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Importing a CA scene into Premiere via Dynamic Link will result in the scene looking red when dropped into a sequence. The scene/puppet look fine when loaded into the Source monitor but in the timeline/program monitor they are bright red (see screenshot). This bug can be avoided by turning off GPU acceleration in Project Settings are running with software only, (which is not ideal). Please fix!
When using an external USB webcam capture tool (such as Mokose USB3.0 HDMI/SDI Video Capture Card or Magewell USB Capture HDMI), the camera video appears in a 4:3 aspect ratio (instead of proper 16x9) and is squished (see photo). I'm using a MacBook Pro (Retina, 15-inch, Late 2013) with Catalina 10.15.4 and Character Animator 3.2. Note that the default MBP webcam does show up as a 4:3 cropped image (it is a 16x9 webcam), but the image is not squished and appears normal. Also, when opening the Characterizer tool and using the USB webcam capture tools, the video camera appears momentarily in a proper 16x9 window for a split second, and then squishes back to the 4:3 aspect ratio. See here for more details: https://community.adobe.com/t5/character-animator/camera-aspect-ratio-wrong-it-s-squished-4-3-instead-of-16-9/m-p/11132114?page=1#M13219
The information available on how to do this is, at best, incomplete and at worst, wrong.Referring to the page here: https://helpx.adobe.com/uk/adobe-character-animator/using/export.html#LipSyncTakeexportforAfterEffectsStep #2 says to create a comp with the visemes "matching the order of visemes in Character Animator’s Visemes context menu" and gives an example of the order being Neutral, Aa, D "and so on".The problem is that in Character Animator (current version 2.11) the viseme order in the context menu is different. See screenshot. Just to complicate things, the layer order of the visemes in the default head PSD is different again. So… which is the correct order? For the record, following the order shown in the contextual menu does *not* produce the correct results. The actual process of pasting in the keyframe data works fine, it's just that the visemes being displayed in After Effects don't match the ones being displayed in the original Character Animator capture, and short of end
Whenever I update audio file in CA for lip sync, it works fine but AE won't see the new changes, still plays to previous file that was imported into AE. Very annoying.
If you change a source clip's name or location, there is no way to rightclick > replace, which is a pain if you have a bigger project
I would like to be able to prerecord an actor talking and moving and have character animator analyse their movement and sync the lips and movements.
I need to have more control over the parallax feature. As I've seen suggested multiple times here, the ultimate solution would be something like Joysticks and Sliders- the script for AE from aescripts.com. If that's not possible, I'd at least like control over X and Y strength. I really just want X movement, but there doesn't seem to be a way to control this. I'd also like the option of being able to drag the parallax around with the mouse rather than having to turn my head. In practice, physically turning your head to the side is pretty hard if you need the character to stay there while you do other actions. Then you can't see what you're doing until you look straight again!
Adding a hand-tool (press spacebar, just like in AE) to drag the timeline horizontally. Thats a convenient way to navigate.
For cut-out animation styles (e.g. South Park type) it would be good to be able to turn off joint stretch/distortion while still being able to use IK/draggers.I know there are various workarounds to be able to get a similar thing, but it would be good to have the option to just have each of the limb sprites retain their exact shape while moving their arms/legs.
A double toggle or transparency of when certain behaviors are enabled. i.e; "Triggers". Show like an onion skin of both on and off effects. Similar to the snapshot feature but instead it transparent throughout the entire timeline. The "dragger" behavior would definitely benefit from this. Or better yet, a second "scene" window showing all the animation if all the behaviors were toggled off and another with the behaviors toggled on.
My puppets are many layered and large which I know creates a drag on resources. The frame rate slowing is not usually much of an issue - except today as I'm working on lipsyncing. In this particular area, I do want frame accurate playback. Visemes not aligning with speech is very noticeable... it's hard to get it right when the frame rate is playing back at 50%.What I have been doing is dynamically linking to AE with composition set to play all frames. The render is bearable and I can see what needs tweaking.My wonder is, can CH have a feature where we could render in the timeline so that playback is at full frame rate? As I understand, CH is trying to render in real time as this is a major part of the application, but is wait-and-see render possible? Even better if the render could be a particular area using the Work Area.
Does Ch support clipping masks that have already been created inside of Adobe Illustrator or do you have to recreate them inside Ch?
