Adobe Character Animator CC 2019 2.0.1.8 (2018) РС | RePack by KpoJIuK

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Post 19-Nov-2021 05:16

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Adobe Character Animator CC 2019 2.0.1.8 RePack by KpoJIuK
Year of release: 2018
[img]http://s020.radikal.ru/i705/1612/33/8050ecf3904a.png [/img] Version: CC 2019 2.0.1.8
[img]http://s06.radikal.ru/i179/1612/4e/4b9a33506eb8.png [/img] Official website address: Adobe
Build author: by KpoJIuK
Interface language: Russian, English, and others
[img]http://s016.radikal.ru/i334/1610/3e/35b7783516d6.png [/img] Treatment: not required (the installer has already been treated)
[img]http://s012.radikal.ru/i320/1612/fa/72de260d1c7a.png [/img] System requirements:
Intel multicore processor with support for 64-bit operations
* Microsoft® Windows 10 / 8.1 / 8 / 7 (SP1) (64-bit)
• 8 GB of RAM (at least 16 GB is recommended)
• 5 GB of available hard disk space for installation; additional free space is required during installation (not installed on flash drives)
* Screen resolution 1280x780 (recommended 1920x1080 and more)
* The latest official graphics drivers for the GPU with support for OpenGL 3.2 or later
* Webcam (for face tracking), Microphone (for recording audio and lip sync), Headphones (to prevent overwriting duplicates of already recorded audio during subsequent takes)
- Description:
Character Animator is a character animation application that allows you to animate expressive characters based on your own graphic objects.
Adobe Character Animator allows you to import creative work from Adobe Photoshop or Adobe Illustrator and animate it. First, record a video using the camera and microphone.
While you are shooting, Character Animator repeats your facial expression, synchronizes the movement of your lips with speech and provides the opportunity to fully control all aspects of the character's movement.
You can animate a character that you received from another author, or animate your own graphic objects from Photoshop or Illustrator.
You can even record your own behavior elements or use existing ones from
other sources.

Main features of Adobe Character Animator:

* Creating a multi-layered graphic object for a character. Use Photoshop or Illustrator to create a multi-layered document representing the structural elements of the character (head, eyes, mouth, arms, legs, etc.). If you have already created a character, go to the next section to learn how to import a graphic object into Character Animator.
* Creating a puppet. In Character Animator, select File > Import to select a graphic object file. The selected graphic object is imported, a puppet representation is created from its layers, which is displayed on the Project panel. The structure of the graphic object in a Photoshop or Illustrator document defines the structure of the puppet in Character Animator. Some functions of the puppet can be switched between different variants or substitutions (for example, different mouth expressions for a character can be separate layers in a document). You can create a custom puppet snap-in structure, including replacements, in Character Animator. The original graphic object does not need to be changed.
* Placing a puppet in the scene. Select the puppet in the Project panel, click the Add to New Scene button to place it in the new scene. The scene opens automatically in the "Scene" panel, and the newly added puppet is selected in the "Timeline" panel. The scene contains puppets. When the scene opens in the Scene panel, you can adjust the initial location of the puppets on the stage, and then animate them over time.
* Puppet control. Look at your character on the "Scene" panel, move your face to a comfortable distance from the webcam (but so that it appears large enough in the circle on the "Camera and Microphone" panel), adopt a neutral facial expression, then click the Set a resting pose button. Red tracking dots will appear on the face. If the puppet had layers with special names (for example, "Head", "Left Eye", "Mouth", etc.), it can be controlled by depicting different facial expressions in front of a webcam. If the puppet's feet had guides with special names, they can be dragged with the mouse. The puppet has behaviors, functions that allow you to control its movement, deformation, appearance and other attributes.Some behaviors use external controls, such as a webcam or audio or mouse input. Such behavior elements allow you to control the expressiveness of a static graphic object.
* Setting behavior parameters. If you want to prevent scaling or rotation of the character's head, reduce the values of the Head Position Intensity and Head Scaling Intensity parameters for face behavior in the Properties panel. Try moving the character closer to the center of the scene by increasing the value of the X Position parameter for the transformation behavior. Hold down the Shift key while changing the value in scroll mode to increase the change step. Most behavior elements have parameters that allow you to customize the results. The original puppet (its main definition) is presented in the Project panel, and its instances are displayed on the stage. The parameter values for the original puppet are used by default for all instances, but they can be redefined for each of them individually.
* Recording of actions.
In the Properties panel, click Activate for Recording (red circle) next to the Mouse Tracking and Keyboard Triggers behaviors to deactivate them.
Leave the "Face" and "Lip Sync" behavior elements active to capture their changes when recording.
Click the red Record button at the bottom of the "Scene" panel and start your action (move your head, look around, blink, speak, perform other actions).
Press the Stop button to stop recording.
* Active behavior elements are marked with a red circle and red text. The track of the selected puppet is also activated for recording (the background of the name of the puppet in the track header on the left in the Timeline panel turns red), that is, active behavior elements for the selected puppet will be recorded. By selecting a puppet and thus activating it at the track level, you can record its actions on stage. Actions are recorded as a double for the "Face" and "Lip Sync" behavior elements. By default, the puppet track is collapsed, but you can determine when an action is recorded in time by a light line along the bottom edge of the panel of the puppet track element. If you click the triangle to expand the puppet track, you can view the recorded duplicates for the active behavior elements. Since the microphone input was also turned on during recording, any detected audio signal is also recorded as a WAV file and displayed as an audio track on the Timeline panel.
* Review the recorded material!
Press the Play button or the space bar to view the recording.
When finished, press the "Stop" button (or the space bar), and then return to the beginning.
During playback, you can view the recorded takes. The current time indicator moves along the timeline during playback, but it cannot be moved manually.After the second recording, a duplicate panel appears for the "Mouse Tracking" element (if the puppet track is expanded), but the additional audio track element does not appear. If you play the timeline of the scene now, a combination of two recordings will be displayed.
* Export a recording of a puppet's action.
Select a scene in the Project panel, then adjust the duration of the scene to 10 seconds (or the time during which two takes were recorded) in the Properties panel.
Select the File >Export > Scene, and then specify the name and location on disk for this action.
The duration of the scene, highlighted as a segment on the Timeline panel, determines the number of exported frames.Recorded duplicates are exported as a set of PNG (with an alpha channel for compositions) and a WAV file for the recorded audio sequence. The duration of the exported content is determined by the "Duration" parameter of the scene in the Properties panel.
* Import recordings into After Effects.
In After Effects, select the Script File.
Select "File" > "Scripts", then select "New Composition from the Character Animator.jsx entry".
Select the first PNG file in the exported record folder.
Review the composition to evaluate the results.
If you want to change the puppet, you can edit it in Character Animator, while the corresponding graphic objects are changed in Photoshop or Illustrator. The changes will be reflected in After Effects.

What's new in the version:

What's New

Build Features:

* Type: installation [x64]
* Languages: multi, there is Russian
* Treatment: performed by [patch-PAINTER]
Additional Assembly features:
1. Installation in two clicks, you only need to disconnect the Internet connection (automatically or manually)
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