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I have a very annoying problem. I'm going crazy. Too many wasted days and hours on this. I have 4 states +(some currently inactive extras). Happy, Sad, Angry, Shocked. I have managed to get all the states to blink propelry (after countless hours of trial and error). When I make the eyes a trigger however the blinks only trigger for that state if it is set as the defualt/primary set in the trigger panel. If I toggle between the states with keyboard trigger, midi trigger or controls panel with icons, latched or no the blinks become disabled. I have layered them all right it seems as the blinks actually work normally, just not when triggered. And yes, I have tagged each state with a different view.Neutral Eyeballs and Blinks - FrontalSad Eyeballs and Blink - 3/4 RAngry - Proflie RightShocked - 3/4 L And no its not a cycle layers issue for the blinks as they only have one state and I dont have the cycle layers behavior enabled on anything (yet).&nb
Character Animator 22.5 is free, right? There's nothing we can do with it that looks professional. So, what is the paid program?
I created a studio talk show with Character Animator and I have a TV screen behind to the right of the puppet. It's a green screen so I can put a video clip of whatever history subject I'm teaching. How do I get the video to show up on the TV greenscreen and how do I get it to fit the TV size? Feature request: If Ch doesn't have the ability to have Chromakey, please add this and make it so we can do like I'm trying to do here - add and fit it to the TV screen. I included a snapshot of my stage for reference.ThanksMike
Hey friends A beginner's question...I used one of the templates of the character generator in Character Animator, and changed it so that a new character was created for me. At first everything worked fine, but suddenly I can't control the joints in my character's left hand. I attached the pins to the arm, but still his arm doesn't flex. However in the right hand it still works.can you help me with this Thank you
Would be great to be able to import midi files to automate triggers during playback/recording.For one thing, it would be great for synchronizing animation to music/audio. Also, we could technically edit all the scene animation from our DAWs of choice.Also, maybe using some "look ahead" parameters, we could offset triggered replays so that they end at a midi event's position which would be really helpful for animating things like drummers or any object being swung to hit something like a baseball bat or an axe.
Hello Adobe Guides! I am loving the auto swap feature for limbs and was wondering if there's a way to apply that feature to clothing? My IK legs keep appearing out from behind a dress when the character bends, as if the dress material doesn't stretch out over them. If there was a way to rig the dresses' layers to look a certain way when the puppet is in a certain position - that'd be sweet! Or even a draggable leader/follower setup that I can record seperately would work for me. I also tried using both the knee tags on the dress and it kind of gave me what I wanted, but then one of the knees started bending in the other direction 🤦🏻♀️ I am happy to watch a tutorial if you know of one - or even look at an example of another puppet that maybe someone else has made. I'm just slowly trying a bunch of different things and figured I'd ask for help in the meantime. I appreciate your knowledge 😃! Thank you!!
Just as the title says. Much of my work is smaller pixel art and they appear crisp and sharp in photoshop. When importing the .psd photoshop image (not a png or jpg but importing a .psd file) into Character Animator or Animate, the images appear blurry or anti-aliased. My photoshop images are 72 dpi and smaller resolutions. Does Animate and Character Animator upscale to a higher resolution than the source? Or is my image being anti-aliased somewhere? Here is the pixel art image in photoshop Here is what it looks like in Character Animator or Animate. Here are my settings in Photoshop:-RGB, 8-Bits per Channel, 21px x 63px, Resolution 72dpi. Pixel Aspect Ratio: Square Pixels, Color Profile: sRGB IEC61966-2.1Note: I have tried creating an image at 300dpi and then assembling my source art, but get the same result.
