『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Questions
新着順
I want to create a few seconds of a puppet saying a few things in a transparent background. This is so I can export the video to my video editing software and I can add a few other things to show as background.
I am just starting and it is disconcerting that the list of projects continuously grows. Close is greyed out. Is there anyway to close a project?
I created a character in Puppet Maker and it has some great poses and replays. The character is a Left Quarter view and I would also like to create a Right Quarter view. I know I can just duplicate and flip it horizontally in Photoshop to create the look, but the rigging, replays, and poses are lost. Is there an easy way to flip the character and preserve these elements? If I also create a Frontal view, is there a way to apply poses and replays from the Left Quarter view to the Frontal view?
i'm trying to create a puppet and have done with some success, but it's not exactly what i want and i cannot figure out how to do this. In all honesty i'm not 100% sure how i've got it working at little in the first place. Currently i have several 'moving' parts to my puppet. I can get the mouth to respond to audio which is great, but when i watch the recordings back the shapes do not follow the words i'm saying. I'm trying to get the puppet to lip sync with the camera but it's just showing me all of the mouth layers at the same time. The layers are assigned to the corresponding tags. i also have a pair of goggles that i want to move with my eyebrows, but only up and down not across the whole space. i also have a stationary cat and dog in the image that are currently breathing but i'd like them to blink randomly too. Help please 🙂
Hi I'm problems with my walk cycle, the arms and legs are bending the wrong way. I can change the elbow bend for the arms but I'm not sure what to do with the legs. I've also tried moving the knee but it doesn't make a difference. This is the output photo when. The arms and legs are going the opposite way for some reason.
Trouble Rigging a One-Piece Rubber-Hose Arm (Shoulder Won’t Stay Attached)Body:Hello everyone, I’m new to Character Animator and having a lot of trouble rigging a one-piece “rubber-hose” style arm. Here’s what I’ve done so far: Artwork setup (Photoshop):My arm art is a single layer/group called “Left Arm” (no separate upper/lower segments).I imported the PSD into CH and switched to Rig view. Initial rig attempt: Added two Arm IK handles: one at the shoulder and one at the wrist.Tagged the shoulder handle as Fixed Handle so it should stay attached to the body.Tagged the wrist handle as Draggable. Problem: When I switch to Scene and drag the wrist, the entire arm comes off the shoulder instead of bending in between. I’ve tried adding mesh-warp pins at the mid-arm, adjusting mesh shape (Rectangle vs. Contour vs. Legacy), expanding the mesh, and toggling behaviors on/off, but nothing keeps the shoulder anchored reliably. What I’ve tried from other threads
I created a puppet in Puppet Maker and added legs to it so I could create a walk cycle. I followed one of OkaySamurai's tutorials on rigging, and I think I have everything rigged correctly. However, when I run the walk cycle, there's a point in the center of the charact that gets distorted. It's like it's pinned in place and the rest of the character is walking as expected. Here's a video of the issue and me clicking all the body layers in case that helps anyone see what's causing the issue. https://www.youtube.com/watch?v=HKkP4-DVJJ0 Also, is there a setting that changes how much the shoulders drop when the character walks. Mine seems to drop a lot and looks very unnatural. I'm using v25. Thanks
As we all know: Adobe spent a lot of effort on Fuse CC back in the days when character creation wasn't turning into economy and stopped Fuse CC right in the metaverse era when character creation turnes into economy.I respect the decisions made by Adobe, but I find it wrong. Avatar generators such as CC4 and RPM should be commercially reviewed by Adobe financial officials as well as Adobe decision makers and Adobe Fuse CC (including mixamo toolset and fashion and clothing brand collaborations) should be redesigned and republished in line with new new era needs. Thumbz up who z agree...
I've an arm issue that I've spent days on; both robot arms have the same rigging, but one arm is behaving completely differently and not recording correctly. I'm stumped. https://youtu.be/HjgJNEadejIIs some other behaviour else controlling them?? IK? Drag?
I recently started with Adobe Character Animator a few days ago, and created my own puppet. When I was testing it, the head movement, eyes and lip sync work perfectly, but the body tracking won't work. I followed the OkaySamurai tutorial on Adobe and when I finished, the arms wouldn't move, while his did. I followed the steps exactly. I tried later with the leg rigging but it still didn't work.Anyone have any ideas?
I’ve seen on the internet that you can automatically sync talking, body movements, and voice to your puppet (without using a camera). I’m new to Character Animator and I can’t figure out how to do that.
Hi Would it be possible to have a feature that rigs the puppet we create in say Illustrator and when we import it into Starter Mode?
