Transcripts
1. Introduction: Our moho animation
course takes you through the entire animation pipeline of the two D animation
software moho from creating a character, rigging it, and animating a full shot from
start to finish. Moho is known for its ability to easily build and animate
rigged puppet characters, and that's exactly what we're going to learn in this course. We'll start by covering the moho interface and
basic drawing tools. Then we'll get into the
different animation tools Mo has to offer and learn how to use them to rig a character with an
incredible amount of control, rarely seen into the animation. The rig will feature a
full range of motion, like the ability to turn a
character from a side view to a front view and moving the
face in all directions. Once our rig is done, we'll bring in a
three D background and animate a complete
shot using the rig, adding shading, lighting, and different effects to
really make the scene pop. We'll also cover hand
drawn animation, lip syncing, particle effects, camera movement, and a lot more. And as always, all the rigs
and project files shown in the course will be available to you so you can
experiment on your own. Moho is an incredibly robust
two D animation program that lets you get
amazing looking results, even if you can draw. So if you've ever
wanted to get started with professional
grade two D animation, this is a great place to start.
2. 01 01 Background on Moho: Welcome to the Boop animation
course in Moho Animation. I'm David Shutenhelm and
I'll be your instructor. Before we get
started, I wanted to give you a little
background on Moho itself. Moho, formerly known
as Anime Studio, is a Toti animation software
made by Smith Micro. Moho's main selling
point is its ability to easily build and animate with
rigged puppet characters. Its particular balance
of ease of use and powerful features makes it a popular option for hobbyists, and while it's not an
industry standard yet, it has been used on
some major productions. Most notably,
cartoon Saloon used Moho to create their Oscar
nominated feature films, Song of the Sea and
the Bread winner. Now, Moho was originally created by a studio called Lost Marble, but was bought by Smith Micro
and renamed Anime Studio. They kept that name all the
way through Version 11, but then for Version 12, they rebranded back
to Moho and gave it a major interface overhaul
that was a big improvement. They're currently on Moho 13, which is what we'll be
using for this course. Now there are two versions of Moho Moho Pro and Moho debut. I highly recommend Moho Pro. This chart from the
Moho animation site shows you the differences between the P and
debut versions. The key features that I
think make the Pro version worth the upgrade are smart
Bones and Smart warp. A big part of our lessons on rigging characters will focus on the powerful ways
you can enhance your character rigs
with these features. There's also things like size
limits and three D objects support that make Pro much better suited for doing
serious animation work. For those reasons,
we'll be using Moho Pro 13 for this course. So let's get started and
look at where you can download Moho and set up
your new installation. We'll do that in the next
video. I'll see you there.
3. 01 02 Setting Up Moho: So just in case you
don't already have Moho, let's look at where
you can download it and set it up to get started. The site you want to go
to is moho animation.com. This is the homepage for official Moho content
from Smith Micro. Now for this course,
you want Moho Pro. We can just go to the overview, and then here you can either buy Moho Pro or download
a 30 day free trial. Now, before you pay for Moho, look at the Education tab. If you're a student, you
can get a 40% discount, so definitely take advantage
of that if you're able to. Also, while we're
here on the site, there is some free Moho
assets you can download. There's a bunch of
example art assets and character rigs that you
can use in your animations. You can come back and
explore these later. For now, let's get
Moho up and running. Once you download
and install Moho on your system, the first
time you launch it, you're going to
get met with this window asking if you want to choose a location for
your custom content folder. Your custom content folder
is a place where Moho will store things like
custom brushes, palettes, custom keyboard shortcuts,
and any characters or artwork you save to the library so you can reuse
them in other projects. To set this up,
just click Choose. And I'm going to
make a new folder in my documents directory. Then click Choose again, and then it will proceed with
opening the application. So when you first launch Moho, you'll get this splash screen. This just links to
the resources on the Smith Micro site
we already looked at. So I'm going to click
Don't Show this again. You might find that it opens one of their demo
projects by default. Once you know a little more, these are actually really
nice to look at for examples of how
different effects can be achieved in Moho. But at this point, they're
probably a little advanced. So let's change what
happens when we start up. To do that, we need to go
to the main preferences, which on Mac are under
Moho preferences. Then on the general tab here, I'll change the startup file
dropdown to no document. So now it won't open anything
when the program starts. Now we've got to create a
new project of our own. We'll look at doing that in the next video.
I'll see you there.
4. 02 01 Setting up a New Project: So now that we've got
Moho up and running, let's look at how we
create a new project. We just go to File New, and it automatically creates
a new document for us. Now, this is just going to be the default settings
for the project. Let's make sure it actually
has the settings that we want by going to file
project settings. So the most important
thing to set right from the start
is the resolution. You have a list of options
here on the drop down. I'll choose ten ADP, or you can put in custom
dimensions here if you want. 24 is good for the frame rate. And if you know how long
you want your scene to be, you can specify the start
and end frame here, but you can always
change the slate or too. Next, there's the
background color. This is what will show up as the background when you export if you don't have
background artwork of your own covering the stage. Then there are depth
of field options here. This is only relevant
if you're going to build your scene
with three D depth. With this on, you can have a certain level of
depth in focus, but have layers of artwork
in the background or foreground blurred based on their distance from the camera. The focus distance is the distance from the camera
that will be in focus, and focus range is how wide
that level of focus is. Max blur radius is how blurry the out of focus
parts of the scene can be. You might want to just build your scene first
and then come back and set these so you have a better sense of what
the value should be. Then over here, you have
render style settings. You can get an idea
of how these affect things based on the
preview down here. You can try these out,
but I recommend not even bothering with
these because they don't give you a lot of control. Now let's come down here
and look at these settings. Sort layers by depth is, again, if you're building
is seen in three D. So say if you
have a layer that's in your background and
you push it farther away from the camera
along the Z axis, with this checked, that layer would automatically get moved down to the bottom of your layer stack in the layers panel. Sort by true distance means
it will base the sorting on the origin point of the layer rather
than the contents. That will make
more sense when we get into the three D features. I'll just leave both
of these off for now. Next, there's anti aliasing. This smooths out the
little jagged stair step pixels that show up along
the edges of shapes. You probably want
this on. Noise grain will add a film grain
effect to your scene. How strong it is
depends on this value, and pixelation will run a pixelation effect on your
scene when it renders. Stereo rendering
actually gives you the option to render
a three D movie either to watch with red
and blue three D glasses or on a VR headset. So when it renders
a three D movie, it renders one
view for each eye, and eye separation changes the amount of distance between the two views
that it renders. That's obviously a very
special case, and again, it's only relevant if you're actually building
your scene in three D. Then there's extra SWF frame. This would only be needed
if you're going to export in a flash SWF format, but you probably won't be doing
that in this day and age, so I'm going to leave that off. So then once we have our
settings the way we want them, we can come down and click
the Save As Defaults button. Now, whenever we use FileNw, it will make a document
like this one. Now I'm going to save
the project file. I'll just put it in the Moho
content folder we created. So strictly speaking, that's
all we need to get started, but there's one more
important feature that you might want to use to keep
your project organized. Come up to file New Workspace. Now a workspace is just
a series of folders on your hard drive to store all the files you plan
to use for your project. There are four default
choices on the drop down. Let's look at simple.
And here in the preview, you can see the folders
it's going to create. There can also be
subfolders within these. If you check this box,
it will also create a new blank Moho project
along with the folders. Let's hit Okay, and
I'll have it create this workspace in
the same folder where I saved my project file. Now notice that we're actually
in a new moho project, the one that I just created
along with the workspace. And if we take a look at
the project settings, we can see that it did, in fact, create it with the
defaults that we set. And if we look in the Moho content folder where I saved it, we can see that we do in fact, have the file structure from
the workspace that we chose. Now, if you want to create
your own custom workspace with just the folders you want, that's one of the
things you can store in the custom content folder. To get there easily, we
can just go to File, Open custom content folder. And then at the bottom, we have workspace templates, and you'll see these are the four templates
that we saw before. All you have to do is make a folder here with
the name you want for your template and then make all the folders inside that you want your
workspace to have. For example, I could copy
the sequences workspace and rename it episodes and then rename the folders
inside to reflect that. Then if I go back to Moho and go to set up
a new workspace, episodes is available
on the dropdown. So Workspaces is a great
way to make sure you're being consistent with how
you organize all your files. Next, now that we
have a project, we're going to run down all of the key elements of
the interface here. We'll do that in the next
video. I'll see you there.
5. 02 02 Key Panels and Toolbars: So now that our project
is up and running, let's get familiar with
the Moho interface. It might seem strange how
things work in Moho at first. So let's do a quick rundown of the key panels and tool bars so we know what
we're looking at. I've got one of the startup
demo projects open, so we have some example
content to look at. First, the main thing is the
stage in the middle here. This is where you'll draw your artwork and see your animation. There are some key things
to understand along the bottom that will
be important later. You have controls for playing back the animation
and navigating. And here you can mute or enable the audio
during playback, and these options
here let you have multiple views of your
stage at the same time. This is mostly important when
you're working in three D. We'll look at that
later. Then very important to know about is the options here to
show curves or not. When you're working with vector artwork on a vector layer, which we'll be doing a lot, this controls
whether you can see the control points and curves that define
a line or shape. Then next to that is the
display quality dropdown list. This controls what
effects and visuals get rendered live here
in the Stage view. Ideally, you'll be able to
keep this on high so that you can get a better idea of what your final scene will look
like when you export. But if your computer
is getting sluggish, especially when playing
back your animation, you might need to come in here and turn some features off. Now, no matter how high you have the display
quality settings, your stage view isn't going
to be totally accurate. To see what a particular frame will look like in
your final animation, you can go up to file, preview, or just press
Command or Control R, depending on if
you're on Mac or PC. Then that will
render the frame in its final state the way it will appear when you
export the animation. Next, let's look at the
layers panel over here. This is where you manage all the individual elements
that make up the scene. There are many different
layer types that you can add that each bring
their own functionality. We'll go over the
different types of layers in another video. But something important
to notice is that based on the layer type
you have selected, the options over here in the
tools panel will change. This is because different layers work in totally different ways. For example, on an image layer, you'll have Bitmap
drawing tools. But if you have a
vector layer selected, you'll have a bunch of
vector drawing tools. And this is very important, too. If you have the
timeline on frame zero, you'll have more
tools available. Frame zero is where you want
to create all your artwork. If you're past zero, you're in the middle of the
animation and you're more limited in what you can change on the fly
about your layers. Now, there are some tools that remain regardless
of the layer type. These tools under the layer
label are for moving and working with the layers themselves rather than the
contents of the layers. We'll look at what
that means later. Then there's the
tools under camera. Every scene has a virtual camera that can be modified
with these tools. Notice the purple frame here. That's the bounds of what
the camera is seeing. That's important for
telling the difference between changing the camera with the camera tools and changing your workspace view with
the workspace tools. These just change the
view of your scene within the program to make it easier
to see what you're doing, whereas the camera
tools change what is actually going to be visible
in the final animation. Now I want to reset this, which brings us up here to
the tool settings tool bar. This will be different depending on what tool you have selected. There's a lot of important
functionality up here. And also, just under
that tool bar, there's a row of
texts that will give you important tips on
how to use a tool, like what modifier keys
like Alt or Command do. Now, when you're using any
tool that creates artwork, the style panel
will be important. This is where you control
things like your colors, your line width,
your brush shape, and you can even add
special effects. There's a lot of
functionality in this panel that we'll
go over in depth later. Next, down here is the timeline. This is where you control how the motion of your character
and other artwork plays out. If I find a layer that
has animation on it, you'll see there are
keyframes for each property like position or rotation that are being
animated over time. We'll, of course, be going
over the timeline in depth and spending a lot of time here
as we create our animation. Next, I want to point out one panel that isn't
visible by default, but can be accessed
with this button here. This is the library. This is for accessing
artwork and assets you want to be able to
reuse in different scenes. You'll see here is the custom content folder
we set up before. There's no content in there yet, but below that, in the
factory content library, you can see examples
of the kinds of things you might want
to keep in the library, like props or sounds. You can just drag one of these over and add it to your scene. Well, look at how to save something you've made
in the library later. I'll just use Command
Z to undo that. Lastly, there are a few
additional panels you might need access to in
specific situations. All the additional panels can be found up here in
the window menu. Like, for example, let's
look at keyframe window. Now, currently, it's a
free floating window, but any of these
additional panels can also be docked as part of
the regular interface. You just go back to the Window
menu and go to docking. And here you can check or uncheck whether
that panel should appear free floating or docked in position on
the regular interface. So that's our overview of
our key panels and toolbars. Next, we're going to
take a deeper look at the layers panel and the
different layer types. We'll do that in the next
video. I'll see you there.
6. 02 03 Layer Types: In this video, we're
going to look at the important features
of the Layers panel and go over some of the important layer types that we'll use over the
rest of the course. To add a new layer, you would click this
add layer button to get a drop down where you can select the type of
layer you want to add. Now, these first two
vector and image are the main types of layers that you would create
actual artwork on. Let's start with a vector layer. On vector layers, you use the vector drawing
tools to create lines and shapes that are defined by precise
points and curves. Vector artwork has
a lot of upsides. You can modify the points and curves as much as you want and even animate changes in shapes without degrading the
quality of the edge. And it's also
resolution independent, meaning it can be
scaled up and down or zoomed in and out without ever getting blurry
or pixelated. Vector art also takes up less memory and makes
file sizes smaller. We're mainly going
to be building our characters out
of vector art. Next, let's try adding
an image layer. That gives us this window. So first of all, if
you already have an image that you want to
import and use in your project, you could click Browse
File and find it, and that would make this
new layer that image. But in this case, let's create a blank layer that we can
draw on here in Moho. Unlike a vector layer, an
image layer is resolution dependent because the content on the image is made up of pixels. So we need to specify
the resolution we want this layer to be to make sure we have enough pixels to
make a clear image. You'll want your image
layers to be at least as big as the output resolution
of your animation. But if you're going
to need to scale up or zoom the camera
in on your artwork, you'll want to be even higher in resolution so it
doesn't look pixelated. You can also specify width
and height by hand over here, and you'll typically want
the background to be transparent unless
this is going to be the base background
layer or something. And finally, to stay organized, remember you can give your
layer a name up here. Then click Create. Then you can use
the brush tool and the various brush types here in the tool bar to paint
on the image layer. We'll come back to
image layers when we talk about doing hand
drawn animation later. You can also import a
sequence of images. So suppose you already
had a series of frames of animation prepared that you want to use
in your project. You'd go to Add Layer
and Add Image sequence. Then browse and
find your images, select them all and click Open. Then we'll add them
all as a single layer. And down on the timeline, these triangles indicate where the sequence starts and stops. You can switch it to
the sequencer tab to get a better view if you
need to move it around. I'm just going to
move this layer and zoom in so we can see it better. By default, each image will
be displayed for one frame. If you want to change that,
you can double click on the layer and go to the image tab where we
have a bunch of options. Movie FPS lets us change the frame rate
of the image sequence. It defaults to 24, the same as our
project, but let's change it to 12 and hit Apply. Now you can see the image
sequence lasts twice as long because each image is being displayed
for two frames. Now, currently, when the
image sequence finishes, the layer just ends. But if you wanted it to
hold on the last frame, you could check persist last
frame and then hit apply. Then when we go past the
end of our image sequence, that last frame is
still displayed. But in the case of
this fire animation, a better idea is probably to click Loop movie indefinitely. Then the image
sequence will continue to cycle for the whole
length of the timeline. Now, this sequence looks
weird during playback because it's not rendering any of the pixels that
have transparency. It will look normal when
it gets exported, though. The next option under our
add layer dropdown is group. A group is just a folder that you can drag other layers into. This lets you keep
your layers organized, and you can collapse a group so the layers don't
take up so much space. You can also use all the
layer transformations and animation tools on a group and will change everything nested
inside it at the same time. Also, as a quick tip, if you already have layers, you know you want to
put it in a group, you can select them all and add a group using group
with selection, and those layers will automatically get put
in the new group. Now, the next series
of options on the layer dropdown are basically types of groups that have
special functionality. For example, if you
add a bone layer, this is for creating a character that's rigged with bones. You would typically
have all the artwork for your character
nested inside it, and then on the top
level bone group, this is where you would
add the bones you're going to use to rig and
animate the character. You then need to do a little
bit of work to make sure the right bone is affecting the right part of the artwork. But then you're able
to use the bones to control the motion of the
artwork inside the bone group. We'll look at bones a
lot in later lessons. Next, a switch is a special
group for cases where you have a set of images and you want to only show
one of them at a time. You can switch between
them over the course of your animation by either right
clicking on the group and selecting a layer or using the switch selection
panel under the Window menu. You'll see how we use switches as part of our
character rigs later. Then the next option on our new layer dropdown
is frame by frame. This is how you would
set up the ability to do hand drawn frame
by frame animation. When you try to add a
frame by frame group, it's going to ask
if you want to use vector layers or image layers to draw the frames
of your animation. Let's just do vector
layers for now. Now we have what's basically a group with our first
frame in it ready to go. A frame by frame group works basically
just like a switch, except it gives us the
added functionality down here on the
timeline to add, delete, and duplicate
new frames. This lets us easily create
new drawings as we move along the timeline to create the timing we
want for our drawings. We'll have a whole
lesson on doing frame by frame animation later. The next set of layer types have more specialized purposes. For example, particle is a cool, easy way to make a
particle effect. Makes a group, and then we need at least one
layer inside it, and we'll just make a
simple circle on it, and this circle will
be our particle. Then on the settings
for the particle group, there's a tab for particle. And on these settings, the particle layer
automatically spawns and animates copies of the
layer inside the group. If you put multiple
layers in the folder, it spawns copies of all the layers in it
as particles in turn. This is a very
versatile feature. Depending what you use for the
particle and the settings, you can use this to make
all kinds of things like or snow or speed lines. Then the next type of layer
you can add is a note. This is just a piece of text you can place in the scene to leave instructions
for team members or reminders for yourself. The nice feature of notes is that they show
up in the stage, but won't be visible
when you render, so you won't have to worry about hiding them when you're
ready to export. Next, you can also
add an audio track. You need to browse
for an audio file. Then you'll see the waveform
show up on the timeline. And on the sequencer tab, you can control its
position in time. Then a patch is a special type of layer,
we'll use when rigging. In cases where you have parts of the body made up of two layers, you can select one of
the layers and add a patch and target it
at the other part. Then if you position the patch, it will automatically disguise the stroke so that the layers look like
they're connected. If you hide the original layers, you can see the actual patch itself that it's
generating on the fly. So that's a very handy feature. Next is a text layer. When you create a
new text layer, it automatically brings up the layer settings
and the text tab, which is where you'll
actually enter the text and do all
the formatting. You can even add a word balloon
to your text down here. And once you have the
text layer created, you would position it with
the transform layer tool. The last type of layer you
can add is a three D object. If you add this,
it's going to ask you to browse for
a three D file, specifically an OBJ file. Then click Open and now that three D model
appears in the scene. This is where being able to have multiple views is helpful. In this view, we can
use this tool to rotate our view and get a better
view of the model and use the layer transform tools
to position and scale and rotate the model to make it look how we want over here
in the camera view. So that's the final layer type. Now that we know all
the different types of layers that might go
in the layer panel, we need to go over some
important features of the Layers panel itself and the key ways you'll
work with layers. We'll cover that in the next
videos. I'll see you there.
