Moho 14 please do this

General Moho topics.

Moderators: Víctor Paredes, Belgarath, slowtiger

Post Reply
worldbanger10
Posts: 13
Joined: Wed May 31, 2023 11:05 pm

Moho 14 please do this

Post by worldbanger10 »

Just like blender add a 3d character rigging but limit it to anime style...

And also increase the actions from 2 to 10, because when making a character 3d parts of the body tend to go out of place, using action to fix it will b better.
User avatar
lucasfranca
Posts: 128
Joined: Sat Oct 07, 2017 11:47 pm

Re: Moho 14 please do this

Post by lucasfranca »

I think you are in the wrong program in some places and in others you need to understand how Moho works, man.
An old guy [since 1983] who was raised in front of the TV.
Passionate about animation, after getting old, he decides to make it his hobby.

I share tutorials, reviews, tips and tricks from this vast world of animation on my channel.

https://youtube.com/animai2D
worldbanger10
Posts: 13
Joined: Wed May 31, 2023 11:05 pm

Re: Moho 14 please do this

Post by worldbanger10 »

Am simply saying if moho can incorporate 3d just 4 animating still using moho engine it will much better, just saying
User avatar
hayasidist
Posts: 3526
Joined: Wed Feb 16, 2011 8:12 pm
Location: Kent, England

Re: Moho 14 please do this

Post by hayasidist »

worldbanger10 wrote: Tue Jun 13, 2023 6:46 pm ... increase the actions from 2 to 10, because when making a character 3d parts of the body tend to go out of place, using action to fix it will b better.
Right now the limit is two -- one for clockwise rotation and one for {anti / counter}-clockwise. However, not everyone who has a control bone that rotates from (say) -180 to +180 chooses to split that into two actions 0 to -180 and 0 to +180 -- it's perfectly feasible to put the whole control range into one action. The bone rotation doesn't change - it's just how the action(s) are defined: the "all in one" action has the bone's rotation keyframes from -180 .. to +180 (or, indeed, vice-versa) - although you need to be careful about the "frame0" angle of the control bone both in mainline and in the action. But you're not constrained to -180 to +180.. you can make it 90 to -90 if you want -- or any other numbers that are appropriate for the job. There's also no limit on how far apart those keyframes are in the timeline. Most folk choose at least 50 frames for a 0 to 180 rotation -- but you can choose 360 frames if you want.. or anything else.

So now let's take a deeper look at the "10 actions" challenge: imagine you have a bone that you've named "FixIt" - and you want 10 actions for that bone (e.g. FixIt-0 ... FixIt9) ... How would you like to choose which action is activated? One pretty simple way is to divide the bone rotation range into 10 so (say) 0-30 does FixIt0 etc etc etc. Or 0-359 does FixIt0, 360-719 does FixIt1 etc etc -- whatever suits the challenge -- no need to use the "full 360", no need to make the slices equal. 30 to 50 for FixIt0, 51 to 69 for FixIt1, 70 to 200 for FixIt2 etc etc are also equally feasible splits.

Now let's look at how those 10 actions can be defined. One way is to put the keyframes for whatever you're doing straight into to main FixIt action. Another is to have separate smartbones for each of the 10 actions (you can hide them - Select Bone, check the "Shy Bone" box - to reduce visual clutter) and the main FixIt action rotates the secondary bones in "their" part of the main action timeline. Of course, you need to plan how those secondary actions might interact / conflict - but that's true of any multi-action setup that might be working on the same set of objects.

Bottom line -- you can have hundreds of actions per main SmartBone if you want... all you have to do is to design that bone's control range to give you what you want (and, ofc, design the various actions!)
User avatar
synthsin75
Posts: 9979
Joined: Mon Jan 14, 2008 11:20 pm
Location: Oklahoma
Contact:

Re: Moho 14 please do this

Post by synthsin75 »

The biggest problem with having more than 2 smart bone actions is that it dramatically increases the odds of accidentally duplicating the same smart bone angle in multiple SB actions.
That causes glitches in the animation, as Moho doesn't know which to follow.
ilvmgct
Posts: 4
Joined: Sat Dec 03, 2022 5:56 am

回复:Moho 14请这样做

Post by ilvmgct »

synthsin75 wrote: Thu Jun 15, 2023 11:37 pm The biggest problem with having more than 2 smart bone actions is that it dramatically increases the odds of accidentally duplicating the same smart bone angle in multiple SB actions.
That causes glitches in the animation, as Moho doesn't know which to follow.
It is recommended that the bones of the child bone layer can be connected as child bones of the parent bone layer (p). And the system automatically renames the smart bone names when they are connected, avoiding errors caused by the system's inability to recognize them.
Post Reply