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102 results found

  1. Auto-merge Triggers

    I have 2 different swap sets of hand poses, namely the right hand and the left hand. Both swap groups has the same hand poses. However I would like to have it in one trigger swap set, instead of two. I can do this by creating swap set of, as example, the right hand, then manually move individual hand poses from the left hand group to the right hand swap set. It's a lot of work. Is it possible just to create for both hand groups its own swap set, then in the trigger panel, I drag either hand swap…

    1 vote

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  2. Being able to copy ALL parameters from one puppet and apply it to another

    It would be great if you could copy and paste all rigging and other parameters from one puppet to another. Say you're creating minions, each slightly different looking from the others, but largely the same. Hours could be saved if you didn't have to rig each.

    And if there were then a couple of issues that needed to be adjusted due to the unique properties of one (say he's only got one eye), that would still be much quicker.

    Martin

    21 votes

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  3. attach character to ground

    How can I fix my character to the ground? ,I've tried all all manner of pinning, sticking, adding fixed tags, changing layout and all I need is to get this guy to stop floating so I can start my actual project, the fact that this is the default int his program is very frustrating. Namely when his head tilts, everything below his neck swings the other way like a windsock.I've attached images of where my rig is at right now, any thoughts and ideas would be greatly appreciated.

    2 votes

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  4. Blendshapes for Limbs

    I come from a 3D background and for rirgging whenever we have a shape that bends in an undesirable shape we create blendshapes, which is a shape that morphs from one shape to another when the control moves toward that particular problem area.

    1 vote

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  5. IK legs that allow you to move the legs without moving the rest of the body

    Right now I tried to put an IK arm set up on the legs. It somewhat works, but if I rotate my head the whole body moves. To prevent it, I have to move the foot dragger and set it to stay wherever I move it.

    2 votes

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  6. fluid 360 head and body turns on y-axis

    Hi

    I am still learning, so I apologise in advance if this is already possible.
    Is there a way to create more fluid head and body turns, a bit like what can be achieved using https://aescripts.com/joysticks-n-sliders/?
    Currently the solution seems to be to make more layers in Photoshop/Illustrator in-between similar to
    https://www.youtube.com/watch?v=bA8_R6kRgj8 This is as far as I have gotten https://sagesoftware.box.com/s/jsqxyuvp2n6cm3mnd5dl92u5ymq0nrpx

    Is it also possible to do a full 360 rotation of body on Y-axis? I assume there will also need to be rigging layer flips/re-ordering to achieve this?

    Thanks

    3 votes

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  7. copy/paste and re-scale all selected rigging

    Once you have a decent rig on one character, the task of doing this again on a similarly constructed character is super cumbersome.

    It would be hugely helpful if you could select groups of pins and sticks and manipulate them as a group (mirror, scale, rotate, free-distort)

    You can copy/paste, but you have to select pins and sticks one by one. NEED marquee selection of pins/sticks.

    Then with groups of pins/sticks selected, you should be able to mirror/scale/stretch/rotate/free-distort the locations of these pins/sticks.

    I think this would massively accelerate the adaptation of a rig from one character to another.

    you…

    2 votes

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  8. Auto Rig

    Auto rig feature where it detects and compiles the rigging for you (option to make minor adjustments)

    2 votes

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  9. Precise Rigging

    I'm kinda perfectionist, so here we go.

    I would love it to have Character Animator has more control in Stick and Handle. Like the length of the stick, the rotation, and position. I want a precise and even position and rotation of the stick, for example, on both hands. And so the handle position too. I want it to be precisely positioned for both right and left arm.

    Who else with me fellow perfectionist?:D

    1 vote

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  10. Swap Set / Layer Picker flow between intermediaries

    Please enable a feature on layer picker or swap sets where it works just like a swap set, but it also plays the layers between each trigger to arrive at the new held frame.

    So if I had a group with 1,2,3,4,5,6,7,8 in it, If I pressed 5, it would play 1,2,3,4,5 and hold on 5 (if latched for example) then if I hit 7, it would play 6,7 and hold on 7. Then if I hit 2, it would play 6,5,4,3,2 and hold on 2 etc.

    If there was a default layer, then if a trigger wasn’t latched it…

    1 vote

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  11. Cycle through swap set with one trigger

    Can we just use the default swap set shortcut (first one in the list) and cycle through each swap set if others haven't been assigned. That would be a quick implementation right?

    1 vote

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  12. Fixing the problem

    No ridding and fix

    1 vote

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  13. Chainable independent objects

    I love to be able to have an independent Hand connect to an independent forearm to an independent upper arm. etc.

    1 vote

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  14. Support rigs for quadrupods, birds, snakes, fish and things with more than four legs.

    Hello, it would be grew to if CA would support models of various kinds of creatures along with their movements:
    quadrupods, birds, snakes and fish

    Thanks,
    Rajnesh

    41 votes

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  15. Rigging and animating less complicated, please!

    Rigging is much too complicated. I'd like to have handle bars or slider in order to move the marionette, I'd like to fix the head on the neck and to have the neck squeezing while the head stays in it's form, I'd like to hang arms to the body like in AE, I'd like to animate walk cycles instead of capturing something by the camera, I'd like to squash and sqeeze by mouse.

    2 votes

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  16. Idea for mouth movements in Lip Sync function

    Presently the mouth shapes for "ah" and "oh" are inserted as still frames as determined by the speech file.

    How about we have intermediate frames for these mouth shapes? Like the transition from "ah" to "oh" could have just a few frames of transitionary shapes between these two (which we could upload ourselves). The program could then insert these transitionary phases in automatically depending on the order of the shapes. It would be very easy for the program to do this.

    It would make the whole thing look so much smoother, and if it worked, I think would be an…

    1 vote

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  17. Illustrator symbols

    Currently layers that contain Illustrator symbols are not parsed correctly in Character Animator showing only one instance and recognising the layer name.

    It's useful to be able to include Illustrator symbols to avoid creating and editing multiple times the same artwork (e.g. eyes, pupils, eyebrows, etc.).

    I hope this is considered as a compatibility feature request and gets added to the backlog.

    Best

    1 vote

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  18. A true skeletal system

    I'd like to see a true bone system implemented instead of trying to derive a structure from points that can be scattered in different parts of the puppet. Consolidating all the hinge points to a single layer will make editing and debugging a puppet much easier and straightforward.

    18 votes

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  19. Dragger's return to rest is acting strange since 2.0 update

    since the 2.0 update Ive been having a weird bug with dragger arms attached by hinges and how to interact when set to return to rest.

    Before the update, they would return to the default position that was set in the Photoshop file. But after the update, the arm straightens out facing in the direction that the dragger has been moved in and after the duration set under return to rest it will immediately snap back to the default position.

    This does not only happen on my original puppets but it also happens on the stock puppets as well (I…

    8 votes

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  20. Preset Behaviors

    A set of basic behaviors likely to be used repeatedly...

    Bounce
    Rotate
    Jiggle (with some kind of randomization)

    With parameters like duration, speed, randomization, ease in/out...etc

    ...All I can think of at the moment but I'm sure there's more ones likely to be used repeatedly.

    1 vote

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