Transitioning from Cartoon Animator to Moho
Posted: Sat Oct 07, 2023 2:47 am
Hi;
After decades of working in 3D doing stills and almost zero animation, now that I'm retired I'm *finally* starting to get into animation.
Earlier this year I did a couple of small 3D animations using DAZ Studio as a proof-of-concept and a couple of months ago I did my first 2D animations using Cartoon Animator, a four-part cartoon called "Starship Hrimfaxi: The Janus Jump".
[youtube]https://youtu.be/cMkuNLCvais[/youtube]
With Reallusion no longer supporting Macs, I'm hoping to be able to jump to Moho and version 14 looks fantastic.
I have a few questions before I purchase, and I'm hoping that the forumites might help me out a bit, especially anyone who has used both, such as the very talented Dennis Greenlaw.
I know Moho is a much higher-ended, more fully-featured software than Cartoon Animator, but for the type of animation I'm focusing on Cartoon Animator was quick to get up and running and because most of my work so far is dialogue-driven, their face-animation tools worked really well for me.
If you peek at one of my 2D Youtube episodes you'll see what I'm after. The animation itself isn't the greatest, but I'm looking more at quantity over quality for now, where "quality" is simply "good enough". The 40+ minutes of 2D animation took just over 65 hours to do; my goal is to keep doing 10-15 minutes of this style of animation in a 40-hour work week, with the hopes that my quality will slowly improve with practise.
The features I use most in Cartoon Animator is the automatic lip sync and the facial puppeteering. For my initial 2D test videos, I used scenes and bodies of my own and used the heads from Reallusion's content store (in the meantime I'm converting some of my custom 3D characters to 2D versions).
How does Moho's auto lip sync compare to Cartoon Animators? I know "auto" isn't the way to go for professionals, but I'm happy with it for now in Cartoon Animator and if I can at least get the same results with Moho, that'll do.
Cartoon Animator's 360° head feature made a huge difference when using their puppeteering and was quick and good enough for what my simple animations; I was able to apply the audio file to do the lip syncing, then on playback add the facial animation by choosing a style (male, female, goofy, etc., then grumpy, smiley, and so on) and turning or angling the head by having it follow the mouse cursor while the audio played.
How hard is it to match that type of head rotation, how much extra work would it be to set up the rigged model to do something similar?
How hard will it be to convert my Cartoon Animator characters via Photoshop into Moho and re-rig?
Finally, the spec sheet says that Moho 14 fully supports Apple's M1 and M2 chips, but is that via Rosetta2 or is it Apple Silicon native, and does it use the Apple Silicon GPUs?
Thanks,
Walt
After decades of working in 3D doing stills and almost zero animation, now that I'm retired I'm *finally* starting to get into animation.
Earlier this year I did a couple of small 3D animations using DAZ Studio as a proof-of-concept and a couple of months ago I did my first 2D animations using Cartoon Animator, a four-part cartoon called "Starship Hrimfaxi: The Janus Jump".
[youtube]https://youtu.be/cMkuNLCvais[/youtube]
With Reallusion no longer supporting Macs, I'm hoping to be able to jump to Moho and version 14 looks fantastic.
I have a few questions before I purchase, and I'm hoping that the forumites might help me out a bit, especially anyone who has used both, such as the very talented Dennis Greenlaw.
I know Moho is a much higher-ended, more fully-featured software than Cartoon Animator, but for the type of animation I'm focusing on Cartoon Animator was quick to get up and running and because most of my work so far is dialogue-driven, their face-animation tools worked really well for me.
If you peek at one of my 2D Youtube episodes you'll see what I'm after. The animation itself isn't the greatest, but I'm looking more at quantity over quality for now, where "quality" is simply "good enough". The 40+ minutes of 2D animation took just over 65 hours to do; my goal is to keep doing 10-15 minutes of this style of animation in a 40-hour work week, with the hopes that my quality will slowly improve with practise.
The features I use most in Cartoon Animator is the automatic lip sync and the facial puppeteering. For my initial 2D test videos, I used scenes and bodies of my own and used the heads from Reallusion's content store (in the meantime I'm converting some of my custom 3D characters to 2D versions).
How does Moho's auto lip sync compare to Cartoon Animators? I know "auto" isn't the way to go for professionals, but I'm happy with it for now in Cartoon Animator and if I can at least get the same results with Moho, that'll do.
Cartoon Animator's 360° head feature made a huge difference when using their puppeteering and was quick and good enough for what my simple animations; I was able to apply the audio file to do the lip syncing, then on playback add the facial animation by choosing a style (male, female, goofy, etc., then grumpy, smiley, and so on) and turning or angling the head by having it follow the mouse cursor while the audio played.
How hard is it to match that type of head rotation, how much extra work would it be to set up the rigged model to do something similar?
How hard will it be to convert my Cartoon Animator characters via Photoshop into Moho and re-rig?
Finally, the spec sheet says that Moho 14 fully supports Apple's M1 and M2 chips, but is that via Rosetta2 or is it Apple Silicon native, and does it use the Apple Silicon GPUs?
Thanks,
Walt