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PSDファイルやAiファイル等を開くと別の製品が立ち上がる

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11/06 対処方法更新(MacOSのみ)

10/17 文書公開


 

概要

 

この文書では、2018年10月リリースのCreative Cloud製品インストール後に、PSDファイルやAiファイルなどの

Adobe製品ファイルをダブルクリックした際、別の製品が起動して開いてしまう問題の対処方法についてまとめております。

 

※当問題は調査中です。続報が入り次第当文書を更新いたします。

 


 

確認されている現象

 

  • AiファイルをダブルクリックするとPhotoshopで開き、Illustratorのカラー設定が変わる
  • PSDファイルをダブルクリックするとAdobeXDが開く
  • AiファイルをダブルクリックするとAdobeXDが開く
  • Aiファイルを履歴などから開こうとするとInDesignが開く

 


 

対処方法

 

Illustratorのカラー設定が変わる件について

カラー設定が変わってしまっていた場合は、お手数ですが以下対処方法1または2を実行後に

環境設定フォルダを削除してから、カラー設定を改めて変更し直してどうかお試しください。

環境設定の削除方法はこちらをご参照願います。

おかしいなと思ったら(Windows 版 Illustrator CC)

おかしいなと思ったら(Mac OS 版 Illustrator CC)

 

上記でも改善ない場合、もしPCにBridgeがインストールされていたらBridgeをアンインストールしてから

再度カラー設定を変更してどうかお試しくださいませ。

 

ファイルが別のアプリケーションで開かれる場合の対処方法1

製品をアンインストール・再インストールをして改善がされるかお試しください。

例:Aiファイルの場合Illustratorを再インストール、PSDファイルの場合Photoshopを再インストール

 

 

ファイルが別のアプリケーションで開かれる場合の対処方法2

おかしくなってしまった拡張子の関連付けを変更して改善がされるかお試しください。

 

Windowsの場合:

  1. 関連付けがおかしくなってしまったファイルを右クリックします。
  2. 「プログラムから開く」を選択します。
  3. 正しいプログラムを選択し、画面下部の「常にこのアプリを使って.xxxファイルを開く」にチェックを入れます。
  4. ファイルを開くと設定完了です。

参考:富士通Q&A - [Windows 10] ファイルの関連付けを変更する方法を教えてください。 - FMVサポート : 富士通パソコン

 

MacOSの場合:

Illustratorがインストールされている場合は、23.0.1アップデートを実施して改善があるかどうかお試し願ます。

 

Illustratorがインストールされていない場合や、改善ない場合は以下の手順で手動で関連付けを変更してどうかお試しください。

  1. 関連付けがおかしくなってしまったファイルを右クリックします。
  2. 「情報を見る」を選択します。
  3. 「このアプリケーションで開く」欄で、正しいアプリケーションを選択します。
  4. すぐ下にある「すべてを変更」ボタンをクリックします。
  5. 確認ダイアログボックスでOKを押します。

参考:Mac でデフォルトのブラウザやメールクライアントを変更する - Apple サポート

 

 

ファイルが別のアプリケーションで開かれる場合の回避策

製品の作業ウィンドウ内にファイルをドラッグして開いていただいたり
ファイル>開くなどのコマンドを用いてファイルを開いて回避していただくことが可能です。


Photoshop 20.x(CC2019)の「変形」仕様変更について

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概要

Photoshop CC2019 (20.0) にて、オブジェクトの変形機能に仕様変更がありました。

変形する際、従来は比率を固定するのにShifキーが必要だったのですが

Photoshop CC2019 (20.0) アップデートにより、デフォルトで比率を固定する設定に変更されました。

 

機能の詳細は以下ページをご参照ください。

新機能および機能の強化 | Photoshop CC の最新リリース

 


 

変形機能で確認されているトラブル

  • 新機能の変形比率の固定機能がシェイプでは有効にならない
  • 変形時、コントロールバーに表示されている鎖アイコンのチェックを外してからドラッグしても比率が固定されたままになる

 

※当トラブルについては現在調査中です。進展があり次第当フォーラムを更新いたします。

 


 

変形の仕様をCC2018以前のものへ戻されたい場合

以下の方法を実施し、変更されるかお試しください。

 

  1. メモ帳やテキストエディットを開きます。
  2. 以下の文字列をコピー・ペーストします。
    TransformProportionalScale 0
  3. ファイル名を「PSUserConfig.txt」にして保存します。(一行のテキストのみのファイルで大丈夫です)
    ※Macのテキストエディターにて「.txt」で保存できない場合は、保存の前に画面上部メニューから「フォーマット>標準テキストにする」
     を実施してから「PSUserConfig.txt」の名称で保存ください。
  4. 以下の場所にある環境設定フォルダへ保存します。
    Windows:
    C:\ユーザー\<ユーザー名>\AppData\Roaming\Adobe\Adobe Photoshop CC 2019\Adobe Photoshop CC 2019 Settings 
    この「Adobe Photoshop CC 2019 Settings」フォルダの中
    macOS:
    非表示のユーザーライブラリフォルダーにアクセスする方法(Mac OS X 10.7 以降)の方法で開いた
    「ライブラリ」フォルダの中にある、「Preferences」の中にある「Adobe Photoshop CC 2019 Settings」フォルダの中
    フォルダパス:MacintoshHD/Users/<ユーザー名>/ライブラリ/Preferences/Adobe Photoshop CC 2019 Settings/

 


 

関連リンク

 

Photoshop CC2019(20.0)の、その他の機能やトラブルの情報はこちらをご確認下さい。

Photoshop 20.0リリースのお知らせと確認されているトラブル

新機能および機能の強化 | Photoshop CC の最新リリース

Lightroom (1.5)/ Lightroom Classic (7.5)アップデートのお知らせ

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いつもLightroomをご利用いただきありがとうございます。

2018/8/22にアップデートされた、Lightroomに関する情報をお知らせします。

 


 

アップデート内容

 

共通

 

Lightroom CC 1.5

  • アルバムごとで写真をローカルへ保存する機能
  • 写真が入っているアルバムを確認する機能
  • Windows での HEIC 画像ファイルのサポート
  • 正方形グリッド(G)表示で、サムネールの左下隅で写真のファイル拡張子が表示されるように変更
  • 不具合の修正
  • 上記アップデートの詳細情報はこちらをご参照ください。

 

Lightroom Classic 7.5

 

他アップデートに関するリンク

 


 

参考情報

 

アップデート方法

Creative Cloudデスクトップアプリケーションを利用してアップデートします。

詳細の手順は以下文書をご参照ください。

Creative Cloud アプリケーションのアップデート

 

アップデートに失敗したら

こちらのフォーラム記事を参考にトラブルシュートをお試しください。

【Creative Cloud】インストール・アップデート・デスクトップアプリケーションがおかしい時のトラブルシュート

 

その他アップデートに関するよくあるご質問

以下文書によくあるご質問をまとめてありますので、不明点があったらぜひご参照ください。

Lightroom のバージョンを常に最新の状態に保つ

Adobe Premiere Rush with Amber Torrealba

Adobe Premiere Rush with Amy Lee

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Adobe Premiere Rush with Amy Lee

 

Join Amy Lee on Adobe Live as she edits a YouTube video for her channel, introducing you to Premiere Rush, Adobe’s brand new all-in-one video app. Amy is a fashion, beauty and lifestyle vlogger from Los Angeles.

 

YouTube: AMY LEE - YouTubehttps://www.youtube.com/ambertorrealba

 

Day One

Day Two
Day Three

Character Animator (April 2018) – Detailed Changes

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New and changed features

 

Projects and the Project panel

  • Long names for project items in the Project panel and layer names in the Puppet panel now appear in tooltips over the truncated versions of those names.

Scenes

  • Scene snapshots: take a snapshot (Scene > Take Snapshot) of a reference pose to compare against, hide/show the snapshot, and increase/decrease snapshot opacity.
  • Export the current frame of a scene (File > Export > Frame).
  • Default scene frame rate is now 24 fps.
  • Narrow Scene panel now shows the Refresh, Show Mesh, Stream Live, and Background Color buttons in a pop-up window opened by clicking the "<<" button.

Artwork and Assets

  • JPEG (*.jpg or *.jpeg) support for puppets and cycles.
  • Illustrator (vector artwork) rasterization control: new Resolution property (in the Puppet section of the Properties panel) for controlling the maximum quality of the vector artwork when it is rasterized.

Puppets and the Puppet panel

  • New and updated template puppets in the Start workspace; use the arrow buttons to scroll through them:
    • new: Bongo, Dr. Applesmith, Wizard, and Chicken Blaster.
    • updated: Blank Face and Chloe have improved mouth shapes (Ah, Uh, and W-Oo as cycles; Ee lower lip moved higher to differentiate from Uh; Uh tongue moved lower) and Chloe’s draggable handles given Left Hand and Right Hand names to identify recorded takes for them.
  • Hide mesh outline and Auto handles: new Show Mesh Outline and Auto Handles button (next to Show Mesh).
  • Replace a puppet track's source puppet: Update or replace a puppet in a timeline, even if it has recorded takes, by doing either of the following:
    • Select the puppet track in the timeline. Then, hold down Option (Mac) or Alt (Win) as you drag that puppet onto the selected puppet track in the Timeline panel.
    • Select the replacement puppet in the Project panel. Then, right-click in the track header (left-side) area of the puppet track, and choose Replace with Selected Puppet in Project Panel.
  • Independent groups no longer scale or shear when the mesh they’re attached to is warped, such as via Dragger.
    The independent groups will still move and rotate based on the warped mesh. Scaling using the Transform behavior on the parent mesh still scales the independent groups.
  • The Add Cycle button in the Puppet panel has been moved as a command in the Puppet menu.
  • Renamed the Puppet > Add to Puppet menu command to include the name of the project item being added, and the puppet into which it will be added.
    If there are multiple project items selected, it will show as “Project Selection”. The entry in the Keyboard Shortcuts editor is now called “Add Project Selection to Puppet”.
  • Template puppets imported from the Start workspace now also open as well in the Puppet panel.
  • Making a renamed group a shareable puppet now names the shared puppet based on the current name, not the group’s original name.
  • Selected origin handles retain their dotted-circle appearance, instead of appearing with a solid-lined circle.
  • The toolbar is now disabled when no puppet is open in the Puppet panel.

