Ct7 Pro Manual
Ct7 Pro Manual
Ct7 Pro Manual
This user manual contains a complete description of every feature in CrazyTalk 7. Inside we have
provided extensive hyperlink s and media samples for you to easily understand the relation
between the features, in order to generate great visual results. For users who want to master all
the Top CrazyTalk animation sk ills; this is a great source of your reference.
by Reallusion
Contents 3
Table of Contents
Knowing the Environment
Main Menu 8
Tool Bar 12
Content Manager 15
Play Bar 22
Docking Panels 23
Project
Time Settings 32
Face Fitting 45
Hair Mesh Layer 50
VividEye Technology 54
Eye Tem plate Gallery 57
Eyeball Transform 60
Eye Light 64
Eye Shadow 67
Eyelash 70
Makeup 73
Mouth Settings 78
Teeth 80
Throat 84
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Lips 85
Animating Actors
Getting Bonus Motion Contents 118
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Contents 5
Creating Custom Puppet Profiles 223
Using Timeline
Introducing the Timeline 229
Anim ation Tim eline Editing 234
Exporting
Keyboard Shortcuts
Global shortcuts 304
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Chapter
1
Knowing the
Environment
Knowing the Environment 7
Content Manager
The manager keeps embedded and custom templates
4 (Shortcut: Windows - F4; Mac -
for applying.
fn + F4)
Preview Window (Working The actor and visual results can be observed in the
5
Area) Preview Window.
Timeline
In the Timeline you are able to do more custom
7 (Shortcut: Windows - F3; Mac -
adjustments for the project.
fn + F3)
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Main Menu
The Main Menu contains the main commands grouped in File, Edit, Create, Animation,
File
To open a CrazyTalk
Open Project
project file (*.ct7Project).
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Knowing the Environment 9
Edit
Home To restore the position of the actor to the center of the project.
Create
Face Fitting To define the facial features with the Face Fitting wizard.
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Animation
the actor.
Recorder.
Auto Motion To open the Auto Motion Settings panel to adjust the behavior for
Window
Content
To show/hide the Content Manager.
Manager
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Knowing the Environment 11
Help
To access the official content web site for free Bonus Content
Bonus Content
Packs.
CrazyTalk
To access the online CrazyTalk Forum web site.
Forum
www.reallusion
To access the home page of Reallusion.
.com
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Tool Bar
The tool bar consists of three sections (Actor Editing Tools, Adding Voice and Motion tools and
1 Create New Actor create a new actor, or load a CT7 Actor (*.ct7Model) file
Adjust Texture
2 Click to adjust the entire color tone of the actor.
Coloring
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Knowing the Environment 13
3 Auto Motion Settings in order to manually adjust the motion reactions driven by
the audio.
C. Export Tool
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Home
Restore original position of the actor
1 (Shortcut: Windows - home; Mac - fn + Left
to the center of the project.
Arrow Key)
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Knowing the Environment 15
Content Manager
1. Category Tabs
2. Menu Buttons
Click this button to show the menu for manipulating the Content Manager, including show and
hide (Shortcut: Windows - F4; Mac - fn + F4), dock and undock the Content Manager, basic
editing for the templates, change the view mode in the content manager or browse to find the
selected template.
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Template Library: Contains embedded template installed along with the main program.
4. Templates
In the library pane, you may manipulate the templates, including applying the selected
template (by drag-and-drop or clicking the Apply button); renaming or changing thumbnail of
: Click this button to add the current object in the scene into the Custom
If you have selected a template in the Custom Library, then click this button to
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Knowing the Environment 17
By changing the view mode, you are able to view the template in basic or detail mode. You
3.Alternatively, you may click the Menu button to show the right-click menu and select the
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5.You may then click the Name, Size, Kind and Date Modified captions to sort the
templates.
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Knowing the Environment 19
After you add an object into the Custom Library as a template, you are then allowed to
1.Switch to the desired category tab (in this case, the Project tab).
2.Click the Add button to add the desired object into the Custom Library.
3.Go to the time frame where you want the appearance of the desired object to be
captured as a thumbnail.
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5.Right-click on the template and choose the Capture Thumbnail in the right-click menu.
The current appearance of the object will then be captured as the new thumbnail.
2.Right-click on the template and choose the Load Thumbnail in the right-click menu.
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Knowing the Environment 21
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Play Bar
The Play Bar is used to control scene playback in CrazyTalk.
Shows the current frame of the project. You may quickly drag
1 Play Head
it into any desired frame.
format.
frames/sec.
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Knowing the Environment 23
Docking Panels
There are three panels in CrazyTalk that can be docked or undocked, the Tool Bar, the
By docking the panels, you can quickly access the tools or templates without having to hover
the mouse too far; while by undocking the panels, you can get a wider and clearer working
Panels Docked
After the panels are docked, the tools on the Tool Bar, the templates in the Content Manager
Panels Undocked
When the panels are undocked, they float above the main program and the working area
enlarges to present a better view. You may then move the panels elsewhere to prevent from
hindering the working area. If you are using dual-display environments, then you may move
the panels to one display while keeping the main program on the other.
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The Tool Bar can be docked to the top, bottom, left and right of the main program when you
The Content Manager can be docked to the left and right of the main program when you drag
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Knowing the Environment 25
The Timeline can be docked to the top and bottom of the main program when you drag and
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Please refer to the Drag and Drop Table section for more information on drag and drop
behavior in CrazyTalk.
Creating Actor
Drag and drop an image (in .jpg, .jpe, .jpeg, .bmp, .png, .tga, .gif formats) to the working area
and you may start the Create Actor Wizard to create a new character.
Drag and drop an audio file, in .wav, .mp3, .m4a (Mac only), .aif (Mac only) formats, to the
character and the character may start to have voice and motions.
You may alternatively drag and drop the audio file to the Voice, Lips and Auto Motion tracks
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Knowing the Environment 27
You are able to drag and drop any actor, eye or teeth template from the Content Manager
Drag and drop an actor template onto the The actor will be replaced while the motion
Note: You may also drag and drop from a folder to have the same results.
Motion
You are able to drag and drop any idle, motion clip or auto motion template from the Content
Manager libraries (Idle, Motion Clip, and Auto Motion) to apply the template.
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Note: You may also drag and drop from a folder to have the same results.
Background Music
If you drag and drop an audio file onto the Music track in the Timeline (Shortcut: Windows -
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Knowing the Environment 29
Asset Collection
You can drag and drop one or more assets, from the Content Manager, into your desired
custom collection.
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Library).
.jpg, .jpe, .j
gif
Move or save
Move or save
To replace the character to the
Character .ct7Model character to another
current character. Content Manager
directory.
(Actor Library).
Motion
Move or save motion
.ct7idle
(Idle To apply a motion to the Content
Move or save motion
motion, .ct7motion onto the current Manager (Idle
to another directory.
motion character. Motion, Motion Clip
.ct7script
clips and or Script Library).
script)
Move or save
To auto-generate
Auto template to the Move or save
.ct7automo template motions
Motion Content Manager's template to another
tion for the current
Template (Auto Motion directory.
character.
Library).
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Chapter
2
Project
32 CrazyTalk 7
Time Settings
The Time Settings involve two aspects, the project length and the playback / export range of
the project.
Project Length
In the Time Settings panel you may adjust the length of the project, the time unit shown on
1.Click the Time Unit button to open the Time Settings panel.
o Animation Length: Shows the total length of the project in frame count. The default
length for each project is 2000 frames. The maximum frame number is 27000 (15
minutes).
o Select Time Unit: You may decide to display the time unit in either frame format or
time format.
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You can determine to play back or export within a certain range instead of the entire project.
Play Bar: Drag the red triangles on the play bar to define the range.
Timeline: Drag the flags on the frame unit track to define the range.
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Chapter
3
Creating a Custom Actor
Creating a Custom Actor 35
teeth, the motions and the lip shapes become more realistic. By changing the background, you
Loading an Image
b.The Actor Creator panel will show. Click the Import Image button.
Note:
The supported image formats are: jpg, jpe, jpeg, png, bmp, tga and gif.
The best image is when the character is facing front and does not have a
tilted head.
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b.The Actor Creator panel will show. Click the From Camera button.
c. The Camera Capture panel appears for capturing an image from the web
camera.
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Creating a Custom Actor 37
Select the webcam you wish to use from the Device drop-down list.
(If your web camera is not on the list, please click the Refresh button to
Click the Capture button to take a picture with the selected webcam.
(The content of the preview window will be captured and displayed on the
right pane)
2.The Creating Actor Wizard auto-starts and directs you to finish details for building a
a.Image Processing
b.4-Point Fitter
c. Face Fitting
a.VividEye Technology
b.Mouth Settings
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Creating a Custom Actor 39
Image Processing
The image processing tools allow you to enhance the quality of selected images. You may
rotate and crop them in order to work with a portion of the original image source. This allows
you to focus on facial details in order to create more accurate talking characters.
You may use the tools on the left side of the image processing menu to adjust the area,
Cropping an image
Cropping and image can be useful when you want to crop a face from a group photo, or
remove a large background area that is not needed. Cropping the image allows you to remove
the excess background area and enlarge the facial image you wish to work with. This does not
2.Drag a marquee around the image by using the mouse to create a crop box.
o Use the corner handles of the marquee to rotate or scale the crop box.
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o Use the mouse to move the crop box across the image as desired.
o Rotate the cropping box to align the arrow to the character's nose line.
3.Click the button when done. Click the button to cancel the
Click the Rotate CW or Rotate CCW buttons to rotate the image by 90 degrees in
Click the Flip button to mirror the image on the horizontal axis. This function is useful
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Creating a Custom Actor 41
Click the Smart Level button to automatically adjust the color levels of the image.
