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The resolution of my scene looks good inside of Ch: but when I use dynamic link and play it in Pr, it looks blurry (I have playback resolution set to Full in Pr):Not sure how obvious it is from these pics, but playback in Pr looks a lot blurrier and less crisp. Any suggestions for how to keep the resolution high and the scene looking clear? My ultimate goal is to have a video ready for Youtube, etc and for the resolution to look as high as possible. Thank you
I tried to follow the OkaySamurai tutorial on creating a swap set to trigger a swap between a happy mouth and a sad mouth, but what i get instead = happy (default) mouth, lip lync no problem. Trigger the sad mouth, it shows the whole stack of mouth shapes with no lip sync happening. Both mouth sets are tagged as mouths and as far as I can tell, everything is set up the same as in OkaySamurai's video. Here's a screenshot of the puppet in rig mode. You can see the groups labelled Talking, Mouth, and AltMouth like in the video, and the AltMouth is highlighted so you can see it's tagged as a mouth... Thanks in advance for any help!
I've tried to make "chloe" walk, but i didn't wante to continue. After a few "command+Z" became this message (PRINT BELLOW). I am afraid to loose my project that i making for my children. SOMEONE HELP ME!!!
I updated to the latest Character Animator and Premiere Pro and the CH scenes that I bring into Premiere Pro by dynamic link are not updating changes I make to the CH scenes. Dynamic linking was finally working fine the prior versions of CH and Premiere Pro. It was not working properly before the prior versions causing a lot of troubleshooting, lost time and energy, and psychological stress. And now it is not working again. Can someone please help me with this. Thank you.
Hey folks, I'm making some characters with the walk/stand technique. it's not rocket science but there are a lot of layers. I have the 5 sideways head turns and the 3 bodies for left and right walking and standing. It all works ALMOST perfect I followed the 'walker' puppet pretty close at first to make sure I got the rigging right. So now it looks great but every time I hit the walk direction the legs pop out to an arbitrary place to hinge from, I don't understand why it's so inconsisent and whats determining the start point anymore. I'll post a video and still of it to see what I mean. It looks fine at first but you'll see that at random points the front leg will pop out to way in front of the puppet. I've moved the hips, the belly point, the neck, the entire legs and arms, I've trimmed the puppet over and over to be neat and in line, nothing seems to get me just a smooth walk cycle that's the same looking every time. Any ideas? Does the arm placement and pivot point make
Hi All,Need assistance please. There was a video/clip on YouTube that explained how to create swap sets, using keyframes and triggers for eyebrows. It was very informative and allowed me to ustlise the eybrows on my character using the keyboard. I'm prety sure it was on here https://www.youtube.com/watch?v=VhCKD5vl848&t=2988s however I cannot loacte the eyebrow explainer anywhere? Its very brief in this particular video/link, as it doesn't go into detail on how to set it up. Thank you
Hi can I use my own digitally drawn custom character?Also, is there head tilt and turn capability?Thx
Help! I'm almost done animating my scene and am receiving the enclosed message. Any ideas in how to fix?
I'm working with puppets that were rigged in a previous version of CA (3.3.1) Whenever I record a take for one of the arm draggers in the current version (4.4) and adjust the easing they never move to the position I want. Whenever I play back the animation they just abruptly stop in a distorted position. I did not have this problem when working with the same puppets in CA 3.3.1. I attached sample videos of one of the puppets, one in CA 3.3.1 and the other in 4.4. Is there a way to update the puppet rigging to get the draggers to ease properly in the current version?
what I did:make Illustrator file with 11 visemes on separate layers, named by Adobe doctrineimport into Character Animatorimport sound into character animatordrag both onto timelineclick imported puppet on timeline, go Timeline > Compute Lip Synch Take From Scene AudioNow, I got a ‘visemes’ sublayer to my layer, with a whole lot of different visemes declaredMouth doesn’t animate —at all—There doesn’t seems to be a comprehensive tutorial that just outlines the steps besides ‘click the button and everything works by magic’. If it doesn’t work, is there a way to just rig it manually?Many thanks in advance!
