I've downloaded Character Animator, bought a web cam, made a puppet, and have successfully captured basic arm movements and dialogue, all in less than a week. I just want to say that Adobe Character Animator is a slam dunk, and your videos have been incredibly helpful.
I am so glad you added the body tracker countdown up to 20 seconds. Now you don't have to be The Road Runner to get into position. It will now work for us Wile E. Coyotes.
Hallelujah! Just when I need something like this. You are doing an amazing work developing this software, and explaining the features for us. Thank you so much!
This was a really great tutorial. Both myself and my 9 year old (both with ADHD) were able to follow and understand you and retain the info. That's all a challenge for us, lol. We JUST got it and have learned so much from your videos and she's already made so much. She gets bored easily but your flow worked well enough to not allow for that. 10/10, so great it works for a 9 yr old with ADHD, lol. WELL DONE!
Dave the man. I just love your Adobe CH Animator explainers videos. Very helpful. I’m using Adobe a lot and your videos are perfect - cover everything and very easy to understand. Thank you.
Thanks a lot buddy , I was searching for how we can easily make animated videos without fully making animations manually , I really like the way you explain the things 👍
It should be easier because the M1 chip is the same in both the Mac and the iPad, so performance issues and optimization isn't a problem. But remaking an entire app for a different OS and interface, is anything but easy....and will take tons of time, that they'd probably use to make better features instead....idk (I don't thinkThere's much demand for CA on thr iPad) Although it would be nice if it came to the iPad
@@kotor1357 Still frustrated that they haven't properly ported features from Ai or Ps to the mobile apps, too much missing functionality. Their mobile apps are way behind the curve; they feel like trial versions compared to the desktop applications.
Man this is good ! Respect from north africa Kabylie ! My CH unfortunately stopped and expensive for me I want to cry 😢 I can't use the new features !! Thanks lot.
Thank you Trainer, its long since i started following you am now better but still following you. i went off from your lessons but am back i never had the born tool. but i now have it. its working
You know this has great potential when you realize you stopped watching the real dave and start focusing on the humanoid blue cat because he feels alive and is fascinating to watch!
Woah! I just spend most of yesterday binding keypresses to each triggers now I can also use this now that it's out of beta. Try this as soon as I get home.
These are must have tutorials. Very engaging, very informative, yet oddly very easy to follow. Learnt all I know about CA from Dave's tutorials. Brilliant 👍
Your work is amazing. The product is also amazing. Have a lot to learn. But I'm slowly starting to incorporate the motion software. With the template it still difficult but hopefully over time it will be a breeze! Thanks!
Great video!! Amazing work!! I am still having trouble getting my custom puppet to move the arms at all with body tracking. It works with a mouse but not with body tracking even when I disable dragger. I will keep trying.
Make sure the wrists are tagged and checked in the Body behavior. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
Hi Dave! I really appreciate all this amazing and helpful tuts, I'm learning a bunch of stuff with them!...I'm revisiting this tutorial because I did my own character and I've noticed that I have the same deformation problem in the lower body as your character at 36:55. Is there a way to make some parts "stiffer"? Thanks before hand!
Thanks! And good eyes. I don't remember 100%, but I think what may be happening is that I had the Waist tag tracked under "tracked handles" in the behavior, and unchecking might help. When things pull like that I try reducing the number of tracked handles, and/or try to adjust origin positions or independence to see if that helps. I just tried the example character now and turned waist tracking off and it seemed to work better for me. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
In Adobe Character Animator, the "Body" option does not appear at all in the "Puppet Track Behaviors" panel. I have installed the latest version of the program. I have tried resetting the settings and verified that all layers and groups in my project are correctly named and organized. Despite this, the "Body" option still does not appear. Question: Does anyone know why the "Body" option is not showing up and how to solve this problem?
Body is not added by default like Face or Eye Gaze. In Rig mode, go to the Behaviors panel on the right, click the + button, and you should see Body as an option to add from that list. I just confirmed this is working in the latest version.
