Skip to main content

Character Mashup - Making the Most of Your G3 Cartoon Animator Characters

Character Mashups using WTH Animation Characters in Cartoon Animator.

One of the often overlooked strengths of Cartoon Animator is how easy it is to make new characters simply by mixing and matching elements from existing characters you already own. This ability is possible because of the standardized G3 Human template.

Note that it is also possible to mix and match G1 and G2 character elements with themselves but, generally you can't mix G1 with G2 elements or G1 and G2 elements with G3 character elements. There are some exceptions but for the least amount of quirks and frustration, I'll be demonstrating mixing and matching G3 character elements only.

For best results, mix and match characters elements from the same or similar character range (i.e. those that have the same or similar artwork styles). This will usually help ensure most elements are positioned correctly without the need for too much adjustment.

The Simplest Method

Want to give a character a new outfit or create another character wearing the same outfit? Just swap heads. As shown in the image below it's as simple as placing a character on the stage, saving the head to the Custom > Actor > Heads folder, then putting another character on the stage that you want to replace the head on. 

Swapping heads is the simplest way to create new characters or change a character's outfit. For best results use characters with the same or similar art styles.
Swapping heads is the simplest way to create new characters or change
a character's outfit. For best results use characters with the same or
similar art styles. Fred Fallen and Ranger Fred Characters by WTH Animation.

The Character Composer

The next level of mashing up your G3 characters into new variations is to open your character into Cartoon Animator's Character Composer. Here you can save and swap hair, facial features, hands, and add props and other accessories.

Be aware that the Character Composer will show you content intended for G1 and G2 characters that mostly likely won't be compatible with your G3 character (to the point where attempting to add them may crash the program), however if you stick with G3 content you should be okay.

Character Body Mashups

For G3 Characters only hands can be saved and swapped on the Body Tab in the Character Composer.
For G3 Characters only hands can be
saved and swapped on the Body Tab
in the Character Composer.

In terms of the character body, the main switch you can make is with hands. There are various sets of sprite hands to choose from and you can swap out sprite hands for bone hands. 

Save hand sets to your custom hands folder if you want to add them to another character (You'll know what features can be saved out by selecting one of your custom folders. If the '+' button becomes active that feature can be saved and swapped).

Character Face Mashups G3 Standard and G3-360

The Character Composer will let you mix and match G3 Standard Head components and G3-360 Head Components to varying degrees of success. For the most trouble free, predictable results don't mix G3 standard head and G3-360 head components, and stick to characters facing the same angle and within the same set of character art styles.

Before mashing up facial components for characters from a developer's series you may need to open a few in the Character Composer and save out the features you want to swap onto other characters
Before mashing up facial components for
characters from a developer's series you
may need to open a few in the Character
Composer and save out the features you
want to swap onto other characters.

For example, for this article I'm demonstrating with WTH Animation's Cast & Crew series of characters. All of them use the same standard body/head base and bone placement so, in theory, I should be able to mix and match features with little to no tweaking for scale or placement.

A simple method to see how things are going with your face mashup is to use the Modify > Face Calibration tool to see if a feature is working. If it doesn't just click the undo button (or make adjustments if it just needs minor tweaks).

Scale and resize things by selecting the bone of a part you want to change and adjust the handles on the edge of the blue square. You can also scale, resize, and adjust a sprite's position on the bone using the sprite editor tool (this will change the sprite without affecting the bone).

Incidentally if you are mashing up characters from a marketplace developer like WTH Animation you may have to bring a few characters into the Character Composer first, and save out their facial features to your Custom > Head tab content folders. That way you'll have the components ready to swap whenever you need them.

Just like with the Body tab you'll be able to see which features you can save to which folders through the '+' button becoming active.

Adding Props and Layer Adjusting

In this image I've added a shoulder bag prop to my character and moved it down the layer list so the left arm and hand will remain in front of the bag.
In this image I've added a shoulder bag prop
to my character and moved it down the layer
list so the left arm and hand will remain in
front of the bag.

If you want a prop to become a part of your character (i.e. is saved with the character) and be on the correct layer in relation to the rest of your character (e.g. a prop held in the characters leading hand so it appears behind the hand but in front of the body) then you need to add it in the Character Composer.

Drag the prop you want to add over the bone you want it to be attached to. The bone will change color indicating it is selected so let go of the mouse button.

You'll then need to drag the item up or down the list in the Layer tab to make sure it is on he right layer in relation to everything else.

Exporting to Your Linked Graphics Editor

This is the most advanced level of character mashups short of making characters entirely from scratch. The reason you may need to export your character is to customize any feature colors e.g. hair, skin, clothing etc. or maybe you want to modify an outfit, change the shape of your character's face etc.

To export a character you need to have selected a graphics editor that Cartoon Animator is linked to in the application's preferences. Then you just click the Launch PSD Editor button. In most cases the default settings in the window that appears of Head and Body in One file and Edit Current Angle should be fine. Then click Launch.

At this point Cartoon Animator and your graphics editor will be linked. Anytime you click Save (not Save As) in your editor the changes will be saved in Cartoon Animator as well. Should they become unlinked you'll need to Save As your template from your graphics editor to somewhere you can easily locate it, and then reimport it into Cartoon Animator via the Character Composer using the Import PSD Assets button.

Here I'm using my linked PSD Graphics Editor, Krita, to change the color of my character's hair and suit.
Here I'm using my linked PSD Graphics Editor, Krita, to change
the color of my character's hair and suit.

In your graphics editor you can make almost any changes you like however you must keep the layer structure and folder names exactly the same. If you add new layers in the course of making edits be sure to merge those layers back down to the original layers before saving. Delete any folders or layers you created that are not part of the original template. Flatten any filter effects, and rasterize any vectors.

