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To see the whole body in the camera for set rest pose, the timer only goes for 5 seconds. I have a sprained ankle so it takes longer than 5 seconds to get far enough away from the camera to set the pose.If the user could choose their own timing, a lot more users could use the body tracking.
Exporting from Adobe Character Animator is it best to use the BETA Media Encoder ? I was looking to BETA test and produce at the same time. I was attempting to do a Music Video and came out with a 198MB file that took 4 hours to Render. Collobarating with someone without Adobe CC or Streaming seems to be a task. I understand that After Effects and Premiere Pro are more mature products but I would love a quicker smaller way of getting a shareable preliminary video for collaboration. Thank you
The audio cuts twice at rndom points upon export through media encoder. Any ideas?Im using the latest beta CA and ME
Hello, I've been using the Beta CA since its release. A few weeks ago, I had my puppet working successfully, but after I had to modify some art and rearrange some layers, the rig broke. I can't get it working again. I've watched the videos, I've compared my puppet to your body tracking puppets and I can't for the life of me get my puppet's feet to pin to the ground. Any advice would be greatly appreciated.
Smart replays simplify the way you view and edit replays in the timeline. Replays triggered during recording in new scenes now appear as trigger bars, instead of multiple take bars, for a simpler, more compact, and easier-to-modify timeline. Using smart replays Create a new scene from an example puppet on the Home screen (e.g., Tull or Chloe (Photoshop)) or create a new scene with one of your own puppets. Create a complex triggered replay, as follows: a. Record a performance with several behaviors armed (e.g., Face, Eye Gaze, Dragger, Triggers). You can even trigger an existing replay to be triggered within your new replay! b. Right-click on one of the selected take bars, then choose Create Replay & Trigger. c. Give your new trigger a Trigger Key (in the Triggers panel) or control button (in the Controls panel). Conf
Upon opening an Adobe Character Animator (non-beta) project in the beta version, the dragger animations are not being shown correctly (they are missing, to be precise). Those missing animations are also not showing up when using the After Effects Beta version, linking the scene from the original non-beta project file.
I bought a mid-range computer for animation 5 years ago which was stated to be more than adequate for animation. It performs like utter crap with body tracking. In Dave Werner's body tracking demo video, the puppet is keeping up with all his movements with a decent frame rate. My playback is around 6fps and with a delay of about a second or more. Unusable. I know little about the insides of computers. Could someone at Adobe recommend minimum CPU/GPU/RAM specs to replicate the smooth performance Dave is getting in his videos? I have (PC) :graphics card: Radeon R7 350CPU: AMD Fx 870K Quad Core 3.6Ghz16GB RAM Thanks for any information!
When the foot hits the ground, the entire foot should be flat on the ground after a frame of contact. The way the cycle works now has the heel holding the weight of the body until the leg is past the midline of center of gravity, and only then does the toe hit the ground. This is antithetical to a real walk cycle. Do you have actual animators working on this stuff? Sorry, just have to ask.
Webcam works fine for zoom and other things. All drivers are updated. Adobe rep told was helpful but eventually told me there was nothing they could do since this is a beta. Why would you put out a beta version and invite people to use it when it doesn't even function as it does in your OKSamurai YouTube videos? I have a huge project to do and it looks like I'm going to have to tell my client that I can't deliver because Adobe released something that doesn't perform the basic functions advertised. Livid.
Using the power of Adobe Sensei you can create automatic animation from speech. Character Animator will generate head and eyebrow movements corresponding to a recorded voice. Note: On macOS, 10.15 or later is required. Try out Speech-Aware Animation by importing an audio file and adding it to a scene with your puppet, then choosing Timeline > Compute Head Movement from Speech. A Camera Input take for the puppet's Face and/or Head Turner behavior (whichever ones are currently being used on the puppet) will be created with the automatically generated head movement. Exaggerate or minimize the computed head movement by adjusting the following parameters in the Properties panel: Face behavior: Head Position Strength Head Scale Strength Head Tilt Strength Eyebrow Strength Parallax Strength Head Turner behavior: Sensitivity The computed head movement can still be blended with manual Face and Head Turner recordings for more refinement. &
Hey so im trying to create scene by myself with multiple puppet... how do i go about that? Im new to the program and there isn't much on youtube about this! Any help or tips would greatly appreciated!
