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Re: A lazy question

Posted: Wed Sep 07, 2022 2:29 am
by SimplSam
For the most part - I think you can read the answers / discussions of your previous question ...

Plz Dont call me lazy
davido wrote: Thu Jul 07, 2022 10:13 am Am a music producer n i really love the animations style on moho great work guys really nice.
But the rigging is just something else, so like 3d rigging blender n co is there no easy rigging for moho also.
Plus I saw a auto rigger but d link aint working, any script like dat available.
I get stock pile of music work rigging takes a lot if Time n artist these days aren't patient.
Soo any auto rigger script available.
Thanks

Re: A lazy question

Posted: Wed Sep 07, 2022 9:07 am
by slowtiger
I'm tempted to answer with a german expression containing "Zucker", but will use the much tamer victorian variant:
"Do you have a light?"
"Yes certainly."
"And do you have a cigarette as well?"
" - but inhaling you can do on your own?"

Really, if such automatic helpers existed, they would not be hidden in a relatively obscure software like Moho, but used in excess by all big animation studios from Pixar to Sovmultfilm.

Re: A lazy question

Posted: Wed Sep 07, 2022 2:57 pm
by Maestral
Why are you so easily triggered?

Re: A lazy question

Posted: Wed Sep 07, 2022 4:52 pm
by slowtiger
Old age.

Re: A lazy question

Posted: Wed Sep 07, 2022 4:58 pm
by Maestral
Ol' Skool response

Scrooge or just grumpy Grandpa? x]

Re: A lazy question

Posted: Wed Sep 07, 2022 6:04 pm
by Greenlaw
I believe many advanced Moho users have specialized needs for every character design, and an auto rigger probably wouldn't save them much time or effort except maybe in the initial skeleton creation.

What I would find more useful are tools that makes modifying and editing existing rigs a lot easier. For example, rig editing in many 3D animation programs have a mode that allow you to easily reposition the joints in a skeleton to fit a different character model. I would love to have that feature in Moho! Currently, editing a skeleton to fit new artwork in Moho requires resizing and repositioning each bone individually.

Anyone who has used Moho for a while can tell you that rig-editing and repurposing rig parts for new characters could be a lot easier in Moho. Mult Rush's brilliant Transform Rig tool adds some of these missing capabilities, and it's a great example of the kind of development I'd like to see in Moho's future but with more intuitive UI and workflows.

Another neat feature I'd like to see in Moho is the ability to position joint markers in a paint program to match your character art, and then have Moho read that Layered PSD data to construct a skeleton that fits the artwork. I'd seen something like that in another program but a little fuzzy about where...maybe Cartoon Animator or After Effects with DuIK? Anyway, this can be a great time saver, especially if users can also define the bone names in the PSD layers. If you want to take this a step further, add options to have Moho set up some commonly used smart bones dials. I think many users will prefer to set up their own dials, but this might be helpful for more 'generic' characters.

Just some thoughts.

Re: A lazy question

Posted: Thu Sep 08, 2022 9:48 am
by slowtiger
Greenlaw: I agree, an editor like this would be a great time saver. The moment I read your comment I imagined a special "rig editing tool" where you don't re-position the bones but the joints of the rig. Imagine that: you grab a shoulder and drag it to a new position while anything else in the rig stays the same, maybe with a modifier to allow for repositioning all following bones (like in a limb) the same amount. The tool would automatically shorten or lengthen bones as well as vector artwork ...

Re: A lazy question

Posted: Thu Sep 08, 2022 5:43 pm
by Greenlaw
Hi slowtiger,

Yes, exactly! Cartoon Animator does something like this when you hold down the Shift key while moving a joint. Since we don't have joints in Moho, we'd be moving a bone and the parent bone would stretch and rotate to meet the child bone's new position. That would be a big timesaver when refitting a skeleton for a new character.

(Hmm...I thought I sent a post with more detail last night but I must have deleted it or posted it to the wrong thread. Oops!)