CrazyTalk analyzes the color levels and adjusts the brightness, contrast, hue and saturation
Before After
Note:
You may access the feature by clicking the Adjust Color button on the tool bar. After
you click the button, you are able to choose the feature from the panels below:
Click the Color Level button to manually adjust the brightness, contrast, hue and
saturation levels of the image. Use the sliders in the menu box to adjust the values, or enter
the numerical values for each parameter in the boxes next to the sliders.
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Note:
You may access the feature by clicking the Adjust Color button on the tool bar. After
you click the button, you are able to choose the feature from the panels below:
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Creating a Custom Actor 43
Click the Color Balance button to manually adjust the color balance.
Drag the sliders to adjust the Cyan - Red, Magenta - Green, and Yellow -Blue levels.
The box next to each property shows positive and negative values; depending on the
Select the Highlights radio button to apply color settings to the image's brighter areas.
Click the Midtones radio button to apply color settings to the image's normal areas.
Select the Shadows radio button to apply color settings to the image's darker areas.
Note:
You may access the feature by clicking the Adjust Color button on the tool bar. After
you click the button, you are able to choose the feature from the panels below:
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in just a few clicks. This process is entirely automatic and requires no complex frame fitting
techniques. Once you create a basic frame to fit the face, then you can use the fitting tools to
increase the definition of the wire frame by simply adjusting the additional frame points.
CrazyTalk has its own embedded estimation of the four points which define the eye and
mouth areas. If you wish to move the positions, then you may click and move the numbered
indicators 1, 2, 3 and 4, on the image. Do this to adjust the fitting process as displayed in the
reference image. Click the Reset button at any time to cancel your actions and start over.
Note:
Adjust the four points as accurate as possible to get the best fit for the eyes and mouth, but
do not worry about precise details at this time. Refer to the Facial Wireframe Modes section
for more information.
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Creating a Custom Actor 45
Face Fitting
The Face Fitting step assists you to set wireframes to frame up the facial features as precise
as possible since when the actor starts to talk and move, the settings of the wireframe affect
Basic Tools
Change Wireframe Color: Click this button and cycle through different wire frame
colors. This can be used if both the original image and the wire frames colors are the
Select: Click this button to pick and move components of the wire frame. This
o You may move the wires or the individual wire frame points.
o Move the frame points get a wire shape more suited to the face contours.
o To move multiple points simultaneously, hold the Ctrl key and click the desired control
points. The selected control points will turn red. Release the Ctrl key and then move
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Rotate: Select a wire frame or multiple frame points and click this button to rotate
them.
Scale: Select a wire frame or multiple frame points and click this button to resize
them.
Zoom Tools
Pan Tool: After you zoom in the image, you may press down this button and drag
Zoom Out: Click this button to zoom out the image for observing more of the image.
Zoom In: Click this button to zoom in the image for better observing and modifying
the details.
Actual Size: Click this button so the image will be shown in its original resolution.
Fit to Window: Click this button so that the image will be zoom in or zoom out in
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Creating a Custom Actor 47
Magnify Tool: Press down this button and drag a rectangle around the desired
area of the image in order to zoom in to the area for better observing and modifying the
details.
Drag a rectangle to surround the desired Zoom in for more easily modifying the
area details
2.Use the basic tools described in the last section to roughly frame up the wire frames as
close to the facial-feature contours (skull, eyebrows, eyes, nose and mouth) as possible.
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3.Click to press the Detail button to show more wire frame control points.
4.Thoroughly move the control points to make the wire frames even closer to the facial
features.
Note:
Please refer to the Hair Mesh Layer section for more information.
If the character in the image you have loaded is with opened mouth, then the position of the
middle wire can not be determined; you need to do the following steps:
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Creating a Custom Actor 49
3.Move the wire with Yellow control points to match the edge of the upper lip; while the
one with White control points to the edge of the lower lip.
Note:
If you want the actor to close up the mouth, then you need to activate the Force to
Close feature in the Mouth Settings panel.
Click the Calibration buttons to play back a short script intended for calibration.
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CrazyTalk provides a Hair Mesh Layer so that you may separate the ranges of the skull, and
With this design, broken face issues may be minimized when the character talks and moves.
Even if the character's expressions are not exaggerated, sometimes the objects framed within
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Click the Face Profile button to adjust the profile style. Then define the face profile of
the character:
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Utilize the Rotate tool to fit the angle of the character's face. This will ensure that
the 3D mesh of the head will match the facial angle of the character in the photo.
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Creating a Custom Actor 53
2.Press the Preview button and move your mouse to preview the head motion in the main
viewport.
Examples:
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VividEye Technology
CrazyTalk introduces VividEye Technology in a layer-based concept. The 6 Layers (Eyeball -
Iris, Eyeball - White, Eye Light, Eye Shadow, Eyelash and Makeup) in the VividEye Settings
greatly increase the realism of virtual eyes. Original eyes from the source image cannot roll, so
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Creating a Custom Actor 55
Using VividEye
1.Switch the Content Manager to Actor >> Template tab >> Eye library.
2.You will see 5 categories of eye templates. Access into one of the folders.
3.Double click on the desired template to add virtual eyes to the actor. Please refer to the
4.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
o Eyeball Transform
o Eye Light
o Eye Shadow
o Eyelash
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o Makeup
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Creating a Custom Actor 57
templates.
Cartoon Character
Original Eyes Virtual Eyes Applied
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Anime Character
Original Eyes Virtual Eyes Applied
Animal
Original Eyes Virtual Eyes Applied
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Creating a Custom Actor 59
Comic Character
Original Eyes Virtual Eyes Applied
Human
Original Eyes Virtual Eyes Applied
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Eyeball Transform
After applying an eye template, you may adjust the size and the location of the eyeballs.
Transforming Eyeball
1.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
2.Press down the Left and/or Right buttons to determine whether you want to adjust
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Creating a Custom Actor 61
4.In the Transform section, adjust the Move or Scale values to decide the size of the
eyeball.
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1.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
2.Press down the Left and/or Right buttons to determine whether you want to adjust
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Creating a Custom Actor 63
4.In the Color section, adjust the values for Brightness, Contrast, Hue and Saturation.
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Eye Light
The Eye Light simulates the specularity effect on the eyeballs, which implies the light direction.
There are three sections in the panel involved in the designing of eye light; the Transform,
1.You must apply an eye template from the eye gallery first.
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Creating a Custom Actor 65
2.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
3.Press down the Left and/or Right buttons to determine whether you want to adjust
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5.In the Transform section, adjust the position and the size of the eye light.
6.In the Color section, adjust the values for Brightness, Contrast, Hue and Saturation.
7.In the Opacity/Blur section, adjust the value of the Opacity and Blur to decrease the
overall-sharpness appearance.
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Creating a Custom Actor 67
Eye Shadow
The Eye Shadow features the strength of the sphere effect on the eyeballs. You may decide
the size of the shadow, the color of the Diffuse image, and the opacity and blurriness of the
Opacity channel.
If you need to set the sphere-feeling of the eyeball, then you may adjust the Eye Shadow to
1.You must apply an eye template from the eye gallery first.
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2.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
3.Press down the Left and/or Right buttons to determine whether you want to adjust
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Creating a Custom Actor 69
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Eyelash
CrazyTalk offers you Eyelash effects to generate a more vivid appearance in the eyes. You
may apply the Eyelash effect to mimic mascara, and enhance the eyelashes of the actor.
Using Eyelash
1.You must apply an eye template from the eye gallery first.
2.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
3.You may determine if you want the actor to have eyelash or not by activating or
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Creating a Custom Actor 71
5.In the Color section; adjust the value of Brightness, Contrast, Hue and Saturation to
Note:
Click and keep the Close Eye button pressed in order to view the Eyelash with closed
eyes.
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1.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
2.You can decide the length of the eyelashes by adjusting the Scale value.
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Creating a Custom Actor 73
Makeup
CrazyTalk offers Makeup effects to generate vivid eyes. With the Makeup feature, you may
generate various make-up styles such as; Smokey, golden shimmering or bruised eyes. You
can also use it to conceal or cover creases or defects on the actors' eyelids. Distortions and
stretching issues, created when actors close their eyes, can also be covered with Makeup
effects.
Adjusting Makeup
1.You must apply an eye template from the eye gallery first.
2.Click the Eye Setting button at the tool bar to access the Eye Setting panel.
3.You may determine if you want the actor to have makeup or not by activating or
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5.In the Color section, adjust the values for Brightness, Contrast, Hue and Saturation.
6.In Opacity/Blur, adjust the Opacity and Blur values to define the clarity of the makeup.
Note:
Click and keep the Close Eye button pressed in order to view the Makeup effect when
eyes are closed.
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Creating a Custom Actor 75
You can use the Makeup feature to act as eyelids when you change the eye shapes. The
2.Change the eyes' wires to change the shape of the eyes. You may see the new eyelids
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Creating a Custom Actor 77
When an actor's eyes close, you may sometime see an image-stretch issue. With the
Makeup effect, you can cover the stretching image with solid color.
The eyelid image stretches as the actor Apply a makeup effect to conceal the
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Mouth Settings
Every character in CrazyTalk is able to talk. You may apply a virtual mouth with teeth, along
with modifying the mouth color and lips settings on the character.
1.Switch the Content Manager to Actor >> Template tab >> Teeth library.
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Creating a Custom Actor 79
4.Click the Teeth Setting button at the tool bar to access the Teeth Settings
panel.
o Teeth
o Throat
o Lips
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Teeth
After you apply a virtual mouth, you may then modify the location, orientation and the color of
1.Click the Teeth Setting button at the tool bar to access the Teeth Settings
panel.
