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Hey All,
I updated Character Animator this morning and suddenly my dragger handles for wrists and heels have stopped working when my character is in profile view (frontal view seems to be working fine in some puppets.)
Anyone else experiencing this and/or has a fix?
Much appreciated!
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I've figured out that if I remove "draggable" from the same handle as wrist or heel, and add another separate draggable handle, dragging works again. However, this means updating previously working puppets and having to have lots of extra handles. I'm hoping the Adobe team has noticed and is working on fixing this!
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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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I have 'Novice' fating with Character Animator. It sounds like you've already done my first suggestion — rebuild the puppet. Removing Behaviors, Handles, etc. I've had to do that after too many revisions to the original art file.
Other suggestions:
1) Make sure your the software you used to create the puppet art is up to date also.
2) Fake edit the original art file. Select a layer and using one of the arrow keys, move it one increment up, down, left or right and then back to its original location. The Save it. Perhaps having Character Animator update the "revised" file might pop it back into working order.
Good luck!
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Typo! "Novice" rating.
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Hi,
Yes, I've tried all that. I'm pretty sure this is a bug that came with the newest update. Thanks though!
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I'm updating now. I'll be sure to keep an eye out for it.
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The problem seems to be that since the update the walk behavior and the limb ik behaviors are interfering with each other. If you remove or disable the walk behavior on your puppets, it fixes the issue. Of course this means you can't have walk cycles on your puppets. Hopefully they fix this quickly. I'd honestly recommend rolling back to 22.4 until this is fixed. That's what I'll be doing.
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I just tried disabling the walk cycle - that didn't work - then I duplicated the puppet (because I don't want to lose the customizations I've made to the walk cycle) and actually removed the walk behavior all together, and now I can move the handles. So annoying and not a permanent solution... But thank you for your help @Caljerpon !
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It only works for wrists, though, not heels...
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how do you roll it back???
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click the three dots on the side in creative cloud, then click other versions, then choose the previous one
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That worked and the legs work on the old version. Thank you.
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You're welcome. I hope they fix this soon. I was looking forward to trying out the new features in 22.5
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I am having this same issue... my wrist draggers are working but the heel draggers on my legs no longer work in any of my projects... i'm scared...
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For anyone encountering the same issue, I posted about it in User Feedback: https://adobe-video.uservoice.com/forums/911317-character-animator/suggestions/45336175-after-update... please vote - maybe they'll fix it faster 🙂
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ty for letting me know this. I was looking for what I pressed wrong for an hour.. xD
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This thread has a mix of questions and suggestions. Please let me know if you're running into any issues that AREN'T the following:
#1 Can't drag wrists on a Walking puppet - This is because we've changed some code under the behaviors to allow them to cooperate better. The way it previosly worked meant that Dragger and Walk were actually fighting for the handle. Here is an example of a way to get it to work right now: https://shared-assets.adobe.com/link/858ac3e1-cc6f-4ae8-4e5b-9482d4960588
I added a Walk behavior to each arm and set the strength to 0%. Now the Dragger, Body, or any other behavior can freely control the wrist or elbow handles.
#2 - I have Initial Foot Pinning on in LimbIK(currently the default) and I can no longer drag the feet. It's now the case that you don't need Initial Foot Pinning on in order to get a character to stand with their feet on the ground plane. If you uncheck that parameter, you should be good to go.
Please let me know if you have any other issues.
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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.