Moho 12 Tutorial Manual
Moho 12 Tutorial Manual
Moho 12
Tutorial Manual
Contents
Quick Start
Tutorial 1.1: A Quick Run-through
Tutorial 1.2: Drawing Simple Shapes
Tutorial 1.3: Drawing Complex Shapes
Tutorial 1.4: Bone Setup
Tutorial 1.5: Animation
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Drawing51
Tutorial 2.1: Welding
Tutorial 2.2: Drawing Shapes with Holes
Tutorial 2.3: Hidden Edges
Tutorial 2.4: Varying Line Widths
Tutorial 2.5: Shape Ordering
Tutorial 2.6: Brushes
Tutorial 2.7: Layer Masking (Pro Only)
Tutorial 2.8: Styles (Pro Only)
Tutorial 2.9: Simple 3D Construction (Pro Only)
Tutorial 2.10: 3D Shape Design (Pro Only)
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Bones104
Tutorial 3.1: Bone Binding
Tutorial 3.2: Bone Constraints
Tutorial 3.3: Bone Dynamics
Tutorial 3.4: Character Setup
Tutorial 3.5: Flexi-Binding
Tutorial 3.6: Enhanced Bone Features (Pro Only)
Tutorial 3.7: Animated Bone Targets (Pro Only)
Tutorial 3.8: Animated Bone Parenting (Pro Only)
Tutorial 3.9: Isolating Bones from Parenting (Pro Only)
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Images160
Tutorial 4.1: Image Layers
Tutorial 4.2: Image Warping
Tutorial 4.3: Image Textures
Tutorial 4.4: Animating a Talking Head (Pro Only)
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Animation179
Tutorial 5.1: Automatic Lip-Sync
Tutorial 5.2: Phoneme Lip-Sync
Tutorial 5.3: Cycling
Tutorial 5.4: Animation Curves (Pro Only)
Tutorial 5.5: Sorting Layers by Depth (Pro Only)
Tutorial 5.5.1: Animated Layer Ordering
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Tutorial 5.6: Actions (Pro Only)
Tutorial 5.8: Creating a 3D Scene (Pro Only)
Tutorial 5.9: Basic Physics (Pro Only)
Tutorial 5.10: Using Frame by Frame Layers for Animation (Pro Only)
Tutorial 5.11: Animated Shape Ordering (Pro Only)
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Effects233
Tutorial 6.1: Shadow Tricks
Tutorial 6.2: Camera and Depth Effects
Tutorial 6.3: Moon and Clouds Effect
Tutorial 6.4: Particles (Pro Only)
Tutorial 6.4.2: Custom Particle Generators (Pro Only)
Tutorial 6.5: Particle Tricks - Grass and Crowds (Pro Only)
Tutorial 6:5.2: Crowds, Particles, and Depth of Field (Pro Only)
Tutorial 6.6: Using Pre-made Particle Effects (Pro Only)
Tutorial 6.7: Speeding Up Particle Effects (Pro Only)
Tutorial 6.8: Perspective Shadows (Pro Only)
Tutorial 6.9: Using 3D Models (Pro Only)
Layer Referencing (Pro Only)
Tutorial 7.1: Reference Layer Basics
Tutorial 7.2: Breaking and Updating Reference Layer Connections
Tutorial 7.3: Breaking and Updating Original Layer Connections
Tutorial 7.4: Using Reference Layers for Masking
Tutorial 7.5: Referencing External Documents
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Moho Tutorials
In this manual, we will walk you through various aspects of using Moho. This is
the perfect place to start if youve never used Moho before. Even if youre an
experienced Moho user, this version of Moho has some big changes, so we
recommend reading through the tutorials again.
The best way to get started is to read all the tutorials in the Basics section in order.
Each of these tutorials builds on skills learned in the earlier ones, and one-by-one will
get you up to speed with Mohos basic drawing and animation techniques. Once
youre comfortable working in Moho, then you can move on to the other tutorial
sections. You dont have to read them all (although that probably wouldnt hurt),
but choose the ones that address the specific techniques you want to learn about.
When you first start Moho, you will be prompted to create a
Custom Content folder in a location that you specify. The
tutorial files that are used in this tutorial manual will get installed in
that Custom Content folder. You can find them by going to your
Content folder, and looking for the Tutorials sub-folder. If youre
having trouble with a tutorial, try opening the corresponding Moho
file to see what it should look like.
If you did not create a custom content folder at startup, you
can create one any time by choosing Help > Set Custom
Content Folder.
Once youve finished the tutorials, you should be comfortable enough to continue
on your own. However, the tutorials wont teach you how to use every feature of
Moho - the rest of this manual is a reference that covers Mohos features in detail,
and is recommended reading to be able to use the full power of Moho.
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Quick Start
Tutorial 1.1: A Quick Run-through
This tutorial quickly runs through the major features of Moho, without going into too
much detail. The purpose here is more to give an overview of how Moho works,
rather than to teach you how to use any specific features. In this tutorial, we will
draw and animate a very simple object.
Moho has several groups of tools, used for different types of tasks. Some of these
tools are used to create new objects, and others are used to modify and animate
existing objects. The basic Moho tool groups are: Draw, Fill, Bone, Layer, Camera,
and Workspace.
This tutorial introduces a few of the Draw, Fill, and Layer tools, while the following
tutorials focus specifically on each of the tool groups.
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Simple Animation
When you animate in Moho, you move objects around and set up keyframes points in time at which an object has a certain position. At points in time between
keyframes, Moho automatically computes the position of all objects.
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Near the top of the Timeline window is a ruler that displays frame numbers in the
animation. Click the number 36 to set the current time to frame 36.
The Timeline
Next, choose Edit > Select None from the menu bar.
Pick the Transform Points tool from the Draw toolbar. Click and drag the
bottom point of the circle upward to distort the circle into a shape that looks
like this:
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Playback controls.
Heres what your finished animation should look like (approximately). Press the Play
button below to see the result.
Click this link to view a brief video of the finished results of your
project.
Youve learned how Moho has different groups of tools for different operations,
and even how to use a few of those tools. You can experiment more on your own,
maybe adding more keyframes. When youre ready to learn more, move on to
Tutorial 1.2: Drawing Simple Shapes on page 7.
Creating a Background
Launch Moho by double-clicking its icon. Or, if Moho is already running, choose File
> New to create a new project, which opens in a new document tab.
Click the current tool icon (just beneath the File menu), to select Reset All Tools. This
puts all tools at their default settings.
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In the Tools window, click the Draw Shape tool to activate it. Then select
the Rectangle option.
From the Style window, select a brown color for the Fill color as shown below.
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When you select the Gradient fill style, Moho automatically opens up the gradient
settings dialog. The Linear gradient type is automatically selected for you.
Linear gradient.
To set the left gradient color, double-click the left square at the bottom of the
gradient bar to open the Color Picker. Select a green color and click OK to
return to the Gradient dialog.
To set the center gradient color, double-click the middle square at the bottom
of the gradient bar to open the Color Picker. Select a darker green color and
click OK to return to the Gradient dialog.
To set the right gradient color, double-click the right square at the bottom of
the gradient bar to open the Color Picker. Select a brown color and click OK to
return to the Gradient dialog.
When your colors are selected, the Gradient settings should appear as shown below.
Click OK to return to the scene.
Gradient settings.
To see the gradient preview more easily, click outside the hill to deselect the fill.
Youll notice a line with a filled circle at one end, which represents the start color of
the gradient (green in our example). The empty circle at the other end represents
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the end color of the gradient (brown in our example). You can adjust the position of
these indicators to control the blending and direction of the gradient.
Final result.
In our example, the gradient starts with brown on the bottom (empty circle) and
ends with green on the top of the hill (filled circle). The angle tilts slightly toward the
left as shown below.
Choose the File > Save As... command from the menu and save the project under
the name Tutorial 1.2.
In Tutorial 1.3: Drawing Complex Shapes on page 13 well
continue working on this scene by adding more complex
shapes.
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Starting point.
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when you can automatically weld the new segment to the existing one. When Auto
Fill is turned on, the cloud will automatically fill with color when the shape is closed.
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Add some points to the end of this new curve to get the shape below. Remember,
to add a point to the end of a curve, click just on the last point of that curve.
Finished cloud.
Sometimes it can be hard to follow this sequence of steps - lets take a moment to
watch a movie of the cloud being created in Moho. Pay special attention to where
the mouse is clicked in order to weld the two curves together.
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Click this link to view a brief video of how to draw the clouds..
We will add a line effect to make the cloud a bit softer. In the Style window, check
the Advanced button to display the advanced style options. Select Soft Edge from
the Stroke Effect pop-up menu. Accept the default settings and click OK.
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A Second Cloud
Lets make another cloud. With the Clouds layer selected, choose Edit >
Select All from the menu. Now choose Edit > Copy, followed by Edit > Paste.
Next, pick the Transform Points tool from the toolbar.
In the working area, click and drag to the right to move the new cloud away from
the original. (When you paste an object from the clipboard, it is positioned directly
on top of the original.)
Duplicated cloud.
Use the Transform Points tool to resize this new cloud, making it larger or
smaller than the original, as preferred (here we make ours larger).
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The Transform Points tool can resize an object both vertically and horizontally, and
will scale whether or not the object is selected beforehand. In this case, we dont
really want to change the clouds shape like that. With the Transform Points tool
active, click and drag one of the corner handles that appears around the cloud,
thus making it smaller or larger without changing its overall shape. Continue using
the Transform Points tool until you get the new cloud in a position you like.
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Plant a Tree
Good - were moving right along, but this scene needs some plant life. Add a new
layer to the project by clicking the new layer button in the Layer window. Again,
choose Vector from the popup menu. Name it Tree.
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be easy to click on the wrong part and add a new point to the trunk instead of the
treetop.
There are two ways to avoid this problem.
One, use the Pan and Zoom tools to move in close to the top of the tree so that
its easier to avoid clicking on the wrong thing.
The second approach is to draw the treetop off to the side where theres plenty
of empty space. Then, when the treetop is finished, drag it back into position at
the top of the tree.
For the second approach, when youre ready to move it back into position,
use the Transform Points tool and click to select one point on the treetop. Then
use the Edit > Select Connected command to select the rest of the treetop.
Finally, drag the treetop into place, and use the Transform Points tool to resize it
if necessary.
Select a nice leafy green fill color in the Style panel. Set the line width to 4, youll see
why later.
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The treetop.
Choose File > Preview to see how the treetop looks. Notice how the ends of line
segments look kind of squared off and blocky. Well fix that using Mohos variable
line width feature.
Exit the render window and press Enter to de-select all points in the treetop.
Now, using the Line Width tool, click on each of the points in the treetop that
is at the end of a line segment. The area that the Line Width tool affects is
indicated by a semi-transparent red circle. The default width is .5, which is quite
large. Decrease the width to around .1 or less to obtain finer control over the area
that you want to affect.
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a curve. Also, try dragging the Line Width tool back and forth to make lines thinner
or thicker.
Importing an Object
Launch Moho and open the project from the last tutorial.
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Adding Bones
Lets give Frank some bones to make him easier to animate. In the Layers window,
click the new layer button. In the popup menu that appears, choose Bone.
Rename this new layer Skeleton.
Drag the Frank layer upwards into the Skeleton layer. This step is very important
- you will know that youre dragging the Frank layer to the correct place when the
Skeleton layer becomes highlighted. Finally, click the Skeleton layer to make sure its
active. When this is done, the Layer panel should look like this:
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Add a bone layer named Skeleton (top) and drop Frank inside the layer (bottom).
Make sure the layer Skeleton is selected in the Layer panel. Click the eyeballs icon
on the left side of the Tree, Clouds, and Hills layers to temporarily hide them.
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Zoomed in on Frank.
With the Skeleton layer selected, add a bone to Frank by selecting the Add
Bone tool and clicking and dragging upwards as shown below:
This will be the main control bone - you could think of it as Franks spine. It should look
like this:
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Click and drag out three more bones as shown below. Its important that you draw
these three bones in order from top to bottom: thigh, shin, and foot.
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Testing Bones
Theres a bone tool that lets you test how your skeleton structure is working.
Lets try that now. Select the Manipulate Bones tool and click and drag any
of the bones you created. Try dragging several of the bones around to see what
happens.
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move one of the legs, even the head moves a bit. This influence is strongest closest
to each bone, so the head only moves a little bit, not as much as the leg itself.
We dont really want to see Franks head move much at all when his legs move.
Luckily, theres a way to control this: bone strength. Each bone has a strength
value that controls how large its region of influence is. What well do next is adjust
the strength of the bones that control Frank.
Select the Bone Strength tool and take a look at the bones.
Each bone has a semi-transparent region highlighted around it. (You also
saw these regions when using the Manipulate Bones tool.) These regions show you
the influence of each bone in the skeleton. A bone has the most influence inside its
shaded region.
Regions of influence.
With the Bone Strength tool active, click and drag side-to-side on each of the bones
in Franks skeleton to adjust its strength. The goal here is to adjust the region of each
bone so that it just encloses the corresponding section of Franks body. For example,
the region around the shin bone should just enclose the shin, and not much more.
Dont worry about being too precise - pretty close is good enough. For Franks
head, dont make the bone region enclose the entire head - that would make the
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bone too strong. Adjust the bone strengths so that they look approximately like the
following:
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Bones in action.
Play around - move Franks bones around into various positions and get a feel
for manipulating the skeleton. Tutorial 1.5: Animation on page 38 will cover
animation, and youll learn how to make objects move around over time.
These three types can be combined to make very complex animations. This tutorial
will walk you through all three types of animation.
Open your previous project (or the Tutorial 1.4 file) in Moho. Make sure all the
layers are visible by clicking to turn on each layer in the Layers window.
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Layer Animation
Layer animation is the most simple way to make objects move around in a Moho
animation. Its limited in the way you can move the objects, but in some cases its all
you need. Layer animation moves an entire layer around as if it were painted on a
pane of glass.
