Photoshop :: CS6 - Change Position Of Character On New Frame In Animation
Mar 25, 2013
This is an annoying issue within photoshop. I am working on an animation for a video and when I try to change the position of a charater on a new frame it also changes the positioning on all of the frames previous of it.
I am making a walk cylcle and I want the character to walk from one end of the screen to the nextl but, when I make a new frame, move him to the opposite end of the screen on a NEW FRAME it changes the previous frames position to match the current one I am on.
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Nov 14, 2013
I wanted to make a walk cycle animation, How to move a character up and down without affecting the feet position?
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Nov 30, 2012
I create animated gifs frequently using the Frame Animation pallet. The default frame rate starts out as 10 seconds, so I always have to change it to 4 seconds. Is there anyway to reset the default frame rate that I start out with to 4 seconds, so that I don't have to change it every time?
Preferences did not yield any promising menus
I know the standard default reset with many Adobe products is to change it without a document open, but in PS CS5.5 if you do not have a document open the frame rate option is greyed out
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CS5.5
MacPro Tower
Mac OS 10.8.2
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Feb 24, 2012
I need to get the position and orientation of the first and the last character in a text frame art, that is, I need its matrix.There are a number of functions in the API that is supposed; here's a snippet from the file ATESuites.h
Return transformation matrix of this run.The matrix returned spesify the full transformation of the given run. You need to transform the origin by IGlyphRun::GetOrigins() and
concat with ITextFrame::GetMatrix() in order to get the location of the glyphs.
ATEErr (*GetMatrix) ( GlyphRunRef glyphrun, ASRealMatrix* ret);
Hence, getting the matrix of the first character or glyph should look something like this:
AIErr
VMGetFirstTextMatrix( AIArtHandle textArt, AIRealMatrix *matrix)
{
ASRealMatrix frameMatrix, glyphMatrix;
ASRealPoint firstPoint;
try
{
[code]....
But the coordinates, either returned in frameMatrix (tx and ty) or the firstPoint are obviously wrong. It appears that they an offset which is allmost constant. The x-values are approx 7664 points too large (give and take a few decimals), and the y-values are approx 7893 too large (also give and take a few decimals).
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Apr 3, 2009
I'd like to do some animation in photoshop, especially frame to frame animation. (such as editing images from stop motion)
But I'd like to import big quantities of images to a psd file, and which each image would automatically be imported to 1 different layer. Is it possible to do that?
The photos are fairly too high resolution to export as video (3456x 2034) so i don't want to make a video out of them and import the video sequence...
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Dec 29, 2010
I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?
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Jul 21, 2011
I am trying to map the mocap data to my character. In order to do that, i thought i just have to label the joints for each character and retarget. but in maya 2012 i cannot find the re targeting menu. I just found out that there is something called HumanIK, which i am guessing that it is very new.
Is there a way to use the mocap data in visor and map it to my character in maya 2012? without using HumanIK characterization Tool? also can i use mocap data(skeleton) in visor as HumanIk character ?or it is two different thing?
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Feb 1, 2011
Aright i tempered with my character a bit, now as it walks the skin keeps moving along like in the old cartoons
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May 12, 2011
I'm using purchased characters in Max, with their own skeletons, skin meshes, animations and so on, but I want to modify them. More specifically, I'm trying to scale down my main avatar, and also change the proportions of the body. Is there a way to change my skin according to the changes of the skeleton, and keep the original envelops as well?
Thus far I can only do the scaling part, but that is for the whole avatar. I want to make the same avatar shorter and say more fat, with shorter legs, and bigger head. But to do this I also need to change my mesh, and this is where I was wondering if I can do it.
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Jan 20, 2011
I want to incorporate a rigged character along with a rigged bike, so that when the bike runs or jumps through a rough terrain, the character will react to it dynamically. The character should be able to move as per the bike's movement, as would happen in real life.The character should react to the suspension of the bike.
Please check out the video for reference.
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Feb 12, 2014
I am trying to export a rigged character mesh (with clothes and shoe meshes too) using fbx so that i can put the character into UDK. Max wouldn't do it at first. (exporting all the meshes with the textures) that is, it did do the fbx file but udk would always crach importing it.
