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Hi,I'd be grateful for any tips / links or examples of how I can sync puppet moves to music in Character Animator with accuracy please. Aligning a move or edit with the audio wave form is proving to be a challenge.I'm new to Adobe suite but have drawn a robot I am happy with in illustrator, have it smiling in Character Creator, and will probably assemble the final in video in Premier for final 4K export to YouTube.I made a video storyboard of the moves I intend to make: TMC Hello Song 03 - YouTube Thank you - Tim
Loaded up a new puppet for the first time and I get this. This puppet was created based on another puppet that works fine in CH. I think I just made this one bigger in size. Thanks in advanced if you have any ideas what this means.Lamar Jackson.psd - Google Drive
The independent arms created in my puppet are not attached to the body although I have the arm layer attached to auto, independent ticked on and hinge style.Tried all kind options but it does not work. This is the 2nd time I have encountered this problem since the last release. Is this a bug or ....Help
I have made a cat puppet in Illustrator. I have resolved all but one issue with rigging this puppet. He has a "Normal" face and an "Evil" face. I set the "E" key to trigger devil horns and fangs. The "E" key also triggers latch and replace for the eyebrows, mouth, and eyes. The "Normal" eyes blink and move without issue. The "Evil" eyes had to have the behavior "Eye Gaze" added before they would work properly. No matter what I do I cannot get the "Evil" eyes to blink. They won't even blink when I add the behavior "Auto Blink". What am I missing or doing wrong?! Help! (almost forgot, I am using eyelids for blink).
I am getting a dark layer upon my character while exporting psd file from photoshop to character animator . I changed the background colour but it still remained the same ,i tried with different character but still it resulted the same . I would be happy and thankful to know if anything could be done to solve this issue . Thank you so much Character Animator oksamurai
Not new to animation but new to Ch-Ive got my puppet set up and pretty happy with it so far, I have my eyes blinking automatically with mine, which just scales them vertically, which works quite well with the art style. At full blink they disappear completely, is there a way to constrain this so they stop at a certain point? Or should i just add to the artwork on the face behind the eyes.* I was going to post a screenshot, but i am also experiencing the famous "computer went to sleep now the webcam isnt working" issue currently
Bom dia, tenho trabalhado com o after na criação de algumas animações, o programa não trava e faço a renderização através do Premiere e Encoder com muita facilidade e rapidez. Agora tenho tentado utilizar o Animator, ele é muito bom e funciona com facilidade no meu computador (I5 3.30Ghz 8GB de RAM), mas na hora colocar o arquivo no after, o after começa a travar muito e fica mais lento. Gostaria de saber se tem alguma maneira de reduzir o peso do arquivo para funcionar melhor no after sem perder a qualidade. utilizo o arquivo do Animator, com o personagem, com a definição de camera em 1280X720.
I've only had this problem with Illustrator and Ch so far, but I've been ending up with only one working set of eyelids for some reason. Only one side responds to eyelid controls, blinking still works for both though. I was able to fix it by duplicating the one working eye and flipping it to the other side, but I don't know why that even worked. The layer structures on both sides were identical. I also had an issue where I've changed the scale of eyelids in Illustrator, and when I switch back over to Ch, the eyelids no longer work. They're still tagged, they just don't respond at all. If I go back into Illustrator and "undo" and save, everything in Ch works as expected again. I'm using the latest full build. I wanted to see if anyone else had a similar issue. Thanks!
I have my puppet art in Illustrator. I added a component to it that took the art outside the bounds of the Illustrator art board. I made the artboard larger to encompass the new addition. The puppet art stayed in the same position. Going back into character animator, everything is all out of sorts.
So my issue is that right now I can't seem to get a dragable object to dangle and have physics collisions.Basically I have a dangling ball that needs to collide with a pole in the middle but also needs to be dragable. This doesn't seem to be possible with what I have even though it seems to be kind of working.The red rectangle I threw in to test physics and it will collide with the pole when it's dragged into it but not the ball. The ball will collide with the red rectangle but not the pole.I need the ball to have similar behavior to the rectangle at least and I'm not sure how to continue.
Hello,I have a puppet controlled by a take and would like to use that same take to control another puppet in the same scene.Does someone know how to do it? Thanks
HiI just started with Character Animator, sorry for the stupid question I tried to record 3 puppets in the same scene and now decided not to do that. How can I remove puppets from the scene? I now just made the two puppets invisible, but that can't be the best solution And how can I delete scenes?I just started and my "workspace" already got messy because I don't know how to remove the things I don't need anymore.Appreciate any help or link to a tutorial that fits my issue.Cheers
I recently finished my very first walk cycle but chose a long dress and feather cape for my character.I came up with a solution, you can see in the video. But...I'd really love to know if anyone else has any better ideas how to make the long dress flow better. Thanks
I want the background to move as the character walks. My question - is there a tool in Character Animator for camera pan or trick?
