Character Animator (Beta)
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Finished a music video to one of my tunes using CA Beta and especialy the body tracking behavior. https://youtu.be/Z58PbErdx0I
I've five different puppets in a given scene, a number of which are from the Puppet Generator a few weeks ago and to which I've added legs and such. Two of them are displaying odd behavior - manual dragging and testing appears fine, but the moment that I attempt to calibrate with the camera input or record, the upper section of the torso/body rises on either side of the head, along with the shoulder points. I've experimented with deleting each of these components separately, but the behavior is replicated by the remaining section(s). One is a three-quarters view, one is simple frontal. (In attempting to resolve this I think I've mucked other pieces up too! DOH!)I managed to resolve this with a third puppet by replicating the exact directory structure and rigging of one of the characters that DOES work as designed but I can't figure these two out. No hidden layers, no empty layers, nothing that I can see. Experimeted with setting Gravity to 100, linking the shoulders to the waist, but n
Puppets with separate shadow files. Shadow files duplicates of puppet with each group (head, torso, leg(s) arm(s) ) merged and filled to black. When imported and opacity set to 25% (anything less than 1) the overlapping section have less opacity, of course, and the shadow effect is clumsy. I've been unable to port over a knockout effect from PS into CA. Is this unsupported in CA? Should I be approaching this differently?This is probably appropriate for both Beta and Standard, but I'm doing all of this in Beta. Thanks so much!!
Hi. I have a nested scene (scene 2) inside of another scene (scene 1). When scrubbing the playhead over the timeline of scene 1, the position of the elements in scene 2 changes. When I scrub back and forth several times I find that the elements of scene 2 have shifted to yet a new position. Please read on for details. Scene 2 is a copy of scene 1 (I just duplicated the scene). The only change I made to the scene 2 was to activate a trigger in a swapset that makes most of the puppet invisible (swapping layers with content with transparent layers) and remove the tracks of the items that were not affecting what I wanted to remain visible. The main parts that remained visible in scene 2 are the hands of the puppet. I then placed scene 2 at the top of the timeline of the scene 1. Now I'm able to see the copies of the hands in front to the head of the puppet in scene 1. That was working beautifully. Then went to scene 1 and I made changes to the position of the handles in the arms and
camera work on the formal type but doesn't work on the beta
Loving the possibilities of the new body tracking feature! I have a full-body puppet I've been using for awhile. I added the Body behavior and tagged everything the way Dave demonstrated in his latest video. In other words, arms have wrists and elbows, with sticks, but the shoulder tag is on the body. Legs have heels and knees (it's a cow that walks on two legs, so no ankles or toes), but the hips are tagged on the body as well. I can arm the following handles with no issues: Left/Right Wrist, Left/Right Elbow, Left/Right Heel, Left/Right Knee. However, as soon as I arm anything that's tagged on the body (Neck, Shoulders, Hips) the puppet literally flys off the screen. (It's actually pretty funny LOL). The more body tags that are armed, the faster she flys. I also tried moving those tags (Neck, Shoulders, Hips) to the head, arms and legs as I would have done previously. This solved the problem of the entire puppet flying away, but as Dave predicted, the limbs and head di
Steps to reproduce: 1. Go to File > Export > Video with Alpha via Adobe Media Encoder Result: The message "Please Install Adobe Media Encoder" appears briefly and nothing else happens. I understand that a project done in the Beta version is not compatible with the regular version. I already have weeks worth of work done in the Beta version for a very critical project and I cannot afford to repeat that work in the regular version. Is there something that I could do about it? What versions of Ch Beta and AME are compatible? Is it possible to open a Ch Beta project in an older Ch Beta version?Expected: To export the video via Adobe Media Encoder. System info Application: Character Animator (Beta) v22.1.0.24 OS: Windows v10.0.19043, RAM: 15,95 GB GB, CPUs (logical): 8
Is it normal that when I create a puppet in the Puppet creator, then right click on the puppet and choose Edit original, Photoshop opens but displays "Could not complete your request because of a program error." Even trying to open the PSD file directly from the media folder shows the same error.
The existing puppet works as it does in CH i.e. facial and eye movements, head and dragable parts etc, however when exictedly loaded the puppet into the CH BETA version. I expected to hit the body tracker to turn it blue and have some fun. The problem I am having is that it will not turn on (blue) but gives me a message that I do not understand, it says "Body tracker requires a puppet with an armed (active) and enabled Body behavior" how do I resolve this please? I have been a long time user of photoshop but not of CH and I have just converted one of my characters for a kids book into a CH puppet, so it may be somnething I have not done in the commercial CH program.
Hi! Please take the Character Animator survey. Tell us the one thing you most want. It's very short survey. Four questions and only two are required. Feel free to share this link with other Ch friends. The survey will be open through Tuesday, October 12th. Thanks! https://www.surveymonkey.com/r/BH86F7H
Click body in Calibrator to turn on. Turns blue during click but immediately back to gray.
