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Hello, I'm trying to make my own character for the first time, I don't understand why the body icon isn't present in the "camera and microphone" area. I want to clarify that in my character the structure of the body is already present with the correct subdivision of the elements.Thanks in advance
Whenever I make a character blink/copletaly close it's eyes, the base skincolor disappears. This has happned with two different characters. For the one I am working on now; the skincolor-layer disappears, but the hair-layers underneath is vissible. The same happened to another character, but that character did not have any layer underneath the skincolor, so the background was vissible instead.Any advice on how to make this not happen?
I cannot make a new project. Why is that?
Good Day to whoever see this,I have made 4-5 puppets for character animator and I am running into a reoccuring issues with the limbs of my character. Typically, one of the arms is not as flexible or moves in tandeum with my own. Recently, I found that using a puppet with an arm bent by defualt is close to being perfect, but has issues with one arm. Reworking the puppet to have a default A-pose and one arm doesnt move properly. I have a video to demonstrate my rigs and the issue, I blurred myself out of privacy. If anyone is willing to provide feedback or advice, it would greatly be appreciated!
Why am I being restricted to exporting only a small portion of the scene I am creating using Character Animator?
I have a character who has very long hair, he is sitting on the floor and the bottom of those hair is rolling on the floor. I wish the hair had danglers, but the hair on the floor should not follow the head, only places that do not touch the floor. I tried everything I know and what my imagination can find, I also looked in the forum, I found nothing that could help me. I tried Magnet, Leader/Follower, Handle fix so that the hair on the floor remains fixed... But I can’t figure out how.Can someone please help? Isabelle
After making a video and pressing the record button, after counting 3 2 1, "There are no input channels available for the selected audio device. Do you want to open the Audio Hardware Preferences dialog?" message pops up. What does this mean? What do you mean by input channel? what should i do
So I downloaded a sample of mouth drawings to use on a puppet test, and it comes with a neutral drawing of a mouth. Now, what if I want to create a trigger to go from the neutral to a smile, or a sad, or whatever mouth I want to show just for a short amounth of time base on a trigger? I created a layer below the set of mouth drawings and added a trigger to the added layer, but it only shows on top of the rest of mouth drawings. How can I do the actual swap to replace the neutral mouth drawings for the added layer when I hit the trigger?
Question. How would one record transcript-based audio with body tracking? Especially with body turning. With transcript-based lip sync, the visemes is based on the view (i.e. frontal, profile view etc) that the character is in. So if I'm recording body turning, how would one then record the transcript-based lip sync work? Because the mouths are different for the different views.
I had a lot of trouble creating smooth head movements using the cycle layers trick, but I finally figured it out. I figured I would document it here since this community has been so helpful. OkaySamurai shows how this should work in a Community Spotlight video and got me going down this path. A lot of good information is there.https://www.youtube.com/watch?v=thDlCEuLzuY&t=463s EdwindeBruijn has another post about the importance of group order when doing this. Specifically, he documented that the Frontal group needs to be below the Left Quarter and Right Quarter groups for this to work. If you want your character to have hair (or something similar on their head that changes as the head turns), you will need to add the cycled layers to their own group. The cycle layers behavior will have to be applied to the group with these layers, not the higher level "Left/Right Quarter" group that contains the hair. When adding the Cycle Layers be
Just joined Creativce Suite yesterday. Downloaded, used and exported a short animation using Photoshop (updated) and Char Animator (updated)...Shut down computer, slept..Woke up, logged back into computer in the morning, Creative Suite opens, Photoshop opens, Char Animator loads, then stops with an error. Less than 24hrs, broke. I've uninstalled all adobe apps, reloaded evrerything and still no luck.Checked my account status and its paid / not expired.All other apps, Lightroom, PS, AE, etc work...only Char Animator is not
When I use Characterizer in character animator, everything works fine until my face is generated and I'm asked to choose a style. The face that's generated is only partial. Parts of my face are missing. Do I need an extra bright light or a certain kind of background to make this work?