Behaviors

  • Copy/paste behaviors (Edit > Copy Behaviors, Edit > Paste) between puppets and projects.
  • Add behaviors from the Puppet panel: hover over the behavior icon or in the behavior column, then click the "+" icon; hover over the "+" icon to view the applied behaviors in a tooltip.
  • Remove all behaviors from a puppet or at a group: use the Puppet > Remove All Behaviors command or the "+" > Remove All Behaviors command to remove either all behaviors or only those at a specific group.
  • When editing the behaviors for a puppet or puppet track, modified behavior parameters now show the parameter name in white (brighter color), in addition to the reset (“x”) button.
  • Breathe: The Breaths per Minute parameter now defaults to 15, and Max Scale to 150%.
  • Cycle Layers: When triggering cycles of different lengths, if a longer cycle is hidden while triggered, it no longer causes blank frames in the visible cycle.
  • Dragger:The default After Move setting is now “Hold in place”, and default Return to Rest duration (for “Return to rest”) is now 0.2 seconds.
  • Dragger: Increased the maximum Return Duration to 9999 seconds.
  • Eye Gaze: Improved support for non-centered pupils. Each pupil will move within its eyeball (tagged pupil range), taking into account the original location of each pupil.
    Also, it should be easier for pupils to snap left/right compared to up/down or diagonal directions.
  • Particles: Various improvements:
    • Collidable particles, using the new Collide parameter
    • Gravity, Bounce, and Wind parameters moved to the Physics behavior, as described in the following table:
      Old parameter in ParticlesNew parameter
      Gravity StrengthPhysics > Gravity Strength
      Gravity DirectionPhysics > Gravity Direction
      Bounce Off Scene SidesPhysics > Collide > Bounce Off Scene Sides
      BouncinessPhysics > Collide > Bounciness
      Squash and Stretchnot available at this time
      Wind StrengthPhysics > Wind Strength
      Dragsimilar to Physics > Wind Direction
      no previous equivalentPhysics > Wind Variation
    • Particles move faster by default than in Version 1.1 so you will need to lower particle speed or gravity strength, as needed. Also, for colliding particles, you can increase the Weight (in Physics > Collide) to offset the effects of wind strength.
    • The emitter (puppet itself) is now hidden, so the old Emitter Opacity parameter is no longer available.
    • Added touchscreen support (arm the Mouse & Touch Input parameter) as an alternative to the existing mouse support, for manually emitting particles.
    • Increased the maximum Particle Spread from 100% to 1000%.
  • Physics:Various improvements:
    • Wind Strength, Wind Direction, and Wind Variation have moved out of the Particles behavior and the Dangle category of the Physics behavior into Physics.
    • (Dangle): Improved performance, especially when applied in deep puppet hierarchies.
    • (Dangle): Renamed the “Spring Stiffness” parameter to “Stiffness”.
    • (Collision) Easier setup of layers tagged Dynamic:
      • The Collide tag will also be applied. You can, of course, untag Collide, if you did not need collisions.

      • If a layer is selected, its containing group will be made independent. If a group is selected, it will be made independent, if needed.

      • The containing or selected group, if previously set to a Weld attach style, will be changed to Free so that the layer can move.

    • (Collision) Return Strength no longer has a maximum percentage value.

Triggers and the Triggers panel

  • Drop zones in the Triggers panel for dragged puppet groups, to create either a trigger or swap set for the group.
  • Click the name of a layer for a selected trigger to reveal the layer in the Puppet panel.
  • Bottom section of the Triggers panel is now resizable, to view more of the triggers list or layers list.
  • Orange (warning) color for trigger and swap set names when triggers in a swap set conflict (e.g., same key or MIDI note assigned), or if a trigger has no assigned layers, or if a swap set has no layers assigned to any of its triggers. Hover over the orange text to view a description of the conflict in a tooltip.
  • Copy/paste triggers or swap sets between puppets, to allow future recordings for those triggers to be compatible.
  • Rearrangeable trigger bars in the timeline.

Controls and the Controls panel

  • Custom button artwork: Drag any layer of a puppet onto a trigger button control to customize its artwork.
  • Arm for Record buttons for behavior parameter controls (sliders, knobs), so you don't need to go to the Properties panel to arm/disarm them.
  • Pan the contents of the Controls panel (scrollbars, Option/Alt-drag in the panel, or spin the mouse wheel for vertical scrolling or Shift-spin it for horizontal scrolling).
  • In Layout mode, double-click away from any control to quickly switch to Perform mode.
  • Toggle between Layout and Perform modes via keyboard shortcut that you can assign in the Keyboard Shortcut editor (Window category for the Toggle Controls Panel Layout Mode command).
  • You can now use the Tab key to move between the minimum and maximum values for a slider control.
  • In Layout mode, you can press Command+Shift+A (Mac) / Ctrl+Shift+A (Win) to deselect all controls.

Recording, Playback, and the Timeline panel

  • Countdown to recording: 3-second countdown timer to prepare a puppet before recording starts (Timeline > Countdown Before Recording option).
  • Hold takes: Duplicate the value of a selected take at the current time as a new take (Timeline > New Hold Take), to extend the take and hold the value for a given time.
  • Copy/copy/paste all types of takes between puppets and projects; previously only Lip Sync takes could be reused.
  • Rearrange trigger bars horizontally in time: clicking the bar now selects the entire bar (like selecting a take or track) to easily move it earlier or later in time.
  • Hide trigger and viseme take bars (deselect Timeline > Show Trigger and Viseme Take Bars) for a more compact timeline.
  • Changing parameter values while rehearsing (live-controlling) a puppet: When a puppet track is selected and the playhead is parked on a frame in the scene – that is, you are controlling a character live or a rehearsal state – changing the value for behavior parameters that are armed no longer retains that change or shows a reset (“x”) button. That means, if you move in time or deselect the puppet track, that change in value is reverted to the previously stored value. This is like how the Dragger behavior works – to retain dragged handles, you need to record a 1- or 2-frame take for them.
    If you need to retain a new value, disarm the parameter, then change the value.
    Also, if a behavior or puppet track is not armed, you will no longer be able to rehearse those behavior’s parameters because they are not considered live.
  • The initial color for puppet tracks (in new scenes) is now purple, for improved contrast between selected and unselected tracks and takes.
  • The Trim In/Out to Playhead commands can now also extend (lengthen) the selection to the playhead, not just trim (shorten).
  • Dragging a take’s blend handle now updates all other selected takes’ corresponding blend handles in the same way.
  • Creating 1-/2-frame takes now scrolls the timeline to show the created takes.
  • Moving a selected trigger or viseme bar via Up/Down Arrow keys is now correct – Up Arrow moves it earlier in time, Down Arrow moves it later in time.
  • When editing a scene’s timeline, the “Preparing scene” message in the Scene panel now appears above the previous image displayed in the panel, instead of above a black backdrop, to be less distracting.

Miscellaneous

  • Visual user interface refresh (visuals for controls and the user interface font now use the same theme as other Adobe video and audio applications).
  • Keyboard Shortcut editor: customize keyboard shortcuts for menu commands, tools, and other application functionality (Edit > Keyboard Shortcuts).
  • Application preferences automatically migrated from Version 1.1.
  • In the Start workspace, renamed the “Open Interactive Tutorial” link back to “Start Here!”.
  • In the Properties panel, angle properties such as Transform’s Rotation now show the angle value next to the dial control.
  • The color used to identify a missing file (in the Properties panel), low scene frame rate (in the Scene panel), and conflicting triggers (in the Triggers panel) has changed from yellow to orange.
  • You can assign shortcuts to zooming the Scene or Puppet panel to Fit or 100%. Look in the Keyboard Shortcut editor, under the View category, for the Zoom to Fit and Zoom to 100% commands.
  • You can zoom the Scene or Puppet panel to Fit by holding down Option+Shift or Alt+Shift while double-clicking in the panel. (Zooming to 100% was already possible by Option/Alt-double-clicking in the panel.)
  • A File > Export > Adobe Dynamic Link menu command has been added that points to more information about exporting a scene via Dynamic Link.
  • The File > Close Panel menu command has been renamed as Close.

 

Fixed issues

 

Projects and the Project panel

  • (Windows) Renaming or moving a project in Windows Explorer that was previously open in the current Character Animator session now works.
  • Deleted layers from an imported PNG cycle are no longer copied when using the File > Copy Media Files into Project Folder menu command.
  • Projects with a missing Ch Data/repo.noindex/objects folder due to bad archiving/synching can now be opened.
  • Improved handling of projects created in earlier versions (e.g., Preview 4).
  • Folders in the Project panel should no longer twirl open or close unexpectedly when selecting other project items or renaming an item in a folder.
  • Partially deleting a project folder’s contents while the project is currently open, especially on Windows, no longer produces a libgit2 error. A new project will be created automatically.
  • (Mac) Project items with Arabic characters in their names no longer display incorrectly, and no longer cause sluggish updates of the user interface.
  • Project items named with Arabic characters now appear correctly in the Project panel when the full name can’t be displayed.

Scenes and the Scene panel

  • The  Show Mesh button in the Scene panel no longer shows the wrong state if it was enabled when a new template puppet was selected from the Start workspace.
  • Creating multiple scenes from multiple project items no longer shows an extra undoable event in the History panel.

Artwork and Assets

  • Importing AI files containing linked EPS/TIFF/SVG files no longer shows an “Error opening Illustrator file.” error.
  • Semitransparent layers in PSD files that are not color-managed (i.e., no ICC profile saved with the file) now appear with the correct opacity.
  • Importing or opening files containing some special GB18030 characters no longer causes errors.
  • Invalid Photoshop files now show a more user-friendly error message.
  • Relinking or replacing the source artwork or audio file with an invalid file no longer causes the project to be in an odd state.
  • Updating artwork for a puppet with shared content no longer resets the shared puppet’s Auto attachment to its parent origin.

Puppets and the Puppet panel

  • Changing a layer’s scale to a very large value no longer shows a “std::bad_alloc” error.
  • Opening a puppet that might have a deleted handle that was previously selected no longer causes an error.
  • Using the Group command when a handle was selected no longer causes a “Couldn’t find required item” error.
  • Importing a puppet with shareable parts a second time after its first imported puppet was renamed in the Project panel no longer causes an error.
  • Improved the error message that appears if you import an invalid puppet file.
  • The Convert Obsolete Trigger Keys menu command is no longer enabled if you open an unshared puppet group.
  • If a handle is selected, clicking the layer (group) containing the handle now properly updates the Properties panel to show the layer’s properties.
  • If while dragging a stick you switch out of the application, stop dragging, then switch back to the application, undo then works as expected.
  • The Chloe (Illustrator) template puppet no longer has pupils that disappear when Render as Vector is unchecked.
  • The worried and angry eyebrow layers in the Chloe template puppets are now the same color as the normal/default eyebrow (brown), instead of black.
  • Importing a second template puppet now increments the puppet name properly.
  • Grouping layers now retain attach points and get set to Auto attachment correctly.
  • Sharing a layer when the Puppet panel is showing an unshared puppet no longer causes an “Internal error code: (1735971442:1528+1) attempt to index a nil value” error.
  • Sharing a group with a forward slash (“/”) in its name no longer causes an “Internal error code: (1564513505:274+26) assertion failed!” error.
  • A puppet handle getting selected after undoing the creation of a trigger no longer causes an “Internal error code: (155556185:4413+16) assertion failed” error.
  • Dragging a layer in a group that has been opened in the Puppet panel no longer shows an “Internal error code: (155556185:5104+24) attempt to index field ‘mainSubview’ (a nil value)” error.
  • Dragging a layer of a group when a handle is currently selected in that group no longer causes a “SpatialSelectionElement: illegal attempt to read key getTriggerOwnerPPath” error.
  • Independent groups now scale properly when the top-level (root) Transform is adjusted.
  • Independent groups no longer scale if the parent mesh is deformed.
  • Shared puppets that are added from the Project panel into a puppet in the Puppet panel now get matching tags applied.
  • Importing a puppet or project into a large project is now faster.
  • Grouping a single layer now sets Attach To to Auto instead of a blank value.
  • Grouping or resetting layers when Attach To is Auto and the parent mesh’s origin has been modified no longer causes the layers to move.
  • Grouping layers no longer causes the application to hang or show an “Internal error code: (1381505263:1082+2) stack overflow” error.
  • Deleting source artwork in the Project panel for a puppet that uses clipping masks no longer causes errors.
  • Adding a shared puppet that has no artwork to another puppet no longer causes a “couldn’t find required item at project path” error.
  • Making a custom-named group shareable no longer shows it as custom (i.e., no more vertical bar and the same name after it).
  • Dragging layers in an unshared puppet (e.g., double-click an unshared group in a puppet) no longer causes an “Internal error code: (155556185:5210+3) attempt to index field ‘footerOverlayView’ (a nil value)” error.
  • Making multiple groups shareable now selects all shared puppets in the Project panel.
  • Replacing artwork for a puppet no longer shows a “TypeError: Cannot read property ‘0’ of undefined” error.
  • (Windows) When the Puppet panel is focused, tapping the Alt key now shows the menu accelerator (underlined) letters in the menu bar.
  • Rare warp-related crash now shows an error message instead of crashing.

