to prove how easy this technique is, I will finish the written tutorial and and then create a video version and post it on 3dpalace.com
bear
Cunning way to do Head Turns
Moderators: Víctor Paredes, Belgarath, slowtiger
User macton had posted his work a while back that showed a rotating dog but without the .moho file I think.Bones3D wrote: Anyone care to take a stab at a full 180 degree rotation of a 2D character using Moho vector objects and uploading the resulting .moho file as a demonstration?
I think that Barry Baker did it as well http://www.lostmarble.com/forum/viewtopic.php?t=855 -but basically they built the characters in parts and placed the heads eyes etc at different zdepths
A few other things in the tips & tricks forum I think with bones and switch layers.
[url=http://burtabreu.animationblogspot.com:2gityfdw]My AnimationBlogSpot[/url:2gityfdw]
http://cribble.thecircadian.com/head_turn
there's my animation and head turn file. Technique is on this forum somewhere, but have a gander - the animation looked better exported with variable line widths, the example on my page is just normal.
there's my animation and head turn file. Technique is on this forum somewhere, but have a gander - the animation looked better exported with variable line widths, the example on my page is just normal.
--Scott
cribble.net
cribble.net
Interesting approach and one I hadn't quite thought of...
Cribble's method utilizes only four layers with visibility swapping, breaking the turn sequence up at the points where z-sorting becomes an issue. Each layer tweens as needed, then in the two frames where the z-sorting changes, the layer visibility gets swapped without disrupting the animation flow and the new visible layer tweens to the next state.
It's actually a painfully obvious method similar to what I've used in the past to sync animation to speech.
Cribble's method utilizes only four layers with visibility swapping, breaking the turn sequence up at the points where z-sorting becomes an issue. Each layer tweens as needed, then in the two frames where the z-sorting changes, the layer visibility gets swapped without disrupting the animation flow and the new visible layer tweens to the next state.
It's actually a painfully obvious method similar to what I've used in the past to sync animation to speech.

8==8 Bones 8==8
After seeing the above sample I just realized another drawback to the technique described in this tutorial using 3d software and AE...
... you can't export to Flash format!
Well... technically you could but... the head would be an image... which is tricky exporting to Flash from what I've heard... and it wouldn't "match" the rest of the output.
Since I do very little Flash output with Moho this never occured to me.
-Vern
... you can't export to Flash format!
Well... technically you could but... the head would be an image... which is tricky exporting to Flash from what I've heard... and it wouldn't "match" the rest of the output.
Since I do very little Flash output with Moho this never occured to me.
-Vern
That is what I said in my observation. The head is a graphic... a "raster" image exported from AE... it is made of pixels... It is not VECTOR based...lostbear wrote:....you end up back in moho and rendering through moho...so....you can export to flash.
-bear
... which is why many people export to Flash so the animations are small, and quality is size independant.
-vern
with my method you can export to flash, though don't expect a small file size as you've just used 4 un-optimized layers. I'm going to update the page a lil, so it includes a tutorial on the page.
Occasionally flash doesn't like to import it, or you'll get a fat error. To solve this export in staggered amounts per export. So you'll export 0-25, then, 26-50, 51-75 etc etc
Occasionally flash doesn't like to import it, or you'll get a fat error. To solve this export in staggered amounts per export. So you'll export 0-25, then, 26-50, 51-75 etc etc
--Scott
cribble.net
cribble.net