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Say i animate a puppet in a wide then want to hard cut to a close up of him continuing the action. There's currently no way to do this. please add this feature!
ive been having some issues with slowing down of the RAM preview and rendering, and i want to know if theres any work-arounds, or do i need to upgrade my ram? I made a video showing the issue and what ive done to try and make the program run better, but i wanted to ask you guys before i go out and buy more sticks of ram... and will buying more ram even make a difference. Thanks in advance for any information you can give me, -AndrewHeres the video- https://www.youtube.com/watch?v=r8x6uccAJA4&feature=youtu.be
Hello,I have a puppet which I created out of the standard "new puppet in Photoshop". The default layers Chest, Draggable Right Hand.....Fixed Left Foot seem to do nothing, and are empty. I'm havnig a prticular problem with fixing the feet - I do not want my character to walk around, so need to keep the feet planted firmly in one place, but when I animate the character, the whole puppet floats around a bit. These shape layers do not show up in Character Animator at all.Anyway, if I create a new project with the default lbue guy puppet, his feet remain stuck to the floor, despite there being no Fixed modifiers.So basically - how can I fix my puppet's feet to the floor?
Hey guys, I feel like I have this happen too often, I update parts of my puppet and then it makes me re connect everything to the rig from scratch. which would be fine, but different parts act up differently every time. last time the arms didn't function right. this time its the eyebrows and blinking. the blinking only works if I really squeeze my eyes together then it registers a blink. not sure if there is a way to lower the strength I've tried with blinking strength but it seems it only works when recording, which I never do. as for eyebrows, they don't respond to mine at all, although they are tagged properly. one thing I did notice was that there are handles on both sets of brows. no idea why, but I click them and delete them, and they keep popping back up, they won't let me remove them, and it may be the reason for the issue. my character can go without using his eyebrows while I stream. I just need a solution at some point. Let me know if you guys have any ideas. Attached is a s
I am trying to work out the optimal way to use Character Animator, After Effects, and Premier Pro. It works, but it is extremely laggy (initially scrubbing plays audio but no images - after rendering and scrubbing for say 10 mins, I get one frame in 10 appearing during playback. The more I do the better it gets, but every edit of the master files seems to flush any caches. What is the best way to link the products up with good preview performance?I am on a dual core i7 Skylake processor with 16GB RAM, SSD, Indtel 520 graphics chip - a Microsoft Surface Pro. Not the best, but not bad either.What I current do is I have a Character Animator scene. It displays properly in Character Animator. I drag and drop the scene object from Character Animator UI into the Premier Pro project to set up dynamic linking. (I do not drag across the PNG files.) It appears in the Premier Pro project, showing its dynamically linked. I place the clip on the Premier Pro timeline. I start playing - I can hear the
, I’m very confused about recording walk Cycles.When I record take 1 of a walk cycle, if I record a take 2 of a different walk cycle a little farther away on my timeline...It erases the take 1 walk cycle that I previously recorded Even though it is on another part of the timeline what am I doing wrong?
I've made a few simple puppets, so I'm starting to get the hang of it. However, today I made a puppet in Illustrator and the guy's eyes are going in opposite directions when using the webcam for eye gaze. I've double checked all the tags and made sure they are correctly connected to the head. The only thing I did differently with this puppet is that I used a mask over the eyeball, so that the gradient remained perfectly circular.
Hello,these are issues concerning various aspects of Ch that I encountered that may be bugs and will be listed below:1. Walk behaviour:*After* I record a walking animation with the walk behaviour (wb), the puppet starts to make strange things, like:- After pressing "play" or "record" it runs out of the scene into space where I can't see what I'm recording because the anchor point seems to go flying.- After NOT pressing play, i.e., without ANY input from keyboard or mouse, the puppet sometimes still starts to walk wherever he thinks has to go right now. It's a funny-fresh feeling of animated life, but in production, too anarchic sometimes.2. Face behaviour (why does "behaviour" get red dots all the time? This is the right spelling, for heaven's sake, so please at least include BE spelling!!)- Heads that are displayed through a head-turner behaviour don't actually behave like faces until I select each of them and add that resp. behaviour. This is not intended, right?3. Lip-sync:- I have
Can anyone shed some light on why my "Creative Cloud" desktop app (Windows 10 Pro) is still offering to install the Beta version of "Character Animator CC" when I have the final version already installed?
