Feature Requests
Recente
I am a professor of art with an MFA in animation specifically. I need to see more examples provided which reflect the competency in figure drawing we encourage students to aspire and practice. Currently, that is not reflected in the examples provided. Additionally, where diversity is portrayed, diversity includes age. By restricting your examples to those that depict generally teenagers and children, you send a message we in art programs in art schools and colleges let alone education and the motion picture industry are trying to change. Individuals and companies are judged by actions vs words. This is one area the CH design team needs to improve. Suggestion: consult your UX folks. This is a key concept in usability engineering right now.
It would be very helpful if we could bundle certain behaviors together - like in a group or folder that can be turned on and off at once - so that we could arm/disarm behaviors more easily. For instance if you have multiple head turners applied to different views, and want to turn them all off at once, or if you want to bundle lip sync, eye gaze, and face behaviors so that you can disarm them when working with the draggers, then disarm draggers and arm those behaviors for recording.
I have been exporting only work areas via Media Encoder, but there is some communication issue between Ch and Me where my puppets' shoulders are bunched together in the resulting files.* So I went back to what I think is the risky function "Trim Scene to Work Area," which consists of actually deleting all your work except the work area and then undoing that--if you don't get sidetracked or there's a crash before you get back to undo it. 1) Is there a way to recover takes or a previous version of ONE SCENE within a project without wiping out all your work progress in other scenes that you've made since that version? 2) Can we please have an "Export>Work Area" function to simply bypass all this? Thanks. *Ch to Me issue examples in attached images.
Hello,So I spoke with an agent regarding this, and there is no resolve. If you are using your default internal microphone, Ch will, by default, record in stereo. You can hear both left and right when you record. If you are using an Audio Interface with a studio mic, Ch will record in STEREO, and you can only hear out of one side. When you record in Audition, you can EASILY change this by selecting MONO recording. You can also do this in Premiere. If you can please update to where you can easily change the default recording from Stereo to MONO this would be pretty useful. Thank You
I have been working with Character Animator for 4 months now, currently trying to make a video with The Professional puppet in Puppet Maker. The rigging for this puppet is not adequate for walking or the motion library. If I use motion library to make it walk, it leans backwards like it is going to fall over, or sometimes it floats up into the air when it is not walking. If I use the walking behavior to make it walk, with the head independent the head rises up above the neck, if I make the head dependent the head distorts and becomes unusable. The neck and head handles have to be tweaked as well, before the puppet can be used. So, for the video I am making now, I have eliminated the walking. I spend more time trouble-shooting Puppet Maker puppets than I spend recording tracks.Just FYI, I downloaded a couple of free sample puppets from a non-Adobe puppet website, and they worked perfectly 100% if the time without me going into Rigging a single time. Would it be possible for someone
Hi, can you please add an option to edit camera triggers after creating them? I wish i could just double click on camera in the timeline and edit it
It would be very helpful for workflow speed if we could assign hotkeys for arming specific behaviors and puppet tracks. Instead of having to mouse over to the puppet to disarm it so that I can see it's current position, a quick keyboard shortcut would really help. Same with the item behaviors - if I have the Dragger armed, but I want to turn it off and instead use the mouse for Eye Gaze, I have to scroll through all the behaviors and find the ones I want to arm/disarm. If each behavior had an assignable hotkey, it would be much better.
Not sure if anyone has thought of this. however when we move our eyebrows our ears move. I have just recently put my ears in my eyebrow groups. to create more excitement in my character. you guys at adobe should figure out how to make this transition better. I have played with it so much there isnt much more i can do. I have also noticed that seperate arm and limb mirror movement should be added.
My job requires me to create scenes in Character Animator, export them to MP4, and then string several of them together to make a complete video in Premiere Pro.I can import an audio file--together with the transcript--into Character Animator for the lip sync function.Then, when I import the MP4 file into Premiere Pro, I have no option but to have PP programmatically create the captions by interpreting them from the imported audio file. When that process is complete, I usually have a ton of cleanup and editing work to do.My request: In Character Animator, create a File > Export > Captions function that will export the captions in a format that can be dragged and dropped into Premiere Pro. For example, you can drag and drop any of these formats into the Project Panel in PP, and then drag and drop them into the Timeline: DFXP, MCC, SCC, SRT, STL, and XML (W3C timed text).The timing of when the words are spoken in Character Animator are already in its Timeline--down to the hund
It would be a great feature to have mesh warp in Character animator, similar to one that exists in After effects. With very simple mesh warping it's possible to do so many things to achieve natural looking movement.
I have a character with 50+ costumes, props, and more, and I have to create separate Ai files to ensure that performance stays high and that extra artwork does not interfere with the rigging. It would be great to have an option where Ch would not import layers hidden in the Ai file, or you could select layers to be ignored when importing the Ai file.Essentially, Ch would create its own working Ai file that it would render, pulling in only the assets I tell it to. This would make things much easier to manage, eliminating the need for having multiple Ai files and Ch projects for the same character.
I guess this goes under the improvements category. Any timeline on Ch being ready to go with macOS Ventura? Three and a half months since Ventura was released.
sometimes we need compare 2 scenes with some changes, this feature would be ideal for this
It is very counterproductive and takes up a lot of my time to fix it.
With that feature, the user could customize detailed Headturns or have more control when animating items like headphones or glasses.
in adobe CH You can put as many characters into a scene as you want, but there's no current way to control 2 heads/voices with one webcam.it would be awesome to put that feature
I had to move my original puppet from one folder to another. I couldn't reroute any of the attributes so I had to start with the rigging from scratch.
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уже неделю пытаюсь хоть что-то минимальное получить, но так и никакого результата. Хотел просто чуть-чуть анимировать рисунки в детской книжке сделанной в Indesign для электронной версии. Чтобы не делал, но фон остается черным. Результат совсем никакой.
It would be awesome if adobe adds a feature to support multiple character animation and rig in one scene
The scale and anchor points now are set but won't remain unless you record them. If you touch any other behavior before recording, they disappear, causing you to have to re-enter them. These are so basic to where a character is in a scene and need to just have them inputed in an easier and more stable fashion, such as typing in a box.
Need a way to figure out what's happening in the timeline with regard to position keyframes
This would let the user fully customize and improve advanced headturns (made through stacking multiple Face Behaviors).
Snapchat style 3d mask building and face augmenting. Soemthing that feels less paper cut. Maybe allow us to mix our real eyes in with cartoon features. I know this is a big ask, but character animator is a bit underwhelming when you see the possibilities in something like Snapchat face filters (lenses)
Need to re-link missing files.
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