『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
Questions
新着順
So in the Beta, I noticed that I have to turn on body tracking in the Rig mode each time I want to use it. Body tracking should be in Record mode automatically (just like Dragger, Eye Gaze, Face, etc.). If it is in record mode, a user can easily turn the red record button on or off.
I clicked on the body icon, then clicked on the set rest pose. I rushed back to do the A frame pose before it quit beeping, but the frog body doesn't move when I move my arms or legs. Only the head moves.
Im hoping someone can help. I have downloaded the Beta version, gave permissions for the camera, mic etc.. but still being presented with this error. If anyone has any advice that would be great.
Camera doesn't connect and message says "waiting for camera" I tested the cam in the regular CH and it worked just fine.
For project tracking purposes, I would like to see ChA export frames like AE does with this template: fileName_.[#####].fileType where the frame number string [#####] is set by the user. If there is a way to do this already, please let me know. Scott
Hello Animators! The Character Animator team would like to get your feedback on Compute Head Movement from Speech. Please take this quick survey. Even if you haven't used the feature, we would like to know that too. The estimated time to complete the survey is 2-5 minutes. Thanks! https://www.surveymonkey.com/r/ChComputeHead
Keep getting " Error 4.0x31) Boundbehavior: illgeal attempt to read key sedisclosed" when I add a behavor like a walk cycle or cycle layers.
I can't click on "fit to screen" option on the viewer (it allows me to type a percentage but it will not let me simply click on the "fit" to get the fit.. Thank you0OIther than that I like this program- it does have an issue at times as well syncing the audio to the character after 3/4 scenes with the character.. (it forces me to make another scene which isn't fun because I have certain things in place for a quicker turnaround.
Arm IK is now called Limb IK and can control the bend directions and stretching of legs, as well as arms. For example, pin a hand in place while moving the rest of the body or make a character's feet stick to the ground as its squats in a more realistic way. Check out the following walkthrough video for Limb IK: Try out Limb IK using the following example puppets! DraggerDude.puppet Chloe Full Limb IK.puppet LimbIKBot.puppet Note: Limb IK and Walk behaviors on the same puppet might cause issues because both want to control the same handles. If you do have both behaviors applied, consider turning off Limb IK when animating walk cycles, and turning off Walk when doing general body animation. Limb IK should work fine in side and 3/4 views. (Use this Beta forum thread to discuss this feature and share your feedback with the Character Animator team and other Beta users. If you encounter a bug while using this feature, let us know by posting a rep
Jeff's Dec. 17 tutorial, 5 Advanced Character Tips, was very helpful and included a tip of putting a Face behavior on a Body part. This got me thinking about weighting the major meshes in terms of movement and stretching. There could be a default setting of giving the body the most flexibility; and then change the weighting by keframing so that an arm could have the most flexibility and priority. So the character could be talking normally, and then someone pulls on his arm which stretches the arm and then the rest of the meshes snap to follow the character to the side or off screen. Also, one mesh could be set to follow another mesh in terms of priority, and that could also be animated by percentage.
I've lost the ability to see the timeline and the scene together.
I've been experimenting using EBsynth to generate in between frames for head turns. Anyone else?
Hi,Can you please add a Split button in the timeline area? Beside the new Shy button would be useful instead of having to look for the split option in the menu system or try to remember Ctrl+Shift+D. Renaming it Cut or slice would be more intuitive also? When you have to edit a lot of Visemes it gets a bit cumbersome.
Hi, if I double click a character animator project file to open it, it is so messy to have Ch create a default empty project. Those default empty projects are litterally just clutter! Ch should always open by default similar to all other products - like After Effects, Premiere, Photoshop, Illustrator. I have quite gotten used to opening Character Animator and it starting up right where I left off, but when it causes problems, it's really frustrating. And creating empty default problems is seriously gross for my OCD, especially when there's no thumbnail for the project. Please, for the love of parsimony... make Ch work like other adobe apps when opening up. PS> the way that Ch works with all the temp files, it's a horrific nightmare to work on Creative Cloud file storage, even exporting puppets can easily cause a sync error. Creative cloud tries to sync the temporary repository, and then chokes and won't realize that the files are on neither local or s
First off, I'm new to Character Animator, but I'm pretty technically adept. I love the idea of Limb IK, which is why I started with this Beta version; I want to make my characters dance, and this seems like it'd be the easiest way to accomplish it. When I record the action in Character Animator, everything seems OK. I save it, review it, and it's fine. Then I go to import the project into Premiere or After Effects and everything goes haywire (I've tried dragging the project file for Dynamic Link and using file > import). The leg movements are gone, not only in P/AE, but in the original Character Animator project, too. The character still bounces around a bit like I had intended, but the legs are stiff. Videos are attached:1) Shows recorded action in Character Animator2) Dragging scene from CA to Premiere (new project) and legs stop working.3) Error received in CA - error 3.5x19. Any advice?