Behaviors

  • Continuously running behaviors like Walk and Particles no longer stops working if you delete and re-add the behavior, then switch workspaces (e.g., re-add the behavior in the Rig workspace, then switch back to the Record workspace).
  • Renamed behaviors are now identified properly in the tooltips above behaviors in the Properties panel and on takes in the Timeline panel.
  • Trying to add a behavior from an empty Puppet panel no longer causes an “Internal error code: (1230934027:161+40) attempt to index a nil value” error.
  • Cycle Layers: Cycles that are triggered by more than one trigger no longer allow one trigger to hold open another (along with its other triggered layers).
  • Cycle Layers: Behavior applied to a group with no layers no longer causes a “TypeError: Cannot read property 'trigger' of undefined Error code: (Adobe.CycleLayers.js:83)”.
  • Cycle Layers: Improved the performance of puppets with a lot of Cycle Layers behaviors applied.
  • Cycle Layers: The Forward and Reverse option on a one-layered cycle no longer shows a “TypeError: Cannot read property ‘trigger’ of undefined. Error code: (Adobe.CycleLayer.js:83)” error.
  • Physics (Collision): Contour-shared layers that only have a single handle now have the correct bounds.
  • Physics (Collision): Fast-shaped layers that are rotated now have more accurate bounds.
  • Physics (Collision): Switching between When Triggered to Immediately now works correctly.
  • Walk: Moving left or right can now be based on the existence of Left Profile and Right Profile tags, instead of needing to tag both toe and heel to work correctly.

Triggers and the Triggers panel

  • Deleting triggers in a large project is now faster.
  • Moving a default trigger into another swap set that doesn't have a default now preserves the default state of the dropped trigger.
  • Merging swap sets now retains and displays the target swap set’s priority setting.
  • Recording a 1-/2-frame take when the Triggers panel is focused no longer creates takes for armed behavior parameters. Also, if a selected swap set has a single, nondefault trigger, a take for that trigger will be recorded.
  • Added a Rename context menu command for triggers and swap sets in the Triggers panel.
  • Merging trigger names is now case-insensitive.
  • Entering decimal characters in the MIDI Note field no longer causes an “Internal error code: (985788066:278+31) bad argument #1 to ‘gsub’ (string expected, got nil)” error.
  • Dragging triggers with “/” in their name no longer causes “attempt to index a nil value” errors.
  • Undoing/redoing triggers for layers that had the same name but in different groups of a puppet no longer show incorrect results.
  • Dragging a combination of groups and layers into the Triggers panel no longer causes an error.

Controls panel

  • MIDI events received when opening an unshared puppet group that has no triggers (Triggers panel is blank) no longer shows an “Internal error code: (155556185:4201+3) attempt to index field 'midiText' (a nil value)” error.
  • Parameter controls (sliders and knobs) now work, even if takes or trigger or viseme bars are selected.
  • You can now assign MIDI CC #6, 98, 99, 100, or 101 to slider and knob controls.
  • Selecting alternate layer artwork for buttons associated with triggers in shareable puppets now works reliably.
  • Artwork updates for button controls is more reliable.
  • Triggered buttons no longer stay triggered if while dragging a slider or knob control you release the trigger key first.
  • Pressing multiple MIDI keys to assign to a control no longer causes an “Unexpected setDirty while handling ‘Set to …’” error.
  • Invoking buttons via trigger key now highlight the button control even when the Controls panel isn’t focused.
  • Improved support for multiple MIDI devices that send Non-Registered Parameter Number (NRPN) / Registered Parameter Number (RPN) and Continuous Controller (CC) messages at the same time.

Timeline panel

  • Moving and trimming takes and trigger/viseme bars beyond take bounds now works as expected.
  • Reduced the visual “jiggle” of the ends of tracks, takes, and trigger/viseme bars while trimming or dragging them.
  • Trimming a 1-/2-frame take now properly trims the recorded value.
  • Recording a 1-/2-frame take now correctly extends the scene duration.
  • Changing the take blend via menu commands now properly updates the shadowed region shown in the Timeline panel.
  • Creating a 1-/2-frame take from the Triggers panel no longer changes what’s being shown in the panel.
  • Changing directions while trimming or dragging tracks should now move more smoothly.
  • Improved responsiveness when editing trigger or viseme bars for puppets with deeply nested groups and lots of behaviors applied throughout the puppet hierarchy.
  • Replacing an untrimmed audio track’s source with a file of a different duration now updates the track’s duration in the Timeline panel.
  • Moving the rightmost edge of the last trigger or viseme bar now works correctly.
  • Trigger and viseme bars overlapped by additional takes are now drawn properly in the Timeline panel if the takes are moved away from the start of the scene.
  • Switching out of the application while it is processing edited triggers or visemes no longer causes a crash.
  • Default values for behaviors are no longer ignored if they have been changed after recording them.
  • Disallow pasting of Face tracking data if a panel other than Project or Puppet is focused.
  • (German) The keyboard shortcut for the Split Trigger or Viseme command has changed to . (period).
  • Dragging tracks and visemes no longer causes an “attempt to perform arithmetic on local ‘keyframeMin’ (a nil value)” error.

Playback and Recording

  • Extending a 2-frame take in a 1 fps scene now works as intended.
  • Dragging in an unfocused Scene panel while holding a trigger key no longer loses the trigger state.
  • Fixed a rare crash when audio is played back at slower speeds.
  • Reduced lag when repeatedly undoing/redoing operations while the microphone is enabled.
  • Playing a just-recorded performance should no longer show incorrect results at the start of playback.
  • Audio tracks should no longer be created if the Microphone Input is disabled.

Dynamic Link

  • Dragging a scene from Character Animator into Adobe Media Encoder should no longer show a “source is empty” error.

Live Output

  • Semitransparent puppets no longer appear darker on external monitors via Mercury Transmit.

Miscellaneous

  • Resolved crashes related to the existence of corrupt fonts installed on the machine.
  • Avoid crashing if the face tracking process cannot be initialized.
  • (Windows) In Windows 10 Creators Update and Fall Creators Update, slowly two-finger swiping vertically on a trackpad no longer causes stutter or reversed scrolling.
  • Undoing a operation that also selects an object (e.g., dragging an unselected viseme bar) now properly leaves the object selected.
  • Zooming in via keyboard shortcut when currently zoomed to fit no longer skips a zoom level.
  • When the mouse pointer is hovered over a dropdownlist (e.g., Blending Mode), spinning the mouse wheel or swiping vertically on a trackpad now changes the value immediately.
  • If the user documents folder cannot be accessed (e.g., Controlled folder access is enabled in Windows Defender), the error message is no longer garbled when the application is running in non-English.
  • Parameter values in the Properties panel can no longer be focused (blue underline/outline). This avoids an issue of accidentally affecting Eye Gaze or Walk when you wanted to adjust the value of the parameter, or vice versa. You can still click in the value’s control to use the Up/Down Arrow keys.
  • Changing a parameter’s value via Up/Down Arrow keys, mouse wheel, or trackpad no longer causes the History panel to show two entries for the action, one of which having an incorrect value.
  • Reduced CPU usage when switching to a different application when the Pause Camera & Microphone When Application in Background is enabled.
  • The preferred audio hardware Latency preference value (for MME device class) is now used.
  • (Spanish) Changed the Zoom In and Zoom Out shortcuts for the Scene and Puppet panels to Ctrl+. (period) and Ctrl+, (comma); on Mac, that is the Ctrl modifier key, not Command.

 

Known issues

 

  • If a scene doesn’t render (i.e., Scene panel shows only the current background color), try clicking the Refresh Scene button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the Refresh Scene button. If the scene still does not render correctly, please file a bug report and attach a project or artwork file.
  • In an Illustrator file, layers and groups with “Guide” in their name will not be interpreted as guides/handles, and their content still render even if muted in the artwork file. Only paths are supported at this time.
  • Applying the Draggable handle tag to the top-level origin handle for a puppet won’t allow the puppet to be dragged in the scene.

Workaround: If the puppet’s layers are enclosed in a single top-level group, apply the Draggable tag to that group’s origin.

  • Background syncing, backup, or virus checking programs might cause error messages in Character Animator if the current project’s files are being synced, backed up, or scanned at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.

Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator (Mac) or Documents\Adobe\Character Animator (Win) folder) and its subfolders from virus scanning, or at least for write operations.

  • Adobe Media Encoder (AME) can render a stale (non-current) version of a scene if it was added via the Add Source button and the scene was subsequently modified while Character Animator was connected to AME.
  • Face, Keyboard Triggers, and Lip Sync behaviors in projects and puppet files created in earlier (Beta) versions of Character Animator might appear as obsolete (with “(obsolete)” after their names) when opened in the latest Character Animator CC, but will still work. However, they will not benefit from improvements made in newer versions.

Workaround: If you wish to update the obsolete behaviors to the latest versions, and do not have any recordings for them, or if you don't mind losing the recordings, select the puppet in the Project panel, remove the obsolete behaviors, and add the newer versions of the behaviors. For the obsolete Keyboard Triggers, replace with Triggers.
If you update the behaviors for a puppet imported from a .puppet file, be sure to export a new .puppet file to share with other users that have a similar version of Character Animator CC; they cannot be imported into earlier versions of Character Animator once re-exported.

Character Animator (December 2017) – Detailed Changes

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Changed features

 

Triggers

  • Dragging a group of puppet layers into the Triggers panel now creates a trigger for the group instead of a swap set of triggers for the group’s layers.
    You can still create a swap set of triggers by right-clicking the group in the Puppet panel, then choosing Create Swap Set.

 

Fixed issues

 

Projects

  • When renaming a project item and then clicking away from the text field, an “EmptySelectionElement: illegal attempt to read key getUiName” should no longer appear.
  • (Mac only) Application can be launched when double-clicking a .chproj file when the background Ch Headless process is being used for Dynamic Link.

Scenes and the Scene panel

  • Improved image quality for scenes displayed in the Scene panel when Mercury Transmit is enabled and zoom is not at 100%.

Puppets and the Puppet panel

  • Adding an independent group to an artwork file now sets that group in the puppet to Auto attach style (Attach To = Auto), instead of the group’s parent origin handle.
  • Changing a puppet’s Attach To or Attach Style settings is no longer slow in large projects.
  • Showing the Puppet panel for a previously opened puppet for the first time in a session after renaming the puppet no longer shows an “Internal error code: (565460016:481+16) assertion failed!” error or causes a crash.
  • Viewing an opened puppet that was renamed after the project was saved under a different name (File > Save Project As) no longer shows a “couldn't find required item at project path” error.
  • Importing a puppet with shared parts a second time after renaming the imported puppet after the first time no longer shows an “Internal error code: (726899107:2521+29) assertion failed!” message.