7. 02 04 Layer Pallet Features: So now that we know
a little bit about the kinds of layers that
go on the layers palette, let's look at the settings we have here on the
palette itself. I have one of the Moho demo
projects open because they're a good example of how complex
a moho project can get. So far, all we've really looked at is the add layer button here. But let's take a look at
the buttons next to it. First of all, I'm going to use the layer visibility
setting here to hide everything except one
layer so we can focus on it. So the button next to add
layer is duplicate layer. This takes whatever
layer or group you have selected and
makes a copy of it. I'll just move that layer
over so we can see it. Next, there's the
reference layer button, which is similar but different
in an important way. This will make a copy
of the selected layer. I'll move it so we can see it. But in this case, the layer is still referencing
the original. You can see the original gets this red dot when I have the
reference layer selected. So that means any
change I make to the original layer will show up in the
reference copy as well. If you ever want to
break the reference, you can right click and
choose break layer reference, and now it's just a
regular duplicate. And of course, we can use the delete button to delete layers. Now, something important to
note about duplicate and reference is that they work on whole groups as
well as layers. For a good example, let's
find the character here. Now, this is a complex
character made up of a bunch of layers
rigged with lots of bones. But if we go to the main group, we can create a reference. And we have a copy
of the character complete with all the animation
that's already on it. Now, something key to know
about animation that's referenced is if we alter the
animation in the original, it updates the reference. But if you change the
animation in the reference, it won't affect the original. So you can customize the
animation in a reference. If I want to get it
back to how it was, I go to the main
character layer with the bones, which
was what I changed. Then I right click and choose sync all
channels to original. So that just reset
all the channels to match the original,
including its position. So let me move that again. And there you can see
it's back in sync. While we're talking
about channels, let's look at this column here. These boxes enable the timeline
visibility for a layer. So normally the way the
timeline works is it only shows the animation channels for the layer you have selected. But there are times
when you may want to be able to see keyframes you've
set on a different layer. If you enable timeline visibility
in the layers palette, that layer's channel will
stay visible in the timeline, even if you have
something else selected. You see it's labeled
there. But if you want to make it even easier to tell
your layers apart, you can assign them
different colors over here on the
layered palette. You can assign the
layer color by clicking on the square
in this color column. That gives the layer a
color in the layers palette and in the timeline when you have its channel
visibility on. So those are the columns
that are visible by default, but if you right
click, there are some other columns you
can turn on if you want. You can turn on comments, which are text notes
that you can leave for yourself or team members to understand what
the layer is for. There's also tags, which
are terms that you can attach to a layer to use
to search for it later. We'll look at
searching in a second. The last here is kind, which just spells out for you
what kind of layer it is. So you can enable or disable
whatever columns you need. When you have a column enabled, you can actually sort the
layer stack using that column. By default, layers are
arranged by the order, they're stacked
visually on the stage. But if you click this
arrow in the corner, you're able to click the column names to sort
based on that column. So sorting might help you track down the layer
you're looking for, but what's really going to
be helpful is filtering, which is like searching. You choose what
you want to search for on this drop down here. For example, we could search for kind contains and
then type in bone, and it will only
show bone layers. So you can do a search using any of these characteristics, including tags or comments, which you can add to
layers yourself if you need a really specific
way to find a layer. The next thing to know
about is layer comps. Layer comps are
basically a way to save the visibility state
of a set of layers. So say, I hide everything and I just want to have the
background visible. I can define this state as a new layer comp
with this button here and click New
Layer Comp and name it. Then I can also hide or show all layers again from this menu. Then if I ever need to go back to just the background layers, I go to the layer comps menu, and then you have
a choice between show layer comp or
exposed layer comp. Show layer comp will turn on
visibility for the layers. Exposed layer comp will turn on the visibility for those layers and turn everything else off. So that's what I
want in this case. Notice, you can also do the same with timeline visibility, too. The last thing I
want to point out is the layer setting window. You can get to that
either with this button here or just by double
clicking a layer. There's a lot of settings here that will cover as they come up, but you'll see a lot of things
we already covered like the layer color and tags and comments and the
layer name itself. You'll also have different
tabs up here depending on the layer type with a
ton of extra settings. I just wanted to point this out because Moho puts a lot of functionality in here more than you would find
in other programs. So if you're ever trying to figure out how to do something, don't forget to check
the layer settings to see what options
you have here. The only thing I really
want to point out at this point is this
visibility checkmark. This is not the same thing as the layer visibility
here on the palette. It's easy to see the difference if we switch the timeline to the sequencer view and come out a little
ways on the timeline. So look at this layer. If I hit the eyeball, the whole layer goes away. But if I change
the visibility in the layer settings
and hit Apply, it just hides the
layers contents starting at that point
on the timeline. I can even go later and turn visibility back on in the
middle of the animation. Just keep those two kinds of visibility straight and don't use one when you mean the other. That's it for the layer palette. Next, we're going
to quickly cover the layer tools in
the tools palette. We'll do that in the next
video. I'll see you there.
8. 02 05 Layer Tools: So while we're
talking about layers, we should make sure we know some of the cool things
we can do with them. First, let's run
through the tools in the tools panel under
the layers label. An important thing to note
is that these can be used on vector and image layers
as well as on groups. In which case, it will change everything inside
the group at once. We've already seen
a little bit how to use the transform layer tool. You can use this to move, scale or rotate a layer. Always keep in mind that this is just transforming
the layer itself, not the drawings on the layer. The position scale and angle
can always be reset by these controls up here and you can enter values
by hand if you want. Before you start using
the transform tool, you might want to make
use of the next tool, the set origin tool. You use this to reposition the origin point to the position that makes the
most sense for the drawing. This is important because
when you rotate or scale, it's going to be centered
around the origin point. That's also important
if you use this tool, the rotate layer X Y, which rotates the layer
in three D around both the X and Y axis
centered on the origin point. The last way you might
want to transform a layer is to shear it
using the shear tool. Now, all of the
transformations you do with these tools
can be animated. For example, I'm going to take
the layer transform tool, and I'm just going to move the
shape to a starting point. Then I'm going to come out
to frame one and click, and that automatically creates a keyframe for the layer
translation property. Then I'm going to
come out later on the timeline and move the shape, and that automatically creates another keyframe and
animates between them. If you want to change the path that the layer takes
as it animates, that's what this tool here
is for the follow path tool. You start on a fresh layer
without animation on it. So I'm just going
to select all the keyframes we made
and delete them, and I need to reset the
position of the layer. Then on another vector layer, I'll name it path. I'll draw a path for
the layer to follow. I'll just use the free hand tool and make sure the stroke is
off so it will be invisible. Then on the layer, you
want to follow the path, select the follow path tool, and it makes any invisible
paths visible so we can click on the path where we want to set our starting point. Then we come out
later on the timeline and click where we want the layer to end
up at this point. And now the layer
follows the path. One last thing to know if
you want to use this tool, if you go into the
settings for the layer, there's an option
hidden down here, rotate to follow path. With this on, your
layer will orient to follow the direction of
the path as it moves. So let's quickly finish going through the rest of these tools. This next one is actually a really handy
tool to know about the layer selector tool. This is going to be important
layer when you have more complex scenes with
lots of groups and layers. When you want to edit
a piece of artwork, you need to have its
layer selected in the layers palette to be able to interact
with that layer. But often it's hard to track
down what layer is what. So with the layer selector tool, you can just click
something on the stage, and it will automatically select the layer of whatever
you clicked on. Once that's selected,
you can switch to another tool and edit the
artwork on the layer. Next, there's the
insert text tool, which is the same as adding a text layer like we
looked at before. And lastly, there's
the eyedropper tool. What's special about this
version of the eyedropper, as opposed to the ones in
the style panet is this one. If you use it on a vector shape, it will sample all of the shaped style properties
at the same time. So the fill color,
the stroke color, the stroke width, and any
effects you have applied. So if you want to reuse all the style
attributes of a shape, you can easily get
them all with this. Great. So that's it
for the layer tools. The last very important piece of the interface to understand
is the timeline. Now, we've got to see a little
of how it works already, but next we're going to
cover it in more depth. We'll do that in the next
video. I'll see you there.
9. 02 06 Timeline: In this video, we're going to look at the timeline in Moho. Notice that the timeline has three different tabs for
three different modes. We're going to start
out in Channelview. One important thing to make
sure you remember about the timeline in Moho is
that there is a frame zero. Even though you can see
by this green arrow that the animation doesn't actually start until frame one and on. When you're on frame zero, Moho is in designer mode. Everything that you
do in Moho besides actually animating should
be done on frame zero. So this is where you would
do all your drawing, character rigging,
and scene setup. In fact, you might want to go
up to the main preferences, and then the timeline tab and turn on highlight
frame zero. Then the stage will get this red highlight when you're on frame zero in designer mode. Next, let's talk about setting keyframes on the timeline
to create animation. Keyframes are placed on the timeline at a
specific frame and define the state or value of
some property like position, rotation, color, line
thickness, basically anything. Pretty much anything
you can control, you can animate with keyframes. Let's try an
example. You've seen me do this a couple of times. I'm going to make an animation of this shape sliding over. Here on frame zero, I'm going to use the layer transform tool to move the square into position for where I want
it to start its animation. Then starting on frame one, I'm going to just click on the square to set an
initial keyframe. So that automatically makes an animation channel and
gives us the first keyframe. You can tell by the icon, which looks like the
layer transform tool, that this is a channel for the translation property or position property of the
currently selected layer. I'm also going to set a
keyframe for the rotation of the layer because I want to animate the shape
rotating while it moves. So still with the
layer transform tool, if I come out to the corner, the tool icon changes
to rotation mode, and now if I click, it adds a keyframe for rotation
on its own channel. Then let's come out
later on the timeline, and we're going to define the
end position for the shape. Let's say we want this
animation to take 2 seconds. Since the frame rate we set for our project is 24
frames per second, 2 seconds would be
24 times two or 48. So let's find 48. By the way, you can use these
buttons over here to zoom in and out on the timeline
to see more or less at once. You can also see by this
orange region along the top where the end of
your animation will be. We can animate past that, but it won't get exported. So let's zoom in,
so we're roughly looking at frames
one through 48. Then with playhead at 48, I'll just move the shape to its new position
and also rotate it. Now, it will store the
total amount you rotate it. So let's say I want to turn
three times as it travels, I would just rotate it
one, two, three times. Up here, you can see
the total degrees something has been rotated, and we can play the animation. Now it's going to keep
playing for the whole movie. Let's temporarily change the
endpoint of the movie to 60. Now when we play back,
it will go back to the beginning and loop shortly
after the end of the move. Now, after you have keyframes,
you can move them around. Say you want the position change to finish before the rotation, you can just click and drag
the end keyframe earlier. And if we want the shape to return back to its
original position, we can select those two original keyframes using Command C to copy and come out later
and Command V to paste, change our end frame since
we're out of range now. And then when we play, the shape goes back exactly where it was. Now, let's say the whole
animation is good, but everything is positioned
incorrectly on the stage. Well, to fix that, we
would need to adjust the position of all the
keyframes by the same amount. That's what this relative
keyframing setting is for. With this on, you can
select keyframes, and then any change you make will get applied to all of them. So let's click the channel, and that selects
all the keyframes. Then we can move the shape, and it gets moved
the same amount on all the other keyframes. Just make sure to turn it off
when you don't want to use. You'll also notice a checkbox
for auto freeze keys. That's mostly
relevant when you're animating a character
rigged with bones. So I'm going to hold
off on talking about that till we start
animating with bones. We'll get into the nuances of how to do animation
with key frames later. Right now, I want to cover some features of the
channels themselves. These are things
that could be handy down the line but
aren't obvious. First of all, the layer
translation or position channel is a special kind of channel. Remember, the position is actually three different values, the X, Y, and Z coordinates. By default, they're all
keyframed on the same channel. But if you want, you can right click and choose
separate dimensions. Then you get three
different channels, which can be helpful if you
want to make those changes at a different rate or offset them like we did with position
and rotation earlier. If you don't need them separate, right click and
rejoin dimensions. In fact, if you want,
you can do something similar with all
channels for a layer. You can right click and choose consolidate layer channels. Then all the channels
for the layer get condensed down to one. You can still see the timing
of wherever a keyframe is, you just can't see
what property it's on. To separate them
again, just right click and unconsolidate
layer channels. Next, you might
have noticed this green dot next to each channel. This lets you double click to
mute and unmute a channel. When a channel is muted, the animation of that property will not be visible
on the stage. So you can see we mute the rotation property
on our first shape. That would let us focus on
just the position animation, or we could do the
opposite and look at the rotation without
the position animating. And one last thing
about channels. Remember that by default, only channels for the selected
layer will be visible in the timeline unless you check the channel
visibility for the layer, then it's animated
channels will be visible even when another
layer is selected. This lets you reference
the keyframes on another layer while you're
animating the current one. Also along the top, there are drop downs for the default interpolation
and interval. We'll cover those concepts in detail when we get to animation. But basically, interpolation
is the easing or the acceleration and
deceleration between keyframes, and interval is a
way to basically change the frame rate
between keyframes. So you can specify that animation playout
every single frame, every two frames, three
frames, et cetera. The important thing to know
is that these drop downs just change the default for when
you make a new keyframe. To change the values on
an existing keyframe, you right click on
it and you have the easing and
interval options here. You can kind of
see by the spacing on the dots on the motion path, how the different
interpolation settings will change the speed
as the shape travels. So in this case, it's a
little unclear because it's going back and forth
over the same path. If you want a clearer
visualization of the easing between
your keyframes that offers a lot of control, you can switch over to
the motion graph view. This view shows the change in values on your channels
with a line graph. The steeper the curve,
the faster it's moving, and the less steep,
the slower it moves. Now, depending on how big
your value changes are, this graph might be going off the screen or maybe
be too subtle to see. To fix that, you can
use the scroll wheel on your mouse to change the vertical scale
of the motion graph. Or you can try the
Auto Zoom button. Also, you could specify the
scale of the graph here. So if you put in
20, the graph now goes from ten up top to
negative ten at the bottom. And right now, we
can see the center of the graph is at zero, but if we want, we can come up to this box
and change that. But an easier way is to
just right click and drag and that will let you scroll the center
point up and down. Now, you might run into a
situation where your graph is too busy with too many curves
from different properties. So you can disable
those and just focus on specific
curves at a time. So for example, I'll right click and do
separate dimensions, so we see X, Y, and Z value separately. And you can see they each
have separate channels. If I only want to look at
one of them at a time, I can click to hide the
graphs for the other ones. Eventually, we'll
spend some time here on the motion graph, and you'll come to understand
how powerful it is. But for now, let's go back to the channel view and keep going over these
settings uptop. The next option you have
here is onion skinning. This lets you see
faded versions of the previous and later frames for you to reference while
working on the current frame. Now, enabling onion skinning
by itself won't do anything. You have to make sure
that you click to enable at least one marker down here on the timeline next
to your playhead. You can enable markers
on up to eight frames, any ones that you want,
either forward or backwards, and it'll show
them on the stage. On this drop down here, you have the options that control how
onion skinning is displayed. You can set it to outlines
to only see outlines, or you can disable the red
and green color fills it puts on then there's the
option relative frames. With this on, the
onion skin markers follow your playhead
as it moves around. With it off, the markers
stay where they are, and it always shows
those specific frames. Then there's selected
layers only. If you turn this off,
it's going to show onion skin views of all your
layers at the same time. Then the last option
is draw behind, which makes sure the
onion skin views are always behind
the current frame. And if you want, you
can use this button to clear all enabled
onion skin markers. So the last button here we haven't tried yet is
the add marker button. This lets you add a text
label to a particular frame. And you can specify
whether you want it to be a document wide marker, which will be visible
on the timeline no matter what layer
you have selected, or if that's unchecked, it will only be visible
on that particular layer. You can move your markers,
double click to edit them, or hit Delete to delete them. Now the last few we
haven't looked at in this video yet
is the sequencer. This displays your
timeline and all of your layers in a way
that's more like how you'd find in a video editor with each of your layers as
a track on the timeline. You can move around
your layers to make them start sooner or later. And if you want the
contents of your layer to disappear entirely
at a certain frame, you can go to the layer settings and toggle the visibility. And the track now has an end. Now, where the
sequencer is really going to be most
useful is for audio. So I'm going to add an
audio layer and find my audio track and you can see it adds it
where I had my playhead, and I can move it around so
it starts whenever I want. And if you look back
on the channel's view, the waveform shows up there so you can
animate to the audio. By the way, notice we have a new channel and
keyframes here. This is from when we changed the visibility back in
the sequencer view. I'm just going to delete this keyframe here where it switches to invisible to make it visible again for the
rest of the timeline. Now on the sequencer, there are a couple buttons here specifically for
dealing with audio. There's the Restart
audio button. We've got to make sure we have
that audio layer selected. This lets you come out past
the end of your track, and then if you hit this,
it will restart the audio. Then there's the
audio level button, which lets you specify the volume level for the
track at a given point. Now, keep in mind
what it's actually doing is setting a keyframe
for the audio level. If we go back to
the channel view, you can see we've got
an audio channel now, and this is the
keyframe we just set. If we were to come out later in the sound and then
switch back to the sequencer and adjust the audio level again
all the way down, now when we go back
to the channels view, we can see between
those two keyframes, the sound is
actually fading out. You can tell by the waveform. And of course, you can delete the keyframes to get the
sound back how it was. Lastly, I want to point out a particularly good
use for the sequencer, and that is to divide your
animation into scenes. For example, in the built in
example project, Zorbitron, you see the layers are organized in a few top level folders, which each contain a scene. Then on the sequencer,
the folders are dragged out and
the visibility of those scene folders
is turned on or off to make it cut from
one scene to the next. So that's it for the timeline, and that's it for our
overview of the interface. Next, we're going to look more closely at our drawing tools. We'll do that in
our next series of videos. I'll see you there.
