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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
Additional example puppets are available for you to try out.
Control body tracking
Puppets that respond to body tracking use the Body behavior. When a puppet track is selected in the Timeline panel, the Properties panel shows the Body behavior (among others) that is applied to the puppet. It is this behavior that allow you to customize how the Body Tracker works. For example:
When you want to capture your body tracking performance to later export to a movie file or use in an After Effects or Premiere Pro project, you’ll want to record the performance (Help documentation on recording in Character Animator).
Set up your own puppet for body tracking
The Body behavior lets you control your puppet’s arms, legs, and torso by moving your body in front of your web cam. When you use the Body behavior, be sure to also have the Face behavior applied to control the position of the character and to track your facial expressions. You can also use the Limb IK behavior to prevent limb stretching, inconsistent arm bending, and foot sliding.
Setup
After importing your artwork into Character Animator, do the following steps to rig the puppet so that the Body Tracker can control it:
Note: Body 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 the Body behavior when animating walk cycles, and turning off Walk when doing general body animation. The Body behavior should work fine in side and 3/4 views.
Controls
This behavior has the following parameters:
Troubleshooting
If you’re getting unexpected tracking results, try calibrating the Body Tracker, as follows:
The overall positioning of the character comes from face tracking. As such, if you notice issues such as floating feet, choppy movement, and/or not enough horizontal movement, consider checking the following:
As with face tracking, the darker lighting conditions in the room can reduce the quality of the tracking and introduce jittery movement. Try to have adequate lighting when tracking your body.
If the arms are not moving, make sure both of your shoulders are being tracked in the camera.
Known issues and limitations
Body Tracker is still in development.
In this first public Beta version (v4.3.0.38), please note the following:
What we want to know
We want to hear about your experience with Body Tracking:
Also, we’d love to see what you create with Body Tracker. Share your animations on social media with the #CharacterAnimator hashtag.
Thank you! We’re looking forward to your feedback.
(Use this Beta forum thread to discuss the Body Tracker and share your feedback with the Character Animator team and other Beta users. If you encounter a bug, 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.)
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Thank you for your quick reply and helping people all the time. I added the 6 separate Body behavior to Arm On Top and Body view groups but it did not work. Having the same type of handles over multiple views might be causing a conflict. For now, I will just create separate puppets for each view instead. I'm looking forward to the improvements your team is working on right now.
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I think the reason applying Body multiple times didn't work for you is because each group didn't have the required set of handles. I think you need Neck in addition to arm handles, or maybe two shoulders? As some point the rigging issues pane should warn you about this.
But try this: instead of multiple Body behaviors applied on each group, have the single one at the root and apply the view tags as you originally wanted to (note: you are allowed to have more than one of each, so you're not limited to just the 7). Then you're back to the problem of Head Turner turning the head & body at the same time. To fix that, remove Head Turner from the root and only apply it to HeadGroup. That way it won't "see" the views in the Body group, so only your triggers will control which of those you see.
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Hi CoSA_DaveS, thank you for trying to help. I tried your strategy to add Body behavior to root, Head turner to head group then tagging each view on Arm On Top and Body for body turns.
It didn't solve the issue completely but few handles started working. I didn't get any thing working on Arm On Top handles and Frontal Body (except for Hip). All handles on Quarter Bodies works in contrast. I have few cases where instances of the handles are located between different swap set groups. The bottom image shows one of those instances:
Eventhough I have 1 handle per view across the board (save for the head), the inconsistency of their locations might be causing the issue.
If I get to replicate this issue on a sharable puppet, I'll show it to you.
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Hi. I figured out. The reason why the arm tracking was not working on Arm On Top group was because I didn't have a pair of shoulder tags on this group. I only had a pair of shoulder tags on Body group, which was fine when I didn't have swapsets to switch between views. Now I have 6 shoulder tags total and the puppet works in the way I wanted.
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is there a way to make the bending more bendy en less "straight"
I have this character but it is a very loose style "other animations are hand animated but wanted to try the motion tracking for the new ones"
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If you leave sticks out of the arms it should be more bendy, but there's not currently a foolproof method to getting a "rubber hose" type of look. This is something we hope to improve in the future.
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Thats too bad, would be an improvement to implement !
I was also searching for a way to adjust the animations after the recording. like in other mocap tools you can adjust the animations keys in the graph editor. Is there a way to adjust it in animator after recordings ??
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For most performance aspects like face, dragger, etc - you can't adjust the recorded data other than adding blend handles to the ends - but you can layer & blend additional takes on top. For some keyframed elements like Transform, position-based walk, etc, you can add/edit the keyframes. Right now recording performances can be a bit of a black box on the timeline, and we hope to open things up more in the future.
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Hi. Is this beta testing only for US territory? Options are only Try & Buy. I'm from Asia.
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I believe you have to be subscribed to the entire Creative Cloud suite to install the Beta. I'm in Korea, and I've been using it fine.
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Yes, @jisooks58063913 is correct - CH is available either as a 7-day free trial (try) or the CC All Apps Plan (buy).
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I am hoping someone can help. My face and torso move with the tracker, and everything has the rig lines but the puppet won't move my arms and legs. Any advice?
Thank you!
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Is the puppet one of the 6 downloaded from adobe.com/go/ch_bodytracker?
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nope it wasn't. It works now. Thank you!!
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Hi all,
I'm a content creator from Hong Kong. It doesn't seem like I can have access to the beta version of the app. Wondering how I can sign up to get access to beta apps. Really want to try out the body tracker.
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According to the Beta FAQ page it sounds like the Beta program may still be rolling out to certain places — if you're not seeing it, my best guess is it unfortunately hasn't been added in your country yet.
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Body Tracking worked well to create movements in Character Animator, but none of those movements transferred when I imported the file into After Effects. Ideas?
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Are you using the AE Beta as well? Ch Beta will only work as expected with the AE beta.
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Just run into a new issue this last week (which I don't belive I had before).
Here's the scenario:
- Have two (different) puppets in the scene at the same time that both have the Body behavior enabled (both of these puppets actually have two Body behaviors for a version with their left arm/leg in front and another with their right)
- When I go to record, I receive the following error. The puppets don't move but the audio and timebar moves.
TypeError: Cannot read property 'Head' of undefined
Erorr code: (Adobe.Body.js:891)
Additional Notes:
- Can have body behaviors enabled or disabled for the puppet not being recorded
- Does not happen if one puppet has Body enabled but the other puppet does not have the behavior
- Specifically happens when the time bar reaches that point. I.E. if I'm recording one character's movements, but then we hit the point where the other Body behavior enabled puppet enters the scene, I recieve the above error.
- I've tried deleting and remaking both puppets, starting a new file, and restarting my computer
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Discovered one fix. If I make one of the puppets not visable, it works.
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Thanks so much for this! I was able to reproduce it on my end as well. Reported to the team.
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Awesome -- sorry to be sending you these so piecemeal, but just discovered that the alert also pops up if you dis-engage the Body behavior in a puppet while you're trying to record something else. For example, I can't record Eye Tracking seperately on one of those double Body behavior enabled puppets -- same error message pops up.
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Hmm, I don't have the ability to edit my posts yet. So, to follow up on this -- the error isn't consistently reproducable. I restarted CA and didn't have the issue, so go ahead and scratch that for now!
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Hi,
The latest beta should solve this issue. Let us know if the problem persists.
Thank you again for reporting this issue!