Christopher Withington

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  1. 1 vote
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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Christopher Withington commented  · 

    Hey David, thanks for the answer, and for patiently trying to decipher my explanation :)

    Yes, that's how I'm doing it now, and it works fine. But with a recursive swap set, it would greatly simplify the structure of my puppet.

    I didn't realize you could merge swap sets, so I have been dragging individual layer groups into the trigger from the Puppet Panel. Merging might save me some time!

    The feature suggestion is more to simplify the organization of the puppet and the reduce the number of rigging steps.

    Rather than having multiple layers sets scattered throughout the puppet and repetitively linking them all to one "global" trigger, I could have my alternate layer groups defined at the top level 1-to-1 with the trigger.

    So Normal and Angry faces could be defined as a "Face Normal" & "Face Angry", with all the changing elements ("Eyebrow", "Eyelid", "Pupil", etc) contained within. In the current alternative, I need to define "Eyebrow Normal", "Eyebrow Angry", "Eyelid Normal", "Eyelid Angry", "Pupil Normal", "Pupil Angry", "Mouth Group Normal", "Mouth Group Angry" within one "Face" layer group.

    When switching from "Normal" face to "Angry" face, only layer groups with matching names would be swapped, with the layer groups that don't match remaining unchanged.

    Top down vs bottom up organization. The rigging would be simplified, as would the process of setting up the puppet.

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  2. 2 votes
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    6 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    Christopher Withington commented  · 

    Yeah, I don't change a puppet once it's used in a scene for that reason.

    However, I want to keep the psd files in a folder that syncs to the cloud and the Ch project in a location that doesn't sync.

    The Ch project folders change a lot and have thousands of files, so no good for syncing to cloud. I've also found there's a bug which can corrupt a project folder when sync conflicts occur. Adobe knows about the bug, but they just recommend not automatically syncing the folders to cloud.

    I see what use case you're trying to cover here, though, and I agree it'd be very useful.I hope Adobe does something about it -- seems like all the code it written, it's just not combined in the right way yet!

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    Christopher Withington commented  · 

    True, you really need both "Remove Unused" and "Collect Project Files".

    I have indeed unzipped a .puppet file and you're right. You can even watch it making the folder structure before it zips it up if you watch the file system :) Fun stuff.

    So you're saying Save-as will move all the linked project files? Does it create a "Gathered Media" folder?

    I would like my Puppets to remain linked to the original .psd files, so I get nervous when I see them copied into "Gathered Media" folder.

    So far it seems it keeps the link, but I'm watch it closely!

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    Christopher Withington commented  · 

    Rather than export or save-as, perhaps a "remove unused" feature would be appropriate? After Effects has this and it is very useful.

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  3. 4 votes
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    4 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  4. 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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  5. 2 votes
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    0 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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  6. 1 vote
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    0 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 2 votes
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  8. 1 vote
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  9. 3 votes
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  10. 1 vote
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  13. 2 votes
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    3 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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  14. 3 votes
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    7 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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