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Hi there... first-off I'd just like to say, I absolutely love Character Animator. It's brilliantly intuitive to work with and the new stuff that was rolled out when it came out of beta is FAB! Cheeeeeeeeers Team Ch So, to my couple of wishlist items. 1). Might it be possible, at some future juncture, to include a facility for saving cycle layer modifications (or, indeed, any mods to behaviours) as custom presets? It would be tremendously handy to be able to configure a preferred frame rate etc. for, say, a cycle of flashing lights and know that those same settings can also be applied to other cycles (and in other projects) without the need to manually recreate them each time. 2). Rulers... x and y scene rulers would be of great use. Particularly in relation to ensuring that a puppet gets moved to a certain mark/position 'on stage' during recordings.Hope you can help and many thanks, in advance, for your time.
In the 2 images here the first one shows a "Blink" outside the Eye Group, and displays with full eyelashes as my wife wants. The second one shows the lashes hidden, because the Eye Group is actually on a layer below the "Face" layer.I haven't tested her design with the blink outside the Eye Group, but told her late last night I doubt it will work.Please help me to figure this out .... to save my marriage (not that serious .... but you never know ....!). THANKS!
I have adobe character animator CC 2018 and when I started getting the character walking I noticed that I don't have all the tools like the stable tool, So what can I do?!
This is most probably a simple fix, I am hobbyist and not totally used to this stuff, but this issue is driving me mad.When I construct my puppet in Adobe Illustrator I get lots of layers that confuses things. I have tried grouping the strokes and fills where ever possible, with limited success. When I compare my puppets to those that come with Character Animator, mine are so complicated compared to the to the simple and clean puppets provided as examples by Okay Samurai. That is what I am trying to get to. Therefore the question: How do I simplify the file structure. If you look below at my example I have four layers for the black surround of the eye pupil, this only needs to be one layer including the white centre of the pupil which is an additional four layer. If I review the puppet in Illustrator it tells me the four layers are 'grouped' but I 'ungroup it' to then 'group' the four layers I go back to where I started and Illustrator does not provide me with the option to 'grou
Hi!If you have a photo and you want some parts from it to dangle, then you have to cut up the photo and piece together, and make some parts that you want dangable? It would be great if you could have "directional pins behaviour". Don't know what else to call it. With this I mean that I put a pin and then a direction from that pin, and then a behaviour that I want in that direction. but not in the other direction. For added detail if you don't want a straigt line you could pair it by drawing a short border/cutting line, if you want fine detail control.That would be usable if you would make like the "ikea pillow monster" that some user had done in an Okai Samurai video. Instead of lots of Photoshop piecing you could just use this.Thanks!
Hi!Okay Samurai said in a video, Character Animator Tips & Tricks (September 2016) - YouTube (time 1:13), that one could control more than one character for example for dancing, but that one would probably not want that. I think that is a good idea, but for that to be usable you would like to have some random variations to each puppet.For example if I control 4 puppets singing it would not look natural if they all look exact, neither in lip sync nor in moving behaviour. So If you could choose to control them all at once, it would be good with some settings for variations. And it can be that you have some randomness set around specific values, and that you can set percentage, how big randomness that you want. And you could pair that with a "fall out" percentage, with puppets not following at all, maybe even setting alternative behvaiour for those. Then you could have a 1000 characters choir, and still easily get it to look natural. Lots of other uses also.If you have more random set
Is there a recommended structure for Character Animator projects? For example, Video Projects - Sample Folder Structure Templates (for simple and complex projects) | Adobe Education Exchange talks about the recommended structure for a video project. Is there a similar one for Character Animator projects? Ones incorporating Ch, Ae, Pr, Au, Ps etc. (A full end-to-end project.) For example, if you do a "Save As" of a project in Character Animator, it gathers up all the vocal audio tracks, illustrator/photoshop artwork for puppets, etc using a directory structure of <proj>/<proj>.chproj, <proj>/Ch Data, <proj>/Ch Media/Gathered Media (has sound clips, illustrator artwork files, and "take*.arf" files). Is this the recommended structure?The recommended structure for video projects above has top level directories for audio files, graphics, etc - not organized by what one product wants (Ch/Ae/Pr/etc), but more logically by purpose. E.g. there is "Audio Files" sep
Changed featuresTriggersDragging a group of puppet layers into the Triggers panel now creates a trigger for the group instead of a swap set of triggers for the group’s layers.You can still create a swap set of triggers by right-clicking the group in the Puppet panel, then choosing Create Swap Set.Fixed issuesProjectsWhen renaming a project item and then clicking away from the text field, an “EmptySelectionElement: illegal attempt to read key getUiName” should no longer appear.(Mac only) Application can be launched when double-clicking a .chproj file when the background Ch Headless process is being used for Dynamic Link.Scenes and the Scene panelImproved image quality for scenes displayed in the Scene panel when Mercury Transmit is enabled and zoom is not at 100%.Puppets and the Puppet panelAdding an independent group to an artwork file now sets that group in the puppet to Auto attach style (Attach To = Auto), instead of the group’s parent origin handle.Changing a puppet’s Attach To or
Hi!I have a feature request that would be a lot time saving, and make it possible to do more with a single character without the need to draw extra.When you push a rectangle you equally change the graphic in one direction. I would like that the graphic is changed radially around a fixed pin when you drag around it. For example if I have a wide open spanish fan and want to close that a little, then the graphic would change radially around the fixed point. Other uses could be for example an angel spreading its wings.To get it nice now you can't have too much and too wide "content" in for example an arm. I would have a solution for when you have content there, between arm and body for example, like angel, bat etc.Maybe this feature could be used to make nice motion blur also?Thanks!
