Questions
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Hi!I was looking at this video by Okai Samuari Character Animator Tips & Tricks (December 2016) - YouTube It talks about different camera views (4:30). I was wondering if it's possible to easily assign variations of the puppets to the different closeup views. The way I'm thinking is that in the wide view you may not want much texture or details on your puppet, but in the zoomed in view you may want to show much more details of fur/texture. And that change between the views may not be corresponding just to the zooming in of the puppet. But you may want to add extra texture and details to the zoomed in version. So it would be great if you could just have alternate puppets with that extra overlay/details.Thanks!
I'm having a problem where my puppet's legs and hips stay still while the torso and shoulders follow my head movements. It makes the character look stiff and unnatural. I have played around with quite a few of the rigging settings and can't quite figure it out.
Hi,I'm using a new MacBook Pro and Character Animator 2018 and I have had mixed results with the Character Animator camera. When I restarted my computer, the camera worked fine. But when I returned to my computer this morning (without restarting), Character Animator only seemed to register audio and I had NO VIDEO in the camera panel. I tried the Switch Camera options but nothing changed.I'm hoping I don't have to RESTART my computer every time I try to use Character Animator.Is there some other thing I need to do?I'm not running any other software that would use the webcam.MacBook Pro (15-inch, 2017), OS 10.12.6
I've uninstalled and reinstalled Character Animator CC 2018 and am still receiving the configuration error.
Hi there is there a way to link characters eyebrow height to color in Character Animator?for example when the eyebrows are lift up then the background color changes
Hello, All. One of my backgrounds (created in Adobe Illustrator) now no longer works in Character Animator when I drag it into the Timeline. The screenshot below pops up when I attempt to do this.I tried to re-import the file, and I've tried renaming and saving the background file in Adobe Illustrator and then importing again, but still get the same results. I've tried importing different AI files, and they work, but can't get one in particular to import. I am on a Mac running Sierra version 10.12.6 and am running the latest versions of Adobe CC apps, in case this information helps get to the bottom of my query.
I am having a serious slow down in worktime due to every little change I make to a puppet or original file Animator comes to a grinding halt. 10-15 min prepare times or the program going non responsive. I have a fairly aggressive gaming rig, with 16 GB of Ram. I can run Photoshop, Illustrator, and Premiere simultaneously with no lag, but Character Animator sucks ram and works at a crawl. Anyone else having this issue?
Hey guys,This is the first time I'm asking a question here.I reacently started working with Character Animator and I'm really frustrated right now, because I need to finish it within a month (it's a university project)The problem is that our character doesn't work, even though we created it with the puppet of Character Animator.Also we drew it more than three times. Any ideas what could cause this? Or any solutions? Thanks a lot!Lisa
Hi all, I'm loving the developments with Character Animator in the past few weeks. Many thanks to all the team.I've just started bringing scenes from CC to After Effects and - well, After Effects is moving S--L--O--W....Everything lags to a huge extent. I'm working with a Surface Pro and my Character Animator scene is recording at 24fps.When I bring it in, it becomes near impossible to work with, it goes that slowly.Are there any tips - for instance, in music/sound, a lot of programs have a function called "Freeze" that allows the computer to process a layer of sound with plug-ins and freeze it/momentarily render it, so the computer doesn't have to use all this processing power each time.It may be more of an After Effects question, but is there a way to do this with After Effects? At the moment it's moving so slow, it would be impossible to do any video editing without the patience of a saint and all the time in the world.Many thanks, Rob
Hi, My name is Sean and I have a puppet with over 500 layers being imported into character animator. It took 30min to import because of all the layers and there is immense lag when I am moving my puppet. I was wondering if there are some techniques to speed this up so I can move my character with ease for the great fluid motion. Let me know and I think you're a great teacher! Thanks!
My external mic is not picking up a bit of sound since updating to 1.1. I had to update to OSX 10.10.1 as well so that could be an issue. In Sound settings on my Mac it does show audio being heard, but I cant get it to work in Character animator even after making sure settings were set correctly...
