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I created my own character in illustrator and, in CA, began to use the "Footy" puppet as starting point - switching the imagery around. I liked the Footy's parallax facial features, but what I'm changing is:* Adding some ears which lay behind the masked area (Nose (Parallax))* Adding some antennae over the masked head area* Adding a snout/mouths over the head head areaHowever, I can't get these to move in parallax, though they're tagged "head" and seem to have proper settings in FACE behavior.I'm at a loss. I know parallax is a bit aggressive for a beginner to try to tackle, but I've successfully made parallax faces in After Effects and it's a style I'm addicted to. It would mean so much if I can get this sorted out, thank you for your time!
https://9to5mac.com/2020/08/19/adobe-announces-advanced-lip-sync-and-more-new-features-for-its-character-animator-app/ improved lipsync, pin while standing, etc - sounds nice!
New to the Character Animator but what I lack in skill, I make up for in bad standup.Open Mic Mike on Instagram
I need some general tipps or general suggestions to speed up CH and make it more resposive.Especially when I edit my puppets. In my workflow I often spend a an lot of time waiting for CH (SBOD appears for a second or so).My Hardware should be fast enough (Macbook Pro 16" 64 GB RAM)
I'm working on my latest puppet and I'm having trouble. The camera is picking up on my mouth shapes and is triggering my "Singles" group of mouths. I want this group to be only triggered by the number keys that are associated with it.Additionally, my "Sad" or "Alt" mouth group is not working and when I trigger it, it is not locking. I'm sure this is all user error, but I've built several puppets like his and have not had these problems before.
I created an original photoshop puppet and for some reason, when I am moving my puppets hand over its own arm - the black outline disappears on the hand/forearm. I've tried going back into the original photoshop file and cheking to see if there is an issue with the layer and I can't find any problems. Has anyone else encountered an issue like this?
I've created a swap set for the different hands of my puppet. No biggie, works fine. Well, I then created a Left Quarter and Right Quarter of that puppet, with corresponding arms and hands. I figured out that it is not necessary to create a swap set for each profile's hands. Instead, I created an empty swap set, added the hands from my Frontal profile. Then in the puppet panel, I individually dragged the Left and Right profile hands on top of their corresponding hands within the swap set. It worked fine. For instance, when I press the H key, I get the pointing left hand regardless of which profile the puppet is in. Ok, here's the rub. I had to break away from work after adding 2 of the 3 hands to the hand swap set. Upon my return, things were acting weird. I twirled open the 3rd set of hands, but when I went to add them to the swap set, as soon as I clicked, the swap set changed. The list of triggers was filtered to
For some reason my shoulder gets warped like the picture above illustrates whenever I try to move the arm around. I have tried placing the pivot point in several different locations but the problem persists. I don't know what the issue is. The arms are fine at rest and move ok up to around 30-45 degrees and then start warping as I move upwards. Does anyone have any ideas?
I have done this before, but obviously it was just luck. How can you trim the entire timeline? I know you can go to Timeline> Trim in to playhead or Trim out to playhead. But for some reason I am NOT triming the ENTIRE timeline, an d instead only triming sections of items in the timeline. How can I trim everything at once and cut the actual time in the timeline?
For reference, I'm working on the beta software. Last week I tried exporting an eagle flapping a wing in a specific gesture. After a lot of trial and error, I found a wing flap that worked, so I set it as a trigger and just used that every time I needed the gesture, instead of re-dragging every time. Then when it came to export my scene, I found if I tried to go through media encoder, my dragger got exaggerated somehow and would warp my character's wing well beyond what the preview had shown in CA. But if I exported as PNG sequence/WAV, problem solved! I managed to use that fix for several days. On Friday, I found two wing flaps that weren't the same as the others - I had done them before I had set up the trigger, I guess. I went back and deleted the wrong ones, replaced them with the trigger, and tried to export that scene as a PNG sequence like before. This exporting process had, for the record, worked for about 6 exports of different parts of the scene over several days. T
Lets say I just want a snapshot / picture of the item of the video I have in CH. Is there a way to take that picture as PNG, or whatever with a transparent background?? How about without a transparent background?
