Chris Keller

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  1. 1 vote
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    1 comment  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    6 comments  ·  Character Animator » Stability  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    That’s a very interesting idea and it’s actually not far fetched. I reused some mouth shapes in illustrator. And the other layer, I think there may have been a duplicate copy of that object too.

    Luckily I do my backups ans have several project copies where I have this problem. I’ll ale. Look and see which layers and see if I can cure it by making changes to uniquify the layers.

    At any rate this definitely gives me also something to further experiment with.

    Let me know if you want the corrupted project / puppet

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    Chris Keller commented  · 

    OK I just looked again...
    looks like the file is somehow already there, and so the other file cannot be renamed to be the same name as a file that is already there.

    so file x~y.png can't be renamed to x.png
    probably because there's already a file named x.png

    why it's creating that x.png I don't know.

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    Chris Keller commented  · 

    It’s just a hard drive, doesn’t matter where the file is. And though I thought I had it fixed, I opened it again and alt-clicked the refresh on the scene and the error message came up again.

    I’m pretty sure it’s a conflicted object in the file from when I changed the render %. Because that’s when this error started and it only happens at 200%

    Not 50,100, or 400%

    And it’s always the same character

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  3. 2 votes
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    6 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    Save-As copies the project exactly as it is, including leaving the linked files where the original artwork is.

    If you first gather, then obviously everything is gathered.

    The benefit of the save-as is that it leaves the un-referenced files out of the newly saved project. This can be a lot of files.

    For what it's worth, I used to think as you do - and I still do while developing a puppet.

    However, I realized the danger in this. Once you create a puppet, rigging and creating triggers and swap sets. And then use them in a scene. What happens if you modify the artwork and the rig breaks. BAD BAD BAD NEWS! - you cannot use any of your takes. Even if you recreate the exact original rigging, it's now NEW rigging and you have to redo your scene.

    So when you archive a scene, I highly recommend collecting the media, and archiving it with the scene so the art is as it was when the scene was completed.

    You can always manually re-link to the original artwork. But if you don't do as I'm suggesting you could lose a lot of work.

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    Chris Keller commented  · 

    That also would be a good idea. However the "extra" files are in the file system, not in the project... well they are also in the project.

    I just want to be able to export a scene and have it include everything in the same way a puppet export does for a puppet.

    fwiw a .puppet file is basically just a project that includes the puppet and all it's behaviors and playbacks etc in a zip file renamed puppet. yes you can rename the puppet to .zip and unzip it and open it in Ch! :D

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    Chris Keller commented  · 

    OK Maybe I missed this, and perhaps this is how "save as" actually works?

    I have started doing "Save As" and incrementing my version numbers - seems to be working well, and then I have fall-back versions in the event of the horrific corrupted project syndrome!

    Anyway, as I said, seems to be working to only save the takes that are referenced by the file. I can't be certain, but fairly confident.

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    0 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  5. 1 vote
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    2 comments  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    Mind thoroughly blown! I missed this one - and this is a game changer. So now I say we need display filters (so that we can show/hide origins/handles/danglers/draggers/sticks/etc...)

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  6. 10 votes
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    1 comment  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 8 votes
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    3 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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  8. 1 vote
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    2 comments  ·  Character Animator » Performance  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    Thanks David I’ll check that out.

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  9. 2 votes
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    2 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    This just got me thinking... for the frame-by-frame even if it pops back to neutral pose, a ghosted image of what it would look like with everything unarmed, and as it looks in the final render, would do the trick! you'd still have to start over at each keyframe, but at least you'd know where things are supposed to be.

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    Chris Keller commented  · 

    Yes, we NEED onion skinning (prev/next frames or prev/next keyframe)
    And we really need better frame-by-frame animation capability.

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  10. 10 votes
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    1 comment  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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  11. 11 votes
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    4 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →

    Hi there,

    @Иланна Марченко I’m not sure how to answer the question. Placing sticks (bones) in the arm along with tags for elbow and shoulder will allow you to apply a behavior called ‘Arm IK’. Parameters there will allow you to adjust maximum stretch and adjust point at which elbow bends. A wrist tag with a draggable behavior will allow you to drag the arm. Does that help?

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    Chris Keller commented  · 

    The only way I know how to create non-stretching draggable geometry is to make it a limb, which seems complete overkill.

    I think we just need a behavior that tells the layer not to deform (no stretch/warp) this would be very useful in slicing up the character if you could make it rigid like a metal robot, or stretchy like a monkey's tail or any creatures torso etc.

    imagine the frustration of trying to build a nutcracker puppet... you just want the puppet's parts to rotate around pinned joints with zero stretching... this isn't easy - unless I've fundamentally missed something (possible)

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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  13. 4 votes
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    4 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →
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    Chris Keller commented  · 

    Ahh that’s true. We need a frame action to reset physics to a specific state on record. Click record and the animation does a run-up from the reference frame.

    I guess it is what it is for now - but for recording takes I think it’d be really good to have that pre-role from the reference...

    thanks for the replies.

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    Chris Keller commented  · 

    Will try the AE/PPro.

    Even if export is consistent - the problem is that while performing, you have to rewind and reset before each take!

    Or is there a workaround for that too!

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  14. 3 votes
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    0 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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    0 comments  ·  Character Animator » User experience/interface  ·  Flag idea as inappropriate…  ·  Admin →
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  16. 14 votes
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    1 comment  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  17. 18 votes
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    1 comment  ·  Character Animator  ·  Flag idea as inappropriate…  ·  Admin →
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  18. 36 votes
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    3 comments  ·  Character Animator » Rigging  ·  Flag idea as inappropriate…  ·  Admin →
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  19. 34 votes
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    8 comments  ·  Character Animator » General  ·  Flag idea as inappropriate…  ·  Admin →

    Hey all,

    In the recent release of Animate, under File→Publish Settings→Other Formats→SVG Image (checkbox)→Options, there is now a checkbox “Optimize For Character Animator”.

    Using it, you can export an SVG image that Character can import, that will have a layers structure that works well in Character. While you can’t yet export an SVG sequence from Animate, right now you can get the image from Animate to Character with minimal clutter and add rigging to it for performance. Let us know if this is helpful and what you want to see happen next!

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  20. 34 votes
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    4 comments  ·  Character Animator » Recording  ·  Flag idea as inappropriate…  ·  Admin →

    While the heading of this post is “import video as scene background”, and you can’t just grab any video file to do so, you can accomplish the requests of both comments in Character Animator now. By importing a PNG sequence. Once you’ve turned the video background you want into a PNG sequence, using an encoder/transcoder like Adobe Media Encoder, then, in Character Animator, go to:

    File→Import Cycle→
    (browse to PNG folder and click on first image of your PNG sequence)
    →Import

    You will create a puppet in your Project panel with the name of the sequence folder. Open this puppet in the Puppet panel (Rig workspace) and apply the Cycle Layers behavior to the root puppet layer. In the Properties panel, under ‘Behaviors’, you’ll see your Cycle Layers behavior and an item that says “Start” with a corresponding drop down menu that defaults to “Immediately”. Click on the drop down…

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