Mostof the rigs that I've seen (or created) can only achieve a certain degree of automated rotation before the face direction controller reaches its limits. After that point, it's usually up to the animator to custom pose the rig into the desired shape. Sometimes I keep separate dummy animation tracks to store the keyframes for these custom angles, then just copy those keys into my main animation timeline when I need to hit that pose again. So you can't get a 360 automated rotation, but you can do some extra legwork and still achieve it manually.
I've seen a lot of people asking about ways to rig up automatic custom poses to achieve more smoothly automated controllers like CA4 has. As Erika mentions in this thread, a lot of cartooning programs use scripts to achieve this effect, which she also confirms aren't planned for Spine for the near future.
Now if I can take a moment to hijack your thread to address Nate... Hi, Nate! I've been ruminating on this matter for a while now, though I'm sure you've put no small amount of thought into it as well. I should obviously preface this with the fact I'm not a programmer, but I feel like a script-free and potentially lightweight solution may be possible. It may also be somewhat related to the planned Range Constraints feature, but it doesn't seem encompassed by it, so bare with me.
In my mind, this is identical to if one were to go to the Preview panel and slowly drag the Alpha up from 0 to 100 on a separate animation track containing keys on only the necessary elements of the target pose.
The benefit to a system like this is that the animator could control that alpha-blend-like process themselves using any elected bone as the controller. Maybe they make a dedicated control box bone like the one this user envisioned. Maybe they grab a forearm and connect the activation of the target pose (a swollen bicep) with a specific rotation value of the forearm.
With each of these yellow dots representing a defined target pose coordinate, a single controller bone moving through these coordinates could blend seamlessly through many extremes and a rigger could add breakdown poses to fix any zones where the posing falls apart, which seems to be quite similar to how CA4 is treating the setup.
If, like in the Preview panel, there were the option of applying that target pose additively, a rigger would even be able to set up a system where specific elements of an expression could be applied through control sliders, behaving very closely to Maya's Blendshapes feature.
Much of this is already possible to some degree if an animator were to work extensively with a programmer to create a control system in something like Unity, wherein some scripted sliders in Unity would control the Alpha blend of a list of 'target pose' animation tracks to achieve dynamic expressions at runtime. If that much is possible, then it feels like having that sort of system directly controlled within the Editor could significantly empower animators, compared to the classic 'store a special pose keyframe in another timeline to paste in when you need it' approach, and could be applied to a wide range of custom poses outside the classic example of a head turn.
To populate the scene, I drew various reusable props such as loose rocks, cacti, and skulls, which I scattered strategically in different backgrounds throughout the story. Not only did these props save me time, but they also helped maintain visual consistency and continuity between scenes.
Cartoon Animator 5 has a great feature called the 360 Head and Facial Animation Set Up. If you set up your character properly in a PSD Editor beforehand, it becomes simple to use in CTA5 with these tools.
I then began outlining the movements by keyframing essential actions and facial expressions. The only exception was utilizing a 3D walk cycle, which makes 2D character animation in CTA5 a breeze. Here I rest easy and let the new features in CTA5 bring my 2D character to life.
For compositing, I relied on After Effects. I utilize various blurs with different blending modes to achieve a more cinematic look, and also apply basic color correction techniques such as saturation and color filters.
My editing process began by combining my voice-over with the storyboard panels. As I completed my animation scenes, I replaced the storyboard panels with the final animation clips. I want to give a special shout-out to my talented friends at Studio Ghibletz who helped me with their amazing voice-over and writing for my project.
I highly recommend CTA 5 for all users, for beginners and pros alike as it is an easy-to-learn and intuitive-to-use animation tool. CTA 5 includes a bunch of user-friendly features and toolsets which give me the ability to unleash my creativity without compromise. Like no other tool I tried in the past, CTA really allowed me to kick-start my dream to become an animator. I therefore am, for sure, a great fan and will keep on using it for many projects to come.
