Bone Hand Character (New for v4.2)
The default Bone Hand characters are created with Cartoon Animator Version 4.2, or above. They are built in G3 template bones with additional Bone Hand. Therefore, you can apply Bone Hand to existing G3 characters in the Composer Mode to animate the hands and fingers of the character.
The Bone Hand is made with 22 bone segments which you can use to smoothly animate the hands and fingers,
and even adjust the details of the pose.
These bones can receive hand and finger tracking data from a mocap device,
and then drive the movements of the hands.
Alternatively, you can utilize these bones to puppet and animate any species,
such as the spider or any polypods.
The theory of the G3 or Free Bone Characters is based on a Bone-rig technique.
- Please note that the bone at the bottom side of the triangle is the Parent bone while the one at the tip point of the triangle is the Child bone.
- The triangle between two bones is actually Not a Bone. It is only an indication for showing the direction of the bone string and the connection between bones.
- Cartoon Animator first subdivides the loaded image into numerous triangles.
- Afterwards, Cartoon Animator calculates the influence weights for each endpoint of the triangles in accordance with their distance to the adjacent bones.
- When the bones offset or rotate by IK or FK methods, the image will thus be driven to distort and animate.
The Bone Hand characters embedded can be found in the G3 Bone Hand library.
The thumbnails and paths of the characters are as described in the table below:
Bone Hand Characters
The thumbnail of this character is marked with a bone icon on the upper right corner.
Currently, all preinstalled motions in Cartoon Animator contain Sprite Hand animation. Although Bone Hand characters can be applied with G3 Human motions, after applying template motions, you CANNOT see the Sprite Hand animation on the Bond Hand, and vice versa.
For the Bone Hand characters,
you can use the 2D Motion Key Editor and Hand Pose Editor to edit gestures or switch gestures for them,
or capture full body motions with additional hand gestures with a Hand Mocap Device directly.