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I built my walking character from the ground up but she only walks in one spot, the walk behaviours all work fine but my character legs don't seems connected to the body, plus the arrow keys do nothing.
Controlling draggables with a mouse is a pain to get smooth flows. How about using the camera to track registration marks (in addition to the face tracking). Could be color circles (e.g. colored stress balls I hold in my hands) with a color per draggable that it tracks, or colored disks I pin to my clothes etc. I think the movements would come out a lot more natural.Then add an adjustable count down pre-recording counter, so I can set the counter to 5 seconds, stand back from the computer, get into pose for a full body shot (checking the screen that I am in position), then the recording starts. Much easier to get graceful ballerina movements etc.Or add support for VR tracking handsets... https://medium.com/indie-game-devlogs/recording-character-animations-with-the-vive-trackers-fb39aef06e2a Yeah, not an easy one, but I think it would be much easier than trying to get natural movements with a mouse. I could imagine putting a registration mark per joint and getting much smoother ar
Greetings, I have a Frontal View Puppet that I would like to Sit/ Jump/ Walk bent-over. If I provide Key frame poses every now and then, is it possible to get Character Animator to "Tween" between them, the way Flash used to do? If so, could you please point me to relevant examples/ documentation... Thanks in advance for your help.Regards,Rajnesh
Hi There,I'm having trouble with the cycle behaviour. I'm look at the videos but not sure where i'm going wrong.I've attached a screen shot called hair which show the puppet in rig mode to see how i've set up the layer and the behaviour.I've created the layers from 1 to 67 and i want it to just do layers 1 to 67... but for some reason it kind of missed a few and repeats itself.How do i fix this?Also if i wanted to slow down each frame so that hair appear slowly how would i do this?
Hi,How would you make the character Martin from okaysamurai website walk? I am a newbie and I really like this character. Can I also use it for my youtube video?Thanks
I've created this simple background character using a template from a more complex character, so the set up is almost identical, but when I move this characters head by clicking on it, the mouth doesn't want to move as if it's pinned and it warps the head. I've tried deleting every layer of the mouth, but it still warps. The only that has worked is deleting the mouth layer itself. My almost identical character doesn't have this issue and I have spent hours trying to figure it out. I've searched the forums for answers, but couldn't find anything. Thank you to whoever checks this out. Here is the adobe ai file: Dropbox - Character- Eric.ai
So far, I have only used the Chloe basic character to make puppets. Then I swap out the paths in Illustrator to make my own character.But now I want to make a character with three head angles, but I still want to do the art in Illustrator.All the pre-made characters I see with multiple head angles seem to originate in Photoshop.Do I have to combine the head of a pre-made character with the body of Chloe? If so, how do I edit the original file, since it has two original files?(Alternately, if someone can recommend a pre-made character that has three head angles, that originated in Illustrator, I'm all ears!)
Hello, everyone, I have an arm with 3 pins, one of them is draggable, the arm has a dragger behavior. I record a movement using the dragger behavior leaving the arm in a different position but when I wish to create a new recording from the position I left of, I can't because the pin returns to the default position. Is there something I can do to record from the last place I left it in?Thanks
Hi,I am new at this and would like to have a psd file for Almasol character so I can modify some colors, etc. The free download only has a puppet file. Would it be okay if I can have the psd file? Thanks.
I have seen some samples of Character Animator Puppets where you can move your head toward/away from the camera, and the character's head gets larger or smaller. The puppet I'm making currently doesn't do that. What setting do I have to manipulate if I want that to happen?Thanks!
How do I resolve or get rid of the Invalid Surface Image.Error Code: (ChangeNotifier.js:48)Error Code (engine.js.474)Error Code: (boostrap.js:3)I am using macOS High Sierra and CA 2019. I can work on the puppet in rig mode but when I go to Record or Stream, this is when I get the error.Invalid Surface Image
Hello, I see that I can Tag a character in several front facing views. But is the same possible for a character facing away? For example, what if I want to have have the character running away from the Camera? Thanks in advance.Regards,Rajnesh
in adobe character how do i make have a puppet move from position y 1200 to position y -900 and stay at that final position? whenever i do this movement it either changes the original position of the puppet or it reverse back to the original position. Can you please post the link to the tutorial that explains this?