@@okaysamurai Thanks 😁 I love following your tutorials, they are so easy going for an autodidactic mind 🤗 And it is even better that you engage and are really fast to answer questions 👍 I'm looking forward to seeing more videos from you 🥳
This is so cool! I can't wait to see what the next big jump is gonna be... Like... Where can it go?!? One things for sure... It's gonna be amazing. Also I love Noodle Arms McMelonhead (aka example puppet)!
Fantastic update. I do have a question, small critique. Why in most videos is there so much emphasis on the "floaty" / "stretchy" / "rubbery" physics, for lack of a better term... like, the small things bouncing in a jello-like motion. I see it for some styles for sure but most studio quality animation isn't like that. The characters' torsos bending/stretching... that seems to take away from the studio looking effect (if that makes sense). But maybe that's just me. I would welcome a button, activated with a clicker or a phone, where you could freeze your character's body position and maybe other stuff as well. Or even have the tracking work in a way where only your very noticable body movements move the character's body, confidently to a held position. So it's less floaty/jello-like/watery. But anyway, just my 2 cents and maybe this is all possible already but I would love to see demos that try to emulate studio work. Been following for a while, this is a phenomenal software, thank you for your hard work.
Great points. The floaty style is kind of the default when you mix performance capture and 2D animation. It's the most accessible starting point. But professional studios using CH will follow the pose-to-pose style animation prevalent in 2D animation and tweak the settings to feel less rubbery. A future goal of ours is to give more options for newcomers to have easier ways to translate their performances into things that look like they had more of a professional touch. I think we will have some features this year that you'll like. :)
I'm doing a project for a class, I followed your awesome video on how to take a basic character and make it personalized. I went through the whole process, only to find out at the end it wasn't set up to be body track. Is there a video that could tell me how to set up body tracking for the basic character since I went through all the work already to make my character?
The rigging section starting at 24:12 in this video should address the basics with a very simple character. So really you just need to make sure the legs and arms are set up properly, you have all the tags you need like hips and shoulders, and you have the Body and Limb IK behaviors. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
I've got a few robots on okaysamurai.com/puppets, maybe one of those might work? I don't think any are rigged for body tracking but a little rigging surgery could change that.
Love your tuts and detailed information - really great stuff! In the vid you mentioned the 'Scaling' on the your head as you lean into change settings from your full body capture. This scaling triggered a thought and Im curious how you would approach it. Can I stretch or squash a puppet. For example if they reached up to take something from a high shelf how do you stretch their arm and body for better effect. In body tracking for example they would reach up to the shelf but not extend (stretch) their limps/body. Or if I jumped up and come down they puppet wont exhibit any stretch or squash, and on landing you may crouch etc but the puppet body would not compress or squash outward. How would you mimic this in ACA. Im not looking for a perfect solution - perhaps none currently exists in the software - but wondering what tips/tricks you'd use to give a similar effect or appearance for the purpose of speed of execution. I'm not sure how to go about it or if its even practically possible. What are the your thoughts on this or resources. Perhaps its a video-worthy idea. Cheers :)
Yeah! So for now I would probably do use the Transform behavior and keyframe X/Y scaling to do squash & stretch types of things - just make sure your character's main origin handle is at their feet so they expand/shrink from there.
I believe the best way to do this is a three view walk, where body tracking is added only for the frontal view, and left/right profiles take over for walking. There is a character in the beta feature Puppet Maker called Noodles that I believe does exactly this - I would check them out!
Hello! Thanks for your great videos! Is it possible to edit the output of Character animater in AE in a key frame style? For example, CA tracks my eye movement. Can I do fine adjustments of that in AE to get the eye in the exact location at the exact time that I want? Thanks!
and maybe edit the exact path of the movement of the eyes? I guess my question is, as opposed to the process of animating the entire scene using AE (time consuming but gives me precise control of each body part), can I cheat with CA to do the heavy lifting and use AE to fine tune?
So when you link into AE, you character is basically a video file with an alpha channel - so no data you can edit in AE. I do all those adjustments in Character Animator and leave AE for the compositing. There's a recording & editing section of this workflow video that talks about how I do that: ruclips.net/video/VhCKD5vl848/видео.html
how to enable the body tracking on "Camera and Michrophone" menu on my application only has two icon (camera and michrophone). and on the "add behavior menu" there is none the Body menu it only have "Auto Blink, Breathe, Cycle Layers, Dragger, etc......) ?
