Following your logic, I'ma walk 14 miles to work tomorrow instead of drive, because it's harder and it'll make me a better employee at the end of the day???...Regul8R wrote: you want the the animation done for you? sorry but its seems that some people want moho to do the work for them. .....fill in a set of parameters and click render......
making head-turns easier, if possible, i say yes. but we need to be ableto do them ourselves, without Auto head-turn script no5![]()
this is animation, its meant to be difficult and time consuming.

There's nothing in my suggestions that take away work from the animator. Smartskin would let you define your character's muscular and squash/stretch look based on bone rotation and scaling.
We all know the advantages of head turning. I'm not sure how to best implement that? Maybe some kind of internal morphing engine or a "Face Lab" type environment where you can create a specific "3D head" object that can be mapped with a vector layer inside of Moho - that sounds pretty exciting.
Collisions I feel are a nice complement to the springy bones. Nobody is complaining about having their secondary animation work taken away by the dynamics system so why should there be complaints if (in my case) two cherries joined by their stems bounce off each other when moved around??
Animation is about time on two levels - the timing of the motion within the animation and the time it takes to create the animation. Obviously you want the work while creating your animations to be >easier< (not harder) and take the least amount of time possible so you can accomplish more.
I think discussions on how to implement certain features - like head (and full body) turning might be more helpful to LM than just saying what we want and don't want.
Nevercenter's Silo3D modeler is currently getting a LOT of raves because its toolset is lightweight and not bloated with a lot of different but similar tools AND it implements features not commonly found in other 3D modelers (the topology brush for example)
I feel Moho is similar because it's small and lightweight and does what other packages don't - like bone animation of vectors.
I believe if Moho did focus on a few specific toolsets to solve problems like head turning (and others), that would be even more unique features that keep it shining above the rest.
-Will