Learn how to create, build, and animate 2D puppets.
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It would be useful to have negatice setting for the nutcracker jaw to animate for example an upper jaw or mouth as seen here:https://community.adobe.com/t5/character-animator/how-to-animate-a-hand-drawn-animal/m-p/11405659?page=1Thanks
I f you drag something onto a folder inside the Project panel the folder should not open automatically. (Only if you stay on the folder with the dragged object/cursor)
Request: please add mouth-expressions (neutral, smile, surprised) in context-dropdown-menu in the timeline(additional to visemes). If you select a single viseme in the timeline you can easily change it to another simply by right-click on int and select another (e. g. an M for an S, or silence) Thats great :)))I would like to have access to neutral, smile, surprised as well. Since there are in the puppet rig, too.
I am constantly fighting with the rigging UX so many things that should be just simple and easy, are difficult. Compounded with the fact that tags often overlay pins it can be very frustrating.1) Ability to turn on/off the display of tags/behaviors so that I can see only handles or sticks. I draw the rig in illustrator in a sepearate hierarchy so I can trace over it, manipulate it etc, and most importantly MIRROR it! much easier to do that way than manually trying to implement the sticks and handles in all the right places. I also color code handles that I want draggable, or ones that represent layer origins.2) Ability to turn off everything except for sticks/handles that have a particular tag: e.g. "draggable" (or "keyable" would be amazing) why? because in order to NAME the handles you have to walk through the outline. But if you select all layers, you can see all of the rigging. if you could then have it show ONLY the rigging you will need to be renaming it's much easier.3) Abi
I would like to see more of the internal structure of nested scenes in my timeline. What about adding a visible section which represents the working area inside the nested scenes? And/or make the markers visible on the bar in the timeline that is representing the nested scene.
I need the option to turn the Sound on/off when I have nested scenes in my timeline. Why not implementing a little sound-button next to the eye-button (visibilitiy)? Would be helpful 🙂
I want to change some menu shortcuts.For example; I want to add a shortcut to Compute 2 Lip sync command
where is the limb IK tool??? i have the last version, but i only see the old arm IK.
I do not know if this exists already, but I think it would be helpful to point your playhead at specific frame of your timeline then hit your Trigger key to manually add the keyframes you set for that said Trigger key in the timeline (without pressing Record). Not sure if it makes sense.
I have 2 different swap sets of hand poses, namely the right hand and the left hand. Both swap groups has the same hand poses. However I would like to have it in one trigger swap set, instead of two. I can do this by creating swap set of, as example, the right hand, then manually move individual hand poses from the left hand group to the right hand swap set. It's a lot of work. Is it possible just to create for both hand groups its own swap set, then in the trigger panel, I drag either hand swap set to the other and have it automatically merged. So each hand pose trigger will have two trigger (right and hand) automatically.
Dont understand why edit original open my illustrator,not photoshop??this is a psd file.Why open illustrator automaticly???
Update your tutorial to match 2020 3.3 version.
**Situation**: I'm fairly new (2 Weeks into Ch). I want to create explainer videos like Kurzgesagt. I want to create some more complex animations with draggers.**Expected**: On pause or record, while Dragger in Properties is active (red dot), I can see the pose/movement (takes) of the puppet.**Actual**: All takes, under the current Dragger Property, are not visible.**Solution**: Create an option under the Dragger property that lets us see the current poses/movement. While recording, the movement is not relative to the existing takes but the same as if you were recording normally.
Use CA as a interactive quiz/scoreboard. I would like a better way to add numbers and add the desired number increments to allow for live scoring.Using a shortcut/number input box the counter will change or plus button to add to the score. I can then set this up via a trigger so I can overlay the animation on top.
Every time the artwork is regenerated at 200% I get an error saying can't rename file. See the attached error log.Is there any way to sanitize this file without starting over?at this point I think it's fixed - what I did was 1) I pushed all behaviors from the puppets to default2) I exported the puppets3) I created a new project and imported all the puppets4) imported the offending project5) swapped the offending scene's puppets for the newly imported puppets6) deleted the old puppets and did a save-as.7) on opening up the newly saved-as project no more error.I did build the project in the beta version of Ch, so perhaps something got corrupted. I occurred at the time when I was bumping up the ai render res. I bumped it to 400% and realized that was WAY too laggy, and so I bumped it back down to 200%. However perhaps I was not patient enough or something. I ended up with files that couldn't be "renamed" how shown in the log.Anyway... this feels like a bug. But I can't exactly repeat i
This might be a bug or a much needed feature. Ch doesnt link to Audition and when I edit in Audition I have to quit Ch to save?
The camera is glitchy and slow on syncing with movement.
I think I've found a bug with magnets. Any advice would be really appreciated.I'm doing something weird. I have a character with shoulder length hair, and I want the dangling hair to be on top of the shoulder, but I want the forearm and hands to be in front of the hair.The way I've done it, is to make a normal arm with shoulder, elbow, wrist tags, bones, arm IK etc below the hair.Then I made a copy of the forearm, and put it above the hair, and used a magnet with weld to parent the top forearm to to the one from underneath that has the arm IK.It works well, in fact it kind of looks better, because the elbow isnt being mesh deformed anymore.BUT, whenever the top forearm passes through a 180 degree rotation, it freaks out for half a second and appears in random locations in the frame.If I pause the playback on that frame, within a few hundred milliseconds, the program fixes itself and the forearm returns to the right place, but on export, the frame doesnt wait to be be fixed before it ou
So I am pressing Ctrl + E to bring up AI so I can edit my puppet but all that does is duplicate my puppet, It does not bring me to AI. Even if I were to click edit original the same thing happens. This might be a bug issue. I've already tried uninstalling AI and CA and reinstalling but that didn't do anything. Please help.Just to be clear, AI can open when I lauch it by itself, but it is not loading via Character Animator. Neither is photoshop. The edit original option just duplicates my puppet instead of allowing me to edit it. Thanks.
please help./Users/jacquave/dev/apd/animal/sandboxes/new_compiler/animal/shared/third_party/OpenCV2.4.13/modules/core/src/array.cpp:2482: error: (-206) Unrecognized or unsupported array type in function cvGetMatthis comes up when I try to generate puppet in open character.
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You would be able to delete projects in your project file if they are un wanted.
Make the transparency actually transparent when imported in FCPX like a green screen. When I use transparent then render in ME the background stays black not transparent. Please fix or allow for green screen background.
When I upload an audio and "Compute Lip Sync Take From Scene Audio," everything is great, save for the eyebrows. I've tried creating a behavior, such as using a shortcut to move them to expressive positions, but it look extremely choppy, especially compared to the rest of the face. Is there a way that an expressive eyebrow behavior can be added to the Default Puppet Track Behaviors, such as Eye Blink Frequency? Thank you for the help!
lightA.jpg is a visual example of what we can do with such tool.The concept is having a Behavior or Layer Item that is similar to the Mesh Expand property and visual contour (lightB.jpg yellow outline).But, with it, you'll be able to: - Shrink the "Mesh Expand" to negative values- Move it vertically or horizontally - Chose a color for the inner and outer part of it- Chose the color mode (Normal/ multiply / color burn / etc)
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