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If I have a puppet rigged like OKSamurai's Yoga girl, and I want some draggers to be "hold in place" like the arms and feet, but I want the torso dragger to be "return to rest" then I would need a local Dragger Behavior for the independent leg layer.But when I do that, if Ground detection is enabled, then the heel/dragger moves fine, but the toe remains pinned to the ground.This works fine when there's only one global dragger behavior, but no matter where I put a second one, the toe information is lost.Nesting local dragger behaviors in the arm layers works fine though, it's just the ground detection info that isn't passed through the second dragger behavior.Is this fixable?Thanks!
I have back hair that is independent. Suddenly it started to stutter. I tried to re-rig the puppet and suddenly it started again. It looks like this: [https://community.adobe.com/legacyfs/online/1663494_Dangle%20Capture.gif]The stutter is only visible if I move my head slowly. If I hold my head still and then move it fast to another location and then hold still, the jitter is not noticeable.Win10 64, GTX1080Ti, Ryzen 7 1700[Community Post describing the issue](https://community.adobe.com/t5/character-animator/dangle-hair-jitters-stutters/td-p/10276831?page=1)
I had to move my original puppet from one folder to another. I couldn't reroute any of the attributes so I had to start with the rigging from scratch.
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уже неделю пытаюсь хоть что-то минимальное получить, но так и никакого результата. Хотел просто чуть-чуть анимировать рисунки в детской книжке сделанной в Indesign для электронной версии. Чтобы не делал, но фон остается черным. Результат совсем никакой.
I have not been able to switch to pro mode in over a week! I have the entire adobe suite subscription! This is getting very disappointing!
I can't open projects. I just updated the new version and it does not allow me to start new projects
I tried CC last year and stopped using it when I started having webcam issues. A year later, I still have issues with it. I have a Logitech C922 and Blackmagic Capture Recorder. At first, I got the "Camera Busy" with NO other applications running. I tested it, I opened OBS and the C922 turned on no problem. I closed OBS, restarted, went to Device Manager disabled Blackmagic, restarted, opened CC and still the same issue "Camera Busy".Yes, I went to the 'Switch camera' option, yes I 'Default Camera' too, still same issue. I performed another test, closed CC opened Skype and the C922 turned on no problem. I closed Skype and gave up CC for another program.
It would be awesome if adobe adds a feature to support multiple character animation and rig in one scene
The scale and anchor points now are set but won't remain unless you record them. If you touch any other behavior before recording, they disappear, causing you to have to re-enter them. These are so basic to where a character is in a scene and need to just have them inputed in an easier and more stable fashion, such as typing in a box.
Hi, I am experiencing a GL error when I try to run Character Animator and haven't managed to run it successfully yet. I have attached screenshots to give you more information
It would be great if this issue can be resolved soon, I can prep and record just fine, but when i try to re-rig the bones, it crashed before the skeleton loads up
I work with two screens and put my timeline on one, the rest on the other. When I switch to rig mode and switch back, the timeline has changed to a small spot inside the big grey window. When I change the width it comes back. I work with Windows 10.
Need a way to figure out what's happening in the timeline with regard to position keyframes
This would let the user fully customize and improve advanced headturns (made through stacking multiple Face Behaviors).
Snapchat style 3d mask building and face augmenting. Soemthing that feels less paper cut. Maybe allow us to mix our real eyes in with cartoon features. I know this is a big ask, but character animator is a bit underwhelming when you see the possibilities in something like Snapchat face filters (lenses)
On Mojave (10.14.3), the camera doesn't work: It is "Waiting for camera" forever. The green light next to the camera comes on, but CA stays waiting. I've tried all the ideas found in google searches:- I can't change to the next camera (there's only 1).- I have given permission to the camera, and even rebooted after.- The mic works fine. - The camera works in other apps, e.g. Chrome (which also has permission, I just didn't include that in the screenshot).Version2.0.1 (Build 😎
After upgrading to Mojave MacOS, we are having significant performance issues with our existing CA live-streaming setups. Our setup is this:CA 2018 or 2019 (720 project, 20fps) -> Wirecast or OBS (via NDI or Syphon, tried both) -> RTMP (1.5mbps 30fps 540p) to our serversWhen running some of our triggered animations of our puppets, the FPS out of CA drops to single digits, and seems to combat Wirecast or OBS, which in turn drops dozens/hundreds frames on Wirecast or OBS. This did not happen in previous versions of MacOS, and we have taken the same project files/config and run them on an identical High Sierra machine with no issues, so there seems to be a priority battle for real-time processing that Wirecast and CA fight over with some more intensive animations. MacBook Pro (15-inch, 2016)2.6 GHz Intel Core i716gb ramRadeon Pro 450 2048 MBIntel HD Graphics 530 1536 MB
Hello there, if I change the timeline, the puppet will be lost. Could you please solve this issue? https://drive.google.com/open?id=19-nbBMItjpKVtPmi9pZnB5sX75VzQJFg Thank you in advance.Kind regards,Dennis
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Hello! I love your product. 🙂 Internal error code: (751789695:79+6) assertion failed!I was working on creating an animation, saved a new file, imported a puppet, and then was going to drag into the timeline but as I moved the mouse from the menu, as seen in the screenshot, I received the following error code. I was able to recreate it several times. Everything seems to be fine with the file, however.Thanks!Axelps I guess there isn't a place to save the screenshot. I have it if it would be helpful. 🙂
Need to re-link missing files.
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.
since the 2.0 update Ive been having a weird bug with dragger arms attached by hinges and how to interact when set to return to rest.Before the update, they would return to the default position that was set in the Photoshop file. But after the update, the arm straightens out facing in the direction that the dragger has been moved in and after the duration set under return to rest it will immediately snap back to the default position.This does not only happen on my original puppets but it also happens on the stock puppets as well (I specifically tested it with Stardust). Is this supposed to happen and is any way to fix this so it the dragger/hinge combo to work how it used to?For reference here is the problem in action, I completely reinstalled Character Animator and reset all the settings. the file is the stock Stardust puppet and the only thing I changed in the file was how long the return duration is on the dragger from 0.3 to 2 so that the problem would be more visible.
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.
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