『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
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Hello Dave and Devs, I'm loving the new features of Character Animator Beta. Leader and follower feature is amazing and saved me a ton of time on my new character (making 10+ different arms can take some time.. I also love the background feature and i have some ideas to make it better. 1. Can you allow users to import custom backgrounds? I know we can import background as .puppets files but with big projects, it takes time to scroll through puppet files by name. Its so much easier going through pictures. I managed to get my custom backgrounds and colors to work by replacing the files in the "supported files" folder. It will only work when you rename your files with default file names. Warning to folks who want to try this: if you misspell any of the default files, you will get an error and none of the backgrounds will show up until you fix typos. 2. It would be awesome if you added more features to background such as being able to launch photoshop/AI to make quick edits,
I have tried the new features of the beta version.As for before and after IK, the official video showed me how to use it.It is a great feature.However Leader/Follower behavior featureI don't know how to use "After Physical Properties".When is it used?Do you have a sample puppet that uses it?Is there a tutorial video on it?I am worried that it will come across well because I translated the Japanese.Thank You.
Auto-swap: Auto-swap is a new way for the Triggers behavior to trigger artwork in a pose-based way. Currently, if you want to switch between different pieces of artwork (for example, to use different arm drawings depending on the pose of the arm), you trigger the switch manually. With Auto-swap, you provide a set of different pieces of artwork for a part of a puppet, and Auto-swap will automatically determine which is best to display at any given time. Auto-swap can be used in conjunction with the Dragger behavior to trigger the artwork based on the best “fit” (lowest warping energy). Depending on the type of art provided to Auto-swap, this can enable several capabilities that were previously difficult to achieve, such as foreshortening, pose-specific deformations, and squash-and-stretch. There are also non-obvious creative uses of this as well, like the Aha Chicky example puppet. As you drag around and go from one pose to another the egg opens to show the baby chick. Essentiall
When I tried to use Starter Mode, it did NOT give me the triggers or take me to the second screen after I finished the recording. I also tried it with just importing my own audio. When I went to reset the workspace to "perform" the it showed the triggers, but they were all grayed out and could not get dropped into the timeline. I'm using a MacBook Air (M1, 2020), chip Apple M1, 8 gb of RAM, and Monterey Version 12.3. Any help you can provide is appreciated. Thanks!
By simply clicking the 3D button on a chproj layer within AE, I was able to make the layer beneath it invisible. I've never had this experience before. See pics below. Anyone else having weird chproj in AE problems with the beta?
I've been using the Character Animator beta for a while on my M1 iMac and M1 13" MacBook Pro and it's been very smooth and responsive until now. This morning with the latest version of the beta installed both machines are having troubles such as:Stream from FaceTime camera is laggyStream from camera often drops out and disappears altogetherPressing 'Calibrate' button does not result in facial features being recognisedMoving / talking does not control the character Playing back existing project is very laggy / jitteryI am experiencing exactly the same behaviour on both machines. If I uninstall the beta and install the latest production version then performance is smooth as expected.
Hello, I need to know how I can rotate objects when they are falling down from the sky. I need they will be still rotating when they are falling. Have you some advice for me please? Thank you.
Live-perform character animation using your body. Powered by Adobe Sensei, Body Tracker automatically detects human body movement using a web cam and applies it to your character in real time to create animation. For example, you can track your arms, torso, and legs automatically. Get started now with an example puppet Download the Hopscotch_Body Tracking puppet. Open Character Animator (Beta), choose File > Import, and then select the downloaded .puppet file. Click the Add to New Scene button at the bottom of the Project panel to create a scene for the puppet. In the Camera & Microphone panel, make sure the Camera Input button () and Body Tracker Input button () are both turned on. If off (gray), click it to enable that input. Now try moving your body, waving your arms, and if you’re far enough from the camera to see your lower body, raising your feet. Body tracking is that simple! Additional example puppets are available for you to try out. Control body
internal erroer code:(1682591070:3313+27) attempt to index a nil value
I've encountered this a few times during rendering - Media Encoder freezes, memory usage of CA Beta goes to around 8 GB, and eventually Media Encoder returns an error box "OpenGL failed. Creative Cloud is required to resolve this but is missing."To begin with, CC is NOT missing. The current software doesn't allow using any of the software unless you are logged in to the Adobe servers, and CC is always auto-updating (which is another annoyance - CC will update in the middle of a render or complicated recording/rigging and shut down or slow/glitch the process. It would be extraordinarily useful to either be able to use the software without being logged in for a few days or the duration of a project, or else certain implementations should code for a process halt in CC). But I digress. The OpenGL failure requires a shutdown of all Adobe software while CC completely reinstalls itself. But that is a manual acceptance of the error return - I set a render to run last night and it should h
Finished a music video to one of my tunes using CA Beta and especialy the body tracking behavior. https://youtu.be/Z58PbErdx0I
I've five different puppets in a given scene, a number of which are from the Puppet Generator a few weeks ago and to which I've added legs and such. Two of them are displaying odd behavior - manual dragging and testing appears fine, but the moment that I attempt to calibrate with the camera input or record, the upper section of the torso/body rises on either side of the head, along with the shoulder points. I've experimented with deleting each of these components separately, but the behavior is replicated by the remaining section(s). One is a three-quarters view, one is simple frontal. (In attempting to resolve this I think I've mucked other pieces up too! DOH!)I managed to resolve this with a third puppet by replicating the exact directory structure and rigging of one of the characters that DOES work as designed but I can't figure these two out. No hidden layers, no empty layers, nothing that I can see. Experimeted with setting Gravity to 100, linking the shoulders to the waist, but n
Puppets with separate shadow files. Shadow files duplicates of puppet with each group (head, torso, leg(s) arm(s) ) merged and filled to black. When imported and opacity set to 25% (anything less than 1) the overlapping section have less opacity, of course, and the shadow effect is clumsy. I've been unable to port over a knockout effect from PS into CA. Is this unsupported in CA? Should I be approaching this differently?This is probably appropriate for both Beta and Standard, but I'm doing all of this in Beta. Thanks so much!!