2.To set the size of the teeth, use the Scale feature. Adjust the X/Y values to adjust the
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Creating a Custom Actor 81
3.Use the Rotate value to decide the orientation of the teeth and match the angle of the
mouth.
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Teeth Color
1.Click the Teeth Setting button at the tool bar to access the Teeth Settings
panel.
2.Use the Color Settings feature to choose the color of the teeth. Move the Brightness,
Contrast, Hue, and Saturation sliders to adjust the teeth color. Alternatively, enter a
number in the boxes next to the slider bar to change the parameter value.
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Throat
CrazyTalk Animator lets you modify the inner mouth and throat color for when mouths need
to be opened wide.
After you apply a virtual mouth, you may then modify the oral color.
1.Click the Teeth Setting button at the tool bar to access the Teeth Settings
panel.
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Creating a Custom Actor 85
Lips
Most of the time, characters in photos smile. However, the mouth shape may not be as natural
as you might expect when characters talk in CrazyTalk. This is because the height of the lip
corners. You may use the lip settings to level the lip corners and keep the mouth line as flat as
possible.
After you apply a virtual mouth, you may modify the corners of the lips.
1.Click the Teeth Setting button at the tool bar to access the Teeth Settings
panel.
If the character in the original image is with opened mouth, then you may need to close it with
1.Make sure that the control points for the open lips are correctly specified when adjusting
2.Click the Teeth Setting button at the tool bar to access the Teeth Settings
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panel.
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Creating a Custom Actor 87
only the areas you are interested in, such as the character's head or body.
There are two methods to generate a background mask for your image.
1.Click the Mask Editing button at the tool bar to access the Mask Editor panel.
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2.Using the tools in the panel to paint on the unnecessary parts in the image to add mask
on the image.
There are two modes in the Mask Editor which facilitates you to quickly add mask to the
image:
o Auto Mode.
o Manual Mode.
3.Click the OK button and the colored area of the image will be filtered out.
Pan Tool: After you zoom in the image, you may press down this button and drag
Zoom Out: Click this button to zoom out the image for observing more of the image.
Zoom In: Click this button to zoom in the image for better observing and modifying
the details.
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Creating a Custom Actor 89
Actual Size: Click this button so the image will be shown in its original resolution.
Fit to Window: Click this button so that the image will be zoom in or zoom out in
Magnify Tool: Press down this button and drag a rectangle around the desired
area of the image in order to zoom in to the area for better observing and modifying the
details.
Drag a rectangle to surround the desired Zoom in for more easily modifying the
area details
If you wish to perfect your image mask, then you may pre-save your image with a pre-defined
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alpha channel. This can be done by means of an external image editor. Once you create your
mask outside, simply load the image into CrazyTalk. The alpha channel information will
automatically be applied as the background mask in the Background Mask Editing panel.
Adding and editing alpha channels in an external image editor (e.g. Photoshop)
Note:
The alpha channel information can be in 32-bit BMP, TGA or PNG format.
If you wish to save the source image as PNG file, then remove the background layer,
erase any unnecessary area of the image and save. You do not need to create an
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Creating a Custom Actor 91
contours of the character are not complicated, you can do it in the Auto Mode to quickly define
the mask for the background area. This mode is suitable for the character with sharp and clear
contour edges because CrazyTalk can quickly auto-masks areas according to the edges.
Before you add mask, you need to create an actor from an image. After the actor is generated,
it is by default without mask. Therefore, even if you replace the background, the original
background of the image still conceals the custom background of the project.
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1.Click the Mask Editing button at the tool bar to access the Mask Editor panel.
2.If you are in the Manual Mode, then click the Go to Auto Mode button to switch to the
Auto Mode.
o The mask added in the Manual Mode will be abandoned after you switch to the Auto
Mode.
3.Press down the Mask Actor button and roughly draw contours to frame around
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Creating a Custom Actor 93
4.CrazyTalk estimates the character's edge from the contours you draw to determine the
actor area.
5.Even if you draw strokes, CrazyTalk can still find the edge of the actor.
6.If the edge goes out of the character, then press down the Mask Background
button.
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7.Draw strokes on the desired area to convert the area with similar color to background.
8.Click the Preview button to check out the mask result. The check-
9.If you think the edge of the mask is too jaggy, then increase the Edge Blur value.
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Creating a Custom Actor 95
10.Click the OK button if you are satisfied with the mask result.
Note:
If you want to modify the details of the mask, then click the Go to Manual Mode
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clearly determined in the Auto Mode, you can use the Manual Mode to modify the details of
the mask by carefully paint the mask with the tools in this mode.
Please note that you can always start with rough mask generated from the Auto Mode and
1.Click the Mask Editing button at the tool bar to access the Mask Editor panel.
2.If you are in the Auto Mode, then click the Go to Manual Mode
o The mask added in the Auto Mode will be brought to the Manual Mode.
3.Press down the Color Range button and then pick on the image to fill with the mask
color.
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Creating a Custom Actor 97
4.Hold the Shift key (for Windows) or Command Mac) and pick on the image to
5.Hold the Alt key and pick on the image to exclude colors.
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6.Click the Preview button to check out the mask result. The check-
7.You are able to use the Brush Tools afterwards for further modifications to the mask.
8.Click the OK button if you are satisfied with the mask result.
Note:
o If the background is relatively simpler than the character, then directly pick the
background colors with the Color Range tool; otherwise, pick the colors on the
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To modify the mask details, you can use the Brush Tools.
3.Press down the Eraser button and paint on the image to correct the excessive
4.Click the Preview button to check out the mask result. The check-
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5.Press down the Blur button and paint on the edges of the mask to smooth the
jaggy ones.
6.Click the OK button if you are satisfied with the mask result.
Note:
If you click the Go to Auto Mode , the mask you have created in
the Manual Mode will be discarded.
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loaded image. Click the Background Settings to specify the background color or image.
background unchanged.
background.
If you want to change the environment or the atmosphere for the actor, you can import a
custom image.
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3.Choose the Import Image radio button in the Background Setting panel.
This method is suitable when you are satisfied with the background of the source image while
you do not want the background to be distorted by the motion of the actor.
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4.Play back and the background will not be affected by the motion of the actor.
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Note:
Please note that CrazyTalk automatically fix the original image according to the mask
If you want to remove the noises, then you must prepare a clean background image
and then choose the Import Image radio button to load it as the background.
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Combining the mask-editing technique and the background-replacing methods, the actor can
be placed to any other body by loading any other image to create an amusing sensation.
2.Customize the mask. You may mask every parts of the image except the head of the
character.
3.Choose the Import Image radio button in the Background Setting panel.
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Chapter
4
Adding Voice to an
Actor
108 CrazyTalk 7
to an actor.
1.Click the Import Audio button on the top tool bar. Inside the panel you will find
Note:
After the voice is generated, you will then be asked to determine the loading mode in order
to generate an Idle Motion or an Auto Motion for the actor.
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audio can then be used as a script to animate the actor. The sound recorder can record
sounds from various audio devices such as a microphone, phone lines, CD players, audio-in
To record sound, click the Import Audio and then the Record Audio button. The sound
audio script:
recording volume with the Input Volume slider. To get rid of sound breaks, do not drag
3.Click the Record button to start recording. Recording from the specified input device will
then start.
6.If you are satisfied with the results, then click the OK button. If not, then press the
Note:
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Importing WAV/MP3/M4A/AIF
Files
CrazyTalk provides useful features for importing audio files and using them as scripts to
animate actors. For instance, if you wish to animate your actor singing a song, then you may
To import WAV/MP3/M4A (Mac only)/AIF (Mac only) files, please follow the steps below:
1.Click the Import Audio button and then the Audio File button to import a speech
file in WAV/MP3/M4A (Mac only)/AIF (Mac only) format. Alternatively, you may drag and
2.Specify the name and location of the WAV/MP3/M4A (Mac only)/AIF (Mac only) file by
3.Click the Open File button to open the file. The file will then be imported and used as a
script.
Note:
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connected to Microsoft's TTS (Text-to-Speech) engine, but users may incorporate their own
To use the TTS engine, click the Import Audio and then the TTS button. The Text to
1.Type the text in the editor window. Alternatively, you may also copy and paste text from
2.Select the type of voice to be used by the actor by choosing in the Voice Mode drop-
down list. Various voices for both sexes, with different settings, are available as shown
below.
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3.Adjust the voice by using the Volume, Pitch, and Speed sliders to achieve the desired
effect. You may need to experiment a little with these settings before you get the
desired results. Click the Reset button at any time to reset the sliders to their default
values.
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1.Click the Import Audio button and then the Import Script button to import a
2.Click the Open File button to open the file. The file will then be imported and used as a
script.
Note:
Please note that CrazyTalk Scripts contain reusable and re-editable voices, lipsyncs
and facial expressions.
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You may directly apply the studio-level samples of designed scripts from the library.
1.In the Content Manager, switch to the Voice Script >> Script >> Samples library.
Note:
A *.ct7Script file contains actor's voice, lip shapes and auto motion. When you
apply the template of a script, the data in the Audio, Lips and Auto Motion
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If you want to create a custom script from the current project, then the data in
the Motion Clip and Auto Motion tracks will be merged before being saved,
which is different from the data structure of a created custom motion clip.
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Chapter
5
Animating Actors
Animating Actors 117
Animating Actors
There are several ways to animate your actor in a project:
Idle Motions
Auto Motions
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installed. However, if you need more templates for Auto Motion, Voice Script or Motion Clip
libraries, then it is highly recommended that you download and install the bonus pack from the
Auto Motion
You will get 78 more templates for the Functional, Scenario and Idle libraries.
