I wanted my character to move back and forth like the ninja does, and my head and body turn isn’t working right. On either quarter and then one quarter walks while the other quarter loses its walk behavior. Nothing like this before has ever happened to any of my characters. I got everything rigged correctly and it won’t move with the left and right arrows and then once I get the turns moving with the arrows the quarters show up in different parts of the screen
I watched the other walk video first and I wasn't able to figure out why my head was moving in a weird way....untagging the head fixed everything thank a lot! And I love the little details you guys have added like the toe bend parameter
Man all that customization is so amazing I can't wait to attempt my first walk cycle tomorrow! I never really knew the significance of the position of the Origin Point until seeing this, so that is also amazing haha!
After watching this video and constant rewinding, I finally got my character to walk smoothly. This guy is awesome. Another awesome tutorial. Thanks so much mate!
man you are a good teacher seriously I am new here but never found very good detailing tutorial in youtube please please teach us more and make us pro. Thanks brother for your effort and tutorials hope you'll get more and more subscribers
I am learning so much! such great software and you are a fabulous teacher. I am just teaching myself with intermediate Photoshop and After Affects knowledge (that is slightly rusty!). Got my character walking and moving around a bit now (without his arms flying off!). Cheers!!
Firstly, thank you so much for these tutorials...they're awesome. My team produce whiteboard animations for language learning but since testing Character Animator, we're going to make a transition to full animation. Just wanted to know if you had any ideas/tips/hacks for walking up steps.
Currently walking only works great for horizontal forward/backward movement, but I guess you could fake it by moving a character diagonally and hiding the feet behind stair shapes in the foreground. And there will be an easier way to walk from one position to another in the next release that I think will help you - stay tuned!
It might be worth noting that the walk behavior works as you've done it here with only a profile position or with left and right facing positions or with left, right and frontal positions. It does not work with only one profile and a frontal position. This seems like a bug or an oversight, but it is not the sort of thing a novice (like myself) would figure out on their own.
@@okaysamurai Please understand, I was not criticizing, this is complicated software still in development; I know that. And your tutorials are simply packed with detail. I just figured any time I can throw in a time-saving tip, I should.
Dave your videos are very useful to learn about character animator, but I didn't find any useful videos about driving cars,scooter or wheels rolling.... Is there any way to do this kind of tricks or animate a car.... thank you..
Is it possible to control the walk cycles from within after effects? I would have loved to see some example on how to put the character in an environment with foregrounds and backgrounds inside after effects. I want to make an animation and need more knowledge about the integration with after effects.
CH projects show up in AE as footage - to make changes to the walk itself you would have to do it in CH. I talked more about foreground/background with CH & AE in the Evasn Flamethrower tutorials: Part 1: th-cam.com/video/vbNXq8NTIWk/w-d-xo.htmlm32s and Part 2: th-cam.com/video/RMo-z8hO2HM/w-d-xo.htmlm47s
Wow. Another terrific video. Many thanks mate. Please I have a question. My character is 100% front facing. I want to get him to walk to the left or right of the screen like your example. My question is, how do I turn him to face left or right to start the walking animation? Many thanks
If your character looks like they're only front facing, you'll have to manipulate the file itself to favor one side more than the other. For example, you can make the shows point one way, the facial features favor a side, one back arm behind the body, etc. Usually you can get a 3/4 view from a frontal view without too much extra work. And then once you have that, just add it as an extra view as shown here and you should be good to go.
This program works pretty well and i like your tuts a lot ! Thanks Dave. Could you tell some more about rigging the head, neck and bodypoints. In my case there came some problems with these parts
Thanks! Generally, we recommend tagging the head as neck and lowering the origin handle to the neck area, adding shoulders, waist and hips on the body, and the relevant leg and arm tags on their respective limbs. Walking requires a lot of stuff to be exactly right to work, so my best recommendation if things are going wrong is to look at an example like Kaufman here and study what is different between him and your character. You can also post your puppet / screenshots / videos to our official forums and get more detailed help there.
Thanks again for your comment... I Will send the file. Tweakin the character in de properties panel helped al lot too. Especially the angle of the arms and the lenght of his steps...everything looks more natural now.
Near the end of this video Dave mentioned that instead of making more complex multi angle character rigs with lots of assets that it would be easier to use individual instances of the character for the separate angles and them rigged separate and somehow switch out the character as needed. My question is how does one switch the character out easily while having the character not have it's position and size shifted? Do you just try to guesstimate where to place it and hope it doesn't appear to jump or shift as you import it in? I am very much a newbie here so sorry if this question is lame. If you replace a front view with a 3/4 view of your character how do you have its position relative to the other so there are no jumped frames or cuts while switching them out and recording? Thank you. Hope to get advice and feedback.
Yeah, what I think I meant is having different character setups for different scenes. So assuming your final product is like a real cartoon with different camera angles & environments (which I mainly do in After Effects currently), I would have different rigs depending on what you need, and the switches won't be noticeable because the camera will change too. For example, in Evan Flamethrower I had a walking and standing version of several robots, just because it let me have a leaner character without 2 extra views for the bulk of the scenes. But if you're doing something like a livestream or single shot cartoon, then yeah, you would want everything to be in one character rig.
Dave, when I move the origins to the feet as you suggest around 4:30, it shoves my character off the screen. When I then reposition him so he appears on screen, his limbs are all distorted. Putting his origins back around mid-chest seems to fix this, but I'm wondering what I'm missing out on not placing his origins at his feet as you suggest.
Hmmm, hard to say. It's possible depending on the puppet that the origin movement might push/pull/move on parts that you don't want, so it's worth experimenting and customizing for each character. In Kaufman's example, moving the origins down should make that his center of rotation, but it's a relatively minor point. Generally I would say make those origin edits before adding the character to a scene or recording anything - walk is still a "simulation" and changes can make that simulation behave erratically at times.
Dave is it too hard or complex to make a how to video on a simpler 3 views walking rig?? One that would have all the main images with no xtras like switch layers or body part substitutions from the angles front, 3/4 views right and left also with a simple walking rig? Then users can have a basic framework to add to and could add their own switches and substitutions or anything else they'd need. Thanks Dave very much. :)
Walker on okaysamurai.com/puppets is a pretty simple 3-view example. The only extra thing he has is head turns, but you could just get rid of all those extra head views + the head turner behavior and be totally fine. I'm working on an updated walking tutorial as well (with some new improvements we're adding soon) so I'll try to address this then.
Any tips on how to make a character rest on one position while still moving using left+right keys and 100% body speed. II'm trying to do roller skates. Would also be helpful to make a character ski, or slide to a stop.
You might be able to perform or keyframe the strength param under Walk, which basically changes the influence that Walk has over the body. So if you lower that gradually it should look more like easing in/out. Basically I think playing with the other walk params should help. If you can't figure it out, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
Walking is currently optimized for bipedal characters, but some have found luck by adding extra walk behaviors for each additional set of 2 legs. The only time I've tried this is Acquavella from okaysamurai.com/puppets/.
THANK YOU SO MUCH! I've spent literally 14 hours figuring out what was wrong since my character WAS NOT MOVING, but I started from scratch and did everything like the video. I'm eternally grateful! lol
Thank you for that amazing tutorial. i have become good with this program thanks to you. and I have a question my character foot motion has some disorder. can you help me ? thanks in advance
The best place for particular help like this is the official CH forums at adobe.com/go/chfeedback - feel free to post screenshots, videos, or your file > export > puppet there for help fixing your issues.
I haven't seen many examples of these outside of Wonder Boy from adobe.com/go/chexamples. The Walk behavior isn't optimized for this (yet) so your best bet is to hand draw those and use the cycle layers behavior on them like Wonder Boy. Maybe one day Walk will incorporate an easier way to do this.
HI Dave. Thanks so much for all your great tutorials. I am really needing a 3 view walk cycle template in Adobe Illustrator that I can adapt. Please can you advise.
