![]() ![]() If you're trying this approach you're going to run into an immediate problem with CTA2's bone structure.Īnimal leg bones tend to be the opposite of humans in how they articulate. So the whole point of this character creation odyssey was to make a four legged, animal character with CrazyTalk Animator 2 by designing the character as an upright, bi-pedal character. Instead you'll need to animate the tail using the 2D Motion Key editor once you've finished all your 3D keying. Note that you will not be able to animate the tail of your G2 character using the 3D Motion Key editor as there is no provision for it within the 3D bone structure. Positioning the tail on different angles. Once you have all your tail segments in place you can change to a different angle and, just by moving the top tail segment, position the tail in the correct location for that view. Repeat the same process for each subsequent tail segment (you can have up to nine segments). Now switch back to the scene editor and locate the tail where you want it to be on the character's body simply by clicking and dragging the tail segment into position. Positioning the tail pivot on the first segment. Now switch back to the sprite editor and move the tail segment over point 0/0 so that point 0/0 is located over the spot you want that section of tail to pivot. That'll locate the pivot point right on the red/blue cross grid line of the character composer. The pivot point of each tail segment is located at the X and Y co-ordinate of each tail segment so first, set these both to zero (0). Since you can't actually see the exact location of the pivot point to move it, here's what you need to do to adjust it. ![]() Matched to the character's connector point. However if you move the connector point over the tail to where you want the tail to pivot from, it won't actually move the pivot point of that tail segment. The first tail segment will appear to rotate around the character connector point. You'll see your tail sprite appear in the Sprite editor and the character composer window. ![]() #CRAZYTALK PRO 5 FULL#From the add sprite menu select 'Add Full Angle' (if you're using the same image for all angles, otherwise select 'Add Current Angle'). There you'll see an empty sprite position. To manually import them I just select the tail segment I'm importing in the scene manager and then switch to the sprite editor. This presented a problem because the actual pivot points of the tail don't show up in the character composer, making it next to impossible to position them correctly.įor JAC I'm using the same tail segments for all views. I was unable to work out what the tail sections needed to be called in the template (using the established naming convention of the other body parts) to get them to import so the next thing to try was to add them in manually, through the Sprite Editor, inside CTA2's Character Composer. ![]()
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