Click the Clouds layer in the Layers window to activate it. Next, set the current time
to frame 72. This is done in the Timeline window. To set the time, scroll the timeline
panel sideways (if necessary) until you see the number 72 in the ruler at the top. Click
on the number 72 and the time marker will jump to that frame, as shown below:
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Bone Animation
Bone animation uses skeleton structures to move an object around. You got a good
feel for how bones work in the previous tutorial when you used the Manipulate Bones
tool. When animating bones you use very similar tools.
Activate the Skeleton layer by clicking its entry in the Layer panel.
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to some later frame and moving Franks bones some more, but lets try out Mohos
animation looping feature.
In the timeline, you should see a group of keyframes at frame 24. These keys
represent bone movement (the spine bone moving up and down) and bone
rotation (the bending legs). Drag a rectangle around these keyframes to select
them:
Select Cycle
What youre telling Moho is that you want these keys to cycle back to an earlier
point in the timeline. A dialog will appear asking you what frame to cycle back to enter the settings shown below. Youre telling Moho that on this keyframe, the bone
movement should cycle back to frame 1.
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Cycle settings.
Close the Keyframe dialog and press the play button to see the difference. An
animation channel with cycling turned on will repeat its animation over and over
indefinitely. Typically this would be used for some kind of background element, not
a foreground character like Frank, but its a great time saver. In the timeline you can
see an indication of the cycling in the bone channels:
Point Animation
Using point animation, you drag around individual points (or groups of points) on
an object. In theory, you could animate the same types of motion as with bone
animation - bones just save you a lot of work. Point animation is more typically used
when you want to change the shape of some object.
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Click the Clouds layer in the Layer panel to activate it.
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Importing Animation
Remember how the Frank layer was imported into the project in the previous
tutorial? Well, imported layers can also contain animation.
First, return to Frame 0 in your animation.
Return to frame 0.
Select File > Import > Moho Object.... When prompted, locate the/Tutorials/1-Basics
folder (in your custom content folder), and open the file Tutorial Extras.In the dialog
that pops up, select the Beach Ball layer and click OK.
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Drawing
Tutorial 2.1: Welding
As you learned in the Quick Start tutorials, Moho features an Auto Weld feature
that automatically welds shapes and segments together when your cursor reaches
a point that you can weld to. However, there are cases where you may want to
manually weld points together.
When drawing in Mohos vector layers, the concept of welding points is very
important. These tutorials will show you examples of how (and why) points can be
welded, and will go on to show you some examples of good and bad welds you
can do in Moho.
When you weld two points together in Moho, Moho really is combining those
two points into one. There are a couple reasons to do this: First, welding the two
endpoints of a curve together creates a closed curve. Second, if two shapes join
up at a particular point, and you want them to remain joined during an animation,
then welding those points together will guarantee that those two shapes will remain
joined.
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Before Enter key is pressed (left). After Enter key is pressed (right)
The second method of welding is automatic. For automatic welding to work, be
sure that the Auto-weld checkbox is turned on in the tool options area when the
Transform Points tool is active:
Automatic welding
Heres another example of automatic welding. Remember that only a curve
endpoint can be automatically welded. However, the point that it is welded to does
not need to be an endpoint:
Click this link to view a brief video of Welding Example #3.
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Automatic welding also works with the Add Point tool.
When you add a new point, you can drag it around as if you were using the
Transform Points tool. As long as the new point you added is a curve endpoint, it can
be automatically welded to another point. If the new point is not an endpoint, you
can still weld it to another point manually by pressing the Enter key when it overlaps
another point.
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A non-closed shape
By welding the two endpoints together, we can create a closed shape that can
then be filled:
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Closing a curve
Next, we show a shape made up of several curves. Notice that a closed, fillable
shape does not need to be made up of a single curve. The shape below, after
welding, is made up of three curve segments, but is still closed and can be filled with
color:
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Bad welding
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Instead, a better approach is to just move the two shapes closer together without
any welding at all. In this case, welding the two shapes together doesnt have any
benefit.
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Creating Holes
So a fill shape is defined by the curves on its border. If we want to create a hole,
then all we need to do is create curves that outline the shape of the desired hole(s).
Below weve added some extra curves before creating a fill shape:
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Theres nothing in particular you have to do, just draw the holes and Moho will know
what to do with them. When youve selected all the correct points, press the Enter
key to finalize the shape.
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Hidden Edges
The drawing were working with could be the beginning of a characters
face. In this face, the nose and ear are separate shapes from the main head
outline. The general shape looks OK, but where the separate parts join up we dont
want to have lines separating them. To fix this, activate the Hide Edge tool.
There are two edges we want to eliminate from this drawing. Click on these two
edges as shown below. If you dont see an immediate result, try dragging the mouse
across the lines in question to make sure you hit them.
Edges to click on
After clicking on these edges, they should disappear from view, and the result should
be as follows:
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The Hide Edge tool works by simply hiding the selected edges of an outline. It does
not affect the underlying curve - the curve is still there, you just cant see the outline
on that particular section of the curve. Because it works on the outline, and not
the curve itself, be sure you only use the Hide Edge tool after youve created the
outlines. Otherwise, with no outline, you would not see the result of hiding some
edges.
The other thing to know about the Hide Edge tool is that you can also un-hide
edges. If you change your mind, or hide the wrong edges, just click on a hidden
edge to re-show it.
Finishing Touches
If you hide the edges of a thicker line, youll often end up with abrupt ends to the
outline. You can see this below:
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Tapered endpoints
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Line width and transformation changes made on the points or curves affect both
strokes at the same time.
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As you can see, there are four shapes in this file. By the way they overlap one
another, you can also tell their ordering. From back to front, there is a red shape, a
green shape, a blue shape, and a yellow circle.
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Raised shape
Right now, press the enter key to de-select all objects in the layer. The red shape will
switch back to normal to indicate that it is not selected:
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Now we want to bring the yellow circle back to the front. Using the Select
Shape tool, click on the yellow circle, even though its hidden.
As you may have expected, the green shape gets selected because it is in front:
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Freehand settings
Draw two or three curvy lines using the Freehand tool in the editing view:
Freehand curves
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Because of the line width set in the Style window, these curves should be rather
thick. The tapering settings in the Freehand options should make the ends of these
lines taper down to narrow points. If you select File > Preview now, the result should
look pretty much like what you see in the editing view:
Rendered curves
Close the rendering window, and use the Select Shape tool to select one of
the curves:
Selected curve
In the Style window, click on the box that currently says No Brush.
No Brush
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In the brush dialog that appears, select one of the brush shapes that interests you youll see a preview of the brush at the bottom of the dialog:
Rendered curves
Try applying other brush shapes and Stroke colors to the other curves:
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eyes. This makes it much easier to construct and animate the eyelids, without having
to worry about them spreading outside the eye region - with a mask layer, they
cant.
Masking text.
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The Style window will now be editing the values for that style. Give the style a name
(any name), and choose a fill and line color. Finally, set the line width to 8 or so. If
you want to, you can also assign a brush and fill and line effects.
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Positioning Faces
Select the lowest layer in the group, Layer 1, and make the Transform Layer
tool active.
Were not going to actually use the Transform Layer tool, but making it active allows
us to position a layer numerically. At the top of the main Moho window, in the tool
options area, set the value of X to 0, Y to 0, and Z to 1. This changes the depth of the
layer, bringing it forward toward the camera.
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Layer 3 rotated
Next up is Layer 4 - adjust it similarly to Layer 3. With the Transform Layer tool, set X to
-1 and Y and Z to 0, and use the Rotate Layer XY tool to set the layer Y Rotation to 90.
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Depth Sorting
The final step required to finish the cube is to turn on depth sorting. Double-click the
Cube layer to bring up the Layer Settings dialog. In the Depth Sort tab, turn on the
checkboxes marked Sort layers by depth and Sort by true distance and click OK.
The first checkbox tells Moho to draw the back faces of the cube first, then the front
ones. The second checkbox is a different way of sorting the layers that is mostly used
for 3D constructions like this cube.
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Try using the Orbit Workspace tool to view the cube from different angles. It
should appear as a true 3D object.
You could now use the cube in a scene - using the Transform Layer and Rotate
Layer XY tools to position it at an interesting angle, or to move it around during the
animation.
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in the layer will be converted to 3D. Therefore, if you want some of the objects in
your scene to remain two-dimensional, or if you want them to have different 3D
properties, you will need to put them in separate layers.
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Edges: Controls which edges should be shown, and whether you want to show
them on Silhouettes, Materials, or Creases. By default, edges are shown for all
three. Uncheck the edges that you do not want to display. When displaying
creases, you can adjust the Threshold setting to control the number of creases
that are displayed. The Edge Extension setting controls how far beyond the
edge of the object that edges will be drawn. Increase the Extension setting to
make the objects it look like they have been sketched.
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Edges options
Shading: Choose between None (which gives the object a flat appearance),
Smooth (which gives a smooth, more three-dimensional shaded look), Toon
(which has stepped shading), or Hatched (which shades with a sketched line
effect).
Shading Color: To change the shading color of your 3D object, select Hatched
from the Shading drop down menu, double click on the existing shading color
and choose a different color from the color picker.
Extrude Conversions
When you choose the Extrude conversion, the 2D object is given a dimension of
thickness: You can observe the thickness by using the Transform Layer tool in the
Layer section of the tool box. You can increase or decrease the thickness of the 3D
shape by adjusting the Thickness setting in the Style window.
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Extrude 3D Conversion
When paths are displayed, you can still edit the path to change the shape of the 3D
object, and change its color. You can also add bones to the 3D layer as well.
Lathe Conversions
The Lathe conversion allows you to create a three-dimensional path by drawing
a two-dimensional profile shape that is then projected in a 360 degree circular
fashion. The rotation occurs around the origin point of the shape (represented by the
crosshairs in the workspace area).
The following conditions apply when using lathe conversions:
If the vector shape only has a stroke, the stroke color will be used for the lathe
object, and the outline will be black.
If the vector shape has a fill color, the fill color will be used for the lathe object.
The stroke color will be used for the outline of the lathe object. An example is
shown in the following figure.
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Inflate Conversions
Inflate is similar to Extrude, except that the edges are rounded, like a pillow. It also
involves more computations than the Extrude option, so you will tend to see better
results after you render it than you will during the preview.
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Bones
Tutorial 3.1: Bone Binding
The purpose of bones in Moho is to provide high-level objects that are easy to
manipulate in place of moving around lots of individual points. In order for bones
to do their job, vector control points and other objects must first be bound to the
bones. There are three ways to bind objects to bones: automatic binding, manual
binding, and layer binding. This tutorial will show you the difference between the
three.
Automatic Binding
The most common method of binding objects to bones is also the easiest automatic bone binding. Whenever you draw new artwork in Moho (or import
image files as image layers), those objects are set up for automatic bone binding. All
you need to do is add the bones.
1.
In the Layers window, click the New Layer button, and select Bone from the
popup menu. Name the new bone layer Arm Bones and press Enter/Return to
assign the name.
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Drag the Arm vector layer upward to move it into the bone layer:
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Use the Manipulate Bones tool to try moving the bones around. The arm will
move with the bones automatically, since it was, well, automatically bound
to them.
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the regions just large enough to contain the body part that the bone is meant to
control:
Manual Binding
Manually binding points to bones is a process that exists mostly for compatibility with
older versions of Anime Studio. Automatic binding, combined with bone regions of
influence is the easiest way to work with bones in Moho. However, there may be
some times where you want more control over exactly which bones control which
points.
To manually bind the arm points to bones:
1.
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Use the Select Bone tool to select the upper arm bone:
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3.
4.
Drag a rectangle around all the points in the arm to select them, and press the
Enter key to bind the selected points to the selected bone. When you click an
bind points to a bone, you will notice the points in the arm will be colored the
same color as the bone they are bound to. This helps you determine which
points are bound to which bone. In the following figure, all of the points are
colored yellow because they are bound to the arm bone.
6.
With the Bind Points tool still active, hold down the Alt key and click on the lower
arm bone to select it. Notice the following:
When you select the lower arm bone, notice that no points are selected.
When you select a bone with the Bind Points tool, the points that are
bound to that bone are also selected. Because there are currently no
points bound to the lower arm bone, no points are selected.
Drag a selection rectangle around the points in the lower part of the arm, as
shown below. Press the Enter key to bind the selected points to the selected
bone:
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Layer Binding
The last way to bind an object to a bone is to bind an entire layer to a single arm.
Make sure the Arm vector layer is still selected and activate the Bind
Layer tool.
7.
8.
Click on the lower arm bone to bind the entire Arm layer to the lower arm bone.
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Select the Arm Bone layer and use the Manipulate Bones tool to try
moving the bones around. Notice that the entire arm moves rigidly with
the lower arm bone - the entire layer is bound to that one bone.
This isnt very useful for this particular arm, but binding a layer to a bone is useful
when you want to attach an object to a character. For example, a switch group
containing multiple mouth shapes can be attached to a bone in the head. Or, if you
want to make a character hold an object in its hand, you might bind that object to
the characters hand bone.
2.
3.
Select the Edit > Select All menu command to select all the vector points.
4.
Choose the Bone > Flexi-Bind Points menu command to flexibly bind the points,
as they were at the very beginning.
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Chose Bone > Flexi-Bind Points to flexibly bind points as originally set in the beginning.
5.
Reselect the Arm Bone layer, and use the Manipulate Bones tool if you wish to
confirm that the points are automatically bound again.
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Angle Constraints
The first type of bone constraint is angle limits. By limiting the angle that a bone can
rotate, you can prevent arms and legs from bending backwards.
6.
Bones
Use the Select Bone tool to select the bone in the Arm as shown below:
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When the Select Bone tool is active and a bone is selected, the Bone
Constraints popup box will be available in the tool options area of the main
Moho window. Click the Bone Constraints popup to open it.
9.
Adjust the settings as shown below. Specifically, turn on the Angle constraints
checkbox, and set the min/max angle fields to -10 and 100.
Once youve set up angle constraints, you can see them in the working
area as two lines around the bone that indicate the minimum and
maximum angles the bone is allowed to rotate between. Try using the
Manipulate Bones tool and move the forearm - notice how Moho doesnt allow
you to move the bone beyond the minimum and maximum angles you set up.
