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It automatically displays *one* of the child layers, then hides that layer and displays another child layer, cycling through all the children. The “Cycle Layers” behavior effectively does the same thing.
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You can create keyboard controlled “swap sets” where different layers are shown or hidden. But this behavior only makes sense using nested within a puppet as it uses the child layers under the layer the behavior is attached to.Ĭharacter Animator uses the same feature in a number of ways. Looking at the behavior properties you can see there are a number of additional settings such as speed, whether to repeat the cycle (like bird wings flapping) etc. This is triggered by a keyboard trigger, then the blush fades key the key is released. In this case, each sublayer shows the cheeks slightly redder, resulting in the appearance of the character blushing. This behavior when triggered cycles through the child layers displaying one after the other. The “Embarrassed” layer uses a different behavior, “Cycle Layers”. Clicking on the “Right Hair Strand” (on the left of the screenshots) shows the properties including the additional behavior (bottom right of screenshot). The wind strength and variability was set a little different as well to ensure randomness. The wind direction of the two hair strands have been added in opposite directions so they blow to the left and right (away from the face). These represent behaviors added at these layers in the puppet hierarchy.įor example, the front left and right hair strands in this puppet have had a “Physics” behavior added with wind settings. For example, in the above puppet you can see little lego block like images next to “Right Hair Strand”, “Left Hair Strand” and “Embarrassed”. However you can add behaviors to nested layers of the puppet as well. If you go into “rig” mode and click on the puppet bar at the very top you will see the root level behaviors for the puppet. The default behaviors are all added to the root of the puppet. (More on this later.) The walk behavior and head turner behaviors are also frequently used in more advanced puppets. Cycle layer can be used to do simple between animations instead of switching between two images directly. The auto-blink behavior for example is useful to make the puppet eye’s blink by itself. You can also adjust opacity (transparency) levels if you want to fade a puppet into or out of a scene.īut there are other behaviors that you can add to the puppet, as can be seen in the drop down. For example, transform allows X, Y, or X and Y scaling. Triggers – triggers can change what is displayed from swap sets or similarĮach behavior can be expanded to see all the properties specific to that behavior.Transform – can be used to scale and move puppets.for hair), wind, collisions, bouncing effects and similar Physics – used to control dangle strength (e.g.
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Lip Sync – uses webcam for “surprised” and “smile” expressions, plus analyzes audio for other mouth positions based on waveform analysis.Handle Fixer – umm, okay, I never noticed this one before! ?.Face – uses webcam to change direction head is looking, eyebrows, mouth, etc.Eye gaze – uses webcam, mouse, or keyboard to control the direction the eyes are looking.Dragger – so you can drag body parts around on the screen.They are added by default for new users to not have to learn everything at once. You can however delete these behaviors or add new ones, according to your personal preference.
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When you create a new puppet, a series of behaviors are added by default. The goal is not to fully describe behaviors, but rather help take the first step into adding your own behaviors to puppets rather than only using the defaults provided. It goes into “behaviors” in greater depth than may be first clear from reading the user guide. This post is for intermediate Adobe Character Animator users.