If you sliced up the pixels into a PSD and fit it into a template like the ones found in pages.adobe.com/character/en/resources, that would work. You could also use After Effects...I would look up "pixel art animation in After Effects" and see what you get.
Completely unrelated to the topic of the video, but it would be really great if we could get hinge-style joints for elbows, knees, and wrists implemented. The current bendy joint method is great for some styles, but having the option would be awesome for styles that rubbery look doesn't work with. If there's a way to do this already that I'm not aware of, someone let me know. I've been experimenting to no avail.
For clarification, basically, I'm talking about having separate layers for upper and lower arms, with the elbow functioning as a hinge the way you can for shoulders, etc. I haven't been able to hack this to work, as it wants to find a connection point to the main body and doesn't consider the independent upper arm as part of the body.
@@okaysamurai This is great, thank you! Not sure I fully understand how it's all set up just yet, but I'll poke around the rigging until I do. Thanks again!
I use the body tracking feature to record character animations. However, when I turn on the body tracking, the camera becomes laggy, making the animated character's movements appear choppy and stiff. If I don't use body tracking, the camera works smoothly, but I can't capture detailed body movements. How can I enable body tracking and also ensure the camera runs smoothly to record fluid character animations?
Body tracking is HIGHLY resource intensive. I would start by unchecking certain tracked handles under the body behavior and see if that helps - the less you're tracking, the better it should run. I would also compare against the example stick figure character - if he runs okay, then your artwork/character may be too complex and optimizing it might help. If he runs slow, then it may be a hardware limitation.
Question: Say that I want to use the camera tool to do the body movements, but I want to use audio clips for the audio, is that possible or is there no way to toggle off the mouth detection during the camera tool recording session? Cudos on this program though. This is a phenomenal tool.
Yes, just turn the mic icon off under the camera and disarm (turn off the red dot) Lip Sync. Now you can record everything else, and when you're ready for audio, turn off the red dot for everything except lip sync & the mic icon.
Thank you for this video . Im a new animator self taught student I'd like to know how to put scenes together to make a short video ,for kids song for example.
Hi! I was wondering is there a way to rig a model to do foreshortening type of stuff? Like is there a way to make a character point directly at the camera? I'm currently storyboarding a bit of a short film/animation thing, I'm new to using Character Animator so I'm not sure if that's doable. Or is the best way to do that to do the tracking without that arm and then manually animate the arm on a separate software and composite it on top afterwards?
The main way I've seen this done is through triggers, where a trigger swaps in a foreshortened version of the arm. You can also check out auto swap: ruclips.net/video/TzXKAJMcCLk/видео.htmlsi=vp5HMd-91e-e-ws0
Just to be clear, if you want to use the body turner behavior, you can't have an arm passing in front of the head, correct? The arm passing in front of the head is separate from the body, and wouldn't turn along with the body.
You could technically do this by adding an "arm" group above your character and adding a second Head/Body turner behavior to it, to kinda brute force it into also turning. Never tried it so not sure how well it will work in reality but theoretically it should be possible.
Question, do you need to have legs for a bodu turner behaviour? I have a character and I just want to have the upperbody/torso. I don't want to add legs but would like a body turner behaviour.
Help, please I made a character, and by default he had one hand position. In this case, the tracking of hand movements when recording from the camera worked fine. But I decided to add a few hand positions to make them work better and more naturally in the animation, I made an autosubstitution trigger. However, when you turn on motion tracking and recording from the camera I stopped tracking my hands. What could be the problem? Please advise
Hard to diagnose here - if the problem persists, please upload a video or screenshot of your issue to adobe.com/go/chfeedback and we'll try to help you out.
It seems like you have different files(i.e. different scenes and rig files) just for the various views of the character. Do we have to make all separate files for the different views of our character before we can use body tracking? Can't we just use one photoshop/illustrator file with all the views in that file like the average character has?
Okay Samurai. How can we set transform tool during recording? for example : we set character flying like superman from A to B (up and down / left and right ) automatically without using mouse.
So the turner behavior is limited to 5 views now - left/right profile and quarter views + frontal. That being said, you could manually trigger even more views with button presses - not as automatic, but more customizable!
