When debugging a puppet, it is worth expanding the full hierarchy of the puppet and clicking on every layer, one by one, and checking the tags for that layer. Left/Right Pupil – the part of the eye that moves.Left/Right Eyelid Bottom and Left/Right Eyelid Bottom Size (optional) – similar to the top eyelid.(I don’t know what the eyelid size controls.) Not all puppets need eyelids. I normally set both tags on the same eyelid layer. Left/Right Eyelid Top and Left/Right Eyelid Top Size (optional) – the top eyelid and its size.In my puppet I created a separate hidden object for the Pupil Range it is common for other puppets to limit pupil movements by the eyeball meaning the eyeball layer would be tagged with Pupil Range. If they are the same, the eye will not move. Left/Right Pupil Range and Left/Right Pupil Size – the difference between the sizes of these two layers controls how far the eye pupils can move.(The cycle layers behavior can be used to display a sequence of frames for smoother blink animations.) I also check the “Eyelid Strength” property of the Face behavior and set it to zero if it looks like Ch is not using the blink layer. When a blink occurs, this layer is shown and all the siblings are hidden. Left/Right Blink (optional) – if present, eye blinks display this layer to blink the eye rather than stretching/distorting the eye lids to make them move.Left/Right Eye – groups the following parts of the eye together. ![]() Left/Right Eyebrow – tells CH what are the eyebrows, so it can move them via the camera etc.I find it common to need to do some tweaking of the tags – the effort is identifying what needs to be adjusted (not the change itself). This allows you to change the tags around after importing some artwork. The tags are what Ch uses to work out the structure of the puppet. The names of these layers are important as tags are automatically associated with the layers if these names are used. The most import parts of the above puppet structure are as follows. On the left is the artwork hierarchy, on the right is the Ch puppet hierarchy. You can vary this pattern in a few ways I mention later. The following shows the hierarchy for one of my puppets as reference. Illustrator encourages you to think about structure more. (It seems more natural to Illustrator users.) This is not a criticism of the user – I think it’s more the way the tools operate. Sometimes I find the Photoshop users are not as used to the type of hierarchy that Ch requires. So, the first step of debugging a puppet is to check the artwork hierarchy is correct. When someone says they have a Photoshop file (PSD), double check the layer hierarchy.Ĭh imports the artwork hierarchy into the puppet to form the puppet hierarchy. Tip: Check the layer hierarchy carefully. (Did I miss something? Please leave a comment below for others to benefit from!) This blog lists the steps I go through to debug a puppet that is not working. This blog is not an introduction on how to create a puppet – there are numerous other resources around for that (videos, blogs, etc). They are a bit finicky, but I find once most people get the first puppet right, the rest are not a problem. Kapag pumili ng rehiyon, binabago ang wika at/o content sa common issue for newcomers in the Character Animator (Ch) forums is getting eyes to work correctly. If you want to use the puppet in a composited scene, import a background from Adobe Stock or from a shared Creative Cloud Library. Select the first PNG file in the exported PNG sequence. Now launch After Effects and choose File > Scripts > New Comp from Character Animator Recording.jsx. ![]() This exports the video as a PNG sequence and the audio as a WAV file to use in After Effects. Export an image sequence: Choose File > Export > PNG Sequence and WAV and specify a name and location.When you use Dynamic Link, any changes you make to the puppet in Character Animator will automatically update in After Effects. Drag the scene from the Project panel in Character Animator to the Project panel in After Effects and then right-click it and select New Comp from Selection. Use Dynamic Link: Launch After Effects.You now have two options for bringing your character into Adobe After Effects: ![]() When you’re finished animating, select the scene in the Project panel and adjust the scene’s duration in the Properties panel.
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