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Behaviors: body (auto-animating)

New Starter mode is now available! 

Character Animator 22.5 (released June 2022) introduces Starter mode to get you started animating now without any prior experience. Update now to the latest version to try this out.

Auto Blink: Simulate blinking of eyelids or flickering of lights

This behavior automatically triggers a layer, such as eyelids to blink or lights to flicker. The blinking can occur at regular intervals or with some randomness. You can use this behavior to have a character blink randomly, but it can work with the Face and Triggers behaviors if you also want to control blinks with the webcam or keyboard.


  1. Add the Auto Blink behavior to the puppet or a group within it. (This behavior is not applied to new puppets by default.)
  2. Assign the Left Blink or Right Blink layer tag to the layer to blink automatically.


(* = visible only when the puppet or group that this behavior is applied to is selected in the Project or Puppet panel.)

  • Blinks per Minute controls the frequency that the layer appears.
  • Blink Duration controls the number of milliseconds (1/1000ths of a second) to show the layer before disappearing.
  • Randomness controls the regularity of the blinking frequency, with 0% blinking at regular intervals and higher percentages varying the rate.
  • * Blink Layers the number and list of layers with the Left Blink or Right Blink layer tags applied.

Breathe: Simulate breathing

This behavior scales the chest of a character as if it were breathing in and out. For example, try animating the Wendigo puppet in the Start workspace, which shows breathing and head & body turn movements.

This behavior looks for a handle with the Breathe tag on it. Artwork files can use either "Breathe" or the older "Chest" names for guides — the files will import with the Breathe tag.


To specify the part of a puppet to expand and contract, assign the Breathe tag to a specific handle or to groups to affect its origin. If imported artwork has a layer with the word "Breathe" in its name, the layer's origin gets the Breathe tag automatically.


This behavior isn't applied by default to puppets, so add it first to see its effect on a puppet.


Breaths per Minute

controls the rate of breathing (scaling) between minimum and maximum scale amounts.

Max Scale and Min Scale

control the range of scaling around the Breathe handle. If there aren't handles near the Breathe handle, you might need to reduce this range (for example, from 95% to 110%).

Offset and Direction

control the distance and angle that the Breathe handle slides along as it's scaling. You can even use these parameters to make a character's shoulders shrug.

Wiggler: Make vector artwork wiggle

This behavior, when applied to Illustrator artwork, wiggles the artwork's paths automatically to give a little life to the puppet. It does not affect Photoshop artwork, or Illustrator artwork whose skin has the "Render As Vector" option disabled.


This behavior isn't applied by default to puppets, so add it first to see its effect on a puppet. However, for very complex Illustrator documents with numerous paths, performance can be slow with Wiggler applied.


  • Wiggliness controls the exaggeration of the wiggle.
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