I've downloaded Character Animator, bought a web cam, made a puppet, and have successfully captured basic arm movements and dialogue, all in less than a week. I just want to say that Adobe Character Animator is a slam dunk, and your videos have been incredibly helpful.
Thanks so much!
Dan Eden, Please tell me, what camera did you buy? I want to make sure that I get the right camera
hii sir how to download adobe character animatior max 2021 plese tell me
Can u make our own character in Adobe express?
It's been about 5-6 years since I last used Character animator, this is a feature that I've been waiting for!
I am so glad you added the body tracker countdown up to 20 seconds. Now you don't have to be The Road Runner to get into position. It will now work for us Wile E. Coyotes.
Thank you for being such a PHENOMENAL teacher, Dave!!! This is my favorite (and the most valuable) channel on RUclips!
Thanks Dave! Really appreciate the work you & the Adobe Team put in this software.
So excited to dive back into Character Animator. Thank you for more videos!
Hallelujah! Just when I need something like this. You are doing an amazing work developing this software, and explaining the features for us. Thank you so much!
Thank you for everything Okay Samurai. Thanks to you, I started making my childhood dream animated series! respect and love.😍😎
This was a really great tutorial. Both myself and my 9 year old (both with ADHD) were able to follow and understand you and retain the info. That's all a challenge for us, lol. We JUST got it and have learned so much from your videos and she's already made so much. She gets bored easily but your flow worked well enough to not allow for that. 10/10, so great it works for a 9 yr old with ADHD, lol. WELL DONE!
You and your team… made all my dreams come true at the ripe old age of 61! Thank you!
Dave the man.
I just love your Adobe CH Animator explainers videos. Very helpful. I’m using Adobe a lot and your videos are perfect - cover everything and very easy to understand.
Thank you.
This is a good year for this program. I like to imagine that eventually they can find a way to track fingers at some point.
That would be amazing
Thanks a lot buddy , I was searching for how we can easily make animated videos without fully making animations manually , I really like the way you explain the things 👍
This is great. NOW, we just need CA for the iPad Pro.
It should be easier because the M1 chip is the same in both the Mac and the iPad, so performance issues and optimization isn't a problem.
But remaking an entire app for a different OS and interface, is anything but easy....and will take tons of time, that they'd probably use to make better features instead....idk
(I don't thinkThere's much demand for CA on thr iPad)
Although it would be nice if it came to the iPad
@@kotor1357 Still frustrated that they haven't properly ported features from Ai or Ps to the mobile apps, too much missing functionality. Their mobile apps are way behind the curve; they feel like trial versions compared to the desktop applications.
Or at least adobe animate
Damn i was thinking of getting it for my new ipad pro doesnt it work on it ?? :( whyyyyy
This is sik! So easy.. up & running in like 5 mins.. 24:12 Rigging
Man this is good ! Respect from north africa Kabylie !
My CH unfortunately stopped and expensive for me I want to cry 😢 I can't use the new features !!
Thanks lot.
Thank you Trainer, its long since i started following you am now better but still following you. i went off from your lessons but am back i never had the born tool. but i now have it. its working
You know this has great potential when you realize you stopped watching the real dave and start focusing on the humanoid blue cat because he feels alive and is fascinating to watch!
Legend! What a game changer for animation!! **pretty excited!!!* :)))
This was just what I needed! You guys should have a million likes!
This video is so well done. Super to the point. And this feature is amazing. Congrats!
Woah! I just spend most of yesterday binding keypresses to each triggers now I can also use this now that it's out of beta. Try this as soon as I get home.
The body tracking override tip at 42:20 answered a few questions all at once for me (ty). You should add it to one of your tips and tricks vids.
These are must have tutorials. Very engaging, very informative, yet oddly very easy to follow. Learnt all I know about CA from Dave's tutorials. Brilliant 👍
I've been waiting for this ever since you announced it in beta!! So excited!!
Your style of teaching is great! Thank you So much!
thanks 👍
Wow! Thank You so much dear adobe team for this amazing feature😍❤️
This saves a lot time for animators
Your work is amazing. The product is also amazing. Have a lot to learn. But I'm slowly starting to incorporate the motion software. With the template it still difficult but hopefully over time it will be a breeze! Thanks!
thanks for updating Chole for body tracking!!
