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After Update 22.5 Rigged Draggers Not Working

Engaged ,
Feb 07, 2023 Feb 07, 2023

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I updated Character Animator from 22.4 to 22.5 this morning and suddenly my dragger handles for wrists and heels have stopped working and only non-labeled general draggers seem to work. Meaning I have to have one handle labeled wrist and a separate handle designated draggable on the same area. The extra handles - and having to update previously working puppets - is getting very annoying.
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correct answers 1 Pinned Reply

Adobe Employee , Feb 07, 2023 Feb 07, 2023
This should be fixed with the latest Beta build (22.6.0.50 or later). Please let us know how it's working for you. Thanks.

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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Also, it's not really working for the legs/feet as pinning from limb IK is still holding the handles labeled "heel" and "toe" in place.

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Adobe Employee ,
Feb 07, 2023 Feb 07, 2023

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Can you post a link to a .puppet file? Are you using the Walk behavior? The behavior where the feet maintain contact with the ground without foot pinning turned on is new behavior, but I'm not seeing the issue where you can't drag a handle tagged with the wrist tag.

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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I am using the walk cycle. I'm hesitant to post the puppet as there's a disclaimer on this forum that nothing here is private and it's copyrighted material for a show I'm working on.

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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I've posted about this in the forum (https://community.adobe.com/t5/character-animator-discussions/after-update-22-5-profile-limb-dragger...) as well and someone there figured out that with the latest updates, puppets that have a walk behavior won't allow you to drag tagged handles.

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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Even without the walk behavior added, heel tags are no longer draggable in 22.5.
I'm rolling back to 22.4 for now. Please fix this ASAP

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Community Beginner ,
Feb 07, 2023 Feb 07, 2023

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Yes, I also don't have walk behavior and I need this to be fixed. Had to come back to 22.4. I've noticed on beta that this problem existed, but thought it was a "beta" version so it had an excuse. Now, an official 22.5 can't have this problem. Please solve it fast...

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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In Beta (22.6) I tried your suggestion of removing "initial foot pinning" from limb IK. As long as there's no walk behavior, I can move wrist and heel pins, but once there's a walk behavior attached to the puppet, tagged handles won't drag. And if I use separate draggable handles and have a walk behavior on the puppet, even with "initial foot pinning" unchecked, the heel still distorts and tries to stay pinned to the ground.

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Adobe Employee ,
Feb 07, 2023 Feb 07, 2023

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You can turn Initial Foot Pinning off within LimbIK to restore dragger functionality for the heels. We should have a fix for this in a beta very soon.

As for dragging the hands with the Walk behavior applied. This indeed changed and I suspect we'll have a change in the beta soon as well. In the meantime, you can workaround this by doing the following:

Add a Walk behavior to each arm and set the strength to 0%. This will disable Walk's influence on the hands and you can now animate with other behaviors.

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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Thanks Dan, I tried doing that (your suggestion posted here on 7/13/22 and on the forum on 7/1/22) and it didn't work - I posted a screenshot and video of the hilariously bad result over on the forum where I originally brought this up.

https://community.adobe.com/t5/character-animator-discussions/after-update-22-5-profile-limb-dragger...

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Adobe Employee ,
Feb 07, 2023 Feb 07, 2023

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This should now be fixed in the beta version (22.6.0.50 and later).

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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Thanks!

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Engaged ,
Feb 07, 2023 Feb 07, 2023

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So far, for me, there's a little bit of skewing on the feet during the walk cycle or when dragging in Beta. But I'm sure you guys will perfect this soon!

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Adobe Employee ,
Feb 07, 2023 Feb 07, 2023

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LATEST
This should be fixed with the latest Beta build (22.6.0.50 or later). Please let us know how it's working for you. Thanks.

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