Feature Requests
Recente
In music sequences programs, there is generally a bar that you control for record in and out. So, for instance, if you just wanted to record something for .5 seconds, it would do that only and you don't have to go back and change all the little things that have been recorded past that time. For one character these little things can be 10-15 bars you have to adjust. I could send a picture of an example, but I don't think there is that capability here.
Currently the display order of each layer is limited by hierarchy for the rigging. This makes it impossible for some character design such as having upper arms behind the torso while having forearms to be on top the torso. Giving users an ability to move each layer in z-axis can solve this.
I use a lot of triggers, but they all do not fit on the panel. their size is large. Please enter the option to reduce them as on the screen on the left side.I also did not understand exactly how I can assign the "[" key as well as the numeric keypad, which is located on the right
Complex mouths look pretty bad when synced to audio, and it becomes very noticeable that some sounds don't have proper lip pronunciations such as "Th", "Z", "K", "P", and "Wh".Getting the 12 essentials would be a massive improvement and allow for more complex designs.
Hi, 1. As most of my characters are woman, I'd love to be able to give them a hip sway to their walk behaviour. 2. Would be great if you can have a Walk Front behaviour like Wonder Boy. Also include a hip sway with this behaviour.Thanks
I want to be able to add a mouths with smug and sad to my animation. Right now you are set to the provided number of mouth expressions.
Hello, it would be great if there was a knee flexion for the puppets in the behavior. Then she could squat down and pick something up from the ground. This behavior should then start from a trigger so that the "go" behavior can be interrupted. I hope I explained that understandably 🙂Best regardsGabi
I find it very frustrating when wanting to add more detail to arm motions for example that I can't see the previous position I'd recorded without un arming the puppet.For example, if I want to create a simple wave motion and have set a basic position for the arm but then want to add some extra motion to it, I struggle to match the original position to then add the extra piece of motion.The only way I can see the original position is to unarm the puppet - hold the position in my mind, arm the puppet, and try to match it with the extra piece of motion I want to add.Is there no way that when working on a puppet, the dragger positions can remain visible without unarming the puppet?This would really allow for finessing of dragger positions and consequently, the motion.
I would like to use a prerecorded video instead of a live web camera, so face tracking and audio (lipsync) comes from there.Instead of applying some sort of filter to the video.
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. It looks like this:- Char
PleaseeeMake it like Premiere Pro! The arrow key is to move frame by frame through the timeline:(
HiI see that you can now do full body tracking in Maxon Cinema 4Dhttps://www.maxon.net/en-us/news/maxon-news/article/introducing-moves-by-maxon/Is Adobe Character likely to create something similar, even if it only tracks head/face, eyes, mouth, hands, hips and feet?What is also useful, is that the original camera info can be pre-recorded rather than live, so a client, actor, director can send you a clip of what they have in mind. Even stock foortage could be used a bit like MoCap.ThanksSimon
The workaround for keyframes (using the transform behavior) being used in draggers is good. The problem I run into is now both objects marked (like the elbows) are rotating using the transform tool (because ARM IK is set at the body level). Posing arms would be a lot easier with the ability to set keyframes for arms or wherever draggers are.
I would be great if we could drag triggers from the control panel onto the time line instead of having to record each trigger, it gets time consuming when you have to turn off all other recordings just to add 1 trigger.
I was thinking a great and time-saving feature would be an option to import triggers from other puppets. Kind of like Tull has a set controls list, it would be great to say import Outstretched, or import a set of triggers to a puppet in development. Something like Import->Triggers and then the.puppet folder opens and you select which puppet you want to import the triggers from.
Character Animator always openes the last project. It takes a lot of time to load a project and then load the project you actually want to work with. I could open that project itself, instead of the program, but it could open the Start-Panel first and then load the project when selected to do so.
Just getting rolling with CA so please forgive if my terminology is way off. It seems to me it'd be very helpful if we could create Nulls in CA that we could export to AE. Then we'd be able to use the nulls in AE to attach objects, use as emitters, center points for effects... all kinds wacky of stuff. I'd think we should also be able to assign these nulls in CA to our eye's performances and any draggable handles.Dogging CA so far... thanks for the cool tool.
this would be a game changer for CH. something like this after effect script: https://aescripts.com/joysticks-n-sliders/#for controlling facial expression non-live, maybe even the rigging system can improve the live option, this really gives a 3d illustion to 2d animations, and it seems pretty simple in after effects.
Would be nice to be able to parent items to a null or dragger. For instance if I want to parent both pupils to dragger, I could then just move the dragger around to control them.
Include Motion Blur on the Transform Panel so it's possible to have the character waving his arms and get the blurred effect within Character Animator.
It would be great to have a Teleprompter feature that prompts the person speaking with a visual text of a speech or script.This could take the form of a Teleprompter tab or an onion skin over the scene as it's being recorded (that is, the script is superimposed over the scene as it's recorded). Since I do most of my recordings on an iMac, I could see undocking the Teleprompter tab and placing it at the upper middle of the Desktop, just below there the built-in web cam is located. Or, reading the text as is scrolls by while in a text field that floats where I place it in the Scene tab would also be a good implementation.If producing animations for animated shows, one would probably still have their actors learn the script and speak from memory. But, not all of us can commit a script to memory that quickly.
I find that adding the CYCLE LAYERS takes the most time (besides assigning MIDI triggers to multiple hand positions) after importing. It can also be a challenge to explain this to a client when passing off work. WHAT IF:In Illustrator or Photoshop, you could just write "CYCLE LAYERS" and the behavior would already be added? You could even give us a letter to add for "hold on last layer" "cycle once" and "when trigger released" [Or give us the ability to change the default of CYCLE LAYERS in ACA].THANK YOU!
Character Animator could has an interoperability with Cinema 4D to animate 3D models with Character Animator. This can be the next union level between ADOBE and MAXON, like is happening with After Effects/Illustrator with Cinema 4D.
I would like to incorporate multiple backgrounds and characters during a live presentation, to create the look of a two-way conversation as seen on TV and film. I want to be able to switch backgrounds every time a new character speaks, and have both the new character and background appear onscreen. I can currently achieve background switching by stacking multiple backgrounds in the timeline and then manually fading the opacity of the background(s) on top, but it is slow, manual, and very clear to the audience what is going on. On a similar note, switching out the characters is currently possible by moving them out of frame, but again, this is not keyframe-able or instantaneous.Ideally, I would like to be able to create keyframes for the background and character Transform values (in this case, opacity and Position X, respectively) and assign them to a keyboard shortcut or MIDI keyboard so I can instantly toggle between them during a stream.Would this be possible to program?
It would be great if you could copy and paste all rigging and other parameters from one puppet to another. Say you're creating minions, each slightly different looking from the others, but largely the same. Hours could be saved if you didn't have to rig each.And if there were then a couple of issues that needed to be adjusted due to the unique properties of one (say he's only got one eye), that would still be much quicker.Martin
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