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In one of the question threads about Character Animator Dave Werner mentioned a list of character designers for those who would like someone to design a character for them. I'd like to add my name to the list. Where do I find this list? How may I add my name to it?
Hello Everyone! Had a question using the puppets from Adobe Character Animator site. When I click to use a character, all the triggers are available to use, but if I save the character to a cloud drive or my computer and reopen the puppet - all triggers and behaviors are gone. Is there a way to save a puppet (For Example: Tull) save him to your computer and reopen the file from your computer to keep the triggers and behaviors? Much appreciated!Roger E
So I'm trying to design a custom character for CH and for the life of me I can't figure out how to do what I'm trying to accomplish. I can't find any tuts on youtube so here I am, reaching out the the community here for some help/suggestions. 2 images included to try and explain my dilema Fig 1: I'm building the arms as 3 different pieces. Upper arm, forearm and hand. I'd like there to be a way to "hinge" them (hinge not working) so that they pivot around 1 point. The Upper arm pivots around the shoulder, and the forearm pivots around the elbow. I move the hand/wrist (with a dragger) and the whole arm bends/follows with it. Is that possible? Along with that, there's the "stretching" that goes along with it. I'd really like to turn that off and near as I can tell you CAN'T do that with IK LIMB because the arms in this case are 3 separate pieces. and it won't rig right. I DO NOT LIKE the idea of just having one single piece for the arm because as it bends at the elbow
I am using Character Animator to animate a scene where about 15 puppets (each with 4 views and various triggers) are running, jumping and fighting. I am getting errors such as internal error codes. Is this because I am using too many puppets in the scene? How many puppets is "safe" to put into one scene? Thanks for the guidance!
After updating to 22.5 from 22.4 my characters no longer show hands positioned with draggers while the character is walking. Being able to walk, talk and hold items is important to the scenes I’m working on. Is this a bug?
Can anyone give me a hint? I've been stuck with this problem for a week:(
More a bug to report, as this was working previously...I have a puppet with a walking view, with Start/Stop Easing set to 0. Previously this would immediately go from walking to the standing puppet, with its arms as they had been set. Right now, the puppet arms are jumping to the default ‘A’ pose for a frame, before returning to the way it should be. So it is ignoring the '0' setting for the arms. I’ve tested this with several puppets and it is the same with all of them.
I just download adobe master collection and every app works excpet character animator noting pops up not even an error message apperd and iam using windows 11
Good evening, I have a problem with character animator, I created a puppets in 3D with illustrator, on character animator I only see a part in 3D. How can I do?
https://drive.google.com/drive/folders/16uBUSBPNSQ6zlYmJKzab7Zr9GrCMFS5R?usp=sharing Hi everyone. My boss wants to work on an animation series project and wanted me to learn this program. But after i finished my first puppet, he literally hated it. 😞 He told that there is no way to work with a puppet like this cuz it wouldnt have consistency if we would try to make records with it. It takes a minute for it to break down and give us impossible weird poses. The joints and especially the arm movements goes uncontrollable sometimes. Pls can you check it out what is wrong with it? I'm so heart-broken that it went that bad 😞 I tried to play with the rigging and the limb ik behavior but still couldn't make it work well.
Anyone have this issue?
I've tried renaming the layers and moving around the positions and a bunch of other stuff (like having seperate eyeball and pupil ranger) but eyes still won't move.https://imgur.com/gallery/VYUZUrw
Hello, I just bought a new laptop and the camera i working, but not in Character animator, unfortunately. It has worked on the two other laptops I have had it on before. It says that it is waiting for camera, not fully supported. Is there anything I can do to fix this, or do I have to buy a new external camera? Kind regards
I'm reposting it cuz no one have answered me 😞 I have the 22.4 version but having the same problem https://drive.google.com/drive/folders/16uBUSBPNSQ6zlYmJKzab7Zr9GrCMFS5R?usp=sharing Me again... I hope you are not sick of me and my puppet. I have a puppet with different angles and the walk behavior. When this problem came up, i thought it's about the walking and limb ik behaviors being used at the same time so i came up with a new puppet with no walk behavior. I thought that i can work with two puppets to solve this problem but it didn't work. I've read every post and tried so many things. (If there is no problem, just try to move the feet a couple times more and you'll see, the frontal come up ok but the others are still sticking) Thank you in advance, you guys have no idea how you are helping me. This is basically how i make a living at the moment, i hope i can be better soon and bother you guys less with my issues.
It would be nice if I could toggle the pinning behavior of limb IK on and off in the same scene.. for example I want to pin left and right wrist to "Behavior" for part of the scene and then switch it back to pin to "puppet" for a different area.