Thank you so much Dave. I checked out Ninja, but she's too complicated, with way too many triggers I don't need. I was really just hoping that Adobe might offer the same walk cycle of Kaufman in Illustrator too, especially since the tutorial is so good. Thanks though. It means I'll just have to work in the Photoshop version for all my walk cycles, and then use Illustrator for other characters.
So I do a live stream with my character. Is there no way to have a background in the CA project with a walk behavior on it? I have one but since the behavior is on the whole project the background moves off stage with my character. It would be great if there was a way to make something in the scene stationary.
You should import the background separately. See the updated walking tutorial, there's a background image file in there. th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
Thanks for the great tutorial. Really appreciated!.....But i have issue on left profile.....If i use puppet and change all layers with my char one by one then it works for me but if i copy right profile and make duplicate and make it to left profile then it doesn't work. I keep pressing left keyboard button but only frontal view is visible and nothing is happening only right profile works........Kindly please explain the issue...??
If you are not seeing the left profile view it either means a) the view is not being recognized by the walk behavior (missing tag, wrong hierarchy placement, etc), or b) the view doesn't have the right tags. Check out the example character and see if everything looks exactly the same as it. If you still can't figure it out please post a screenshot or video to adobe.com/go/chfeedback and we'll try to give you more direct help. Thanks!
This is a great tutorial. I recently starts learning Adobe Character Animator. Can you please give the link of the psd file for this project so that everyone can practice.
Thanks - Kaufman is available for free at okaysamurai.com/puppets/. When you open the puppet into Character Animator the PSD will show up in your "CH Media" folder.
Hello! May I ask a question? I just started learning Character Animator. I'm wondering if I've created a motion on puppet A. Can I copy the same motion to puppet B? Does Character Animator have biped system?😅 Thank you!😄
Yes, you can copy and paste takes between characters. But note if they aren't the same body structure and rigging, you may run into different results. The Walk behavior in this tutorial is our current biped system, but notice that in the latest release you have keyframe walking too (I need to update this tutorial).
The only way to currently do this is through the 3 view technique seen at 20:28, where one of your views is the stationary / standing view, and you add fixed handles to make the legs stick to the ground. Unfortunately there's no great way to do this with one view yet - but this is something we desperately want to change in future versions.
Another note on here if any of you are struggling with making changes in Photoshop/Illustrator and it's not updating or breaking your rig: If you rig and export a puppet with a single profile, it collects its own separate illustrator/photoshop file in with the puppet file. If you make changes to that illustrator file after your puppet has been imported, and say draw additional walking profiles, when you come back into CH the rig won't work. The fix: delete the puppet in your project panel in Character Animator and re-import the illustrator file. You'll have to re-rig, but your puppet will work.
Right - all CH files are referenced, like Premiere Pro or After Effects. Usually your safest bet is to go to Edit > Edit Original to make sure you're modifying the correct artwork.
Movement is based on a number of factors, try playing with the strength sliders in the Walk behavior to see if you get the motion you're looking for. Sometimes moving the heel and toe tags closer together can help as well. Or sometimes leaving a tag or two off can lead to less movement. There's no one way to do this, it's a lot of experimentation depending on the size of your character / limbs.
I have made groups of arms and legs separately in the body group, but the yellow line appears all around the body, even when I select each individual group (eg. if I select the right arm group, the yellow line is all over the body instead of it being around just the right arm)
First, make sure the groups are independent (crown icon). Second, if you're seeing it extend I would dig into the group and make sure there isn't any hidden / extra artwork anywhere. Select each layer one at a time until you find the culprit. So if I have a leg group, I'd make sure that's independent and look at everything inside that group to make sure it's all in my leg area. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback.
Do you have a video of the ninja puppet construction for that puppets walk cycle? I'm trying to pick that apart so I can do something similar. Is it possible to keyframe a frontal walk cycle toward the screen from afar?
No Ninja video, but the technique is the same as you see for the 3-view walk here or in the updated video (see pinned comment or video description). Yes, you could keyframe Transform > Scale with a front walk cycle layers to give the effect of them moving towards the camera.
For wheels I wouldn't rig the legs at all. I would still attach them to the body wherever it makes sense but if you don't want them swinging back and forth like normal human legs, just don't add the rigging to them!
Hi Dave, I notice this puppet is a quarter view, can I take a full front view and create right and left view in photoshop? If Yes, Are there any videos on how to do that. I have a puppet that I would like to eventually walk, but he is front view only.
Hello, the character has set up two layers, sitting down and standing up. When the button is switched to the layer, one of the layer mouth types cannot be automatically synchronized. How to solve it?
Amazing tutorials, I have try to do the walking with my character, all looks great, but when I want to record it disappears from the screen. What is the cause for that?
It's possible it's walking off the screen or getting reset - I would suggest trying the keyframes / position based approach from the newer walking tutorial at th-cam.com/video/gv_2Upvtm-M/w-d-xo.html - it might get mroe consistent results. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
@@okaysamurai Thank you for your prompt response :-) It worked, very happy indeed. Looking at all your tutorial to learn the Character Animator in dept.
Any chance you can do a tutorial on syncing this with a midi controller? I have Machine Mk3 and a novation launch control XL that I would love to use to trigger animations.
Basic MIDI setup is covered here: th-cam.com/video/1iS0gUoe1i8/w-d-xo.html - with Walk I would hook up a dial or slider to body speed or strength maybe to start/stop the cycle.
I have two quick questions (great tutorial by the way!): 1. I'm trying to make my character face the direction they're walking in like in the example, how would I do this? 2. Would it be possible to copy & paste then mirror the rig i created for one direction and use it for the other direction?
1. Whatever you tag as Left / Right Profile is what will show up when you press the left and right arrow keys, so if you want him to turn left when he walks left, tag it like that. If he's facing the wrong way, switch the left and right profile tags. 2. You can - right click the group to make the view shareable, then drag it from the project panel back into the puppet and use the scale properties in the upper right to flip it around. I usually make subtle changes so I will often just copy a view in the original PS/AI file and rig a second time in CH.
Hi Dave! Love all your animation vids! When I went to your puppet page on your site, I could only download Kaufman's Puppet not the AI/PSD files - could you please let me know where I can download the AI file for him? Thank you so much!
A puppet includes both the PSD or AI artwork and the rigging - see this video for how to "edit original" to get to the artwork! th-cam.com/video/28oHGKEWflk/w-d-xo.html&t=10m43s
okay I have watched to walk videos and the head and body turn video. I have my character walking and can turn with triggers. but what I want is when I press left I want my character to go left and vice vs. It seems you forgot to tell us how to set that up
If you're asking what I think you are, to have a 3-view character that stops left/right depending on how you're walking, that isn't currently possible. You can only have one default stationary view. This walking tutorial is more recent and mentions this as part of it: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
You could leave the neck tag completely off, but that can also remove some bounce that helps it look more natural. I often keep it (tagged on the Head origin) but play around with the position of it to see how it changes the motion. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more direct help.
hey, how can i make my character walking towards camera like i know its not possible through walk behaviour and i need to make the animation of frontal walk then cycle layer it in ch but it would be good if you give some tips!
As I say in the video, Wonder Boy on adobe.com/go/chexamples is the best example of this. Unfortunately I've never tried it, only the left/right walks myself! But a Wonder Boy like setup + Position > Scale keyframes to make him seem like he's walking forward should work.
There's an updated version of this tutorial that might help: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html. If you're seeing the 0s, it probably means the Walk behavior can't figure out where they are, either the behavior or the handles are in the wrong places. Feel free to post a screenshot of what's happening to adobe.com/go/chfeedback for more direct help!
Is it possible to have a two standing view? like when he turns back he remains standing back with the back standing view and when he turns front he remains standing with the front standing view
There unfortunately isn't an easy way to do this yet - you could have a swap set for the standing view where you can manually swap between left/right standing views with a trigger key, but ultimately I think you might be better off just saving two versions of the puppet and using whichever one you need for a particular scene.
I haven't found anything on this yet- but what's the best practice for where to position the arm if you want it to go in front of the head but still want the body behind the head. I'm currently leaning towards literally having a layer or group above the head for the arm. But I haven't tested it- so I suspect it might not behave correctly in relation to the body. This is useful for say a "facepalm".