Hi there i find that the easy physics behavior is one of the key selling points for CA and i would LOVE it if you could add or change just a few small things that could make it way more powerful. Wind variation:Should be an amazing setting if you want to make wind in a scene feel real (lets say for trees, hair or particles) but sadly its just a very fast jutter that you can turn up or down. Without another setting to regulate the noise size its kinda useless. This always forces me to manually animate the wind direction to kinda fake the random wind variation in the scene. Dangle + Collision:In order to use wind and gravity i use the dangle modifier (correct me if there is even another way) and when i found out that dangle and collision dont work together i was 99% sure i wont use Character Animator again because it was a must in the project i was working on. If you could make this work, this would be next level! Physics Master Properties:Would be nice if the scene proper
After finishing the Photoshop business, I started the Character Animator process for my character, however I came across some mouth gestures just not appearing, I took a look in the Rigging Section and came across alot of errors with the allocated mouth gestures but could not understand what it meant. Could someone please clarify this for me thanks 🙂 I was using the mouth shapes that @10959849 Samurai had provided on his website. Here is a screenshot of the Rigging Errors
**Have posted this in the beta forums, but it hasn't gotten any traction there. Hoping to get some here, if it's allowed**CA (Beta) 22.6.0.53 I have a project that I've created with the fully rigged Armando puppet. It's been working great but I loaded up the project today and none of his arm triggers are animating properly and I'm not sure what happened, if I clicked something wrong or if it's a program error. I even created a new project, downloaded the Armando puppet fresh (no graphical changes) and imported him into the new project with the same results. All triggers appear to be trying to move the arm, but they all appear to be pinned at the wrist, though there are no fixed pins in the puppet arms. The only exception is the "Straight Forward" layer. The only difference is that the Straight Forward is lacking an elbow to shoulder bone. I tried deleting that bone, just to check, but it didn't make a difference. Playing around in the poperties panel, in the Leader/
Hi, I just installed Character Animator and every time I select a puppet it will show the same error every time. The error says "Error with file" and then it says the file directory that it has an error with. And when I press ok it doesn't load. How do I fix this?
I have a character that's seated at a desk here and I can't get her head and torso to move, no matter what. I've experimented with turning layer independence on/off to no avail. Combos include: body/head both dependent, body dependent/head independent, body and head both independent. Also toggled attach styles of head and body layers to various types and this also doesn't seem to have any effect. I made the desk and chair layers independent and set to the "free" attach style, as I didn't want these to be considered as part of the main character puppet. If anyone has any suggestions, I'm all ears. This file has me totally stumped. Thanks, all!
This Christmas, I received a MIDI board and an Elgato Streamdeck to further fine tune my performances and puppets. I am a self-taught designer and editor, and have done a lot of reading up on MIDI devices before this purchase, but considering I'd never heard of "MIDI" until last month I knew there would probably be a learning curve involved The MIDI device I have is the Korg NanoKontrol2, which has a good number of sliders and dials. I have already installed the drivers and the KorgKontrol Editor, but I have no idea how to set it up so that Adobe Character Animator recognizes the MIDI board so that I can map certain triggers to the buttons and dials. Despite pouring over all of the MIDI posts on this forum and all of the related Korg information and I am at a TOTAL loss!If someone would just help push me in the right direction, I would really appreciate it. To begin, do I need to install a different type of DAW software, or is the included Korg Kontrol Editor (s
Whenever I turn my puppet's head to the left his left eyebrow shoots way up and the right one way down. I can get it a little under control if I put a hand over my eyebrow to hide it from my webcam. The exact opposite occurs when I turn my puppet's head to the right. I've tried increasing the light on my face, positioning the camera to a more direct shot, and getting someone else to be the actor, but the problem persists. Any idea what might be causing this or solutions?
Hi! I have a character with alternate sad mouth set and everything is working with changing the mouth set and with the lip sync.Where I'm in trouble is using the Face recording to change the mouth size with "Mouth strength". The same thing actually happens for example with alterante eyebrows that don't move with Face recording (just tried it for testing purpose).I have set the correct tag for alternate mouth, swap set and have looked at everything I could think of. Can you help me please? I attached a screenshot of the puppet.
