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. 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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  2. 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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  3. 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/

    2 votes

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  4. 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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  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. 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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  7. 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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  8. 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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  9. 2 votes

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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.

  10. 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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  11. 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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  12. 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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  13. 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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  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. parallax exclude profile views

    It would be nice if there was an option for parallax to exclude profile views. I've got a series of puppets where I wouldn't mind having parallax on the frontal and quarter views, however it makes the nose and mouth move off the face in profile, so I have to disable parallax altogether.

    Unless this option already exists buried somewhere?

    1 vote

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  17. Feature Request: It would be awesome if there was a sort of way to do a 100% upscale of a puppet.

    Some of the puppets I have are about 1000x1000 pixels as a PSD. That's pretty low resolution nowadays and I wish I could upscale the puppets (in photoshop or 3rd party software) and then link the puppet back to adobe character animator and all of the original functionality that I had on the original puppet would remain.

    1 vote

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  18. Tool to scale and rotate layers pivoting from the main handle while rigging

    Currently, setting the scaling and rotation value to a layer results in scaling and rotaing the layer arbitrary from the center of the layer. Instead, I would like to see a rigging tool that can scale and rotate the layer by using its main handle (green and named with the name of the layer) as pivot.

    1 vote

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  19. Adding tags for parallaxing hair, ears, beard and other facial features

    I would like to see additional tags for parallaxing facial feature located on the different part of the characters' face. Ones can be side hairs, bang, back hair, hat, ears, glasses, beard and so on.

    1 vote

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  20. All Behavoirs need to be applied to the active layer detemined by swap set and cycle layers

    When I added smooth head turns and multiple body views to my character, I run into the issue where I have to add certain behaviors, such as eye gaze, face, body and limb IK, to multiple layers in order for them to work.

    On head, I have "smooth" head turn setup using the head views tag and the cycle layers behavior. Inside each head view layer, I have a 2-frame cycle consist of the main head drawing and an in-between head drawing that gets cycled during head turn. The issue I'm having is that if I just add the eye…

    1 vote

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