Yes. usually in these cases I just put the Body group above the Head group, as long as there's a clean spot to make the transition like a neck. You can put stuff above or below and it should still work, but usually I try to keep all the parts together.
Hi Dave, great work there! I have a character after it stops walking the Stop easing is way slower. It's in default value(0.2 sec). But still the stop easing is very slow. Start ease has no problem though. Please help!
That seems really weird, I've never seen that before and have no idea why that would happen. Can you post a video and/or your puppet to the official forums for more direct help?
Wow that is weird. Are there any extra tags in the hand, like draggers? I wonder if there's something conflicting with the rest position. If possible, could you please File > Export > Puppet and share it as a link (Creative Cloud, Google Drive, Dropbox, etc.) so I could take a closer look?
Nice tutorial! But I'm stuck in one part tho :( I dont know why but I cant see the green points from 8:27 . When I click at the body only the right arm appears
You see a green dot when something has something inside it that is a) independent and b) attached to it. So for an arm to get a green dot on the body, the arm would need to be independent (crown icon) and on the right it should have "attach to" set to something like weld or hinge. If you're still in trouble please post a screenshot of your puppet on adobe.com/go/chfeedback and you should be able to get more direct help.
I have been trying to follow this tutorial for hours. I've download the puppets and your puppets work fine. But I need to try it on my own for my job and it's not working even though I follow the same setup. One of the things I notice, I don't see the green dots on the "body". You mention having the "Show Mesh & Auto Handles" selected. I have that selected and the dots still don't some up.
Guessing there's some minor difference that is breaking stuff. Can you DM the File > Export > Puppet to me at forums.adobe.com/people/oksamurai as a shared cloud link on Google Drive, Dropbox, Creative Cloud, etc?
@@okaysamurai Ok I'm figuring out that somehow the pluses are messing with things. So it is not clear when to use a plus in your file and when not to. I used Wilk as an example since he was an Illustrator puppet (which is what I'm working with). I named all my parts the same as his and finally got green dots to show up. But then my legs were't able to be animated. So I tried to add pluses to the name of the legs "+R Leg" and it let it be selected to add points. BUT THEN the green dots connecting the body went away!? All from just changing the name of the legs to "+R Leg" instead of "R Leg". This is very frustrating.
I feel like i've missed a step somewhere. When I'm in record view, I can see both my puppets (front and right view). When i press my right arrow key, i can see the right view puppet walking underneath the front view puppet. How do i only display only one puppet at a time?
In that kind of instance it seems like CH is not recognizing front as a frontal view, so it's getting ignored and not swapped out. Is it definitely tagged frontal and at the same level? If you're using stuff like head turns those use the same view tags and can conflict with stuff sometimes too - see Walker on okaysamurai.com/puppets for an example of how to do that (and another guide to follow for walk setup). If the issue persists please post a screenshot of your rig mode in the official forums at adobe.com/go/chfeedback for more direct help.
@@okaysamurai Thanks for the help. I'll look into it (and yes, my front view puppet does have head movement rigged, so will check out the example you mention). Thanks!
For a sprite, you would need to separate each frame into its own layer, line them up, and add cycle layers to them. Then you could saw ok, when I press R, show this 12-frame right walk animation. There are hacky ways to make the walk behavior and cycle layers work together, but I wouldn't recommend it - Walk is really currently meant for characters rigged with parts we can bend/move/warp/etc.
I set the origin of the top-level and puppet down to the feet as suggested but still seems to be pivoting and bouncing from the neck area. Any suggestions of what to look for or adjust?
Hmmm. I would keep moving origins down from various layers and see if that helps, like maybe the Body or torso? There is also a newer version of this tutorial: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
I have gotten a pretty good walk cycle and even added in some replays for picking up and putting down things. When I record a scene and move the slider back and forth (with all red "record" buttons off), the character sometimes gets shifted in X from where it should be recorded at. And other times, it will seem ok. But when I arm it again, it suddenly jumps to (what I am assuming) is the default X position. This basically making it near impossible to record walking around a bit, stopping the record, and then recording from where I left off. Do you have any tricks to make this work better? Also, when reviewing (moving the slider back and forth on the timeline), the character will suddenly just start walking...and go on forever, off the screen.
Yeah, this is a known bug and there's a new walking technique in the next release that will finally fix this! Basically walking is a simulation and sometimes that sim gets messed up depending where you start in the timeline.
I have been trying to make my own puppet using these tutorials, if my character is bipedal but has weird joints (backwards knees like a bird) is there a way to customize the walk cycle?
Hmm good question - I’m on vacation right now away from my laptop. I wonder if you can mis-rig it somehow to do this - I’d have to experiment. If you need help, try posting on Adobe.com/go/chfeedback and someone should be able to give you a better answer!
Why when walking the image in Adobe Animate as if breaks up? Similar to effect when in games vertical synchronization is turned off and the picture cuts in the center. Character Animator have better render system inside?
If parts are coming apart then they might not be connected as expected. But if you have a head that overlaps the body and limbs that overlap the torso, it shouldn't come apart. All the walking examples we have on adobe.com/go/chexamples and okaysamurai.com/puppets/ should work as expected - take a look at them as a guide.
Thank you for all these awesome tutorials! I've incorporated animation into my job role and it has taken off which wouldn't be possible without your helpful tutorials! I am having an issue with walking- I've looked at my layers and specifically with my arms- they drag to the floor and are distorted once I start the walk cycle. I believe this is due to when mapping out my character, moving the arm layer point up to the shoulder- there is no green indication that the arm is becoming attached to the body. I've compared layers, but nothing seems to make sense why these aren't working. Please help!
So each arm has a crown icon next to it in the Body, and there's a torso layer or something inside the body that isn't independent? The arms need something non independent to attach to - so usually this is a torso layer or something. Also make sure each arm group when selected shows "attach to: auto" in the right properties.
Thank you,@@okaysamurai ! The "attach to" has helped a lot, I still have some funky things going on with the arms when walking to the right, but in the meantime, my character will walk to the left only. Thanks and keep up the great work! :)
When I create "Walk" behavior on Top level of puppet group it doesn't show any handles (they are all 0). It only works if I create Walk on Sub- Sub- Folder and then it shows handles 1
If that works for you, go for it. Walk can be finnicky. If you look at Walkbot in the Start workspace you'll see he's set up with Walk in the top level and he works - so it's possible something is conflicting with it in yours that the sublevel thing circumvents. We hope to make this more lenient and easier in the future.
As long as the foot is part of the leg its origin shouldn't matter. There is a more updated walk tutorial here that might help: th-cam.com/video/gv_2Upvtm-M/w-d-xo.htmlsi=HHrvWLZZXIk76BP-
Hello, I followed your tutorial the feet were flipped and twisted apparently and the walk toward the right was more like left walk but in the right direction like the hands were leaning toward the back when he was moving forward, i used my own character with same layers sorting but on Illustrator instead of Photoshop, idk if this could be the reason
Hmmm, try switching the tags from left to right and vice-versa and see if that helps anything? If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
The only one I've done is Acquavella on www.okaysamurai.com/puppets/, but some other users have tried stuff too. Basically for now adding multiple Walk behaviors to a character can help with each set of legs you have.
Hi Okey Samurai can we have a two walk in one characgter? For example am making a character I want it to walk to a certain point then I want it to tip toe to climb a step using keyframes. But immediately I change the walk it affects everywhere. Just like making a character walk then after some time it runs how possible is this? please help
Under Walk > Style, click the ... icon that appears on the left and check "Enable Parameter Recording." Now if you change this during recording, it will stick.
@@okaysamurai got it. Can you please tell me what are those puppets which are equipped with latest features like motion library and of course walk . There are so many puppets , that I have to download and check each one of them for walk feature. Is there any list which you can share which has puppet name and corresponding features.
Each puppet is unique and so there isn't any one megapuppet with everything inside it. For motion library I would check out pages.adobe.com/character/en/motionlibrary. For walking I would check out the Eliza character on okaysamurai.com/puppets/, which has both the 1 and 3 view variations.
