Learn how to create, build, and animate 2D puppets.
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Every time i open a file on this app, it keeps saying "Error reading past end of file." This also happens every time I click anything else besides the home button.
When I Switched PC's and Switched my Ip's I was able to register charecter animator for a second trial when I already used my trial before.
動画を見ながらCHの動きがコントロールでるので便利だからです。また、Prに装備されているマスク機能があると便利だと思います。ご検討よろしくお願いいたします。
Would like to be able to sync characters to video movements but I can't add video into the timeline. So, that would be really helpful for the series I'm working on. Thanks! 🙂
I would love to be able to export the screen coordinates of a Handle to After Effects. This would allow users to link another object or video clip to a puppet easily in After Effects.For example, exporting the position data from a handle on a handheld torch would allow the user to add a lighting effect that moves with the character.
Would be fun to have a keyboard input for crossed-eyes. Maybe if you held down Up+Down keys together, perhaps.
There are a lot of ways to bring your character "to life" in Character Animator, however there is one thing that a cartoon has that life doesn't: 100% consistency. I have an idea about triggers having an RNG system to them such as different mouth shapes for the same sound to add variation or when I hit a trigger to make a pleased expression the expression has different variations that will randomly trigger to give the same emotion but have a slightly different look to give some imperfections/naturalness to the design (such as people don't make the EXACT same face whenever they are pleased, or look the EXACT same whenever they get mad.Same idea as script/handwriting font writers when they make multiple iterations of the same letter to give the illusion that it is actually someone's handwriting.
When you flip a character through a transform behavior, every camera input gets flipped too.Would be nice to have a behavior that fixes these issues, with additional options, like Anchor point, vertical/horizontal checkboxes.
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.
Mixamo Make it possible to download multiple animations at ones pls! it would be a huge time safer to download all animations for a character at ones. also a integration to blender would be cool
I use Photoshop "templates" to create multiple puppets that re-use the same pre-configured rigging structure.My technique is to create a template puppet in Photoshop that is comprised only of layer groups. I can then tag the groups and apply behaviours as needed in order to "pre-rig" the entire template.Then to create a puppet, I make a copy of the template and drag my artwork layers into the appropriate layer groups. I can then import my "pre-rigged" template puppet, switch the artwork file to my new puppet and all the tags and behaviours are maintained.However, the problem is that Character Animator removes behaviours from layer groups that have no child layers.To work around this, I have to create empty placeholder layers in my puppet template file, and delete them when I create a puppet from it and add my artwork layers.This creates a lot of extra work and can cause distortion and weirdness if I forget to delete any placeholder layers.I have created a tutorial where I explain my te
Look at Maxon Moves. Make CA a 3D tracking system with facial and body trackingMo
When recording multiple takes that using (using face behaviour for example) it would be nice to have the ability to parent or group takes so they can be moved and scaled at the same time.
I can make the character go to a sitting position by dragging the head down. It would be nice to somehow freeze its position and hip so that I could then only control head movements.
It would be nice to have pre-made animations such as jumping, kicking, fighting movements, dancing among others.
It would be nice to be able to hold an object like a rifle with both hands and being able to drag/animate de rifle recoil and then both arms would follow the movement.
I'd love to see the ability to import audio markers from Audition. When animating long takes, being able to see where the audio cues are would be invaluable!
Would it be very helpful to directly move the puppet from the preview scene without having to do the old way of adjusting position, rotation, and scale from the transform control? Just like in After Effects, a mini version of Photoshop transform mode.And moreover, I think it's better to have "Space" button work as navigator in Record mode just like in Rig mode, instead of as play button. Maybe "Shift + Space" can be used as the alternative of play button in Record mode.And lastly, is it just me, or the navigation hand (space button held) sometimes not working? It still a selection tool (V button). I need to click on the puppet box first in order to have it function as navigation hand. I hope we can change that, meaning no need to touch the box of the puppet first. It caused me to move body parts accidentally while holding space, thinking it is navigating (Space button), but still in move (V button) mode.
Once you have a decent rig on one character, the task of doing this again on a similarly constructed character is super cumbersome.It would be hugely helpful if you could select groups of pins and sticks and manipulate them as a group (mirror, scale, rotate, free-distort)You can copy/paste, but you have to select pins and sticks one by one. NEED marquee selection of pins/sticks.Then with groups of pins/sticks selected, you should be able to mirror/scale/stretch/rotate/free-distort the locations of these pins/sticks.I think this would massively accelerate the adaptation of a rig from one character to another.you can't even rotate or stretch a stick... to fix a broken stick you have to re-draw it?
Auto rig feature where it detects and compiles the rigging for you (option to make minor adjustments)
Since I don't see a feedback area on the Adobe site for Adobe Fuse, I'm adding my Fuse feedback here. Characters created in Adobe Fuse could be a huge asset for my company, but unfortunately the library of characters is too limited to be of extensive use. I cast a HUGE vote for adding more characters, more clothing, and more props to Fuse. I would even pay extra for a Fuse+ type subscription.
I think it would help if we were able to sort out the Puppet track behavior by category. So been able to cluster all the Triggers, Walks, Headturns etc. that exist in the scene.
When using somilar vector mouths or eyebrows for an exemple, the transition should have an auto morph feature that creates an automatic smooth transition something like an automatic Layer sequence transition without the need of making every step.
Rigging is much too complicated. I'd like to have handle bars or slider in order to move the marionette, I'd like to fix the head on the neck and to have the neck squeezing while the head stays in it's form, I'd like to hang arms to the body like in AE, I'd like to animate walk cycles instead of capturing something by the camera, I'd like to squash and sqeeze by mouse.
Sometimes the User needs to input specific numeric values on Position X or any other property driven by Sliders.It would be nice if he was allowed to do this by double clicking the Slider, or through a text box that also shows the current value from the slider.When dealing with Grouped Sliders, the values could vary from 0% to 100%.
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