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Control Bones
The next type of bone constraint allows one bone to control the motion of another.
This is a way to set up simple automatic animation.
13. Use the Select Bone tool to select the small bone above the upper arm:
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16.
Finally, use the Manipulate Bones tool again to move the forearm.
Notice that now the muscles in the upper arm move automatically - this
is what the Angle Control Bone does - it tells other bones to move automatically
when it moves.
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Bone Locking
The third category of bone constraint is bone locking. When you lock a bone, youre
telling Moho that you dont want it to move. Moho will try to keep the bone still by
moving its parents as necessary to keep the bone in place. This isnt always possible
(depending on what else is happening in the animation), but it is still an extremely
useful feature.
Bone locking is often used to keep a characters feet from moving around on the
ground. To do this, Moho needs to move the characters legs automatically. Thus, it
helps to use angle constraints to keep the knees from bending backwards.
Moho Pro offers some target bone features that help keep a
characters feet in place while moving bones above it. For
more information about using target bones, see Tutorial 3.6:
Enhanced Bone Features (Pro Only) on page 140.
1.
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Use the Select Bone tool to select Franks left shin bone as shown:
Now set up angle constraints for this bone. The minimum angle should be -10,
and the maximum should be 120:
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Now select the right shin, and set its angle constraints to -120 and 10.
Now that the legs are prepared, set the time to frame 24. Use the
Transform Bone tool to drag Franks spine bone around a small distance.
Notice that his feet move around and dont stay in place.
6.
Choose the Select Bone tool again. Go back to frame 0 and select the left foot
bone:
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In the tool options area, turn on the Lock bone checkbox for this bone. Next,
select the right foot bone and turn on Lock bone for it as well.
Now that the feet are locked, go back to frame 24, and use the
Transform Bone tool again to drag Franks spine around.
9.
Notice that now Moho tries to keep Franks feet locked to the ground. If you lift
Frank too high, his legs will completely straighten out and his feet will lift from the
ground - theres really no helping that, the same thing would happen to you if
you were lifted off the ground. You can try rotating the spine bone too and see
how the skeleton reacts.
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Locked feet
Bone locking is an animated parameter. You can turn on and
off bone locking as many times as you want during an
animation. This is especially useful when making a character walk lock a bone as soon as a foot hits the ground, and unlock it just
before the foot is to leave the ground for its next step.
Open the Tutorial 3.3 file in Moho. You should see something like this:
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Play back the animation to see what were starting with. The entire structure
will tilt side to side and bounce up and down, remaining rigid the whole time.
Only the vertical bone in the center of the skeleton is animated - all the others
move with it because they are its descendants. Rewind the animation to frame
0 when youve seen enough.
Use the Select Bone tool to select the top-left bone in the structure as
shown below:
3.
In the tool options area at the top of the main Moho window, click the Bone
constraints popup box to open it. In the popup box, turn on the Bone dynamics
check box. This tells Moho to move the selected bone automatically according
to the spring simulation.
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Select seven more bones (two in each of the arms), and turn on bone dynamics
for each one.
Heres a tip: you can leave the Bone constraints popup box
open the whole time, just click on each bone in turn, then turn
on bone dynamics for each one. If the Bone constraints popup box
covers up some of the bones, you can pan the editing view by
dragging with the right mouse button to expose the hidden bones.
At this point, you should have turned on bone dynamics for every
bone in the structure except the vertical center bone.
Select the top-left bone again, and re-open the Bone constraints popup box.
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2.
Below the Bone dynamics checkbox are three parameters that allow you to
fine-tune the effect. Set as follows:
Torque force to 4,
Spring force to 2
Damping force to 2
Adjusting dynamics parameters for both bones in the top left arm
3.
Select the bones immediate parent (the second bone in the top-left arm), and
apply the same dynamics parameters.
A higher Torque force means that a bone moves more in
response to its parents movement, Spring force determines
how quickly it bounces back, and Damping force controls how
quickly a dynamic bone stops moving (you can think of damping
like friction). In this case, a high torque force means that the bone
will move more strongly.
4.
Next, select the two bones of the top-right arm (one at a time), and set the
bone dynamics parameters to 2, 2, 5 (Torque, Spring, Damping). These settings
will cause these bones to slow down their dynamic movement quickly - a high
damping value is like making the bone move through a thick fluid.
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Finally, select the two bones of the bottom-left arm (one at a time), and set the
bone dynamics parameters to 2, 4, 1 (Torque, Spring, Damping). The high spring
force will cause this arm to bounce back very quickly.
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Try playing back the animation again. As you watch the final animation, note
the differences between the four arms. The top-left arm swings in a wide arc
because it has a strong response to the parent bones movement. The topright arms movement is subdued because the damping force causes it to slow
down more quickly. The bottom-left arm is very springy, and the bottom-right
arm moves in accordance with the default bone dynamics settings.
Click this link to view a brief video of the finished results of your
project.
Open the Tutorials > 3 - Bones > Tutorial 3.4 file in Moho. There are six vector
layers in this project, containing the body parts for this character. Although
all the artwork could be drawn in one vector layer, it is often easier to draw a
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character in multiple layers, arranging the body parts from back to front, as
shown below:
In order to make bone setup easier, the first thing to do is split apart the
character. Choose the Edit > Select All menu command. All the points in the
right arm (your right, his left) should be selected.
3.
Bones
Activate the Transform Points tool and drag the mouse to move the arm
off to the side and up a bit:
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Select the Head layer, and select all of its points with the Edit > Select All
command. Move all of its points upward.
5.
Repeat the process for the R Leg, L Leg, and L Arm layers of the character (skip
the Torso layer). Select all points on each of those layers, and move the body
parts away from the center, as shown below:
The reason we split apart the character is so that we can add
bones to each part, while keeping the bones independent of
each other. Later in the tutorial well put the character back
together again.
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Add Bones
The next step is to add bones.
1.
Add a new Bone layer to the project. Name the new Bone layer Skeleton. Move
the new Bone layer to the top of the list if necessary.
2.
Move all the vector layers into the new Skeleton layer, keeping the same order
they are in now:
Move all of the body part layers into the Skeleton bone layer.
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3.
Double-click the Skeleton bone layer to open the Layer Settings palette. Switch
to the Bones tab, and choose the Region Binding mode,
4.
Next, add two bones to one of the arms, starting at the shoulder and going
down.
6.
Before you add bones to the second arm, use the Select Bone tool to reselect
the upper torso bone. Then switch back to the Add Bone tool to add two bones
to the other arm. This parents the second arm to the upper torso bone instead
of continuing from the first arm.
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Use the Select Bone tool to select the lower torso bone. Then, select the Add
Bone tool and add three bones to one leg, starting at the hip and moving down
through the foot. Repeat the process for the other leg, making sure to reselect
the lower torso bone first. The upper leg bones should be parented to the lower
torso bone.
Use the Select Bone tool to select the upper torso bone, and then use the Add
Bone tool to add one bone to the head.
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The next figure shows the parenting of all the bones. The parenting
arrows point from child bone to parent bone, and can be seen by
activating the Reparent Bone tool:
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Double-click the Skeleton layer in the Layers window to bring up the Layer
Settings dialog.
2.
Go to the Bones tab and set the binding mode to Region binding:
For region binding to work, you need to adjust the region of influence for
each bone. To do this, activate the Bone Strength tool to display the
bones regions of influence:
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Using the Bone Strength tool, click and drag on each bone in turn to adjust its
region of influence. The correct adjustment for a region of influence it generally
to surround the points along that section of bone. The most important regions
are at the joints - the knees and elbows and such. Those are the areas where
the regions of two bones overlap, and points will bend under the control of
both bones. For parts like this characters head, the region of influence isnt
very important - since theres just one bone, the points outside the region of
influence will still move with that bone. Heres how you should adjust the regions
of influence (dont worry about matching this exactly, just try to get kind of
close):Adjusted regions of influence.
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Try using the Manipulate Bones tool again to test the bone setup. The
character should move much more cleanly now - when moving an arm,
for example, only that arm should move, and you should see no extra
movement in other body parts.
6.
7.
Click and drag on the top bone of each body part to move that part back into
position. When each part is moved back into place, the character should look
as shown in the following figure:
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Re-assembled character
Frame 0 is considered the setup frame for bones. When the
time is set to frame 0, the character will still appear split apart
(unless youre using the Offset Bone or Manipulate Bones tools).
However, at other frames in the animation, the character will be reassembled according to how you used the Offset Bone tool.
8.
Try moving the character around again with the Manipulate Bones tool.
The body parts will still move independently, even though they now
overlap. Because the bones were set up on a split-apart character, that
character could be re-assembled while still keeping the body parts
independent.
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Final character
If youre interested in taking a look at the final Moho file, its
named Tutorial 3.4 Final and its located in the Tutorials > 3 Bones subfolder within your custom content folder.
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Tutorials > 3 - Bones subfolder within your custom content folder. The various body
parts appear in separate layers in a layered Photoshop file that was imported into
Moho.
A bone layer named Gramps appears at the top, and the layers for the different
parts of the character are placed into the Bone layer. Then you use the bone tools
to create a skeleton for the character so that you can animate it. An example for
the character and skeleton are shown in the following figure.
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2.
Use the Select Bone tool to select the bones you want to control the arm.
3.
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Repeat the above steps for each of the layers in your character. In other words,
in this example we choose the Head layer and flexi-bind selected bones to it,
then do the same for the Torso, Left Arm, Right Leg, and Left Leg.
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Improved bending.
Label
B1
B2
B3
B4
B5
Bones
Body Part
Hip
Head
RUpperArm
RLowerArm
RUpperLeg
Feature
Smooth Joint
Smooth Joint
Smooth Joint
Automatic Scaling, Squash and
Stretch
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B6
RLowerLeg
B7
B8
RFoot
LUpperLeg
B9
LLowerLeg
B10
B11
B12
B13
RFootTarget
LFootTarget
LFoot
LUpperArm
LLowerArm
Upper Torso
---
Target Bones
In our first example, youll notice that two additional bones are created behind the
characters feet. These bones are named RFootTarget and LFootTarget, and they
serve as target bones. These bones are not parented to anything. The purpose for
these two target bones is to serve as a target point for each leg to point toward as
the character moves.
Two non-parented bones for the right and left leg targets.
If you press the Play button, youll notice that the target bones are already
animated for a walk cycle. All you need to do is set up the legs so that they point to
the targets while your character walks from left to right.
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Select the bone layer (MrBean.psd) from the Layer palette, and then
choose the Select Bone tool from the Bones tools. You dont have to
return to Frame 0 to assign a bone target, this can be performed on any frame.
2.
Select bone B6 (the right shin bone) and click the Bone Constraints button in the
options toolbar to open the Bone Constraints window.
3.
From the Target dropdown menu, choose R Foot Target as the target for the
right shin bone. Youll notice that the leg will snap in place to point to the
selected target. Leave the Bone Constraints dialog open for the next step.
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Now select bone B9 (the left shin bone) and repeat the process, this time
choosing L Foot Target from the Target menu. The left leg will snap into place to
follow its target.
5.
Youll return to the Bone Constraints dialog it later in the next section, but for
now, click Close so that you can preview the results.
6.
Press the Play button, and now youll see that the characters legs animate to
follow the target bones.
Even if you move the body far away by translating the hip bone (B1), the legs and
feet follow. The shins will still point to the targets even when the character is above
the ground. The targets will remain on the ground.
The Manipulate Bones tool has been enhanced to work with target bones. Normally,
the Manipulate Bones tool works with a chain of bones. When you transform one of
the bones, the other bones in the chain follow it.
If the chain has a target in it, the Manipulate Bones tool can also move a target,
making it easier to create walk cycles. It can also be used to have characters hold
on to objects. If you click and drag the target it will move the target.
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Independent Angles
Youll notice when you preview the results of the targets that the legs now follow
those animated targets quite nicely! However, pay attention to the feet. Normally,
if you move or rotate a parent bone, the child bone moves or rotates with it. And
what you see in your animation is that sometimes the feet poke through the floor,
while at other times the stiffness of the foot makes the walk look unnatural.
The Independent Angle constraint causes a bone to maintain its original angle
as its parent bones are moved. It is a good solution if you want a foot to remain
parallel to the ground as a character bends his thighs or shins. You simply apply the
Independent Angle setting to each foot.
The legs follow the targets, but the feet are angled unnaturally for a walk.
To set up independent angles on Mr. Bean, proceed as follows:
1.
Select bone B7 (the right foot bone) and click the Bone Constraints button in the
options toolbar to open the Bone Constraints window.
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Check the Independent angle option. You should notice the foot will now return
to its default angle (in other words, the same angle that the foot is in on frame
zero).
3.
Now, select bone B10 (the left foot) and check the Independent angle option
for that foot as well.
4.
After applying independent angles the feet are parallel to the floor.
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Bones that have the independent angle setting are not locked
at that angle, they only rotate independently of their parents.
You can still manually rotate bones that have independent angles.
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Select bone B5 (the right upper leg) and click the Bone Constraints button in the
options toolbar to open the Bone Constraints window.
2.
Check the Squash and Stretch scaling option. Leave the value in the text field
set to 1. This will cause a bone to squash in the opposite direction by the same
amount that an object is stretched.
3.
Enter a value of 1.5 in the Maximum IK Stretching field. This will allow his legs to
stretch to one and a half times their size before moving away from the targets.
4.
Repeat steps 1-3 for the other bones in his legs: B6 (right lower leg), B8 (left
upper leg), and B9 (left lower leg). Then click Close to exit the Bone Constraints
dialog.
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Squash and Stretch scaling and Maximum IK Stretching settings for the upper and
lower leg bones.
Smooth Joints
The Bones > Create Smooth Joint for Bone Pair command allows you to select a pair
of bones, and then creates a smooth bend between the two joints. While originally
intended to improve bending on elbow and knee joints, you can also use it in other
areas as well. We will use this on Mr. Beans arms, legs, and torso.
To add smooth bending to those areas on Mr. Bean, follow these steps:
1.
