Dan Tull

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  1. 1 vote

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    2 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Best guess is that file doesn't exist for some reason (though that'd suggest something tampering with the project internals) or is open in another application so Ch isn't able to open it.

    Dan Tull
    Character Animator Team

  2. 1 vote

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    3 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Looks like this one double posted somehow, but I answered here: https://adobe-video.uservoice.com/forums/911317-character-animator/suggestions/44212521-my-animation-has-turned-to-garbage

    Here's hoping that helps! If not, reply and we'll see what we can figure out!

    DT

  3. 1 vote

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    1 comment  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    That looks like what happens when a referenced artwork file has been moved, deleted, or renamed.

    If you select that puppet in the project panel, the properties panel (toward the top on the right, generally) should have a path to the underlying artwork. If that path is orange, it indicates it can't be found. You can click on it to point Character Animator to an updated location and it should reconcile the artwork and recover.

    Dan Tull
    Character Animator Team

  4. 1 vote

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    2 comments  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    I looked up the code that emits that error and my best guess is that this resulted from a failed reconcile of your puppet's artwork. I'd be interested in looking at the project for diagnosis if you're willing to share.

    In the interim, though, I may also be able to give you an escape hatch. If you hold shift while opening the project, it will close selections and open scenes/puppets, which will hopefully keep the error from blocking you as the project opens. Once in that state, if you use the History panel you should be able to go back to an earlier point in history that may avoid the error.

    Dan Tull

  5. 1 vote

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Hi Eric,

    Since you mention Photoshop and Character Animator talking, maybe you're having the Photoshop installer issue where "Edit Original" doesn't launch Photoshop as expected or an issue with reconciling artwork changes into a puppet in Character Animator?

    If you can provide more details on what bugs you are running into (what happened, what you expected, and OS/app versions, etc), I may be able to help.

    Thanks,

    Dan Tull
    Character Animator Team

  6. 2 votes

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    6 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Hmm. Now that you mention it, this user voice forum doesn't seem to have direct messaging and it also didn't send me email as promised for comments on this idea. (speaking of that, sorry for the delay in replying)

    If you use the Adobe forums you can message me there. Otherwise, my email id for my corporate email (adobe.com) is dtull if you want to use that.

    If Chloe is also going slow, it makes me think it's not puppet specific and there's something bogging your machine down. If open Activity Monitor, are there processes competing for the CPU?

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    Dan Tull commented  · 

    Also, if you don't mind sharing the project/puppet and private messaging me a link, I can take a look, but this also seems like a good thread for exploring some performance diagnosis techniques in general, so I'm happy to stick with that route, too.

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    Dan Tull commented  · 

    Sounds like a heck of a machine! Let's dig in and see what we can figure out.

    The first thing to do is to gather some information about the scene and puppet you're animating. Is this a custom puppet? What resolution are the layers? What resolution is the scene? How many layers are there? How many behaviors are applied? What framerate is the scene set to run at? If it is using Illustrator artwork, select the puppet in the project panel and let me know what the Render as Vector and Resolution popups are set to currently and also what transform is being applied to the puppet in the scene.

    Assuming it is a custom puppet, what framerate do you get if you create a new scene at 1920x1080 and use a basic template puppet like Chloe? (set the scene framerate to 60 for this test, with a machine like this it ought to stay pegged at 60 unless something is seriously wrong)

    Dan Tull

  7. 2 votes

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    2 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    One more with an example of the actual versions list that appears when that menu is selected. There's a similar menu in the Beta apps list.

    More info here: https://helpx.adobe.com/download-install/using/install-previous-version.html

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    Dan Tull commented  · 

    Sorry that was a frustrating experience and thanks for letting us know.

    We really don't intend to hide older versions, though we do de-emphasize them a bit since we're always focused on making the new versions more robust and adding new capabilities. That said, I also totally get how much it can feel like you're on an update treadmill with new versions coming out all the time.

    In case others find this thread I'll add some info that is hopefully useful.

    In the CC app, the "..." at the right hand side of the applications list there's an "Other versions" menu which can be used to install older versions.

    Dan Tull
    Character Animator Team

  8. 2 votes

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    3 comments  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    There isn't a right click menu, but if you select the audio in the project panel, the properties panel should have a path in it that can be clicked to point to a new location (or to a different file).