So I'm finally getting to the end of one song! Yeah! So I tried out encoder. The problem is that the hidden parts of the body in CA are still showing up in Encoder. Do Ihave to change the characters to singing heads, or am I doing something wrong in Encoder? My original is 1280 X 720.
Hello, everyone. So, I'm trying to learn the Character Animator by building characters and, so far, they don't match my movements very well. The eyes don't match my eye movements half the time and the mouth doesn't match the sounds I'm making most of the time. I usually practice this in a quiet area, so there's not other noise to interfere with the audio intake and I try to have my face well-lit, so I don't see why the camera isn't able to follow me. What can I do?Thank you.
My puppet will walk in one direction if I put the walk cycle on "immediately" but I want it to walk in two directions based on direction arrows, as provided as an option. However, it won't move at all if I use direction arrows. Is there something I'm missing? I'm experimenting with the puppet downloaded from the July 2018 Tips and Tricks. It appears to be properly tagged, etc. I did modify the torso for the standing angle puppet - and after that everything stopped if I use direction arrows.Thanks a lot for any possible solutions.
I'm having some version control problems with my original artwork files, and would like to know if anyone has found an elegant way to keep one master .PSD or .AI file with your original artwork, but have multiple .CHPROJ projects reference the same file? The key here being that I don't want to re-rig my puppet every time; I want to import it as a .puppet file, not directly from the original .PSD file.Here's the scenario I'm encountering in more detail:(1) Create new puppet artwork in Photoshop or Illustrator. Bring it into CH. Rig it up all fancy! 🙂(2) Now, let's say you want to have separate CH Project files for each episode of your show, since the files get really large once you've got a lot of characters, recordings, etc. in one episode.(3) Export your .PUPPET file so you can import it as needed into a new CH Project file every time you make a new episode.(4) BUT, now each new project makes a complete copy of your .PSD artwork, rather than referencing your original .PS
Hi, I am using the new 1.1 Adobe Character Animator and try to make my old puppet work in it. But after three days I am giving up and start writing all my issues here in the forum. the biggest hurdle I have currently is the fact that all my additional mouths are not working. I am not talking about the visameme mouths but all extra emotions. usually I had them all on Keyboard Triggers. Now I created a new Swap Set for them but none of my hotkeys works. However, the eyes and eyebrow Swap Sets works just fine.In the new tutorial videos I have seen that you need to put the extra mouths OUTSIDE of the visamemes group to avoid them being overridden by voice as well as smile and surprise. But that is exactly what I want: I want to press "angry face" for example and automatically switch back to the talking mouth when I talk. I love that in theory but none of my mouths work.If I use the obsolete Keyboard triggers function on the right properties menu it works perfectly.What do I have to do to m
I know we generally discuss problems, but every time I use character animator I am particularly grateful for two key features. I bought my characters and I've been spending a multitude of hours(and weeks) trying to get them to work in an animated song.1. The little blue line that automatically allows you to line up the scenes, behaviors, etc. Basically, anything you are trying to move.2. The zoom in zoom out feature, which allows you to see what to move and be exact. This is essential.These things are awesome!
How can I have one of the layers being cycled always display. As it is, no layers are displayed until I trigger then it cycles and goes back to no layers displayed. This sounded to me like the Cycle Pause layer, but that appears to do nothing in my animation.
I am still going through examples that appear in front of my face as I try to find out how to use character animator. One thing I want to do is have a pong-like particle that I can record bouncing off the walls of the screen with a pretty long duration, like the ball in pong.Comparing my puppet to the chicken in chicken blaster, I am yet to find what I am doing differently. My puppet does not appear on screen unless I click with the mouse, using Point and Click or Cannon. How can I judge where on the screen the puppet will start and where it will go?
Here's a weird question for you. I want to have a character with circles for hands and no visible arms. I want to be able to move the circles (hands) and have them move as if the arm were there (for the purpose of physics). Ideally the circles would not deform.Is this even possible in CA? I've tried creating the arms as you normally would and then making the opacity zero, but CA seems to treat that as if the element isn't there.Thanks,John
I was experimenting... grouped some layers, now I can't figure out how to ungroup them!Thnx!5 minutes later... LOL,..asking the question led me to an answer: make the layers in the group shareable (the layers were nested 2 deep). This resulted in a new puppet with the layers I wanted in the top level.Still... is there some other way...besides "undo"...I was too far in.
Object not dragging properly, stuck at point of origin. I want the entire object to drag. Thank you and hope all you folks are well.
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