With the Select Bone tool, click to select bone B5 (right upper leg), then Shiftclick to select bone B6 (right lower leg). This is your first bone pair.
2.
In the Layers palette, select the R Leg layer. This is the part that will be linked to
the two selected bones for smooth bending.
3.
Choose Bone > Create Smooth Joint for Bone Pair. This completes the first
smooth joint. You have four more to go.
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5.
For the remaining four smooth joints, repeat steps 1-3 as described previously,
using the following bone pairs and layers:
Select bones B8 (left upper leg) and B9 (left lower leg) and connect them
to the L Leg layer.
Select bones B3 (right upper arm) and B4 (right lower arm) and connect
them to the R Arm layer.
Select bones B11 (left upper arm) and B12 (left lower arm) and connect
them to the L Arm layer.
Select bones B1 (hip) and B13 (upper torso) and connect them to the Body
layer.
With all the bone pairs connected to their layers, your setup is complete. Play
the project and watch how the character responds to all the new settings. Feel
free to experiment further with the animation that you have completed to learn
more about how you can apply these new features to other characters.
Click this link to view a brief video of the finished results of your
project. https://www.producturlsupport.com/cgi-bin/cscgi.pl?f
=video&p=ASD&v=12.0&o=M&l=EN&vid=Circles
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Open Tutorial 3.7.moho, located in the Tutorials > 3 - Bones subfolder in your
custom content folder.
2.
Click the Targets layer to make it the active layer. Hide the other layers by
clicking the Eye icon if necessary.
Youll notice two bones labeled Target and Target 2. Scrub through the
animation to see them moving in different cycles. However, there is nothing
parented to them yet.
4.
Rewind back to the beginning and play through one cycle of the Target bone
(frames 1-24). Youll notice the Target moves toward Target 2 from frames 1-12,
and returns back to the original point from frames 2-24.
5.
At Frame 24, switch to the Select Bone tool and click on the shin bone. You
want to target this bone to Target. You can do this in one of two ways:
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Click the Bone Constraints menu button, and choose the Target from the
Target menu.
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Or, switch to the Reparent Bone tool. Press the Ctrl (Windows) or Command
(Mac) key while you click on the Target bone. A target icon will appear on
the bone.
.Ctrl/Command click the Target bone with the Reparent Bone tool.
6.
Continue to scrub through the timeline starting from frame 24. Youll notice
that the shin bone now follows the target. When you pass Frame 72 you will see
Target 2 move toward the first Target. Advance to frame 108, where Target and
Target 2 overlap.
7.
At the point where the two targets overlap, you want to reparent the shin bone
to Target 2. With the Reparent Bone tool selected, hold down the Ctrl (Windows)
or Command (Mac) key and click Target 2 to assign the new target.
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.At Frame 108, Ctrl/Command click the Target2 bone with the Reparent Bone tool.
8.
Continue to advance through the animation to see that the shin bone has
switched targets.
While it isnt strictly necessary, it is recommended that you wait
until the target bones overlap before you change the parent.
Otherwise, you might see unintended skipping or jumping when the
targets are switched.
9.
At Frame 24, the shin bone is targeted to Target, and the leg bones
follow this target until frame 108 is reached.
10. Choose File > Save As to save the project under a different filename. You will
find a completed copy of this tutorial saved as Tutorial 3.7 Finished.moho.
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To follow this tutorial, you can either continue from the point at
which you left off in Tutorial 3.7, or start with the Tutorial 3.7
Finished.moho project in your User Content folder.
1.
Open Tutorial 3.7 Finished.moho, located in the Tutorials > 3 - Bones subfolder in
your custom content folder.
2.
Select the Parenting layer to make it active, and hide the other layers if
necessary.
You will see three chains of bones. There is a ball in a vector layer which is
bound to the top bone in the chain on the left. When you play the animation
you see that the left chain dips down to the floor and the ball follows it. The
other two bone chains bend around toward and away from each other.
4.
Advance the timeline to frame 24, where the ball is touching the floor. Activate
the Reparent Bone tool. Then click on the background to remove the current
bone parent.
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.Click an empty place in the document with the Reparent Bone tool.
5.
Now advance the timeline further, and you will see that the ball remains on the
ground.
6.
At frame 48, the middle bone chain reaches the ball. Click the top bone in the
middle bone chain with the Reparent Bone tool to assign it as the parent to the
ball.
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.At frame 48, click the top bone in the middle chain.
7.
Advance the timeline further and you will see the ball attached to the second
bone chain. It starts moving toward the third bone chain at the right of the
scene.Advance to frame 72, where the middle and right bone chains meet.
8.
At frame 72, click the top bone on the right bone chain with the Reparent Bone
tool to select it for the new parent.
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.Click an empty place in the document with the Reparent Bone tool.
9.
Advance the timeline to Frame 96. Click the background with the Reparent
Bone tool to remove the current parent.
10. Play the entire animation. Your results should be similar to the following
animation. You will find a completed copy of this tutorial saved as Tutorial 3.8
Finished.moho.
Click this link to view a brief video of the finished results of your
project.
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Start with the project that you completed with the previous lesson, or open
Tutorial 3.8 Finished.moho, which is located in your User Content folder.
2.
Select Layer 3 as the current layer, and hide the other layers in the project.
Scrub through the timeline. Youll notice at frame 24 that the two outer arms
reach down to the shorter arms in the middle. Then they move up again at
Frame 36.
4.
The two bone chains in the middle are already set up with bone dynamics,
which are used in this tutorial in place of manual animation. The inner bone
chains bounce in a springy manner. The inner left and right bone chains are
identical except that the bone chain on the inner right has a small bone at the
bottom. This bone will be used for parenting of the inner right bone chain so that
you can understand the advantages of isolating bones in parenting.
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.The small bone for the inner right bone chain will be used for parenting.
5.
Move to frame 24. Click the bottom bone in the middle left chain with the
Select Bone tool.
6.
Now switch to the Reparent Bone tool, and click the the top bone in the bone
chain at the farthest left. In this bone chain, the bone dynamics will simulate
what will happen when you try to animate bones that have a parent assigned.
.The lower bone in the inner left chain is parented to the top bone in the far left chain.
7.
Now well work with the set of bones at the right, which have the extra
small bone that we will use for parenting. This small bone will help isolate the
animation of the bone chain from the parenting. While still at Frame 24, select
the small bone with the Select Bone tool.
8.
Next, switch to the Reparent Bone tool and click the top bone in the bone
chain at the farthest right.
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.The small bone in the inner right chain is parented to the top bone in the far right
chain.
Play the animation back. Youll notice that when the animation reaches Frame
24, where the reparenting took place, there is a sudden change in the angle
of the bone that was reparented in the chain on the left side. This is due to the
mathematics in the physics because its getting a sudden surge of springy action.
You dont see this effect on the chain on the right side because it is isolated by the
small bone that was assigned as the parent. In this case, the small bone gets a the
sudden change in angle, but it isolates that change from the bones in the inner right
bone chain.
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Images
Tutorial 4.1: Image Layers
This tutorial introduces another type of layer in Moho: Image Layers. Image layers
are a way of including artwork created in other programs in a Moho project. Any
application that can produce image files can be used with Moho: photo editors, 3D
modeling programs, natural media painting programs, the list goes on...
An image layer in Moho contains a single image file that can be used as a
background, or combined with a bone layer to build a character. Although theyre
called Image layers, an Image layer can also make use of a movie file as its source.
Image layers and vector layers can be mixed and matched in the same project.
Alpha Channels
Youll notice that the images used in this tutorial do not appear rectangular. This is
because they make use of an alpha channel to mark some parts of the image as
transparent. We recommend using PNG images with Moho because they support
full alpha channel transparency. Youll need to use an image editing program (like
Adobe Photoshop) to create images with transparency.
Expand the Hula Girl layer in the Layers window, and you should see something
like this:
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10. Click on the layer named L Arm (we want the new layer to be just above the
left arm).
11. Click the New Layer button in the Layers window to create a new layer. In the
popup menu that appears, choose Image.
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Youll notice that new image layers are centered in the workspace, so
the dancers hand is not yet properly aligned: To position the arm
properly, use the Transform Layer tool to drag the left hand into position at the
end of the left arm. Allow for a little overlap between the two parts at the
elbow:
The last step is to attach the new part to the dancers skeleton. Select
the Bind Layer tool, and click on the lower arm bone on the dancer, as
shown below:
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Expand the Skeleton layer in the Layers window, and you should see something
like the following figure. The Skeleton bone layer contains two sub-layers: an
image layer (statue.png) and a vector layer (vector sample).
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Click the Play button in the timeline to play back the animation. Notice that
only the vector layer moves with the skeleton. The reason that the image layer
isnt moving is that it hasnt been connected to the bones yet (as the vector
layer has been).
Double-click the statue.png layer, and go to the Image tab in the Layer Settings
dialog. Turn on the checkbox marked Warp using bones and click OK.
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In the Layers window, turn off the visibility for the vector sample layer (it is only
an example, and we dont want it in the final animation).
Play back the animation again, and you should now see the image moving with
the skeleton:
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Image warping
Notice the horizontal bone at the base of the statue. This bone
doesnt move at all in the animation, so why is it even there?
When using image warping, the image is distorted by all the bones in
the skeleton, and the nearest bone to any part of the image has the
most influence. We dont really want the base of the statue to move,
so an easy way to prevent this is to add a bone in the area we want
to remain still, and not animate it. Another trick you might use when
warping images is to break up an image into logical parts (for
example, make the arms and legs of a person separate images from
the main body). Then, use different skeletons to control the various
re-assembled parts. This way, a leg bone cant have any influence
over an arm.
Open the Tutorials > 4 - Images > Tutorial 4.4 file in Moho, and you should see
something like this:
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3.
Be sure to rewind the animation to frame 0 before you continue with the next
section.
Select the File > Preview menu command to create a full-quality view of the
animals current state.
2.
In the popup menu at the bottom of the Render window, select Copy To
Clipboard.
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4.
Create a new layer in your image editing program and paint some kind of
texture details onto the animals body parts. Its very important that the texture
be on a layer of its own. If youre using Photoshop, the layer arrangement would
look something like this:
Layers in Photoshop
5.
Paint whatever details you want. Heres an example of something you might
paint in your image editor. Dont worry about painting outside the lines:
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Painted on texture
6.
When your texture is finished, get rid of the background layers so that only the
texture is left with a transparent background (youre still working in Photoshop or
similar program at this point):
Background removed
7.
You need to save the texture as three separate files. For each version of
the texture, delete the parts of the texture that are not attached to the
corresponding body parts. Save the images in PNG format, since PNG properly
stores the transparent background. Examples of the three textures are shown in
the figures that follow.
Save an image for the back legs. Name the file back_tex.png.
Save an image for the front legs. Name the file front_tex.png.
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8.
After you save your images, you can close the image editor. Its time to bring
the textures back into Moho.
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Import Textures
To import your painted textures in Moho, follow these steps:
1.
In the Layers window, highlight the Back Legs layer. The image file that you
import will be placed above this layer.
2.
Create a new Image layer and select back_tex.png as the source image. The
new image layer appears in the layers list.
3.
Select the Body layer as the current layer. Create another image layer for
body_tex.png . The new layer should appear above the Body layer.
4.
And finally, select the Front Legs layer, and create a third image layer for front_
tex.png. The new layer appears above the Front Legs layer. Heres how the new
image layers should be arranged:
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Double-click the Skeleton layer in the Layers window to bring up the Layer
Settings dialog. Go to the Masking tab, and set the group mask to Hide all:
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Next, double-click the Back Legs vector layer to bring up the Layer Properties
dialog for that layer. Go to the Masking tab, and set the masking mode to +
Clear the mask, then add this layer to it. What this masking mode does is make
all objects invisible, except where this layer has solid areas. So, the back_tex.
png image layer will only be visible directly on top of the Back Legs vector layer,
preventing the texture from going outside the lines of the back legs.
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Repeat step 2 for the Body and Front Legs vector layers. Set the masking mode
to + Clear the mask, then add this layer to it, just like you did for the back legs.
At this point, all the textures should be forced to stay inside the lines:
Play back the animation again and youll see the image layers warp along with
the vector layers in response to bone movement.
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Open the Tutorials > 4 - Images . Tutorial 4.3 file in Moho. The project contains
an image layer enclosed in a bone layer. Bones have already been set up to
control the mouth region, and extra bones have been set up around the border
of the image to hold the rest of the head still. You should see this:
3.
Select the Manipulate Bones tool and press the Alt key while you use it to
drag the bone at the lower right side of the mouth in the reagan.png
layer. Notice that the other mouth bones move as well - they have been set up
using bone constraints to move in sync with the lower-right bone.
Normally, the Manipulate Bones tool rotates bones. However,
when a bone does not have a parent (as is the case with the
mouth bones in this project), the Manipulate Bones tool translates
the bone by default. Pressing the Alt key while using the Manipulate
Bones tool on bones that have no parent will allow you to rotate the
mouth bone.
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When prompted, pick the reagan.wav file from the Moho/Tutorials > 4 - Images
folder.
2.
Press the Play button in the timeline. The audio file will now play back with the
project - try playing it back if you like.
3.
The next step is to add some animation in sync with the soundtrack.
Select the Mouth Bones bone layer, and activate the Select Bone tool.
Make sure the bottom-right bone in the mouth is selected (it probably already is
at this point).
4.
5.
Select the Scripts > Sound > Bone Audio Wiggle menu command. This is a script
that uses the volume of an audio file to control the angle of a bone.
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The Bone Audio Wiggle dialog allows you to choose the sound file that you want
to use. Select the same reagan.wav file you used for the soundtrack. You can
only select one audio file if there are multiple sounds in your scene.
There are two additional settings in the Bone Audio Wiggle dialog. Set the Max
angle to 180, and keep the Frame Step setting at 2. This creates keyframes
at every other frame. Click OK to exit the dialog. The script will run and add
keyframes to the timeline for the selected bone. Because the other bones are
controlled by the selected one, the whole mouth will move.
