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Hi! I havent founf "pose to pose" option under the face behavior and it is critical for my project!How can i get it back?
I've been adding Stroke to outline my character at the Character, body or head folder level but it won't import into PS. Is there a trick here or is this not supported?
I have a puppet that swaps and cycles through different Face layers, each with their own sets of eyes. When Blinking for the default, it works great (THE EYEBALL MAINTAINS ITS STROKE)However, when I do swap and cycle through face layers, I want to be able to blink as well.As I've set it up, it blinks for the appropriate layers, except for one!It blinks, but the EYEBALL DOES NOT MAINTAIN ITS STROKE. There is no difference in tags or layer arrangement than the other layers...Why is it doing this?
This is a poor title. i did not know what to name or or exactly how to search this phenomenon. I know it's been talked about before... I've dealt with this situation before where an item moved with the dragger is slow to resolve itself to final position. Better understood in the video.This was exported with a linked Ai file at 200% resolution. The video hereSee that?My primary fix has been to swap arms when I move to extreme positions. I wonder why we can't maybe have a pose-to-pose setting like the face behavior for the other relevant behaviors like dragger. Would this help? I actually prefer the pose to pose look most of the time instead of the fluid "tweened" kind of look...
hehe click bait title but to be fair its actually quite apt for this.Is there a way i can go back into the history and copy a previous take and bring it forward into a new scene?It's not a major thing but it'd be quite helpful taaaaaa
Look at this example: https://hips.hearstapps.com/digitalspyuk.cdnds.net/18/05/1517401691-aladdin-surprised.gif?crop=1xw:0.8896797153024911xh;… Although its a frame to frame animation, I wish i could somehow make that eyebrow synch with the eyes (or the eyeballs for the least). Is it possible?
New and changed featuresProjects and the Project panelAttempting to open the same project from separate instances of Character Animator should now be detected properly, instead of showing the "Open Anyway" prompt. This prompt is still shown when opening from known sync folders, such as Creative Cloud Files or Dropbox.ScenesClicking the Refresh Scene button no longer resets the playhead to the start of the scene.(Windows) Added Ctrl+mouse wheel (in addition to the existing Alt+mouse wheel) to zoom in the Scene panel.Added two-finger pinch-to-zoom gesture on a trackpad to zoom in the Scene panel.Puppets and the Puppet panelWarp independence, behaviors, and handles can be applied to any layer of a puppet (not just groups)Search filter for layers in a puppetTagging improvements (updated visual tags layout, quicker tagging and untagging, quicker switching between left and right tags)Cut/Copy/Paste handlesBack button to navigate out of a group in the Puppet panelDouble-clicking a .puppet fil
Hey guys and gals.So im doing some takes in CA for scenes and bringing it over to AE using dynamic link - which is awesome and works really well however, each time im finished with a take and ive done what i need to with it in AE I'll then head back to CA to make the next scene. Problem is, the one ive just done is then replaced by the new one... obviously i dont want this to happen so how do i go about this so they dont interfere with each other... only way i can figure is by not using dynamic link and rendering each CA take 😕😕 id rather not do that if poss as i cant go back and edit it if i need too....thanks in advance!!!!
Hi. I'm currently trying to create a Hula dancer. So many problems!! So many layers!!! I want everything to move with the body...hair, flower lay, grass skirt etc. Plus, somehow I need the hips to move independantly (will try cycling for that part). But first thing first. I can't get my arms to move without detaching from the body! At first I had the arm layers behind the dancer's torso layer. I thought it was good until I tried to puppet the arms. The hands couldn't move in front of the dancer. So, I re-drew the arm sockets so that the arm layers could sit above the torso's layers. Now, even after stapling the arms to the body...It pulls away, leaving gaps. Finally, I made the arm layers part of the torso. Of course now, when I move the arms the body goes with them. Any other suggestions??P.S. I'm also having issues with the lay and hair.
I teach, and constantly working on my home desktop to school computers. For some reason our IT will not update Adobe software until summer, so v2018 is on their computers. On my desktop I have v2019 (which is where I prefer to work). On my school laptop I haven't updated because I cannot find a solution to my problem. If I create a project in Character Animator v2019, I cannot open it in v2018. Is there a work around? I know if I select "Save as..." there are no option as I have in After Effects. any help?
hello my name is sugam pratapmy character so noodly i want to fix this noodle thing.i want to eliminate it.Also i want my arms rub the belly but when i want to do so,the arms always held behind the bellyalso his eye brows are not working correctly. also i want to send you my puppet so you can check it what is the problem.where should i send my puppet
When releasing the arrow key my puppet snaps from the last position in its walk-cycle to the standing position. Is there any way to ease out that movement? When my puppet is taking a big step and I release the key it is pretty obvious and just looks like an error in animation.EDIT: I made a gif of the problem: When I move her it's way more visible.EDIT No2: (Deleted)EDIT N03: I testet with free puppet "Kaufman", used in the walk tutorial. He slowly stops, when I release the arrow key and then stays still in default view. So I thought, the problem only occurs when I only have one profile. I added a left and right profile on my puppet and she still jumps like in the gif. Testes with another much simpler puppet I made: Also jumps. What am I doing wrong? Where could I start my search?
