Welcome
CrazyTalk Animator is a revolutionary animation suite with all the necessary tools to easily
create pro-level animation. It provides an exciting new approach to traditional 2D animation
with innovative new tools that allow users to apply 3D motions to 2D characters. The 2D
characters are composed of multi-angle elements and can be made by following the steps in
this whitepaper. Please note that this whitepaper is suitable for Pipeline version only.
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CrazyTalk Animator 2 Online Whitepaper for Pipeline
If you intend to download the Pipeline Template and Tools zip file, then please
register the Pipeline edition of CrazyTalk Animator 2 under your Reallusion
member account to gain access to the valuable templates and tools in your personal
member page.
The image below shows the 8 angles of the character. The 8 angles showing are: 0,
45, 90, 135, 180, 225, 270, and 310 degrees. By combining all these 8 angles, you can
get a character that is able to turn 360 degrees horizontally.
Altogether, these 10 angles give you much more freedom with your character's
animation possibilities.
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CrazyTalk Animator 2 Online Whitepaper for Pipeline
To make a working G2 character in CrazyTalk Animator 2, you must first create your
character in Adobe Flash (CS4 or above). Once you complete a series of settings in Flash,
you can then import the character to CrazyTalk Animator 2. Your character in Flash should
look like the below illustration:
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Each CrazyTalk Animator 2 G2 character is composed of 16 sprites or body parts. The
sprites are:
Noteworthy Points
Before you start drawing your character, there are a few points you need to notice.
Perspective
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Do not draw a character with perspective in Flash! CrazyTalk Animator 2 will
automatically give your character perspective settings according to its angles. If you draw a
perspective effect in Flash, it may unnatural motion results when you import the character
into CrazyTalk Animator 2.
Heights of Sprites
You must make every sprite of every angle of your character the same height to ensure a
smooth and stable motion when your character is performing. To observe the result when the
sprites are not at the same height, please refer to the Height Issue page.
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Sizes of Sprites
For good multi-angle motion results, make sure the sprites for every angle of every body part
are the same size. The connecting points between sprites should also be the same width,
especially at the waist or elbow. Make sure not to change the width for different angles.
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If the joint widths of two connecting sprites are not the same, visual flaws will occur.
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Short hair (same height as the face) is recommended
If the hair is too long, there may be visual defects caused by the normal layer order for each
body part.
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DrawPlus Structure
Suggested Workflow
Drawing Techniques
Open and Close Chart
Pivots and Pivot Bases
Setting Pivots
Sprite Settings
Creating Multi-pose Elements
DrawPlus Structure
Please open the Dummy_Template_Body.dpa with DrawPlusX6 (this .dpa file is within
the zip file that you downloaded earlier) You will see a view that is similar to the picture
below:
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1.Stage
2.Layer
3.Element Properties (Naming Rules)
Stage
On the stage, you will see the character in 10 different angle profiles. These angles must be
replaced later on with your own sprite content when creating a custom character.
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Layer
1. Angle name
2. Pivot
3. Pivot Base
4. Sprites
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Suggested Workflow
If you are a new developer and you want to create a G2 Character for use with CrazyTalk
Animator 2, then please follow the suggested workflow to create a custom character.
However, if you are already familiar with the theory and the workflow, feel free to create
your own custom workflow.
These steps are suitable for the ordinary characters or non-symmetrical characters.
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Note:
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Note:
Please note that the layer order in Angle 0 is the base order. Even if you set
different orders for other angles in Flash, the final character's sprite layer order in
each angle will be determined based on the one in Angle 0 in CrazyTalk Animator
2 after you click the Confirm Multi-angle Settings button.
You may use the previous steps to replace the character sprites in each angle profile one by
one, but if you want to skip the redrawing steps, you can also utilize the Copy and Flip skill.
Note:
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Please note:
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Note:
Hide the Number, Pivot, and Pivot Base tracks because you do not need them for
this skill.
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Exporting Character
After all of the angle profiles have been completed, export the data.
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Drawing Techniques
When you want to create different body parts with Flash, there are certain drawing
techniques that will ensure successful assembly results.
When drawing the lower torso of a character, do not draw it shorter than the diameter of the
thigh joints. Otherwise, the joints of the thigh will penetrate to the bottom of the upper torso
as shown in the illustration below. Make sure that you always create a lower torso that is
longer than the diameters of the joints of the thighs.
Set a lower torso that is longer than the diameter of the thigh to prevent the penetration
issue.
