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Hi allI've just really started trying to use physics for moving about props in a scene, the desired scenario being that a kangaroo character can knock two sets of blocks of a set of others, dividing the two in half , having the top half get knocked off the stack. That much I've been able to do, but then ideally, I need them to be able to remain in place for x amount of time before the lower set of blocks are kicked against them, causing both sets to bounce off each other and the screen and reassemble, but overall this doesn't seem possible. I thought it may have been possible using magnets, but whilst I have been able to get the blocks to return with some return strength active, this seems to immediately mess with where blocks initially land.I feel like i'm maybe pushing the current physics behaviours to their limit at this point in time? I'm thinking we may need to simplify this aspect of the scene, but in the event there is something i'm missing, I'd like to know.An
Hello, I am trying to do a simple animation (still learning) in Character Animator CC 2019. My puppet is working fine, also my scene including dangles, physics and triggers but as soon as I try to start to record, it all stops working. I have the right puppet (there is only one) selected in the timeline and I think that I have everything that is supposed to be armed, armed in the properties.I do not, however, have a webcam or a microfone, currently at my work pc, could that be the cause for the recording not to be working?It alsdo states "Audiio too low", is it required to have a webcam to be able to record in Character Animator?
I am trying to create a dino. the head is very small but it's in the own head folder. the body is in the body folder. But what ever I do and how I import these elements to the character animator it thinks that the whole dino is head. How come? Its marked as yellow the whole dino. How I can adjust the yellow to apply only in the head part? I took the body part invicible in the picture so you understand that its in the own body folder. Why it thinks the whole dino is head? And how to tell the program it's not.
I just wanted to say Thank YOU!!! Character Animator is an ingenious delight!!You've truly created something so magical. I grow more enthusiastic each time I build a new puppet and try out a different feature. And the support videos are fantastic! Those are so well done and helpful in being able to pick up the program and start running. Having all of those starter puppets and their associated Photoshop files is a gem as well. I'm building a virtual school visit program. Finding Character Animator to utilize as a creation tool opens up SO SO many outstanding possibilities. The kids will be able to interact with talking alphabet letter characters from my book. Check out: Virtual School Visits - YouTube . If you have ideas, I'd love to hear them. Next I want to learn to make it so I talk on screen with the puppets and be brave and conquer Facebook Live broadcast.
I have the problem, that I can´t initialize the face triggers (swap set) from normal friendly mouth to sad set. I tried it like it shown in the tutorial of adobe. But the own character neither the downloaded character of adobe is working like it has to. At my own character the mouth disappears complete or it can´t speak any more and shows only one mouth picture. What goes wrong?
I was in the middle of animating a character when my external hard drive (which was my scratch disk) went offline. I plugged the drive back in and a libgit2 error came up. I tried troubleshooting the error, which only seemed to make things worse and now I'm getting an error that reads:libgit2 error -1(4/Corrupted loose reference file: HEAD) returned from git_revparse_single(&headP, repoP, specZ).Hoping somebody could help me out with recovering these character rigs. I can send a Google Drive link if need be.Thank you in advance!
Not sure if this belongs in the AE forum, but my imported CH puppet is blinking out for 1 frame. Halp?*bonus points if you can identify the object stage right lol
I am working on this for a few hours, I cant keep the body and legs from moving away from the body. I deleted the project and stared again, but still cant keep its all together. I will get this lad to walk very soon, thanks again
Uh oh. So, on Friday I was working in Character Animator and my system gave a memory error, asking me to Force Quit some programs.Now, the project I was working on at the time won't reopen, and I'm getting the following error: Internal error code: (1033274218:1107+33) libgit2 error -3 (9/Object not found - no match for id (09c0b747099668926e7b0fce006e83d96f6d0c7d)) returned from git_blob_lookup(&blob.p, repoP.get(), &blobOid)It would be a gigantic bummer if I can't recover this project, as I'd put in a lot of time rigging my puppet with multiple head turn positions, body turns, Dangles, etc. So any suggestions or assistance is desperately welcome! Thank you.Also, memory really shouldn't be an issue for my machine unless there's a leak. My system specs are pretty robust.iMac (Retina 5K, 27-inch, Late 2015)3.2 GHz Intel Core i524 GB 1867 MHz DDR3AMD Radeon R9 M390 2048 MB
Hi all, I am trying to get more accurate audio to viseme pickup, for a live feed driven character. A lot of the help out there talks about tweaking visemes on the timeline, post record. Even making extra in-between mouths for a closer fit.. but again to be tweaked on the timeline, post record. Other help says try this and that with the mic. No, the Roland Quad-Capture is just fine. As is the computer.Is there nothing that can be done at the audio detection end to allow for certain vowel sounds to be picked up more than others and certain facial expressions to not be picked up as much. The detection feels a little one size fits all. Can this be tweaked somewhere under the bonnet. A slider that says stay on "Rrr" sounds for 5ms longer for example.So to paraphrase:Live feed characterpreferring some mouth visemes over others.How to pre tweak lengths of visemes and or vowels soundswithout a timeline.Thanks RobGQTQ Channel NineAustraliaDell T7810 16 Core Workstation 64GB DDR4 ECC RAM, 1 x 25
I recorded an animation. However, i want to fine tune it so i scrub and see the action. Is there a way to record and see the previous animations so i can fine tune the puppet's movement? In other words why does the animated puppet return to it's original position if i am not scrubbing the timeline. How do i fix this?If you don't understand the question I'll ask it another way.
