Learn how to create, build, and animate 2D puppets.
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currently the mask layer can't be hidden which is problem
Hi Guys!I think a feature "ZOrder Behavior" would improve Character Animator a lot!For example, consider a character sitting behind a table - where both are separated puppets. As expected, puppet character should be BEHIND the table puppet - but the arms should be OVER the table. Today, it's a big problem when you are dealing with different puppets.A Zorder feature would solve this problem at recording time. By adding this new behavior to the arm and changing a simple index value, the arm layer can OVERLAP another puppets. So, the character arms would appear OVER the table puppet, although the character by itself is BEHIND the table puppet.It seems very easy to implement and would save a lot of time of animators when interacting with different puppets, avoiding hard workarounds to simulate this effect.Thank you!Andre Guedes
I would be good if you could add a preview mode for animating in CH, so you can reduce the quality of the animation while animating to improve frame rate.This is something that is done in After effects and think would work well in CH
The facial tracking in Ch is so great, it makes me crazy that we seemingly have no access to it. The mouth is tracked in fine detail, but it seems almost entirely discarded. You can't record the markers, and I can't seem to find any way to drive visemes with video (sorry guys, but driving it with audio is too sketchy)If Ch can give me a real-time, 1:1 line up with my face and the trackers, why can't I drive more with that? And why do I have to use AE's slow and error prone facial tracking to do more robust mapping to controllers and deformers?When I watch the tracking markers lock up around my facial features in the camera view, I feel like the most powerful tool in Ch is just mocking me. There it is, bargain facial motion capture, and I can't do anything with it but drive two shapes on a puppet "smile" and "surprise"... 😞
When there are a lot of triggers/swap sets on a puppet, working in the trigger panel gets unwieldy, It would help if we could create folders in which to put triggers already made, just like we can create folders in the Project panel to tidy it up when it gets crowded.
I think it will be a function to add color to the work when one person plays multiple roles. I want an effect that just changes the pitch, like premiere pro, instead of changing the speed.
Right now I am saving from Fresco to Adobe Cloud Documents and then opening in Adobe Photoshop and then saving it as another file to Creative Cloud Files folder to just open the file in Character Animator. If I need changes then I need to go back to Fesco do the revision and then save it again to Adobe Cloud Documents to open in Photoshop to save again as another file to Creative Cloud Files folder to open Character Animator. And then if I have to make another revision I have to go through this ordeal again. Now I have files inside folders all over my tablet and pc and laptop on the cloud server and in my synced folders. This workflow was so frustrating to work with I basically stopped working on my project. Today I was excited to see that Fresco now has a Windows desktop version but after downloading it I see that i can only save to the Cloud server even on this desktop version! Why is Adobe marketing a workflow between Fresco and Character Animator when it is very frustrating and unp
if we can use the controller like the PlayStation controller or Xbox or pc controller to some triggers it will be easier. and everybody has one.vote if you like the idea.thanks!
Be able to change the name from the timeline.This is an easier way to see/change names rather than going back into RIG.
select all key tracks under the pointer on the timeline (ctrl + A - selects everything, but I need only those thatbelow the scale pointer)
Would be nice to have the tracks labeled in the Timeline. The triggers are labeled. Sure would make it easier to find which track is which.
I want to stream my character on Instagram Live.
I think this would be very helpful!the basic position in which we design the character is almost never a default position for it. So you always need to start with one dragger recording of a default position, and than on top of that additional dragger recordings.it would be great if we could build one or maybe even a number of "default" body positions and choose without needing to record it with a different dragger! hope i explained it properly 🙂
Hello, I worked on a project on Character Animator.I wanted to secure my working hours using google drive. Everything was going very well during his last weeks. But in the morning I open Character Animator and I get a message: "Cannot open project << F: //ANIMA/.../Ch Data / repo.noindex / >> If it is on a server, copy it to a local disk and open it from from this location. " I have weeks of work on this project. Please do you have a solution for me? I beg you!
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In the sample rig "Heather"(Wizard Girl) there is an object called "headPivot" and in CA it shows up in the "Attach to" drop down menu, and the head is using it as a pivot point. I can't for the life of me figure out how this was done. My art file structure is exactly the same as the Heather art file, but the headPivot object wont show up in the "Attach to" drop down. What is the process on that set up?
When I go into Puppet Maker and create a custom seafolk puppet (row 5, second from left), and select "No background," I see the checkerboard background that indicates transparency behind the puppet.However, when I generate the puppet for a project, he arrives 100% of the time with the dock background.I have generated other puppets with transparent backgrounds, and they work fine.Is there something I am not doing correctly, or is this a bug?Thanks!
Hi All, I'm trying to test out pro features of Character Animator, but the free trial really isn't a free trial, it's more of a free week before you start paying for a subscription. I've not used Character Animator before, and we've not yet committed to any software, and we'll need to be testing various software out, not just this, so commiting to this software by entering my credit card details before I've even yet to open the software up (outside of starter mode) is just unrealistic. I'd like to use the Adobe software but am not willing to throw around my credit card numbers for this fake trial. Is there a way around this?
Hello!I am wanting to use this product but I am trying to find out if Adobe saves the video of my face when I use the character animator? There isn't anything blatently calling out that it does or doesn't so I wanted to make sure before continuing. If anyone has information, it would put my mind at ease.Thank you!
Eye gaze works perfectly well on my characters Right Eye, but doesn't work at all on the Left Eye. My layer hierarchy, tags, and crown layers for both eyes are exactly the same for both eyes. Both eyeballs are tagged as "Left/Right Pupil Range", both pupils tagged as "Left/Right Pupil" The eyeballs are bigger than the pupil layers as well. Unfortunately I can't share my project file or a screenshot of the puppet as this is client work, but here's my layer hierarchy.Thanks for any help!
Hello Adobe Community!In Adobe Charcter Animator, the puppet keeps moving it's mouth even though my lips are not moving at all. I tried to choose several other default puppets and the result was the same. Lip Sync Viseme Detection is at default. All the other settings are pretty much default. I attach a video of the problem. Please help me solve this problem. Thank you
I am an Adobe Creative Cloud user. I upgraded my computer with a new motherboard and 16 GB of Ram and a 1TB solid state drive. All off the rest of my applications run fine but when Character Animator loads it greys out and gives a not responding message. I have uninstalled and then reinstalled the software but the problem is still occurring. Any ideas what my problem is?
Hi I've set up my puppet with midi triggers and i'm not sure why but in the Mouth group (on both of my puppets) when I select a midi key for 1 of the swap sets it sets it for all of the layers within. Is this a known issue and is there a way round it? Thanks
Hello everyone I'm new to character animator and long story short, I kow the origin of the puppet is supposed to turn green that way all of the body parts can be connected and rigged together correctly that way the puppet can function correctly but unfortunatley for some reason the origin of my puppet does not have the green ring around it and when I go to try and connect the body parts nothing lights up green. At one point it did but now it doesnt. Although I was able to still connect the body parts it does not work well with the motion library like it once did. I believe that's why it's not working good anymore in motion library due to the origin not working correctly. May someone please help me in getting my origin to become back green and work correctly. It will be greatly apperciated.
How would I go about connecting 2/+ computers to OBS (all using a character animator puppet) if they are not in the same building? This would be people across the US. Thank you!
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