10. 03 01 Vector Drawing Tools: In this video, we're
going to look at the vector drawing tools over
here in the tools palette. These appear when you
have a vector layer selected in the Layers palette. You might be familiar
with vector tools from other programs like Adobe
Illustrator or Animate, but the tools here in Moho
work a little differently. So let's look more closely. This tool here is the
free hand drawing tool. We're going to be taking
a special look at this in a separate video along with
a couple other features. For now, let's run
through everything else. Before we start,
it's important to note that before
you start drawing, you want to make sure
that the playhead of your timeline
is on frame zero. It's best practice in Moho to do all your art creation and character rigging and
scene setup on frame zero. Let's start really basic
with the shape tool. Up here, you have the
options for the tool. Let's just do a simple
rectangle for now. Also keep an eye on the
messages under here for modifier keys that let you do special things with
a particular tool. One thing to note right
away is you can use this setting down here
below your stage to turn on and off
the visibility of the actual vector points and the vector path that
defines the shape. I'll just leave this on so you can see better how
these tools work. It's set to automatically
give whatever we draw a stroke or outline and automatically
give it a fill color, assuming it's a closed shape. You can uncheck these to get just a stroke or just a fill. The colors for these
are controlled over here in the style palette, and you also control the
width of the stroke here. If you want to modify these for a shape you've
already drawn, you need to use the
select Shape tool to select whatever
you want to change and then adjust the
style settings. Also, if you have multiple
shapes overlapping, you can use the select
shape tool and then use the up and down arrow keys to change the layering
of the different shapes. There's more you can
do to style a shape, but we'll look at the style
palette in a separate video. Now, if you want
to delete a shape, you actually don't want to
use the select shape tool, you want to use the
transform points tool. This will actually select the vector points that
make up the shape, and then you can hit
Delete to delete them. More on this tool in a second. So let's say we want our
shape to have a stroke, but we don't want the stroke
to be a uniform thickness. We can control that using
the linewidth tool. Then hold command or control
to get the selection tool, and then you can select
the points that make up the shape and just
click and drag horizontally to increase or decrease the width
of the stroke. This lets you create
a custom width at different points
of the shape. You can select single points or multiple points and control
them simultaneously. Notice up top that this change
is indicated as a percent. So if we wanted the
stroke back to normal, we could just select all the
points and set them to 100%. Then the width is
back to whatever it is in the style palette. One last thing, if you put the line width tool
in magnet mode here, it will snap to whichever
point is closest. And you control the range of the snapping effect
with the magnet radius. Okay. Now let's look at how we can create more complex shapes. The first thing we can do is use the transform points tool.
This does a few things. First of all, it lets you
click on shapes to move, scale and rotate them or you can flip the
points of the shape horizontally or vertically
with these buttons. You can also click on individual
points and move them. Or you can hold
command or control to make a selection of
points and move, scale or rotate
just those points. Also, if you have a shape with curves instead
of sharp corners, you can use this
option up here to enable and disable what
are called Bezier handles. These let you more precisely
change the shape of a curve. Also, if you hold Alt, you can break the handle
and create a sharper turn. This other toggle here changes whether the Bezier
handles are fixed or not. When this is on and you click a point to move
it, only it moves. But if that's off and
you move a point, the adjacent curve will
flex along with it. This could be useful if
you're trying to more naturally reshape something
during an animation. And if you have a shape with a sharp corner and you
want to make them curved, you would use the
curvature tool. You select a point
and then click and drag to increase or
decrease its curvature, and you can see it gets
Bezier handles then. And you can also hold Alt
to get a selection tool to select multiple points and change all their
curvature at the same time. Then you can customize from there using the Bezier handles. And up here, you can switch points from curves to
corners if you need to. So that's how you
modify existing points, but what if you don't have
enough control points? First of all, if you know you need a lot more
control points, you can use the Select tool to select points on our shape. And then this split
button up here will add additional points
halfway between the points you have selected. But if you want to manually
add points in specific spots, you can use the Add Point tool and click to add
points to a shape. Just be aware of whether you want to add a sharp
corner or not. And you probably want your
Bezier curves locked. Otherwise, adding point will
change the existing curve. You can also use
the Add Points tool to draw a shape from scratch. Before we try that,
make sure autofill, auto stroke and auto
weld are checked. You'll see why in a second, and you can choose
whether you want to draw with sharp corners or not. I'll draw with curved points. Then you can click and
drag to draw stroke, then click the endpoint and drag again to
make another segment. We can keep going and come
back around to the start. And because we have the auto
weld setting turned on, it will automatically close the shape and add
the stroke and fill. If Auto weld was off and
you tried to draw shape, it wouldn't close automatically. You could weld points manually by using the transform
points tool, drag the endpoint over the
other, and press Enter. Lastly, you can also
use this tool to subdivide a shape or
add interior lines. However, notice these paths don't actually
have a stroke yet. So we need to use the
paint bucket tool, set it to add stroke, and then it will add a
stroke to those paths. So with a combination of all
the tools we've looked at, you can make any
shape very precisely. But what we haven't
looked at yet is how to make a shape
with a hole in it. Like say we wanted to
make a doughnut shape, let's start by
drawing two circles. I'll hold Alt to
expand it out from the center point and hold Shift to make it
a perfect circle. So now I have two
separate circle shapes, but that's not what I want. I just want to use these two
circle paths on their own. So what I'll do is use
the delete shape tool. And now I'm left
with just raw paths, and we'll turn them
into a new shape. I'm going to the
paint bucket tool. We can use this to add a stroke or fill or
both. I'll do both. And then click in
this space here, and now we have a
doughnut shape. So using that same technique, you could make a hole of any
shape within another shape. The last tool for making a
shape is the blob brush, which just lets
you paint an area, and that area will
become a shape. So we've looked at various
ways of making shapes. Next, let's look
at the other tools we have for modifying
our shapes. I want to draw a grid with the shape tool so you can clearly see what these tools do. We've already looked at the main transform
points tool for moving, scaling, and rotating, but
down here, we have some more. This is the perspective tool. You click and drag to make it look like a shape has
turned in perspective, either horizontally
or vertically. And remember, for each of these, they work on a sub selection of points as well
as whole shapes. Next is the shear tool, which lets you skew
or tilt a shape. Then there's the bend tool, which lets you bend a shape
around a central point. Then there's the magnet tool. This is a more organic
way to distort a shape. When I click and drag, it pulls on the points within
the radius of the magnet. The points nearer the center get pulled harder than
those towards the edge. So assuming you have enough
points on your shape, this gives a sense of
stretching something soft. This can be useful when we get into animating shape
changes later. Then last on the bottom
row is the noise tool. This lets you add
irregularities to a shape to make it more
organic and less geometric. Let's say we wanted to
make a ground plane. I'll make it a rectangle, then select the top and split
to add some extra points. Then select everything and use the noise tool to randomly
offset the points. Then I'll use the curvature
tool to round those. And there we've got a nice
organic ground plane. Next, let's take a look at
the curve profile tool. This one's pretty
cool, but it's not at all obvious what it's
for or how it works. The best way to explain
is to show you. So I'll make a shape. Then I'm going to make
another path that will apply along the
curve around the shape. It's best to do this
on a separate layer, so I'll make a new
vector layer and call it curve profile so I
don't get them mixed. Then I'll use the ADPointTol to just make an invisible path. Then back to the original shape, I'll select it and grab the curve profile tool and
then select the curve we drew, and it gets applied all along
the outline for the shape. And the connection
is still live, so we can go to our curve
profile layer and edit it, and the shape around our
path gets changed as well. And if we select the main shape and go back to the profile tool, we can adjust how often the profile gets
repeated along the edge. So that's what that tool is for. Now let's look at a couple tools that you might use for
a similar purpose. So here I have a face with the nose as a separate
shape on its own layer. And suppose I don't
want this line on the outside edge where it's supposed to be
connected to the face. There are a couple tools that
will help us get rid of it. I can use this tool,
the hide Edge tool. Now, don't confuse this
with the delete edge tool. The delete edge tool will
actually remove the edge, making the shape open, so
you'll lose your fill. The hide dge tool just hides the stroke
between two points. So you'll still keep the fill. Now, there's another way to do a similar thing that gives
you a little more control. We can use the stroke
exposure tool. If we click and drag, it changes where the
stroke edge ends. You may need to edit the
values up top to also change the start percentage so your stroke starts and
ends in the right place. This has the advantage
of not needing to end or start at
a control point, and this is something that can be animated on the timeline. So say I have animated
the head turning, I can animate the stroke
exposure over the course of the turn so it shifts from one side of the
nose to the other. Lastly, I wanted to end by looking closely at
the selection tool. I've been using this casually, but here are some important
features to know that it has. First of all, by default, the selection tool uses a
rectangular marquee selection, but you can also set it
to Lasso mode to make it easier to select
specific points without selecting others. Then we already saw that you
can use the split button up here to add additional
control points between the ones that
you've selected. Next to that, we have the
opposite, which is simplify. If you have a shape
that's made up of more points than
is really needed, you can try to use this
feature to reduce them. Just be aware this might
change the shape slightly. You need to enter a value here for how aggressive you
want the reduction to be. Higher value will
remove more points, but change the shape
more. Let's try 20. Then select what it is
you want to simplify, and the button is now active. So we click that and
it reduces our points. Next, there's the weld
crossings option. If you have two
shapes overlapping, select them and hit
weld crossings. We'll add welded control
points at the intersections. Note that these are
still separate shapes. I can select them separately
and move them separately. Built just well together
at those specific points. Then lastly, we'll end on one of the coolest and most
unique features of the selection tool in Moho, and that's the ability to save a particular
selection of points. So say we have this head here
and we know we're going to want to move the jaw up and down over the course
of the animation. I can make a selection of
the points for the chin. And then up here, I give it the name chin and click Create. Now, if I ever want to
make that selection again, I can just select it from
the select group dropdown. And that appears
when you're using the other transform
tools as well. That can be super
useful later when we get into animation
and rigging. So that's everything in
the vector drawing tools, except for the
freehand drawing tool. We're going to look
at that on its own in the next video.
I'll see you there.
11. 03 02 Freehand Tool: If you're going for a
more organic hand drawn look but still want the benefits
of vector based artwork, you'll want to learn
about the free hand tool. This is a tool that lets you use a tablet or drawing
screen to draw more natural pen strokes
with pressure sensitivity. But if you turn on
viewing vector strokes, you see these lines are still
vector based and can be modified by control points
just like other vector art. By the way, to really see what your strokes are
going to look like, you might want to
turn on anti aliasing in your display
quality settings. If your computer can handle
it, you can leave this on. But if the brush gets sluggish, just turn that off and
it will perform better. To make this tool easy to use, you're going to
want to understand all its settings and features. First, as always, check
under the toolbar here to see how modifier
keys affect the tool. In this case, if we hold
Alt and drag left or right, that lets us adjust the size
of the brush on the fly. That's much easier than changing the width over here
in the style palette. And also, if you hold Command or Control on Windows and click, you can delete a segment
between two points. Next, let's look at the options on the drop down menu here. First, you can
choose whether you want pressure
sensitivity on or not. You can set the line variation
to none, in which case, the line will be a
uniform thickness like using the
other vector tools. Or you can also
set it to random, which will add
random variation to your line width just to make it look a
little more organic. Or you can have pressure
sensitivity on so the thickness is
controlled by how hard you press with
your tablet stylus. The width variation setting controls the range of
difference that's allowed. So the maximum thickness with maximum pen pressure is whatever the width
setting is set to. And the smallest you can go with lightest pressure is controlled
by this width variation. 100 would let you get very
small with light pressure, but zero would basically be
the same as no variation. Taper Start and taper end
are only really relevant if you aren't drawing with a tablet or screen with pen pressure. If you draw free
hand with a mouse, this will automatically add taper to the start
and end of a stroke. I am using a drawing screen, so my pen pressure is going
to override this anyway. Next comes smoothing
and point reduction. What you set this at is going
to be very personal to you. These both control how much moho adjusts the lines you draw
to make them smoother. Smoothing is how
much moho smooths the line as you draw to
account for pen wobble. If I turn this way up, you can see how much it's
changing things as I go. I like to keep that fairly low. Then point reduction
is how much Moho will try to simplify your lines after you've finished
drawing them. This is basically like running the simplify command with the selection tool,
but automatic. So if I turn that all the
way down and draw a stroke, you can see how many
points it's made of. But if I turn that up even to just 20 and draw
a similar stroke, you can see there's
fewer points. By the way, remember, you may need to do a
command or control R to do a render to judge the real smoothness of
your lines and decide if extra points makes your
lines look better or worse. So I'd recommend
you have at least a little of smooth end point
reduction turned on. Next, let's take a look at the settings out
here on the toolbar. First of all, notice we have autofill and auto stroke like with the other
vector tools. Autostroke is what actually draws the strokes
we've been looking at. Otherwise, it just makes
a raw vector path. Autofill will fill
the shape you draw with the fill color if
you draw a closed shape. Whether your shape gets
treated as open or closed is dependent on some
of these other settings. There are two different
weld settings here to be aware of auto weld
and weld ends. First, let's look at Auto weld. If I draw a stroke and then go to draw another one
that intersects with it, you can see my cursor snaps
to the line I'm going to intersect with and makes a
control point connecting them. Same happens if I draw
all the way through. They get welded at
the intersection. If Auto weld is off, intersecting lines
remain separate. Weld ends is like Auto weld, but it only applies to
endpoints of strokes. So now if I draw two lines, notice my cursor doesn't snap to the middle
of the first stroke, but it will to the endpoint. Using this, you can build up a bigger shape with many strokes that get combined into one. And if you close the shape, it will get filled in
if autofill is on. You can also make
closed shapes with a single stroke if
the ends get welded. Another way to make
a closed shape is to check the auto close option. Then it will automatically draw a closing line between
your endpoints, whether they're welded or not. Check Hyde auto close segment, and that final closing line won't have the stroke
applied to it. Now, you'll also notice when
Auto weld is on that you have these other options
trim start and trim end. These are intended to
help make your line work easier and cleaner when you
have lines intersecting. So let's say I have a
shape and I want to add some interior lines that
intersect with the outline. Let's turn on trim start. And now the part of my line before the intersection
gets trimmed away. With trim end, the
opposite happens. The part after the
intersection gets trimmed. And if both are enabled
and I cross another line, it will trim away
whichever is shorter. Also, I can draw all the
way through my shape, and both the start and
end bit get trimmed, just leaving the portion between the two intersection points. That's a lot easier than
trying to start and end line exactly on the outline. The last setting on the tool bar is the merged strokes option. With this enabled, all
the strokes you make will be treated as parts
of the same shape. So if you select with
the select shape tool, it highlights all
the strokes and you can change their color or style
setting at the same time. If you disable merged strokes, the strokes you draw will
be their own shapes. I if you re enable
merged strokes, it will start
grouping them again, starting with the
previous stroke you drew. So before we finish looking
at the freehand tool, I want to take a quick look
at the styles palette, specifically the
different brush settings. Just double click here
where it currently says, No brush, and you can choose from one of the
preset options here. Some of these are meant to make your strokes look more like natural media and others are used to make patterns
that follow your strokes. If you're interested in learning more about these brushes, we're going to cover that
and the other features of the style palette in the next
video. I'll see you there.