Hi CA team!I've downloaded the "Leeta" character and would like to use it, but when I try to open it, it says it was created with a newer version (2.0.1).However, when I go into my CC desktop app, Character Animator 1.0.6 shows as being up to date, even when I click "check for app updates" in the upper right.Is there some reason I can't update?Thanks!
I can't find the pattern: It seems the CH randomly decides what to recognize as a layer (with an object in it... do we call that a 'group' in CH?) when importing an Illustrator puppet.For example, here is the layer "EyeMask" (with sublayers in AI):Here is how "EyeMask" shows up in CH:Wondering why "surprise" and "squint" do not show up as layers that I can expand in CH?I have tried:Recreating new layers in AINOT using new "sublayer" (thought it may be a problem with sublayer although I don't think there is a difference between creating a sublayer or just a layer)Re-Importing puppet
I was trying to make different hands for my puppet to cycle through, and at first I thought I was supposed to make it a key trigger. After making the triggers, I noticed it wasn't working and when I pushed the key to trigger the new hands, it stayed the same. Then I remembered that I was supposed to make put the "cycle layers" behavior on the layer, not make it a trigger. Without thinking, I added the "cycle layers" behavior to the hands group before deleting the triggers. This caused the program to go absolutely beserk. Now it says my file is corrupted and won't open the project. Is there any way I can fix this, or is all of my work gone for good? It took me a long time to get the rig just right, I would hate to have to do everything all over again. Please help!
Hello there, I'm not so experienced with character animator and I hope somebody can help me.I was updating a puppet in illustrator and for some reason character animator could't update this when I went back to cc.There was a message that the link with illustrator would be broken.Now when I edit the original no changes are made within character animator.A lot of work has been done.....Do you know how I can restore that ?Thank you so much for answering. Kind regards, Hella
Hello,In the attached video you can see 2 puppets. The tiger moves his eyebrows and everything is great. When the girl moves her eyebrows down, her head gets lifted off her body? I made both of these puppets as identical as I could. I'm really struggling to find what I've done wrong. In the video I also show the rig page for both puppets so you can pause and see what's going on. I hope someone can help me out. Thanks so much!
I am trying to have a puppet play a guitar. I have separate groups as follows: Left Hand Guitar Left Upper Arm (Forearm and Upper Arm Layers)This is so the Left Arm is behind the neck of the guitar and the Left Hand are in front of the guitar. I have Dragger Tools for the Left Arm, Guitar and Left hand. When I move the Left Arm (with a Dragger Tool on the hand), the Elbow and Forearm distort.Is there a way to: 1. Restrict the movement of the Left hand along the neck of the guitar - sliding up and down, but not off the guitar's neck? 2. Make the Left Elbow have less motion as the Left hand moves up and down the guitar's neck? Sort of pivoting at the elbow.Also, is there a way to step record - similar to claymation? Basically, putting the puppet in different poses throughout the scene and having Character Animate fill in the gaps - similar to key framing.
Hello everyone,I've had a pretty annoying problem lately. I've made this character from scratch and got her to limbs to move, but the problem is that her head and torso don't move with them. I made a separate neck layer to connect both the head and torso, but that didn't seem to work. What can I do to fix this?
I just recorded a puppet playing a snare drum. during playback, I noticed an additional hand trigger position I want to add in the middle of the animation. can I insert the new behavior into a previously recorded piece OR do I have to rerecord, inserting the additional hand trigger position?
Is there a way to change the file name of the .psd file that supports a puppet and still keep the connection - similar to replacing the underlying asset in Premiere? I have used a .psd image to create and rig a puppet in a test environment. Now, I want to start production and logically name all of the puppets and their associated .psd files without having to re-rig the test puppets.
hello i am starting with character animator and cant understand how to prepare the eyes with the clipping mask , once i import in the program the pupil is not attached to the mask, anyone?
I do have the strangest problem: My puppet walks just fine in Character Animator. I imported the timeline into after effects and realised that the puppet doesn't stop properly. She walks and in the next frame she's just standing still. She doesn't slow down as she does in Ch. I tried exporting the timeline into video - same there.The strangest thing about this is that she walks and stops twice and the problem only occurs in one of the stops. That first time she walks in and stops, it's perfekt.I tried recording a new walk cycle for that particular moment, but the new one also jumps.I copied the one that works and even that one doesn't ease into a standing position, when I move it into the new position in the timeline. (in ae there is even one frame in the middle where she does a extreme split)Can anybody help me?This seems to collide with my other problem, where puppets never ease out when you set the attachment of the arms and legs to hinge.
Is there a way to make your character blink after you have recorded, if you want to add more blinks for example. Been looking around on the forums and can't seem to find a simple "add a blink". I'm fine with it being done manually or making it automated at time intervals.
Not sure how to explain this well, or the correct terminology to use but...Basically, I'm playing with "Sticky" and trying to put a pirate hat on him lol. When I do this in photoshop, (I'm just using the combover hair style layer) and save when I'm done, the following is what happens. Looks like 2 puppets and the whole background moves with the camera and everything. Kind of odd but I'm sure it's a small step I'm missing. Any ideas?
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