I would really love to do this for a English Literature project I have to do for November 8
Oh yeah! Can't wait to use this feature!
You took the words right outta my mouth.
Great video!! Amazing work!! I am still having trouble getting my custom puppet to move the arms at all with body tracking. It works with a mouse but not with body tracking even when I disable dragger. I will keep trying.
Make sure the wrists are tagged and checked in the Body behavior. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
Exactly what I needed and was looking for! Thanks!!
Thank you. I like your Tutorials. Great Work
I am going to animate soon and this will be perfect for me!
Our new series uses Character Animator, and oh my boosh this would have been a nice feature to have when we first started. 😆
Hi Dave! I really appreciate all this amazing and helpful tuts, I'm learning a bunch of stuff with them!...I'm revisiting this tutorial because I did my own character and I've noticed that I have the same deformation problem in the lower body as your character at 36:55. Is there a way to make some parts "stiffer"? Thanks before hand!
Thanks! And good eyes. I don't remember 100%, but I think what may be happening is that I had the Waist tag tracked under "tracked handles" in the behavior, and unchecking might help. When things pull like that I try reducing the number of tracked handles, and/or try to adjust origin positions or independence to see if that helps. I just tried the example character now and turned waist tracking off and it seemed to work better for me. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
Great video! How do we export a png version so we can add the animated character w/ transparent background to out PrPro timelines? Thank you!!
File > Export > PNG sequence and wav. Or even better, just import the chproj file into Premiere and boom - instant dynamic link, no rendering needed.
Another great vid. You were made for this job. Thanks Dave 🙂
This is amazing
Im very excited about this. Thank you very much
Another killer video Dave. You da man!
You know Adobe Max is this week when Dave drops three videos the same week.
Omg!! I've been waiting for this day!!
I can't express what i fell. Thanku. So. Much 🌹🌹🌹😘😘😘
I'm so glad I paid for this.
You are a great teacher!
Thank you so much these tutorials have been very helpful!
Thank you so much for teaching us!
puedo crear mis propios personajes y moverlos?
Sí, este canal debería ayudarte a: ruclips.net/video/hK-DjtiPzRs/видео.htmlsi=HLgoDPlc_SlCkga6
This is perfection 😢🎉❤
Finally!!!!!! I'm so excited to try it 💪😍
In Adobe Character Animator, the "Body" option does not appear at all in the "Puppet Track Behaviors" panel. I have installed the latest version of the program. I have tried resetting the settings and verified that all layers and groups in my project are correctly named and organized. Despite this, the "Body" option still does not appear.
Question: Does anyone know why the "Body" option is not showing up and how to solve this problem?
Body is not added by default like Face or Eye Gaze. In Rig mode, go to the Behaviors panel on the right, click the + button, and you should see Body as an option to add from that list. I just confirmed this is working in the latest version.
@@okaysamurai Great, thanks for the help, it's working now 🙂
I took two months to learn Adobe After Effects and Premier Pro. Now I am learning soft soft to make soft so I can have more verity
Thank you so much for the great tutorial!💐
I can't find the pdf work sheet anywhere... you are talking about it 18:13 inside the video
Download the simple example file from pages.adobe.com/character/en/body-tracker; it includes the pdf.
@@okaysamurai Thanks 😁
I love following your tutorials, they are so easy going for an autodidactic mind 🤗
And it is even better that you engage and are really fast to answer questions 👍
I'm looking forward to seeing more videos from you 🥳
This is so cool! I can't wait to see what the next big jump is gonna be... Like... Where can it go?!? One things for sure... It's gonna be amazing. Also I love Noodle Arms McMelonhead (aka example puppet)!
Maybe multiple characters.
bro you genius work thx
Fantastic update. I do have a question, small critique. Why in most videos is there so much emphasis on the "floaty" / "stretchy" / "rubbery" physics, for lack of a better term... like, the small things bouncing in a jello-like motion. I see it for some styles for sure but most studio quality animation isn't like that. The characters' torsos bending/stretching... that seems to take away from the studio looking effect (if that makes sense). But maybe that's just me. I would welcome a button, activated with a clicker or a phone, where you could freeze your character's body position and maybe other stuff as well. Or even have the tracking work in a way where only your very noticable body movements move the character's body, confidently to a held position. So it's less floaty/jello-like/watery. But anyway, just my 2 cents and maybe this is all possible already but I would love to see demos that try to emulate studio work. Been following for a while, this is a phenomenal software, thank you for your hard work.
