Exactly.
Basic AND advanced lipsyncing in moho is very easy.
I. BASIC LIPSYNCING:
The basic lipsync process is already integratred in moho:
in moho you have to create a switch layer and for the very basic you can put into there several mouth shapes from opened to closed.
Then you edit the properties of that parent switch layer and import a switch data.
Let's say you bounced a dialogue between the two characters in "dialogue1.wav".
You only need to tell moho that this file is the switch source data.
Moho now generates all the necessary keys for your switch layer.
There you are. See how simple that is?
Thats was the very basic lipsync process.
But you can improve this for a better quality:
1. Get you a good mic. Crackling audio source will adulterate the automatic gain-controlled key-setting of moho.
So the rule-of-thumb for audio source is:
The less crackling the better for moho.
2. With a good audio software you can bounce the single voice channels for each character seperately. This will save you a bit of work. So if you have a good audio software which is able to export single channels it'd be good if you do so.
But if not, it won't be a pain in the ass.
If you have two voices in your "dialogue1.wav" source, the generated switch data will not make a distinction between voice1 and voice2.
As you may guess, the keys of the switchlayer are generated by reading a specific gain-related information.
So the keys for voice1 and voice2 get recombined in your timeline in the form of those keyframes.
Of course we dont wan't character1 to move his mouth when character2 is talking right?
Now comes the workaround:
You simply go and import the same *.wav file you had for your switch source data as your "animation soundtrack".
Now in the timeline you can see your audio track and you can playback right in moho.
So you should be able to make a distinction between voice1 and voice2 manually. By yourself. By your ears.
Then you simply playback a couple of times and delete the keyframes who are not necessary in the swith layer of voice1.
Lateron you have to repeat this for voice2.
(You can improve this, me myself is using cats, dogs and lamas for this kind of work, cause their ears are so much better than mine

)
II. ADVANCED LIPSYNCING:
What i call advanced lipsyncing is an improved result, the high standart.
It will cost you a bit of time and preparation, but hey, you can't make something out of nothing.
Now what were we about to do?
Err... right, we wanted to make our lipsync better.
(You know if you make an animation with very good results, you will have made yourself elitist.
All animators who made good lipsync jobs, are in a club called the
"Order of the cool animators who made such a damn good job" (O.T.C.A.W.M.S.A.D.G.J).
In that club all members wear hats with a big wallpaper around it, imprinted is "Am I Cool or What?".
They spend the whole day in doing what they like to do, cause in their mansions, they simply have everything.)
Let's say you want to make a seperate drawing for every single phoneme.
So the drawing of the "A" sound looks different than e.g. the "O" sound.
Logically?
Okay let's get it on.
There are three lipsyncing programs available for the use with moho. Pamela, Magpie and Papagayo. I think Papagayo is the best of all so:
Get yourself
Lost Marble's Papagayo.
With this very simple but cool program you can import and view your audio track and type or copy and paste the spoken words.
Then you simply have to rearrange the words until the words are synchronized with the audio track.
When you are content you are ready to export the data you created with Papagayo in the *.dat format.
This data tells moho exactly when to use which drawing for the specific phonemes.
In moho first create a switch layer.
It must contain the following sublayers:
AI, E, etc, FV, L, MBP, O, rest, U, WQ.
Logically you will have to create a drawing for each phenome.
If you don't know how to draw the different phonemes properly these links should get you a basic knowledge:
http://www.garycmartin.com/mouth_shapes.html
and
http://www.garycmartin.com/phoneme_examples.html
Finally if you did all the drawing, just import the *.dat to the switch layer and it just looks fine.
Of course there are some other steps more to take to improve this but for now i won't tell... 