Character Animator New Features (April 2018)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

Awesome! Thanks for everything and the vids. They are truly great. I can't wait to watch all of the new vids.

👍︎︎ 3 👤︎︎ u/johnsarcade 📅︎︎ Apr 03 2018 🗫︎ replies

WHO WOULD DOWNVOTE THIS

👍︎︎ 2 👤︎︎ u/johnsarcade 📅︎︎ Apr 03 2018 🗫︎ replies
Captions
the latest update to adobe character animator CC had several new features to help bring your Photoshop and illustrator creations to life collidable particles allow you to easily create simulations like rain falling on an umbrella or objects being blasted out of a cannon playing around with parameters like gravity velocity and particles per second can lead to dramatically different results several new example puppets have been added to the start workspace providing new template characters like a clay sculpted scientist with head turns or a mysterious hand Illustrated wizard the new scene snapshot tool lets you set a transparent overlay of your puppet state at any time giving you more visual guidance when recording between poses and a new countdown timer makes it easier to prepare for recording a performance hold takes let you freeze any position in a recorded performance making it easier to pinpoint key moments to hold and transition between character poses behaviors and takes can now be shared between puppets by simply copying and pasting them making it now possible to get rigging or recording information from one character to another and the keyboard shortcut editor lets you see existing shortcuts as well as the ability to add your own custom key combinations for more efficient workflows dragging groups into the triggers panel now reveals drop zones for making a simple trigger like showing or hiding static artwork or an animated sequence or a swap set like choosing between several different hand positions clicking a layer listed in the trigger now reveals it in the puppet panel and clicking the triggers icon in the puppet panel highlights its corresponding trigger triggers show up as orange if they're empty or have a conflict inside a swap set making it easier to identify potential issues and triggers can also now be copied and pasted between different puppets recorded triggers are easier to move and edit just drag any trigger or swap set recording bar to move it to a different time or drag the edges to shorten or lengthen the trigger and a new option to hide trigger and vism take bars gives you a cleaner view of your performances you can customize the look of your controls panel buttons by simply dragging any layer onto any button letting you create clear and functional systems that are retained when you share your puppets with other people and parameter sliders and dials now have arming buttons for easy access when you're ready to record with them alright so yes character animator 1.5 is out right now you can go download it check out all this new features and that was just a kind of a brief overview looking at a very high level of some of the newest and coolest stuff that's been added but now we're gonna do more of a deep dive into these features and how you can use them in your own characters so the first thing we've done a little bit of a UI refresh so you'll notice the fonts look a little bit cleaner things a little more spaced out and it looks a little more similar to what you might expect in Premiere Pro or After Effects and that's because we've done a basic UI refresh on a lot of this stuff the icons the font everything should look a little crisper and cleaner and hopefully more modern and a little bit easier to use overall one of the other things you'll notice like this wizard guy is that we have a lot of new characters in the start panel so when you first start off here we've always had blank face and Chloe but dr. apple smith is now a free example puppet he's a clay animated style character that you can fool around with and he's got some head turn animations associated with him and then if you click this little arrow icon over here you'll be able to see the rest of the new characters and that includes Bongo the gorilla who we've we've always had for a while as a free downloadable character but we wanted to show him here as a really good example of the Nutcracker jaw and he's just got a great style to him as well as that bearded wizard character which is a fantastic handcrafted hand-drawn character with some awesome cycle layers lip-sync to look into as well as the chicken blaster which is a example of physics and collidable particles so that chicken blaster example project is a really good starting place because it shows off the new feature collidable particles and so when I am in this project and I hold down the left mouse button chickens will start flying out of this cannon on the left and bunk into these crates and it is necessary anytime you open this project you have to hit all the boxes down you just have to it's something you've got to do and try and so it's kind of like a game it's a fun little thing and the nice thing is down here you've almost got this boxes come on there we go I should do a twitch stream of me hitting chicken blaster anyway it's fun to fool around with this and get a general idea of what's going on and then in addition if you use the controls panel down here you've got a lot of options for ways to change the settings of what's happening here so if i refresh this scene and then let's change the gravity strength down to zero so we have zero gravity let's change particles per second of about about halfway there and let's change the velocity beat a little faster now I've kind of got a rapid fire chicken blaster and things just start floating in the air as if there was you know zero gravity and it's it's pretty fun to be able to manipulate these things okay so how did this happen how can you make floating chickens or snow effects or rain effects or that sort of stuff with collidable particles let's dig into the chicken blaster here by double-clicking it in the timeline okay so inside rig mode if I click the chicken group here which is an independent group I can see that a behavior has been added to it and this is a nice new feature as well when you click over the behaviors column you get a nice little plus icon there