Questions
Récent
Hello, is there a way to move a background (or any bg element like clouds for that matter) WITHIN CH? While I CAN transform any element and drag it manually through a scene, I don't seem to find a way to do this: Element A, kindly move from x-position 1 to x-pos. 2 in amount of time (* seconds). Just like I can easily do in Pr or Ae. And yes, I COULD, of course use these, but it would be nice to be able to do as much as possible in CH and it doesn't seem to be a tremendously complex feature so I wonder if I just miss s.th. or whether it may be added in the future? That way I would be able to move a bg so as to create a walking illusion for my character or if it's standing move some clouds or birds. I HAVE done this by mouse-drag-changing the transform settings or a draggable handle of a bird and some clouds but it didn't seem to be a very elegant solution and neither is it incredibly smooth to move an object that way. Thank you very much…
Is there a way to access(and change) numerical values in a recording? For instance it would be really helpful to be able to see the values such as scale, X factor, Y factor, etc. It would make recording a lot simpler and easier to make changes.
Is there another product that uses the same concepts as character animator with perhaps more documentation about concepts behind creating animations? Most of my problems dealing with software since 2000, is the tendency to have examples be the only documentation. I then have to make multiple passes over the examples trying to figure out what concepts are being illustrated and what parts only apply to the specific example.
Hi, I'm on a HP PC running Windows 7 Professional, Processor is a Core i7 - 4790 @ 3.60 GHz, 16 GB RAM, the Graphics Card is a Nvidia Quadro K2200 4Gb. I'm currently trying the Character Animator Beta Version.I'm trying to add a new puppet to a scene, but this haven't been possible with this specific puppet file. The puppet is in an Illustrator file. I am able to import this file into Character Animator, and preview it as a puppet, however, whenever trying to drop it to the scene timeline, the following message is being displayed:Failed to create sceneThe error message window contains the following information: invalid vector <T> subscriptError code: (Puppet.js:387)Error code: (engine.js:1157)Error code: (bootstrap.js:3)Or this other information: invalid vector <T> subscriptError code: (Container.js:365)Error code: (engine.js:1157)Error code: (bootstrap.js:3)I have tried creating a new scene and dropping this puppet into it, but the same error occurs. I can add other Illust
Hello All,I have been scouring the forums for a solution to this, but I have a feeling it could be bug related. I originally set up my puppet to have one body view (front) and 7 head views. My issue is that the "Walk" behavior is not finding all the tags (missing right toe, none from "frontal" body view, etc.). I tried to re-tag all of my handles, even removing and re-adding the walk behavior from the puppet but that didn't help. I also attempted to restructure my puppet to have 3 body views (Frontal, Left/Right Profile) each with their own Head/Body, taking after the "Maddy" example as suggested by another discussion on this forum, but it still won't find all the gosh darn things. The only thing that I can tell is different between my puppet and "Maddy" is that she is rigged up to have keyboard events switch between the head views. Have a look at my puppet and please tell me that I'm not going crazy, Thanks.Puppet: char_Auddy.puppet - Google Drive -Dillon
Hello, I am trying to figure out a way to only show the facial tracking wireframe for streaming/recording (the red dots + blue eyes). Basically hide the webcam and only show the facial tracking dots. Does anyone know a way to do this?Thank you!
I create children's songs. I want a character to push another character. However, when I put the arms up in profile view, they are distorting. I know this is a current issue with CA. Any ideas on how else to do it? It goes extremely quickly in the music.
Hi, AP here with a question about the walk behavior as it applies to Swap Sets. Previously I would use the right/left arrow keys to have this puppet move right/left and then revert to a neutral frontal view when no keys are being pressed. However now that I am integrating my puppet with Swap Sets, I use the right/left arrow keys to activate the walk behavior and the frontal view remains. What setting am I forgetting, or what do I have set incorrectly?
I have created a title (Bully Bart) in Illustrator that looks fine, but when I import it into CA the upper right hand picture of the transformed Bart isn't showing up correctly.Any ideas? I've reloaded it, so that's not it. Let me know if these links don't work.https://drive.google.com/file/d/1zSG4FkXx5UMepQK2ZItt6ucybalytUEk/view?usp=sharing https://drive.google.com/file/d/1v5Eovv5LRRMA65b5cG9FxSJpUbkZ-VT0/view?usp=sharing Sharon
My first puppet I got the pin tool to work as expected. My second puppet seems to be ignoring the pins and the feet of the puppet lift off the ground when the head tilts. I can't seem to figure out why this is the case. I am wondering if I have encountered a bug, or if I am doing something wrong.
