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Hello, I'm having an issue with the "Aa" Viseme. For some reason when I say Ahhh the viseme won't trigger. I've followed the online tuts and I can't figure out why it's not working. the "Uh" and "W-Oo" Works fine as I also added cycle layers sets. I've tried with or without cycle layers. I tried testing out the puppets provided by the program and the "Aa" works fine. I don't know why every Viseme works except for the "Aa" Hopefully someone can help. I was recommended to share the puppet file as well if needed. Thanks in advance and for taking the time. I attached my rig images.
Hi community,For some unkown reason, only one eye is moving for my character. I've checked my layers a hundred times and I can't see why only one is working, even though they have identical layer composition? I hope her wonky eye makes people laugh, at least, because I'm busy crying and pulling my hair out lol.
Hello, I woould love some advice on how to rig a thobe for my character. I do plan to make his legs 1% opacity beneath the "dress", but currently the thobe is very stiff, which looks strange by the feet during the walk. What is the best way to go about making his thobe look more natural as he walks? I tied to add physics to the dress but it didn't seem to change anything. I've also tired giving him wide, white legs to mimic the thobe but it didnt work out. Screenshots attached.Video of his walk: https://drive.google.com/file/d/1_XFIOPVLIiLf4FcYNxqh8ZOSwdDo7fpN/view?usp=share_link
This has been the most painful process ever. Just saying. Since I can't use my puppet in a live recording when gaming, for now all I can do is record myself and audio and then import it into Character Animator. After Effects was a bust for me. I don't know if the video was too long, but the full face tracking wouldn't import into Character Animator. So... then I tried to import the audio file. It imports and I also Compute Lip Sync From Scene Audio. I try to hit play, and nothing. It won't play. The option is there but nothing happens. I just want to make some fun stuff for my channel.
Is there a way to change the auto-blink duration after recording? It doesn't appear that updating the auto-blink settings after the fact for Blink Duration or Blinks per Minute applies dynamically to what I've already recorded. As an alternate method, I also can't seem to figure out how to remove just auto-blink in order to add a new auto-blink behavior with my preferred settings. Clicking "+" and Auto-Blink just adds a duplicate auto-blink, and the only other option seems to be to "remove all behaviors," which gets rid of everything I recorded. I'm hoping I'm just missing something obvious—any help would be appreciated. Thank you!
I'm using different puppets for each view of a character because I was running into issues when trying to do all views in one puppet. I have a prop sack that is a shareable puppet with a physics behavior on it. It works in one of my character puppets(side view), but not the other(front view). The only difference I can find is that there are 2 instances of the prop puppet (Sack) in the front view-- but I've tried deleting one of the instances and it has no effect. Not sure what I'm missing. Video and screenshots attached. The video shows the side puppet w/ properly working prop, then front glitchy prop. Thanks so much for your help!
Hello there,so I was animating a scene in character animator with a PSD puppet. We decided to make the PSD file quite large (5K) to be able to crop in for close up shots if needed. Now I animated a scene where the puppet is coming from way far in the distance into a medium shot. Looked great in Character Animator. But when I exported, I noticed the puppet being quite blurry/soft pixelated when it was in the distance. I mean, this kind of make sense, because when ou export at 2048x1080 and an object is small it gets quite pixelated. But it looks super crisp in the Character Animator Project Window. I can even crop in 500% and it's still crisp. It just irritates me how in the scene before export it looks so much better. In After Effects, if I craw small shapes, yeah, they are pixelated but then it already displays it to me like so in the project window according to the project settings. My first question is: Why is it so much sharper in Character Animator than in the export? &n
Hello!First time using character animator but not new to Illustrator or AE. I've drawn a character in Illustrator and animated in CA - no problems. When I export the timeline from CA, however, the character renders as super blurry. I made the character deliberately larger so that I could scale down rather than up. I have the resolution playback at full. I've tried exporting the sample puppets from the welcome screen and they export blurry as well. Here is a small snippet of the project exported as H264 using the PNG workflow into Premiere Pro. I've also tried to render through Media Encoder and AE but no difference.Any ideas? Any help would be super appreciated!! I'm at a loss!Thanks!
