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Floating body in walking template

Community Beginner ,
Aug 16, 2020 Aug 16, 2020

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Hello 

i created my character with the walking template in adobe website 

when I import my character the body is floating and i cant use the pin tool because i need the character to walk 

 

also the head in my character wont move with my head , the whole body moves with my head 

 

how can i fix this problem ? 

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How to , Puppet movement , Rigging

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LEGEND ,
Aug 16, 2020 Aug 16, 2020

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can you share a screenshot of the rigging hierarchy?

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Community Beginner ,
Aug 16, 2020 Aug 16, 2020

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image.jpg

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LEGEND ,
Aug 16, 2020 Aug 16, 2020

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Hmmm. That puppet does not have the profiles in the rigging hierarchy that I can see. Did you add the walk behavior? If you expand the properties, is there Views and Handles? Are these all zero or did they find the correct layers to bind to?

 

I expected under +Character to see "Standing", "Left Profile", "Right Profile" then everything under that. I suspect the Walk behavior has not found the expected layers, so is not really controlling the puppet.

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Community Beginner ,
Aug 16, 2020 Aug 16, 2020

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I actually dont know how to drow the sides profiles 

and in the tamplet written walking blank tamplet 

so i thought front profile will be enough 😞

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LEGEND ,
Aug 16, 2020 Aug 16, 2020

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If you are not going to do walk side profiles, then just pin the feet is the easiest solution. I do walking by zooming in on the torso and head, then i just bob the character up and down to make it look like walking. You cannot see that the legs are not actually moving. 

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Community Beginner ,
Aug 17, 2020 Aug 17, 2020

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i didnt understand what acutally you mean

 i can see my puppet walking fine cause i added the walking behavior but still floating 

and when i used the pintool the legs were wierd

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LEGEND ,
Aug 17, 2020 Aug 17, 2020

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I am confused because the screenshot you shared does not have side profiles that i can see, but you say walking is working fine. If it is using the same layers for walk and standing, yes, pinning would be bad.

 

Umm, how about trying changing the walk behavior mode to position based movement? 

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