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The current automatic behaviors arrangement inside the behaviors panel is messy. I want my own, personalized, order of behaviors in the behaviors panel.Please vote for this. Thanks!
Character Animator CC on 5/29/20 shows "Selected Camera Unavailable" when app and phone are working correctly
It would be nice to navigate the timeline with the wheel mouse (hold down the mouse wheel and move it left and right)
Why only live feed?? Make also a footage option and not only live feed. The face track feature works great in AE, no reason not to have it in CA. It's all there, just let us have it!:)
Add a "solo record" Toggle to "Puppet Track Behavior" items. Just like the solo button from AE.With something like that, the User can simply record few Behaviors instead of having to turn OFF every other Behavior doesn't need to be recorded.
When not in use, I want to disable profiles (e.g., left, right, etc.) in hopes of improving CPU performance. My puppet is large and somewhat complex. If CH cannot support complexity, then I would like an option to disable some profiles/features to improve the CPU performance while recording and livestreaming on a 2015 MBP. Currently,
Make Character Animator available for linux
Could Character Animator please offer an alternative interface colour ('light') to the black interface - just as Photoshop does, for example. Depending on the time of day, weather etc. it can be really hard to see some screen elements for my setup.
To have objects that dangle be able to collide properly with other objects when they dangle. At the current time the object just appears to be dangling but actually stays in the same spot.https://forums.adobe.com/thread/2520232
Hello, if you could wipe out the "walking" through the keyboard, you could use multiple gaits for a puppet. She could then walk normally, walk or walk very slowly. For streaming, it would be easier to give the character more dynamic. Best regardsGabi
In music sequences programs, there is generally a bar that you control for record in and out. So, for instance, if you just wanted to record something for .5 seconds, it would do that only and you don't have to go back and change all the little things that have been recorded past that time. For one character these little things can be 10-15 bars you have to adjust. I could send a picture of an example, but I don't think there is that capability here.
Currently the display order of each layer is limited by hierarchy for the rigging. This makes it impossible for some character design such as having upper arms behind the torso while having forearms to be on top the torso. Giving users an ability to move each layer in z-axis can solve this.
I use a lot of triggers, but they all do not fit on the panel. their size is large. Please enter the option to reduce them as on the screen on the left side.I also did not understand exactly how I can assign the "[" key as well as the numeric keypad, which is located on the right
Complex mouths look pretty bad when synced to audio, and it becomes very noticeable that some sounds don't have proper lip pronunciations such as "Th", "Z", "K", "P", and "Wh".Getting the 12 essentials would be a massive improvement and allow for more complex designs.
Hi, 1. As most of my characters are woman, I'd love to be able to give them a hip sway to their walk behaviour. 2. Would be great if you can have a Walk Front behaviour like Wonder Boy. Also include a hip sway with this behaviour.Thanks
I want to be able to add a mouths with smug and sad to my animation. Right now you are set to the provided number of mouth expressions.
Hello, it would be great if there was a knee flexion for the puppets in the behavior. Then she could squat down and pick something up from the ground. This behavior should then start from a trigger so that the "go" behavior can be interrupted. I hope I explained that understandably 🙂Best regardsGabi
I find it very frustrating when wanting to add more detail to arm motions for example that I can't see the previous position I'd recorded without un arming the puppet.For example, if I want to create a simple wave motion and have set a basic position for the arm but then want to add some extra motion to it, I struggle to match the original position to then add the extra piece of motion.The only way I can see the original position is to unarm the puppet - hold the position in my mind, arm the puppet, and try to match it with the extra piece of motion I want to add.Is there no way that when working on a puppet, the dragger positions can remain visible without unarming the puppet?This would really allow for finessing of dragger positions and consequently, the motion.
I would like to use a prerecorded video instead of a live web camera, so face tracking and audio (lipsync) comes from there.Instead of applying some sort of filter to the video.
Am I not familiar enough with Character Animator or what, but here's my problem: I have a little experience in After Effects before. There is a thing called "parenting"It means I can parent layer "b" to another layer "a", and hence everytime layer a is moved layer b will follow that layer a movement. However I cannot find such option in Character Animator. A layer can only parent to its own group, and cannot parent to another layer outside its group. For example say a hair in the back of the head group and body group. It looks like this:- Character/Puppet-- Head group-- Body group-- Hair Won't it be very helpful if we can parent the hair into the head group instead of the entire character?That way the hair will move everytime the head moves? And this can apply to arms and torso. I have puppets that consist of two set of arm groups. Namely the back and front arm group. The front arm group is used when the hands of the character needs to be in front of the face. It looks like this:- Char
PleaseeeMake it like Premiere Pro! The arrow key is to move frame by frame through the timeline:(
HiI see that you can now do full body tracking in Maxon Cinema 4Dhttps://www.maxon.net/en-us/news/maxon-news/article/introducing-moves-by-maxon/Is Adobe Character likely to create something similar, even if it only tracks head/face, eyes, mouth, hands, hips and feet?What is also useful, is that the original camera info can be pre-recorded rather than live, so a client, actor, director can send you a clip of what they have in mind. Even stock foortage could be used a bit like MoCap.ThanksSimon
The workaround for keyframes (using the transform behavior) being used in draggers is good. The problem I run into is now both objects marked (like the elbows) are rotating using the transform tool (because ARM IK is set at the body level). Posing arms would be a lot easier with the ability to set keyframes for arms or wherever draggers are.
I would be great if we could drag triggers from the control panel onto the time line instead of having to record each trigger, it gets time consuming when you have to turn off all other recordings just to add 1 trigger.
I was thinking a great and time-saving feature would be an option to import triggers from other puppets. Kind of like Tull has a set controls list, it would be great to say import Outstretched, or import a set of triggers to a puppet in development. Something like Import->Triggers and then the.puppet folder opens and you select which puppet you want to import the triggers from.
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