Great video, super helpful! Tip for anyone having the same issue I had: your action and controller MUST have the same name! Otherwise they don't work on the main timeline.
@@mollyheadycarroll I know I have said this somewhere, I just can not remember where!!! A very good point, that tripped me up in the beginning! Super important, thanks for sharing! 💕
this video's teaching me a lots. I don't know how to rig head, but i will try after your video. Thank you for sharing. Hope you make a lot of video for anyone who just learned or want to improve their skill
i have a question why do u make pupil in different layer when u can mask it in the same layer is there a specific reasone for it ??? is it better to do in separate layers i am confused
Thanks for your question! ❤️ It's a good question! For a fast, simple and one off rig, you can do whatever you like and find the easiest! But for big pipeline industry rigs, where changes happen all the time and I need to cater for any scenario - it is safer to keep everything working seperately to allow for maximum possiblities. I also always want things to have their own origin points (anchor points/pivot points) for problem solving later. Usually animators want to do special things. I'm always aiming for easy fixes later on! It's not gospel, but it is how I do things in industry :) I've worked on many shows, and it is definitely a trend to keep everything seperated on their own layers! Hope that makes sense, I am probably too industry-pilled at this point :D
It's a reeeeeally good question that's a little hard to explain - but I want to keep each action open and operating *from* frame zero - almost as if Frame Zero is the first key. If you have KEYS on default positions, and then later move them on Zero - it can cause problems down the line - actions and smart bones can change unexpectedly on Frame 1. It's hard to illustrate in words - I strugle to explain without showing!
Ooooh did I not say it! To keep the vectors themselves free for art changes/problem solving! The smart bone actions driving groups allows for more control later on, passed to the animator! I don’t like having vectors tied up in actions if I can help it :)
@@diregnome4898 Let's say I want to have multiple controllers in a rig. If I have two smart bone actions driving the transforms of a layer, I am going to get undesirable results when both are used. The layer will struggle to be in two places at once. If I have groups (and groups and groups in big rig cases) it leaves options for problem solving later down the line (a god send in a big pipeline) and I can have multiple functions active at once. Transforming the layer IS keeping the vectors free, I agree! But I am building more options in using groups. If you want to see a big rig, I did a Moho Webinar and talk through the Puffin Rock rigs - which shows this in more detail :D
Great video, super helpful! Tip for anyone having the same issue I had: your action and controller MUST have the same name! Otherwise they don't work on the main timeline.
@@mollyheadycarroll I know I have said this somewhere, I just can not remember where!!! A very good point, that tripped me up in the beginning! Super important, thanks for sharing! 💕
this comment just saved my sanity. thank you 🙏
This is your best. PLEASE , more, more. ALT key Rotates the BONE. File, Bones, make smart bone dial, clicking on this, made it work for me.
ALT is the key. Saved my life.
Heck yeah Dani! It's better than you think it is - you should do it this way moving forward.
Really helpful. Thanks.
It's so nice when a tutorial is fun.
I loved it! Please keep it up, Dani :)
Thank you
You are SO SUPPORTIVE!!!! Thank you so much :,D
Brilliant. Really helpful, succinct explanation of a really big idea! Thankyou kindly!
Thank you so much ❤ your voice is so cute that i can learn anything from you😊 please keep teaching us more about moho❤❤
omg that's SO kind of you!!! 😂 If you only knew how much I panic about my voice :p
شرح مبسط وجميل ♥
So easy and clear thanks Dani
Thank yoooo ❤️
incredibly helpful and simple. thank you
this video's teaching me a lots. I don't know how to rig head, but i will try after your video. Thank you for sharing. Hope you make a lot of video for anyone who just learned or want to improve their skill
An Arm is definitely on the list!! Thanks so much for taking the time to write :) ❤️
@@mohogal thank you, i will find this 🥰
Dani Mam ur the best ,I follow u from ur webinar.please bring body turn ,hand rig tutorial and character design
Hello!! I came to say that you animate very well and also teach very well, I loved your voice btw
You are so kind!!!
Hello dani..i Love your tutorial.. Bring us character designe and full body turn ❤❤
can you please make a full tutorial on how to make a 360 character turnaround in moho using a model sheet as a reference...please!
thanks for video
🎉thanks Dani fast and furious 😂 mean easy
haha!!! Thanks so much!!
Niiice, thank You!
I'll need to try animating a group layer rather than the vectors at some point
i have a question why do u make pupil in different layer when u can mask it in the same layer is there a specific reasone for it ??? is it better to do in separate layers i am confused
Thanks for your question! ❤️ It's a good question! For a fast, simple and one off rig, you can do whatever you like and find the easiest! But for big pipeline industry rigs, where changes happen all the time and I need to cater for any scenario - it is safer to keep everything working seperately to allow for maximum possiblities. I also always want things to have their own origin points (anchor points/pivot points) for problem solving later. Usually animators want to do special things. I'm always aiming for easy fixes later on! It's not gospel, but it is how I do things in industry :) I've worked on many shows, and it is definitely a trend to keep everything seperated on their own layers! Hope that makes sense, I am probably too industry-pilled at this point :D
@@mohogal ohh it make sense, thank you for clearing my doubt 😄
@@sheeesh2501 You're so welcome :)
thanks
Why do you rig the left and right head turns as two separate actions instead of one continuous action?
It's a reeeeeally good question that's a little hard to explain - but I want to keep each action open and operating *from* frame zero - almost as if Frame Zero is the first key. If you have KEYS on default positions, and then later move them on Zero - it can cause problems down the line - actions and smart bones can change unexpectedly on Frame 1. It's hard to illustrate in words - I strugle to explain without showing!
@@mohogal That makes sense. It never occurred to me that you could program multiple actions one one bone. I might start doing likewise.
Did I miss the explanation of the advantage of putting the layer in a group?
Ooooh did I not say it! To keep the vectors themselves free for art changes/problem solving! The smart bone actions driving groups allows for more control later on, passed to the animator! I don’t like having vectors tied up in actions if I can help it :)
@mohogal Maybe you did say that, or I had guessed as much. But I don't see why it is better than just transforming the layer.
@@diregnome4898 Let's say I want to have multiple controllers in a rig. If I have two smart bone actions driving the transforms of a layer, I am going to get undesirable results when both are used. The layer will struggle to be in two places at once. If I have groups (and groups and groups in big rig cases) it leaves options for problem solving later down the line (a god send in a big pipeline) and I can have multiple functions active at once. Transforming the layer IS keeping the vectors free, I agree! But I am building more options in using groups. If you want to see a big rig, I did a Moho Webinar and talk through the Puffin Rock rigs - which shows this in more detail :D
@@mohogal Thanks! That makes sense.
Hellow
I want moho softwere
Reply plese
@@Hey.Arindam hellooooo
@@mohogal plese give me moho softwere !
subbed subbed subbed! noice!