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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??
Hey guys! I'm working in Character Animate cc 2019. I'm making triggers, but unfortunately I don't have the option to make anything a default. Checking the box isn't even an option. Anyone know why?Thank you!Kate
Essentially, I'm trying to create a ragdoll character that reacts naturally to physics.I watched the tutorial by Okay Samurai about Physics which covers basic shapes. However, I'm trying to create a scene that is a little more complex with an actual character/puppet getting struck by a ball and reacting to it naturally. Falling to the ground, arms/legs flailing, hitting the ground etc. I took a demo puppet and put them in the sample Physics scene and added physics to the demo puppet on the frontal layer. When I throw the ball at the character it bounces off, they move a little but not much else. I've tried adding secondary physics to the limbs etc, but they start flying around the scene or nothing changes at all.Anybody out there know how to do this?
Hi, I just updated my version of Character Animator because i just get in the beta test of Trigger extension for Twitch. So i'm from Adobe CC 2018 v1.5 and i have updated to 2.1 with the link adobe send me in the mail of admission of beta test.But i have a problem, my webcam and other video source are not detected in CA, while everything still work well with CC 2018.I have checked all your message support so :- No soft using the webcam, and i can't access to anything else i have access in CC2018- I have checked the drivers- I have the audio of the mic of the webcam- Everything work in other app, also in CA CC2018Sorry for my english, i'm french and it's known worldwide we are not good with english ... I let you 2 screen capture, one with CC 2019 and two with CC 2018Hope someone can help me i stream with my puppet everyday and i need to have this software working ..Thanks,GaetanCC2019:CC2018:
I am trying to use the walk cycle for this character. Still very much a development stage and to start I just wanted to see how it would respond to the walk cycle. I wasn't expecting great results to start because of the odd body shape. The arms are not really supposed to be there. I just put them in so that I could use all the tagged control points. thought I might make them transparent later if everything basically works However ... no walk movement at all. I have compared it with the downloadable models tags etc seem OK but when inspecting the handles in the behaviour panel they are not recognised and I don't seem to be able to change this. tThis is obviously the problem but I don't seem to be able to change this.Link to puppet file https://drive.google.com/open?id=1baMo2XM1WLClaShUZ7bKEczYMRhF37FW All help appreciated.
Hi,I'm trying to playing project and the problem as mentioned in the title, its plays without the time line and the sound played quickly!What shall I do to fix the problem.Best Regards.
So, I needed to go in and do some alignment and fine tuning on the hands in Illustrator ( see screensshot ) In order to see what I was doing i needed to remove the default artwork in "Left Hand 1" temporarily, so Command X'd it, and made my edits to the individual hand swap sublayers. When I pasted the default hand back in, it came in as a group, "Unnamed". now in CH the default hand is always there, not disappearing when the trigger key is pressed. (the triggered position appears behind)First thing I tried was to ungroup "unnamed" so it went back to paths and I arranged them as they are in the still working correctly right hand.So wondering if theres a way to fix this, or a better methodology in making my illustrator edits, as i still need to make those adjustments in the right hand.
Hi. Currently I have on a single 6 core laptop CH, AU (Adobe Audition for noise filtering), Virtual Cable (to pipe the audio), OBS, Reflector 3 (to capture airplay signal from iPad) all on the one machine. This streams to YouTube. CH and Reflector consume most of the CPU. Its a little tricky to get the audio to sync with the video - I send it to CH for lipsync and AU for noise reduction and pitch bending.I was wondering if it made more sense to run CH on a separate machine and pipe the video signal via NDI between machines? That would distribute the CPU load.The audio seems tricky however - I don’t think CH exports the audio does it? So I would have to send the audio to two machines myself?Anyone stream in this way? Any advice / recommendations?
Ever since the lastest update, I've noticed that my puppet's mouth no longer syncs with words that begin with S. So if I say something like "shucks" there is no puppet mouth movement. I've checked the rigging and it correct and if the S in not the first letter of the word, it will pick it up. Mic is real good and I boost the audio. Has anyone else experienced this?
