If you are using actor/character presets/templates provided, more refinement can be made via puppet mode. Elements are readily inserted to your project (additional actors, props and backgrounds as well as music, sound effects, recorded dialogues etc.). Once a character has been selected from templates or created from scratch from an external program, say, Adobe Photoshop, you can start animating. On the other hand, G2 characters and above have 10 angles. The perspective of the 9 other angles use this view (front/side) as reference. G1 characters are basically flat with a single view (from and side only). They are converted characters to suffice for G1. Most of the G1 sprite-based-characters of this type that are seen in the Content Library (preset/templates) are version 2 or above. G1 characters are designed facing either front or side views as implied in relation to the direction of the characters left feet.
#Crazytalk animator 2 tutorial pdf free#
They are (a) G1 - which is CTA ver1 characters, (b)G2 - which is CTA ver2 characters, (c) G3 - which is CTA ver3 characters, and (d) Free Bone Characters (ver 3 also). There are several kinds of characters in CrazyTalk Animator. (b) Video - in AVI, WMV, RM, RMVB, MPEG, MPG, MPE, MP4, ASF, ASX, WM, FLV, MOV and popVideo formats.
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(a) Image - in JPG, JPEG, BMP, GIF, PNG, TGA formats. As with above elements in a sprite are the same: As in "Sprite Head types" you can edit/create and modify these sprites in the Sprite Editor via Composer Mode. So they are composed of sprites with body parts or entire body images. You are able to create and modify this type of heads via the Sprite Editor in Composer Mode.Ĭharacters in CrazyTalk Animator are all sprite based body. Sprite based heads are composed of sprites of a face and different facial features. If you will create one from scratch it is done in the Face Creator. The eyeballs and teeth are placed behind the surface. Morph-based head is done by projecting an image onto a surface with a dimensional and protruding shape of the face.
![crazytalk animator 2 tutorial pdf crazytalk animator 2 tutorial pdf](https://img.youtube.com/vi/0B5Cs21ijPk/maxresdefault.jpg)
There are 2 main categories of heads in CrazyTalk Animator, they are (a) Morph-based, and, (b) Sprite based.
![crazytalk animator 2 tutorial pdf crazytalk animator 2 tutorial pdf](https://visualsproducer.files.wordpress.com/2018/04/screenshot-of-crazytalk-animator-3-pipeline-15-04-2018-11-10-46-689509624c904a63b88cce7d8b1d0358.png)
The sprites on the bones changes in relation to the angles specified or set so as the dimensional motion/expression is created. CrazyTalk Animator characters are capable to perform dimensional motions and expressions which is generated by displaying the different components in sprites and within sprites that compose a character actor’s body/face.