Character Animator

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  1. 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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  2. 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…

    2 votes

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  3. 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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  4. 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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  5. 1 vote

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  6. 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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  7. 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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  8. 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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  9. Addition of a new layer to a layer folder in PSD should reflect its duplicate folder in CA

    Hi, I have been trying to shorten the rigging time by only having right three quarter folder layer in the PSD then used the Edit --> Duplicate command to make a duplicate of the folder layer to create its flipped side. The issue I run into is that when I open the source PSD in Photoshop then add a new layer to the original folder layer, the new layer only gets added to the original folder but not to the duplicate folders. It will be nice if the duplicated folders also receive the new layers added to the source PSD…

    1 vote

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  10. Adding Z-position (layer order) control to layer property

    Currently the display order of each layer is limited by hierarchy for the rigging. This makes it impossible for some character design such as having upper arms behind the torso while having forearms to be on top the torso. Giving users an ability to move each layer in z-axis can solve this.

    7 votes

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  11. 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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  12. Hands "ground" and independant movement

    There's an option to attach the feet to the ground, but it would be really helpful to have hand controls like that too (to a table, a desk, etc.) so it doesn't go all weebly-wobbly during animation.

    Also, having a separate Handle/Behavior for hands would help to follow the movement capture in-cam and help sell the movements and not be only a floppy continuation of the arms.

    I saw a lot of problems too with a 3/4 character, arms are suuuper hard to animate. I've change them from already bent to kinda bent and it kinda fixes things, but to…

    1 vote

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  13. Child Draggers

    Child Draggers that follow the position, rotation, and scale of the Parent dragger, from the set origin of the object. While allowing you to move the child dragger without moving the parent dragger.

    This would be amazing!

    1 vote

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  14. 左右対称のリギングを簡単に行いたい

    左右同じ位置にハンドルを打ちたいです。
    動かす時のも右腕を動かしたら左腕も対象に動くような機能があると便利だと思います。

    1 vote

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  15. Physics attach

    Physics between two separate objects:

    There needs to be a feature under Physics where separate objects can SPECIFICALLY attach/detach/push/pull features. Ex: this would be great for strings being pulled or trigger on/off to detach whenever and go back to dangling as an example. Connecting two objects by certain points as marked in the rig panel (attach point pins) , where stretching or pulling strings/objects can be done in connection to other objects, all in relation to the weight of the objects themselves etc.

    PLUS this should be a feature applicable between characters and objects to their limbs/hands/etc. Hope y'all read…

    1 vote

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  16. I have a steering wheel I want to have one arm in foreground of it and one in background but if I add it to my character it distorts it.

    I have a steering wheel that I want to have one arm in foreground of and one in background but if I add it to my character it distorts it. The torso goes into mid air not connected to the rest of the body. If I add the arm as a separate Ai file it keeps putting it back to default position when I switch back to my character.

    1 vote

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  17. Masking to hidden layers

    What would be really handy is if you could mask to hidden layers. At the moment, unless Im mistaken, you can only mask to layers that are exposed (if you alter the opacity it affects that which is being masked to it) and you can only mask to a layer beneath. This is an issue I bump into time and time again

    1 vote

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  18. ¡Puppet tags dissapear every time I open the project!

    I have to redo all the rigging every time I open a project because when I reopen the project I get an error, and then when I check the puppet all the tags are gone!

    1 vote

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  19. using video as a source to animate a puppett

    I would like to use a prerecorded video instead of a live web camera, so face tracking and audio (lipsync) comes from there.
    Instead of applying some sort of filter to the video.

    15 votes

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  20. bug free

    if photoshop and character animator con talk better to each other that would be great right now we have the buggiest adobe software because you keep on adding cool features that don't even work half the time

    1 vote

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