I just started watching your Vlog. Really good information. Very detailed. I've been working on a full-length animated musical. Also a one man operation. So I appreciated all the tips I can get. thanks.
Could you kindly explain to me again or may be do another elaborate step by step tutorial if time permit. specifically on the newer version of the arm rig please? I would like to know how you connected (parented the short bones in relationship to newer ones (IK-ones) are they connected at all in some way? I might have missed how you explained. I will go through the video again just to be sure. Thank you!
I just started to use pin bones for arms, legs and also for controllers. I still think mojo needs to have some kind of built-in xy controller feature and blend shapes
well done mate really solved the problem but im suggesting to add something more and it is Increase and decrease size of wrist and elbow to really feel the prespective
Hi, Is it possible to use Vitruvian bones for head? If so would you parent another head's bone to shoulder or the first head bone? sorry i'm quite new to Moho Thanks :)
I guess, but then you'd need double the number of sets/switch layers for your mouth. I don't see the benefit. I've just tried using vitruvian bones for feet and that is useful, because now I can have a side (outside facing), side (inside facing) and front foot all nicely attached to the leg and all of them nicely moving with the foot bone. Before foot turns were a problem if you'd move the foot bone. It's just that the foot turn itself now only has three stages, so it's not very smooth.
Hi @KillanMUuster, I tested first technique with binding with big IK bones, but the tiny bones would not work. When I bind with small bones the Big Bones gets unbound and loosen off the rig. Can you please give an extra step by step on the binding aspect of it please and thank you?
@@gdeadtoo I'm kind back to using normal bone rigs, so I can get the squash and stretch effect, and when I want to do foreshortening I switch it off. It turns out the "almighty rig" comes with its own set of issues and for most cases a 'normal' rig ends up being less work when you want to animate.
@@KilianMusterright, what was I thinking. As a newbie to Moho, I’m frustrated trying to replicate your lesson. I was thinking if you shared your rig I could learn easier, but didn’t want to “steal” your character’s skin
hello, I recently just started using MOHO awesome software, when I color my artwork after drawing it in MOHO and then starting to rig it the color keeps leaving the artwork and becoming stretchy any tips?
I'm assuming you're using vectors for your artwork, right? In that case drawing it directly in Moho can be problematic. I usually draw my artwork elsewhere and simply manually 'trace' it. Also I usually don't use separate shapes for colour and outlines (maybe that's your issue?). Could also be a bone binding issue?
@@KilianMuster thanks for the response, however what software you use for your art? Or which one do u recommend because I want to have vector lines I don’t want the quality of my line art to drop.
For backgrounds I usually draw them in Procreate on my iPad (bitmap) but in 4k resolution so I can zoom in a little. If it's a landscape or establishing shot I might just use that as is. For interior backgrounds I then usually trace the work in Moho, that makes it eventually easier for characters to interact with parts of the background. Also adding doors and making rigs for doors opening/closing is easier if it's all done in Moho.
that's great man , but that's exactly what Mult rush did is his video named "Non-Destructive Bone Scale in Moho" in his channel years ago , you should look it up , but again , great video thanks for sharing
If you only use the IK bones, and you scale a bone considerably, you'll notice that the points of the end of your arm parts (the top of the shoulder or the top of the elbow) will distort, because they scale with the bone. So if you want to stretch the upper arm, the shoulder will appear to extend beyond the joint because it will be proportionally scaled with the bone. However, if you use those small bones to bind the end points of your limbs to the smaller bones, which don't scale with the arm, and will always stay at the ends of the limbs (they'll also always point in the same direction as the limbs they belong to), then your shoulder and elbow points will stay in the same place and only the parts between will extend and grow longer without distorion.
@@KilianMuster Hi @KillanMUuster, I tested first technique with binding with big IK bones, but the tiny bones would not work. When I bind with small bones the Big Bones gets unbound and loosen off the rig. Can you please give an extra step by step on the binding aspect of it please and thank you?
I don't know what's the point of this tutorial. we can still use the transform tool to scale bones and manipulation for IK. foreshortening can be achieved too. I am not been Ignorant here but may be I am a beginner. Can you tell me the sole purpose may be I am missing something.