12. 03 03 Style Pallet: So in this video,
we're going to dig into the style palette
so you're able to use it effectively and save time later on in the
animation process. So we already know about setting
a fill and stroke color. Let's select a shape with
the select Shape tool. By the way, to make it
easier to see your styles, make sure checked
selection is unchecked. That toggles between
the checkered selection and this red outline selection. With the shape selected, we can change our selected
stroke and fill colors or uncheck these to
get rid of them entirely. Another option for picking
colors that we haven't looked at yet is the
Swatches palette down here. Using the dropdown,
you can set this to display one of these preset
examples of a color palette. If you left click
within the palette, it will set the fill color, and if you right click, it
will set the stroke color. Now, all this color palette
really is is an image file. If you look at some of
these other options, you can see a variety
of ways you might use the color palette to easily get at the colors you
want to use for a scene. Some of these are just photos, and some are photos that
have been pixelated. While others are background
illustrations for a scene, and take a look at face dot png. This is basically
the model sheet for a character design with the colors called out to
make them easy to select. This is a great way to make
use of concept art and character model sheets
to make it really easy to use the right color for the right part
of the character. To add your own image, just
select custom image from the bottom and browse to
your image file and open it. If you have images,
you know you're going to want to use as
palettes frequently, go to File, Open
custom content folder. And then in the folder
called Swatches, you can drop whatever
images you want, and they'll appear by default
in the swatches drop down. In addition to
colors, we can also apply a brush style to
the stroke if we want. These brushes are just a small PNG image file that
you can see here. And then the settings down here determine how the brush
lays down the image. Down here, you can
see a preview of what the brush will look like as
you change your settings. If you want additional brushes, you can buy packs from
the Smith Micro website, or if you want to make
your own custom brush, you just need a
starting image as a PNG file with a
transparent background. Go to File custom
content folder and find the vector brushes folder
and add your PNG file there. Then when you start Moho, that image will appear
in your brushes palette. Once you've got
the brush tip in, you then need to set
the settings down here for how it's going to lay
down a stroke using that tip. And there are a couple of
ways to save these settings. If you look at the
other brushes here, there's a naming scheme
that will automatically set the settings when
it brings in the PNG. You can just rename
your file with the settings you want
and restart Moho. Or if you want a
less technical way, you can just set your
settings to what you want and then click
Save Bush down here. Give it the name
you want, and it'll save it to the same
custom content folder. Then also go ahead and
reload the brushes. If you look in the
custom content folder, you'll see that it
saves a new copy of the original PNG and this
dot Moho brush file. The next feature of the
style palette we haven't looked at yet is this
effects drop down. These are special
effects you can apply to a shape as
part of its style. For example, let's
try shaded defect. This gives us a bunch of
settings and controls that lets us automatically
put a shadow on our shape. If you ever need to
change the settings for a style you've applied,
press this button. Now, some of these effects
won't be visible on the stage. You need to do a render with Command or Control R to see what they will actually
end up looking like. For example, the
soft edge effect, which feathers the edges
of a shape's fill. We'll need to turn off
the stroke for this one. You can't see it on the stage, but if we render the image, you can see how soft
the edge really is. Next, there's the
gradient effect. This is how you would apply
a color gradient to a fill. You can select and delete one of the color squares to simplify your gradient or click on the strip to add
an additional square, and then you click inside
these squares and use the color picker to define the colors that are
on your gradient. And choose the type
of gradient up here. Then it gives you this tool to position the gradient
within the shape. Note that this gradient overrides whatever the
color of your fill is. If we go back in the
settings and enable allow transparency and bring down the opacity of one
of the colors, then it's just going to
make the shape transparent. The last one here I
think you might find useful is image texture effect. This lets you browse for an image file and use that
in place of a fill color. Now this image is tilable so I'll leave the
fill mode on tile. You can then use
these controls to position and size
the image texture. Also, if you use a source image that has transparency
like this P&G, by default, it will show it over top of the
shape's fill color. But you can also enable
through transparency, and then it will hide
the fill color of the shape and only show
the image texture. Now, you might be
wondering if there's a way to apply more
than one effect. There is, but we'll look
at that in just a second. So let's say you
figured out a style for one shape and you want
to apply it to others. Well, the first
thing to point out is that these buttons
down here give you the ability to copy and paste a style from one
shape to another. So if we have the style
we want in a shape, we just make sure we're using the select Shape tool to
select it, then hit Copy. Then if we select
a different shape, we can hit Paste and we'll
have the same style. We can also hit reset here to go back to the default
style settings. So copying and pasting is nice, but there's a much
more powerful way to save and apply styles. First, let's enable advanced
mode with this checkbox. This gives you some nice
extra features right away. For example, you now have the option to apply two effects at the same
time to your fills. You can also apply effects
to the stroke, too, and you can enable or disable the round caps
that automatically get added to strokes
that you draw. Real power of advanced mode is being able to save
and reuse styles. Let's look at a demo of how and why you'd
want to do that. So here we have a basic face that's made up of a bunch
of different shapes. The first thing I'm going
to do is name these shapes. If you have a shape selected
with the select Shape tool, you'll have the option in the styles palette
to give it a name. It will then appear on
the shapes dropdown. This is just an easy
way to select a shape without having to switch to the select Shape tool
and click on it. I'm just going to go through and name all the pieces
of this face. Now, next to the shaped
dropdown is the style dropdown. Here we can save a style. First, let's create a
style for the hair. The hair is in separate parts, but we'll just work
with one for now. I'm going to set the fill color, stroke color width and give
the stroke a brush texture. Then I'll come to the
styles dropdown and select new and then
give that style a name. So now that style is saved as an option in the
styles dropdown. Now the next part
can be easy to miss. If I select the shape, if you look down here on
the style one dropdown, you see this is where that
style is actually applied. So if I select the rest
of the hair shapes, I can then set their style one setting to the
style for the hair. Now, the nice thing about
having the style applied in this way as opposed
to copy and pasted, is if I go up to the styles drop down and open the
style for the hair, I can change these settings, and they change on every shape
the style is applied to. Also note that there
are check boxes next to the different settings. These tell the style to override the original
shape settings. So say if you wanted the shapes to keep their original
stroke width, we could uncheck this box. Then if there's a shape with
a different stroke width, it will keep it, but have the other settings from
the style applied. Now, the reason
shapes have a style one and a style two
is because you will frequently want to make your fill settings and
stroke settings separately. For example, I'll set up a style for the fill
color of the skin here, and I just want it
to include the fill, so I'll uncheck everything else. Then I'll make another
style for the stroke color. Then for a case like the mouth, I can still give it
the skin color for the strokes and make the
interior color whatever I want. So that's it for the
style palette for now. Next, we're going to look at one final way you can
work with color in Moho, and that's making gradients
using color points. We'll do that in the next
video. I'll see you there.
13. 03 04 Color Points: So we previously looked
at the gradient effect that can be applied to a shape to create a color gradient. However, this is somewhat limited if the shape is
going to be animated. If you have a shape that's changing shape over the
course of its animation, the gradient effect doesn't
automatically change with it. You would have to animate
the gradient separately. In this lesson, we're going to look at a feature
called color points. That lets you achieve a
similar gradient effect, but in a way that gives
you more control, though it does take
more work to set up. If you have a shape, you can
select a point or group of points and then switch to the
color Point tool over here. Then the tool bar up here associates a color
with that point. And then that point
will sort of radiate that color according to
the strength setting here. You can typically lower the strength setting
well below one. Then that can blend with the
original color of the shape, or if you want, you can
assign other colors to other points of the shape
using the color points tool. And now, when the shape changes, those points are still emitting their colors in
their new positions. So let's look at how we might
use this in a powerful way. So here we have a face, and let's add some color
to the edges of the ears. First of all, I'm going to add an additional line to the ear that will
give us more control. I'm going to use the
Add Point tool to draw an additional
line near the edge. But now I need to
make sure this line is actually part
of the ear shape. So I'm going to use
the delete shape tool to delete the existing
ear shape and then select all
those lines and use the create shape tool to make all those lines
a single shape. I want it to have both
a stroke and a fill. Now that just gave
it the default colors of white and black. But fortunately, in the advanced mode of
the style palette, I can set the style back to the skin colors
that I have saved. And it also put the stroke color on that new inner line,
which I don't want. So I'm just going to
use the hide edge tool to hide the stroke
on that inner line. Now I'm going to select the
outer points of the ear and save that selection as a group with a
name just in case. Now with the color points tool, I'll give a warmer
color to those points. And I think I'm
also going to lower the color strength
on those points. Then the advantage of
this inner line is that since these points don't
have a color point color, we can move them to adjust how far the color extends
from the edges. If the color is looking blotchy, you can add additional points
with the add points tool. If it's between
two color points, it will automatically have
the same color point value. Then I'll make a reference layer and flip it to make
the other ear. So hopefully, that gives you an idea of how you
might use color points. You could use this to add
shadows or highlights as well, either along the edge or
an invisible inner line. Next, we're going to look at
one more important technique we'll be using in making our
artwork, and that's masks. We'll look at that in the next
video. I'll see you there.
14. 03 05 Masks: One last technique
I wanted to make sure you're familiar
with is masking. Now, masks and Moho
work differently than in other programs you
might be familiar with. So it warrants its own video. Let's start with the
most basic example. I'm going to add an image
layer and import an image. And we're going to
make a mask that reveals a portion of this image. So I'll make a vector layer and I'm going to call it mask, and then I'll draw
a circle on it. Next, we need to put
whatever you want to mask and the mask itself
in a group together. So I'll make a group and put
our two layers inside it. You want your mask
at the bottom. Now, in the layer
settings for the group, we go to the masking tab
and set it to hide all. So layers that we've set to get masked will get
hidden by default, and the mask layer
will reveal them. Now, in this case, it correctly understood what I was
trying to get it to do. But just in case it
doesn't work for you, let's go into the settings
for the layers and see what they need to be set
to to make this work right. In the settings for the image
layer on the masking tab, you want that to
mask this layer. And then on the settings for the mask layer on
the masking tab, we want this to add to the mask. So now if we reposition
or animate the mask, it's going to reveal the image
that's set to be masked. You can also have multiple
layers adding to the mask. I can make another vector layer
with another shape on it, and I can set that to
add to the mask, too. So you can have
separate elements that you can animate separately, both contributing to
the masking effect. You can also make your mask
work the opposite way. You would set the mask setting on the group
to reveal all, and then the setting on the mask layers to
subtract from mask. So now the mask layers
hide instead of reveal. Next, let's look at a
practical example of how you'll frequently use
masks, and that's to do eyes. So here we've got the
three layers for the eye, the eye base, which
is the whites, the iris, and the
highlight over top. So we want to be able to move the iris around without it
going outside the eyeball. So let's select all
these and make that a group then we'll go into the
group and turn on masking. We want it set to hide all. Then we need to make sure the layers have the
right settings. We want the highlight
and iris to be masked while the eye
base adds to the mask. So now we can move
the iris around, and it never goes outside
the eye base layer. But you'll notice
it's going over top of the stroke
around the eye base. But there's an easy
way to fix that. So let's go to the mask settings and check the exclude
strokes option. Then it will only use the visible part of the
fill to do the masking. So now when I move
the iris around, it looks more like how we want. Also, while we're here, this is a case where we
want the artwork for the mask itself to be visible because it's
the whites of the eyes. But if you wanted to,
you could also set it to add to the mask but make
the mask invisible. And that might be what you want for a different situation. So that's the basics of masking. There's a bunch of
ways we'll use that later on when we get to
rigging a character. To prepare us for that, we
need to get familiar with the various features we'll use
for rigging and animation. We'll do that in the next set of videos. I'll see you there.
15. 04 01 Keyframe Interpolation: So when we looked
at the timeline, I briefly showed you how to make keyframes to create
animation and the different interpllations
or easing settings you can apply and how that translates
to the motion graph view. In this video, we're going
to take a closer look at how the different easing settings affect the look and
feel of your motion. So I'm just going
to quickly set up two keyframes of this circle
moving across the screen, and I'll do the same
for this bottom one. I'll turn on channel
visibility for ball one so I can
match the timing. Now, I'm just going
to right click on the first keyframe and make
sure they're set to linear. And you can see
by the spacing of the points on the motion
path that it's going to move the same distance between every frame, which
looks like this. Then let's set this
bottom one to smooth. And now you can see by
the motion path that the rate of change over the course of the path
starts a little slower, gets faster, and then
slows down again. And if we play, you can see that the smooth version looks
a little more natural. Now if we switch to
the motion graph, we can get a picture
of the difference. So this is the graph
or the linear version. And this is the smooth version. So the graph starts
horizontally, gradually gets steeper
indicating faster motion, and levels out again
indicating it's slowing down. So let's compare this to
the other interpolations. Now, they make it hard to select keyframes from this view, but what we can do is go to Window keyframe and we
get this new panel. You might want to have
this panel undocked so you don't lose so much
width on your timeline. And then as long as I select
a keyframe on a channel, I can move between
the keyframes on that same channel
using these buttons. And I can change their interpolation choice
with this dropdown. And down here, I can also
give it a hold duration. So it'll hold the keyframe
position for this number of frames before starting the transition to
the next keyframe. And you can set an
interval, which, in a sense is like
changing the frame rate, but just for this keyframe. So you can see on
the motion path, if I set it to interval two, then we get half as
many positions because it's only going to update the
position every other frame. In traditional animation,
we'd call this animating on twos because we hold each
drawing for two frames. And you can see,
when it's played, it's slightly less smooth
than it was on ones. I'm just going to set the
interval back to one. You can also set it to stagger, which basically makes it
invert the position of every other keyframe and gives this sort of vibration
effect to the animation. There's only very specific cases where you might
want to use that. And lastly, you can label a keyframe with a
color if you want. Though you can only see
that on the channel view. Now let's look at some of the
other interpolation types. So right now we're on Smooth, which gives us this
gentle S curve. The next one we haven't
seen is Ease in out. And by the graph,
you can see this is basically a more extreme
version of smooth. Then there's Ease in, which has the slower acceleration curve at the start and the
faster one at the end. And then Ease out
is the other way. Then Bezier lets you control the curves manually
using Bezier handles. We'll look at that later
in the next video. Whoops got to re
select my keyframe. Then there's step, which basically means
no interpolation. I we'll just hold the one
pose until the next keyframe. You may want to use this as
the default when you start animating a character to
just time out the key poses. Then there's noisy,
which just adds a bunch of randomness
to your interpolation. You can change the amount here with these
settings if you want. Next, there's cycle. Now, this is a
really useful one. This lets you repeat
the animation between a series of
keyframes indefinitely. We wouldn't actually want
to do this on frame one, so let's set this back to smooth and then come out
to the end keyframe and set that to cycle. Then if I extend
our movie length, we can see that the
animation will cycle indefinitely until we add additional keyframes
down the line. And in the channel view here, you can see it indicates
the cycle with this backward arrow and this orange arrow on top going back to the
start of the cycle. Now, to define where
it cycles back to, you can either specify an absolute frame number,
in this case, one. The disadvantage of
this is that if we move the keyframes of the cycle
later in the timeline, it's still trying
to cycle back to frame one instead of
our first keyframe. You could alternatively
tell the cycle to move back a certain number of frames relative
to this keyframe. Then we can move
the frames around, but now the
disadvantage is if you try to change the time
between the keyframes, it will throw off the cycle. So you just have
to go on a case by case basis and decide
which is best. Also, if you put a number
for the hold duration, it will hold for that many
frames before cycling. You can see that on
the motion graph here. But notice it only holds
once, not every cycle. Then there's a really
cool feature we can enable here and make
this an additive cycle. This means it will cycle, but add the relative change
in distance each cycle. With this on, you can see up here now when the ball cycles, it keeps going from the spot where it ended the
previous cycle. Let me shorten the distance
so we can see more cycles. So that's a really handy
tool for doing things like walk cycles where the character
moves across the screen. Our last two interpolation
types are bounce and elastic. These will automatically
create some common effects you might need. First,
there's bounce. You can see this gives us a much more advanced curve where we accelerate to our
end position value, then bounce back and do
that two more times, which gives us the
effect of bouncing. You can specify the
number of bounces and the scale or height of each bounce in the
keyframe palette. Just make sure you have
enough total frames for all the bounces to play out, or the bounces at the end
will get really choppy. Elastic is similar
except it will overshoot your target end position
and spring back and forth before settling
into the end keyframe. Or you can make it backwards and it will spring
back and forth in anticipation before the final jump to
the last keyframe. Now, it's important to
keep in mind that you can apply these interpolation
types to any property, not just the layer position
like we've been doing. Here I've got Elastic applied to a scale change and bounce
applied to a rotation change. This is an easy way to add
some follow through to animations without having to
add a bunch of key frames. So as useful as the preset
interpolation types are, you really want to
master controlling your easing by hand
using the motion graph. Well, look at how we do that in the next lesson.
I'll see you there.
