Still struggles using binding :(
Posted: Tue Aug 15, 2023 2:22 pm
Hi Folks,
After days of trying and searching for GOOD AND COMPLETE (!!) DOCUMENTATION on binding I am at the point to give up (although I will keep grinding 'till I fully grasp it). I feel like the way everything is done in the UI is so overly complex for what it actually is and so inconsistant in terms used etc. that it's almost impossible to grasp all advanced binding methods. While I even came from Spine, Blender and other (broadcast/graphics/animation) software, I am devevloping software and interfaces for 25 years, and am very familiar with the methods used underwater (both meshes and bone systems). I even programmed my own graphics, FK and IK systems myself so I don't see myself as a beginner. But still it is especially difficult to learn Moho because there is no decent documentation on this to be found nowhere and it's a little overkill to watch every tutorial video out there just to really understand what the totally confusing UI names actually do (and what not). And get actual information on how it works, and not only the superficial first day usage scenarios.
Please Lost Marble; add some decent and complete documentation for Moho!! A introductionary tutorial PDF targeted at beginners just isn't enough. I see that many things in the software are basically very easy stuff underwater to understand, but the way it's implemented in the UI makes things so unnecesary difficult to get while it shouldn't be that hard. And it shouldn't be needed to find out how everything works by trial'n'error for days now (and still having struggles). This shouldn't take all this time for a professional already familiar with such systems, it should be just a lookup in documentation on well known terms, or better: quickly find in an intuitive UI and recognisable consistant naming. But many terms aren't even in the only official PDF documentation I could find when we search for it.
I am documenting everything for myself now after lots of testing and trial'n'error to create my own documentation, and even now it still doesn't work as expected and there are still things unclear and issues. For UI naming alone. This is crazy to me.
I'm so far as that these are the possible methods:
- Point binding (= direct point binding)
- Flexi point binding (= point binding with influence)
- Layer binding (= direct layer binding)
- Flexi binding (= flexi layer binding)
And that we could use for Vector layers:
- Layer binding (direct)
- Point binding (direct)
- Flexi Point binding (influence)
And for image layers:
- Layer binding (direct)
- Flexi binding (influence)
And for warp layers/meshes (which could be applied to both Vector and Bitmap layers):
- Points binding (direct)
- Flexi Points binding (influence)
But I still have issues and lots of questions I cannot find nowhere, like:
1 - Is above actually true and complete?
2 - It's crazy enough that already things get deformed when not even setting any binding. And it seems impossible to turn this unwanted behaviour off. To me it would make more sense to manually bind bones to layers, but now we need to take care on how to turn off the unwanted default behaviour first? And the way to do this seems to be to bind all bones to layers??? But what if we want some things not to be bound?
3 - And what type of binding is this?
4 - As I understand (and found on this forum) is that 'Release layer' doesn't do what we think it does. As it destroys the way to later use flexi binding on that layer again??? Totally unclear what this does. And cannot find no info on this. I would expect this to do the opposite of binding; releasing. But it obviously does more than that and prevents for further binding. Which is confusing to say the least.
5 - I found somewhere on this forum that 'Reset all bone rigging' resets this so we can flexi-bind again??? I just don't get it. Why isn't release layer enough and why doesn't it just do what it says; release the layer, so the opposite of bind layer??
6 - And from what bones does 'release layer' release the layer? All bones? Selected bones? I have no clue
7 - What is this 'Reset all bone rigging?' actually doing? And does this work on selected bones? or on all bones? Or is this layer dependent??? To me it doesn't make much sense to use a feature I don't understand what it does. And again; nothing to be found about this.
8 - What is 'Flexi Bind layer' in the menu? Is that yet a 5th method? How is this different to 'Flexi binding' we use with bones?
9 - Several menu items related to binding seems to be active (not disabled in the menu), even though I don't think they are actually possible to use in the selected situation? Not sure
10 - Why the weird places of the divider line in the Bone-menu? They seem to group things that I don't think belong to each other and that makes things even more complicated and confusing.
11 - Is it possible to bind the same bones to multiple layers with flexi binding? (where is this binding stored internally? In the bones or in the layers?)
12 - When we use meshes controlled by bones, do we still need to release the image layers it controls to stop the effect of the default bone influence?? Or is that taken over completely by the controlling mesh/warp layer?
13 - How can we see what is bound to what? Using what method?
Because of this several times already I had the issue of some bindings 'suddenly' not there anymore. Only because I don't understand the inner workings because I cannot find any info about it.
Also when not knowing 100% sure how things are supposed to work, how could I know I bump into a bug or am missing something?
- And why is the following situation STILL deforming layers that were never bound to these bones and were released, both with release points as well as release layer??? [please see video below]
Don't get me wrong, I'm not mad at nobody and not at Lost Marble, but I am pretty frustrated by all of this by now. Because I'm normally not struggling to get software like this and this could've been prevented by just a decent documentation. It all feels like find out everything for yourself or struggle by searching through the forum. And every user should do it this way? To me that just doesn't make sense and it shouldn't be that hard to just have some consistant and understandable UI naming, placing, workflow. And reading the forum it's clear I'm not the only thinking this way, but it doesn't seem to have changed over the years.
Sorry for the rant, but I just don't get it. And I really would like to get it. I really would like to advocate Moho so much, but some things are just so weird to me. I think it's just a missed oppertunity that we all need to go though all this struggle while it shouldn't be that hard to prevent all this by just some good documentation with all features explained in detail. With a good explanation on the possible binding methods, pros/cons and when to use what. And not only about a simple binding, but also about stuff like releasing and do more advanced mix'n'match combinations. etc. Not just only the superficial first usage questions.
