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Okay! So, I recorded a couple different audio tracks for my various puppets in Audition. Now I have imported them into Ch and I want to apply them to the puppets. I can do this - but - it lip syncs the whole thing to the default mouth set. I want to be able to show a variety of emotions though. I have other mouth sets present and rigged for angry, worried, etc. How do I trigger them and also sync to the existing audio file? I want it to sync and to be able to tell it when to switch to my angry mouths, worried mouths, etc.Do I have to chop up the audio file for each emotion or something? How do I tell Ch which mouth set to use when syncing? If there is an easy way to keytrigger the syncing, that would be awesome.Any help?
Hi I have set up a character with a walk cycle, and noticed if i use transform to scale the puppet it messes up the walk cycle, ive found a work around by scaling the character in the rigging properties, but would still like to be able to use transform without affecting the cycle for use with live broadcasts, any ideas?
Hello lovely people!I have a query regarding eye movement, I'm hoping someone can help me This is my character, he's a zombie pirate. If you look at his pupils, their resting position isn't central to the eyeball, he's slightly cross-eyed as that works best for the character composition.Currently when I track the eyes it works, but the positions aren't quite right for the character. See one eye looks further than the other due to their starting positions not being central.What I'm hoping to achieve is something more like this. Is there a way to tweek the pupils individually so I can get this effect working?Any advice you have would be most welcome! Thanks everyoneChris
I've recently been working on an animation but I've been having a hard time with lip syncing. The auto lip sync isn't very accurate, I guess because of my accent, but I'm willing to manually do the lip sync if I have to. The only problem is that it's pretty difficult. I can't add/remove a viseme, I can only replace an existing one, and I can shorten a viseme without making the following one longer. Is there any best practice or helpful video/forum post that would help me be able to manually lip sync better? I'm starting to lose hope and might just learn how to use Adobe Animate to lip sync or get Toon Boom Harmony if I can't figure it out.
I have a character that has some brow wrinkles. I'd like these wrinkles to move (scrunch up) when the eyebrows move. What rigging do I need to use to connect the wrinkle layer to the eyebrow?
I have a bird character and I would like to integrate a walk cycle that reflects the real anatomy of a birds legs (backwards-bending knees). Has anyone attempted this in Character Animator? If so, please point me to a sample puppet I could study. Thanks much!!!
I'm learning Animate and don't have my head wrapped around the program as of yet. I created a character in Illustrator and I can animate (from my computer camera) all head elements except for the mouth. I can use an existing template to animate mouth movements but I cannot achieve movement from from my Illustrator file. Can Animate use only existing mouth templates? Or can I create and animate a mouth of my own design? If so, what is the trick to do so? Thanks.
Switching out a head is normal business in CH. But how do I do this while having a transition leading up to the change?If I put the cycle layers and the "new head folder" in the same folder and call them by a key, then CH will cycle through the layers and ignore the head folder.If I put the cycle layers and the new head in separate folders, triggered by the same key, the head is there before the cycle through the layers is complete.Am I'm missing something obvious?Here my concrete example. Meet Zac:Zac is picking up a book so he can read from it. This is done by a cycle layer of body and head, triggered by a key. Works like a charm. There is a pause in the sequence before he puts down the book (not shown here). But the face you are seeing from the second frame onwards is drawn on. It is part of the image cycle. So it is static and does not move.What I would like to do: have the character be able to use voice input least when it reaches the last frame (when the book is open). Now if the
Hi,I've seen Ch mouths with: Ah, D, Ee, F, K, L, M, Oh, R, S, Th, Uh, W-Oo, smile, neutral, and surprised. Is there a list of standard mouth positions approved by you guys? And are the unused letters (G, P, etc) usable? Thank you.Evan
I use CA Beta6 and I try to connect to my Webcam Microsoft LifeCam HD-3000, but there is no video only audio.In orignal webcam software cam is working normally.I tried to follow up many advise from this forums, but none is working.Ctrl +F12 and Switch to default camera , waiting and then switch to Next camera will crash Character Animator.Also if I only do switch to default camera, there will be 'Camera is Busy' all the time.Please helpSystem:Processor: i7 9200RAM 12gbNVIDIA GeForce GTX 560 TiRegards,Ben
Hi,I have a new-ish 32 gb RAM system. I realize, I'm not up there with the pros and their server farms, but still, I'm surprised at how I max out my Ram (and get errors) when I put my CH scenes into AE. I can live with slugglishness (makes me feel young again, when I used CS3), but maxing out RAM (which in theory should not happen, because my Adobe CC should not chew up more than 80% as per "agreement")?What I throw at my system:I'm "guilty" of two scenes, 27 minute long, 4k res, 3 puppets in total that have a number of full body layer cycles. All this is imported as dynamic links into AE to receive no fancy effects but only 5 camera angles that switch back and forth to create a dialogue scene. Ok, I guess, that makes it 3D, but still. And I have some simple static 1080 graphics, that should add little to the load. But looking at my Task manager, the problem is not with AE anyway. AE has no reason to complain. It even gets it own SDD to cache. But it seems that CH running in the backgr
HI, So I have a character where the face and arms appear only after a keytrigger. The arms have some draggers and the hands have more keytriggers. My problem is on the second pass I want to focus on the keytriggers of the hands and the draggers, but when I hit record on the second pass it does not playback the keytriggers already recorded in the first pass so the hands are not revealed and there is just too many things going on to remember everything in one pass. If I disarm keytriggers and focus on the face then it does play back the keytriggers recorded earlier during recording mode.