Thanks for all the tutorials. I Dont know exactly whats gone wrong but my characters FRONTAL, LEFT and RIGHT profiles are all visable on the stage at the same time. Any help anyone? thanks.
Glad you figured it out. Views are particularly finicky - if head turns or walk or whatever is looking for them, depending on placement some behaviors will be prioritized over others. We hope to make this easier in the future.
I Have a Problem with my rigging Issues : layout tagged as Alt Mouth (f,s,ah,Ee And all ) is not being used by any behavior And I did every thing just like you did. But still can't Trigger the sad Mouth or confused One >> Just happy puppet all time
If you are only seeing the happy mouth then either the trigger isn't set up right or the main lip sync is taking precedence over it. Look at a character like Narrator Dave on okaysamurai.com/puppets and look particularly at a) what layers are added to each of the mouth swapset triggers, and b) what each mouth gets tagged as. If you set yours up exactly like him, you can see it will work just like him. If it persists please post screenshots of rig mode or your puppet file to adobe.com/go/chfeedback for more help.
Is there a way to keyframe any of the walking parameters? Suppose you want to have the character raise their arms as they walk, by adjusting the arm angle, and then put them back down. How would you do that?
Currently you can't keyframe it - but you could arm arm angle (click the red dot next to it), press record, and drag over the value to change it over time. You could also drag this into your controls panel to make it a more custom slider.
Would this work with a baby crawling? I’ve been trying to animate a baby crawling but the front arm is either super stiff or really wonky and flails everywhere. Any tips on how I might do that? I assume it has to do with elbow/knee bend, I’ve messed with that and tagging, so maybe it’s my groups/naming? Lol any tips would be greatly appreciated! Thanks
Good question...walking is really optimized for bipedal characters, but there has to be a way to hack it to get what you need. I might try leaving elbows or knees out, or adding one walk behavior for the legs and another for the arms, but tag them as legs. Worst case scenario, you could probably get a similar effect through replays.
How did you only get the single view? I tried unchecking the eye symbol in Character, but all the sides still appear in Photoshop. Please don't skip steps
You can download Kaufman from okaysamurai.com/puppets and see exactly how he's set up. No steps were skipped - the visibility in the PSD and CH can be different. So when you first import the character into CH it adopts the PSD visibility, but if you toggle those on/off in CH it won't save back to the PSD file, so you would have to toggle them off in the PSD as well.
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Thank you very much for your tutorial! You are the best
All of these can be done together. If you're going to do something like arm dragging, then I wouldn't tag the arms, and record your movements while walk is disarmed so you're not fighting against the walk movements.
Hey dave so rigging the character when its flipped to its left profile i see that your right arm it has the left elbow and wrist and for the left arm the right elbow and wrist is that the way to rig correctly my puppet was walking fine in one view then i added the other layers and idk what happen .help pls
It can be very hard to keep track of all the proper naming with the character flipping around. It's also weird because "Left Profile" means walking to the character's right, because "profile" means seeing your cheek. So it's confusing. In general I believe Kaufman is set up the correct way to please follow his example.
Hey buddy loved your channel also wanted to know that is there any other software like this because i can't afford adobe subscription. Please help needed
hello, thank you very much, I followed the tutorial and it worked, but I am having an issue, the handles only register when I apply walk behavior to the body, and when I apply it to the whole puppet it becomes zero and the character doent walk. thanks!
Sounds like something is off in the rigging / organization. Make sure you're following Kaufman (or Walker) at okaysamurai.com/puppets. If you're still having trouble, please post in the official forums with your puppet / screenshots / videos / etc.
Yes - if you arm (turn on the red dot) the style parameter, then when it changes during recording it will let you switch between styles. You could also do this with the new Replays feature to do it live as well.
Whats the best way to add "frontal" that faces both sides? So a frontal left and frontal right? If my character is rigged for a frontal that faces right I want him to walk to the left side of the screen and face that side and not go back to frontal right. Does that make sense?
Yeah - currently it's not easy to do that - "Frontal" can only be one view and doesn't care which direction you were facing previously. I guess you could have a manual swap set trigger between the two if need be. Most of my characters have only needed to look and walk one way per scene - if I need more, I'll make a different version of the puppet that I can use for other scenes.
@@okaysamurai good to know thats what I figured. Whats the easiest way to set a trigger for a whole body being flipped. I tried it once and it messed with all of my rig points. My frontal also has triggers for arm movements and facial expressions.
It's just a swap set trigger - basically in your "frontal" view I would have two variations of the character inside (left/right). I'd just copy and flip the artwork in AI/PS and re-rig it.
There is an updated version of this tutorial! Check out th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
Great Job, If you can tell us where you said we can find the free Kaufman puppet that will be great, thank you 🙏
I wanted my character to move back and forth like the ninja does, and my head and body turn isn’t working right. On either quarter and then one quarter walks while the other quarter loses its walk behavior. Nothing like this before has ever happened to any of my characters. I got everything rigged correctly and it won’t move with the left and right arrows and then once I get the turns moving with the arrows the quarters show up in different parts of the screen
I watched the other walk video first and I wasn't able to figure out why my head was moving in a weird way....untagging the head fixed everything thank a lot! And I love the little details you guys have added like the toe bend parameter
Its getting better and better. Amazing possibilities. Applause to Adobe Character team and you Dave!
Man all that customization is so amazing I can't wait to attempt my first walk cycle tomorrow! I never really knew the significance of the position of the Origin Point until seeing this, so that is also amazing haha!
After watching this video and constant rewinding, I finally got my character to walk smoothly. This guy is awesome. Another awesome tutorial. Thanks so much mate!
man you are a good teacher seriously I am new here but never found very good detailing tutorial in youtube please please teach us more and make us pro. Thanks brother for your effort and tutorials hope you'll get more and more subscribers
I am learning so much! such great software and you are a fabulous teacher. I am just teaching myself with intermediate Photoshop and After Affects knowledge (that is slightly rusty!). Got my character walking and moving around a bit now (without his arms flying off!). Cheers!!
Ah Dave, so much really clear and valuable information packed in here. You are a great teacher.
Been watching a bunch of your Character Animator videos, incredible stuff. Thanks so much.
Fantastic as always Dave!! Thanks so much for sharing your expertise! Adobe does not pay you enough!!
I love it when you always say.. FREE! thank you for sharing you hard work with your subscribers 👏
Hey Dave I soo love your tutorial vids! I am currently learning Character Animator myself and so far I'm loving it!
Firstly, thank you so much for these tutorials...they're awesome. My team produce whiteboard animations for language learning but since testing Character Animator, we're going to make a transition to full animation.
Just wanted to know if you had any ideas/tips/hacks for walking up steps.
Currently walking only works great for horizontal forward/backward movement, but I guess you could fake it by moving a character diagonally and hiding the feet behind stair shapes in the foreground. And there will be an easier way to walk from one position to another in the next release that I think will help you - stay tuned!
I love your tutorials! It's really helping me to learn character animate cc from scratch! Thank you!
Thanks for a great tutorial. This answered so many questions that I had. Now I have a walk cycle working well!
It might be worth noting that the walk behavior works as you've done it here with only a profile position or with left and right facing positions or with left, right and frontal positions. It does not work with only one profile and a frontal position. This seems like a bug or an oversight, but it is not the sort of thing a novice (like myself) would figure out on their own.
Yes, I could have made this more clear when I say it has to have 1 or 3 views, and yes, we should fix this.
@@okaysamurai Please understand, I was not criticizing, this is complicated software still in development; I know that. And your tutorials are simply packed with detail. I just figured any time I can throw in a time-saving tip, I should.
It's neat that they've added tools to fine toon major movements. With Macromedia's Flash, our movements were so "Robot-like".
This sure is a useful tutorial! I know friends who are learning to animate! I might learn someday too. Came here from Needs More Subs :D
Dave your videos are very useful to learn about character animator, but I didn't find any useful videos about driving cars,scooter or wheels rolling.... Is there any way to do this kind of tricks or animate a car....
thank you..
