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Old 02-22-2018, 06:15 PM
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Default Adobe Character Animator Cc 2018 Repack By Kpojiuk

File Size: 580 MB

Program version: 2018
Language: Russian, English and other

Treatment: not required (the installer is already treated)

System requirements:
Intel multi-core processor with support for 64-bit functions
Microsoft Windows 7 with Service Pack 1, Windows 8, Windows 8.1, or Windows 10
4 GB of RAM (8 GB recommended)
5 GB of free hard disk space; during installation, additional free space is required (the product can not be installed on removable flash memory devices)
Additional free disk space for the disk cache (10 GB recommended)
Display with a resolution of 1280x1080
System with OpenGL 2.0 support
QuickTime 7.6.6 software is required to use QuickTime functions
Optional: Adobe-certified video card for hardware acceleration of 3D visualization by ray tracing

Description: Character Animator is an application for animating characters 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 the video using the camera and microphone. While you are shooting, Character Animator repeats the expression of your face, synchronizes the movement of the lips with speech and provides an opportunity to fully control all aspects of the movement of the character. You can animate the character that you received from another author, or revitalize your own graphic objects from Photoshop or Illustrator. You can even record your own behaviors or use existing ones from other sources.

Main Features:
Create a multi-layer graphic object for the character. With Photoshop or Illustrator, create a multi-layer document that represents 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, click File> Import to select a graphic object file. The selected graphic object is imported, a puppet view is created from its layers that is displayed in the "Project" panel. The structure of the graphic object in the Photoshop document or Illustrator defines the structure of the puppet in Character Animator. Some functions of the puppet can be switched between different options or substitutions (for example, different expressions of the mouth for the character can be separate layers in the document). You can create a custom marionette snap structure, including replacements, in Character Animator. You do not need to modify the source graphic object.
Place the 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 is automatically opened 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 configure the original location of the puppets on the stage, and then animate them over time.
Managing the puppet.Look at your character in the Scene panel, move your face a comfortable distance from the webcam (but to make it appear large enough in the circle on the Camera and Microphone panel), accept a neutral facial expression, and then click Set Desert Pose. Red tracking points 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 the webcam. If the puppet's feet have guides with special names, they can be dragged with the mouse. The puppet has behavioral options, functions that allow you to control its movement, deformation, appearance and other attributes. For some elements of behavior, external controls are used, for example a webcam or input using audio or a mouse.
Configure behavior settings. If you want to prevent scaling or rotation of the character's head, reduce the values of the parameters Head Scale Intensity and Head Scaling for face behavior in the Properties panel. Try moving the character closer to the center of the scene by increasing the value of Position X for the conversion behavior. Hold down the Shift key, changing the value in the scroll mode to increase the pitch of the change. Most behavior elements have parameters that allow you to customize the results. The original puppet (its main definition) is represented in the "Project" panel, and its instances are displayed on the stage. Parameter values for the original puppet are used by default for all instances, but you can override them for each of them individually.
Record actions.
In the Properties panel, click the Activate for Recording (red circle) button next to the mouse tracking and keyboard triggers to deactivate them.
Leave the "Face" and "Lip Synchronization" behavior elements active to record their changes while 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 elements of behavior 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 marionette is the title of the track on the left in the Timeline panel turns red), that is, the active elements of the behavior for the chosen puppet will be recorded. By selecting a puppet and thus activating it at the track level, you can record its actions on the stage. Actions are recorded as a double for the "Face" and "Lip Synchronization" behaviors. By default, the puppet track is collapsed, but you can determine when the action is recorded in time, along a light line along the bottom edge of the puppet track element panel. If you click the triangle to expand the marionette track, you can view the recorded duplicates for the active behavior elements. Since the microphone input was also turned on during recording,
Review the recorded material!
Click the Play button or the Space bar to view the entry.
When finished, click the Stop button (or the space bar), and then return to the beginning.
During playback, you can view the recorded dubbing. The current time indicator moves on the timeline during playback, but it can not be moved manually. After the second recording, a "duplicate" panel appears for the "mouse tracking" element (if the puppet track is unfolded), but an additional element of the audio track does not appear. If you play the timeline of the scene now, a combination of two entries will be displayed.
Export a puppet action record.
Select the scene in the Project panel, then adjust the duration of the scene to 10 seconds (or the time during which two duplicates were recorded) in the Properties panel.
Select File> Export> Scene, and then specify the name and location on the disk for this action.
The length of the scene, selected as a section in the Timeline panel, determines the number of exported frames. The recorded duplicates are exported as a set of PNG (with an alpha channel for compositions) and a WAV file for the recorded audio. The duration of the exported content is determined by the "Duration" parameter of the scene in the "Properties" panel.
Import records into After Effects.
In After Effects, select File> Scripts.
Choose File> Scripts, then choose New Composition from 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, and the corresponding graphic objects change in Photoshop or Illustrator. Changes will be reflected in After Effects.

Whats New :

Features Of the Assembly:

Type: installation [x64]
Languages: multi, there is Russian
Treatment: conducted [patch-PAINTER]

Additional assembly features:

1. Installation in two clicks, you only need to disconnect the Internet connection (or use a firewall)
. 2. The application of the Creative Cloud does not litter the system - the minimum required from it
3. The program runs faster - use a master activator from Painter
4. All localization set, change using painter.ini in the program folder
5. use the original installer, problems with other products excluded
6. The possibility of selecting a location

command Options Second row:

-S or -S1 - hide the window with the progress unpack temporary files
-S2 - show window with the progress unpack temporary files
-S or -S1 or -S2 - required parameter

/ XPATH = "PATH" - specify the installation location. By default: C: \ Program Files \ Adobe \
Please note that due to the peculiarities of the official installer, "Adobe Character Animator CC 2018" will be added to the selected path, so in most cases it is worth choosing C: \ Program Files \ Adobe

/ XDISABLENET = 1 - disconnect the Internet connection for ~ 10 seconds to start the installation

/ XVCR - install the Visual C ++ Redistributable Package (required for the program)

Example: INSTALL.EXE -S / XPATH = "C: \ Program Files \ Adobe" / XDISABLENET = 1 / XVCR

Note !!! When installed, on the first page of the installer, you will be prompted to change the browser home page. Do not forget to remove the check mark.

Changes in the Assembly:
Updated: Visual C ++ Redistributable Package up to the version from 01/13/2018
Updated: Character Animator CC to version

uploadgig_com: http://uploadgig.com/file/download/a6c493389661d635/22xp1.Adobe.Character.Animator.Cc.2018. nitroflare_com: http://nitroflare.com/view/A6C3063E1D92030/22xp1.Adobe.Character.Animator.Cc.2018.
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