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CrazyTalk Animator 2 Online Whitepaper for Pipeline

Welcome

CrazyTalk Animator 2 Online Whitepaper Version: Beta

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

Introduction of CrazyTalk Animator 2


Before you get started, please download the Pipeline Template and Tools zip file. You will
find four files contained within this zip file. These are the files that you will be working with.
You will learn how to use these files in this whitepaper document.

Please refer to the following sections:

Basic Concepts of G2 Characters


Noteworthy Points
Note:

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.

How to Register | Log in

Basic Concepts of G2 Characters


CrazyTalk Animator 2's G2 characters have the ability to perform 3D motions. In order for a
G2 character to do that, it needs 10 different angles. Please refer to the G2 Character with 8
Angles page to observe the 8 separate angle profiles.

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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CrazyTalk Animator 2 Online Whitepaper for Pipeline
Each CrazyTalk Animator 2 G2 character is composed of 16 sprites or body parts. The
sprites are:

The names of the 16 body parts

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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CrazyTalk Animator 2 Online Whitepaper for Pipeline

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.

The widths of each sprite


are identical
Two angle views of the character
(the character's
overlapped views)

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If the joint widths of two connecting sprites are not the same, visual flaws will occur.

Same widths of joints for the connecting sprites


Different widths causes visual flaw
- lower and upper torsos
Length of Hair

Long-haired characters are not suitable in CrazyTalk Animator 2. It is recommended that


the hair does not exceed the length of the face.

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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.

The long hair penetrates the neck


and the other body parts

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DrawPlus Character Creation


In this chapter, you will learn how to create a character that is compatible with CrazyTalk
Animator 2 in DrawPlus.

Please refer to the following sections:

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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The three major parts in DrawPlus are:

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

In the layer panel, an angle has 4 parts including:

1. Angle name

2. Pivot

3. Pivot Base

4. Sprites

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

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.

Basic Steps for Single Angle

These steps are suitable for the ordinary characters or non-symmetrical characters.

1. Open the downloaded Dummy_Template_Body.dpa in


DrawPlus.

2. Please find the body layer of angle 0 on stage or in the layer


panel as we are about to modify the character at the 0 angle
profile

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Note:

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o Do not edit any sprite in the 0, Pivot_0 layer


unless you're very familiar with its purpose.
o You may hide or lock these three Layers to avoid
accidentally editing those shapes.

o In the following steps, the Upper Torso is taken as


an example.
3. Expand the Body_Face_Angle_0 layer to show its sub-
layers.

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4.Select the Upper_torso_0 layer, and the upper torso shape


will be highlighted.

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5.Draw a new upper body.

6.Delete the dummy's original upper body.

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7. Align the new upper body to an appropriate position.

8. Follow the same steps to replace the facial features. Please


refer to the Creating Multi-pose Elements section for creating
multiple pose facial features.
9. Show the pivots in the Pivot Layer. Adjust the pivot positions
as described in the Setting Pivots section.
10. Change the layer order by using the Arrange panel to move
layers up or down the hierarchy according to the joint styles.

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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.

Copy and Flip for Symmetrical Character

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:

This is an optional workflow not recommended for


beginner users.
It only works for perfectly symmetrical characters.
You should never use this workflow for any symbol in
the Number, Pivot and Pivot Base tracks; it can only
be used for body parts and facial features.
1.Make sure you have correctly replaced a character in an
angle (in this case, 45 degrees).

2.Select all of the replaced symbols of the character from the


stage.

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Note:
Hide the Number, Pivot, and Pivot Base tracks because you do not need them for
this skill.

3. Copy the shapes from Body_Face_Angle_45 and


Angle_45_Front_Hair.
4. Paste to the Body_Face_Angle_315 layer and
Angle_315_Front_Hair.
5. Flip the character horizontally.

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6. Follow the naming rules to rename every sprite of the flipped


character.

7. Repeat the entire procedure to complete all of the angle


profiles.

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Exporting Character

After all of the angle profiles have been completed, export the data.

1.Save this template as another project file (*.dpa) first


because you may need it for further fixing in the future.
2.Export the entire project as a SWF file (*.SWF) by either
File >> Export >> Export Movie... or Ctrl + Alt + Shift
+ S.
3.Refer to the Refining G2 Multi-angle Character in CrazyTalk
Animator 2 section for the next steps.

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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.

Lower Torso Size

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.

The thigh penetrate into the bottom of the


The lower torso is shorter than the diameter
upper torso. It can not be fixed via joint
of the thigh.
masks.

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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CrazyTalk Animator 2 Online Whitepaper for Pipeline
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.

Outlines for Joints

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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CrazyTalk Animator 2 Online Whitepaper for Pipeline
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.

