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Character Animator

ANNOUNCEMENT — This forum has been moved


Thanks for all your feedback and ideas. To improve communications between you and the Character Animator team, we are moving this feedback forum to the Character Animator page on the Adobe Support Community. Feature requests and bugs will live separately in that forum.

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611 results found

  1. Can we have CYCLE LAYERS be automatically the same way the EYELID behavior is added (by typing it)?

    I find that adding the CYCLE LAYERS takes the most time (besides assigning MIDI triggers to multiple hand positions) after importing. It can also be a challenge to explain this to a client when passing off work.

    WHAT IF:
    In Illustrator or Photoshop, you could just write "CYCLE LAYERS" and the behavior would already be added? You could even give us a letter to add for "hold on last layer" "cycle once" and "when trigger released" [Or give us the ability to change the default of CYCLE LAYERS in ACA].

    THANK YOU!

    13 votes

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    1 comment  ·  Rigging  ·  Admin →
    Sirr Less responded

    Hey all, to the point below, we’ve added search filtering in the puppet panel in the Version 2.1 release that went live on April 3rd, 2019. Check it out!

  2. DOUBLE CLICK TO RESET THE SLIDERS

    Premiere Pro has an option to reset the sliders of Lumetri Color when you hit twice on them.

    Your developing team could add this functionality to all the sliders of all the effects of all the Adobe video & audio apps.

    It could be awesome ;)

    TKS, Adobe

    1 vote

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  3. Develop a web API

    It would be amazing to be able to implement the puppets inside a website, can we have this please?! :D

    1 vote

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    0 comments  ·  General  ·  Admin →
  4. Improve rear hair (behind BODY) when +HEAD is warp independent

    Currently you typically have a HEAD group in front of the BODY (so the chin is in front of the neck etc. You may also have front hair dangling in front of the body as well.

    But it is hard to have +HEAD (an independent group) and rear hair (to be displayed behind the BODY). The front and rear hair should be both controlled by the head movement.

    It would be nice to have a better way of having rear hair attached to head movements, but be behind the body.

    I would suggest having a +REARHAIR group as a pattern,…

    12 votes

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    5 comments  ·  Rigging  ·  Admin →
    Needs More Info  ·  Sirr Less responded

    See if using Magnets behavior to connect rear hair to the head might work for this example.

  5. Isolate Parameters When Selected

    When a take is selected in the timeline, just the parameters for the clip(s) are shown, eliminating the hunt for the specified parameter.

    Deselect clip(s) to show all parameters.

    1 vote

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  6. Setting to quickly switch between different backgrounds & character during performance

    I would like to incorporate multiple backgrounds and characters during a live presentation, to create the look of a two-way conversation as seen on TV and film. I want to be able to switch backgrounds every time a new character speaks, and have both the new character and background appear onscreen.

    I can currently achieve background switching by stacking multiple backgrounds in the timeline and then manually fading the opacity of the background(s) on top, but it is slow, manual, and very clear to the audience what is going on.

    On a similar note, switching out the characters is currently…

    13 votes

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    3 comments  ·  Streaming  ·  Admin →
  7. Layer Colors to CA

    Photoshop/Illustrator Layer colors to Character Animator.

    3 votes

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    1 comment  ·  Admin →
  8. Walking triggered by keyboard

    Hello, if you could wipe out the "walking" through the keyboard, you could use multiple gaits for a puppet. She could then walk normally, walk or walk very slowly. For streaming, it would be easier to give the character more dynamic.
    Best regards
    Gabi

    6 votes

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    3 comments  ·  Performance  ·  Admin →
  9. New behavior: kneel

    Hello, it would be great if there was a knee flexion for the puppets in the behavior. Then she could squat down and pick something up from the ground. This behavior should then start from a trigger so that the "go" behavior can be interrupted. I hope I explained that understandably :)
    Best regards
    Gabi

    8 votes

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    1 comment  ·  Performance  ·  Admin →
  10. 1 vote

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    Just to confirm, does the menu bar say “Version 2.0” or “Version 2.0.1”?

    If it says “Version 1.1”, “Version 1.1.1”, or “Version 1.5”, what is your OS version? Here are the system requirements: https://helpx.adobe.com/adobe-character-animator/system-requirements.html

    If it says “Version 1.0.6” or earlier, you are using the Beta or Preview version of Character Animator. There is a separate “Character Animator CC” entry in the Creative Cloud application to install, separate from “Character Animator CC (Beta)”.

