Character Animator
Welcome to the Adobe Character Animator feedback page. Submit feature requests and bug reports to the Character Animator team via this UserVoice site and see what ideas or issues other users have shared.
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For all other questions and discussions, visit the Character Animator community forum.
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using video as a source to animate a puppett
I would like to use a prerecorded video instead of a live web camera, so face tracking and audio (lipsync) comes from there.
Instead of applying some sort of filter to the video.5 votes -
Ability to turn off joint distortion while using IK
For cut-out animation styles (e.g. South Park type) it would be good to be able to turn off joint stretch/distortion while still being able to use IK/draggers.
I know there are various workarounds to be able to get a similar thing, but it would be good to have the option to just have each of the limb sprites retain their exact shape while moving their arms/legs.3 votes -
BUG: Limb IK Ground Detection With Multiple Dragger Behaviors fails to move toe
If I have a puppet rigged like OKSamurai's Yoga girl, and I want some draggers to be "hold in place" like the arms and feet, but I want the torso dragger to be "return to rest" then I would need a local Dragger Behavior for the independent leg layer.
But when I do that, if Ground detection is enabled, then the heel/dragger moves fine, but the toe remains pinned to the ground.
This works fine when there's only one global dragger behavior, but no matter where I put a second one, the toe information is lost.
Nesting local dragger behaviors…
1 voteWould you be willing to provide a shared link to this puppet for us to diagnose? Thanks.
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Parenting Like in After Effects
Am I not familiar enough with Character Animator or what, but here's my problem:
I have a little experience in After Effects before. There is a thing called "parenting"
It means I can parent layer "b" to another layer "a", and hence everytime layer a is moved layer b will follow that layer a movement. However I cannot find such option in Character Animator. A layer can only parent to its own group, and cannot parent to another layer outside its group. For example say a hair in the back of the head group and body group.
It looks like…
5 votes -
Change the route of a puppet without having to start from scratch
I had to move my original puppet from one folder to another. I couldn't reroute any of the attributes so I had to start with the rigging from scratch.
1 voteIf you select the puppet (that I’m assuming shows as offline/orange) in the Project panel, does clicking the file path in the Properties panel allow you to select the new location of the artwork file to relink the puppet? Or was that not working as expected?
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full body tracking and using pre-recorded video in lieu of live
Hi
I see that you can now do full body tracking in Maxon Cinema 4D
https://www.maxon.net/en-us/news/maxon-news/article/introducing-moves-by-maxon/
Is Adobe Character likely to create something similar, even if it only tracks head/face, eyes, mouth, hands, hips and feet?What is also useful, is that the original camera info can be pre-recorded rather than live, so a client, actor, director can send you a clip of what they have in mind. Even stock foortage could be used a bit like MoCap.
Thanks
Simon
9 votes -
RNG Trigger Behavior
There are a lot of ways to bring your character "to life" in Character Animator, however there is one thing that a cartoon has that life doesn't: 100% consistency.
I have an idea about triggers having an RNG system to them such as different mouth shapes for the same sound to add variation or when I hit a trigger to make a pleased expression the expression has different variations that will randomly trigger to give the same emotion but have a slightly different look to give some imperfections/naturalness to the design (such as people don't make the EXACT same face…
2 votes -
Recursive Swap Sets
At present, Character Animator (v3.4) supports Swap Sets that enable users to select a single layer to be visible within a layer group.
For example, say you want to create multiple pre-drawn facial expressions for your puppet, "Normal" and "Sad". In each expression, you want to be able to change the eyebrows, eyelids and entire mouth swap set.
How would a user achieve this with a simple puppet structure like the following?
…+Head
+Eyebrow Left
+Eyebrow Right
Eye Left
Eyelids Left
+Pupil Left
Eyeball Left
Eye Right
Eyelids Right
+Pupil Right
Eyeball Right
Nose
Mouth
Neutral
Smile
Surprised
M
...1 vote -
Right-click in tags -> add new bone
There should be a context menu when the user right-clicks the skeleton in the Tags window that offers the option to add a new bone, with the parent of that bone being wherever the right click was detected.
