Adobe Character Animator CC allows you to create a character performance using your Adobe Character Animator CC允许您使用您的角色创建角色表演
face, voice, and other inputs like triggers, draggers, sliders, and more. 面部，声音和其他输入，如触发器，拖动器，滑块等。
When you click the red record button, Character Animator records your performances, which 当您单击红色记录按钮时，Character Animator会记录您的表现
show up in the timeline as takes. 在时间轴中显示为需要。
You can record as many takes as you want, and then edit them, from changing individual 您可以根据需要录制任意数量的内容，然后根据更改个人进行编辑
mouth shapes to blending multiple performances together. 嘴形状将多个表演融合在一起。
In the Start workspace, let’s get started by clicking the template puppet Chloe. 在“开始”工作区中，单击模板木偶Chloe开始。
This will open up her original Photoshop file, but we won’t be editing any artwork in this 这将打开她原来的Photoshop文件，但我们不会在其中编辑任何艺术作品
tutorial, so we can go ahead and quit Photoshop. 教程，所以我们可以继续退出Photoshop。
Back to Character Animator, we should now be in the Record workspace and see Chloe moving 回到Character Animator，我们现在应该在Record工作区中看到Chloe移动
and talking along with us in a new scene. 并在一个新的场景中与我们交谈。
We’re controlling Chloe because her track is selected in the timeline and has a red 我们控制Chloe，因为她的赛道是在时间轴中选中的，并且是红色的
dot next to her. 点在她旁边。
Anytime we see a red dot, it means something is armed, taking in live input and ready for 任何时候我们看到一个红点，它意味着一些武装，接受实时输入并准备好
recording. 记录。
The same is true of the Behaviors we see in the Properties panel on the right. 我们在右侧的“属性”面板中看到的行为也是如此。
We’ll start with a simple recording of Chloe waving and saying hello. 我们将首先简单记录Chloe挥手问候并打个招呼。
First, get in a comfortable position and click the “Set Rest Pose” button to calibrate 首先，进入舒适的位置，然后单击“设置静止姿势”按钮进行校准
your character. 你的角色。
Then we’ll pose Chloe’s arms on her hips by dragging them into place. 然后我们将Chloe的手臂放在她的臀部上，将它们拖到适当的位置。
Finally, click the red record button in the Scene panel. 最后，单击“场景”面板中的红色记录按钮。
We’ll see a short countdown and then we can act. 我们会看到一个简短的倒计时，然后我们可以采取行动。
We’ll tilt our head to one side, say “Hello World,” and drag the right arm with the 我们会把头倾向一边，说“你好世界”，然后用右臂拖动
mouse to wave. 小鼠挥手。
When we’re done, we can click the record button again to stop, or the spacebar key 完成后，我们可以再次单击录制按钮停止，或者单击空格键
as a shortcut. 作为捷径。
Now we should see several things appear in our timeline - the audio track of our voice 现在我们应该看到我们的时间线中出现了几个东西 - 我们声音的音轨
talking, as well as several behavior takes. 说话，以及几种行为。
Kind of like how a song is made up of layered instruments like drums, guitar, and vocals, 有点像一首歌是由鼓，吉他和人声等分层乐器组成的，
Character Animator performances are made up layering behaviors. 角色动画师表演由分层行为组成。
We can review our recording by clicking the “Go to Start” button and then clicking 我们可以通过单击“转到开始”按钮然后单击来查看我们的录制内容
Play or the spacebar key. 播放或空格键。
We can also scrub through a performance by dragging the blue current time indicator around. 我们还可以通过拖动蓝色当前时间指示器来擦除性能。
To get a closer view, we can also click the zoom in and out icons in the bottom-right 为了更近距离地查看，我们还可以单击右下角的放大和缩小图标
corner of the timeline, or drag the slider in the middle. 时间轴的一角，或者拖动中间的滑块。
Let’s say we want to make a small adjustment, and tilt the head the other way when Chloe 假设我们想做一个小调整，然后在Chloe的另一个方向倾斜头部
finishes talking. 说完了。
Instead of recording the whole performance again, we can just focus on this one section 我们可以专注于这一部分，而不是再次记录整个表现
and add a new shorter take for the head performance. 并为头部表现添加一个新的较短的拍摄。