Please take a look at Cartoon Animator 5. It has mocap just like CA, but also has real animator tools. I'm finding it very hard to justify using CA after seeing that video. It's like AE and CA combined and also tailored to animators. They obviously paid more attention to what pro animators needed out of their software.
Honest question: Doesn't full body mocap in Cartoon Animator 5 need some gimmicks by rokoko or something (while in Adobe CA you can use your webcam for some decent results)?
Another honest question: Adobe CA offers you the whole deal if you pay the subscription, right? Meanwhile, each key feature and its libraries in Cartoon Animator 5 has to be purchased separately.
Adobe character animator lacks manual rigging features that cause it to be inferior. For mocap, it does a decent job but lacks heavily in everything else. The only thing I think CA has the market cornered on is the mocap, but lately i just wish i had that feature in almost any other animation software. It would be great in animate, after effects, or the above mentioned software where you can do alot more complex rigging and interaction.
CARTOON ANIMATOR is the WORST program I have ever purchased!! Not only are the tutorials long winded and arduous but, half the functions dont work. I really thought it looked good and easy butis not! The customer service is amazingly stupid and they amswer questions that were never asked! Mostly because they don't even know how the thing works.
Animator Jop Govers breaks down his latest project, from sketching with an iPad and storyboarding with Photoshop to designing characters and animating with Cartoon Animator 5 and compositing with After Effects.
It all begins with an idea, which I jot down using keywords and sketches on my iPad. Once my thoughts are captured, I create all my panels in Photoshop. This saves me a lot of time and allows me to visualize what visuals or action sequences work best for my story. My storyboards are usually loose and sketchy, often featuring stick figures instead of detailed characters. As long as they serve the purpose of establishing the story, they don't have to be perfect. The initial steps of creating an animation aren't very different from those of a painter or sculptor, that is starting out with the broad strokes before splitting hairs.
To set the stage for my story, I envisioned a desolate desert landscape, a place where you wouldn't want your car to break down. Starting with a basic horizon line in my initial sketch, I gradually added layers to create a sense of depth and dimension. With Cartoon Animator 5 (CTA 5), I was able to layer the mountains and ground planes to give the scene more visual interest and enhance the dynamic camera movements in my animation.
To populate the scene, I drew various reusable props such as loose rocks, cacti, and skulls, which I scattered strategically in different backgrounds throughout the story. Not only did these props save me time, but they also helped maintain visual consistency and continuity between scenes.
To rig my characters, I used Reallusion's PSD templates, which are incredibly user-friendly and intuitive. All I had to do was swap out the default 2D character design and sprites with my own creations. If you're just starting out with animation, I recommend studying existing examples of how the rigging templates work and how characters move their joints and facial features. Reallusion's website has plenty of examples, and you can also find helpful videos and courses on platforms like YouTube. While it may require some time investment, it will definitely pay off in the end, as it did for me when I was a beginner to rigging.
CTA 5 has a great feature called the 360 Head and Facial Animation Set Up. If you set up your character properly in a PSD Editor beforehand, it becomes simple to use in CTA 5 with these tools.
I then began outlining the movements by keyframing essential actions and facial expressions. The only exception was utilizing a 3D walk cycle, which makes 2D character animation in CTA 5 a breeze. Here I rest easy and let the new features in CTA 5 bring my 2D character to life.
For compositing, I relied on After Effects. I utilize various blurs with different blending modes to achieve a more cinematic look, and also apply basic color correction techniques such as saturation and color filters.
I highly recommend Cartoon Animator 5 for all users, for beginners and pros alike as it is an easy-to-learn and intuitive-to-use animation tool. CTA 5 includes a bunch of user-friendly features and toolsets which give me the ability to unleash my creativity without compromise. Like no other tool I tried in the past, Cartoon Animator really allowed me to kick-start my dream to become an animator. I therefore am, for sure, a great fan and will keep on using it for many projects to come.
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