Learn how to create, build, and animate 2D puppets.
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Hello. I am used to setting the CACHE location of PS, PrP and AE to a specific, fast external drive. I like having one place that I can empty if I need to, instead of hunting down multiple cache locations to trash whenever anything goes awry with dynamic link, etc. Is it possible to add a user-defined cache location for CH? I imagine trashing CH cache files will be a work-around when dynamically-linked CH files suddenly stop playing audio in AE with the error, "After Effects warning: audio conforming failed, check media cache preferences." I imagine this would also allow users to choose which drives bear the brunt of read-write wear and tear. (Especially important in the age of laptops with built in ssds / finite read-writes.)Thanks!BenjaminMacBook Pro, M1 MAX, OS 12.0.1, 64 GB RamCH 22.0, AE 22.0.1
Inserts a take of x length with blend in/out of x frames. Ability to adjust the length of take and number of blend frames in a panel. Similar to 'record take from work area' but without the looping.
I would like can add effects that you add before at illustrator like blur and blending layers mode, because when you used in illustrator, then CH doesn't take that effects
I'd like to be able to use some kind of notes system, like sticky notes, on the parts of scenes that need editing, and to also see all these notes compiled in a sidebar of the scene.
so im trying to use OBS Virtual camera but character Animator not detecting it Please Help/fix asap other apps like zoom im able to use OBS Virtual camera but only in character Animator not showing OBS Virtual camera option Im very i'm very disappointed to see only 3 options in preferences i want to change GPU to CPU because when i start web cam my GPU usege go to 100% and character Animator starts doing break danceWindows 11 Pro for Workstations, intel 11th gen i5 11600K, 32gb ram, gt730 graphic card, This below when i pressed bug report CA gave copy system info option that im pasting downSteps to reproduce: 1. ... Result: ...Expected: ... System info Application: Character Animator v23.1.0.79 OS: Windows v10.0.22623, RAM: 31.80 GB GB, CPUs (logical): 12
Escalating vector artwork issues to support bares no fruit. They actually told me its a work flow issue! Freaking Vector artwork, Adobe's own technology does not even work with Character Animator. Himanshu wasted an hour of my time and has the audacity to tell me its a work flow issue! I hate dealing with Adobe support, it's terrible.
Latency issues. I have 65 gb of RAM and 2 CPU's - Shouldn't have Latency Issues
When I go to the home page and see available puppets, or if I open Puppet Maker to start customizing a puppet, I have no idea whatsoever what the puppet's behaviors are. Can it do a 1/4 head turn? Can it perform in profile (side view), so that two puppets can talk to each other? Can it nod up and down? Can it breathe? Etc. I work for a non-profit organization that creates videos for people with developmental, visual, motor disabilities, etc., and we need a customizable 3D puppet that can do all of the above. (Except "breathing" isn't all that important.)The only way you can get the answer to these questions is AFTER you start a scene, import the puppet, and select the puppet to look at the behaviors. Some of the puppets allow you to go into rigging and set up a behavior I am looking for, some do not.I would like a behavior preview available, perhaps by right-clicking the puppet's thumbnail? It needs to show two categories: [1] What can the puppet do without going into Rigging, and [2]
Smart Replays that act like nested layers so that you can have a single take that is editable.
In Character animator starter mode, please bring a background removal option. The ultra key effect in premiere pro removes some colors of the characters.
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It would be great if we could have our recordings labeled better - for example: I've got a body with multiple views set to trigger. I used the body behavior to record a movement and now I have a bunch of recordings all labeled "handle (draggable, left wrist); handle (draggable, right wrist); etc. I only really need one of each and would like to delete the rest, but I don't know which is the correct one for the view I've triggered. If the latched trigger could be included in the recorded handle, either to begin with, or at least when you hover over it, that would be so helpful.
si dovrebbe aggiungere che si può ridimensionare la parte della animazione per poterla aggiungere nelle live
What the title says basically. In After Effects you can select multiple comps and export them to Media Encoder. It would be great to be able to do that in Animator as well. Unless I am missing something in the beta, it is not a function we have but it would be great for those that have to make multiple scenes in one project.
