Learn how to create, build, and animate 2D puppets.
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Character Animator always openes the last project. It takes a lot of time to load a project and then load the project you actually want to work with. I could open that project itself, instead of the program, but it could open the Start-Panel first and then load the project when selected to do so.
Just getting rolling with CA so please forgive if my terminology is way off. It seems to me it'd be very helpful if we could create Nulls in CA that we could export to AE. Then we'd be able to use the nulls in AE to attach objects, use as emitters, center points for effects... all kinds wacky of stuff. I'd think we should also be able to assign these nulls in CA to our eye's performances and any draggable handles.Dogging CA so far... thanks for the cool tool.
this would be a game changer for CH. something like this after effect script: https://aescripts.com/joysticks-n-sliders/#for controlling facial expression non-live, maybe even the rigging system can improve the live option, this really gives a 3d illustion to 2d animations, and it seems pretty simple in after effects.
Would be nice to be able to parent items to a null or dragger. For instance if I want to parent both pupils to dragger, I could then just move the dragger around to control them.
Include Motion Blur on the Transform Panel so it's possible to have the character waving his arms and get the blurred effect within Character Animator.
It would be great to have a Teleprompter feature that prompts the person speaking with a visual text of a speech or script.This could take the form of a Teleprompter tab or an onion skin over the scene as it's being recorded (that is, the script is superimposed over the scene as it's recorded). Since I do most of my recordings on an iMac, I could see undocking the Teleprompter tab and placing it at the upper middle of the Desktop, just below there the built-in web cam is located. Or, reading the text as is scrolls by while in a text field that floats where I place it in the Scene tab would also be a good implementation.If producing animations for animated shows, one would probably still have their actors learn the script and speak from memory. But, not all of us can commit a script to memory that quickly.
I find that adding the CYCLE LAYERS takes the most time (besides assigning MIDI triggers to multiple hand positions) after importing. It can also be a challenge to explain this to a client when passing off work. WHAT IF:In Illustrator or Photoshop, you could just write "CYCLE LAYERS" and the behavior would already be added? You could even give us a letter to add for "hold on last layer" "cycle once" and "when trigger released" [Or give us the ability to change the default of CYCLE LAYERS in ACA].THANK YOU!
Character Animator could has an interoperability with Cinema 4D to animate 3D models with Character Animator. This can be the next union level between ADOBE and MAXON, like is happening with After Effects/Illustrator with Cinema 4D.
I would like to incorporate multiple backgrounds and characters during a live presentation, to create the look of a two-way conversation as seen on TV and film. I want to be able to switch backgrounds every time a new character speaks, and have both the new character and background appear onscreen. I can currently achieve background switching by stacking multiple backgrounds in the timeline and then manually fading the opacity of the background(s) on top, but it is slow, manual, and very clear to the audience what is going on. On a similar note, switching out the characters is currently possible by moving them out of frame, but again, this is not keyframe-able or instantaneous.Ideally, I would like to be able to create keyframes for the background and character Transform values (in this case, opacity and Position X, respectively) and assign them to a keyboard shortcut or MIDI keyboard so I can instantly toggle between them during a stream.Would this be possible to program?
It would be great if you could copy and paste all rigging and other parameters from one puppet to another. Say you're creating minions, each slightly different looking from the others, but largely the same. Hours could be saved if you didn't have to rig each.And if there were then a couple of issues that needed to be adjusted due to the unique properties of one (say he's only got one eye), that would still be much quicker.Martin
Allow support for importing a transcript or subtitle file, so the auto lip sync could analyse both the audio and the transcript for a more accurate result.If the program knows exactly what words are said, it should presumably have a much better idea of which 'Visemes' to use.(Though obviously this wouldn't work for a live stream aha!
Hello, it would be grew to if CA would support models of various kinds of creatures along with their movements: quadrupods, birds, snakes and fishThanks,Rajnesh
I'd like to see a true bone system implemented instead of trying to derive a structure from points that can be scattered in different parts of the puppet. Consolidating all the hinge points to a single layer will make editing and debugging a puppet much easier and straightforward.
