o0Ampy0o wrote:
Chucky, Late last night I realized you are Charles Kenway. I had purchased your Character Pack when I upgraded to Moho 12 because I liked the characters so much. I was hoping I would be able to derive some insight as to how you made them appear volumous. But looking at the project file nothing was obvious to me. Have you or anyone produced a tutorial describing how to simulate volume as seen in these characters? They are almost 3D with the soft edges on their highlights and shadows. Is that pretty much what the special ingredient is with the 3D effect?
Does Moho have intelligent lighting something like how 3D software treats light? Is it coded to behave like real-world light or is light handled manually by color adjustment (IOW do we have to fake it with gradients)?
On the topic of light, does Moho have volumetric light, (i.e. light and shadow beams cast through atmospheric particles)?
Hey Ampy,
I guess you are talking about the 'dirty rats' characters which are 'lit' if you can call it that.
The latest V12 ' Retro Nexters' characters are not shaded.
Ok So I use a few different methods to fake lighting.
Either using layers shadows or masked light layers.
There are advantages and disadvantages in each.
Layer shading is very quick ( just apply it to the parent group) and can look really cool but...
There are a few things that hold them back...for now so you have to be careful when using them.

One is that they (by nature) follow the exact contour of the layer which is great for slim shadows or a silhouette effect.
Otherwise softening right up can help to disguise the flatness which can look amazing especially combined with a really bright 'zinger' on the opposite edge ( which requires another group.

Another is that it only uses the 'normal' blending mode.
This means that you have to go very dark and very transparent for shading and for lighting you just have to muck around for the look you want, it will never be quite perfect for either of these until we get blending modes for shading.
So by that I mean multiply for shading and add or screen for light , hard light is also good for these effects.

What would be really cool, but I have never requested is that if shading what 'area sensitive' and could get thicker and thinner depending on the group's surface area, that could help ease the flattening and we could use harder edges to them in more situations and retain that cartoon look more often rather than getting all realistic with the soft look.

One more improvement that I would really value and I can't find a satisfactory workaround for (other than a bunch or reference layers), is the ability to exclude a layer from the shading.
That would be for things that reflect a bright source like eye highlights in particular or have their own luminescence like supernatural eyes or fiery or light props ( torches, lights, dork sabres etc.). Oh also shadows, we don't need shading on shadows- I mean layers which have vector shadows look ridiculous with a highlight on them, truly.

They are ALWAYS invisible in display and require rendering to see the results which can become a pain ( until they are done and then it's set and forget).

You can animate them though so the source can change dramatically without much effort ( see the example with lightening below)
I encourage anyone to request improvements to the pretty great shading effects
The other method is masked lighting which can work potentially much better but requires more maintenance and setting up and are less flexible as they are part of the rig ( if the character moves around a light or spins head over heels or some such, the lighting is glued to the rig and looks fake and painted on).

They CAN use blending modes

They CAN make your shadows have accurate shape and appear properly volumetric.

They CAN ignore layers.

You DO have to bind and smart bone them

Unfortunately masking previews are not what they should be and that's where everything gets messy..... but

You CAN hide them from the display which fixes that.
I think Layer shading has the best potential but needs at least a few of those improvements to make them work as they could and should IMO