Alan Kent

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  1. 3 votes
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    0 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  2. 3 votes
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    0 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 2 votes
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  4. 2 votes
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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  5. 2 votes
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  6. 5 votes
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  7. 1 vote
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    0 comments  ·  Character Animator » Streaming  ·  Flag idea as inappropriate…  ·  Admin →
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  8. 19 votes
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  9. 2 votes
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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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  10. 5 votes
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    1 comment  ·  Premiere Rush » Capturing & Managing Media  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    Feels like broken. I cannot see them in playback either. Used to work I thought. I am on ipad.

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  11. 7 votes
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    2 comments  ·  Premiere Rush » General  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    I think you are very generous with “pretty difficult”. On my iPad Pro it can take me 10 to 20 tries, with periods of Zen meditation to recover my composure.

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  12. 22 votes
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    3 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…

    Alan Kent commented  · 

    What is the longest 1080p video sequence you can do this with before Character Animator runs out of memory etc? My recollection was cycle layers has a real restriction - like all the frames were kept in memory. So useful for short clips, but not for anything of reasonable length.

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  13. 5 votes
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    1 comment  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    Eyelids move up and down with the webcam tracking of eyelids, but it lacks emotion. It would be great if the position of eyelids and eyebrows (and mouth?) could be used to track emotions and standardize eye controls for such emotions. E.g. eyebrows moving closer together often means anger, eye brow tilt could mean sad, wider eyes surprised. Rather than mapping webcam images to exact same movements, it would be useful to map facial positions to emotions allowing the character to express those emotions in its own way more accurately.

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  14. 11 votes
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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  15. 2 votes
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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    To clarify (not sure why the above got munged, but I cannot see an edit button), I want to support Frontal + Left Profile (Or Frontal + Right Profile) where the other side profile uses the supplied side profile with the puppet walking backwards. CH already supports backwards walking puppets in walkbot.

    (I would also consider adding support for the Frontal tag for consistency. If defined, then one of the tagged profile views is shown and other tagged layers are hidden.)

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  16. 7 votes
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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →

    For #1, the just-released Version 2.0 has support for separate Left/Right Hip tags and a Hip Sway parameter in the Walk behavior that can move the handles to simulate hip sway, more so for quarter-drawn characters. See this tutorial for more information: youtube.com/watch?v=b1GLkNVVEGk

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  17. 3 votes
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    0 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  18. 8 votes
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    5 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent supported this idea  · 
  19. 2 votes
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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    (I later realized the possibly obvious workaround - add a “end of string knot” layer about the rest of the balloon. Make the balloon and string a nested independent layer and put dangle on that (no collision - dangle and collision don’t work together). Put collide on the “knot” layer (I used a circle). So the string attaches to the knot, the knot attaches to the hand. The knot spins around a lot, but using hinge to attach the balloon to the knot means the balloon dangles nicely. I then made the knot invisible so you cannot actually see it. That workaround works pretty well - but I still think adding friction to hinge to slow down the spinning would be helpful.)

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  20. 7 votes
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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent commented  · 

    I am not sure if this is related to the separate request “Getting dangle and collision effects to work together”, but I was trying out magnets pulling out my hair for 2 hours. Finally I worked out that I think putting a dangle on the object disabled the Magnet. Removing the dangle made things work. I had a balloon on a string, so the dangle made the string flex. Without the dangle its more like a balloon on an inflexible stick.

    Alan Kent supported this idea  · 
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