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Does Parallax work on the mouth of puppets? If I set to 1000%, I can see it move the eyes a bit and the nose a lot, but I cannot see any mouth movement at all.I tried the Bongo puppet as well (comments suggest it has "parallax mouth") - but I cannot see its mouth moving there either (with parallax set to 1000%). The nose moves (top half of Bongo's mouth), but no parallax movement of mouth that I can detect on Bongo or any other puppets I try. Am I missing something?Parallax looks quite cute, except if the eyes and nose moves and the mouth does not, it looks a little strange.
I keep getting the following error "type error: cannot read property 'trigger' of undefined Error code: (Adobe.CycleLayers.js:83)" before I actually get to the most critical part of my bird flapping it's wings up and down. Help please. I am trying to finish this project but I'm stuck.
Which physics or trick could give me a smoother more realistic back and forth springy sway?
Greetings!Just updated CH to the CC18 to try out the new physics behaviors. The SAMPLE physics puppet is cool, but as soon as I change ANYTHING in the PDS, the physics cease. I've restarted, refreshed, re-imported the fresh physics puppet; same problem every time. To recreate this problem:Download the Physics puppet.Import into CH.Open the CH Media > Gathered Media > PhysicsPlayground.psdMake any change (hide & show a layer.)Save it.Return to CH. It automatically updates the file.Physics stop working... no gravity. No movement. I can drag some items which collide with SOME items, but not all. Green puppet loses limbs, which eventually return to him. Anyone have any suggestions?Thank you!
I know I'm always asking here what I will eventually find after I've watched all the tutorials, but how do I move my puppet around the screen into a scene. I do know how use the Transform settings to set a position. So I'm that far along.Martin
Just sharing a little experiment in case interesting to anyone - a bit of fun. The ever helpful OK Samurai pointed me recently at Character Animator Examples, "Additional Puppet Resources", Dan's 2017 MAX class. An interesting set of exercises showing a few techniques I had not tried before. So I used a couple of these ideas to knock up a 30 second butterfly and poppies video. I wrote up a summary of what I did here. For detailed instructions, see Dan's notes at the link above. My blog just summarizes some of the features I used.
A few quick questions (these are not big issues, and I'm only seeking quick answers, thanks)...1. Pinning stuff togetherIs there any way to pin two dangling parts together? I'd simply like my character wear a skirt that blows in the wind, but the front and rear parts of the skirt don't stay together at the edges.2. EyelidsIn the face tagger, I notice there are tags for "top eyelid" and "bottom eyelid". What are these used for? I've seen loads of videos about blinking and eyebrows, but nothing about eyelids.3. Eye widenessWhen you make a new puppet, by default it copies how wide your eyes are, but as soon as you add a blink layer, this feature is lost. That's a shame as it allows loads of facial expression. Is there any way to have a blink layer AND get it to copy your eye wideness?4. More rigid bodyIn Character Animator, when I move my character's head, it causes the body to sway all over the place, while the neck remains fairly stiff. Is there any way to change this, so that the shoul
I just came across Re: Pinning feet not working which describes how pins are relative to the origin. Cool. You can make your character independent, set the "Draggable" tag on the character origin (not the top level origin) and you can drag your character around to position it, instead of fiddling with X/Y coordinates. (I have a pen, so this makes life quite a bit easier - easier to control than a mouse).But draggables appear to be absolute - I cannot see how to make them relative to the parent. Is that correct? For example, if I drag a hand, then drag the puppet origin, the hand stays where it was (the arm stretches). I cannot record an arm movement (relative to body) then move the body around. I can see sometimes this is useful behavior, but was wondering if there is an option I am missing to make a draggable relative to the parent so I can control hand movements and body movements as two separate things.In my case, I have to position the hands relative to the body every t
When launching, I get an error message: character animator requires an All Apps plan for Creative Cloud-I thought that's what we have (CCforTeams)I've signed in and out of Creative Cloud, updated all installed Apps, and it still won't let me launch Character Animator without getting this error message.
I have tried about every word starting with F that I can think of and I can't get the "F" mouth to show up. Yes assigned properly.
