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My audio file, springtrap.mp3, won't import into character animator. when i try drag and drop or regular importing it comes up with an error saying it is "Unable to open the audio file". i need this for school by the end of the week so this is worrying me. ive tried renaming the file to make sure there are no weird characters in the name. I also attempted to make a new character project and importing it to see if it was my character, i got the same error. so i tried importing the file into Adobe Audition and got: Error: Apple AudioToolbox cannot open the specified file.Error Code: 'dta?' The file is just a plain .mp3 file, do you know why it isnt working?
Hi all,I'm going crazy. I have this rigged puppet in a scene that is doing a weird glitchy dance without me inputting anything and I can't make it stop. Does anyone have any idea what might be causing this? Here's a screen recording of what it looks like:https://drive.google.com/file/d/1-uuf_xRkx9sT9LXvJ-bA75C2VBoHXxQa/view?usp=share_link it happens even when my camera is off. It stops only when I switch off 'Arm for record' on the character in the timeline panel. Disarming everything in the propoerties panel does nothing. I'm so confused. Any help would be greatly appreciated. I opened it on my crappy MacBook and it didn't have this issue. I'm running a 27" iMac with Monterey and Adobe CA v23.1 (build 79).This is my hardware overview: Model Name: iMac Model Identifier: iMac20,2 Processor Name: 8-Core Intel Core i7 Processor Speed: 3.8 GHz Number of Processors: 1 Total Number of Cores: 8 L2 Cache (per Core): 256 KB L3
Hi all. Not asking about how to do turns or parallax or anything of the sort, but if I'm using a particular puppet that only has one side view rigged (for example, one of the Puppet Maker templates, like Cowfolk), the characters only face one direction. Can I horizontally flip the entire puppet rig so the character faces the opposite direction (so, for example, I could cut between two puppets facing/talking to one another instead of them both looking off to the same direction)? I don't need a turn and I dont' need it to happen "on camera", I would just like to be able to choose whether a single angle character faces left or right. Thanks!
I want to change the name of the project, but there is no option.
I am a super newbie. I've followed the tutorials. I don't want the legs and feet to move at all. I can't figure out how to get rid of the stretch from the fix anchor. What shoul I be checking for?
I'm trying to make a tiltable head using a parent Frontal folder as described in this video: https://youtu.be/e85HGSAS80g But the head keeps floating too far from the body. I have Frontal tagged as a Head, and then the Head folder is also tagged as a Head, with an added Face behavior. As far as I know, I've followed all the steps. Any advice would be welcome! thanks.
Failed to create scene Error in ch version 23.1x79 -internal error code: (1109000933:367+8) bad argument number 1 to localize (string expectede, got nil) What does it mean?It is happening every time I reopen the project... Thank you
Hello: My character (in profile only) has a nutcracker jaw. Has it always been the case or is it a bug that I cannot insert fixed pins to one side of the jaw (art or group) to keep certain parts of the jaw from moving?Because if I untag the jaw, add a new handle to the group and tag it as the jaw, the fixed pins then work perfectly...
Hello. Here i have some video of the dragon. I didnt know how to fix his eyebows. looks like they both are left, but if i check them as left eyebow, only one move properly...So i made some draggable point and made some triggers. Had solve it my way https://disk.yandex.ru/d/zQ_v2__zOp0buwWill it work if i add behavior like here? https://youtu.be/NXvfQfrLZBw?t=1625Or how to fix it right way?
Hey, Can you please explain below lines to me: https://community.adobe.com/t5/character-animator-discussions/i-have-attached-the-screenshot-below-it-appears-whenever-i-try-to-open-character-animator-modyolo Thanks in advance
Error is in the screen shot. I'm using Beta. I updated it a few weeks ago. When I got the error, I updated the beta again,just now, but it didn't help. I tried a SAVE AS and the same error came up.
Hi all. I'm currently using the Figgy puppet maker template, and I love the simple design, but can't figure out how to make it useable along with the Motion Library. I've tried adding Body, Limb IK, and Motion Library to the behaviors, but the character doesn't move at all.Can anyone offer some guidance?
Dear Adobe Team.I have a problem after endering characters. One of them is missing some parts(please,find image attached). It happened bot with alpha rendering and without. Can you,please help me with settings or give some advice how to solve that? Thank you!
Hi all. I'm fairly new to Character Animator, but have quite a bit of experience in other Adobe tools (PS, IL, PR, AE)I picked up Character Animator and I'm blown away with how awesome and fun this is. I've started creating a cartoon. Based on my experiences so far I'd like to talk about my experiences below and make some suggested feature request. Also, if someone knows a better way than my solutions below I'd be happy to hear them. 1)Right click Options in Project: Experience/Issue: I had a scene set up that I wanted to put a different puppet in. I simply wanted to duplicate the scene and then add a different puppet. intuitivly I right clicked on the scene but the options weren't there to duplication. I actually had to go find a video to point me to the Edit drop down to duplicate. Feature Request: Right click on items within the project to get edit options. 2)Associate a differe
For those who don't know, Beta has a new "smart" replay function that packages all your replay layers into one take. When talking about the smart replay feature Dave made a joke about not using "dumb replays". He said something along the lines of "I don't know why anybody would use dumb replays". But I use dumb replays and like the flexibility of being able to use my replays as a "base" animation and then change elements (swap out hands or expressions). Please don't get rid of them! HOWEVER - it would be amazing if smart replays acted like grouped layers in other Adobe products. It would be awesome if I could use the smart replay to simplify my timeline but then also have the ability to edit the replay in a new window. Also, unrelated. I want to be able to rig and record from the same workspace - so if I made adjustments to my rig I want to be able to immediately preview those adjustments in my timeline - like if I was using after effects.
