Chesterd wrote: ↑Fri Mar 05, 2021 1:59 pm
When using Smooth Bone joints for legs, it cancels out the target bone setting for feet.
Can you post an example? I don't think I've seen or heard about this behavior with Smooth Joint. Also, which version of Moho are you using? (I'm using Moho 12.4.)
I saw the layer trick with multiple smooth joints for arms works well, but only if it is a straight line with the hand straight out.
Yes, if you intend to use Smooth Joint, this is the best way. In practice, I find there is actually a small angle tolerance, meaning I can bend the joint slightly to favor a preferred IK direction, but the
artwork really should be drawn 'straightened'.
Seems like the best option would be to create a pivot point as layer on Photoshop and then match them up to the bone joints, as someone suggested?
It depends on the character design and the rigging technique you wish to employ. If you paint it as a single layer, you will need to deform the image, which for images could be problematic at the joint. To work with this, you may need to use a custom mesh with a Smart Bone Action applied to the joint...or use a Smooth Joint. With appropriate artwork, Smooth Joint doesn't have issue with bending since its nature is to somehow 'fold over' the artwork at the joint.
If you decided to separate the upper and lower limb artwork, then you can probably just layer bind the artwork and rotate it (as opposed to bending it.) The painted joint target art I described earlier is just a reference to help align the bones so they rotate properly. You can remove this target after rigging. When I'm in a hurry, I'll sometimes paint the target art directly on the artwork for the rigging alignment, and then I'll paint it out afterwards. When the art is resaved in the paint program with the target painted out, the 'clean' version will load into Moho automatically.
Smooth bone joints work really well for legs and arms, just a shame I can't get the foot bone right. It won't stay as an independant angle (for target bone purposes ).
You should be able to use Independent Angle on the foot bone. That's what I almost always use. It shouldn't matter if your using Smooth Joint or not. That said, I don't recommend using Smooth Joint on an ankle joint...Smooth Joint tends to work better for elbows and knees. For the ankle, I'd just use a separate image, and depending on the artwork, maybe use some Selective Flexi-bind.
Note: again, depending on the artwork, this is where a custom Smart Mesh with an Action might be useful, if you really need the ankle joint to actually bend (as opposed to just rotating.)
Lock Bone is another technique that might work for you. This is a keyframeable option that allows you to lock the position and angle of the foot, and unlock it with a keyframe. Independent Angle is just on all the time, which some users may find frustrating. (TBH, I prefer the latter most of the time--IMO, it offers more animation control and flexibility. That said, I do wish Independent Angle's switch was keyframeable like Lock Bone.)
BTW, if you need specific answers, it always better to post screen caps and/or project files that illustrate the specific problem. Moho is a very flexible program with many ways to do things, so it's difficult to narrow issues down when there is only a text description.
Hope this helps.