  11. Cinema 4D

    Character Animator could has an interoperability with Cinema 4D to animate 3D models with Character Animator. This can be the next union level between ADOBE and MAXON, like is happening with After Effects/Illustrator with Cinema 4D.

    11 votes

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    1 comment  ·  General  ·  Admin →
  12. Scale Track Height (Premiere Style)

    Would be nice to be able to scale the track size vertically in the timeline like Premiere's behavior.

    3 votes

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  13. Make the default be the last thing you did, rather than the pre-set default

    Please change the default setting to what you did previously, rather than some pre-determined default. It is so irritating to constantly have to go back, un check the red buttons, etc.

    For instance, in recording a walk behavior, you have to go back to the beginning, so your characters are in the correct place, then you have to make sure to fix the body speed so that they actually record. If you want to record it over again, you AGAIN have to go back re-do the body speed.

    There should be a default to what you just did and then…

    5 votes

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    0 comments  ·  Recording  ·  Admin →
  14. Trigger control improvement

    In the control section for triggers, in layout you can drag the icons to where you want, and you can even drag one icon on top of another, but, when you press it, it still only triggers one of the icons. It would be great if you could layer icons on top of each other, and then you only have to press the one to trigger them all at once. The reason for this is because if you create a trigger group, all the actions in that group has to be the same lengh in frames, otherwise it causes bits…

    5 votes

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    2 comments  ·  Rigging  ·  Admin →
  15. [BUG] puppet walks off screen

    Hello there,

    if I change the timeline, the puppet will be lost.

    Could you please solve this issue?

    https://drive.google.com/open?id=19-nbBMItjpKVtPmi9pZnB5sX75VzQJFg

    Thank you in advance.

    Kind regards,
    Dennis

    3 votes

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    0 comments  ·  Recording  ·  Admin →
  16. Nested Swap Sets

    Can we have NESTED SWAP SETS?

    When I hit "Generate Controls," it tells me I have 496 triggers. I love that the program can handle this BUT really, a lot of these are repeats from one head position or body position to the next. Adding a swap set for hands, on multiple arm positions is what created this giant tedious day (496!) with my MIDI controller.

    If the Swap Sets could understand that two same-named arm positions with same-name hand positions are the same, you would TOTALLY SAVE US SO MUCH TIME!!

    Also, if swap sets could be nested in…

    2 votes

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    1 comment  ·  Admin →
  17. default puppet position option

    I think this would be very helpful!
    the basic position in which we design the character is almost never a default position for it. So you always need to start with one dragger recording of a default position, and than on top of that additional dragger recordings.

    it would be great if we could build one or maybe even a number of "default" body positions and choose without needing to record it with a different dragger!

    hope i explained it properly :)

    4 votes

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    0 comments  ·  General  ·  Admin →
  18. 9 votes

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    0 comments  ·  Rigging  ·  Admin →
  19. Keyboard shortcuts for arming behaviors

    It would be very helpful for workflow speed if we could assign hotkeys for arming specific behaviors and puppet tracks. Instead of having to mouse over to the puppet to disarm it so that I can see it's current position, a quick keyboard shortcut would really help. Same with the item behaviors - if I have the Dragger armed, but I want to turn it off and instead use the mouse for Eye Gaze, I have to scroll through all the behaviors and find the ones I want to arm/disarm. If each behavior had an assignable hotkey, it would be…

    10 votes

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    0 comments  ·  Recording  ·  Admin →
  20. Option for additional in-between states on head turns.

    The snapping of the head to different views isn't a big deal if you are using the pose to pose feature. It really stands out however when pose to pose is off. I would like a few in-between states for the head turns.

    8 votes

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    1 comment  ·  Rigging  ·  Admin →
    Needs More Info  ·  Sirr Less responded

    Do you mean that you want more than 5 stopping points or views or do you mean that you are trying to get more layers into the head turn? As noted, you can add several image layers that play in sequence to a single view by using cycle layers behavior, allowing for a smoother head turn with more ‘in-between’ frames. However, assuming you are asking for more pre-defined views in the rigging, that wouldn’t solve your request.

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