![]() So it's not hard to imagine that kind of functionality being explored more in the future.ĬH's dynamic link with After Effects and Premiere Pro is definitely the highlight for me, as it's something I use on a weekly basis. The #1 request on our idea board, however, is full body tracking: Ideas for Character Animator. So I see them as different tools in the toolbox, and depending on what you're trying to do, or what character you're using, one product might be better for you for a particular project.īody animation in CH is currently mainly powered by "draggables" - dragging limbs with the mouse or fingers on a touch enabled device - and key triggers, which swaps in different hands or triggers certain animations to play with keyboard presses. SM bosses should take note and put the pedal to the metal.The difference here is that CH is performance based, not keyframe based. These guys have gone from zero to hero with this WIP 2 video and is looking very much like a serious and appealing option for many animators, not just noodlers. I love Moho and it has been my animation main axe for years, I want it to remain that and for more and more users. Why are we watching these guys overtake Moho in an area that it should totally pwn? I disagree, it's very much needed and now it seems the chickens are coming home. ![]() I feel like even from others in the community these suggestions were responded to with the attitude of 'Yeah but we don't really need to'. I've been going blue in the face with frustration while trying to remain positive and encouraging but it seems Moho's parent company just does not want to support the kind of development that will give it the edge in the market by leading in this field, even though it is so well placed and has broken a lot of ground that has clearly inspired this huge push and effective rebranding displayed in CA4. Modular rigs and performance driven animation operated with bespoke UI elements.Ĭountless requests reports and UI/UX examples with mockups videos, even emails and conference. The tech these guys are developing quickly and enthusiastically is exactly what I ( and a few others) have been lobbying for in Moho for years. ![]() I just hope this doesn't sound like I am abandoning any of my love for Moho by saying this. I downloaded the trial version of CTA3 and it became apparent to me that I would rather stick with Moho for now (much more flexible, better timeline, keyframe management, bezier motion curves, compositing etc.) but I can see the appeal and am looking forward to what Cartoon Animator 4 will bring to he table.įirst a huge sigh, next comes the 'Rant'. Also, as long as you stick to their standard templates, getting a human character rigged consist of dragging the PSD file onte the stage in CTA. The library and drag-and-drop interface is very convincing and much more intuitive than Moho's actions for reusing animations. I tried to convince my colleagues at the office to switch from After Effects to Moho for character animation but the interface felt too technical for them (and the import process from Illustrator in AE is just too convenient).įound out about Cartoon Animator / Crazytalk Animator (CTA) in this thread and from the looks of it it seems closer to what we need for streamlined production where the same set of animations has to be applied to a lot of different characters. I'll take those controls and output as a structured system vs. In fact, if they so decide, their solution could be at once more elegant and more powerful. Moho has all of the pieces to make this possible already. My big question is how far have they been able to push the creative potential? They have shown a head turn that is actually not that impressive. Cartoon Animator 4 looks to open up the creative possibilities of their conventions. So far, Reallusion has achieved this by lowering the creative expectations of their users. That's where the drag and drop motions and mocap become possible. By packaging all of that into a singular abstraction, Reallusion opens up possibilities for scaling it beyond a single scene. But it has always been a fairly complex marriage of figure deconstruction and and rewiring. Cacani, Live 2D, CrazyTalk Animator 2, Anime Studio, even RPG Maker, have all exhibited techniques for this. 2.5 D head turns have been around a long time and for a lot of different software.
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