Great points. The floaty style is kind of the default when you mix performance capture and 2D animation. It's the most accessible starting point. But professional studios using CH will follow the pose-to-pose style animation prevalent in 2D animation and tweak the settings to feel less rubbery. A future goal of ours is to give more options for newcomers to have easier ways to translate their performances into things that look like they had more of a professional touch. I think we will have some features this year that you'll like. :)
@@okaysamurai Thank you for taking the time to reply. Appreciate it and looking forward to seeing what you have in store for us :)
Freaking brilliant! Thank you! 👏👏👏👏👏
I'm doing a project for a class, I followed your awesome video on how to take a basic character and make it personalized. I went through the whole process, only to find out at the end it wasn't set up to be body track. Is there a video that could tell me how to set up body tracking for the basic character since I went through all the work already to make my character?
The rigging section starting at 24:12 in this video should address the basics with a very simple character. So really you just need to make sure the legs and arms are set up properly, you have all the tags you need like hips and shoulders, and you have the Body and Limb IK behaviors. If the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
@@okaysamurai Thank you so much! I am so glad I found your videos!!
Thanks for your amazing tutorials.Please what version of Adobe animator supports body tracking? Mine is 2020
Body tracking was added in the 2022 release.
@@okaysamurai thanks for replying 😊
this is freaking amazing!
love this cant wait to try it out
Love this. Is there a robot starter file that has both 1/4 2.5d views and body tracking?
Hmmm I can't think of any off the top of my head, most of my robot characters are 3/4 view only.
@@okaysamurai maybe I’m thinking of 3/4 , I want my robot to turn a little and hinge joints not weld, and use ch beta mo cap
I've got a few robots on okaysamurai.com/puppets, maybe one of those might work? I don't think any are rigged for body tracking but a little rigging surgery could change that.
Love your tuts and detailed information - really great stuff!
In the vid you mentioned the 'Scaling' on the your head as you lean into change settings from your full body capture. This scaling triggered a thought and Im curious how you would approach it.
Can I stretch or squash a puppet. For example if they reached up to take something from a high shelf how do you stretch their arm and body for better effect. In body tracking for example they would reach up to the shelf but not extend (stretch) their limps/body. Or if I jumped up and come down they puppet wont exhibit any stretch or squash, and on landing you may crouch etc but the puppet body would not compress or squash outward.
How would you mimic this in ACA. Im not looking for a perfect solution - perhaps none currently exists in the software - but wondering what tips/tricks you'd use to give a similar effect or appearance for the purpose of speed of execution. I'm not sure how to go about it or if its even practically possible.
What are the your thoughts on this or resources. Perhaps its a video-worthy idea. Cheers :)
Yeah! So for now I would probably do use the Transform behavior and keyframe X/Y scaling to do squash & stretch types of things - just make sure your character's main origin handle is at their feet so they expand/shrink from there.
@@okaysamurai Thanks for the reply. Great idea. That makes total sense...will be interesting to see how it user friendly it works out. Cheers 😀
How should one rig for walk cycle behavior and body tracking together? Should the body tracking alone be used for walking?
I believe the best way to do this is a three view walk, where body tracking is added only for the frontal view, and left/right profiles take over for walking. There is a character in the beta feature Puppet Maker called Noodles that I believe does exactly this - I would check them out!
@@okaysamurai Thank you!
Hello! Thanks for your great videos! Is it possible to edit the output of Character animater in AE in a key frame style? For example, CA tracks my eye movement. Can I do fine adjustments of that in AE to get the eye in the exact location at the exact time that I want? Thanks!
and maybe edit the exact path of the movement of the eyes? I guess my question is, as opposed to the process of animating the entire scene using AE (time consuming but gives me precise control of each body part), can I cheat with CA to do the heavy lifting and use AE to fine tune?