16. 04 02 Motion Graph: In this video, we're going
to look at how to use the motion graph
view on the timeline for maximum control of
our keyframe animation. To practice, we're going to do a classic animation
exercise the bouncing ball. There's a number of ways we could do this, but in this case, we'll do it just by animating layer position with
the layer tools. First off, notice how
I have this setup. There's the ground layer, and I have this layer with my
main ball artwork on it, and then I have
separate layers with the shading and highlight on it, and those shapes have a
soft edge effect on them. So if I render with Command R, you can see how the ball is
going to end up looking. Now, the baseball layer has its origin point
in the center, so eventually we can make it rotate and it will look correct. But then all of the ball
layers are in this group, and the origin of the group is set at the base of the ball. This is so we can
animate the ball squashing and stretching
when it hits the ground. The group is also what we'll be animating the position of. Now, I'm starting in channels view for the first part of this. We want to make sure the default interpolation is set to Bezier. That will let us manipulate things in the
motion graph later. I'm going to start by
setting my initial keyframe for the start of the
drop here on frame one. I'm actually going to
do separate dimensions to get separate X
Y and Z channels. That's because for now,
I'm just going to be animating the ball up
and down on the Y axis. I'm actually going to delete the keyframes on the
X and Z channels, so we're only working with Y. Then I'll come out and set the keyframe where it
touches the ground. If you just grab it and move it, you'll probably end up setting keyframes on the
channel as well. But if you hold
Shift as you drag, it will only move it
along the y axis, and you'll only
get a Y keyframe. Then I'm going to copy and paste the keyframes a couple of
times and space them out. These are going to
be our bounces. And since each bounce
gets smaller and smaller, we want them to take slightly
less time each bounce. This is the timing I'm using if you want to follow
along exactly. You might think we now
need to go back and set key frames in between these
for the top of each bounce. But technically, this is all the keyframes
we actually need. We could do everything else
from the motion graph. But for the sake
of demonstration, let's set the height of the
first bounce with a keyframe. It's easier to define an
exact height this way, and it will be good reference when we create the
other bounces. Now we're ready to switch
over to motion graph view. Now, in Motion graph you, if you don't see keyframes or control handles
on your channels, just double click
the channel icon, and they should activate. And just in case you didn't set your keyframes to Bezier yet, you can always click the
channel icon to select them all and right click
and swap to Bezier. Now, these Bezier handles work just like those on
the drawing tools. You pull them out and change their angle and length to
define the curve of the path. The key for the bounce
is at the bottom, we want to hold Alt, which lets us break
the different halves of the Bezier handle, which lets us make
a sharp corner. And at the top of the bounce, we want a smooth curve, which means the ball is
slowing down at the peak as gravity gradually
changes its direction and acceleratees it down again. Having this control point at the top of the arc
is kind of nice. It gives us more
precise control, but we can do a pretty
good job of approximating the same thing just with the bottom control points
for the other arcs. Want them to gradually
get smaller and smaller, and by the end, they're
barely there at all. You might need to zoom in to
make your arc small enough. So there, we've got
a good basic bounds, but we can enhance it with
some squash and stretch. We'll do that by animating
the scale property. So let's click on the
transform handles on the ball to set
an initial keyframe. And you can see we get a new
channel on the motion graph. You might need to
adjust the scale or center point of your
graph to be able to see it. Then we want to come down to the point where it
touches the ground. Now, this is where the
ball is moving fastest, so this is where it should
be the most stretched out. So I'll make it
longer and thinner, trying to keep the overall
volume of the ball the same. So the scale is actually
three separate properties, too, but we don't need to
fully separate the channels. I'll just double click
the channel icon to get the three graphs at once. Now I just want to
make this curve like our other ones getting fastest right before
the ball makes contact. And actually, we don't really want the stretch to start until the ball starts picking
up some speed from its fall. So here's
a cool trick. On the first keyframe, we can hold Alt and drag to make a hold that
lasts as long as we want. So now the stretch part of the animation doesn't
start until this point. Now, that's the stretch, and after contact, we
want it to squash. So we're actually going to need some extra frames while the ball is in contact
with the ground. So I'm going to out
drag the key frame to make a hold for
another four frames. Then move the rest
of the keyframes, four frames over so our
timing doesn't change. Now I've got three extra frames here where I can add
some squash and stretch. Then in the middle, first,
I'll reset the scaling. Then I'll make a
squash state for the ball still trying
to maintain its volume. Then we want to go back to its stretched state as
it leaves the bounce. So I'll copy and paste
those keyframes. But I'll adjust the ball
so it's not quite as stretched because
the ball will have lost a little speed from
hitting the ground. Now with the graph, we need to make it heavily ease into and out of
that squash state. There we have a nice
transition from stretched to squash
and back again. Then before the top
of the next bounce, we want to reset the
scale back to normal and then extend that keyframe into a hold until we want to
start stretching again. And then adjust the curve
so there's heavy ease out. Then I just need to repeat that process for the
next few contact points. I'm using the onion skinning and setting the markers
to look back at the previous stretched and squash dates so that I can make it a little less
extreme each time. Because the ball loses
energy with each bounce, it's not going to be as
fast or hit as hard. For this bounce, I'm
just going to have one frame of the squash state. And then for these last few, I don't need the squash
and stretch at all. So there we've got a bounce
with some squash and stretch. Now, what if we wanted
to make this bounce across the screen rather
than straight up and down? Well, that's easy since we
have our dimensions separated. We can just go back to frame one and move the ball off
the edge of the screen, and then at the end, move it where we want
the bounce to stop. Now we have the X
channel on our graph, and we can make that just gently slow out towards the
end where it stops. I'm actually going to
make the stopping point past the end of the last bounce
because we're going to eventually have the ball roll
to a stop at the very end. Now, you might notice right away that we have an
issue where the ball is moving even when it's in contact with the
ground during the bounce. We'll actually take care
of that at the end. The first thing I want to fix is the direction of the stretch
isn't right anymore. It's straight up and down still. So let's use the shear
tool to tilt the ball at the point it's stretched to be pointed in the
direction of the arc. Then we need to adjust
the easing graph the same way we've been
doing so that it's steepest when it's coming into and out of the
contact positions. Oops, I need a
keyframe on frame one. And we want to hold on
that first keyframe. Then we want to reset
the skew at the top of the bounce and have it hold like we've been
doing with scale. And Okay, now let's deal with the horizontal movement
during the bounce. I'm simply going to go
to the contact point of the bounce and add a
keyframe on the X channel. Now, that's going
to give us another handle and mess up our curve. So I'll just adjust
that as I go to get it generally back where it was every time I set a keyframe. Then I'll just hold
Alt and drag to make a hold that lasts for the
duration of the bounce. And then I'll just do that
for the rest of the bounces. So that's how that looks now. What I think we could
really use at this point to make it look more natural
is some rotation. So let's switch to the ball
layer inside the group, and then we're going
to want to turn on channel visibility
for the group, though we don't need to
see all of the properties. Then we'll use the
layer transform tool to set an initial keyframe for rotation by clicking within
this box around the edge. Then I'm going to go along
and add some keyframes so the ball gradually rotates
slightly as it bounces. Notice, we're totally free to rotate without messing up any of the other animation because this rotation is all
happening inside the group. And as we get towards
the smaller bounces, the ball actually
rotates more and more as it transitions
from bouncing to rolling. Then when it stops bouncing, we'll play with the end rotation so that it rolls to a stop. We need to make sure
the easing out on the rotation matches the
easing out of the position. Then I think I want to make some adjustments to the bounce curve. The nice thing about
the motion graph is you always know exactly what
you're controlling, so you can make changes without messing up
other properties. So now looking at it, I
don't think the ball is rotating enough during
this middle bounce here. So I'm going to rotate it a little more on the
last keyframe. But then instead of
going keyframe by keyframe and further rotating the rest that I've already set, I'll just select them on the motion graph
and move them all further down so we get that same gradual
increase in rotation. So there we go. Now, I'll export that so we can see
it with the effects on it. And then this is the
final animation. So hopefully, that
gives you an idea of how the motion graph
lets you combine simple animations on
particular properties to build up to more
complex animations. We did all of this
with basic tools on properties that
every layer has, but to do good
character animation, we're going to want to design
and rig characters with a mind towards how we want to use the timeline
to animate them. So next, we're going to
start looking at features that let us do powerful
things in a simple way, starting with bones
in the next video. I'll see you there.
17. 04 03 Bones: In this video, we're
going to start looking at the process of rigging a
character for animation. The standout feature of Moho is its powerful and
intuitive tools for creating very versatile
character rigs that make the animation
process much less tedious. The most basic part of
rigging is setting up bones. So let's look at the tools we use to set up our
characters bones. First of all, we need to
create a bone group and put all the artwork layers
for the character inside it. There's already a root group
for the character here, so I'm going to right click
and choose Convert to bone. Then with the bone
group layer selected, we get access to this palette of bone tools for building the
skeleton for our character. Let's try these out by
rigging this character. The exact way you use bones will depend on your
character's design. But for this video,
we're just focusing on learning how the bone
tools themselves work. First, we need the
add bone tool. With this, you just click
and drag to draw out a bone. For a character, you
generally want to make a root bone at the
hips of the character. This is the bone
that is just used to move the whole
character around, not specific body parts. It's a good idea to
have it sticking out like this to make
it easy to grab. Now, notice that up
on the tool bar, you can give your
bones a name as you go to help you
select them later. Your character will
probably end up having a lot of bones, so
this is a good idea. Now, let's keep going, making
the bones for the legs, putting the joints wherever we want the character
to be able to bend. If you have a shape
that you want to bend, be aware of where
your control points are on the artwork layer. You're going to want
a control point directly on either
side of the joint. If you draw a bone wrong, you can use this tool here, the transform bone
tool to adjust it. Now, here on frame zero, this will define the default position and
size of the bone. But later when you're out
on the timeline animating, this transform tool
will stretch and rotate the bones and the
artwork bound to them. Now, before we move
on to the other leg, I'm going to make sure each
of these bones has a name. I'm going to use the
select bone tool to select each of them and
then fill in its name. When you want to
continue drawing bones, you want to make
sure it's connected to the right parent bone, so you want to select
its parent first. You can use the
Select Bone tool, or if you're already
using another tool, you can just hold the Alt key to temporarily get
the Select tool. If you ever do accidentally draw a bone that's attached
to the wrong parent, you can use this tool, the reparent bone
tool to fix it. These arrows show you what
bone is parented to what. And if you need to
change something, just Alt click to
select the bone, and then click the bone
you want to be its parent. If you don't want a
bone to have a parent, select it and then click an
empty part of the scene. So I'm just going
to go through and finish out the rest of the
bones for this character. Now, after you have bones, the next thing you
might want to do is use the bone strength tool. This region around the bone defines the portion
of the artwork that the bone has influence over when it flexes the
artwork at the joints. Click and drag left
or right on a bone to increase or decrease the
strength of the bone. In most cases, you want
to scale this area to just fit inside the part of the body that it's
meant to control. Focus especially on what's
overlapping near the joins. There are also cases
where you might want to bring this all the way
down to zero strength. Like, for example, the root bone doesn't need any strength. Now, you might
need to experiment to find the right strength. To actually move the bones, to see how it affects
the character, you can use the
manipulate bone tool. If we try to use this now, we see we get a
lot of distortion. This is because right
now the bones on the main bone group are treating everything in the group
as one piece of artwork. What we need to do
before this will work is bind specific layers
to specific bones. The main way you'll generally do this is called flexi binding. This method lets a set of bones distort a layer of artwork
to bend at the joints, even if there's only a
single layer of artwork. For example, with the leg here, I have a single
layer for the leg, and we want it to be
affected by these two bones. So to bind that layer
to those bones, we keep the layer selected, and we need our bone
selection tool. Then shift click to
select both bones and move up to the bone menu and choose use selected
bones for flexi binding. And that has a keyboard shortcut because you're going to be using this command a lot. Now, if we switch back to the manipulate bone tool and
try to move the leg again, there's still some
distortion because we need to do that for all
the other layers as well. I'm just going to
quickly go through and bind all the layers
to the right bones. Oops. I made a mistake
here binding the neck. I accidentally had the
hand bone still selected. To fix that with the
neck layer selected, I'm going to go to the bone menu and go to reset
all bone rigging. Then I can select just
the bones I want to bind. And now, if we try
the leg again, just the leg bends
along with the bones. But you can see there's
some distortion around the bend that might
not look how you want. You can try to correct this by adding additional points to the layer at or around the bend or adjusting
the bone strength. But in a case like this, where we have two bones
in a straight line, we should select the
layer that they're bound to and then select the two
bones and come up to bone, create smooth joint
for bone pair. And then it will try to bend it like there's a proper
round joint there. That's a lot closer
to what we want. Now, to really get bends
like this to work correctly, you'll want to set
up a Smart Bone, which we'll look at in
one of the next videos. Then the next type of
binding is layer binding. This is actually
the most simple. Layer binding is good for cases where you don't want
or need the artwork to be distorted by the bone and just move and rotate
along with the bone. For example, in the case
of the head group here, flexi binding doesn't
really look right. We've got a bunch of
individual pieces of artwork inside this group, all of which, including
the head itself, don't need to change shape. They just need to
move along with the bone for the head
and the neck chain. Any animation we
do within the face should be independent of
the motion of the headbone. So let's just layer bind the head group by
selecting the group. And then over here in
the tools palette, this is the bind layer tool. Then we just need to
click on the right bone. Now if we move that bone, the head just moves
along with it. And actually, let's layer
bind the back hair layer too. So now that layer moves
along with the head as well. The last way you might bind artwork to your bones
is point binding. This lets you bind
individual points of a shape to different bones. So you could select
exactly the bones you want to be affected by one
bone versus another. Let's look at an example
where you might do that. So look here at the neck layer. Right now, it's flexi bound
to the chest and neck bones. You can see those are
highlighted in green. If I move it, it gets out
of alignment up at the top. That's because of how the
bone strength is working. If I clear it's binding, and then bind it just
to the neck bone. Now the bottom of the neck
rotates along with the bone. So let's use point
binding to attach just the bottom points of
the neck to the chest bone. So if the neck layer selected, I use the bind points tool here. Then I hold alt to select
the bone I want to bind to, make a selection of points, and then uptop click
the bind points button. Then these points get color coded blue to match the
bone they're bound to. Now when I bend the neck, those points stay
locked in place. We can do some other
cool tricks, too. For example, say the
character has a skirt, and I haven't bound
this to any bones yet. I want to do the hip bone first. Now I can select the points that I want to move along with the character's hips and
then click Bind points. Now, you can see by the color coding that these points
are bound to this bone. And now for the
bottom of the skirt, I want that to move
along with the legs. So I'll select the
first thigh bone, then select the points
and bind points. Then I'll do the same
for the other leg. And now when I move
the character's legs, the skirt stretches to match, like how a real skirt would. You may always still
need to adjust the skirt by hand when
actually animating, but this puts you in a really
good starting position. So those are the
basics of creating bones and the three
different binding types, flexi binding, layer
binding, and point binding. But there are some more
advanced ways you can customize your bones in the bone
constraints menu up here. We'll look at these
in the next video. I'll see you there.
18. 04 04 Bone Constraints and IK: So we've looked at setting up bones and binding
artwork to them. But now let's look at some
of the cool features that your bones can have that will make your animation
process easier. First I want to explain a couple terms
that are important when you're talking about rigs. Those are inverse kinematics or IK and forward kinematics or FK. By default in Moho, when you make a chain of
bones like we've been doing with a parent
child relationship, it automatically
makes it an IK chain. That means by selecting
the end bone on the chain, you can drag it
where you want it, and it will automatically rotate the parent bones in the chain. This is inverse kinematics. The way, notice that when you have a branch in your skeleton, like the shoulders branching
off the spine here, that joint gets treated as
the root of the IK chains. Next, when you're on
the timeline animating, you could also work
the opposite way, either using the
bone transform tool or by holding Alt with the manipulate tool and just rotate one bone at a time
going down the chain. This is forward kinematics. In general, it's going to be faster and more
natural to use IK, but you might find things behave weird like limbs
bending the wrong way. So to help with that, we
can add some constraints to our bones to make them behave in a more predictable
and powerful way. First, use the select
bone tool and you can select a bone or
select several bones. Then up here on this drop down, you have a bunch of
parameters you can set. Let's start with the
angle constraints. These define how far you can rotate a bone in
either direction. So for the wrist here, we never want the hand to be able to double
back onto the arm, so we can set its range of
motion with the angle here, you can see the limiter line
represented on the bone. Then when we use the IK chain, it's not going to ever
go the wrong way. Next, there are cases
where you might want to enable an
independent angle. So for example, if I enable
it on the foot bone, the foot will maintain its
angle relative to the stage, even if we move the
rest of the leg. You can still animate that bone's rotation
directly if you want, but it just won't get rotated
by moving its parents. Next, there's a
really cool setting called squash and
stretch scaling. With this enabled, when
you're animating and you use the transform bone tool to shorten or lengthen a bone, the artwork bound to that bone will have a squash
and stretch effect. This value here determines
the strength of that effect. Now, the next option, maximum
K stretching is related, but to see this in action, we need to change how
we're controlling the IK chain by
adding a target bone. I'm going to use
the Add bone tool and just click to
create a pin bone. And, oops, we don't want
that parented to anything. We want to be able
to move that freely. Then I'm going to take
the bone strength down too because it doesn't need it. And I'll give it a name. Then on the last
bone in the chain, I'm going to set its target bone to that pinbne we just made, and you can see it gets a
little target symbol on it. Now, if I move the
target bone around, the K chain tries to
match its position. Then if we select the bones and increase the maximum K
stretching higher than one, and let's also turn on
squash and stretch too. Now when we move
the target bone, it lets the arm stretch a little farther than
normal if we want. Now, in the case of an arm, you might not want the
hand targeting the bone. You could instead
set the target at the wrist and have the
forearm targeted instead. Now you can stretch
the arms and still have the hands free to
rotate however you want. And if you do intend to control
an IK chain in this way, you can select the bones for the chain and set
them to shy bones. This just hides them to make
your display less cluttered. To show bones,
you've set to shy, go to bones, show
hide shy bones. Also notice that if you move the root bone
of the character, the target bones don't move with it if it's not
parented to the root. This makes target bones
really useful for legs. Say I set up some target
bones for the legs. In this case, I'm
drawing regular bones instead of pin bones to
make them easier to grab. With those set as targets, I can position the feet And then even when I move the root bone, they
stay in place. This is really useful for doing walks or jumps or anything where you want the foot
to stay planted on the ground for part
of the animation. Next, there's this checkbox
here for RC IK solver. This is most relevant
for cases like this where you have a chain
of three or more bones. So by default, when
you have a chain of bones and you adjust
it from the end, most of the bend will come
from the point at the end you have selected and gradually
work its way up the chain. However, if the bones are
set to use the RcKsalver, it makes the bones a
little more rigid, so the bend gets pushed back to the root and spreads out
along the bones more. I'll warn you that
the RCIKsalver can be kind of unpredictable. Like here you can see, I can't get this tail to
bend the other way. I would recommend avoiding
this and try using the other techniques we'll cover to get the
results you want. The next constraint you
might want to put on a bone is ignored by
inverse kinematics. So remember, when you have
a branch in a bone chain, that joint where the branch
starts will get treated as the root for the K chains
that branch off from it. So for this character here, there is a bone chain
for the head and neck, but it stops at the shoulders. So basically, you can't move the spine by pulling
on the head. However, if we wanted
to be able to do that, we could select the
two shoulder bones and enable ignored by
inverse kinematics. And now the head K chain will run all the way
down to the hips. However, now those
shoulder bones won't be moved by the IK
chains of the arms, either, which is actually probably better for
this case anyway. You would just have to rotate them directly when you
want them to move. Next, we have drop downs
here for control bones. These can be useful when you get into more complicated rigs, but the idea behind
them is very simple. It's just a way to make
one of these properties of a bone be controlled or
influenced by another bone. This is generally either to make controls that
are easier to work with in cases when grabbing parts of a character
directly would be tricky, or you can use these to make certain animations
happen automatically. For example, I have
this bone chain set up for this chameleon. And let's say we want to make a separate control for
the first tailbone here. I could just draw
another bone out here. First, let me go back to frame zero. And I'll give it a name. Then on the tailbone, I can set its angle control bone to point at the
one we just made. Now that bone's angle is
controlled by this bone. And this value next to the
drop down lets you define the ratio of how much change gets imparted from
the control bone. So if this is set to 0.5, I would have to move the
control bone 30 degrees to make the tail
rotate 15 degrees. This would make
it easier to make very fine position
changes to the tailbone. But the really cool
thing you can do is set each bone in the tail chain to have its angle
controlled by its parent. And if you adjust all the
influence values, right, that makes it so that moving the tailbone makes the
whole tail curl and uncurl. You can do similar
things with position. Here I've got these
telescoping pieces that are layer bound to bones. However, in this case, the bones aren't actually
parented in a chain, they're totally separate
from each other. But I have each one set to use the previous one as a
position controller. And you'll notice I have the
influence on the X value set to zero on all these since I only care about making
these move vertically. And the influence on Y is different as you
go up the pieces. So when the first section moves, they retract or extend. Now, it's hard to
control this way because the bones
end up overlapping. So I'm going to use the add bone tool and make a separate pin bone next to it, and I'll give that bone a name. Then I'll set the root of the telescope's position to be controlled by the
point bone handle, but make the
influence really low. And if you get that value right, I can just drag the handle
directly to the height I want. The last option for bone
constraints is bone dynamics. This is actually a way to
make your bones animate automatically in response to
how their parent bones move. So here I've got a car, and
it already has an animation, but this antenna isn't bending in reaction
to the movement. So I can select
the bones bound to the antenna and then
enable bone dynamics. The settings here let you adjust the level of flexibility
and springiness. You'll always want to experiment with this to get the
results you want. But once that's enabled, I can play the animation again. And we automatically get the drag and follow through
animation on the antenna. So this is a great way to
get extra follow through on characters without having
to do extra animation. So that's it for the
bone constraints. Those are a good, easy
way to enhance your rig, but we've yet to look at the most powerful
rigging feature in Moho, and that's Smart Bons. We'll start digging into
that in the next video. I'll see you there.
