Skip to main content

Animate Your Favorite Cartoon Avatar Creator Characters with CrazyTalk Animator

I love a really good avatar creation app because it feeds my narcissism (I mean somebody has to take an interest me, right?). So when I came across Oppa Doll for Android, a super cute Chibi avatar creation app I immediately went to work on creating my TET Avatar as a chibi character.

The creators of the app are not wrong when they say your character "will be the most adorable character in the world." I was so impressed by the quality of my finished character I was inspired to see how quickly I could turn it into an animated character using Reallusion's CrazyTalk Animator 3.

The fastest way to create a character in CTA3 is to put a Morph-based head onto a G3 character body rig (don't worry if you're not familiar with those terms they'll be defined as I go). For this article I decided to make a companion character to my TET Avatar, called Mia.



That's Mia on the left!
Mia often appears in animations and comics with my TET avatar, along with a replica, fully sentient Star Wars droid of R2D2 (because I just thought it was a funny team up). The three characters are basically my homegrown version of Doctor Who. They travel through time and space, having adventures along the way.

Mia is one of my only recurring characters that I've never personally drawn my own version of. She's always been created using third party avatar building applications.

Preparation


Top: The four Avatars I created with OppaDoll.
Bottom: My Final Mia Graphic for CTA3 and how
it separates into six layers.
I used the Oppa Doll app to create four avatars of my character that would help me set up my graphics including:

  • The final character avatar.
  • One that showed her with arms (because the outfit I wanted had her arms behind her back).
  • A version that gave me something to base the back of her head on.
  • A 'naked' version so I could get an image of the head with no eyes.


I used these characters to create a composite Photoshop file with six layers; Front Hair, Back Hair, Face, Body, Right Arm, Left Arm.

Note that I could've just taken Mia's final character avatar directly into CTA but these extra steps were so she could have independent movable arms and better looking eyes.

Importing Character Graphics Into CTA3 - Sprite Replacement Method


As there were only six graphical elements, I decided it would be quicker to use the character sprite replacement method rather than put everything into a G3 PSD template.

The Sprite Replacement Method.
Bottom: Sprites complete. Notice no
bone adjustments have been made.
To do this you simply place the appropriate G3 Human Dummy Character onto the CTA Stage, open the character in the Character Composer, select a bone you want to add/change a sprite on, then open up the sprite replacement tool to import your graphic of each body part.

Placement and size doesn't really matter at this point. All you want to do is make sure your images are attached to the appropriate bones.

Note that you don't need to import the head sprites at this stage, other than the face sprite for reference. The face sprite will be deleted when you create your morph based head.

Once you have all your images imported, keep the sprite replacement tool open and work on getting all the parts in the right position in relation to each other. Don't worry if the bones don't line up but try to position your character's feet at the same level and position as the dummy character.

Rigging the Bones

Drag all the bones into place
using the Bone Editor tool.
Use the Bone Editor tool to drag all the bones in place to match your character's proportions. Hold down the Shift key to move a bone without affecting the child bones attached to it.

You generally want to aim for all the bones being yellow in color when you're done, indicating that they are correctly placed over your sprites.

Again, don't worry too much about the face bones. Focus on getting the body set up.

Creating the Morph Based Head

The Head Creation Menu.
Start the process of making your head by clicking on the head bone and then selecting 'Create Morph-based Head' from the head creation menu.

You may be asked if you want to save the settings of your current head (say no) and if you want to replace the current head (say yes).

You'll then be prompted to import your main face sprite and then CTA3 will step you through the morph-based head creation tool.

Face Fitting Steps.
Click Image to enlarge.
Most of the process is pretty self explanatory. I've created a numbered graphic of the process on the right (click on the graphic to see the full size version.

Points to note include:

Step 2
Just roughly place the eye points here. You can fine tune their placement in steps 3 and 4. The reason I didn't include eyes drawn onto my face is because I'm going to add CTA3 cartoon eyes which will add all the features of the eyes from makeup to eyelashes etc.

Step 4
Don't miss placing the detail points by clicking the detail point icon. If you just click the 'Next' button after placing the basic points you'll skip straight to Orientation step 5.

Step 5
Because this is a 2D character the face depth should be set to the lowest number. However you can experiment with this. You may like having more facial depth (All these face fitting settings can be changed later).

Step 6
Once you've been through the face fitting process you may need to resize your head and position it correctly on your character body. Check that your head is first in the Layer Manager too.

Once everything is in place position the facial bones. Particularly focus on the Front and Back Hair bones and the nose bone being in the correct position for your character's face.

At this point you can also add your front and back hair sprites using the same sprite replacement technique on the face bones i.e. select the back hair bone, open the sprite editor and import your back hair sprite.

