Hugging_Bear wrote: ↑Wed Jan 03, 2024 5:44 pm
I started animating each action/smart bone by adding a keyframe (Animation Tab->Add Keyframe)
Oh, I never use that. That will keyframe
everything, which can include unintended keys if you use it carelessly. It's basically the same as using Auto-key, which can generate a huge mess of keyframes. There are situations where using these commands is appropriate, but that's probably rare for most users.
To create only intended keyframes, I click directly on the item, and Moho creates the key for only that item. For example, if I click in the middle of a bone, I get a rotation key for that bone. If I click on the base, I get a move keyframe, etc. Or, I will double-click the keyframe on the timeline for the channel where I want a key, and Moho will create a key there. (This latter method might only work if a keyframe already exists for the channel.) Or, I'll just copy the keys in the global channel to the new keyframe. These methods keyframe items without animation, which can be useful when I want to hold the pose/state for that particular channel.
Of course, if I'm keyframing a new pose (i.e., animation), I will move/rotate/scale the bone, and Moho automatically creates a key for only the affected channels of the affected items. No need for a separate command, just make the transforms you want in the workspace, and Moho will take care of keyframing it.
Any of these methods ensure I get keyframes only for
intended items and channels, and nothing else.
The only other keyframing method I use is Freeze Pose (Ctrl-F) which is a quick-and-dirty way to keyframe the entire rig. (This normally means only the selected Bones layer.) I use this only for
keyposes to make sure I have a hold for the entire rig. I don't use this command carelessly because it can generate excessive keyframes that may eventually affect performance.
Hope this helps.