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Hi,I was recording the different movements peice by piece and I only armed the Face trigger to record.I recorded the face trigger to just have some slight head movement for the piece and it recorded fine.On playback though the head movements were recorded but the arms started "jittering" and causing unrequired movement.If I deleted the recorded timeline of the face, the jittering is not present, undoing the delete, the recorded face timline returns and the jittering returns again.Any ideas?
Hello, huge huge fan of adobe programmes, animating applications specifically; after effects, Character Animator and the like. However I have often found myself thinking about creating audio for my character on a low budget which would in turn, naturally create lower audio quality ofcourse. Adobe should therefore include a few default voices where a person would type in the desired text and it would be turned into free flowing natural high quality audio. For starters there could be two voices, male and female and then maybe it could evolve to even include various accents from all kinds of communities. This could improve even further the lipsync lag for the character. I believe that people would greatly benefit from this, I know I would.
Hi GuysDoes anyone know how to take a character from Adobe character animator and overlay it in my a Premier Pro project. Currently, the character has a black background but I would like it to be transparent when inserted in Premier Pro.Thanks for help in advance.Coco
I have 2 different swap sets of hand poses, namely the right hand and the left hand. Both swap groups has the same hand poses. However I would like to have it in one trigger swap set, instead of two. I can do this by creating swap set of, as example, the right hand, then manually move individual hand poses from the left hand group to the right hand swap set. It's a lot of work. Is it possible just to create for both hand groups its own swap set, then in the trigger panel, I drag either hand swap set to the other and have it automatically merged. So each hand pose trigger will have two trigger (right and hand) automatically. Is this possible in Ch? Or should we tell the developer to make it happen?Thanks!
Would anybody know what is the uservoice.com link for CH?
After rigging and making 5 different head turns and rigging it, they work fine and as i move my head to right or left the head turner follows but before head turner where the character used to bring its head nearer as i moved closer to camera or back has stopped working so the only thing the camera picks up are my head turns to left and right but not the extra movements that i saw initially in my basic character. I have even tried giving the headturns triggers but to no avail. Thanks in advance!
Hi All,I am struggling to learn why when the Eye is set up corrctly using the Eye Range layer it works fine in facial recognition. However, when I use the Keyboard, the eye goes beyond the Eye Range. I have been using the Keyboard Strength to control the degree of movement. Anybody got a clue? Or is this just the way it is until a "fix" comes along. Thanks, be well and prosper. Platty
Hey guys!! I am using the Eliza 3 view puppet and I am using position based mode for her walking. Normally whenever you use her and she stops walking, she flips to looking left. However, When I put in keyframes for walking she keeps looking right. So it looks like she's looking off the edge. Of course if i have flip it and have her ealk to the left she looks left.... Is there are way to make sure she defaults to looking one way?? Thank you!!!
Hi All.[Now I feel stupid. I read in a blog that CH does have masking for the eyeball. I have sooooooo much to learn. Anyway, if you are interested in a "fools errand" please feel free to read on . . .I guess I missed this tutorial: https://www.youtube.com/watch?v=5SxNChhm0jo ] An artist friend suggested an eye pupil that is half-lidded, rather than round, would be more normal looking. So I set my self to see what I could do to create this effect. I am sure this approach is not new, I just haven't seen it in the tutorials or blogs(Since I can't create a masking layer in CH this is the approach I took.) Rather than having a round Eyeball and an Eyeball Range layer, I created four Pupil layers and used a swap set to achieve a more "natural" look. My Cyclops looks like this: The eyes are: Left, Normal, Right, Down and blink.My AI layers look like this: Now what I did with the Blink was to include the Eyelashes as part of the Eye with a different set included in the Bl
Hi, there!I would really like a feature as a "programmed action", but not as i record live. I would prefer assigning an action on the timeline (using markers for instance, as i show on the image below), and it would trigger the action i recorded before. (every letter on the marker section is the key i have to press to perform the action i want). I am currently recording the actions live, but everytime i have to tweak is very painful and i have to blend in/out a tons of different handles... Thank you guys!
I would like to copy a character's entire perfrmace from one scene to another scene. How do I highlight the entire performance to copy and paste?
Hi, I have an issue with my puppet's arms. Draggables move everything that's on the same layer, but since my hands aren't on the same layer as the arms, the draggable is only working with the arms and the hands get left behind. The issue would probably get fixed if I put the hands on the same layer as the arms, but since I want to make a swap set with the hands and don't want the arms to disappear with them, they need to stay on different layers. I use Illustrator to edit the vector file if that changes anything Is there a way to fix this?
No matter how much I tweak the different parameters, my puppet remains the same. It is definitely ON, it's got the red dot. All other behaviors (Lip sync, Face, Eye Gaze, etc) work perfectly! I don't understand anything as it happened out of the blue. Any troubleshoot ideas?
Hi,I have noticed that when I hit the pause or play button of the timeline the puppet momentarily "flinches" or jumps when pausing or restarting. It happens when the puppet is armed or unarmed for recording.Any ideas what causes this?
Is there a way for Character Animator to detect a Kinect One sensor or any external camera's such as DSLR or GOPro for motion capture?Thx!