Adding Eyes and Teeth

Adding eyes and teeth.
Click image to enlarge.
At this point we're pretty much in the home stretch. Adding eyes is as simple as selecting eyes that suit your character from the Morph Eyes folder of the Content Manager (On the Head Tab). I used a set from the Anime folder.

If the eyes don't look quite right you can make all kinds of adjustments to them in the eye editor. For my character all I did was scale them so the iris would fill most of the eye area.

Adding teeth is the same as adding eyes only this time you're selecting from the Morph Mouth folder. Down the bottom of this selection are a bunch of comic style teeth. I selected one that didn't detail each individual tooth.

Again the teeth and mouth interior can be edited with the Mouth editor. For my character I made the teeth a little larger, lowered the Y position a small amount and turned the brightness down a touch, so they wouldn't be such a bright white.

See how everything is working using the Face Calibration tool.

Adjust the Wireframe


Adjusting the wireframe can improve
how your character moves.
If your character's body isn't bending very well you may want to adjust the wire mesh that determines how the images bend and flex. Open the bone editor and turn on 'Show Wireframe'. Make sure the 'affect all areas' box down at the very bottom is ticked, then adjust the three sliders.

Generally the area you need to affect is only the Mask not the full image.  Density will give you a finer wireframe; Expansion is how far outside the image area the wireframe should extend; Alignment adjusts how the wireframe's divisions.

You're Done


Once it all looks good save your character to the custom character folder of the Content Manager - just select where you want to save it and hit the plus (+) button at the bottom of the window.

Return to the stage where your finished character is ready to animate. If your character's back hair is like mine and extends past and in front of the neck, use the layer manager to send it to the back, behind the body before you start animating.

Turn Any Avatar Into an Animated Character


Now that you've seen how easy it is to set up a single angle character with a morph based head you could use this technique to animate a whole cast of avatars from any avatar creator.

Morph based heads do not have to be front facing. It's possible to make them at the 315 degree angle - which is typically the side angle used for most side facing characters and side facing predefined motions. If your avatar creator is capable of multiple angles, you have that option to make both side and front facing versions.

To make these characters even more versatile you could develop multiple hand sprites for them as well.

The possibilities really are endless.

TET and Mia, looped dance.




Comments

  1. Thank you one more time. It is an excellent text with useful information. I would like to ask you if it is possible to do the same process as this one with the cartoon girl that you use from vectorcharacters.net site? Thank you in advance

    ReplyDelete
    Replies
    1. Yes ofcourse , just get any png file and separate out the body parts and simply rig it to the bone , your charachter will be ready

      Delete
  2. P.s I've just subscribed to your blog. Thank you for sharing your knowledge with us. Best regards Tanja from Serbia

    ReplyDelete

Post a Comment

This blog is monitored by a real human. Generic or unrelated spam comments with links to sites of dubious relativity may be DELETED.

I welcome, read, and respond to genuine comments relating to each post. If your comment isn't that save me some time by not posting it.

Popular posts from this blog

Inochi2D - Free Open Source 2D VTuber Avatar Rigging and Puppeteering Software (Part 1)

Inochi2D Creator - Free Open Source VTuber Software. If you've been looking for a way to live perform as a 2D cartoon avatar on camera, whether it be for a live stream or for pre-recorded content like educational videos, then VTuber software is a low cost (or even no cost) option worth looking into. In my previous post, How to Become a VTuber - 2D and 3D Software for Creating and Controlling Your Avatar , I took a brief look at the relatively new but completely free and open source Inochi2D  which I thought showed great potential for my own needs of creating a live performance character rig for my own TET Avatar that I use for all my promotional materials. While it is possible to live perform my character using Cartoon Animator itself, Reallusion's MotionLive2D capture system isn't great - with lip sync in particular. More importantly though, I can't exactly teach people how to use Cartoon Animator if I'm using Cartoon Animator to control my Avatar. What is Inochi2D

Eric W. Schwartz: Cartoonist, Animator and Amiga Die Hard

July 1992 Edition, CU Amiga Featuring Amy the Squirrel. American Cartoonist, Eric W. Schwartz , (whose unofficial Amiga Icon, Amy the Squirrel, is pictured on the July 92 edition of CU Amiga cover on the right) is my only real animation hero. Sure there are the big names like Disney , Chuck Jones , Tex Avery and even Preston Blair whose influences can all be seen in my own cartoons but Eric did what none of the others could. He showed that really great 2D computer animation was within my reach with little more than an Amiga Computer , a copy of Deluxe Paint and Moviesetter . This was at a time when computer based animation was in its infancy (outside of computer game animation) and Flash was something that lights did. There were many great Amiga artists but Eric was really the only one consistently making very funny, traditional style animations. His humor and drawing style is heavily influenced by classic Warner Brothers and Disney cartoons but he managed to build on this,