Behaviors

  • Cycle Layers: Cycles that are shared by more than one trigger now behave correctly.

Recording, Playback, and the Timeline panel

  • Trimming multiple selected trigger bars in time now shows the change to the selected triggers, instead of just one of them.
  • A duplicated puppet track with triggers now shows the duplicated trigger bars in the Timeline panel.
  • Recording a take should no longer show an “Invalid Graph Channel Frame Type” error message.

Triggers and the Triggers panel

  • The “+” button in the Triggers panel is available all the time, so you can create an initial empty trigger or swap set.

Controls panel

  • MIDI events received when opening an unshared puppet group that has no triggers (Triggers panel is blank) no longer shows an “Internal error code: (155556185:4201+3) attempt to index field 'midiText' (a nil value)” error.

Dynamic Link

  • Imported Character Animator scene in After Effects is no longer lost (footage no longer goes missing) if the project containing the scene has a .puppet file imported (including template puppets from the Start workspace) or another project imported into it.

 

Known issues

 

  • If a scene doesn’t respond to puppet or timeline changes, try clicking the Refresh Scene button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the button. If the scene still does not render correctly, please file a bug report and attach a project or artwork file.
  • Applying the Draggable handle tag to the top-level origin handle for a puppet won’t allow the puppet to be dragged in the scene.

Workaround: If the puppet’s layers are enclosed in a single top-level group, apply the Draggable tag to that group’s origin.

  • Background file syncing, backup, or virus checking programs might cause error messages in Character Animator if the current project’s files are being synced, backed up, or scanned at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.

Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator (Mac) or Documents\Adobe\Character Animator (Win) folder) and its subfolders from virus scanning, or at least for write operations.

What's new in the October 2017 release of Animate

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The latest update to Animate comes bundled with a number of exciting features.  Also, many bugs reported here and on other platforms have been also addressed in the latest update. While I encourage you to try the latest update, please ensure that you have a backup copy of your projects in the very minute chance that things do not go as expected.

 

Mac OS 10.13 (High Sierra) is not a supported OS for Adobe Animate. However, in their initial testing on the latest Mac OS the team has found no major issues. Use your discretion when moving to the new OS.

 

A summary of features is available in this article.What's new and changed in the 2017 release of Animate

 

New features:

 

Layer Depth and Camera Enhancements : As a 2D game developer, when you want to introduce parallax scrolling, add heads up display, or introduce camera at runtime, you require advanced layers. Animate now introduces layer depth along with enhanced camera tool to help you create such engaging content with ease.

 

Timeline Enhancements:

  • Display time along with the frame numbers
  • Extend or reduce time for a selected frame span
  • Scale frame span with frames per second (fps)
  • Convert blank spans to 1s, 2s, or 3s
  • Pan through animation on stage

 

Actions Code Wizard: If you are a new Animate designer or an animator, who is not familiar with writing code, actions code wizard is just for you. When creating animations for HTML5 canvas, you can add code using actions wizard without having to write any code. To open the wizard, click Windows > Actions and click Add using wizard button in the Actions dialog box. For example, when you want to start an animation at the click of a button.

https://helpx.adobe.com/animate/using/shape-tweening.html#custom-ease

Enhanced Ease Presets:  With enhanced custom ease presets, now you can manage the speed and size of your animations with ease. Preset and custom ease presets are now extended to property-wise easing.

 

Texture Atlas Enhancements: Animate developers can orchestrate animations and export them as texture atlas to Unity game engine or any other favorite game engines. Developers can use the sample plug-in for Unity and also customize it for other game engines.

 

Convert to other document types: Now, you can use easy-to-use document type converter to convert your animation from one document type to other document type as per your device requirement.

 

Component parameters panel: As an Animate designer, you can import external components to Animate and use them to build animations. To make this workflow easier, Animate now provides component parameters properties in an exclusive panel.


Character Animator (Beta 6) – Detailed Changes

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New and changed features

 

General

  • Added six new languages for the application's user interface: Spanish, Italian, Korean, Brazilian Portuguese, Russian, and Simplified Chinese.
  • The user interface has a workspaces bar with four default task-based workspaces: Start, Rig, Record, and Stream.

Projects and the Project panel

  • Upon launching the application, create a new project instead of opening the most recently used project by holding down the Option (Mac) or Alt (Win) key. This can be useful if the recent project can take a while to open but you know you want to work on a different project instead.
  • Items in the Project panel now sort by Type by default, to match Preview 4 and earlier. Also, the sort direction is now retained between sessions.
  • Duplicating of folders is no longer supported.

Artwork and Audio files

  • Adding an audio file or scene to the current scene now extends the current scene’s duration, if needed, to match the duration of the added item.
  • Imported audio files selected in the Project panel can again be previewed via the Play button in the Properties panel.
  • Importing puppets and projects is faster.
  • Replacing the source artwork file for a puppet item in the Project panel will rename the puppet based on the replacement artwork’s file name if the puppet wasn’t previously renamed.

Puppets and the Puppet panel

  • Duplicating a puppet item in the Project panel now makes a separate copy of all groups and layers in the puppet, not just the top-level puppet. This allows you to keep changes in one puppet (e.g., deleting a group) from affecting the duplicated puppet. The source artwork files are not duplicated, so changes to a layer’s appearance in the artwork file will still affect all puppets that reference the layer.
    Note: Duplicating a shared puppet item (i.e., it was previously created via the Make “group-name” Shareable context menu command) will not make separate copies of its groups and layers.
  • Layers and groups in the Puppet panel can now be duplicated (Edit > Duplicate menu command), so that you can modify the duplicate without affecting the original. When a group is duplicated, its entire structure (layers and groups within it) is as well. If, instead, you want to keep the structure of both groups the same — for example, deleting a layer in one also deletes it in the other — make it shareable (via the Make “group-name” Shareable context menu command).
  • Layers and groups now have Blending Mode and Opacity settings in the Properties panel.
  • Tags are more important than names for handles, so the Puppet panel now displays a handle’s tags to its right and in a similar look as text-based tags in the Properties panel. The name for a handle now appears centered below the handle, but explicitly created guides named exactly as their tag (e.g., “Dangle”) will no longer have a name by default in the Puppet panel. Similarly, the Handle, Pin, Dragger, Dangle, and Stick tools will now create handles without names by default. You can always add a name for identification purposes, but the intent is to remove clutter in the panel.
  • The bounding box for a selected layer now appears as a simple blue outline, with applied layer tags identified along the bottom edge of the bounding box.
  • When a group is selected in the Puppet panel, the Attach To popup in the Properties panel will list unnamed handles by the tags that are applied to them (e.g., “<Jaw>”). Handles with no names and tags won’t appear in this popup.
  • Removed the Puppet > New Puppet in Photoshop and New Puppet in Illustrator menu commands. Use the Chloe links in the Start workspace instead.
  • Renamed the Puppet > Group As Puppet menu command to Group Layers, and no longer made the created puppet shared by default. Also, removed the Puppet > Ungroup Puppet menu command as it could be problematic in certain situations.
  • Duplicated groups (shared or not) and layers now use unique names; previously, only shared groups did.
  • Renamed the Puppet > Staple Puppet to Parent menu command to either Staple “group-name” to “containing-group-name” or Staple n Groups, depending on the number of independent groups selected. Also, added the first command to the context menu for an independent group.
  • Moved the puppet icon for shared groups to the right side of the group name, to streamline the hierarchy of group and layer names.
  • Added the Export Puppet command to the context menu for a puppet in the Project panel.

Behaviors

  • The Camera Input and Microphone Input buttons in the Camera & Microphone panel, when disabled, now override (disarm) the Arm for Record setting for the Eye Gaze, Face, Lip Sync, and Nutcracker Jaw behaviors. This allows you to view, while stopped, the results for a selected puppet with recorded takes for these behaviors without needing to deselect the puppet first. For example, when editing visemes, you can easily see how a change to a viseme appears on a character without having to deselect the puppet track item or play back the result.
  • Breathe: The handle tag name has changed from Chest to Breathe.
  • Cycle Layers: Added a Continue After Pause parameter to control how to resume a cycle from a paused layer.
  • Dangle: Various improvements:
    • Dangled artwork should crumple much less often.
    • Performance of several dangled puppets (for example, hair in a multi-view puppet) should be much better/faster.
    • The Hinge attach style can now be used to allow the dangled puppet to pivot freely around its attachment point.
    • Increased the maximum Spring Stiffness to 200%.
  • Lip Sync: Various improvements:
    • New viseme editor in the Timeline panel, for quickly viewing and editing visemes.
    • Significantly improved the speed of the Compute Lip Sync from Scene Audio operation.
    • The Lip Sync behavior applied to existing projects and .puppet files has been renamed as “Lip Sync (old)” to retain compatibility. An updated Lip Sync behavior is available that has support for future improvements.
  • Nutcracker Jaw: Various improvements:
    • Added audio control of the jaw.
    • Added a Movement parameter to control the type of jaw movement (rotational clockwise or counterclockwise, or vertical).
  • Transform: Added a Group Opacity parameter so that Opacity adjustments affect the entire puppet as a single group versus affecting layers individually.
  • Walk: A new behavior for automatically generated and customizable walk cycles of profile-pointing characters.

Recording, Playback, and the Timeline panel

  • Reorder tracks in the Timeline panel by dragging their track headers vertically. Also, add project items to a scene at a specific depth by dragging them from the Project panel into the Timeline panel’s track header area.
  • Trim the in or out points for the selected track items and take bars to the playhead via the Option/Alt+[ (trim the in point) and Option/Alt+] (trim the out point) keyboard shortcuts.
  • Jump to the previous or next in or out point (for a track item or take bar) or a marker via the Option/Alt+Left Arrow or Option/Alt+Right Arrow keyboard shortcuts.
  • Dragging the playhead, a track item, take bar, marker, or a marquee selection horizontally in the Timeline panel now automatically scrolls through time.
  • Dragging project items into or dragging tracks within the Timeline panel now vertically auto-scrolls the contents of the panel as needed.
  • Zoom in on or out from a specific point in time using the mouse scroll wheel by placing the pointer over the Timeline panel and holding Alt (Win) or Option (Mac) as you move the scroll wheel vertically.
  • Scroll in time using the mouse scroll wheel either by holding down Shift key as you move the scroll wheel vertically or by holding down Alt (Win) or Option (Mac) as you move the scroll wheel horizontally.
  • When zoomed into the duration of a frame of time in the Timeline panel, the horizontal center of the frame is now denoted with a dashed line to indicate the exact time that the track item or take is being sampled.
  • Clicking one of several selected items (track headers, track items, take bars, projection bars, markers) now selects only the clicked item, deselecting others.
  • Removed the unnecessary Timeline > Split Lip Sync into Visemes menu command.

Live Output

  • Added Mercury Transmit support for cross-platform broadcasting of a scene to external devices (e.g., a second display or third-party hardware) or another application that can composite it with other visuals for streaming to different web sites.

Performance

  • Improved performance in several places throughout the application.