Is there a way to avoid the eyelid distortion shown below? See the dip in the middle of the eyes in the third picture below?When open they look like (good)Closing you can see the little dip in the middle start to come inAnd finallyI wanted a straight line.I don't think it happens if you turn off camera strength - with the autoblink behavior I think it uses the blink layer instead. But using the more expressive camera controls over eyelids creates this imperfection.
Just wondered if it was easy to use a photo of a face instead of using a cartoon for the character animator? If so, how do you do it? And if not do you know of any programmes that could work?Thanks
One of my Photoshop layers wasn't appearing in Character Animator.After spending a very long time trying to figure out why, I discovered that any layer with "guide" in the name gets ignored by Character Animator!
Hi, while trying to export a png sequence in Character Animator files go missing. The current project I'm working on is 34 seconds long, the WAV file is 34 seconds but the png sequence comes to just over 27 seconds. Am I exporting incorrectly or importing to After Effects incorrectly.Any help would be greatly appreciated.
Bonjour, j'ai un problème avec mes cotés droit et gauche quart de la tête de mon personnage. En effet, toute les configurations du personnages sont bonnes, sauf en ce qui concerne les yeux. Les yeux sont dans le format illustrator et n'ont pas fait la conversion sur Character Animator, ce qui veut dire que j'ai les yeux de mon personnage fixe, les pupilles ne bougent pas et je ne peux pas cligner des yeux alors que la tête frontal, basse et haute fonctionnent parfaitement. Cela m'ennuie réellement car j'avais enfin fini mon personnage, et ce problême que je n'avais absolument pas rencontré dans la création du personnage arrive maintenant et je ne sais vraiment pas comme y remédier
Bonjour à tous, je suis actuellement dans la réalisation de mon premier personnage et j'ai un problème avec les paupières de ma marionnette. En effet, malgré avoir ajouter toutes les balises concernant ses paupières et avoir placer tous les déclencheurs et jeux de permutation, je n'arrive pas à avoir le résultat attendu. Non seulement, aucune des paupières ne s'activent mais en plus le visage de mon personnage se déforme lorsqu'il tourne la tête. C'est la dernière étape pour que je puisse enfin exploiter ce personnage, j'ai vraiment besoin d'aide.
Hi,I hate to really post it here but I'm not sure where else to ask. Unfortunately, I can't post my actual .puppet file because it's a propriety character for the company I work for. I can DM it directly to a staff member though, as long as it's not in a showcase.So I know my rig is stupid heavy but I needed something really versatile. I need it for recorded and live performances. I'm having 2 major issues.The first issue is that the head decides to scale, warp, and disconnect in my In-Between frames before the character reaches the walking position.So pretty much I have a Front view, Right profile, and Left profile triggered using the Walk Left & Right Arrows. So when you hit right or left arrow keys, the rig hits a cycle layer so there would be a smooth animation of the character re-positioning itself to a profile view then hits the rigged walking body + full head rig. I figured I would have a single head view for each one so the head can raise and lower with the body during this
Hi – This is a technical character design/layout question. What are the best practices for setting up layered artwork files when you want to use the same file for both After Effects (AE) and Character Animator (CH). Specifically the layer structure for .PSD and/or group structure for AI. I want to streamline workflow between the AE & CH and this seems like the best place to start. Having a single artwork source file is the most practical approach, especially when it comes to making changes to the art. Having to maintain two or more files for the same character becomes burdensome. The CH Directory structure is stacked and the naming conventions facilitate autorig setup. However, the same structure does seem to work in AE as the sub layers don’t appear, so they cannot be manipulated on the timeline. Character Animator File Structure for Animated Character:+CharnameHeadLeft EyeRight Eye+NoseMouthAhDEEtc.BodyLeft LegLeft calfLeft thighEtc.R_LegAdobe After Effects File
If I sit perfectly still looking at the eyes of my character on the screen, they move. I have eye gaze off as I wanted more eye positions than the 9 the snap function allows. Sometimes it looks like the movement is due to me breathing (slight body movement, results in eye movement). I have tried fiddling with lots of settings, but I cannot get it so I look directly at the screen without moving and the eyes stay still.What I would like for example is a threshold - ignore any eye movement less than X percentage. Is this possible?
