Content Dev:CTA Content Spec

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Main article: CTA Content Development.

What are CTA Content Specifications?

They are icons designed for users to quickly identify the specifications of CrazyTalk Animator content. The icons might include the following information:

  1. The definition of the content type
  2. The purpose and nature of the content

CrazyTalk Animator Components

Actor

Content Spec Icon CTA-G3-Temp.png
Template Bone bodies require an image input, as the bone structures are defined by G3 actors for different types of bone including; Human, Animals, Spine, and Wings. Although they are flexible to switch body sprites, their template bone structures and names cannot be changed. You also can apply G3 Character Motions in accordance with the bone type motion.
  • After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character.
Content Spec Icon CTA-G3-Free.png
User can import images to freely create bone structures, and sprites. The bone structures are easy to setup but the motions aren't 100% compatible, as only certain motions with the same bone names can be animated.
  • After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character.
Content Spec Icon CTA-G3-Head.png

Talking Head content saved from G3 Actors are called G3 Heads. The main difference between G3 and G2+ is that G3 only has a single front angle. Users can directly apply the G3 Head from Content manager, and can also define their own G3 Head with the name extension .ctBhead.

  • After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Head > G3.
Content Spec Icon CTA-G2plus-Actor.png
The main difference between G2 and G2+ actors is the facial expressions during performance. G2+ actors use less pixels and deformation to create continuous, smooth visual effects. They also support multi-angles. For G2 heads, they can be saved as G2 actors, whereas G2+ heads can be saved as G2+ actors.
  • After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character > G2+.
Content Spec Icon CTA-G2plus-Head.png
Talking Heads saved from G2+ actors are called G2+ Heads. The main difference between G2+ and G3 Heads is the multi-angles. Users can directly apply a G2+ Head from the Content manager, and also define their own G2+ Heads with the name extension .ctHead.

G2+ Heads and G2 characters can save facial features, but please note that G2+ facial features that are applied back to G2 characters, may experience a shortage of elements.

  • After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Head > G2+.
Content Spec Icon CTA-G2-Actor.png
Users can customize these characters by changing the size and the color of the head, hair, lower body, upper body, shoes and props.

In addition, G2 characters have multiple options for angle profiles and render styles. Now users can freely animate 2D characters in 10 different angles, and easily switch between different artistic styles, altering character color and appearance.

Content Spec Icon CTA-G2-Body.png
Users can also customize the body by changing the size dimensions and color, as well as different upper/lower/shoe styles in the Composer mode.

In addition, each component of the G2 Body has multiple angle profiles and render styles. Users can access unique sprite elements for all 10 angle profiles for both body and hands.

Content Spec Icon CTA-G2-Head.png
G2 Heads are divided into facial features which include: Eyes, Eyebrows, Face, Mouth, Ears, Nose and Hair.

Each G2 Head component has multiple angle profiles and render styles. Users can access facial sprite elements for 5 separate angle profiles. The Auto lip-sync and expression system will generate facial animations with corresponding facial sprites.

Content Spec Icon CTA-G1-Actor.png
User can change the bodies for characters directly. The Body includes:

Users can customize these characters by changing the size and the color of the head, hair, lower body, upper body, shoes and props. Users can also edit these images in external image editing software, and later import them back into CrazyTalk Animator.

Content Spec Icon CTA-Body.png
User can change the bodies for characters directly. The Body includes:

Upper, Lower, Shoes, Tail, and Headdress Parts. (If they are included in the Body) Users can also customize the body by changing the size and color, as well as change the different upper/lower/shoes in the Composer mode. when they finish editing, users can save it as a new body.

Content Spec Icon CTA-G1-Head.png
CrazyTalk Animator contains Heads that can be divided into facial features. These features include; Eyes, Eyebrows, Face, Mouth, Ear, Nose and Hair. Each sprite has its own corresponding elements, which can be puppeteered with your mouse. This type of content can easily show all kinds of emotions with lip-syncing features; once a voice file is imported.
Content Spec Icon CTA-Accessory.png
CrazyTalk Animator Actor Props are compliant to an Actor's scale design. They allow for direct attachment to character's elements such as; head, hands, torso and legs. CrazyTalk Animator Actor Props can also move with the Actor. eg. a hat on the head, a sword held in the hand, a necklace wrapped around the Actor's neck.
  • Note: You have to be in the Character Composer Mode to attach these kinds of props to the Actor.

Animation

Content Spec Icon CTA Motion.png
CrazyTalk Animator Motions include motions for body and data to activate hand movements. They are compliant to CrazyTalk Animator character bone structures. Users can apply motions to characters and directly edit them in the Motion Key Editor/Timeline.
Content Spec Icon CTA G3 Motion.png
For motion content used by G3 Template Bone actors, including Human, Animals, Spine, and Wings; the name extension is ctBMotion. G1 and G2 characters cannot use .ctBMotion. .ctBMotion can be used by all G3 characters, if applied to non suitable Template Bone actors, as this may cause undesirable visual effects.
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Scene

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The content formats listed above are open for development. For the full content specification the application utilizes, please visit HERE