Miscellaneous

  • Added a Close Others command to the Scene and Puppet panel tab menus (opened when you click the blue text on the tab) to close all but the current scene or puppet in the panel.
  • Renamed the menu submenu for opening recent projects as File > Open Recent Projects.
  • Renamed the menu command for exporting to Adobe Media Encoder as File > Export > Video via Adobe Media Encoder.
  • Added a Provide Feedback command to the Help menu and Welcome panel for submitting feature requests on the Ideas for Character Animator page on Aha.com.
  • Improved mouse wheel and trackpad responsiveness.
  • Improved OpenGL rendering in the Scene panel.

Fixed issues

Projects

  • Resetting a layer that was previously grouped as a puppet no longer causes a hang and a corrupt project.
  • Duplicating non-puppet items (scenes, audio, artwork) in the Project panel no longer fails with an “Internal error code: (1564513505:525+17) expected model.Puppet” error message.
  • Hiding and showing the Scene panel while content is still animating no longer causes a hang.
  • The frame rate displayed in the Scene panel while stopped or recording is now more accurate.
  • Trying to reopen the current project no longer attempts to do so.

Artwork and Assets

  • Cancelling a relink or replace operation for a puppet’s source file no longer causes a crash.
  • Importing an artwork file with a layer named “...” no longer causes an “Internal error code: (1033274218:408+51) libgit2 error -1 (14/Failed to insert entry. Invalid name for a tree entry - .) returned from git_treebuilder_insert(NULL, treebuilderP.get(), (char*)node_nameZ, &oid, mode)” error.
  • Importing an artwork file containing a single layer that has no name no longer causes an assert.
  • Opening an existing (Beta 5) project should no longer fail to render some artwork. This problem occurred most notably in the Getting Started project.
  • Importing a file now scrolls the Project panel to view the added item.
  • Files that cannot be imported successfully no longer leaves the project in a incomplete state.

Puppets and the Puppet panel

  • Incorporating external edits to artwork when a project is being opened no longer causes an “Attempt to index a nil value” error message.
  • Several “attempt to index a nil value” error scenarios when replacing or deleting puppets should no longer occur.
  • A puppet layer rotated in a Preview 4 project is now rotated as expected when opened in a newer version.
  • Improved the responsiveness of adjusting transformations (position, scale, rotation) for selected layers in the Puppet panel.
  • Grouped layers are now grouped by layer top-to-bottom order, rather than selection order.
  • Untagging a handle when Show Mesh is enabled in the Puppet panel no longer shows a “Puppet.lua:1157: attempt to index local ‘binding’ (a nil value)” error.
  • Replacing the source artwork for a duplicated puppet in the Project panel no longer causes the duplicate puppet’s artwork to also change.
  • Revealing the location for a selected item (by clicking the blue link in the Properties panel) should now work more reliably in non-English versions.
  • Grouping layers separately at different levels of the puppet hierarchy now uses expected group names, unaffected by each other.
  • Resetting a group whose attachment point no longer exists no longer causes a “privateGatherHandleTreeArray: expects warp-with-parent layers to attach to handle” error message.
  • Puppet files that have previously reset layers no longer cause an “expects warp-with-parent layers to attach to handle” error when added to a scene.
  • Adding layers from a shared artwork file into a puppet (i.e., a “mashup” puppet) no longer causes an “Error: loadPuppet: expects non-writable handles as leaves, but found one with children.” message.
  • Renaming a layer in the Puppet panel that is currently scrolled out of view no longer shows an error message.
  • Importing a .puppet file while a recording was in progress no longer creates an incorrectly named puppet in the Project panel.
  • Importing a .puppet file created in a newer version of Character Animator should no longer reference a project named TmpExtract.tmp in the error message. Importing into Beta 5 will still show this confusing error message, but future versions imported into Beta 6 will be clearer.
  • Reopening the Puppet panel when it previously had a selected group now properly displays handle names and tags.
  • Dragging layers from the Puppet panel into the Project panel no longer shows a mouse cursor that implies it’ll work.
  • Selecting different layers or different handles no longer resets the vertical scroll position of the Properties panel to the top.
  • Changing the size of a layer (e.g., by adding or deleting pixels from the artwork) or group (by adding/deleting layers) when a group’s origin has been moved should no longer cause the layer to shift.
  • The meshes displayed between the Puppet and Scene panels should now be more consistent.
  • Making a grouped layer independent no longer shows a “privateGatherHandleTreeArray: expects warp-with-parent layers to attach to handle” error.
  • Importing a puppet or project while the Scene panel had auto-animating content, such as emitting particles, no longer causes “Invalid surface image” (Mac) or “Invalid image file” (Win) errors.
  • Deleting a puppet during a recording no longer causes a crash.
  • Exporting a puppet during a recording now properly finishes the recording first.
  • Exporting a puppet no longer causes a “Could not delete the directory” error.
  • Staple tool no longer works when more than one group is selected.

Behaviors

  • Adding a behavior when focus was previously in a different panel like the Puppet panel no longer causes an “illegal attempt to read key getPPath” error message.
  • Undoing or resetting a checkbox parameter (e.g., Hold on Last Layer in Cycle Layers or Group Opacity in Transform) now updates the Scene panel immediately, instead of requiring a manual refresh.
  • Auto Blink: Changes to Blinks per Minute now take effect immediately instead of waiting until the next blink.
  • Dangle, Walk: Scaling a puppet that has Dangle handles to 0% vertically or horizontally no longer causes “could not invert matrix” or “handle value is not a number!” errors.
  • Eye Gaze: Pupils no longer move outside the eyeball for Illustrator-based puppets when Render as Vector is enabled.
  • Eye Gaze: Mouse input now works on one eye even if the other eye doesn’t exist.

Recording, Playback, and the Timeline panel

  • The Split Lip Sync into Visemes command no longer fails with an “Internal error code: (1564513505:504+15) expected model.Folder” error message.
  • Toggle-deselecting an audio track item (via Cmd/Ctrl-click) now properly deselects the track header as well.
  • Holding down the Cmd/Ctrl + Left/Right Arrow key now updates the scene while holding down the keys instead of just after releasing them.
  • Scene panel should no longer go blank and playback no longer work unexpectedly.
  • Resetting a behavior parameter value during recording now uses the new (default) value for the remainder of the recording.
  • Fixed some cases of “Incorrect time graph formulation” errors.
  • Lip Sync takes are no longer created when the microphone is off.
  • Particles now works even if the take is trimmed earlier in time.

Export

  • Exporting puppet files no longer contain unnecessary files, thereby reducing their file sizes.
  • When exporting a puppet, the file dialog box now remembers the last location used, instead of always starting in the project folder.

Dynamic Link

  • Moving a scene dynamically linked to other applications into a different folder in the Project panel no longer causes the scene to stop rendering.
  • Choosing Edit Original for a Character Animator scene dynamically linked in Premiere Pro no longer launches After Effects, as of the Premiere Pro 2017.0.2 Release.
  • Toggling the audio in a scene now immediately updates the scene in After Effects or sequence in Premiere Pro.

Live Output

  • (Mac) When outputting to Syphon clients from non-Retina displays, scene output should no longer be too soft and require adjusting the Scene panel width or height by one pixel.
  • (Mac) Syphon output no longer goes blank when switching workspaces.

Miscellaneous

  • The application now runs in the expected App Language set in the Creative Cloud application preferences when Character Animator was last installed, including when upgrading from Beta 5 to Beta 6.
  • (Windows only) When another application is using the webcam at the time Character Animator launches, quitting no longer causes Character Animator to hang.
  • Launching the application or opening the Scene panel on machines with lower-end graphics cards no longer shows endless OpenGL error messages.
  • (Mac only) Importing a file by dragging it from a Finder window that’s currently behind the Character Animator application window, across the Scene panel, and onto the application icon no longer causes a
  • Items in the Project panel are now properly sorted.
  • Changing the zoom value in the Scene panel to 0 no longer shows a “Matrix cannot be inverted” error message.
  • Choosing a menu command while renaming a project item no longer shows a “someone asked for a recentOid but the object was never written” error message.
  • Attempting to open the Show Trigger Keys window or export a puppet now works when a take is selected, and for export a puppet when a puppet track item is selected.
  • The number format used in the Zoom Scene and Zoom Puppet controls should now be appropriate for the current language/region (for example, using comma instead of period or having a space before the percent sign).
  • The Show Mesh button in the Puppet and Scene panels will now stay enabled even if you close and reopen the panel or switch between workspaces.
  • On non-English systems, the source file path for a selected puppet or audio item now references the translated names for common folders like Documents (e.g., Documenti in Italian).
  • When the current audio device is not working (e.g., not connected), a warning dialog box is now displayed instead of failing to record a take.
  • Resizing panels using a tablet stylus now works more reliably.
  • Pressing the Left/Right Arrow keys while the History panel has focus no longer moves through history. This avoids a conflict if using those keys for the Walk behavior.
  • Dragging panels between displays (e.g., from a Retina display to an external non-Retina one) now updates panel contents immediately.
  • The Character Animator window should now move to front when choosing Edit Original for a dynamically linked scene in After Effects.
  • (Mac only) The Hide Appliction, Hide Others, and Quick Character Animator menu commands in the application menu are now translated when the application is running in non-English. Also, Hide Application is now called Hide Character Animator.
  • Miscellaneous performance improvements and bug fixes.

 

Known issues

  • If a scene doesn’t render (i.e., Scene panel shows only the current background color), try clicking the Refresh button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the Refresh button. If the scene still does not render correctly, please file a bug report and attach a project or artwork file.
  • In an Illustrator file, layers and groups with “Guide” in their name will not be interpreted as guides/handles, and their content still render even if muted in the artwork file. Only paths are supported at this time.
  • Background syncing or backup programs (e.g., Dropbox) might cause error messages in Character Animator if the current project’s files are being synced or backed up at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.
    Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator/Beta (Mac) or Documents\Adobe\Character Animator\Beta (Win) folder) and its subfolders from virus scanning, or at least for write operations.
  • Applying the Draggable handle tag to the top-level origin handle for a puppet won’t allow the puppet to be dragged in the scene.
    Workaround: If the puppet’s layers are enclosed in a single top-level group, apply the Draggable tag to that group’s origin.

Character Animator (Beta 5) – Detailed Changes

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New and changed features

 

General

  • Beta 5 uses a different set of application preferences (camera selection, workspace panel layout, etc.) from earlier preview releases, so the application starts with default settings and a new project. Beta 5 gets installed to a separate application folder (called Adobe Character Animator (Beta)) from the Preview 4 and earlier Preview folders.
  • Projects from Preview 4 can be opened in Beta 5, but any existing puppets with the Face behavior will use the “Face (old)” version, and Keyboard Triggers behavior will use the “Keyboard Triggers (old)” version. Replace these behaviors on the puppets if you want to use the new capabilities in these behaviors.
  • Improved (more professionally animated and interactive) Getting Started project -- click Start Here! in the Welcome panel to open it.
  • Clicking Start Here! from the Welcome panel now always creates a fresh copy of the project, instead of opening the previous one.

Projects and the Project panel

  • Import supported files (AIFF, Character Animator Project, Character Animator Puppet, Illustrator, MP3, PNG, Photoshop, and Wave PCM formats) into the Project panel via drag-and-drop from Finder (Mac) or Explorer (Windows), or by dragging onto the application icon on Mac.

Double-clicking a single .chproj file (or dragging it onto the application icon on Mac) opens the project, but dragging into the Project panel imports it into the current project. Dragging multiple .chproj files onto the application icon imports them.

