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Does anyone know how to un-share a part of your puppet after you've clicked "Make Shareable?" (Other than using the History menu to un-do it?)I have a set of arms I would like to share within my puppet so I can use one set for each of my body views; however, I need to add a Swap Set to the arms first. Once you've clicked "Make Shareable," the option to add a Swap Set is no longer available. You can add triggers, but add Swap Set is greyed out -- why is that?So, I'd like to un-share my arms, add the Swap Set, and then make them shareable! Thoughts?
I have a puppet with a head and a buddy group of layers. Inside the head group there are 5 separated layers for 5 different views.The puppet works perfect when it is standing, but when I add walking behaviour to the puppet and want it to walk, it is not walking.Should I use different bodies for different head views?
I'm fining that as I create more complex puppets the most time consuming thing is making sure I have the same behaviour settings across multiple profiles (Head turns, Walk cycles etc). If it was possible to add colour labels in the same way you can with triggers it may help with organisation and streamline the rigging process. For example some cycle layers in a mouth can be the same so it would be good to see at a glance with colour rather than clicking in each one. Please see attached. 👍
As far as I can tell, if you have Frontal and Right Profile the puppet will not switch from frontal to the profile when you use the arrow key. You have to create Left Profile as well for the flipping from “Frontal” to “Right Profile”. If the right profile is the default (like walkbot), then walking works. So it is not the walk behavior that seems to be the problem, but rather the code to decide to flip from the default profile to the walk direction profile refuses to work without Left and Right profiles both defined (and rigged sensibly).I think it makes sense to allow Frontal with only one profile. Puppets can walk backwards if the other profile is not defined - and this works pretty well! So allow only one of the two profiles to be defined, allow it to flip from frontal to the side profile, then make it walk forwards/backwards based on which arrow key was pressed.
It is located in My Documents, the folder location where the Photoshop files are located.After importing this into the character animator and creating a puppet,After saving, the original (Photoshop file) of this puppet isIt's saved in Gathered Media, right?After that, you can reload the puppet and click Edit OriginalIt won't be called.I have the original in Gathered Media2next timeGathered Media3 has the original.However, when I open it from “My Documents”, which was the original location,The original can be edited.In the case of the default characters provided by Adobe,It works normally..How should i solve this problem?my computer is macbook os m1Soft updates are up to date.
Hello, I have been lately using adobe animate and i am a begginer and i created a simple spongbob puppet for a advert i am making. But the walk behaviour has not been working properly for this puppet. Can somone please help. i attached pictures so you can see.Thank you for reading
Hello Community,I have four puppets all doing the same thing using motion library, and recording movements. I was wondering can I just copy everything I did on one puppet to another. That would be a huge time saver.
Bonjour J'ai du mal à importer un fichier AI dans Character animator la version Beta
Hi all! I hope you can help me out. I'm trying to create a puppet that's basically a coil/spring with eyes and arms. The idea is that he moves by jumping around (because he's a spring). I wanted to use the motion library, so we can use the jump animations. So I have a puppet with a body, a face, left arm and right arm. I added sticks with dangle to the body on the places of the coil lines, so it doesn't bend in unnatural ways and still is bouncy. So far, so good. Now when I add a jumping motion from the library, the puppet kind of jumps but he also rotates around the center slowly. So after 5 jumps he's upside-down. How can I prevent this? What I already tried: - Adding handles with head/neck/hips/knees/heels along the body. This caused the coil to be unrecognizably torn apart during the jumping motion. - Adding knees/feet with separate handles also torns the puppet apart, because his "feet" are just the bottom line of the spring and can't move independen
i keep having a problem exporting my video on here, when its almost done downloading i get this error. i updated my intel and eveything please help
Many times the automatic lip sync function does a great job at making the mouth move with the audio track.Sometimes the automatic process is horrible, and has to be corrected manually.Very often the following happens:1. I need two or three visemes in a 7-frame space in the timeline.2. I right-click and add the first viseme in the sequence, and it fills the entire space where I actually need three visemes.3. There is no way to disconnect the newly added viseme from the following one and shorten it to the proper length, so I can insert the next two visemes. The inserted viseme glues itself to the following viseme.Please reduce the length of inserted visemes to two frames, and let the user decide how long it needs to be.(Or create a way to separate two visemes that are glued together.)