I downloaded Tull the Cat and Hopscotch to test Body Tracking. I follow Dave Werner and his video on Body Tracking. I know my room is big enough and bright enough as per his instructions. I followed Dave exactly. And since I am using Tull and Hopscotch I know the characters are rigged properly. However, the body tracking is so slow and not keeping up with my movements. All the other behaviors are working just fine. It just the body tracking. Dave mentioned that body tracking takes up a lot of processing power. So I am wondering if that is my problem. I have the latest version of Windows 10. I am not sure if I need to change some setting or increase virtual memory or what. Does anyone know how I can fix this problem?
I imported 5 WAV files, and successfully lip synched them all to the solo puppet/actor. Character Animator did a fabulous job synching the WAV files.I then turned off the microphone, and recorded a face track into the recording. I played and recorded at 0.75x speed, to make sure I didn't miss anything. Then reset play and record back to 1.0x.When I played the new recording with facial movements, the lip synch is totally hosed up now. I deleted the head movement track, and the lip synch did not reset back to when it was beautiful.[1] What did I do wrong?[2] When I go into the Project > History window, I can go back in time to see the lip synch working. How can I save the project at that point in time?
Hello, I'm having an issue with the "Aa" Viseme. For some reason when I say Ahhh the viseme won't trigger. I've followed the online tuts and I can't figure out why it's not working. the "Uh" and "W-Oo" Works fine as I also added cycle layers sets. I've tried with or without cycle layers. I tried testing out the puppets provided by the program and the "Aa" works fine. I don't know why every Viseme works except for the "Aa" Hopefully someone can help. I was recommended to share the puppet file as well if needed. Thanks in advance and for taking the time. I attached my rig images.
Hi community,For some unkown reason, only one eye is moving for my character. I've checked my layers a hundred times and I can't see why only one is working, even though they have identical layer composition? I hope her wonky eye makes people laugh, at least, because I'm busy crying and pulling my hair out lol.
Hello, I woould love some advice on how to rig a thobe for my character. I do plan to make his legs 1% opacity beneath the "dress", but currently the thobe is very stiff, which looks strange by the feet during the walk. What is the best way to go about making his thobe look more natural as he walks? I tied to add physics to the dress but it didn't seem to change anything. I've also tired giving him wide, white legs to mimic the thobe but it didnt work out. Screenshots attached.Video of his walk: https://drive.google.com/file/d/1_XFIOPVLIiLf4FcYNxqh8ZOSwdDo7fpN/view?usp=share_link
This has been the most painful process ever. Just saying. Since I can't use my puppet in a live recording when gaming, for now all I can do is record myself and audio and then import it into Character Animator. After Effects was a bust for me. I don't know if the video was too long, but the full face tracking wouldn't import into Character Animator. So... then I tried to import the audio file. It imports and I also Compute Lip Sync From Scene Audio. I try to hit play, and nothing. It won't play. The option is there but nothing happens. I just want to make some fun stuff for my channel.
Is there a way to change the auto-blink duration after recording? It doesn't appear that updating the auto-blink settings after the fact for Blink Duration or Blinks per Minute applies dynamically to what I've already recorded. As an alternate method, I also can't seem to figure out how to remove just auto-blink in order to add a new auto-blink behavior with my preferred settings. Clicking "+" and Auto-Blink just adds a duplicate auto-blink, and the only other option seems to be to "remove all behaviors," which gets rid of everything I recorded. I'm hoping I'm just missing something obvious—any help would be appreciated. Thank you!
I'm using different puppets for each view of a character because I was running into issues when trying to do all views in one puppet. I have a prop sack that is a shareable puppet with a physics behavior on it. It works in one of my character puppets(side view), but not the other(front view). The only difference I can find is that there are 2 instances of the prop puppet (Sack) in the front view-- but I've tried deleting one of the instances and it has no effect. Not sure what I'm missing. Video and screenshots attached. The video shows the side puppet w/ properly working prop, then front glitchy prop. Thanks so much for your help!
Hello there,so I was animating a scene in character animator with a PSD puppet. We decided to make the PSD file quite large (5K) to be able to crop in for close up shots if needed. Now I animated a scene where the puppet is coming from way far in the distance into a medium shot. Looked great in Character Animator. But when I exported, I noticed the puppet being quite blurry/soft pixelated when it was in the distance. I mean, this kind of make sense, because when ou export at 2048x1080 and an object is small it gets quite pixelated. But it looks super crisp in the Character Animator Project Window. I can even crop in 500% and it's still crisp. It just irritates me how in the scene before export it looks so much better. In After Effects, if I craw small shapes, yeah, they are pixelated but then it already displays it to me like so in the project window according to the project settings. My first question is: Why is it so much sharper in Character Animator than in the export? &n
Hello!First time using character animator but not new to Illustrator or AE. I've drawn a character in Illustrator and animated in CA - no problems. When I export the timeline from CA, however, the character renders as super blurry. I made the character deliberately larger so that I could scale down rather than up. I have the resolution playback at full. I've tried exporting the sample puppets from the welcome screen and they export blurry as well. Here is a small snippet of the project exported as H264 using the PNG workflow into Premiere Pro. I've also tried to render through Media Encoder and AE but no difference.Any ideas? Any help would be super appreciated!! I'm at a loss!Thanks!
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