To do non-character stuff I'd recommend checking out Adobe After Effects.
@@okaysamurai Okay Thanks a lot....
Fabulous ... how good is this, thank you for listening to my requests ... LOVE IT!!!!
You're amazing, dude! Make a video creating an infinite background! You rock!
Is it possible to control the walk cycles from within after effects? I would have loved to see some example on how to put the character in an environment with foregrounds and backgrounds inside after effects. I want to make an animation and need more knowledge about the integration with after effects.
CH projects show up in AE as footage - to make changes to the walk itself you would have to do it in CH. I talked more about foreground/background with CH & AE in the Evasn Flamethrower tutorials: Part 1: th-cam.com/video/vbNXq8NTIWk/w-d-xo.htmlm32s and Part 2: th-cam.com/video/RMo-z8hO2HM/w-d-xo.htmlm47s
Thank you for the quick reply!
@@okaysamurai
Thank you for everything. Please, how do I make a character in a long skirt walk?
I talk about this in th-cam.com/video/gv_2Upvtm-M/w-d-xo.html.
Wow. Another terrific video. Many thanks mate. Please I have a question. My character is 100% front facing. I want to get him to walk to the left or right of the screen like your example. My question is, how do I turn him to face left or right to start the walking animation? Many thanks
If your character looks like they're only front facing, you'll have to manipulate the file itself to favor one side more than the other. For example, you can make the shows point one way, the facial features favor a side, one back arm behind the body, etc. Usually you can get a 3/4 view from a frontal view without too much extra work. And then once you have that, just add it as an extra view as shown here and you should be good to go.
@@okaysamurai
Looking exciting 😁.. I will try it. Many thanks for your reply.
for my opinion you are best explainer and thank you for making detail video tutorial.
This program works pretty well and i like your tuts a lot ! Thanks Dave. Could you tell some more about rigging the head, neck and bodypoints. In my case there came some problems with these parts
Thanks! Generally, we recommend tagging the head as neck and lowering the origin handle to the neck area, adding shoulders, waist and hips on the body, and the relevant leg and arm tags on their respective limbs. Walking requires a lot of stuff to be exactly right to work, so my best recommendation if things are going wrong is to look at an example like Kaufman here and study what is different between him and your character. You can also post your puppet / screenshots / videos to our official forums and get more detailed help there.
Thanks again for your comment... I Will send the file. Tweakin the character in de properties panel helped al lot too. Especially the angle of the arms and the lenght of his steps...everything looks more natural now.
Just heard your interview on a podcast. Really great story you had .
Thank you very much, could you please suggest to me about sitting character and change positions.
That should be possible now with Limb IK: th-cam.com/video/e85HGSAS80g/w-d-xo.html
Near the end of this video Dave mentioned that instead of making more complex multi angle character rigs with lots of assets that it would be easier to use individual instances of the character for the separate angles and them rigged separate and somehow switch out the character as needed. My question is how does one switch the character out easily while having the character not have it's position and size shifted? Do you just try to guesstimate where to place it and hope it doesn't appear to jump or shift as you import it in? I am very much a newbie here so sorry if this question is lame. If you replace a front view with a 3/4 view of your character how do you have its position relative to the other so there are no jumped frames or cuts while switching them out and recording? Thank you. Hope to get advice and feedback.
Yeah, what I think I meant is having different character setups for different scenes. So assuming your final product is like a real cartoon with different camera angles & environments (which I mainly do in After Effects currently), I would have different rigs depending on what you need, and the switches won't be noticeable because the camera will change too. For example, in Evan Flamethrower I had a walking and standing version of several robots, just because it let me have a leaner character without 2 extra views for the bulk of the scenes. But if you're doing something like a livestream or single shot cartoon, then yeah, you would want everything to be in one character rig.
@@okaysamurai Thanks for the reply Dave and your a great asset to help learn this amazing software. :)
Dave, when I move the origins to the feet as you suggest around 4:30, it shoves my character off the screen. When I then reposition him so he appears on screen, his limbs are all distorted. Putting his origins back around mid-chest seems to fix this, but I'm wondering what I'm missing out on not placing his origins at his feet as you suggest.
Hmmm, hard to say. It's possible depending on the puppet that the origin movement might push/pull/move on parts that you don't want, so it's worth experimenting and customizing for each character. In Kaufman's example, moving the origins down should make that his center of rotation, but it's a relatively minor point. Generally I would say make those origin edits before adding the character to a scene or recording anything - walk is still a "simulation" and changes can make that simulation behave erratically at times.
Dave is it too hard or complex to make a how to video on a simpler 3 views walking rig?? One that would have all the main images with no xtras like switch layers or body part substitutions from the angles front, 3/4 views right and left also with a simple walking rig? Then users can have a basic framework to add to and could add their own switches and substitutions or anything else they'd need. Thanks Dave very much. :)
Walker on okaysamurai.com/puppets is a pretty simple 3-view example. The only extra thing he has is head turns, but you could just get rid of all those extra head views + the head turner behavior and be totally fine. I'm working on an updated walking tutorial as well (with some new improvements we're adding soon) so I'll try to address this then.
Thanks for the work!! But can you please share the link of the foreground and background walking Tutorial?
Oops, forgot to add the links - will do it later. See th-cam.com/video/vbNXq8NTIWk/w-d-xo.html at 6:30.
All 3 links should be added now - thanks for letting me know!
Any tips on how to make a character rest on one position while still moving using left+right keys and 100% body speed. II'm trying to do roller skates. Would also be helpful to make a character ski, or slide to a stop.
You might be able to perform or keyframe the strength param under Walk, which basically changes the influence that Walk has over the body. So if you lower that gradually it should look more like easing in/out. Basically I think playing with the other walk params should help. If you can't figure it out, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
Thanks Dave! This was so helpful! I was just wondering if you have any tips on a walk cycle for animals with four legs?
Walking is currently optimized for bipedal characters, but some have found luck by adding extra walk behaviors for each additional set of 2 legs. The only time I've tried this is Acquavella from okaysamurai.com/puppets/.
@@okaysamurai Thanks Dave!
THANK YOU SO MUCH! I've spent literally 14 hours figuring out what was wrong since my character WAS NOT MOVING, but I started from scratch and did everything like the video. I'm eternally grateful! lol
Great new features and videos :) Keep up the good work!
Man, Love this! Wondering how to make the character run instead of walk? Do I just speed up the walk cycle?
I'm new in this. Cheers!
In Walk > Style there is a dropdown letting you choose walk, run, sneak, etc.
Thank you for that amazing tutorial. i have become good with this program thanks to you. and I have a question my character foot motion has some disorder. can you help me ? thanks in advance
The best place for particular help like this is the official CH forums at adobe.com/go/chfeedback - feel free to post screenshots, videos, or your file > export > puppet there for help fixing your issues.
Hi dave, can you help us with front/ back walk cycle? Thank you for all your hard work.
I haven't seen many examples of these outside of Wonder Boy from adobe.com/go/chexamples. The Walk behavior isn't optimized for this (yet) so your best bet is to hand draw those and use the cycle layers behavior on them like Wonder Boy. Maybe one day Walk will incorporate an easier way to do this.
HI Dave. Thanks so much for all your great tutorials. I am really needing a 3 view walk cycle template in Adobe Illustrator that I can adapt. Please can you advise.
As I said in your other comment, in the start workspace, try Ninja - she's a 3 view walking example in Illustrator.
Thank you so much Dave. I checked out Ninja, but she's too complicated, with way too many triggers I don't need. I was really just hoping that Adobe might offer the same walk cycle of Kaufman in Illustrator too, especially since the tutorial is so good. Thanks though. It means I'll just have to work in the Photoshop version for all my walk cycles, and then use Illustrator for other characters.
So I do a live stream with my character. Is there no way to have a background in the CA project with a walk behavior on it? I have one but since the behavior is on the whole project the background moves off stage with my character. It would be great if there was a way to make something in the scene stationary.
