JoelMayer wrote: ↑Mon Sep 20, 2021 10:38 pm
one of the things i think differentiates Toon Boom rigging from Moho is that it‘s not about trying to built much of a skeleton and onto a character and having complex IK rigs and more about deforming drawings to simulate a hand drawn look. Toon Boom animators very often don‘t even use interpolation for their stuff except when wanting to pick out specific keys from an automatically generated inbetween to use them as breakdowns. The mindset is completely different. While it is more complex to rig and probably even to handle those puppets in TB, the animations i see come out of there lately are really successful.
I come from ToomBoom and I never looked back. I think many would do the same if they knew how powerful Moho is, but they don't know. And maybe they never will.
Moho point interpolation and rig capabilities are incredible. I think those, used well, actually facilitate the task of achieving Disney quality animation in a fraction of the time you could spend on FBF or using ToonBoom, so I agree with you, it's the mindset.
But a lot of people judge the software by the things people make with it, and yes Moho is way cheaper and marketed as an easy way to animate, so its user base is way more amateurish than ToonBoom's. ToonBoom on the other hand is expensive and marketed as an industry standard, and those are filters: you only buy it if you are super serious about animation, you usually learn it at college, trying to make a career of it. ToonBoom users are more serious, more experienced, have higher quality standards, work on bigger studios with the help of more teammates, etc. Of course the end result is better. But it is correlation, not causation. It's not the tool but the userbase.
And it is not about using interpolation or not either. The more things you computer can make for you, the better. Interpolation is an incredible feature to save time that you can spend making the animation better.
ToonBoom users love interpolation, they make heavy use of it, in every single rig, and they often achieve Disney quality with it, even if their interpolation method is way more limited than Moho's interpolation: In ToonBoom you can't actually interpolate the points of a drawing. You need to create a deformer, that is another vector shape that you have to draw arround the drawing you want to deform, and moving the vectors of that deformer the drawing inside gets deformed, but obviously not very precisely, and actually if you try to deform it too much it will break the drawing apart.
Imagine my face when I discovered Moho.
That's why I'm always surprised to see that a lot of Moho users don't actually use point interpolation. Moho has the easiest and most powerful point interpolation method, users can literally make a few adjustments to one single frame with the magnet tool in seconds to give life to their animations, life that is carried in every interpolated frame for free and some of them still only rely on bone animation.
Have you guys noticed how Cacani animations always look pretty good? Even if Cacani makes heavy use of interpolation, the animations look like FBF. Because interpolation has never been the problem. Their animations look like FBF because even if inbetweens are automatic, Cacani's workflow involves having to draw each keyframe, and every time you draw you inevitably introduce differences that make animation more dynamic and alive. That effect is super easy to achieve with Moho's point interpolation, just pick the magnet tool and make each keyframe drawing a little bit unique. It's way faster than drawing it all again!
So my opinion is that Moho is very underrated, most profesionals don't know how powerful it is, and part of its own userbase doesn't use its power. That's why there are only a few "Disney quality" animations made in Moho. But if I want to make a short with Disney quality, I think that Moho is the best option. And if I am doing it by myself with a limited amount of time, then I think it could be even the only option.