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Animation
After all the preparation time drawing your objects, assigning fill colors, and setting
up bones, you move on to animating them. This is where things actually start to
move around.
Animating in Moho is based on the concept of keyframes. A keyframe is a point
in time where you position some object (either a point, a bone, or an entire layer).
A keyframe tells Moho exactly where that object should be and when. Keyframes
are set up at important moments in time - typically where an object begins moving,
stops moving, or changes direction. Between keyframes, Moho automatically
calculates how to move an object so that it gets from one keyframe to the next in
the amount of time allowed between the keyframes.
To create a keyframe, just set the current time to whenever you want the keyframe
to occur, then move the object to the desired position. Controlling the current time
and working with keyframes after theyve been created is discussed in Chapter 16:
The Timeline Window on page 332 in your Moho Users Manual.
You can animate several types of motion in an Moho project, and they can each
be used alone or in combination.
The first type is point motion. Point motion very basic - it just involves moving
individual points around in time. Point motion is good for small distortions to
an object where you want something to look soft and flexible (turning up
the corners of a mouth into a smile, bulging out a belly, etc.). You can move
a shape in any way you want with point animation, but it might require
manipulating a lot of points - in many cases bone animation can simplify the
job.
Bone animation involves setting up a skeleton system for an object and then
moving the skeleton around. By carefully constructing a skeleton, you can easily
move a character around like a puppet.
Layer animation is for very simple, large-scale motion. When you move a layer,
everything in it moves together. This doesnt give you a lot of flexibility as far as
what you can animate this way, but its a good way to get certain effects. If
you want an entire group of objects to pan side to side or zoom in or out, then
layer animation is the tool to use.
The keyframes you define are visible in the Timeline, starting at frame 1. Frame 0 is
a special frame in an Moho project - the original placement of all your objects is
stored at frame 0. If you want to modify an objects original shape or position, or add
new objects, this should be done at frame 0. Whatever you do to an object in later
frames can never affect an objects original shape and position, so even if you think
you really screwed something up, you can always delete some keyframes and get
back your original drawings.
This chapter has a useful hands-on overview of how to animate in Moho, using each
type of motion (point, bone, and layer). Once youve mastered Mohos animation
tools, animating is a simple job of repeatedly using the tools you already know,
keyframe by keyframe.
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Open the Tutorials > 5 - Animation > Tutorial 5.1 file in Moho, expand the Mouth
layer in the Layers window, and you should see something like this:
Examine the sub-layers in the Mouth layer. Notice that from bottom to top
they range from closed to wide open. This is the basic setup for automatic lipsyncing. The number and names of the sub-layers dont matter, as long as the
lowest one is closed and the highest one is wide open.
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Next, add the audio file that will go along with the lip-syncing. Choose the File
> Import > Audio File menu command and select the Tutorials > 5 - Animation >
MaryLamb-Man.wav file in your custom content folder.
Make sure that you select the File > Import > Audio File
command from the lower section of the file menu. This differs
from the File > Import > Audio command in the upper section of the
menu, which is used to open files in the Moho library.
Play back the animation now to hear the result. Youll notice that the mouth
doesnt move yet. Stop the playback before proceeding.
5.
Double-click the Mouth layer. When the Layer Settings dialog opens, click the
Switch tab:
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Click the Select audio sync source button to select the file that will control the
Switch layer. In the file dialog that appears, select the file MaryLamb-Man.wav.
Click the dialogs OK button.
Thats it! The audio file was analyzed and keyframes were attached to the Switch
layer. When the audio is quiet, Moho activates the lowest layer (the closed mouth),
and when the audio is loudest, Moho uses the highest layer (the wide open mouth).
In between, Moho switches on the in between mouths. Play back the animation
to see and hear the result. In general, because automatic lip-sync is based on the
actual sound in the audio file, it is important to use an audio file without background
noise or music.
Click this link to view a brief video of the finished results of your
project.
Open the Tutorials > 5 - Animation > Tutorial 5.2 file in Moho.
2.
Expand the Head layer in the Layers window, and you should see something like
this:
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This project is almost complete. The only thing apparently missing is the
animation for the characters mouth. Play back the animation. The mouth is
there (its a switch layer), but no animation data has yet been assigned to it, so
it doesnt move.
4.
Double-click the Mouth layer. When the Layer Settings dialog opens, click the
Switch tab:
Click the Select audio sync source button to select the switch data file that will
control this switch layer. In the file dialog that appears, select the file vista.dat
located in the Tutorials > 5 - Animation subfolder within your custom content
folder.
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The Mouth layer contains all the mouth shapes needed to
speak any phrase. You can examine the Mouth layer to see the
sub-layers it contains. Each sub-layer is named after a different
phoneme. You can use any set of phonemes you choose. The
mouth shapes in this mouth are based on the same default set used
by a great (and free) lip syncing program that we recommend:
Papagayo (http://www.lostmarble.com/papagayo/) is a good
place to get started. To make the mouth speak a different phrase,
just create a different animation data file in Papagayo, and select it
into the mouth layer as we just did for the vista.dat example.
6.
To hear the sound along with the animation, choose the File > Import > Audio
File command from Mohos menu and select the vista.wav file located in the
Tutorials > 5 - Animation folder.
7.
Now, when you play back the animation in Moho you will hear the audio that
goes with the lip-sync. Also, if you export the animation as a movie, the audio
will be included in the movie file.
If you plan to export your animations to Flash (SWF) format, you
will need to use MP3 audio files instead of WAV audio files. In
addition, if you plan to render to SWF format, you can only use a
single audio file in the project.
Click this link to view a brief video of the finished results of your
project.
Open the Tutorials > 5 - Animation > Tutorial 5.5 file in Moho.
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In the timeline, you can see that the top layer, Red Blinker, has two keyframes in
the Layer Visibility channel. The layer becomes invisible at frame 36, and visible
again at frame 48. This is also shown by the red background in the timeline
during the layers invisible period:
You can play back the animation to see whats going on. Basically, the red light
starts off turned on, then it shuts off for a while and finally turns back on.
4.
Using cycling, you can make the light blink over and over. Right-click on the
second keyframe (the one at frame 48), and in the popup menu that appears,
select Cycle.... Youre telling Moho that after this keyframe, you want the
animation to cycle back to an earlier point in the animation. A dialog will
appear asking you the specifics of the cycling. Select the Absolute (cycle back
to this exact frame) option, and then enter 12 as shown below:
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Cycle settings
5.
When you close the cycle dialog, the timeline will update to show the cycle.
There are three changes you will see:
A long red arrow will point back to the point in the timeline that the visibility
channel is cycling back to.
Later in the timeline you will see other sections with red backgrounds to
indicate that the layer is invisible during those periods:
You can play back the animation again to see the result. The Red Blinker layer
will flash on and off multiple times, even though you didnt add any more
keyframes - the Layer Visibility channel is just cycling back and repeating a
section of animation over and over again.
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7.
Lets try adjusting the cycle duration. In the Timeline window, hold down the
Ctrl key (Windows) or Cmd key (Mac) while you click and drag on the second
keyframe (the one that cycles). As you drag the mouse side-to-side, youll see
that the cycle duration changes, as the arrow that points back from the cycling
key gets longer and shorter. Adjust the cycle duration so that the keyframe
cycles back to frame 24:
If you play back the animation now, youll see that the light blinks more quickly
now, since the cycle duration is shorter.
9.
Finally, to break a cycle, all you have to do is add another keyframe when
you want the cycle to end. Set the current frame to 102, right click in the Layer
Visibility channel, and select Add Keyframe from the popup menu that appears.
The new keyframe will appear, and at that point the cycling will end. Play back
the animation to confirm this.
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Conclusion
Cycling can be used in any animation channel in Moho. Any keyframe can be
made to cycle back in time by setting Cycle as the keys interpolation method. You
can cycle a channel all the way back to the beginning of an animation, or just back
a few frames. Cycling will repeat itself forever or until a new keyframe is reached.
Open the Tutorials > 5 - Animation > Tutorial 5.3 file in Moho.
2.
Were interested in the Skeleton layer here - make sure it is the active layer.
The skeleton here is partially animated - go ahead and play it
back to see what youre starting with. In case you were
wondering, only the lowest vertical bone in the skeleton is actually
animated. The other bones are using bone constraints to follow the
motion of the lowest bone.
Motion Curves
Continue with your project as follows to work with the motion curves:
3.
Animation
Rewind the animation to frame zero, and use the Select Bone tool to
select the lowest vertical bone as shown below:
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In the Timeline window, click the Motion Graph tab. Click the Selected Bone
Angle channel icon - this is the channel icon on the left side of the timeline, and
looks like this:
A single click turns on the display of the channel in the graph. A double-click
makes the channel active for editing. Double-click the channel to continue.
By default, not all channels are visible, since this would just
cause too much visual clutter in graph mode. For similar
reasons, only one channel can be active for editing in graph mode.
Double-clicking a channels icon makes it active for editing.
6.
Now, press the End key on your keyboard - this rescales the graph to
accommodate the currently active channel, in this case the selected bone
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rotation channel. After all of these adjustments to the graph, it should look like
the following figure.
7.
In the graph you can see three keyframes. These are just like keyframes in
the normal timeline, but instead of just being spread out along a horizontal
line (time), they are also spaced vertically (value). Between the keyframes, a
curve is drawn that represents the value of the selected bones rotation angle.
Looking at this curve, you can tell that over the first second (frames 1 to 24), the
bone rotates from an angle of 1.57 to an angle of about 1.05 (we dont care
about the exact values). Then, in less than half a second it rotates back again.
Graph mode
In the timelines graph mode, angles are displayed in radians so
that theyll be closer in magnitude to other values like
translation and scale. However, if you want to see curves displayed
in degrees you can tell the timeline to do that in Mohos preferences
dialog.
8.
Now were going to edit the bones motion by modifying the graph. First, set the
current time to frame 48 and choose the Bone > Reset Bone command.
9.
Press the Page Down key to give yourself some room in the graph to work (you
may need to turn off your Num Lock key).
10. Next, click the keyframe at frame 33 and drag it upwards slightly as shown
below.
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Move a keyframe
11. Next were going to add a new keyframe directly on the graph. Right click
on the graph around frame 37. In the popup menu that appears, select Add
Keyframe. A new keyframe will appear on the graph - drag it to the location
shown:
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Creating Depth
Now were going to try moving a layer in 3D - towards and away from the camera.
1.
Set the current frame to 12 and activate the Transform Layer tool.
2.
Make sure the Circle layer is active. Now, while holding down the Alt key, drag
downwards in the editing area. Youll see the circle get larger - this is because it
is moving closer to the virtual camera. The Alt key modifies the Transform Layer
tool to move a layer forward and back. Drag the Circle layer until it looks about
like this:
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3.
In the tool options area at the top of the main Moho window, notice the
value of the Z field. It should be somewhere around 1.0 (the exact value isnt
important here). Positive depth (or Z) values are closer to the camera (in
the direction out of your screen), while negative values point away from the
camera (into the screen).
4.
Next well try moving the circle away from the camera. Set the current frame
to 36. Again holding down the Alt key, use the Transform Layer tool and drag
upward in the editing area. Keep going as the circle gets smaller (farther away),
until it looks like this:
5.
The Z value in the tool options area should now be close to -1.0. Try playing back
the animation again - the circle should now grow larger and smaller as it moves
towards and away from the camera. However, it always appears in front of the
square. As it moves farther away, it should be going behind the square, which
brings us to the next section.
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Play the animation again, and youll see that the circle is drawn behind the
square during the time that it is farther away.
2.
To get a clear idea of whats going on, use the Orbit Workspace tool to
turn the scene to an oblique angle. If you play back the animation from
this point of view, you can clearly see the circle moving forward and back as it
moves around the square.
3.
Once you have a good view, activate the Transform Layer tool to display the
path of the Circle layers motion.
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A note about depth sorting: The checkbox we turned on to sort
the layers by depth only sorts the top-level layers in an Moho
project. If you want to sort the sub-layers in a group, double-click the
group layer to bring up the Layer Settings dialog. There you will find a
tab labeled Depth Sort - in this tab is a checkbox that you can turn
on to depth-sort the sub-layers of the group.
Open the Tutorials > 5 - Animation > Tutorial 5.5.1 file in Moho. You should see
something like the following image.
This project consists of three different shapes in a layer named Shapes. Doubleclick the Shapes group in the Layers palette to open the Layer Settings dialog.
3.
In the Depth Sort tab, check the Enable animated layer order option and click
OK. This will apply the setting to all of the selected layers.
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Advance the timeline to frame 24, and drag the Circle layer to the top layer in
the group in the Layer Settings dialog. Your project should now look as follows.
At frame 48, move the star to the top layer as shown below.
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Finally, at Frame 72, move the Square back to the top as shown below.
7.
Set the total number of frames in the animation to 72. The frame counter should
read Frame 72 of 72.
Now press the Play button. Youll see the layer order of the three shapes change
over time.
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Open the Tutorials > 5 - Animation > Tutorial 5.6 file in Moho. You should see
something like this. (Dont worry - the split-apart character is just part of the
bone setup process):
Lets take a look at the actions for this character. Select the Window > Actions
menu command to bring up the Actions window. It should appear as shown
below:
Each item listed in the Actions window is a clip of animation that this character
can perform. The first entry in the list, --- Mainline --- is kind of special. Mainline is
not an action - it represents the main timeline for the animation, the one that will
ultimately be exported as your final movie.
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Press the playback button to watch this action, and stop it when youve seen
enough.
5.
Try playing back the other actions as well. For each one in turn (Wave, Squat,
and Bend), double-click the actions name to activate it. Then, play back its
motion to see the result.
6.
When youve watched them all, double-click Mainline to go back to the main
animations timeline.
Using Actions
Now that weve seen which actions the character can perform, lets try using them
in an animation.
Make sure that Mainline is active in the Actions window.
1.
Set the current frame to 3, and click once on the Wave action. Be sure to just
click once - Mainline should still be active with an arrow next to it, and Wave
should be highlighted:
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Now that Wave is selected, we can insert it into the main timeline. Click the
Insert Reference button at the top of the Actions window.