19. 04 05 Smart Bones: In this video, we're
going to look at a super powerful and versatile technique
called Smart bone. This is probably the biggest
selling point of Moho. A Smart bone lets you
use the rotation of a bone to drive any other
bit of animation you want. You'll see how powerful
this is in a second. Let's look at a prime example of where you should
use Smart Bones. This is a super simple
example of an arm. In this case, the arm
itself is one layer. And you've seen in
previous videos how we add the bones and bind the
artwork to the right bone. But there's always
the issue of how the artwork gets bent and
pinched at the joints. You can try adding points and
adjust the bone strength, or in this case, we could make a smooth joint for bone
pair, which helps. But to take full control
of how the arm bends, let's make this
forearm a smart bone and use it to animate how the points around the
joint should move. We do this by adding
actions to it. So let's go to Window actions, and this is the actions palette. Now, make sure you have
the bone selected, and then click this
button to add an action. If you did it right,
the action should be named the same as the
bone you selected, and your timeline
will change color. That means this is the
timeline just for this action as opposed to the main timeline where all the rest of
your animation goes. The timeline for the
action is where we'll define what animation
happens as the bone rotates. First, we need to set an end keyframe
position for the bone itself to define the range of motion that will
drive the animation. We'll use the transformed
bone tool and start it just in its
neutral straight state and then come out a good
amount of frames and rotate the bone basically as far as it could naturally go. The more frames
you give yourself, the more subtle change you
can include in the animation. But you might end up
needing to do more work, making sure every
frame looks right. 48 frames will be
fine for this case. Obviously, that
looks terrible now, but that's exactly what
we're going to fix. That that's set, let's
switch to the arm layer. Notice I have the
channel visibility on for the bone layer so we
can match up the timing. Now we're going to animate the vector points of this shape. We need to select them and use the transform points tool to click and set a keyframe
for the straight state. Then we can go through
the animation of the bend and make corrections when it distorts in a
way we don't want. Now, you can just fix the area around the
joint if you want, or you can basically
do whatever else. Let's make the bicep flex
as the arm comes up. Next, let's fix the spot where
the shape overlaps itself. The goal is to make it
look like the forearm is squishing against the upper arm in a way that looks natural. It's important to note that you can't delete or add
any new points, move the existing ones. Otherwise, it will mess up
its ability to transition. It may take many different
keyframes over the course of the animation to make sure it
looks right the whole time. There we go. That bend
looks fairly natural. Now let's go back to
the main timeline using the actions palette. And now that that's
done, whenever that elbow joint bends relative
to the upper arm, the shape of the arm is going to flex like we defined
in the action. So now we don't have to worry
about that action anymore. This arm will just work. So anywhere a bend in a
joint doesn't look right, you have the option to fix it by hand with a smart bone action. Now, here's another
common example of how to use smart bones. A smart bone can be used to animate anything
in the bone group, not just the layer
it's bound to. In fact, your smart bone doesn't have to be
bound to any layers. It can just be a
free floating dial. This is a common way to control facial animation in a moho rig. For this example, we're going to create a smart bone dial that controls all the layers of this face and lets us
rotate the whole head. First notice how
this file is set up. All the pieces are
separate layers, and some of the layers
like the eyes, mouth, and cheek lines here
are in a mass group. So when we move those around, they can never go
outside the head. So to get our bone dial, we first need a bone
group to draw it on. So let's just right click and convert the head group
to a bone layer. Now we can draw a
bone that will affect the contents of this
group called head turn. And let's set its angle constraints to 90
degrees either way. Oh, and this is important. Turn the bone strength
all the way down so it doesn't directly affect any of the artwork when you move it. Now we're going to make
it so this dial can be rotated either left or right to turn the
head left or right. Now, when you make a bone that works in two
directions like this, it's best to have the middle be the neutral starting state and actually have two different
actions for each direction. So let's start with
the left direction. On the actions palette,
we'll make an action. Then we need to
come out later on the timeline and set the
left position on the bone. In this case, I
made it 90 frames. That way, there's a frame that corresponds to each
degree of rotation. Now we need to make
the animation of the head turning over the
course of these 90 frames. I'm going to start with
the head masking group and move that whole thing over. That will serve as the guide for where everything else
needs to get repositioned. Then let's start with the
features on his right. The ear would actually be moving backwards if the head were
turning, so that's easy. This hair is a little harder because at some point
in the animation, we need it to switch from in front of the head to behind it. To make that possible,
we need to go to the group the head
parts are in and in the layer settings on the depth tab enable
animate layer order. Then at the point we need
the hair to move back, we just reorder the layers
in the layers palette. That layer switch will be
represented with a channel on the timeline of the bone
group, not the layer itself. So now I'm going
to go through and shift the rest of
the features of the face over to make the
side position for the head. Once that's done, let's go back to the main
timeline and check it. Cool. So that half
of the dial is done. Also, you may want
to show label on the bone so you can see its name to remember what it does. Now we just need to
make another action and repeat the process
for the other direction. So there we go. We've got our dial to turn
the head left and right. Now let's get even
cooler and make a dial for turning
the head up and down. First, I'll make sure I don't
have any bone selected. Then draw another bone. You want to make
sure your bone dials aren't parented to each other. This time, I'll show
you a shortcut. With the bone selected, we can come up to bone, make smart bone dial. With this, we can automatically set our name, angle parameters, and the number of frames
it should take the bone to rotate on the timeline
inside of our actions. This time, I'm not
going to make it 90 degrees either direction because the head would have a more limited range of
motion going up and down. Really, you can use
whatever values you want, but this makes the dials
more intuitive to me. Then we do want two
separate actions for positive and negative
angles, and click Okay. Now, that sets up the bone and creates the smart actions in
the actions panel for us. If we go inside, we can see the keyframe
for the rotation of the bone is already set up and we just need to
animate everything else. I'll make the looking
downward animation. And then I'll move over to the other action and rotate
the head looking up. Now, back on the main timeline, we can use both dials, and it's smart enough to
combine the two actions and to allow us to point the face in any
direction we want. So now, to animate the character's head
direction changing, you just need to add keyframes
to the bones rotation, not all the parts of the face. Hopefully, that gives you an
idea of how easy it would be to animate a character
that has controls like this. If you look at the
Moho demo project Mahoney and find the
main bone layer, you'll see a ton of dials
have been set up to control both the head overall and the individual
features of the face. Having these controls out here is much easier to work with than trying to directly animate each piece
of the face by hand. And in the actions panel, you can see how
they've organized all the actions that
these bones all control. Looking at this can give
you some great ideas for clever ways to use
smart bones in your rig. We're going to be building
our own character in a similar way later. The last way I wanted
to show you how to use smart bones is as a way
to control switches. Here I have a switch for this hand with a few hand
positions inside it. I've created a smart Bone dial, and if we go inside the
action, I've set up for it. You can see I've only made
this 112 frames long. Then I'm going to
go to the switch, and along the timeline, I'll have it swap through each version of the
hand in sequence. I'll have each
position on here for four frames to make it easier
to select with the bone. Now, back on the main timeline, I can use the dial to switch through the hand
positions as I animate. You might be wondering
why you would want to do it this way
instead of just right clicking the switch or using the switch
selection panel. Well, if I use a smartphone, I can keep that control on the main bone layer with
all of the other controls. I won't have to dig through
the layers palette to select the switch every time I want to change
the hand position. That's a lot more convenient. Just be aware if you're
using this technique, you'll want the
keyframe interpolation for the bone channel
set to step. Then it won't try
to interpolate from one position to another when you set keyframes
on the bone. It'll just stay where you set it until you set it
to a new position. So hopefully, this
gives you an idea of how powerful
Smart bones can be. We'll look at play more examples later when we're rigging
our main character. So far, all the rigging we've done has been on vector layers, but you can also use bones with bitmap images you've
imported or drawn. We're going to look at
the best method for doing that in the next video.
I'll see you there.
20. 04 06 Smart Warps: So far in the course, we've been using vector layers for
all of our rigging, but you can use image
layers as well. Here's a character that
was drawn in Photoshop. We'll look at the workflow for importing Photoshop files later, but what you end up with
is all of the layers from your Photoshop file as separate image
layers here in Moho. Now, for the most part, you can rig a character made up of image layers with bones just like we've done
with vector layers. You can either use
layer binding to bind artwork to a bone like
I did with the head here. Or you can flexi bind
like I did with the arms. Now, in its natural state, you can't point bind because an image layer
doesn't have points. It's made up of pixels. That also means if something looks wonky with
your flexi binding, you can't really use
smart bone actions to fix it unless you set up
a smart warp mesh. That's a way to give
your image layers more of the functionality
of vector layers. Let's look at how
to set that up now. So let's say we want to fix the bending of this foot
here with a smart bone. To do that, we'll set up our
own transformation mesh so we can control exactly how the image gets
distorted by the bone. Let's find this layer
in the layers palette, and I put it in a group for just this reason because we
need to add a vector layer. And we're going to
use this layer as the basis for the
distortion mesh. Now, on the vector layer, we can use the Add Points tool to draw a shape
around our image. Make sure it's set
to sharp corners, and I'm going to turn
off autofill too. I'll just hide everything else. We want to put a point in every place that we
want to control. That means any spot you
might want to move, but also any spots
that you want to make sure don't move when
something else is distorted. For the outline, it's good to leave some space around
the image itself. I'm being pretty generous with the amount of
control points. So that's the outline.
But we can also add other interior points
for anything within the shape we might want
to move or keep in place. So I'm going to outline these spots and the
shadow line here. Then with the mesh
layer selected, go up to draw,
triangulate two D mesh. Then this is the result. But we can clean this
up a little bit. If there are triangular sections with no artwork underneath them, then they won't affect anything. So you can delete points or use the delete edge tool
to get rid of them. Then that looks good. Now the next thing to
do is test it out. To make the mesh actually
affect our image layer, we need to go to the
layer settings for the image layer and on the
image tab at the bottom, we can set the Smart warp layer to the mesh layer we just made. Now if you're past frame zero and you're out
on the timeline, whenever you move the
points in the mesh layer, it will distort the image. So you can test it out and see if you can get the
distortion you need. If you find you need
more control points, you can go back to frame zero and use the Add Points
tool to add them in. You might need
more points around parts that need to
bend or stretch out. Then whenever you add points, make sure to go back to draw, triangulate to D mesh. Then your new points
will actually get incorporated into the new
mesh and you can use them. It might take some
trial and error to get a mesh with points
in the right places. So test as you go to make sure you have
the control you need. It's best to get
this right before you start setting up
your smartbone actions. I'm going to add some
additional points along these toe elines
so I can control the length of those as
the foot stretches. So once you have a mesh
you think will work, you can use that either for
point binding to bones, or in this case, we're going
to set up smart bones. Let's turn this bottom
part of the foot into a smart bone by going to the actions panel
and adding an action. Then I'll set the end position
to down and then switch to the mesh layer and reshape the way it flexes
around the ankle and the heel. I'm mostly concerned about
keeping the size and shape of the foot consistent
as the ankle bends. This technique
obviously doesn't give you all the control you
get with vector art, and you can only
push this so far, but it's pretty impressive how
good a result you can get. Then I'd better
add another action for the foot bone going
the other way, too. This one doesn't
need as much work. We just want to make
sure the leg doesn't get narrower when the
foot pushes up on it, and we want to make sure the
foot doesn't flatten out. Now, you'll notice that
even if you turn off the Control points
checkbox on the stage, you can still see
the mesh layer. Since we're done working
with that, we can hide it. If we open the layer
settings for the mesh, you can see it's already set to not be visible
when rendered, but we can also check hide
in the editing view too. But if you have
vector lines enabled, you can still adjust
control points of the mesh. Now I'm going to set up
an action for the shin two and adjust how
the thigh flexes. This is where it's nice
to have control points around distinctive
elements like the spots. I really want to get it
to look like there's a thigh muscle in there that's flexing to pull
the leg straight. So I want that whole region
where the dots are to get shifted up. Okay. Then I'm going to do one
for the thigh itself to fix this bad cramping up issue and how the leg stretches
along the bottom. I'm basically just going to
rotate this whole top of the thigh by hand
and then reshape this outer edge up top and make sure that the leg sort of flattens out
along the bottom. Cool. Now we can come out on the timeline and check
how the leg flexes now. So in this case, we have multiple smart bones affecting a lot of the same
control points. The effects of the actons
are going to get combined, which can sometimes
be unpredictable, but in this case, it looks
like it worked out fine. This leg looks a lot better
in its extended position now. If you download the finished
version of this rig, you'll find that in addition to fixing the bends on
the other limbs, I've done some other fun
stuff with smart warps. Like, make his cheek smush
when his head leans, and make it so he can
open and close his mouth. If you select a bone, it will highlight the actions
associated with it in the actions panel and
you can go inside each action to just see what
that particular action does. You can look through the
layers panel and find the relevant mesh layers to see exactly how the points are
set up and what's warping. Check that out for
some fun ideas. Next, to finish out our look
at the rigging features, we're going to look at one
more type of bone that we haven't seen yet and
that's sketch bones. We'll look at that in the next
video. I'll see you there.
21. 04 07 Sketch Bone Tool: There's one last rigging
tool we haven't touched on, and that's this tool here, the sketch Bones tool. This is a really nice
easy tool to use for cases like the tail
on this cat here. I'm just going to
select the root bone to make sure the tail
is parented to it. And then all I have to do is draw where I want
the tail to go, and it automatically
creates a chain of bones. Up here, you can specify the length of the bones in
the chain that it creates. More smaller bones will let you make finer curves in
whatever you're modifying, but make sure the
shape itself has enough points to allow it to actually make those kinds
of curves and bends. It's a good idea to make
sure there's a control point on either side of the joint
between any two bones. Then let's bind the tail layer
by selecting it and then selecting the sketch
bones and going to use selected bones
for flexi binding. Now, when we come
out on the timeline, we can see the real power
of the sketch bone tool. Trying to manipulate a chain
of bones like this with the manipulate bone tool
and inverse kinematics would be quite a nightmare. But with the sketch bones tool, if we want to put the tail in a new position, we
just draw it out. This makes it really easy to put the curve in whatever
shape we want. And you can start the redrawing at any point on the
curve that you want. So to animate with this, you can just go along your timeline and basically
treat it kind of like hand drawn animation and just draw a new pose
wherever you need it. Now, you can see by
the red guideline that the total length of
the tail is going to be the same when I
go to redraw it. But if you check
scale bones up here, you can make it however
long or short you want. Of course, if you're
going to do that, you might want to go to your bone constraint settings and enable squash
and stretch scaling. O. Except on the base bone, I want that to stay
the same width. Then when you draw the
tail shorter or longer, it automatically
squashes and stretches. So whenever you have
a character with a long tail or
appendages like this, using the sketch Bones tool
is definitely the way to go. So that concludes our look at the rigging and
animation features we'll be using over the
rest of the course. Next, we're going to be
applying everything we've learned so far and step by step, go through the
process of rigging a character and
animating a scene. We'll start that process in the next video.
I'll see you there.
