regarding cel animation

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noor
Posts: 2
Joined: Mon Jun 06, 2005 10:08 am

regarding cel animation

Post by noor »

:D :D :D :D
hello every body :mrgreen:
i am a new moho user :oops:
2 weeks back i got a demo of moho
i am a flash animator. usually i drow drawin sequences in light box and scan it then import all of it in to flash as sequenses . then i over draw frame by frame keep the imported sequences as reference' then icolor it , set timing and atlast i take out ----thes is my work style.

whether i can do like this in moho? :?: :?: :?:
myles
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Location: Australia, Victoria, Morwell
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Post by myles »

Hello Noor,

You can - however, unlike some other 2D animation programs, it is not what Moho is designed to do. If you really want to do frame-by-frame drawing you can use Moho's switch layers (see below), but you will not be using Moho to its best advantage.

Although it is 2D, Moho works best in a manner similar to a 3D program - you can use bones to manipulate the character's limbs, and/or manipulate the points directly for more fleshy animation, and/or change (switch) between alternative versions of body parts for situations such as facial animation (the equivalent of morph targets or poses in some 3D programs).

Take an hour or so to run through the included tutorials - try the basic set of tutorials (Tutorials 1.1 to 1.5) to get a feel for Moho's normal style of animation, then jump ahead to try out Tutorial 5.7 to see how Moho supports frame-by-frame animation (yes, you can load scanned images to trace, but try the tutorial as it is first). Do not jump straight to Tutorial 5.7 first or you will miss a lot of basic understanding.

Have a look in the user animation galleries on the Lost Marble site to see what can be done with Moho.

Some other 2D animation programs are more designed to support traditional frame-by-frame animation - if that is the way you really want to animate, you might want to compare demos (and animation galleries).

Regards, Myles.
"Quote me as saying I was mis-quoted."
-- Groucho Marx
noor
Posts: 2
Joined: Mon Jun 06, 2005 10:08 am

Post by noor »

hi

you know when i saw moho iwas :shock: :shock: :shock: :shock: :shock:
really it is a great programme.
actually i was trying to understand moho in my way.


o.k i will post after go through the tutorials
till then by :wink:
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Pogel Adler
Posts: 4
Joined: Mon Nov 22, 2004 10:16 am

Post by Pogel Adler »

Hi, I'm using Moho for frame-by-frame and I'm pretty pretty much satisfied.
The No.1 reason: I can afford it!
Also, it has some great features if you don't want to paint everything f-b-f and the fact it uses splines is also helpful. (If you don't like a line, no need to redraw, just adjust it)

However, if you draw seperate lines, it'll be hell to do the fills. The only reasonable method I've found so far is to redraw each fill manually.

I've also had some great experiences with Mirage (which would be MUCH better for frame-by-frame, but I don't think it can do flash).
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Rasheed
Posts: 2008
Joined: Tue May 17, 2005 8:30 am
Location: The Netherlands

Post by Rasheed »

Pogel Adler wrote:and the fact it uses splines is also helpful. (If you don't like a line, no need to redraw, just adjust it)

However, if you draw seperate lines, it'll be hell to do the fills. The only reasonable method I've found so far is to redraw each fill manually.
I had this problem too, until I began using the Auto Weld script (in Moho menu Scripts -> Other -> Auto Weld), which tries to close minute gaps in your outline.

The disadvantage of using a single layer and animate by changing the existing curves is that you're stuck with the points you've put there. If you want to add curves at certain frames, but not want them to show in other frames, you'll have to render them invisible by either manipulating the alpha channel, or putting the curves in a separate layer and manipulating the visibility of that layer. IMO this is too technical and hinders creativity.

So the best advice I've read so far in this forum for traditional animators wanting to use Moho, is to use switch layers to animate separately drawn (grouped) vector layers (or bone rigged vector layers, which in some cases is even better than mere vector layers, because it approximates sculpturing so much -- which seems to be a good thing in character anmation).
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