Wonder Unit Storyboarder - Free Storyboarding Software for People Who Can (or Can't) Draw

Wonder Unit Storyboarder.  As an independent and solo animator I'm always tempted to try and skip storyboarding my animated shorts because they're usually only single scene sketch comedy type jokes. As a result I have many unfinished projects that kind of petered out due to having no clear finishing line. Storyboarding your productions, no matter how small, gives you a step by step guide of every shot that needs to be completed (no planning shots as you animate). It also allows you to create an animatic that gives you a rough preview of the finished production. In short, you shouldn't skip storyboards as they, generally, increase the chance of the project being completed. Disclaimer - I'm Not a Fan of Storyboarder Upfront, Wonder Unit's Storyboarder  is not my preferred storyboarding software. However it's completely free, has a number of very compelling featu

Can You Learn Reallusion's Cartoon Animator 5 for Free Using Their 137 Official YouTube Video Tutorials Sorted Into a Logical Learning Order?

Or you could just buy The Lazy Animator Beginner's Guide to Cartoon Animator . While Reallusion's Cartoon Animator is one of the easiest 2D animation studios to get up and running with quickly, learning it from all of the official, free, video tutorials can be more overwhelming than helpful. With more than 137 videos totaling more than 28 and a half hours of tutorials, spread across three generations of the software (Cartoon Animator 3 through 5) it's hard to know if what you're learning is a current or legacy feature that you either need to know or can be skipped. Many of the official tutorials only teach specific features of the software and don't relate at all to previous or later tutorials. As a result there are many features either not mentioned or are hard to find. To make your learning easier, on this page, I've collected together all of the essential, official, free video tutorials and sorted them into a learning order that makes sense. Simply start at

Creating an AI Digital Avatar and Voice Clone of Myself with Free and Low Cost AI Tools

O ver the years I've looked at various ways of creating and animating a digital avatar, from simply creating a character for Cartoon Animator and voicing and animating it myself, to creating a  live motion capture ready Vtuber avatar puppeted and voiced by me in real-time. In the last year or so, making photographic images talk, using AI and AI voice cloning has really progressed. To the point where I wondered if I could create a photographic AI avatar of myself, complete with my cloned voice, that I might use on some of my videos? Creating My Avatar: Artflow To create my avatar image, as far as I'm concerned,  Artflow.ai is the best value AI site for creating consistent digital characters (or 'actors' as Artflow calls them). That's pretty much their entire focus. Artflow's actor model training user interface. You get your first actor for free, 100 free credits per month (which equates to 100 still images per month - get an additional 50 credits if you sign

Dollars Mocap: Full Body Webcam Motion Capture (Including Hands and Fingers) For iClone and Cartoon Animator

Even though I should be further away from the camera Dollars Mocap MONO still does a good job of  tracking my arms, hands and fingers. Ever since I wrote my series on becoming a VTuber , discovering it was possible to do full body motion capture, including hands and fingers, with just software and a webcam, I've been on the look out for any motion capture software that can bring that functionality to Cartoon Animator. Dollars Mocap is a low cost motion capture application with a free trial that I learned about through the YouTube Channel Digital Puppets  and their test video . It can record full body, upper body, arms and hands, and facial mocap from a live video source or pre-recorded video. Investigating further, I discovered not only does Dollars Mocap have a free iClone7, iClone8 character profile file download (look for it at the bottom of the main program download page), so you can use the saved motions with iClone8, they've also got a demo video for how to convert your

Moho 14 Released - Still the Best 2D Animation Software for Indy Animators on a Budget

Moho 14 Released. Regular readers know I am a Reallusion, Cartoon Animator advocate through and through. Hands down I would recommend Cartoon Animator 5 first over Lost Marble's Moho 14 to anyone who is just starting in 2D animation, is a team of one, or just needs to animate as quickly as possible. However, feature for feature, Moho is, arguably, the best 2D animation software for the rest of us who can't justify a Toon Boom Harmony , or Adobe Creative Cloud subscription (and even with their applications Moho is very competitive on features). You can get started with Moho Debut for just USD$59.99 which is a cut down version of Moho Pro but it still has the most essential features needed for 2D animation. While Moho Pro is a whopping USD$399.99 (Cartoon Animator, which only has one version, is just USD$149.00) upgrades to new version numbers come down to a quarter of the price at USD$99.00. Even though Reallusion just released features like Motion Pilot Puppet Animation and