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Hi there i find that the easy physics behavior is one of the key selling points for CA and i would LOVE it if you could add or change just a few small things that could make it way more powerful. Wind variation:Should be an amazing setting if you want to make wind in a scene feel real (lets say for trees, hair or particles) but sadly its just a very fast jutter that you can turn up or down. Without another setting to regulate the noise size its kinda useless. This always forces me to manually animate the wind direction to kinda fake the random wind variation in the scene. Dangle + Collision:In order to use wind and gravity i use the dangle modifier (correct me if there is even another way) and when i found out that dangle and collision dont work together i was 99% sure i wont use Character Animator again because it was a must in the project i was working on. If you could make this work, this would be next level! Physics Master Properties:Would be nice if the scene proper
After finishing the Photoshop business, I started the Character Animator process for my character, however I came across some mouth gestures just not appearing, I took a look in the Rigging Section and came across alot of errors with the allocated mouth gestures but could not understand what it meant. Could someone please clarify this for me thanks 🙂 I was using the mouth shapes that @10959849 Samurai had provided on his website. Here is a screenshot of the Rigging Errors
**Have posted this in the beta forums, but it hasn't gotten any traction there. Hoping to get some here, if it's allowed**CA (Beta) 22.6.0.53 I have a project that I've created with the fully rigged Armando puppet. It's been working great but I loaded up the project today and none of his arm triggers are animating properly and I'm not sure what happened, if I clicked something wrong or if it's a program error. I even created a new project, downloaded the Armando puppet fresh (no graphical changes) and imported him into the new project with the same results. All triggers appear to be trying to move the arm, but they all appear to be pinned at the wrist, though there are no fixed pins in the puppet arms. The only exception is the "Straight Forward" layer. The only difference is that the Straight Forward is lacking an elbow to shoulder bone. I tried deleting that bone, just to check, but it didn't make a difference. Playing around in the poperties panel, in the Leader/
Hi, I just installed Character Animator and every time I select a puppet it will show the same error every time. The error says "Error with file" and then it says the file directory that it has an error with. And when I press ok it doesn't load. How do I fix this?
I have a character that's seated at a desk here and I can't get her head and torso to move, no matter what. I've experimented with turning layer independence on/off to no avail. Combos include: body/head both dependent, body dependent/head independent, body and head both independent. Also toggled attach styles of head and body layers to various types and this also doesn't seem to have any effect. I made the desk and chair layers independent and set to the "free" attach style, as I didn't want these to be considered as part of the main character puppet. If anyone has any suggestions, I'm all ears. This file has me totally stumped. Thanks, all!
This Christmas, I received a MIDI board and an Elgato Streamdeck to further fine tune my performances and puppets. I am a self-taught designer and editor, and have done a lot of reading up on MIDI devices before this purchase, but considering I'd never heard of "MIDI" until last month I knew there would probably be a learning curve involved The MIDI device I have is the Korg NanoKontrol2, which has a good number of sliders and dials. I have already installed the drivers and the KorgKontrol Editor, but I have no idea how to set it up so that Adobe Character Animator recognizes the MIDI board so that I can map certain triggers to the buttons and dials. Despite pouring over all of the MIDI posts on this forum and all of the related Korg information and I am at a TOTAL loss!If someone would just help push me in the right direction, I would really appreciate it. To begin, do I need to install a different type of DAW software, or is the included Korg Kontrol Editor (s
Whenever I turn my puppet's head to the left his left eyebrow shoots way up and the right one way down. I can get it a little under control if I put a hand over my eyebrow to hide it from my webcam. The exact opposite occurs when I turn my puppet's head to the right. I've tried increasing the light on my face, positioning the camera to a more direct shot, and getting someone else to be the actor, but the problem persists. Any idea what might be causing this or solutions?
Hi! I have a character with alternate sad mouth set and everything is working with changing the mouth set and with the lip sync.Where I'm in trouble is using the Face recording to change the mouth size with "Mouth strength". The same thing actually happens for example with alterante eyebrows that don't move with Face recording (just tried it for testing purpose).I have set the correct tag for alternate mouth, swap set and have looked at everything I could think of. Can you help me please? I attached a screenshot of the puppet.
Is there a way to open more than one instance of Adobe Character Animator on one PC? I've found methods of adding "-m" to the end of the .exe shortcut (doesn't work), and am wondering if there's another way.I'd like to run multiple puppets in real time without using LDI and requiring multiple computers. This appears possible by routing virtual cameras/audio to multiple instances rather than requiring two people with two computers.
I have no idea how to find a solution so please be kind, if this is a repeat technical question. For well over a year now, I've been trying to bring a customized puppet to life in Character Animator. I've followed Dave Werner's (and more) tutorials on rigging issues, how to rig, rigging for beginners, etc. and still for the life of me, I cannot bring this customized puppet to life. The only feature that works is the lip sync. I had a friend make the original illustration then I used a Chloe puppet template to isolate the layers in hopes there will be no issues in Character Animator. I've also tried to use the new Body Tracking feature, and still everything fails. I have no idea what the next steps are. I've lately been trying to bring this character life in After Effects but, with the amount of layers, movement, etc., the task seems too time consuming with the amount of content I'm hoping to publish with this character. Are there any options or insight? I would send the file to someone
I want to do custom eyelids and have a blink state. They don't have to be tagged as eyelids since I'm not concerned about them moving based on my movements when the camera is on. My eyeballs and pupils are behind the head layer. The 3 states I want for the eyes are Normal, Blink, Eyelids Low. For Normal, I was thinking of having the eye lashes as part of the head at the edge of the eye opening. But Blink doesn't hide eye lashes since the eye group is behind the head layer. The Eyelids Low layers will become visible with a trigger, and will cover the eye lashes since I can put them in a layer above the head layer.I definitely need the eye groups behind the head. I think the blink layer needs to be in the eye group so auto blink will work. How do I cover the Normal eye lashes when auto blink triggers?