Hi everyone,I have a company mascotte which I am trying to animate. the problem is, the mascotte is a head with arms and legs, which means no body. so a cannot add the handles neck, waist and hip. how can I solve this issue? please help!thanks
Not sure if I just haven't found this or if it's a feature request. Where do I offer those, by the way?If I'm making a scene at 24fps (or 30 or 60) and I'm cleaning up my visemes to make my lip sync better, I would like to have the option of having my trims and adjustments snap to the frame. I've sent stuff to Premiere only to find my M's were too short and don't even show up. I, of course, can and do now watch for this when cleaning up, but it would be great if Character Animator acknowledged that video is still frame specific. Am I just not spotting this feature.But still, Every day and every way etter an better.Martin
I saw the quick view of the capability in Ch to create somewhat of an eye-socket for puppets. I'm not so adept at creating masks in Ps, and am not sure exactly how to set that up.Is it possible that somebody might point me to or pop up a quick TUT on creating the mask in Ps. I think I can set it up once in Ch.Many thanks!
Like in Pr I would love to be able to edit my audio file in audition (regardless of where I recorded that audio - in Ch or elsewhere…).
I'm not sure whether this is part of a recent build, but anyway: Being able to double and maybe quadruple playback speed would make things way easier in longer scenes.
A grid in the recording panel, that is not being recorded, of course, could help me find sweet spots like…- the starting point of my eye gaze- the starting point of any mouse-controlled motion or effect, also particles, and so on.P.S.: In a perfect world, this grid would- only show up on mouse hover, i.e., when I actually need it.- also show the actual draggers and other relevant trigger data in addition to the "neutral" grid.- allow me to create custom markers (for said "sweet spots").
Blur-behavior for all cycles and transitions. (Possibly, there is a way to do this by now, but I'm not sure…)
A hover-behaviour for flying or floating characters would be very helpful. This is not the same as simply not fixing a puppet to the ground and placing it in the air, because this gives a static impression as with the colibri in the samples. The hover-behaviour would give me control over the bumping-floating cycle(s) that define my character's airborne quality.
I never know which dragger is which. "Handle 0" as a name for all my draggers is not a very helpful naming structure, obviously… …and I cannot rename them once I’ve found out which is which! By default, the draggers could have names corresponding to the layers they are sitting in.In addition, I should be able to rename them as I see fit.
If I change the artwork for a leg or arm without changing the position of the layer and also leaving the name as was, this shouldn’t erase my rigging data in Ch like bones and knees, etc.
I'd like to be able to drag new takes of the same type onto the existing „take-line“ to tidy things up. Right now, I can’t even tidy up through splitting them because that creates even more lines! I want less things in the timeline!
Group or bundle stuff in the timeline. It gets WAY too crowded after a only a few simple recordings when I have head turners and multiple faces going on it’s just a big maze. For instance, please add COLOURS!
In the rig panel: as far as I’m concerned by default, arrow keys should move layers around, instead of jumping to the next layer. Especially for pupil adjustment this would be VERY useful because the mouse is oftentimes too blunt for the tiny changes pupils need sometimes…
In the recording panel: Right-click on a puppet’s timeline to open a menu that offers options (copy, delete, …) for all of the puppet's recordings.
Please enlarge - or better still: give me the option to enlarge the "trigger panel" (that contains the new trigger management).
I can toggle disarm/arm ALL behaviours on and off with CMD+CLICK. It would be even better to be able to toggle disarm/arm ALL „face“/„nutcracker“/etc.-behaviour.
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