LUNCH ON THE BEACH - Little Moho Animation and Behind the Scenes Look

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  • Опубліковано 25 гру 2023
  • I wanted to try a project where i get as close to frame-by-frame animation as i could using a Moho rig. This is the result. Hope you like it!
    Sound Effects and Music by zapsplat.
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КОМЕНТАРІ • 11

  • @ahmdsalih3909
    @ahmdsalih3909 7 місяців тому +1

    Interesting and super lovely. I like it!

  • @AdmorArt
    @AdmorArt 7 місяців тому

    Beautifully done! Such a charming piece!

  • @NeetersGuy
    @NeetersGuy 6 місяців тому

    Great!

  • @FeranoWibisono
    @FeranoWibisono 6 місяців тому

    I’m truly inspired by your work. I hope you can create a comprehensive full-length tutorial for this animation. I particularly admire how you implemented ‘traditional’ animation in Moho. I’m curious about the frame rate you used for this project. Thanks!

    • @joelmayerprods
      @joelmayerprods  6 місяців тому +1

      Thanks for the nice comment! The framerate of film/video is generally always 24fps. Anime is 24 fps, Disney is 24 fps... the thing that differs is how long individual drawings or poses of a rig appear on screen. In the west, GENERALLY you'd do 2's for normal actions and 1's for fast actions (what i did here). Anime i.e. uses 3's, 4's, 5's etc. hence it appears a bit more "choppy". It's really born from an economic choice because this way you'd need less drawings per second (of 24 frames) but has become a stylistic thing now. But it all still plays back at standard 24fps because otherwise, if they had a camera move i.e. it would be really really stuttering and choppy (camera move's are generally on 1's). I hope this clears it up a bit because people confuse framerate with how long drawings are held but the framerate always stays the same you just alter on how long a piece of artwork is shown within those 24 fps.
      Especially with rigs i think using 2's makes the whole thing look less "computer-y" and gives it that traditional feel. 1's is usually too smooth and floaty for my tastes.
      As for full-length tutorials i'll have a cool announcement about that in the upcoming weeks so stay tuned :)

    • @FeranoWibisono
      @FeranoWibisono 6 місяців тому

      @@joelmayerprods Thank you for the explanation, I really love the traditional feel in animation. I tried setting the interval to 2, just like in your last 1-hour video tutorial, but some movements look jagged or a bit stuttery. I can't wait to see what more you'll do with Moho and share your amazing knowledge!

  • @lawrup
    @lawrup 7 місяців тому

    This is certified vegan

  • @ragingpoop8658
    @ragingpoop8658 4 місяці тому

    What if instead of vitruvian bones and switch layers, I decided to just draw it frame by frame? Would that still be practical in moho? Like what if I animate my rigged arm for a set of frames, draw the arm frame by frame for another set, but then go back to my rigged arm for a pose or continued animation? Or what if I move most of the bones of the rig in the beginning, draw the entire character frame by frame in the middle, then go back to the rig in the last? I ask this because sometimes I want to pose my character to something a bit contorted and realize I would probably only it use once? So vitruan bones and switch layers would feel like a waste.

    • @joelmayerprods
      @joelmayerprods  4 місяці тому

      I'm afraid i don't really understand the question. Vitruvian bones and Switch layers are basically switching out parts of a rig only with vitruvian you also can switch to another set of bones. Of course you could always change from rig back to frame by frame etc. that's all possible. You can even put a whole rig in a switch layer and switch between different rigs or drawings or whatever. I don't feel like VB or switches are a waste ESPECIALLY if you only need parts once. By using vitruvian bones for the arms i was simply still able to move them a little bit with bones and then animate stuff on a point level when i i.e. then eased in from a stretch etc. It's hard to explain, best to just try out your theory and see what works ;)

    • @ragingpoop8658
      @ragingpoop8658 4 місяці тому

      @@joelmayerprods I guess I'm just asking how to go from a rigged part, like an arm with bone, to frame by frame, then back to arm with bone. Do I like, turn off the visibility/opacity of the arm layer, then create a new layer for the frame by frame, then just turn on the visibility of the arm layer again?

    • @joelmayerprods
      @joelmayerprods  4 місяці тому

      Yea i mean you could just have your normal bone artwork-layer and then turn that one off and make a switch layer with your frame by frame arm visible and flip through that. The Switch layer doesn't have to be bound to the bones of the arm if you don't want it to be deformed. But yea, the obvious solutions are usually the easiest :)
      But i mean you can always make any layer invisible at any time you wish so if you want you could even have a completely separate frame by frame layer on top of everything and animate your arm on that... i think though just going with vitruvian bones will make stuff less convoluted but again, i'd suggest to just dive in and prototype and try things out :) There really is no right or wrong way of doing these things, only the way that works for YOU.
      It's just a rig, it won't explode or anything so figuring things out on a case by case basis is part of the whole process (and fun!).