Import a Custom HeadĬartoon Animator has lots of options to create customized heads in the program directly, but you can also import your own custom head assets. This will help give you a good idea of how your turning head will animate, as well as showing you any noticeable flaws in your design or animation. Take the time to move the mouse around and view all the different angles of the head. Once preview mode has been activated, simply move your mouse inside the angle box and watch how the template head animates as you do so.įor example, if you move your mouse pointer to the bottom right quadrant the template head also looks towards the bottom right.Īnd if you move the mouse to the top left, the head should also animate and move to look towards the top left. You can also preview how the head might look during animation by clicking on the Preview button on the bottom left of the tool. You can preview how this effect has already been applied to the template head by clicking on the Angle Points. By default the tool will show 9 angle points (up, down, left, right, centre and one for each corner). This will open up the 360 Head Creator where we can begin to make changes to our 2D head and set up the how it will look from different angles. To access 360 Head Creator click on the button located on the left toolbar or by going to Modify > 360 Head Creator. Use the 360 Head CreatorĬartoon Animator's 360 Head Creator is where all the magic happens! Using this tool you will be able to animate your 2D face so that it can turn and look at different angles easily and naturally with up to 360 degrees of motion. Use the mouse to enlarge the head by clicking and dragging if needed. Now click and drag the head template onto the Bone, which is inside the stage preview window. Within the Head tab select Head Template > Head > _G3 360 > Roger_F to select the head template. Within Composer Mode go to the Content Manager and select one of the template heads to use by selecting the Head tab.įor this tutorial we will use the Roger_F head template. To begin to import your own custom head elements, we need to first go into Composer Mode by clicking on the button near on the top left of the stage preview window. Select the Base Bones and click and drag it into the stage window.įrom here you can enlarge the bone by clicking and dragging the mouse if needed. You can find this by going to Actor Template > Character > G3 > 5_G3 Free Bone > Base Bones. To create a custom character head we will need to start with a Bone. Add a Base Boneįrom here you can browse through all the different types of characters, heads, body types and accessories that you can use for your talking avatar character. Once you have access to the Content Manager, select the Actor tab and then select Template. You can access the Content Manager by going to Window > Content Manager or by pressing F4 on the keyboard. Here we will be able to browse through the library of character templates, heads and body shapes that we can use as a starting point.
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