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Participant
May 31, 2023

Quarter and Profile Eyes behaving weird

  • May 31, 2023
  • 3 replies
  • 135 views

 

Hello, everyone. I have weird shenanigans with my quarter and profile angle eyes behaviour.

First, the quarter angles seem to have only one pupil moving, while the other is as still as a rock (happening on both left and right quarters).

Second, the profile angles has an even worse problem as the entire eye was rotating and moving around like crazy (as if the entire Eye group was tagged as Pupil, in which case it is not).

The Front angle is working just fine, and all the other four angles has identical layer format (I am pretty sure I was using a conventional layer format widely provided by multiple tutorials) and tagging as the Front angle (with each angle groups tagged to their own matching angle tags).

I have went through every thread here with similar problems but still not finding myself being able to replicate the solutions available in those other threads, leading to this attempt of mine of posting another thread, fearing that I might have different cause of the same problem.

Provided below is the Character Animator file of said project:
https://drive.google.com/file/d/1e3DzsE_mxKHE7TE0YtJgqgbpWy4c9uOp/view?usp=sharing

I am using Adobe Character Animator 23.1 in Windows 10.

For any help that I might receive, Thank You in advance!

3 replies

Participant
May 31, 2023

Hello again, I have made the adjustment and moved the swap-sets into the Head and Body groups. But unfortunately, the exact problem persists.
Truth be told, I was just recently getting back into using Character Animator after more than a year and actually have made similar puppets prior without any trouble. Pardon me if this turns out to be due to my outdated Character Animator knowledge as I might be oblivious to any significant changes on the software since the last time I used it a year ago.

Participant
May 31, 2023

Thank you for the response, TheOriginalGC!

 

In the matter of fact, that was actually intentional as my client wanted the angle turns to be trigger-based, not motion capture. So technically, there aren't supposed to be any head-turning at all, only entire body turning along with the head from a trigger (the head and body shouldn't be able to turn individually).

But from your suggestion, I get the logic and will try separating the angle swap-sets into the head and body groups, with each angle counterparts between the two groups triggered by the same trigger (practically giving the same expected result).

I will return later with the result, thank you again!

TheOriginalGC
Community Expert
Community Expert
May 31, 2023

The first thing I noticed was that the head and body are not part of the root under the character name. You have them inside your front and profile views. The head and body should come first and then front and the other views. This way, you can turn the head without turning the body and vice-versa.