David Simons (Adobe)

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  1. 1 vote

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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    It actually does do this already, but apparently not in a clear enough way, sorry!

    Check out the hamburger menu in the History panel (next to the name of the tab), and enable Show Auto-saved Versions. A recent one will say something like "HISTORY_STATE_YOU_CLICKED + 700 redos". Click on that and you'll then see the state of the history when you originally rewound to that place. You can then click on any of those 700 redoable things lower down in the History panel (you probably want to click on the very last one to get back to where you were).

    The other way to do this is to manually hit Save before jumping back in time, then you can click on that saved state to get back.

  2. 1 vote

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    It's a little hard to follow without seeing the image and hierarchy. Does it help to make the steering wheel Independent? (click the crown for that group in the puppet panel)

  3. 1 vote

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    1 comment  ·  After Effects » General  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Because Time Remapping allows time to go both forwards and backwards, when moving "downstream" (i.e. from one to comp to another comp that has the first comp as a layer) there is not necessarily a one-to-one mapping of times, so there's no right answer as to what frame it should move to. This isn't a problem when going "upstream", and indeed AE does still synchronize in that direction even when Time Remapping is enabled.

    But in cases that actually are one-to-one, like when time has only been slowed down but not reversed, AE could do what you want here even for the downstream situations. And for the non-one-to-one cases, it could arbitrarily choose one of the matching times at least.

  4. 2 votes

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    1 comment  ·  After Effects » Workflow & interoperability  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    You can already do this, but it's quite hidden: select the new comp in the project panel and option-drag (or alt-drag on windows) that comp onto the comp-to-be-replaced's icon in the project panel.

    If the Info panel is showing, it will say "Replace usage of <Comp1> with <Comp2>" to give a clue as to what will happen.

    So this request could be considered "Make 'Replace Usage' easier to discover"

  5. 1 vote

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    1 comment  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Workaround: select it and hit left-square-bracket ([)

  6. 1 vote

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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Agreed that Copy & Paste of a scene would be handy for moving a scene between projects — which currently requires importing one project into another.

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    David Simons (Adobe) commented  · 

    To duplicate a scene, select it in the Project panel and choose Edit > Duplicate from the main menu bar.

  7. 5 votes

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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    It's not ideal because you still have to disarm the puppet first, but does Scene > Take Snapshot (and the corresponding Scene > Show Snapshot) help?

  8. 1 vote

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    1 comment  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    If you make the project panel wider, you'll see a "Type" column header. Click on that to sort by type.

  9. 1 vote

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    1 comment  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    That is the puppet's track item bar which represents how long the puppet shows up in the scene. It defaults to five minutes long, but can be shortened or lengthened as you showed. The reason it doesn't start out being zero and only growing when you record is that we don't know in advance if you're actually going to record anything (e.g. it could be a background puppet).

    But yeah, we are considering other designs to make this more intuitive.

  10. 1 vote

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    The problem is that when Auto Blink is triggering your blink layers, it also hides all other layers in the same layer group. Since your eyebrows are in the same group, they are hidden while the blinks are happening.

    To fix it, use a folder arrangement in PS where the blink layers are in a group with the other layers that should be hidden when the blink (or wink) is triggered.

    For example, this is how the built-in Chad puppet does it:

  11. 1 vote

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    5 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Sorry to hear this. What operating system and version of Ch are you using? Can you share a screenshot or the text of the error message here?

  12. 1 vote

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    It's hard to tell from what you've shown there. If you can do File > Export > Puppet... and share a link to the file we can take a look.

    You'll probably get more help from more people by posting your questions here: https://community.adobe.com/t5/character-animator/bd-p/character-animator

  13. 3 votes

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    4 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Sorry it's so confusing!

    I think the problem is that your head layer is inside your Mouth group. When the Lip Sync behavior triggers a mouth shape, it hides ALL other layers in the same group to make sure you only see one at once. Try moving the head layer outside of the Mouth group.

  14. 3 votes

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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Right now the workaround is to use a utility like ManyCam (https://manycam.com/) to feed a video file into a virtual webcam that Ch thinks is happening in real time.

  15. 2 votes

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    2 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Do you get the result you want by placing the latch-able triggers all in the same swap set in the Triggers panel? (that enforces that only one is triggered at a time, but latching still works)

  16. 2 votes

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    7 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    > seems to be working to only save the takes that are referenced by the file

    Yes, File > Save Project As will create a new project with no undo history, so it can leave any now-unused takes behind. Any artwork already gathered (i.e. in the Ch Media folder in the project) will be copied into the new project's Ch Media folder. Any artwork outside of the project will still be referenced wherever it lives.

    The Ch team agrees that an Archive Project (which would be like Save Project As but also gather up referenced artwork) would be very useful, as would a way to remove things unused by selected scenes in the project, like AE.

  17. 1 vote

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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Can you describe more about what you'd like to do? You can delete anything you want from the project panel. Any referenced source files will remain in the project folder on disk in case you hit undo.

    If you know you don't need any undo history, you can use File > Save Project As to save a version of the project will all those old files removed.

  18. 2 votes

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    1 comment  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    You get a transparent background if you export your scene with an alpha channel (i.e. per-pixel transparency) — try File > Export > Video with Alpha via Adobe Media Encoder... or File > Export > PNG Sequence and WAV...

    For live situations, you can generate a live video stream with an alpha channel using the NDI plug-in from NewTek, and receiving the signal with a switcher like OBS or Wirecast.

  19. 3 votes

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    1 comment  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    Sorry about this bug! It will be fixed in the next release of Premiere Pro. In the meantime, it’s already fixed in the Beta version. If you want to try that out, make sure you are using the Beta version of BOTH PPro and Ch. (The bug was only in PPro, but when using Dynamic Link, it never crosses from Beta to non-Beta, only Beta-Beta or non-Beta-to-non-Beta, so you need to install both Beta apps.)

  20. 11 votes

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    2 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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    David Simons (Adobe) commented  · 

    You can already do this in Ch for lip sync by importing the audio file, placing it on the timeline, and doing Timeline > Compute Lip Sync Take from Scene Audio.

    For video, it requires more work, as you have to go through After Effects, track the video and then copy the keyframe data and paste into Ch. See https://helpx.adobe.com/in/after-effects/user-guide.html/in/after-effects/using/facetracking.ug.html

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