Yessss. Missed this functionality. I want character animator to take the combine the best of animator and after effects and you guys are making that a reality
Прекрасно.Все понятно,даже,если не знаешь английский язык. Очень много узнала.Спасибо.У вас самые доходчивые и нужные уроки. Много нужных мелочей,без которых ничего не получится.
Hello Mr. Samurai, would you know how to get the arms to overlay the body when I move them infront of the chest and body? Right now the hands automatically move toward the behind of the characters body when I move them around, Thanks !
If you want to do this, put the Body group on top of the Head group. Layer order in the PSD or AI file determines if something will show up in front of or behind something.
I haven't tried this or seen this personally, but the only way I could think of would be if the hand was independent and connected to the arm group, which would have all the rigging in it...but then I worry that you might have some weirdness with the hand moving on its own, like rotating at the wrist. It's probably worth an experiment but I wouldn't bet on it working perfectly unfortunately.
This Program looks nice! I am wondering how you switched the hand on the end? The Thumb used to point to the bottom and on the end the thumb was pointing up? Is there a trick or did you stop the video and drew a new hand with the thumb pointing up, so the goodbye-wave looks better? cheers
Yes - with most characters I have a hand swap set that I'll trigger depending on the hand position. I go through this in the most recent creating a photoshop/illustrator puppet tutorials - check those sections out.
Thanks for the quick answer! Character Animator looks realy nice! I will check out all the other tutorials! I think i realy have to get this program! You guys do amazimg work!
Really cool - have you an explanation somewhere as to how to create a two piece arm (for an old fashioned pinned joint effect) joined at the elbow and draggable from hand?
In the new walking video, you mention to add shoulder and hip joints to the body group, not the individual arms & legs. In this video, you've attached them to the arms & legs. Could you explain the difference between both ways? Thanks again Dave.
In general, you will only be applying one behavior at a time to your puppet - either Arm IK or Walk. In Walk you don't need Arm IK because the arms are controlled by the overall behavior. But for some reason that I'm not even sure about, Walk doesn't like it if the shoulders are on the arm groups instead of the Body - it can result in detached limbs. So for non-walking characters, I say keep it simple and put your arm tags on the arm itself. For a walking character, it's better to put the shoulders (and hips for that matter) on the Body. In the future I hope it will work no matter what you do, but for now that would be my recommendation.
Hi! I can't seem to work out what's wrong, the Arm IK won't do a thing when trying to drag the arms on the screen with a mouse. All the handles are correct in each of my front-, left-, and right profiles. Does having the walk behavior have something to do with it? Thanks in advance!
Yes, probably what's happening is that walk and Arm IK are fighting. They're looking for a lot of the same tags. In general you don't need to include Arm IK if you have Walk because Walk will already take over and control the arms automatically. The only time you would want to use it there is for a stationary/standing position if you're doing a 3-view walk, in which case just put the Arm IK behavior on your "Standing" group instead of the top level and it will only affect those contents.
Layer order is important - so if you want the arms to appear above stuff, you need to put them above other layers. Usually people pick one or another, if you want the arms dragging in front of or behind the body and place them accordingly. There are ways to make triggered arm sets to swap between front/back variations. If you still need help feel free to take a screenshot and post it to adobe.com/go/chfeedback.
With every release the realtime lip sync should improve as we keep adding more real world data and machine learning findings into the system. Common issues with lip sync not working well are having too low of an audio signal or the mouth artwork not lining up properly (locked teeth, popping jaw, etc).
Is there a way that when the elbow bends it can create a 90 degree sharp bend instead of the rounded elbow that you are getting by default? Also in characters that do not have a clear separate limb, the shoulder area pinches. Is there a good way to go against that pinch other than turning the shoulder to a hinge? I do want some deformation of the line work, but I don't like this pinch created.
There may be a way to do it with adding in sticks near the elbow, but if not I would check out tip 37 here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sv--jURQOGc.html. Using Transform might give you more control. The other option would be doing cycle layers frame by frame arms instead.
Okay Samurai yes. I was playing with transform as well. I get different issues with this because of the character design. Sleeves longer on top for shoulder so when it raises the bottom half doesn’t have enough outline to connect to the torso. But I’ll keep playing to see what I can do. Thank you. Would be cool if there was a transform ik hybrid similar to adobe animate.
