Character Animator

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  1. 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

    8 votes

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  2. 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

    2 votes

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  3. 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=1

    Thanks

    1 vote

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  4. 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

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  5. 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

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  6. 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 votes

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    Needs More Info  ·  Sirr Less responded

    Hi 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?

  7. Limbs

    Could we have native sort of limbs (rubber hose style). It would be amazing to have a button that automatically creates limbs we can customise and then ready to rig and animate.

    To me it would be natural for such a software to have that feature. Cavalry has for example

    2 votes

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  8. 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

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  9. Enhanced Display of Rigging: show/hide tags, behaviors, by filter(e.g. handles w/tags)

    I am constantly fighting with the rigging UX so many things that should be just simple and easy, are difficult. Compounded with the fact that tags often overlay pins it can be very frustrating.

    1) Ability to turn on/off the display of tags/behaviors so that I can see only handles or sticks.
    I draw the rig in illustrator in a sepearate hierarchy so I can trace over it, manipulate it etc, and most importantly MIRROR it! much easier to do that way than manually trying to implement the sticks and handles in all the right places. I also color code…

    1 vote

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  10. Ability to remove all tags from a layer or group

    It is often useful to un-tag a layer, or a number of selected layers, en-masse.

    This is helpful when layer naming triggers auto-tagging in error, or if multiple tags have been applied by the user in error.

    A simple right-click->"Clear All Tags" in the Puppet Panel would do the trick.

    If a single layer is selected, clear all tags from that layer.

    If multiple layers are selected, all tags should be removed from all selected layers.

    If a group is selected, all layers and groups contained in the group should have their tags cleared.

    1 vote

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  11. Ability to flag layer as "ignored" with prefix

    Character Animator currently supports flagging a layer as independent by prefixing it with a '+' character.

    I would like to suggest a new prefix (suggest '~') that tells Character Animator to ignore layers and groups while importing / updating artwork.

    I often have layers and groups in my artwork file (psd or ai) that I want to keep for editing purposes (a color palette layer is one example), but do not want them "seen" by Character Animator.

    As it stands, Character Animator searches all layers for auto-tagging and behaviour inclusion, and I have no way to control this process.

    That…

    1 vote

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  12. where is the limb IK tool??? i have the last version, but i only see the old arm IK.

    where is the limb IK tool??? i have the last version, but i only see the old arm IK.

    1 vote

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  13. Prevent Head Movements from effecting the body and arm movements

    When the head moves, the body and arms move also.
    We should be able to move the head without the arms shaking or moving also. It does not look right. The Head should move independently of the body or at least have the choice to keep the body, arms and legs still when the head moves.

    1 vote

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  14. Replay Hold Markers

    Please make replays open-able on their own timeline, and allow a hold marker, where the animation holds until the trigger is released and then it can play the remaining outro animation after the hold marker.

    Also if the replay is 5 minutes long with a short outro animation, if I trigger it for 5 seconds, and then let go, it should either end immediately or have the option to skip right to the end animation.

    Thanks!

    2 votes

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  15. Auto-merge Triggers

    I have 2 different swap sets of hand poses, namely the right hand and the left hand. Both swap groups has the same hand poses. However I would like to have it in one trigger swap set, instead of two. I can do this by creating swap set of, as example, the right hand, then manually move individual hand poses from the left hand group to the right hand swap set. It's a lot of work. Is it possible just to create for both hand groups its own swap set, then in the trigger panel, I drag either hand swap…

    1 vote

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  16. 1 vote

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    It looks like you have three of the triggers in the Body Position swap set set as latched. Just curious, if don’t make them latched, does it make that momentary view switch no longer occur?

    If you’re still having trouble resolving the issue, and are willing to share a copy of the puppet with us to diagnose, feel free to send an exported puppet (File > Export > Puppet) for the puppet and we can try to figure out what might be causing the issue.

    Thanks.

  17. Being able to copy ALL parameters from one puppet and apply it to another

    It would be great if you could copy and paste all rigging and other parameters from one puppet to another. Say you're creating minions, each slightly different looking from the others, but largely the same. Hours could be saved if you didn't have to rig each.

    And if there were then a couple of issues that needed to be adjusted due to the unique properties of one (say he's only got one eye), that would still be much quicker.

    Martin

    19 votes

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  18. attach character to ground

    How can I fix my character to the ground? ,I've tried all all manner of pinning, sticking, adding fixed tags, changing layout and all I need is to get this guy to stop floating so I can start my actual project, the fact that this is the default int his program is very frustrating. Namely when his head tilts, everything below his neck swings the other way like a windsock.I've attached images of where my rig is at right now, any thoughts and ideas would be greatly appreciated.

    2 votes

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  19. Blendshapes for Limbs

    I come from a 3D background and for rirgging whenever we have a shape that bends in an undesirable shape we create blendshapes, which is a shape that morphs from one shape to another when the control moves toward that particular problem area.

    1 vote

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  20. IK legs that allow you to move the legs without moving the rest of the body

    Right now I tried to put an IK arm set up on the legs. It somewhat works, but if I rotate my head the whole body moves. To prevent it, I have to move the foot dragger and set it to stay wherever I move it.

    2 votes

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