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Is possible to change scenes when live streaming in character animator with a keybind?... I have one scene where my character is in the center and can talk and interact with chat with background..he can walk move around etc..then I have a game mode scene where I am positioned on the bottom left of screen on a desk with a mic with no background..
I was wondering if there is a one button option I can bind to my streamdeck...if not the only way I can make sense of it is, if I have a pre-recorded a scene/transistion that I play which gives me time to turn off the current visble layers and turn on the new ones in character animator.
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Have you tried experimenting with the Camera feature? I wonder if its possible to create a replay trigger based on that. You can change the position and scale of the camera.
If its the same puppet, you still need to have a trigger to make the desk appear in front of the character (but you can use the same keystroke for both I think). If its a different puppet, have the two puppets a long way apart (besides each other) so you move the camera view a full screen width to the side. That is, there are always two puppets, but only one is visible at a time. (This approach has a negative of using up more CPU however.)
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Okay, I managed to get it to work (had not done it before). There is a "Create Triggerable Shot" option perfect for this. It can change the camera position via a trigger.
What I did (I found the manual slightly confusing, but maybe that is just me):
You can probably bind the same key to a desk to appear/disappear on your puppet if you like, so pressing '1' goes to zoom camera out, and '2' zooms camera in and makes desk appear etc.
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In addition to Alan’s suggestion (which is especially good if you’re cutting between scenes with multiple characters), you could have a latched trigger bound to key X for the top level of your first puppet and a trigger swap set on the second puppet. The second one would be a swap set with two triggers in it: the default trigger set to the puppet’s top-level group (so it shows by default), and an empty latched trigger also bound to X. Hitting X makes the first puppet show, and the second puppet hide. To make it work for both at the same time, you’d arm BOTH puppet track items (shift-click their red dot, or just select them both with shift) so when you hit X they both listen — one hiding and one showing. Hit it again for the reverse.
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thanks heaps guys will put this to practice!! 😛
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