flash animator
Posted: Tue Mar 21, 2006 6:20 pm
i am a flash animator and i am just wondering how mojo is different from it... can u just give me a brief preview how moho and flash differs from each other?
myles wrote:Hello Gilbert(?),
I don't really know much about Flash, so hopefully some Flash users will jump in with more information. In the meantime here's my uninformed take on the issue.
Flash character animation generally comes from a collage or cel-based frame-by-frame ink&paint animation viewpoint (when it's not being a web interface generator with too much emphasis on ActionScript).
Moho comes from a shadow-puppet/3D/claymation viewpoint.
Moho feels like it has been written for TV/DVD character animation, not web animation and interaction. Not all Moho features export to SWF - some features only export to AVI, MOV, or image sequences.
Moho can't do interactive clicky areas, buttons, or other GUI things.
If you're animating primarily for the web, and that will include animated logos and text and interactive interfaces, I'm fairly sure Flash is superior to Moho.
I believe Moho is superior to Flash if you're doing character animation for TV or DVD, and you'll be using a cut-out/shadow-puppet style (think of shows like King Arthur's Disasters, The Big Knights, Aaagh! It's the Mr. Hell Show!, Angela Anaconda, Flatmania, Peppa Pig - I don't think Moho was used in any of them, but it's the sort of style Moho should handle well).
If you're animating for TV or DVD and you'll be using more of a Disney-ish feature-film flowing frame-by-frame style, other software will almost certainly be superior to both of them.
Moho supports a skeleton of bones for either deforming (claymation) or moving and rotating (shadow-puppet) parts of your character.
These bones can have various constraint settings (as in 3D software) such as angle limitations, or automatic bone dynamics.
It has a fantastic particle system built-in.
Moho has an incredible switch layer setup for jumping between alternative versions of body parts (think of the many interchangeable faces or heads used for expressions and speech in clay animation such as Wallace & Gromit or Chicken Run, only in a 2D computer-based format in Moho). You can use it for easily jumping between alternative pre-created head positions, mouths, eyes, hands, etc., or even entire views of a character.
Moho automatically tweens between keyframes.
I think bone and point animation in Moho is the equivalent of shape-tweening. I think layer animation is the equivalent of Flash motion tweening.
Moho supports 3D placement of 2D layers and cameras - it also supports 3D models (OBJ format) if you really have to use them.
Moho supports bone-warpable image textures.
Moho has a free accessory program for easier lipsynch - Papagayo.
Moho development is clearly influenced by user requests.
For a bit more, have a look at the Moho features page.
Hopefully you'll get some more experienced replies soon.
Regards, Myles.