Questions
Récent
When I try to make my character breath, it looks like he is bouncing. His body just seems to extend vertically...
Hi.I'd like to draw different hand movements, or different smiles, for example, and I don't want to bind them to different buttons but to one and that layers just play their frames randomly. For example, I pressing G button and character waving the hand, next pressure and he points with the finger to left and so on, or my character would get different smiles when I'm smiling.How can I do this?I found the tutorial on YT channels about triggers, but there is just about on, on and off action, and 3 actions at the same time, but there is no any random. Thanks
Was just wondering if there was a way to add credits to a character animator file?
Hey! I'm using a LOT of cycle layers. A LOT. (I have a Midi hooked up to my character and have run out of buttons to assign, I'm out of control!)CAN WE write something in Illustrator so that Character Animator automatically adds the Cycle layers? I have already had to re-import (after an error, etc) and I also need to be able to send this work to animation directors who just want the thing to work (because I'm selling them on the idea of using your software!!!). Adding the behavior one by one takes a LONG time for my characters. You can add a dangle in Illustrator, why not cycle layers?OR is this already a feature I haven't spotted in the tutorials?? THANK YOU!!!!!!!!
Is there a full list of media encoded supported formats with transparency support? I found File formats supported for import for Media Encoder, but it does not say which ones support transparency. I know of QuickTime GoPro CineForm RGB with Alpha - was not sure if there were others.I was trying to work out if there was a movie file format that overlapped with the Unity 3D video player. This page hints there is Unity - Manual: Video transparency support (it mentions After Effects) - but maybe I need to be on a Mac for the Apple format? The two formats listed don’t seem to be on the AME page.I was thinking of trying to play with a Character Animator animation inside a Unity 3D scene for a 360 degree view video! No good reason, just seemed like fun. I did get it going with still images https://extra-ordinary.tv/2018/04/24/a-first-360-view-photo/ - I just wanted to try a step further and have the characters animated.
I have recorded all of my character scenes in Animator and have been trying to arrange them in After Effects, but every frame separates and I feel as though I am doing something wrong. One of the help pages says that I need to chose File>Export>Scene but there is no "Scene" option, just PNG Sequence and WAV... am i doing something wrong? How can I upload my scenes to After Effects?
Hi.My character has frontal, left and right quarters. The frontal view has only 1 stage, right and left quarters has 2 stages via Cycle layers behavior for the smooth transition. I implemented the Head turn behavior to Head layer. And I've got 2 problems:1. On the frontal view, head rotating doesn't work, I mean, it's impossible to lean the head toward the shoulder but It works on the left and right quarters.2. Eyebrows, eye pupils, and eyelid don't work on right and left quarter. I've checked every single layer, and they have their own tags, so I can say they are rigged 100% correct. The only mouth work correct in every view.What's the problem and how can I fix that? I'm using CH 1.5. Thanks
Hi.I've got this error 2018-04-28_00-16-58.png — Yandex.Disk what is it? Maybe I've got this error after I tried to enable Mercury Transmit.Spent the whole day tuning this scene. Sad. Other scenes work fine
Howdy partners, I recently bought a Bizon Box (seems alright so far). I use After Effects along with Character Animator and it was fairly easy to setup in After Effects but I see no possible way in Character Animator. Any help would be much appreciated and thanks.iMac (Retina 5K, 27-inch, Late 2014)4 GHz Intel Core i732 GB 1600 MHz DDR3AMD Radeon R9 M295X 4096 MBWacom CintiqBizonBOX/NVIDIA GeForce GTX 1080 Ti
Issue:Only the left eye of my puppet will move. The right one doesn't move at all.I'm 99% sure I've labeled all eye assets correctly and consistently between both eyes -I've tried re-labeling, and recreating the layers entirely.I've tagged everything correctly and consistently between both eyes - I'm pretty sure all is tagged correctly, but regardless, Left matches RightBlinking on both eyes works great, and eyebrows work great.I've tried camera input, mouse input, and keyboard input, each with the same result.I've also had a colleague mess with the puppet on his computer, with the same result, and obviously no solution.I hope there's an answer to this issue, but I also hope Ch makes a clear and detailed tutorial just on Pupils and Clipping masks, and how they differ between Ps and Ai. During my search for answers, there seem to be a lot of pupil problems, and it's such an important feature.**Not that it should matter, I think, but I built this puppet from scratch, and not from a templ
I'm trying to have my character blush when they're embarrassed (Circle layers that are feathered, and cycled in Ch).They do not appear in Character animator feathered, they appear as solid circles. I've tried rasterizing and other options, but nothing allows them to appear in Ch as they appear in Ai...Why is this?? This doesn't makes sense.