  • Sort project items by name or type.
  • Folders can now be duplicated.
  • Renamed File > Save As menu command as Save Project As.
  • Added File > Save Project menu command, but disabled to remind you that your changes are automatically saved.
  • Show Mesh button in the Scene panel, to display meshes for all puppets in a scene.
  • The layer Attach To parameter in the Properties panel is now available for non-warp independent puppets, so it has been moved above the Warp Independently parameter.
  • (Mac, French) The keyboard shortcut for Puppet > Show Trigger Keys has changed to Cmd+; to avoid a conflict with the Preferences shortcut. No change on Windows.

Artwork and Assets

  • PNG files can now be imported as (single-layered) puppets.
  • MP3 files can now be imported for use as audio in a scene.
  • Audio files can now be replaced, relinked, or duplicated.
  • Renamed the Render As Image property for Illustrator artwork as Render As Vector with the inverse behavior.
  • The “Stannie” template artwork (created using the New Puppet in Photoshop/Illustrator commands) now has a simpler artwork structure, is now placed in a 1920x1080 scene regardless of the last edited scene size, and will now get created in a new project if the current project is the Getting Started project.

Puppets and the Puppet panel

  • Share puppets with others or between projects by exporting them as .puppet files.
  • Cycle puppets can be created by importing a PNG sequence. A new puppet with the Cycle Layers behavior applied is created.

Cycle puppets created using the Import PNG Cycle menu command have the Cycle Layers behavior’s Start parameter set to Immediately so that adding the puppet to a scene automatically shows the cycle. Cycle puppets created using the Add Cycle button have the Start parameter set to When Triggered, which is useful if the cycle will be triggered via key press.

Also, all but the first layer in the cycle puppet are turned off by default, and all layers are set to Hide Others in Group so that clicking a layer’s eyeball automatically hides the previously displayed layer.

  • Simplified puppet hierarchy layout in the Puppet panel:
    • Layer and group hierarchy matches the structure in the original artwork document, with groups showing with disclosure triangles (“twirlies”). Layers no longer include puppet or skin icons by default.
    • The “Promote for Reuse in Project” context menu command has been renamed as either “Make group-name Shareable” (for groups) or “Make artwork-name Shareable” (for layers in a group).
    • The yellow bar that appeared in the eyeball column now appear in the new crown column.
  • The new crown column identifies groups that are independent from their parent groups, and is equivalent to the Warp Independently option in the Properties panel.
  • When a layer is selected, the root group for all layers that share the same mesh is identified with a yellow crown and yellow layer name.

Behaviors

  • Any key, not just Esc, can now close the Trigger Keys window (Puppet > Show Trigger Keys).
  • The Hide Siblings property for a layer’s trigger in the Properties panel has been renamed to Hide Others in Group.
  • Large numbers in the Properties panel now use region-appropriate number grouping and decimal separators (for example, “1,234.56” in English and “1 234,56” in French).
  • Cycle Layers: A couple of improvements, including:
    • Cycle Pause layer tag to pause the normal progression of layers in the sequence.
    • Advanced Every now defaults to 1 frame.
  • Eye Gaze: A new behavior for controlling eye gaze, and previously included in the Face behavior.

New puppets will have Eye Gaze by default, but puppets in existing Preview 4 projects will not (and those puppets will have the old Face behavior named “Face (old)”).

  • Face: A couple of improvements, including:
    • Separated the eye gaze controls into the new Eye Gaze behavior.

Puppets in existing Preview 4 projects will be named “Face (old)” because it still has the old set of parameters. You can replace with the new version of Face if you want to control Eye Gaze separately with the Eye Gaze behavior.

    • Head Scale Strength now defaults to 25%, Head Tilt Strength to 75%, and Eyebrow Strength to 75%.
  • Keyboard Triggers: Recorded takes are now grouped in the Timeline panel, similar to Dragger’s grouped takes, so that you can capture multiple performances of a single key without losing the performances of other keys.
  • Lip Sync: Improved lip sync accuracy.
  • Particles: Added Gravity Strength and Gravity Direction parameters to control the effect of gravity on emitted particles.

Timeline

  • Markers, and stop markers (stop playback at markers)
  • Hierarchical selection -- selecting a take shows a hollow selection for the puppet track.

Recording and Playback

  • Playback now stops at the end of a scene’s duration.
  • When a scene’s specified frame rate cannot be reached during playback or when stopped and rehearsing auto-animated behaviors like Particles, the actual frame rate will appear in yellow in the lower-left corner of the Scene panel.
  • During playback, content outside of the scene is no longer displayed in the Scene panel.
  • Pressing Shift+Cmd/Ctrl+Left Arrow or Shift+Cmd/Ctrl+Right Arrow now jumps 10 frames backward or forward in time.
  • Holding down the keyboard shortcuts for the Go to Previous Frame (Ctrl/Cmd+Left Arrow) and Go to Next Frame (Ctrl/Cmd+Right Arrow) now repeats the action.
  • (German) The keyboard shortcut for the Zoom Timeline In button has changed from “=” to “+”.

Export

  • Dynamic Link with After Effects and Premiere Pro -- use scenes in AE and PR, but keep a live link to the original Character Animator scene.

Performance

Speed and responsiveness in several areas of the user interface have been improved, especially:

  • Opening projects;
  • Several Timeline panel operations (dragging, trimming, blending, zooming in/out, horizontal/vertical scrolling, marquee selection, expanding/collapsing tracks, and paging time during playback/recording);
  • Undoing and redoing operations;
  • Working in the Puppet panel with numerous invisible (eyeball off) layers, such as PNG cycle puppets;
  • Deleting handles and layers in the Puppet panel;
  • Updating a layer in the Puppet panel when scrubbing a layer property value in the Properties panel.

Miscellaneous

  • Various file dialog boxes now have distinct confirm buttons (e.g., Import file dialog now shows “Import”, Find file dialog box now shows either “Replace” or “Relink”).

 

Fixed issues

Projects

  • When opening an old project with a behavior parameter with a different default value than its current one, the value of the parameter no longer changes to the new default.
  • Reduced the likelihood of getting “couldn’t find required item at project path” errors after deleting items in a project.
  • Trying to save a project inside another project’s folder is now disallowed, and shows a “Project cannot be saved inside another project.” message.
  • (Mac only) Opening the last opened project by double-clicking the .chproj file in the Finder no longer shows a persistent “error: attempt to index local ‘item’ (a nil value)” error message.

Artwork and Assets

  • Missing audio files in a scene no longer cause a “Failed to create scene” error message.
  • An artwork or audio file that is imported multiple times into a project no longer causes multiple copies to appear in the project’s Gathered Media folder on disk when using the Copy Media Files into Project Folder, Import (project file), Save As, or Export > Puppet menu command.
  • Improved quality (smoother contours) in scaled artwork.

Puppets and the Puppet panel

  • Puppets created using parts from multiple artwork files now retain their structure (instead of the added parts being lost) when changes to the artwork are synchronized.
  • Moving the origin for a puppet that was created via Group As Puppet no longer moves the layers within it to the new origin location.
  • Deleting a layer previously promoted for reuse no longer causes a “couldn’t find required item at project path” error.
  • Negative rotation values for layers in the Puppet panel now works as expected.
  • Attached puppet should no longer shift position when Group As Puppet is used on the puppet it’s attached to.
  • (Windows only) Switching back to the Puppet panel by clicking its tab after undoing adding a behavior no longer shows an “attempt to index a nil value” error.
  • Empty layers in an artwork file no longer cause the rectangular mesh for a puppet to be larger than needed.
  • Clicking the file path in the Properties panel for a puppet (whose artwork isn’t missing) now opens the puppet’s artwork folder, instead of the last project (document) folder accessed.

Behaviors

  • Removing a behavior from multiple selected puppets no longer shows an error.
  • Cmd/Ctrl-clicking a behavior parameter no longer causes other behaviors to get armed, or parameters other than what is visible to get recorded.

Recording and playback

  • Closing the Scene panel now stops playback and recording.
  • Switching between rehearsing a performance to recording should no longer show a brief flash of an incorrect state of the scene.

Export

  • Exporting after closing the Scene panel no longer causes a crash.
  • Multiple scenes exported to Adobe Media Encoder no longer render with unexpected black frames or no recorded animation.
  • (Mac only) Trying to launch Character Animator while Adobe Media Encoder (or other application supported via Dynamic Link) has a connection to a scene now works.
  • Exporting a scene to Adobe Media Encoder should now automatically move AME’s window to the front of all other windows. Note that if AME needs to launch, it might still take several seconds for it to initialize.

Miscellaneous

  • When multiple applications are accessing the webcam at the time the application launches, the Camera & Microphone panel will show “Camera busy”.
  • (German) The default scene name based on a puppet now uses a dash character (instead of an em dash) to avoid problems with the Windows built-in file compression utility.
  • Miscellaneous performance improvements and bug fixes.

 

Known issues

  • If a scene doesn’t render (i.e., Scene panel shows only the current background color), try clicking the Refresh button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the Refresh button. If the scene still does not render correctly, please file a bug report and attach a project or artwork file.
  • In an Illustrator file, layers and groups with “Guide” in their name will not be interpreted as guides/handles, and their content still render even if muted in the artwork file. Only paths are supported at this time.
  • Background syncing or backup programs (e.g., Dropbox) can cause error messages in Character Animator if the current project’s files are being synced or backed up at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.
  • Background virus scanning software might cause the recording of a puppet performance to produce incorrect durations for exported audio (WAV file) or video (PNG sequence).

Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator/Beta (Mac) or Documents\Adobe\Character Animator\Beta (Win) folder) and its subfolders from virus scanning, or at least for write operations.

  • Choosing Edit Original for a Character Animator scene dynamically linked in Premiere Pro launches After Effects. For now, avoid using Edit Original on a Character Animator scene in Premiere Pro.

Character Animator (Preview 4) – Detailed Changes

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New and changed features

 

General

  • Preview 4 uses a different set of application preferences (camera selection, workspace panel layout, etc.) from earlier preview releases, so the application starts with default settings and a new project. Preview 4 gets installed to a separate application from the Preview folder containing Preview 3 and earlier.
  • Projects from earlier preview releases cannot be opened in Preview 4. Due to the numerous changes to support improved puppet capabilities, we had to restrict opening Preview 3 and earlier projects because we found conversion to be unreliable. Sorry for the inconvenience.
  • Windows HiDPI support — User interface text and icons are now sharper at different display scale amounts.
  • Render As Image setting is now on by default. Illustrator features will appear more accurate, but you will need to turn this off if you want to use the Wiggler behavior.

Projects

  • A project can now be saved to a new project name or location (File > Save As). The project history is not included in the new project.

Artwork

  • The sample puppet artwork (available via New Puppet in Photoshop / Illustrator) has been updated with the new set of visemes, along with some other visual changes.
  • The Render As Image is now enabled by default (for more accurate Illustrator-based puppets), and its control hidden when a Photoshop-based puppet is selected.
  • The Render As Image checkbox is now accessible (in the Puppet section of the Properties panel) when a puppet imported from artwork is selected in the Project panel or when no layers are selected in the Puppet panel. You can still see this option when a skin layer is selected (in the Skin section of the Properties panel), but this way is faster.
  • Relink to a new location if a puppet’s source artwork file is missing or replace the source artwork with a newer revision.