so if you clicked that you have the ability to add a behavior directly from here which is a nice little just ease of use feature but anyway if I go over here I can see listed particles shows up as the behavior that's been added to this chicken and sure enough if I scroll down here on the right I can see particles was was added to it now the biggest thing to note here is that if you want particles to collide with other objects in the scene you need to just check collide down here you don't tag it as collide or dynamic or draggable as you do with other things like the boxes here if I select one of these boxes and go here I can see that it's been tagged as collide and dynamic but for particles because there's so many particles happening the way that you do it is through the simulation itself and that is by just checking collide down here now the reason this guy shoots out with the left click is because I've set this to point-and-shoot mode and there's other options here snow in cannon I'll show the snow example actually through this other character umbrella Jones so what you can see here is that this rain is falling down and it's hitting the umbrella and it's colliding with it and this is an example of the snow mode for particles and the umbrella has been set to collide so when the rain touches it and bounces off of it it will react to it and have it that is a collision object and here you can see just at the top here I've got these two little independent groups that look like little rice kernels and each of these has a particles behavior added to it with the particle mode set to snow now I did a few different things here I did you know some of the velocity spread basically determines how much of the scene it's gonna take up so where is that rain falling from it's just happening from one location right in the middle right there or is it spread out through the entire scene and then of course you definitely want collide checked and because that I have that if I have umbrella Jones selected here I can see that he has also been selected tagged as collide so he will react to those different things now particles and everything are subject to the laws of gravity so here on the main character if I look under my physics behavior I can see the general things of you know the wind direction wind strength and I think I had them set to zero here but I believe in the scene if I go back to that that yeah I added some wind variation some wind strength and that's the reason they're kind of going diagonally and having that effect to them and then you know you can change the bounciness all these different factors and those will apply globally to whatever particles whatever simulation you have there so just a few ways to add a little bit of extra life into your scene so if you want rain or snow or things blasting out and you know smashing into boxes or crates or something like that this new particle system allows you to do that a little bit more easily the new scene snapshot feature is a great way to give yourself a reference point for a key pose basically it allows you to make a ghosted or onion skin style image to use as a reference point I'll show you what I mean I mean so I've got Martin here and a recorded performance he strumming back and forth but you'll notice you know when I let go it always goes back to this live view of recording now I can easily turn that off by disarming the character but if I want to record a performance as soon as I'm ready to record and I say okay let's get ready to record I love this pose I want to start from here all right I'm ready and then it immediately goes back to the live image and I have no idea you know where was my head again where was my arm at that particular position so the way you can solve this and and have a more accurate result is through scene snapshot so I'm gonna disarm Martin here let's say this is the key pose I want that's a great pose right there and I'm gonna go to scene take snapshot it shift f6 as the as the shortcut and what happens there as you'll see is I have a ghosted image of that moment in time and so I can change you know the opacity of that if I wanted to be a little bit more apparent I can bring up the opacity or I can bring it back but down by decrease opacity and then I can use this now as a reference point so let's say this is the moment in time I really wanted to work off of as soon as I press record and armed that for recording now I have that as a reference point and when I press record I'll be able to start from that general position and move forward so there's a few different uses for this it's great for a post to post workflow where you have a reference pose you record me for just a few frames then you move over to the next one record use that at take a snapshot and you keep on moving back and referencing up one pose to the next so there's a lot of different ways to use this it's a handy little tool and if you want to get rid of the snapshot all you have to do is press f6 or go to scene hide snapshot and that will go back to normal and when you record you've probably noticed you have this nice little recording countdown timer we've noticed you know in the past you press record and immediately you gotta go and get ready for performing but we heard as a feature that countless users have asked for is some sort of way to prepare for a performance so now the default is when you press record you get this nice little countdown timer and beep that happens and then it starts recording and so it basically gives you three seconds to get ready and do your performance if you don't like this though you do have the option to go to timeline countdown before recording turn that off and it will go back to the old way for immediate recording as soon as you press the record button but ever since I've had it on into internal builds here I've left it on and it's been great so I don't think too many of you will be turning that off another feature that's really helpful for editing recorded performances is the new hold take feature so I've got this performance of dr. Apple Smith you know complaining about something moving his arm around and there's this one part where he turns his head really briefly with the head turner and it kind of looks like a mistake