So some help with this would be amazing. I just updated to the new CC 2017, and now Character Animator doesn't show my camera in the Camera & Mic tab. The mic is working fine, but no video. I try to select next camera, and it says only one camera is connected. My webcam shows perfectly in other apps, just not the updated version of Character Animator. I've restarted, updated every driver I could think of, still nothing.It's a LifeCam HD-3000 if that helps.
I can't figure out what the issue is, here. Within Ch An, the character moves and pivots normally. But, as soon as I import it into After Effects, the character appears to be floating instead of pivoting from the fixed point. Both are in 24 fps, so not sure what could be causing this. Any help would be greatly appreciated.
Hi!Instead of getting green dots for my arms, I get an yellow dot. And as it looks like it is connected some how to my body.My leggs are perfect. Is there a quick fix? Greetz
I'm attempting to use transform as a kind of makeshift camera. Is there any way to bypass the physics, such that I could change the x position on the entire puppet without it effecting the physics (dangles and such) on child groups?I tried removing the physics behavior on the parent group and putting it on a lower group, but that seems to have no effect.
I have all of my layers set up, and everything looks right in Rig mode. But, when I go to Record mode, only a few of the overlay layers actually show up and they're off a bit. Any help would be greatly appreciated. Thanks!Here is the puppet file: Dropbox - andy puppet colors small.puppet
Hi,I can't import character animator projects into after effects. I tried both 2018 and 2019 versions.With AE 2019 i get an error message; Failed to connect to adobe Dynamic link project (86::1)I tried starting up the applications in different order as suggested in previous forum post's but with no result.Any help is much appreciated!Nils
First of all I want you all to know how gratefull I am to be part of this wonderful comunity Here's my problem: I have some alternative mouth sets like sad and happy. All my audio is pre-recorded and then I use the "compute" thing to make it talk.. the thing is that I have some parts of the scene that I want to use the other mouth sets. I wonder if there's a trick to do it without splicing it into separate scenes because it would look odd and it would be a pain in the ass. Maybe it's stupid but I'm new to this software. Thank you a lot !
I have created a walk cycle for a character using the profile view in the tags, i.e frontal/left profile/right profile. It works using the trigger left and right arrows. I am now starting to try to review the profiles as they walk to fine tune them, parts are broken Start of My question: (walk behaviour panel/trigger using left and right arrow keys) currently to review the front view, I select the front view in the rig panel and in the record/scene panel I can see the character... and i can adjust the rig live to see the changes. Nice!(walk behaviour panel/trigger using left and right arrow keys) If I select the left or right profile walk I don't see the left or right walk in the record/scene panel. I see a blank screen, this is because the front view has been deselected to view the left/right profiles. On triggering the left/right keys i get to see the view I want, of course. If I select immediate walking cycle in the behaviour panel I get to see one of the profiles – it appears you c
Hey all! I'm interested in seeing if I can find any fellow CA users for a series project I've been working on.
Please help. I am trying to keep the eyes from becoming misaligned when looking diagonally. I created a invisible layer with a restricted polygon to keep the pupils from going to far off to try to help with alignment when looking diagonally. I tag the invisible layer as the pupil range for each eye but it still seems to just follow the eyeball itself. PLEASE HELP. I have looked at the debugging forums already. I dont see an answerI have figured out when i do a simple shape with the elipse tool it will work as a pupil range but when i use the add pen tool to make it custom it doesnt follow the range anymore.
is there a shortcut where I can cut and paste an existing lip sync line to other characters? it took awhile to clean up the mouth movements so the ability to reapply multiple characters would save a bunch of time. many thanks
I recently updated my CA and ive rigged a new character to have a left front and right profile. but when I set the walk beahvior up it tends to show all three views at the same time. I had recently rigged a character before and didnt have this issue. Cant figure out what it is?
I have noticed a few times, when I save a scene in CC, and export it into PR, some parts of the projects from CC does not save (via triggers), but if you look at your project in CC, its loading fine. I have used PNG, Media player, and direct link, has anyone noticed this before??
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