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Hi! I drew a character in Illustrator. Animated it in Character Animator and exported it to After Effects (first as png sequence and then with the dynamic link). When I am exporting the scene there my character gets very blurry. I did set the resolution to High (400%) and unchecked Render as Vector. I drew the original character in Illustrator in 4K, so the scaling can not be the problem. When exporting as png sequence the png is already blurryWhat I already tried:Raise resolution to High (400 % in Ch)Export from Ch as png sequenceExport with dynamic linkScale it to 1920 x 1080 in IllustratorI would need a solution really urgent as the clients deadline is tomorrow...Thanks in advance, Nasha
I created an image in Illustrator and added an ocean ripple Illustrator effect. This effect does not show up on my image in Character Animator. I attempted to use a Photoshop Effect instead, but still no dice. The blending options available in rig mode are limited. Is there a way to make the effect show up?Thank you
Hi, I've been successfully using the Beta version. Since I've installed Character Animator v1.5 dragging no longer works. My layers are labeled and configured properly. But everything is just locked and static. I've tried to go back to using the Beta version but now it crashes every time.Macbook High Sierra.
My .psd files of my puppets are 11"x17" at 300dpi. I need the characters (scenes) to be clear (non pixelated) or full resolution/1080p min. or even 4KDoes the recording in character animator reduce the resolution to fit the screen? Is it an issue of scaling the puppet down in the Character Animator 'Transform'....
I’m experiencing an uneven eye movement issue that is only apparent in Version 1.5. The eyes are moving independently from one another and yield a cross-eyed result. Although the eyes are asymmetrical, they function properly in Version 1.1 of Ch Anim. Could this be a bug?
I have a character that I need to be able to jump up into the air.The problems I'm seeing is that I have two fixed points on the ends of the feet in order to keep them grounded when the head is moving. But at some point, I would like to add a dragger, maybe near the bellybutton, to simulate them jumping.For now, I don't need the pre-movement, knee-bending, just a simple moving the character up and down.Any thoughts on how to do this?Thanks in advance,
Hi all I hope you can help.My iMac froze in the middle of my project so I had to manually shut down the computer. When it rebooted my puppet was corrupted and one of the arm became disconnected to the body. I tried fixing only to make the whole project obsollete. Lucky I saved the puppet from the crash and started over. I only wish I saved the original puppet 1st.Heres a link to my puppet if anyone can find the solution. I just want to say thanks to a fantastic community, I thought I was alone and forums were only for discussion and not physical help. https://drive.google.com/open?id=1q_Ua20YN5H-irgp7J1RnCYB7zD2gE7UJ
Currently I don't use the built in Character Animator 'walk' behavior as when I tried it last, it did not behave exactly as I wanted. (I will try again one day.) But a useful thing of the walk behavior is the head bobs up and down. I am currently simulating this using "Position Y" recordings to move up and down. But it is time consuming, and not usable in a live recording.Looking at the "Wonder Boy" sample, it uses cycle animation to make it look like the boy is walking towards the camera - but the head is perfectly still (not bobbing up and down). (Reminds me of the movie "Mars Attacks" - the aliens have this glide movement where the head stays still as the body walks.)That left me with the idea of setting up a puppet with only "waist" tagged and attaching a walk behavior. Having "waist" tagged (and nothing else - e.g. no "neck" tag) will bob the puppet up and down (if you set all sideways movement values to zero), so I thought maybe trigger the walk animation at the same time a
Dear oksamuraiIf you are not aware of it, this error: Premiere Pro CC 2018. The application was unable to start correctly (0xc0000005) Is plaguing me and other users of laptops with NVidia GPUs. While I can perform non-CA functions with the CC 2017 versions (which I thankfully kept), they won't import the current project files from CA, rendering CA essentially useless (I've not tried PNG export but that workflow makes no sense).I can't properly edit/tweak CA scenes in either PP or AE, nor simply render out videos straight to ME.As you can see from the end of that linked thread, your associates have been less than helpful or vigilant in their responses.I have CA projects in process - what in the world can I do?Thank you! For this product (yes from Adobe and the team you lead) and your generous and most excellent tutorials.
Quick #AdobeCharacterAnimator question for the hive mind: if I already have an animation synced to a performance but I want to "change clothes" (alter the puppet's body in Photoshop), can I swap out the puppet file and keep the animation already in place? Or do I need to redo it?FYI this is a variation on the Clay puppet, so all I'm doing is altering the body layers which don't have any animation assigned to them (other than staying with the head as it swivels).TIA,JVK
How can I set in and out points on my timeline in CA? And after I've done so, can I export the selected area to another scene?
After lots of little (and not so little) frustrations in getting the software to do what you want, you suddenly have these little successes where you plan out an approach, do it all from first principles, and it works first time. (Yes, I know the demo puppet Martin does all this already.)
When I animate my characters, I start by recording a single frame "base pose" and then add gestures over the top. So under my Properties panel, I have a Main Pose Behavior and a Gestures behavior.When I record my single frame for my Main Pose and then play it back, it looks different (see below). This happens for pretty much any pose I do.Any help would be appreciated. Thanks.
