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Hello everyone! I'm wondering if there's a way to avoid losing all of the rigging data when updating the puppet's artwork. What is the proper way to add new layers to the rigged puppet's PSD file without losing all of the rigging data? Adding more stuff after the character is rigged is usually needed during the character development process. It's very painful to have to redo the rigging after new artwork updates. I'm hoping someone can give me some guidance. Thank you in advance!
I know people will think the computer is the issue but honestly my character moves great and runs at 30 FPS when just loaded up as a basic character. The FPS issues comes when I load up a version of the character that has a couple swap sets for the arms to animate different actions. Basically it seems the more layers my project has the slower Character Animator runs even when those layers are hidden and not being used. Anyone found a work around for this? I want to be able include many different actions in the character so the end user can use it for streaming or videos and not have to use multiple characters with few animations.Turning off things doesn't make a difference and I have had this issue with other characters, basically as the number of layers increases, displayed or not, Character animator begins to slow to a crawl. PC is I7-6900K, 64Gb ram, 1080TI, triple SSD raid-0. Seems more linked to number of layers in a character than computer capability. 
I'm having trouble with the parallax behavior. I've followed OkaySamurai's tutorial and referenced his Parallax puppet, but for some reason while the nose, eyebrows, and mouth parallax, the eye groups are not impacted by the behavior. Am I maybe missing a tag somewhere? Thanks in advance for the help!
Hi community! Am I doing something wrong? I've created a replay with a dragger and trigger to raise my puppet's arm and switch to his pointing hand. (See screenshot) The replay is set to Stop / Sustain when trigger ends, and the trigger is not set to latch. When I press and hold the replay, the arm will go up and the hand will swap to the pointing hand ... but the hand switches back to the default before I let up on the replay button. When I do release the replay button, the arm returns to the resting position, as expected. So what's going on with the hand trigger? It's my understanding that the Stop / Sustain will hold at the beginning of the last blending handle. Does that only apply to draggers and not triggers? I've seen some similar posts, but I didn't quite understand how to resolve it.Thanks in advance!
Hello all, I took a character that is working perfectly and replaced the layers with different artwork. Now, for some reason that I cannot figure out the Sad Mouth (Alt Mouth) is only showing up for the Ah and the Uh, all of the other Sad Mouth visemes disappear on playback.The normal Mouth lip sync is working fine.Any help would be GREATLY appreciated. I am on a deadline and am floundering here.I'd be happy to share the broken project and the working project for comparison. Thanks in advance!
As someone who has been around since the Beta versions and was part of the beta program... I took a break about 2 years ago from CH to let it catch up and relieve myself of all the unneccessary stress. As a beta it had so much potential. It was worth the months of crashes, bugs, brute force workarounds, struggles, and redoing the same crap 40 times because the artwork sync method was so horrendous that the tiniest change would blow up 100s of hours of work in one second. Now its late 2022, the new features were super enticing so I came back to try it out. I am remembering why I left. Using Illustrator with CH is the most unfriendly combo in history. Illustrator can't handle moving items in hidden (not locked) folders (which in this workflow is a fugging nightmare) it also can't duplicate layers without revising the layer name, and even if you can get over that, the files still corrupt during sync even when no layer structure has been changed. I have spent 12 hour today and li
I have opened a few downloadable template puppet files, and I noticed that there are differences with which Layers, sublayers, etc. are included, and which are not, as well as how they are named.Looking at the two attached screenshots of Layers from two different Templates, there seems to be Consistency with the Top most Layer that includes the Puppet's name, the Head sublayer and the separate Body Layers. 1. Why are there differences with how the artwork on each layer are named? Can you name the objects anything your want? Do you only need to name the key Layers of "Head", "Background" and "Body" with flexibility with the rest?2. Looking at the blank template layer, if I wanted to add a tail, do I just select the Body sublayer and design my tail? If so, new object layers are created underneath the Body sublayer and I can just rename them "Tail"? Thanks!
HolaMe gustaria saber que programas de creacion de videos existen en Adobe para poder crear mis videos a partir de las imagenes que existen en esta web: Tipos de Toldo Gracias de antemano.
What happens if the subscription is cancelled?
Struggling to find answers to advanced questions like:1. getting 24 fps on a high end pc only using 25% cpu, 15% memory... can't get past 20fps with 75% behaviors turned off, art optimized, etc.2. How to reuse shareable puppets without ending up with a ton of redundant behaviors like triggers (what I suspect is slowing fps)3. How to move a layer to a different group4. How to ungroup5. How to edit a replay6. So many more things.7. How to mirror a head without eye gaze issues These are all things that prevent a professional workflow.
