Sorry for the delay in posting this but I wasn't feeling well last night and I went straight to bed after I finished this test.
synthsin75 wrote: ↑Thu Sep 29, 2022 4:03 am
Image texture does respect transparency. You just need to select "Through transparency" in the image texture settings.
D'oh! It's been a while since I used Image Texture and I totally forgot about that. Thanks for the tip. I may give this technique another go this evening.
Update: Ugh...Debut doesn't have the Through Transparency option.
@mmmaarten and other Debut users following this thread....
This was a fun test! I haven't tried anything like this in
Debut before because, well, because I use
Moho Pro, but it was interesting to see how far I could push things inside Debut.
First--in case anybody is wondering--if you own Moho Pro you can switch to Moho Debut at any time by enabling
Run As Moho Debut from
Preferences. You will then need to restart Moho to make the switch. Of course you can always switch back to Pro.
Once I was in Debut, I tried various techniques using mmmaarten's elephant artwork and here's the result of the final test...
This is what the project looks like inside Moho Debut...
Before breaking down the above setup, allow me describe the techniques that didn't work.
First, I tried using Selective Flexi-binding like in the original example by mmmaarten and the result was predictable. Where the trunk was close to the itself, the image would tear. This commonly occurs because Moho's auto-generated mesh is fairly low-res and un-editable, and there isn't a way to isolate the influences of the bones, not directly anyway. Note that in Moho Pro this is less problematic because you can create your own custom mesh for mesh warping, and there are more options for binding. Ideally, however, it's better to simply straighten out the trunk and rig it as normal, which we'll go into later in this post.
The second technique I tried was to create a shape around the trunk and use Image Texture to fill the shape with the same trunk image. This produced the same tearing result, which I guess should have been expected. So then I tried splitting the shape into two shapes and filling each with the trunk image using the same transform settings. The ideas here is that I can use Selective Flexi-binding to limit which bones affect different sections of the trunk. When I animated this setup, the geometry split where the two shapes were aligned, so next I used Bind Points to bind the edges to a common bone. This approach technically worked but the deformation did not interpolate smoothly between the two bones...this was totally expected but at this stage I just wanted to see if I could keep the edges together. Next I added another bone in-between the two bones so it branched off, and I used Point Bind to bind the edge to this bone instead. This technique worked fine so long as I animated this bone to follow 50% of the rotation value of the next bone. (Note: In Pro, you can automate this animation by using a Rotation Constraint set to 50% of the second bone's rotation...this method in Pro is much MUCH easier to animate with!)
I also had trouble with transparency in the Image Texture effect but, as synthsin75 pointed out, I needed enable this option in the settings. I may revisit this technique later.
Update: As mentioned above, Debut doesn't have the Through Transparency option.
Finally, I decided the best approach was to straighten out the trunk artwork as recommended earlier. This was easy to do in Photoshop. First I chopped up the trunk into three layers like this...
Then I used Liquify to straighten out the parts like this...
Next I merged the layers and cleaned up the imperfections. This whole process took less than 5 minutes so definitely worth the effort.

The image was then imported to Moho Debut and rigged like this...
Nothing fancy. I just used Selective Flexi-binding for each layer to control the deformations.
Some more info about this animation:
1. I used Layer Shadow to give the individual parts a little extra depth. I felt this made the final render look a little more like a hand crafted greeting card.
2. The elephant art was downloaded from mmmaarten's link and adapted for this test, the backdrop was a free image I found at a stock image site, and the rose was snipped from IKEA's website. I didn't want to spend any time creating new artwork since this was just a test.
3. The background art uses the Hide In Editing option. This hides the layer in the workspace but still allows Moho to render it. This option simplifies the display to make it easier to animate in.
4. When working with bitmap images in Moho Debut or Pro, you might see faceting along the edges of the artwork in the display. You might not have to worry about this because Moho will generate a higher-resolution mesh for final rendering. For example, in the above example, compare the curve of trunk in the animation to the curve seen in the GUI image...it's
much smoother in the animation. When you're not sure, use Ctrl-R to check the quality.
5. Yes, I know the elephant's head is chopped off and that he doesn't have eyes. If anybody wants to fix that, here are the files:
DebutElephant_02.zip Have fun!
Animating this clip reminded me of the differences between Debut and Pro. Here are my observations:
1. There is no way to turn off the Checkerboard Preview for Styles in Debut. I really hate this option because it makes it difficult to tell what color I'm working with on the shape. Personally, I feel Checkerboard needs to go aways or at very least Debut users should be given the option to disable this feature. It's an unnecessarily annoying and frustrating feature.
2. Animating the trunk in Debut was easier than expected but, FYI, it's even easier in Pro because I can use Sketch Bones there. Sketch bones lets you draw the shape you want over the bone chain and it sets the keyframes for each bone automatically. This is a very nice feature for animating tails, rope, or anything that needs to be wiggly. Sketch Bones is only one of many reasons to upgrade to Pro.
3. By default, Debut uses Consolidated keyframes in the Timeline. This is good for beginners who may get confused by the density of keyframes that can appear when Consolidated is turned off, but it does make it harder to add secondary animation and subtleties. In this case, I needed to disable Consolidated to be able to add a small bounce to the flower animation. On the plus side, Consolidated does make it easier to retime the overall animation, which was helpful for getting the speed of the trunk animation smoothed out.
4. That said, taking Debut out of Consolidated mode can be a nightmare to work with because there is no way to hide unnecessary channels. In Pro, I prefer to keep the color bone channels hidden because they can quickly clutter the timeline and overwhelm the user with redundant visual data. To see this in practice, watch this video from the 8:54 mark:
Better Default Settings For Moho Pro. Unfortunately, Moho Debut doesn't offer the option to simplify the timeline. This is probably another option that should be in Debut if it's going to be aimed at beginner users.
5. Debut does not have Group layers like Pro does, however you can use Debut's Bone layers just like Group layers. For example, notice that I have a Bone layer called Flower that's used only for masking and not for bones at all. There's also a hidden Bone layer called NotUsed, which is where I stored layers used in earlier tests but not needed for the final test.
6. Debut does not support keyframeable parenting so to get the elephant to pick up the rose, I used visibility instead. BTW, this is a pretty good technique even when you do have keyframeable parenting.
7. Re: the auto-generated mesh: notice how the trunk is able to roll in front of itself. This is because the polygons in the auto-generated mesh happen to be stacked in order from top to bottom. However, if I wanted to tuck the trunk behind itself, I'm out of luck because I can't change the stacking order of the polygons in Debut. In Pro this isn't a problem because I'm likely to create my own mesh for this and I can sort the polygons anyway I like there.
To sum things up: I still think Debut is a fine choice so long as you're not trying to create animation that's too advanced or ambitious for its toolset. You can do a lot with what Debut offers but you need to design sensibly for its feature set. To me this means approaching Debut projects as traditional paper cutout style with some simple bones deformations, and relying on Switch layers to change drawings. But that's just my personal opinion and what I think shouldn't discourage anyone from thinking bigger about their Debut projects. How Debut is used by other artists is entirely up to them and their own vision.
Hope this helps.
Revisions: Added item 7. Re: the auto-generated mesh, and updated note about the Transparency option in Image Texture.