Right-click on the puppetIf you click Edit Original, you should see the source in Photoshop.It is no longer visible. doesn't appearThe photoshop program itself runs.please tell me how to solve it
Why does my character not load? The program claims there is a problem with the graphics card, which there is not or adobe ilerstrator would not work either! How do I fix this!
Hi allI've purchased 2 'advanced' puppets from Graphicmama, thinking I could use them with Motion Library.After 2 days of trying I can't get it to work.If anyone could help I'd be extremely grateful.(Happy to share puppet if needed).Thank very much!
There is a new version of Character Animator 22.2 available for download from the Creative Cloud desktop application. There are a number of bug fixes carried out in this release, including all previously known issues with Puppet Maker. To check for updates from the Creative Cloud desktop application if you are unable to see this update, click Help > Check for Updates.
I recently upgraded my laptop just so I could run Character Animator more quickly.However, with the upgraded hardware, when I click Record, it takes 8 real time seconds to record 1 second of the scene. And it seems to be jerking forward 3 frames at a time.The entire scene is 3 minutes and 40 seconds long.At the present time, I only have 9 tracks in the timeline.Any help would be appreciated.Should I uninstall and reinstall Character Animator?Thank you.
I've looked in all the forums and I couldn't find answers, help me. Version 22.4
I've got a character nicely rigged with the standard IK arm behavior, following the standard shoulder-stick-elbow-stick-dragable hand method. The rest of the head and body are controlled by the head with various sticks and pins to dampen the movement of the character to their waist and this works well.When I drag the hand and leave (Hold in place) it holds but is still subject to movement from the head, torso and body albeit a small amount. Is there a concrete way to plant the hand rock solid?
I want my puppet to start off camera to the right.When the scene begins, I want the puppet to walk into view and then start talking.I do the following: [1] click "Record," [2] use the arrow keys to start the puppet walking in.The puppet never moves and the recording automatically stops.Is there a way to do what I want to do?Thank you!
I'm trying to save my puppet as a new project so I can make changes without affecting the original file (that needs to remain untouched) I'm getting this error and it's a bit different from the ones I've found online and on these forums. Unfortunately I can't share my file as this is client work. Thanks for any help!
HI, I created my character starting from the "blank" character and replacing all the body and face parts in Illustrator. All naming seems to be correct. When I try to use my character in "recording" mode the eyebows are not behaving properly: if both "crowns" are on, only the left brow will move and defor the left side of the head. If I disable both "crowns" the brows will move together but they will deform the head too. I tried all possible combinations but I don't seem to be able to make it work. Thank you Sergio
I'm using:Character Animator 2022 (22.3)Windows on desktopLatest NDI Tools with the LauncherOBS Studio I have read most (if not all) of the threads in here about this same issue but from what I can tell, none of them have been resolved. Randomly (or for a reason unknown) my puppet won't appear in my OBS Studio stream. Last time it happened, I simply reinstalled NDI tools, loaded everything up again and the option for the CA puppet was in the NDI webcam selections. Therefore the issue is definitely the connection between CA and the NDI Tools. I've even been able to load up CA and just OBS in the past without needing to launch NDI tools and the puppet appears in OBS Studio. Now the connection won't work again. I have uninstalled both CA and NDI Tools (completely), rebooted, etc etc and I still can't NDI Webcam to pick up my puppet from CA. I have not changed any of the required settings with regards to : however I only get a blank screen with the option to select "remote c
So I have been trying to implement Limb IK for a Four Legged character. Followed the usual tutorials from Okay Samurai. The issue is that IK only recognizes one pair of legs and roots to ground only on that pair. The other pair just floats but it works on with a walk cycle. What Can I do to make the Character animator recognize both
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