Learn how to create, build, and animate 2D puppets.
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app will not ask access permission to use the microphone - how do I correct this?
Child Draggers that follow the position, rotation, and scale of the Parent dragger, from the set origin of the object. While allowing you to move the child dragger without moving the parent dragger.This would be amazing!
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The older versions of CH as well as the latest version of CH still has issues with puppets created in AI. I tested the Chloe (AI) puppet in the latest version of CH and the performance is awful. I'm getting about 4.5 FPS. I tested the Red Monster (PS) in the same version of CH and it worked fine. Is there anyway to optimize CH to work better with puppets created in AI.Laptop Specs: Dell XPS 9560 2018, 16 GB RAM, I7, 512SSD, NVIDIA GE 1050
While adjusting settings in my newest puppet I discovered that replays are affected by the dependence/independence settings of the puppet. For example, the replays of my puppet were recorded while the torso was set as independent. Once I changed the torso to dependent, the replays became erratic and the arm positions were completely messed up. Almost all of the replays need to re-recorded. Adjusting other settings like the attach style and dependence/independence of other groups did not resolve the issue.Please:1. Include this in the documentation and info about Character Animator. The current details imply that replays are "set in stone" and would therefore not be affected by independence changes.2. Add a toggle setting for replays that allows them to adhere to the puppet settings of when they were recorded.
I find character easy to use but I don't like working with a template. I want to feel some ownership in my ideas. Can you create your own character with Kyle's brushes to create the same effect? Wouldn't it be neat if you make Character Animation blend with Adobe Rush somehow?I was thinking the templates would be customizable like in Adobe XD.
I had a balloon on a string. Dangles turn off the string (created a separate issue for that one). Without dangle the balloon would either sway from side to side with no way to stop it (there was no “friction” setting on the hinge to slow it down), or using weld it would be a firm stick with no dynamic feel to the balloon at all.I think Hinge would be more useful if there was a friction or damping setting to slowly reduce the swaying effect of “hinge” today. Otherwise hinge is not that useful - things just keep spinning.
Eye gaze and Face can only use the webcam as inputs. It would be good to allow another mode where X/Y properties control which direction the face is facing (controls parallax) and which way the eyes are looking.In my case I want to hook up to an external MIDI source so can use HTC Vive VR equipment to control eye gaze and parallax. I could possibly use Transform behaviors with a lot of care, but its tricky as you need to get the transform for both eyes correct (calibration is hard). It also means the puppet can be used one way or the other - not both.
Can we have NESTED SWAP SETS?When I hit "Generate Controls," it tells me I have 496 triggers. I love that the program can handle this BUT really, a lot of these are repeats from one head position or body position to the next. Adding a swap set for hands, on multiple arm positions is what created this giant tedious day (496!) with my MIDI controller.If the Swap Sets could understand that two same-named arm positions with same-name hand positions are the same, you would TOTALLY SAVE US SO MUCH TIME!!Also, if swap sets could be nested in the Triggers/Swap Set panel, everything would be SO MUCH EASIER TO FIND!! Especially for those of us assigning triggers with a MIDI, we have to do it ONE AT A TIME! AAAh!Thank you!!
Whenever I create a pose, I'm stuck with Character Animator reverting to the rest pose on the next frame.If I create a keyframe on frame 1 and frame 24 and then set the playhead to 13, the character should be posed as a roughly 50/50 blend of the two. Though it's "calculated" not a hard keyframe. If I move a limb or the body etc, that should create a keyframe at that point.What happens instead is, every time I ctrl+2, and then advance, or even just hold in place, the puppet reverts to it's "neutral" pose and to make it animat, I have to actually start posing over from scratch with every frame.In addition, we should have ONION SKINS!
現状パーティクルで出現するのは静止画だけです。サイクルレイヤーやモーションラインなどで動きをつけたレイヤーがその動きを保ったままパーティクルで出現すれば表現の幅が広がると思いました。ご検討よろしくお願いいたします。
I would like to be able to see all of the puppet files I have created and/or downloaded to show up in the EXAMPLE PUPPETS section (maybe add a new tab for this). Is that possible? If not, can this feature be added?It would be nice to be able to see an image of each puppet I have on file so that it would be easier when choosing one to use (instead of having to remember what they look like).
There are so many "Bad" takes, and when I delete a take the TAKE file is not removed. I can't delete the takes, because there is no east way I can find to determine if they are used or not.For many reasons, it would be great to be able to export a Scene with all, but only, the assets that are required for that scene. PERFECT for archival purposes. Much like a puppet file, but a scene. Same goes for a project file! I don't want a copy of all the junk files that are no longer used. I want ONLY used/included files.
Control via Midi-Controller ist great – but I dream of a small "satellite" app on my iPad for Trigger buttons as a remote control :)))So I could create my own little dashboard.Later you could add several Button "Skins" for different button-types, Styles, different functions, colors.
I would like to see a smooth change in facial expression due to the transformation of the image.It is a function of "LIVE2D" software, like an "art mesh".Please visit https://docs.live2d.com/cubism-editor-manual/concept-of-artmesh/
Could we have native sort of limbs (rubber hose style). It would be amazing to have a button that automatically creates limbs we can customise and then ready to rig and animate.To me it would be natural for such a software to have that feature. Cavalry has for example
I have a Dog character and would be great that the Limb IK could add more than 2 legs. This new feature is amazing but I need this "ground detection" for the 4 legs.Thanks!
Please make replays open-able on their own timeline, and allow a hold marker, where the animation holds until the trigger is released and then it can play the remaining outro animation after the hold marker.Also if the replay is 5 minutes long with a short outro animation, if I trigger it for 5 seconds, and then let go, it should either end immediately or have the option to skip right to the end animation.Thanks!
It would be nice to see some sort of an area of effect when it comes to putting new handles on the puppet. For example, we can take the "blank" puppet and put handle for breathing behavior Right in the middle of "Ch" logo; the puppet will breathe with the chest. But if we move it slightly below "Ch", it will breathe with the belly. It would be nice to see some sort of visibility that would be affected when putting a trigger or adding behavior. Right now the only way is to jump back and forth until it works.
Right now I tried to put an IK arm set up on the legs. It somewhat works, but if I rotate my head the whole body moves. To prevent it, I have to move the foot dragger and set it to stay wherever I move it.
When I'm working with some of my more swap set based puppets it is so unwieldy to have to hit record and twiddle all the sets just to get editable tracks in place.
In some cases it would be nice to be able to work on just one visible layer in the timeline. A shy option like in After Effects would help you decide what layers should be active in a certain moment.
How can I fix my character to the ground? ,I've tried all all manner of pinning, sticking, adding fixed tags, changing layout and all I need is to get this guy to stop floating so I can start my actual project, the fact that this is the default int his program is very frustrating. Namely when his head tilts, everything below his neck swings the other way like a windsock.I've attached images of where my rig is at right now, any thoughts and ideas would be greatly appreciated.
Adobe Draw on iPad and now Adobe Fresco support a flat list of layers - no nesting possible. It would be nice if I can use a flat list of layers and maybe use layer name to control nesting - e.g. “Head - Mouth - Ah” as the layer name instead of grouping.This would however require Alfresco etc to support LOTS of layers. I know Photoshop is coming to the iPad - maybe that is the better approach. I just want vector artwork, so I want Illustrator on the iPad I guess.
Why are you hiding Older versions of software ? It took me about 1 hr to get to Older version of software I needed and I had to finally contact your Live person support to get it ! This is NOT USER friendly and you shall make your Older versions accessible in a normal way with some visible link, and not having customers look for it like for a needle in the hey!
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