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Actions can also be overlapped. Set the current time to frame 12.
4.
5.
Finally, click the Insert Reference button to insert the Squat action. Notice
that the timeline now shows both actions (with the Squat action adding four
channels in the timeline). Play back the animation to see how these two actions
overlap.
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Lets overlap three actions now. Go to frame 40, and insert references to three
actions: Wave, Squat, and Bend. One after another, click once on the action
then click the Insert Reference button . Play back the animation now and see
how the character performs the three actions together, starting at frame 40.
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Lets try repeating an action a few times. Go to frame 66, and insert the Step
action.
8.
Then go to frame 78 (at the end of the first step action) and insert the step
action again.
9.
Do this once more at frame 90. The step action should now appear three times
in sequence in the timeline:
The last thing well do is move the character off screen. Set the current
frame to 66. Then select the Transform Layer tool and click inside the
scene to set a keyframe.
11. Finally, set the current frame to 102, and the total number of frames to 102, then
use the Transform Layer tool to move the character to the left off screen:
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Open the Tutorials > 5 - Animation > Tutorial 5.8 file in Moho.
This file has some simple artwork that well use to build a 3D scene. The layers in
this file are set up as shown:
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Activate the Rotate Layer XY tool, and in the tool options area at the top
of the main Moho window, enter an X rotation angle of -90. Even though
the Background layer is just a flat 2D object, it can still be rotated and
positioned in true 3D space:
Adjusting X rotation
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Next, activate the Transform Layer tool, and in the tool options area,
enter -0.25 as the Y value:
2.
Adjusting position
Finally, with the Transform Layer tool, enter 5, 5, 5 in the tool options area
as the layers scale values:
3.
Adjusting scale
What these settings do is to rotate the Background layer so that it lies down
horizontally, lower it a bit, and spread it out wide to cover a large area. Perfect
settings for a ground plane. The scene should now look like this:
Ground in position
2.
(Notice the little blue wedge in the scene - this represents the camera.)
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3.
4.
In the Options section of the General tab, select the Rotate to face camera
popup and choose Pivot Y Axis (youll see why this is important later).
With the Transform Layer tool selected, in the tool options area, set the
Position X value to -3.25, and the Z value to -2.25. The tree will be moved
to the far corner of the scene:
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OK, thats one tree - now add several more. In the Layers window, click the
Duplicate layer button to duplicate the Tree layer, and set new values for the X
Position and Z Position. Any values for X and Z Position will do, as long as theyre
roughly in the range between -3 and 3.
7.
Repeat the process several more times, just scattering trees across the
landscape. Keep going until youve created about 12 more trees. Position them
all over the place - close to the camera, far away, behind it, etc. When youre
done you should have a small forest:
Now the reason for the Rotate to face camera checkbox may be clear. The
Tree layer (and all of its duplicates) automatically turns to face the camera notice how each tree is turned in a slightly different direction. This makes sure
the camera always has a full view of that layer. This may not always be what
you want, but for scenery objects, it can be a good trick, especially when the
camera starts moving.
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A forest
Heres a trick: if you have a mouse with a scroll wheel, instead
of typing in numbers for the X and Z values, try holding the
mouse over those text fields and turning the wheel. The value in the
field will change, and you can watch the layer move - just keep
turning the wheel until the layer is where you want it.
8.
The last step to finish off the forest is depth sorting. Double-click the Foreground
group layer. In the Layer Settings dialog, click the Depth Sort tab. Turn on the
Sort layers by depth checkbox and click OK. Now all the tree layers in this group
will be sorted according to their distance from the camera.
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Camera view
9.
Set the current frame to 48 and activate the Track Camera tool. While
holding down the Alt key, click and drag downward in the editing area.
(The Alt key tells the Track Camera tool to move the camera forward and
back.). Keep dragging downward until youve moved forward almost to the
edge of the ground layer.
Forward movement
10.
Now activate the Pan/Tilt Camera tool. Hold down the Shift key and
drag to the side to turn the camera around. (The Shift key prevents you
from rotating the camera up and down.) It doesnt matter where you turn to just point the camera in an interesting direction:
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Set the current frame to 96, and use the Track Camera tool to move
forward again (be sure to hold down the Alt key to move forward).
12. After moving forward, turn the camera in a new direction with the Pan/
Tilt camera tool (be sure to hold down the Shift key). Continue this process
(advance the current time, move forward, and turn the camera) as much as
you want, taking a little tour of your 3D scene.
13. When youve moved around as much as you want, try playing back the
animation. While playing back the animation, use the Orbit Workspace tool to
view the scene from above.
14. There are two things to notice here:
First, if you activate the Track Camera tool again, the path of the camera
is visible when viewing the scene from above. If the path is not visible,
check the Show Path option in the Track Camera tool status bar. This can
be useful when planning out camera moves.
Second, watch how the trees turn during the animation to always face the
camera. That way, the camera never catches an edge-on view of any
tree, which would kind of spoil the 3D effect.
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Create a new project. Add a new Group layer in the Layers window. The new
layer will be named Layer 2.
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Drag the existing Layer 1 into the new group layer. On this layer, use the Add
Point tool with the Sharp Corners option checked to create a base shape that
the physics objects will collide with.
With layer 1 selected, add another vector layer (which will be named Layer 2 by
default - rename it Layer 3). It will automatically be added to the Group layer.
Use the Draw Shape tool to draw a circle on this layer. This will be one of the
shapes that collide with Layer 1.
4.
Add another vector layer (Layer 4) to the Group layer, and create a rectangle
with the Draw Shape tool on this layer.
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Enabling Physics
You now have a scene with a group that contains three objects: a base object, and
two additional objects that will bounce against it. The first thing you need to do is
enable physics in the Group layer that holds these objects.
Select the Group layer (Layer 2) and open the Layer Settings dialog. Click the
Physics tab to display the following settings:
Enable physics: Check this option to turn the physics simulator on.
Gravity direction: Use the directional slider to point to the direction from
which gravity is originated. By default, the direction is straight down (270
degrees). 0/360 degrees is at the 3:00 position of the dial.
Gravity magnitude: Controls the strength of the gravity. Lower values make
the gravity less forceful (objects are lighter) and higher values make the
gravity more forceful (objects are heavier).
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5.
Click OK to close the Layer Settings dialog. Your group layer is now configured
to use physics
7.
Select the base layer (Layer 1) in the Group layer. This is the object that the
other objects will collide against. Open the Layer Settings window to the Physics
tab. You will see the following settings:
Non-moving object: Check this option to make the current layer stationary.
When this option is checked all of the other options in the Physics tab
become disabled
Select the circle layer (Layer 3) inside the Group layer. Open the Layer Settings
window to the Physics tab. You will see the following settings:
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Non-moving object: Leave this option unchecked for the circle and
rectangle layers.
Leave the remainder of the settings at their default values for
the circle and rectangle layers. The functions of the additional
settings follow.
Start asleep: Check this option if you want an object to stay still until
something else bumps into it. To demonstrate how this works, compare two
versions of the project.
Lifetime (frames): A physics object will fall, bounce around, etc. for the
duration of its lifetime (number of frames). After that time, it will be sent
back to its initial starting position, where it will start bouncing around
again. A lifetime of zero means the object will never be sent back to its
starting point. The Lifetime setting is useful for something like a hillside of
falling boulders. Instead of creating hundreds of boulders, you can create
a dozen or so and set the lifetime to the length of time it takes for the
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boulders to fall from the top of the hill to the bottom. If the top and bottom
of the hill are offscreen, this will look like an endless number of boulders
falling down the hill.
Initial direction: Works in conjunction with the Initial Speed setting below.
If given an initial speed of something more than zero, a physics object will
start flying out in the designated direction at the specified speed.
Initial speed: Controls the speed at which physics objects move in the
designated direction. Faster speeds allow you to create objects like bullets,
rockets, etc.
Friction: A contact force between two surfaces that controls how much
they slow each other down when they touch. High friction objects (like a
brick sliding on concrete) will generally slow down faster than low friction
objects (blocks of ice).
Springiness: When two objects collide, their springiness values define how
much they will bounce apart. A basketball bouncing on a floor would
have a high springiness value, while a stick of butter would have a low
springiness value.
Pivot on origin: This option sets an axle around the objects origin point.
When another object collides with an object that is set to pivot, the object
will spin around its origin rather than topple over.
Motor speed: Works in conjunction with motor torque, which follows. The
motor speed is the number of degrees per second the object will rotate
(it can be negative to rotate backwards). Depending if the object bumps
into obstacles or there are other influences, it may not actually rotate at
that speed, but in a zero gravity setup with no collisions, that will be the
speed of rotation.
Motor torque: Motor torque controls the strength of the motor. With low
torque, when a motorized object bumps into other objects it may come
to a stop, depending on the size and density of the obstacles. With a high
torque, it will tend to push obstacles out of its way. Even with no obstacles,
if a motorized object is unbalanced (off center of its origin), a low torque
setting may mean that it can even lift itself up.
2.
Press Play to see what happens. The circle falls straight down and stops at the
ground.
3.
Rewind the project to frame zero, and use the Transform Layer tool to move the
circle so that it is just above the left pillar of the collision base, as shown in the
following figure. Also position the circle so that the bottom center is past the
edge of the column.
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4.
Press the Play button again to observe how the circle moves. This time, it should
collide with the rectangle, and the rectangle will respond to the collision.
5.
Experiment with additional settings to learn more about how they affect your
objects.
Additional Comments
You can also apply physics to bone layers. The physics are applied to the region of
influence of the bone. See Bone Physics (Pro Only) on page 101 in your Moho
Users Manual.
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After you create a switch layer and place a vector layer inside of it, doubleclick the switch layer to open the Layer Settings dialog. Select the Switch tab,
and check the Frame-by-frame drawing option. Now the Switch Layer knows
that it is being used for frame by frame animation.
Or, from the menu in the Layers window, choose Frame by Frame to create a
new Frame by Frame layer. This accomplishes the above method in a single
step. Moho creates a new switch layer, sets it up for frame by frame animation,
and places the first vector layer inside of it. Youll use this method in the tutorial
that follows.
2.
In the Layers palette, choose Frame By Frame to create a new Frame by Frame
layer. Name the new layer Inchworm. When this layer is selected, all of the
drawing tools become available. You will not need to expand the Inchworm
layer and draw on the individual frames while you are working in a Frame by
Frame Animation layer. Youll also see some new controls above the timeline.
From left to right, these controls are used to Add a frame, Delete a frame, or
Duplicate a frame. You can also enter a frame by frame advance interval, if
desired, to represent the number of frames that you want to advance in the
timeline each time you add a new frame.
Frame by Frame controls in the timeline toolbar: Add frame, Delete frame, duplicate
frame, and advance interval.
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You can use shortcuts to accomplish the same functions as the
Frame by Frame controls in the timeline toolbar. Press F5 to add
a new frame/layer, Shift+F5 to delete one, and F6 to duplicate the
current frame/layer and advance to the next frame.
3.
From the Style window, select a medium green for a fill color, and a dark green
for the stroke color. Set the stroke width to 10.
Choose a green fill color, dark green stroke color, and set stroke width to 10
5.
On Frame 0 (Layer 1), draw an inchworm that is almost flat to the ground.
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Press F5 to create a new frame/layer to the Inchworm switch layer. This will also
advance the time by one frame
7.
Turn on the Onion Skin feature by clicking the Enable Onion Skins button in the
toolbar area above the timeline. This will allow you to see the outline of the
previous frame.
Enable Onion Skins so that you can see the outline of the previous layer
8.
Now on Frame 1 (Layer 2) draw another inchworm that is raised in the middle,
remembering to also consider that its length is shorter due to volume. The
second frame should look something like the following figure.
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Press F5 again and draw another version of the inchworm that has its middle
raised a little more. Repeat this a few more times, drawing successive
inchworms on Frame 2 (Layer 3), Frame 3 (Layer 4), and Frame 4 (Layer 5). The
examples of each are shown below.
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10. In frames 5 through 8, you will create frames that move the inchworm back
toward the flat to ground position. Again, press F5 as you advance through
Frame 5 (Layer 6), Frame 6 (Layer 7), Frame 7 (Layer 8) and Frame 8 (Layer 9).
Examples of each layer are shown below.
Auto Weld: On
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Add details to the first inchworm layer, then add similar details to the other eight layers
13. Now move to Frame 1 to add similar details in that layer. Continue on, adding
the details to the remaining frames in the Inchworm Frame by Frame layer
(make sure to include the last layer, Layer 9, which appears on Frame 8).
If you find the onion skin outlines too distracting, you can turn
them off in the toolbar above the timeline.
14. Now you can use any of Mohos standard retiming tools to change the timing
if it moves too fast for you. For this project, choose Animation > Rescale
Keyframes. In the Rescale Keyframes dialog, check the Rescale entire
document option, and then enter 16 in the New End Frame field. This will cause
the animation to move at half its current speed.
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Open Tutorial 5.11.moho, which is located in the Tutorials > 5 - Animation folder
in your User Content folder. This is a renamed version of the file that you started
with in Tutorial 2.5.
2.
Double-click Layer 1 to open the Layer Settings dialog. Switch to the Vectors
tab, and check the Animated shape order checkbox. Click OK to close the
Layer Settings dialog.
4.
5.
Press the Up arrow on your keyboard twice, to move the red shape immediately
behind the small yellow circle.
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At Frame 18, use the Select Shape tool to click on the blue shape to select
it. Press the Down-arrow key twice to lower the blue shape below the green
shape:
Now advance to Frame 24. Click the green shape with the Select Shape tool,
and hold down the Shift key while you press the Up-arrow key. The green shape
moves all the way to the top of the layers shape order.
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Press Enter to deselect all shapes. Youll find that the yellow circle becomes
hidden.
9.
Now we want to bring the yellow circle back to the front. Using the Select
Shape tool, click the Green shape to select it. Then press the down arrow once
to move it back one level.
