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One thing that I could see to be helpful, not only in my puppet designs, but just generally in character animator is the option to invert the way the camera reads the facial movements. How I see this working is to create a little check box that says "invert" next to it, and all it does is invert the way the assets of your puppet reacts to your face.Nutcracker Jaw: Invert [ x ]Examples:Nutcracker jaw closing when your mouth is open.Eyes looking left when you look right.Eyebrows moveing down when you rais them.It's a very little thing, but I can see some very intersting applications that this could be used for.
The snapping of the head to different views isn't a big deal if you are using the pose to pose feature. It really stands out however when pose to pose is off. I would like a few in-between states for the head turns.
I saw the option "OK hands", but still the character is stretched like an elastic band. I would like to give a parameter forbidding the bones to open: Hands - shoulder, front of the shoulder (forearm), foot - thigh, lower leg. There were times when the elbow jumped when recording animations across the screen. (ate not put a point on the elbow)
Please create a setting(s) for creating a more accurate "lip sync from scene audio". Maybe leave the current way it's done for people who want it done with the current quality/time, but allow people to choose a much higher quality setting (and let the software run for 10x the current time if necessary). I currently spend many hours fixing the visemes for my dialogue (at least 30 hours for a 30 minute animation). There isn't one string of dialogue that I don't have to fix.Is this possible?
Currently you typically have a HEAD group in front of the BODY (so the chin is in front of the neck etc. You may also have front hair dangling in front of the body as well.But it is hard to have +HEAD (an independent group) and rear hair (to be displayed behind the BODY). The front and rear hair should be both controlled by the head movement.It would be nice to have a better way of having rear hair attached to head movements, but be behind the body.I would suggest having a +REARHAIR group as a pattern, so depth of layers controls depth of display, but where you can “attach” the rear hear to the +HEAD group which is not a parent.(A few approaches have been suggested in the forums, but none of them work properly. I only get rear hair to work when HEAD is not an independent group, so BODY and HEAD and REARHAIR are all part of the same group.)
Premiere Pro, After Effects, Character Animator and Audition should have this button, as Cinema 4D has. It's a great tool to do an inverted reproduction.
It is not possible for a custom made trigger to appear as icon in CH. It'd would help a lot with the recording if we can do this.
The free transform tool on your avatar so we can adjust the orientation to the bounding box
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It would save on performance for extensive characters if there was a setting under walk behavior to simply mirror or flip horizontally your puppet for the opposite profile instead of making a whole flipped copy of it.
HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It would be nice if there was an option for parallax to exclude profile views. I've got a series of puppets where I wouldn't mind having parallax on the frontal and quarter views, however it makes the nose and mouth move off the face in profile, so I have to disable parallax altogether. Unless this option already exists buried somewhere?
It would be really helpful if there was an option to import raster, photoshop-based puppets at a lower "draft" resolution (like you currently can with vector Illustrator-based puppets) so that recording and setting up scenes can move more swiftly and smoothly and you still have the option to res up before outputting your final render or if a scene needs a tighter than usual zoom. (I know that you can achieve this by having different versions of your puppets, but the downside of that is, often we edit puppets on the fly, and if you edit the lower-res puppet, you don't have those edits available at the original resolution.)
When I added smooth head turns and multiple body views to my character, I run into the issue where I have to add certain behaviors, such as eye gaze, face, body and limb IK, to multiple layers in order for them to work.On head, I have "smooth" head turn setup using the head views tag and the cycle layers behavior. Inside each head view layer, I have a 2-frame cycle consist of the main head drawing and an in-between head drawing that gets cycled during head turn. The issue I'm having is that if I just add the eye gaze and face bahavior to the root of the character, the behaviors only gets applied to my first drawings inside the head view layers. To solve this, I have to add the behaviors directly to my second drawings.I have a similar problem with my swappable bodies. I have front, left and right bodies that can be swapped using triggers. Although I have to add body and limb IK behaviors directly to the three bodies in order for the IK and the body tracking to work.As a result, I have
Hello. I think it's a little confusing for me with the "Record One Motion" button. It isn't really clear how to continuously record a loop motion (unless you record one motion and then drag the layer out on the timeline). In this instance, I'm trying to use it to create a dance loop.I think there should also be a "Record a continuous looped motion" or a "Record loop throughout Work area" button to compliment that button.
It would be great to be able to take the original characters we create in Pro mode using puppet maker back to Starter mode to be able to animate faster, and then be able to drop them back in the Pro mode timeline.
Currently, setting the scaling and rotation value to a layer results in scaling and rotaing the layer arbitrary from the center of the layer. Instead, I would like to see a rigging tool that can scale and rotate the layer by using its main handle (green and named with the name of the layer) as pivot.
I've got triggers to setup the emotions of my puppet, everything is working perfectly... except the fact that when I use a keyboard trigger to change its emotions, the mouse & touch input (eye gaze function) seems to stop working.Is there a workaround?
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I do not do performance capture. Most of my work... 30+ years has been with Aftereffects. I need to be able to keyframe the entire animation. there seems to be no way... either because there IS no way, or... it's just not documented where it can be readily accessed... to keyframe the position of handles in a rig. this renders the rest of the features in Character animator completely useless to me. as nice and desirable as they are. also: write it down. if you have an urge to make a video tutorial about something... write it down in the documentation first. Videos often have minutes and minutes of non-helpful 'content' for people trying to answer a single question. if it's that important that you think it deserves a video... write it out in the documentation first.
Coming from an AE standpoint, I am really used to the Replace Footage option and Character Rigging can be quite fastidious if your characters' got all (or a lot of) the phonemes. I tried to base my second character on my first one because I was expecting the option the Replace Footage to be there, layers are saved the same way, it's the exact resolution. That would have been saving a ton of work in pre-production. Saddly, it's not there... yet?Or maybe I am not looking at the good place?!Either way, that option should be implemented, I think everybody making more than a single character in CA would be a big fan of this time saved NOT doing the same thing over again.Thank you in advance! 🙂
A guide to how you can minimize errors and employ workarounds for facial tracking problems associated with wearing glasses. These problems include random blinking of one eye, one or more eyes remaining shut, and one or more eyes looking in the wrong direction. Maybe a setting to lock eyes being synchronous that can be turned on/off. Maybe a timer for blinking that you can select instead of camera input. Maybe a way the video can take a still and then you confirm what is the eyelid, what is the pupil, and maybe confirm what are the glasses.
The Head and Body turner behavior should have the option to be controlled by keyboard as well not just camera. It would be a good work around to having a full parallax head turn with the walking behavior (using just the keyboard) rather than just the 3 frames allowed for the walk behavior.
I'm unsure why the color blend mode isn't already a thing in the blending modes for CA. It is extremely useful. If there is a true technical reason why it isn't added or can't be added, then I would love to know, it sounds like an interesting thing to leave out. It may also just be a mistake, and it got left out when programing it. Anyway, I hope the best for the program, I'm having so much fun creating, and pushing it to its limits.
There does not seem to be a way to adjust audio levels from imported clips such as sound effects and background music. I can do this in an external app but its cumbersome and hit and miss. So having a simple audio level lever would be awesome and save a lot of time.
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