For most graphic designers, animation is a big step that demands a lot of effort and an additional set of expert skills. CrazyTalk Animator is built from the ground up as a revolutionary animation engine with a highly automated layout, designed specifically to avoid neck-breaking frame-by-frame editing. Exploit the power of drag & drop content creation, with the speed of real-time puppeteering, to start off your journey of animating in minutes.

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Video Tutorials for Graphic Designers

If you have any sort of skills with the illustration and photo editing software, you may check out the following tutorials to find out how you can use these content creation tools like Photoshop, Illustrator or Flash to produce amazing quality content for use in CrazyTalk Animator. The 1st approach is photo fitting, which allows you to take any image of a character and transform it into a fully functional character in Animator. The 2nd approach allows you to create custom body parts or facial features separately in your favorite illustration software, and then import and assemble those parts in Composer Mode. Both types of characters can be brought to life and easily animated with the same puppeteering motion controls built into Animator. Click on ‘More Tutorials’ to find out more and get an idea of how everything works.

Character Composing 1 - Setting Up and Basic Import

This tutorial starts at the process of exporting your body part image files into SWF format from your favorite illustration software. From that point on, you will proceed to learn how to set up a character blueprint and import all the basic body parts to form your main body. You’ll also learn more about the differences between side and front-facing characters.

Character Composing 2 - Facial and Hand Sprite Libraries

Every CrazyTalk Animator character comes with an extensive hand library, and the sprite-based characters come with comprehensive facial sprite libraries as well. In this tutorial, you’ll discover the best practice for importing and positioning these different body sprites, as well as modifying each one individually to create a variety of different uses from a single sprite.

Character Composing 3 - Joint Fitting and Character Profile

Once you've imported in all of your sprites and set up your character, you’ll need to do some refining to get it to animate in the ideal way. This includes rigging the character and setting the pivot joints for all the body parts so the animation will look proper. In addition, this tutorial shows a step by step for how to get your character to do both side and front-profile animations.

Character Composing 4 - Create Movable Eyes

If you want your character to be able to look around and move its eyeballs, then you’ll want to pay attention here. Most of this tutorial takes place in Adobe Flash, and shows you how you can create cool moveable custom eyes for any of your Animator characters in a few easy steps.

Character Fitting 1 - Standard Human Character

CrazyTalk Animator allows you to take a full-body photo of your artwork, mask out the background, and assign a skeletal structure so you can animate yourself just like any other cartoon character on the screen. Use this tutorial to take a deeper look into how you can do this.

Character Fitting 2 - Short-limbed Characters

This part of our 3-part series on advanced body photo fitting will demonstrate how to fit characters which have short limbs or limbs with no knee or elbow joints, similar to South Park characters. It's not as hard as you think!

Character Fitting 3 - 4 Legged Creatures

Here you will learn how to perfect the body photo fitting process for 4-legged creatures such as dogs, cats, and in this case... elephants! Use our universal rigging system to create your virtual pet (or monster) with a few simple steps!

Flash Content Pipeline with DrawPlus

DrawPlus X4 from Serif is not only a fully-featured graphics tool, but also a proven content design pipeline for CrazyTalk Animator. It brings data compatibility and ease-of-use to CrazyTalk Animator designers, as it saves time and effort on full scale Adobe Flash and Photoshop projects.

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