Animation Timeline Editing

Before starting to read this page, please refer to the Introducing the Timeline section for more information about the user interface and tools.

Data Types

In CrazyTalk Animator, there are 6 types of data in the tracks for Timeline Editing- Key, Clip, Representative Key, Switch and un-editable switch, Target-switching, and On/Off.

Data Name

From

Descriptions

1

Key

Object Transform Panel
Lip Synching Panel
Motion Key Editor
Prop Key Editor
Opacity Setting

Animation Keys store RTS data (Rotation, Transformation, Scale) and Opacity data for all items and sprites, including; camera, actors, props and accessories.

The animation between two keys can be auto-generated.

2

Clip

Puppeteering Panel
Grouping Feature

Animation Clips store the motion clip segments of character and prop (accessories).

A clip can be accelerated/decelerated, looped or blended into another clip. Please refer to the Speed, Loop and Blending section for more information.

3

Representative Key

Sprite Transform Key
Sprite Switch

This type of key implies that it contains one or more keys (by the Motion Key Editor or Sprite Editor in the stage mode) in the T or S tracks under the Facial Motion and Motion tracks.

4

Switch and Switch Marks

Switch:

    Sprite Editor

Switch Mark:

    Voice Clips
    Lip Syching Keys
    Facial Clips
    Facial Keys

[] Switch: When you use the Sprite Editor in stage mode to manually replace the elements in a sprite, then you are setting a replacement key (also known as a Switch). As the project plays up to the time frame where the switch occurs, then the previous element will be replaced with the designated one.

[] Switch Mark: Switch marks are tokens representing the sprite switch timing, governed by it's master clip (from Voice Lip Synching, Puppeteering) or motion key (from Key Editor); it prompts you that there is a sprite switch key in other relevant tracks.

5

On/Off

Visible Setting

The On/Off data on the Visible track stores only one status of the object. You may allow the object to be visible (On) at one frame, until it is set to be invisible (Off) in another.

6

Target-switching

Link Setting

The Target-switching data resembles the key concept. It stores the targeting relationship between one object and its target. The target can be changed or even dissolved at any time frame. The Link features for actors and props (accessories) are under this category.

Note:

Key/Clip Selections