Learn how to create, build, and animate 2D puppets.
Recently active
Ive seen others mention something like this before but it would be huge to be able to invert the clipping mask. Every other adobe program has this ability so Im guessing this is an issue to be fixed more than a feature request. The work arounds necessary because this doesnt exist are so time consuming, if they work at all.Thank you
No text available
I'm profoundly deaf. It makes editing audio and visemes a bit of a pain.In my everyday life, I lip read, and when my brain adds this to the bit, I do hear through the device embedded in my head, I do ok. It works better when I know the person and recognises the mouth movements and the sounds they make. This is a major problem for the alogrythm when trying to lip sync audio. We may speak the same language, but the sound and mouth shape we make it with varies a lot. I think there is a possible and viable solution.Over the last few years, I've tried out speech to text apps. These are very good, even with live speech, and it got me to thinking about my struggle with CA and Audio.Idea:When you auto lip-sync a piece of audio in CA, wouldn't it be great if it could display the text to go with it?Better still; If the text was displayed on its track above the audio file in the Player.Even Better: What about if this text was highlighted as you moved the play-head? It would match the text and wa
I would like to be able to attach or pin one independent layer to another independent layer rather than just the static body layer. I would like to be able to build limbs or even body structures that are made up of independent layers chained together, like segments of snake skin all attached to a single spine element. I'm imagining it like a blend on a path in illustrator, only I can now attach draggable handles to that path and animate it.
Hello, It would be great if CA would support Rear and 3/4 views of characters along with walk and run cycles for movement.Thanks,Rajnesh
If you have say three properties armed (red dot on) and you set up all the draggers etc, then you decide to arm the "trigger" behavior as well, it loses all the other values you set up for armed behavior properties (e.g. all the drags you set up ready for the record are reset). I don't think arming or disarming a property should reset values for other properties (especially draggers). It should only reset a specific property if the "arm" (record) button is turned off for that property.
I find myself always having to adjust the parameters whenever i add a cycle layer behaviour. If there could be a way to set default settings to your own custom ones then that would save a few more clicks.
If you have characters in similar size - choose to copy rigging elements from one character to another. Or have the ability to copy rigging elements onto a new character and make refinements if needed
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!
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!
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.