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You can assign a MIDI event to triggers in one of two ways.You can go into rig mode, set the Controls panel to "layout" mode, click on a trigger button then press the MIDI key on the keyboard etc. (See the squares at the bottom on the image - "A" (angry) is set to note A#2 (aka B-flat) in the second octave. The "/1" means MIDI channel 1.In the trigger panel there is also a "MIDI Note" text box. This is the underlying MIDI note number. But I don't see the channel number.Can you edit it using the "MIDI Note" checkbox? I tried 72/3 but it failed.
Hello there....I am making an owl in Character Animator. I need it to turn it's head 180 degrees, but I haven't figured out how to do that. Does the head have to rotate backwards to it's original position after the turn, or can it continue after it rotates 180 degrees?
Hi everyone am just wondering if the new imac M1 chip good enough to run adobe after effects,character animator and premium pro these are my main programs I use am getting a new computer or could I get an older imac 2017 or 2020 model would it work fine and can I get the latest updates.
Can I upload my own drawing from Procreate to use as a puppet in Character Animator?
hello people!! ok i have opened CA Projects and they have evrything in there as i left it. the lip sync the recording etc.....now i try and open or drag a project in the CA and i get NOTHING. a dead folder that does nothing. anybody know whats going on here????THANKS.
Hello all! I was on YouTube reviewing the camera tutorial. I am having difficulty finding the Linden & Robot tutorial, most likely because the tutorial is 3 years old. Any advice will be appreciated on how I can find that tutorial?Thanks much in advance for any assistance.
There is still data in the project folder, but the CH file has 0 kb. This happened when I SAVED AS. Does anybody know how to fix this error or do I have to start over again?
The yellow outline that usually shows around the character isn't there. I see that there is a blue square around the body and I'm not sure why. I want to add the pin tool on the shoulders to prevent the whole body from moving but it only works for me when there's the yellow outline.
I downloaded one of the template Character styles. However I can't seem to get the Character Triggers to work. They are greyed out. They stay greyed out when I hit "record"? Any help here would be apprceiated.
How do we allow our characters to gesture and move their arms independently of the walk cycles? The walk cycles kinda takes control of the whole body, but I want my characters arm movements to be independent of the cycle so they can gesture while they walk. What do we do? I can't believe I haven't seen this covered anywhere.Thank you.
I'm not sure if this can be asnwered here, since it's more of a legal question. But I was wondering about the extent of the free-to-use puppets in Character Animator. Many of them are listed as "free to use in any way." I'm getting well ahead of myself here, but hypothetically, if I were to use a free puppet in a Youtube Channel, and eventually the channel gets enough subscribers that merchandise becomes an option, would selling merch that includes the likeness of these free-to-use puppets still be acceptable in that situation? Thank you for any info!
Hello! I created a puppet with a head turner, but wenn ich tilt my head, the head of my puppet does not tilt, but is detaching from the body. The head layer is not independent, but the "frontal" "quarter" and "profile" layer are independent. is that the reason ? how can i solve it? thank you!ps i scaled down Head Tilt and Head Position Strenght already, but i did not solve the problem..
Hello,I have downloaded the taro model from here: https://pages.adobe.com/character/en/body-trackerAnd the arms did not move.Then I managed to make the arms move, but the elbows do not bend.Anyone have an idea?Here is a google drive link of the puppet with working arms but no elbows (the form don't allow to uploa .puppet files): https://drive.google.com/file/d/1EhfbUTCPptEkE3UcZnWPzdc5dKYwlf-L/view?usp=sharing
I have a puppet that is basically a chain (a literal chain, like what you use to lock your bike). The top layer is the first link, then inside that group is the second link, etc. Each attachment is set to hinge. The attach to is set to auto. When in record mode, the chain looks great and each link is properly connected to the next in a proper hierarchal fashion. I want to move the chain by keyframing the top level group's x and y positions. It allows me to put the keyframes in place but when I refresh the puppet and click play, the chain doesn't move. Nothing is set to fixed. All links have dynamic and collide set. Is this just not a possible thing to do? Or am I taking the wrong approach?
i would love to see freemium versions of all àdobe apps idea's for the wishlist
Hi,I'm making a character and the head is independent. I like the way the head can rotate. But the neck doesn't react the same way it does when the head is dependent. What I want is for the head to slightly rotate (as it does naturally as in independent mode) but I want the neck to follow the origin of the head without warping the head to match. Is that possible. Put another way, I want the neck to follow the head as it would as a dependent but without warping and allowing the head to tilt.
