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. 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. Turn on visibility of sticks in Record workspace

    Similar to how you you can turn on the visibility of your dragger handles, there are times when I'd find it helpful if my sticks showed up green on the stage so I could troubleshoot their placement. When the legs or arms are warping in ways I don't like, the solution is often to trial-and-error move those sticks around and find the perfect sweet spot. I think I might be able to pinpoint what part of the stick is influencing the mesh in an ugly way if I could see the sticks while the puppet's moving.

    1 vote

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  3. Jimmy Neutron characters

    Hello! Can you fix the Jimmy Neutron characters?

    1 vote

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  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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  5. Custom face/ body tracking

    You label the parts on your puppet and then match with the face/body tracking by clicking on the corresponding area in the video feed or an image from the feed.

    1 vote

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  6. 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…

    9 votes

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  7. 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.

    4 votes

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  8. 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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  9. 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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  10. 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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  11. 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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    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?

  12. 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

    10 votes

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  13. 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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  14. 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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  15. 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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  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

    3 votes

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  17. 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…

    3 votes

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  18. 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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  19. 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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  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…

    4 votes

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