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I'm looking at Swap Sets and wanted to add several items from Puppet Panel. However, I can only select and drag one item at a time. Is it possible to select multiple items? I use Mac so normaly you would select a range of items by holding down cmd and making your selections.
I was going throught the, Triggers tutorial, by Dave and followed the instructions for creating a Swap Set for Blink.I created the Swap Set and added the Trigger, Blink Off and Blink On. I made Blink Off the default.The Blink On was numbered 1 and then I tried it and it worked great, but then it is suggested that 6 other layers are added to the Blink Off Trigger.It seems to work without this step?So, is it necessary to put the other layers into the Blink Off Trigger?
I'm setting up a sequence to follow when recording ie, Audio, Hands, Expression etc. I'm trying to set up Swap Sets for each take. It will then be a matter of focussing on Swap Set in Timeline as I review and edit the track. Hope that makes sense? This is working ok, but to create a dedicated track in the Timeline you have to do several steps and I was wondering, could you make it so that you can drag the Swap Sets straight into the Timeline?
In preferences I had the option to change my mic input and output. I then went to, Camera and Microphone Panel, to check and the only option is, Facetime Camera? I've checked my Mac setting and those are set to my prefered mic. I've restarted CA and rebooted the whole system, but nothing seems to work. What am I doing wrong?
Hi y'all! I've been messing around with this for way too long sand have done a ton of trouble shooting but CANNOT get the pupils to move on my puppet. Help! I think I have everything set up the way it is supposed to be but must be missing something. Thanks in advance!!
Hi,i rigged a Puppet in Cinema 4D and now im searchin for a easy way to use it in Character Animator.. is there maybe a possiblity that this ever happens ? maybe like the exchanger for photoshop or cinema 4d for after effects. Bests
Hi, I've scaled up my puppet to 100% ready to export but when I try to increase the scale of the scene so he's in frame, the scene doesn't get any bigger it just moves up or across the page.Anyone know what I'm missing or need to do? Thanks.
I'm at an impasse!!!! I made a puppet that was working previously well (in August), but now is appearing in Character Animator with part of it's "head" missing/invisible. I spent hours troubleshooting this and even recreated the puppet file using another one that is working, copying-and-pasting layer-by-layer to ensure somehow I didnlt botch the layer order or have a hidden mask somewhere. Even the jaw part is weird. The jaw visible in the image below is part of the neutral mouth layer, thus the rest of the mouth should be visible too! It's as if there's some hidden mask that's rendering part of the scene invisible. Here's what Character Animator is displaying: And here's the puppet in Photoshop. I added the black background layer to the photoshop file so you can see the puppet. When imported into Character Animator, that background layer is deleted. Any help is GREATLY appreciated. This makes nooooo sense at this stage!
So I don't know why my right arm mesh outline is too big, changing the puppet mesh to contour does nothing. Every other layer is fine but my right arm help!
Hi adobe community, i am facing an issue while exporting project from character animator to adobe media encoder. It opens a dialogbox that states adobe media encoder cannot opened.
I have a bunch of cycles that i've created but I want to add audio to it but also be able to only use 1 trigger per cycle. For example, let's say you have 4 separate layers 1,2,3,4 and you want audio to say each number to create just one cycle.Is that possible?
I've been doing some recording and struggle with the visemes, they always seem out, or missing. The Lip Sync Behavior was selected and the camera seemed to be working fine. I recorded this; A is for apple. I know what you are thinking, another Shakespeare 🙂 Well, the Viseme result were really bad, so I dicided to try something. I clicked on the audio take in the timeline. Then selected, Compute Lip Sync Take from Scene audio. Menu: Timeline / Compute Lip Sync Take from Scene audio The results are amazing. Not brilliat, but a whole let better and cetainly useable! My theory is that when doing a live recording, the visemes are created via the mouth detection from the camera and not related to live voice audio. Therefore if the Camera is not picking up well, the viseme results will be poor too.The algorithm used in, Compute Lip Sync Take from Scene Audio, seems to produces better viseme output.So if recording live, rather than
Hello,I was just wondering if it was possible to use Adobe Character Animator files/puppets in Adobe Animate.