The Outlines
It is very important that you draw lines for your character in Flash. These lines will become
outlines of your character in CrazyTalk Animator 2. Although you can show/hide outlines
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in CrazyTalk Animator 2, if you did not draw outlines in Flash, the character will never
have outlines in CrazyTalk Animator 2 even if you turn it on in the Render Style panel.
The basic structure of an element from Flash can be divided into three main parts, Shape,
Line and Fill.
A. Line: Single line or multiple lines are supported. Each line is an independent entity.
B. Fill: An enclosed area that is filled with solid or gradient color.
C. Shape: A shape includes lines and an enclosed area filled with a color.
You can draw open edges or closed edges for the joints. An open edge means that there is no
outline on the edge connecting with another sprite; while a close edge means that there is
outline on the edge connecting with another sprite. You need to draw outlines differently
according to different joint styles and the desired results.
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The sprite with closed (left) and open (right) edges.
When you draw the outlines, if the parent is closed and the child is open for angle 0, then you
must follow the same rule for all the other angles as well. In the illustration below, the edge
of the upper arm is closed while the one of the forearm is open in each angle.
If the parent sprite and the child sprite are the same color, and the joint style is extended, you
must draw the outline with one joint closed and the other open. Otherwise the visual flaws
will show when the character is performing. For more information about hiding the joint
outlines, please refer to the joint mask section.
The illustration below shows the visual flaws when you close up the connecting edges of both
the parent and child sprites. With two closed edges, utilizing the mask joints for attempting to
mask out the outlines will not be valid and one of the arcs will definitely show.
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Please refer to the Open and Close Chart section for more information.
Joint Styles
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Extend Child Covers Parent Parent Covers Child
Please draw your custom body parts in accordance with the chart below:
Layer Close or
Child Parent Style
Sequence Open
Upper
Arms
Torso
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Lower
Thighs Parent: Back Parent: Close
Torso
Child: Front Child: Close
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Feet Shanks
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Upper
Neck
Torso
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Parent: Close
Parent: Back
Upper
Neck Child: Close
Torso Child: Front
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Pivots
The pink circles that you see in Flash are represent the pivots for the joints. Every pivot has a
name next to it. When you import your character to CrazyTalk Animator 2, the pivots will
act as the centers of the turning point of the sprite and also be used to connect the body parts.
Please note that every pivot in Flash must be a Movie Clip.
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Locating the pivots to a wrong or inadequate place can cause disconnecting issue when the
character performs motions.
Pivot Bases
The green circles are the pivot bases. They help you to easily position the pivots because it is
not very easy to locate the pivot to the center of two connected sprites without any assistance.
By using the Pivot Bases, you can simply align the Pivots to the center of the pivot bases to
prevent the disconnecting issues described in the previous section.
The size of a Pivot Base is determined by the size of the connecting sprites. Form a circle
that perfectly fits and covers till the edges of the connecting sprites to make it pivot base and
then put the pivot in the center of the pivot base.
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Setting Pivots
It is highly recommended that you set your pivots according to our template, and name them
properly. Please refer to the downloaded DrawPlus Actor Naming
List_Sprite_Pivot_Pose.xls to find the correct names for the pivots.
Note:
If you delete the pivot by accident, you can copy data from the other pivot and change
For best accurate pivot location and smooth joint motion, please follow the steps below:
1.Make sure your lower torso pivot is right in the center of the
lower torso sprite.
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Note:
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Sprite Settings
Please open the DrawPlus Actor Naming List_Sprite_Pivot_Pose.xls that is in the zip file
you downloaded earlier. In this file, you will find names for different sprites and angles. You
must follow the naming convention provided to name your sprites. Otherwise, some sprites
might be missing when you import your character into CrazyTalk Animator 2.
In addition, when you are replacing the sprites, please makes sure the locations of the sprites
and pivot points adhere to the recommended rules.
Layer Naming
When you find sprite in layer panel, you can click the later name to rename. And you can find
right name in DrawPlus Actor Naming List_Sprite_Pivot_Pose.xls.
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The widths of the two upper arm sprites (as well as the pivots) in the top and bottom views
must be the same as the one in the front view (angle 0).
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The joint widths (diameter) for each body part should also be the same for every angle.
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There are 5 elements (facial features and body parts) that have multiple poses. These
elements are eyebrows, eyes, mouth, nose, and hands. The multi-pose facial features give
the character different expressions and emotions when it talks; while the hand poses enable
the character to produce different hand gestures. To observe the animation of these elements,
please refer to the Changing Poses page.
Note:
You must follow the naming rules as shown in the
template.
