Bone animation for life! :D
Posted: Fri May 12, 2006 9:10 pm
Just a tiny dig.
Anyway... my background is Animation Master.... you use bones. 99% of all animation is done with bones... I would venture to say most 3D apps use bones.
So... vector animating in Moho is not my favorite choice.
The following animation is pretty much just an experiment... I had fun with it though.
http://www.lowrestv.com/moho_stuff/blobbo.mov
It is ALL bone animation... I never touched any vectors beyond frame 0. Every thing is controled by bones... no switch layers... just bones.
Here are some screen grabs of my bones. I use this type of set up for some characters that are kind of fat and blobby. It works great for bending and avoiding intersections. I use a series of what some would call "fan bones" with constraints to spread out the motion.
The bones are set for "region binding" not flexible binding.


The bones on the left are the control bones. All of the bones in the "body" are constrained at different amounts to the control bones.
My only point with this is that some think that vector animation is "the way to use moho".
It is "A" way... but bones work to. I don't think there is any best way to use Moho... what ever works for you is the best way. What ever way is comfortable from your own perspective or experience.
I like bones because I can animate this character easily by just moving the bones. If one part is a little off... I just move the bones... if I must I can also go in and tweak the points.
-Vern
Anyway... my background is Animation Master.... you use bones. 99% of all animation is done with bones... I would venture to say most 3D apps use bones.
So... vector animating in Moho is not my favorite choice.
The following animation is pretty much just an experiment... I had fun with it though.
http://www.lowrestv.com/moho_stuff/blobbo.mov
It is ALL bone animation... I never touched any vectors beyond frame 0. Every thing is controled by bones... no switch layers... just bones.
Here are some screen grabs of my bones. I use this type of set up for some characters that are kind of fat and blobby. It works great for bending and avoiding intersections. I use a series of what some would call "fan bones" with constraints to spread out the motion.
The bones are set for "region binding" not flexible binding.


The bones on the left are the control bones. All of the bones in the "body" are constrained at different amounts to the control bones.
My only point with this is that some think that vector animation is "the way to use moho".
It is "A" way... but bones work to. I don't think there is any best way to use Moho... what ever works for you is the best way. What ever way is comfortable from your own perspective or experience.
I like bones because I can animate this character easily by just moving the bones. If one part is a little off... I just move the bones... if I must I can also go in and tweak the points.
-Vern