Character Animator

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  1. 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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  2. 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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    5 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →

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    Needs More Info  ·  Sirr Less responded

    Hey @Austin,

    You can accomplish this by using nutcracker jaw with negative camera flappiness setting in the parameters. Does this resolve your issue?

  3. 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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  4. After Update 22.5 Rigged Draggers Not Working

    I updated Character Animator from 22.4 to 22.5 this morning and suddenly my dragger handles for wrists and heels have stopped working and only non-labeled general draggers seem to work. Meaning I have to have one handle labeled wrist and a separate handle designated draggable on the same area. The extra handles - and having to update previously working puppets - is getting very annoying.

    5 votes

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  5. 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.

    5 votes

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  6. 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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  7. need parallax effect for mouth too

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

    5 votes

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    Sirr Less responded

    As of the April 2019 release, you should no longer have to increase mouth strength for parallax to be effective.

  8. 5 votes

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  9. 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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  10. 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…

    4 votes

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  11. The option to replace assets would be nice

    Coming from an AE standpoint, I am really used to the Replace Footage option and Character Rigging can be quite fastidious if your characters' got all (or a lot of) the phonemes.

    I tried to base my second character on my first one because I was expecting the option the Replace Footage to be there, layers are saved the same way, it's the exact resolution. That would have been saving a ton of work in pre-production.

    Saddly, it's not there... yet?
    Or maybe I am not looking at the good place?!

    Either way, that option should be implemented, I think…

    3 votes

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  12. Swappable limbs from behind to the front of body

    At the moment the characters arms and hands have to be either rigged to be in front or behind the body. There are times when we need to be able to move the arms and hands to go behind and then also go in from of the body

    3 votes

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  13. 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…

    3 votes

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  14. 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

    3 votes

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  15. 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).

    3 votes

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  16. 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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    Sirr Less responded

    Can anyone please post an example?

  17. Notification of What Other Triggers Are Assigned to that Key

    It would be really helpful if you could easily see if you've already assigned a trigger to a certain key (while still having the option of having multiple triggers on a specific key) so that way, on more complex puppets, you don't risk having two unrelated triggers happening at once. Something like how in InDesign, when you create your own shortcuts for Character/Paragraph Styles, there's a notification if you've already used that shortcut.

    Thanks!

    2 votes

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  18. サイクルレイヤーでアニメーションさせた動きをパーティクルで反映させたい

    現状パーティクルで出現するのは静止画だけです。サイクルレイヤーやモーションラインなどで動きをつけたレイヤーがその動きを保ったままパーティクルで出現すれば表現の幅が広がると思いました。ご検討よろしくお願いいたします。

    2 votes

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  19. Add Ae Advanced Puppet pin tool functionality to Dragger

    Adding the functionality of scale and rotate mesh that is in After Effects advanced puppet pin tool to allow for greater creativity in Character Animator.

    2 votes

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  20. 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

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