Then i managed to export the meshes seperatly and udk would import them with the textures moslty ok. But.... then max would not export the animations correctly. it totally ignores the 'range' you specify when doing the export. UDK would import them but they were the wrong lengths because of what max exports. i had to go into max and delete the frames and keys of the animations i did not want exported. that worked. obviously i had to do that for all of my animation sequences.
Now. once i figured out that max would only export animations that way i thought 'a-ha, now i can try exporting the character mesh with the clothes and shoes and rig with the textures. but max won't do it. i even tried to just do the body mesh with the rig as i did before (she runs around naked in udk) but now max won't even export an fbx file that UDK recognises as having a skeletal mesh in it. UDK only sees a static mesh.
Do i need to re-install max? is that a hassle? or does it do a repaire?
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May 12, 2013
Moving the Global Control moves the entire rig - Awesome.
Rotating the Global Control rotates the entire rig - Also Awesome.
But when I scale the Global Control, the bones associated with the arms don't scale. To clarify: The arm bones still conform to their position/orientation constraints, as well as the IK chain, but they remain the same size upon scaling.
I'm following along with Delano Athias' "Character Rigging for Production in 3ds Max", provided by Digital-Tutors.Upon closer inspection, the IK side of things also moves when rotating. Almost as if the swivel angle is changing (currently its parametres are wired to an arm Control)
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Feb 1, 2012
Is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh?
if its practicable whats are the "things to do" to go about it in the right direction. ..instanced skin modifier? OR unique skin for each objects?
does it make any difference if i attach the objects? or keeping them separate as far as instanced skin modifier is concerned? (not making single mesh by welding vertices)
specifically speaking about the character i am working on ...it has:
a. head mesh
b. a scarf mesh
c. hand mesh (till their elbows)
d. body/ trenchcoat mesh
e. trousers
f. shoes mesh
g. shoelaces and eyehole rings mesh
NOTE:
i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.)
PROBLEM:
i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses.
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May 24, 2011
I have rigged a character and am skinning. I began skinning the characters base mesh than began to skin his accessories ( Molle Vest, elbow guards etc.) for some reson when i begin weighting these objects it affects the weighting on the base mesh.
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Apr 26, 2011
I read in the 3DS Max help files that it is possible to have multiple takes on one scene. It said only a few file formats (such as FBX) support exporting of more than one take and that if exporter to another format only the currently selected take will be exported, however I have been unable to find out how to switch to another take in the first place.
I would prefer to have several takes for my character's different animations instead of putting different animations at keyframe intervals.
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Jan 1, 2012
I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..
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Apr 30, 2013
I know how to do a walk cycle, but how do I make my character turn right or left when he is standing still? I can animate him turning but then my character control is facing in the wrong direction. If I animate him turning and then rotate him opposite the control as I rotate the control in the correct direction it looks wobbly.
What is a common technique for having a character make a turn?
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Sep 30, 2010
I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.
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Sep 4, 2011
I recently watch a movie with a couple of dinosaur characters fighting each other, and now I wonder: dealing with a lot of potential geometry interpenetration scenarios?
How do you deal with characters physically interacting with each other, as in two characters fighting, or hugging? Do you know if there is any nice tutorial covering that subject? I do not mean about clothing. That's a matter of dynamics and simulation.
regarding characters interacting with objects. Imagine a human character lifting a huge heavy barrel. The arms around that barrel should look like pressing against it. Or a person stepping up an extension ladder.
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Apr 8, 2012
When it comes to adding a biped into the centre of my character model how does it work? (I am not that far in my college project but am a I am worried)Does the biped attach to I ndividual pieces of the model ( hands, head...etc) and they have to be attached individually Or can the biped work with a single object ( all the pieces attached) and still be able to move individual elements like the hands or feet I am getting worried as I need to start this bit soon
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Apr 2, 2013
I am having trouble rigging my character using the bone systems in 3 ds max. I boned out the front leg and cloned the bones for the other front leg, and that went well. the problem came when i tried to create the bones for the back legs. When i try to make the bones, they will only go on the x and y axis. I think the z axis is constrained somehow.
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Mar 19, 2011
how to rig a character using a biped, and following everything closely on a character I made earlier.
