Diagrams for 3D and 2D Motions

In CrazyTalk Animator, a character's motions are divided into 3D and 2D motions. However, since this product is a 2D animation application, there is a certain workflow (different phases as described below) for converting 3D motions to 2D ones for better 2D editing.

*Please note that it is one-way direction between these phases, you can edit the motion back and forth within a certain phase but do not return to the previous phase for further editing.

Phase 1: Converting iMotions to 3D Motions

For Pipeline users, you are able to import iClone iMotions into CrazyTalk Animator Character. However, some initial refinements must be made to adjust visual flaws.

  1. Determine the initial angle for the entire iMotion.
  2. Using the 3D Motion Key Editor to eliminate visual flaws.
  3. Optionally loop or add more iMotions.
  4. Flatten the iMotion or iMotions to merge the edit results in order to generate a re-usable 3D motion.
  5. Note:

    Please refer to the Using iMotions section for more information.

Phase 2: Modifications for 3D Motions

For Pipeline and Pro users, you can apply 3D Motions to CrazyTalk Animator Character. You are able to switch multiple angles in different time for the motion, modify the motions by adding motion layer keys, using the layer order keys for body parts, set time warp for clips, change the transition curve between keys or clips and collect the entire motion data (clip and keys) as a 2D motion for further 2D editing.

  1. Setting angle keys to turn the character to different angles during the 3D motion.
  2. Use the 3D Motion Key Editor to add motion layer keys to the original motion.
  3. Optionally loop or add more 3D motions.
  4. You can optionally adjust the transition curve type between two motions or change the time warp curve for individual motions.
  5. Flatten the 3D motion if you want to merge the modifications into the 3D motion.
  6. Merge the entire data (3D motion and keys) into a 2D motion for 2D editing.
  7. Note:

    Please refer to the Using 3D Motions section for more information.

Phase 3: Polishing Motions with 2D Editing Skills

For Pipeline, Pro and Standard users, you can polish modified 3D motions or 2D motions by certain skills. The skills help you to increase the interests and drama of the animations.

  1. Use the Sprite Editor to create sprite switching animations.
  2. Use the 2D Motion Key Editor to add motion layer keys to the original motion.
  3. To exaggerate the spatial and dimensional sensation of the character, set the Perspective Strength.
  4. Use the Puppeteering feature to create more custom 2D motions.
  5. The Transition Curve between two keys or clip or the Time Warp Curve for a specific motion can be adjusted.
  6. To distort the body parts for increasing interests, use the Free Form Deformation feature.
  7. Use the Motion Align feature to define a specific body part for aligning two motions.
  8. You may define the character or prop to move in certain path and direction.

    Note:

    Please refer to the Using 2D Motions section for more information.

Principles of Animation

By mix-using the 2D-editing features provided by CrazyTalk Animator, you are able to create more interesting and attractive animations obeying the basic principles.

Animation Principles

Descriptions

Corresponding Feature(s)

Timing

The length of time for an animation to complete.

or

Spacing

The distance between two key poses.

+

Squash and Stretch

The compression and extension of an object during the animation.

+

Anticipation

The animation of an opposite direction prior to the main animation, which prepare the viewer that the latter animation is the main action.

or + +

Staging

The explicit animation that makes no ambiguity, simply see and know what the animation is, also known as body language.

Applying Motions from Library or

Pose to Pose

Setting the key poses, add breakdowns and then add in-betweens.

Drag, Follow Through and Overlapping Action

The flexibility of an object's animations, comparing to the main action.

or +

Slow In and Slow Out

The length of time for an animation to complete.

+ or +

Arcs

The path of the action; usually in smooth flow without abrupt changes of directions.

or +

Secondary Action

Some animations that is secondary to the main action. The animations can be related or irrelevant to the main actions.

or

Exaggeration

Push the action even further than you think it shall be.

or

Secondary Action

Some animations that is secondary to the main action. The animations can be related or irrelevant to the main actions.

You may use the combinations of the listed features:

Solid Drawing

Solid drawing means a good drawing and a good drawing is mostly determined by the poses of the character. Therefore, a solid drawing is to give good poses for a character to convince the viewer.

+

Appeal

A pleasing quality that makes the animation enjoyable to look at.

Render Style.

Weight

Make the animation feel heavy with proper weight.

+ or + .