Nate V

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  1. 2 votes

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    2 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Nate V commented  · 

    Thanks, Dan! I didn't know what "aftertouch" was, but I looked it up and it sounds like a perfect thing to help control the jaw.

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  2. 3 votes

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    0 comments  ·  Character Animator » Streaming  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 23 votes

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  4. 7 votes

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  5. 10 votes

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  6. 11 votes

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  7. 15 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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  8. 4 votes

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  9. 2 votes

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  10. 2 votes

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  11. 7 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  12. 3 votes

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  13. 2 votes

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    1 comment  ·  Character Animator » Rigging  ·  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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    Nate V commented  · 

    Yes, please implement a layered approach to limbs using IK (as well as other body parts)! I'm currently animating a robot, and the "Puppet Pin" style bending is not at all desirable. I'd love to be able to keep the thigh, calf, foot, etc as separate layers so they only rotate from their origins rather than becoming a single, bendy unit. The option of allowing some stretch via scaling (along the length of the limb only) would be beneficial as well, since this can help fake some 3D positions of the limbs. My current work-around is to make the feet and knees independent, which works to some degree, but I don't have a separate elbow part for my arms, so this method isn't very useful there.

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  15. 9 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Nate V commented  · 

    Can we also have the option to connect duplicated layers' draggers (when they are not in the same group)? If you have an arm group and you want to have a duplicate which can be in front of the body instead of behind, it would be great if, after Ctrl + D to duplicate the arm with its rigging, you could also connect the two layers' draggers so they are always aligned. That way when you switch between them it's seamless.

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  16. 7 votes

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  17. 6 votes

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    4 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    Nate V commented  · 

    I'm an After Effects user and it drives me bonkers that I can't parent stuff outside of the nested hierarchy! Can we please do away with the hierarchy being so rigid? Maybe keep that mode, but have an "advanced" mode where you have more control of your layer order and what's connected to each other? Alternatively, there could be a "Parent Behavior" that lets you select a layer from a drop-down to be the Parent of your object. Options for enabling/disabling Position, Scale, and Rotation for the Child would also be great.

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  18. 10 votes

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    3 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  19. 1 vote

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  20. 41 votes

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