Well done ! And one more time it's very well explained. I guess "Arm IK" doesn't work for legs. Will "Leg IK" be developped in the future ? And will the behavior "walk" be improved ?
Hi this is brilliant. Can your characters be used to do sign language? Sign language requires clear finger movements and I'm confused if I can do this with the characters?
Unfortunately we don't have sign language tracking yet, only face and voice, but I'd love to add that in the future. You could, however, make a character that has sign language button triggers and manually create a signing character that way.
Right now, I applied Arm IK to a puppet I already have rigged for the Walk behavior. The Arm IK behavior doesn’t recognize the tags I put on my frontal view, but it does recognize the ones in my profile views. How do I get it to just apply to the front view and nowhere else?
I think if you place the behavior on just one internal Body group (as opposed to a top / high level group) it should only affect that. Notice that some example puppets from the Start workspace like Heather actually have Arm IK behaviors only for each arm group.
Hi, I'm a little late to this thread. I have a character that was made by someone else from the ground up. I'm in charge of animating it. I followed step by step with Arm IK but the arms still stretch. It doesn't look like I made any changes. What should I do?
If it's still stretching that means the behavior can't find the tags. Double-check and make sure you have all the tags on both of the arms, and worst case scenario, add the behavior to the Body or directly each arm to brute force it. If problems persist, please post a screenshot of your rig mode to adobe.com/go/chfeedback for more direct help.
If one works and the other doesn't, it means one arm isn't tagged right. Double check and make sure the one that isn't working has all the correct tags. If it persists, for more direct help please post a screenshot, video, or file > export > puppet to adobe.com/go/chfeedback.
My guess is that there's a gap between any sticks and the draggable handle, which can create less rigidity. If you check out the rigging of Chloe from the home screen and do it exactly like her, you should be set. If it keeps up, for more direct help, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback.
I am super stoked about the Arm IK feature, however, it doesn't show in the list of addable behaviours. I have the latest version of Character Animator. I see that the "Magnets" behaviour is also not there. Is there some way to add those behaviours, especially Arm IK? Thanks for the videos, very informative!
@@okaysamurai Thank you so much for the reply, much appreciated! Seems like I don't have the latest version, it says 1.5 but there's no update option in my Adobe Creative Cloud. Is there another way to update?
Weird, are you on enterprise or a school or something? I click the three dots in the upper right of the CC desktop app and "check for updates" and it should show up then...
We are run the normal Adobe suit. In the desktop app it says "Up to date" at Character Animator but I went to the "Manage" option in the little dropdown bar where it gives the option to install other versions. 2.1 was there and is busy installing now. Thanks for the assistance, awesome to know there's ready support.
Great tutorial! One of my arms is moving great and perfectly fixed to the body but the other is disconnecting at the top of the shoulder away from the body when moved. I can't see any differences in the rigging between the two arms. Any ideas on what may be the issue? :)
Usually this kind of thing is due to a) the origin of the arm being in a different spot, b) the attach style being free instead of weld/hinge, or c) the arm artwork has a rogue speck or something that makes CH think the artwork is bigger than it truly is. For more direct help please post a screenshot, video, or file > export > puppet to adobe.com/go/chfeedback and we can take a closer look!
Are triggers only for layers? i can't set a trigger for positions and transform? Not using fluid motions, it is for the face. Such as the eyebrows suddenly jumps up but I don't want to create a layer for each position.
You can use triggers for a ton of stuff. Watch the Replays tutorial for an intro to this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-mZioGOAt8RE.html and then the end of Keyframes for more: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-isL-NZ00QaM.html
Yes, behaviors / handles can be placed on any part of the character, including groups and layers. Most times behaviors are best at the top level, but sometimes you want to add behaviors to specific areas.
hi dave :D Nice video again 👍 I just started using Photoshop and character animator and I have a question How do I change the view during an animation. I give u an example: I (my character) sits in front off an TV and he watches a movie or sth like that. At first I want to see only the TV and it zooms out to my character. Maybe it is difficult to imagine scene like this just with reading a bad explanation from an german boy but I hope u can help me :D
Cameras are possible in CH but probably better with After Effects. In the Evan Flamethrower behind the scenes I talk about this in more detail. Part 1: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vbNXq8NTIWk.htmlm32s & Part 2: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RMo-z8hO2HM.htmlm47s
It is better to animate that on After Effects :) You can record your character, export it to your background on After Effects and animate de camera, it's really easy!