Hi experts! I am lost... I tried to add new mouths in Adobe Illustrator to my puppet but now when I use it in adobe character animator, the mouth seems to be isolated from the puppet - anyone knows how i can correct this and make it lipsync as well?
All of my scenes from Character Animator were synced up with Premiere just fine until yesterday they stopped. Now I can't even export a Character Animator video with an alpha channel or even link them manually. I can only to a png sequence. All of my apps are updated and I have restarted my computer several times. It WAS working a few days ago, so I don't understand why now it suddenly isn't.It seems from what I've read that dynamic link is something that should be avoided, but I'm hoping there is a solution.
Sorry about the title. I wasn't sure how exactly to word it. Here's the story:I'm creating a digital puppet. He will be a football player, wearing a helmet. As most of you know helmets have face masks on them which will block part of the mouth. The eyes should be ok since there's a space between the bars in the mask that will allow it to be seen. The problem will be with the mouth. I can set up the different mouth shapes but the mouth (inside a helmet) is partially blocked by the bars in the facemask. Basically you'll see the mouth partially but some of it will be hidden behind the bars. Is there to have the mouth on top of the face but WITH something partially over the mouth? Imagine a mouth moving behind a chainlink fence. You would see it but certain parts of it will be blocked. I'm just not sure how the layers will work here since the bars have to be over the face but also over the mouth. Can I make the facemask itself a level and somehow anchor it to the face?
Hello! About a year and a half ago I created a Puppet in Character Animator 2021, and it was working great.Today for the first time in a long time I've loaded it up and tried to replay some of the pre-recorded animations, but the arm movements are really stiff and barely moving, either when I drag them with the mouse or with the pre-recorded wave animations, which previously worked great. I'm not sure where to start without tearing the puppet apart and hoping someone can direct me to some feature that potentially was introduced in the last year and a half that may account for this behaviour.. Here is how the arms are rigged, for refrence: Not having kept up with the version updates over the last year or so, have there been new features added that may account for why the arms now behave this way? Formerly properly waving, now they move maybe 5-10 pixels tops when dragged. Thanks in advance for any leads!
I would normally just jump in and do my worst hoping it turns out to the client's liking .........but!!!!!!This gig is a show piece that can really make me the #characteranimator i wish to Be.....So who's ready to join me on this mission??????????? HELP...............SOS.................999(UK)............911
I posted this over on the adobe feedback site but I was wondering if perhaps I'm missing something and this is already possible somehow. It seems like such a logical feature to have: It would be really helpful if there was an option to import raster, photoshop-based puppets at a lower "draft" resolution (like you currently can with vector Illustrator-based puppets) so that recording and setting up scenes can move more swiftly and smoothly and you still have the option to res up before outputting your final render or if a scene needs a tighter than usual zoom. (I know that you can achieve this by having different versions of your puppets, but the downside of that is, often we edit puppets on the fly, and if you edit the lower-res puppet, you don't have those edits available at the original resolution.)
When I try to record puppet facial expressions the whole puppet keeps jumping between the position where my face is and the position somewhere between my face and the original position.Example here: https://drive.google.com/file/d/11CwAeL4fq1_yQPIrUCuvwBj7l90Vx0i2/ I can't seem to find any solution to my problem. Has somebody have similar kind of problem?
I took tull and modifty him, its work perfectly,Then i have create one more character using tullthe 2nd one was working perfectly, but first character controls are blank now,unable to record any hand moment, or expression, i have set all the tiggers as i know ,but this still not working,Pls help if any one know the solution
After suffering a corrupted master boot recod on my pc's main hard drive, I decided to buy a new one so I could recover my files from the old one before reformatting.I chose a pair of solid state hard drives this time around and find myself in awe. I should have switched long ago. Making changes with states and layers that would normally take 30 seconds or more is now done in an instant. I have several characters and animations that have thousands of layers and sometimes you need to change the state of several hundred layers at once, solid state drives make this so much easier.Solid state drives are quite inexpensive now, if you can afford it then spoil yourself. This change is now saving me several hours per project.
I have a particular visual style I'm working with where shadows are heavily posturized. Here's an image zoomed way in on the eye and side of the head (the blue on the left hand said is hair). Here's how the objects are layered. The expectation is that when the eye moves the layers respect the fake lighting. Green disappears under blue, yellow disappears under green. I'm looking for some sort of parent/child grouping system, but all I'm seeing is leader/follower which seems to only be intended for IK rigging.Is this something that can be done or is it simply impossible?
So I was trying to make a version of my puppet like you did with RedMonsterLive that has a wide, mid, and closeup camera view. Correct me if I'm wrong, but I don't see a way to copy over all the behaviors, handles, and keytriggers to the new psd file that includes the three camera shots. Is there a way to do that or do I have to manually put all those things back into each of the three scenes separately?
I was fixing some basic rigging for my character's walking and moved into record mode and she was gone. Refresh didn't work, but the puppet is still available in rig mode. Am I missing something obvious? It's just gone from record mode, and nothing directly that I did should have made it happen.
I would like to change the whole color of my character except its eyes. What should I do??
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