Hey everyone-
Wondering if anyone on here has had any consistent success with varying framerates on character animation.
I would love to be able to animate mouth rigs on 24fps, while maintaining 12fps for the rest of the rig.
I have been experimenting with this as far as posterizing in my compositing program, but the result is weird because the position keyframing of the mouth is 24fps, so it moves ahead of the character. I need to somehow allow the visemes of the mouth to be 24fps, but the overall position of the mouth to maintain 12fps. I used to achieve this in AE by posterizing time, but not position - however, since the position is set in MOHO that is moot - unless there is a workaround I'm unaware of?
I've seen this covered in the forum before, but I haven't found an answer that works for this purpose. Anyone ever had any luck?
Honestly, I'd do the whole thing in 12 because I love the look of animating on 2's- problem is this dialogue is very fast and the mouth rigs really are the only spot where it won't work. Love to hear your insights!
Varying framerates within a project
Moderators: Víctor Paredes, Belgarath, slowtiger
- Víctor Paredes
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Re: Varying framerates within a project
Normally, the project frame rate is 24fps, but we animate on 2s and sometimes on 1s, depending on the needs of the action.
In Moho, this can be achieved using different keyframe intervals. I made a tutorial years ago. It is old, but several of its ideas are still valid:
viewtopic.php?f=9&t=26783
With Moho 13.5 and higher, there's no need to create markers as shown in the video. Now the timeline has its own interval markers preferences.
In Moho, this can be achieved using different keyframe intervals. I made a tutorial years ago. It is old, but several of its ideas are still valid:
viewtopic.php?f=9&t=26783
With Moho 13.5 and higher, there's no need to create markers as shown in the video. Now the timeline has its own interval markers preferences.






Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Re: Varying framerates within a project
Thank you Victor this is awesome! Perfect solution!
Re: Varying framerates within a project
Victor - I hope you don't mind me asking - this method has worked perfectly for the traditional animation, but all my dynamic bones are acting very erratically when switching intervals (they are moving shaky, moving in the interval of one despite the scene and keyframes all being in 2 (This was the case in converting my old animation, as well as starting from scratch with a new project). Do you know if this method can work with dynamic bones?
- Víctor Paredes
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- Posts: 5818
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
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Re: Varying framerates within a project
if you are using 13.5, select the dynamic bones and in frame one create a Bone rotation keyframe for them. Now select the keyframe and set the interval to 2s.
It is not a perfect solution, but it will allow you to force dynamics bones to move on 2s.
It is not a perfect solution, but it will allow you to force dynamics bones to move on 2s.






Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Re: Varying framerates within a project
Thanks so much Victor! That did the trick! The results are not what I was expecting so I hand animated - It must still interpolate on 1's yes? And Simply drop frames?