Difference between revisions of "Content Dev:CTA Submission Checklist"
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==== Visuals ==== | ==== Visuals ==== | ||
+ | |||
+ | == Applying Motion == | ||
+ | |||
+ | 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. | ||
+ | |||
+ | === Twisting and Other Defects === | ||
+ | |||
+ | |||
+ | === Miscellaneous Issues === | ||
+ | |||
+ | |||
+ | == Size and Proportions == | ||
+ | |||
+ | |||
+ | |||
+ | == Hand Sprites == | ||
+ | |||
+ | === Verification Checklist === | ||
+ | |||
+ | === Hand Positioning === | ||
+ | |||
+ | == Miscellaneous Precautions == | ||
+ | |||
+ | === Nomenclature for the Content Manager === | ||
+ | |||
+ | === Accessory Items === | ||
+ | |||
+ | === Miscellaneous Visuals === |
Revision as of 19:30, 6 March 2018
- Main article: CTA Asset Creation.
Size Comparison
Scale Problems
Make sure that the size of the characters are within the normal range. Typically, this means that an adult character is about 2 squares tall. The size of your character can be determined by its role and type but try not to deviate too much from the norm.
Scale Adjustments
Steps:
- Enter the Composer and click on Edit Pose.
- Select the character's hip and resize the character accordingly.
Check the Position
After scaling the entire character make sure:
- The bottom of the feet is placed on the red floor line.
- The center of the character is aligned to the blue symmetry line.
Default Positioning
Frontal Positioning in the Composer
Make sure the bottom of the feet are touching the top of the red line. Make sure the character is centered on the blue line.
Side Positioning in the Composer
The bottom of the right foot should be on top of the red line while the entire character should be centered on the blue line.
Repositioning
Steps:
Skeletal Structure
Limitations
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.
Joint Rotations
The bone joint should be located at the junction between adjoining images of the limbs.
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.
Take the elbow as an example:
- Select the LArm image.
- Move the pivot of the transform to the pivot point of the elbow.
- Rotate the image to preview the elbow bend.
If there are any visual defects, move the bone pivot and test again. Repeat these steps until the issue is fixed.
Making Adjustments
Besides fixing the bone defects with Photoshop, one can also use the Composer by selecting Transform Bone to move the bone about.
The source image along with its bone can be transformed together by using Transform Part in conjunction with Edit Pose mode.
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.
Miscellaneous Layers
If the female character is wearing a skirt, then adjust the layers by putting the feet layers below the hip.
Facial Features
Possible Issues
Eye Masking
Face Key Editor
Shape Relations
Mouth
Visuals
Applying Motion
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.