22. 05 01 Importing Artwork: So now that we've seen
individual examples of how to use all
the tools in Moho, in this section of the course, we're going to bring
everything together and go through the full process
of rigging a character. But before we can
rig a character, we have to have the character
drawn for us to rig. I'm going to be
drawing our character from scratch here in Moho, but in case you want to work
in a different program, I wanted to show you
how you can import artwork for a character
from other file types. The easiest type
of file to bring into Moho is a Photoshop file. Here I've got a
character file drawn in Photoshop with all its
different body parts on different layers
ready to be rigged. Now, back in Moho, if I go to File, Import, image, and select a PSD, it gives us several options. Now, what the message here
is saying is that if you select either individually
composite or select layers, it will import the
image in a way that it references back to the
original PSD file. So if you want to edit the artwork after
it's been imported, you could do that in Photoshop, and when you save, it would
get updated in Moho as well. If you select layers to PNG, it's going to convert
the Photoshop layers to individual PNG images as if they were image
layers created in Moho, and you would use the Moho Bitmap drawing tools
to modify them. If you do that, it's
going to ask for a location to keep
the PNG files. And then it keeps the
PSDs layer structure, but the layers link to
the images it created. If you right click and go
to Reveal source Image, you can see all the
individual PSDs it created. Let's import it again, but
look at the other options. If we do select layers, it shows us all the
layers inside the PSD, and you can check just the
ones you want to bring in. And if you do import
and choose composite, it will import the whole
file as a single layer. But notice it has a PSD icon, meaning we can right click
and choose open source image, and it'll open the
PSD in Photoshop. And any changes that get made
here will show up in Moho. However, we don't
want a single layer. We want all our layers. So let's import it again. And this time,
choose individually. Now we have our layer structure, but each layer still
references the original PSD. Next, let's look at importing
a character made in a vector art program like
Adobe Illustrator or Inkscape. Now, if you go to File,
Import, vector File, there are options for SVG, Adobe Illustrator, and EPS. But the only one you really
want to ever use is SVG. If you try to import an Illustrator AI file
directly, first of all, it needs to be saved as an
Illustrator eight file, and your colors are pretty much guaranteed
to get messed up. Same with EPS. So if
we need to use SPG, let's look at the
right way to save an SVG for import into Moho. So here I have a character in Adobe Illustrator,
and right away, I'll tell you there are some
things that are going to be small issues if we try
to bring this into Moho. These color gradients aren't
going to translate to moho, so the umbrella
and her cheeks and her irises are just going
to end up as flat white. So we may as well change them to flat colors here
before we export. Once the basic shapes
are into Moho, you can use the moho style tools to recreate those
kinds of effects. Then one more thing
to warn you about. I'll make an example
so I can show you. I'm going to make a line that's just a regular even
vector stroke and then another and apply a width profile to
make it tapered, and we'll see how
Moho handles those. Now, we need to save
this as an SVG. So let's go to
file, save a copy. And then on this window, we set the format to
SVG and click Save. Then on the SVG options window, it's important to have
your CSS properties set to style attributes, not presentation attributes.
Then just click Okay. Now, in Moho, let's go to import the SVG file. And there we go. Now, if we look at those
two lines we made, you'll see the line with the tapered ends got
converted to a shape, which might be fine
depending what it's for. But if you want it to
remain a line that you can easily manipulate
with Bezier handles, you're better off making it an even line in your other program and using the line width tool
here in Moho to taper it. Now, there's another
much bigger issue in that it brings in the whole
character as one layer, unlike how we had
it in Illustrator. That's a big downside. You would have to select
your individual shapes and copy and paste them
two separate layers in moho to get your
layer structure back. So if you want to
use vector art, that's a good
reason to just draw it in Moho from the start. We're going to go through
the whole process of drawing a character in Moho and organizing its parts into layers in the next video.
I'll see you there.
23. 05 02 Drawing Characters in Parts: In this video, we're
going to go through the process of drawing the
artwork for our character. We need to think about how we want the character broken up into layers to make our
rigging work properly later. To start, I have a reference
image I want to use, so I'll add an image layer, call it sketch, and browse for
this character turnaround. This will be a
reference. Now, I'm going to start with the
three quarter view, and we'll make smart actions
that will let us rotate the character to
the other positions or at least get as
close as we can. When you're staging a
scene in animation, you almost always
have the character standing at some kind
of three quarter angle. So that's the most important
view to get right. I also have a palette
of her colors prepared, so I'll add that to
the color palette, and that will make picking
colors a lot faster. Then I'm going to add
the sketch layer to a group and lower the opacity to make it
easier to draw over. Now we can't simply trace
the reference drawing. We need to think about how
the character is going to be rigged and what we
want to be able to do. We're going to need
to draw the pieces of the character that aren't visible in the
three quarter view, but need to be there when
the character rotates. Now, building a rig as
complex as this one is inevitably going to take some experimentation
and revision, but we're going to do our best
to think ahead as we draw. I'll start by making
a root group for the character and call it Betsy. Then we can start making the
layers for our character. I'm going to start
with the hips. Right now, I'm just going to do the outlines of the pieces with the add points tool and worry
about coloring them later. Let's do another
layer for the thigh, adjusting the points to match up with the drawing
and look smooth. Now the shin, making
sure it extends down to where the ankle would be behind the cuff of the boot. I'm going to make the
sock as a separate shape, but on the same layer
as the shin itself. Then I'm going to make the
knee on a separate layer. This is so when we make the rotation action for
the legs later, it will be easy to move the knee over to a front
or side position. That's the big challenge of
this part of the process, anticipating how you'll
want your pieces of artwork to behave when
you set up your actions. Next, I'm going to build the boot out of several
different sections. Turning the boot
to a forward view is going to be
particularly hard, but making it in
overlapping sections gives me more flexibility
to move things around. Now that we have a leg done, let's go the other way
and work up the body. Actually, before we get too far, I'm going to make a group for
all the parts of the boot. We're going to end up with
a ton of different layers, so we want to stay on
top of our organization. Then I'm actually going to make another group for all
the parts of the leg. Now let's keep
going up the body. Notice for the skirt, I'm
drawing the seam on the side and the pocket as a separate line from the
rest of the skirt. This gives more freedom to shift the seam around when
the skirt rotates. For the same reason,
I'm going to make the belt and buckle
on separate layers. I'm going to make the main
torso as one piece with a shape for the body and another for the shirt
over top of it. For the part of her but that
extends past the jacket, I'm going to need to build
that as a separate layer. That's going to change
shape the most when we rotate and when we add smart
actions to bend the torso. Then we'll work our
way up to the head. We need to think about
all the layers of the head that we're going
to want to move around. There's the main
section of the head, but the hair on the back of the head needs
to be behind that, and then a layer of hair on the side will
need to be in front. And for her bangs,
we need to build that out of several
overlapping sections, so they have some more
freedom of movement and can change how they overlap
when the head rotates. Then let's draw an ear. Oh, and I just realized I drew all the parts of the
bangs on the same layer. So let's make separate layers and copy and paste the shapes. Then let's make a folder for
those to keep it organized. And we should probably
have one more section of bangs behind the head. And I'll just finish up this last piece of
hair along the temple. Then there's the main layer
for the face and jaw line. And now we can start building
the features like the nose. I'll start with what I can
see in three quarter view, but I know I'm going to need to have the far nostril hidden behind the point
of the nose so it can move and become
visible in the front view. Now, at this point,
things are looking messy, so let's start filling in
these shapes with color. I'm going to pick
the fill and stroke color for her skin
from my palette. Then in advanced mode, I'll define that as a new style. Now, before I can use that
style on the nostril here, I want to make sure the line in the middle is included
as part of the shape. So I'm going to use the
delete shape tool to delete the shapes that
currently exist there for the nostril and then use the create shape tool with
everything selected and define a new shape that will include the stroke on the outside and the stroke that
defines the nostril. And I need to do the same
thing for the other nostril. Next, I'll use the
hide edge tool to get rid of parts of
the stroke I don't want visible and use
the linewidth tool to add some taper to
the ends of the lines. Then I'll just repeat
that process for all the other parts
of the head and body. Okay, now that I have
the one leg colored, I'll just copy it to
make the other leg. Since this copy is
now her left leg, I'm going to go
through the layers and rename them accordingly. So that works for the most part, but the seam and buttons on her boots should be on the
other side on the left leg. So I'm going to
move those off to the side and change
their direction. Now, these wouldn't be
visible at this point, but we want to be able to bring them in when the boot rotates. To hide that, I'm
going to set up a mask on the boot group. I want all the sections of
the boot to add to the mask and have the seam and buttons be the only layer that
gets masked off. Okay. Now when the
time is right, I can slide the buttons into
view as the foot turns. I need to do the same
thing with the skirt. I'm going to duplicate
the side seam and pocket and have a masked off version
waiting on the other side. Next, while we're on the body, I'm going to finish
out the jacket. I'll build the front
part of the jacket in sections that we can
reshape for the rotation. Then we need to be sure to build the corresponding
parts for the other side
that can shift and become visible when
the character turns. Then we need the sleeves. I'm going to make the arm in two sections with the wrinkling at the elbow as a
separate layer. And I'm going to be sure to
use the delete and create shapes tools to make sure all those lines are counted
together as a single shape. Then for the hand, I'm going to build that out of
separate shapes. This will make it
easier to move things around to create new
hand positions later. Then like we did with the leg, I'm going to copy the arm group and then go through and
rename all the layers. Then I just need to
make some slight adjustments except for the hand, which I pretty much need to redraw since it's from
the opposite direction. Now back up at the head, I remembered we're going to
need sections of the hair and her left ear to be
hidden behind the head. So I'll just copy the
layers from her right side, flip them, and put them
behind everything. Then the last part of
the hair is the braid. I'm building it on one layer
but as separate shapes. That will let the
segments move past each other when they
get warped by bones. Now we need to add
the facial features. I'm going to do this
slightly differently. The eyes and mouth need
to be very precise in how they look as they
change shape during rotation. To make sure I have
all the control points I need to rotate convincingly, I'm actually going to start
in the front view over here using my other
view as reference. For the eyes, I'm building
them in the standard way. The parts of the eye are all
in a group and the whites are acting as a mask for the pupil so it can't
go outside the eye. Then the lids and
the lashes are set not to be masked so they can
sit on top of everything. Then I'll just duplicate that group to make
the other eye. Now, the mouth is going
to get more complicated, but for now, we'll just
have a top and bottom lip. Then I'll add the eyebrows. Now that the front
view is ready, I'm going to slide
over all the shapes so that I can change them to their three
quarter view form. This way, I know
it's possible to get these shapes back to the front
view when the head turns. And I just realized I
forgot her freckles, so let's make those
and move them over. Then as a final touch, I'll add a stroke to
the upper lids and use the stroke exposure
tool to reduce the line on the top eyelid to
just the front of the lid. That way, that stroke can be
animated as the eye rotates. So there we go. That's our
main character pieces. However, there is
additional art we need. To really be able to give a performance with
this character, we're going to need
different hand positions and different mouth
positions for lip sync. We'll set those up
as switch groups in the next video.
I'll see you there.
24. 05 03 Mouth Positions and Switches: In this video, we're
going to set up alternate hand and
mouth positions for our character
using switches. We're actually going
to learn about a new really powerful feature of switches that we
haven't covered yet. Let's start with the right hand. I'm just going to duplicate
the existing hand layer, and because it's
built out of shapes, I can just reposition
the fingers how I want, adding in the thumb since
that should be visible now. Right now, I'm mostly
concerned with having views of the hand
from different angles. When we're actually
animating the scene, we can always make whatever specific positions and
gestures we might need. That's easier if
you already have a view of the hand
from the right angle. Once I have a bunch
of those, I can right click the hand group and
convert it to a switch, and that lets me easily switch the visibility of the
different layers. And then after some fine tuning,
this hand is good to go. Then I just need to repeat the process for the other hand. I want to make sure each
position we have for the right hand has a corresponding position
on the left hand. Then the next place I've
decided I want to use a switch is actually on the braid, but for
a different reason. I want to be able to rig the
braid in two different ways. I'm going to right click
the braid and make a reference because I want my two versions of the
braid to be identical. Then I'm going to
create a group for the first braid and
call it braid dynamic. On this version of the braid, I'll eventually
set up bones with bone dynamics that let the braid bounce and
swing automatically. Then I'll make a group
for the second braid called braid sketch. This one, I'll rig with
the sketch bone tool so I can easily animate the curve changing by hand when
I want to do that. Then I need to put both of those groups into
a switch group, and that will let me
swap between them on the fly when I need to
change my technique. Next, let's do the
mouth positions. This is the fun part.
So when speaking, the individual speech
sounds we make are called phonemes, and
there are a lot of them. However, there's a much
more limited set of recognizable mouth positions or Vizms that are actually
used to make those sounds. So we can actually get by
with a fairly limited set of mouth positions and just switch between them in time
with the dialogue track. However, there's a
feature of switches in Moho that will help make our mouth animation
much smoother. To use it, we need to set up
the mouth in a specific way. I'll show you using
a bigger front view of the mouth before
doing it on our rig. Right now, there's a
layer for each lip, but we're going to build the inside of the mouth out
of separate layers as well. There's the maze shape for
the inside of the mouth. Then I'll add the top and
bottom teeth and a tongue. Then position those so they're
hidden behind the lips. Next, I'll set this mouth
group up so that the mouth inside shape is masking everything except
the two lips on top. Now, this mouth group is actually just one
of our positions, so I'm going to rename it to rest and put that inside of another mouth group that will eventually
be our switch. Then I'll duplicate the
resting mouth group, and we'll use this to
make our mouth position. Inside the mouth group, I'll just shift the shapes
around to make the position. Being careful not to delete
or add any control points. Then let's make
the mouth group a switch and try it
out on the timeline. I'll set the switch in
a starting position. And then come out later and switch it to the other position. And you can see it
switches on the timeline. But now the cool part. I'm going to go to the layer
settings for the switch. On the switch tab, we can
enable interpolate sub layers. And now you can see
the timeline is now showing keyframes because it's actually animating between the states instead of
switching instantly. Now the reason it can do that
is because we have layers with the same names inside the groups we're
switching between. So it knows to
treat the shapes on those layers as the same
and interpolate the points. Now in the corner of the mouth, you can see the
inside mouth shape isn't in the right position, so we're seeing gaps
during the animation. On the resting post,
let's change it so the inside shape starts off with points in the
corners of the mouth. Now, when it interpolates,
it looks perfect. So this is the
technique we'll use to do the mouth
on our betsy rig. I made a version of the mouth
with the interior shapes, and I just copy it and it's just the shapes to make
the next mouth position. In addition to your mouth
positions for speech, you can add in whatever other expressions
you think might be useful. So there we go. We've got all our
mouth positions set up for three quarter view. Next, we need to start the
actual rigging process and give our
character some bones. We'll do that in the next
video. I'll see you there.
25. 05 04 Adding Bones: In this video, we're going to go through the process of giving our character all
of the bones she'll need and binding the
artwork to the bones. I'm going to start
by right clicking our main character layer and converting it
to a bone group. Then I can just start drawing the bones with the
add bone tool. I'm going to start from the
hips and go up the spine. I forgot to add a root bone for moving the whole character around, but I can
add that later. Then I'll just add the chain
of bones for the legs. The feet are going to
have three segments to go with the three main parts
we built for the boots. Then I'll add in the arms, Now, let's start
binding layers to these bones so we can actually
test out how they move. Let's start with the easy stuff. We know the head group,
the braid group, and the back hair all need to be layer bound
to the headbone. Now, for the rest
of the character, we'll need to do a
little more guess and check to find the best
way to bind things. For the arm, I'm pretty
sure we just want the three layers of
the sleeve to be flexi bound to the two
main bones of the arm. Then the hand switch, we can just layer bind
to the hand bone. The wrist is hidden
by the sleeve, so we wouldn't see
that bend anyway. And I'll just do the
other arm the same way. And then for the legs
for the time being, I'm just going to flexi bind all the parts to
all the leg bones. Right now, I just want to get every layer bound to something. Then let's get the bone strength under control for
all these bones. I'm going to shrink
them all down so they're within their
corresponding artwork. Now, for the body, specifically the jacket, I want to make sure
all the pieces, including the collar and the hidden parts of the
jacket on the other side, get flexi bound to all three
of the main spinal bones. They'll make sure the pieces get distorted in the same
way and stay lined up. Oh, and it looks like we need to layer bind the hips
to the hip bone. Okay, it looks
like all the parts of the torso are staying
together pretty well. Now, I think her
neck is long enough that I want to have two
bones instead of one, so it can actually bend. I'm going to use the
transform bone tool to shorten the existing neck
bone and add another one in then I need to use the reparent bone tool to make sure the segments
are parented in a chain. Then I'm going to try flexi binding the neck
to the two bones. First, I need to reset
the binding on the neck, and then I can flexi bind
it to the neck bones. But I'm getting some distortion
at the top and bottom. So let's use point binding
to bind the base of the neck to the chest bone and the top
of the neck to the headbon. Now, that's pretty close. We can always fix the details
with smart actions later. Now let's revisit the legs. I'm going to flexibnd the thigh, shin and knee layers to
the thigh and shin bones. And then for the boot, I'm going to treat
it kind of like how we did with the jacket and flexibnd each piece to all four of the lower leg
bones in the chain. And then let's make sure the belt is layer
bound to the hip bone. And let's test out the arm. Okay, so when I move the arm, I can see the belt buckle and the front of the T shirt
must not have gotten bound. So I'll flexi bind the bust layer to the two
main bones of the spine. Then for the belt buckle, I'm just going to layer
bind it to the hip bone. Okay, now we can move the arms without
distorting anything. And we can move the spine, but I'm going to use point
binding to make the bottom of the shirt stay attached to
the hip behind the belt. Kind of like the
shirt is tucked in. There. Now that looks good. So for the elbows and knees, I'm going to want to set up smooth joints to
get a better bend. But on this front arm, I think the upper arm bone and forearm bone aren't in
line enough to do that. So I'm adjusting the bone and the artwork to make
it start straighter. Now I'm going to need
to rebind the sleeve. And with those two
bones selected, I'm going to go to bone, create smooth joint for bone pair. Now,
this is important. You have to do that again for each layer that's bound to those two bones or
it won't look right. There. Now that elbow
bends pretty good. Then I just need to repeat
that process to set up a smooth joint for the other
elbow and the two knees. Now for the skirt, I'm going to attempt to point bind
the different parts to different bones to try to make them move
along with the legs. This might not end
up working out once we try to apply
our smart actions, but I'll give it a try for now. Now, there's bones for
every part of the body, except remember we want
to rig the ponytail too. We aren't going to do it on the main character bone layer. We'll do it on the two groups we set up inside
the braid switch. So I'll convert the
braid dynamic group to a bone group and then draw in some bones with
the add bone tool. Then I'll switch to
the braid sketch group and make that a
bone group as well. Then with the sketch bones tool, I'll try to draw
a chain of bones approximately the same size
as the other ones I made. Okay, now back on the
dynamic bone braid. I want to set up bone
dynamics so that the pony tail will automatically animate as the character moves. But I need the character to be moving in order to test that. So now I do need to add in that main root bone
to the character, and I just need to make sure the hip bone is parented to it. Now I can just make
a quick animation of the character
bouncing up and down. Now, back on the braid, I'll make sure those
bones have names. And we better adjust
their bone strength, too. Then I'm going to enable bone
dynamics on each of them. Now, if we play the
timeline to test it out, we can see the default settings for the bone dynamics
just don't work. The braid is way too stiff. After experimenting for a while, I found that the torque, spring, and damping settings all need to be brought
down much lower, like in the 0.2 to 0.4 range. You can look at the
project file to see the exact settings
for each bone. But now we've got the braid
bouncing pretty nicely. So now that the character
has all her bones, we can move on to
adding smart actions to those bones to make
the bends look better. We'll do that in the next
video. I'll see you there.
