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I just came across Re: Pinning feet not working which describes how pins are relative to the origin. Cool. You can make your character independent, set the "Draggable" tag on the character origin (not the top level origin) and you can drag your character around to position it, instead of fiddling with X/Y coordinates. (I have a pen, so this makes life quite a bit easier - easier to control than a mouse).But draggables appear to be absolute - I cannot see how to make them relative to the parent. Is that correct? For example, if I drag a hand, then drag the puppet origin, the hand stays where it was (the arm stretches). I cannot record an arm movement (relative to body) then move the body around. I can see sometimes this is useful behavior, but was wondering if there is an option I am missing to make a draggable relative to the parent so I can control hand movements and body movements as two separate things.In my case, I have to position the hands relative to the body every t
When launching, I get an error message: character animator requires an All Apps plan for Creative Cloud-I thought that's what we have (CCforTeams)I've signed in and out of Creative Cloud, updated all installed Apps, and it still won't let me launch Character Animator without getting this error message.
I have tried about every word starting with F that I can think of and I can't get the "F" mouth to show up. Yes assigned properly.
Is there a way to avoid the eyelid distortion shown below? See the dip in the middle of the eyes in the third picture below?When open they look like (good)Closing you can see the little dip in the middle start to come inAnd finallyI wanted a straight line.I don't think it happens if you turn off camera strength - with the autoblink behavior I think it uses the blink layer instead. But using the more expressive camera controls over eyelids creates this imperfection.
Just wondered if it was easy to use a photo of a face instead of using a cartoon for the character animator? If so, how do you do it? And if not do you know of any programmes that could work?Thanks
One of my Photoshop layers wasn't appearing in Character Animator.After spending a very long time trying to figure out why, I discovered that any layer with "guide" in the name gets ignored by Character Animator!
Hi, while trying to export a png sequence in Character Animator files go missing. The current project I'm working on is 34 seconds long, the WAV file is 34 seconds but the png sequence comes to just over 27 seconds. Am I exporting incorrectly or importing to After Effects incorrectly.Any help would be greatly appreciated.
Bonjour, j'ai un problème avec mes cotés droit et gauche quart de la tête de mon personnage. En effet, toute les configurations du personnages sont bonnes, sauf en ce qui concerne les yeux. Les yeux sont dans le format illustrator et n'ont pas fait la conversion sur Character Animator, ce qui veut dire que j'ai les yeux de mon personnage fixe, les pupilles ne bougent pas et je ne peux pas cligner des yeux alors que la tête frontal, basse et haute fonctionnent parfaitement. Cela m'ennuie réellement car j'avais enfin fini mon personnage, et ce problême que je n'avais absolument pas rencontré dans la création du personnage arrive maintenant et je ne sais vraiment pas comme y remédier
Bonjour à tous, je suis actuellement dans la réalisation de mon premier personnage et j'ai un problème avec les paupières de ma marionnette. En effet, malgré avoir ajouter toutes les balises concernant ses paupières et avoir placer tous les déclencheurs et jeux de permutation, je n'arrive pas à avoir le résultat attendu. Non seulement, aucune des paupières ne s'activent mais en plus le visage de mon personnage se déforme lorsqu'il tourne la tête. C'est la dernière étape pour que je puisse enfin exploiter ce personnage, j'ai vraiment besoin d'aide.
