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I've added the nutcracker jaw behavior to a character and it works fine using the camera but after disarming the camera and microphone, dragging a WAV file into my timeline, selecting the puppet, and then choosing "Compute lip sync with audio file" the jaw does not move. I can see in the timeline that the lip sync worked, but no jaw movement on playback. I've tried it with demo puppets downloaded from this site as well and can't get it to work with those either.
HiI have been messing around with Character Animator for about a week and i was more interested in making my character walk and run rather than just starting with the basic of facial expressions. I have successfully made my character walk but while recording him walking and running, i am experiencing a little problem.When i try to record my character walking, it records with no problems. But when i play the recording back it always starts walking from the center and then goes out of the frame while other facial expressions and hand movements are still playing, but all outside the frame. How can i tackle this problem ?
Hey All,I think I might have screwed things up. Working on a project on a dropbox with two separate machines. There is no backup. Looked at some of the other threads under this category and wasn't able to find a solution that seems to fit. So... there's a obviously a conflict in the object directory. Is there anyway to fix this?It's ironic because I just went through the command 's' checky messages in Adobe Character. If you haven't tried it keep pressing the hotkey for save and you'll find a series of jokes. I also promise to use save as for versioning in the future. Especially after doing a TON of work on the project.
Hey All,I've working on a puppet with multiple head poses. In each head pose there's a swaps set for different mouths and eyebrows and triggers (like glasses). For each head I build a unique swapset and trigger.Basically, I end up with a TON of what feels like redundant swapsets and triggers. Which takes forever to setup, which is fine... but when I'm in record mode it gets a little more challenging/confusing.For instance. I have a glasses on and off swap set for each of the 5 head positions. When I'm recording there ends up being 5 layers of glasses on and off. Add to that the mouths and hands etc etc... there's a TON of layers. It becomes really hard figure out whats what when you go in and edit the performance.Is there a better way of doing this? What are your techniques/strategies for organizing tiggers and swapsets?
I'd like to set up a 3 way walking puppet similar to the Maddy, but with the exception that it could remain still in a left or right profile instead of reverting to the frontal profile.My first attempt was to use have 5 groups, Frontal, Right Profile, Left Profile, Right Profile Walking and Left Profile walking and then just use a swap set with latches. It doesn't seem to work though.Is it possible to do it with just 3 layers? Ie Could Maddy stop and face left?
Is there an actual way possible to control your whole character or just the triggers, using your XBox or any other windows compatible gaming controller?Because if we can, that would be extremely cool and easy!
My puppets are working well, but my puppet's eye Pupils seem a bit sluggish. Is there a way to make them a little more active without changing another control?
I'd like to be able to have my puppet start far away and then, while recording, gradually move him closer to me while staying in the center of the frame. Currently, as best as I've been able to figure out, I have to work both the Scale and Position Y Transforms at the same time to achieve this. I think a Z Transform would address this. There may well be a way to do this one already that I simply haven't figured out (true, I suppose, of all my requests). If so, please forgive me.Feature Request: A very simple Z axis Transform so you could resize without losing position.Martin
Actually, I'd like this across all of Adobe's products and if it already exists, I'd love to be shown how to implement it. It is often a very valuable sorting feature.Feature Request: A sortable column that shows when a Puppet or Scene was first introduced into the project.Martin
I like to make notes to myself describing what a scene or puppet is about.Feature Request: an editable column in the Project window that allows me to type whatever I'd like.Martin
I'm working in PhotoShop with a puppet that is 2400 x 4800 pixels. Even after cleaning it up and merging whatever can be merged and throwing away whatever can be spared, this is a 182MB puppet (it was 384 before I threw away reference layers). That really slows down my computer. So before importing, I duplicate it and make a smaller version. This works fine, but I would like the software to do it.Feature Request: An import option that scales down the PhotoShop or Illustrator file to a selected pixel size that would still link back to the original, larger file via Edit Original.Martin
Thanks,Martin
Has anyone had success in using a Microsoft Kinect for Character Animator?I have installed the KinectCam.ax and the KinectSDK-v1.0-beta-x64.The Kinect works with the Sample Skeletal Viewer, but when I open Ch It only picks up Audio, and the camera window is grayed out. Any help would be appreciated.j
My characters appear beautiful and crisp in Illustrator and character animator on screen, however whenever I export them as a PNG sequence from CA the lines soften and become aliased resulting in a soft fuzzy animation. Have tried a variety of export settings with no luck. There is no scaling of characters - I've created them at 100% to test this. The issue is not something in AI but a bug in the program of CA. Attached are two PNGs of the same character at 100% scale in both programs. AI exports beautifully, CA is aliased and blurry.If anyone can fix this for me that would be AMAZING.Exported at 100% from AI:Exported at 100% from CA: 1080p scene. Both characters are same size.Running OSX Sierra 10.12.6 if that helps.Any way to fix this?Thanks!