Let’s scrub over to that part of the timeline, and then disarm the behaviors on the right 让我们擦洗到时间轴的那一部分，然后解除右边的行为
that we don’t want to bring in any new data for by clicking the red dots next to them. 我们不想通过点击它们旁边的红点来引入任何新数据。
In this case, we can disarm Dragger, Eye Gaze, Lip Sync, and Triggers. 在这种情况下，我们可以解除Dragger，Eye Gaze，Lip Sync和Triggers的问题。
We can also click to turn off the microphone icon in the Camera & Microphone panel so we 我们也可以点击关闭“摄像头和麦克风”面板中的麦克风图标，这样我们就可以了
won’t record any additional audio. 不会录制任何其他音频。
So now, only the Face behavior, which includes head and eyebrow movement, is looking for 所以现在，只有包括头部和眉毛运动的面部行为正在寻找
live data. 实时数据。
We can’t drag the arms or move our pupils or see the lip sync working, because those 我们不能拖动手臂或移动我们的瞳孔或看到嘴唇同步工作，因为那些
behaviors have been disarmed. 行为已被解除武装。
Arming and disarming behaviors is a common way to focus on one performance element at 武装和解除武装行为是关注一个表演元素的常用方法
a time. 一时间
Now we can tilt our head to the side, press record, and record the new head position for 现在我们可以将头部倾斜到侧面，按下记录，然后记录新的头部位置
just a second or so, pressing record again or spacebar when we’re done. 大约一秒左右，再次按下记录或空格键完成后。
In the timeline, a new short Face take 2 has appeared on top of the existing Face take 在时间轴中，一个新的短脸2出现在现有的Face take之上
1. 1。
Whatever take is on top is what’s visible, and occluded takes get darkened below. 无论什么拍摄都是最重要的是什么是可见的，并且封闭的拍摄在下面变暗。
We’re still bringing in live data, so let’s disarm Chloe by clicking the red dot next 我们仍然带来实时数据，所以让我们通过点击下面的红点解除Chloe的武装
to her. 给她。
Now we won’t be seeing anything live, just the prerecorded timeline data. 现在我们不会看到任何直播，只有预先录制的时间线数据。
If we play our timeline, however, there are very abrupt transitions when the new take 但是，如果我们播放我们的时间线，那么在新的拍摄时会出现非常突然的过渡
begins and ends. 开始和结束。
We can smooth this out by using blend handles, dragging the little squares in the upper corners 我们可以通过使用混合手柄，拖动上角的小方块来平滑这一点
of the take. 采取。
Blending is a way to smoothly transition in and out of multiple takes. 混合是一种平滑过渡到多次拍摄的方法。
Now if we play the timeline we should see a nicer transition between the different face 现在，如果我们播放时间轴，我们应该看到不同面孔之间的更好转换
takes. 需要。
We can also drag the middle of the take to show up earlier or later, or drag the edges 我们还可以拖动拍摄的中间以显示更早或更晚，或拖动边缘
to shorten or lengthen the performance. 缩短或延长表现。
If we drag the edge of a take beyond the length of the original recording, it will hold on 如果我们拖动拍摄边缘超过原始录制的长度，它将保持不变
the closest adjacent frame, and slanted lines appear on the take bar to indicate where a 最近的相邻框架，并且在采栏上出现斜线以指示a
held frame is. 举行的框架是。
If we arm Chloe’s track again along with the Dragger take, and try to record another 如果我们再次携带Chloe的轨道与Dragger一起拍摄，并尝试录制另一个
take dragging the arms, we might be surprised that the previous arm waving animation doesn’t 拖着手臂，我们可能会惊讶于之前挥动动画的手臂没有
seem to show up. 似乎出现了。
This is because there is only one Dragger behavior on the puppet, and since it’s armed, 这是因为木偶上只有一个Dragger行为，因为它是武装的，
it’s looking for new live dragger takes, which trumps what we’ve already recorded. 它正在寻找新的实时拖拉机，它胜过我们已经录制的内容。
Any time a behavior is armed, it’s essentially ignoring anything in the timeline and favoring 任何时候一个行为武装起来，它基本上忽略了时间轴中的任何事情并且有利于
the live performance. 现场表演。
A simple way around this is to go to Rig mode, select the top level Character, and click 解决此问题的一个简单方法是转到Rig模式，选择顶级字符，然后单击