Hi,Having watched Dave's latest video and the simple but genius idea of using PS puppet warp to make arm animations. I have a couple of characters in illustrator but can't seem to find a way to export them retaining the folder structure that is critical for CA?I know some of the rigging work I will have done will probably be lost but to have the use of photoshops tools I thin will be useful for me.Thanks in advance of your help!Glenn
Does Adobe offer professional training in Ch?If so, what number can I call?R
what is the adobe alternative to Tableau?thank you.
I seem to be having sort of the same problem except every time i go to open the "puppet" panel, or double click one of my projects to open the panel, Ca crashes. I've tried reinstalling and i don't know what else to do.
I cannot figure out why the arms on my character do not drag in Character Animator. I have been going through several different Okay Samuri's Character Animator examples from the Adobe website. Some have the plus + symbol on the arms, and others do not. It seems like no matter what I change in the naming of the layers, the arms still are not draggable. In glancing at the Illustrator layers, can anyone see anything wrong with my naming?Also, most of the example files from the Adobe website that demonstrate what I want to do are Photoshop files. Is the code for the layers the same for Illustrator and Photoshop?Thanks,
Hey Adobe ( or anyone who may know the answer ), Just wondering if there is a feature for Character Animator, where you can package up the puppet and send it to a preview platform (website) for people who do not have the program, so they can manipulate and play with the puppet and use it's trigger keys etc...I made a fully functional puppet with triggers this week (your tutorials rock, I learnt this program so I could make a character of my dad for his birthday as he loves animation) and would love to send said puppet to family members and friends as it would be great for them to see him and play around with the features. but unfortunately they don't have CA.Any preview system available for them to do this?Would be really cool to have that feature in the future, would you consider this if it is not a feature?Thanks guys,Dan
HelloWe will be going live on Youtube (maybe Twitter too) later tonight at approx 9pm UK time. We will put an announcement on our Twitter page @digitalpuppetuk when we are live.If you join us we will be explaining how our virtual studio has been set up and if you have any questions you can ask us live, either by comments or actually calling the show
Hi everyone.I was using preview 5, and the webcam would drop out as "busy".Often, clicking on "next camera" would restore it.I've upgraded to Preview 6, and now on program open it complains that "CFHDDecoder.dll is missing" and suggests a re-install.I've uninstalled and reinstalled, but I still get the same issue. Also, the program does open, but my webcam is no longer available. Any Ideas please?I have a Dell inspiron17 i7000 and the webcam uses the generic windows driver, usbvideo.sysWindows 8.1 64bit
Hello,Is there a way to send audio from character animator to Wirecast? We are able to get Character Animator to connect to Wirecast via NDI, but can't get any audio through. This is for having multiple characters in the scene at the same time - wondering if it's possible to get the audio from Character Animator without needing to access each individual microphone separately.Thanks!Jen
First off: AE seems to treat the sources of CH (eg. psd files) differently than CH itself. While I would get a perfectly working scene in CH, AE is sensitiv to transparency of layers in PSD files different from CH. An element might work in CH but not show up in AE. But ok, this I figured out. Important not to be sloppy.Major Issue:AE loses all the Camera Input and some key triggers. It gives me the mouth shapes alright but my performance does not show except for some key triggers.Has anyone experienced something similar?When I export directly from CH all of the performance is there.Are there any known issues with AE?Using version 14.2.0.198
hi there, when i want to move my character with Webcam there is a Problem. I turn my head but the whole character is rotating When i press the crown to indepent the head only the head is rotating but Body stays completly. Hope you guys can help me! thanks
While implementing the walk cycle my character's arm 'separates' as she walks.I have tried various 'wrist' and elbow positions, but to no avail.Any thots, many thanks
Report from the ectention viewer:Renderer: Intel(R) HD Graphics 3000Vendor: IntelMemory: 2108 MBVersion: 3.1.0 - Build 9.17.10.4459Shading language version: 1.40 - Intel Build 9.17.10.4459Max texture size: 8192 x 8192Max vertex texture image units: 16Max texture image units: 16Max geometry texture units: 0Max anisotropic filtering value: 16Max viewport size: 8192 x 8192Max Clip Distances: 6Max samples: 4GL Extensions: 129\i0 GL_ARB_half_float_pixelGL_EXT_compiled_vertex_arrayGL_WIN_swap_hintGL_EXT_packed_depth_stencilGL_EXT_texture_lod_biasGL_INTEL_map_textureGL_ARB_color_buffer_floatGL_ARB_texture_compression_rgtcGL_ARB_draw_instancedGL_EXT_draw_buffers2GL_EXT_texture_shared_exponentGL_ARB_draw_elements_base_vertexGL_ARB_window_posGL_ARB_explicit_attrib_locationGL_ARB_texture_floatGL_ARB_point_parametersGL_ARB_texture_compressionGL_EXT_transform_feedbackGL_ARB_depth_buffer_floatGL_ARB_vertex_buffer_objectGL_EXT_packed_floatGL_ARB_pixel_buffer_objectGL_ARB_fragment_program_shadowWGL_EX
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