This video is part of a series of 38 video tutorials. To watch the entire course, please follow this link: ua-cam.com/play/PLynyD-7entJ2giKWS9ReviR-exwJ3UJ3T.html
For whatever reason, I cannot seem to get the 2nd head turn action to link to the smart bone. It animates in the action timeline but not in the mainline when i move the bone controller. I noticed the head turn 2 action is not showing as a smart bone. Any idea what i could do to fix this?
Hmm, I downloaded all the course files but seem to be missing the one for this? I do have Kusi but she's already working properly (e.g. that arm bone bends just fine and when I look into the actions the smart bone already exists). Not the end of the world as I can reverse-engineer it, but it's great to be able to follow along knowing everything in my file is identical to the file being shown!
Lol, for some reason, when i move the blink bone to the other side the skirt of Fenneko moves up a bit, even when i did nothing to the skirt at all. I just rigged the eye to blink.
kindaaa i think that you have to make all the ones for each layer parented to eachother expample: for the top hair layer your gonna start by making the middle and work your way out but make sure its all parented togther and for the back i think is the same also they are normal parented bones
Hey, thanks for the tutorials! I watched them all at this point and I am just backtracking again while I try to make my first serious attempt at a head rig with vector shapes. When doing the head left and right controller, I had to do both head turns manually each time, but it bothers me that I know they are not perfectly mirrored with each other since I did them by hand like you did in this video. Is there a pipeline for being able to mirror actions like that somehow, or copy/paste frames and flip the art so both head turns are symmetrical (and also a lot of time is saved)? Additionally, is it possible to select multiple vector layers and manipulate the art in each at the same time? Because that would help tremendously with making the eyes and pupils move up and down more symmetrically if I can move them at the same time!
When I add the action, my characters face and arms get scaled down to one point. When I switch back to main timeline they go back to normal. Anyone know why that might be?
Hello guys. I'm having a hard time trying to rig my characters... I'm following along the videos but at a certain point, when I get to rig the arms, I select the arm layer (bitmap from imported PSD file), select the two bones with bone selection tool and click link bones. I then test the rig and the arm layer is not bound to the bone pair. I've tried the 'Create smooth joint with bone pair' method with the same result. It only works with bone strength, which is not good... What am I doing wrong?
Hello. With Link bones you tell the software to only use the strength of the selected bones (and ignore the rest) for that image/vector layer. If the bones have no strength, then the image/vector won't move. You can use the Bone strength tool to define how much influence each bone will have over the pixels / vector points.
@@mohoanimation Hi I use pin bones and regular bones to animate arms and legs but the lines look artifact and look like boiling effect when I play the animation and after rendered it. Please let me know how to fix that?
Hello!😊 is it possible to create an upgraded version of this: ua-cam.com/video/CGAr0UdxgkU/v-deo.htmlsi=265gFsndkwOAadpv using Moho Debut? I saw the Black Friday deal and was thinking of giving it a try
This video is part of a series of 38 video tutorials. To watch the entire course, please follow this link:
ua-cam.com/play/PLynyD-7entJ2giKWS9ReviR-exwJ3UJ3T.html
Moho is the best animating software.
moho seems so scary but it becomes so smooth and easy once you learn
The Best Tutorial - super clear ! Thank you ;)
Smart bones are brilliant
For whatever reason, I cannot seem to get the 2nd head turn action to link to the smart bone. It animates in the action timeline but not in the mainline when i move the bone controller. I noticed the head turn 2 action is not showing as a smart bone. Any idea what i could do to fix this?
Hmm, I downloaded all the course files but seem to be missing the one for this? I do have Kusi but she's already working properly (e.g. that arm bone bends just fine and when I look into the actions the smart bone already exists). Not the end of the world as I can reverse-engineer it, but it's great to be able to follow along knowing everything in my file is identical to the file being shown!
It is enough to delete ready-made actions
Amazing feature
Lol, for some reason, when i move the blink bone to the other side the skirt of Fenneko moves up a bit, even when i did nothing to the skirt at all. I just rigged the eye to blink.
I had the same problem and the only problem was the bone strength after decreasing its intensity it went well
what are that small horizontal bones joined to the each part of hair? did you create seperately them or anything else??
kindaaa i think that you have to make all the ones for each layer parented to eachother expample: for the top hair layer your gonna start by making the middle and work your way out but make sure its all parented togther and for the back i think is the same also they are normal parented bones
Hey, thanks for the tutorials! I watched them all at this point and I am just backtracking again while I try to make my first serious attempt at a head rig with vector shapes.
When doing the head left and right controller, I had to do both head turns manually each time, but it bothers me that I know they are not perfectly mirrored with each other since I did them by hand like you did in this video. Is there a pipeline for being able to mirror actions like that somehow, or copy/paste frames and flip the art so both head turns are symmetrical (and also a lot of time is saved)? Additionally, is it possible to select multiple vector layers and manipulate the art in each at the same time? Because that would help tremendously with making the eyes and pupils move up and down more symmetrically if I can move them at the same time!
When I add the action, my characters face and arms get scaled down to one point. When I switch back to main timeline they go back to normal. Anyone know why that might be?
Hello guys. I'm having a hard time trying to rig my characters... I'm following along the videos but at a certain point, when I get to rig the arms, I select the arm layer (bitmap from imported PSD file), select the two bones with bone selection tool and click link bones. I then test the rig and the arm layer is not bound to the bone pair. I've tried the 'Create smooth joint with bone pair' method with the same result. It only works with bone strength, which is not good... What am I doing wrong?
Hello. With Link bones you tell the software to only use the strength of the selected bones (and ignore the rest) for that image/vector layer. If the bones have no strength, then the image/vector won't move.
You can use the Bone strength tool to define how much influence each bone will have over the pixels / vector points.
@@mohoanimation Thank you! It's working now!
@@mohoanimation Hi I use pin bones and regular bones to animate arms and legs but the lines look artifact and look like boiling effect when I play the animation and after rendered it. Please let me know how to fix that?
Smart bones are a good idea but they only work if you EXACTLY where the bones break.
Hello!😊 is it possible to create an upgraded version of this: ua-cam.com/video/CGAr0UdxgkU/v-deo.htmlsi=265gFsndkwOAadpv using Moho Debut? I saw the Black Friday deal and was thinking of giving it a try
Totally. Moho will provide you the tools to create the type of animation you want