I am planning a hardware upgrade soon and was wondering if there was specific performance reasons why Adobe recommends "Multi-core Intel processor with 64-bit support" for Character Animator? If so are there any plans to optimize Character Animator for AMD cpu's as well?Thank you
I would like to hide layers that are not in the same group as the layer I want to trigger. I know the checkbox "Hide others in the group" but i doesn't work for what I am trying to do. Do you guys know if there is a way to do that ? Thanks
Seems like a no-brainer, but I've read complaints about efficiency on Animate and Character Animator being CPU centric. Is there any roadmap towards GPU Hardware Acceleration? Sure, it runs fine on CPU but the work that goes into co-streaming is kind of absurd at this point. I found a better solution than the multi-laptop NDI approach presented by Adobe (not all co-streamers/guests have Character Animator, the knowledge or even the assets) so housing in one workstation makes more sense.
It's driving me nuts how sensitive the smile behavior is. It's not in the visemes, I think it's just in the face behavior. I try everything, I'm frowning harder than I've ever frowned and it just pops a smile at random constantly. Ok not constantly but too much.
Adding new and new features to those who use the FREE Version (such as creating their own characters, rigging, behaviors, etc.) I do not think it is entirely fair for those who pay. Of course, I understand the division of the application for increasing the adoption rate, for the new ones in this world, but at the moment what you offer in the FREE version is more than enough. I consider that the difference between the FREE and PRO is not so big now, and the addition of even more features in the future for the FREE Version will decrease the difference between those two. I think that Character Animator is a top application and the free version should remain a sample. Since considerable things can be done in the FREE Version now, I'm wondering about the updates for the PRO Version. It just would not be nice for those who do pay for the complete Adobe Bundle to realize that many things are available for free now... I am a little bit disappointed as a PRO User. Maybe I'm wrong. I hope that c
Would I have better performance with one big illustrator file for a puppet, including everything in the scene or with it split into many illustrator files and all brought in the timeline? I suppose which and how many behaviors is the biggest draw on performance but I'm still undecided on one big puppet or many small ones for my scene.
Hi!Im trying to create a swap set of hands, but the default option is hidden, so the "normal" hand is hidden in the record mode- anyone knows how to fix this problem?
Hi I created my first puppet and rigged it following the Rigging tut at Okay samurai.After rigging it everything worked as well as Limb IK. When I add walk behavior, the character walks, but when I try to drag the arm the arms float awayWhen I remove walk behavior then the arms work fine...Not sure what I doing wrong. Thank you
Hi I am trying to use the pen display tablet with Character Animator. Its a Huion 22 inch display.It works well in the Rig mode. However if I use it in Record mode. and try to drag a draggable handle. its not responding the way a mouse does. ANyone facing similar issues? This is what happened why I tried to drag the characters left wrist.Any help would be appreciated, since I find tablet more easy to use than mouse.Thank you
Hello!I just found out that by putting (A) in the layer name, it is automatically registered in the trigger!So I was wondering if there is a way to control swap sets, behaviors, etc. by putting in a layer name or path layer.Does anyone know how to do this?
Can anyone tell me from where I can download Mandarin language visemes for Character Animator? I saw an old post from 2017 mentioning visemes for Chinese in a language pack, but I didn't see the full answer to my question there. I'm playing .wav files, but assume the associated visemes are for the English language lip sync. Is there a plug and play availability for Mandarin visemes? That is the language my .wav file will be in and I'd like the puppet to appear to be speaking Mandarin. Thank you for any help anyone can provide.
Hi Dave and team I'm working on a medieval guy that i ant to have a frontal look and not a 3 quarter as most of the characters.Once in a while i want to ba able te switch the arms from the front of the body to the back.For now I've created a double ste for each arm , but this is somewhat tedious. It would be nice if i could toggle the layer arrangementat certain moments , where it keeps te position of the arms.i recorded my question in camtasia and i gathered all in a zip you can find it here on my CC account Adobe Creative Cloud sorry for my broken english. By the way: what great stuff CH is !
Please, give the ability to reduce these icons 32x32 16x16 8x8 pixl. My character has a lot of triggers and they don't fit in 1920x1080 screen resolution.Thanks/
Hi,I have to make a decision that depends on any possible improvements on RAM management (and the release date):WHERE I'M AT:I have a 15 episode (6 hour) project lined up to be finished. Puppets, rigging, background footage, camera angles, drawings, explainer graphics/animations are all finished. All I need to do now is record the performances and replace the static placeholders I used to setup the other elements of the scenes in AE through dynamic linking and hit export.CURRENT ISSUES:My episodes are long. The puppets are 4k to make different shots possible. There are hefty 4k image cycles etc. In short: as described a while back, my 64 Gig of RAM get used up and eventually the system crashes, because - I assume - the current beta is not part of the Adobe CC max RAM settings in the preferences. So every puppet calls up an instance of CH and the longer the scene, the more RAM each instance uses, until - if long and complicated enough - the RAM maxes out and the system crahes. CURRENT W
I haven't used Character Animator in a few months and when I opened it up, this is what it looked like.
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