Difference between revisions of "Content Dev:CTA Content Spec"
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|[[File:Content Spec Icon CTA-G3-Temp.png|none|link=]] | |[[File:Content Spec Icon CTA-G3-Temp.png|none|link=]] | ||
|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. | |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. | ||
− | + | :{{Color|Grey|After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character.}} | |
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|[[File:Content_Spec_Icon_CTA-G3-Free.png|none|link=]] | |[[File:Content_Spec_Icon_CTA-G3-Free.png|none|link=]] | ||
|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. | |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. | ||
− | + | :{{Color|Grey|After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character.}} | |
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|[[File:Content_Spec_Icon_CTA-G3-Head.png|none|link=]] | |[[File:Content_Spec_Icon_CTA-G3-Head.png|none|link=]] | ||
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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. | 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. | ||
− | + | :{{Color|Grey|After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Head > G3.}} | |
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|[[File:Content_Spec_Icon_CTA-G2plus-Actor.png|none|link=]] | |[[File:Content_Spec_Icon_CTA-G2plus-Actor.png|none|link=]] | ||
|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. | |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. | ||
− | + | :{{Color|Grey|After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Character > G2+.}} | |
|- | |- | ||
|[[File:Content_Spec_Icon_CTA-G2plus-Head.png|none|link=]] | |[[File:Content_Spec_Icon_CTA-G2plus-Head.png|none|link=]] | ||
|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. | |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. | 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. | ||
− | + | :{{Color|Grey|After installation, users can access the G2+ Actor in CrazyTalk Animator 3 Template > Head > G2+.}} | |
|- | |- | ||
|[[File:Content_Spec_Icon_CTA-G2-Actor.png|none|link=]] | |[[File:Content_Spec_Icon_CTA-G2-Actor.png|none|link=]] | ||
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|[[File:Content_Spec_Icon_CTA_G3_Motion.png|none|link=]] | |[[File:Content_Spec_Icon_CTA_G3_Motion.png|none|link=]] | ||
|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. | |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. | ||
− | + | :{{Color|Grey|After installation, users can access the G3 Human Motion in CrazyTalk Animator 3 Template > Motion.}} | |
|- | |- | ||
|[[File:Content_Spec_Icon_CTA_Prop_Motion.png|none|link=]] | |[[File:Content_Spec_Icon_CTA_Prop_Motion.png|none|link=]] | ||
|RTS, FFD (deform) and Opacity information can be applied to different prop motions. The name extension is .ctAnim and the clip's color is in grey. | |RTS, FFD (deform) and Opacity information can be applied to different prop motions. The name extension is .ctAnim and the clip's color is in grey. | ||
− | + | :{{Color|Grey|After installation, users can access the Prop Motion in CrazyTalk Animator 3 Template > ElasticMotion.}} | |
|- | |- | ||
|[[File:Content_Spec_Icon_CTA_Elas.png|none|link=]] | |[[File:Content_Spec_Icon_CTA_Elas.png|none|link=]] | ||
|Elastic Motions are the motions applied to props, they can be quickly set to emphasis an entrance and exit, to make props move, rotate, and zoom with transition curves. Other than this, motion can also be modified. The name extension is .ctElastic and clip color is green. | |Elastic Motions are the motions applied to props, they can be quickly set to emphasis an entrance and exit, to make props move, rotate, and zoom with transition curves. Other than this, motion can also be modified. The name extension is .ctElastic and clip color is green. | ||
− | *After installation, users can access the Elastic Motion in CrazyTalk Animator 3 Template > ElasticMotion. | + | :{{Color|Grey|*After installation, users can access the Elastic Motion in CrazyTalk Animator 3 Template > ElasticMotion.}} |
|} | |} | ||
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|[[File:Content_Spec_Icon_CTA_G3_Prop.png|none|link=]] | |[[File:Content_Spec_Icon_CTA_G3_Prop.png|none|link=]] | ||
|Motions saved together with Props are called G3 Animated Props. You can immediately see props being animated once you apply or use the Action Menu to save the motion in the Prop. Mouse right-click on the Action Menu to start the motion. The difference with previous versions is that it can now carry a motion clip that can be edited. | |Motions saved together with Props are called G3 Animated Props. You can immediately see props being animated once you apply or use the Action Menu to save the motion in the Prop. Mouse right-click on the Action Menu to start the motion. The difference with previous versions is that it can now carry a motion clip that can be edited. | ||
− | + | :{{Color|Grey|After installation, users can access the G3 Animated Prop in CrazyTalk Animator 3 Template > Props.}} | |
|} | |} | ||
The content formats listed above are open for development. For the full content specification the application utilizes, please visit [https://www.reallusion.com/ContentStore/CTA/CTA-logo.html HERE] | The content formats listed above are open for development. For the full content specification the application utilizes, please visit [https://www.reallusion.com/ContentStore/CTA/CTA-logo.html HERE] |
Revision as of 02:08, 8 December 2017
- 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:
- The definition of the content type
- The purpose and nature of the content
CrazyTalk Animator Components
Actor
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.
| |
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.
| |
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.
| |
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.
| |
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.
| |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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.
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Animation
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. | |
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.
| |
RTS, FFD (deform) and Opacity information can be applied to different prop motions. The name extension is .ctAnim and the clip's color is in grey.
| |
Elastic Motions are the motions applied to props, they can be quickly set to emphasis an entrance and exit, to make props move, rotate, and zoom with transition curves. Other than this, motion can also be modified. The name extension is .ctElastic and clip color is green.
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Scene
CrazyTalk Animator Scenes are composed of many Scene Props that are set in place. These scene props can be adjusted individually or as a whole. Each Scene Prop is placed in a different place on the Z-axis. You are able to see each depth space through camera movements. | |
CrazyTalk Animator Props can be combined in the Prop Composer Mode. You can also change the color, Position, Size and Rotation of these props. The default position of props will vary according to their relative position with the character. i.e. chairs often appear behind characters. Their starting position is 0,0,-5. | |
Motions saved together with Props are called G3 Animated Props. You can immediately see props being animated once you apply or use the Action Menu to save the motion in the Prop. Mouse right-click on the Action Menu to start the motion. The difference with previous versions is that it can now carry a motion clip that can be edited.
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The content formats listed above are open for development. For the full content specification the application utilizes, please visit HERE