the + next to Behaviors to add a second Dragger behavior. 行为旁边的+以添加第二个Dragger行为。
Now we can click the menu icon next to each behavior to rename them, calling the first 现在我们可以单击每个行为旁边的菜单图标来重命名它们，然后调用第一个
one Right Hand and the new one Left Hand. 一只右手和一只左手。
Now go back to Record mode and disarm the Right Hand, the one we already recorded the 现在回到录制模式并撤防右手，即我们已录制的右手
hand wave with, and instead just arm the Left Hand. 手挥，而只是武装左手。
Now if we press record, we’ll see the Right Hand animation wave while allowing us to record 现在，如果我们按下记录，我们将看到右手动画波，同时允许我们录制
the left hand independently. 左手独立。
There are a couple of ways to record triggers. 有几种方法可以记录触发器。
For this performance, let’s have Chloe close her eyes when she says Hello and swap in a 对于这个表演，让Chloe闭上眼睛，当她说你好并交换一个
hand position with her palm facing the other way. 她的手掌朝向另一个方向。
If we click in the Triggers panel on the left, we can see that the 3 key is set to switch 如果我们点击左侧的Triggers面板，我们可以看到3键设置为切换
the palm around, and the B key will hold on the blink state. 手掌周围，B键将保持眨眼状态。
Another way to visualize this is in the Controls panel, which we can get to by clicking the 另一种可视化方法是在“控制”面板中，我们可以通过单击它来获取
Controls tab directly next to the timeline. 直接控制时间轴旁边的选项卡。
We can disarm the Face behavior and only arm Triggers, then press record to get started. 我们可以解除Face行为的武装，只有arm触发器，然后按下记录开始。
When the timing is right, we can either click the Controls panel icons or the keyboard keys 当时机正确时，我们可以单击控制面板图标或键盘键
to activate these triggers. 激活这些触发器。
Going back to the Timeline panel, we can disarm Chloe so we’re just seeing recorded data, 回到时间轴面板，我们可以解除Chloe的武装，所以我们只看到记录的数据，
and see the trigger takes now appearing below as expected. 并看到触发器现在出现在预期下方。
We can trim or move the bars however we want to get the timing just right. 我们可以修剪或移动条形图但是我们想让时间恰到好处。
Because both of these are swap set triggers, we could also right-click these triggers to 因为这两个都是交换集触发器，我们也可以右键单击这些触发器
change them to another state. 将他们改为另一个州。
We can also right-click any gaps to easily add a new trigger state instead of needing 我们还可以右键单击任何间隙以轻松添加新的触发状态而不是需要
to record another performance. 录制另一场演出。
The viseme take shows the mouth shapes that Character Animator automatically detected 视位拍摄显示角色动画师自动检测到的嘴形状
to fit the audio. 适合音频。
We can drag the edges of visemes to change their duration, or right-click a viseme to 我们可以拖动视位的边缘来改变它们的持续时间，或者右键单击视位
swap in a different one. 交换另一个。
Lip sync editing is a critical part of a compelling performance, so it’s always worth it to 唇形同步编辑是引人注目的性能的关键部分，因此它总是值得的
spend a little time making sure the right mouths seem to be lining up with the right 花一点时间确保正确的嘴巴正好排成一排
words. 话。
If you want to use a prerecorded audio track as your character’s voice, just go to File 如果您想使用预先录制的音轨作为角色的声音，只需转到文件
> Import and select an audio file. >导入并选择一个音频文件。
Then drag the audio file into the timeline to add it to your scene. 然后将音频文件拖到时间线中以将其添加到场景中。
Finally, make sure your puppet track and the Lip Sync behavior are both armed, and go to 最后，确保你的木偶音轨和Lip Sync行为都是武装的，然后转到
Timeline > Compute Lip Sync from Scene Audio. 时间轴>从场景音频计算唇形同步。
This will analyze the audio track and match the words with the appropriate visemes. 这将分析音轨并将单词与适当的视位匹配。
The Transform and Physics behaviors have smaller dots next to them. 变换和物理行为在它们旁边有较小的点。
This is because they are passive behaviors - in most cases, you don’t have to worry 这是因为它们是被动行为 - 在大多数情况下，您不必担心