You should import the background separately. See the updated walking tutorial, there's a background image file in there. th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
Thanks for the great tutorial. Really appreciated!.....But i have issue on left profile.....If i use puppet and change all layers with my char one by one then it works for me but if i copy right profile and make duplicate and make it to left profile then it doesn't work. I keep pressing left keyboard button but only frontal view is visible and nothing is happening only right profile works........Kindly please explain the issue...??
If you are not seeing the left profile view it either means a) the view is not being recognized by the walk behavior (missing tag, wrong hierarchy placement, etc), or b) the view doesn't have the right tags. Check out the example character and see if everything looks exactly the same as it. If you still can't figure it out please post a screenshot or video to adobe.com/go/chfeedback and we'll try to give you more direct help. Thanks!
@@okaysamurai Thanks for the quick response. I will check.
Great tutorial. Perfect explanation skills. Wow!
This is a great tutorial. I recently starts learning Adobe Character Animator. Can you please give the link of the psd file for this project so that everyone can practice.
Thanks - Kaufman is available for free at okaysamurai.com/puppets/. When you open the puppet into Character Animator the PSD will show up in your "CH Media" folder.
Hello! May I ask a question?
I just started learning Character Animator.
I'm wondering if I've created a motion on puppet A.
Can I copy the same motion to puppet B?
Does Character Animator have biped system?😅
Thank you!😄
Yes, you can copy and paste takes between characters. But note if they aren't the same body structure and rigging, you may run into different results. The Walk behavior in this tutorial is our current biped system, but notice that in the latest release you have keyframe walking too (I need to update this tutorial).
I got it! Thank you very much!😄
Thank you for this tutorial! What if the character has more than 2 legs? And they walk on all fours?
See the end of this tutorial: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
How do you stop the character's feet/body from swaying when they aren't walking? (at 12:33 when Start is changed to Left and Right Arrow Keys)
The only way to currently do this is through the 3 view technique seen at 20:28, where one of your views is the stationary / standing view, and you add fixed handles to make the legs stick to the ground. Unfortunately there's no great way to do this with one view yet - but this is something we desperately want to change in future versions.
Another note on here if any of you are struggling with making changes in Photoshop/Illustrator and it's not updating or breaking your rig: If you rig and export a puppet with a single profile, it collects its own separate illustrator/photoshop file in with the puppet file. If you make changes to that illustrator file after your puppet has been imported, and say draw additional walking profiles, when you come back into CH the rig won't work. The fix: delete the puppet in your project panel in Character Animator and re-import the illustrator file. You'll have to re-rig, but your puppet will work.
Right - all CH files are referenced, like Premiere Pro or After Effects. Usually your safest bet is to go to Edit > Edit Original to make sure you're modifying the correct artwork.
Great Tutorial, I do have one question. How do I reduce the up and down movement, it really kills it. It would be great to remove it manually.
Movement is based on a number of factors, try playing with the strength sliders in the Walk behavior to see if you get the motion you're looking for. Sometimes moving the heel and toe tags closer together can help as well. Or sometimes leaving a tag or two off can lead to less movement. There's no one way to do this, it's a lot of experimentation depending on the size of your character / limbs.
I have made groups of arms and legs separately in the body group, but the yellow line appears all around the body, even when I select each individual group (eg. if I select the right arm group, the yellow line is all over the body instead of it being around just the right arm)
First, make sure the groups are independent (crown icon). Second, if you're seeing it extend I would dig into the group and make sure there isn't any hidden / extra artwork anywhere. Select each layer one at a time until you find the culprit. So if I have a leg group, I'd make sure that's independent and look at everything inside that group to make sure it's all in my leg area. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback.
Do you have a video of the ninja puppet construction for that puppets walk cycle? I'm trying to pick that apart so I can do something similar. Is it possible to keyframe a frontal walk cycle toward the screen from afar?
No Ninja video, but the technique is the same as you see for the 3-view walk here or in the updated video (see pinned comment or video description). Yes, you could keyframe Transform > Scale with a front walk cycle layers to give the effect of them moving towards the camera.
@@okaysamurai ok thanks
how to move a robot feets, when he has triangle wheels? where should I put the yellow points, that were mentioned at 08:00 Minute? please help?
For wheels I wouldn't rig the legs at all. I would still attach them to the body wherever it makes sense but if you don't want them swinging back and forth like normal human legs, just don't add the rigging to them!
Hi Dave, I notice this puppet is a quarter view, can I take a full front view and create right and left view in photoshop? If Yes, Are there any videos on how to do that. I have a puppet that I would like to eventually walk, but he is front view only.
Yes, you can definitely do this. Walker on okaysamurai.com/puppets does exactly this.
Hello, the character has set up two layers, sitting down and standing up. When the button is switched to the layer, one of the layer mouth types cannot be automatically synchronized. How to solve it?
Try adding another Lip Sync behavior to the second mouth.
Amazing tutorials, I have try to do the walking with my character, all looks great, but when I want to record it disappears from the screen. What is the cause for that?
It's possible it's walking off the screen or getting reset - I would suggest trying the keyframes / position based approach from the newer walking tutorial at th-cam.com/video/gv_2Upvtm-M/w-d-xo.html - it might get mroe consistent results. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
@@okaysamurai Thank you for your prompt response :-) It worked, very happy indeed. Looking at all your tutorial to learn the Character Animator in dept.
Any chance you can do a tutorial on syncing this with a midi controller? I have Machine Mk3 and a novation launch control XL that I would love to use to trigger animations.
Basic MIDI setup is covered here: th-cam.com/video/1iS0gUoe1i8/w-d-xo.html - with Walk I would hook up a dial or slider to body speed or strength maybe to start/stop the cycle.
I have two quick questions (great tutorial by the way!):
1. I'm trying to make my character face the direction they're walking in like in the example, how would I do this?
2. Would it be possible to copy & paste then mirror the rig i created for one direction and use it for the other direction?
1. Whatever you tag as Left / Right Profile is what will show up when you press the left and right arrow keys, so if you want him to turn left when he walks left, tag it like that. If he's facing the wrong way, switch the left and right profile tags.
2. You can - right click the group to make the view shareable, then drag it from the project panel back into the puppet and use the scale properties in the upper right to flip it around. I usually make subtle changes so I will often just copy a view in the original PS/AI file and rig a second time in CH.
Hi Dave! Love all your animation vids! When I went to your puppet page on your site, I could only download Kaufman's Puppet not the AI/PSD files - could you please let me know where I can download the AI file for him? Thank you so much!
A puppet includes both the PSD or AI artwork and the rigging - see this video for how to "edit original" to get to the artwork! th-cam.com/video/28oHGKEWflk/w-d-xo.html&t=10m43s
okay I have watched to walk videos and the head and body turn video. I have my character walking and can turn with triggers. but what I want is when I press left I want my character to go left and vice vs. It seems you forgot to tell us how to set that up
If you're asking what I think you are, to have a 3-view character that stops left/right depending on how you're walking, that isn't currently possible. You can only have one default stationary view. This walking tutorial is more recent and mentions this as part of it: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
How to creat puppet walking which don’t have the neck ? Because I’ve tried like this tutorial but my puppets head is moving along with body
You could leave the neck tag completely off, but that can also remove some bounce that helps it look more natural. I often keep it (tagged on the Head origin) but play around with the position of it to see how it changes the motion. If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more direct help.
@@okaysamurai thank you so much sir 👍🏻👍🏻
I'm starting a project with a char I created from scratch this is awesome
hey, how can i make my character walking towards camera like i know its not possible through walk behaviour and i need to make the animation of frontal walk then cycle layer it in ch but it would be good if you give some tips!
As I say in the video, Wonder Boy on adobe.com/go/chexamples is the best example of this. Unfortunately I've never tried it, only the left/right walks myself! But a Wonder Boy like setup + Position > Scale keyframes to make him seem like he's walking forward should work.
Can I use program which install when I install after affect 2015 or no
The version that was bundled with AE 2015 was an early beta. The latest version is a standalone CC product, now in its 2.0 version.