Hey pretty cool vid but I have a problem, my arm shape goes blurry, stucks robotically and it even loses proportions when moving it (seems like a balloon running out of air)
My guess is the arm group or artwork layers have some additional art that is making the arm seem bigger than it really is, creating a distorted look. Hard to diagnose here...if the problem persists, please upload a screenshot, video, or your File > Export > Puppet file to the official forums at adobe.com/go/chfeedback so we can take a closer look.
Hard to diagnose without seeing it, but usually weird deforms are because the arm might be including additional artwork - make sure the draggable arm group only includes the arm/hand - no extra specks or other content. If it persists please post a screenshot / video / puppet to adobe.com/go/chfeedback for more direct help.
Is there any wat to make those hands come in front of the character, shoulder should be behind the body but when moving in front the hands should come in front of the body, not in the back ?
Hmmm - I would run the rigging check ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-U1iXFxbWm0c.html and see if that helps. If it doesn't I'd post a screenshot of your rig mode to adobe.com/go/chfeedback for more direct help.
How can we record a certain action in Record mode in Ch and then create a trigger using it. I have tried "Create replay and trigger" but it doesn't work when i press the associated key in record mode. I have seen one of your video describing it but couldn't find it out. Can you please explain this to me and also attach a link to that video so i can figure this out. Thanks a ton
Hi. This tutorial is amazing buy I have some problem: - first of all, also of I set the correct target for the shoulder, the wirst and even the elbow and I add the sticks, my arms turning in an innatural way (like no-bone arms) when I drag them and I don't understand why... - second point, when I drag the arms from the hands to move them (for example to open the arms), the movement is too robotic, not fluid at all and, again, innatural. I don't know of there's some trick to track a movement direction (for example an arch ti opere the arms) and explain to software: "Hey, dude, follow this movement, please". Thanks man, you're great!
Hmmm, for the first part I wonder if Arm IK is even working properly then. In Arm IK I would check under "Handles" and make sure every tag you think is there has a "1" next to it. If so, then maybe play with the behavior parameters to see if you can get the motion you want. If not, then the behavior can't find the tags and you might need to re-add it somewhere it can. For the second, currently there are no motion paths or anything like that, but I tend to use blends in the timeline to move in/out of certain poses - in the "Complete Animation Workflow" and "Complete Cartoon Workflow" videos check out the arm sections. I do very quick transitions there, but you could also extend the blends to achieve a smoother effect as well.
@@okaysamuraithanks a lot for your answer, at usual. I checked like you told me, and every tags is in the right place. It's possibile I made mistakes when I created character in Illustrator? I drawed arms straight down, like a stick from shoulder to hand. Maybe it's necessary draw them more soft and little bit turned?
Possibly. We usually recommend characters being drawn in an "A" frame position, that might help. I would check out a character with Arm IK like Chloe from the home screen and see if she has the effect you're looking for. If so, the A thing might help. But yeah, sometimes different art styles / arm visualizations / etc can work differently.
Is there any way to attach an object to an object in a higher or lower layer? An example would be a bottom hair layer attached to a head so that it moves with the head while the body is sandwiched between them.
Yes, see Leeta and Cassandra from okaysamurai.com/puppets/ - just make a group called "backgroundhair" or something that is directly under the body group. The head, body, and backgroundhair should all move on the same mesh - as long as you don't make a part independent it should move with the others.
Heyyyy!! Love your video man. I'm just now diving in to CH and i want to know how to reorder the behaviors and stuff in the properties tab under record mode. for example, i want to move ark ik to the top next to arm dragger..??
These are always in alphabetical order. The best way to reorder is to rename them, so in Rig mode click the menu icon to the right of each behavior, choose rename, and do something like 01 - Dragger, 02 - Lip Sync, etc.
