Questions
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A grid in the recording panel, that is not being recorded, of course, could help me find sweet spots like…- the starting point of my eye gaze- the starting point of any mouse-controlled motion or effect, also particles, and so on.P.S.: In a perfect world, this grid would- only show up on mouse hover, i.e., when I actually need it.- also show the actual draggers and other relevant trigger data in addition to the "neutral" grid.- allow me to create custom markers (for said "sweet spots").
Blur-behavior for all cycles and transitions. (Possibly, there is a way to do this by now, but I'm not sure…)
A hover-behaviour for flying or floating characters would be very helpful. This is not the same as simply not fixing a puppet to the ground and placing it in the air, because this gives a static impression as with the colibri in the samples. The hover-behaviour would give me control over the bumping-floating cycle(s) that define my character's airborne quality.
I never know which dragger is which. "Handle 0" as a name for all my draggers is not a very helpful naming structure, obviously… …and I cannot rename them once I’ve found out which is which! By default, the draggers could have names corresponding to the layers they are sitting in.In addition, I should be able to rename them as I see fit.
If I change the artwork for a leg or arm without changing the position of the layer and also leaving the name as was, this shouldn’t erase my rigging data in Ch like bones and knees, etc.
I'd like to be able to drag new takes of the same type onto the existing „take-line“ to tidy things up. Right now, I can’t even tidy up through splitting them because that creates even more lines! I want less things in the timeline!
Group or bundle stuff in the timeline. It gets WAY too crowded after a only a few simple recordings when I have head turners and multiple faces going on it’s just a big maze. For instance, please add COLOURS!
In the rig panel: as far as I’m concerned by default, arrow keys should move layers around, instead of jumping to the next layer. Especially for pupil adjustment this would be VERY useful because the mouse is oftentimes too blunt for the tiny changes pupils need sometimes…
In the recording panel: Right-click on a puppet’s timeline to open a menu that offers options (copy, delete, …) for all of the puppet's recordings.
Please enlarge - or better still: give me the option to enlarge the "trigger panel" (that contains the new trigger management).
I can toggle disarm/arm ALL behaviours on and off with CMD+CLICK. It would be even better to be able to toggle disarm/arm ALL „face“/„nutcracker“/etc.-behaviour.
As with behaviours, with physics, when for example there are different dangle settings going on, it would be nice to be able to change their settings overall. Like raise or lower stiffness, but in a way that leaves the relation of them to each other in tact.
I would like to „bundle“ behaviours into groups in the record panel. For example the different head turners. !!! With the possibility to change sensitivity to *all* of them at once !!! (I.e. maintaining the relations they have to each other…)
When I move my mouse onto the icon that indicates that there are behaviours added to the layer or group, a popup tooltip should list them for me.
I would like to be able to adjust size of layers - be able to scale the whole thing, bone and all - AND use CMD/STRG to scale „symmetrically“.
When moving layers round in the rig panel, use SHIFT to move them vertically or horizontally.This is self-explanatory.
I believe this is in idea and implementation self-explanatory: I would like to be able to copy (and scale, etc.) sets of bones and other stuff and move it around within and across projects, the latter ideally via library as in PS and other apps.
When editing a certain bar in the timeline, there should always be a vertical line indicating where I am, exactly, in the timeline.For example, when fine-tuning hand movements, that would make it easy to synchronize them with a certain viseme, i.e. mouth position, so as to accentuate accurately.Basically, that same vertical line as in use in other apps like Pr.
Hi there... first-off I'd just like to say, I absolutely love Character Animator. It's brilliantly intuitive to work with and the new stuff that was rolled out when it came out of beta is FAB! Cheeeeeeeeers Team Ch So, to my couple of wishlist items. 1). Might it be possible, at some future juncture, to include a facility for saving cycle layer modifications (or, indeed, any mods to behaviours) as custom presets? It would be tremendously handy to be able to configure a preferred frame rate etc. for, say, a cycle of flashing lights and know that those same settings can also be applied to other cycles (and in other projects) without the need to manually recreate them each time. 2). Rulers... x and y scene rulers would be of great use. Particularly in relation to ensuring that a puppet gets moved to a certain mark/position 'on stage' during recordings.Hope you can help and many thanks, in advance, for your time.
In the 2 images here the first one shows a "Blink" outside the Eye Group, and displays with full eyelashes as my wife wants. The second one shows the lashes hidden, because the Eye Group is actually on a layer below the "Face" layer.I haven't tested her design with the blink outside the Eye Group, but told her late last night I doubt it will work.Please help me to figure this out .... to save my marriage (not that serious .... but you never know ....!). THANKS!
I have adobe character animator CC 2018 and when I started getting the character walking I noticed that I don't have all the tools like the stable tool, So what can I do?!
This is most probably a simple fix, I am hobbyist and not totally used to this stuff, but this issue is driving me mad.When I construct my puppet in Adobe Illustrator I get lots of layers that confuses things. I have tried grouping the strokes and fills where ever possible, with limited success. When I compare my puppets to those that come with Character Animator, mine are so complicated compared to the to the simple and clean puppets provided as examples by Okay Samurai. That is what I am trying to get to. Therefore the question: How do I simplify the file structure. If you look below at my example I have four layers for the black surround of the eye pupil, this only needs to be one layer including the white centre of the pupil which is an additional four layer. If I review the puppet in Illustrator it tells me the four layers are 'grouped' but I 'ungroup it' to then 'group' the four layers I go back to where I started and Illustrator does not provide me with the option to 'grou
Hi!If you have a photo and you want some parts from it to dangle, then you have to cut up the photo and piece together, and make some parts that you want dangable? It would be great if you could have "directional pins behaviour". Don't know what else to call it. With this I mean that I put a pin and then a direction from that pin, and then a behaviour that I want in that direction. but not in the other direction. For added detail if you don't want a straigt line you could pair it by drawing a short border/cutting line, if you want fine detail control.That would be usable if you would make like the "ikea pillow monster" that some user had done in an Okai Samurai video. Instead of lots of Photoshop piecing you could just use this.Thanks!
Hi!Okay Samurai said in a video, Character Animator Tips & Tricks (September 2016) - YouTube (time 1:13), that one could control more than one character for example for dancing, but that one would probably not want that. I think that is a good idea, but for that to be usable you would like to have some random variations to each puppet.For example if I control 4 puppets singing it would not look natural if they all look exact, neither in lip sync nor in moving behaviour. So If you could choose to control them all at once, it would be good with some settings for variations. And it can be that you have some randomness set around specific values, and that you can set percentage, how big randomness that you want. And you could pair that with a "fall out" percentage, with puppets not following at all, maybe even setting alternative behvaiour for those. Then you could have a 1000 characters choir, and still easily get it to look natural. Lots of other uses also.If you have more random set
Is there a recommended structure for Character Animator projects? For example, Video Projects - Sample Folder Structure Templates (for simple and complex projects) | Adobe Education Exchange talks about the recommended structure for a video project. Is there a similar one for Character Animator projects? Ones incorporating Ch, Ae, Pr, Au, Ps etc. (A full end-to-end project.) For example, if you do a "Save As" of a project in Character Animator, it gathers up all the vocal audio tracks, illustrator/photoshop artwork for puppets, etc using a directory structure of <proj>/<proj>.chproj, <proj>/Ch Data, <proj>/Ch Media/Gathered Media (has sound clips, illustrator artwork files, and "take*.arf" files). Is this the recommended structure?The recommended structure for video projects above has top level directories for audio files, graphics, etc - not organized by what one product wants (Ch/Ae/Pr/etc), but more logically by purpose. E.g. there is "Audio Files" sep
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