Hi there, I have a puppet with multiple angles and added limb IK and what I assumed were the proper tags in all the angles (its worked fine for my puppets in the past) but the limb Ik seems to only be pinning the feet in frontal and my puppet floats in all the other angles. Ground detection works in all angles but not the initial foot pinning. Any suggestions?
Hey people, this is Pia from Germany. I created a puppet with Illustrator and want to make it walk with the Character Animator now. I really don't know why the legs aren't moving the way I want them to. I already checked my layers and the handles I setted but I still can't figure out what I did wrong. I would be very thankful if anyone of you can help me to fix this! Here you can download my project within one week: https://we.tl/t-Vs51AOYALM Kind regardsPia
Is After Effects the only way you can get pre-recorded video for puppet face movement? For now, the only way to get a puppet into my gaming videos is to record on my webcam, then upload the video and audio. The only way I can find while searching is to use After Effects to analyze your face tracking (which takes a very very long time). Is there ever going to be an update to where you can just do that in Character Animator? Thanks!
Hi I'm trying to rig up on of my characters and am having trouble with the eyelids. I'd like to be able to have the ability to animate them slowly, so i've rigged it up with draggable. The problem is on my profile views, my characters eyeballs are outside of the face a little. I've made the top one a weird shape which I can clear but the face curves in more sharply underneath meaning I can't think of a way to do it without dragging very carefully at a weird angle (attached a screenshot of how it is like this), which could be difficult and a bit tedious to do accurately. Another solution is keyframe animation (i think it's called) but this will give me less flexibility and probably wouldn't be as smooth. Is there an easier solution to this that I haven't considered?
I'm new to CA and am trying to rig up 2 characters that I have created various sets of clothing etc for in an attempt to have everything in 1 place with the possibility of different combinations, and without too much duplication. However, i'm not sure if i've shot myself in the foot because i'm struggling to rig them up and I can't find any examples of what i'm trying to do. Can someone take a look and tell me what the best way to approach this is? Not sure if it would be better to choose a selection of costumes and strip out all the other artwork, then rig each one individually (although this could turn out to be incredibly time consuming). I've attached the puppet which i started to rig up to try and get a walk animation working on (left only at the moment). If it's possible it would be great if i could keep it all in 1 thing so i don't have to create a load more puppets. https://drive.google.com/file/d/1wxlo0soHCNtOLBuwKHYSPs2IOhC16rft/view?usp=sharing Thank
I'm using a reformatted version of the Eyva Starter Puppet for my project and I've encountered some issues while trying to conform the rig to the new character designs while also trying to retain the preset poses.1. My character has a robe and not legs. I've made his robe part of his pelvis and added the heel and toe tags to the bottom of the robe to help anchor the robe to the ground and reduce any influence from the head tilt but it's still a bit wonky at times. Would you be able to advise of a better approach?2. When trying to have the character face the other way, I tried inverting the x scale which doesn't seem to influence the heel and toe tags leading to a twisted character. Any help in allowing the character to look in the other direction while keeping the preset poses would be appreciated.3. When transforming the position of the character to another part of the screen it seems that the preset poses are possibly still referencing the original position of the toe/heel tags. Any
I have recorded five wav files for one Character Animator video with one puppet.When I selected Timeline > Compute Lip Sync Take on the first wav file, it automatically connected it to the puppet.I did it again on the second wav file, and the puppet won't use the visemes it created. I don't want to create a 6 minute wav file and do the whole thing perfectly. I want to create shorter wav files and concatenate them all in one Scene. That way I can re-record shorter files if I mess up.Question: How do I connect subsequent wav files to the same solo puppet throughout the video?(And I can select the wav files in the Timeline panel to move them up or down, but I cannot select the Visemes rows in the Timeline panel to move them up or down.)Thanks in advance!
Does CA have a voice library that could read an imported transcript? I would like to have CA export audio with a preset voice using my script.