Puppets and the Puppet panel

  • Tags — Use the visual tagging interface to easily associate behavior functionality to artwork in the Puppet panel, instead of using specific layer and handle names in the artwork file.
  • Staple tool — Quickly attach a subpuppet to its parent puppet.
  • Control how a subpuppet attaches to its parent with attach styles (Weld, Hinge, or Free).
  • Puppets added to a scene are now centered within the scene bounds by default.
  • Reposition a puppet’s origin without needing to go back to the artwork file.
  • All layers that contribute to the same mesh as the selected layer are now identified with a yellow line along the left edges of the layers in the layer list.
  • The puppet mesh properties for a subpuppet now appear in a “Layer Mesh” section in the Properties panel.
  • Improved the detection and rejection of small “islands” of artwork that would cause the warp mesh shape (set at Auto) to use Rectangle instead of Contour.
  • The number of matching layers or handles for a layer or handle parameter is now identified to the right of the parameter’s name in the Properties panel. Twirl open the parameter to see the specific matches.
  • Assign trigger keys for layers directly in the Puppet panel (in the “Trigger key” column).
  • Improved the layout of the controls at the bottom of the Puppet panel. Show Mesh is now an icon button on the left, tools are in the center, and the Background Color and Zoom Puppet controls are on the right similar to match the Scene panel.
  • Automatically hide sibling layers when toggling the eyeball for a layer (with Hide Siblings set) on.
  • Clicking artwork for a puppet in the Puppet panel now selects the lowest puppet layer (instead of the lowest skin layer) in the hierarchy at the clicked location, so that puppet-specific settings like attach point, attach style, and behaviors are easier to change. Ctrl-/Cmd-clicking artwork will select the lowest skin layer.

Behaviors

  • Multiple-view puppets controlled by Head Turner are easier to set up now that you only need one set of Face and Lip Sync behaviors at the top level, not one pair for each view.
  • You can override behavior parameters that are set at the top level of a puppet by applying the same behavior but with different values at a lower part of the hierarchy.
  • Behaviors for selected puppet track items now have eyeballs in the Properties panel that let you enable or disable behaviors instead of deleting them if you want to try different scenarios.
  • Automatically animated behaviors (Auto Blink, Breathe, Particles, Wiggler) are now live all the time, even when the puppet track item isn’t selected (armed). If you don’t want the puppet to blink, break, emit particles, or wiggle, disable the behavior.
  • Quickly arm or disarm all behaviors on a puppet by Cmd-/Ctrl-clicking a behavior’s Arm for Record button. Cmd/Ctrl-clicking a behavior’s parameter to do similar for that behavior’s other parameters.
  • You can hide behaviors in the Properties panel (when selecting puppet track items) if you don’t expect to adjust their parameter values.
  • When a puppet or skin layer is selected, the top of the Properties panel shows “ (Layer)” after the layer’s name to make it clear you’re viewing the settings for a layer, not just the source puppet or skin.
  • Auto Blink: This new behavior lets you hide and show a puppet at regular or random intervals.
  • Motion Trigger: This new behavior swaps artwork based on the motion detected (e.g., Moving Left, Moving Down, Upward) from a parent puppet.
  • Cycle Layers: Added a Layer Order parameter for controlling how layers are used in the cycle.
  • Dangle: Several improvements, including:
    • Simplified the setup by no longer needing to separate into subpuppets unless the pieces overlap or if you want custom settings for each dangled piece.
    • Added Gravity Strength and Gravity Direction parameters for per-puppet gravity.
    • Removed the Attachment Strength parameter to simplify usage.
  • Dragger: Several improvements, including:
    • You can now start a recording while dragging a handle.
    • Added a Return Duration parameter to control how long it takes for a handle to return to rest.
  • Face: Several improvements, including:
    • Added a Smoothing parameter to dampen jittery facial movements in front of the webcam or when caused by nonideal lighting conditions.
    • Press the semicolon (;) key to pause head movement but still allow lip sync.
    • Increased the maximum value for the Strength parameters from 500 to 999.
    • The Surprised mouth shape can now be scaled taller than before.
  • Head Turner: Several improvements, including:
    • Changed the Front layer parameter to Frontal. Existing artwork needs to either have the Frontal tag applied or the layer renamed from "Front" to "Frontal".
    • Added Upward and Downward layer parameters and tags.
    • Multiple sets of Head Turner views can be triggered separately (e.g., each set in their own puppets that are triggered via keyboard).
  • Keyboard Triggers: View a list of available trigger keys for the selected puppets.
  • Lip Sync: Several improvements, including:
    • Improved lip sync accuracy.
    • Revised the set of visemes from 10 to 11 — “R” added, “Th” merged with the existing “L”, “Oh–Uh” split into “Oh” and “Uh”, and “K” renamed as “S”. Existing artwork using “Th” and “K” layers will get the new tags, and “Oh–Uh” layers will get the “Oh” tag.

Timeline

  • Tracks now have eyeballs along the left side to quickly enable (show/hear) or disable (hide/mute) puppet, scene, and audio tracks.
  • Audio track names are now based on the audio item’s name (for an imported audio file) or “take n – Audio” (if captured from the microphone).
  • The time “ruler” along the top of the Timeline panel now shows timecode (hours:minutes:seconds), in addition to frames, in separate rows.
  • Added Go to Previous Frame and Go to Next Frame buttons (Cmd/Ctrl+Left Arrow and Cmd/Ctrl+Right Arrow shortcuts) to the transport controls in the Scene panel.
  • Drag a selection box (marquee-select) across track items and takes to select them.
  • Puppet track items and take projection bars are now twirled open by default, so take bars are visible and accessible immediately after recording them.
  • A parameter with a single recorded take just shows as a take bar — no projection bar or disclosure triangle (twirly).
  • When a take is extended beyond its original In or Out point, the extended portion of the take bar is identified by a striped diagonal pattern along its bottom edge.
  • Dim lines now appear between take bars for a parameter.
  • The take blending handles have a revised look.
  • When dragging track items, a “gripper” indicator now appears at the clicked location on the bar as a visual confirmation that you are actually dragging the bar, especially when you can’t see either end when zoomed in. This is similar to the indicator you see when dragging a layer in After Effects.
  • Double-clicking the track header (left side) area of a puppet or scene track in the Timeline panel now performs the same action as double-clicking the track item itself — opening the puppet in the Puppet panel or scene in the Scene panel.

Recording and Playback

  • Recorded Draggable handles now appear in take groups for each dragged handle, which allows each handle to be captured without overwriting previous handle recordings or requiring separate Dragger behaviors for each handle.
  • Added the Record 1-frame Take (Cmd/Ctrl+1) and Record 2-frame Take (Cmd/Ctrl+2) commands in the Timeline menu to capture armed behavior parameters “on ones” or “on twos” for pose-to-pose workflows.
  • Compute Lip Sync from Scene Audio now creates a Lip Sync take only where audio is enabled in the scene and where it overlaps a selected puppet track item, instead of based on the scene’s duration.
  • Playback speed can now be controlled similar to and separate from recording speed.

Export

  • (Mac only) Added Syphon support to broadcast the scene live to Syphon client applications.
  • Quickly export a scene to a movie format (H.264 by default) via the File > Export > Add to Adobe Media Encoder Queue (Cmd/Ctrl+M) command. This uses Dynamic Link to send frames to Media Encoder.
  • The File > Export > Scene command has been renamed as PNG Sequence and WAV, and given the shortcut Cmd+Opt+M / Ctrl+Alt+M.
  • The File > Export > Scene Video Only and Scene Audio Only commands have been removed for simplicity. Just use the appropriate files created by the PNG Sequence and WAV command.

Miscellaneous

  • Improved the drawing speed for the scene, and for dragging layers around in the right side of the Puppet panel.
  • Improved the scrolling speed in various panels when the Project panel is showing a lot of items.
  • Updated the Welcome panel design and template (New Puppet in Photoshop / Illustrator) artwork.
  • The Getting Started project (opened when you click “Start Here!” from the Welcome panel) now includes updated scenes.
  • Updated various icons and cursors.
  • The Properties panel’s content now dynamically adjusts as you widen or narrow the panel — showing more or less of parameter names, and keeping parameter values right-aligned. The default width of the panel is now wider, too.
  • The disclosure (“twirly”) state of the sections in the Properties panel is now remembered, so if you rarely use the Layer section, you can close it to reduce vertical scrolling to access other sections like Behaviors.
  • When multiple project items, layers, or puppet tracks are selected, the Properties panel now indicates how many are selected.
  • On Retina displays, the Zoom level in the Scene and Puppet panels will show twice the previous zoom level (for example, 100% instead of 50%), matching the numbers seen in Photoshop and After Effects.
  • The helpful text for setting the rest pose that appears in the Camera & Microphone panel has been updated. Also, to guide how to make a puppet react to the webcam or other input, the panel now shows “To control a puppet, select it in the timeline” whenever a puppet isn’t selected (armed) in the scene.
  • Changed the Scene > Add to New Scene command’s shortcut from Cmd/Ctrl+/ to Cmd/Ctrl+\ (English, Japanese), Cmd/Ctrl+# (German), and Cmd/Ctrl+$ (French). Also, the Zoom Timeline to Fit Entire Scene shortcut in the Timeline panel has changed to $ (French) and # (German).
  • Removed the keyboard shortcut for the Puppet > Add to Puppet menu command.
  • Renamed the Help > Character Animator Feedback Forum menu command as Character Animator Forums.

Fixed issues

Projects

  • Importing the current project into itself no longer causes a hang.
  • Importing a project no longer causes the selected project to be modified.
  • Creating a new project should be faster than before.

Artwork

  • Artwork layers wider than 8191 pixels no longer crash the application.
  • Render As Image enabled for Illustrator artwork no longer causes the head in some types of puppets to be detached from the rest of the body.
  • Photoshop artwork based on some Adobe Fuse (Preview) models should no longer fail to import with an “Internal error code: (1564513505:332+17) assertion failed!” error message.

Puppets and the Puppet panel

  • Deleting a subpuppet that’s currently open in the Puppet panel no longer crashes the application.
  • Changes to a layer’s transformation in the Puppet panel now correctly affect subpuppets that warp independently (for example, dragging the Head subpuppet no longer moves the eyes, mouth, etc. by twice as much).
  • Deleting a subpuppet in the artwork file when it is currently open in the Puppet panel no longer shows a “couldn’t find required item at project path” error when the external file edits are incorporated, The subpuppet is now properly removed from the Puppet panel.
  • Deleting a handle used as an Attach To target for a subpuppet now sets the target to be the parent’s origin handle, not blank.
  • Renaming a handle that was used in a previous recording no longer causes the recording to not play back.
  • The edges of a puppet in the Scene panel should now be antialiased when the zoom level is less than 100%.
  • Dropping a project item into a puppet in the Puppet panel now selects the added layer.
  • The Puppet and Puppet Mesh parameters (in the Properties panel) now show the correct settings when multiple puppets with different settings are selected.
  • Selecting a handle that overlaps another handle now selects just the topmost one, not both.
  • Showing the mesh for a puppet with a Rectangle mesh shape now works again.
  • Changing the Attach To setting for a layer no longer produces an “Internal error code: (250868317:605+13) assertion failed!” message for certain artwork.
  • Removing a handle (that a subpuppet is attached to) in a puppet’s artwork file no longer sets Attach To to an undefined/blank handle.

