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Just though I'd share here - after all the times I've had to come on this forum to troubleshoot 🙂 our show is airing on Cartoon Network Africa on 24 Feb! We used Charater Animator for all the animations, it's a live action / animation hybrid.BTS here:https://www.instagram.com/tv/CZtz794O4uS/?utm_source=ig_web_copy_link
Hello i need a software to create an avatar that will read some text. I need something quick to use, with no learning curve, i need it for a one time project. Ianimator would do that? or i need a simplier software around, and in case, can you suggest one?Cheap, or free, oand better if not onlineThanks
I'm having an issue with my puppet where the head turn to right quarter causes only the right eye to blink and stay shut. I can see the blink animation proceeding, but I'm not certain why the lid doesn't re-open. I don't have clearance to share the puppet, but here are the Cycle Layers settings. Any ideas would be welcome.
Can the facial capture data in Character Animator be exported as a .bvh?
Hey Adobe Ch Fmily! I hope you can help me with this issue that's been exhausting me for days, My alternative mouth sets (happy-sad-etc..) aren't working properly, everytime i trigger the happy or sad mouth set with all the visemes it just disappears, but it used to work fine before. I had to recreate a new puppet project and when i started all over again the alt mouth sets just stopped working out of nowhere.I am sure I'm doing something wrong.Can someone check my puppet to see if there's anything wrong with it? Thank you very much.
I've made several scenes in Character Animator, and imported them into my After Effects project. It looks like the components of the scenes are importing into AE, including the animated parts - but the artwork of the puppet characters is not loading. I must have something turned off. Please help!Thanks!
Character Animator version 22.2 is now available for download from the Creative Cloud desktop application. This update offers bug fixes, including all previously known issues with Puppet Maker. If you are unable to see this update, click Help > Check for Updates from the Creative Cloud desktop application.
So I drew a character in procreate, exported it as a PSD, edited the layer structure in photoshop, saved it and then imported it into character animator. Most everything works fine except the color layer. In Procreate I painted in/colored my character as a separate layer so as not to draw over the outlines I made. But when I open scene mode in Ch the line art separates from the color layer and you get this sort of "peel away" look when I move the character. I tried to simply place the colored layer in Ps into the body layer group to see if it would "attach" to the lines, but it didn't work. Is there another way to merge both the line art and color layers?I think that the workaround for this may be to just go into Ps, duplicate the color layer for each body part, then maks out the color to each body part specifically and then merge each color and line layer for each body part individually so that the color is permanently attached to each body part. This would be a lot of extra work thou
I have a puppet with arms with swap sets. I found this works better for arms with various hand gestures as hands in their own folder move with the arm but can be floppy and hard to control. Problem is with arm IK enabled I can limit stretchiness. But with the swap set it does not work. Placing arm IK on each variant doesn't work either. Is there a workaround or is there a way to make hands in a swap set in their own folder stay rigid when they move with the arm when it is dragged? Thanks.
Hi!Was wondering if there was a way to add extra frames/phases to the head turn?Currently I can work out how to do Frontal, Quater and Profile but is there a way to implement 1/8th, 3/8th and more? Additional phases on the up/down would be cool too, if they exist (or you have a work-around)Appreciate all your hard work, this program is a real life saver!
I really should write this down. What's the shortcut for turning on/off all of the behaviors in the record menu?
Using Windows 11 and CA 22.1.1Using OBS Virtual Camera. My other programs are detecting the virtual camera, but Character Animator is not. I know it works because here is a post that shows how to do it:https://community.adobe.com/t5/character-animator-discussions/ndi-camera-input-for-remote-actors/td-p/11693698How can I get this to work?
I have a character that is ditting behind a deck, The desk is independant and fixed, so that doesnt move. When i add physics to hands they detach from the arm what am i doing wrong. My goal is not to have the hands drop past the top of the desk like they are resting on it. I was to see what it is like to try the same with the arm too, put they are no longer attached to the shoulder socked and drop to the gound.
Does anyone know why this is showing up as symbols?
Please help! I've recorded a puppet moving and added audio to it, which all works fine. However, when I try to record the Particles (Snow) behaviour as well, the Snow shows on the screen but doesn't record in the timeline - it remains empty. How do I record a moving particle?!Thanks for any guidance and tips!