Open and Close Chart


There are tons of appearance combinations for parent and child body parts. In the chart of this
page, you can quickly find the joint style that is best for your custom character and determine
the open or closed status of the outlines for your custom character's body parts.

Basic Joint Styles

The basic joint styles can be described in the table below:

Joint Styles

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Extend Child Covers Parent Parent Covers Child

Open and Close Chart

Please draw your custom body parts in accordance with the chart below:

Layer Close or
Child Parent Style
Sequence Open

Parent: Front Parent: Close

Child: Back Child: Close

Parent: Back Parent: Close


Upper Lower
Torso Torso Child: Front Child: Close

Parent: Back Parent: Close

Child: Front Child: Open

Parent: Front Parent: Close

Child: Back Child: Close

Upper
Arms
Torso

Parent: Back Parent: Close

Child: Front Child: Close

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

Parent: Front Parent: Open

Child: Back Child: Close

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Parent: Back Parent: Close

Child: Front Child: Close

Parent: Front Parent: Close


Forearms Arms
Child: Back Child: Close

Parent: Back Parent: Close

Child: Front Child: Open

Parent: Back Parent: Close

Child: Front Child: Close

Parent: Front Parent: Close


Hands Forearms
Child: Back Child: Close

Parent: Back Parent: Close

Child: Front Child: Open

Lower
Thighs Parent: Back Parent: Close
Torso
Child: Front Child: Close

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

Parent: Front Parent: Close

Child: Back Child: Close

Parent: Front Parent: Open

Child: Back Child: Close

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

Parent: Back Parent: Close

Child: Front Child: Close

Parent: Front Parent: Close


Shanks Thighs
Child: Back Child: Close

Parent: Front Parent: Open

Child: Back Child: Close

Feet Shanks

Parent: Back Parent: Close

Child: Front Child: Close

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Child: Back Child: Close

Parent: Front Parent: Close

Child: Back Child: Close

Parent: Back Parent: Close

Child: Front Child: Open

Upper
Neck
Torso

Parent: Back Parent: Close

Child: Front Child: Close

Parent: Front Parent: Close

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Parent: Back Parent: Close

Child: Front Child: Open

Parent: Close
Parent: Back
Upper
Neck Child: Close
Torso Child: Front

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

Pivots and Pivot Bases


The pivots are divided into two main types: Pivot and Pivot Base.

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.

The Pivot track stores every pivot movie clip (pink).

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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

the pivot name to restore the pivot you deleted.

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.

2.Create certain straight lines by aligning pivots. The straight


lines are:
o Body Perpendicular Line: this line is formed by the
head nud, face, neck, and upper torso pivots.
They must be on a straight line. You can set precise
values (especially the X value) by keying in the
properties panel.

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o Hand Straight Lines: The hand pivots should form a


straight line, and they are arm, forearm, hand
and Hand nud pivots.

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o Foot Straight Lines: The thigh, shank, foot and


foot nud pivots should also form a straight line.

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3.Regulate the pivots in the Top and Bottom views; To avoid


mistakes, please place the pivots in the correct position in
the Top and Bottom view according to our template.
o The ear pivots must be higher than the face pivot.

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o The back hair pivot must be above the face pivot.

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o The hand nud pivots must be lower than the hand


pivots.

o The foot nud pivots must be below the foot pivots.

Note:

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o Please note that the character's sprites in these two


views are separated, however CrazyTalk
Animator 2 will automatically assemble the
elements together. In Flash, you can leave the
sprites separated so they are easier to draw.
o The straight lines mentioned in the previous steps
must be kept in the Top and Bottom view as well.

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 Sprites

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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Creating Multi-pose Elements


Open the downloaded Brows.dpa, Eyes.dpa, Hands.dpa, Mouths.dpa, Nose.dpa.

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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2. The Eye Template:

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Note:

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There are only 5 angles that you need to create for


one pose of a specific facial feature (eyes,
eyebrows, nose, Mouth) and 10 angles for one
hand pose.

Producing Roll-able Eyeballs in DrawPlus :

In order to make pupils rotate in CTA 2, please adhere to


the following rules.

.The pose with the pupil must have 3 layers to


accommodate the Mask, Pupil, and Image.

. The Mask and Pupil layers must contribute to the mask


function.

. Mask layers must be locked.

. Please follow the naming convention laid out in the


template for all pose names.

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Exporting multi-pose:

After all of the angle profiles have been completed,


export the data.

1. Save this template as another project file (*.dpa) first


because you may need it for further fixing in the future.

2. Export the entire project as a SWF file (*.SWF) by


either File >> Export >> Export as Flash SWF.

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Refining G2 Multi-angle Character in


CrazyTalk Animator 2
After you have created a .SWF file for your G2 character, you can import the character into
CrazyTalk Animator 2. Although the character can be loaded into CrazyTalk Animator 2
and has 10 angles already, you still need to perform some steps to finish creating a custom
G2 character.

