How do I get "image fill" in MOHO 14 to follow the movement of the shape
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How do I get "image fill" in MOHO 14 to follow the movement of the shape
How do I get "image fill" in MOHO 14 to follow the movement of the shape? If I use an image as my "fill" on a shape, the image does not move alone with the shape when the shape is animated. I'm not sure the software can do this, but maybe I'm looking at it, but just don't see it. Any suggestions please... ?
Re: How do I get "image fill" in MOHO 14 to follow the movement of the shape
If you only move the points of a shape, yes, the "image texture" stays still. Some animators prefer this.
You can move everything like you want by using the Transform Layer tool -- that moves the shape and the "image texture."
Also, you can use Point Binding. Bind the points of the shape to a bone and animate the bone. The image texture will move with the bone. You can distort the image texture with this method.
I'm pretty sure there are other ways to accomplish what you want, but I tend to use Transform Layer and Point Binding myself.
You can move everything like you want by using the Transform Layer tool -- that moves the shape and the "image texture."
Also, you can use Point Binding. Bind the points of the shape to a bone and animate the bone. The image texture will move with the bone. You can distort the image texture with this method.
I'm pretty sure there are other ways to accomplish what you want, but I tend to use Transform Layer and Point Binding myself.
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Re: How do I get "image fill" in MOHO 14 to follow the movement of the shape
It's not point binding, it's bone strength. Unless you reduce bone strength to zero, it may look like it's related to point binding.
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Re: How do I get "image fill" in MOHO 14 to follow the movement of the shape
Oops! No wonder the image texture distorts exactly like bone strength. It was bone strength.
Re: How do I get "image fill" in MOHO 14 to follow the movement of the shape
It is not good idea to use image texture for work with bones.
There are 4 working option
Wrap using triangles mesh layer
Wrap using quad mesh layer
Wrap using curver layer( 2 methods)
And directly use bone strength to control image layer that I think you need strokes too so using image texture.
All wrapping methods work best with actions.
If you do not know how to use wrapping see moho official YouTube channel for details.
There are 4 working option
Wrap using triangles mesh layer
Wrap using quad mesh layer
Wrap using curver layer( 2 methods)
And directly use bone strength to control image layer that I think you need strokes too so using image texture.
All wrapping methods work best with actions.
If you do not know how to use wrapping see moho official YouTube channel for details.
Re: How do I get "image fill" in MOHO 14 to follow the movement of the shape
There are pros and cons to each. FWIW, most of characters in my early DreamWorks animations used Image Textures to fill vectors. (Notably, Puss-in-Boots, All Hail King Julien, and The Croods TV shows from 2015-2016.)
What I liked about Image Texture is that it gives me a single widget that simplified setting up and animating Turn or Roll Smart Bones for each body part. It also minimized the Boundary for each part, making it easier to select items through the 'invisible' regions.
Of course, that was quite a long time ago. These days, I think I agree with Hamedss that using a regular warp generally works better--custom meshes offer more precise control over image deformations, especially for thin or small details. For general image transforms, I like to use multiple nested groups and bones. Enabling Ignored By Layer Selector in the Layer settings solves the issue with selecting through a large 'invisible' boundary in a layer.
What I liked about Image Texture is that it gives me a single widget that simplified setting up and animating Turn or Roll Smart Bones for each body part. It also minimized the Boundary for each part, making it easier to select items through the 'invisible' regions.
Of course, that was quite a long time ago. These days, I think I agree with Hamedss that using a regular warp generally works better--custom meshes offer more precise control over image deformations, especially for thin or small details. For general image transforms, I like to use multiple nested groups and bones. Enabling Ignored By Layer Selector in the Layer settings solves the issue with selecting through a large 'invisible' boundary in a layer.
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