    Hopefully that helps!

    Dan Tull
    Character Animator Team

  9. 4 votes

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    15 comments  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Knowing that your project was recovered and you're happy is enough. Use the product, let us know the issues you run into (I define "issue" as anything that makes the product less than a joy to use) and make cool things! My team loves seeing the amazing creations of our customers. It's very rewarding.

    Also, have a great weekend!

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    Dan Tull commented  · 

    New projects in the 4.0 version (either brand new or if you choose "Save As" to copy an existing project into new one) actually use an updated file format that should tend to be more resilient to this sort of thing.

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    Dan Tull commented  · 

    Sorry, should have checked that the database actually had the right data to match with the rest of the project files. So, an additional fix:

    Inside that repo.noindex folder, there's a file refs/heads/master with that text from the error dialog. Replace the contents of that file with a56b9c4e5fa32a0c4733074826d4669f656aa3de and delete the refs/tags/v188/saves/56 file. (it, like that master file seem to be pointing to data in a version of the database file that no longer exists, but the others are ok, so it should let you pick up from a recent point)

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    Dan Tull commented  · 

    Oh, that error is also usually related to the project being in a sync'd folder. Let me look for a fix for that part, too.

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    Dan Tull commented  · 

    That works great because it let me just download the most relevant parts and those are smaller than the whole project. If you look inside the Ch Data/repo.noindex folder, you'll see two files. They are identical in size, but very different in content: odb.sqlite3 and odb[Conflit].sqlite3

    The odb.sqlite3 is the name of the file that has all the data that defines the project, but for some reason that file is a 40 byte hash and a bunch of zeroes. If you delete the file odb.sqlite3 and rename odb[Conflit].sqlite3 to replace it, it should resolve this issue. (odb[Conflit].sqlite3 does seem to be a valid database at least)

    I think the file with the hash must be some kind of proxy that is related to how Google Drive syncs its data. This is a new variation on a theme I've seen many times where sync services mangle our project structure and leave it in an invalid state. :o(

    One way situations like this can happen is if the project is opened while changes from another machine are being synchronized (editing on two machines at once is definitely dangerous), but usually in that case, _both_ files are some valid version of the database, so this is a new failure mode. Puzzling, but I think in this case, it is at least fixable.

    Dan Tull

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    Dan Tull commented  · 

    First make sure no copies of Character Animator are running and then see if Windows will zip up the project folder with the "Send to Compressed Folder" command in the right click menu (at the "top", the folder with the "Ch Data" and "Ch Media" folders).

    One possible cause for this is if Google Drive is virtualizing the folder (sending to the cloud and then not retaining a full local copy). I ran into a similar error with OneDrive recently and had a bit of a scare. Sometimes virtual folders like that return errors for certain operations and so Character Animator balks at those errors.

    If it can be zipped up, then at least we have a copy saved aside. Another experiment to try is to copy that whole folder to a location that is a plain local folder and see if it will open from there.

    If the error is still presented when open from a known local/plain folder location, I may need to look at the project's internals to see if something else is amiss. I've repaired some damaged projects (in some cases damaged by sync services like OneDrive, Google Drive, CC FIles, etc).

    Dan Tull
    Character Animator Team

  10. 1 vote

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    6 comments  ·  Character Animator » Stability  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    I tried a few schemes to cause a collision of this sort and so far didn't manage to produce an actual collision. It turns out that a lot more than just layer content needs to match for it to collide.

    I did file a bug, though, and I think we can work out the right case and fix it.

    DT

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    Dan Tull commented  · 

    I have a theory on what is happening here. The rendering of the PNG textures used by the scene panel is done asynchronously. If two layers are identical, it will re-use textures and will skip rendering if a given texture is already there. However, while populating that cache, there is a window of opportunity where it can get 2 (or more) renders in flight that have the same destination path before either has written its output. In that case, the latter will fail. The failure should be harmless because the names being the same implies they are identical at a pixel level, but it is a bug that it can happen that way.

    Thanks for reporting it! I think I'll be able to reproduce this based on my investigation, but if not I may come back to ask for the puppet artwork to see if I can confirm that way.

    Thanks!
    Dan Tull

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    Dan Tull commented  · 

    What kind of volume is the D drive? Those errors would suggest errors accessing the drive or an indexer or other app competing with Character Animator accessing the just written files.

