David Simons (Adobe)

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  1. 1 vote

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

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    David Simons (Adobe) commented  · 

    You can apply the same behavior to different groups in the hierarchy to set different parameter values. For example, if you apply Face at the root of the puppet hierarchy, it will control all views with the same parameter settings. If you then also apply Face to Left Profile view, you can set different parameters for just that view — or even turn off the behavior's eyeball — and the other views will still be controlled by the root one.

    So in your case, you could place the two profile views in a single group (in PS or AI), and apply Face to that group and turn parallax off. Or, if you don't want to change the hierarchy, you could apply Face separately to each of the profile views, and turn parallax off in both.

  2. 1 vote

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    1 comment  ·  After Effects » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →

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    David Simons (Adobe) commented  · 

    Most of the places where you can type a number you can type simple math expressions like that. However, for time-entry there's a special case. It's been decades since we implemented this, so I don't remember why exactly, but the upshot is that the only math you can do in the time-entry boxes is relative the to the current time by starting with "+" (e.g. "+5" to move five frames forward, or "+-7" to move back seven frames).

    Does the relative thing fit your needs, or would you still like the A+B thing?

  3. 1 vote

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    David Simons (Adobe) commented  · 

    Not exactly what you're asking for, but did you know that instead of applying a behavior again, you can use a view tag to indicate a separate "grouping" for behaviors to look for handles?

    Some behaviors (like Face) will look for an entire set of handles _per view_. So if you tag a group with a view tag (e.g. Frontal or Left Quarter) then you don't need to apply the behavior again, as long as you want all the parameters to be the same for all those views. If not, you would still apply another behavior, as that allows the parameters to be different.

    Note that you are allowed to have as many of each view as you want.

    To find out if a behavior matches on views this way, look for a "Views" parameter in the behavior's puppet panel properties.

  4. 1 vote

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

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    David Simons (Adobe) commented  · 

    The Anchor Point value in the Transform tool gives you this control (on the stage, not the puppet panel).

  5. 1 vote

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    David Simons (Adobe) commented  · 

    Some behaviors (like Face) will look for an entire set of handles _per view_. So if you tag a group with a view tag (e.g. Frontal or Left Quarter) then you don't need to apply the behavior again, assuming you want all the parameters to be the same for all those views. If not, you would still apply another behavior, as that allows the parameters to be different.

    Note that you are allowed to have as many of each view as you want.

    To find out if a behavior matches on views this way, look for a "Views" parameter in the behavior's puppet panel properties.

  6. 1 vote

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    1 comment  ·  After Effects » Workflow & interoperability  ·  Flag idea as inappropriate…  ·  Admin →

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    David Simons (Adobe) commented  · 

    That's exactly what the Include Project Link checkbox in the output module dialog box (which defaults on) does. So you should be able to import any QuickTime movie (or other format that supports metadata) into AE, select it in the project panel, and hit cmd/ctrl-E (Edit > Edit Original...) to automatically open the original project and comp that rendered it.

    I just tried it on my M1 laptop, and it shows two error messages related to not being able to reopen the comp, but does actually work to reopen the project. I'll file that bug about the comp; might be OS- or architecture-specific.

  7. 5 votes

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    12 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →

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    David Simons (Adobe) commented  · 

    This should now be fixed in the beta version (22.6.0.50 and later).

  8. 1 vote

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

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    David Simons (Adobe) commented  · 

    Sorry it's not working for you.

    To help us help you, please post details in the community forum here: https://community.adobe.com/t5/character-animator/ct-p/ct-character-animator

    Screen shots, Ch version, and OS version would all help diagnose the issue. Also, which other Adobe apps are launching successfully for you?

    Thanks!

  9. 1 vote

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

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    David Simons (Adobe) commented  · 

    In Starter mode, the only way to create a new project is to click the Home button in the upper-left, and then choose or import a puppet.

    If you want a new Pro mode project, first switch to Pro mode and then the New Project command will be enabled.

    We plan to change it so that New Project in Starter mode just switches you back to Home so it's clear that you need to pick a puppet to start a new project. Sorry for the confusing UI.

  10. 1 vote

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    David Simons (Adobe) commented  · 

    Best to bring this type of problem to the community forum with a screen shot of the Puppet panel: https://community.adobe.com/t5/character-animator/ct-p/ct-character-animator

  11. 2 votes

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

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    David Simons (Adobe) commented  · 

    You can do this now by exporting a puppet file from Pro mode and importing it into Starter mode. However, there are various things that don't work in Starter mode, like Dragger, and triggers that overlap in time, and you always have to start fresh with a new scene.

  12. 2 votes

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    David Simons (Adobe) commented  · 

    Can you be more specific? Latency between camera movement and what you see on the screen? Or audio latency of the lip sync? Some other kind of latency? Also: please let us know the version of Ch and the version of your operating system. Ideally Ch would prefer 4 or more CPUs.

  13. 12 votes

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    5 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →

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    Needs More Info  ·  Sirr Less responded

    See if using Magnets behavior to connect rear hair to the head might work for this example.

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    David Simons (Adobe) commented  · 

    Does the new Leader/Follower behavior (currently in the beta version) take care of this for you?

  14. 1 vote

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

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    David Simons (Adobe) commented  · 

    To do this, use File > Export > Video with Alpha via Adobe Media Encoder...

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    David Simons (Adobe) commented  · 

    When you say "click on a puppet", are you referring to the puppet in the project panel, timeline, or puppet panel?

    In all three cases, a single click should show relevant properties in the Properties panel.

    Double-clicking on the puppet in the project opens its timeline and scene. Double-clicking a puppet in the timeline opens it in the Puppet panel. Double-clicking on a folder in the Puppet panel opens that folder (also in the Puppet panel) — a nice way to reduce clutter in the panel and concentrate on a smaller set of layers. Clicking the left arrow at the top gets you back.

    Does that help?

  16. 1 vote

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    David Simons (Adobe) commented  · 

    best to ask for this type of help here: https://community.adobe.com/t5/character-animator/bd-p/character-animator

    would help to show a screenshot of the puppet in the Rig workspace

  17. 2 votes

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    David Simons (Adobe) commented  · 

    We would like to enable behaviors running on each particle, however we have found it is too slow to be usable.

  18. 3 votes

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

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    David Simons (Adobe) commented  · 

    It has already worked for millions of users. Maybe there is something special about your system that is preventing it from working? If you share the details of your problem (OS version, app version, hardware configuration, symptoms, etc,) maybe we can help you enjoy it too!

  19. 2 votes

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

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    David Simons (Adobe) commented  · 

    You can get scale & rotate control over handles when using Dragger by using a touch-enabled device.

  20. 1 vote

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

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    David Simons (Adobe) commented  · 

    Not exactly what you're looking for (because you can't control it via Dragger), but you can get parent-child independent movement by keyframing properties of the Transform behavior after applying it at different levels in the puppet hierarchy.

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