about arming or disarming them - they just work passively behind the scenes. 关于武装或解除武装 - 他们只是在幕后被动地工作。
The same is true of the parameters inside each behavior. 每个行为中的参数也是如此。
So if we adjust Transform’s Position X or Rotation, either in the Properties panel Behaviors 因此，如果我们在“属性”面板“行为”中调整“变换”的“位置X”或“旋转”
or Controls panel sliders, we usually don’t have to arm anything because these are set 或控制面板滑块，我们通常不需要设置任何东西，因为这些是设置的
values in the background that don’t need to change over time. 后台中不需要随时间变化的值。
However, if we wanted Chloe to move horizontally, we would arm Position X in either the Properties 但是，如果我们想让Chloe水平移动，我们会将位置X放在属性中
or Controls panel, press record, and adjust the values during recording. 或控制面板，按记录，并在录制过程中调整值。
Then Transform > Position X will show up in the timeline, along with a take bar representing 然后，变换>位置X将显示在时间轴中，同时显示一个取景条
the performance. 表现。
Going to Timeline > Enable Work Area will show you a Work Area Bar that you can drag 转到时间轴>启用工作区将显示可以拖动的工作区栏
the middle of to reposition, or drag the edges to adjust the duration. 重新定位的中间位置，或拖动边缘以调整持续时间。
You can also disable or enable it by clicking the bar or darkened area at the top of the 您也可以通过单击顶部的栏或黑暗区域来禁用或启用它
timeline. 时间线。
When playing back, the playhead will loop when it reaches the end, allowing you a way 播放时，播放头会在到达终点时循环播放，从而为您提供一种方式
to isolate and focus on a particular section of the timeline. 孤立并专注于时间表的特定部分。
Playback and Recording Speed controls can be accessed by clicking the numbers next to 单击旁边的数字可以访问播放和录制速度控制
the record button. 记录按钮。
Slower playback speeds can make it easier to review the timing of recorded sections. 较慢的播放速度可以更容易地查看录制部分的时间。
Slower recording speeds can give you more time to react and perform, and often lead 较慢的录制速度可以让您有更多的时间来做出反应和执行，并且通常会导致
to smoother, faster motion when played back at full speed. 在全速播放时更平滑，更快速的动作。
Character Animator can also send your performance to Adobe After Effects or Premiere Pro for Character Animator还可以将您的演奏发送到Adobe After Effects或Premiere Pro for
further editing and compositing through Dynamic Link. 通过动态链接进一步编辑和合成。
In either After Effects or Premiere Pro, go to File > Import, and find your Character 在After Effects或Premiere Pro中，转到文件>导入，然后找到您的角色
Animator project file, or .chproj file. Animator项目文件或.chproj文件。
Importing this will bring up a dialog box allowing you to select the scene you want 导入此按钮将弹出一个对话框，允许您选择所需的场景
to link. 链接。
By selecting a scene and clicking OK, that scene will now appear as a media asset in 通过选择场景并单击“确定”，该场景现在将显示为媒体资源
your project, complete with a transparent background, making it easy to composite your 您的项目，具有透明背景，可以轻松地合成您的项目
character with other elements in a composition or sequence. 字符与组合或序列中的其他元素。
If you return to Character Animator and make further recordings or edits, those changes 如果您返回Character Animator并进行进一步录制或编辑，则会进行更改
will automatically show up into the After Effects or Premiere Pro project. 将自动显示到After Effects或Premiere Pro项目中。
Recording in Character Animator is a fun way to naturally move and talk to bring your creations 在角色中录制动画师是一种有趣的方式来自然移动和谈话带来你的创作
to life. 生活。
And if you make a mistake or want to emphasize a particular emotion, to can always record 如果你犯了一个错误或者想要强调一种特定的情感，就可以随时记录
and blend in additional takes to fine-tune your performances. 并融入额外的需要来微调你的表演。
So try recording your animated stories, and have fun. 因此，请尝试录制您的动画故事，并享受乐趣。