Behaviors

  • Face:
    • When Blink layers are present, Eyelid layers now honor the Eyelid Strength setting.
    • Custom Eyelid Top/Bottom layers now move even when a Blink layer is specified.
  • Face, Lip Sync: Disabling the Face or Lip Sync behavior no longer hides the mouth, and disabling Head Turner no longer hides the Frontal view.
  • Lip Sync:
    • Visemes should no longer show as delayed or repeated a second later than when you spoke.
    • When audio levels are very low (for example, faint background noise), the Lip Sync behavior should no longer prevent the Face behavior from showing Neutral, Smile, and Surprised mouth expressions.
  • Particles:
    • Emitted particles in a scene set to greater than 24 fps no longer strobe.
    • Emitted particles from a warp-dependent puppet layer no longer causes an “Error: no warping container. Error code: (util.js:21)” error.
    • Extra particles are no longer emitted when jumping in time when the puppet isn’t selected (armed), when deselecting a puppet, or when the Particles Per Second rate doesn’t match the scene’s frame rate.
    • Nonuniform scaling in the Transform behavior no longer causes emitted particle to appear uniform (larger or smaller) when first birthed.

Timeline panel

  • Puppet tracks can now be lengthened beyond 3600 frames, including trimming the In point earlier in time.
  • Narrow take bars no longer show blend handles when the bars are too narrow.
  • Dragged blend handles now stay under the mouse pointer at all times.
  • Moving a scene between folders now keeps track items selected, instead of deselecting them but still showing them as armed.
  • Duplicated track items now get a different color from the original.

Recording and playback

  • Improved Split Lip Sync into Visemes accuracy so there should be much fewer differences (off by one frame) between Audio Input and Keyboard Input takes.
  • Recording a take for a behavior that isn’t at the top level of a puppet no longer causes a crash.
  • Audio scrubbing should no longer drop out when starting to scrub or while scrubbing backward in time.
  • Attempting to start playback when the Scene panel is closed no longer causes a possible crash or an “attempt to index a nil value” error message.
  • Recording on a machine that has no valid audio input is now supported.

Miscellaneous

  • (Windows) Reduced the delay switching into and out of the application if Microphone Input is enabled.
  • After exporting a scene, the playhead position now matches the displayed timecode.
  • (Mac) Buttons in file dialog boxes (e.g., New Project and Open Project) are now localized.
  • (French, Japanese) Text in the Preferences dialog box is no longer truncated.

Known issues

  • If a scene doesn’t render (i.e., Scene panel shows only the current background color), try clicking the Refresh button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the Refresh button.
  • In an Illustrator file, layers and groups with “Guide” in their name will not be interpreted as guides/handles, and their content still render even if muted in the artwork file. Only paths are supported at this time.
  • Multiple scenes exported to Adobe Media Encoder might render with unexpected black frames or no recorded animation.
    Workaround: Restart Adobe Media Encoder.
  • Background syncing or backup programs (e.g., Dropbox) can cause error messages in Character Animator if the current project’s files are being synced or backed up at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.
  • Background virus scanning software might cause the recording of a puppet performance to produce incorrect durations for exported audio (WAV file) or video (PNG sequence).
    Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator/Preview 4 (Mac) or Documents\Adobe\Character Animator\Preview 4 (Win) folder) and its subfolders from virus scanning, or at least for write operations.
  • When viewing the mesh for a puppet in the Puppet panel (Show Mesh is checked), and the Mesh Shape is Rectangle (or would be when set to Auto), the mesh doesn’t appear.

Character Animator (Preview 2) – Detailed Changes

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New and changed features

 

Getting Started and Welcome panel

  • The Getting Started project (available from the Welcome panel’s "Start Here!" link) has been updated, and is now faster to open the first time,
  • The puppet templates created via New Puppet in Photoshop and New Puppet in Illustrator commands in the Welcome panel and File menu have changed. Thanks to Dave Werner for creating our new puppet templates.
  • The "What’s New" link in the Welcome panel and Help menu points to a web page listing major changes in Preview 2.

 

Project

  • Project items are now sorted by type — audio files, folders, puppets, scenes, and skins (artwork) — at each level of the project hierarchy.
  • Puppet item names no longer have a "Puppet - " prefix by default.
  • To simplify the Project panel, there is no more visible Parts folder.
  • Double-clicking a folder or skin (i.e., any item with a disclosure triangle) in the Project panel now twirls it open or closed.

 

Scene and Puppet panels

  • The Scene panel's Background Color control now has dark and light transparency grid (checkerboard) options; solid gray is no longer available.
  • The Puppet panel now has a similar Background Color control, and defaults to the dark transparency grid by default.
  • In the Puppet panel, you can reuse a subpuppet or skin layer in other puppets by right-clicking the layer, then choosing Promote for Reuse in Project.

 

Behaviors

  • Dangle: Setting up a subpuppet to dangle has been simplified. Now, all you need is just one handle within the subpuppet to include "Dangle" in its name. The Dangle behavior will treat all sibling handles not named "Origin" or having "Fixed" or "Mousetrack" in their name as a handle to dangle.
    Note:If your existing puppets are now dangling incorrectly, check if other named handles in the subpuppet do not have one of those names.
  • Wiggler: For performance reasons, especially with complex Illustrator documents containing numerous paths, this behavior is no longer applied by default for Illustrator-based puppets. You can still apply it, if needed.

 

Timeline and Playback

  • Selected tracks can be reordered by pressing Cmd/Ctrl + Up Arrow or Down Arrow.
  • Track items and take bars now snap to other track items or take bars or the current time indicator (playhead) when dragging or trimming them.
  • Playback and recording performance has been improved.
  • The Camera Input and Microphone Input are now disabled during playback and while scrubbing; the Camera & Microphone panel shows "Paused during playback".

 

Fixed issues

  • (Windows) Application can now launch if installed in a file path with a non-ASCII character in the name.
  • (Windows) Opening a project that has been moved to a different location, especially with a longer folder path, should no longer show error messages related to long file paths.
  • Missing artwork files for a puppet no longer causes a scene to stop rendering.
  • "Guide"-named shape layers in Photoshop are now supported as handles, as intended.
  • Updating guide (handle) names in the artwork file now refreshes the Puppet panel if the parent subpuppet was selected.
  • A plus ("+" for Warp Independently) at the start of a guide name in the artwork file no longer causes an "?:0: attempt to index a nil value" error during import. Warp Independently is now ignored for guides (handles).
  • Artwork that has a skin attached to a subpuppet that warps independently no longer causes a partial puppet to be created that cannot be deleted. Also, selected skins in the Puppet panel no longer show the Attach To control, so you can no longer get into this scenario from within the application either.
  • The default "origin" locations (small yellow dots, often in the upper-left corner of the artwork bounds) for subpuppets are no longer shown in the Puppet panel.
  • Face:
    • Reduced the scaling of a character’s head when blinking or raising your eyebrows.
    • (Mac) Copying Face Measurements Data from a text file (e.g., pasted from After Effects into TextEdit, saved, then reopened) is now supported.
  • Lip Sync:
    • The W-Oo viseme can now be triggered more reliably.
    • Canceling the Compute Lip Sync from Scene Audio command no longer shows an "Incorrect time graph formulation" error message.
  • Mouse Tracker: A Mouse Tracker-controlled subpuppet (in the default Return to Rest mode) attached to a specific handle now properly snaps back to its resting pose after releasing the mouse button.
  • Particles: Particles now render in the correct puppet layer order, instead of always above all puppets.
  • Fixed problem related to audio playback that could cause a crash.
  • Scrubbing the playhead outside of the viewable portion of the Timeline now scrolls the timeline when you release the mouse button (so you can see the playhead).
  • Takes can no longer get shifted before the start time of the scene.
  • Moving the current project while it’s still open no longer causes endless errors.
  • Miscellaneous bug fixes.

 

Known issues

  • If a scene doesn't render (i.e., Scene panel shows only the current background color), try clicking the Refresh button at the bottom of the Scene panel. If that still doesn’t work, try Option-clicking (Mac) / Alt-clicking (Windows) the Refresh button.
  • In an Illustrator file, layers and groups with "Guide" in their name will not be interpreted as guides/handles, and their content still render even if muted in the artwork file. Only paths are supported at this time.
  • Ungrouping a subpuppet might not position the subpuppet’s contents correctly or might show a "?:0: attempt to index a nil value" error message if you then click in the Puppet panel. For now, undo the operation.
  • Background syncing or backup programs (e.g., Dropbox) can cause error messages in Character Animator if the current project's files are being synced or backed up at the same time. Avoid creating projects in these background-synced locations, or at least avoid working in a project while syncing is enabled.
  • Background virus scanning software might cause the recording of a puppet performance to produce incorrect durations for exported audio (WAV file) or video (PNG sequence).
    Workaround: Exclude the folder containing your Character Animator projects (by default, located in your user Documents/Adobe/Character Animator/Preview (Mac) or Documents\Adobe\Character Animator\Preview (Win) folder) and its subfolders from virus scanning, or at least for write operations.

 

 

To update Character Animator: open the Creative Cloud application, and look for the update as part of After Effects (2015). If the update doesn't appear, try signing out of Creative Cloud and then signing back in.

Adobe Story FAQ: Where can I view video tutorials for Adobe Story?

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Adobe Story FAQ: Where can I find out more info on the new version of Adobe Story?

Adobe Story FAQ: How do I access the previous version of Adobe Story?

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Adobe Story was recently updated to use the latest HTML5 technology that is supported by most modern browsers and devices. This has a new redesigned user interface.

 

All existing customers using the previous version of Adobe Story that used Flex technology should be automatically redirected to their existing Classic (Flex) version storyclassic.adobe.com when they login to story.adobe.com. All data and functionality will remain the same.

 

In case you are getting the new Adobe Story (HTML5) version, try the following to get back to the Classic (Flex) version:

 

1.      Log off and Log in to story.adobe.com

2.      Directly access Classic (Flex) app through https://storyclassic.adobe.com

 

We will be sending out more information as the Adobe Story (HTML5) release becomes available to try for existing Adobe Story (Classic) customers.


Adobe Story FAQ: What versions of Adobe Story are available and how do they differ?

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Adobe Story is available in two versions, each of which offers advantages over other scriptwriting software:

 

• Story Free is professional screenwriting software available free on Adobe.com, providing standard writing tools that automatically format your script as you type. Write for various types of projects using customizable script templates and multicolumn scripts. Import scripts written in Final Draft, Movie Magic Screenwriter, and Microsoft Word. Access your projects anywhere you have an Internet connection (requires a free Adobe ID)

 

• Story Plus is a complete, collaborative scheduling and preproduction solution. Stay on time and on budget with additional features not available in Story Free. Generate up-to-date schedules and production reports from script metadata, including tags created automatically or manually. Work on your projects online as well as offline by using the Story Plus desktop application. Stay in sync with your team using collaboration features such as Share Projects (requires a Creative Cloud subscription).

Steps for using legacy Title Templates in Premiere Pro 2017.1

Team Projects Information

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Team Projects

  • Built on Adobe Anywhere technology, Team Projects integrates deep collaboration features such as version control and smart conflict resolutions, allowing editors and motion graphics artists to work simultaneously within Adobe Premiere Pro, After Effects, and Adobe Prelude.
  • Learn more: http://adobe.ly/2bMSF1d

 

Videos

IBC Show 2016: Introducing Team Projects

Adobe Audition (version 6.0) Help Manual

Adobe Audition 2014 Help PDF (June, 2014)

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