If you do a lot of foreshortening and you want to be able to animate your upper arms and lower arms more freely this might be for you. It gives you more freedom and makes all this foreshortening business much quicker to animate. Instead of rotating bones and having to scale them (two actions per bone), you can just manipulate the endpoints any way you wish and the limb length will follow. I eventually abandoned this kind of rigging, but I can see its purpose for some rigs.
helo sir i created smart bone using 0 to 90 degrees angle to change shape of purticular layer its working fine but the problem is at frame 5 on time line i changed the shape of the layer using smart bone at the angle 35 degrees so i want to copy same shape formed on frame 5 at angle 35 in another layer as default shape like that i want to create more layers with out drawing to save time is it posible plz give replay
Not sure what you mean, but with bones that might be difficult. If it was point animation and you want to make the default shape the same as the point-animated shape, you'd just freeze all points on that frame, copy all the keyframes *for that shape* to frame 0 and that should do the trick, I'm just not sure whether copying keyframes for bones to frame 0 does the same (maybe not).
I don't think vitruvian bones are a solution when you want a multi-purpose rig. I.e. a rig that has probably 10 or more hand shapes in a switch layer fort hat arm. I wouldn't want to have to recreate or re-sync all those hand layers for each 'arm' I'd create with vitruvian bones, every single time I decided to add a new hand shape (happens often).
You didn't show us how you set up the last rig. You only showed the so called almighty rig and not the one you're finally using. Didn't learn anything from this .
@@KilianMuster but you didn't tell parenting of small bone. the top small bone is parented by the shoulder bone but what about other small bones .create 5 minute video ..and explain it step by step plz . I'm your new subscriber
This is great! I wish I had discovered this sooner! I've struggled with the "almighty rig" (great name) for quite some time. It has actually served me pretty well but it's such a pain to set up. I look forward to trying out your technique.
I just started watching your Vlog. Really good information. Very detailed. I've been working on a full-length animated musical. Also a one man operation. So I appreciated all the tips I can get. thanks.
thanks
No words. Your job here is a master class. Thanks you so much
Could you kindly explain to me again or may be do another elaborate step by step tutorial if time permit. specifically on the newer version of the arm rig please? I would like to know how you connected (parented the short bones in relationship to newer ones (IK-ones) are they connected at all in some way? I might have missed how you explained. I will go through the video again just to be sure. Thank you!
I have changed how I do arm rigs recently when rigging the characters for Shadywoods. I might make a video on my latest version.
Fantastic!
fascinating. incredibly useful to see you going through options. thanks a lot Kilian, keep up the great work!
You're a great teacher👍
That’s awesome Kilian, thank you for sharing it!
Awesome 👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼👏🏼
Brilliant! So clearly explained. Thanks for sharing your observations and techniques. I learnt a lot from this video.
Thanks, a lot, amazing
Nice tutorial, looking forward for the next one.
I just started to use pin bones for arms, legs and also for controllers. I still think mojo needs to have some kind of built-in xy controller feature and blend shapes
The tip with using the grab handles is really good. I'm going to try that when I get back in.
well done mate really solved the problem
but im suggesting to add something more and it is Increase and decrease size of wrist and elbow to really feel the prespective
great tutorial sir .
Awesome, I washed tutorial again and again , Amazing
really nice tutorial sir . Thanks for posting this amazing tutorial.
Hi, Is it possible to use Vitruvian bones for head? If so would you parent another head's bone to shoulder or the first head bone? sorry i'm quite new to Moho
Thanks :)
I guess, but then you'd need double the number of sets/switch layers for your mouth. I don't see the benefit.
I've just tried using vitruvian bones for feet and that is useful, because now I can have a side (outside facing), side (inside facing) and front foot all nicely attached to the leg and all of them nicely moving with the foot bone. Before foot turns were a problem if you'd move the foot bone. It's just that the foot turn itself now only has three stages, so it's not very smooth.
great work!
Hi @KillanMUuster, I tested first technique with binding with big IK bones, but the tiny bones would not work. When I bind with small bones the Big Bones gets unbound and loosen off the rig. Can you please give an extra step by step on the binding aspect of it please and thank you?
As a beginner to animation and Moho, is there any way you can share the rig for learning purposes? You can delete the vector layers.
I've been trying to recreate your example but having trouble. Do you still have pin bones?
If I delete the vector layers the rig becomes pointless. How you bind the vector layers to the rig is an essential part of how it functions.
@@gdeadtoo I'm kind back to using normal bone rigs, so I can get the squash and stretch effect, and when I want to do foreshortening I switch it off. It turns out the "almighty rig" comes with its own set of issues and for most cases a 'normal' rig ends up being less work when you want to animate.
