『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Learn how to create, build, and animate 2D puppets.
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What if Character Animator had support to SWF files?It could have all the pinning options and a toogle for Capturing keypresses from only the swf, or from only the CA interface or from both.through AS3 codes, every limitation that CA has would disapear.Adobe after effects already supports importing and distorting SWF files,but it can't read AS3 codes.Please guys, this can allow us to do big things with CA.
make Character animator name and save files just exacly like all your other products. The system of "projects" that can not be closed is arbitrary, and confusing. I have to switch between 4 different adobe products in my current workflow.they should all work on a consistent fashion. I have lost files that I thought I had saved, but turns out, I've just unknowingly overwritten.
n the "shy" option it would be nice to add colors, then you could group more items on the timeline as well. for example, red will reflect all the options for a puppet, it will be very helpful!
In Panels such as the Project Panel and Puppet Panel, Character Animator organizes information via "tree" structure. It allows a user to drill into detailed information by clicking the expand icon (right arrow while closed) or to hide the detailed information by clicking the same icon again (down arrow while open).However, these operations only work on a single node in the tree, so it can be time consuming to achieve the desired view.It would be useful to support a "Collapse All" command, perhaps via a right-click content menu. This would close all selected nodes, but also close all the child nodes recursively.Likewise, an "Expand All" command would do the inverse and open the selected nodes and all their child nodes recursively.
It is often useful to un-tag a layer, or a number of selected layers, en-masse. This is helpful when layer naming triggers auto-tagging in error, or if multiple tags have been applied by the user in error.A simple right-click->"Clear All Tags" in the Puppet Panel would do the trick. If a single layer is selected, clear all tags from that layer.If multiple layers are selected, all tags should be removed from all selected layers. If a group is selected, all layers and groups contained in the group should have their tags cleared.
Character Animator currently has icon columns in the Puppet Panel that show if a layer has Handles, Behaviours or Triggers associated. I would also like to see if a layer has Tags associated. I would suggest adding a fourth column to the Puppet Panel.If the number of columns is a concern, you could give the user the ability to hide / show columns.
Character Animator currently supports flagging a layer as independent by prefixing it with a '+' character. I would like to suggest a new prefix (suggest '~') that tells Character Animator to ignore layers and groups while importing / updating artwork.I often have layers and groups in my artwork file (psd or ai) that I want to keep for editing purposes (a color palette layer is one example), but do not want them "seen" by Character Animator.As it stands, Character Animator searches all layers for auto-tagging and behaviour inclusion, and I have no way to control this process. That results in a lot of annoying rigging errors and slows the program down.Character Animator also calculates size, original and mesh properties based on invisible layers, which can lead to glitches and puppet distortion.This behaviour is necessary because it is difficult to predict which layers will become visible while animating.I would like to be able to prefix a group or layer name with, say '~' to have Chara
I have a large scene, and I'm putting in a bunch of cut-in scene cameras. I'd like to be able to lock the scene view to the full view, and have the camera, instead of showing what it sees, I'd like to see it as an outline (or just like it shows now, but not automatically having the scene zooming in.in other words, I'd like to see the camera extents shown as a box, but the view to remain pegged to my zoom level of the artboard, not the current camera.for example - the attached images is what I want to see - without automatically zooming full-frame to the "camera" view.
When the head moves, the body and arms move also.We should be able to move the head without the arms shaking or moving also. It does not look right. The Head should move independently of the body or at least have the choice to keep the body, arms and legs still when the head moves.
How do I get the head the move with tilt but continue to stabilize the body...?https://youtu.be/Qbor3vaabsw
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its new software for me, please put subtitles in Italian and other languages for the tutorial about adobe world
左右同じ位置にハンドルを打ちたいです。動かす時のも右腕を動かしたら左腕も対象に動くような機能があると便利だと思います。
Add another audio track that has tones or words that trigger cycles or poses.
Add lighting based on a puppet's features to create normals. Like reVisionFX's ShadeShape or Stefan Minning's Normality, except that the normals except that ChA auto generates the normals (maybe based on Characterizer's code?) Good to generate reflections and depth FX as well.
What would be really handy is if you could mask to hidden layers. At the moment, unless Im mistaken, you can only mask to layers that are exposed (if you alter the opacity it affects that which is being masked to it) and you can only mask to a layer beneath. This is an issue I bump into time and time again
I would like to collect character animator files that are imported to After Effects or Premiere Pro. I cut and combine it there and would like to save it all at once as a backup. For now I collect all media but character animator scenes are excluded - project link to the original location.
I think it's simply unacceptable that I can't use my cloud saved documents in 2021. "Copy it in local" it's not the safest solutions in my current timeline. Please join the present.
Add camera sources that are currently not regognised as camera sources for reference without requiring OBS. Currently not working on Mac Mini M1. Don't know if its the same across platforms. Previous version of Char Anim recognizes all cameras connected.
I would like to be able to use my iPad or iOS device as an external camera for capturing. I run a mac mini and it does not have a webcam built in. i usually use iOS devices for camera attatchments and it would also be wonderful to be able to download character puppets and use them on iOS with an accompanying webcam puppeteering app.
It would be nice if there were a size slider for icons in the control panel. Or at least three size options in the context menu.I use a midi keyboard, so it would also be nice if icons could snap to a half grid space so it would be a little easier to lay things out like a keyboard.Also, it would be nice if icons in the control panel would take the same color as the labels in the triggers panel. Or at least be able to assign colors to icons individually or in groups.Also, it would be REALLY nice if the "remove trigger key" and "remove midi note" options worked on an entire selection. Sometimes I want to remove all of the trigger from the control panel, or some group of icons, and it's a real pain to remove them individually. Sometimes it's just nice to start with a clean slate.It could also be nice to have a set of generic artwork that could be used for random things. Or just being able to assign a couple letters or numbers or the trigger name so it's easier to keep track of triggers wi
It would be really nice to be able to use the work area bar/markers etc. to set in and out points for recording in the same way as for playback.Maybe I'm missing something, but it seems like that would be standard fare in an app like this. I checked the documentation, but couldn't find anything.
Export Lip Sync as FBX to be imaported in 3Ds max to be copied in head morph targets as values for each channel
you should do it
It would be great to have walking added to the characters provided in Adobe Character (I'm on v4.4). At the moment you can just slide them in/out and move their arms. Creatively it would be much better if they could walk in from either left or right and forwards. Speed adjustment too so they could walk in slo mo or run.
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