Character Animator

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  1. Parenting to Dragger etc.

    Would be nice to be able to parent items to a null or dragger. For instance if I want to parent both pupils to dragger, I could then just move the dragger around to control them.

    10 votes

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  2. Walk Behaviour: Add hip sway walk behaviour & walk forward behaviour like Wonder boy

    Hi,
    1. As most of my characters are woman, I'd love to be able to give them a hip sway to their walk behaviour.
    2. Would be great if you can have a Walk Front behaviour like Wonder Boy. Also include a hip sway with this behaviour.
    Thanks

    8 votes

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    For #1, the just-released Version 2.0 has support for separate Left/Right Hip tags and a Hip Sway parameter in the Walk behavior that can move the handles to simulate hip sway, more so for quarter-drawn characters. See this tutorial for more information: youtube.com/watch?v=b1GLkNVVEGk

  3. Getting dangle and collision effects to work together.

    To have objects that dangle be able to collide properly with other objects when they dangle. At the current time the object just appears to be dangling but actually stays in the same spot.

    https://forums.adobe.com/thread/2520232

    7 votes

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  4. Add additional Mouths

    I want to be able to add a mouths with smug and sad to my animation. Right now you are set to the provided number of mouth expressions.

    8 votes

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  5. Can we have CYCLE LAYERS be automatically the same way the EYELID behavior is added (by typing it)?

    I find that adding the CYCLE LAYERS takes the most time (besides assigning MIDI triggers to multiple hand positions) after importing. It can also be a challenge to explain this to a client when passing off work.

    WHAT IF:
    In Illustrator or Photoshop, you could just write "CYCLE LAYERS" and the behavior would already be added? You could even give us a letter to add for "hold on last layer" "cycle once" and "when trigger released" [Or give us the ability to change the default of CYCLE LAYERS in ACA].

    THANK YOU!

    13 votes

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  6. Improve rear hair (behind BODY) when +HEAD is warp independent

    Currently you typically have a HEAD group in front of the BODY (so the chin is in front of the neck etc. You may also have front hair dangling in front of the body as well.

    But it is hard to have +HEAD (an independent group) and rear hair (to be displayed behind the BODY). The front and rear hair should be both controlled by the head movement.

    It would be nice to have a better way of having rear hair attached to head movements, but be behind the body.

    I would suggest having a +REARHAIR group as a pattern,…

    12 votes

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  7. Trigger control improvement

    In the control section for triggers, in layout you can drag the icons to where you want, and you can even drag one icon on top of another, but, when you press it, it still only triggers one of the icons. It would be great if you could layer icons on top of each other, and then you only have to press the one to trigger them all at once. The reason for this is because if you create a trigger group, all the actions in that group has to be the same lengh in frames, otherwise it causes bits…

    5 votes

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  8. 9 votes

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  9. Option for additional in-between states on head turns.

    The snapping of the head to different views isn't a big deal if you are using the pose to pose feature. It really stands out however when pose to pose is off. I would like a few in-between states for the head turns.

    8 votes

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    Do you mean that you want more than 5 stopping points or views or do you mean that you are trying to get more layers into the head turn? As noted, you can add several image layers that play in sequence to a single view by using cycle layers behavior, allowing for a smoother head turn with more ‘in-between’ frames. However, assuming you are asking for more pre-defined views in the rigging, that wouldn’t solve your request.

  10. need parallax effect for mouth too

    CH only have parallax effect for eyes and nose. wish to have it for mouth too.

    4 votes

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  11. 5 votes

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  12. Quick Behaviors and Auto Rigging

    Wishlist, with Create Trigger dropzone - Would be great if there was one that created both a Trigger and add Cycle Layers Behavior.

    Would also love a way to set Cycle Layers, Triggers, Bones, and Attach from layer names in Illustrator and Photoshop. (Similar to independent.)

    Sometimes I have to restructure my puppet and it’s tough having to re-rig when plans change.

    Inverse kinematics – Similar to the after effects riggin plugin DUIK, adding more realistic control to limbs. Makes them only bend one way

    Love any shortcuts that keep things from becoming repetitive.

    5 votes

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  13. Enable hinge effects on a dragger.

    I am trying to make rope arms, where when you grab the hand the arm dangles from a hinge on the hand and from the shoulder. This is impossible however because when you grab something, that part remains fixed in a certain position. This creates some weird bending on the arm by the hand. (The hand always points downwards). This could be usefull for all sorts of stuff.

    3 votes

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  14. Magnets Hinge and Weld - none great (add friction to hinge?)

    I had a balloon on a string. Dangles turn off the string (created a separate issue for that one). Without dangle the balloon would either sway from side to side with no way to stop it (there was no “friction” setting on the hinge to slow it down), or using weld it would be a firm stick with no dynamic feel to the balloon at all.

    I think Hinge would be more useful if there was a friction or damping setting to slowly reduce the swaying effect of “hinge” today. Otherwise hinge is not that useful - things just keep…

    2 votes

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  15. Eye gaze and Face input source as webcam or X/Y positions

    Eye gaze and Face can only use the webcam as inputs. It would be good to allow another mode where X/Y properties control which direction the face is facing (controls parallax) and which way the eyes are looking.

    In my case I want to hook up to an external MIDI source so can use HTC Vive VR equipment to control eye gaze and parallax. I could possibly use Transform behaviors with a lot of care, but its tricky as you need to get the transform for both eyes correct (calibration is hard). It also means the puppet can be used…

    2 votes

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    Needs More Info  ·  3 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →

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  16. Inverted variables

    One thing that I could see to be helpful, not only in my puppet designs, but just generally in character animator is the option to invert the way the camera reads the facial movements. How I see this working is to create a little check box that says "invert" next to it, and all it does is invert the way the assets of your puppet reacts to your face.

    Nutcracker Jaw: Invert [ x ]

    Examples:
    Nutcracker jaw closing when your mouth is open.
    Eyes looking left when you look right.
    Eyebrows moveing down when you rais them.

    It's a…

    7 votes

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  17. Choose default settings for Cycle layers & other behaviour modifiers

    I find myself always having to adjust the parameters whenever i add a cycle layer behaviour. If there could be a way to set default settings to your own custom ones then that would save a few more clicks.

    7 votes

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