This is my first puppet. I created a swap set for Frontal, Right Profile, and Left Profile views. The profile views have triggers and seem to function. If my puppet walks from the right or left profile, it works fine. However, if it walks from the frontal view, that view still shows in addition to the walking. Any thoughts as to why?
I had put the sticking tool & draggable on the arm of character. At the same position I also create a swap trigger to show different gesture. When I drag or move the default arm it will affect the trigger arm & it become distortion. Is it possible to sticking without affecting hidden layer or trigger layer? I tried grouping & ungrouping the layer. The result is just same.
Just curious, and I can't find anything through Adobe devnet sites. I realize this is a pretty hefty request seeing as the program only recently came out of beta, but I'm starting to branch into CEP for AI and AE, and I'd love to have the ability to create plugins for Ch in the near future. Is this in the works, should I not be expecting it any time soon, is there anything I can be told about it so I can plan ahead?
I have a Logitech 922 webcam. When I select it in Adobe Character Creator 2018, it just shows a distorted flickery image.Using Windows 10, fresh install of Character Creator.I have tried everything I can think of. I have made sure my drivers are up to date. No other software is using the camera at the same time, I have gone all the way down to bare bones system services and programs running. I have tried running it right after a reboot.The camera works just fine in all other programs. I am not sure what else to do at this point. Any advice would be welcomed.
I computed lip sync from scene audio and now am trying to clean some things up. I understand how to split the track and I know how to change to another viseme or to silence. But how do I switch to surprise or smile without camera recording it?Martin
This is more of an efficiency question...As a teacher, I like to add a "talking head" (character) to my tutorial screen record videos.Here's an example: make a bowl in illustrator + how to copy and paste from illustrator into photoshop vector object - YouTube Note - the head serves no purpose other than add some life to the video. My current workflow is this:1) Record screen using Quicktime2) Export audio and convert to mp33) Put mp3 audio and "lip sync" in Character Animator4) Place Character with audio and video into Premiere5) Render videoSimple enough, but it's actually a cumbersome process and there's a lot of steps to mess up along the way (not to mention the rending time).My question is - is there a better way? I know there's a way to "stream", but it does seem to be set up for what I'm trying to do.Can I streamline this process somehow? ...how? It would be awesome if the character automatically "shows up" in the screen record without all the extras steps and rendering. At very
I have the latest version of AE (2018) and Character Animator (2018 not beta). "New Comp from Character Animator Recording.jsx" does not appear amongst the scripts I can run. Why is that? How can I run sync png and wav without manually doing it?
I've been playing with this and watching the tutorials but can't find an answer to this.When I import a character from Illustrator and drag around the arms in record mode, when I let go of the handles the arms smoothly move back into place. When I rig the arms and move with the handles, upon letting go of the handle the arm snaps back into position.How do you get the arm to smoothly move back into position rather than snap back when the arms have been rigged?
I have a lot of groups for a lot of different actions via hotkeys. up until today its been great. but I just added an extra group into my illustrator file, and in CA it doesn't have a drop down of the layers within the group. so now when i try to make it cycle layers there isn't an option to add behaviors as it doesn't register the shapes as a group anymore. not sure why that is. pretty depressing and I hope its not due to a large file size or capacity of actions and layers. Help me if you know the answer to this! Thanks!
Is it possible to make your character walking in a 4 way direction? Like when he walks to the right, he stays facing the right. And when he walks to the left he stays to the left. The tutorial on YouTube, makes the character flip back to the default position.
I have a suggestion for next update of Adobe Character animator that I hope will come true. I guess not all see this problem, but at the same time I will guess you won't mind a change either.The thing is that I am colorblind, and I would really appreciate that the body tags panel got a stronger color. I have in fact problems to see difference between the grey an blue color.Best
How do I find and install 'Mercury Transit' so I can broadcast live?
Every time I re-open my project, I have to re-connect all the scenes I dragged in from CA. Am I doing something wrong or is this a bug that's being worked out while it's in beta?
Hello, I've come to see that for me it's better and easier to create three different puppets (front view, profile/walk view, back view), rather than combine the front view with the profile/walk views as in the example of the Maddy puppet.I have two questions-1. With my profile/walk view, the puppet floats around when I move my head around using the camera (in the walk with left/right keys option). I have seen some responses to the floating around issue having to do with naming structure/stapling feet down, but that doesn't seem to work for a walking puppet... I even checked with the Walkbot example, and if I change the settings to "walk with left/right keys" then it too floats around as I move my head around...2. I created an independent puppet of the head group from my front profile puppet so that I could use on the profile/walk puppet, but when I bring in the independent head onto the puppet, the puppet stops being able to walk. I have made sure the head is also tagged with the neck
I tried to use the Ch CC control/perform panel to record a puppet movement. It didn’t work. Does it only work in streaming mode?
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