David Simons (Adobe)

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  1. 1 vote

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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)

  2. 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.

  3. 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.

  4. 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.

  5. 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.)

  6. 5 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

  7. 0 votes

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

    You can send the contents of the stage panel directly to OBS with an alpha channel (per-pixel transparency for easy compositing) by using the built-in Syphon option (mac only) or the NDI plug-in from NewTek (mac & win).

  8. 1 vote

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

    Are you using the new Timeline > Compute Head Movement from Speech? It moves eyebrows too.

    Other option is to record a Face behavior take from your webcam. Or am I misunderstanding?

  9. 1 vote

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

    Thank you for the report! We have reproduced the problem, and will work on fixing it. For internal tracking purposes this is DVACH-7203.

  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  · 

    If I'm understanding your request correctly, you can already do something very similar because each trigger can trigger as many layers as you want, anywhere in the tree. Just drag & drop them on top of the corresponding trigger.

    If you already have separate parallel swap sets and you want to "merge" them, you can drag one swap set on top of another. Any triggers with matching names will be automatically merged (i.e. union of all the layers they refer to will all be combined under that trigger).

    So one Angry trigger can trigger angry layers throughout the puppet tree. Presumably you'd have a similar set of layers triggered by Happy, etc.. Note that any layer is allowed to be triggered by more than one trigger in a swap set, which is useful if you don't have a custom drawing for, say, an Angry nose, but you do have a Happy nose and want to assign it to Angry too.

    Does that solve your problem?

  11. 3 votes

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    0 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
    David Simons (Adobe) supported this idea  · 
  12. 1 vote

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

    You can at least get the video part by using the Fader behavior and a trigger at the same level. When triggered the group will fade on, and when untriggered it will fade off. Use a black background to fade to black. Note that you may need to set the Blending Mode (in the Properties panel) of the group to Normal instead of Pass Through if you have independent groups within the group, otherwise they will fade independently, leading to you seeing normally-obscured layers during the fade.

  13. 1 vote

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

    It's not obvious, but with the layer(s) selected so you can see the handles & sticks you want to select, you can then shift-drag starting in a blank space to marquee-select them.

  14. 1 vote

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

    To get negative movement, set Camera Flappiness and/or Audio Flappiness to negative values.

  15. 1 vote

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

    Agreed, right now the frame-by-frame hand-animation workflow requires annoying re-posing.

    We do have a form of manual onion-skinning, see Scene > Take Snapshot, and Scene > Show Snapshot.

  16. 4 votes

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

    Yeah, that's the workaround for recording a new performance. Note that even that isn't perfect because there can be a different amount of time between when you hit Reset and when you hit Record — during which time something could be falling or jiggling etc.

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    David Simons (Adobe) commented  · 

    Agreed, this is confusing.

    Note that export is not affected (i.e. will always be consistent). Same for dynamic link to AE/PPro. So you can use that as a workaround when doing a physics-based scene: drop it into AE or PPro and play it back from there. It will always be the same, and always match what you'll export.

  17. 1 vote

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

    What version are you using? (it's shown in the menu bar)

  18. 1 vote

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

    We do update the tutorials over time, but as a stop-gap we can add text annotations that explain changes. Do you have specific tutorials that were confusing?

  19. 1 vote

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

    What is your model of computer and operating system? Do other apps see the camera?

  20. 1 vote

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

    Sorry, this is annoying. To work around this limitation for now, you can apply Dragger once for each draggable handle, and then arm only one Dragger behavior at one time. The disarmed ones will then play back from the timeline while you record the armed one. You can rename the behaviors to remember which is which (you'll want to be consistent — make sure you always arm the same one for dragging any given handle).

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