Hi. I have a nested scene (scene 2) inside of another scene (scene 1). When scrubbing the playhead over the timeline of scene 1, the position of the elements in scene 2 changes. When I scrub back and forth several times I find that the elements of scene 2 have shifted to yet a new position. Please read on for details. Scene 2 is a copy of scene 1 (I just duplicated the scene). The only change I made to the scene 2 was to activate a trigger in a swapset that makes most of the puppet invisible (swapping layers with content with transparent layers) and remove the tracks of the items that were not affecting what I wanted to remain visible. The main parts that remained visible in scene 2 are the hands of the puppet. I then placed scene 2 at the top of the timeline of the scene 1. Now I'm able to see the copies of the hands in front to the head of the puppet in scene 1. That was working beautifully. Then went to scene 1 and I made changes to the position of the handles in the arms and
camera work on the formal type but doesn't work on the beta
Loving the possibilities of the new body tracking feature! I have a full-body puppet I've been using for awhile. I added the Body behavior and tagged everything the way Dave demonstrated in his latest video. In other words, arms have wrists and elbows, with sticks, but the shoulder tag is on the body. Legs have heels and knees (it's a cow that walks on two legs, so no ankles or toes), but the hips are tagged on the body as well. I can arm the following handles with no issues: Left/Right Wrist, Left/Right Elbow, Left/Right Heel, Left/Right Knee. However, as soon as I arm anything that's tagged on the body (Neck, Shoulders, Hips) the puppet literally flys off the screen. (It's actually pretty funny LOL). The more body tags that are armed, the faster she flys. I also tried moving those tags (Neck, Shoulders, Hips) to the head, arms and legs as I would have done previously. This solved the problem of the entire puppet flying away, but as Dave predicted, the limbs and head di
Steps to reproduce: 1. Go to File > Export > Video with Alpha via Adobe Media Encoder Result: The message "Please Install Adobe Media Encoder" appears briefly and nothing else happens. I understand that a project done in the Beta version is not compatible with the regular version. I already have weeks worth of work done in the Beta version for a very critical project and I cannot afford to repeat that work in the regular version. Is there something that I could do about it? What versions of Ch Beta and AME are compatible? Is it possible to open a Ch Beta project in an older Ch Beta version?Expected: To export the video via Adobe Media Encoder. System info Application: Character Animator (Beta) v22.1.0.24 OS: Windows v10.0.19043, RAM: 15,95 GB GB, CPUs (logical): 8
Is it normal that when I create a puppet in the Puppet creator, then right click on the puppet and choose Edit original, Photoshop opens but displays "Could not complete your request because of a program error." Even trying to open the PSD file directly from the media folder shows the same error.
The existing puppet works as it does in CH i.e. facial and eye movements, head and dragable parts etc, however when exictedly loaded the puppet into the CH BETA version. I expected to hit the body tracker to turn it blue and have some fun. The problem I am having is that it will not turn on (blue) but gives me a message that I do not understand, it says "Body tracker requires a puppet with an armed (active) and enabled Body behavior" how do I resolve this please? I have been a long time user of photoshop but not of CH and I have just converted one of my characters for a kids book into a CH puppet, so it may be somnething I have not done in the commercial CH program.
Hi! Please take the Character Animator survey. Tell us the one thing you most want. It's very short survey. Four questions and only two are required. Feel free to share this link with other Ch friends. The survey will be open through Tuesday, October 12th. Thanks! https://www.surveymonkey.com/r/BH86F7H
Click body in Calibrator to turn on. Turns blue during click but immediately back to gray.
Hi Dave, hi community.There's an issue in new audio+transcript labial sync.Note: I used an Italian audio (1 minute long) so .SRT is in Italian.If I try the syncing with audio only, all the audio file is synced but when I use the audio+transcript, the end of the audio file (10 seconds) is not synced and no visemes appear in the timeline.It's a strange behavior because only the last 10 second are not synced, and the result of the first 50 seconds is drastically better than the sync of audio only.Have a nice day.
When I hit the record button, the App pauses forever.
We wanted to give you advance notice that the OS requirements for Character Animator will change with the next major release. The updated minimum OS requirements will be: macOS Catalina v10.15 or later Windows 10 (64-bit) v1909 or later Why the change? Adobe applications support the current and previous operating system versions. We typically update the minimum OS requirements with our own major release.
When I try to set the body tracker pose for the whole body, it only gives me five seconds to get far enough away from the camera to see my whole body. I recently injured my ankle, so it grabs the pose before I can get into position. I can only get far enough away for it to read my arms. I wish the user could set the countdown to their own speed.
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