Learn how to create, build, and animate 2D puppets.
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Why not do a "Fluid " behavior for Character animator? You already have the "particle" behavior, and all you got to do is make it fluid.Think about:Pouring a cup of water.Water running through a path.Or.. Water being pumped up and down pipes and through valves to push actuators such as hydraulic cylinders and motors... That is the stuff that I am working right now with Character animator.Maybe industrial hydraulic circuits may sound too intimidating for some, but just the animation of fluid running through pipes may not be too hard to do... you could even get fancier by changing viscosity..Further more.... after you are done with your fluid animation you'll get the next request to simulate compressed air traveling through pipes to animate the very same principles of hydraulics...Besides my own needs animating water surely could be useful for many people... So please VOTE ON THIS REQUEST PLEASE!!
Please enable a feature on layer picker or swap sets where it works just like a swap set, but it also plays the layers between each trigger to arrive at the new held frame.So if I had a group with 1,2,3,4,5,6,7,8 in it, If I pressed 5, it would play 1,2,3,4,5 and hold on 5 (if latched for example) then if I hit 7, it would play 6,7 and hold on 7. Then if I hit 2, it would play 6,5,4,3,2 and hold on 2 etc.If there was a default layer, then if a trigger wasn’t latched it would “flow” to that default layer.Thanks!
Please allow me to change the order of the work details.
When you right click on a viseme in the timeline you get a menu which shows a list of phoneme option. It would be nice to have the specific mouth shape next to each phoneme. See attached.
It would be great if there was an option to adjust the frame rate of just the Face behavior at any time. I like the look of head movements when I change my scene frame rate to 12fps, but all body movements are too jittery for what I'm doing. Enabling the "Limit Camera to 12fps" option doesn't produce the same visual results as changing the scene frame rate, nor is it flexible since it can only be set before starting a recording.
I would like to see more mouth shapes being available. The mouth shape used is already the same since the start of Adobe Character
Similar to navigation in After Effects, clicking the scroll wheel and dragging allows a free flow of movement on the timeline. Would help greatly.
A lot of my work in Character Animator has been making very flexible puppet characters that I can reuse as different characters (there's an overview how I do it using Layer Picker here: https://youtu.be/y6kVQpLESb8)A lot of the labour comes from adding layers into groups with different coloured versions of the same objects for things like skin colour, clothing colour, hair colour, eye colour, etc. But if I would be able to say apply a HSL effect to a group of objects and put those sliders into my Controls, it would mean instead of having say 4 possible skin colours, I could now use HSL sliders on the skin group to tweak it to any possible shade.
Would really like to be able to select more than one scene when importing through the After Effects import dialog. As it stands, you can only import them one at a time, if you have a lot of scenes this is very time consuming.Granted you could drag and drop multiple scenes from Character Animator, but for some reason this is unreliable... often the drag and drop doesn't work at all.
not change aspect ratio mins size of video if i want make video tik tok ? if it posible then i am make directly video for tik tok
I can't rotate the handles because I don't have a touchscreen. For instance left click to select handle and scroll to rotate.
Create a fast export option. It's the same as the animation you see when you play the scene. (variable framerate)
Can we just use the default swap set shortcut (first one in the list) and cycle through each swap set if others haven't been assigned. That would be a quick implementation right?
I've been using an iPhone app called "MugLife" to add animation to my drawings. I use a green background to isolate the head, then use a motion tracking app to pin the head onto my Character Animator animations in Final Cut Pro. It results in an extremely animated head that moves along with my animated puppet. It would be great to implement "MugLife"-type functionality into Character Animator directly to create these kind of beautifully animated full-motion heads. (Adding the ability to customize the teeth/mouth would be essential to create more polished characters.) I've attached a few sample heads to show the look I'm talking about. You can rig this almost automatically in the app, or tweak it to get finer quality results. Perhaps Adobe should acquire this product and add a fully realized version into Character Animator. It would be a GAME CHANGER. Think about it!!
Estoy probando el programa.... ya esta instalado....pero cuando trato de abrir algun puppet me salen unos cuadros de error... a que se debe
There's a couple of files that are Zero KB inside the project, the project file itself and a lock file of some sort. That makes it a problem when uploading the project to a shared cloud server with co-workers. The specific cloud doesn't allow for uploading of files with Zero KBs.
After recording the take(s) it would be nice to see the audio meters on screen.
I had a very large source .PSD file that I learned Character Animator would have trouble keeping up with--after I had completed all my rigging. I tried to resize my source file but this broke all the rigging (makes sense since the size of the puppet changed). Unfortunately the only way for me to fix it was to resize the source .PSD and create a new puppet and rig all over again. Fortunately I was able to use the previous build as reference, but it would have been nice to have some kind of option to create a smaller file size while retaining the work I had done. (Yes, I know you can scale the puppet in size but that's not the same as actually reducing the file size of the source file.)
I'd like the ability to go into a replay I've previously created and make minor adjustments as needed. Currently if I spot a mistake or want to make a change, I have to create the replay over again from my recordings on the timeline (if I haven't removed them) or record a new replay using the trigger in question and edit in the timeline from there and create a new replay. I'd like to be able to click into a replay I've already created and make a change and have it update without doing any additional recording or creating a whole new replay.
The link to the Nutcracker Jaw behavior tutorial (https://helpx.adobe.com/adobe-character-animator/using/behavior.html#Nutcracker) (and all other subtutorials on the Behaviors page) is broken (circular link back to this page: https://helpx.adobe.com/adobe-character-animator/user-guide.html/adobe-character-animator/using/welcome.ug.html). In general, please create a good-old User Manual that explains each and every Behavior, in writing, as a reference point. Ch is an awesome product, and Dave Werner's tutorial videos are stellar. If I'm missing the obvious, where's a link to such a User Guide? Thanks.
Copy markers from After Effects and paste into Character Animator. Or at the very least, copy markers within Character Animator and paste into a different scene.
I'd love to be able to use my number key pad to control the in-between "NE, NW, SE, SW" directions using individual keys, instead of the combo of holding two keys at the same time. For example, on a number key pad, the 9 key would be "NE" (i.e. up and to the right), instead of the current two-key press of 8 and 6 at the same time.That would make it a smoother move in a live performance b/c sometimes it's hard to press and release two keys at exactly the same time, so the pupil jumps a little bit.
If Auto Blink also had a setting for Auto Pupil Movements -- just small occasional "micro darts" -- this would allow the puppets to look more life-like during inactive moments during a performance or live stream.
I am using the Pose-to-Pose feature a lot. It would be nice to have an option in the Layer Picker that is similar. F. e. setting a minimum pose duration before it goes to the next layer.
Repro steps:0. Think like a user/newbie.1. Create a new project and import Blank.2. Go into rig mode.3. Add a trigger to any body part.4. Add a behaviour to that same part.5. Right-click the lego/gear icon for that body part.6. Notice that there's a 'remove all behaviours' option in the context menu.7. Right-click the trigger icon for the same body part.Notice that there's no corresponding way to remove all triggers from that body part exposed in the menu.In addition to creating a bit of an asymmetry between one part of the user experience and another, it looks as if there simply isn't a way to remove all triggers from a body part...
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