10. Click the yellow circle with the Select Shape tool to select it.
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Effects
Tutorial 6.1: Shadow Tricks
This tutorial shows you how the layer shadow options can be used to create visual
effects other than shadows. Glows and outlines are the two possibilities well look at.
Double-click the only layer in this file, Layer 1, to bring up the Layer Settings
dialog.
2.
Go to the Shadows tab, and leaving all the other settings alone, turn on the
Shadow on checkbox. Click OK to dismiss the dialog.
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Try rendering the scene again, just to be sure that you have an idea what a
regular layer shadow looks like in Moho:
Layer shadow
Layer Glow
Now well change the shadow settings to create a glow effect.
Double-click Layer 1 again to bring up the Layer Settings dialog. Change the Layer
Shadow settings to match the values below:
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Glow settings
An offset of 0 means the shadow will be centered under the layer that is
casting it. With an offset of 0, the shadow direction has no significance.
The exact color you choose is not important - just be sure to make the color
opaque (Alpha = 255). A transparent glow may be too faint to see.
Layer glow.
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Layer Outline
Lets change the shadow options once again to create an outline effect. Some
styles of animation use a heavier outline around the outside of objects than for
interior lines. Adjusting the layer shadow values in the right way can make this style
very easy to accomplish.
Double-click Layer 1 again to bring up the Layer Settings dialog.
1.
Again, we use an offset of 0 to keep the shadow centered under the layer.
The expansion parameter is used in this case to set the width of the outline
effect.
For this effect, its important to make the color totally black and totally
opaque (Alpha = 255) to match the interior lines.
Outline settings.
2.
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Layer outline
Open the Tutorials > 6 - Effects > Tutorial 6.7 file in Moho, and you should see
something like this:
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2.
This file contains a few layers of simple scenery that we will move the
camera across. To do this, select the Track Camera tool and drag the
mouse around in the main editing area.
3.
Notice how all the layers move together, even though they arent grouped.
When you move the camera around, it affects all the layers in a project. In the
tool options area at the top of the main Moho window, click the Reset button to
reset the camera.
Creating Depth
Now well introduce some depth into the scene.
1.
Activate the Transform Layer tool and select the layer called Right Hill.
2.
In the tool options area at the top of the main Moho window, change the Z
value to -1 and press Enter. Below you can see where to set the Z value for the
layer.
Now select the Left Hill layer, and set its Z value to -2. Finally, select Sky, and
set its Z value to -20. When youre finished, your scene should look similar to the
following figure.
Right Hill, Left Hill, and Sky layers moved on the Z plane
4.
Try dragging the Track Camera tool around again and notice the
difference. Its like driving in a car - nearby objects go by quickly, while
distant objects seem to move slowly.
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5.
In the tool options area at the top of the main Moho window, click the Reset
button for the Track Camera tool to reset the camera.
In Moho Pro, try dragging the Orbit Workspace tool around
the workspace. This tool allows you to examine your scene in
3D, from outside the view of the virtual camera. In this case, notice
how the different layers are spaced apart in the Z direction - this is
what creates the sense of depth from the cameras point of view.
The camera itself appears as a small blue wedge pointing in the
direction of view.
6.
When youve seen enough, select the View > Reset menu command to go
back to the default camera view.
1.
2.
Enter a setting of 45 in the Vertical field of view (degrees) field in the tool settings
area.
Next, select the Track Camera tool.
3.
4.
Drag to the left in the main editing area until you set up a view that looks about
like this:
Next, set the current frame to 72, and drag to the right. This will pan the camera
to the left - keep going until you have a view that looks like this:
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Press the Play button in the timeline to play back this simple camera animation.
Notice how the layers of the project seem to pass in front of and behind each
other. This is a simple way in Moho to create a sense of depth.
Click this link to view a brief video of the finished results of your
project.
Open the Tutorials > 6 - Effects > Tutorial 6.9 file in Moho. The layers in this file are
arranged as shown below:
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This animation relies on masking and blurring effects that arent apparent in
Mohos editing view. To see what the final effect is, either export the animation
as a movie. (Because blurring is a key part of this effect, exporting to SWF is not
an option - SWF export does not support blurs.)
The Moon layer is the regular, sharp version of the moon you see in Mohos
editing view.
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Two layers up is the Blurry Moon layer - this is a duplicate of the Moon layer, with
some layer blur applied.
The trick is to control which moon is visible at which point in time in the final exported
movie. To do this, we use layer masking.
Try double-clicking each of the layers in turn to bring up the Layer Settings dialog then, go to the Masking tab. Youll find that the Sky group has masking turned on
- by default, all objects are invisible. The Moon layer is set to be immune to masking,
while the Cloud layer adds to the layer mask.
The result of these mask settings is that first the Moon layer is drawn - this is the
regular, sharp moon - and is not affected by any masking. Next, the Cloud layer is
drawn on top of that. When the cloud moves in front of the moon, it covers up the
moon. Finally, the Blurry Moon layer is drawn on top of the cloud. Because of the
mask, the blurry moon only appears on top of the cloud, it is not visible outside of the
cloud object. Even though the blurry moon is in front of the clouds, the effect looks
like the moon shining from behind the clouds.
Heres another example of the same technique. In this case, we see a character
who appears to be blurred by the smoke passing in front of him. The exact same
blurring and masking trick is used as in the case of the moon:
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1.
Open the Tutorials > 6 - Effects > Tutorial 6.1 file in Moho, and you should see
something like this:
There are four layers in this file, each containing a small gray blob-shaped
object. You can zoom in to look more closely at these objects.
A smoke particle
3.
These blobs will be used to create a smoke effect, using a particle layer. If you
examine these blobs, youll see that they are all semi-transparent, and have the
soft edges fill effect applied to them. In addition, the blobs all have a simple
animation applied to them - over the course of 48 frames, they spread out
horizontally. Play back the animation to see this happen.
In the Layers window, create a new Particle layer. Particle layers are kind of like
Group layers - they can contain sub-layers.
2.
Drag all four of the original layers into the particle layer, and your project should
look like this:
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Play back the animation and see what weve got so far. The particles should be
flowing, although they dont look much like smoke at this point.
4.
Next, double-click the particle layer to bring up the Layer Settings dialog. Click
the tab marked Particles. In this area, set the following values and click OK:
Lifetime (frames): 48
Velocity: 0.3
Rate: 0.5
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Particle settings
These settings tell the particle system that each particle should last for 48 frames
after being created, and that the particles should not rotate to follow the
direction they are moving in. Their initial velocity is moderately slow, and there is
a gentle acceleration to the right (a soft breeze).
5.
Play back the animation now, the motion of the particles should look more like
the flow of smoke from a smokestack.
6.
Export the animation to see how the blur and semi-transparent effects combine
to create a smoky appearance. The reason four different particle types were
used is that each has a different gray level, and combining them leads to a
mottled, dirty effect.
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A rendered example
7.
Save the tutorial under a new filename so that you can use it in the next tutorial.
If you have not saved the project after completing the previous tutorial, you will
find a completed version in your Moho Content folder. Open the Tutorial 6.4_2
file located in the Tutorials > 6 - Effects subfolder.
2.
In the Layers palette, create a new vector layer. Here, we call the new layer
New Generator.
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Draw any shape that you desire in the new layer. Here well keep it simple, and
will add a star shape with the Draw Shape tool.
Drag the new layer into the Particle group, positioning it at the bottom of the
layers within that group.
Drag the generator shape into the Particle group and place it at the bottom.
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5.
Now, select Layer 5 in the Layers palette. Initially, youll notice that this new
shape becomes part of the particle mixture, which isnt what you want to
happen.
To fix this, double-click the Particle group layer (Layer 5) and switch to the
Particles tab in the Layer Settings dialog. Check the Use base layer as source
option.
The Use base layer as source option turns the bottom-most layer into a particle
generator.
7.
Now the particle layer will look at the lowest layer in the stack and use that
shape to generate the particles.
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The particle layer Grass in this file is currently set up with the default settings for a
particle layer. The sub-layers (Layer 1 - Layer 6) are each a single blade of grass.
Each one has a slightly different color and shape to create variety.
9.
If you play back the animation, youll see that the default particle layer settings
arent very good for a field of grass - the grass particles fly up in the air and then
sink downwards. All we have to do is make a few small changes to get the grass
to look right.
Double-click the Grass layer to bring up the Layer Settings dialog. Click the
Particles tab to access the settings for the particle layer.
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Below we describe why each of the settings is set the way it is.
Any settings that arent mentioned below dont matter for this
situation (for example, orient particles doesnt matter since the
particles have no velocity).
2.
Change the settings to match the ones below and click OK.
Preview Particles: 20. In the working view, only show a few particles in order
not to slow down Moho
Lifetime (frames): 0. A lifetime of zero means that particles will never die out
(disappear).
Source width: 3. Make the source nice and wide to cover the width of the
screen
Source depth: 1. Spread the particles out in the Z direction for a feeling of
depth
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Besides scattering particles in the Z direction, when source
depth is set to a non-zero number, the particle layer will sort
particles according to depth - this is very important for the kinds of
animations were working with in this tutorial. We wouldnt want far
away blades of grass to appear in front of closer ones.
Velocity: 0. Set to zero to prevent the grass blades from flying around
Velocity Spread: 0. Set to zero to prevent the grass blades from flying
around.
3.
OK, the grass is almost finished. All we need to do is use the Transform
Layer tool to move the Grass layer downwards (on Frame 0) so that it sits
on the ground:
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Final render
Open the file named Tutorial 6.2_2, located in the Tutorials > 6 - Effects subfolder
within your custom content folder. Theres nothing you need to change in this
file in regards to the particle effects, it just shows another example of using
particle layers.
The default size of this project is 320 x 240 pixels. If you want a
larger sized preview image when working on this tutorial,
choose File > Project Settings and select another preset that renders
a larger preview (such as NTSC D1).
1.
The Crowd layer has the same basic settings we used for the field of grass, only
using fewer particles. Note the following:
Each of the sub-layers in the crowd was created from one layer with a
simple cycling animation.
This one layer was duplicated and had some colors changed just for
variety.
The Randomize playback setting for the particle layer is really important
for this crowd - if it was turned off, then each character in the crowd
would move in sync with all the others (you can try this yourself). This may
be desirable in some cases, but here we want each character to move
independently, even though they all have the same basic movement.
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A crowd as particles
Depth of field is enabled in the Project Settings dialog - thats why some of the closer
or farther characters appear a bit blurry. But well use some Moho enhancements to
fine tune the depth of field effect.
Moho provides a visual indication that can help you set up Depth of Field more
easily. To continue with the tutorial, follow these steps:
2.
Use the Pan and Orbit workspace tools to view the scene at an angle, similar to
that shown below. Youll notice a box in the middle of the scene.
Choose File > Project Settings to open the Project Settings dialog. You can
quickly adjust the settings if you click in the text field and use your mouse scroll
wheel to increase or decrease the values. As you adjust the Focus Distance and
Focus Range settings in the dialog, youll notice the box indicator changing in
the scene:
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Increase or decrease the depth of field settings as you observe the position and size
of the box indicator.
Focus distance: This is the area that you want to focus on. Its represented
by the center line in the box. Decrease the setting to bring the focus
distance closer, and increase the setting to move it farther from the
camera.
Focus range: This is the range of the scene that will go from sharp to blurry
when viewed through the camera. The deeper the box gets, the more
slowly the scene will get out of focus. Higher settings will make the box
deeper.
4.
Choose View > Reset to return the scene to the default camera view.
5.
Choose File > Preview to generate a preview image. After you complete your
project, you can render an animation to see how it all comes together.
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Open the Tutorials > 6 - Effects > Tutorial 6.3 file in Moho.
2.
Expand the Rocket Group layer in the Layers window, and you should see
something like this:
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3.
Try playing back the animation to see what were starting with - its just a simple
animation of a rocket flying around the screen for a little while. When youve
seen enough, rewind the animation back to frame 0.
Smoke settings
4.
The smoke script will then generate a bunch of layers that make up the smoke
effect. The combined layers will end up grouped together in a group layer
called Smoke. Move this new Smoke layer into the Rocket Group layer, just
below the Rocket layer. The Smoke layer should end up positioned like this:
The final step is to move the smoke into place. Activate the Transform
Layer tool and move the Smoke layer so that it sits just behind the rocket.
The smoke itself wont immediately move until the animation is updated, so
watch the origin of the Smoke layer and line it up behind the rocket. Feel free to
zoom in close to get a better view:
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Open the Tutorials > 6 - Effects > Tutorial 6.4 file in Moho. Our goal is to re-use this
explosion in another Moho animation, but make it a lot faster for rendering. To
do this, well export the explosion animation as a PNG image sequence, using
some special settings.
2.
Choose File > Export Animation to open the Export Animation dialog.
3.
Preset: PNG
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Quality: 90
Export options
4.
5.
Click the Export To popup and select Choose Folder. Navigate to the
folder into which you want to save the image sequence.
In the Name field, enter a root name for the animation sequence, such as
Explosion.png.
Click OK to exit the Export Animation dialog. The render preview will show
progress bars and sample frames as the image sequence renders. After the
render is complete the preview window closes.
A rendered version of the explosion sequence can be found in
the Tutorials > 6 - Effects folder. The PNG files are named
Explosion_00001.png through Explosion_00035.png.
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2.
Moho will prompt you to select images for the sequence. As long as there is an
unbroken numerical sequence, all you need to do is select the first image in the
sequence (Explosion_00001.png, in our case).
4.
After Moho imports the Image Sequence you will see the explosion in the
project window, and the timeline will show a green arrow at the start of the
image sequence, and a red arrow at the end of the image sequence.
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Use the Transform Layer tool to move the explosion off to the side a bit:
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In the Timeline, use the Duplicate Layer button to duplicate the explosion a few
times (five or more - you want to fill the project with explosions).
7.
On frame 0, select one explosion layer at a time. Use the Transform Layer tool to
move them to random places in the timeline:
Lots of explosions.
8.
Switch to the Sequencer in the timeline, and adjust the start positions of the
explosions so that they dont start and stop at the same time:
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9.
When youve got as many explosions as you want, export the animation to your
final desired animation format.