Experiment

It's worth spending the time just experimenting with the Character Composer to see how many characters you can make without ever needing to export anything to your graphics editor.

While I have recommended not mashing up different art styles that doesn't mean you shouldn't try it as you gain more confidence. Sometimes combining two art styles in a consistent way can create a whole new look. I actually combine similar art styles all the time with my own custom characters. I just don't think you should do this until you get more of a feel for how the Character Composer works.

Definitely try out some of the other Character Composer tools not mentioned such as the Mask Editor, 360 head tool and more. The more familiar you become with the Composer the easier creating character mashups becomes.


Learn The Fastest Way to Rig a Character from a single Image in Cartoon Animator with my Three Tutorial Bundle

Comments

Popular posts from this blog

Eight 2D Animation Apps For Your Phone or Tablet Mobile Device

M obile productivity apps have become so capable that they can be great alternatives to their PC/MAC equivalents or serve as great tools in their own right when you're away from your desk. While some apps simply mimic their desktop counterparts, others offer well thought out, touch-friendly interfaces that are easier and more fun to use. Every so often I check out what's available for 2D animation for Android devices, since that's what I use, that can complement my workflow with Reallusion's Cartoon Animator 5. Some may be available for Apple devices as well. Below I've listed six free (F) apps (with optional paid (P) upgrades) on the Google Play Store that you might want to explore. Some are just fun apps on their own while others may be useful as part of your workflow on bigger animation projects. Not all are exclusively animation apps and could be used on any production. JotterPad (F/P) The name JotterPad makes this sound like a notepad application but it's ...

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

In part one of my deep dive into the free VTuber software, Inochi2D , I focused mainly on Inochi2D Creator, which is used for rigging your character avatar in the correct file format for use with Inochi2D Session, the puppeteering part of the software. The two sides of the software are still very much in development and the documentation, particularly for Session, is very thin on the ground. To the point where I don't think I could even do a comprehensive tutorial because I'm not sure I'm even doing things right, and the software could change significantly in a single update. As a result, in this part of my Inochi2D deep dive I'm changing tact from presenting my finished Cartoon Animator TET Avatar, and will be summarizing my experience of getting Session up and running using OpenSeeFace as the recommended webcam motion capture software. To do this I will be using  the TET avatar I created in my review of Mannequin , since that can be exported as a full, ready to go r...

The Family Guy Method - Animating Talking Hand Gestures in Cartoon Animator

Once you start getting into character animation you learn pretty quickly that people don't just speak with their mouths. Hand gestures and movements play a pretty important part of how people communicate too. The problem is, animating hand gestures and movements is extremely time consuming... and who knows what gestures and movements should be used and when? In Reallusion's Cartoon Animator I use pre-animated talking character motions that I chop and move gestures around so the arm and hand movements 'feel' right based on my own understanding of body language (and I also act out dialogue to get a sense of what arm and hand movements I might make with what's being spoken). Recently I came across a video by the creator of Culpamland Extra , an online animated series, in which they briefly outlined how they animate talking using the Family Guy Method. I'd never heard of this, and if you try to search for it online you'll be hard pressed to find anything. So I...

Review: Animaker - 10X Better than other Online Animation Video Making software (#DIY)... or is it?

Animaker's bold claim, right on its homepage is that it's  10X Better than other Online Animation Video Making software (#DIY). Also featured on their homepage is a cool promotional video that's dynamic, full of charming lip synced characters, with high quality animation that matches perfectly to the story being told. If I could make anything even half as good with their studio, I'll at least buy that they're better than most of their competitors. Let's see if they live up to their tagline 'Animated Videos, Done Right!' Animaker is a flash based, cloud animation studio application that gives you access to an entire library of thousands of characters, props, backgrounds, sounds and more, to create almost any kind of 2D animated video. In fact they make the bold claim that theirs is the largest animated library in the world of any similar online application (it's not... or if it actually is, it's not as versatile as other comparable librari...

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...

Review: Headshot Plugin for Reallusion's Character Creator 3

Headshot for CC3. Quite possibly the best 3D Avatar I've made of myself in any 3D application. Creating a realistic 3D human avatar is a whole lot easier with Reallusion's new Headshot Plugin for Character Creator 3. The plugin is an AI powered extension that can generate 3D digital humans from one photo. Which sounds like an amazing proposition but, in practice, if you're trying to achieve a specific likeness to an actual person, Headshot will give you an excellent base to work from. Headshot has two modes, Auto and Pro. Auto Mode Auto is well worth a try if you have an ideal photo of a front facing person that is properly lit and posed to Headshot's optimum requirements. It's also the only mode that will take a crack at generating a hair model. I grabbed an image of Harrison Ford, dragged it into Headshot without changing any of the default settings (other than specifying 'male' and selecting an 'old male' setting) and this is what I...

KIT Scenarist - Free, Open Source, Screenwriting Software that Helps Research Your Ideas Too

KIT Scenarist Script Writing Software's Mascot, Alexander Cat. While you can write a script in any word processing app, if you're writing stories (screenplays) that feature characters and dialogue, a dedicated script writing app can save a lot of time formatting, letting you focus more on the actual story. Script writing apps are also very useful if you plan to send your screenplays out to production companies, or if you're collaborating with actors and other production people, who are used to scripts being in a particular standard format.  [Note: In case you're wondering there are reasons scripts follow a standard format and are always written in Courier (typewriter) font, including but not limited to; being easy to read by actors, plenty of space for notes, and the general rule that one page of a script (in this format) equals approximately one minute of screen time.] KIT Scenarist , in my opinion, is one of the best script writing apps out there for ease of use, simp...