Votes
1
Product:
Cartoon Animator 5
Version:
5.02
Status:
Active
Issue 9451
6 Little Suggestions for the next update
1. During 360 Head creation, can we please have a "lock" function on the default central expression to prevent accidental morphing of it during use of the average/mirror functions.

2. In Face Key Editor, can we please have a check-box to hide/show spring bones? They make it very hard to see our sprite positions during keyframing to refine 360 head motions.

3. Motions need a "reverse" function, please (same as in iClone), so characters and props can perform a motion backwards, (eg by right clicking on the motion... or a broken portion of it... in the timeline, and then selecting "Reverse").

4. The "Sound modifier" in the timeline needs to work on voice Volumes too please, so we can "equalise the different voices, SFX and music from inside the project.

5. In the "Property" Toolbar; the first icon is a grid of 9 dots, which doesn't seem to do anything... In the manual, it explains that this used to be an advanced feature of animating opposite direction motions in G1 and G2 characters...

But I have to wonder how many people know/use this... So I suggest that it might be more helpful, if this version of the icon in the main menu could (instead..?) be clickable to open a pop-up window to change the pivot position of a prop/character WITHOUT needing to take the asset into the backstage... akin to how we do it in iclone for props. eg here is the 9 dot icon, as it appears (first in line) in the main menu.

(See attached pdf for screenshots)

6. Can we please be able to customise the UI (OUTside the Stage Area) with an optional semi-transparent grey zone (as shown in the attachment screenshot) for several reasons as explained in the pdf.
OS: Windows 8.1
Attachment:
  •  2
  •  291
Submitted byTarampa Studios
1
COMMENTS (2)
Tarampa Studios
Hi Steven. 
Sure, and thank you for asking:

1. re the usefulness of a "lock" on the central default position of all facial sprites in 2 common situations:

i) When using 360 Head Creation for custom characters, many of the template and default 360 heads with a desirable shape to what I often need, already have embedded animation of facial/hair sprites in them... eg G3 360 Red, Gertrude and George from the Face Tool pack and several others...  so when I replace the sprites... often with slightly larger/smaller eyes, nose or mouths, and completely different hair... I also need to use the "average" tool to adjust any intermediate positions.... but often when I hit "Average", the face sprites also move from their default positions, and then I need to start from scratch again (with ALL positions because there is no "lock" function on the default post to hold them in place... at least not during the 360 face set-up... 

I understand that we can't have any locks in the psd or during animation without effecting the motion... but during 360 face creation, it would be helpful I think, if the default positions for the sprites could be locked/unlocked manually until the 360 face creator tool is closed. 

ii) Often when I am upgrading my favourite and much-needed old G3s to G3 360s, I need to use a default Reallusion character, because none of the templates in the face creator tools are near enough to what I need... BUT if I use a reallusion character... (eg 360 Red, who has a lovely shaped face, and the right amount of hair pieces for most of my characters...) then every time  export her character out to PSD to create custom hand sprites or accessories, it also confuses RED's old sprite sizes and positions with the new ones.... but a lock on the default pose would solve this too.... 

because once this happens, it throws me into an endless loop... I can't fix the facial sprite sizes or positions in the 360 head tool without screwing them up in the psd file... and I can't fix the default sizes and positions in the psd file without screwing their default sizes and positions in the 360 head tool. 

And I consulted with Garry and everyone in the Facebook group, but nobody could help with a solution.... aside from deleting the whole head and starting from scratch again.  

Please refer to the following 2 posts:

a) https://www.facebook.com/groups/CartoonAnimatorUsers/posts/2547794662043730/

b) https://www.facebook.com/groups/CartoonAnimatorUsers/posts/2524914737665056/


and see attached image from the 2nd FB Post


______________________________________

2. Please refer to attached screenshot which shows the hair bones making it hard to see the face expressions while keyframing the animation.
Attachment:
  • 2 Hair bones are in the way.png
  • Lock for face sprites needed.jpg
Feedback Tracker Admin
Hi,
Thank you very much for your feedback. Could you provide more detailed context for your first and second questions? In what situations would these features be necessary?
 Your other feedback is great, and we will consider it for future versions.

Best Regards,
Steven Wu
1