Okay Samurai ohhhhhh. That’s great!! I can’t wait to share to you and the world what I’m bringing to life. And it’s really all thanks to you. I’ve probably watched your vids like 10 times each. I’m getting a great hand. I’ve spent the last 15 hours animating. Loving every bit of it
There's only so far you can go with the keys, and those are used for some other actions in the app. That's why we also have the Controls Panel (no keys required, just press the onscreen buttons) and support for external devices like MIDI controllers.
mmmm I am sure it is something I am doing incorrect. I followed along exactly but only the neck tag shows in the Arm IK list as a 1. The draggable wrists are tagged correctly, as are the elbows and shoulders, but they all show as 0 in the list?
If it's not finding them it usually means the behavior is in the wrong place or it can't find the tags. In the CH start panel check out Stardust the unicorn or Medusa, both have Arm IK set up as good working examples to follow (although I think they put their Arm IK behavior on the arm groups instead of the top level like I do here, but it still works).
@@okaysamurai I added the Arm IK Behavior in the same way you did, not selecting anything in particular and then adding the behavior to the same level as the dragger but it's still not recognizing my handles...? What am I supposed to do
I tried this in single view, but when I tried this set up in setup with head turns, it failed to register the left & right dragger. Under the IK, view has 5 counts, but the handles are always 0, is there a special set up for the head turns?
Hmmmm good question, I haven't seen anyone do this yet! My best guess is that the views are somehow invalidating the arm IK parts. Have you tried experimenting with where you put the behavior, like on the Body group, or even on the arms themselves? I think putting the behavior closer to what it is trying to influence might help. If not can you please send me the File > Export > Puppet to take a closer look? Either send me a link here or Twitter @okaysamurai or whatever works best.
@@okaysamuraiI did put the arm IK on the top level which was the toon itself, then I did what you suggested and put the arm IK on the body group, it changed to Single View and everything registered. Thanks for the tips.
Hi Dave. When I draw my puppet I put arms layer behind the body layer because I need this way but in some animations I need to have the arm above the body and face layer (for examples if puppet close his eye with his hands). Is there a way to do this? I remember maybe you spoke about it in some tutorial? Thank you.
I talk about how to put them in front here - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7pgm_u4VkQk.html - but in general you would just create two groups of arms, front and back, and make a swapset trigger to move between them. If you need more help, please post a screenshot, video, or File > Export > Puppet (.puppet file) to adobe.com/go/chfeedback for more direct help.
@@okaysamurai Thank you Dave! I've done follow your trick. But now I have another problem. I can't create a sub-layers inside my puppert...The sub-layer icon is grey and if I try to create a new layer, it skip above all on the top and if I try to drag in the layer in witch I want to create a sub-layer, there is the deny symbol. Maybe I have touched something somewhere?
Is this in Illustrator? Illustrator is super weird about sublayers and groups, I've also run into this before. My best advice to is ungroup everything and try to drag things into each other manually. There are conflicts if you try to drag a sublayer into a group, or are in isolation mode, or other weird things I can't remember. I wish it was more like Photoshop's more freeform grouping structure.
@@okaysamurai yes Dave, it happened in illustrator. Anyway, I found a way: I created a new layer on the top of the puppet and the I dragged every layer of one group (ex. eyebrows, right arm) in the new layer, then I renamed the new one like the old one and at least I dragged the new one in the same position of the old one, deleting it. And this for every group with the same issue.
I created another hand layer with different hand gesture...How do I switch it to new hand gesture and hide it with key trigger? just like eyelid closing and open
You want a hand swap set. That way only one shows up at a time and the others hide. Watch the Triggers tutorial on character.adobelanding.com/tutorials/ - the first lesson has hand swaps.
@@okaysamurai amazing, knew you would have. Can't thank you enough for the videos, they are the only reason I felt confident enough to purchase the software. 👍
Yes, since this video came out we added an "auto bend" feature which is on by default that should work better than the previous iteration. I am working on a new version of this video that should cover this. For now though, if you're still seeing stretching it probably means the behavior can't find the tags, so I would just double check and make sure everything is set up like this video.
