How-to Convert previous CrazyTalk content into
CrazyTalk Animator content?
Which of the CrazyTalk 6 contents are supported in CrazyTalk Animator?
How to load files that are still supported (ctm, cts., clp) in CTA?
What is the difference between the repacked CTA content packs and the CT content packs?
Which of the CrazyTalk 6 contents are supported in CrazyTalk Animator?
   
  CrazyTalk Animator uses an all-new 3D core technology; so some of the CrazyTalk content formats can not be applied into CrazyTalk Animator. At the moment, only CTM, CTS and CLP content formats can be applied into CrazyTalk Animator.
  Note.
  CTM files are models created by face fitting in CrazyTalk. CTS, CLP files are Script/Motion Clips, and they are used to generate facial animations in CrazyTalk.
   
How to load files that are still supported (ctm, cts., clp) in CTA?
What formats will they be saved as?
   
  Users can get their files from the CrazyTalk folder, and save them as new files inside CrazyTalk Animator.
CTM files:
 
   
1. Find these files in the CrazyTalk path folder below.
  (You may also use the Drag & Drop functions to drag the files into CrazyTalk Animator.)
  C:\Program Files\Reallusion\CrazyTalk 6(5)\Templates\CrazyTalk 6 Template\Model\Subfolder
 
   
2. Click the Character Composer button.
 
  There may be some minor visual differences caused by the new 3D core technology in CTA.
 
In CrazyTalk In CrazyTalk Animator
   
  CTS / CLP :
 
   
1. Copy all the CTS and CLP files from the CrazyTalk folder to the CrazyTalk Animator folder.
  CrazyTalk Folder Path:
  CLP: C:\Program Files\Reallusion\CrazyTalk 6\Templates\CrazyTalk 6 Template\MotionClip\Subfolder
  CTS: C:\Documents and Settings\All Users\Documents\Reallusion\Shared Templates\CrazyTalk 6 Template\Script\Subfolder
  CrazyTalk Animator Folder Path:
  C:\Documents and Settings\All Users\Documents\Reallusion\Template\CrazyTalk Animator Template\Face\
   
2. You may directly apply CTS, CLP files into CrazyTalk Animator\Animation\Faces.
   
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What is the difference between the repacked CTA content packs and the CT content packs?
  1.Adjust the CTM for reduced visual differences.
 
   
1-1. White edges around the model.
  Change the color of the background to gray, in order to better see the white edges around the model.
  If needed, you may remove the edges in the Character Composer/Face Fitting/Background Mask.
 
   
1-2. Eyeball Size
  Scale the size of the eyeballs in Character Composer Mode\Face Fitting\Eye Setting\Modify
 
 
   
1-3. Check the face with the Face Calibration panel and adjust in Character Composer Mode/Face Fitting
  as below.
 
  (a) When blinking, eyelids will stretch.
 
In CrazyTalk In CrazyTalk Animator
  CrazyTalk Animator is produced by new 3D core technology. Therefore, some situation as above has occured. Please wait patiently for CrazyTalk Animator patch to resolve this issue.
   
  (b) Eyes cannot fully close.
 
In CrazyTalk In CrazyTalk Animator
  CrazyTalk Animator is produced by new 3D core technology. Therefore, some situation as above has occured. Please wait patiently for CrazyTalk Animator patch to resolve this issue.
   
  (c) When a character opens its mouth, the teeth may look different in CrazyTalk Animator and in CrazyTalk. You may adjust the Mouth Settings in Character Composer Mode/Face Fitting/Mouth Setting/Modify, as below.
 
 
   
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  2.Separate the original CTM files into Head and Body segments.
 
 
 
   
2-1. Insert Lower Torso Sprite.
  When applying a CTM, from CrazyTalk 6(5) to CrazyTalk Animator, it may sometimes be set as a character's head (by default). Therefore, you must mask the body part as shown below.
 
  All Characters have the same structure in CrazyTalk Animator; you may see the structure in the Character Composer Mode/Scene Manager.
 
  Select the Lower Torso in the Scene Manager, and click on the Sprite Editor to insert the body source image.
 
  Setting the Connection Point Click here to learn more about the Connection Point.
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  3.You may use the Key Editor, in CrazyTalk Animator, to generate poses (i.e. Neck rotation). For this,
you need to adjust the pivots of Upper/Lower/Neck.
   
  Click here to get more information about Key Editor.
 
   
3-1. The Key Editor is based on IK (Inverse Kinematics) methods; because of this the Upper/Neck Pivots need to be defined.
  As in 2-1-2, Insert a Upper Torso / Neck Sprite.
You may insert temporary images in order to define the Pivot. Then, adjust the Pivot as below.
  Lower Torso: Make sure that the X and Y values are 0.
 
  Move the Upper Torso > Neck > Face to the appropriate location.
During this move the face may sometimes shift because of the parenting relationships.
  Final position is as below:
 
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