Not true you can do as many as you want.
I just tested your theory and got bored after 20 actions on the one bone.
Why you would need to is another matter.
If you are doing smart bones, then the smart thing would be to stop at two smart actions one for x one for y.
I you want normal actions like a pose or a motion ( eg run cycle) go for your life you can have unlimited actions as far as I've seen.
I think you should test and learn more before rage posting House10, there may be unlimited actions but I'm sure your friends here have a limit to their patience.
Yep its called action 3, then action 4 and on and on, name them what you like... but word of advice , don't try to make them smart actions after the first 2.
Just get used to the way it all works before you start trying to bend space time.
Smart bones use over bone rotation to define what will happen. And bones can only rotate in two directions: clockwise and counterclockwise.
That's why the Smart actions are limited to 2 per bone.
Yes, since a Smart Bone can only rotate in two directions, clockwise or counterclockwise, you can assign only two Actions per Smart Bone. It's limited by the available rotation directions and it's not a bug.
However, you can nest Smart Bone actions and get a Smart Bone action to drive multiple actions this way.
For a simple example, I do this all the time for eyes: Separate EyeWinkL and EyeWinkR Smart Bones for each eye, clockwise direction (first action in each Smart Bone) closes it in 'wink smiley' pose and counter direction (the second action in each) closes it in 'wink sleepy' pose. Then I have a separate single EyesClosed Smart Bone which drives both EyeWink Smart Bones together with two actions in clockwise and counterclockwise direction, so I get 'Smiley' 'and 'Sleepy' for both eyes in one control without re-creating the actions from the individual controls. And that's a simple example. With nesting, you can create some very sophisticated Smart Bone controls.
Technically, you can only nest such actions about two levels deep, and Moho will ignore anything deeper by default (to maintain performance.) But you can actually go deeper if you keep the control bones 'active'. I do this by making a bone target the Smart Bone. This bone doesn't need to do anything but target the control bone, and this causes the Smart Bone to keep 'listening' for further actions. I'm sure this can eventually have a performance impact on the rig but so far I haven't noticed any, and my 'all-purpose' rigs for TV production can get pretty robust. (I wish this was a bone specific option so I didn't have to rely on my 'hack' setup.)
I sometimes wish I could use bone stretching to assign a third (stretch) or fourth (compress) action. Moho doesn't officially support that but it's possible to cheat this using a 'point at' IK to drive the rotation of a second hidden Smart Bone. I do this very rarely, but it works well when I need it.
So by design, Smart Bones have some built-in constraints to keep them easy to use, but there are things you can do to override these constraints when you need to. It's very handy in advanced situations but most of the time, you shouldn't have to do this.
Hope this helps.
Last edited by Greenlaw on Mon Dec 06, 2021 5:50 pm, edited 2 times in total.
Another way to add variety to smartbone actions is to apply movements less linearly. For a 'blink' smartbone, for example, you can assign frames 1 to 30 to the eye-closing movements, then assign frames 30 to 60 to an eyebrow crease, then assign 60 to 90 to a squash of the entire face. So the single smartbone can be used for three different degrees of blinking expression and reduce your workload further down the line.
@house 10, yes, Smart Bones are limited to two Smart Bone actions but any bone can have any number of Regular or Morph actions.
Tip: I highly recommend you name all your bones, and actions (Smart Bone, Regular or Morph.) Rigging, editing, and animation is much easier in Moho when you take the time to do this.