    Dan Tull

  11. 2 votes

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    1 comment  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Interesting idea. The Welcome panel is generated from a table of data, but that table is currently baked into the app so there isn't an easy way to add to it externally (there's a few assumptions in how it is loaded that also presume it references resources inside the app).

    The idea makes sense, though, especially as there are so many puppets available these days.

    Thanks!

  12. 1 vote

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    2 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Does right click and then Reveal in Finder/Explorer work? If you double click on the artwork file, does it open the right application to edit it? What about choosing the menu item directly instead of the shortcut? The fact that it is duplicating your puppet (which has the Ctrl+D default shortcut) makes me think this is an issue with the shortcut instead of one with the command.

    Dan Tull

  13. 2 votes

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    1 comment  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    The most common cause of this is a Photoshop installation issue that causes PSD files to not be associated with it properly. If you right click the puppet and choose "Reveal in Finder/Explorer" (Mac/Win respectively) and double click the artwork file, does it open?

    If not, you may need to set the association or re-install Photoshop to fix that part. Character Animator just delegates to the operating system to open the associated app, so if double clicking does open it correctly, I have more sleuthing to do to figure this out.

    DT

  14. 3 votes

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    2 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    A lot of what the face behavior does is position and rotation on the head handle, so some of those same animations can be accomplished with a Transform behavior applied to a Transform tagged handle at the same location.

    Depending on the nature of the disability, some of those axes of rotation/position could be bound to midi controls or keyframe animated and turned into replays for easier triggering and re-use of those animated movements.

    So, yes, I think it should be possible to work out a method to get the results you want! Happy to help find a way to support your efforts.

    Dan Tull
    Adobe Character Animator
    Software QE Developer

  15. 2 votes

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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Hi, I think I need a few more details to understand this better.

    Is this a mixamo animation that has an issue? Character Animator currently focuses on 2D animation, so this topic may need to be moved if it is Mixamo related.

  16. 1 vote

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    1 comment  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Oh, no, you definitely do not sound like an idiot. 😃 That's a totally sensible request.

    There's a bit of plumbing we need to do in order to directly support referenced artwork in cloud docs like what the iPad version of Ps edits, but we definitely want to get there. Seamless editing of Character Animator puppet artwork in the tablet based apps could be a pretty amazing workflow.

    Dan Tull
    Character Animator Team

  17. 2 votes

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    Needs More Info  ·  2 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Which versions of the apps are you using? We had an issue where certain operations in Character Animator would invalidate the internal IDs used to identify scenes for dynamic link (thus breaking the links), but I think that was fixed quite a while ago. I'll have to do a spot check that the issue has not been re-introduced.

    Do you know what kind of change is causing those links to break?

  18. 2 votes

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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    If it is any consolation, that sounds uncharacteristically bad. Chloe is running at 60 Hz for me even zoomed close in an an 8K scene, so something strange is going on.

    Is there any chance Ch is somehow accidentally choosing to use your integrated GPU instead of the discrete one?

    Dan Tull
    Software QE Developer
    Character Animator

  19. 6 votes

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    4 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →

    Still interested in your thoughts on Dan’s comment below:

    “Out of curiosity, what kinds of scripts do you want to add? We’ve considered various sorts of SDK support, but feedback on what ways you want to extend the app would help us decide on how to prioritize those efforts.”

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    Dan Tull commented  · 

    Out of curiosity, what kinds of scripts do you want to add? We've considered various sorts of SDK support, but feedback on what ways you want to extend the app would help us decide on how to prioritize those efforts.

    Thanks!

  20. 14 votes

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    7 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Dan Tull commented  · 

    Where by "definitely on our list for the future", I mean something we agree would be cool and want to do, not that we have a specific plan on when or any implied promises about when.

    I feel like a lawyer saying that, but I didn't want to set the wrong expectations, just express solidarity for the idea.

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    Dan Tull commented  · 

    Yes, replays are just begging for features along these lines (including a way to control which part repeats so you can have a start, a looped part, and a finish -- like a wave gesture that keeps waving until you let go). This is definitely on our list for the future. Right now the (cumbersome) workaround is to export the parts being replayed and use them to do the same thing with nested Cycle layers behaviors.

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