Auto Motion >> Functional Library Auto Motion >> Scenario >> Talk Library
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Auto Motion >> Scenario >> Listen Library Auto Motion >> Idle Library
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Voice Script
You will get 32 more templates for the Practice Audio and Samples libraries.
Voice Script >> Practice Audio Library Voice Script >> Samples Library
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Motion Clips
You will get 89 more templates for the Motion Clip library.
Motion Clip >> Movement Library Motion Clip >> Standard >> Library
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Idle Motions
An idle motion is a motion that simulates different actor motions and moods while the actor is,
or is not talking or listening. With the idle motion, the actor can automatically move so that it
looks more vivid rather than having a still cardboard with a human image on it. It creates life-
like base movements even before you start animating or lip syncing your custom actor.
2.Playback the project. The actor will start to move without any voice.
Because the default idle motion is mild and neutral; you are able to change to another idle
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motion from the library to show the true mood of the actor.
2.In the Content Manager, switch to the Auto Motion >> 03_Idle library. There are many
3.Double click on the desired template to change the idle motion of the actor.
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motion.
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In CrazyTalk, each time you apply a voice for the actor, the voice causes the actor to move
(also known as Auto Motion mechanism). However, if you only need the the idle motion
instead of the auto motion, then you can apply voice in LipsSync only mode.
The actor utters with only mouth shapes and default idle motion.
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Auto Motions
Auto Motions are motion patterns that are automatically generated when an actor is applied
When the actor is in the Talk mode, the actor's motion will be more active especially when it
On the contrary, the actor listens and passively reacts to the context of the voice when it is in
Listen mode.
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2.Click the Import Audio button on the tool bar. You may choose either way to
3.Once the voice is generated, you need to determine the mode for applying the voice.
o Talk Mode: The actor talks with spontaneous motions in accordance to the context of
the voice.
o Listen Mode: The actor listens to the voice with motions reacting to the voice.
o LipsSync only: The actor utters with only mouth shapes and idle motions.
4.Playback the project. The actor starts to talk or listen to the voice with motions.
Note:
o Please note that at the end of the steps, the actor's motion is in default
o If the actor has been applied with auto motions, then you may further
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generating animations from your own voice strength; with all sorts of animation styles, you
can save a lot of time while increasing the realism of your actor's motions. Auto Motions are
basically motion patterns that react to the voice. Once you apply an audio file, CrazyTalk then
utilizes two basic motion patterns for Talk and Listen modes. You may also change to another
2.Load an audio file as the actor's voice and use the default auto motions of Talk or Listen
modes.
3.In the Content Manager, switch to the Auto Motion >> Functional or Auto Motion >>
Scenario libraries.
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In the Content Manager, there are two libraries that contain Auto Motion templates,
Functional Library: The templates in this folder trigger the actor to do basic movements
Scenario Library: The templates in this folder apply not only to the movements of the
head, body and eyes, but also add personality, usually with facial expressions, to the
actor which is suitable for specific situations or animation styles; such as thinking in a
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If you want the actor to do basic movements without facial expressions, such as head
leaning back and forth, body moving left and right, or actor stretching, then choose one of
the templates from this library.
Scenario >> Human Sound, Talk and Sing Libraries - Active Auto Motions
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In the Scenario library, the templates are categorized into different folders; for the active
auto motions with facial expressions, the templates are put in the Talk, Sing and Human
Sound folders. You may then apply either of the template according to the context of the
actor's voice.
In the Scenario library, the templates are categorized into different folders, for the passive
In the Scenario library, the templates are categorized into different folders; for the
passive auto motions with facial expressions, the templates are put in the Reaction folder.
You may then apply either of the template according to the context of the actor's voice.
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Sound
To display the current sound wave and the threshold value (parallel
1 Wave
horizontal blue lines).
Display
Preview
2 To preview the motion results responding to the settings you adjust.
Pane
Load Current Actor & Audio: Click this button to load the current
Load Sample Actor & Audio: Click this button to load the embedded
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without voice.
Click this button to apply the motion to the current actor and its audio
6 Apply
when you are satisfied with the motion result shown in the preview pane.
Mode These labels indicate that the current actor has been applied a
7
Indicator voice in Talk or Listen modes.
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1 Reset Resets all of the values of the settings in the Global and Parts tabs.
Sound Wave Displays the current sound wave and the threshold value (parallel
2
Display horizontal blue lines).
3 Preview Pane Previews the motion results according to your setting adjustments.
4 Basic Tools Save Profile: Click this button to save the current Auto Motion
Load Current Actor & Audio: Click this button to load the current
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Load Sample Actor & Audio: Click this button to load the
without voice.
Reaction
5 Determines the global behavior of the auto motions.
Settings
6 Mode Settings
Use these two radio
Motion Blends a motion clip into the current reactive auto motion generated
7
Settings with the settings in the panel.
Click this button to apply the motion to the current actor and its audio
9 Apply when you are satisfied with the motion result shown in the preview
pane.
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1 Reset Resets all the values of the settings in the Global and Parts tabs.
Sound Wave Displays the current sound wave and the threshold value (parallel
2
Display horizontal blue lines).
3 Preview Pane Previews the motion results according to your adjusted settings.
4 Basic Tools Save Profile: Click this button to save the current Auto
Load Current Actor & Audio: Click this button to load the
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Load Sample Actor & Audio: Click this button to load the
previewing.
voice.
5 Candidate Parts Click the facial features in this pane to adjust them further.
Selected Part
6 Displays the name of the currently selected part.
Name
Detail Settings
Drag the sliders to determine the moving direction and strength of
7 (for Selected
the selected part.
Part)
Click this button to apply the motion to the current actor and its
9 Apply audio when you are satisfied with the motion result shown in the
preview pane.
Frame.
Copies or mirrors the motions for eyeballs and shoulders from one
Mirror / Copy side to another. You can quickly set the same or opposite values
12
Settings to the other side of the select part by clicking one of these two
buttons.
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1.Make sure that your actor has been applied with a voice in Talk or Listen modes.
4.Adjust the sliders in the Setting section to view the adjusted result.
5.Click the Apply button if you are satisfied with the result.
Strength
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The Strength determines how rough the actor moves and how exaggerated the facial
expressions are.
Threshold
The Threshold defines a range for the actor not to move or show any expressions.
The threshold range is defined by two horizontal blue lines. only the slopes and peaks of the
audio wave line outside of the range can cause the actor to move and perform facial
expressions.
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Threshold = 50
Threshold = 150
Four peaks outside of the threshold range
Only two peaks are left to drive the actor to
drive the actor to perform different moves
move with facial expressions.
and expressions.
Smooth
The Smooth averages the bumpy or sensitivity of the motions generated by the voice
amplitude; which is suitable for real-human, female, or gentle actors. When this setting
works with spring, you need to turn down its value in order to show the spring effect.
Spring
The Spring determines the aftermaths (bouncing back and forth, and damping to stop) of a
motion that is generated by a voice wave peak. Please note that the higher the Strength is,
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Spring = 0 Spring = 3
No aftermaths, the peak of the audio wave Aftermaths of the peak causes more motion
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For Pro version, the Auto Motion Settings is divided into two tabs, Global and Parts; you may
use the Global settings to determine the overall effect for the auto motion, and adjust the
details for the specific body or facial parts of the auto motion in the Parts tab.
Please refer to the following sections to learn more about the extra settings in the Global tab.
As for the settings in the Parts tab, please refer to the Auto Motion Settings - Parts section.
Use these two radio buttons to switch the current auto motion to talk or listen mode.
Sample Rate
The Sample Rate determines the sample times within specified frames from an
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designated auto motion. The lower the value is, the higher the frequency sample will
illustration below:
With a different sample rate, the total number of the keys grabbed from the original
motion varies, which causes different results generated by difference in the number of
keys.
Only four keys are sampled, which The movement conforms more closely to
Smooth Style
Under the Smooth slider, you can use a drop-down list to determine the smoothing
Linear: This option results in a fixed speed for each peak of the sound wave.
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Ease Out: This method results in slightly slower movement following the peak
Ease In: This method results in a slow fade into the peak of the sound wave.
Curve: This method results in a slow entrance into the peak as well as a
gradual exit.
You can use the drop-down list under the Spring slider to determine the bouncing
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Please refer to the Blending Motion Clip to Create Custom Auto Motion (for only)
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the actor to respond to the sound. However, if you want to create a custom or special auto
motion profile, then you can import a Motion clip and blend it into the original auto motion to
1.Create a custom motion clip via Facial Puppeteering or Face Key Editor (for
only) features.
2.Create a new project and add an actor. Apply a voice file to the actor in either Talk or
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4.Click the Auto Motion Setting button to open the panel and switch to the Global
tab.
5.In the Auto Motion Settings panel, optionally click the Load Current Actor & Audio
7.In the Motion Settings section, click the Open Motion File button to load the motion
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8.Click the Preview button to view the blending result - the custom motion
o Drag the Motion Strength slider to determine the extent that the motion clip affects
o Activate or deactivate the Blend Motion box to temporarily view the motion with or
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o Click the Delete Motion button to remove the loaded motion clip.
9.Click the Apply button to apply the modified auto motion profile to the
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performing behavior. However, if you want to dramatize or tranquilize the motions of specific
parts (such as the facial features, the position and so on) of the actor, then you can
individually set the level of the reaction of the parts to the voice.
1.Make sure that your actor has been applied with a voice in Talk or Listen modes.
Please note that you may optionally apply any auto motion template from the Auto
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4.Select a specific part of which the motions you want to dramatize (in this case, the head
is selected).