What's version should I install if my PC has i3 3th generation.
I would download the latest and fall back if needed. Recommended specs are here: helpx.adobe.com/adobe-character-animator/system-requirements.html
@@okaysamurai OK Thanks, subscribed
I tagged everything as you show here in the Body section, but all handles are still showing 0. Can't figure out why.
There's an updated version of this tutorial that might help: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html. If you're seeing the 0s, it probably means the Walk behavior can't figure out where they are, either the behavior or the handles are in the wrong places. Feel free to post a screenshot of what's happening to adobe.com/go/chfeedback for more direct help!
Is it possible to have a two standing view? like when he turns back he remains standing back with the back standing view and when he turns front he remains standing with the front standing view
There unfortunately isn't an easy way to do this yet - you could have a swap set for the standing view where you can manually swap between left/right standing views with a trigger key, but ultimately I think you might be better off just saving two versions of the puppet and using whichever one you need for a particular scene.
I haven't found anything on this yet- but what's the best practice for where to position the arm if you want it to go in front of the head but still want the body behind the head. I'm currently leaning towards literally having a layer or group above the head for the arm. But I haven't tested it- so I suspect it might not behave correctly in relation to the body. This is useful for say a "facepalm".
Yes. usually in these cases I just put the Body group above the Head group, as long as there's a clean spot to make the transition like a neck. You can put stuff above or below and it should still work, but usually I try to keep all the parts together.
Hi Dave, great work there! I have a character after it stops walking the Stop easing is way slower. It's in default value(0.2 sec). But still the stop easing is very slow. Start ease has no problem though. Please help!
That seems really weird, I've never seen that before and have no idea why that would happen. Can you post a video and/or your puppet to the official forums for more direct help?
Thank you for replying. Here's the link to the video.
th-cam.com/video/ZAoQ640eXx4/w-d-xo.html
Wow that is weird. Are there any extra tags in the hand, like draggers? I wonder if there's something conflicting with the rest position. If possible, could you please File > Export > Puppet and share it as a link (Creative Cloud, Google Drive, Dropbox, etc.) so I could take a closer look?
@@okaysamurai yes there's a dragger.Anyway here you go drive.google.com/file/d/1iKtpwvW__yERE0yc3RCUuvfgTSJ3ENG-/view?usp=drivesdk
Nice tutorial! But I'm stuck in one part tho :(
I dont know why but I cant see the green points from 8:27 . When I click at the body only the right arm appears
You see a green dot when something has something inside it that is a) independent and b) attached to it. So for an arm to get a green dot on the body, the arm would need to be independent (crown icon) and on the right it should have "attach to" set to something like weld or hinge. If you're still in trouble please post a screenshot of your puppet on adobe.com/go/chfeedback and you should be able to get more direct help.
¡Hola Samurai! Muchas gracias por el tutorial. Saludos desde Venezuela =D
I have been trying to follow this tutorial for hours. I've download the puppets and your puppets work fine. But I need to try it on my own for my job and it's not working even though I follow the same setup. One of the things I notice, I don't see the green dots on the "body". You mention having the "Show Mesh & Auto Handles" selected. I have that selected and the dots still don't some up.
If you download Kaufman, or look at Walkbot from the Start panel, do you see the green dots on them?
@@okaysamurai Yes I do. But my set up and wording are the same so I don't understand what is different about my own puppet.
Guessing there's some minor difference that is breaking stuff. Can you DM the File > Export > Puppet to me at forums.adobe.com/people/oksamurai as a shared cloud link on Google Drive, Dropbox, Creative Cloud, etc?
@@okaysamurai Ok I'm figuring out that somehow the pluses are messing with things. So it is not clear when to use a plus in your file and when not to. I used Wilk as an example since he was an Illustrator puppet (which is what I'm working with). I named all my parts the same as his and finally got green dots to show up. But then my legs were't able to be animated. So I tried to add pluses to the name of the legs "+R Leg" and it let it be selected to add points. BUT THEN the green dots connecting the body went away!? All from just changing the name of the legs to "+R Leg" instead of "R Leg". This is very frustrating.
@@okaysamurai Ok I sent you a message with the links to the files. Thank you!
I feel like i've missed a step somewhere. When I'm in record view, I can see both my puppets (front and right view). When i press my right arrow key, i can see the right view puppet walking underneath the front view puppet. How do i only display only one puppet at a time?
In that kind of instance it seems like CH is not recognizing front as a frontal view, so it's getting ignored and not swapped out. Is it definitely tagged frontal and at the same level? If you're using stuff like head turns those use the same view tags and can conflict with stuff sometimes too - see Walker on okaysamurai.com/puppets for an example of how to do that (and another guide to follow for walk setup). If the issue persists please post a screenshot of your rig mode in the official forums at adobe.com/go/chfeedback for more direct help.
@@okaysamurai Thanks for the help. I'll look into it (and yes, my front view puppet does have head movement rigged, so will check out the example you mention). Thanks!
How do I use spritesheet as walk cycle? I work with pixel art, so that'd be a great subject :). Awesome video btw, thanks a lot.
For a sprite, you would need to separate each frame into its own layer, line them up, and add cycle layers to them. Then you could saw ok, when I press R, show this 12-frame right walk animation. There are hacky ways to make the walk behavior and cycle layers work together, but I wouldn't recommend it - Walk is really currently meant for characters rigged with parts we can bend/move/warp/etc.
@@okaysamurai Yeah I pictured that, but thanks a lot for the fast answer I was really in need :).
first time seeing this and i love it
I set the origin of the top-level and puppet down to the feet as suggested but still seems to be pivoting and bouncing from the neck area. Any suggestions of what to look for or adjust?
Hmmm. I would keep moving origins down from various layers and see if that helps, like maybe the Body or torso? There is also a newer version of this tutorial: th-cam.com/video/gv_2Upvtm-M/w-d-xo.html
thanks I will try that and check the newer tutorial
I have gotten a pretty good walk cycle and even added in some replays for picking up and putting down things. When I record a scene and move the slider back and forth (with all red "record" buttons off), the character sometimes gets shifted in X from where it should be recorded at. And other times, it will seem ok. But when I arm it again, it suddenly jumps to (what I am assuming) is the default X position. This basically making it near impossible to record walking around a bit, stopping the record, and then recording from where I left off. Do you have any tricks to make this work better? Also, when reviewing (moving the slider back and forth on the timeline), the character will suddenly just start walking...and go on forever, off the screen.
Yeah, this is a known bug and there's a new walking technique in the next release that will finally fix this! Basically walking is a simulation and sometimes that sim gets messed up depending where you start in the timeline.
I have been trying to make my own puppet using these tutorials, if my character is bipedal but has weird joints (backwards knees like a bird) is there a way to customize the walk cycle?
Hmm good question - I’m on vacation right now away from my laptop. I wonder if you can mis-rig it somehow to do this - I’d have to experiment. If you need help, try posting on Adobe.com/go/chfeedback and someone should be able to give you a better answer!
Why when walking the image in Adobe Animate as if breaks up? Similar to effect when in games vertical synchronization is turned off and the picture cuts in the center. Character Animator have better render system inside?
If parts are coming apart then they might not be connected as expected. But if you have a head that overlaps the body and limbs that overlap the torso, it shouldn't come apart. All the walking examples we have on adobe.com/go/chexamples and okaysamurai.com/puppets/ should work as expected - take a look at them as a guide.
Thank you so much for this tutorial
Thank you for all these awesome tutorials! I've incorporated animation into my job role and it has taken off which wouldn't be possible without your helpful tutorials! I am having an issue with walking- I've looked at my layers and specifically with my arms- they drag to the floor and are distorted once I start the walk cycle. I believe this is due to when mapping out my character, moving the arm layer point up to the shoulder- there is no green indication that the arm is becoming attached to the body. I've compared layers, but nothing seems to make sense why these aren't working. Please help!
So each arm has a crown icon next to it in the Body, and there's a torso layer or something inside the body that isn't independent? The arms need something non independent to attach to - so usually this is a torso layer or something. Also make sure each arm group when selected shows "attach to: auto" in the right properties.