The basic steps are as shown below:

1. Loading .SWF Files


2. Progressive Import and Refinement Procedure
3. Joint Masks
4. Render Style and Color Profile
5. Post-Processing

Loading .SWF Files


The first step for you to complete the custom character in CrazyTalk Animator 2 is to load
the .SWF file that you have exported from DrawPlusX6. Please follow the steps below:

1.Create a new project in CrazyTalk Animator 2 and apply

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the Dummy character from the Actor library.

2.Select the character and click on the Actor Composer


button to enter the Composer Mode.

3.Open the browse dialog box in order to load the .SWF file in

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two ways:
o Press Alt + Q.

o Click on the Load G2 Actor Design Template-


SWF button.
4.Navigate to the .SWF file you prepared, select it and click
the Open button.

5.You may encounter the following message, so please choose


an option that suits your preference. These are normally
used when re-loading an already loaded character.

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o If it's your first time loading the .SWF file: simply


press OK, and leave the boxes unchecked.
o If you're loading a .SWF to update an existing
character, please refer to the Progressive Import
and Refinement Procedure section for more
information about the check boxes in this panel.
6.The custom character you have made will be loaded into
CrazyTalk Animator 2 and replace the dummy one in few
seconds.

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7.Use the Angle Switch to check if you are satisfied with the
characters appearances in every angle.

8.Press the Confirm Multi-angle Settings button and


press OK on the dialog that pops up.

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This will add joint masks to your character. For more


information about joint masks, please refer to the Joint
Mask section.
Note:
If you find any problem with the sprites after the character is imported, open the
Error Log to check if there is something wrong with the sprite or the pivot by
either pressing Alt + T or clicking on the link at the bottom of the SWF Replace
message to view the error log file.

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9. Select a sprite with multiple pose elements such as the


hands, brows, eyes, nose, and mouth, then open the Sprite
Editor. There should only be a single pose element; all
other poses need to be imported via the Update Actor
Multi-Pose SWF file.

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.

In this step, you can choose several files to update at once.

Progressive Import and Refinement


Procedure
If you want to change your DrawPlus character, but still want to keep the content that you
have already edited in CrazyTalk Animator 2 when you are importing the .SWF character

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file, there are 4 options you can choose to maintain the current status of your character in
CrazyTalk Animator 2.

Bone Settings: Keep the bone positions in CrazyTalk


Animator 2. Even if you change the pivot setting in
DrawPlus, it will not change the current pivot position
when you reload the .swf file.

Sprite Settings: Keep the current sprite size and position

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in CrazyTalk Animator 2. Even if you change the size


and position of sprites in DrawPlus, it will not change the
current sprite status when you reload the .swf file.

Joint Mask Settings: Keep the joint masks size and


position. They will not disappear after you reload the .swf
file unless you press the Confirm Multi-angle Settings
button again. In that case, the joint mask will change to its
default status

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Profile Settings: Keep all the group names that you


assigned for the Render Styles. They will not disappear
after you reload the .swf file. However, if you change the
appearance of the shape, or change a color to the shape,
activating this box does not help you to maintain the
vector group settings you previously defined.

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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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Render Style and Color Profile


CrazyTalk Animator 2 provides Render Styles so that you can change the color style of
your characters. In order to use the Render Style function, you need to use the Vector
Grouping Tool to group the sprites of your character so the right color value will be assigned
to every element.

* 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.

Setting Render Styles

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.

2. You will now see 10 render styles instead of 3.

*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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CrazyTalk Animator 2 Online Whitepaper for Pipeline

5. Choose the Upper 01 from the Group Name Selection pane.

6. Use the Brightness, Contrast, Hue and Saturation sliders to change the color to
your desired color.

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CrazyTalk Animator 2 Online Whitepaper for Pipeline

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 Online Whitepaper for Pipeline

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.

Using Calibration Panel

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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2. The Action Menu Editor will show.


3. Click on the Add button and load a prepared motion.

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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Naming and Saving Character

The final step to complete the character creation procedure is to give the character a name
and then save it into the library.

1. Select the character in Stage Mode.


2. Open the Scene Manager.
3. Rename the character.

4. Open the Content Manager, switch to the Actor tab.


5. Add this character to the Character library by clicking the Add button.
6. Rename the character. Now the character is a complete G2 character.

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Questions and Feedbacks


We will constantly enhance this document so it is easier for you to make your own G2
character for CrazyTalk Animator 2. If you have any questions about this document or
CrazyTalk Animator 2, you are more than welcome to post your questions on our Forum.
You can also post your ideas on how to enhance this document or CrazyTalk Animator 2 or
your showcases that you want to share with other developers.

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