Hi Dave, hi community.There's an issue in new audio+transcript labial sync.Note: I used an Italian audio (1 minute long) so .SRT is in Italian.If I try the syncing with audio only, all the audio file is synced but when I use the audio+transcript, the end of the audio file (10 seconds) is not synced and no visemes appear in the timeline.It's a strange behavior because only the last 10 second are not synced, and the result of the first 50 seconds is drastically better than the sync of audio only.Have a nice day.
When I hit the record button, the App pauses forever.
We wanted to give you advance notice that the OS requirements for Character Animator will change with the next major release. The updated minimum OS requirements will be: macOS Catalina v10.15 or later Windows 10 (64-bit) v1909 or later Why the change? Adobe applications support the current and previous operating system versions. We typically update the minimum OS requirements with our own major release.
When I try to set the body tracker pose for the whole body, it only gives me five seconds to get far enough away from the camera to see my whole body. I recently injured my ankle, so it grabs the pose before I can get into position. I can only get far enough away for it to read my arms. I wish the user could set the countdown to their own speed.
To see the whole body in the camera for set rest pose, the timer only goes for 5 seconds. I have a sprained ankle so it takes longer than 5 seconds to get far enough away from the camera to set the pose.If the user could choose their own timing, a lot more users could use the body tracking.
Exporting from Adobe Character Animator is it best to use the BETA Media Encoder ? I was looking to BETA test and produce at the same time. I was attempting to do a Music Video and came out with a 198MB file that took 4 hours to Render. Collobarating with someone without Adobe CC or Streaming seems to be a task. I understand that After Effects and Premiere Pro are more mature products but I would love a quicker smaller way of getting a shareable preliminary video for collaboration. Thank you
The audio cuts twice at rndom points upon export through media encoder. Any ideas?Im using the latest beta CA and ME
Hello, I've been using the Beta CA since its release. A few weeks ago, I had my puppet working successfully, but after I had to modify some art and rearrange some layers, the rig broke. I can't get it working again. I've watched the videos, I've compared my puppet to your body tracking puppets and I can't for the life of me get my puppet's feet to pin to the ground. Any advice would be greatly appreciated.
Smart replays simplify the way you view and edit replays in the timeline. Replays triggered during recording in new scenes now appear as trigger bars, instead of multiple take bars, for a simpler, more compact, and easier-to-modify timeline. Using smart replays Create a new scene from an example puppet on the Home screen (e.g., Tull or Chloe (Photoshop)) or create a new scene with one of your own puppets. Create a complex triggered replay, as follows: a. Record a performance with several behaviors armed (e.g., Face, Eye Gaze, Dragger, Triggers). You can even trigger an existing replay to be triggered within your new replay! b. Right-click on one of the selected take bars, then choose Create Replay & Trigger. c. Give your new trigger a Trigger Key (in the Triggers panel) or control button (in the Controls panel). Conf
Upon opening an Adobe Character Animator (non-beta) project in the beta version, the dragger animations are not being shown correctly (they are missing, to be precise). Those missing animations are also not showing up when using the After Effects Beta version, linking the scene from the original non-beta project file.
I bought a mid-range computer for animation 5 years ago which was stated to be more than adequate for animation. It performs like utter crap with body tracking. In Dave Werner's body tracking demo video, the puppet is keeping up with all his movements with a decent frame rate. My playback is around 6fps and with a delay of about a second or more. Unusable. I know little about the insides of computers. Could someone at Adobe recommend minimum CPU/GPU/RAM specs to replicate the smooth performance Dave is getting in his videos? I have (PC) :graphics card: Radeon R7 350CPU: AMD Fx 870K Quad Core 3.6Ghz16GB RAM Thanks for any information!
When the foot hits the ground, the entire foot should be flat on the ground after a frame of contact. The way the cycle works now has the heel holding the weight of the body until the leg is past the midline of center of gravity, and only then does the toe hit the ground. This is antithetical to a real walk cycle. Do you have actual animators working on this stuff? Sorry, just have to ask.
Webcam works fine for zoom and other things. All drivers are updated. Adobe rep told was helpful but eventually told me there was nothing they could do since this is a beta. Why would you put out a beta version and invite people to use it when it doesn't even function as it does in your OKSamurai YouTube videos? I have a huge project to do and it looks like I'm going to have to tell my client that I can't deliver because Adobe released something that doesn't perform the basic functions advertised. Livid.
Using the power of Adobe Sensei you can create automatic animation from speech. Character Animator will generate head and eyebrow movements corresponding to a recorded voice. Note: On macOS, 10.15 or later is required. Try out Speech-Aware Animation by importing an audio file and adding it to a scene with your puppet, then choosing Timeline > Compute Head Movement from Speech. A Camera Input take for the puppet's Face and/or Head Turner behavior (whichever ones are currently being used on the puppet) will be created with the automatically generated head movement. Exaggerate or minimize the computed head movement by adjusting the following parameters in the Properties panel: Face behavior: Head Position Strength Head Scale Strength Head Tilt Strength Eyebrow Strength Parallax Strength Head Turner behavior: Sensitivity The computed head movement can still be blended with manual Face and Head Turner recordings for more refinement. &
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