Hello,My first post here. First off, I want to say this product is awesome and having a lot of fun. Dynamic link brings over the puppet, audio and lipsync perfectly but is not bringing over the deformations of head turning etc. Thanks!
Hello. I’m just learning Character Animator. I have successfully brought in all my character elements from Photoshop. I have rigged the puppet so it moves in the way I need. All is good. However after recoding my first test I can’t now delete it. Whenever I think I have deleted the test recording from the timeline it plays back instead of showing the new movement I have recorded. I’m sure there must be a simple fix but it is so far eluding me. I have searched the forum and googled it but haven’t found an exact answer.it‘s driving me nuts and the cat won’t talk to me so any help will be greatly appreciate.
I have a character that is mainly a big head with a very tiny hands on both sides and small legs. when I add the walk cycle the hands stretch to the middle of the head! is there a way to exclude the hands from the walking behavior? kindly note that I want the character to walk and move his legs left and right while the head is in a frontal mode and that because the hands are on top of the head, the hands' layers are in the head group, not the body.[Images deleted by moderator.]
Hello, I am new at adobe word, and here is the problem I have. When I try to export the video from adobe character with adobe media encoder, they are both 2018 version, there is a problem saying can not launch adobe media encoder. What can I do please helpRok
I'm trying to use the Nutcracker Jaw behavior for one of my characters, but I don't even see it as an option in my Properties list. I have the latest version of Character Animator and I created a Jaw layer (no Mouth) in Photoshop. But, can't seem to find it anywhere. Little help?
What is the best way to do a live performance (not streaming) and integrating audio into the performance? Video is not a problem, having the Audio to follow into a mixer is.
Hello fellow creatives, How can I transform the emitter for the Physics behavior's particles (snow) effect?For a clearer picture, I want drops to fall from ones mouth. How can I assign the mouth to be the emitter? or how can I just place the emitter in the mouth area?Thank you friends
Hello, So I've got a fairly complex puppet I'm working with. There are Right Quarter, Right Profile, Left Quarter, and Left Profile head positions with 3 cycle layers between each different position of the head, as well angry/worried brows (also with cycle layers) mouths, etc. When I set my triggers for the sad mouth, I used the 'M' key for the sad mouth on each head position (RQ, RP, LQ, LP, and the intervening cycle layers). Now when I recorded, alternating between the happy (default) mouth and the sad mouth, it created a sad-mouth track in my timeline for every head position (17 different sad-mouth tracks), even though I hadn't turned the character's head. Editing all those different mouth tracks in the timeline is becoming a pain, and the problem gets much worse when I add eyebrows and actual head turns. Is there a way to make it only create tracks for the head position that you're in at the time you trigger the mouth? I.e. to trigger just the mouth/eyebrow that corresponds to the
Hi,I hope that I can get help here.The eyes and eyebrows aren't moving in "Left Quarter" view layers. They only move on keyboard triggers. It works perfectly fine for the "Frontal" view layer. Now if I swap the portion of the Frontal group and the Left Quarter group, then it will only work in the Left Quarter view. So, whichever group is on top works, and the group that is 2nd does not. I am at a loss here.Here is a link to my puppet: Adobe Creative Cloud
When particles behavior is assigned to a layer, even if it's behind All the layers in the Layers panel, it plays as a foreground layer! Is there a way to send it backward?
Hi everyone, I am fairly new to Character Animator and have started building my first puppet with a walk cycle. The problems I'm getting is the arms legs and mid rift get stretched and warped oddly when walking/running and do not bend correctly.here is a link to the PSD and puppet to see if anyone can help,http://https://wetransfer.com/downloads/8dcfa0b90922b26c95c890b8d5be19cd20180710202745/2797cd28909b878fee45bfc09b34356b20180710202745/759c28
When I transform character, it goes back to original place - doesn't stay where it should be transformed to. Help!
I'm trying to create a character that has head turns - with eye tracking on all views, and a walk cycle with eye tracking on all views. Right now I only get eye tracking on the Frontal views. There seems to be a conflict if I have Frontal tags for the walk cycle, it disables the eye tracking for the different head views. Removing the Frontal tag for the walk cycle enables the eye tracking, but then disables the walk cycle.Is it possible to have head turns AND walk cycles with eye tracking on all head views?
Is there a way to limit head movement on walk cycles. My regular walk is OK but any other style of walk (run, sneak, prance, ect) makes my characters head move and disconnect to the body. I can't seem to pin it down. Anyone encountered this? Head control would be a good update for the walk behavior.My puppet is available at: Dak Prescott.puppet - Google Drive
Has anyone successfully created an animated character with a transparent background. And one that will play on a web page.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Vous avez déjà un compte d'utilisateur ? Connexion
Pas encore de compte ? Créer un compte
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.