I want to use talent in a studio to record voices and basic character movements for our workflow. We already have proper sound isolation for this, but not in front of computers. Therefore, it would be great to be able to use proper green-screened, high-fidelity audio recordings, as an input into Character Animator. Webcam input only cripples quality.
If we could import animations and assets from Animate straight into Character Animator that would be incredible. Is this a feature on the docket? I know you can animate in PS, but it doesn't feel quite as streamlined for the animation process as Adobe Animate.Also, if we could incorporate tweens, that would be legendary. Alternatively, if we could just export Adobe Animate files straight to Illustrator while maintaining layers (and finding some kind of solution for timeline animations, maybe distribute to layers and put in folders). However, this feature might be exclusively used for the purposes of integration to Character Animator. Direct compatibility would probably be an easier solution. - Daniel
I sell a lot of puppets, but I, and many other designers, could sell ALOT more if the customer didnt have to sign up for CH to operate the puppet. Bare with me, I have a solution. Its not only the cost, but some people find using the software difficult if they are not use to PC.MAC based programs, many today are use to using simple to load and play apps. What I propose is you build an app player that could operate .puppet files. I am not saying do it for free. Sell it for $50, I can get a customer to buy the app, and you will get many more non-adobe users potentially using a new product of yours
Ability to save out a vector animation json / third party support like the Bodymovin plugin offers in After Effects for use with Lottie
Maybe be able to animated characters made in Adobe Fuse with Character Animator?
I read two other ideas similar, but I think it comes down to bounding boxes, ala Photoshop, with Cmd and Option changing the box points' functions (skew, etc) as in PS. Instead of clicking a layer as in PS, you click the element in the timeline, and its box appears. Including cameras.Much more intuitive and fun to use. For CH, I think it would be more intuitive than in PS where you might have 100 layers.Related to this, if cameras can't get a bounding box, allowing the mouse/touch controls to affect X & Y coordinates to establish keyframed shots instead of the dials would be nice for those of us not doing live performance.Thanks.
I would like to copy and paste animated puppets from one scene to another. When I try to do this I get a pop-up message (see attached pic)What I wanted CH to do is "simply" paste one puppet with all its recorded parameters, keyframes, behaviors form one scene no another.
Hey guys, LOVE CA, but Im running into a problem.I have a character with shoulder length hair. I want the hair to be on top of the shoulder, but I want the hand to be able to be on top of the hair.Obviously, I cant have the upper arm be one group and the forearm be another and still have it do all that fancy IK etc.OR CAN I? 🙂Maybe you could make a special kind of shared layer, where a copy of the arm with the upper arm and shoulder was transparent was above the hair, and the original version was still below. If CA could calculate the mesh and still do the layering, thatd be really amazing.Any thoughts?Thank you!
**Situation**: I want to create exact poses. After that, I blend them together.**Problem**: The manual take commands are either too short (so I have to zoom in to expand them so I can add a blend) or too long and I can't see the start and end of the take.**Solution**: Let us set a custom length for manual takes. (For instance 2 seconds)
I think adding a separate window connected to the stream would be beneficial so that OBS software can detect the window more easily and you don't have to jump through so many hoops. Also, I think a way to create better tracking and even add an option for the puppets could be exported much like Live2D can export theirs, would be beneficial. Being able to add your already rigged puppet to a different non-adobe software would be great for streamers looking to become VTubers. Personally, I find the streaming to be clunky and not well thought out, if it ran more like Facerig so it'd be an easier experience I'd try to learn the program more though.
3D layering like after effects for background and foreground characters. You can add a camera for easier movement possible blur etc. Just to be able to add a bit more depth so when you do want to add more you then bring it into after effects and the 3d layers are all set up.
as that user can perform to match the timing of the background video
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