Here is a Moho behind the scenes look at how the character rigs and animations were created in our latest animation.
Happy to answer questions if you have any
Re: Wibaloo - Behind the Scenes | McCoy Buck
Posted: Tue Oct 27, 2026 9:19 am
by gwhitlock64
recieve a bit of a newbie question here, but how much of the rigging in Moho do you actually build by hand and how much is bones and smart warp doing teh work for you? Also wondering if there's a proper way to keep the file size down once you've got alot of characters in one scene... mine goes wierd and slow after about two.
Re: Wibaloo - Behind the Scenes | McCoy Buck
Posted: Wed Oct 28, 2026 6:42 am
by mtbuck24
gwhitlock64 wrote: ↑Tue Oct 27, 2026 9:19 am
recieve a bit of a newbie question here, but how much of the rigging in Moho do you actually build by hand and how much is bones and smart warp doing teh work for you? Also wondering if there's a proper way to keep the file size down once you've got alot of characters in one scene... mine goes wierd and slow after about two.
I'm not sure I fully understand the question, but I will do my best to answer.
In Moho a bone influences either the points or the entire layer. This is done via bone binding - point, mesh, layer, or linked. Bones that are joined together in a hierarchy form a chain. The parent bone influences the child bones (FK) and the children bones influence the parent bones (IK).
Now with that context, a rig is mostly made up of bones. The building by hand is the bone placement, bone parameters and binding method I assign to the layers. So outside of that, I guess you can say the rig is doing the work for you once you understand how, what, and why.
As an animator you still have to control your rig to make the animation you want. The rig just makes it easier to move all the elements.
Anyway hope that helps.
I would post your second question as its own post rather than trying to figure it out here.