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I can’t figure out how to get the torso of my puppet to move when I sway back and forth in the body tracking camera in record mode. The head moves but the body stays still. Please help! I’ve attached an image of my rig settings and how it looks in record mode.
Yesterday, all the elements on my puppet worked. Today, one element, the left eyeball, only shows up with low opacity.I did the following troubleshooting: I made the eyeball a different color. Same thing happened. I moved the layer outside of the left eye section, and the opacity was normal. In photoshop, this layer is “normal.” Left and right eye are set up identically and the right eye is OK. I deleted the offending layer in photoshop, created a new one, and the same thing happened. I also tried not using a folder for that eyeball art, and just tagged the art as the eyeball. Same thing.I also rebooted my computer.Does anyone have any insight about this problem?
Help! I am working on a project and I am unabe to import any new artwork! I keep receiving this error popup when importing an illustrator file.
I tried my puppet to a new laptop for Character Animator. While all the layer settings, including the different layers for head turning, are correctly labeled in Photoshop, (see first picture) when I import to CA, it’s a complete mess in the Scene. (See second picture). I assume the solution is to re-rig everything but I’m not sure how to do it. I fixed the arms so far to be draggable and bend correctly. However I’m not sure how to fix the mouth and head movements. Can someone please walk me through how to get everything back to look like the third picture I’ve attached?
I have a character holding an ice cream cone and I have recorded a replay of him licking the ice cream cone. When I right-click the replay, choose Edit Replay, and play it back, it plays back as intended.When I trigger the replay or insert in into the timeline during a recording, one of the frames does not display accurately and shows the ice cream cone upside down. It is very obvious and distracting.I’ve attached a quick recording of the Edit Replay view and a screenshot of the incorrect frame.Any ideas how to fix this would be greatly appreciated.
I just wanna know when Character Animator will have support for more languages when computing lip sync. Adobe Express supports my language (Tagalog). How come Adobe hasn’t had an update in over a year? For the longest time I was hoping for at least the lip sync computation to be better.
As the title says, every time I try to move the origin for the eyes, I cannot, and then when I go back to look at it in rig mode, it looks wonky. I have the file here, can someone please help? What am I doing wrong?Linky Link via Onedrive
Hi everyone, so I’ve spent a whole two days trying to make this puppet’s pupils work, and let me tell you, I’ve tried practically every suggestions on the internet. This is not my first puppet, but definitely the first one with this frustrating issue! Here’s the puppet file on Google Drive: https://drive.google.com/file/d/1i1upem07DJSw-ttwHTXVl38Ut8hNZGeG/view?usp=sharing If anyone can look into this, I’d be super super duper pro max grateful!
Hi! According to the directrions I've read, I create a short recording of a small version of my puppet on the right side, then a second recording of a larger verson on the left side. Unfortionately, both versions show in the timetine, but only at the larger size.My objective is for my puppet to move from right to left, ending at the large size. How?
Hi there, New to Character Animator but well versed in After Effects. I have taken on an animation project that I'm pretty sure I can complete in After Effetcs alon but would much rather use CA for more realistic body tracking etc. My problem is the characters are basically shaped like Mike Wazowski from Monters Inc. The rigging seems a little tricky as there is a lot of distortion to the body when the arms and legs move. Also, the character has a black stroke effect around it which is fin in the T pose but side on view creates a problem. You will see from the atached image, one leg on the side pose is connected to the body and the other is behind, Any help on the best way to rig this would be great. I have tried removing the stroke from the character and adding it back in in After Effetcs but the results are not great, lots of jaggies.Cheers Steve
Does the elgato cam link 4k not work with character animator? Mine says camera not available
I'm a newbie....I have this plushie character I want to animate, have the mouth move with the audion I create for it, expressions, move arms, hands..... Any easy tips on how to make this work.
I try to change the size of the stage - I looked a few videos but this functions are not in my version (25.6)Maybe I`m still blind - thanks for helping
Hi - I am trying to set a single layer level behavior (in this case a dragger on my cat's tail). When I test it in record, all elements marked with draggers move at the same time as I drag the tail. Only the tail, however, is supposed to move.Note that when I work on recording, the behavior is seen as Dragger [Tail 1], so I know that the behavior is assigned to the right layer.I want to make use of custom behaviors, but don't know how to keep assignments localized. To correct this condition, I have to completely remove the behavior from the tail. Help!
