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sandras52643068
Participating Frequently
March 7, 2017
Question

Pupils, Eyebrows and blink not working even though warp independant

  • March 7, 2017
  • 4 replies
  • 7250 views

My pupils, eyeballs and blink are not working even though they are warp independent and armed. Everything seems to be named properly and I had them working at one point but I don't know what changed. Help!

https://drive.google.com/open?id=0BzCtF_LaSO0VUEF3dTZCRTd5RTQ

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4 replies

Known Participant
August 14, 2020

I'm having the same issue, and I don't know what the problem is.  I think everything is in place.. could somebody help me?  I'd appreciate it a lot.  The eyebrows don't work independantly and the eyes are not working properly...

Thank you very much

https://drive.google.com/file/d/1-l23XWlmLfrGgV2LwvtzwcNjOP5U4G-Z/view?usp=sharing 

alank99101739
Legend
August 14, 2020

If you look in the Face behavior you can expand the "handles" section you can see what the behavior has bound to.

Its a bit hard to see, but it says [Siphrah/Head/Frontal:Left Eyebrow]. The colon meant it has bound to a handle on the Frontal layer. So i clicked on the Frontal layer:

See the "2" next to "Frontal" in the rigging heirarchy? They are the two handles. And if you look, there are two handles tagged with "Right Eyebrow" and "Left Eyebrow". I deleted those handles (and from the other 2 profiles). That fixed the eyebrows. (If you check the bindings, it is now .../Left Eyebrow - the slash indicates it is binding to a layer instead of a handle on a layer).

I was not sure what was not working properly with the eyes - they looked pretty good to me! https://extra-ordinary.tv/2018/04/21/debugging-character-animator-eyess/ is my advice on eyes. I am wondering if you want to add a pupil range layer in particular to control the extent the eeyes move (and then hide it so its not visible). I describe what I do in the blog.

 

Known Participant
August 14, 2020

Thank you so much, wow you saved my day.  I'm still new in Character animator and I don't understand everything, I don't know how I ended up with handles instead of tags.  The pupils don't move, at least not on my computer... maybe I have some more handles somewhere?

Kevin J. Monahan Jr.
Community Manager
Community Manager
January 4, 2018

Hi SandraS,

Are you still facing this issue? Please let us know so we can be sure you are on the right track.

Thanks,
Kevin

Kevin Monahan - Sr. Community and Engagement Strategist – Adobe Pro Video and Audio
jonnymackjackson
Known Participant
January 9, 2018

SandraS might have figured it out, but I'm still having issues. I reworked my keytar playing puppet in AI so there are three views-Left, Frontal, Right-each with it's own Left, Frontal and Right head turn. Everything is working except the Frontal and Right Profile view Blink and Eye Gaze. The Left Profile (head turn) works fine on each view---it's the top layer in each Head group, so I assume that's why it's working.

Before I go rename two dozen layers with Head in the name to Face, can anyone out there offer up some knowledge?

jonnymackjackson
Known Participant
January 9, 2018

Is anyone at Adobe making a log of all the CA Troubleshooting answers? Having to open up Maddie and go over her rigging and PSD file every time something isn't working makes no sense. And Google is no help whatsoever. Heck, I'll do it if somebody compiles it all.

Anyway, here's what I figured out about the stupid eyes by going over Maddie's files with a magnifying glass (yeah, I'm still frustrated):

1. Make sure the top layers of all Eye groups are warp independent (it didn't work until I added the + inside AI)

2. Disable the Blink in each eye (this didn't work until I did it inside AI)

3. Disable Left and Right Profiles (it didn't work until I did this inside AI)

I gave up on trying to have the head turn on Left and Right (body) Profiles for now---it's moving so slowly, I was waiting over 5 minutes for it to "Prepare Artwork". My guy is super processor heavy because each viseme contains an entire head (that's 27 per profile--I use Ee for S and D, Ah for Uh, Oh for Surprise, and F for R). I also made it 3000x3000 pixels so I can have extreme close-ups zoom from full body shots at 1920x1080 (I'm mixing live action with animation). Maybe that's overkill, but I haven't been able to get it looking crisp on the close-ups at any less than that.

Can we hire tutors?

Participant
December 23, 2017

I am having similar issues with a puppet based off of the Almasol model. In my case, I copied everything exactly in terms of structure, but I deleted some things I didn't need. My eye layers are set up identically, and what happens with mine, the white and outline of the eye don't show up but the pupils do. None of the lids work, not even default.

You can see an example here: https://www.youtube.com/edit?o=U&video_id=aOCB3p8vcNk

I fixed the mouth tracking issue...

Still the eyes....grr.

Thanks!

oksamurai
Legend
March 7, 2017
  • You probably don't want the Head to be independent.
  • You probably want to delete the bottom background layer.
  • The main issue - look inside your eyebrow groups. For some weird reason, the inner parts are tagged as different views and eyebrows. Only the top level "+Left Eyebrow" should be tagged - the other parts inside should not have any tags at all. Removing all of those from inside the left and right eyebrow groups got things working for me again.
sandras52643068
Participating Frequently
March 8, 2017

Awesome thank you so much! All is right with the world.