Hi all.. so im really new to this and at a point where i was able to figure out Face tracking. So, my model have this Back Hair, which is suppose to go BEHIND the body. so i have it in seperate group AFTER the body.+puppet >Head >Body >Hair Backso the head turning is working fine (little choppy but that may be a different topic) but... of course the back hair is NOT inside the "Head" group so whenever the face tracking changes the head direction, it will do nothing to the back hair. i understand that the easy solution is put them in the "Head" group in their proper categories (frontal, left profile, right profile, etc)... but that will make the back hair in FRONT of the body, visually, covering the face and the body. Then If i have the "Body" group on TOP of the "Head" group, i have some font hair that comes over the body so now, some of those front hair will be covered up by the body... S
Hi, It is great it is possible to control triggers with MIDI, but the configuration seems to only care about the note and the port/device it originates from. This is a major problem in a setup with several MIDI devices, hence is there any means to limit CA to only listen to a certain device/port? Thanks in advance, Magnus
Hi everyone, I thought I had a really simple task and it sounded easy to me but I am struggling. I have a van that I want to talk but also when hitting a key it becomes a lowered looking van. So the process I started was:-1) Created the Van with just eyes and a mouth2) Made it work with lipsync and eyes3) Mouth, eyes and eyebrows were all in one group4) Then I just had the van on it's own layer ourtside the group as I was only thinking of a static van Then I had the idea of the van going into a lowered position.6) I separated the wheels and left them as the separated layer outside the animated facial group, I then moved the bodywork of the van into the main group with the facial features.7) I then thought I could create a trigger that would slide the animated group of facial features and van body over the wheels. Every method I tried to create the trigger left me with just a set of wheels showing until I pressed the trigger and then the van body and the face showed
hey everyone- gosh I'm feeling SO frustrated. I've just spent an hour watching the tutorial, I've followed the exact same steps except I used semi custom puppets (they're still automatically made by adobe, not me). I want both my puppets visable in the same scene, but one is stuck in the background - like behind the actual background. You can see it on the right above my arrow cursor. Literally all I have done is drag and drop the puppets and I'm already stuck! Please help
With many of my puppets I can set the eye recording under Eye Gaze and there is no problem. Eyes stay open thru the scene. Then, when I use the FACE button to move the body, the eyes close or blink way too much. Thanks for your thoughts.
I had a crash earlier this evening (got a spinning beach ball while using CH, forced-quite to get out of it). When I restarted the app, I kept getting the "attempt to index a nil value" error code. So I restored my entire project folder from a Dropbox backup from a fwe minutes before the crash. But now when I open the project in CH, it only shows saved versions from 3 days ago and earlier! When I look in my project's Ch Media > Recordings folder, there is a folder full of recordings for today's work... but CH won't recognize them. Is there some way to manually force it to do so? Am I missing something about how CH organizes/recognizes/opens project files?
イラストレーターで制作したデータをCharacter Animatorに取り込んでいますが、どうしてもキャラの体がゆらゆら動いてしまいます。足にピンを向いても固定されません。ピンその他に何か必要な設定等ありますか?
Hey guys, I need some help. I am making some short videos and would like my puppet to raise his hand when some text is being displayed in the video, so is there anyway to import a video file into Adobe Character Animator in the background for reference on the timing? Thanks!
I haven't seen an update to Adobe Character Animator for a long, long time (apart from occasional bug fixes). I don't see Okay Samurai talking about any upcoming features. Is this product getting shelved?Are AI videos getting more attention at Adobe?
キャラクターが喋るゆっくり解説のような動画を作成しています。前もって収録した音声に合わせて口パクさせるような感じで作ってます。 今まではプレミアプロ上で口パクを作っていたのですが限界を感じたのでキャラクターアニメーターを使用し始めた次第です。 質問したいのが、これまでプレミアプロ上では話始めから終わりまで閉じた口と開いた口の二種類を交互に2フレームごとに高速で口パクさせていたのですがキャラクターアニメーターでそのように作るのは難しいのでしょうか。 試してみたところ音声に合わせて口パクはするのですが一時、口が開きっぱなしになったりして違和感が出てしまいます。口形素も調整してみましたがうまくいきませんでした。口の種類を増やしてみたりしましたが個人的には閉じた口と開いた口の二種類で一定間隔で交互に口パクをさせたいです。音声に合わせて決まった口パクをするような機能はないのでしょうか。また、キャラクターアニメーター以外のソフトで可能の場合も教えていただきたいです。よろしくお願いします。
Getting into Character Animator.I am enjoying the performance features... but to be perfectly honest, CA is severely lacking with regards to traditional Rigged Character capabilities. At the very least CA should have Limb Keyframes so that performances can be carefully and specifically choreographed without having to take multiple performances. IDEALLY: there would be a "Dragger Key Fram Sub Timeline" so that not only can size and position be keyframed... every dragger trhat is present on a character (possibly even dongles) can be keyframed at will maually. This would allow for specific body performances to be artoculated and then a "sweetening" performance could be passed for head, eye and mouth movements could be made to sell the animation performance with manimum drama and cartoon showmanship. Possibly even add the ability to have pupils possess both draggers and still be toggled to camera performance depending on the situation. This "Dragger Key Frame" or at lea
When I enable camera tracking, and stand back the right distance, the puppet in the scene stretches up to about 50% taller than she was originally. How can I prevent the puppelt's body height from increasing during camera tracking?
Long time since I've worked on this project but here goes. I modified a puppet in Illustrator. The puppet was placed in a scene. At the time, all was well but now the puppet loses a limb in the scene. No idea what happened. Ideas?
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
すでにアカウントをお持ちですか?ログイン
アカウントをお持ちではありませんか? アカウントを作成
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.