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How do I get alternative mouths to work with triggers in quarter and profile like they work in front view?
I'm currently creating a puppet in ProCreate using my iPad Pro and iPencil. ProCreate can export to Photoshop. I'd like to then export/import the Photoshop files for my puppet into Illustrator to finish. Is this viable? Is there a simple method?Thanks.
Hello I am new to Character Animator but very familiar with Photoshop and Illustrator. I have a project given to me to create a puppet of the mascot for Alberta Forests for the government of Alberta.I created a complicated puppet with multiple views and structural aspects. I brought it into Ch and before I started to do anything with it when I went into Record mode, the puppet moves as expected except there is a point that seems to be fixed in place. It is within the puppet because when I move the X point the frozen point moves with it. I tried searching the forums and found a suggestion to duplicate the puppet and within Ch on the duplicate, delete layers to try to pinpoint the problem. I did that and got through the whole thing at one point I thought I had something as the point seem to have moved to the other side of the puppet but it is still a fixed point. I then went into the Illustrator file and tried to examine each of the elements to see if there were any stay or random points
Hi, I really hope someone can help me with this. The last couple of puppets I made have always looked a bit bent and squished together and I don't know why. Below are pictures.
I'm in the midst of creating a puppet that has a 3 view walk cycle and also all 7 head turner angles. The character has a TON of hair's, unique eye features and a few other variables that I need to basically copy to all 7 heads and then all 3 views of each 7 head. I realize I'll likely have to set dangles/handles/behaviors and so forth to 7 heads individually, but I'm wondering if there is a way to simply copy those attributes and past them into the other two (Right Profile/Left Profile) views, since they are identical layers anyway?Secondly, I'm getting some mild distortion on the chin-area of the head during the walk cycle which has a "Neck" handle at the base of the head image and without the little crown icon. I think it's just one step I'm missing to fix that but can't seem to figure it out.
HiI have created two walking puppet scenes in Ch and imported them into Ae. The first is the Bavarian shown in the bottom right hand corner of the Ae screenshot. The second one, the Frenchman, completed in Ch in the same manner as t the Bavarian, has been transformed into the corrupted image on the left hand side of the Ae screen shot. No matter how many times I have tried to import it, whether in the above Ae project or into a new project, it always ends up deformed. If someone could suggest why it is being imported incorrectly I would be very grateful.
Hi! I like the precision and control of using marker expressions on a Duik rigged body, the actions and poses are quickly reusable once I've keyframed them. I also like the performative head and mouth animation of CH and am trying to combine the two. I export my CH head talking and import it into my AE duik project. My challenge is coming up with the right transformation expressions to properly parent the CH head to the duik head in my duik precomp. It has to be a precomp as I'm using marker expressions with actions/poses. Has anyone found a reliable workflow and expressions for this? I've attached a screenshot of what I'm doing.
So I have made this rig with seperated limbs, such as "upper left arm" and "lower left arm" etc. I've been trying to get this rig to work in character animator, but the only way I've been able to find people creating moving arms etc is by using those stick things, which is not what I want. Say I want to move the arm. I want the arm to be made up of the pieces I've already created, rather than using sticks to allow a static, one-piece arm to move.Are there any tutorials out there that might be able to help me? Thanks!
First, I'm curious if I'm the only person to report this. In using my mouse to control the pupils, clicking below the eyes only controls the left/right movement of the pupil. The up/down movement of the pupils is restricted to the top of the pupil range. I have to click way down my puppet before the pupils move down. I can't get my puppet to look straight ahead or down unless I'm clicking around his knees or lower. This forces me to zoom out which causes me to lose the fine control of the eyes I want. And this has happened on multiple puppets.I'm pretty sure my eye layers are setup properly. I have a right and left eye folder (Photoshop). Inside of each is the pupil (independent), eyeball, pupil range (visibility off) and blink. I used the oval marquee tool to define a geometrically accurate oval shape for the pupil range, filled in with the brush tool but visibility off. This annoying behavior happens with independence of the
Hey everyone! I made a cartoon avatar that use to stream on twitch.tvFor anyone else out there that's also doing this, what do you do to trigger custom animations while CA is not the focused application.Also, if anyone from the CA team (oksamurai) is listening, are there plans to enable some kind of global hotkey set up similar to what OBS does?Thanks!
Hey!I've started doing my first character on Character Animator. My problem is: the pupils are going out of range don't know why, nothing looks wrong for me... (see attached picture)Also, I tried fixing the body o the character but it still moves and only the specific places where I put the fixing tool stay on its place so it creates a weird distortion.Help!!!