Is there a way to open more than one instance of Adobe Character Animator on one PC? I've found methods of adding "-m" to the end of the .exe shortcut (doesn't work), and am wondering if there's another way.I'd like to run multiple puppets in real time without using LDI and requiring multiple computers. This appears possible by routing virtual cameras/audio to multiple instances rather than requiring two people with two computers.
I have no idea how to find a solution so please be kind, if this is a repeat technical question. For well over a year now, I've been trying to bring a customized puppet to life in Character Animator. I've followed Dave Werner's (and more) tutorials on rigging issues, how to rig, rigging for beginners, etc. and still for the life of me, I cannot bring this customized puppet to life. The only feature that works is the lip sync. I had a friend make the original illustration then I used a Chloe puppet template to isolate the layers in hopes there will be no issues in Character Animator. I've also tried to use the new Body Tracking feature, and still everything fails. I have no idea what the next steps are. I've lately been trying to bring this character life in After Effects but, with the amount of layers, movement, etc., the task seems too time consuming with the amount of content I'm hoping to publish with this character. Are there any options or insight? I would send the file to someone
I want to do custom eyelids and have a blink state. They don't have to be tagged as eyelids since I'm not concerned about them moving based on my movements when the camera is on. My eyeballs and pupils are behind the head layer. The 3 states I want for the eyes are Normal, Blink, Eyelids Low. For Normal, I was thinking of having the eye lashes as part of the head at the edge of the eye opening. But Blink doesn't hide eye lashes since the eye group is behind the head layer. The Eyelids Low layers will become visible with a trigger, and will cover the eye lashes since I can put them in a layer above the head layer.I definitely need the eye groups behind the head. I think the blink layer needs to be in the eye group so auto blink will work. How do I cover the Normal eye lashes when auto blink triggers?
Hi experts! I am lost... I tried to add new mouths in Adobe Illustrator to my puppet but now when I use it in adobe character animator, the mouth seems to be isolated from the puppet - anyone knows how i can correct this and make it lipsync as well?
All of my scenes from Character Animator were synced up with Premiere just fine until yesterday they stopped. Now I can't even export a Character Animator video with an alpha channel or even link them manually. I can only to a png sequence. All of my apps are updated and I have restarted my computer several times. It WAS working a few days ago, so I don't understand why now it suddenly isn't.It seems from what I've read that dynamic link is something that should be avoided, but I'm hoping there is a solution.
Sorry about the title. I wasn't sure how exactly to word it. Here's the story:I'm creating a digital puppet. He will be a football player, wearing a helmet. As most of you know helmets have face masks on them which will block part of the mouth. The eyes should be ok since there's a space between the bars in the mask that will allow it to be seen. The problem will be with the mouth. I can set up the different mouth shapes but the mouth (inside a helmet) is partially blocked by the bars in the facemask. Basically you'll see the mouth partially but some of it will be hidden behind the bars. Is there to have the mouth on top of the face but WITH something partially over the mouth? Imagine a mouth moving behind a chainlink fence. You would see it but certain parts of it will be blocked. I'm just not sure how the layers will work here since the bars have to be over the face but also over the mouth. Can I make the facemask itself a level and somehow anchor it to the face?
Hello! About a year and a half ago I created a Puppet in Character Animator 2021, and it was working great.Today for the first time in a long time I've loaded it up and tried to replay some of the pre-recorded animations, but the arm movements are really stiff and barely moving, either when I drag them with the mouse or with the pre-recorded wave animations, which previously worked great. I'm not sure where to start without tearing the puppet apart and hoping someone can direct me to some feature that potentially was introduced in the last year and a half that may account for this behaviour.. Here is how the arms are rigged, for refrence: Not having kept up with the version updates over the last year or so, have there been new features added that may account for why the arms now behave this way? Formerly properly waving, now they move maybe 5-10 pixels tops when dragged. Thanks in advance for any leads!
I would normally just jump in and do my worst hoping it turns out to the client's liking .........but!!!!!!This gig is a show piece that can really make me the #characteranimator i wish to Be.....So who's ready to join me on this mission??????????? HELP...............SOS.................999(UK)............911
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