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5.Adjust the sliders that belong to the part (in this case, the head is designate to react
right and backward in responding to the voice, which create a leaning backward motion).
Note:
Please refer to the Parts Movements for Auto Motion Settings Panel section for more
information about the relationship between the movements and the sliders.
7.Click the Preview button to play back and view the motion in the preview
8.Click the Apply button if you are satisfied with the result.
Note:
You are able to switch back and forth between the Global and Parts tabs to retouch
the motion.
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you may adjust the various parameter sliders that belong to each individual part.
Types of Sliders
Strength: Sliders of this kind can only determine the strength of the selected parts that
have single direction movement, such as the Closing of the Upper and Lower Eyelids,
the Wrinkling of the Nose, the Lifting of the Nose Wings (Alae), and the Lowering of
Strength = 20 Strength = 80
Strength and Direction: These sliders can determine not only the strength but also the
direction of the selected parts that are able to move or rotate in dual directions. Any
slider that doesn't match the description of the previous type is recognized as this type
o Negative value: A negative value causes the selected parts to move Left, Down, Back
or rotate Counterclockwise.
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o Positive value: A positive value means the selected parts will move Right, Up, Front or
rotating Clockwise.
Down/Up = 50 Left/Right = 50
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Back/Front = 50 Swing = 50
With a combination of facial muscle animations, you can create thousands of expressions by
You may select these parts for adjusting the parameters for the facial expressions.
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eyelids.
eyelids.
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E - Iris Enlarging
Naive Shocked
Anxious Anxious
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nostrils.
G - Wrinkle Nose
Annoyed
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Select the Shoulders, Head and Body parts to synchronize character body animations along
A - Shoulder Back/Front
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D - Head Back/Front
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Counterclockwise
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motions to something that isn't synchronized. This can help you create more realistic and
In the following example, you will see how to offset the motions of a specific part to generate
1.Make sure that your actor has been applied with a voice in Talk or Listen modes.
2.Click the Auto Motion Setting button on the tool bar to display the panel.
3.Click the Reset button to return to the default settings which will remove the actor's
4.Switch to the Parts tab and select the Head Rotate button.
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5.Adjust the parameter value for the Head Rotate (the higher the value, the stronger the
head rotates):
o Swing (CCW/CW): Increase the value to make the head tilt right.
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The actor's head move in a linear fashion and rotate to the bottom right at the same
time.
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Note:
Please refer to the Parts Movements for Auto Motion Settings Panel section for more
information about the relationship between the movements and the sliders.
8.Increase the Offset value in the numeric field besides the Left/Right slider.
This step postpones the move-to-right motion for the head (unit: frame).
The auto motion is auto-generated in accordance with the settings in the Auto Motion
Settings panel. Essentially, motions merely react to the peaks of the sound wave (The
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that the reaction motions from each part of the actor can happen at different times.
The purpose for this is to generate the sensation of an irregular motion that doesn't
9.To make the head motion more vivid, adjust the Head Rotate parameters:
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o Left/Right: Increase the value to make the head rotate right; also add the Offset
value to make the head start to rotate right a little bit later.
10.Click the Preview button to play back and view the motion in the
* Please note that you can adjust the value during the preview playback to see the real-
11.Click the Apply button if you are satisfied with the result.
The example in the previous section may appear a little stiff due to the fact that the actor is
only moving its head. By using the Offset (follow-through) effect, you can set the shoulders
and body to move at a different time than the head, which creates a nice wave movement
Shoulders Movements
1.The actor from the previous section merely waves its head.
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2.Click the Auto Motion Setting button on the tool bar to display the panel.
3.Switch to the Parts tab and select the Left Shoulder part.
o Left/Right: Decrease the value to make the shoulder move left; also increase the
Offset value to make the shoulder start to move left a little bit later.
o Down/Up: Decrease the value to make the shoulder move down; also increase the
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Offset value to make the shoulder start to move down a little bit later.
o Left/Right: Increase the value to make the shoulder move right; also increase the
Offset value to make the shoulder start to move right a little bit later.
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o Down/Up: Increase the value to make the shoulder move up; also increase the Offset
Body Movements
In order to make the actor more lively, the body also auto moves according to the voice.
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o Down/Up: Decrease the value to make the body squash and bounce; also increase
the Offset value to make the body start to squash a little bit later.
o Left/Right: Increase the value to make the body move right; also add the Offset
value to make the body start to move a little bit later than the head.
Note:
Please refer to the Parts Movements for Auto Motion Settings Panel section for more
information about the relationship between the movements and the sliders.
3.Click the Preview button to play back and view the motion in the preview
* Please note that you can adjust the value during the preview playback to see the real-
4.Click the Apply button if you are satisfied with the result.
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Although the motion of the head and body in the previous example appears more vigorous,
the expression on the actor's face doesn't really express that he's happily dancing along to
the music. By using the anticipation skill, you are able to set the auto motion to occur earlier
Anticipation
1.The actor from the previous section moves without facial expressions.
2.Click the Auto Motion Setting button on the tool bar to display the panel.
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o (L) Close Eye: Increase the value to make the left upper eyelid close.
o (R) Close Eye: Increase the value to make the right upper eyelid close.
When the actor's head moves to the right, the upper eyelids closed. However, the eyes
Note:
Please refer to the Parts Movements for Auto Motion Settings Panel section for more
information about the relationship between the movements and the sliders.
5.Decrease the Offset to negative values in the numeric fields beside the (L) Close Eye
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This step advances the upper eyelids closing motion, which cause the actor close the
6.With the same concept, individually select the Lower Eyelids and Cheeks.
7.Adjust the parameter values for the Lower Eyelids and Cheeks to generate a cheerful
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(L) Raise Lid, (R) Raise Lid: Increase the (L) Droop/Raise Edge, (R) Droop/Raise
values to make the lower lids raise; also Edge: Increase the values to make the
decrease the Offset values to make the cheeks raise; also decrease the Offset
raising motions start a little bit earlier than values to make the raising motions start a
the strong beats. little bit earlier than the strong beats.
Follow-through
When it comes to the strong beats of the voice, the actor's expressions are ideally to be set to
the strongest. Therefore, by setting the parameter values of the facial features, combining
with the Offset values, the actor can have a smile for the weaker beats and a joyful
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o (L) Raise/Lower Brow, (R) Raise/Lower Brow: Increase the values to make the
brows raise; also add the Offset values to make the brows to raise to the stronger
beats.
3.With the same concept, individually select the Left Eyeball, Right Eyeball and Jaw parts.
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4.Adjust the parameter values for the Left and Right Eyeballs and Jaw to generate a
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Note:
Please note that you can adjust the settings in the Global tab if the motion result is
too weak or strong (in this case, the Smooth value is increased).
5.Click the Preview button to play back and view the motion in the preview
* Please note that you can adjust the value during the preview playback to see the real-
6.Click the Apply button if you are satisfied with the result.
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Pingpong Movements
In the Parts tab of the Auto Motion Settings panel, the settings which have negative or
positive values only make the actor perform the motions to single side or rotating direction.
However, if you need the motions to move or rotate in two opposite directions, then you can
1.Create a new project and add an actor. Apply a voice file to the actor in either Talk or
Listen mode (in this example, the Listen mode is taken and the parts have been set to
be voice-motivated).
The settings for the parts will only let the actor's
2.Click the Auto Motion Setting button to open the panel and switch to the Parts
tab.
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Before activating the Pingpong box, the motions remain in the same quadrant or
direction without running over to the opposite one when it comes to the peak of the
voice wave. Please refer to the Parts Movements for Auto Motion Settings Panel
After the Pingpong box is activated, the motions are able to run over to the other
quadrant or direction when the sound wave passes through the threshold.
o Horizontal Movements: The part moves to the right, returns to the initial
o Vertical Movements: The part moves up, returns to the initial position and
o Rotate: The part rotates clockwise, returns to the initial direction and then
rotates counterclockwise.
o Scale: The part enlarges, re-scales to the initial size and then shrinks.
o Horizontal Movements: The part moves to the left, returns to the initial
o Vertical Movements: The part moves down, returns to the initial position and
o Rotate: The part rotates counterclockwise, returns to the initial direction and
o Scale: The part shrinks, re-scales to the initial size and then enlarges.
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5.With the same concept, individually select the Left Shoulder and Right Shoulder.
6.Activate the Pingpong boxes of the Down/Up parameters for the Shoulders to allow
7.Click the Apply button to apply the modified auto motion profile.
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each other so that you do not need to manually set them one by one when you need them to
2.Click the Auto Motion Setting button to open the panel and switch to the Parts
tab.
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This step ensures that the right eyeball will rotate as the actor talks.
5.Instead of remembering the values for the entire settings of the Right Eyeball and
manually setting the opposite values for the Left Eyeball, simply click the Mirror
button and values from the right eyeball are reversed and copied to the other one.
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Note:
Please note that the Offset and Pingpong values will be copied without being
reversed.
6.Click the Apply button to apply the modified auto motion profile.
movements.
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2.Click the Auto Motion Setting button to open the panel and switch to the Parts
tab.
This step ensures the right shoulder will move up and down as the actor laughs.
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5.Instead of remembering the values for the entire settings of the Right Shoulder and
manually setting the same values for the Left Shoulder, simply click the Copy button
and values from the right shoulder are copied to the other one.
6.Click the Apply button to apply the modified auto motion profile.
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certain times with ready Motion Clips from the library. Thus the actor can have emotional
1.Add a voice to the actor and use the default auto motion or apply a desired auto motion
2.Go to the time frame where you want the actor to have different facial expressions or
movements.
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3.In the Content Manager, switch to the Motion Clip tab. You will see motion clip
Note:
Please note that the last two steps equal to drag and drop the template from the
library to the Motion Clip track of the Timeline.