I've added some problems to a puppet when adding a Swap Set of Eyes. Since adding the Swap Set, the Nose and Eyebrows in the Quarter turn barely react, and don't show any parallax anymore. My puppet is over 600MB and I don't have enough screen space to screen shot it, so I put it in a Dropbox link below. If anyone could help me at all it would be greatly appreciated. TLDR: My nose and eyebrows no longer reacting appropriately in Quarter Turns. https://www.dropbox.com/scl/fo/46f1fyaykayntua6njyw7/AHyvCQihZaN3IsOKyizwS50?rlkey=ajwofoz3e8d9gx23vm5gm2z9r&st=zrzqvmb3&dl=0
Hello! I'm having a great time with CA. I've got a puppet rigged with head turner behavior, and when the character looks up, the mouth moves to the side and turns strangely. This only happens when the 'Face' behavior is record-armed. Posting a pic for reference. It's probably a really simple solution, but I'm coming up blank! Any help would be so appreciated. Thank you! ~SMB
Hi all 👋 I'm new to Character Animator and am currently working on my first puppet. Everything is going great 😄I have a problem though. I want to add an oven mit to my character but when I do, the glove won't move with my arm. My arm moves, but the glove stays where the hand originally was. How do I fix this?Cheers, Rach 'bot
I used the stock Ninja Character as a basis for rigging for full body tracking.I'm not sure what I'm doing wrong, but I can't get my character to walk to the right.The hips get stuck in the center and the arms and legs just stretch all the way to the right as I walk to the right edge of the shot.The Ninja Rigging follows me just fine when I walk to the right.See attached screeshots.Also attached is a drive link to the zipped up project.I couldn't upload a zip here.https://drive.google.com/file/d/13yXyDfPqnD13gSsKBA4rpJnKUrc9w29s/view?usp=sharingPlease let me know what I'm missing!
I am running into this when I upload puppets into CH.Could someone help me understand how to adjust this so it looks normal?Thank you!Roger
I have included a walk to see if it's set up correctly. It's based on left/right keys. The legs and feet are warped. I like the way I rigged this, as you can move the entire body across the screen, and the hips and neck sway separately. To get the hips to move, you have to select the area upper between the legs like the pelvic area. Thanks
I'm trying to figure out the correct combination of settings to make it so that my character's torso moves with the rest of her skeleton (like in the blue version). Even in that version, the only way I could make it move up and down in stride was by turning off the visibility of the Face Behavior. I can't figure out what the correlation there was. In my new character that I've rebuilt with stripes, you can see how her torso seems locked in place. Feel like I've tried every combo of making her body independent, or her torso layer, or both. Any ideas? I've included the layers for the current striped version. Thanks!
greetings all! im in the middle of writing a movie and i want to do everything in adobe (since im paying for this expensive subscription). there are going to be a lot of characters. i want the characters to look real and not cartoonish. if anyone is doing this or have done this, please let me know which programs you are using. i have adobe premiere pro. learning blender was too time consuming. i want to stay in adobe's ecosystem preferably. i plan on taking real life people and modifying the image so that it resembles the person but doesnt look like them totally. this is going to be a 2 hour movie at least with spin offs of the original. my settings on my computer.... windows 11, 64ram, rtx 5090 video card with 32ram, i9 ultra processor, and more than enough storage space. i might uprgrade my memory to 128 but that might not be necessary at this point. i have no problem with using AI to do most of the work. in a nutshell, i wo
Hi there, newbie here! So I have been going through the tutorials and am trying to rig a character to use body tracking. The most helpful tutorial thus far has been the Limb IK tut. https://www.youtube.com/watch?v=e85HGSAS80g Unfortunately there has been some conflicting info on where to identfy the shoulder tags. One into tut said to attach to the body when rigging for more realistic head tilt and the one linked above says to tag shoulders on the puppet's arm layers. Going through the Body Tracker tut https://pages.adobe.com/character/en/body-tracker it is now also saying to tag the shoulders on the body. Is there a definitive answer for this or this a case of, "it depends on whether or not you want to make use of body tracking"!! I'm concerned about experimenting and making changes as the history seems to sometimes break the puppet and I have had to start over from scratch. I'm so close to being able to put this project behi
While I imagine this has been discussed before, I've searched the whole forum and wasn't able to find a thread on this specific aspect of walking. (Please point me to one if I missed it!) I'm trying to get my character to make a natural walking stop; not just a) jumping from a mid-walk-cycle position to a rest position, or b) doing the ice-skating thing where the movement ends gradually but there's a their legs are sliding on floor while character stays in place (this seems to happen when I try an "ease in" keyframe for the end of the motion.) I'm using position-based walking, and I'm hoping to stay in that mode. (If recording with left/right arrow keys would get a better result, I could probably make that work, but haven't found an answer with that mode either). So in essence my question is: how can I get a natural looking walk stop using Position-Based mode? Thank you!
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
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