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HelloThe puppet has a head turn and animated behavior with body tracking. To start I calibrate the puppet and when I turn my head the character turns his head too, but it is not at the right height, in Photoshop the two heads are strictly at the same height, in the Rig window too. Would the calibration only affect the frontal only?
Hello, my puppet is not showing in the scene place, I just started making my character by a youtube tutorial, can anyone please help me with the file or check what's wrong in it?
I've been trying to make one of my very simple characters into a puppet but can't get things to flow together despite watching every tutorial I could find. I started by using the "Blank" puppet download to keep all of the layers easily swappable, but got rid of many since my character is so simple (dot eyes instead of eyeball/pupil). Is there a chart or anything that might walk me through rigging a puppet from ground zero? Or any advice on troubleshooting would be great, thanks! PS: I've attached a jpeg of the character in case that helps
HelloI can't find an answer to my problem. I have a puppet with a frontal and a 3 quarter, if I make the puppet squat (with dragger) on the frontal view and that I switch for the 3 quarter view, the puppet is not crouching anymore, same thing with the arms. Draggers do not follow from one view to another.
Hi,Came back from Xmas break, upgraded to v22 and cannot get it to do anything but crash. Any interface element clicked after a puppet is imported crashes the program. The puppet has been used by Ch to create multiple projects, so I know the puppet is not the issue. I rolled back to v4.4 and the program still crashes when you try to perform any action at all. Anyone else having issues?
Hi,Getting ready to start a project where I'll have two puppets as on camera narrators. Both puppets will be in the scenes at the same time. I'm curious about the best workflow to pull this off in regards to lip syncing. I've only ever used the automated function to convert the VO to visemes. Ch isn't going to recognize a female voice and a male voice and assign the correct one to the correct puppet at the correct time. I was thinking that I would have to do each performance separately and then marry them in Premier with all the other assets like the environment and background elements, but that has me worried about reaction timing between the two actors.What would be the best way to pull this off? Any advice is appreciated.
Is it possible to import a Mixamo file into Character Animator?
When I use a trigger to turn the head, I still see the other head angles behind. How can I change that?
Hello... I'm using a Razer laptop Windows 10. CA is not recording any audio... I see a green brick telling me that "Audio Level too Low" Checked and made sure that Charcater Animator is specifically listed as an app that has permission to use microphone. I checked under App volume and device preferences to make sure the App volume was turned all the way up for CA. Checked under privacy setting to make sure that ALL apps have permission to use microphone. Both Windows 10 and Charcater Animator are updated to latest versions. Thank you...
I would love input on organizing my puppets before I make a mess. Do you all use one puppet (of the same character) for walking, one for closeups, one for body tracking, etc? The goal here is maximizing my options, limiting performance issues, as well as minimizing file size. And weighing that against having to update multiple instances of a character if I, for example, change the hair or clothes. I will be using mostly medium shots but consistently shots of the full body and some extreme closeups as close as one eye. The character (or separate versions of the character) will use the Walk as well as the Body tracking behaviors and have Frontal and the two Quarter views. Do those using both Body tracking and Walk copy the character and set each rig differently, according to okaysamurai's recommendation of placing the neck in a different place for Body? Thanks!
I have a puppet in Illustrator format (so vector art - should be able to scale into any resolution). When in Character Animator however, when I zoom into the face it is pixelated. I tried changing zoom in the preview window, changing scale in the properties, and changing resolution of the file up to 8k x 4k. No difference from what I can tell in preview mode (and when I play back).I came across Re: Three puppet Character Animator show example which mentioned "recording at higher resolution", but it did not explain how to do it. I am after a full size puppet, with ability to zoom in on face without pixelation. E.g. Look at the hair - its quite jaggy over the face.The original in illustrator looks crisp (as expected).Could someone explain how to do a close up shot without the jaggies? I have a fully body puppet. Best I can think of is creating two puppets - one with just head and shoulders so I can scale it up.Thanks!
Hi I'm aiming to make something like shown in this video https://www.youtube.com/watch?v=wW0qwfl0WZQ&t=103s A cartoon character that responds to your talking, movement, eyes etc. I've spoken to OkaySamurai who issued me very helpful guidance including parallax, but I'm wondering if this 'Glitch' cartoon was made in any other program, and if anyone knew what program? Any help would be appreciated, thanks.
I'm attempting to make a robot television monitor that is hanging from the ceiling from a mechanical arm. So the arm moves like an arm. But at the end of the arm is the monitor acts as the head/face of the robot.To make the arm move the way I want it to. I have to add the Limb IK. But when I do that, it wants to treat the Monintor head as a hand. And it just flops around. I need the monitor head to stay up right vertically as the arm moves it around. Any ideas of the best way to set this up?