4.Apply one of the templates to overlap the current motion of the actor.
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head.
Note:
Please note that the lengths of the motion clips in the library are individually fixed.
They can be longer or shorter than the voice of the actor.
Emotional Changes
By applying various motion clips in different timeframes, the actor can have emotional changes.
1.Follow the steps described in the previous section to overlap a motion clip to the auto
motion.
head.
2.Go to another time frame where you want the actor to change its emotion.
3.You may access the Motion Clip >> Emotions or Motion Clip >> Movements libraries in
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4.Apply the desired template from the library to overlap the auto motion.
6.You may open the Timeline to view the clip status in the Auto Motion and Motion Clip
tracks.
Note:
If you want to blend motion clips instead of overlapping the auto motion, then please
refer to the Blending Motion Clips with Face Puppet Panel section for more information.
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you the freedom to add any specific facial feature animations including blinking of the eyes, a
1.Make sure the actor has been applied with a voice with either idle or auto motion.
2.Go to the time frame where you want to blend custom facial expressions to the existing
motion.
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4.Make sure that the Blend data on next recording checkbox is activated.
5.Use the Full Face Control Puppeteering method; or alternatively, use the Solo Feature
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7.After the recording, the entire motion clip replaces the auto motion in a duration. The
result in the motion clip takes effect even if you apply any other auto motion to the actor.
Note:
Please also refer to the following sections for more information:
Recording Blinking
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Face Animation Select one of the built-in profiles from the list. Each profile contains
2
Profile various expressions.
Preview Click this button and then press the Space bar to preview the
4
(Space bar) expressions triggered by your input device (Mouse by default).
Record Click this button and then press Space bar to start recording a
(Windows: Ctrl + motion clip. Press the Enter key to start the half-speed recording
5 + Space bar) mode. Keys will then be automatically inserted into the timeline
(Mac: Option + when you move your mouse to drive motion expressions during
Solo Feature Select to change any desired features. The changes will
6
Selection automatically be converted into keys during recording.
Select this to change the rotation/tilt of the head. The changes will
8 Puppet Head
automatically be converted into keys during recording.
9 Advance Adjust the weight of a feature, in detail, with movements from your
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Blend data on Activate this check box so that the new motions of the selected
10
next recording features are blended into existing keys after recording.
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1.Make sure the actor has been applied with a voice with either idle or auto motion.
2.Go to the time frame where you want to blend custom facial expressions to the existing
motion.
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Note:
The full face profiles give you a matching personality with a unique animation
style.
It is highly recommended that you use the first two, 1_Chuck and 2_Gwynn,
profiles for the actor with real human face in order to get higher realism, gentle
animations; the rest are for cartoon characters with more exaggerative
animations.
6.You may need to preview the animations before the real recording. There are two
Standard Method:
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Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
Press the Space Bar to start previewing. A crosshair shows where the mouse
Shortcut Method:
Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
Press the Space Bar to start previewing. A crosshair shows where the mouse
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7.Move your mouse to puppet. The selected facial features will then be triggered to move
with the mouse cursor. Press the Space bar again to stop previewing.
8.If you are satisfied with the results in the preview mode, then you may start to record
Standard Method:
Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
Press the Space Bar to start previewing (Press the Enter key to start the half-
speed recording mode). A crosshair shows where the mouse cursor is, to
Shortcut Method:
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Move your mouse cursor to the center of your display so that you have enough
space to move mouse up, down, left and right for puppeteering.
Press the Ctrl + + Space Bar for Windows or Option + Space Bar for
Mac to start recording. A crosshair shows where the mouse cursor is, to
9.Move your mouse to puppet. The animations will then be recorded into a clip. Press the
10.Once the recording stops, a motion clip with the entire recorded expression will be
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and Mouse Move Down which can trigger different facial muscles in the same directions.
With a combination of facial muscle animations, you can create thousands of expressions by
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Calm Threatening
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of a single facial feature, then you can use the Solo Feature Selection pane for puppeteering.
1.Make sure the actor has been applied with a voice with either idle or auto motion.
motion
2.Go to the time frame where you want to blend custom facial expressions to the existing
motion.
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5.Pick the desired facial features from the Solo Feature Selection pane.
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Note:
Press the buttons (3D Movement and Rotate Head ) of the Head
6.You may need to preview the animations before the real recording. There are two
Standard Method:
.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing. A crosshair shows where the mouse
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Space Bar to start previewing. A crosshair shows where the mouse
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7.Move your mouse to puppet. The selected facial features will be triggered to move with
the mouse cursor. Press the Space bar again to stop previewing.
8.If you are satisfied with the results in the preview mode, then you may start to record
Standard Method:
.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing (Press the Enter key to start the half-
speed recording mode). A crosshair shows where the mouse cursor is, to
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Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Ctrl + + Space Bar for Windows or Option + Space Bar for
Mac to start recording. A crosshair shows where the mouse cursor is, to
9.Move your mouse to puppet. The animations will be recorded into a clip. Press the Space
8.Once the recording stops, a motion clip with the entire recorded expressions will be
Note:
Please also refer to the Multi-Layer Recording section for more information.
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Multi-Layer Recording
When you follow the instructions in the Solo Feature Selection Puppeteering section, then you
are generating a facial clip expression at one time. However, you may also apply the multi-
2.Make sure that the Blend data on next recording is activated in order to perform the
multi-layer recording.
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4.Select one feature and record the puppeteering result as a clip. Please refer to the Solo
6.Click the Clear Selection button and select another facial feature in the pane.
7.Start to puppet and record the motion of this selected facial feature.
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When you stop recording, the motion of the selected feature will be layered into the
8.Repeat Steps 4 to 7 until you are satisfied with the actor's expression results. Each
recording will blend, layer by layer, the effects to the motion clip.
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Recording Blinking
You may use the Face Puppet panel to make the actor blink at any time by clicking.
2.You may need to preview the animations before the real recording. There are two
Standard Method:
.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing. A crosshair shows where the mouse
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Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Space Bar to start previewing. A crosshair shows where the mouse
4.If you are satisfied with the results in the preview mode, then you may start to record
Standard Method:
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.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing (Press the Enter key to start the half-
speed recording mode). A crosshair shows where the mouse cursor is, to
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Ctrl + + Space Bar for Windows or Option + Space Bar for
Mac to start recording. A crosshair shows where the mouse cursor is, to
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5.The blinking of the eyes will be blended into the motion clip once the recording finishes.
If you do not want the actor to blink quickly, then you may use the dragging method to
Previewing
Standard Method:
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.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing. A crosshair shows where the mouse
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Space Bar to start previewing. A crosshair shows where the mouse
Recording
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Standard Method:
.ii.Move your mouse cursor to the center of your display so that you have enough
space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing (Press the Enter key to start the half-
speed recording mode). A crosshair shows where the mouse cursor is, to
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you have enough
space to move mouse up, down, left and right for puppeteering.
.ii.Press the Ctrl + + Space Bar for Windows or Option + Space Bar for
Mac to start recording. A crosshair shows where the mouse cursor is, to
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3.Move your mouse up or down to determine the speed for the eyes to blink. You may then
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3.You may need to preview the animations before saving them as a custom profile. There
Standard Method:
.ii.Move your mouse cursor to the center of your display so that you can have
enough space to move the mouse up, down, left and right for puppeteering.
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.iii.Press the Space Bar to start previewing. A crosshair shows where the mouse
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move the mouse up, down, left and right for puppeteering.
.ii.Press the Space Bar to start previewing. A crosshair shows where the mouse
4.If you are satisfied with the results, then click the Save Puppet Profile button to
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Adjusting Weight
To customize your own puppet control profile, then you may need to manually adjust the
3.Modify the values in the Weight column, of the corresponding feature, to specify the
4.You may need to preview the animations before saving them as a custom profile. There
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Standard Method:
.ii.Move your mouse cursor to the center of your display so that you have enough
space to move mouse up, down, left and right for puppeteering.
.iii.Press the Space Bar to start previewing. A crosshair shows where the mouse
Shortcut Method:
.i. Move your mouse cursor to the center of your display so that you can have
enough space to move mouse up, down, left and right for puppeteering.
.ii.Press the Space Bar to start previewing. A crosshair shows where the mouse
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6.If you are satisfied with the results, then click the Save Puppet Profile button to
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Chapter
6
Using Timeline
Using Timeline 229
The Timeline Editor is where you edit animation layers and clips for an actor.
Timeline
Timeline
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Click to invoke the Voice Morph panel to apply artificial voice effects to
1 Voice Morph
the original voice.
Click to invoke the Lips Sync panel to apply lip synchronization and
3 Lips Sync
adjust the lip movements.
Click to open the Face Key Editor panel. Please refer to the Using the
4
Face Key Editor Face Key Editor section for more information.
Functi
1
on
The Loop button works to copy paste the clip data in the Motion Clip track
2 Loop only.
Click and drag the clip's right edge rightward to repeat the clip.
The Speed button works to speed up the clip data in the Motion Clip track
3 Speed
only.
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Zoom in/out Click the Zoom out button (Shortcut: -) to decrease the time (cell) unit
(+, -) size.
1 Actual Size
Click the Actual Size button to show the time unit represented as 30
Fit to
Click the Fit to Window button to view all the timeline items within
This field shows the current frame number on the timeline. You may also
Current type-in the frame number to jump to the target frame. This allows you to
3
Frame go to your precise target location; this is especially convenient for
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D. Tracks
Timeline Timeline
Shows the actor transformation keys. You may use the transform
1 Transformatio
tools on the Left-side Tool Bar to set the transformation keys.
n
Shows the representative clips containing voice and lip keys. You may
2
Viseme freely edit the clip such as looping, changing speed or breaking.