1 vote -
Add a 'slow parent' option similar to Blender's where the motion of a layer can be bound to the motion of another layer.
I am trying to add a moveable highlight to Blank's eyes, and it's absurdly difficult; IWBNI there were something like the 'slow parent' constraint in Blender's where I could marry the motion of the highlight directly to the motion of the pupils, but at some multiple of their speed...
1 vote -
Smoothing out the image transformation
I would like to see a smooth change in facial expression due to the transformation of the image.
It is a function of "LIVE2D" software, like an "art mesh".Please visit https://docs.live2d.com/cubism-editor-manual/concept-of-artmesh/
1 vote -
Duplicate Rigging
If you have characters in similar size - choose to copy rigging elements from one character to another. Or have the ability to copy rigging elements onto a new character and make refinements if needed
7 votes -
May we have negative movement for a nutcracker jaw
It would be useful to have negatice setting for the nutcracker jaw to animate for example an upper jaw or mouth as seen here:
https://community.adobe.com/t5/character-animator/how-to-animate-a-hand-drawn-animal/m-p/11405659?page=1Thanks
1 vote -
Allow behaviours applied to empty groups
I use Photoshop "templates" to create multiple puppets that re-use the same pre-configured rigging structure.
My technique is to create a template puppet in Photoshop that is comprised only of layer groups. I can then tag the groups and apply behaviours as needed in order to "pre-rig" the entire template.
Then to create a puppet, I make a copy of the template and drag my artwork layers into the appropriate layer groups.
I can then import my "pre-rigged" template puppet, switch the artwork file to my new puppet and all the tags and behaviours are maintained.
However, the problem is…
2 votes -
sync'ed layers w/ arm IK
Hey guys, LOVE CA, but Im running into a problem.
I have a character with shoulder length hair. I want the hair to be on top of the shoulder, but I want the hand to be able to be on top of the hair.
Obviously, I cant have the upper arm be one group and the forearm be another and still have it do all that fancy IK etc.
OR CAN I? :)
Maybe you could make a special kind of shared layer, where a copy of the arm with the upper arm and shoulder was transparent was above the…
3 votes -
Limb IK - more control to multiple legs.
I have a Dog character and would be great that the Limb IK could add more than 2 legs. This new feature is amazing but I need this "ground detection" for the 4 legs.Thanks!
2 votes -
Fixed size (without stretching, but with the ability to drag) Hands - brachium, antebrachium(Forearm) Foot -femur, crus.
I saw the option "OK hands", but still the character is stretched like an elastic band. I would like to give a parameter forbidding the bones to open: Hands - shoulder, front of the shoulder (forearm), foot - thigh, lower leg.
There were times when the elbow jumped when recording animations across the screen. (ate not put a point on the elbow)
11 votesHi there,
@Иланна Марченко I’m not sure how to answer the question. Placing sticks (bones) in the arm along with tags for elbow and shoulder will allow you to apply a behavior called ‘Arm IK’. Parameters there will allow you to adjust maximum stretch and adjust point at which elbow bends. A wrist tag with a draggable behavior will allow you to drag the arm. Does that help?
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Giving support to SWF files from Adobe Animate / Flash.
What if Character Animator had support to SWF files?
It could have all the pinning options and a toogle for Capturing keypresses from only the swf, or from only the CA interface or from both.
through AS3 codes, every limitation that CA has would disapear.
Adobe after effects already supports importing and distorting SWF files,
but it can't read AS3 codes.Please guys, this can allow us to do big things with CA.
1 vote -
Parallax Improvements
I need to have more control over the parallax feature. As I've seen suggested multiple times here, the ultimate solution would be something like Joysticks and Sliders- the script for AE from aescripts.com. If that's not possible, I'd at least like control over X and Y strength. I really just want X movement, but there doesn't seem to be a way to control this.
I'd also like the option of being able to drag the parallax around with the mouse rather than having to turn my head. In practice, physically turning your head to the side is pretty hard if…1 vote -
Mixamo Make it possible to download multiple animations at ones pls!
Mixamo Make it possible to download multiple animations at ones pls! it would be a huge time safer to download all animations for a character at ones. also a integration to blender would be cool
1 vote
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