Content Dev:CTA Submission Checklist
- 1 Size Comparison
- 2 Default Positioning
- 3 Skeletal Structure
- 4 Joint Rotations
- 5 Body Part Layer Ordering
- 6 Facial Features
- 7 Applying Motion
- 8 Size and Proportions
- 9 Hand Sprites
- 10 Miscellaneous Precautions
- Main article: CTA Asset Creation.
Check the Position
Frontal Positioning in the Composer
Side Positioning in the Composer
The skeleton can stretch and shrink to accommodate the proportions of the character's limbs. This applies to legs, hands, neck, etc... but the bone angles should not be adjusted.
Possible Joint Issues
Joint Rotation Previewing
One can utilize the transform tool inside Photoshop to check for possible joint rotation defects. This can save time later diagnosing the issue.
Body Part Layer Ordering
Basic Body Layers
- Body part layering can be adjusted on a character to character basis.
- Hand at 0° angle should be set to a layer above the Body.
Basic Face Layers
Face part layering can be adjust on a character to character basis.
If the female character is wearing a skirt, then adjust the layers by putting the feet layers below the hip.
Pay special attention to clean up the edges and areas around the eye mask so as to not leave floating specks. Otherwise, the eye will "leak" pixels around its periphery during puppeteering.
Face Key Editor
It is recommended to fix images that deviate too much from what was intended.
The outlines of the mouth must be filled in with color, otherwise visual defects will occur during puppeting.
Use the test files mentioned below to verify the character's compatibility with RL motion:
- BodyTest_F: for front facing characters.
- BodyTest_S: for side facing character.
Joint Pinching and Jagged Edges
Once a motion is applied, issues with pinching and jagged edges can become apparent. Fix this by selecting the bone of the problem area with Composer > Bone Editor and increase the mesh subdivisions.
|Increasing this parameter also increase the load on the system resource. It is recommend to default this parameter to 0.
|The distance between the mesh and the image which has an effect on the edge smoothness. Increasing this parameter has very little performance impact.
|The density of the mesh around the edges of the image. This parameter should be high for long shapes. Increasing this parameter has very little performance impact.
Besides adjusting the bone, one should also consider fixing the source images. For example, expanding the buttocks (from dark purple to light purple area) can fix the unevenness of the thighs by covering over the disjointed areas.
Size and Proportions
Image Size and Bounds
Examples of wrongfully sized bounds:
- 30 gestures in total.
- Check if the gestures are correct according to the illustrations below.
- Make sure the names follow the guidelines.
- Make sure the perspective, frame size, and style is the same.
Pay special attention to the following gestures:
- 11_Akimbo, 23_Akimbo
- 24_Fist, 27_Fist
- 25_Pat, 28_Pat
- 26_Open, 29_Open
All of the hand gestures should match at the pivot of the wrist which can be verified with Photoshop. Visual defects arising from mismatched hand pivots will become apparent when motion is applied.
Nomenclature for the Content Manager
|Hair, hair accessories, hat, earrings
Examining the puppeting results will make it clear whether or not the accessory is attached to the right spot.
Feet for the front facing character should be splayed pointing apart. Otherwise the angle of the of the ankle bones will be affected which will animate strangely when motion is applied.