@@okaysamurai thank you I will check and let you know, and thanks a Ton I am a youtuber I used to podcast horror story since I have little knowledge about logic Pro x but now thanks you I add videos to my audio I am loving it, below is link to the video not that great though still learning from your videos, however very happy with the work🙏, I am from India and its in Hindi however it has subtitles, let me know you feedback where I can improve, thank you again u rock man. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5IHWdAkIlQQ.html
Great start! I think the kids could be more animated/expressive with their faces in the future. I also think for 8 minutes long, there are only a few camera changes - more diversity in shot types would help the pacing.
@@okaysamurai noted thank I will work on face expression more, when i was working on the next one which I uploaded today I was looking at your Camera scene video with Linden and Robot and I added camera scenes to this one 😀
How do you let your characters arms gesture and move independently of the walk cycle? Characters gesture while walking all the time, so it surprises me that I haven't seen anything about how to do that.
Okay Samurai Will triggers override the walk cycle? I do recall that you have a tutorial about triggers that includes how to trigger arm movements. I’ll give it a try.
It depends on how they are set up. For me, I usually pick one or the other with walking characters - arms rigged for walking to swing on their own, or manually controlled arms. For Evan Flamethrower and most projects I chose the latter.
Okay Samurai I just rewatched your tutorial on the walk cycle and it seems to me that I can achieve the independent arm control I want just by messing around with the Arm Swing and Arm Angle parameters. I should be able to stop the arms from swinging and bend them or raise them as needed. I’ll experiment and let you know how it shakes out.
Is there a way to blend arm movements when they are set as triggers and not IK? I have several different arms but when I trigger them the blend mode does not work..
It depends on the type of Trigger - if it's a Replay, then yes, you can blend the dragger takes before creating the replay and it should work as expected. If it's just an art swap layer trigger, then no, there's no interpolation between the two - you would have to manually draw those in and add the Cycle Layers behavior to play a frame by frame sequence.
It all depends on layer order. But there are some ways to trigger them to move back/front, see ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RPF0K5Dg8X8.html.
So good explained in this video :) A fantastic tool the IK, have always had this problem with long bending arms...those days are gone ;) Jippppppiii ;)
This unfortunately doesn't work very well yet - currently you get better results with one piece of artwork for the arm. We hope to add more functionality like this in the future.
Isn't the behaviours in alphabetical order when there listed, because now its called limb IK not arm and isn't near draggable in the list, I have my arms and legs in separate groups and my body and head, they all stick together but when I put a walk behaviour on all the legs and arms detach from the body and move all over the place. Why is this. Is it because draggable needs to be near my Limb IK, I'm not sure what's happening I've tried pinning the arms to the body, making the origin point of the arms the the shoulders loads they still detach, any one with any help on that would be great.
This is a more updated version of this tutorial which may help: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e85HGSAS80g.html. I don't recommend doing Walk and Limb IK together because they both use the same tags and will fight over them.
@@okaysamurai Hi mate nice one it works well better with out limb ik, I think with CA you have to completely separate everything scene wise, like if some ones walking just the walking behaviour then if they are pointing or using there hands stop walking zoom in maybe and then do them pointing, I was trying to get everything in one scene, thanks for the advice, your tutorials are boss m8y.
There will always be some degree of warping with this approach. An alternative way is to do something like this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uPf-SwSoATw.htmlsi=L9Y0pIYn4YAWRm3o&t=912
Wow,, this whole time I've been adding behaviors to the Character Name layer (with the crown icon next to it) and not the very top layer (that has the character icon next to it) .. but this is weird, I did the steps in the tutorial , Arm IK has all the handles, and in Record mode when I change parameters in Arm IK literally nothing happens or changes.. scratching my head
At 4:10 when it shows the handles - are you seeing a 1 for each of them? If not there's probably a tagging issue. Otherwise, look at the Start example puppets Medusa and Stardust, I believe they both have Arm IK setups to take a look at and emulate.
Hey, Yes each handle for Arm IK has a 1 next to it. The Arm layers have all of the tagged handles. I noticed the Stardust puppet has the Arm IK behavior on the Frontal Body layer instead of the Top Puppet Layer. I tried putting the Arm IK behavior on the Body layer and still nothing happens when I change Arm IK parameters. Maybe this is because this puppet was started in CH version 1.5 ,, I will try doing a new puppet from scratch.
