Posted on

Base Models and Formula

A base model, simply put, is a model of a character or object that is used as the foundation for other variations of that same frame framework. Once a base model is created, the source file for that same character, for example, can be further modified to create completely new characters, variations, or additional clothing and other wearable items. The benefit of this is that all derivative items will be fully compatible, both from a technical standpoint (joint regions, body size, structure) as well as from an artistic standpoint (formula).
Posted on

G2 Character Mouth Chart

There are a total of 30 mouth shapes per angle of a G2 character. Since there are 10 angles per template, this means that a truly complete actor will contain a total of 300. However, because some of the angles can be direct mirrors of other angles, such as in the case of angle 45 and 315, you only really have to draw the sprites for the one angle. This of course, implies that the character is symmetrical on both sides of the face. For character with an asymmetrical face, you provably will have no choice but to draw the individual sprites for both angles. Mouth Actions 1 Normal 2 Droop_Lower_Lip 3 Raise_Lip_Edges 4 Raise_Right_Lip_Edge 5 Raise_Left_Lip_Edge 6 Stretch_Lip_Edge 7 Droop_Lip_Edge 8 Droop_Right_Lip_Edges 9 Droop_Left_Lip_Edges 10 Raise_chin 11 Flat_Lip 12 Stretch_Lip 13 Funnel_Lip 14 Sip_Lip 15 Raise_Sip_Lip 16 Droop_Sip_Lip 17 Bite_Lip 18 Open_Mouth 19 Move_Jaw_Right 20 Move_Jaw_Left 21 Turn_Jaw_Down 22 Normal 23 Ah_I 24 Oh 25 EE 26 U 27 WOO 28 FV 29 LNDTh 30 CDSKZ Each mouth is drawn on its own frame, nested within a single movie clip symbol that has a unique instance name based on the angle. There are 30 mouths, so there is 30 frames. Each mouth shape is also converted into it's own movie clip symbol that also has its own instance name. Please refer to the CrazyTalk Animator white paper for a full reference to the instance names to use, or use Puppet Producer for automatic one click configuration. For reference purposes, below is a couple of mouth charts of all the main mouth shapes required for a full facial rig of the "0 degree pose" (the front angle). Billy - Front Mouth Chart Kevin - Angle 0 Mouth Chart…
Posted on

The AutoMirror Feature in Puppet Producer

This video demonstrates how to dramatically increase your speed and productivity when creating custom G2 characters in Flash, for use with CrazyTalk Animator. [line] This feature dramatically improves your speed and productivity by only requiring you to technically only focus on 4 primary angles. Three of the remaining angles can be easily mirrored with at a 1:1 ratio, while the other three angles can be done with a combination of AutoMirror with a a bit of additional manual…
Posted on

Adding custom colors directly into Toon Titan

Because Toon Titan is a plugin for Flash, I really didn't feel it was necessary to reinvent the wheel and have it do things that Flash itself is perfectly capable of all on it's own. The program is designed to work in harmony with the host application and almost all functions contained in it are functions that either work in conjunction with or as a supplement to Flash's shortcomings. So you will very rarely see things in Toon Titan that you could just do in Flash itself. [line] Two ways to get a custom color directly into Toon Titan. [vc_row no_margin="true" padding_top="0px" padding_bottom="0px" border="none"][vc_column width="1/2"][text_output] Method 1: Use Flash's standard color mixing tools to add your own custom color into the Fill color chip.   Once you have done that, just press the import from fill button on the upper left hand corner of the Toon Titan panel. As soon as you do that you will notice that not only did Toon Titan import the color, but it also generated the complete color style based on that color and updated your color chips in the Flash tool panel. [/text_output][/vc_column][vc_column width="1/2"][text_output] Method 2: Use the Style manager system to manually input your desired base color. Since your not just creating a single color but a complete style, here you have the option to Give that color a name based on the Character and Object it is to be used on, as well as specifying the intensity differential for your outline, shade, and highlight. Hit save, and load it into Toon Titan any time. The Style Manager will allow you to store all your favorite and commonly used color styles for future use. [/text_output][/vc_column][/vc_row][vc_row][vc_column width="1/1"][alert type="info" heading="Bonus Tip:"]You can also input RGB values directly using the RGB sliders in the Toon Titan's cel shader…