A few more tips:
BigBoiiiJones brings up some good points. Before you begin rigging, you need to understand how to design a character for rigging. I think the video has great general advice applicable for making turns in any animation program. Doing this in Moho presents some specific considerations that depend on what the character is expected to do and how you intend to animate it. For example...
1. Does the character need to animate smoothly or will 'popping' between poses be acceptable?
2. Do you want to use vector art or bitmap? A hybrid of both?
3. Do you intend to animate using simple 'one-off' setups, an general purpose rig, or both?
Before drawing the body parts in Moho or another program, I would create some character studies and a model sheet. The studies should show the character in typical action poses you expect to animate, and all the key facial expressions you intend to use. The model sheet should show the character standing in a line up of at least four poses: Front, Front 3qtr, Side, and Back. You'll probably use this sheet to draw over.
Then consider how much of what you will create needs to be animated smoothly and how much you can get away with by using static images.
At the studio I work at, I'm usually given an animatic from which I can determine what type of rigging I'll need to do. If the character is only shown from limited camera angles, I may decide to make 'one-off' or shot-specific project files, and these rigs are designed to do only what's required of each shot. If the sequence of shots runs longer and has many complicated poses and motions, I may then decide to create a general purpose rig that performs all or most of what's seen in the animatic. It's not unusual for me to create both types of rigs for a sequence but a lot of thought and planning is put into what I'm going to need before I start drawing and rigging anything. Since the rigging stage is the most consuming, I don't want spend more time than we have scheduled, or waste time building in features that won't get used during animation..
If we think the general purpose rig will be used again in future episodes, I'll try to anticipate everything the character is likely to do, but again I'll try not to spend more time on this than we have available. IMO, you shouldn't design the character to anything unnecessary, unless you're just doing this for the learning experience.
For the main 'turn' SBDs, make separate turn SBDs for the head and body. Don't build the arm and leg positions or stacking orders in the body turn. Doing this can lock your rig into poses you might not want later, and you'll find yourself fighting your own rig. It's better to keep the arm and leg positions by hand...you'll find having this flexibility will make animating easier and it will look better too.
In addition to SBDs for turning the head and body, don't forget to make turns for each limb.
Keep the body parts each in their own group underneath the character's
Bones layer. This makes it much easier to animate the stacking order since you're only dealing with a few layers. (Typically, for me, this is
head,
body,
armUpR,
armLoR,
armUpL,
armLoL,
legL and
legR.)
In the head group, I have a
face group that's usually parented to its own bone parented to the head bone. This makes it easier to animate the position of all the face elements with a single bone for turning and tilting (up/down). Within the face group, I often use separate groups for the eyes, nose and mouth. If you want to keep your rig manageable and easy to edit/animate, the Group layer is your friend.
I should have mentioned this earlier but you should also give every bone, layer and action a clearly descriptive name. Don't settle for Moho's generic letters and numbers unless you enjoy torturing yourself.
If you'd like to see a rig demo I did for one of our TV shows, check out the rig I made for the interactive episode of Puss-In-Boots on Netflix:
My ‘Puss In Boots Interactive’ Demo Reel (2018)
Throughout the course of the demo, notice how every body part, the head, body, arms, legs and even the tail, all have independent controls for turning. I had very little time to animate about 18 of these 'choicepoint' animations, and once I had my rig completed, I was able to finish all of these animations (including the background animations) in less than 10 days. I probably spent half that time developing the rig. (Nowadays, I have a bit more experience and can probably do this quicker, but I had to start somewhere.)
Recently, I came across my demo project for the Po rig seen in
my 2019 demo reel. This rig is a lot more complicated than the Puss rig because it need to turn in three
seamless sections (bodyLo, bodyUp, head). I'll put together a similar demo reel for it and post it in the near future.
Hope this info helps.