Anyone tried to set up a walking character with 3 views (Standing, Left Profile & Right Profile) in the current version of Character Animator (22.1.1)? I have set up a walking character with 3 views (Standing, Left Profile & Right Profile) and because I prefer using the Walk Behavior in the "Left & Right Arrow keys" mode, I've noticed that the character is not turning back to frontal anymore (when the button is released). More than that, even though it is set to work with 3 views, it walks back instead of turning to the other direction. If I continue to press Reset and then press the arrows again, once every 5-10 times it is starting to work fine, then the bug occurs again and again. Also, I saw a flickering when the character was walking. Another thing I noticed is that when the button is released, it does not switch back to the standing view, but if I do not press anything, after approx 10 seconds, it switches back to the standing view. I've checked everything that c
I've rigged up a few animations using just 1 character each, but now I'm working on a personal project that involves lots of different characters. They're all rigged and ready to go. I have the first 2 minutes finished but it was a mess trying to come up with an efficient workflow. The scene has 4 characters interacting together. They are smart objects in Photoshop, but otherwise 900x1000 pixels in size. Yet the program started crashing and freezing almost once an hour around the 1:30 minute mark. I figured maybe there were too many characters on the scene, so I tried splitting them up into individual scenes, one per character. That in itself was a mess because you can't copy audio over from the timeline, but whatever, I can work around that. The biggest issues were that 1) it took forever to switch from scene to scene (not terribly long, but the program definitely hangs when you're trying to open another scene; there doesn't seem to be a way to cache them or keep them in tab
Dear All, Complete newbie with regards Character Animator. I have the adobe bundle with several other adobe apps that all work fine. Animator opens, I choose a puppet and get to the record window. My face at first appears in the camera window for 2 seconds and then it goes. Then the whole programme shuts down with a message saying it had encountered a problem. No other details. I have been through the adobe chat bot and updated all other apps...etc. with no luck. I have also tried to download and launch NVIDIA control panel to try changing 3D settings (re: a successful fix that I have seen elsewhere on this forum), but Character animator does not appear in the available programmes there. FYI, when I first started using After Effects, I had to download a different graphics driver for it to work (igfx_win10_100.8476). Any help with regards this issue would be grteatly appreciated. Apologies if this has been posted/solved elsewhere, I've been lo
Hi. I have a dumb question. I somehow undocked the windows for the puppet and properties while doing rigging. I would love to get them re-docked into place instead of floating randomly, but the only option available in the menu is "close panel." Undock panel is there (although I want to re-dock it), but it is greyed out. I apologize for my ignorance.. Thanks in advance for your help.
Hi. i have issues with my character feets don't stick to the ground, but follow the head movement. I would like the head to bend only the upper body. I've heard you can pin your character's feet to the ground with a bone tagg has fixed. But it only deforms the feets andf all the body is still rotating.maybe it's because i habe limb ik on (i also have left and right profile for a walk behaviour, but my problem is on the frontal view). Can someone help me ? This is actually not the first time i have issues like that for my puppets. I really don't understand what i'm doing wrong, everithing work fine until i add head movements...
Dear Peopz,i hope you can help me whith this problem since i try to stick down all the movement in Ch.My problem is, that my chars legs and arms do a small glitch when i start the walking cycle/ enter the sideview.I followed this tutorial.https://www.youtube.com/watch?v=MUtRnMMOTmoBut since the arm ik and stuff didnt work. I messed around with the independency settings of the arms and legs until it finaly did what i wanted and the body sticked to the ground. I think the problem is deeper in my structure and i hope you guys can help me.Here is my problem. The little movement of arms and legs after i start the walk cycle.https://youtu.be/ErJtGqTN9kIAnd my structure looks like this.If thats all to messy to even talk about, lets forget about this problem and i go back to AE for now.Sideview and Frontal are exact copy of each other.Head:Body:Legs n arms like this:Single body parts to make them independent and dangle-able 😄and the summary of the bodyI tried a lot and also tried to re
Is there really still no way to pre-record a video of someone talking and then feed that into Character Animator to do it's thing, just as it would on a live camera feed?? This seems an absurd ommission, especially since I've seen questions asking for this pretty much since Character Animator was in Beta. Honestly, why would the application care whether the source video is live or a pre-recorded clip? I need to animate a character based on someone I have limited access to. I need to just go to where they are, record a nice, well-lit, close-up video of them with a decent mic, and then get back to my office and let Character Animator work on it. It seems nuts that this workflow apparently hasn't been considered by the devs. Title edited by: Mod
So I have a series of pngs I want to have load as a smoke effect. I imported the sequence and set parameters in the cycle layers behavior. I then set a trigger for image sequence by clicking the smoke layer and clicking the + in the trigger section, however the trigger text appears orange even with a unique keyboard entry assigned to it. When I click on the orange trigger text on the left panel of the interface it says 'no layers or replays assigned to this trigger'. The seqence does play immediately if dragged into the record interface but then does not play when you click record. Clearly I am setting the trigger in the wrong manner. I think. I doesn't appear possibel to select the length of the smoke sequnce in the timeline and set a replay. Also it it possible to reposition such a sequence on the screen? I don't see that the paramters for moving the sequence around like any other object at all. Thanks so much.
I'm in the very early stages of developing this puppet made from photos of a cardboard puppet. (see video)I've got a quadruped walk cycle to a point where it's good enough but I am looking to refine it while I settle on the character design and the cardboard aesthetic and technique overall.One element I would like to figure out is, if possible, have the knees hinge like the hips do, i.e. they rotate like the real cardboard would, instead of stretching and deforming. I've tried a few techinques of seperating the lower leg from the upper leg and applying walk behaviours to seperate layers. This might be too obscure an ask but I was wondering if anyone else has run into this objective and made any progress. Tx
there seems to be a lot of questions but no answers! this is quite annoying
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