Hi! I drew a character in Illustrator. Animated it in Character Animator and exported it to After Effects (first as png sequence and then with the dynamic link). When I am exporting the scene there my character gets very blurry. I did set the resolution to High (400%) and unchecked Render as Vector. I drew the original character in Illustrator in 4K, so the scaling can not be the problem. When exporting as png sequence the png is already blurryWhat I already tried:Raise resolution to High (400 % in Ch)Export from Ch as png sequenceExport with dynamic linkScale it to 1920 x 1080 in IllustratorI would need a solution really urgent as the clients deadline is tomorrow...Thanks in advance, Nasha
I created an image in Illustrator and added an ocean ripple Illustrator effect. This effect does not show up on my image in Character Animator. I attempted to use a Photoshop Effect instead, but still no dice. The blending options available in rig mode are limited. Is there a way to make the effect show up?Thank you
Hi, I've been successfully using the Beta version. Since I've installed Character Animator v1.5 dragging no longer works. My layers are labeled and configured properly. But everything is just locked and static. I've tried to go back to using the Beta version but now it crashes every time.Macbook High Sierra.
My .psd files of my puppets are 11"x17" at 300dpi. I need the characters (scenes) to be clear (non pixelated) or full resolution/1080p min. or even 4KDoes the recording in character animator reduce the resolution to fit the screen? Is it an issue of scaling the puppet down in the Character Animator 'Transform'....
I’m experiencing an uneven eye movement issue that is only apparent in Version 1.5. The eyes are moving independently from one another and yield a cross-eyed result. Although the eyes are asymmetrical, they function properly in Version 1.1 of Ch Anim. Could this be a bug?
I have a character that I need to be able to jump up into the air.The problems I'm seeing is that I have two fixed points on the ends of the feet in order to keep them grounded when the head is moving. But at some point, I would like to add a dragger, maybe near the bellybutton, to simulate them jumping.For now, I don't need the pre-movement, knee-bending, just a simple moving the character up and down.Any thoughts on how to do this?Thanks in advance,
Hi all I hope you can help.My iMac froze in the middle of my project so I had to manually shut down the computer. When it rebooted my puppet was corrupted and one of the arm became disconnected to the body. I tried fixing only to make the whole project obsollete. Lucky I saved the puppet from the crash and started over. I only wish I saved the original puppet 1st.Heres a link to my puppet if anyone can find the solution. I just want to say thanks to a fantastic community, I thought I was alone and forums were only for discussion and not physical help. https://drive.google.com/open?id=1q_Ua20YN5H-irgp7J1RnCYB7zD2gE7UJ
Currently I don't use the built in Character Animator 'walk' behavior as when I tried it last, it did not behave exactly as I wanted. (I will try again one day.) But a useful thing of the walk behavior is the head bobs up and down. I am currently simulating this using "Position Y" recordings to move up and down. But it is time consuming, and not usable in a live recording.Looking at the "Wonder Boy" sample, it uses cycle animation to make it look like the boy is walking towards the camera - but the head is perfectly still (not bobbing up and down). (Reminds me of the movie "Mars Attacks" - the aliens have this glide movement where the head stays still as the body walks.)That left me with the idea of setting up a puppet with only "waist" tagged and attaching a walk behavior. Having "waist" tagged (and nothing else - e.g. no "neck" tag) will bob the puppet up and down (if you set all sideways movement values to zero), so I thought maybe trigger the walk animation at the same time a
Dear oksamuraiIf you are not aware of it, this error: Premiere Pro CC 2018. The application was unable to start correctly (0xc0000005) Is plaguing me and other users of laptops with NVidia GPUs. While I can perform non-CA functions with the CC 2017 versions (which I thankfully kept), they won't import the current project files from CA, rendering CA essentially useless (I've not tried PNG export but that workflow makes no sense).I can't properly edit/tweak CA scenes in either PP or AE, nor simply render out videos straight to ME.As you can see from the end of that linked thread, your associates have been less than helpful or vigilant in their responses.I have CA projects in process - what in the world can I do?Thank you! For this product (yes from Adobe and the team you lead) and your generous and most excellent tutorials.
Quick #AdobeCharacterAnimator question for the hive mind: if I already have an animation synced to a performance but I want to "change clothes" (alter the puppet's body in Photoshop), can I swap out the puppet file and keep the animation already in place? Or do I need to redo it?FYI this is a variation on the Clay puppet, so all I'm doing is altering the body layers which don't have any animation assigned to them (other than staying with the head as it swivels).TIA,JVK
How can I set in and out points on my timeline in CA? And after I've done so, can I export the selected area to another scene?
After lots of little (and not so little) frustrations in getting the software to do what you want, you suddenly have these little successes where you plan out an approach, do it all from first principles, and it works first time. (Yes, I know the demo puppet Martin does all this already.)
When I animate my characters, I start by recording a single frame "base pose" and then add gestures over the top. So under my Properties panel, I have a Main Pose Behavior and a Gestures behavior.When I record my single frame for my Main Pose and then play it back, it looks different (see below). This happens for pretty much any pose I do.Any help would be appreciated. Thanks.
Hi,I have a problem with both of my eyes matching up. You can see that the setup is different for both views but I don't know why and how to change them. Is this the reason why on each view, one eye tracks correctly and the other eye has limited movement around the eye and is slower. Good Right Eye  
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.