I'm working on an extremely complex puppet. One important detail of this puppet is that I plan on using him a lot, and I want to be able to change his outfit often. I've made up a sort of "sprite sheet" that has all of the new clothing that would change out, so I can easily draw new ones in photoshop whenever I want. These pieces are then assembled in Character Animator into their proper positions and are then ready to animate.The problem I'm hitting is that every time I update the drawings, the positions change in CA. Sometimes subtly, only a couple pixels from it's original location, other times dramatically and I have to go searching off the canvas for it. Changing the outfit now means reassembling everything, and a lot of it has pixel-perfect positioning.I'm trying ideas like making a black border around the original photoshop file, but I feel like I'm somehow doing something wrong to be causing this in the first place
I have my forearms and my upper arms on seperate layers. I don't want much functionality out of them just the ability to drag the elbow and have the forearm layer follow. And then drag the wrist and have the forearm rotate accordingly. Basically, I want to put a pin in the shoulder and the elbow and when I drag the wrist or elbow I want them to rotate accordingly. Any ideas on how to go about this? Thanks everyone,happy quarantine
I am having so many issues since the latest realease/ update of Character Animator. I had to restart my project multiple times as an error in Ch An does appear every week now, where the previous saved work (ch proj) does not open. Sometimes I`m opening the project and it only shows the title, but not importing the artwork, nothing. Other times when it imports the artwork, it`s imported full of errors, profiles artwork rearranged , I am so frustrated it makes no sense , no matter how much I go back to edit the original file (which is intact, exactly how I want it to appear) and trying to make some changes in real time to update the artwork in Ch, it does not show the artwork correctly, as it appears in Illustrator, head elements are totally misplaced and not working properly. I was thinking it is maybe normal to come across issues with the software, as I didn`t have a fast processor for my prev laptop, now I have a brand new laptop i7 and it does exactly the same, it`s so annoying and t
I've downloaded a blank character puppet from the Adobe Character Animator Example Puppet. https://www.youtube.com/watch?v=o0qYSvxyCQ8&feature=emb_rel_pause. This is the video posted by Dave Werner where I was learning from his video. I tried to do the same steps as he did, but I have been facing some issues about not being able to create a scene because the past end of the file is not read. How can I solve this issue?
Hello everyone!!! I have recorded walking fo rmy character and I am working on eye gaze but whenever I go to scrub further down the timeline to get ot where I need the character walks off screen. It seems to be walking from where it is rather then walking to a specific position. I was trying to do the walking first so that I could have the pointing and eye gazes correct but it is not working easy that way. Any ideas??? Thank you!!!
Hi all, I'm VERY new to Character Animator, so I apologize if this is a pretty stupid quiestion. I'm really not sure what the issue is, and can't seem to find a solution for this specific issue. When I use any full body rig provided by CA (e.g. Blank), and activate my camera, it will copy my head movement, eyes, and eyebrows, but not my mouth movement. It will continually stay in it's neutral position. When I enable the mic, it pics up the ambient noise from the room, and automatically does the "ee" mouth shape. When I start talking, it will copy what I say, and go back to the "ee" shape when the talking has stopped. The same happens whenever I use a seperate mic from the camera. What's strange is how this does not happen if I use a character that is only the head (e.g. Chad). I am running CA in Windows 10. Does anyone know how I can make the character copy my mouth shapes for full body characters?
Hello! Dealing with a character design with non-circular eyeballs in Character Animator is pretty frustrating! Anyone have tips? This puppet has a normal and angry expression. The eyes move great in Normal --- not so much in Angry! (See below) I'd love the pupil range to work at an angle to follow the eye shape -- is that even possible? If not, I can always make the pupil range smaller for the angry eyes so they cover less distance. But I still have a main problem: My current set up doesn't allow the "Pupil Range" to change with the swap set. Is there a better set up? Or different way to control how the pupils move about the pupil range? My eye gaze behavior is on the puppet rig by default. See set up below. Any advice is appreciated! Thanks.
When I click Ctl+E to edit my puppet, or even click on the AI icon, it does not open up AI. It instead just makes a duplicate of my puppet, with a loading screen that says "importing artwork". I tried it with another puppet and the same thing was happening, so it cannot be an issue with the file, but with CH. Please Help me to be able to edit my puppet in AI.
Hello, i've set up a character and pretty much it's working as i want, except for a problem with the sadmouth swapset which i think has it's remedy somewhere else, but right now i would like to know why there are so many problems in the Rigging Issues Area, all saying that some layer is not being used by any behaviours. What does that mean ? Should i worry ?
I really don't know what I'm doing wrong and would love some help. The only thing I've been able to successfully blend in multiple takes is head movements. If I record arm movements and place over a previously recorded walk cycle, the arm movements don't show up in playback. They do if I hide the walk layer. I think I can understand why this might be - it's a 3-view puppet, so when I'm manipulating the arms, I'm doing it to the frontal version, not the right profile version seen during the walk. So I figured I would export the puppet, import it as a new puppet into the software and then delete out the other views, leaving ONLY right profile. Not only did this not work (arms were locked?!?) it also seemed to delete these two views from my master puppet also, so I had to undo all of that. Every intuition I have about how this should work is wrong! Another thing I'd like to do is mix walk styles. For instance - I'd like the
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