Sometimes it is yes. It can also be formed into the head itself so when the mouth is open it deforms the face and gives proper depth and lighting. It depends on what type of rig you're making.
hello sir i changed the shape of one layer on animation time line frame 1 but i want the same shape on frame zero as default shape to use it as separate layer is there any solution bcz going back to frame zero and making same shape wasting more time
I think I figured out what you were asking. If you're talking about the switch dial for the second mouth, I used a vector layer. Drew the first two lines, copy and pasted, then the box that forms around it that allows you stretch or shrink your layers. Hold shift, grab the outer edges that aren't a circle and rotate.
For some reason in between my mouths on the dial I am getting a brief transition to another mouth that I didnt keyframe. For example on Dial Notch 1, it will be an "E" mouth. Then in between 1 and 2, there will be a "O" mouth, and then at 2, there's an "F/V" mouth. Do you have any idea why this might be happening?
Nevermind! I think I see what I did wrong. I made the bone a "smart bone dial" instead of clicking the new action button as you did. I went back and redid it and it works fine now. Gonna leave this up in case someone else makes the same mistake as I did.
@@MylesHiArt It's an easy mistake. You can more easily avoid it if you switch your animation in the time line from smooth to step when animating dials. This will make your animations/bones jump to their next position instead of easing into it.
It's not just one mouth, the video shows how to make three different types of mouths that are commonly used in animation. The first is the most common used called a switch layer. The second one is a smart bone morph layer. The third one is one of my own design using pin bones to manipulate the mouth into the desired shape. The easiest one to make and animate is the switch layer.
You should learn that the top teeth in a head do not move. They are part of the solid skull, they should always be in the exact same place compared to the eyes and nose.
That is correct, but in cartoons there is a lot of squash and stretch. So in some cases where expressions are exaggerated the top teeth would sometimes need to move. But thanks for pointing it out. Some of my switch layer mouths do still suffer from that over sight.
this is the same type of mouth rigging people actually use for 3D models. nice to see this method works in moho as well.
Sometimes it is yes. It can also be formed into the head itself so when the mouth is open it deforms the face and gives proper depth and lighting. It depends on what type of rig you're making.
hello sir i changed the shape of one layer on animation time line frame 1 but i want the same shape on frame zero as default shape to use it as separate layer is there any solution bcz going back to frame zero and making same shape wasting more time
you didn't say how you rotated the selection when making the lines for the clock? I cant figure out what you did there
Sorry, it's been a while since I made this. Can you post the time stamp so I can see what you mean?
I think I figured out what you were asking. If you're talking about the switch dial for the second mouth, I used a vector layer. Drew the first two lines, copy and pasted, then the box that forms around it that allows you stretch or shrink your layers. Hold shift, grab the outer edges that aren't a circle and rotate.
For some reason in between my mouths on the dial I am getting a brief transition to another mouth that I didnt keyframe. For example on Dial Notch 1, it will be an "E" mouth. Then in between 1 and 2, there will be a "O" mouth, and then at 2, there's an "F/V" mouth. Do you have any idea why this might be happening?
Nevermind! I think I see what I did wrong. I made the bone a "smart bone dial" instead of clicking the new action button as you did. I went back and redid it and it works fine now. Gonna leave this up in case someone else makes the same mistake as I did.
@@MylesHiArt It's an easy mistake. You can more easily avoid it if you switch your animation in the time line from smooth to step when animating dials. This will make your animations/bones jump to their next position instead of easing into it.
thank you for that tip! @@DevinKrauss
1 hour long to make a mouth ?
It's not just one mouth, the video shows how to make three different types of mouths that are commonly used in animation.
The first is the most common used called a switch layer.
The second one is a smart bone morph layer.
The third one is one of my own design using pin bones to manipulate the mouth into the desired shape.
The easiest one to make and animate is the switch layer.
初めまして、とても参考になります‼中々Mohoの日本語でのチュートリアルないので残念
Thank you! I believe MoeU33 is a Japanese Moho user. Here's her channel www.youtube.com/@MoeU33Hailey
Good luck on your animation journey.
You should learn that the top teeth in a head do not move. They are part of the solid skull, they should always be in the exact same place compared to the eyes and nose.
That is correct, but in cartoons there is a lot of squash and stretch. So in some cases where expressions are exaggerated the top teeth would sometimes need to move.
But thanks for pointing it out. Some of my switch layer mouths do still suffer from that over sight.