Hey everyone. So I made my first puppet today (from scratch) and everything's working great, except the pupils. One is barely moving and the other is going crazy and moving everywhere. Me being the fool I am, started fiddling with the settings to the point I have no idea what the default is anymore.I have no idea what settings I need to alter to fix this and would appreciate some help from people more experienced.
Can I use the free puppet for commercial use? In fact, I want to keep posting on my YouTube account. I want to be popular on my YouTube with a free puppet, and I want to earn money from video views.
Hi, I am not able to fix my hand, would you please let me know what am I doing wrong? Thank you.https://drive.google.com/file/d/1S24wWCnDbc_WyZw4H_xSg_AZQco2sztR/view?usp=sharing
I have been working on scenes in Adobe Character Animator Beta to test out the new Limb IK and everytime I try to export a scene it just continually tries to start the export but never encodes. If I put the scene in the main software and export through non beta media encoder then it will export but then there is no Limb IK and it looks like stinky hot trash. How do i get the beta media encoder working with beta animator or how to I use regular media encoder with Beta Animator?
Would you please check what is wrong with that puppet? I don't know the reason why it is not stitched properly. Thank you.https://drive.google.com/file/d/1S24wWCnDbc_WyZw4H_xSg_AZQco2sztR/view?usp=sharing
Today when I opened up Animator, all my clothing details I had painted on yesterday and saved were gone. I opened Illustrator to see what had happened, and they were still there in Illustrator. After saving so it would update in Animator I found all my details were now there, but the entire right pupil was gone. I've checked that it is in the right order for layers and everything, but I can not bring the pupil back. It's just gone. The layer is there, but nothing shows up on my puppet. I've tried relaunching the program, adjust layers, everything.
I wanted to know how to make a rope that can be pulled on the character animator
I've imported audio into my timeline, and selected "Comput Take from Scene Audio". It added the visemes, and everything looks good with the default mouth. However, there are a few moments I would like to use an alternate mouth (frowning while talking). I made the trigger for the AltMouth, and it works when there are no visemes. How do I replace existing visemes with the altmouth versions of those sounds?
I have a mouth sequence in a folder. I've applied the "Layer Picker" behavior to the folder. I have it set to audio. Nothing is changing. Audio signal is coming through the meter.
I'm using Character Animator ver 3.0. Whenever I press the camera icon on the camera panel, this error pops up. How do I fix this?
Apparently you can only activate the triggers when you are actually doing a "recording". And then the triggers disapear from the recording screen when you "stop" the recording. I had to decide to drag some items in and out of the screen using the transform behaviour rather than making them appear and disappear with the triggers. The reason I had to drag them was because I still need to see them as a referece of postion when the recording mode is in "stop", so that I can drag other items to specific postions. So, triggers are not always visible and that is why I used the transform behaviour on some items. Would be nice that triggers could work in a similar setup as the transform behaviour.
Hi Everyone,Today I noticed that just the mouth layers on my puppet were pixelating. So I researched pixelating issues and it suggested I try rendering as Vector. I did that and most of my mouth layers disappeared. When I undo it they return but the mouths themselves are still pixelated.So I can't render as vector without losing the mouths, which are pixelated anyway so I've hit a wall.I've looked high and low but at this point I'm at a loss and looking for some suggestions.If it helps:The character was made in illustrator on an Artboard of 3000x3000 pixels.The mouths that have disappeared seem to all be the ones with a white layer made using illustrator live paint to fill.
Would you please help me with swap sets? I don't know why it is not working. Thank you.Here is the puppet link.https://drive.google.com/file/d/1S24wWCnDbc_WyZw4H_xSg_AZQco2sztR/view?usp=sharing
all tutorials say i can easily use chracteritics (behaviors) from character animator puppets and move them into a character i created in photoshop but ther are no detaled instructions how to do that/ foe example- i want to borrow from a puppet named sticky into my original puppet. can you tell me step by step what to do?
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