it happened so fast that I want to basically just keep him moving forward so I could do a few things I could delete that head to performance I could record another performance and blend it over top but another way to deal with it would be adding a hold to take so I'm gonna select the take that I want to basically freeze-frame which in this case is the head turner I'm gonna select that and then I'm going to go up to timeline new hold to take and look what that does that has extracted for I believe a second by default that that one frame or that one part of that take and extended it as held in that position and so what I can do now is keep that and drag that out so that's gonna keep the head turner position in that frozen in that state that it was extracted from the timeline so now when I drag over I should only see the head Turner stuck in that one position and then when I go back it's gonna look seamless and look fine and you do have blend handles for blended performances where you want to hold a head position or a dragger or something like that you can extract it and do this so basically it I found it most useful in fixing mistakes when something flutters or moves too much or something like that I can bring out a whole take hold a position it works great also for a post to pose workflow where you are you know keeping one pose moving to the next doing that you can just to hold takes just to you know hold one take hold another take blend them into each other and it looks pretty good this release has a lot more flexibility in things you can copy and paste and basically share between puppets and scenes so one of those is behaviors so I've got my character Suzanne she's got 10 behaviors associated with her here I'm gonna remove them all actually by going to puppet remove all behaviors and that's going to remove her everything from her now if I go to a different bit like let's say Evans here another robot then let's say he's got a particular set of behaviors that includes Nutcracker jaw or breathing or sign like that that I want to share with this other puppet so what I can do is select that or any group that has a behavior suit or behaviors associated with it and then go to edit copy behaviors and now if I go back to my original puppet and go to edit paste that is going to paste those behaviors and share those with that puppet so if you have a lot of dragger behaviors or special things that you're adding to a character and you want to easily share that between other puppets this is the way to do it now another thing you can share are your triggers so here I've got a bunch of triggers for Evans and let's say I'd like this general structure this is something that I want to use for another character so I can select these all by pressing command a on Mac or that's control a on Windows and then I'm going to copy them of course there's shortcuts for all of these but you can do it this way and then I'm going to go back to Suzanne and I'm gonna make sure the triggers panel is selected here and then I'm going to go to edit paste and all those triggers get pasted in but of course you can immediately see all these triggers are orange now why is that well in this latest release we make things orange when there is something wrong with it when there is either a conflict within a swap set or the trigger is empty so you know by default when you paste triggers from one to the other it's not going to be able to know where all the corresponding groups are layers are and that probably makes sense because you know no two characters are probably gonna be structured the same they're gonna have a lot of differences in variations but it's really easy to fill this in so you know if I want the eyes to be part of this I can just drag the eye overtop of you know this trigger and immediately it goes back to the the gray state same thing with down here let's go to this and I can just slowly drag and drop things to fill in the blanks and continue to add the layers and groups that are behind the triggers now one other instance where orange text will show up in the triggers panel is when a swap set has a conflict so within a swap set these all you only want one of these to show up at a time and so if you made both of these triggered by the five key well that means they're both competing for your attention because it character animator only wants to show one of these at a time but if they're both assigned to five then it's like what which one am i using so this is just a helpful way just it kind of informs you when things are going wrong and actually if you do that if you hover over if anything's orange and you hover over it it will tell you exactly what is wrong with it so you can figure out how to fix it the last area that you guys been asking for a lot for copy and paste ability are takes so you can copy and paste performances from one character to the next if I've got this character you know with I like their eye gaze I like their head movement I like the lip sync Nutcracker jaw all of that stuff I have the ability to select these and I'm just gonna copy them I can go to edit copy and then go to another scene and so for her I can just go to edit paste and that is going to paste that performance those takes here and so I can go through it's scrub through it and I can see the head moving the eyes moving the lip sync all of that stuff associated with the previous recording a previous puppet now added into this puppet so this is a great time-saver particularly if you're dealing with the large cast of characters and you want to share a lot of similar rest poses or performances or head movements this is the way to do it now now here's another way to go about this you can actually replace a character a puppet that has recorded something in the timeline with a completely different puppet so here I've got Suzanne and she's got a bunch of you know recorded data here of moving her head back and forth and talking but what I can do is with her selected I can go up to select any puppet up here let's say Martin for example right click her here in the timeline and do replace with selected puppet in project panel and if I do that it's going to bring in swap in this new puppet but that recorded data is still there all the head movements the