The motions in CrazyTalk Animator are divided into two categories, 3D and 2D motions. In this lesson, you will learn how to create a flying man by setting multiple angles and fixing poses into single 3D motions (unlike in the previous lesson). In addition to the 2D motion templates, you can create custom 2D motions and animate transformations via body puppeteering.
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Step 1: Prepare the Scene | ||||||||||||
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Step 2: Duplicating Applied Motion Clips | ||||||||||||
In the previous lesson, you set multiple angles to one motion clip. However, once you loop the motion clip, the angles are looped as well. If you want to use a looped motion with certain angle keys at different times, then you may follow the steps below:
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Step 3: Setting Angle Keys | ||||||||||||
For 3D Motions, you can set the angle keys in order to turn the character to a desired direction with the same motion as described in the Lesson 3: Using 3D Motions. Within the duration of the looped motion, you are free to turn the character to different angles, however the turning will set identical keys to every loop of the entire motion as shown in the table below:
The result looks like the illustration below:
In order to generate certain angle keys within the entire duration of the looped motion instead of looping these keys in each section, you need to follow the steps below:
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Step 4: Adding Motion Layer Keys | ||||||||||||
In addition to the Angle Keys, you are also able to add 3D Motion Layer Keys to adjust the flattened 3D motion clip in different time frame.
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Step 5: Applying 2D Motions | ||||||||||||
After 3D motions are applied and modified, you are able to append 2D motions to the character by using the 2D motion templates from the Content Manager or using the Body Puppeteering panel. Then you may adjust the 2D motions by using the 2D Motion Key Editor. In this case, the applying method is skipped; the Body Puppeteering method is describe in the steps below:
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Step 6: Transforming the Props | ||||||||||||
In order to generate the sensation of forward-moving for the character, you may transform props at different frames to create prop animations.
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