Character Animator

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  1. ¡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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    4 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  2. What is wrong with BLINKING?

    Watch the video and help with why my blink was not working then work but then my eyebrows blink with eyes?
    https://youtu.be/qEQpv0nS0sY

    1 vote

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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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.

    6 votes

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    2 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  4. HEAD TILT... please help

    How do I get the head the move with tilt but continue to stabilize the body...?
    https://youtu.be/Qbor3vaabsw

    1 vote

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

    3 votes

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    7 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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 vote

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    1 comment  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. HEAD TILT... please help

    How do I get the head the move with tilt but continue to stabilize the body...?
    https://youtu.be/Qbor3vaabsw

    1 vote

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  8. 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…

    5 votes

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    4 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. Resizing of Source Files

    I had a very large source .PSD file that I learned Character Animator would have trouble keeping up with--after I had completed all my rigging. I tried to resize my source file but this broke all the rigging (makes sense since the size of the puppet changed). Unfortunately the only way for me to fix it was to resize the source .PSD and create a new puppet and rig all over again. Fortunately I was able to use the previous build as reference, but it would have been nice to have some kind of option to create a smaller file…

    1 vote

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. Change the route of a puppet without having to start from scratch

    I had to move my original puppet from one folder to another. I couldn't reroute any of the attributes so I had to start with the rigging from scratch.

    1 vote

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →

    If you select the puppet (that I’m assuming shows as offline/orange) in the Project panel, does clicking the file path in the Properties panel allow you to select the new location of the artwork file to relink the puppet? Or was that not working as expected?

  11. 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

    9 votes

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    5 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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 →
  14. 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

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  15. 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

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  16. 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 →
  17. 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

    7 votes

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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  18. 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 →
  19. 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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    0 comments  ·  Rigging  ·  Flag idea as inappropriate…  ·  Admin →
  20. 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 →
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