Learn how to create, build, and animate 2D puppets.
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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%.
Let's say the User wants to mix different animations for eyes, mouths, noses, etc...36 shortcuts wouldn't be enough to a task like this. And not everyone has access to a MIDI controller....What about adding shortcuts to cycle through the replays/triggers/items from a Swap Set?It would work like the "Layer Picker", but on Steroids!The user could customize the "Carroussel" shortcuts, like:. [A] for previous Replay or Layer.. [D] for Next Replay.. [S] to Activate the selected Replay / Or have an option to Auto Trigger the current Replay.The Controls Panel would let the user preview the Current Replay/Layer highlited by the "Carroussel" Swap Set, before the User hits [S] in this example.
Related to streaming, it would be great if I could create a puppet on desktop but create a recording using the puppet on my iPad. I can author a video on my iPad using Adobe Rush which is pretty nice, but I had to give up using my puppet as the show host.Yeah, this sounds hard. I guess more realistic is creating a video file and uploading to desktop. There is that separate request to allow a video as the background so you can use the timeline to move forward/backwards and animate over the top (keeping the animation in sync with video is much easier then).
I would be good to make it possible to resize the resolution of the scene and have all elements (puppets and backgrounds) resize to match.Currently if you change the resolution, you then have to resize each element individually, if you have a lot in a scene this can be time consuming.
Currently, the option to Compute Head Movement from Speech produces unsatisfactory results. The head movement is erratic and independent parts of the face shift too far from their positions. This problem exists regardless of which puppet is used.
I have issue in my character animator, I am using surface book 3 as my production device. But when I installed character animator, It says :"Surface Camera Rear (not fully supported)""Surface Camera Front (not fully supported)"
In After Effects you can click the middle wheel and drag through the timeline. Can you please add a similar feature to Character Animator?
I recorded a scene in which a puppet flows in the wind using the physical properties behavior. However, when I play it back, it does not behave the same. Each time I play it back, the behavior is different.I hope that the next version will have the same behavior.
I would like to record with an mp4 file in the background.
Ability to load a video source for recording so that remote actors can participate, or to characterize other video in post.
Make one of your backgrounds in the beta TRANSPARENT. Exporting without a background is an easy win (vs. a solid color that has to be keyed
Please add the new 3D Design Space and 3D gizmo from After Effects. Ch is made for this more intuitive approach! I'm at home in AE, but I'm sure there are animators who aren't.Thanks for listening.
Possible text bubbles, or text with multiple fonts. Also lagging in calibration of face movement/lip-sync...
Instead of using X and Y to re-establish where the ground is, it would be nice to drag the puppet precisely where you want, then click a "Reset Ground" button. An option to scale according to the ground would be useful, in other words the puppet's size changes without the feet leaving their position.If there's already a keyboard shortcut for this, let me know.
You know what would be cool? I'm using the body recorder for full body recordings, and it works pretty well. Well, aside from the glitches where the body decides to become a foot taller for a second or two or the head decides to stick to one spot while the rest of the body moves as expected. Well, it'd be cool to maybe have an option to smooth over parts of a body recording between a couple frames, or have it be like another recording where you could use the blend-in and blend-out sides. It would basically take the body data from the beginning of the range and the body data from the end and just blend those two, ignoring the spots in between. Then you could use it to patch the glitches to make the performance much smoother. I'm using draggable handles right now to fix a frame or two here and there, but it can only do so much. Without the ability to record a frame for one body pose or edit the body poses manually, this could be the next best thing.
The user creates their own assets (face, body, etc.) which can then be used to generate many fully rigged puppets all in that user's style.
Make the timeline panel behave as it does in After Effects and allow multiple scenes to be open and available at once.Of course, you'd need to improve CA's woeful copy and paste functionality to make moving between scenes actually worthwhile.
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