I'm profoundly deaf. It makes editing audio and visemes a bit of a pain. In my everyday life, I lip read, and when my brain adds this to the bit, I do hear through the device embedded in my head, I do ok. It works better when I know the person and recognises the mouth movements and the sounds they make. This is a major problem for the alogrythm when trying to lip sync audio. We may speak the same language, but the sound and mouth shape we make it with varies a lot. I think there is a possible and viable solution. Over the last few years, I've tried out speech to text apps. These are very good, even with live speech, and it got me to thinking about my struggle with CA and Audio. Idea:When you auto lip-sync a piece of audio in CA, wouldn't it be great if it could display the text to go with it? Better still;If the text was displayed on its track above the audio file in the Player. Even Better:What about if this text was highlighted as you moved the play-head
I have a stationary set of dog legs front and back.There is a shared trigger for front and back legs walking.In order to hide the stationary legs when walking I select"hide others in group when triggered" action Unfortunately this hides others in group plus my other shared trigger walking leg! so if i trigger W to walk for back legs section only the back right leg shows walking eventhough the back left leg shares the same trigger. BLAH
What is the best way to change a puppets brightness to match a scene.Thanks for your help
Trying to create multiple poses that allow camera input for eyes and mouth as well as movement of head and have managed it by creating folders within one main face poses folder for triggering but it is a jagged and bad method I've created. Trouble is I cannot then access smoothing from pose to pose so I tried mapping each folder pose tothe set rigging postures for the face as offered in camera input face triggers but it doesnt work...I think because each pose is a folder with many layers to position face elements. It's hard to work out how to create these transitional poses if you want to retain camera input for lip sync and eyes blinking etc of the face but necessarily must change the position of elements in different poses- hence my having to create different pose folders. At the moment I press a key and the head will jump to either looking up or down , right or left, 3/4 pose right and left and I have one position of head turning back. Except for my back pose wh
I am using the CH feature "Compute lip-sync from scene audio". The first 15 seconds of the audio track have absolutely no sound at all (made sure of that in Premiere) yet the puppet smiles a few times. Why? As well, I could just sit there with a neutral face (not recording) and the puppet smiles when I am not. Must be a happy puppet! How can I stop this? Thanks! Bob
HI,My character has three legs, like an Octopuss with three legs, How is the best way to rig a three legged charater using the new IK limb in beta 2020.I would like this character to walk/crawl as well, is that possible? Thanks for your help Chris
I am trying to export video from Character Animator. every time I try, it says. "Please install Adobe Media Encoder." It is installed (version 14.4 - build 35). Character Anmator is version Beta 6 x161 Help! Have to complete a project.. Bob
Hi there, I've just downloaded the latest version of Ch but when i try to launch a pop up says Unable to create AGM font ("Adobe Clean UX") and won't open program. After searching I came across an answer back in 2018 relating to a previous version. I tried to fix but the address mentioned in that thread wasn't active. Any update on this bug or a working fix? I'm using a Surface Pro Intel i5-7300U, 8GB Ram, Windows 10 Enterprise 1909. Hope you can help. Cheers
It's so frustrating, been trying to figure out what the hell I am doing wrong, each time I create a frontal, quarter, and profile views, I see a merge of Jason and Freddy in my puppet. 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭. The puppet works fine when I have just one view, but when I add new views or name the initial view frontal, the whole puppet starts to warp.I used seth puppet as a template to build mine and also copied the mouth and eyes of chloe puppet, could that be the reason?
Hi,How can i face my character face towards the direction of movement?ie; If i click left or right arrow on the keyboard the character walks towards that direction, but after releasing the key the character will face forward. How can the character face towards left or right after walking?
Hi fellow pupeteers, This one has me baffled. I have a puppet head (only) with a Frontal and Right Quarter views. The rigging is identical as can be seen in the images attached. With the head in the RQ position the eyes move as expected using the keybord. With the head in the F position the eyes do not move at all in response to the keyboard. [Eyeball range size/shape is identical in both heads]. I am open to suggestion, ideas, anything . . . Thanks, Platty
Is there a way to rig ams with 2 arm parts (an upper arm and lower arm on 2 different layers) instead of rigging one long arm?
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