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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- Check out other submissions and vote for the ideas you like
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For all other questions and discussions, visit the Character Animator community forum.
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For the love of the deity of your choice, PLEASE point me to a basic explanation of how to use the Nutcracker Jaw behavior.
The link to the Nutcracker Jaw behavior tutorial (https://helpx.adobe.com/adobe-character-animator/using/behavior.html#Nutcracker) (and all other subtutorials on the Behaviors page) is broken (circular link back to this page: https://helpx.adobe.com/adobe-character-animator/user-guide.html/adobe-character-animator/using/welcome.ug.html). In general, please create a good-old User Manual that explains each and every Behavior, in writing, as a reference point. Ch is an awesome product, and Dave Werner's tutorial videos are stellar. If I'm missing the obvious, where's a link to such a User Guide? Thanks.
1 vote -
1 vote
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markers
Copy markers from After Effects and paste into Character Animator. Or at the very least, copy markers within Character Animator and paste into a different scene.
1 vote -
Improving user interface
The user interface color desperately needs to have the flexibility to change like in other Adobe programs. The black background is way too dark!
1 vote -
BUG: Limb IK Ground Detection With Multiple Dragger Behaviors fails to move toe
If I have a puppet rigged like OKSamurai's Yoga girl, and I want some draggers to be "hold in place" like the arms and feet, but I want the torso dragger to be "return to rest" then I would need a local Dragger Behavior for the independent leg layer.
But when I do that, if Ground detection is enabled, then the heel/dragger moves fine, but the toe remains pinned to the ground.
This works fine when there's only one global dragger behavior, but no matter where I put a second one, the toe information is lost.
Nesting local dragger behaviors…
1 voteWould you be willing to provide a shared link to this puppet for us to diagnose? Thanks.
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Delete Unwanted Projects
You would be able to delete projects in your project file if they are un wanted.
1 vote -
GoPro Webcam compatibility
Please make Ch compatible with the GoPro Webcam utility
1 vote -
Recorded Swap Set Triggers should play back while recording other triggers
I've noticed that when I have Triggers record enabled, and I'm recording, say doing an overdub of some mouth stuff with triggers, other triggers and swap sets that are on the timeline don't play back, instead taking the currently active or default state of the swap set.
On playback all is well again, but Id really like to see those other triggers during recording as they affect my performance timing on the overdub ones?
Maybe an overdub mode that focuses on only one trigger and the others all playback from the timeline rather than being live?
1 vote -
Position export to After Effects
I would love to be able to export the screen coordinates of a Handle to After Effects. This would allow users to link another object or video clip to a puppet easily in After Effects.
For example, exporting the position data from a handle on a handheld torch would allow the user to add a lighting effect that moves with the character.
1 vote -
Pupil directions for "NE, NW, SE, SW" on number pad
I'd love to be able to use my number key pad to control the in-between "NE, NW, SE, SW" directions using individual keys, instead of the combo of holding two keys at the same time. For example, on a number key pad, the 9 key would be "NE" (i.e. up and to the right), instead of the current two-key press of 8 and 6 at the same time.
That would make it a smoother move in a live performance b/c sometimes it's hard to press and release two keys at exactly the same time, so the pupil jumps a little…
1 vote -
Cross-eyed pupils keyboard input
Would be fun to have a keyboard input for crossed-eyes. Maybe if you held down Up+Down keys together, perhaps.
1 vote -
Auto Pupil Micro-dart Movement
If Auto Blink also had a setting for Auto Pupil Movements -- just small occasional "micro darts" -- this would allow the puppets to look more life-like during inactive moments during a performance or live stream.
1 vote -
Rest/Delay on Layer Picker (Pose-to-Pose)
I am using the Pose-to-Pose feature a lot. It would be nice to have an option in the Layer Picker that is similar. F. e. setting a minimum pose duration before it goes to the next layer.
1 vote -
Blur and other Effects for Backgrounds
It would be great to have blur effects inside CH to make more professional looking animations to separate puppets from their backgrounds. Dynamic Link with CH is so buggy and laggy that I and many other users have stopped using it as you can see from the community support forum. I have basically stopped using Premiere and AE all together and try to finish everything in CH even if the quality of animation drops to avoid using dynamic link and missing deadlines. So please consider giving us more effects within CH. thank you!
1 vote -
TRUE TRANSPARENCY
Make the transparency actually transparent when imported in FCPX like a green screen. When I use transparent then render in ME the background stays black not transparent. Please fix or allow for green screen background.
1 vote -
No (obvious) way to remove trigger from a layer
Repro steps:
- Think like a user/newbie.
- Create a new project and import Blank.
- Go into rig mode.
- Add a trigger to any body part.
- Add a behaviour to that same part.
- Right-click the lego/gear icon for that body part.
- Notice that there's a 'remove all behaviours' option in the context menu.
- Right-click the trigger icon for the same body part.
Notice that there's no corresponding way to remove all triggers from that body part exposed in the menu.
In addition to creating a bit of an asymmetry between one part of the user experience and another, it looks as if…
1 vote -
Support OpenRaster images
It'd be nice if we could import .ora/OpenRaster images as well as .psd and .ai files; bonus points if the .ora import correctly supports/respects the Destination In and Destination Out layer types.
1 vote -
Right-click in tags -> add new bone
There should be a context menu when the user right-clicks the skeleton in the Tags window that offers the option to add a new bone, with the parent of that bone being wherever the right click was detected.
1 vote -
Add a 'slow parent' option similar to Blender's where the motion of a layer can be bound to the motion of another layer.
I am trying to add a moveable highlight to Blank's eyes, and it's absurdly difficult; IWBNI there were something like the 'slow parent' constraint in Blender's where I could marry the motion of the highlight directly to the motion of the pupils, but at some multiple of their speed...
1 vote -
Your program does not recognize a dog's face, one;y human when I upload
I want to use a real photo of my Dog Tucker (attached) captured on a green screen and use your animation to move his lips to a voiced script. But it keeps giving me an error that it does not recognize as a human face. Can you create a version where a dog's face will be recognized?
1 vote
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