Skip to main content
Inspiring
August 9, 2022
Answered

Face Behavior interfering with Walk

  • August 9, 2022
  • 3 replies
  • 6202 views

Hey! I was wondering if anyone has run into this issue before and come up with a solution/workaround.

I have a complex puppet with a head turner and multiple views applied to the head and a swap set controlling the multiple body views. I've also got a walk cycle applied. When the walk cycle is running, the head stays sort of pinned and the neck becomes distorted - meaning the head doesn't move together with the walk/body. This happens even if I don't record the face behavior during the walk.

I'm currently working in Beta V23.0.0.8 but I have this problem in the regular Character Animator as well.

This topic has been closed for replies.
Correct answer RaizelDesign

I tried your suggestion with and without indepence applied to the heads and it made no difference - the neck is still weirdly elongated and the head doesn't really move as it walks. So I took you up on your offer. Thank you!


Thanks @oksamurai for your help! For anyone else facing this issue, @oksamurai fixed it by creating a separate walking puppet with only frontal and profile views (three altogether), combined head and neck tags, and no triggers.

3 replies

oksamurai
Community Manager
Community Manager
August 9, 2022

Yeah the only time I've tried something remotely close to this is the Walker puppet on https://okaysamurai.com/puppets/, which I'm guessing you've already referenced - but that's only 3 views.

Head Turner is a notoriously processor intensive behavior because it essentially has to run all the possible faces simultaneously to allow for instant realtime turns. So it's like you're adding 3-7 extra faces to each view, and if you have 8 of them...that's a lot of faces!

I don't know how similar each instance is, but check out tip #39 here: https://youtu.be/sv--jURQOGc?t=420 Basically you can make one instance shareable and drag it into the other parts to save on processing power.

Inspiring
August 11, 2022

Would having the heads change via triggers (like the bodies currently do) speed things up? And maybe get rid of the problem with the walk cycle? @oksamurai I assume you know the ins and outs of how this runs and would know if that makes sense. Only issue is that I'm running out of keyboard keys 🙊 I wish we could assign triggers to keys besides alphanumerical ones.

oksamurai
Community Manager
Community Manager
September 21, 2022

When you say combined neck and head pins... did you literally overlap them on top of each other?

 

I cant get my face behaviors to work during the walk cycle. Head position, tilt, blink are all dead. I think its a conflicting view issue.  How do you get a head to have both face behavior and walk cycle for a ouppet with 3 profiles (walk left. front. right) and 5 head profiles in each?


Check out the Walker puppet on https://okaysamurai.com/puppets/ - try to rig your puppet exacty like that and it should work. If you're still having issues feel free to DM me the File > Export > Puppet and I'll take a closer look.

alank99101739
Legend
August 9, 2022

That sort of thing can happen for example when two behaviors want to control a layer - one wins, one loses. Sometimes you don't actually need/want both to have control, in which case the solution is to remove a handle. Given the complexity of your puppet, I suspect it won't be trivial to identify.

 

What I suggest in such cases is export you puppet, import into a new project (so you cannot damage your mail project), turn on the yellow mesh during playback and see if you can spot where the mesh is not moving. Then start deleting handles around that place to see if you can identify which one is causing the problem. If you can identify the source of the problem, then you can move on to coming up with a solution to fix it. 

 

Fixing might be as simple as removing a handle, or splitting one handle into two. Other times you need to add extra behaviors (with hacks to the hierarchy) to give you more control. That is easier to talk about after you have identified the source of the problem.

Inspiring
August 9, 2022

This is where I'm running into a different issue 🙄 they're large Photoshop files, so replay in CH is very jittery and I can't see the mesh clearly. I wish there was a way to have a draft option for raster puppets like there is with vector puppets. (I've already requested that, if anyone wants to add a vote - https://adobe-video.uservoice.com/forums/911317-character-animator/suggestions/45424315-resolution-options-for-photoshop-raster-puppets .)

alank99101739
Legend
August 9, 2022

Inside ch you can try deleting lots of profiles (in that separate project!) and see if you still get the problem. That should speed up render time while diagnosing at least. I often delete half the puppet, undo if too much, try again, repeat as required.

Inspiring
August 9, 2022

To clarify, it's a puppet with 8 views. The Body/Head Turner behavior is only applied to each head, meaning there are 8 separate applications of Turner behavior. The Walk behavior, on the other hand, is applied to the overall puppet, so there's only one of it.