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I can't figure out how to size my puppet to fit in the workspace....
I am making an animated music video for one of my songs. I used a 1280 X 720 size because I saw it recommended for animation. However, when I put it into Encoder, even with the correct size, it doesn't have a great resolution. It stills has the characters off the screen, despite my changing the CA to 1280 X 720.Here is a sample. They go off the screen at the first chorus.Scene - 01 BullyBart Title.mp4 - Google Drive
When testing the rigging on my character's eyes, I am running into an issue where the pupil is going far out of the bounds of the eyeball. When I open up the character in rig mode and examine the eyes I notice that there is a huge area for the blue boundary box, and the yellow outline of the eye is way off as well. I'm completely new to Character Animator, so if anyone can offer any advice to help with this issue, it would be massively appreciated. I have attached the psd of the character in question. Upon importing this character and opening rig mode, you'll notice the huge boundaries on each of the eyes.
Hi folks. I'm trying to create a double headed character. Pretty sure Character Animator does not allow such thing so I'm just wondering if any of you have ever tackled such isue through post-production in AE or similar? Or perhaps haven't tackled it but have any suggestion for me? Any help is appreciated.
So, are there any keyboard keys that can allow me manipulate the X and Y axis to position certain items in a puppet correclty and easily? and faster?? Using the dragging arrows with the mouse is not always easy as I run out of room to move an item up, down, left, right.... Typing the number of pixels I want to move it is often a guessing game. It would be nice to just click on the timing clock and then just drag the entire item to the position you want for the next frame. I for example have items that are flying in and out of the screen and just get them in and out is a guessing game with the typing pixels, and dragging arrows doesn't give you much room to keep on dragging them.
Hello,I have a character that is an old school cartoon gumball dispenser (vector art created in AI). The head of the character is a glass bottle, as the head moves, I would love to move a couple of gumballs around inside the bottle freely bumping into each other. When I try to set this up the gumballs just immediately fall out onto the floor. Can I make the jar shape (the character's head) the physical boundary for the gumballs and have the gumballs react to the jar (head) moving around? Even if it is just one gumball that would still be cool. Thanks!Jeff
I am a newbie. This is my first animation. I am trying to get a puppet named Caleb to walk. When I added the walk behavior, assuming his handles were all set correctly, he did nothing. I have him in a scene to which I have lip synced a voice track and added several motions and triggered actions. While searching for cues to the walking problem (using his Right Quarter) I changed his mesh from "auto" to "contour" and he disappeared from the scene. Changing back to auto did not bring him back. The scene still plays with his counterpart, Felicia, still visible and both Caleb and Felicia narration can be heard. The timeline shows both character tracks. When I click the “mesh” button in the timeline Caleb’s mesh shows up, just not Caleb. Any ideas?
Hello.I'm a complete newbie in Adobe Character Animator and I've been just following some video guides and now when I have my first personal puppet done (I downloaded the ''blank'' puppet and edited it in Illustrator), I can't import it into the Adobe Character Animator.I saved the puppet from Illustrator as .ai , but when I import this file into Character Animator, I don't see the actual puppet on my screen, nothing really happens... I'm confused and I don't know what to do.
Love the concept behind Sticky. Creating hair and face group with subgroups, one containing colors for the hair and face. I've been copying the layout and process exactly and it doesn't seem to work. In doing so, I noticed something in Sticky that made no sense. Sticky has three groups in the Photoshop file for orientation: left quarter, right quarter and frontal. The only things in these groups are the arms and legs. Under these groups and at a higher level in the hierarchy are the Head and Torso groups. Yet in the puppet hierarchy of CA, these groups are inside of left, right and frontal. How is that possible?
My pupils, eyeballs and blink are not working even though they are warp independent and armed. Everything seems to be named properly and I had them working at one point but I don't know what changed. Help!https://drive.google.com/open?id=0BzCtF_LaSO0VUEF3dTZCRTd5RTQ
So I am activing some triggers that I can't find a reason why they are not showing on the screen. The timeline seems to have the triggers OK, but they are just not shown on the recording screen mode. What is going on? Also, the recoding mode isn't showing all my drawings. I deleted and re-uploaded the Illustrator file and Character Animator shows them at first, then I make them not visiable to work on some items first, and then when I re-activate them to visiable only a few of them are showing. What could be the problem with Character animator only showing a portion of the drawings in the record mode? Here is for example all the drawings from Illustrator, and below it is the selection that Character Animator decides to show at whatever time. Also, here a video of the triggers that are not showing.https://www.youtube.com/watch?v=dJ6KUtLVXr0
Is there a way to cut sections of the timeline in Character Animator? I have a voice recording that is imported to CH, but I am not going to use some parts of it in CH. I wonder if I can just cut it in CH? Also, If I only want to render the first 5 minutes instead of an entire 10 minutes in the timeline, is there a way to do it? I could also import smaller chunks into CH and/or use my video editing software to cut the parts that I don't need from the CH videos, but if I could get it done in CH it would save some time.
