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. 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 →
  2. 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 →
  3. 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 →
  4. full body tracking and using pre-recorded video in lieu of live

    Hi

    I see that you can now do full body tracking in Maxon Cinema 4D
    https://www.maxon.net/en-us/news/maxon-news/article/introducing-moves-by-maxon/
    Is Adobe Character likely to create something similar, even if it only tracks head/face, eyes, mouth, hands, hips and feet?

    What is also useful, is that the original camera info can be pre-recorded rather than live, so a client, actor, director can send you a clip of what they have in mind. Even stock foortage could be used a bit like MoCap.

    Thanks

    Simon

    7 votes
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    5 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  5. 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/

    1 vote
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    3 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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 →
  8. 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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    4 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →

    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?

  9. 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

    5 votes
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. 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…

    1 vote
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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  11. 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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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. 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…

    1 vote
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  15. 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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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  16. 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

    1 vote
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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  17. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  18. 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

    1 vote
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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  19. 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 →
  20. 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!

    1 vote
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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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