Hi,I imported from CH to AE with Dynamic Link and the body animation isn't working, the head and lipsync is all fine though, is this a Beta issue? ThanksDavid System info Application: Character Animator (Beta) v22.0.0.11 OS: macOS v11.3.1, RAM: 32.00 GB, CPUs (logical): 24
Hi again,I'm trying to devellop a workflow with a character to go live in different settings and media. I've experimented a lot with the body control in Beta version. A great feature, but for my purpose it's (still) a bit too unresponsive and unpredictable. So now I'm experimenting with a 24" touch screen to control movements and actions with triggers and control buttons on screen. The problem I'm struggling with now is that the trigger control buttons work fine, but suddenly they grey out after a while, and I can't get them back to work in 'perform' modus. I must be doing something wrong, I just can't figure out what it is 🙂
Bonjour,Le mouvement des bras et jambes ne fonctionnent pas, Je me sert de la marionnette hopscotch (la grenouille). Vous avez des infos? merci beaucoup
I notice that the eye gazes are npot aligned in this character and when I set it to keyboard input, it is even worse.
I need a direct downloadable link to CH beta because every time I download it installs the stable version with no puppet maker extension or tool
Our team is working hard on a version of Character Animator that runs natively on Mac systems with Apple silicon (M1). The first public Beta is available today and we invite you to test it out! Your feedback is welcome. We will be updating the Beta frequently. Please see the notes below. The Beta process The first public Beta includes all the functionality in Character Animator, except for the issues listed in the "Known issues" section. Please check back on this forum thread for updates as we add more functionality and as other apps gain native Apple silicon support. Running current Intel version in Rosetta 2 emulation mode While we complete the native Apple silicon version of Character Animator, you can install and run the current release version of Character Animator using Rosetta 2 emulation with Apple M1 systems and macOS Big Sur (version 11). Please note that third-party i
When I set the Walk behavior to Left & Right Arrow keys, there is no rest pose. The stage is blank. If I adjust the Start/Stop easing, the rest pose only appears briefly as I hit an arrow key. This isn't good. Show me the rest pose first so I can see what I'm transitioning from when I go into the walk cycle.
Character Animator Beta Arm tracking worked 2 updates ago, but since new updates the arm tracking doesn't work. Everything else works fine. Suggestions?
Epoccam is listed in the camera settings but won't activate for use. I'm using Epoccam Pro and Epoccam. Neither one works over wifi nor USB. Please fix.
Hi there, So when I open my rig the skeleton is tracking itself to the body but it is not moving my puppet. Also the facial markings are not tracking at all instead I have to turn on the audio and it follows those phenomes.
I'm working on a character with arm tracking movement. All seems to work fine, all the rigging is done correctly (I presume...) and dragging the arms manually with the mouse seems to be working fine. When I try to set the rest pose (standing in an 'A-shape' with my arms straight), the character's arms lift up and bend in a sort of 'hands on hips'-position with the elbows in a 90 degrees angle. The arm tracking now works well, but it's impossible to let the arms hang in a basic position without the elbows bend. I've tried already to manipulate so many parameters without results yet. Any idea what could be the issue?Thanks!
When I link my recorded puppet to Premier, all of the recordings are available, except for the Body Tracker movements. Is this feature available via the dynamic link in Premier? Thanks!!
Does not receive MIDI signals Beta 4.4 (build9) is not recognized.Beta 4.3 (build39) was fine.4.2 was fine. macOS Big Sur 11.4macbook Air M1
Hi all,I am just importing Hopscotch_Body Tracking puppet into Character Animator. I get this warning. it said it have problem about Adobe.body.js. Anyone can help? Thanks Another question, I cannot the "body tracker icon" on the " Screen capture menu" How can i show the "body tracker icon" on the menu. Thanks. Please help. john
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