A Character Animator project is a collection of puppets, scenes, and supporting items (for example, artwork and audio files). You can create separate projects to organize related work, such as for an episode of a cartoon or for a specific client. Each project is stored on disk as a separate folder.
The default project Character Animator Project is located in your user Documents/Adobe/Character Animator/Preview (Mac) or Documents\Adobe\Character Animator\Preview (Win) folder. You can switch to a different project at any time. When Character Animator launches, it reopens the recent project you had closed so you can continue your work. If the current project cannot be found, it reopens or recreates the default project.
Choose File > New Project. Specify the location and name for the project, and click Save. A project folder with the default project file (.chproj file) both using the name specified, are created.
As you work
Choose the project from the File > Open Recent submenu. The current project is the first one listed.
To show and select the current project’s folder on disk, choose File > Reveal Project in Explorer (Windows) or File > Reveal Project in Finder (Mac OS).
You can import the contents of another project and reuse its scenes and puppets in the current project.
To import a project’s contents:
- Choose File > Import, then select the .chproj file in that project’s folder.
A new folder is created in the Project panel, and a copy of that project’s contents are placed in the folder.
If the source media (artwork and audio) files are originally in the imported project’s Ch Media folder (or one of its subfolders) on disk, copies of those files are added to the current project’s Ch Media folder. These files are added
If the source files existed outside of the project folder, the imported items reference their current location instead of making a copy.
- Single JPEG (*.jpg or *.jpeg) file can be imported as single-layered puppets (click File > Import).
- JPEG image sequences can be imported as cycles (click File > Import Cycle).
Puppet artwork in EPS (.eps) and SVG (.svg or .svgz) formats are supported in Character Animator. As these formats are vector-based, the Render as Vector option and the Wiggler behavior can be applied to them.
Older versions of the EPS and SVG file formats might not be able to retain the full layer hierarchy, so some parts might appear flattened in the Puppet panel.
Use the Resolution property in the Puppet section of the Properties panel to control the maximum quality of the vector artwork when it is rasterized. The default is set to 200%. It can be increased to up to 400%. Reduce it to a draft (50%) or low (100%) resolution if scaling down and to preserve more memory.
Scenes sent through Dynamic Link to After Effects, Premiere Pro, or Adobe Media Encoder are rasterized. If you want to scale up the footage in those other applications, use a larger scene size in Character Animator to retain details.
Use artwork from an Adobe Animate (.fla) document for use in Character Animator by exporting the artwork in SVG format.
Only the current frame in an Adobe Animate scene will be exported.
Within the current project, you can rearrange project items in the Project panel into different folders to suit your needs.
You can sort the items in the Project panel by name or type. Click a column heading to toggle sorting direction.
To add a folder, choose File > New Folder, type the name
A new folder is created at the same level as the outermost selected project item, or inside the selected folder.
To duplicate artwork, puppet, and audio in the Project panel, select the item that you want to duplicate and choose Edit > Duplicate.
To rename a project item (puppet, scene, folder, and so on), select it, and press Enter. To save changes, type the new name and press Enter, or click away from the text field. Press Esc instead to cancel your edits.
Dragging an item into a folder containing another item of the same name causes the dragged item to be renamed. Renaming an item to match an existing item in the same folder is disallowed— a red ‘x’ appears next to the text field. Hover the pointer above the ‘x’ to show the error message.
To locate imported files on disk, context + right-click a puppet, artwork, or audio item in the Project panel. Now choose Reveal in Finder (Mac) /Explorer (Windows) from the context menu. For puppets, the artwork file for the bottom-most layer is revealed.
To gather copies of imported artwork and audio files into the project folder for easier project sharing, choose File > Copy Media Files into Project Folder. The files are copied into the Gathered Media subfolder of the project’s Ch Media folder. The files in the original locations are not deleted.
Character Animator provides unlimited undo and redo, even between Character Animator sessions. Your Character Animator project saves changes automatically.
To undo or redo changes, do either of the following:
- Choose Edit > Undo Action (Command/Ctrl+Z) or Redo Action (Shift+Command/Ctrl+Z).
- Select the action from the History panel (Window > History).
Use history bookmarks to remember a specific state of a project. Create these markers in a project’s history and recall them later to restore the state of your project. Bookmarks let you keep track of different variations of a project all within the same project.
You cannot undo creating, renaming, or
To create a new bookmark for the current state, click the New History Bookmark button in the bottom-left corner of the panel or choose File > New History Bookmark.
A new bookmark appears in the top section of the History panel with a solid bookmark icon, and the corresponding history state appears in the bottom section with a smaller bookmark icon to indicate that the state is bookmarked. Hover over the bookmark to display the exact date and time of its creation.
The following actions create Auto bookmarks:
- If you undo a few operations and then to do some new operation (for example, create a folder), the previous redoable operations no longer appear in the current undo/redo history. An auto bookmark is created for the previous state of the
project,and is named as the last state plus the number of redoable operations. For example, 'Record Performance + 5 redos'.
- If you select a bookmark with a history state that isn‘t within the current undo/redo history, an
auto bookmarkis created for the previous state of the project, named as the last state plus the number of redoable operations (if any). For example, Set Scale to 80 or Set Scale to 75 + 1 redo.
- When you delete a bookmark, an
auto bookmarkis created. The auto bookmark is named after the deleted bookmark,and shows when the bookmark was originally created and later deleted below the auto bookmark’s name.
- When you open a project, an
auto bookmarkis created for the state of the project at the time it was opened.
Select the Show Auto Bookmarks option from the History panel menu. Deselect to show manually created bookmarks.
Auto Bookmarks appear with outlined bookmark icons to differentiate them from manually created bookmarks. The most recent Auto Bookmark appears at the bottom of the list. You can restore, rename, and delete auto-created bookmarks. Renaming an auto-bookmark makes it a regular bookmark, and switches the top section of the History panel to view it.
You can save your project under a new name to easily experiment with changes or to save different versions of your work.
To save the project under a new name, choose File > Save As, then specify the new location and name for the project. The saved project contains copies of the puppets, scenes, and recordings, including artwork and audio files that had been previously saved in the Ch Media subfolder. Character Animator does not copy any files that were outside of the project’s folder and the history is cleared.