dosrobots wrote: ↑Wed Nov 12, 2025 9:43 am
To me, they both seem to same: Only difference is how the handles are set by Curvature tool or otherwise
Hi, dosrobots!
I meant to respond to your question when you asked previously, but things are a bit crazy here right now, and I forgot about it. Sorry!
All Moho Points start out as
Regular Point. (Note: I'm not sure 'Regular' is an
official designation for this state, but it's what I've called it for years.) In a Regular Point, the curve on either side is balanced equally. To preserve this state, use the Curvature Tool ONLY over the point itself, by click-dragging it left/right.
The difference occurs when the point handles are
adjusted in any way. Once this adjustment occurs, the point can be considered a
Bezier Point. Adjusting the Bezier handles gives you greater control over the shape, but, as you probably discovered, it can also produce unwanted results during animation.
To prevent Regular Points from unintentionally becoming Bezier Points, my suggestion is the simply hide the Bezier handles so that they can't be adjusted. To do this, disable the
Show Bezier Handles button in the
Transform Points and
Add Points Options bar. With the handles hidden, you can still adjust the curvature by clicking and dragging as described above.
Note: There is also a
Show Bezier Handles button in the
Curvature tool's Options bar. I wish the state of these buttons stayed in sync. Years ago, Synthsin75 created a modified version that stayed in sync, but it's old, so I'd stick with the latest version for now.
When you need to work with Bezier handles for points, just uncheck the option. I suggest hiding it again after finishing your edit.
If a Regular Point is accidentally converted into a Bezier Point, just reset it. To do this, select the point and apply Smooth (Ctrl-M) or Peak (Ctrl-P). This applies the default values (0.30 for Smooth, 0 for Peak), so you may need to dial in your preferred curvature.
So, which is better?
TBH, I use both types in my work, but tend to prefer Regular Points for rigged art that will be deformed. It's a little tricky to get identical results to Bezier using only Regular Points, but it can be done (well, pretty closely anyway). This typically involves adding extra points to maintain the curvature and sharp corners. (Before we got Bezier Vector Handles in Moho 12, Regular was all we had, and I successfully created hundreds of scenes this way for TV shows without Bezier points.)
But when I can use Bezier Points effectively, I will definitely use it! I tend to use it mainly for art that will not be deformed because I can work quicker and use fewer points.
If, for whatever reason, I REALLY want to use Bezier in a rig, I'll do a test first, and if it works out, great! And if it doesn't, I'll switch to Regular Points. Most of the time, in rigged art, I'll avoid the hassle and just stick with Regular because I know it will work.
Note: Victor Paredes showed a neat trick for using Bezier points in rigged art. I believe it required making sure you keyframe the points AND the handles (distance and angle). There's a thread somewhere in the forum about it. If I find the link, I'll post it here.