The 22.2 version of CarAnim only gives the option of the OBS virtual camera as a source. As I want to feed the NDI stream to OBS as a source this is not an option. I want to use OBS's virtual camera not have it used. The 2020 version of Character Animator provides a list of all availible camera souces for tracking face and body movemnt. The beta for the M1's is the same I get all camera options. I belive the 2020 version is the intel version so I cant imagine the problem's with M1-ARM. A bug perhaps? Be great if someone knows of a fix or if the devs added a bug fix for this. For the time being I'm using 2020 version on the Mac.
I have a very annoying problem. I'm going crazy. Too many wasted days and hours on this. I have 4 states +(some currently inactive extras). Happy, Sad, Angry, Shocked. I have managed to get all the states to blink propelry (after countless hours of trial and error). When I make the eyes a trigger however the blinks only trigger for that state if it is set as the defualt/primary set in the trigger panel. If I toggle between the states with keyboard trigger, midi trigger or controls panel with icons, latched or no the blinks become disabled. I have layered them all right it seems as the blinks actually work normally, just not when triggered. And yes, I have tagged each state with a different view.Neutral Eyeballs and Blinks - FrontalSad Eyeballs and Blink - 3/4 RAngry - Proflie RightShocked - 3/4 L And no its not a cycle layers issue for the blinks as they only have one state and I dont have the cycle layers behavior enabled on anything (yet).&nb
Character Animator 22.5 is free, right? There's nothing we can do with it that looks professional. So, what is the paid program?
I created a studio talk show with Character Animator and I have a TV screen behind to the right of the puppet. It's a green screen so I can put a video clip of whatever history subject I'm teaching. How do I get the video to show up on the TV greenscreen and how do I get it to fit the TV size? Feature request: If Ch doesn't have the ability to have Chromakey, please add this and make it so we can do like I'm trying to do here - add and fit it to the TV screen. I included a snapshot of my stage for reference.ThanksMike
Hey friends A beginner's question...I used one of the templates of the character generator in Character Animator, and changed it so that a new character was created for me. At first everything worked fine, but suddenly I can't control the joints in my character's left hand. I attached the pins to the arm, but still his arm doesn't flex. However in the right hand it still works.can you help me with this Thank you
Would be great to be able to import midi files to automate triggers during playback/recording.For one thing, it would be great for synchronizing animation to music/audio. Also, we could technically edit all the scene animation from our DAWs of choice.Also, maybe using some "look ahead" parameters, we could offset triggered replays so that they end at a midi event's position which would be really helpful for animating things like drummers or any object being swung to hit something like a baseball bat or an axe.
Hello Adobe Guides! I am loving the auto swap feature for limbs and was wondering if there's a way to apply that feature to clothing? My IK legs keep appearing out from behind a dress when the character bends, as if the dress material doesn't stretch out over them. If there was a way to rig the dresses' layers to look a certain way when the puppet is in a certain position - that'd be sweet! Or even a draggable leader/follower setup that I can record seperately would work for me. I also tried using both the knee tags on the dress and it kind of gave me what I wanted, but then one of the knees started bending in the other direction 🤦🏻♀️ I am happy to watch a tutorial if you know of one - or even look at an example of another puppet that maybe someone else has made. I'm just slowly trying a bunch of different things and figured I'd ask for help in the meantime. I appreciate your knowledge 😃! Thank you!!
Just as the title says. Much of my work is smaller pixel art and they appear crisp and sharp in photoshop. When importing the .psd photoshop image (not a png or jpg but importing a .psd file) into Character Animator or Animate, the images appear blurry or anti-aliased. My photoshop images are 72 dpi and smaller resolutions. Does Animate and Character Animator upscale to a higher resolution than the source? Or is my image being anti-aliased somewhere? Here is the pixel art image in photoshop Here is what it looks like in Character Animator or Animate. Here are my settings in Photoshop:-RGB, 8-Bits per Channel, 21px x 63px, Resolution 72dpi. Pixel Aspect Ratio: Square Pixels, Color Profile: sRGB IEC61966-2.1Note: I have tried creating an image at 300dpi and then assembling my source art, but get the same result.
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