1. Layer structure:
. Every multi-pose body parts is an independent file.
. Once you open a file, you will observe five heads
presented on the stage, with every pose stored in an
individual layer.
. You can change the background shape from the body file
you create.
. You can change every pose shape to match your own.
. Place the pivot points where they can act as connecting
points to the body.
. Please adhere to the pose naming convention laid out in
the template.
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Note:
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Exporting multi-pose:
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3.Open the browse dialog box in order to load the .SWF file in
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two ways:
o Press Alt + Q.
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7.Use the Angle Switch to check if you are satisfied with the
characters appearances in every angle.
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10. Click the Load Pose Swf Files, and load the sprite with the
multiple pose elements. After this step, you will be able to
see the pose elements updated in the Sprite Editor.
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Note:
This step is one way to update the pose elements within a
sprite. If you reload the body file, you will need to perform the
same procedure again.
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file, there are 4 options you can choose to maintain the current status of your character in
CrazyTalk Animator 2.
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Joint Masks
The purpose of joint masks is to conceal unwanted outlines. Therefore, when the character is
performing, the joint outlines will not show during the performance.
Take a look at the comparison of a character with and without joint masks in the illustration.
The image on the right is not showing joint outlines because the joint masks are in place.
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Click on the Joint Mask tab in the Scene Manager, and you can choose any joint mask and
adjust it. Be sure to verify the result in every angle so there is no oversight.
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Move the joint mask Resize the joint mask Rotate the joint mask
Note:
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The recommended shapes for standard character shape joint masks are as shown
below:
The size of the joint masks should be neither too big nor too small.
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* Please note that the Render Style function only supports vector-based characters but not
image-based characters.
Grouping Sprites
Once you have loaded the character .SWF successfully, it will only have 3 default render
styles:
Please follow the steps below to assign 10 default render styles as shown in the illustration at
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the beginning of this page.
1. Pick a sprite on the character and click the Vector Grouping Tool button.
2. The Vector Grouping Tool panel will open and you will see all the poses of every
angle (In this case, the forearm) for the picked sprite on the stage.
3. Note:
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The Group Name Selection is the default group name where you can decide
which group that part belongs to.
The same group name (e.g. Upper01, Upper02...) has multiple numbers. This
is because there are also many different shades and colors. For more
information on what the color group stands for, please refer to the Index
Color page.
The Angle column displays the angles of the parts.
The Part Name column displays the names of the parts.
The Group Name column displays to which group a specific part is assigned.
4. Click on the part in the Style List. You will see the corresponding part blinking on the
stage.
5. Decide which Group Name Selection group you want and click on it.
6. Click on the Apply button.
7. The Group Name is assigned.
After you have used the Vector Grouping Tool to assign group names to the sprites of the
character, you will see that the sprites turn blue. This is normal. It means that these sprites
already belong to designated color groups. At this point, if you click the Render Style
button to show the panel, you will only find three default render style presets.
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Only three render styles for a bluish character.
1. Click Modify > Toggle between G1 G2 render styles on the Menu bar.
*Please note that the Default render style currently shades the character with blue colors.
You need to retrieve the original color manually.
3. Select the Default render style.
4. Click the Advance Settings button to expand the panel for utilizing more controls.
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6. Use the Brightness, Contrast, Hue and Saturation sliders to change the color to
your desired color.
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7. Repeat the same steps until all the sprites have been returned to their original colors.
8. Note:
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CrazyTalk Animator 2 will automatically assign colors for the other render
styles in accordance with the Index Color. You may switch these render
styles to see if the results are ideal.
You are allowed to manually change the setting for the 10 render styles.
Post Processing
After a custom character has been set correctly (joint masks, render styles, etc.), you still
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need to perform some post-processing to make the character complete.
1. In the Composer Mode, click the Calibration button to show the panel.
2. Click on one of the template buttons to examine the look when the character performs
these default motions.
3. In addition to the default motions, you can also use the Load Motion button to check
your character's results with your own prepared motions. You can check the hand
motion by loading the Check Hand Pose.ctMotion, which can be found in the zip
file that you downloaded earlier.
Default Pose
You can give your character a different default pose as well, which will be its default pose
every time you apply it to the stage. The default pose is meant to give an actor a specific
personality.
1. Go back to Stage Mode and right click on the character. Choose Action Menu >>
Action Menu Editor from the right-click menu.
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4. Put the motion on the top of the Action Menu list. The first frame of that motion will
become the character's default pose.
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The final step to complete the character creation procedure is to give the character a name
and then save it into the library.
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