Oh, I didn't know that. Thanks for informing meToontoonz wrote:Removing the bones in an animation in Moho defeats the purpose of using Moho.
Why then hasn't LM solved this problem yet, if bones are such an important part of the program?
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Because the bones are connected to each other and therefore influenced by each others movement, if they didn't there would be no point in using a bone system.RASH wrote:Why then hasn't LM solved this problem yet, if bones are such an important part of the program?
I would have thought RASH's point was perfectly valid. You can use the program any way you like. I like the covenience of rigging characters with bones, but there can be many ways of achieving something. The ony rule is: does it work?Removing the bones in an animation in Moho defeats the purpose of using Moho
Try to create the animation made injahnocli wrote: I would have thought RASH's point was perfectly valid. You can use the program any way you like. I like the covenience of rigging characters with bones, but there can be many ways of achieving something. The ony rule is: does it work?
J
I've stated that the only way to get rid of floating is to animate, not just move things around, put in the necessary keys and make use of interpolation.Toontoonz wrote:Did you like the "floating" look? If not, how did you get rid of it?
Well, I'm happy you nevertheless did It's now clear to me that if you can picture your character in your mind as a living, breahing person, it's so much easier.nobudget wrote:I wish I never brought it up....
Perhaps I should write: if you cannot created walk cycles without bones, you probably have problems creating walk cycles (or whatever other character animation) with bones.walk cycles can also be created without bones
Exactly. A big part of the floaty look comes from timing (or lack of it) and not knowing when something needs to stop moving and when it should be moving. It's a very big problem with people just learning any software based animation system. The graph tools in Moho are a touch more difficult to use than most apps (like Maya or After Effects, that both allow direct tangent controls), but you can get around it by using more keys.nobudget wrote:Bones are a tool, just like any other. Use them correctly and the result is good, use them in the wrong way and...well, you know... 3D aps have the same kind of bone structure and the same problems, only the best animators can create good movements. I haven't done a lot of experimenting but if I find the time I want to capture some real-life footage of moving people, use that as a background video and make the bones follow the human movements. That way I can really find out how actual movement works, the way muscles, bones and gravity work together. Basically rotoscoping with bones.
Animation is an interpretation of reality, not a duplication, but it does give more insight in the process.
RASH,RASH wrote:
I only used add points, translate points, union skinning, cycle and translate layer to create the design and animation of this walking rectangle. It seems walk cycles can also be created without bones, and that the so-called "Moho flow" is practically non-existant.