Hi,I hate to really post it here but I'm not sure where else to ask. Unfortunately, I can't post my actual .puppet file because it's a propriety character for the company I work for. I can DM it directly to a staff member though, as long as it's not in a showcase.So I know my rig is stupid heavy but I needed something really versatile. I need it for recorded and live performances. I'm having 2 major issues.The first issue is that the head decides to scale, warp, and disconnect in my In-Between frames before the character reaches the walking position.So pretty much I have a Front view, Right profile, and Left profile triggered using the Walk Left & Right Arrows. So when you hit right or left arrow keys, the rig hits a cycle layer so there would be a smooth animation of the character re-positioning itself to a profile view then hits the rigged walking body + full head rig. I figured I would have a single head view for each one so the head can raise and lower with the body during this
Hi – This is a technical character design/layout question. What are the best practices for setting up layered artwork files when you want to use the same file for both After Effects (AE) and Character Animator (CH). Specifically the layer structure for .PSD and/or group structure for AI. I want to streamline workflow between the AE & CH and this seems like the best place to start. Having a single artwork source file is the most practical approach, especially when it comes to making changes to the art. Having to maintain two or more files for the same character becomes burdensome. The CH Directory structure is stacked and the naming conventions facilitate autorig setup. However, the same structure does seem to work in AE as the sub layers don’t appear, so they cannot be manipulated on the timeline. Character Animator File Structure for Animated Character:+CharnameHeadLeft EyeRight Eye+NoseMouthAhDEEtc.BodyLeft LegLeft calfLeft thighEtc.R_LegAdobe After Effects File
If I sit perfectly still looking at the eyes of my character on the screen, they move. I have eye gaze off as I wanted more eye positions than the 9 the snap function allows. Sometimes it looks like the movement is due to me breathing (slight body movement, results in eye movement). I have tried fiddling with lots of settings, but I cannot get it so I look directly at the screen without moving and the eyes stay still.What I would like for example is a threshold - ignore any eye movement less than X percentage. Is this possible?
When I select a layer in Rigging Mode I get a contoured yellow outline around the shape, but I also get a blue box defining, I guess, the larger area the layer fits in. However, sometimes these blue boxes are particularly large and seem to effect movement. For example, if I highlight my right leg, a blue rectangle appears that just fits around that leg, but if I highlight the left leg, I get a blue box that encloses most—though, oddly, not quite all—of the body layer. The left leg origin is within the shape of the leg and there are no other obvious handles, dangles or pins outside the shape. Both left and right leg are independent of the the Body and are arranged with the same hierarchy.I guess what I'm really asking is, could someone explain the blue bounding boxes to me?Thanks,Martin
I'm just trying to find out if this is because of the age of my Mac (specs below). I would like to bring my Character Animator scenes into Premiere and play them at full speed as quickly as possible; I'd even give up preview resolution. But they always seem to require a long, slow render before they'll play well at all. Is there a sequence setting that would be more native to the files I'm importing that would make them play nicer, faster? MartinEarly 2009 Nehalem MacPro4,1, 2 X 2.6 GHz Quad-CoreOS 10.11.6Samsung 850 EVO 1 TB system drive32 GB RAMATI Radeon HD 4870 GRFX CardBlackmagic Intensity Pro 4K, Driver: 10.8.2Adobe Premiere Pro CC 018, v. 12, Build 224Adobe Media Encoder CC 2017.1.2, Build 11.1.2.35Adobe Character Animator CC 2018 v.1.1.1Avid Media Composer v. 8.6.1
Every time I try to make edits to the artwork of a puppet in photoshop (like make a mouth longer) it does not update the rigged puppet. Instead it imports an unrigged duplicate of all the artwork with the new Ps saved information and sticks it into the existing puppet that is the same as it was before. I've had this happen on two different puppets. I use the same naming scheme as the example file provided on adobe's resources. I'm simply selecting the "edit original" option in the character animate menu and changing one small thing in a layer and hitting save. The "auto sync artwork" box is checked on the puppet. I've even tried going back in history on the character animate file and then going back in history and the puppet and saving so it should be exactly as it was before and it still makes this duplicate when the Ch file updates.I did have a transform scale change in the puppet file(so the new artwork duplicate would import smaller), but I've tried putting the scale transfor
When I create a puppet with a "Left Pupil Range" group (which I hide - its just to control the range of the pupil), it gets tagged with the "Left Pupil Range" tag, which is good. However, if I also have a "Left Eyeball" group, it will also get tagged with "Left Pupil Range" as well (bad). This had me baffled until I noticed the duplicate autotagging (restricting the eyeball movement more than needed). My suggestion is if there is a group called "Left Pupil Range", don't also tag the "Left Eyeball" group with the Pupil Range tag automatically.Oh, another one... "Left Pupil Range" gets autotagged with "Left Pupil Size" even though I have a "Left Pupil" group. Another little gotcha that stops eyes from moving by default. You have to remove the tag else the eyes won't move (because the pupil size equals the pupil range).