Hi,I am trying to replicate this specific walk in my animation.https://youtu.be/9PkCNKN0STs?t=59I cannot find a way to pause and alternate the walk after every step.Any genius idea on how to do it ?Thanks.Max
I'm looking for a good strategy for chopping up some images of a sock puppet (see photo) pulled from a video to use as a CH puppet. (I also have the option to reshoot, if I need to. The character is already the centerpiece of a cybersecurity program at our school and I don't really have the option (or time or talent) to try to retool it as a drawing.Like most Muppet-style sock puppets, talking involves the head tilting up rather than the jaw dropping down. In this case, the head tilt will obscure the bottom of the eyes as the mouth opens. Of course, the eyes also move up and down with the head. Will CH understand if I want to use the entire top two-thirds of the head as the mouth action? I'm planning on using the Photoshop template and these are frame-grabbed from 4K green-screen footage in Premiere Pro. (Ultra Key rocks!)(There are a bunch of intermediary position not shown) And yes, if you look close that is a pocket protector.Thanks,Ric
I have a project where I'm doing a DJ scene and wanted to have a bunch of hands raised in the foreground bouncing up and down. I was thinking it would be neat to do it in character animator so the arms would bend a little while the hands move. But I'm not sure that Animator can support multiple arm like objects moving? It seems like Character Animator handles a humanoid like character really well, but not sure it works with non traditional characters?Would a character with say 12 arms be possible? Or would it be creating characters with hands raised and adding multiple characters to a single scene (is that possible?)
My apologies that this is not actually a question about Ch but Adobe Support has referred me to this forum as they say they are not trained in workflow.I have a folder called Gathered Media figures in which I have stored my Character Animator puppets over the last few months. When I select File>Import in Character Animator this folder does not appear in the list of folders to select. I know that this folder is still intact because when I just opened Illustrator one of the files I want to access was displayed in the list of recent files used. I opened this file and then went to Save as, and the the Gathered Media figures folder appeared in the list of selection options. But this folder is not present when I try to import in Character Animator. If someone could shed light on how I can get this folder to be continually present in the selection list the way it has been in the past, I would be very grateful.
Hey guys, My name is Claire I have created an animated series called @ThaBlock101 I have over 30 walking talking head turn lipsynced puppets with loads of triggers and magnets I created all by myself. I have attached some pictures as examples, and also a link to a music video I created also.The problem I am having is after I export the video even at 4k and then put the video into premier pro to do panning etc. The bits that ive panned are all pixelated. If I zoom in at all even just a little it will be pixelated. The puppets and the backdrops are huge, when I zoom in via Character Animator however there is no pixelation.There is another software called Moho in which you can record and then pan and zoom directly within the app. Can I do this in character animator? How?I'd just really like a clean finish i've taken a long time on this project.If I could just get on the phone with someone who knows what they are doing as I have self taught myself all of this within the last two months.Tha
I am wondering if using a headset microphone is interfering the recognition of facial expressions? Are there any experiences on this?
Hi guys! Working on a human character and I was working on getting the character to walk using the rigging techniques from an Okay Samurai tutorial. Something went horribly wrong when I started implementing the walking behavior (see photos). I looked into the mesh view and handles to see if I misplaced one but I am still unsure about the laws(?) of how CA works and am having trouble finding the problem. Any help would be great! I undid everything but now the character will not return to a normal position in the recording page (even if I delete and re-import the character). I think it has something to do with the rigging on the head and torso.
Hi All,I'm quite new to CA but would appreciate your help with this problem I'm encountering. If you look at the picture below, I've got a part of my video where the character isn't talking but is stuck on the s viseme. I thought it might be going off my breathing but it goes like that for that whole pause which is about 10 seconds long!I have found a workaround adding the m viseme and stretching it out over the gap but I'd still be interested in why this is happening and what I can do to fix it.Kind regards,
Hi,This is my first time using the 2019 update... our company updated around May-June of 2019 (way late), but the version I'm currently on is Version 2.1 (build 140).*Real quick* I had an initial issue which was that the .ChProj would not open from our server. This was not an issue in 2018 Ch.Anim, but now we get an error message telling us we have to put it on our drive or desktop. Thoughts?*ACTUAL ISSUE*So once the project is open (from desktop), everything seems to be in working order. However, when I sync new audio in a new scene, although it DOES produce visemes, there is no mouth movement upon playback. I have checked all the settings, and tags, etc... This was a working, functioning puppet and project the last time it was opened and used, and no changes have been made except for the update.What could this possibly be, given that everything appears correct, and hasn't been touched since before our update?Thank you.~AndrewPS: Some helpful additional info... I opened Old scenes tha
Hi,I have a puppet and she know a lot of thing, say hello with hand for example. I need she raises her hand but i don't find how she cans raise her hand with a keyboard trigger without use the cycle. Her others movement don't use cycle.Thanks to help me, i'am a newbie in Character animator Have a nice day
PremisePuppet rigged w/ multiple outfits + accessoriesTried deleting layers of unused outfits in the associated Photoshop fileOpened Character Animator project, error occurs ("Invalid file start code")TroubleshootingGoogled, only 1 result came up, no solutionRefreshed the scene (Alt + Refresh too)Made new project + imported the old oneWhat else can I try? Sorry for brevity + formatting, cut my hand today and can't type.EditThought I might add some speculation. CA always seems to get upset when media is imported, deleted from project, then deleted from computer? The other day, I deleted some old "Recordings" files from the folder (long since deleted from the project itself), and the entire project became unusable until I renamed empty text files to the names of the files it was looking for. Despite those files being completely empty, the project returned to normal.
So project should have been done today but then started getting this. I mean, even after googling it its is meaningless so know idea what to do, how to get my project back and ask my boss to be nice to me lol!Can you help ????
Hello, I have a question about characters. My question is can you animate a character with vector character sets that have all view. can you animate character with videohive.com, freepik, vectorcharacter.net in CH? If so, is there a video to that have 360 view character examples to see ? If that make sense.
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