Hi!I have a chracter head ready, everything is working except the eyebrows. Eyebrows are not responding to the camera if I set them as independent. I don't know the cause of this problem. I believe the labeling is also done perfectly. I don't know what am I missing. Would you please help me out sort this issue out? Please help me. Thank you.
So I created a set of movements for an arrow that goes up and down a few times. Later on the video I want the arrow to do the same movement. Is there a way to have an object repeat the same set of movements that have been done before without having to build each one of the movements again? This would save tons of times. If you have any feedback please let me know. Thank you..
Disclaimer - graphic artist here and total newbie to Adobe C.A., so please excuse my ignorance and feel free to reply in very simple terms. I have an Illustrator puppet heavily modified from a template, then imported to CA. I've been "editing original" multiple times for a stupidly long time. Had face and lip sync working great through it all. It is a machine face, so I needed to change out the mouths, and did so in illustrator - just modifying/changing the graphics on the existing (working just fine) layers. This worked fine for default mouth, so I went ahead and did the sad mouth, and somehow broke the camera/live lip sync capabilities. The only visemes (in default or sad mode) that show when recording are my modified versions of the neutral, smile and surprised visemes (which I understand smile & surprised are camera triggered anyway, not lip synced). Other characters (Adobe templates) lip sync to camera just fine. I've gone through othe
hey, i am stuck here from days now..i have whatched all the tutorials of Okay Samurai.But i cant use the triggers. i want to make the face sad from happy by the triggers...please help me from this link https://drive.google.com/file/d/1KZ_o_kLZ0L9ty-DOAQNqEGV7wXs_DOr_/view?usp=sharing
Hi everyone, I've just finished a new video with animation - taken me two days! However, when I have exported it, the puppet becomes like a test card - I've attached what it looks like. The project was created in After Effects (the upper looks fine in there) - I've tried rendering it from AE but also to the Media Encoder and it happens with both. Hopefully someone can help me inwils
So I have a set of triggers on a "latch" setting. When I position the timeline into a certain frame I press the assigned key to the trigger and it shows up, but as soon as I advanced the time line to the next frame the trigger disappears. How can I make the trigger stay? and then make it go away as I press the key again instead of disappearing on its on? I already have it as "latch" trigger. See video below.https://www.youtube.com/watch?v=ZxaWkK_Mqjg
whenever i try to dynamic link my .proj file it gives the following error in after effects. im running after effects 2019 and character animator 2020.
https://www.youtube.com/watch?v=5SxNChhm0jo I've built an example model following the same method used by okaysamurai (blue one)everything was clear and understandable untill I tried to "change the speed of the eye blinking"I wanted to slow it down, and changed the cycling option's fps from 1 to 5 and my puppet refused to blink anymoreI change it back to 1fps and it works I even tried on example model provided by okaysamurai and when increased the cycling option value the puppetdoes not blink it's eyes anymore ... I just want to adjust the blink's speed and it is not working haha ...
I'm trying to check on the Character Animator free 7 days trials, but I can't have access, it says expired. Please help
I can't tell what I'm doing wrong in this test rig. I'm playing with magnets and dynamics and have 2 "sharable" puppets that have been reused in the setup. 3 wand-like draggers, and 2 dragon-like things. The 3 wands are within a puppet, and the 2 dragons are in another, and both of these puppets are within a scene master puppet... why? so that I can have the dragger behavior at the top level and then can pick any draggable object and move it around. OK so the kicker is - in the dragons puppet the two dragon's magnets attract to each other, and to the wands. But in the wands puppet the wand magnets attract to the dragon magnets but not to the wands. The magnet behavior is just a bit unpredictable... so am I rigging the whole thing wrong? Is there some behvior blocking another? PS> Side note, I was having a heck of a time with the dynamic chains vibrating when they were being dragged. found that the top-level dynamic group MUST have a transfo
Has anyone experimented much with MIDI beyond an alternative for keyboard triggers? In particular, can they control draggers or the face angle? I came across Using Character Animator With Hot Hand Wireless MIDI Controller - YouTube which was pretty nice. Seems to support X/Y/Z spatial positioning for I think it was $50? I would love one on each hand to drag the character hands around.I was looking at the HTC Vive API (same sort of thing, but much more expensive a bulky) - looks fairly easy to get position tracking of the two hand controllers, which could be a nice way to control puppet hands (via draggers). But same problem, I don’t see how to feed that into CH to control Draggers.
I've added some props(yoyos) I wanted to hinge to the hand of a puppet and immediately got this error, which stopped all my dragger handles and walk cycles from working. 😞 Any idea what this is?
Okay, so I have a biped puppet who needs to stand and gesture and move, but also walk. The problem is, per the tutorials (and in practice), I've pinned her feet down with Fixed points so her feet and legs don't pivot and fly around with her upper body as I sway back and forth.That part works great, as expected.....But I also need to animate her walking. I can't drag her feet in walking motions while they're fixed to the ground, so how do I accomplish this dual tasks? Do I have to replicate the whole puppet and take off the Fixed points and replace them with Draggable handles, just for the walking moments? I'd prefer to avoid duplication of puppets, but I understand there could be limitations that require it for the time being!Thanks for your help!
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