Chris Blundell

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  1. 13 votes
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    1 comment  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →

    As a workaround for importing video to animate against, you can import a PNG or JPG sequence (File → Import Cycle…) and use the Cycle Layers option for Start = Synced to timeline. This is new in version 2.1 released in April 2019.

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  2. 18 votes
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    1 comment  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 35 votes
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    4 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →

    While the heading of this post is “import video as scene background”, and you can’t just grab any video file to do so, you can accomplish the requests of both comments in Character Animator now. By importing a PNG sequence. Once you’ve turned the video background you want into a PNG sequence, using an encoder/transcoder like Adobe Media Encoder, then, in Character Animator, go to:

    File→Import Cycle→
    (browse to PNG folder and click on first image of your PNG sequence)
    →Import

    You will create a puppet in your Project panel with the name of the sequence folder. Open this puppet in the Puppet panel (Rig workspace) and apply the Cycle Layers behavior to the root puppet layer. In the Properties panel, under ‘Behaviors’, you’ll see your Cycle Layers behavior and an item that says “Start” with a corresponding drop down menu that defaults to “Immediately”. Click on the drop down…

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  4. 3 votes
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    7 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Blundell commented  · 

    That's a good point about the ability to scale in one direction

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    Chris Blundell commented  · 

    Hi Jun. This is great news! I think there are a few of us out there who are looking for a similar thing (no stretching/distortion but with ability to use draggers). There are a lot of cut out animation styles that would benefit from it.
    For me personally, I'm a few weeks away from using Ch to animate for a very large project, but would have to use AE and Duik for body parts as it's in cutout style. So seeing this implemented would be an absolute godsend!
    Thank you for developing Ch further and further!

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    Chris Blundell commented  · 

    Thanks Jeff! That still bends the joint though, doesn't it?

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  5. 21 votes
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  6. 11 votes
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    4 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →

    Hi there,

    @Иланна Марченко I’m not sure how to answer the question. Placing sticks (bones) in the arm along with tags for elbow and shoulder will allow you to apply a behavior called ‘Arm IK’. Parameters there will allow you to adjust maximum stretch and adjust point at which elbow bends. A wrist tag with a draggable behavior will allow you to drag the arm. Does that help?

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  7. 9 votes
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    3 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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