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I'm trying to figure out the correct combination of settings to make it so that my character's torso moves with the rest of her skeleton (like in the blue version). Even in that version, the only way I could make it move up and down in stride was by turning off the visibility of the Face Behavior. I can't figure out what the correlation there was. In my new character that I've rebuilt with stripes, you can see how her torso seems locked in place. Feel like I've tried every combo of making her body independent, or her torso layer, or both. Any ideas? I've included the layers for the current striped version. Thanks!
I think I've figured this out. The part of the torso that was sticking to the background was the origin point for the left profile layer. I think it was in conflict with the origin point for the main Mandy layer. I've now set it up like the superhero Sam puppet from Adobe, where there is no main layer, only the right quarter view to start with. The rest of his build works well for my character also. Definately an unconventional layering scheme compared to a lot of the other tutorials out there b
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Would it be possible to get a screen grab showing the character's rigging for the body and limbs? I am assuming that you are using the walk behavior to make the puppet walk. Could you use the motion library behaviors instead? (Motion Library)
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I wasn't aware of the Motion Library, I'll check it out. Here are some screenshots. My theory is that it has to do with my right arm arm setup. I'm trying to use triggers to swap between two different right arms in a Right Arm group. But individually I can't attach either arm to the Body, only to the Right Arm group. I've also fixed some of the shoulder and hip joints occasionaly because otherwise they sort of fly away.
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I am wondering if the second right arm set is really necessary. You could set up the gesture as a triggered replay (Replays (Adobe Character Animator Tutorial)) and (if necessary) just have a swap set for the hand itself.
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I would try the Walkbot character from the home screen and see how they've positioned all their tags. For example, take a look at how his head isn't independent (yours does seem to be) and how they tag the legs and arms. You can also see if you delete Walkbot's arms and legs in Rig mode, you still will see his head and body bouncing. So you may want to try rigging a simplified version of your character first to make sure you can do something similar. You can also see in your error window how the arms explaining tags don't seem to be picked up my any behaviors, so I think they're being ignored because they're the second instance of those right arm tags (CH usually looks for only the first).
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I think I've figured this out. The part of the torso that was sticking to the background was the origin point for the left profile layer. I think it was in conflict with the origin point for the main Mandy layer. I've now set it up like the superhero Sam puppet from Adobe, where there is no main layer, only the right quarter view to start with. The rest of his build works well for my character also. Definately an unconventional layering scheme compared to a lot of the other tutorials out there but it seems to work for me.
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