Hi,I have a problem with both of my eyes matching up. You can see that the setup is different for both views but I don't know why and how to change them. Is this the reason why on each view, one eye tracks correctly and the other eye has limited movement around the eye and is slower. Good Right Eye  
My Character rigging is smearing the whole entire body, I just want to move the arms and legs separately. This is my first time using character rigging basically learning from youtube.
I'm attempting to add breathing behavior to a puppet yet its not appearing to work... I'm adding it in rig mode, to the body, yet when I with to record mode, I see no response... I've successfully added it to characters in the past yet .... I'm stumped.... Ive deleted the behavior and have started fresh.... nothing
Hi everyone! I've been trying to teach myself how to use Character Animator for a work project and the tutorials have been very helpful. I've been able to mostly get a handle on creating, and getting my puppet to do what I want it to do, he's walking, blinking, and looking around. But the one thing that I have not been able to figure out, is how to fix my puppet's feet. I've tried over and over again doing the things the tutorials recommend, and trying things that have been recommended to other users who had the same problem. Nothing seems to help! Any advice would be greatly appreciated!
Hi guys, I need your help again.I have two problems with my puppet. I will start with the little one. 1) Even though my puppet has feets fixed to the floor it still moves a little. This is not a big problem but it would be ideal if my puppet would stand still when I move my head. I added the pin tools to both of mu puppet's feets in the "Body group" and it didn't helped. I tried to add pin tools in my main group (name of my puppet) with the same result. I played a little with "head position strengh" and few others and still nothing.2) This problem is a big one for me. I can't drag my puppet with the mouse even though I added Dragger tool to the main group (puppet name). When I try to move puppet its head stay in place all the time. I've set my body and head groups as "draggable" and it didn't helped. My main group is also "draggable".Link to my puppet:Cat.puppet - Google Drive
Hi there,I would like to import an animation into CH, that can be trigger by an alpha numeric key,I was wondering if this would be possible?If so are there any available tutorials?Thanks,Taz
I have the Microphone Input turned off and Lip Sync disabled while I'm recording, but I still get a new audio take every time I record. There must be something else I need to turn off -- any ideas?
Hey!I drew this character in Illustrator, editing and adjusting the "Chloe.ai"-Template from Character Animator.I followed the naming as in the original file BUT I also drew some parts in the "inside mode" - for example the front of the pants. Means, I added the highlights in the inside mode (what automatically creates a clipping mask). Unfortunately Character Animator does not know these layers - even if the main layers in named correctly. What happens now is that some layers are missing and the highlight of the pants appear now in its full size (with all the overfilling) - I tried to merge the layers but this function is not available. What I would need is a similar function as PS "Merge selected layers". I tried "join path", "convert to shape", the unify tool from the pathfinder, "release clipping mask" what has the same effect as in CA. any suggestions? Because otherwise I cannot work with this in CA. And I would like to keep the Vector drawing (means, I do not want to switch to PS
My attempts to use clipping mask are successful, but mask remains visible. When I toggle visibility of layer, pupils disappear as well. Also pupil range is not evenly defined from eye to eye. Again, I feel like I am missing a setting or skipping a step, just not sure which one. I have followed the OkaySamurai tutorial.UPDATE: I have realized that the clipping mask is always visible, just that there is artwork layered over top of it. My puppet did not have that artwork, (whites in his eyes) so all I had to do was generate it. Since I added a clipping mask for each pupil instead of both eyes on a single layer, I was also able to use each mask as the range for pupil movement and it is working smoothly now. Nothing five hours of experimentation and epiphany can't fix...Message was edited by: Andrew Aguilar
Hey ! Im new into illustrator and character animator and really trying to learn on the go. but Im just stuck. Im looking for an online tutor who will have skype sessions with me.If u are up to that easy comfi income, plz contact me ! omerkatz47@gmail.comty !
Hi,I've been using Adobe Products for Decades, and was doing alot of animating in Flash back in the 90s. / 2000's.I am working on a 2D cross platform video game where I'm aiming to have alot of graphic size scaling.Using SWF (Flash) vector format exports work perfectly in the game engine for this. (Game Maker Studio 2) .I have After Effects CC with Character Animator, and Ideally I'd want to use that for animating my characters, as I've gotten great results with it.However... exporting those frames from After Effects then into a Sprite Sheet, then into Illustrator to Image Trace them into Vector format then brought back into Flash and re-ordered back into Flash frames is a seriously daunting process with no space-saving tweens, just single frames.that aside, I'm wondering if i could take my Illustrator Vector Puppet files into Character Animator, then somehow get JUST a "performance" file(?) exported.. then somehow re-apply that somehow in Flash in order to get a resulting SWF file tha
Hi. I've seen other questions similar to this but not exactly. I'm used to using Adobe Animator to create animations, but I'd like to use puppets made and recorded in Character Animator in order to speed up the process. Is there an easy way for me to record a puppet speaking and moving in Ch and then incorporate that into An? I've tried exporting the puppet as a PNG Sequence and WAV, but the quality isn't great when I import it into An - plus I would have thought that loading a four-minute animation with hundreds of PNGs would become unwieldy. I'd be happy to create the whole animation in Ch, but there doesn't seem to be any way of animating anything other than the character (fair enough in an application called Character Animator).There looks to be a new export option that allows export to After Effects or Premiere Pro, but they don't seem to be animation apps like An is. Am I trying to do something that Ch is just not designed for?Thanks.
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