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Real-Time Animation with Adobe Character Animator
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Before we go any further, let’s test out our webcams and microphones to ensure everything is in working order. We will also look at how Character Animator saves projects, which is different from most mainstream animation software. At the end of this section, we will have covered the following:
Launch the Character Animator app. Once loaded, if opening the app for the first time, a welcome screen showcasing sample files and other options will display. If you don’t see this, click on the Home button on the top left:
Figure 1.10: The Home button is always on the top left in case you get lost
Now, let’s create a new project and dive deeper.
While playing with Sample Files is beneficial, let’s focus on the webcam and microphone settings first:
Figure 1.11: You can easily open or create new projects from the home screen
ch_book_project
.We will use this one project file for the duration of this chapter.
Character Animator saves automatically any time we change the project file. While this offers peace of mind on some level, you may find it beneficial now and then to save a state in the History panel by going to File > Save Project Version (Ctrl + S or ⌘ + S).
Figure 1.12: Manually saving a project version
This will create a saved state of the project in the History panel that you can jump back to at any point.
Let’s take a closer look at the History panel:
Figure 1.13: Double-clicking on any saved version will restore that file’s state
If you prefer to separate project files entirely as you save backups, you can also duplicate the project file itself by going to File > Save Project As (Ctrl + Shift + S or ⌘ + Shift + S).
Figure 1.14: Creating a backup with a new name in one step
For the main project in this book, we will use one project file with several versions available via the History panel. This will allow you to go through the rigging and recording example files step by step as we call them out in the book. It’s also less messy than creating multiple project files.
Getting back to our new file, this blank screen we are looking at is the Record tab. It’s blank because we have yet to insert any puppets into this project. We will get there in due course:
Figure 1.15: The Record tab is always accessible at the top
Figure 1.16: Previewing by clicking the webcam icon
Figure 1.17: The Calibrate button lies below the preview window
Test the camera by turning your head left and right and moving your head within the preview space. Blinking, raising and lowering your eyebrows, and opening and closing your mouth should also track. If the green tracking lines follow along, calibration is complete!
You can enable and disable your microphone by clicking on the microphone button at the bottom. Enabling it will allow you to preview your audio level on the histogram, but nothing else will happen since no puppets are present.
Figure 1.18: Clicking on the microphone will reveal the histogram, a meter used to judge audio levels
Now, let’s say you have multiple microphones or maybe something isn’t detecting correctly. You can configure your audio hardware by going to Edit > Preferences (Ctrl + K) on Windows or clicking on the Apple logo and choosing Preferences (⌘ + ,) on macOS. Audio Hardware, the top option on the left, will give you access to all audio equipment connected to the computer.
Figure 1.19: Setting up your audio hardware
Once you have selected your desired input and output audio choices, click OK and try to test the mic again to ensure the histogram below the preview is detecting audio. With your equipment now detected and calibrated, let’s play with some sample files!
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