lip sync the eye gaze all that stuff's going to show up and it's also going to inherit like her scale and positioning so I can you know readjust those as neat beeps oh this is great you are not stuck to one character for a performance if you recorded something and then you want a different character to save those lines or you completely change the model and it's a totally different puppet now it's easier than ever to just swap a new character in and inherit most of that record data if you're like me and there are certain actions that you are doing constantly and you wish there was a way to add some sort of shortcut to it you're in luck because now if you go to edit keyboard shortcuts you have the ability to not only see existing shortcuts but add new keyboard shortcuts so let's go down here and you know something like timeline and I can see you know to add a marker or add stop marker so this is a great reference tool to kind of go through and familiarize yourself with all the existing shortcuts but then if there's things you do a lot like blink take in and out I'm always doing this I'm adding blend handles and kind of going in and out of a particular take and so what I could do is hold down the keys that I want to integrate with this to be connected to this and then drag them over it so I'm gonna press um let's say shift B for this so I'm gonna press shift + B and then I'm just gonna drag this down into blends take in and out and now it's been added so now when I select to take and press that it's gonna automatically automatically add those blend handles so my advice is spend some time going through this list checking things out and there are a lot of things that do not have shortcuts associated with them and so if you see things that you feel like you've got a good shortcut idea go ahead and add it in here and it's just gonna make your workflow just a little bit faster but as you all know you know those seconds add up over time and you'll save yourself a lot of time in the long run almost any puppet you make is gonna have triggers associated with it and in the last release you know we completely revamped the trigger system gave it its own panel down here but we've refined that system even more based off if your feedback and having a little bit of extra time to think about some of the most common workflows so one of those is when you drag a group into the triggers panel sometimes you want it to be a simple trigger but sometimes you want it to be a swap set and what we found is people would drag a group in here and get one thing or the other and sometimes it was what they wanted and sometimes it wasn't so what we've done is given you drop zones when you drag a group in so what I mean by this is for example poof this is an animation here a cycle layers animation of this hello a word bubble that pops up this I don't want to be a so upset I don't want these different frames to be independent things I want them to be just part of the sequence so when I drag poof in look what's happening at the bottom I've got a drop zone thing for create trigger or create swap set so it's very easy now to determine what you want and so for me I'm gonna do this as a just a simple trigger and then I can assign you know the P key to that for poof and it just works now for something else like a hand where I definitely want to swap hand positions in and out if I drag this hand in change that to swap set then it's going to do the group and its contents as different parts of the swap set so it just gives you a little bit more information and clarity on what you're building now another nice thing that we've added is a lot of times you go into these swap sets and you're like okay here's the layer that's associated with it but where was that again in my puppet structure so now if you click on any layer down here it's going to select that layer or group in the puppet panel so I can go here and go to half and this has a bunch of stuff because it's an i/o this is another nice feature you can out drag this up so you can see everything if you're like me and have you know 20 things associated with a particular trigger and if I click on this it's going to even you know twirl open any hidden groups or anything that's twirled up and show you where that that trigger is and so or where that layer is I should say associated with the trigger now very similarly if you click on in the puppet panel here if you click on the triggers icon that is going to select the associated trigger with any layer or group up here and so it's easy to say oh yeah where did I put this in you know what trigger was this associated with and you just click this and it's easy to see that and sometimes a group or layer might have multiple triggers associated with it in that case you'll get this little arrow icon showing up next to the the little finger trigger icon and if you click on that it will allow you to see the different triggers that are so so there's 3 right here and I can just click on the one that I want to look for and it will highlight it in the triggers panel as well so it's just a little bit easier to kind of work between the puppet panel and the triggers panel in the previous version if you tried to edit triggers in the timeline you may have felt like this guys currently look a little bit frustrated because triggers were treated the same way as visitings so with a vision you don't actually select the Vizia in the timeline you're just selecting the in and the out points and that allows you to make it a little bit shorter or longer at any time if you held down shift you can select both the in and the out point at the same time and be able to drag it around but what it sounded like you guys wanted and what makes the most sense for triggers is you want to be able to select them by default you want to be able to move them and keep the same timing but move them earlier or later and so now you can do that you just select it by clicking the the trigger and you can move it to whatever part you want and you still have the ability to you know do the enter the out point as well but it's it's just an easier way to deal with triggers and if you're like me and you've got a really vertical time line sometimes you've got so many triggers so many recordings that