Hi there!I'm new to animator so sorry if this is dumb but I followed a tutorial and the thing he said to fix this didn't work.So my character only shows up in the walk cycle when he's walking, not when I stop pressing the arrow key. The layer is turned on, which was the tutorial's fix for this. Not sure what I'm missing.I've also tried tagging the frontal one with left profile too per someone's answer on here before but that didn't work either.Thanks for the help!
My macbook is macbook pro(mid-2014),the OS is mojave,the software can't detect the camera,but i use facetime is normal.Please hlep me to solve it,thank a lot!
I have a new puppet of myself. It's all rigged and working, but after adding the IK behavior to both arms we're seeing that the arms plops back into "rest" even with 1 or 2 second transitions applied to the DRAGGER.I have a screen shot of the problem as well as all the puppet stuff zipped here.Thanks for any help you can give!BOB-1.zip - Google Drive
I want to make puppets in Character Animator that have limbs with multiple parts and move without meshing around the joints,like in the GIF above. How do I do that?
Quick disclaimer: I'm just starting, so if there's something obvious I might be missing... that may be it, just point me there ^^I'm trying to go through tutorials, and I'm in first minute of first video Creating a Basic Face |. It says around 30s that opening puppet will open Photoshop. I choose Blank Face and... well, it doesn't open PS. Edit->'Edit original' doesn't work either. PS simply doesn't open (and if I open it myself, it doesn't load said puppet files).What to do?
Is the only way to access character animator through adobe suite?I would love to make "avatars" for more live streamers, but $52 a month is so much to ask for just the use of one programis it because it only works in conjunction with other programs apart of the package?thanks!
Hi All,I have an issue which is I cannot get my character to walk in Character Animator CC.I think I set up my character correctly as I saw in different tutorials, however I still cannot get it to work, I mean that after importing the Ai file into Ch and inserting all the handles as mentioned in the tutorials, I can see in the walk behavior that the values beside the handles are all zero, and I really need to know why.Appreciate your help.Also I need your help in advising me how to attach the Ch and Ai files, please.Thank you
I'm all updated to CC2019. I cannot get Ch to open my puppet in Photoshop CC2019. I can't find a setting in Preferences, etc.Anyone else experience this?
I have been putting together a new series of little Live Streamed videos introducing Character Animator. Not high quality - going for quick to produce rather than quality so I can get more done, so more ums and ahs etc. I would start with the Adobe tutorials first, but this might be a useful secondary resource.Project Wookie - YouTube I may create another playlist for Illustrator based artwork in the future.Partly using it to learn how to Live Stream with Character Animator as well. E.g. using my son's hex core laptop with GTX 1060 GPU works MUCH better than my normal dual core laptop. The extra CPUs seem to make the main difference - enough CPU for each of the programs. (I can share more about my setup if any interest.)Note: Searching on YouTube there are a lot more resources being created around. If you have been creating a channel as well feel free to drop a link here in the comments so others can find it!
I have no idea what is wrong hereshe is appearing without one eye even though all layers are visible and presentdoes this have something to do with a mask maybe?to be clear, it only disappears in record/stream mode, but not in rigany help appreciated!suppose I'll have to use an eyepatch if i can't get it sorted (lol)
I have a Logitech Quickcam Pro 9000. The drivers are installed and up to date. After setting up the facial captures in CA Characterizer, the camera stops working when going back to Animator. The audio levels function, but not the camera. While this occurs, when I open the Logitech software to perform a capture using that software, the camera is not recognized. I have to reboot the pc, then unplug and plug in the Pro 9000 cable in order for the camera to again function properly. Any answers?
In case anyone missed it, Adobe shared a sneak peak on 2.0 features. (Thanks Dave!)Browsing through a few things caught my eye. No release date was mentioned... 😞The new squashing and damping looked nice - sounds like might work well on hair too (I hope). There was a 3/4 walk perspective - but no frontal walk (I think a full frontal walk would be hard mind you - because its not just stretching the artwork.) Personally, I am hoping 3/4 walk will make a frontal walk easier to fake - I just zoom in on the torso anyway (hide the legs) - a walk behavior that just did the boring bobbing up and down of the body for a frontal view is still useful to increase productivity. Arm bending support - bring it on! That one really had to be fixed. Good to see arm stretchyness addressed as well.Question: The "Work Area Bar" - the video mentioned can export a subrange. Do the physics start from the start of the scene? (Will it solve that problem today?) Does this get remembered when you lea
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