When I select a layer in Rigging Mode I get a contoured yellow outline around the shape, but I also get a blue box defining, I guess, the larger area the layer fits in. However, sometimes these blue boxes are particularly large and seem to effect movement. For example, if I highlight my right leg, a blue rectangle appears that just fits around that leg, but if I highlight the left leg, I get a blue box that encloses most—though, oddly, not quite all—of the body layer. The left leg origin is within the shape of the leg and there are no other obvious handles, dangles or pins outside the shape. Both left and right leg are independent of the the Body and are arranged with the same hierarchy.I guess what I'm really asking is, could someone explain the blue bounding boxes to me?Thanks,Martin
I'm just trying to find out if this is because of the age of my Mac (specs below). I would like to bring my Character Animator scenes into Premiere and play them at full speed as quickly as possible; I'd even give up preview resolution. But they always seem to require a long, slow render before they'll play well at all. Is there a sequence setting that would be more native to the files I'm importing that would make them play nicer, faster? MartinEarly 2009 Nehalem MacPro4,1, 2 X 2.6 GHz Quad-CoreOS 10.11.6Samsung 850 EVO 1 TB system drive32 GB RAMATI Radeon HD 4870 GRFX CardBlackmagic Intensity Pro 4K, Driver: 10.8.2Adobe Premiere Pro CC 018, v. 12, Build 224Adobe Media Encoder CC 2017.1.2, Build 11.1.2.35Adobe Character Animator CC 2018 v.1.1.1Avid Media Composer v. 8.6.1
Every time I try to make edits to the artwork of a puppet in photoshop (like make a mouth longer) it does not update the rigged puppet. Instead it imports an unrigged duplicate of all the artwork with the new Ps saved information and sticks it into the existing puppet that is the same as it was before. I've had this happen on two different puppets. I use the same naming scheme as the example file provided on adobe's resources. I'm simply selecting the "edit original" option in the character animate menu and changing one small thing in a layer and hitting save. The "auto sync artwork" box is checked on the puppet. I've even tried going back in history on the character animate file and then going back in history and the puppet and saving so it should be exactly as it was before and it still makes this duplicate when the Ch file updates.I did have a transform scale change in the puppet file(so the new artwork duplicate would import smaller), but I've tried putting the scale transfor
When I create a puppet with a "Left Pupil Range" group (which I hide - its just to control the range of the pupil), it gets tagged with the "Left Pupil Range" tag, which is good. However, if I also have a "Left Eyeball" group, it will also get tagged with "Left Pupil Range" as well (bad). This had me baffled until I noticed the duplicate autotagging (restricting the eyeball movement more than needed). My suggestion is if there is a group called "Left Pupil Range", don't also tag the "Left Eyeball" group with the Pupil Range tag automatically.Oh, another one... "Left Pupil Range" gets autotagged with "Left Pupil Size" even though I have a "Left Pupil" group. Another little gotcha that stops eyes from moving by default. You have to remove the tag else the eyes won't move (because the pupil size equals the pupil range).
Bonjour à tous,J'ai un petit souci en ce qui concerne la bouche de mon personnage. En effet, j'essaye de lui appliquer plusieurs types de bouches (triste, confus, heureux) pour lui donner plus de crédibilité. Cependant, soit mon personnage se retrouve avec les 2 sets de bouche heureux et triste, soit seulement avec le set heureux. En regardant des tutoriels en anglais, j'ai vu qu'il fallait faire des modifications dans le panneau déclencheur appelé "Swap Set". Sa fenêtre se trouve juste à côté du panneau historique et porte le nom de "triggers", cependant ce panneau ne s'affiche pas, et je ne sais pas comment l'activer. J'ai la version beta 2017.
This is driving me mad, the left arm which sits slightly behind my character works fine and hinges from the shoulder. The right arm which is the top layer will not attach to the shoulder no matter what i do. I'm sure its something simple but ive literally spent all afternoon trying different things. The online tutorials mostly show an older version so doesn't completely apply to my problem. I really would be grateful for any assistance, regards, John.
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