So when you link into AE, you character is basically a video file with an alpha channel - so no data you can edit in AE. I do all those adjustments in Character Animator and leave AE for the compositing. There's a recording & editing section of this workflow video that talks about how I do that: ruclips.net/video/VhCKD5vl848/видео.html
I’m creating a RUclips cartoon right this minute everyone! So simple and easy now!
thank you so much Dave
I love this 😍
Hai Dave, i have any question, im newbie in software ch, i have a problem, im open rig in ch and force close window, how to fix?
If you go to "Window" in the upper toolbar menu, you can add or remove any windows. You can also go to Window > Workspace > Reset to Saved Layout.
The Camera on my 2020 iMac seems pretty jenk. Is there a better benefit to using a wide angle lens for tracking?
Yes. I have a Logitech Brio and it's great for getting a wider space, particularly for body tracking.
great stuff. i had an idea if you could do a tutorial on how to manipulate fluids lets say water in a clear glass or bottle
You can fake that a bit with physics and a clipping mask - see ruclips.net/video/XiNOeQSmuFo/видео.html. Maybe I'll try to cover it one day!
how to enable the body tracking on "Camera and Michrophone" menu on my application only has two icon (camera and michrophone). and on the "add behavior menu" there is none the Body menu it only have "Auto Blink, Breathe, Cycle Layers, Dragger, etc......) ?
Sounds like you have an older version - you'll need to update CH to the 2022 version to get body tracking.
Very very informative video
Wow , thaks for shair this cool video , with this app you can creat so many animations , but i have a question, can we add costum model ?
Yep! You can make whatever you want: ruclips.net/video/hK-DjtiPzRs/видео.htmlsi=QGdCy33l58KKM1t2
@@okaysamurai How can we make an animation like this as quickly as possible?
ruclips.net/video/EhotFDyFCXM/видео.htmlsi=5mJVDJLWDIGm5Q07
If you sliced up the pixels into a PSD and fit it into a template like the ones found in pages.adobe.com/character/en/resources, that would work. You could also use After Effects...I would look up "pixel art animation in After Effects" and see what you get.
Thank you. Great video. Why I don't have a body track icon in my software? please help....
Make sure to update to the latest version of CH (2022).
@@okaysamurai thank you I did and now I have it
We are talking about the expensive creative cloud version one have to buy for following your tutorial?
Yes, body tracking is only available in the Pro version, which is part of the All Apps Creative Cloud plan.
Completely unrelated to the topic of the video, but it would be really great if we could get hinge-style joints for elbows, knees, and wrists implemented. The current bendy joint method is great for some styles, but having the option would be awesome for styles that rubbery look doesn't work with. If there's a way to do this already that I'm not aware of, someone let me know. I've been experimenting to no avail.
For clarification, basically, I'm talking about having separate layers for upper and lower arms, with the elbow functioning as a hinge the way you can for shoulders, etc. I haven't been able to hack this to work, as it wants to find a connection point to the main body and doesn't consider the independent upper arm as part of the body.
Check out drive.google.com/file/d/1FChn0PqCudGjFydjKlgwiUbaeiGWQPiO/view?usp=sharing - does a setup like that work for you?
@@okaysamurai This is great, thank you! Not sure I fully understand how it's all set up just yet, but I'll poke around the rigging until I do. Thanks again!
I use the body tracking feature to record character animations. However, when I turn on the body tracking, the camera becomes laggy, making the animated character's movements appear choppy and stiff. If I don't use body tracking, the camera works smoothly, but I can't capture detailed body movements. How can I enable body tracking and also ensure the camera runs smoothly to record fluid character animations?
Body tracking is HIGHLY resource intensive. I would start by unchecking certain tracked handles under the body behavior and see if that helps - the less you're tracking, the better it should run. I would also compare against the example stick figure character - if he runs okay, then your artwork/character may be too complex and optimizing it might help. If he runs slow, then it may be a hardware limitation.
Question: Say that I want to use the camera tool to do the body movements, but I want to use audio clips for the audio, is that possible or is there no way to toggle off the mouth detection during the camera tool recording session? Cudos on this program though. This is a phenomenal tool.
