

If your work includes a lot of non-standard character types, Cartoon Animator’s G3 Freebone characters allow you to build IK bone rigs from scratch, and include the option of creating custom GUI motion editors so you can animate them as easily as characters which use the standard bone rig templates.

Standard IK rigs automatically include end effector presets for the smart IK system. For me it’s a real time saver that allows me to think more about character design and less about bone structure. This is why it’s possible to apply the same motion to any character that uses the same standard IK rig. The rigs can be adjusted to suit characters of different proportions, but otherwise they contain identical structure. Cartoon Animator saves you time by utilizing standard rigs for the most common character types: human, quadruped, winged, and spines.

In other animation applications you usually build these into each character from scratch. IK Rigs are the bone structure used to animate 2d characters in Cartoon Animator. Being able to scale a motion file, with Cartoon Animator’s retargeting tool to fit the proportions of any character, simply by adjusting a few sliders, is a huge time saver, doing away with, potentially, hours of key frame adjustments. In my own work, I save character motion files all the time and may use them with different characters in multiple projects. Retargeting allows you to scale the motion so it works as intended for characters of all sizes. However this doesn’t always produce the desired results when characters are of a different proportion to what a particular motion was designed for. One of CrazyTalk Animator’s key time saving features is the ability to create and save motion files for reuse with many different characters. For my own work this feature alone will make it even easier to create custom cartoon squash-&-stretch style motions, and to properly anchor a character within their environment for more realistic interaction. It also gives you options to stretch limbs while they are being constrained.ĬrazyTalk Animator 3 already has IK constraints in a very limited way (as a single checkbox on the 2d Character Motion Editor), Cartoon Animator expands this into an entire graphical user interface with more constraint options. The general process involves locking character limbs such as hands and feet into place, constraining the rest of the character rig to movement based upon which limbs have been locked. Smart Inverse Kinematic/Forward Kinematic SystemĬartoon Animator 4 includes a new Inverse Kinetic/Forward Kinetic Graphical User Interface that specifically makes it easier to get your characters realistically interacting with their environments. These features will be a real benefit in making the process of character animation much easier.

CrazyTalk Animator 3 makes character animation easy with its G3 range of character rigs that can be imported directly from artwork created using Photoshop character templates.Ĭartoon Animator 4 will have all of the features of CrazyTalk Animator 3 as well as bringing plenty of new tools that will make classic cartoon style character animation so much easier and even more intuitive. However my real passion is character animation, specifically seeing my own cartoon characters come alive.
