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Why isn't my workspace not completely filled with my illustrator document? It seems to be shifted, but I can't move it to the right.
When I open a template everything seems to open but the puppet doesn't appear. Also, is there a way to copy a few layers to a PSD flie from character Annimator?
I have two layers from my PS file. They are in the same place in my PS file and the X and Y coordinate in CH on the layer are the same but in the Rigging and Record - they are in different locations.
My record scene has gotten away from me.I can't press the spacebar to activate the Hand tool pan around and move it back into the center of the space, like I can in the Rig space (or many other Adobe applications). How do I get this guy back into place?
Hello! I started to customize OBS to import my character, used lesson from this video https://www.youtube.com/watch?v=apU63h7vBzQ. But when installing NewTek NDI 3.8 Tools, I have an error. In ChAn, I don't have a deviceHow can I add my character to OBS for stream? (Sorry for my english)
My company has an opening for a Learning Technologist and we would like someone with Adobe Character Animator experience/abilities. Anyone have a good idea about how I might search for one? Here is a link to the job post if that is useful: Careers - Wrike
I have created a custom puppet for one of my client on Adobe animator cc 2019 version on 64 bit OS. I sent it to my client and it's showing error sayin it was created on a newer version of Ch Anim. What should we do to resolve this issue
We use ManyCam daily in the office to play MP4s that Character Animator can record movement from. Up until today, no issues. Then suddenly this message pops up:No error code, no explanation. As far as I know we changed nothing in our workflow, preferences, etc. CA just would not recognize ManyCam. We tried a restart, tried downloading a new ManyCam version, clicked every preference we could think of, but there was no video in the camera window and this message kept popping up. We're on a 2013 MacPro (8-core, D700s) with no other camera input or software. Recently updated to Mojave and all CC 2019 versions of the apps. We have sister MacPro (6-c0re, D300s) with the same software installed and it is working FINE. No issues with ManyCam on that one. We've switched for now but this may seriously impact our workflow if we can't work on both computers.HELP!JVK
Hello!I love that you can make a game like Chicken Blaster. I'd like to create something similar and have it on my website for people to play. What option do I choose to export the work to a playable format?Thanks!Nate Jensenhttp://www.myadventuresinalphabetland.com
Hiwould someone be able to tell me if its possible to lip sync only a mouth with no face in Character animator? If not then is there a way in After Effects that i can rig only a mouth?
Hi,I've recorded the headmovement first and then I tried to record the eyebrows, but I couldn't save the first recording. When I hit the record button for the second (eyebbrow) recording, the first recordsession is gone. What can I do?I can turn off the trigger, but only all of them, not seperately for head, eyebrow etc..Thank youo.
First of all, I love Character Animator and the possibilities it offers. I experimented with the new Magnet behavior in my scene but I was only able to push a prop away from my characters hand (which could come in use for other scenes but not this one). I have the following within my puppet setup:+MainGroup (tagged with physics and magnet behaviors) +object (tagged with magnet, dynamic and collide) +arm (tagged with magnet and dragger and dragger behavior)I see the behavior working in the magnet example Okay Samurai posted on YouTube but can't get the behavior to replicate on my own scene. I appreciate your suggestions.
Good afternoon,I'm brand new to Character animator and still very much learning, what I'm trying to achieve has probably been discussed a thousand times, but I cannot seem to articulate my search query correctly. So I apologize in advance if this is a repeat question.I'm trying to get my head to track movement and not warp and still have the body follow the movement. It seems I can either have the head move with the body (in which case the sides of the face warp, or the head move independently and body stays still.in the screen shot below you can see the body is twisting which is correct, but the head is warping on the characters left.and below if I make the head independent it moves how I'd like it too, but the body no longer moves at all.Any suggestions would be greatly appreciated.Thanks
While working on my puppet a few weeks ago I received an error and can no longer access my character. Based on what I've seen in forums, the issue was likely that I had the character stored on my Adobe cloud and attempted to access the puppet on a second pc while it was still syncing. However, the resolutions proposed in other forum posts haven't worked for me.I've tried deleting the repo.noindex obd.sqlite3 file and renaming the conflicted copy, as well as deleting the conflicting copy to no result.Any other solutions? Or anyone willing to take the file and try messing with it? Thanks!
My character is rigged so that her regular eyes (which move with Eye Gaze) can be swapped for different eyes. However, in doing so, the swap set eyes are static, looking straight ahead. It seems like I can only designate one set of eyes to be moved by the Eye Gaze behaviour? I have tried applying the Eye Gaze behaviour to the specific folder containing the eyes instead of the entire puppet, but that has no effect (regular eyes still move, other eyes stare straight ahead even though they're tagged and have Eye Gaze applied to their folder).Is there something I'm missing / a different way to set this up, or is it impossible to swap moving pupils?
Hello,I placed one in between in my headturn (RP1 and RP2), checked the back and forth choice in the cyclelayer behavior and when I'm looking to the right it works, but when I'm turning my head back the cyclelayer starts again with RP1 and RP2 and does not going backwards from RP2 to RP1.I'm working with Version 1.5, maybe it was a bug?Thank youo.
I have been battling for days to correct this problem which is my puppet would bounce around for no apparent reason. I stripped all the behaviors away and began putting them back one at a time. When I added 'eye gaze' into the mix my puppet began bouncing. Does anyone have any insights into this 'glitch'?
I made a character whose eyeballs are the full range of his glasses. His pupils keep snapping to the edge of the lenses like this.Is there an easy way to limit how far the pupils go? Maybe no more than 80% of that distance?Thanks!
The puppet, for no reason I can determine, just has decided to hop around every few seconds.I took this shot to try and help you see what I mean. This is AI made and does not respond to anything I do to the staid rig mode. I have added several pins to bottom and it doesn't help a thing. It pins bottom of the art but her head still keeps flailing around. I stuck a pin in her head and she continued to flail, just with her head pinned.
I cannot even see the entire puppet. The head is way above the limit of the stage so I can only see the body. It seems to stay there for two seconds tops, then it jumps to the left, right, up, down. I can only see the face for a second and it changes position. Any helpful hints?
I'm trying to record something for a video, I have two shapes that are apart of the same puppet. One is a head, with a magnet, and the other is a ball. When I activate the magnet, I can pick up the ball. I also have a dragger on the ball so I can move it that way. The ball has physics applied to it as well. But when I look back at the recording, the ball only reacts to the dragger, not in the correct way either. If I just record the magnets without dragging it, the ball just sits there, as the head does exactly what it's supposed to do. Any reasons on why this may be happening.
Is it possible to create a character rig in Animate CC and import into Character Animator?
With the puppet "Mark" (or any other puppet); how can I animate or rig so the arms and hands show in front of the body + head at will when the default position is behind the body and head?TIA.
I have created a walk cycle for my puppet based on the example in Wonder Boy. I would now like my puppet to walk towards the camera - essentially scale up and slightly change X and Y position—and then stop. I feel I should be able to do this by recording my guy walking at the starting position and scale—small and near the top of the screen—and then record him standing in his final position and then, per the Recording & Editing tutorial, blend the two takes. But I can't figure out how. Dragging the scale and position behaviors in my timeline to blend the two takes just imposes one take of the puppet on top of the other. How do I do this?Martin
I set up Swap Sets for my character's hands. I have a front view and body turns in each direction (1/4 and 1/2 in each). All the hands are working in each "view" except one group (shown here) where the "default" hand disappears and no others in the swap set show at all. I'm perplexed at very least, but I'm sure it's something I don't see.Anybody have this problem before?Thanks for any help you can give.
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