CTA is cheap enough that you can just use it for bipedal character animation and not miss any of the features that would make it shine by itself. The only problem I have is that its doesn't play nice nice with other tools. If it had swf output i could just do my character animation in CTA and import them into After Effect more easily without having to resort to uncompressed avi. Exporting as PNG sequences is provably the best option for use in AE but since the authoring environment is hard-coded at 30fps maintaining accurate lipsync is almost impossible, unless your willing to work with 30fps outside of CTA. Yuck.
PopVideo is pretty awesome, I love it but its a proprietary format that is not really supported by anything else outside the RL ecosystem. It would be great if RL could release some sort of driver or codec that would make this format compatible in After Effects or Premiere. It would solve a lot of issues.
I think RL should expand on the sdk to at least allow advanced users to create additional bones and IK chains. I think as long as a standard naming convention is followed it should be possible to create unlimited bone systems...
Like a third arm on a character would look like this...
x_arm3_0_0 x_arm3_0_0_pivot
x_arm3_1_0 x_arm3_1_0_pivot
x_arm3_2_0 x_arm3_2_0_pivot x_arm3_2_0_nud
x indicates a custom sprite. it tells CTA to define a custom ik chain.
arm3 is the custom name you are assigning to that branch. (so you can see some human legible name in the cta timeline and scene composer)
the second number indicates the node position. (upper arm, forearm, hand, etc... keep adding a nodes for as many nodes as you need for your custom body part).
The third number, the angle. You would just have to redo this branch in every angle accounting for angle and keeping the naming convention consistent.
maybe add an extra _Upper_torso at the end of the first node to specify which is the parent body part.
I think if RL would leave something like this open ended it would allow at least the advanced users to create this this types of characters, And once they start being created the flash source files from the advanced users should be able to trickle down to the less experiences ones where they can make their own by just modifying the templates, as in the current workflow.
Ibis Fernandez | (available for hire)
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Professional Animator, Filmmaker | Creator of the highest quality (modular) G2 rigs for cartoon animator and developer of Toon Titan and Puppet Producer
Author of Flash Animation and Cartooning: A Creative Guide
>>> be sure to check out http://toontitan.com for professional grade assets, templates, and custom tools for Cartoon Animator and more.
Edited
9 Years Ago by
Ibis Fernandez