Reusing and Sharing Animation as Actions
Posted: Tue Aug 09, 2016 12:31 pm
I think Greenlaw's comment from another thread about reusing actions (Moho v12) deserves its own discussion. His comment is quoted below:

If you have any tips or animations you want to share, feel free.Greenlaw wrote:If you want to make a library of Actions that will be shared by many characters, it can be done but it takes some planning before you start saving your Actions.
It''s just like with motion capture for 3D animation: there are a few accepted standards for hierarchical structure and bone naming that must be followed if you want to apply mocap data to a character and make use of a 'standard' library of motions. Attaching additional bones (wings, tails, and other accessories) and rig controls is allowed so long as you don't interrupt the main hierarchy.
With Moho, it's really not that different. If you wish to share Actions with a different character, you'll need decide on a 'standard' skeletal structure and naming convention, and stick with it. You can customize the rig for each character as long as you don't upset the flow of the main hierarchy.
Obviously, this is easier when all your characters are similar, i.e., all bipeds and have similar body proportions. It gets trickier when you try to mix characters with very different proportions but it can be done if you understand how Actions and targeting works.
Anyway, it's all doable but you have to be disciplined about it. Here are some tips:
- This is probably obvious but your 'shared' Actions should have keyframes only for the common skeletal bones. Actions that have keyframes for bones that exist only in specific characters probably should be defined as character specific Actions. It's probably a good idea to add a prefix to your Action name that lets you know if it's a shareable Action or a character specific Action. It doesn't matter what you call them, just be consistent with the naming convention.
- I think Moho will skip applying a keyframes to any bones it can't find in the target character, but obviously the animation might get weird.
- I believe you can have different bone lengths in the target character (within reason) and still make the Actions work. In some cases, you'll need to offset the rotation in joints like the shoulders or elbows. If you're clever about this, you can build in 'adjustment' bones in-between the 'animation' bones.