Notice that even though the single explosion took longer
render, this combined set of explosions renders much more
quickly. This is because the explosion effect has already been
created - for the combined effect, Moho just needs to composite
several explosions together. Using this technique, you can greatly
speed up the time it takes to export an animation that uses one or
many complex particle effects.
Open the Tutorials > 6 - Effects > Tutorial 6.5 file in Moho, and you should see
something like this:
Play back the animation to get an idea of what youre starting with.
3.
When youve seen enough, rewind the animation back to frame 0. What were
going to do in this tutorial is give Lenny a shadow.
At Frame 0, start off by duplicating the Lenny Skeleton layer, using the Duplicate
Layer button.
2.
Move this new copy below the original Lenny Skeleton, name it Lenny Shadow.
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3.
Add a new vector layer inside it as shown below. Make this new layer active,
and name the new layer Shadow.
In the new Shadow layer, draw a simple rectangle that takes up about 2/3 of
the left side of the visible area, as shown below. Choose Black for the Fill and
Stroke colors if they arent selected already. The idea is to completely surround
Lenny, with enough extra space for when he moves.
Were going to temporarily hide the black shadow layer so that you can use
the copy of Lenny to shear and reposition him for the shadow. To hide the black
rectangle, click the Visibility icon to hide the Shadow layer as shown below.
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Next, select the Lenny Shadow bone layer and use the Shear Layer tool
to shear the lower copy of Lenny so that he leans to the right as shown
below: You can also enter an X value of .60 or thereabouts in the Shear Layer
tool options in the status bar.
Now use the Transform Layer tool to scale the Lenny Shadow layer down
vertically. Be sure to leave it the same size horizontally - we just want it
shorter vertically, as shown below:
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8.
The Trick
So far we have two copies of Lenny, with the lower one shifted into perspective.
Here comes the trick with layer masking.
1.
First, click the Visibility icon in the Shadow layer to make the sheared black
rectangle visible again.
2.
To turn on masking, double-click the Lenny Shadow layer and in the Masking
tab, set the Group Mask setting to Hide all.
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Next, double-click the Lenny layer and in the Masking tab, set the Layer
Masking setting to + Add to mask, but keep invisible. The result of these settings
is that the big black rectangle will now be masked against the shape of Lenny
himself:
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The final touch is to refine the appearance of the shadow. Double-click the
Lenny Shadow layer. In the Layer Settings dialog General tab, set the Blur radius
to 8 and Opacity to 50. That finishes the shadow effect - you can now export
the animation as a movie file.
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2.
Next, select the File > Import > OBJ 3D Model menu command. Moho will
prompt you to select a file - choose the file named 3dmodel.obj located in
the Tutorials > 6 - Effects subfolder within your custom content folder. Moho will
import the model into a new 3D layer, and you should see something like this:
Imported 3D model
3.
Use the Orbit Workspace tool to rotate around the scene. As you rotate
around the object, notice that it never appears flat from any side (like a
vector layer) - it is a true three-dimensional object.
This object was created in a program called Wings 3D (http://
www.wings3d.com). Whether you choose create models in
Wings 3D or another 3D program, be sure to export them as OBJ files.
OBJ is a common 3D file format that most 3D programs support, and
is currently the only 3D format that Moho can import.
The colors of this model have been defined in the file 3dmodel.
mtl - this is a material file that Wings 3D created along with the
model itself. You cannot change the colors of a 3D model within
Moho. However, you can change the color and width of the outline
in the Layer Settings dialog, under the 3D Options tab, discussed in
3D Options (Pro Only) on page 250 in your Moho Users Manual.
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Open the file Tutorial 6.8 located in the Tutorials > 6 - Effects subfolder within
your custom content folder. This is a completely finished animation - play it back
to see whats going on.
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Notice that unlike most faces in Moho, this one can freely turn from side to side.
This is because the head and nose (the major 3D structures in a face) are built
as actual 3D models. The mouth, eyes, and ears are all 2D vector layers that
have been arranged in 3D space around the head.
3.
The only other trick involved in getting this characters head to work was sorting
the head and ears. Notice that the main 3D head shape and the ears are
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grouped together. This is so that those three shapes can be depth-sorted. As the
head turns from side to side, one of the ears often needs to go behind the head
layer and then come back in front, depending on the heads angle. Depth
sorting is used to easily accomplish this reordering.
A textured 3D scene
One of the things you may notice in this scene is that the scenery has detailed
shadows and shading on it. Moho does not provide lighting and shading for 3D
models. Instead, these effects are part of the texture map for this 3D model. In this
case, a separate 3D program was used to calculate the lighting effects and bake
them into the texture map.
Of course, the other element in the scene is a regular Moho 2D animated character.
Although this character is composed of 2D vector layers, it can be positioned in true
3D space, so it is quite easy to integrate it into the 3D scene.
Conclusion
Weve looked at just a couple possible uses for 3D layers - with a little thought you
can probably come up with many more. Keep in mind that Moho is still primarily a
2D program, so dont expect Moho to replace a true 3D modeling and animation
program. However, for limited uses, like background scenery or a few parts of a
character, 3D layers in Moho can be very useful.
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For further information on importing 3D objects within Moho Pro please visit http://
my.smithmicro.com/tutorials/.
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Open Tutorial 7.1 Start.moho, located in the 7 - Layer Referencing folder in your
User Content folder.
The Reference Layer button in the Layers palette is clicked for each new
reference layer that you want to create. Each time you click the Reference
Layer button, it will create a copy of the original layer (similar to the Duplicate
Layer button), except that this reference copy will refer back to the original
layer. To create five additional instances of the star, simply click the Reference
Layer icon at the top of the Layers palette. When you initially create a reference
layer, it is placed directly on top of its original layer.
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Reference Layer icon and five additional reference layers added to the scene.
3.
After you make all your copies, select each layer one at a time and move
them into position on Frame 0. Move the reference layers into position with the
Translate Layer tool as shown below.
Reference layers moved into position with the Translate Layer tool (layers 1-3 on top,
layers 4-6 on the bottom).
4.
When you make changes to the original layer (Layer 1) those changes will
automatically be applied to each of the references. To demonstrate this, select
Layer 1, and choose a new fill color in the Style window. That color change is
automatically applied to Layers 2 through 6.
5.
Reference layers also inherit other animatable properties such as translation and
rotation. To demonstrate this, select the Transform Layer tool, and rotate layer 1.
Now your project should look similar to the following.
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The color and rotation changes of the original Layer 1 (selected) are applied to
reference layers 2 through 6.
6.
Other animateable changes are also replicated. For example, use the Transform
Points tool to move one of the points in the star on Layer 1. That same point will
move in the reference copies on Layers 2 through 6.
Youll also notice that reference layers also inherit animated properties. To
demonstrate this, click in Frame 24, and make some changes to animate some
of the points in Layer 1.
8.
9.
Now go back and play the animation. All of the animated points play together.
10. Save this project as Tutorial 7.1 Finished.moho. A copy of this completed project
is furnished in your User Content folder.
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Continue from the project that you completed in the previous lesson, or open
Tutorial 7.1 Finished.moho, which is located in your User Content folder.
2.
Go back to Frame 0. Select Layer 4, which is one of the reference layers in the
project.
3.
Click the star with the Select Shape tool, and then change the fill color in the
Style window.
Now, select the original layer (Layer 1), and click the star in Layer 1. Change its
fill color in the Style window.
5.
Now play your animation from the beginning. Youll notice that even though
the color of Layer 4 has changed, it still animates with the other layers.
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7.
Change the stroke color of the original layer. The stroke color change will be
applied to all layers, including the layer that had the fill color changed.
8.
Play the animation again. The change in the stroke color will be animated.
At frame 38, change the stroke color of Layer 1 (the original layer).
9.
Now select Layer 4 again (the reference layer that has a different fill color).
Make some structural changes on Frame 0, such as adding some points and
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changing the shape. The the following figure shows some additional points
added, and changes to the shape.
The arrow in the reference layer icon is red to indicate there is a mismatch between
Layer 4 and the original layer.
12. Right-click Layer 4 to view the menu options. Choose Update Layer Reference to
open the Reference Update Options dialog.
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Choose Replace mismatched vectors to bring the shape of Layer 4 back in sync with
the original layer.
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With Tutorial 7.2 Finished opened, select the original Layer 1. At Frame 0, add
some points to it with the Add Point tool, and change the shape a little with the
Translate Points tool.
Youll notice that making this change breaks the connection with all of the
other reference layers. The icons for the reference layers display a red arrow
when the connections are broken.
The reference layer icons turn red when you change the number of points in the
original layer.
3.
To reconnect one of the reference layers with the original layer, first select Layer
2. Right-click the layer and choose Update Layer Reference.
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Choose Replace mismatched vectors to bring the shape of Layer 2 in sync with the
new shape of the original layer.
5.
Repeat steps 3 and 4 for each additional layer that you want to sync back
up to the reshaped Layer 1. In our finished example, Layers 1 through 3 are in
sync again, and Layers 4 through 6 are mismatched. You will find a copy of the
finished project in your User Content folder, saved as Tutorial 7.3 Finished.moho.
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The pupil and lid layers will need some masking to follow the shape of the eye.
The pupil and lid layers in this eye will have to be masked so that they follow the
shape of the eyeball. We can use Masking on the Eyeball group to mask the layers
so that the areas outside the Eye layer are hidden. Follow these steps:
1.
Open Tutorial 7.4 Start.moho, which you will find in the 7 - Layer Referencing
folder in your User Content folder.
2.
Double-click the Eyeball group layer, and switch to the Masking tab. Set the
Group Mask setting to Hide All. The bottom layer (Eye) is used for the mask, and
the other layers (Pupil and Lid) are masked against it. However, youll notice
that the lid does not have the same outline that the other layers do.
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While the Exclude Strokes option in the Masking tab can be used as a
workaround for this, Layer Referencing offers a more powerful alternative.
First, Select the Eye layer, then click the Reference Layer button to create a
reference layer named Eye 2.
Move the Eye 2 reference copy up above all the other layers.
Now, select the Eye 2 layer with the Select Layer tool, and turn off the fill for
the eye. Now you have an outline that surrounds the entire eye as you would
expect.
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Select the Eye with the Select Shape tool, and turn off the fill.
Alternatively, you can leave the fill on but adjust the
transparency of the fill layer so that you can see the other
elements through the Eye 2 layer.
6.
Now you can modify the shape of the original Eye layer with the Translate Points
tool, and those changes will automatically be applied to the Eye 2 reference
layer.
When you change the shape of the Eye layer, the outline on the Eye 2 layer
automatically follows the new shape.
7.
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Create a new document. Choose File > Import > Moho Object, and choose the
Background.moho file.
2.
When the Import Object dialog appears, select the Background (do not import
the Future Work layer). Make sure you check the Import by reference checkbox
in the Insert Object dialog.
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3.
The reference layer icon shows a green arrow to indicate a reference to an external
document.
4.
Now you can import the artwork that the character artist is working on. Choose
File > Import > Moho Object again, and choose Character.moho.
5.
Make sure that the Character is checked, and also check the Import by
Reference checkbox in the Insert Object dialog. Then choose OK to import the
character.
Select the Character layer, and use the Transform Layer tool to move the
character to the left side of the scene on frame 0.
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Now add some simple animation to the camera using the Zoom Camera and
Pan Camera tools, similar to that shown in the following figure.
Zoom and pan the camera closer and to the left side of the scene in frame
0.
At frame 96, zoom out again and pan toward the right side of the scene.
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Now youll work backward to add some simple animation to the arms and legs
of the character, similar to the following figures:
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Now rewind and play the project to watch all your hard work.
10. Save your project at this point, to a file location and filename of your choice.
Open the character.moho file, and select the L Leg layer in the Character
group.
2.
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Click the Reset button in the Style window to reset the stroke and fill properties
to their default color and size. Then use the Draw Shape tool to add some simple
eyes for the character.
Choose File > Save to save the project file, over the previous version.
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5.
You should now be able to see the changes in your project file that contains
a referenced copy of this file. Go back to your project and you will notice that
the reference layer icons now display red arrows instead of green arrows, to
let you know that there has been a change to the original character file that is
referenced in your project.
6.
Right click the Character group and choose Update Layer Reference.
The Reference Update Options dialog asks how you want to handle the
conflicts. You know the character has a new Eye layer, so you want to make
sure that Add new/missing layers from the original source is checked. The other
options in this dialog dont really apply for the moment, but the options are:
Add new/missing layers from original source: Check this option if the
original document contains new layers that do not exist in the document
that references the original.
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Remove layers that dont exist in the original: Check this option if the
original document no longer has layers that currently exist in the document
that references the original, because they were removed.
8.
Click OK to import the updated character into the scene. The eyes layer
appears in your new document.
9.
If you play back the animation youll notice that it is still intact.
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2.
3.
Choose Window > Actions, and click the New button to create a new smart
bone action named L Forearm (the same as the bone you have selected).
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Advance to a frame other than 0 (such as Frame 48) and bend the characters
arm with the Manipulate Bones tool. Then use the Transform Points tool and the
Curvature tool to improve the bending. Check the midway position as well, and
makes some changes at Frame 24 if you feel it is necessary.
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6.
Return to your project, and you see the bending problem area on Frame 42.
Select the Character bone group and choose Update Layer Reference.
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7.
In the Reference Update Options dialog, verify that Replace mismatched bones
is checked, and then click OK to update the reference layer. Youll notice the
improved bending immediately.
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1.
Open the background.moho file and expand the Future Work group.
2.
Move the wall, ground 2, and background layers into the Background group.
Select the Initial Sketch layer and delete it. Then save the background.moho
document.
When you go back to the project document you notice that the reference
layers for the Background have changed to indicate that there has been a
change in the Background.moho document.
5.
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After you press OK, youll see the Initial Sketch layer in your project go away,
and the layers that were moved into place in the Background layer will appear
in the background.
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7.
Choose File > Save to save your finished version of the project. A completed
version is located in your User Content folder, and is named Tutorial 7.5 Finished.
moho.