it starts to feel a little overwhelming one trick that might help clean things up a little bit is by going to timeline and unchecking show trigger and vision-tape bar so this is not the default but if you do this those parents take bars that show up above the triggers will disappear and now you are just focused on your triggers now if you have a lot of things that overlap each other and shadow one another it can get a little confusing and weird and that's why it's not the default right now we're working on some things for future releases that we hope to make this better with but for now this is a nice kind of shortcut and band-aid to a common problem that you might be running into the controls panel has turned into my preferred way to trigger characters whether recorded or live so you know you've got this nice little visual panel down here that changes the expressions of the character gives them different eyelids or mouth shapes or animations all of that stuff the problem is that by default it's looking for whatever artwork is visible at the time and a lot of times you run into cases like this where I don't know these first three triggers apparently didn't have anything on them so they're just blank there's these shadows for hands I have no idea what's happening so we have added a way to make this really easy to customize so let's double click on almost all here to go to a rig mode so by default in rig mode you don't have the controls panel show up so I'm going to add it manually by going to window controls and that's gonna add it down at the bottom here and then it's as simple as selecting a layer a group and dragging it into that thumbnail and there you go any group or layer can just be dragged into the thumbnail so grit I'm going to do that into this button and that's gonna represent that and then let's do this wide mouth I'm going to select this too and drag it down here and there you go now these arms this is like this shadow I have no idea what's going on here so instead I'm going to go to let's see point and maybe I'm going to select one of the frames of this cycle layers animation and drag that in and that's a lot clearer that this is a point now rather than this you know crazy shadowed thing that I have no idea what it means so makes it a lot easier and and this is great because remember this is shared when you share a puppet so when you go to file export puppet and save that share this as a puppet file which has your master Photoshop or illustrator artwork plus all the rigging you've added in character animator part of that rigging is all of this so it's a really great way to make your character really friendly and approachable particularly if you're making characters for clients or other people or sharing characters between a different different team members this really helps a lot we've also added a few small features to just make it easier to get around things so um if you are in layout mode and you want to go back to perform mode you can always click the perform mode you know tab up here but you can also just double click into any blank space and that will immediately go back which just makes it a little bit easier a lot of times you're laying things out or moving things around and really quickly want to go back to perform this just makes it a little bit easier to get back one other thing we've done is you'll notice any dial or slider controls so let me add another one here by going to layout mode and anything that has a dotted line over here means it can be dragged in over here to your controls panel and anything that has this little dot means it can be armed for recording so previously if you wanted to record your changes to these you had to go all the way over here and find the corresponding parameter that matched with what was over here this is just a shortcut it makes it a lot easier when you're recording if I want to record the sky rotating or scaling or anything like that now when this is armed that means when I press the record button this data is going to be saved and recorded to a--take JPEG support has been added in this latest release so I can import a new JPEG background for example if I wanted by going to my project panel double-clicking any blank space to get the import let's go to mountains JPEG import that and it appears as a puppet now of course because it's a flat JPEG it's not going to have you know gonna be able to do all your you know groups and layers and whatnot but it's great for background so I can just drag this into my scene behind my wizard and now I've got mountains in the background of my scene so in the last version when you tagged an independent group like this box here and wanted it to have physics affected and collision and all that stuff you had to do three things tag this dynamic tag get us collide and then change the attach style to free instead of weld but which is the default what we found is you know 99 times out of 100 you want to do all three of those and so all you have to do now is just tag it as dynamic and that does the other two things automatically so tagging as dynamic will automatically tag it as collide and automatically change the attach style to free which means that's going to be a free moving collidable dynamic box object so just making life a little bit easier as you select different things in the puppet panel you'll notice that you get these yellow outlines around things if they're independent at the little crown icon that means it will just show that group but if there's a lot of different things that depend on it like all these things anything with the yellow line next to it means it's controlled by this kind of master almost all parent group up here then you get this yellow outline showing all that stuff all the hand positions the desk all these things that are connected to it if you want to turn that off and you don't want to see that we now have an option to do that this little icon down here show mesh outline and Auto handles and taking that off we'll get rid of that yellow outline as well as these green dotted lines showing where things are connected to each other as well so it's just kind of a cleaner view if you're not deep in rigging and you want to just see the blue outline which shows what the kind of the