Bonjour à tous,J'ai un petit souci en ce qui concerne la bouche de mon personnage. En effet, j'essaye de lui appliquer plusieurs types de bouches (triste, confus, heureux) pour lui donner plus de crédibilité. Cependant, soit mon personnage se retrouve avec les 2 sets de bouche heureux et triste, soit seulement avec le set heureux. En regardant des tutoriels en anglais, j'ai vu qu'il fallait faire des modifications dans le panneau déclencheur appelé "Swap Set". Sa fenêtre se trouve juste à côté du panneau historique et porte le nom de "triggers", cependant ce panneau ne s'affiche pas, et je ne sais pas comment l'activer. J'ai la version beta 2017.
This is driving me mad, the left arm which sits slightly behind my character works fine and hinges from the shoulder. The right arm which is the top layer will not attach to the shoulder no matter what i do. I'm sure its something simple but ive literally spent all afternoon trying different things. The online tutorials mostly show an older version so doesn't completely apply to my problem. I really would be grateful for any assistance, regards, John.
Hello!I detect that some letters are pronounced different in English than in Spanish, for example Aa - A, Uh - U, And that I notice it in the movements of the puppet 's mouth, how can I improve the way I speak?Thank you!
I'd like to rehearse my trigger moves before I actually record them. I notice that triggers don't fire when just playing a scene, they only work when the scene is paused or recording.Ideally, I'd be able to run through the scene and practice my moves. I know a work around is to do it in record mode, then undo. A minor, but annoying workflow hiccup...Am I missing something? Is there a way to play through the scene and see the results of hitting triggers?
Hi all I've been teaching myself Adobe's products for the past year and a half and by far character animator is my favorite. Unfortunately my artwork and rigging leaves a lot to be desired. My strength would be more in after effects and compositing. I'm curious if anyone out there wants to team up to work on something. I've been making fun of the NFL in most of my videos but would like to do something more original. Shoot me an email if you are interested [email removed in accordance with forum rules] www.shooterandthestache.com
Sorry for the unclear question. I was not sure how to phrase it...I don't really use CA to capture live performance, but it seemed like it may be a useful tool to create animations.This is my first go with recording in the timeline after setting up my puppets. I noticed that every pass of a recording whether real-time or step recording results in a a new take layer for each trigger used. I thought my workflow would be adding triggers step by step. For example, I have a trigger to raise brows. I step record this trigger exactly where I want it to be across the timeline. If the character raises brows 15 times... I end up with 15 layers of takes (if I step record or try to record real-time in multiple passes)! It makes quite a visual mess of the timeline. Is there some better way to do such a step-recording type of workflow? Or a way to consolidate takes into one take? I basically would like to see all triggers in the same row. Kind of how a video or audio timeline would work. I know I ca
Hey, easiest thing to do is check this link Character Animator puppet twitching during record - YouTube I've recorded a draggable behaviour on a sub-puppet arm, but all I want is a static 'hold in place' position to begin with. However, when I play back the recording there is a slight twitch in the puppet's hand. What is happening maybe? How could I fix it?CheersPhil
Hi! Just upgraded to the new full-fledged version, and although I can see my puppet in 'rig' mode, I'm suddenly getting a blank screen in 'record' mode
Just wanted to see if anyone else is experiencing a lot of freeze-ups in Premiere Pro 2018 when working with Character Animator 2018 1.1.1. I've got a Premiere project with Dynamic links and PNG imports from Ch and I keep locking up. I haven't had a chance yet to see if it is one or the other of those file types or if it's that I'm working in 60fps, but figured I'd post here to see if anyone else has this experience.MartinEarly 2009 Nehalem MacPro4,1, 2 X 2.6 GHz Quad-CoreOS 10.11.6Samsung 850 EVO 1 TB system drive32 GB RAMATI Radeon HD 4870 GRFX CardBlackmagic Intensity Pro 4K, Driver: 10.8.2Avid Media Composer v. 8.6.1Adobe Premiere Pro CC 2018, v. 12, Build 224Adobe Media Encoder CC 2017.1.2, Build 11.1.2.35Adobe Character Animator CC 2018 v.1.1.1
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