Shows the applied motion clips. You may also click the Face Puppet
5 Motion Clip
button to record a motion clip.
Shows the head motion keys. You may double-click elsewhere on the
6
Head track to set the head keys.
Shows the eye motion keys. You may double-click elsewhere on the
8
Eye track to set the eye keys.
10 Auto Motion Shows the applied auto motion or idle motion. Auto motions can be
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Display
E. Time Scrub
frame.
1 Time Unit Bar
Drag the right edge to change the size of the displayable
range.
Use the flags to determine the range for playback and export
3 Playback / Export
videos.
Range
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Data Type
In CrazyTalk, there are 3 types of data in the tracks for Timeline Editing - Wave, key and
Clip.
Animation Clips store the auto motion and motion clips of the actor as
3 Clip
A clip in the Motion Clip track can be accelerated/decelerated, looped or
blended into another clip. Please refer to the Speed, Loop and Blending
Note:
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Using Timeline 235
Key/Clip Selections
Select single key/clip - Single-click on the target key/clip, the selected clip will then be
highlighted in blue.
o Drag the cursor in the specific track to highlight the keys/clips covered under it.
Note:
The clip in the Auto motion track is the motion pattern that reacts to the voice. You may
direct apply an auto motion template from the library.
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timeline. You may edit the voice script as well as the facial movements and expressions.
To access the data editing tools, click the Function button in the Timeline to show the
drop-down list.
Cut
Copy
Paste
Delete
Select the Delete command, or use hotkey fn + Delete to delete highlighted keys or clips.
Break
Select the Break command to divide the highlighted clip into two halves. The Break command
only works to clip data in the Motion Clip and Music tracks.
Note:
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Using Timeline 237
The data in the Motion Clip track is in clip form. The clip stores data from the Motion Clip
When a time frame contains data from these two tracks, then the priority between Motion Clip
When the Auto Motion encounters Motion Clips from the Motion Clip Track:
Auto motions in the Auto Motion Track > Motion clips from the Motion Clip Library in
the Motion Clip Track, only the data with the highest priority takes effect. Facial
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Using Timeline 239
tracks to different libraries as templates so that you may re-use them in any future project.
Please note that the data from the Actor Transform and the Music tracks CANNOT be saved
as custom templates.
4.The data (in the entire project) from the Viseme, Voice, Lips, Motion Clip (sub-tracks
included) and Auto Motion tracks will be saved as a Voice Script template.
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4.The data (within the range of the selected clip) from the Viseme, Voice, Lips, Motion
Clip (sub-tracks included) and Auto Motion tracks will be saved as a Voice Script
template.
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Using Timeline 241
When you save an idle motion as a template, the data from the Motion Clip and Auto Motion
3.The data (in the entire project) from the Motion Clip (sub-tracks included) and Auto
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When you re-use the custom idle motion template, the start point of the idle motion will
randomly determine when the idle motion is comprised of multiple motion sources.
1.The data from the Motion Clip and Auto Motion tracks are merged and saved as an idle
motion template.
2.When you apply the template, CrazyTalk first determines a random start point of the
template.
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Using Timeline 243
4.The data (in the entire project) from the Motion Clip (sub-tracks included) and Auto
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4.The data of the selected Motion Clip (sub-tracks included) will be saved as a Motion Clip
template.
Since the auto motion data in the Auto Motion track is the result of the response to the
loaded sound in accordance with the setting in a provided profile, when you save the data to
the template library, you are actually saving the settings of the profile instead of the motion
itself.
1.Switch to the Auto Motion >> Custom >> 01_Functional or 02_Scenario libraries.
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Using Timeline 245
2.Select at least one target clip in the Viseme track or in the Auto Motion track.
4.The settings of the profile that form the auto motion will be saved as an Auto Motion
template.
In the previous section, you could only save the profile into the Custom library. However, if
1.Select the target clip from the Viseme or Auto Motion tracks.
2.Click the Auto Motion Settings button on the tool bar to open the panel.
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4.The settings of the profile in the panel are able to be saved as a template in the
designated drive.
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Using Timeline 247
or Motion Clip tracks of the timeline. Adjusting the length of the speed, loop and blending is
also possible.
Speed
1.In the timeline, select a clip from either the Viseme (for only), Auto Motion or
3.Drag the end (right edge) of the clip to change its speed. The longer the clip, the slower
Loop
1.In the timeline, select a clip from either the Viseme (for only), Auto Motion or
3.Drag the end (right edge) of the clip to change its loop time. The clip then shows a series
plus box.
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clip.
Blending
The blending can happens between clips in a single track or in different tracks. The rules are
listed below:
By default, motion clips will blend with the clips (auto motion or idle motion clips) in the
Auto Motion track, which makes the transition between two motion clips smoother.
If there is no clip shown in the Auto Motion track, then when you play back the project,
the actor will be still within these empty time frames until it goes to the start frame of the
If you wish to manually blend two clips together, then follow the steps below:
1.Pick the latter of the two clips. The blending part will be shown before the clip. (Empty
rectangle)
2.Drag the clip to connect to the previous clip. The actor will gradually change the facial
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Breaking Clips
The Breaking Clips method applies to the clip-type data in the Viseme, Motion Clip and Music
tracks. With this feature you may extract partial clips from a very long clip and delete the
redundant clips.
If you have prepared a non-stop voice and you want to break it apart into several pieces, you
do not need to re-create the voice again. By using the Break feature, you can cut the voice
into different part so that the actor can have different voice clips and responses inserted into
2.Add a voice to the actor in Listen Mode. The voice is a sound file composed of several
3.Right click on the clip in the Viseme track where the sound wave is flat and you want to
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break it.
5.Drag the latter half of the clip to another later time frame.
6.In the empty frame between the two clips, add another voice clip.
8.Playback the project and the actor will have new sound inserted into the original voice.
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When the actor's facial motion affects the accuracy of lip-synching, then you may adjust the
applied motion clip. In this example, the actor's facial motion affects the accuracy of lip-
synching.
1.If you do not want the last half-motion, then press F3 to access the Timeline, and find
2.Drag the play head to the time frame where you need to break the clip into new clips.
3.Click the Function button on the Timeline toolbar, and select Break from the clip
editing drop-down list. You may alternatively right-click on the clip and select Break from
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4.The clip will then be divided into two parts. Select the second one and delete it.
5.Playback the project and the actor's facial motion will not affect the lip-synching when
talking.
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1.Click F3 to access the Timeline and find the clip in the Music track.
2.Drag the play head to the time frame where you need to break the clip up into new clips.
3.Click the Function button on the Timeline toolbar, and select Break from the clip
editing drop-down list. You may alternatively right-click on the clip and select Break from
4.The clip will then be divided into two parts. Select the second one and delete it.
5.Click the Background Music button on the Timeline toolbar, and adjust the Fade
out slider.
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6.Playback the project and the background music will fade out at the end of the newly
trimmed clip.
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Using Timeline 255
Transformation Track
The Transformation track stores the transform data through the entire project. It is useful
when you want the actor to be out of the scene in the very beginning of the project, or when
you want the actor to have a close-up shot in a specific time frame.
2.Move to the start frame and press down one of the transform tools (in this case, the
3.Drag and drop the actor out of the view window (working area).
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5.Move the actor back to the scene (click the Home key to quickly move the actor back
6.The Transformation track will auto-add a new key and the transition effect between the
7.The actor will start to move into the scene as you play back.
8.Repeat the step above to add transform keys in different time frame and then you may
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Using Timeline 257
9.Dragging to re-arrange the keys closer/farther to each other will increase/decrease the
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script by importing a WAV file, or by recording with the sound recorder, then the actor's voice
is the voice from the original audio source. You may choose a synthetic voice for the actor if
you use the text-to-speech converter to create a script from plain text. However, you may also
To use voice morph, click the Voice Morph button in the Timeline. The Voice Morph panel
o Check the Pitch Scale check box and move the corresponding slider to specify the
o Check the Head Size check box and move the corresponding slider to adjust the
resonance frequencies.
o Check the Robot check box and move the corresponding slider to add a robotic voice
effect.
o Check the Echo check box and move the corresponding slider to add an echo effect.
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Using Timeline 259
2.Click the Preview button to play the script and preview the voice effect.
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whether the audio data is loaded or not, there can be two types in the track - Auto Motion
Auto Motion
When audio data is given, the auto motion can be produced under the following situations:
When loading an audio data and selecting Talk Mode as the default auto motion, the
When loading an audio data and selecting Listen Mode as the default auto motion, the
Switch the Content Manager to the Auto Motion tab, and apply a template from the
Note:
If you apply a designed projects or talking scripts sample, then there will be
data stored in the Auto Motion track as well.
Idle Motion
If audio data is not available, then the idle motion can be produced under the following
situations:
When an actor is created without voice scripts, then the default idle motion will be
When loading an audio data and selecting Lips Sync Only as the default auto motion,
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Switch the Content Manager to the Auto Motion tab, and apply an idle template from
Note:
Download and install the bonus pack from the official web site, to get more idle
motion styles.
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ready or custom motion clips which are stored in clip form inside the Motion Clip track.
When you apply a motion clip template, the data will be stored in the Motion Clip track.
If you wish to create a custom motion clip from the current project, then the data saved in the
Selecting single-motion clip: Data in the Motion Clip track will be saved alone.
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Using Timeline 263
Selecting multiple motion clips or not selecting any motion clip: Data in the Motion Clip
Clip 01, 02, 03 as well as the Auto Motion will be merged before being saved.
Note:
The data structure of a created custom script is a bit different. You may refer
to the Using Talking Scripts section for more details.