edges of the artwork are that's one way to do it it's just a visibility option and we still have the show mesh option which kind of where all the the breakdown of the the triangles are how the mesh is being created and so you know if you have both these on you might run into performance issues for larger puppets or it might feel a little bit too overwhelming and crowded so now you have the option to have them both on both off one on one off whatever works best for you one small change we've made if you arm a parameter inside a behavior over here so let's say arm head tilt strength to something like 259 and then when I move my head this is much more dramatic the head is moving a lot more based off of my tilts but because this is armed this is considered a temporary value and because I haven't clicked record yet it's just consider you know if it hasn't been recorded to the timeline yet and so it's temporary so when I move the timeline around to a different value it's going to change back to its initial default position so if you want that position the stick there's one of two things you could do number one if you if you wanted to stay as one value just disarm it and keep this as whatever you want and that will be the default value for the head don't worry about arm in it just keep it as that default or if you wanted it to change over time then you would move your CTI to wherever you want things to start and then arm that change it to the value click record and then over time as it's recording you could drag this to change the strength at the head tilt strength over time of the recording and you would only do this again if you really want things to change over the course of you know a few seconds or something like that stop and now you can see that head tilt strength has been recorded down here and that is basically set in stone now and that is the default when that bar is apparent so the bottom line is if you want this value to stick record it or disarm it sometimes you see your character in the perfect position and you want to use it as a you know thumbnail for your video on YouTube or Facebook or seem to share on social media and previously you had to do a screen capture of this and crop everything out and it wasn't easy to do there was no inherent way in character animator to just export out a single frame well luckily in this latest release you can go to file export frame and that will allow you to save this as a ping image and so I did that and now you can see that shows up as its own image so just one easier way to get a single frame out of character animator we've given a lot more control to Adobe Illustrator file so if you have an adobe illustrator file imported into character animator like this Chloe illustrator file and render as vector is checked then the characters alone gonna look great no matter if they're twenty-five percent nine hundred percent the fidelity will still be there with in character animator but not everything illustrator does is currently supported in character animators so you might bring your character in and notice some things are missing or it doesn't look 100% right in that case you would have to rasterize it and before it would be by default rasterized at two hundred percent so now you've got additional options if you uncheck this you now can see resolution and change it to different fidelity levels so maybe four as you're rigging or recording and performing if you want better performance you might make it a draft mode or low resolution or default resolution or if you really want to make it as high risk as possible like I start to see some jagged lines here on her face if i zoom in really closely I can go in too high and that's gonna look a lot better that's actually 400% four times the resolution and so for most cases that's going to be more than enough that you need so this is really only going to apply when you are exporting your file so maybe while you're performing you might change this to draft or low to keep the performance you know in a good good place but before you export change this to high and you'll make sure to have really crisp images when you export your video or dynamic link it to After Effects or premiere finally the last feature that we'll talk about today is non centered pupil support so in the past if your character had slightly off-center eyes like this if they weren't directly and the pupils weren't directly in the center of the eyeballs you could run into a lot of problems of the pupils falling off the eyeballs or the eyes not following to the edges as realistically as you would want but this has been changed in the latest release so if I have eyes set up like this and now we're in record mode and I've got keyboard input arms so when I press the right arrow notice her eyes the one that's closer to the edge is just having to move a small distance while the other one is moving a lot more to compensate for that extra room and same if I press left so the eyes are going all the way to the edges instead of just moving a little bit or moving too much so now it really doesn't matter where you put your pupils they don't have to be centered in the middle of the eyeball it's okay if you move them around stylistically or have them a little off-center hopefully the pupils will still move realistically based off your keyboard or eye movements or mouse movements on depending on what you have armed over here in the eye gaze behavior alright so that is it for character animator 1.5 it is out now have fun with it check it out if you want a full list of all the changes have been added in this release check out this URL - changes will allow you to see everything that we've added and if you have questions concerns bug reports issues anything like that the best place to get help is the official character animator forums on Adobe's website that's it for today thank you very much for watching and have fun
Info
Channel: Okay Samurai
Views: 47,687
Rating: undefined out of 5
Keywords: adobe, character animator, character animation, 2018, animate, tutorial, walkthrough, character animator cc, character animator adobe
Id: -mQx-RJMKbs
Channel Id: undefined
Length: 34min 18sec (2058 seconds)
Published: Tue Apr 03 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.