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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  1. 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…

    4 votes
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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  2. 4 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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.

    4 votes
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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  4. 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
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    7 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  5. 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
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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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…

    3 votes
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    4 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  8. need parallax effect for mouth too

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

    3 votes
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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. 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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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. copy/paste and re-scale all selected rigging

    Once you have a decent rig on one character, the task of doing this again on a similarly constructed character is super cumbersome.

    It would be hugely helpful if you could select groups of pins and sticks and manipulate them as a group (mirror, scale, rotate, free-distort)

    You can copy/paste, but you have to select pins and sticks one by one. NEED marquee selection of pins/sticks.

    Then with groups of pins/sticks selected, you should be able to mirror/scale/stretch/rotate/free-distort the locations of these pins/sticks.

    I think this would massively accelerate the adaptation of a rig from one character to another.

    you…

    2 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  11. Auto Rig

    Auto rig feature where it detects and compiles the rigging for you (option to make minor adjustments)

    2 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. fluid 360 head and body turns on y-axis

    Hi

    I am still learning, so I apologise in advance if this is already possible.
    Is there a way to create more fluid head and body turns, a bit like what can be achieved using https://aescripts.com/joysticks-n-sliders/?
    Currently the solution seems to be to make more layers in Photoshop/Illustrator in-between similar to
    https://www.youtube.com/watch?v=bA8_R6kRgj8 This is as far as I have gotten https://sagesoftware.box.com/s/jsqxyuvp2n6cm3mnd5dl92u5ymq0nrpx

    Is it also possible to do a full 360 rotation of body on Y-axis? I assume there will also need to be rigging layer flips/re-ordering to achieve this?

    Thanks

    2 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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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    3 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  15. Rigging and animating less complicated, please!

    Rigging is much too complicated. I'd like to have handle bars or slider in order to move the marionette, I'd like to fix the head on the neck and to have the neck squeezing while the head stays in it's form, I'd like to hang arms to the body like in AE, I'd like to animate walk cycles instead of capturing something by the camera, I'd like to squash and sqeeze by mouse.

    2 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  16. Allow Replays to be Unaffected by Independence Changes

    While adjusting settings in my newest puppet I discovered that replays are affected by the dependence/independence settings of the puppet.

    For example, the replays of my puppet were recorded while the torso was set as independent. Once I changed the torso to dependent, the replays became erratic and the arm positions were completely messed up. Almost all of the replays need to re-recorded. Adjusting other settings like the attach style and dependence/independence of other groups did not resolve the issue.

    Please:
    1. Include this in the documentation and info about Character Animator. The current details imply that replays are "set…

    2 votes
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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  17. Walk behavior should work with only one profile

    As far as I can tell, if you have Frontal and Right Profile the puppet will not switch from frontal to the profile when you use the arrow key. You have to create Left Profile as well for the flipping from “Frontal” to “Right Profile”. If the right profile is the default (like walkbot), then walking works. So it is not the walk behavior that seems to be the problem, but rather the code to decide to flip from the default profile to the walk direction profile refuses to work without Left and Right profiles both defined (and rigged sensibly).

    2 votes
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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  18. 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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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  19. 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 →
  20. 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
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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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