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2.Add a voice to the character. You may determine if the voice is applied with either Talk
5.Select the Copy to Motion Track command from the right-click menu.
6.The motion of the selected Auto Motion Clip will be converted into the Motion Clip track.
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Using Timeline 265
Note:
You may then further edit the motion clip. Please refer to the sections below
for more information:
Saving Data From Tracks to Different Libraries
Breaking Clips
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panel, the partial motions in the clip can be removed so that you can extract the desired
3.Right-click on the motion clip in the Motion Clip track and select the Remove Motion
entry.
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Using Timeline 267
4.Choose a part in the sub-menu so that the motion of that part in the clip will be
removed.
5.If you repeat the steps to remove the motions of all parts in the clip, then you will get a
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1.Make sure you have applied at least a Motion Clip to the actor.
3.Click the arrow button of the Motion Clip track to show its sub-tracks.
o Move the play head indicator within the range of an existing Motion Clip and click the
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Using Timeline 269
o Double-click on an empty frame in one of the sub-tracks to display the Face Key Editor
o Double-click on an existing key in one of the sub-tracks to display the Face Key Editor
for editing.
Note:
If the current time is not within the range of a Motion Clip, then even if
Please refer to the sections below for more information about using the
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Using Timeline 271
The Face Key Editor helps you edit the keys in a specific Motion Clip. You may then manually
modify the details of the facial features, head and the shoulders to create an ideal facial
expression or head and shoulder movements. Please refer to the Using Face Key Editor
section for the information about displaying and activating the Face Key Editor panel.
The Face Key Editor is divided into three tabs: Facial, Template, and Modify.
1. Add/Modify
Select to rotate / tilt / move the head.
Head Key
2. Solo Feature Select to highlight the desired features and convert the changes into
Selection keys.
3. Default Key Click to set keys and neutralize all adjustments made to facial features.
4. Clear
Deselect all features.
Selection
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In order to set keys with this tab, you need to understand the interactive area. You need to
drag from inside of the interactive area to elsewhere to set the strength of the keys. The
1.Select one or more solo features from the Solo Facial Feature Pane.
3.Drag from the interactive area to elsewhere in your display to automatically add or edit a
key.
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Template Tab
Style library.
2.
Expressivenes Drag the slider to decide the strength of the applied expression template.
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Modify Tab
1. Solo Feature Drag the sliders in this pane to set a key to the individual facial offset
Strength features.
2.
Expressivenes Drag the slider to decide the strength of the applied expression template.
3. Reset Click this button to retrieve the initial status of the sliders.
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head.
1.Make sure you have prepped an actor and the current time frame is within an existing
2.Select one of the four buttons in the Head group of the Face Key Editor.
3.Drag from inside of the interactive area to rotate or move the actor's head.
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o Head 3D Move
o Head Rotate
o Head Move
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in a motion clip, you are able to create more dramatic facial expressions in a specific time
frame.
1.Make sure you have prepped an actor and the current time frame is within an existing
3.If you are using the mouse as your input device, then press and hold the left-mouse
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If you do not want to set an expression, one facial feature at a time; then it is recommended
3.In the Template Library pane, double-click on the desired template. The actor will
4.Change the Expressiveness values to adjust the strength of the applied expression.
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Expressiveness = 20 Expressiveness = 80
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If you use the Facial tab to set facial keys, then you are actually modifying the values of each
Therefore, you can use the sliders inside of this tab to fine-tune the values for each facial
feature.
2.Drag the slider to change the value, the selected character will then change the facial
expression accordingly.
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Note:
Please note that each template is a combination of different values from the
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contribute to a number of realistic expressions. By changing the size of the eyeballs, the facial
1.Make sure you have prepped an actor and the current time frame is within an existing
3.If you are using the mouse as your input device, then press and hold the left-mouse
4.Drag the mouse outside the interactive area to make the changes. The character's eyes
will start to move along with your mouse. An eye key will automatically be set.
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5.If you select the Eye Scale buttons beside the eyes in the pane, then you may increase
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use it to set neutral keys to all facial features or to retrieve their initial status.
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Each time you want to remove all facial expressions and go back to the neutral expression
state, or when you want to remove the transformation keys (rotation, location, scale) and go
1.Double-click on the desired Face key (in the timeline) to bring up the Face Key Editor
panel. Please note that the key already contains offset data.
2.Select any feature in the Face Key Editor and drag in the interactive area to modify the
model's features.
3.Click the Default Key button and the offset data will be cleared. The model will then turn
back to its neutral appearance and the original key will be replaced by a neutral one.
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Note:
The Default Key feature neutralizes the keys in the Head, Face, Eye and Shoulder
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match the words being spoken by the virtual actor. A viseme is a generic facial image that can
sound in a spoken language. Using visemes, CrazyTalk provides perfect lip synchronization
The lip-synching keys are stored in the Lips track, which belongs to the Audio track. You may
The Audio track stores the audio file from the Import Audio panel or the Voice Script
Library. The audio data is displayed in a wave form. You may double-click anywhere on the
Click the button on the Audio track to show the Lips track. You may manually add lip-
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The lip synchronization effect is applied to only a small section of the script and indicated on
the Lips track by a grey box. To access the Lips Sync panel, click the Lips Sync button in
the Timeline.
You may double-click anywhere on the Lips track to synchronize the lip movements in the Lips
Sync panel.
2.Move the Expressiveness slider to adjust the strength of the lip movements to specify the
intensity.
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You may move the lip-synching keys to other parts of the script as desired, or use the data
To modify a lip-synching key, double-click on the target key to adjust the lip-synching settings
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you may then adjust the basic settings for individual audio clips.
Click the Background Music button in the Timeline, the Background Music Setting panel
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Double-click anywhere on the Music track to choose an audio file in the Finder. The file
1.Double-click on the target background music clip to access the Background Music
Setting panel.
2.Drag the sliders to decide the Volume, Fade In and Fade Out percentage.
Note:
The maximum percentage of the Fade In and Fade Out is 50%. This
You may right-click on the music clip and use the Clip Editing Tools to
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Chapter
7
Exporting
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Exporting
CrazyTalk offers the convenient feature of exporting your project into multimedia formats that
are compatible with a wide range of devices. For instance, you can now convert your work to
an AVI file in DVD, HD, iPad and iPhone quality. You may also convert it into sequenced image
list.
5.You may also manually adjust the Output Size by entering target width and height.
Activate the Lock Ratio to keep fixed ratio for the exported video.
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5.You may also manually adjust the Output Size by entering target width and height.
Activate the Lock Ratio to keep fixed ratio for the exported video.
6.Click the QuickTime Export button to export the project into an MOV video.
If you want to export videos for compositing with other image or video by using video editing
tools, then there are three methods according to your operating system:
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format that is able to compact Alpha Chanel information into the exported video.
1.Make sure the background is set to be Actor Only with a solid color.
3.Simply select the popVideo format from the Format drop-down list and export the
project.
The videos in MOV format are able to contain Alpha Channel information. If you want to use
videos of this type for further compositing in video editing tools, then follow the steps below:
1.Make sure the background is set to be Actor Only with a solid color.
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3.Simply select the Apple ProRes 4444 codec from the Video Codec drop-down list and
If you do not want to include any Alpha Channel information in your exported video, while
still need the background of the exported video to be filtered out when you composite the
video in video editing tools, then please follow the steps below:
1.Make sure the background is set to be Actor Only with a solid color. The commonly
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3.Export the project as ordinary video that do not contains any Alpha Channel.
5.Utilize the feature for filtering the background (e.g. chroma key in Adobe Premere).
The exported video can then be overlaying on top of other video or images without the
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Exporting Image
.ii.Set the Frame Rate. If the project is 10 seconds in length and you set the
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.i. Go to the timeframe where you want to export the project as a single image.
5.Determine the frame size from the Frame Size drop-down list.
6.You may also manually adjust the Output Size by entering target width and height.
7.Activate the Lock Ratio to keep fixed ratio for the exported video.
8.Click the Export button to export the project into sequence images or as one image.
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Chapter
8
Keyboard Shortcuts
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Global Shortcuts
Global Shortcuts for Windows OS
On-screen Display
Function Shortcut
Online Help F1
Working Area
Function Shortcut
Undo Ctrl + Z
Redo Ctrl + Y
Actor Transform
Function Shortcut
Move Actor M
Rotate Actor R
Scale Actor S
File
Function Shortcut
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On-screen Display
Function Shortcut
Online Help fn + F1
Working Area
Function Shortcut
Undo
Redo
Actor Transform
Function Shortcut
Move Actor M
Rotate Actor R
Scale Actor S
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File
Function Shortcut
Open Project
New Project
Save Project
On-screen Display
Function Shortcut
Online Help fn + F1
Working Area
Function Shortcut
Undo
Redo
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Actor Transform
Function Shortcut
Move Actor M
Rotate Actor R
Scale Actor S
File
Function Shortcut
Open Project
New Project
Save Project
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Timeline Shortcuts
Windows OS
Timeline
Function Shortcut
MAC OS
Timeline
Function Shortcut
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Shortcuts in Editors
Windows OS
Mask Editor
Function Shortcut
[ - Decrease Size
Brush Size
] - Increase Size
Zoom In +
Zoom Out -
Zoom Fit *
Function Shortcut
Zoom In +
Zoom Out -
Zoom Fit *
Function Shortcut
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Mac OS
Mask Editor
Function Shortcut
[ - Decrease Size
Brush Size
] - Increase Size
Zoom In +
Zoom Out -
Zoom Fit *
Function Shortcut
Zoom In +
Zoom Out -
Zoom Fit *
Function Shortcut
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