SuperSGL wrote: ↑Thu May 05, 2022 2:12 am
It's been awhile but I do remember something about the stroke exposure. I believe thats what it was, but like you said the visibility duplicates and of course now the vitruvian bones probably use those anyway.
I'm not sure Vitruvian Bones would help here. V-Bones are a great way to switch between 'sub-rigs', for example switching between a jointed arm to a noodle arm.
Using Stroke Exposures works well when you need the mask to slide up and down the arm/limb to reveal different regions. In one copy of the limb group, the stroke masks the limb downward and in the other group the stroke reveals the limb downward but in different stacking position. Naturally, you need to invert the stroke mask in duplicate. Tip: makes sure you disable antialiasing for the stroke mask layers, otherwise you will get a fine gap where the two mask edges align. You don't need/want anti-aliasing for this since it's not a visible layer and the mask effect will look better with AA disabled.
Where this setup doesn't work so great is when the elbow area needs to be close to the body or when the arm has a extremely irregular shape. The King Julien characters are a good example: Thighsander Plunderhorse uses Stroke Exposure because her arms are fairly narrow and straight; Norge Grendelfist could not use this technique because of his arms were very large in the upper area and very narrow in the lower. You can sort of compensate for this by setting up appropriate Stroke Widths but it's more trouble than it's worth.
I think I this was the point where I decided using layer visibility was the way to go since it doesn't have these limitations. This technique doesn't slide up and down the arm but, TBH, you only need the separation at the elbow for most characters.
I might still use the Stroke Exposure technique for characters with tentacle limbs or maybe a long tail. Alternatively, you can use a regular shape that deforms along a bone change or curve as a mask.
For simpler rigs or when I'm in a hurry, I just use regular Animated Layer Order with no SBD controlling it. I keep the limb segments in their own groups (i.e. armLo_R groups contains lower arm artwork and hand group, armUp_R contains the upper arm artwork and hand group, etc.,) and I just drag them to the stacking positions I need I need during animation. I try to keep all the keyframe in one layer (usually the Bone layer) to make editing easy. Also it helps to color code the groups for easy identification, for example different colors for left and right side limbs. This method may not be 'sexy' but it works reliably and, in many cases, it's easy to animate. (Animated Layer Order is actually a capability unique to Moho; even After Effects does not have this feature.)
For selecting the limb section groups quickly, Layer Shortcuts would be great tool. Unfortunately, I recently found a problem with this script when importing the rig. Hopefully it gets fixed because this is a terrific tool for selection any layer inside a rig, even deeply nested ones. (I used it a lot for Switch layers.)
Until then, you can use a native Moho method for selecting groups: use Shift-Alt Click to click on the limb section artwork in the Workspace. This selects the parent group that the artwork is a child of. So, when you Shift-Alt Click on the forearm, Moho will select the armLo group instead. This doesn't work so well when you have multiple nested groups but if you know how your rig is structured, this direct selection method works well.
Hope this helps.
(Note: edited for a bunch of typos and clarity. Probably more edits to come.)