frame rate is on point. 4 Player local and all content unlocked on day 1.
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
And we're back at the start. Single move combat animations are some of the funnest to animate since they are relatively quick to complete and you can cram a bunch of animation principles in a short amount of time. Hope this was helpful. (go back and peep her wild right arm pose)
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
The "bottom of her recovery" is the point at which her base fully absorbed her body weight and is now changing direction to go back to her ready stance or start pose. At this point, input is allowed to "break" out of this animation is fully animated otherwise.
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
Making contact with the ground signifies the point at which the body goes from accelerating (due to gravity) to decelerating due to her base (legs, pelvis, core) absorbing her weight gracefully.
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
This is sort of the whole point to the animation. Also, specific to this animation, is the apex of the move as the body is now changing direction from ascending to descending making "hang time". If there were no FX, this is the pose I would try to hold for a bit to draw your eye
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
This is the "leaving" contact and it's important for a couple of reasons. 1) It is a sort of "breakdown" that I use to illustrate overlaps by "leading" with certain body parts and 2) this is the maximum speed the body will travel "up" and will decelerate to the apex of the aerial
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
The initiation pose kinda serves as the "antic" for the actual move. Notice how she generally stays "low" for an extended period of time giving you the impression that she's "loading up". (Also, because of my slow input, she passes through "crouch" which makes a jarring blend)
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Michael Cuevas Aug 11
Replying to @michaelCuevas27
The start pose is self explanatory. I usually bookend my planning using this as the first and the last frame of my animations
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Michael Cuevas Aug 11
A lot of times when I'm constructing combat animations, I have "formulas" for specific kinds of moves. I'll breakdown Juri's Tensenrin* from Street Fighter V to illustrate my approach to "aerials". (long thread) *I'm not the animator for Juri
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Michael Cuevas Aug 9
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Michael Cuevas Aug 9
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Michael Cuevas Aug 9
Keyframed Capes/Ponytails > Simulated Capes/Ponytails I've officially converted.
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Michael Cuevas Aug 8
Replying to @bbbradsmith
What’s one piece of advice you would give new game devs entering the industry today regardless of discipline?
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Michael Cuevas retweeted
Ian Kazimer Aug 8
We need more animators! Hit us up if you're interested!
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