@@KilianMusterright, what was I thinking. As a newbie to Moho, I’m frustrated trying to replicate your lesson. I was thinking if you shared your rig I could learn easier, but didn’t want to “steal” your character’s skin
Tutorial fantastico
nice!! #capitaoprego
👍
hello, I recently just started using MOHO awesome software, when I color my artwork after drawing it in MOHO and then starting to rig it the color keeps leaving the artwork and becoming stretchy any tips?
I'm assuming you're using vectors for your artwork, right? In that case drawing it directly in Moho can be problematic. I usually draw my artwork elsewhere and simply manually 'trace' it. Also I usually don't use separate shapes for colour and outlines (maybe that's your issue?). Could also be a bone binding issue?
@@KilianMuster thanks for the response, however what software you use for your art? Or which one do u recommend because I want to have vector lines I don’t want the quality of my line art to drop.
For backgrounds I usually draw them in Procreate on my iPad (bitmap) but in 4k resolution so I can zoom in a little. If it's a landscape or establishing shot I might just use that as is. For interior backgrounds I then usually trace the work in Moho, that makes it eventually easier for characters to interact with parts of the background. Also adding doors and making rigs for doors opening/closing is easier if it's all done in Moho.
@@KilianMuster thanks
that's great man , but that's exactly what Mult rush did is his video named "Non-Destructive Bone Scale in Moho" in his channel years ago , you should look it up , but again , great video thanks for sharing
Very nice tip for the sleeve! But I didn't understand the use of the smallest and hidden bones on the rig that is useful for you. Can you explain?
If you only use the IK bones, and you scale a bone considerably, you'll notice that the points of the end of your arm parts (the top of the shoulder or the top of the elbow) will distort, because they scale with the bone. So if you want to stretch the upper arm, the shoulder will appear to extend beyond the joint because it will be proportionally scaled with the bone. However, if you use those small bones to bind the end points of your limbs to the smaller bones, which don't scale with the arm, and will always stay at the ends of the limbs (they'll also always point in the same direction as the limbs they belong to), then your shoulder and elbow points will stay in the same place and only the parts between will extend and grow longer without distorion.
@@KilianMuster Thank you!!!
@@KilianMuster Hi @KillanMUuster, I tested first technique with binding with big IK bones, but the tiny bones would not work. When I bind with small bones the Big Bones gets unbound and loosen off the rig. Can you please give an extra step by step on the binding aspect of it please and thank you?
I don't know what's the point of this tutorial. we can still use the transform tool to scale bones and manipulation for IK. foreshortening can be achieved too. I am not been Ignorant here but may be I am a beginner. Can you tell me the sole purpose may be I am missing something.
If you do a lot of foreshortening and you want to be able to animate your upper arms and lower arms more freely this might be for you. It gives you more freedom and makes all this foreshortening business much quicker to animate. Instead of rotating bones and having to scale them (two actions per bone), you can just manipulate the endpoints any way you wish and the limb length will follow. I eventually abandoned this kind of rigging, but I can see its purpose for some rigs.
helo sir i created smart bone using 0 to 90 degrees angle to change shape of purticular layer its working fine but the problem is
at frame 5 on time line i changed the shape of the layer using smart bone at the angle 35 degrees so i want to copy same shape formed on frame 5 at angle 35
in another layer as default shape like that i want to create more layers with out drawing to save time is it posible plz give replay
Not sure what you mean, but with bones that might be difficult. If it was point animation and you want to make the default shape the same as the point-animated shape, you'd just freeze all points on that frame, copy all the keyframes *for that shape* to frame 0 and that should do the trick, I'm just not sure whether copying keyframes for bones to frame 0 does the same (maybe not).
This is a clever idea but ultimately not that practical imho. Also, vitrurvian bones can solve the foreshortening problem.
I don't think vitruvian bones are a solution when you want a multi-purpose rig. I.e. a rig that has probably 10 or more hand shapes in a switch layer fort hat arm. I wouldn't want to have to recreate or re-sync all those hand layers for each 'arm' I'd create with vitruvian bones, every single time I decided to add a new hand shape (happens often).
You didn't show us how you set up the last rig. You only showed the so called almighty rig and not the one you're finally using. Didn't learn anything from this .
I did. I start the explanation at 19:53, showing which points are bound to which bone from 21:53 onwards.
@@KilianMuster but you didn't tell parenting of small bone. the top small bone is parented by the shoulder bone but what about other small bones .create 5 minute video ..and explain it step by step plz . I'm your new subscriber
This is great! I wish I had discovered this sooner! I've struggled with the "almighty rig" (great name) for quite some time. It has actually served me pretty well but it's such a pain to set up. I look forward to trying out your technique.
you just silently did things, not good tutorial