Hello,I've read through similar problems on the forums and none of the solutions seem to help me out. I think I'm getting close to understanding the cause, but I don't know how to fix it. I think it has something to do with the layer cycles for "Aa" visemes, and possibly the "Uh". I've watched the Okay Samurai tutorials and can't seem to figure out where I went wrong.Everything else seems to be working well enough for me to use. Only if the mouth would stop flashing.Thank you in advance, I appreciate you're time. Rik
Hello, I am having the problem of certain mouth shapes disappearing when I am talking into the mic and animating the character. I read the other posts with similar errors and tried to follow the given answers. However, nothing seems to be working. The mouth will still disappear completely on certain visemes. Any help would be appreciated.
My puppet when selected and physics tab selected will not activate any wind or gravity or direction. Nothing happens whatsoever. I've tried with camera on and camera off, tried scene selection and puppet selection and timeline selection. I've tried re adding the puppet to the scene and making sure physics is directed to the puppet. NOTHING WORKS!
I saw a post where they sugggested saving as Illustrator cc Legacy-that worked for 10 minutes and then i get the same error message again.
The hinge and weld layer setting is not working as I expect. The online guide says when set to hinge: "The layer can rotate, but can’t move or scale around its origin.” BUT, I can rotate around the origin and scale (stretch?) Chloe’s arm around the origin.Also, the weld option behaves just like the hinge option, but should not be able to "move, rotate, or scale” around the origin.I've tried this with attach set to auto or choosing body.I am using the Chloe character. This also happens with my own characters, but I am using Chloe to make sure the problem isn't my puppet build.Basically, I don’t want limbs to be stretching (is this what "no scaling means?" when I move them… thnx!
The blink makes the head shrink a little and the movement of the eyebrows makes the head bigger
HelloI added to the head of my puppet a Layers cycle with a trigger to activate it.When I activate this animation, the head of the puppet disappears and the animation runs smoothly but once the head of the puppet does not come back, I have to press the trigger button a second time to make it reappear. All the Layers cycle added to the head make the same mistake, but the Layers cycle added to the arms work very well
Hi !When I make a change in my puppet's photoshop and come back to Character Animator, there is something out of place. It is a fixed and independent element. I go back to photoshop to remove the element saved in my document and put the image back in its place, it works for a while but if I go back to photoshop to make changes it always starts again.
hi guys, how do you incoperate different characters in different scenes? at the moment i can only use the default character of chad and i dont know how to get someone different?
Hi, Im trying to figure out the best way to start using my rigged character for another project. I'd like to maintain the swap sets and triggers. I'd also like to be able to adjust some of the artwork without affecting my current project. any suggestions on the best way to do this? Thank you!
I was working on Charcater aniamtor when susdenly one of my scenes and puppets were like this? I'm not even sure what I'd call this screen but I cant seem to find a way to fix it. The photoshop file for the puppet is fine, no issues there For reference, I'm working on IMac 24 inc 2021 macOS Big Sur version 11.5.2
I have a walk behavior puppet with arm swap sets. My intention is to seemlessly move the arms from swinging to dragging. Triggers work as intended, but I was wondering if there was a way to FADE swap sets as you can with draggables and triggers. Any pointers?I'm new to Character Animator.
Hello all, I have a character with a walk behavior. Both arms are rigged with sticks, shoulder, wrist, and elbow tags, and they have the Limb IK behaviors to avoid stretching. They swing as I desire, but I want to be able to drag the both arms independently and without distorting limbs or hands while my character is walking. I've tried removing the elbow and wrist tags, but that just stops the arm swinging. Any pointers? Thanks!
Any solution ?
I am trying to makr my character do "Floss" dance step. But I am having trouble doing the arms. The arms can either be infront of the body or behind the body... But in Floss dance step, it should be both front of the body and back of the body. How to rig the character for that?
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