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Hello All, I’ve created this “Splash” character I will use in an onboarding video. I’ve followed all of Dave Werner’s rigging and animation videos and am currently using Beta for limbIK, however I am still having a couple issues I really need help to figure out. I have duel mouths (happy/sad) and the sad mouth will trigger but not its visemes (sad mouth won’t talk/lip sync).When I’m in record mode and use my triggers, some of my art work doesn’t seem to match up (for example, the different eye lids).LimbIK seems to only work in one profile, not the others.Walk Cycle is acting up, why does it disfigure my puppet and why does the head bounce so much?Why do my behavior triggers only work in the profile it was recorded in? Link to Puppet:https://drive.google.com/file/d/14ltNB71Bsq7wIr7wC_5pd1OwXHPUXmvS/view?usp=sharing If anyone has any advice, I wouldn’t be able to thank you enough! Best, Danielle
So I created a video in English, and now I am working on creating it in Spanish. When I go to the illustrator file and I change anything in the file it seems like things "move" on me and the drawings get shifted a little bit in the Character Animator program. I had drawings / objects out of view from the main screen, but suddenly you can see tips of the objects inside the screen. It seems like I have to re-position a lot of items after doing some minor changes to the Illustrator file. This can get to be a pain because just changing anything from the Illustrator file can shift a lot of items in the Character Aminator programs from things that were already done. Is there a way in which you can safely change something in the Illustrator file without having things out of place in the Character Animator program?
I cant seem to get the lip sync to accuratly scan my face. The camera doesnt seem to scan well and the audio cant pick up certain sounds.
Hi, I have cycle layered arms and wish to make arms draggable. Since there are multiple images, how do I rig it to prevent odd warping and make it draggable in the hands? Do I rig bones for each artwork layer and apply draggable handle for each or just rig one? Please help! Each folder within "Right Arm" and "Left Arm" is a Swap Set. Default is "Arm Rest". *Update: I fixed the warping by making each swap set folder Independent, crowned. Also, I had to bone the swap set folder according to last arm position.
I can't seem to get a sprite animation of smoke playing when I trigger it. Rather it plays everything all at once in one final image rather than as an animation as you can see in the image below on top of the head. These are the settings I have for the smoke layer. I'm not sure what I am doing wrong. I tried to switch the layer order from top to bottom and bottom to top but it still doesn't work.
Hi there, I tried using magnet tags on both hands, and and a magnet and dynamic to the broom, but by one reason or another, I couldn't get both hands get on to the broom. Does anybody have an idea how I could set up this?This is my set up right now...
I'm a little confused on what is the difference between the two and when I should be using them. Say for example, I want to change someone's facial expressions, their hands, or perform some sort of action such as punching someone or texting would I be using a swap set or a trigger?
https://youtu.be/CUxoU-ktEa4 I am a new animator and posting it to instagram with #CharacterAnimator tag won't likely to receive any attention, so, I thought, maybe some from the forum would be interested. It's in Indonesian and I provide subtitle for International Audience. Thank you for coming to this post:DHave a good day:)
I would love a new behavior that could swap drawings or change a value based on a 9 point grid. Point 5 would be the default state or drawing. Sliding it in any direction would adjust the value or drawings based on settings predetermined in the behavior. think of a joystick, where it doesn't just move left or right, or up ot down, it can move in all four of those directions, and can also blend them together for diagonal moves. Use cases would include changing an expression, rotating a head or other object. This would allow not just changing between one state to another, but allow multiple possibilities. Move up for happy, down for sad, left for angry, right for scared. Etc. You could preload a series of drawings into each of the 9 points on the grid. Or you could assign values into the grid so when you adjust the joystick it changes the values. This sort of thing is easily possible in 3D software, or using Master Controllers in Toon Boom Harmony. I
Hi all,I was wondering what is the usual turnaround time for a small crew (about 3-4) for a 10-15 minute animated episode? (I know the specs are kind of vague, I'm just looking for the average to make the budget). Also another quick question: when I'm looking into how much to pay my crew for designing and animating the character puppets should I consider them 2d animators? illustrators? Thank you in advance for your time and advice. Sincerely, Willie
This looked really good, but I thought it would be like Animate but instead record your face. Does this support drawings and/or standard 2D animation?