When I open one of the templates characters and select "Edit Original" it prompts to the app Sketchbook pro, in the past with the beta version of CH Animator it always took me to PS or AI. Has any one have this problem? any advise on how to fix it?I tried right click on the desktop and "Open with" and I was able to change it to AI or PS, but when going back to Character Animator it goes back and prompts Sketchbook Pro. Has any one have this problem? any advise on how to fix it?ThanksEnrique
I've completed the mouth sync using "compute lip sync from scene audio". No more mouth animation needed, and have therefore deselected the "lip sync" function on the puppet properties panel.But the mouth continues to pick up information (it moves) when the "Face" camera input is selected.Is there a way to completely isolate the mouth movement, using only the information gained by the "audio input"?Any help appreciated! Thanks, Ed
I can't tell how many different groups, placement changes or different file organizations I have made, just to try see my figure blink with the eyelid images I have created.I like the idea of having control over the blink look, but no matter what I do, it kind of "disappear blink" behind the face, not showing me the "blink pictures" (the eyelids) that I want to see.How can I make my puppet blink with the eyelids showing (also without eyeball and pupill disappear)? I want to have control of this, because I want to use different eyelids blinks as a part of my puppet expressions. Please see shared folder or picture if that is enough.Dropbox - Shared
Ive recently purchased a eGPU. With the changes to after effects and character animator I (as most of you) have had to experiment with other ways of working with character animator performances/scenes in after effects. I’ve been pulling in scenes but the buffering/rendering time are atrocious (Even with the new eGPU, after effects recognizes it and acts like it’s in the mix, and besides there is 4gb of vram in the comp, emptied memory cache, set it up on a ssd)The only thing I have to reference is OK samurai’s Tips and tricks and the way Dave references to set it up, but if its normal to be this painfully slow on 15 gb vram, how awesome of a rig do you need to run sessions like that?any advice insights are much appreciated
Love this new version of Ch 2018.Thank you guys for all your hard work.Question:I am unable to see my waveform for any of my audio.I have tried .wav .mp3 .aif Have resized the take audio.Any suggestions?
We are setting up a YouTube or Facebook livestream program that has our character responding to comments. When a comment is made, we know that we can give a live response. However, is it possible to trigger pre-recorded responses to expected live comments? Any advice appreciated.
So I am trying to create an animation with "rubber" balls being dropped from a pipe and them bouncing around the scene using the dynamic and collide tags in the new physics behavior. What I want is for each of the 4 balls to drop independently when triggered with a keyboard key, but I cannot get this to work correctly. Setting a trigger for each ball toggles it's visibility, but not it's "timing" within the start of the behavior. So far, gravity affects all four balls at the same time, no matter how they are triggered and they all fall at the same time. Any ideas how to rig this so they fall when triggered one at a time?
Hi all,Spent some time creating blink cycle layers. When the character blinks the pupils and eyeballs disappear creating an interesting lizard-like effect but not what I'm looking for in this case.Is there something I have to adjust so one can still see the pupils and eyeballs behind the lids while they close and open?Thanks!
Hello Everyone,I'm looking for opinions and feedback on animating limbs, specifically arms. Character Animator does great on animating faces, lipsyncs, and walk cycles, but I find it challenging to animate the limbs exactly how I want them. I'm finding it easier to use After Effects for the limbs to ensure it hits the mark exactly when I need it.How does everyone else animate limbs?Does anyone have any best practices for the limbs in CH?
Okay, maybe I'm an idiot, but when I drag a puppet into a scene, I can't figure out how to do basic things like scale and resize or even position the puppet in a scene. As well, I want to add background images / objects / videos to the scene. But I can't seem to figure out any of the basics one would expect with scene layout. What gives?
I'm getting a lot of dropped audio while recording audio / animation. I have an early 2015 Retina MacBook Pro, which is not that old. However, Character Animator doesn't seem able to keep up. Why is Character Animator so taxing on system resources, and can anything but the latest and greatest hardware actually use it? Are there ways to tune performance?
Hi colleagues,Could you please advise who can do my own puppet with my realistic behavior based on video with me? And how much it will cost? I have my video as a resource for body or face parts. I know about tutorials. But I want to entrust work to more mature Photoshop user than me. Thank you very much for any advice or help offer.
Hey, as a school project I chose to make a simple videogame, and for animating my character I use Adobe Character Animator. I have set up my walking and all perfectly, but I don't know how to export it to become a spritesheet or a set of PNG's to import to Unity. The only solution I've thought about is to perfectly record the character walking and then exporting it, but I was wondering if there is a simpler way to do it.
Hello all. I'm encountering this strange issue with walk behaviour where it doesn't activate. It's happening to a project I've created and rigged. At first I thought it was because I made some sort of mistake creating and rigging the character, but then I discovered that it exists even when I use the official Adobe templates. I've uploaded a video to illustrate the issue. In the video, you'll see that I open up a template (Maddy) with working walk behaviour. As soon as I delete the walk behaviour and re-add it, it stops working. I've tried deleting and re-installing CA but no dice. Not sure why it is doing that and any help would be appreciated. Thanks!Link:character animator walk issue - YouTubeEricMac Pro | OSX 10.13.1 | Character Animator 1.1
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