Thank you,@@okaysamurai ! The "attach to" has helped a lot, I still have some funky things going on with the arms when walking to the right, but in the meantime, my character will walk to the left only. Thanks and keep up the great work! :)
When I create "Walk" behavior on Top level of puppet group it doesn't show any handles (they are all 0). It only works if I create Walk on Sub- Sub- Folder and then it shows handles 1
If that works for you, go for it. Walk can be finnicky. If you look at Walkbot in the Start workspace you'll see he's set up with Walk in the top level and he works - so it's possible something is conflicting with it in yours that the sublevel thing circumvents. We hope to make this more lenient and easier in the future.
My character's feet don't have an origin when setting the walk, what should I do?
As long as the foot is part of the leg its origin shouldn't matter. There is a more updated walk tutorial here that might help: th-cam.com/video/gv_2Upvtm-M/w-d-xo.htmlsi=HHrvWLZZXIk76BP-
Hello, I followed your tutorial the feet were flipped and twisted apparently and the walk toward the right was more like left walk but in the right direction like the hands were leaning toward the back when he was moving forward, i used my own character with same layers sorting but on Illustrator instead of Photoshop, idk if this could be the reason
Hmmm, try switching the tags from left to right and vice-versa and see if that helps anything? If it persists, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more help.
Do you have any videos on Animating a dog or other 4 legged animal, thats legs move in a different way to a human?
The only one I've done is Acquavella on www.okaysamurai.com/puppets/, but some other users have tried stuff too. Basically for now adding multiple Walk behaviors to a character can help with each set of legs you have.
Hi Okey Samurai can we have a two walk in one characgter? For example am making a character I want it to walk to a certain point then I want it to tip toe to climb a step using keyframes. But immediately I change the walk it affects everywhere. Just like making a character walk then after some time it runs how possible is this? please help
Under Walk > Style, click the ... icon that appears on the left and check "Enable Parameter Recording." Now if you change this during recording, it will stick.
Hello Sir , using these steps can I make RAMIREZ and FURY walk ? or they doesn't walk at all ?
Both of them have smaller feet and were made before walking was added, so I don't think walking will work well with them unfortunately.
@@okaysamurai got it. Can you please tell me what are those puppets which are equipped with latest features like motion library and of course walk . There are so many puppets , that I have to download and check each one of them for walk feature. Is there any list which you can share which has puppet name and corresponding features.
Each puppet is unique and so there isn't any one megapuppet with everything inside it. For motion library I would check out pages.adobe.com/character/en/motionlibrary. For walking I would check out the Eliza character on okaysamurai.com/puppets/, which has both the 1 and 3 view variations.
Great video Dave. How do I add puppets to a scene?
With a puppet selected in the project panel, click the "Add to new Scene" button in the bottom.
Thanks for all the tutorials. I Dont know exactly whats gone wrong but my characters FRONTAL, LEFT and RIGHT profiles are all visable on the stage at the same time. Any help anyone? thanks.
Figured it out. I added the walk and Arm IK behaviours to each individual profile view instead of the main character group.
Glad you figured it out. Views are particularly finicky - if head turns or walk or whatever is looking for them, depending on placement some behaviors will be prioritized over others. We hope to make this easier in the future.
I Have a Problem with my rigging Issues :
layout tagged as Alt Mouth (f,s,ah,Ee And all ) is not being used by any behavior
And I did every thing just like you did. But still can't Trigger the sad Mouth or confused One >> Just happy puppet all time
If you are only seeing the happy mouth then either the trigger isn't set up right or the main lip sync is taking precedence over it. Look at a character like Narrator Dave on okaysamurai.com/puppets and look particularly at a) what layers are added to each of the mouth swapset triggers, and b) what each mouth gets tagged as. If you set yours up exactly like him, you can see it will work just like him. If it persists please post screenshots of rig mode or your puppet file to adobe.com/go/chfeedback for more help.
@@okaysamurai Problem solved
>> You're more than amazing man.. Really appreciate your help ♥
Is there a way to keyframe any of the walking parameters? Suppose you want to have the character raise their arms as they walk, by adjusting the arm angle, and then put them back down. How would you do that?
Currently you can't keyframe it - but you could arm arm angle (click the red dot next to it), press record, and drag over the value to change it over time. You could also drag this into your controls panel to make it a more custom slider.
Would this work with a baby crawling? I’ve been trying to animate a baby crawling but the front arm is either super stiff or really wonky and flails everywhere. Any tips on how I might do that? I assume it has to do with elbow/knee bend, I’ve messed with that and tagging, so maybe it’s my groups/naming? Lol any tips would be greatly appreciated! Thanks
Good question...walking is really optimized for bipedal characters, but there has to be a way to hack it to get what you need. I might try leaving elbows or knees out, or adding one walk behavior for the legs and another for the arms, but tag them as legs. Worst case scenario, you could probably get a similar effect through replays.
How did you only get the single view? I tried unchecking the eye symbol in Character, but all the sides still appear in Photoshop. Please don't skip steps
You can download Kaufman from okaysamurai.com/puppets and see exactly how he's set up. No steps were skipped - the visibility in the PSD and CH can be different. So when you first import the character into CH it adopts the PSD visibility, but if you toggle those on/off in CH it won't save back to the PSD file, so you would have to toggle them off in the PSD as well.
Thank you very much for your tutorial! You are the best
What about walking and dragging? Or with trigers
All of these can be done together. If you're going to do something like arm dragging, then I wouldn't tag the arms, and record your movements while walk is disarmed so you're not fighting against the walk movements.
Hey dave so rigging the character when its flipped to its left profile i see that your right arm it has the left elbow and wrist and for the left arm the right elbow and wrist is that the way to rig correctly my puppet was walking fine in one view then i added the other layers and idk what happen .help pls
It can be very hard to keep track of all the proper naming with the character flipping around. It's also weird because "Left Profile" means walking to the character's right, because "profile" means seeing your cheek. So it's confusing. In general I believe Kaufman is set up the correct way to please follow his example.
@@okaysamurai okay awesome i totally forgot i can just download the example . thanks !
Hey buddy loved your channel also wanted to know that is there any other software like this because i can't afford adobe subscription. Please help needed
There is a 7 day free trial.
hello, thank you very much, I followed the tutorial and it worked, but I am having an issue, the handles only register when I apply walk behavior to the body, and when I apply it to the whole puppet it becomes zero and the character doent walk. thanks!
Sounds like something is off in the rigging / organization. Make sure you're following Kaufman (or Walker) at okaysamurai.com/puppets. If you're still having trouble, please post in the official forums with your puppet / screenshots / videos / etc.
Is there any way that styles could be cycled through? For example, I want my character to walk at first, then I want him to sneak and then to run.
Yes - if you arm (turn on the red dot) the style parameter, then when it changes during recording it will let you switch between styles. You could also do this with the new Replays feature to do it live as well.
thanx a lot Dave, really appreciate your feedback!
Whats the best way to add "frontal" that faces both sides? So a frontal left and frontal right? If my character is rigged for a frontal that faces right I want him to walk to the left side of the screen and face that side and not go back to frontal right. Does that make sense?
Yeah - currently it's not easy to do that - "Frontal" can only be one view and doesn't care which direction you were facing previously. I guess you could have a manual swap set trigger between the two if need be. Most of my characters have only needed to look and walk one way per scene - if I need more, I'll make a different version of the puppet that I can use for other scenes.
@@okaysamurai good to know thats what I figured. Whats the easiest way to set a trigger for a whole body being flipped. I tried it once and it messed with all of my rig points. My frontal also has triggers for arm movements and facial expressions.
It's just a swap set trigger - basically in your "frontal" view I would have two variations of the character inside (left/right). I'd just copy and flip the artwork in AI/PS and re-rig it.
@@okaysamurai thanks!
I'm not getting "Attach Style" in Layers? Only blending mode and independent at the bottom?
It only works for groups currently. Make the layer into a group or add + in the layer title.
Great Tutorial. Thank you very much.