Hello,Just getting into Ch and am a former video editor turned instructional designer, so my video editing way of thinking might be causing me to miss something obvious. My puppet doesnt seem to remember where she started from. I record a puppet walking into the frame, delivering content, then walking out. Playback first time looks as expected. Playback the second time my puppet does not return to her starting position and starts from her end position. In effect, never appearing on the screen. If Ch is showing me a recorded clip, how can playback the second time be different? Thanks for any help
I need to know that when I want my puppet is jumping, I have to make the head independent so once I apply it, I find both the head, the neck are flying above the body. However, please consider that I did use the draggable for waist legs and hands, but I still don't know how to fix, I believe that I have something wrong with but I don't know where I'm trying to figure it out for a week without any positive progress!!! So please, guys try to help me out.ThanksSee attached
downloaded a puppet from adobe and when i click the "edit original" button the illustrator file opens in photoshop instead.the photoshop version works fine but i'd like to use the illustrator one. HELP =[
I created my own character in illustrator and, in CA, began to use the "Footy" puppet as starting point - switching the imagery around. I liked the Footy's parallax facial features, but what I'm changing is:* Adding some ears which lay behind the masked area (Nose (Parallax))* Adding some antennae over the masked head area* Adding a snout/mouths over the head head areaHowever, I can't get these to move in parallax, though they're tagged "head" and seem to have proper settings in FACE behavior.I'm at a loss. I know parallax is a bit aggressive for a beginner to try to tackle, but I've successfully made parallax faces in After Effects and it's a style I'm addicted to. It would mean so much if I can get this sorted out, thank you for your time!
https://9to5mac.com/2020/08/19/adobe-announces-advanced-lip-sync-and-more-new-features-for-its-character-animator-app/ improved lipsync, pin while standing, etc - sounds nice!
New to the Character Animator but what I lack in skill, I make up for in bad standup.Open Mic Mike on Instagram
I need some general tipps or general suggestions to speed up CH and make it more resposive.Especially when I edit my puppets. In my workflow I often spend a an lot of time waiting for CH (SBOD appears for a second or so).My Hardware should be fast enough (Macbook Pro 16" 64 GB RAM)
I'm working on my latest puppet and I'm having trouble. The camera is picking up on my mouth shapes and is triggering my "Singles" group of mouths. I want this group to be only triggered by the number keys that are associated with it.Additionally, my "Sad" or "Alt" mouth group is not working and when I trigger it, it is not locking. I'm sure this is all user error, but I've built several puppets like his and have not had these problems before.
I created an original photoshop puppet and for some reason, when I am moving my puppets hand over its own arm - the black outline disappears on the hand/forearm. I've tried going back into the original photoshop file and cheking to see if there is an issue with the layer and I can't find any problems. Has anyone else encountered an issue like this?
I've created a swap set for the different hands of my puppet. No biggie, works fine. Well, I then created a Left Quarter and Right Quarter of that puppet, with corresponding arms and hands. I figured out that it is not necessary to create a swap set for each profile's hands. Instead, I created an empty swap set, added the hands from my Frontal profile. Then in the puppet panel, I individually dragged the Left and Right profile hands on top of their corresponding hands within the swap set. It worked fine. For instance, when I press the H key, I get the pointing left hand regardless of which profile the puppet is in. Ok, here's the rub. I had to break away from work after adding 2 of the 3 hands to the hand swap set. Upon my return, things were acting weird. I twirled open the 3rd set of hands, but when I went to add them to the swap set, as soon as I clicked, the swap set changed. The list of triggers was filtered to
For some reason my shoulder gets warped like the picture above illustrates whenever I try to move the arm around. I have tried placing the pivot point in several different locations but the problem persists. I don't know what the issue is. The arms are fine at rest and move ok up to around 30-45 degrees and then start warping as I move upwards. Does anyone have any ideas?
I have done this before, but obviously it was just luck. How can you trim the entire timeline? I know you can go to Timeline> Trim in to playhead or Trim out to playhead. But for some reason I am NOT triming the ENTIRE timeline, an d instead only triming sections of items in the timeline. How can I trim everything at once and cut the actual time in the timeline?
For reference, I'm working on the beta software. Last week I tried exporting an eagle flapping a wing in a specific gesture. After a lot of trial and error, I found a wing flap that worked, so I set it as a trigger and just used that every time I needed the gesture, instead of re-dragging every time. Then when it came to export my scene, I found if I tried to go through media encoder, my dragger got exaggerated somehow and would warp my character's wing well beyond what the preview had shown in CA. But if I exported as PNG sequence/WAV, problem solved! I managed to use that fix for several days. On Friday, I found two wing flaps that weren't the same as the others - I had done them before I had set up the trigger, I guess. I went back and deleted the wrong ones, replaced them with the trigger, and tried to export that scene as a PNG sequence like before. This exporting process had, for the record, worked for about 6 exports of different parts of the scene over several days. T
Lets say I just want a snapshot / picture of the item of the video I have in CH. Is there a way to take that picture as PNG, or whatever with a transparent background?? How about without a transparent background?
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