I was on break from CA for a few months. In the previous version I used, my workspace was set up between two monitors and I had Rig and Record modes basically going at the same time. No need to click in order to switch modes. Now I'm back and on a different computer, so I'm in a newer version and don't have my previous workspace preferences. It seems something has changed that I cannot recreate the layout I had before. The simultaneous Rig and Record modes doesn't seem possible. Was there a change in the way layouts are handled with regard to the two modes?
Since updating to Character Animator 22.5 dragging around my puppets arms no longer work correctly. The arms basically act as if they are a free layer instead of hinged or weld. When I drag the hand the entire arm moves as if it's not really attached to the rest of the puppet at all. After some testing I found out that basically if the puppet as the limb ik behavior and the walk behavior on the puppet this happens. Weirdly it only happens if a tag that is used by the walk cycle that is not associated with the arms (shoulder, elbow, wrist) is also on the puppet. It can be any tag such as neck, toe, hip. If any of those are on the puppet this happens. If I remove or disable the visibility on the walk behavior this interaction goes away. This does not happen in previous versions of character animator, and this basically breaks all of the puppets I've made previously. I attached two images. The first is the detached broken behavior and the second is how it should perform. Here is a link to
Am I not familiar enough with Character Animator or what, but here's my problem: I have a little experience in After Effects before. There is a thing called "parenting"It means I can parent layer "b" to another layer "a", and hence everytime layer a is moved layer b will follow that layer a movement. However I cannot find such option in Character Animator. A layer can only parent to its own group, and cannot parent to another layer outside its group. For example say a hair in the back of the head group and body group. It looks like this:- Character/Puppet-- Head group-- Body group-- Hair Won't it be very helpful if we can parent the hair into the head group instead of the entire character?That way the hair will move everytime the head moves? And this can apply to arms and torso. I have puppets that consist of two set of arm groups. Namely the back and front arm group. The front arm group is used when the hands of the character needs to be in front of the face.
quick export really through me off because im so used to clicking that button and it sending the export to media encoder.. maybe it will just take a bit getting used to but feels like an extra step now to send to media encoder. =[
The puppet; https://drive.google.com/file/d/1frKQbUweC-gx8Z4068IJhO1cZQZlKahA/view?usp=drivesdk Hi everyone. My problem is my puppet's eye pupil is going far away from the eyeball. I set the eye pupil size and the range but it doesn't look like its working. And one more thing; even if there is Limb Ik behavior, my puppet doesnt seem like it has a ground detection. And when it walks it looks like its arms are bending the wrong way, when i reverse the bend, it just looks the same. Nothing is changing. I know walking and limb ik behaviors may cause problems but i still wanted to give it a shot.. Thank you in advance. I can't even believe that you guys help us that much. So appreciated.
I encounter a few questions in doing my animation assignment. I really need help! Thank you in advance!#CharacterAnimator I can’t turn on all my puppet’s views at the same time. When I click either of these 3 views, the other one will automatically untick. I have turned on all 3 views in Photoshop.I have set triggers for the body turn (front, left, right). However, when I turn on the walk behaviour, the triggers can’t function. When I turn off the walk behaviour, the triggers can function again.When I record walking with left and right arrow keys, the puppet disappears when I let go of the key. Also, the puppet is only visible when I click the right key. It moves but won’t appear when I click the left key.
Your situation, should you accept it, is solving my cycle problem. I have a Photoshop character whose head turns from Profile Left to Frontal View. This is done through key frame animation not Body Tracking. I had it working fine until I decided to tweak the motion by adding a 2/3 left view of the head to smooth out the action. Then it stoppped working. D'oh! The head turn is similar to the left hand cycle. It is grouped with a default layer and the cycle group. It is set up as a Swap Set with the Default Layer marked as "Default" and balance of the cycle group marked with "Latch" box checked. My cycles Behavior is "Hold On Last layer" and "Stop Immediately". The only difference is that the last layer, the Frontal View, is animated. This has been put into a folder with mouths, eyes, nose, etc. The Frontal View is the only frame/layer in the cycle tagged as "Head" and "Frontal Head" on the mannequin at the right in Rig mode because it is the only layer being animated. Everythi
Character Animator does not recognize my epoccam...Is there anybody who can use epoccam as a webcam in Character Animator?
Hi I can't swithc to pro mode in Ch, I do have a creative cloud active account, but is a student one, is this why?
Hello guys. So I want to make content after I stream for youtube. Id like to record CH seperate from my gameplay so I can post edit my character anywhere over my gameplay. Can I record in CH and OBS while streaming. Then add edit them together after?
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