I just exported a CA scene as a PNG sequence and then imported the .xml into Premiere. This is the first time I've done this as opposed to importing a PNG sequence and then cutting the .wav onto it. Other than the audio coming along in a .xml import, I can see no advantage in this approach. The sequence doesn't play well until I render and it seems to be a mighty slow render.What am I missing?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
It would be great to be able to transfer characters from Fuse to Character Animator. Perhaps even room scale puppeteering.Cheers.
I want to start with recording her playing the guitar before I move on to recording the lip sync, but the draggers aren't working. Also, without the staple function, how do I attach the hands to the arms? QueenCAEp1Guitar.puppet - Google Drive
I've finally used the Dynamic Link feature with After Effects, and I really like the way it works! But I'm finding in my project that the puppet scene I imported is pretty highly rasterized.Has anyone else experienced this ... and more importantly, I guess, solved it?Thanks for any help you can give.
Hello, I am using Character Animator 1.1.1 on a Late 2013 iMac running Sierra 10.12.6. I am attempting to use the live output of Character Animator and run it out of the Thunderbolt connector into a Blackmagic Ultra Studio Mini Monitor (OR Ultrastudio Express, I've been trying both) and then into the Blackmagic TV Studio Switcher. I cannot get the live output to work through the Blackmagic selection on the Live Output preference screen. I can alt-tab over to Blackmagic media express and that will output a signal without changing anything so at least I know the Mini Monitor and the connection are working properly. I then go back to Character Animator and nothing. Any thoughts on how I can get this to work? Am I missing something super simple here?Thank you for your help!Jay B.
I am trying to have my puppet leap in the air, and have the head go with it. I have tried a lot of things, but nothing seems to work.
I am working on a project with a live radio show. I need some information on how to keep my background and foreground from bobbing around with my puppet. The problem is intermittent. Sometimes it works fine, other times the desk bobs around, or sometimes the background bobs around. I read in another thread that it would be easier for program to process if i kill the live feed and add everything in post (AE), which is fine, but i would like it to be live if possible like it should work. Any help would be appreciated. Mac OS High Seria (10.13.2 )MacBook Pro (15-inch, 2017)3.1 GHz Intel Core i716 GB 2133 MHz LPDDR3Radeon Pro 560 4 GBIntel HD Graphics 630 1536 MB
My Puppets Pupils keep leaving the eyes and the clipping mask doesn't work. I could use some additional help please. Can I show you my files. I had to set up photoshop image a little differently because of half lid situation.
Hi,I'm having a bit of trouble with the Origin point and walking behaviours.My question is more about the nature of the Origin Point. When you are not selected on any group there is an Origin Point that appears and it seems to be messing with my walking behaviours.When I first brought my puppets in from illustrator, the Origin point was way off from the centre of the character. When I adjusted it, it really messed up my walking behaviour, so I tried to put it back... but since it was in the middle of nowhere it turned into a bit of trial and error.How does the Origin point, when not selected on any groups, work? Is there a way to reset it to it's original?Thanks,
Hi all, I'm exploring the nutcracker jaw for the first time.I've recorded vocals from a friend and only have audio, rather than a visual for the nutcracker jaw to read.Is it possible to use nutcracker jaw without a face to read? I.e. can it work out mouth approximations using just the audio/visemes?Many thanks, Rob
Hello,I'm having some problems, and hope anyone can guide me through them, thank you in advance.Problems I'm facing: 1. The arm stretches just fine, but the hands go nuts, I know the arm is doing it, but since it's a simple shape we won't notice it. So how can I make it follow the arm, but in a way that it doesn't stretch along with it; 2. The sleeves are stretching too. I just want the arm to stretch. 3. The sleeves are in front of the arm. I can't figure a way out to make the forearm go in front of the sleeve but still be attached to the upper arm.The scene goes like this: - Boy stretches its arm and grab the popcorn [ press C and V for popcorn and upside-down popcorn ] - Then he grabs some popcorn and eat it - End I got Pickupbot as an example, but it has the same problem I'm trying to avoid.Puppet file:Dropbox - Animeese_CharacterAnimator.p
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