Hi There,I am experiencing some difficulties with my puppet, I hope someone can help me. This is my puppet.I can't get to move the hair behind the back along with the head, and my pupil doesn't move. Is there a way to connect the layer of the heir that are behind the back with the head so that when the head moves, the hair moves as well.I attached a pic of the puppet and of my layer.I really appreciate any help you can provide. Gaetano
My animation workflow is:1. Record a take2. Blend it3. Repeat To speed up my workflow, I use Ctrl+B shortcut to blend the most recently recorded take. However, I find the default blend duration too slow for my taste, and I almost always adjust it with the mouse to be shorter. This has slowed down my workflow, especially when I do arm animation (I want the arms to swiftly go into and out of a recorded position, and adjusting the fade manually had become a tedious repetetive chore). Anyone knows how to change the default blend duration? I didn't find any way to do this! Anyone knows how it can be done?
Hi,I am using motion library on a puppet. My issue is that when I add a movement I also need to tweak the settings to make the 2nd movement work on the puppet. What I find is that when I fine tune, say, ballet and then add a jump, the changes I do to the jump are reflected on the ballet. For example, let´s say I want the feet to keep in place in the ballet, so I desactivate the controls on the feet. But then I want to it to jump, and I activate them. When I go back to the ballet, the feet are activated also there.How can I change settings of each movement without affecting the others? Thanks
how to rig arab character or girl in dress
Hi all,I have a bunch of super-complicated puppets that were created months ago - and used a lot in the interim. In efforts to keep the file size down, I took @oksamurai 's advice (original post from last August if anyone's interested) and made the different heads shareable, but I think I messed up by making a totally separate file for the heads and leaving the bodies with flat replaceable layers for placement purposes. I just noticed an unmoving eyebrow in the profile views of my heads, which I had thought that I'd fixed in a previous project but whatever, so I opened all the head files in my media folders and, cut the eyebrow out of the face background layer, put it on a new layer, labeled correctly, and adjusted the face layer accordingly.In my Ch puppet, the face layer now shows no eyebrow which is great, but the separate eyebrow layer isn't importing. If this was a regular puppet, I'd refresh the link, but I can't find the link here.I know this whole thread might be a bi
i downloaded a puppet and when i tried to import it in adobe character animator 2020 , first it shows all the loading things and finally a message pop up . i have attached the screenshot . please reply
An application where a ChatBot (talking head) actually talks to user based on user inputs. Having a conversion such as Q&A user either text or we use STT one way and TTS in return where the conversion is generated by a specialized backend (possibly a GPT-3 type Language model ) with domain specific data.Looking at Adobe Character Animator and trying to figure out if its possible:- Have the puppet exported/published with the lip-sync control to a web JS / Canvas environment- Either through Adobe Animate ( HTML5 ) or differentSo far I couldn't find a possible pipeline to accomplish this with Adobe's tools.Any Ideas ?
Hey! I was wondering if anyone has run into this issue before and come up with a solution/workaround.I have a complex puppet with a head turner and multiple views applied to the head and a swap set controlling the multiple body views. I've also got a walk cycle applied. When the walk cycle is running, the head stays sort of pinned and the neck becomes distorted - meaning the head doesn't move together with the walk/body. This happens even if I don't record the face behavior during the walk.I'm currently working in Beta V23.0.0.8 but I have this problem in the regular Character Animator as well.
I have installed NDI 5 tools for Creative cloud. (This has worked previously with NDI 4)When I launch Character Animator I have the option to to choose NDI Output.I launch the NDI Webcam, and there are 4 video source option. On the video source 1 I cannot choose Character Animator... it is not an option. NDI is also available on After Effects nad Premiere Pro but they are not available as otions either. Anyone else have this issue?
Hello, I can't access to my Ch project no more... When I try to open my file, this error message appears, I cant work on it no more. This is a three month work I was about to finish.Can someone helps me please ?Is there a way to use a previous save of my work ?
I want to hold the bottom of the hood in place, and then I want to move the top of the hood with the head. The challenge I have is that the entire hood (even the parts draped over the characters chest) move with the head. I'm trying to hold that chest portion down (as if it's resting on his chest) while the top moves (as if it's actually resting on his head.) Haha, sorry for going in circles, but I wanted to be as to what my challenge was. Hope someone out there can help! Cheers!
Is it possible to have both auto swap and triggers function in a single puppet? As an example, I would like to create a puppet with a set of auto swap arms AND triggers for specialty arms (like arms crossed or hands clasped together with interlocked fingers). Each work fine when done individualy. Can they work in the same puppet? How? Thank you!
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