While in the Adobe After Effects Beta I tried to import a CHPROJ file I did in Character Animator BETA. It just hangs for 10 minutes saying importing. I killed the process and sent the Crash report to Adobe. Are there any Caveats I need to be aware of for FILE import of a CHPROJ file into After Effects BETA ? The CHPROJ file is a 4 minute Music Video with 4 Puppets . Thank you
I'm finding it extremely cumbersome and workflow slowing with regard to the timeline zoom.as it is, it seems to zoom generally to the center of the timeines duration and not zoom to center of playhead. the problem that is slowing me with this is if i have the timeline wide to view most of the timeline and jump playhead to front of the timeline and zoom, it zooms sortof toward the playhead but it then zooms in to lose th eplayhead to the left of the viewer and off screen making you have to then use the slider to pan the timeline left to get to the playhead (which is right where i want to zoom to a 2fm take to edit.) this slows workflow and makes more mousing. i think like most major editors should zoom to center of playhead instead. thanks
i read about a rest position change to from what i gathered is supposed to let you set a resting pose for the whole puppet that isnt palms out arms out? am i misisng it? dave2.0
Hello All, I’ve created this “Splash” character I will use in an onboarding video. I’ve followed all of Dave Werner’s rigging and animation videos and am currently using Beta for limbIK, however I am still having a couple issues I really need help to figure out. I have duel mouths (happy/sad) and the sad mouth will trigger but not its visemes (sad mouth won’t talk/lip sync).When I’m in record mode and use my triggers, some of my art work doesn’t seem to match up (for example, the different eye lids).LimbIK seems to only work in body profile, not the others.Walk Cycle is acting up, why does it disfigure my puppet and why does the head bounce so much?Why do my behavior triggers only work in the profile it was recorded in? My puppet: https://drive.google.com/file/d/1ZrIHsQPVQ9ZMKlEEWhLjYx65cVGg9pgX/view?usp=sharing If anyone has any advice, I wouldn’t be able to thank you enough! Best, Danielle
fixed
Dave is a great teacher with those videos.The suggestion is to use the Blank Template Character which I agree with but it can be confusing as to whether its a teaching tool or a Template. The Layers are colored in a inconsistant way and the abscence of + on the layers makes rigging a bit confusing if you arent following along with the tutorial. (Illustrator version) The bug though is that "Edit Original Artwork" with Blank puppet in Illustrator didnt carry over after saving Blank Puppet in AI 2020 format locally (Desktop) and to the the CC cloud. The link seemed to disconnect.I simply changed the shoes to Red . Windows 10 platform.
Beta version 3.4 introduces some helpful enhancements to working in the Timeline panel, including: Merge takes Different colors for take rows Refined search filtering Collapse or expand all takes or keyframes on a track Shy and Hide Shy buttons Sequence takes See below for more information about these enhancements, and see the What's new in Beta dialog box for additional changes in the Timeline panel. Merge takes Combine multiple selected Lip Sync or Triggers takes into a single take bar or viseme or trigger bars with the Timeline > Merge Takes menu command. This can help to consolidate separate lip sync or triggered recordings so that they don't occupy as much vertical space in your timeline. Different colors for take rows In the timeline, each parameter's row of takes is colored differently, to help visually identify them. Refined search filtering In the Timeline panel's search filter, refine the filter criteria with additional search terms: kind:val
The Walk behavior has a new Pin Feet When Standing option to stick a character's feet to the ground when not walking. Try out the Walk behavior's Pin Feet When Standing parameter using the following example puppet! ElizaSimplePinned.puppet (Use this Beta forum thread to discuss this feature and share your feedback with the Character Animator team and other Beta users. If you encounter a bug while using this feature, let us know by posting a reply here or choosing "Report a bug" from the "Provide feedback" icon in the top-right corner of the app.)
The latest version (3.4) of the lip sync engine improves automatic lip sync and timing of mouth shapes (visemes). Prior versions can still be selected and viseme detection can be tuned in Lip Sync preferences. Try out the improved lip sync engine in both live/rehearsal and offline (Timeline > Compute Lip Sync Take from Scene Audio) workflows, and let us know how it's working for you. Are you needing to do fewer corrections to computed lip sync? Are you able to adjust the Viseme Detection and Audio-based Muting settings (in Lip Sync preferences) to get desired results? (Use this Beta forum thread to discuss this feature and share your feedback with the Character Animator team and other Beta users. If you encounter a bug while using this feature, let us know by posting a reply here or choosing "Report a bug" from the "Provide feedback" icon in the top-right corner of the app.)
I'm loving the new capabilities with LimbIk. My animations are more fluid. Is it normal tho that I can't dynamic link it in After Effects? Had to send it to Media Encoder and output it as an Alpha then into AE. Either Way...Let's make this official.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
すでにアカウントをお持ちですか?ログイン
アカウントをお持ちではありませんか? アカウントを作成
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.