I wanted to stream two characters at once - one being controlled by mouse, webcam, voice, lipsync etc, the second being controlled by a MIDI keyboard with pre-recorded replays etc. (All he does is grunt occassionaly.) But while I can play back the mouth positions, it looks like I cannot associate the sound track and play that back as well.Best I can think of is to export a series of transparent movie clips with sound and use OBS, but that is not ideal either as there is no way to “stop the current video and play this other video instead, then record to the first video (or static image) when done”.Best solution I can come up with is to not stream - just record and upload a video. But then you cannot have an interactive session with the audience.
hi, everyone, I'm Chris, I'm new to fuse,ok I want to lip sync my character now I'm I right I need to use adobe character to do this or is there another wayin order for adobe character to work, you need to name the layers correctly but I can seem to get at all the layers
Hey guys!So I've created my own puppet based off of the Almasol Podcast puppet structure. I matched all of the layers in PSD in the correct hierarchy and the +'s all seem correct.When I open in CA everything is working except for the desk, it's moving around with the camera input. I've added a fixed point and stick in the body layer of the rigging so I'm not sure what I'm missing. Attached I have some pictures so you may be able to catch whatever it is that I've overlooked. Thanks in advance!
HelloI have created a project with recorded voice by adobe Audition, I used that file for lip syncing in the project. but when replaced the file and syncing the lips again its works fine except that when I link it to after effect it brings the old voice file!I need a help for this issue because I will can't to create more scenes.Best Regards
Hi, I've got a problem with the walk behavior. I've created a separate psd file with the body artwork and a separate psd file for head artwork. I made the head sharable and shared it in to my body group. After tagging all the relevant handles and adding the walk behavior to the main artwork, the handles still don't wanna appear. Why?
I have a rigged one arm and made it shareable. I am using it on all of my 8 characters so changes to the shareable arm affect all the characters...I now want to make a change to the arm on one of the characters, not all of them.Is there a way to do this? Basically unlink the shareable arm from being shareable and make it independent.4Thanks in advance.
Hello CC World, Have you had this happen before? I am working on getting this lad walking for a few hours. when he does walk, his legs go walking and his body does not move!! legs have behaviors walking, as i could not get him walking on 'behaviors on the main puppet'Many Thanks for your info JWWalking behaviors on legsI had to add sticks here, as when i remove them, his legs get very warrpedLegs setup
Hello! So, I'm having an issue with setting up magnets and swap sets. I'm trying to follow the magnet youtube tutorial, and things should be simple enough, but I'm not getting magnets to work as I'd want to...The setup:I'm trying to have a magnetic thing (a hand, a tentacle, a magnet) that would be tagged magnet (and continuosly "on"), and then multiple objects with swap sets for turning their magnet property on / off. The idea to be able to pick up different things at will. So essentially the tutorials' second part, only in reverse. For some reason, the swap set is working, but the magnet property seems to not be working. Here's a bunch of screens to show the setup:Main rig structure. With this setup (the "wink on" & "wink off" being non-independent) the magnet works regardless of the state of the swap set, and the wink group obeys physics. With "wink off" set independent it's the same. With "wink on" set independent, the physics work but the magnet doesn't, regardless of the swap
I can't figure out how to get parallax to work on the face. I have my eyes and nose correctly tagged and the "face" behavior set for each of them. I set parallax to 700% and I am still getting nothing. How does parallax work? Do I just think it is something completely different than it is? It is controlled with the webcam right?
Hi,Still learning about Character animator.I made a puppet, added several positions of a face and used head turner and it worked.If I use seperately the arm IK, it works to.But if I try to combine the two, things go wrong. I cannot seem to make handles that work for the different head views.Anybody had this problem and knows how to solve it?thanks for the help!regards,Marco
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