I can never seem to get the rigging right with fixed points. My characters always float, the head tilt tilts the whole character instead of just the head. Puppet file attached. Going from multiple examples it seems to be you select the Body layer and add fixed points to the bottom of the feet, which is what I have done to no effect. Is this the correct way, and why is it not working? Seems like there should be a way to "auto rig" some of the basic character points for a "human" or puppet with two legs two arms, eyes mouth etc. Most of the layer naming, eyes, mouth, eyebrows seems to map very well. It would be nice if they could expand on this and make it less tedious for simple rigging (like pin my feet to the ground by default).Thanks in advance,Robb https://drive.google.com/file/d/1FCx8dFchlZf060_LRFUBQnt2CYKa1asP/view?usp=sharing
Right let shoes slagging while moment find the attached video, your help appriciated
Is the a place to share projects? We did 4 Christmas carol spoofs using CA 'community puppets'. https://www.youtube.com/watch?v=2slauY9oS2c https://www.youtube.com/channel/UCi2ECtFLyAdmJ1PW61ElRxg
Hey guys! Anyone can help me?My character animator crashes everytime I open itThank you very much 🙂
I'd like cut a portion of this .wav audio clip; I've already modified some of the visemes in other places so I don't want to delete the entire thing, edit it in Audition and re-import it. I'd like use the razor tool (or something comparable) and cut it while still in Character Animator. Does anyone know how to do do this? Thanks and Happy New Year!
Hi everybody , I encountered a problem, I changed the rig in different modes and it didn't work. I rigged it several times, but it still didn't work. What is the problem? And how can I fix it? Thanks everyone
I've been working and learning CA now since December, and I'm loving it. I created a regular full on puppet and it works great.I just now started to play with the Walk Cycles, and I created a new side-view puppet for this purpose. I followed the video tutorial and my puppet would not walk. I got two of the heads (it has five heads) to bob up and down, disconnected from the body (*note below that those two heads' tags do show up in the WALK handles properties, and FYI I added fixed points on the head and did exactly as I did on my first original puppet, and only 2 of the 5 heads bounce while walk cycle is in effect).I realized that the tags I was creating for the body, the limbs and heads were not showing up in the WALK handle properties. I have tagged them correctly, I've removed the tags and re-added them, yet they don't show up. I've tried closing the app and reloading, nothing.I downloaded WALKBOT, and I removed tags and re-added them successfully. It's just not working on my puppet
Preface: I began this, my 1st full character, started as one of the included Adobe torso-body characters. Once the head was done, I expanded the PS canvas to include a whole body. After re-placing origin points and artwork, which I found happens with a canvas extension, I created simple stick figure arms and legs to try out the Walk behavior, according to the ElizaSimpleUnrigged project and tutorial. I followed it several times and got no effect at all. Then I noticed in Rig Mode, when I select the main character root or the head or the body, no mesh outline or mesh itself would show up for the head. But the mesh does appear for individual artwork inside the head and with the entire head in Record Mode. And all of the head's behaviors and Dangle physics work fine in Rec Mode. Is this one problem? Multiple problems? Not a problem and something I'm missing? Please and thanks! With root selected--no head outline or mesh (Head & Neck tags visible are for the head, not body)..
Hi! As said above, the jaw is acting weird ever since I added the quarted profile to my character that previously worked ok. The jaw is off center and my character looks like it had a stroke. The movement (I mean the jaw movement) in the quarter profile loooks even worse. I tried to set up two separate jaw handles one in quarter and one in front view but it looks even worse. Is it at all possible to have two jaw handles? And how to set it up? Thanks!
New to CH. Apologies if this was discussed. Is there a way to make the 3/4 puppets face the background with their backs to us? Also, is there a way to make the 3/4 puppets walk, then stop and stand in the direction they're walking without having to create a new duplicate puppet with the opposite stance? Based on the great Okay Samurai tutorials, these questions don't seem like they could happen because the puppets appear to be limited to only 3 views, but I wanted to make sure. Thanks!
Hello Adobe Friends,I was adding a badge to a puppet I created in Adobe Illustrator, but found the new addition (badge) was not showing up in Character Animator when I saved the file. I happened to uncheck "Render as Vector" in Ch and voila! The badge appears on the puppet. However, I would like to keep this character as a vector, so...what to do? Has anyone had this problem before with Character Animator?Thanks,NancyRender as vector checked:And unchecked:
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