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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)
At present, Character Animator (v3.4) supports Swap Sets that enable users to select a single layer to be visible within a layer group.For example, say you want to create multiple pre-drawn facial expressions for your puppet, "Normal" and "Sad". In each expression, you want to be able to change the eyebrows, eyelids and entire mouth swap set.How would a user achieve this with a simple puppet structure like the following? +Head +Eyebrow Left +Eyebrow Right Eye Left Eyelids Left +Pupil Left Eyeball Left Eye Right Eyelids Right +Pupil Right Eyeball Right Nose Mouth Neutral Smile Surprised M ... etc FaceA user would need to create individual Swap Sets for each facial element that needs to change, as follows: +Head +Eyebrow Left Eyebrow Left Normal Eyebrow Left Sad +Eyebrow Right
I have problems seeing the Handles. I've tried zooming in, but Handles remain at the same size.Could you add the ability to change size and colour in Preferences please?
Character Animator seems to not work with Universal Audio audio hardware like Apollo Twin MKII . Luckily I had a focusrite audio interface Scarlet 2i2
Can someone explain this... watch the short video...I am still learninghttps://youtu.be/5HGulAFeLtg
Watch the video and help with why my blink was not working then work but then my eyebrows blink with eyes?https://youtu.be/qEQpv0nS0sY
I have to redo all the rigging every time I open a project because when I reopen the project I get an error, and then when I check the puppet all the tags are gone!
How do I get the head the move with tilt but continue to stabilize the body...?https://youtu.be/Qbor3vaabsw
I am using Character Animator and I can't open Photoshop puppet's Edit Original from Character Animator.I can open illustrator puppets by clicking Edit Original from Character Animator but it won't work for Photoshop puppets. When I click Photoshop puppet's Edit Original from Chracter animator, pictures pop up in a different picture program. Please help me.
Marking the EYES as the HEAD and when making changes in PS changes are sometimes not reflected in CHso I just trash everything and start over.Even PS is very delayed in reaction time.I used PS for years and this new workingfrom the iCloud does not make a solid reliableapplication. VERY BUGY!Like this see screen shots. Just mad edit in PSwent to scene to record in CH and look at my face?!
hmmm to improve there is nothing u guys really nald it. it is cool but i don't know how to work it that well so i don't now if it need improvements.but plss get rid of that bug/error. thank you. purple you💜
Properties was filtered with "ik", I created a 2-frame snapshot, then selected the tracks I wanted to create a replay and trigger set for and right click, "Create replay and trigger in swap set"-> picked the set to add it to, and received the attached error.I tested with and without filter and consistently (in this file so far) I get the error when filtering properties and don't get the error when it's not filtered.
複数キャラの収録の際レイヤーが多くなりすぎてしまうためタイムラインが見にくいのと、仕上げのためにバラ音声ファイルを書き出す際にも一つ一つ表示非表示を切り替えなくてはならないため不便だと感じます。そのため、フォルダ機能かAeのプリコンポーズのような機能があるとありがたいです。ご検討のほどよろしくお願いいたします。
Physics between two separate objects:There needs to be a feature under Physics where separate objects can SPECIFICALLY attach/detach/push/pull features. Ex: this would be great for strings being pulled or trigger on/off to detach whenever and go back to dangling as an example. Connecting two objects by certain points as marked in the rig panel (attach point pins) , where stretching or pulling strings/objects can be done in connection to other objects, all in relation to the weight of the objects themselves etc. PLUS this should be a feature applicable between characters and objects to their limbs/hands/etc. Hope y'all read this!
Make it so that it automatically saves a new version or prompts you to save a new version when you go back to an old version. I just lost several hours of work because I went back to check something in an old version and forgot to create a new one before I did...
I have a steering wheel that I want to have one arm in foreground of and one in background but if I add it to my character it distorts it. The torso goes into mid air not connected to the rest of the body. If I add the arm as a separate Ai file it keeps putting it back to default position when I switch back to my character.
Would really love if the characters were more business oriented. I would love to incorporate CA more into my projects, but I find that the characters are too cartoony or the existing characters appeal to a much younger audience. -business casual clothing-older aged characters-blue collar clothing-ability to generate a custom logo for shirts. A simple text generator will do.
Instead of audio dropping to the beginning of the track (when dragging in), it should show up on the Timeline Playhead mark! It's mega annoying to have to go back to 00:00 and move the audio to your mark!
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