It would be nice to have the option to output a scene in realtime as a 'virtual camera', so that it can be properly imported into streaming programs such as OBS.As of now, my current method is to use "Window Capture" of Character Animator, but it captures all of the GUI as well, and it's kind of laggy on a Mac computer.
The problem i'm having right now with creating different emotion sets (sad, confused, happy etc.) is that it's something very basic and important, yet time consuming and complicated to do on a live performance.my idea is:if we could somehow for example, connect between the "smile" behavior that the camera tracks from the face, and connect it to other elements created for a smile set like eyebrows, eyes, cheeks etc. which will be triggered automatically.if you make a sad/smile/surprised face, the camera detects it and automatically triggers sad eyes, eyebrows, maybe even body poses!basic emotions that are very important for the performance, automatically by the camera, without needing to create complex sets of triggers, key binds etc.Just a thought 🙂
It would be nice to scale the entire scene (and all its sub-scenes/puppets) to any scale. For example, I have a master scene which contains many puppets and everything is in vector. I am working in a 1920x1080 resolution and everything is made for this resolution. It would be nice though since everything is in vector to be able to scale the project up to 4k for example (same aspect ratio) and now have a 4k vector animation of this too done very easily. 4k+ is very slow in character animator to work with which is why I use 1920x1080. I know it is then possible to scale up after but that means I would have to go in and scale everything up manually which would be tedious.
In the control section for triggers, in layout you can drag the icons to where you want, and you can even drag one icon on top of another, but, when you press it, it still only triggers one of the icons. It would be great if you could layer icons on top of each other, and then you only have to press the one to trigger them all at once. The reason for this is because if you create a trigger group, all the actions in that group has to be the same lengh in frames, otherwise it causes bits to disappear. Sometimes you need different lenghs of animation within one trigger. For example. If a character get mad, he may pull a scrowl in 5 frames, but the smoke coming from his ears might run for 10+. I know that you can get around this by making each of them a individual trigger with the same key to trigger, but it would be great if it could work on the touch screen too.
CH only have parallax effect for eyes and nose. wish to have it for mouth too.
I want to be able to link dynamically with after effects, but the linked animation has blurry edges and not hard pixels that I need.For instance part of the aesthetic is that my animations are low resolution, with pixilated edges. I cannot use character animator unless there is an option to export or link using a "draft" quality, such as in AE. Please give us a hard pixel export option (no anti aliasing)
Wishlist, with Create Trigger dropzone - Would be great if there was one that created both a Trigger and add Cycle Layers Behavior.Would also love a way to set Cycle Layers, Triggers, Bones, and Attach from layer names in Illustrator and Photoshop. (Similar to independent.)Sometimes I have to restructure my puppet and it’s tough having to re-rig when plans change.Inverse kinematics – Similar to the after effects riggin plugin DUIK, adding more realistic control to limbs. Makes them only bend one wayLove any shortcuts that keep things from becoming repetitive.
Using Physics and Magnets, when I go to do the performance, at the end of the performance, Character Animator stops and leaves the character in the final position. When I rewind, not all items are reset to neutral/default. Consequently, if you then play back again... everything is shifted starting from a new neutral.Ideally there should be an option to either keyframe the "reset" OR a way to keyframe ALL items in the initial frame (or maybe frame (-1.0) )Anything so we don't have to every time remember to click "reset"Note - this is particularly bad when exporting to media encoder. A Playback should be identical and consistent between recordings if nothing has changed.
Adding the functionality of scale and rotate mesh that is in After Effects advanced puppet pin tool to allow for greater creativity in Character Animator.
Hi I really love the new Puppet Maker but can you add new things? It will be awesome if you update for new things and for hats can you add a hijab? Good Job Character Animator Team👍❤️
The interface color NEEDS to have options! It is way, way too dark! !
You should be able to simply COPY the assets on a scene and PASTE into another. Or simply DUPLICATE A SCENE!
Like in After Effects I think it would be beneficial to see at once which parameters can be animated via keyframes with grey stop watch icons that are visible all the time and not only with mouse over.As Dave says in the tutorial video for key framing it is a bit of a “trial and error thing” – you want to make it easier for users as character animation is a lot of work already. Thanks!
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