However, when I clicked the attach to node button after applying the physique modifier my character mysteriously disappeared...While in the tutorial he could select the biped after clicking on the button and assign it.
Now the problem probably has something to do with me having 3Ds Max 2011. How to make sure my character won't simply disappear.
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May 5, 2011
I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.
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Nov 28, 2011
I'm wanting to know the best way to make different game outfits for a character. I want to be able to switch out between a couple different torsos and still have the same head model and rigging with animations still working.
I'm not sure if this is the best way or not but I detached a cylinder into two separate pieces.
Then I skinned and weight painted one half of the cylinder, weight painting the seam 50% to both bones and decreased that amount as I went father away from the seam. Then doing the same thing to the other half of the cylinder.
For example if this was the game character I would detach his arms, legs, and head from his torso and do the same thing I did with the cylinder.
I've included a link to a video of the cylinder bending.
[URL]
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Apr 13, 2012
I am currently trying to rig this character in 2012 3ds max. I've done this plenty of times. I cannot seem to grab the IK chain for the heel. I am trying to align the point dummy to the heel.
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Oct 17, 2011
I'm trying to adjust some walk animations. But I can't seem to use the Draw Curves option on a biped. Not in the workbench, nor in the curve editor.
I do notice that the Z, Y, & X curves are all in the same lane (transform), while on primitives for example, there are suboptions for the X, Y & Z axis. Normally I choose one of those, and start drawing curves.
So, the question is: How do I Draw Curves in Charachter Studio's workbench / on a biped?
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Aug 14, 2011
I've seen this video about softimage. I want to film my face and transcript the animation to a character,how I do that?
[URL].......
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Nov 8, 2013
I'm currently rigging a character who is standing in a relaxed pose. Everything works fine until I get to the hands. The hands are also relaxed and a bit bent which makes it a bit hard to get the joints exactly where I want them. I have to jump between every viewport view to tweak the joints.. and it's rather tedious. I've read on several animation forums that people prefer to rig a character in relaxed position and that the T-pose is pretty much outdated. I watched a video from Naughty Dogs (the studio behind Uncharted game-series) and apparently they rig their characters in relaxed pose.
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Jun 1, 2012
I'm having tons of trouble with the hair system for a character I've made. One that I'm very stumped on is for the rigging. I have a skull cap with hair on it and then the character separate. I have created a skeleton with which I want to smooth bind to the skin. While the smooth bind seems to be working, I'm having issues with the hair not following the global skeleton when I move it. The character herself moves, but her hair stays put and I don't know where to go from here to make her hair follow. I have tried combining the skull cap and character. I have tried grouping the skull cap and character. I have tried just about everything, but the hair will not follow. The most I could do was make the follicles and skull cap move, but not the hair. Any way to get the hair constraints to move along with the hair system after it has been binded, that would be great too as I have used hair constraints to form her hairstyle.
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Dec 10, 2013
i have a character, i want to control the animation to use left arrow key and right arrow key.
When i press left arrow key the character run animation call. When i press right arrow key character back run animation call. when user don't press any key the character stop animation call.
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Nov 30, 2013
During 2014 I would like to create 'photo a day' video of myself, similar to this [URL] ........ I have no plans to inflict my work on the world via YouTube and the like, it is purely for my own amusement.
My question is a compositional/editing one. I understand how to take the stills and create a video from them using Windows Movie Maker, not the best software but sufficient for my purposes.
In the link above the young ladies eyes and nose stay at a (mostly) fixed point in the frame, I find this makes for a better video when all the stills are run together. The problem I have, is, when I take stills of myself my nose and eyes are at different positions frame to frame which makes for a rather jumpy end result.
Any tips on how to remedy this, is it done when taking the shot, or in editing afterwards? The shots are taken on a small point and shoot digital camera, as the shots will be taken at various locations etc I wont be able to have a static setup with a tripod and mark on the floor to ensure the same position each time. The method I have tried it just holding the camera out in front of me at arms length and trying to get the same height each time.
Is there a way to easily and quickly edit shots in Paint.NET so that the eyes and nose are at the same position in each frame for a series of photos, I'm not too bothered about all the frames being the same size or the edges lining up etc.
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