『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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It'd be nice if we could import .ora/OpenRaster images as well as .psd and .ai files; bonus points if the .ora import correctly supports/respects the Destination In and Destination Out layer types.
There should be a context menu when the user right-clicks the skeleton in the Tags window that offers the option to add a new bone, with the parent of that bone being wherever the right click was detected.
I am trying to add a moveable highlight to Blank's eyes, and it's absurdly difficult; IWBNI there were something like the 'slow parent' constraint in Blender's where I could marry the motion of the highlight directly to the motion of the pupils, but at some multiple of their speed...
I want to use a real photo of my Dog Tucker (attached) captured on a green screen and use your animation to move his lips to a voiced script. But it keeps giving me an error that it does not recognize as a human face. Can you create a version where a dog's face will be recognized?
amazing
It will be better if you have character animator 3d. 2d is like too old for me. so plz add 3d to character animator or any other software.
Sometimes i need to use replays + cycles for some transition effects.Other times i just need the cycleI Wish i could keep both of these results in a single Trigger, by having a Eye/"Arm for Record" buttons for the replays.When the replay's "Arm for Record" is disabled, it won't record the replay.
Right now if I, for example, drag the position x parameter from the transform behavior into the control layout view it shows up as a generic "position x". If I have multiple behaviors they all show up as "position x". If I hover over the slider it tells me the path so the information is there, it just isnt shown. So I have to rename it. Over hundreds of different transforms, layer pickers, etc this is very time consuming. If the information that is there when I hover over the slider was added to the name on the slider it would save me a ton of time.
Currently, if I want to edit a single element within a group I have to ungroup everything, edit the parameter, then regroup everything. It all happens within the layout control view so it gets very messy. My grouped content can have 30 parameters so finding each element that I want to then regroup is tedious among all the other controls that dont get grouped. Then, once I regroup it, I need to rename the new group each time again. The ability to simply enter into the group, edit what I want and exit the group would be far superior.
There are clients out there that need specific versions of Adobe programs in order to have a functional co-working experience. Not every company can afford a whole IT-section with caring for Adobe products the whole day long.To be able to keep working within a team everyone needs the same version of Adobe products.Now if one teammember decides to check out the new character animator and her/his older version of the all so important media encoder gets overwritten and it is not possible to install it again through the creative cloud manager, that is a real problem.Why do we Cloud users always have to update every other day to the newest versions anyway? Why can't we decide for ourselves what we want to do? Are we not mature customers who may take their way of doing their work into their own hands?
Let us latch they keyboard shortcut for eye Gaze.So we can have an option to change it without holding the keys.
Hello... adobe CHARACTER ANIMATOR tutorials exist or could be done, in Spanish... I'm sure it'll help a lot of Spanish-speaking people. Thank you
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.
Since I repeat a lot some Behaviors through different parts of the rig,Would be nice to have some kind of Master Behavior:A Single behavior that can be attatched to multiple layers,If you change a property from it, it will affect all the properties from different layers that are attatched to this Master Behavior.Eg. A Master "Cycle" Behavior, that will take care of every Looping animation.
There was no where to say this so i hope this finds its way to the right place. Why can you not let even an old version of fuse be there. I used fuse regularly and now there is no good alternative. Please bring fuse back!!!!!!!
One thing i do a lot is copying the behaviors from one rig to another.So i have to open the rig, select layer, copy behavior, open new rig, select layer and paste behavior every time i need to reutilize something.What if we stored these behaviors as presets? We could also have a way to point to them in photoshop, like naming a layer to something like:Layer 01 [preset: "Cycle One way + Pause"]
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.
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