Hello! I have a gaming character on a gaming chair. I want to put the chair as something static though so that it doesn't move when I move. Can I bring that in as a background? I just want my puppet to move, not the chair. Thanks!
Hi all, First let me thank you all in advance for taking the time to read this and help me. I've just installed Character Animator and as soon as I open it can click on "Use Pro" or even click on one of the starter puppets I get this error message: I work from home and remote connect to my work network via VPN and the location seems to be pointing at a network location. I've gone through settings to see if I can change something to point it at my local drive in case that is the issue but I've had no luck. I've searched the forum also for others having similar problems but nothing has helped with this particular issue so far. Any help would be greatly appreciated.
Does anyone know how to extend the number of triggers using s Stream Deck? It's easy to assign keyboard triggers to a Stream Deck, but what I'm looking to do is extend the keyboard triggers with the Stream Deck. I've run out of keys on my keyboard for the number of triggers I want to set up and what to add more using the deck.
I have a couple of shareable puppets that are no longer showing any info under the puppet section in properties. It's still linked to the original illustrator file and the puppet works otherwise-- but since no info is showing, I cannot select the resolution preference, or change the linked file. Any ideas on how I can get this info to show up?
Hi everyone, I'm animating puppets being in a car right now,but the problem is that the seat and belt move with the puppets breathing/slight body movements. I can also add the seats afterwards in AE, but since the seatbelt is going under one arm and over the other, I need it to be within the puppet but not move at all. Is there any way I can do that?Thanks for any help! 🙂 "Gurt" is the seatbelt and "Sitz" the seat. I've made them independent and pinned them, but that doesn't make a difference regarding the movement.
I'm making dog puppet and wanna rigging now but having hard time to walk and drag my puppet @-@@ for dog walking I referred to the two videoshttps://www.youtube.com/watch?v=nwahIPo8Nm0https://www.youtube.com/watch?v=62NroCgZJKM in 23.1 version if i add limb ik, walking looks weird but dragginf works welland when i close eye of limb ik or remove that, walking looks good but dragging is like moving a wooden board.. haha. when drag, I want dog's feet to be on the floor.so i downgrade version to 22.4 bcz i had dragging issue with 22.4+ version before.in 22.4 only 1 leg working well... xD i don't know what i miss now.. can any help me?i just wanna do walking and dragfing at once also thanks for reading this and sorry for if there is wrong english in here..!
So I have a very large and very complicated puppet that runs very slowly when I try to game at the same time. Runs beautifully by itself with my 5950x and 3080. When Gaming and running CH my GPU utilization sits around 80 percent and CPU sits around 30 percent. So where do I need the headroom? Is CH CPU or GPU intensive. I need to build a second PC to handle CH and OBS exclusivly as a streaming set up. I really need to know if a nice CPU or GPU should be my priority for CH.
I'm having issues with my character animator puppet. I'm planning on using obs and gaming along with it. I'll admit it's a complex puppet but it's very clean, simplified and flattened. I get 24 frames constant, even when I'm pushing it to OBS and game running. The problem is as soon as I bring the game on my main monitor as my selected active application, my puppet goes from 24 frames to 5. I have a ryzen 9 5950x and 3080 card. CH only drops to 5 frames when my game is selected. Perfect any other time. Even as a background application any other program besides my game. I've tried giving CH CPU high priority and also GPU high performance priority.
Hi All! I'm loving the product! I'm pretty new to Ch.The tutorials are great. Here is my question:I am trying to open the Linden and Robot puppets or projects. Neither seems to work.I have downloaded the files from this site: https://pages.adobe.com/character/en/puppetsThey show up in my Downloads folder as expected.So I unzip them and wind up with a structure that looks like this:When I click on the Ch project icon to open it, I get an empty Ch project that looks like this:So where would I find the .puppet files for Linden and Robot? Did I miss a step? I was expecting to see 2 puppet files somewhere in the folders but no luck so far. I'm using an MS surface Pro 7 x64, 16 gig RAM, Windows 10. I'm trying to follow the tutorials and would love to get Linden open so I can follow the camera tutorial. Thanks A lot!!! Peter Hay
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