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main differences between using meshes vs link bones for image layers

Posted: Mon Dec 30, 2024 7:10 pm
by Mattyj
Just wondering what the main differences are between using meshes vs link bones for image layers? And what people think the best use case scenarios are for each?

Re: main differences between using meshes vs link bones for image layers

Posted: Mon Dec 30, 2024 8:00 pm
by GCharb
It really depends on your setup, if your bitmap character is made of separate parts, like forearm, arm, and hand, then a bone setup is fine, since you don't really need deformation, but if you need better control of your bitmap deformation, like, you want to make a head turn, then a mesh, or a cage, will give you the points you need to achieve that deformation, something that is not an issue if your character is made with vector, the basics course give you all the information you need on that subject...

https://www.youtube.com/playlist?list=P ... -exwJ3UJ3T

Re: main differences between using meshes vs link bones for image layers

Posted: Mon Dec 30, 2024 9:14 pm
by Greenlaw
Link Bones is still using a mesh...you just don't see it. When you import an image and place it inside a Bone group, Moho automatically generates a mesh for the image.

This autogenerated mesh is meant for fast performance, but it tends to be lower quality and the deformation result might not be as good as you need.

A good example is to import an image of a straight rope and rig that using bones and the 'invisible' default mesh. When you bend the rope, the edges are likely to be faceted.

That's where creating a custom mesh comes in. Moho allows you to create your mesh layer with the point placement optimized for your desired quality. So, if you create a mesh layer with an appropriate number of segments, the rope will bend smoothly. Naturally, this requires you to understand where to place the points, a skill that comes with experimentation and practice. To use a custom mesh, you need to set it in the Layer Settings for the layer you want to deform. Also, be sure to rig the custom mesh layer, not the art that's being deformed by the mesh.

When you create your own mesh layer, you can still use Link Bones with it. Or use a different binding method. It's a regular vector layer, so you can use whichever method you want to animate it.

In recent versions of Moho, we got the Create Mesh Layer command, which creates a special adaptive mesh layer that combines automatic and manual mesh creation techniques. You still need to understand where to place the points, but this adaptive mesh layer simplifies things.

I still prefer manually creating my mesh layers for important character features, but the adaptive mesh layer works great in most situations, and I use it most of the time now.

Re: main differences between using meshes vs link bones for image layers

Posted: Mon Dec 30, 2024 9:29 pm
by Greenlaw
By the way, you may find the next tutorial video on our channel helpful because the subject is related to this topic.

I'll let you know when it's uploaded. (Hopefully later today.) :D

Re: main differences between using meshes vs link bones for image layers

Posted: Tue Dec 31, 2024 2:43 am
by Mattyj
great thanks guys

Re: main differences between using meshes vs link bones for image layers

Posted: Tue Dec 31, 2024 11:36 am
by VĂ­ctor Paredes
In my opinion:
Link bones works well for bending layers quickly. Adjusting the position and strength of the bones can give good results without having to worry too much about it or making complex setups. I use it all the time and it is always my first option when rigging both images and vectors.

Now, if I need to animate details like face expressions or more specific movement happening during the bending (muscles controlled by smart bones, for example), then meshes are very useful, because they give an amount of control you wouldn't get only using bone strength.

Most of the rigs use both methods depending on the body part that is being rigged.