Character creation question

General Moho topics.

Moderators: Víctor Paredes, Belgarath, slowtiger

Post Reply
Pesto
Posts: 107
Joined: Wed May 29, 2013 9:32 am

Character creation question

Post by Pesto »

Hi all,
I want to create this cartoony (human-like) character. I know in 3D that most models are created in the classic T-pose, or a variation of it. Is it best to do the same in Moho? I realize it all depends on what you want this charter to ultimately do, but suffice to say I want it to walk, run, turn, change direction, etc...

Any advice would be appreciated ;)

Thanks
User avatar
Maestral
Posts: 606
Joined: Tue Jan 27, 2009 8:44 am
Location: Belgrade, Serbia

Re: Character creation question

Post by Maestral »

Either way you approach you`ll have to deal with the shoulder joints. Even for walking and especially for running, a shoulder would move and if you have a solution for that movement - the same would go for any other.
Pesto
Posts: 107
Joined: Wed May 29, 2013 9:32 am

Re: Character creation question

Post by Pesto »

Another question I have is for people who animate a character turning, whether it be their head, hands, feet, etc... Do people using smart bones (dials) more or switch layers? If using smart bones so the movement is smoother, do any of the new tools in Moho 12 (except the bezier tool) make it easier, or is it still just a matter of moving points?

Thanks
User avatar
synthsin75
Posts: 10362
Joined: Mon Jan 14, 2008 2:20 pm
Location: Oklahoma
Contact:

Re: Character creation question

Post by synthsin75 »

Smart warp really helps do things that only points could do but with image layers, and it gives smart bone actions another layer of control for vectors. Pin bones also help customize bone influence. But the general smart bone action creation is unchanged.
Post Reply