After days of trying and searching for GOOD AND COMPLETE (!!) DOCUMENTATION on binding I am at the point to give up (although I will keep grinding 'till I fully grasp it). I feel like the way everything is done in the UI is so overly complex for what it actually is and so inconsistant in terms used etc. that it's almost impossible to grasp all advanced binding methods. While I even came from Spine, Blender and other (broadcast/graphics/animation) software, I am devevloping software and interfaces for 25 years, and am very familiar with the methods used underwater (both meshes and bone systems). I even programmed my own graphics, FK and IK systems myself so I don't see myself as a beginner. But still it is especially difficult to learn Moho because there is no decent documentation on this to be found nowhere and it's a little overkill to watch every tutorial video out there just to really understand what the totally confusing UI names actually do (and what not). And get actual information on how it works, and not only the superficial first day usage scenarios.
Please Lost Marble; add some decent and complete documentation for Moho!! A introductionary tutorial PDF targeted at beginners just isn't enough. I see that many things in the software are basically very easy stuff underwater to understand, but the way it's implemented in the UI makes things so unnecesary difficult to get while it shouldn't be that hard. And it shouldn't be needed to find out how everything works by trial'n'error for days now (and still having struggles). This shouldn't take all this time for a professional already familiar with such systems, it should be just a lookup in documentation on well known terms, or better: quickly find in an intuitive UI and recognisable consistant naming. But many terms aren't even in the only official PDF documentation I could find when we search for it.
I am documenting everything for myself now after lots of testing and trial'n'error to create my own documentation, and even now it still doesn't work as expected and there are still things unclear and issues. For UI naming alone. This is crazy to me.
I'm so far as that these are the possible methods:
- Point binding (= direct point binding)
- Flexi point binding (= point binding with influence)
- Layer binding (= direct layer binding)
- Flexi binding (= flexi layer binding)
And that we could use for Vector layers:
- Layer binding (direct)
- Point binding (direct)
- Flexi Point binding (influence)
And for image layers:
- Layer binding (direct)
- Flexi binding (influence)
And for warp layers/meshes (which could be applied to both Vector and Bitmap layers):
- Points binding (direct)
- Flexi Points binding (influence)
But I still have issues and lots of questions I cannot find nowhere, like:
1 - Is above actually true and complete?
2 - It's crazy enough that already things get deformed when not even setting any binding. And it seems impossible to turn this unwanted behaviour off. To me it would make more sense to manually bind bones to layers, but now we need to take care on how to turn off the unwanted default behaviour first? And the way to do this seems to be to bind all bones to layers??? But what if we want some things not to be bound?
3 - And what type of binding is this?
4 - As I understand (and found on this forum) is that 'Release layer' doesn't do what we think it does. As it destroys the way to later use flexi binding on that layer again??? Totally unclear what this does. And cannot find no info on this. I would expect this to do the opposite of binding; releasing. But it obviously does more than that and prevents for further binding. Which is confusing to say the least.
5 - I found somewhere on this forum that 'Reset all bone rigging' resets this so we can flexi-bind again??? I just don't get it. Why isn't release layer enough and why doesn't it just do what it says; release the layer, so the opposite of bind layer??
6 - And from what bones does 'release layer' release the layer? All bones? Selected bones? I have no clue
7 - What is this 'Reset all bone rigging?' actually doing? And does this work on selected bones? or on all bones? Or is this layer dependent??? To me it doesn't make much sense to use a feature I don't understand what it does. And again; nothing to be found about this.
8 - What is 'Flexi Bind layer' in the menu? Is that yet a 5th method? How is this different to 'Flexi binding' we use with bones?
9 - Several menu items related to binding seems to be active (not disabled in the menu), even though I don't think they are actually possible to use in the selected situation? Not sure
10 - Why the weird places of the divider line in the Bone-menu? They seem to group things that I don't think belong to each other and that makes things even more complicated and confusing.
11 - Is it possible to bind the same bones to multiple layers with flexi binding? (where is this binding stored internally? In the bones or in the layers?)
12 - When we use meshes controlled by bones, do we still need to release the image layers it controls to stop the effect of the default bone influence?? Or is that taken over completely by the controlling mesh/warp layer?
13 - How can we see what is bound to what? Using what method?
Because of this several times already I had the issue of some bindings 'suddenly' not there anymore. Only because I don't understand the inner workings because I cannot find any info about it.
Also when not knowing 100% sure how things are supposed to work, how could I know I bump into a bug or am missing something?
- And why is the following situation STILL deforming layers that were never bound to these bones and were released, both with release points as well as release layer??? [please see video below]
Don't get me wrong, I'm not mad at nobody and not at Lost Marble, but I am pretty frustrated by all of this by now. Because I'm normally not struggling to get software like this and this could've been prevented by just a decent documentation. It all feels like find out everything for yourself or struggle by searching through the forum. And every user should do it this way? To me that just doesn't make sense and it shouldn't be that hard to just have some consistant and understandable UI naming, placing, workflow. And reading the forum it's clear I'm not the only thinking this way, but it doesn't seem to have changed over the years.
Sorry for the rant, but I just don't get it. And I really would like to get it. I really would like to advocate Moho so much, but some things are just so weird to me. I think it's just a missed oppertunity that we all need to go though all this struggle while it shouldn't be that hard to prevent all this by just some good documentation with all features explained in detail. With a good explanation on the possible binding methods, pros/cons and when to use what. And not only about a simple binding, but also about stuff like releasing and do more advanced mix'n'match combinations. etc. Not just only the superficial first usage questions.