Character Animator needs documentation and logical tools for people who make puppets. It currently is the worst workflow I have every experienced.Trying to do anything innovative and outside the specs of the premade puppets is a freaking nightmare. It's like navigating a landmine without a metal detector. 90% of my time is trying logical processes that end up failing almost everytime. Spending weeks to get simple processes to work together like walk and limb ik is just a struggle because the CA team didn't account for the fact that users would want a puppet with several behaviors together.Unfortunately almost everything is tied in to the same functions and all sorts of conflicts occur.a list of the annoyances so far.1. Head turn and walk requires a workaround - neck to be added to head instead of body. this causes limb ik issues.2. Shareable puppets require behaviors in the shareable rather than the root of the puppet. Shareable heads end up with tons of redundant behaviors. 1 for eac
I am importing documents with hidden layers that contain curly braces reminiscent of JSON notation, and Character Animator freaks out, cites an "unknown error", and refuses to auto-load my .psd any more.Apparently, something in the Import process is trying to execute code because of curly braces in the layer names (even when hidden and not rigged). It would be convenient to be able to use these characters in my layer titles, though I understand I'm likely the first to ever ask for this.It's sort of a bug, but I don't have a crash report - only my experience to share. Name a layer "{ a:2 }" and import to reproduce.
I'm doing a Cartoon with several scenes and I want to keep them separate for a better overview and stack them in After Effects. It would be amazing to be able to change the Audio's In- and Out-Points in a source window and be able to see the current Timecode of the Audio. At the Moment, once I trim it, I have no idea, what it's Timecode is. This makes the workflow quite tedious when you want to keep track of your scenes and maybe trim a few frames here and there.
it's really odd that you can copy puppets and behavior items from one timeline to another, but you just can't copy the sound. it makes the whole copy option useless if i want to copy edits i made into a new timeline.
zooming in and out in the timeline is very slow and bulky
Not having a solid solution for mirroring quarters and profiles without breaking lefts and rights makes intricate puppets a frigging nightmare to build, test, and iterate. These tools and workflow seem like an afterthought and it makes sense why even Dave Werner doesnt make advanced head turns or use illustrator for rigging. He knows what a nightmare it is. This is unacceptable as a professional tool and may be why you're leaning to premade puppet consumer grade nonsense for tiktokers with the new motion library ****. Make better documentation and focus on better puppet building workflows. Please. Otherwise the free version will be the only one getting use and the novelty will die, and then so will CH. Nobody wants that. It could be such an amazing tool.
I am constantly having to convert steps per minute to the arbitrary step percentage (which I calculated as roughly 120 steps per minute at 100%). For music videos, it could be nice to just type the exact steps per minute that someone would want into the step speed to match the tempo of the song. I think this feature could even leak into the motion library. I know most of the speeds in the motion library vary (especially dancing) but I think if there was a base speed for all motion library dances and walks then it would be helpful.
Some of the puppets I have are about 1000x1000 pixels as a PSD. That's pretty low resolution nowadays and I wish I could upscale the puppets (in photoshop or 3rd party software) and then link the puppet back to adobe character animator and all of the original functionality that I had on the original puppet would remain.
I would like to see additional tags for parallaxing facial feature located on the different part of the characters' face. Ones can be side hairs, bang, back hair, hat, ears, glasses, beard and so on.
Hi, I have been trying to shorten the rigging time by only having right three quarter folder layer in the PSD then used the Edit --> Duplicate command to make a duplicate of the folder layer to create its flipped side. The issue I run into is that when I open the source PSD in Photoshop then add a new layer to the original folder layer, the new layer only gets added to the original folder but not to the duplicate folders. It will be nice if the duplicated folders also receive the new layers added to the source PSD file.
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