Yes, just turn the mic icon off under the camera and disarm (turn off the red dot) Lip Sync. Now you can record everything else, and when you're ready for audio, turn off the red dot for everything except lip sync & the mic icon.
No body behaviour in my adobe character.. What can i do? Please help me and reply
Make sure you have updated to the latest version, body tracking was added last year.
@@okaysamurai thank you sir..updating
Excellent
Hi Dave! I have a question. What webcam(s) would you recommend? I'm on Windows 10 (if it matters). Thanks!
Any basic webcam should work. Personally I have always used built-in ones with my laptops and they're great, but any modern USB webcam should be fine!
@@okaysamurai Thanks for the reply! I appreciate it! And thank you for making these wonderful detailed tutorials!
Thank you for this video . Im a new animator self taught student I'd like to know how to put scenes together to make a short video ,for kids song for example.
I usually do my compositing in After Effects, check out ruclips.net/video/VhCKD5vl848/видео.htmlsi=6KIOllUXXKB1J9Bz.
@@okaysamurai Your videos have been so helpful Thank you a million times 🙌🏾
Hi! I was wondering is there a way to rig a model to do foreshortening type of stuff? Like is there a way to make a character point directly at the camera? I'm currently storyboarding a bit of a short film/animation thing, I'm new to using Character Animator so I'm not sure if that's doable.
Or is the best way to do that to do the tracking without that arm and then manually animate the arm on a separate software and composite it on top afterwards?
The main way I've seen this done is through triggers, where a trigger swaps in a foreshortened version of the arm. You can also check out auto swap: ruclips.net/video/TzXKAJMcCLk/видео.htmlsi=vp5HMd-91e-e-ws0
I don't see 11 characters on my home screen? I also am unable to find people anywhere?
The main body tracker puppets are here: pages.adobe.com/character/en/body-tracker. And there are a ton more characters at adobe.com/go/chexamples.
Thank-you much - I am trying create my own puppet from a real human being :)@@okaysamurai
Just to be clear, if you want to use the body turner behavior, you can't have an arm passing in front of the head, correct? The arm passing in front of the head is separate from the body, and wouldn't turn along with the body.
You could technically do this by adding an "arm" group above your character and adding a second Head/Body turner behavior to it, to kinda brute force it into also turning. Never tried it so not sure how well it will work in reality but theoretically it should be possible.
@@okaysamurai brilliant! Great idea
Question, do you need to have legs for a bodu turner behaviour? I have a character and I just want to have the upperbody/torso. I don't want to add legs but would like a body turner behaviour.
Nope, torso only should work as well!
@@okaysamurai thank you
Help, please
I made a character, and by default he had one hand position. In this case, the tracking of hand movements when recording from the camera worked fine. But I decided to add a few hand positions to make them work better and more naturally in the animation, I made an autosubstitution trigger. However, when you turn on motion tracking and recording from the camera I stopped tracking my hands. What could be the problem? Please advise
Hard to diagnose here - if the problem persists, please upload a video or screenshot of your issue to adobe.com/go/chfeedback and we'll try to help you out.
I love it, thank you verry much ❤️❤️❤️❤️❤️
It seems like you have different files(i.e. different scenes and rig files) just for the various views of the character. Do we have to make all separate files for the different views of our character before we can use body tracking? Can't we just use one photoshop/illustrator file with all the views in that file like the average character has?
You can do whatever you want! So if you just want one view, that's totally fine - I would say that's what the majority of body tracked characters do.
Okay Samurai. How can we set transform tool during recording? for example : we set character flying like superman from A to B (up and down / left and right ) automatically without using mouse.
Keyframes are probably your best bet: ruclips.net/video/isL-NZ00QaM/видео.html
@@okaysamurai Thank You very much
Do you have any idea to like... make a simple model but have a lot of angles?? With seperate head turning and body turn?
Just having a thought about "2D but lots of angles" character :Đ
So the turner behavior is limited to 5 views now - left/right profile and quarter views + frontal. That being said, you could manually trigger even more views with button presses - not as automatic, but more customizable!
@@okaysamurai yes that was everything i wanted to know :3333
@@okaysamurai tksm
Big thanks!!
Also can I track finger movements as well?
Not yet!