Okay strange. If you're running into it then chances are someone else will as well, I'd be interested to see what's going on. Can you DM me on the official forums with a File > Export > Puppet as a shared cloud link? forums.adobe.com/people/oksamurai
Whoa.. I reimported the AI file into a new project and did everything the same and it WORKS!! So it seems like an issue with crossing over a puppet from 1.5 into 2.0 !
okay scratch my last reply ha ha,, I just went into the old Project File and I deleted a Dragger handle that I had on a my left hand and made the Left Wrist handle Draggable and it works. It has something to do with having a Draggable Handle on the hand without it being tagged by anything.. I still have the Project file and the puppet and stuff if you want to check it out but I think it's just having a Dragger handle that isn't tagged with anything.. I didn't know Dragger handles had to be tagged I thought it just mattered that they were on the artwork in the right spot
In the CH start panel check out Stardust the unicorn or Medusa, both have Arm IK set up as good working examples to follow (although I think they put their Arm IK behavior on the arm groups instead of the top level like I do here, but it still works).
Thank you for the reply, problem solved. And one more question, the new Stick Person's PSD layer structure is totally different than the puppet, why is that? I want to make the puppet's face direction as same as mine in the camera (it seems not head turn behavior), just like the stick man, but I can't make it. please give me some tips, thanks a lot!
So if I remember correctly, stocky comes with a group of “shareables” in the project panel - aka shared puppet resources. Dig into those for more options/artwork.
It can unfortunately be finicky. Feel free to post a screenshot or your File > Export > Puppet to the official forums at adobe.com/go/chfeedback for more direct help.
If the arm layers are behind the face in the original PS or AI file, they'll show up behind the face in CH. See the "Advanced Rigging: Monster Camp" video on this channel - right at the beginning (after the 2 minute intro cartoon) I talk about making one arm go in front of his face.
I'm looking for some help with making the arms of a character I've created go in front of the body below a certain point of a torso, while still living behind the shoulders near the top of the torso. I tried adjusting the character Photoshop file and putting the lower part of the torso below the arms in the layer order. But that created a line between the top and bottom of the torso. Any ideas?
Yeah, sometimes I have to do Photoshop surgery to get things working a certain way. If you just cut a layer in half you might see a line or gap show up as the character moves around. To get around this I'll move a part up so it overlaps ever so slightly and add a stick tagged as fixed along the overlapping edge - that tends to work okay. Or you can duplicate a part (the waist area) and overlap even more to give a little extra wiggle room. If it keeps up feel free to post a screenshot on the forums and someone should be able to help!
I think there's a bug about certain attach types (Weld or Hinge, I can't remember) - I believe a fix is on the way for this in the coming weeks, stay tuned.
@@okaysamurai Hey I appreciate you taking the time to answer my question. I've been super hyped up about Character animation and spent almost a month on it now. Yes Everything has a 1 next to it. Initially the shoulder had 2 but after changing the handle I created in photoshop titled "origin" to Shoulder and the actual shoulder to Lshoulderbg it went away. Everything seems to move how it suppose to at the moment except for the stretchiness. Thanks again for your time!
Yeah, Photoshop origins are an old concept, we now recommend just moving the origins inside CH. In the Start workspace, check out Medusa, who has arm IK without stretchiness. One possible switch you might make is adding the Arm IK behaviors to the arm groups themselves like she has - there is a bug with the top level if you have any different views like head turner, so it's possible doing like Medusa does will bypass that issue for now.
What would be preferable is hand/arm tracking like it does facial tracking. My iPhone can already track my body movements (with the proper app) and break the video down into arm/legs/hands/feet/torso/hip movements, so why can't Animate take a video from the Ministry of Silly Walks (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iV2ViNJFZC8.html) and turn it into walk cycles for our puppets? It is _MUCH_ easier and way more efficient for me to move my arm and hands the way I want my puppet to move than to wrestle with control points and all of that. So why isn't this available?
We want this as well! Agreed it would be more natural and easier. There are a ton of issues that come up when you track and translate arm/body movements into 2D characters, but rest assured we are exploring these options for the future. Dragging was the easiest/fastest way for us to get something in there for the time being. Stay tuned.