Alan Kent

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  1. 7 votes

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

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  2. 14 votes

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    7 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 20 votes

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    12 comments  ·  Character Animator » Streaming  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    It might not be a common usage, but MoCap rigs often use a phone in a face rig to capture face expressions while the actor is acting out the movements. VTubers are doing this quite often now - but you need to capture head motion as well. I have been playing with HTC Vive controllers to record a puppet, but I have to stay near desk because I have to stay near camera. As I said, not mainstream, but you asked for use cases beyond just replacing a blurry webcam!

    http://www.filmbuffonline.com/FBOLNewsreel/wordpress/2015/01/27/oscars-greatest-mistakes-overlooking-performance-capture/

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  4. 2 votes

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    Needs More Info  ·  3 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    The new transform tag sounds like it just allows transforms to be added to handles (before you added a Transform behavior, which had to be to a group (non-leaf level in hierarchy)). The new capability is a bit cleaner, but does not make it any easier to do eyes or face.

    But I don't know how to use it yet. I put a "Transform" tag on an eye and the puppet in the scene window went back to 100% scale (the Transform behavior in the properties seemed to have no effect) and it changed the origin of the image. I probably don't understand how to use it yet, but nothing indicates it allows me to control the Face or Eye Gaze behaviors.

    Also, if you add a "Transform" behavior to the pupil, it turns off the Eye Gaze capability. So you cannot use normal eye gaze on the puppet once you add a transform behavior.

    So no reason to think it is fixed (but also with only one other vote not expecting this to get fixed any time soon either!)

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    Alan Kent commented  · 

    I need to check. The v2 eye gaze and Face do not support new input types other than before. The trickiness was getting both eyes moving well together. For example, if the two eyes have different eye pupil ranges, the results are disproportional. It is hard to get that going right.

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  5. 4 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    The documentation on Adobe Character Animator Help | Control puppets using behaviors says "Parallax Strength controls parallax movement of the eyes, nose, and mouth" but I have never got the mouth to move.

    So either the docs need fixing or the software.

    Mouth strength is not useful - on Chloe it distorts the mouth badly.

    I worked out a hack - you restructure the artwork to make the Mouth a child of Nose, then when the nose is moved, the mouth moves as well with the nose.

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  6. 11 votes

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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 8 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    You can create other mouth positions using keyboard triggers. Just create a “Mouth Group” under which you put the old “Mouth” with all the face/lip sync triggered expressions. Then create a swap set alongside “Mouth” and put all the alternatives there. Basically the swap set hides the “Mouth” group and displays your triggered mouth instead. I use that for bigger grins etc.

  8. 44 votes

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    15 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    There have been some similar separate feature requests for “camera panning” which I think is the same as this. Wish we could merge votes across different requests! ;-)

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    Alan Kent commented  · 

    Google translate says "Create a camera system, just like in after effects, and apply more means to create background for the scenes, without having to link with the after"

    Is this the same as https://adobe-video.uservoice.com/forums/911317-character-animator/suggestions/33842551-camera-panning-support or do you want something different?

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    Alan Kent commented  · 

    I would love to have camera panning support where the camera has X, Y, and distance (zoom) that is applied globally after all draggers etc. Needs keyframing (or blends etc) on those values, so you can do a sideways pan across a scene by blending the X value from one value to another.

    You could get fancy and allow a “Z-depth” on each puppet in a scene so they move at different rates during pans.

    You can do this by hand at the moment using transforms (except for draggers), but its a fair bit of work. It would make it easier to have a long scene but add zoom ins on faces etc within a scene to break it up a bit, keeping everything correctly in proportion.

  9. 17 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent supported this idea  · 
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    Alan Kent commented  · 

    Or a programmatic API would be nice. E.g. I would love to hook up a HTC Vive - it has position tracking for the head (and which way face is pointing), plus the two hand controllers. It would be great to be able to feed those signals into the platform (not just midi - which I don’t think can control the face). Having an open API would allow a range of devices to be hooked up to control things.

    But I also agree a joystick would be very useful (not just sliders). (I think CH does have sliders, but no joysticks.)

  10. 18 votes

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    3 comments  ·  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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  11. 7 votes

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    0 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  12. 4 votes

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    0 comments  ·  Media Encoder » Render Queue  ·  Flag idea as inappropriate…  ·  Admin →
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  13. 6 votes

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    3 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    Alan Kent commented  · 

    Is this another way to achieve https://adobe-video.uservoice.com/forums/911317-character-animator/suggestions/33842710-control-start-and-end-record-time-for-a-scene? (In this request its a request to set the in/out points, but allows takes to extend beyond the start end. So you can create a scene per “bar” and know that making extra recordings won’t mess up the duration of the scene.)

  14. 6 votes

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    2 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
    Alan Kent shared this idea  · 
  15. 3 votes

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    0 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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