26. 05 05 Adding Smart Actions to Bones: So now that we've added all our bones and done our basic rigging
for the character, we're going to add
smart actions to those bones to enhance
our rig further. Let's start with this front arm and see what we
can do with that. With the upper arm
bone selected, I'll just use the actions palette to create a
new smart action. The action on the shoulder
is pretty simple. We just need to change the
shape of the top sleeve, so it looks like there's a consistent seam where the
shoulder joins the jacket. Then we'll set up
a second action for the arm moving forward. And here we can even
have the body of the jacket get pulled forward
along with the shoulder. The action on the elbow
is much trickier. We need the crease to look natural over the whole
course of the bend. It can be tricky when
the arm bends this far. It's best to start
at the beginning and gradually work the points
into their end position. Good. Now, one last
thing on this arm. On the handbon, I'm going
to add actions that move the cuff of the sleeve out of the way when
the hand bends. Next, we'll do the actions
for the chest bone bending. We want to control how the
jacket and the shirt flex. The bottom of the jacket should retain more of its
original shape, but the front of the shirt
should bunch up more. And don't forget about the hidden parts of
the jacket, too. Then let's do the knees.
These are pretty easy. Not a lot of lines
to manage here. O. The boots, however, are much trickier. We need to make sure
that the big heel retains its shape as it
gets pushed by the bone. Other than that, it's
mostly a matter of making sure the lines for the other parts of the
boot stay lined up. And I'm actually going to have the perspective on the
sole shift a little too. Okay, now for the skirt, I'm going to attempt
to make actions that will account for
the leg's position. It's pretty easy if only one
leg is moving at a time, but we'll need to test to see how it looks when we
move both of them. At this point, we've got a ton of actions in the
actions pallet. So let's organize those into folders to
keep track of them. So to test out our rig, I'm going to add target
bones to the arms and legs. I'm going to put them at the
wrists and ankles so that the hands and feet are free
for us to rotate how we want. I'm also going to add some
limits to the bone rotations, so it'll behave
more predictably. Once we get into situations where the character is rotated, these kinds of limits might
actually get in the way. But for testing purposes, they're going to
be very helpful. Here's a tip. If you're using a target bone and the limb doesn't seem to
want to bend the right way, use the transform
bone tool and hold Alt to try to move the bone
to bend the other direction. Once you do that,
it should work. Now that we've got
the legs bending, we can see the skirt
is, in fact, messed up. The actions from
both thigh bones are combining to push
the skirt too far. So we'll need to handle
that in a different way. First of all, I'm going to
clear the point binding on the skirt and just make all the parts of it
layer bound to the hip. Then instead of using
the thigh bones to drive the smart actions
that distort the skirt, I'm going to set up two
control bones so we can just adjust the shape of
the skirt directly by hand. Starting with the
skirt front control, I'll set up an action
to try to define the max range of how far forward one of
the legs might come. Fortunately, the range
is limited by how far she could realistically stretch while wearing a skirt anyway. Then for the other direction, we'll try to define how far back the skirt might go if
both legs were back. Then for the skirt back control, we'll do the same for the
back edge of the skirt. We want it to curve underneath
when it comes forward. And then flare out
when it goes back. Okay, now back on
the main timeline, I've temporarily dstabled
the target bones, so we can just put the
legs in a position and then use the skirt controls to match up
the skirt accordingly. I think that's going
to work pretty good. So that's it for the basic rig. We can try moving her around, and the action seem to
be working pretty well. It's a little bit
of a bummer that the skirt has to be
controlled by hand, but it's still pretty easy and will give good
results in the end. So that's it for the main bones
and actions for the body. Next, we're going
to use more bones and smart actions to set up rotation controls
that will let us turn different parts of the body toward and away from the camera. We'll do that in the next
video. I'll see you there.
27. 05 06 Rotation Controls: In this video, we're going to set up controls that will let us rotate our character toward
and away from the camera. We're actually going to
make it so that the legs, chest and head can be
rotated independently. Let's start by
setting up two bones for the leg rotation
and the chest rotation. We'll do something special
for the head later. Now, let's start with the legs. I'll create an action. I'm going to want to put angle
limits on these controls. Okay, so those
have limiters now. And back in the leg
rotation action, I can set my bones
left position. And now I can start shifting all the artwork to a front view. It's typically really
hard to make a rig that can actually rotate this
far and still work right. But we're going to
shoot for it and see what range of motion is viable
when we start animating. The trick here is I want
the waist to stay lined up to the top of the body
throughout the rotation. Then I can have the hips and chest pointed in
different directions. Now we need to use the
transform bone tool to reposition the
hips and leg bones. Once those are in place, we can keep going with the skirt. This is where having that hidden skirt seam comes into play. Now we need to rotate the
leg artwork to a front view. And now the boots are going
to be the hardest part. I'm going to start by using the transform bone
tool to shorten the foot bones so that they will be closer to where we would
want the artwork to be. Now I'm going to shift
the different segments of the boot to something
closer to a front view. Okay, I'm going to call that close enough to a front
view for the boots. Now let's go back to
the main timeline. Now I realize I made a mistake. I shouldn't have moved the target bones inside
the smart Bone action. That causes a conflict with the target bones position
here on the main timeline. So I'm going to disable
the target bones for now and then go inside the rotation action and use the transform bone tool to position the legs correctly. And now we can see that the leg rotation
control works right. Now we can make the
next action for turning the other direction and go through the process of shifting the artwork to make
the profile view. Okay, so that's the rotation
control for the lower body. Now we need to do the same for the chest rotation control. We set the action up and then
move around all the parts. This is where those hidden
jacket parts come into play. Though I'm realizing
I totally forgot to give her a lapel
on her left side, so I'll copy and paste the one from the
right and flip it. Now I just need to make
sure that it's hidden in the three artivi and only comes out when
the chest rotates. Okay, that's the chest itself, but I still need to make the
arms come along with it. So I'm going to be sure to disable the target bones
on the wrists first. Then inside the
rotation actions, I just need to use the
transform bone tool to shift the shoulders over and then adjust the shoulder
seam to match up. And there, now the
chest is done. Next, we're going to make
the control for the head. We're going to use
some clever tricks to make a control that can set the rotation and tilt of the head
at the same time. First, I need to make a layer
to draw a visual guide on. And I'm going to
check this box so this layer won't be rendered
when the scene is exported. Then I'm going to draw a circle. Then I'm going to use the Add
bone tool to add a pinbne to the center of the circle
and call it head control. Then I'm going to add pinbons at the exact bottom and
right edge of the circle. And I'll call the
right one vert control and the bottom one
horror control. Then we're going to
set some constraints. On the vert control, we're going to set its
position control bone to be the head control, but set the X influence to zero, so it'll only follow the
head control vertically. Then I'll do the same to the
horizontal control bone, but set the Y influence to zero, so it will track the head
control horizontally. So now when I move the
head control bone, the bones on the sides
slide along with it. Now I'm going to draw
out a bone horizontally, pointing at the vert control. This bone will actually
drive the head tilt action, so I'll call it head tilt. Then I'll draw another bone for the bottom and
call it head turn. Then I'll turn down the
strength on those bones, and then set the two long bones to target their
corresponding pin bones. And then let's make sure none of the bones are
parented to each other. So now, when we move
the head control, you can see how that will drive the rotation on the head
turn and head tilt bones. Next, before we can
set up our actions, we want to set the
angle constraints. I'm going to guess 45. And if we check, it looks like the rotation stops
just a little too soon. So let's change
that to 50 degrees. And now that looks just right. So then we should be able to use the same thing
for the other bone. There, now we can just create smart bone
actions on those, starting with the
head turn bone. Once that's set up,
we need to shift all the artwork around to
create our front view. The head is made up of a lot of different pieces that all
need to be accounted for. A I decided I need an extra line on the nose to define the tip when
it's in the front view. In the three quarter view, I'm going to use the
stroke exposure tool to reduce it down
so it's invisible. Now, to get the
front view right, I'm going to move
our sketch above our artwork with the
opacity lowered. So now I can use that as a guide to get the shape
of these features, right? Now, the biggest pain is
going to be the mouth. Because we don't know what mouth position will be visible, we need to make a front
view for every one of them. Okay, the mouth is finally done. So let's test out the rotation. And oops, I definitely
did something wrong. It looks like in my action, I must have used the
layer transform tool to move the nose and eye groups,
which isn't going to work. I need to move over
the actual shapes on the layers for the
actions to move them. The mouth worked
because it's a switch, so I could move that with
the layer transform tool. So now that that's fixed, the front view rotation works. Now we need to do
the next action for the turn to profile view. Oh, and I just realized
I need this group of freckles masked off so I can slide them off
the edge of the face. So I'm going to put
those in a group with the main jaw layer and then
turn that into a mask group. So now these freckles are
masked by the jaw art. And again, I need to
make a rotation to profile view for every one
of the mouth positions. Okay, that's everything done. Now let's go back to
our main bone layer and test out our rotation. So that's the head
turn finished. Now let's do the tilt. I'll make another action and start making
the head tilt up. Now, we aren't going to
be able to tilt that far. But remember, we always
have the headbne itself we can move
to tilt the head. What we're doing
with this action is letting us change
the perspective on the face a little bit. I'm trying really hard to
only move points vertically as much as I can and avoid
moving anything horizontally. That will help the tilt and the turn actions look better
when they get combined. So now I'll make the
tilt down the same way. Now, in all these actions, we want to make
sure to account for the pieces of artwork that are hidden behind the character. It might not be visible
from this angle now, but if the head
returned towards us, it would be visible,
and we need to make sure it's in the right
place vertically. And once that's done, we
can try the head control, and you can see how
easy that makes it to point the head in any
particular direction. Now that that's working, we can select the side portions of the head control bones and
set them to be shy bones, leaving us with just the single central control
handle visible. So that's all our
rotation control is done. The last set of
controls we need are the controls for the
facial expression. We'll set those up in the next
video. I'll see you there.
28. 05 07 Facial Controls: In this video, we're
going to set up the facial controls
for our character rig. All of these are
just going to be basic bone dials, like
we've seen before, but we'll lay them out
in different ways, customized to the features
they're controlling. The real challenge
here is going to be making the facial animations in our actions work in combination with the
rotation controls. So the face looks right no matter which way
the head is turned. Let's start with the eyebrows. There's going to be two
dials for each eyebrow. I'll make a vertical one
to control the height of the eyebrow called
right eyebrow height. Then I'll make a horizontal
one to control the angle or pitch of the eyebrow
called right eyebrow pitch. Then I'll make the two controls
for the other eyebrow. And let's make sure these
aren't parented to anything. And bring the bone
strength down to zero. Then I'm going to want to have the labels on for all
of these controls. And then let's arrange them so that they aren't overlapping. Now we can start creating
our smart bone actions. Oops, I'd better put angle
constraints on these. The eyebrows don't
have to move far, so we don't need a very
big range of motion, and we also don't
want the controls to be able to overlap
at any point. Now we can set up that action. This is going to be
a really simple one. We just need the whole
eyebrow to move upward. Then we just need the
action for turning the dial the other way to make the
eyebrow move downward. Next, we need to make
the same actions on the height dial
for the left eyebrow. Okay. Now let's set up the
actions on the pitch control. When it goes down, we want the eyebrow to arc
down to match. And when it goes up,
the eyebrow arcs up. Then we need to do the same
for the other eyebrow. So with that done, now
comes the real test. Let's rotate the head to the front view and see
if it still looks right. Not quite. Our eyebrows
aren't symmetrical. Her right brow looks good, but the left one
is a little off. I need to go back to the actions on that eyebrow and
see if I can do something different with
how the control points move to make it look
different in the front view. A lot of this is just
guess and check. I'm going to set up keyframes on the main timeline with the
head turned forward and the eyebrows up to make it easier to go back and forth
to check how it looks. One thing that's useful to
know is that if you have a control point selected while
working inside in action, it will stay highlighted when you come out to
the main timeline. That can help you
identify what about the point is behaving
differently than you expected. Okay, I've found an arrangement of points that looks
right in both views. I think the key
was that curve on the top point needed to extend over the course
of the animation. So that's the eyebrows complete. Oop, though it looks like one of the eyebrows is
behind the eye, so I'll just move
that layer up top. And now they're good to
go. Next, we're going to do the controls for
her pupil positions so we can make her look
in different directions. The three quarter view
makes this tricky because the perspective is a little different on each eye. But I've got a solution
that will work pretty universally
for any head angle. I'm going to make three dials. The first one is going to move the vertical position
of the pupils. The second is going to move
the horizontal position, and the third is going
to be the pupil focus, which means how far
apart the pupils are. And I better make sure those aren't parented to each other and show labels and
angle constraints. Now I'm just going to set up the actions for each
of those dials. The key is I'm moving both
pupils by the same amount for each action that isn't going to look right now
in three quarter view, but we'll be able to use the focus control to
compensate for that. The focus control will bring the pupils farther apart
or closer together. Again, always moving both
pupils by the same amount. So once that's done,
we use the controls in combination to point the eyes
in any direction we want. Now for the eyelids, this is going to be
pretty tricky because there are so many moving
parts to account for. I'm going to start by
setting up four bone dials. One for the top and bottom
eyelid on each eye. Now, I just need
to add actions to all these dials that move
the lid up and down. So there we go. With
these four controls, we can create a bunch of
different expressions. However, when we want to
just do a simple blink, it would be a pain to have
to move four controls. So I'm going to make a
single separate control that can open and close
both eyes at once. When I set up the
actions for this bone, I can just use the
other controls to put the eyelids in the
position I want for a blink. Then I'll make an action for the other direction that
opens the eyes wider. So that's a lot easier to
use in most situations. Just know moving
this control will override whatever the
individual lid controls are set to because
the actions on this control directly
animate those bones. So now the moment of truth, let's rotate the head and
see if it still works. Oh, boy, that's pretty bad. Most of it's alright, except the eyelash layer itself
is super messed up. I had a feeling
this might happen because the eyelashes are such a complicated shape made up of so many
control points. But I think I know a
better way to handle this. Instead of making the eyelashes a complex shape like this, I'm going to replace this with a single stroke and use the linewidth tool to
give it that tapered look. Then for the eyelashes
that stick out, I'll make them out of simple separate shapes with
just three points each. That looks pretty much the same, and it's going to
be a lot easier to transform in a way that
will behave predictably. However, I do now
need to go through all the actions and re
animate the eyelash layer. Now, on the other eye, I'm going to need to go
even a step further. On this eye, it's
a little trickier because the part
of the lashes that stick out shifts from the inside to the
outside during the turn. What I'm going to do is put the inside and outside lashes on separate layers from the
line part of the lash. I'll make animations on each
of those layers so that the outer lash grows out as the inner lash shrinks
down during the turn. And the reason I want them on separate layers is so
that I can go into sequencer view and then use the layer visibility
settings on each layer, so it's only visible during the time when it should be seen. That way, we don't need to account for how the
head turn action affects those shapes when they're not supposed to
be visible at all anyway. It's just a little
less to worry about. Now I need to re animate this lash layer on
all my actions. And then just like we always
do with hidden shapes, even for those lash shapes that have their
visibility turned off, I still want to animate
them so they're in the right position
when they become visible. Okay. Now when I use
the head control, the eyelashes look a lot better. And they even work in the
middle of a blink, as well. So that means all our facial
controls are working now. We can easily use these
to put the head in any position we want and
give her any expression. So the controls are
all working now, but there's a little
more we can do to keep these organized and usable. We'll put the final touches
on our rig in the next video. I'll see you there.
29. 05 08 Finishing the Rig: In this video, we're
going to finish up our character rig by adding some features
to our controls that will make it more
convenient to use. I want to be able to
move the controls around so that they can be out of the way of the character when I'm
actually animating. So I'm going to make
a small bone here, and I don't want it
to be able to move, so I'll set its constraints to zero and set it to
independent angle. And I'm just going to
name it eye control and bring the strength down. Now, I'm going to parent all the face control
bones to this bone. While I'm at it, I'm
also going to use the color drop down to color code my different
sets of bones. So now if I'd rather have the face controls
on the other side, for example, I can just use the bone transform tool
to move them all at once. Now the next thing
I can do is take that little handle bone and set its position control
to our rigs root bone. But I'm going to set the
Y influence to zero. Now when we use the root to move the character around, the
controls come with it. But they don't bounce up and down with every step
the character makes. Now, right now, the head
control circle is moving, but we'll fix that by setting up a handle for the rotation
controls as well. I'm going to make
the handle bone and then make sure that
its angle is set to zero. Call it rotation controls, and then set the constraint
so it can't move. Then parent all the bones to And like with
the other handle, I'm going to set its
parent control bone to our character's root with
the Y influence set to zero. So now it tracks with the character like the
other controls, except that the circle is
still going up and down, so we need to use layer binding to bind the circle layer
to the handle bone. Now that's tracking properly. Great. So now that
our rig is complete, let's save it to the library so we can easily use
it in other scenes. Just click this button
to open the library. Then within our content folder, let's create a new folder
called Characters. And then if our main betsy layer with the whole rig
in it is selected, we can just click the Plus
button here on the library, and we'll add a copy to
the character's folder. So then if we're
in a new project, we can go to the library and find Betsy in the character's
folder, drag her out. Hit Okay. So that's it.
The rig is ready to go. Next, we're going
to try out doing some animation with this
rig by making a walk cycle. And I'll show you how
to save animations as actions along with the rig so that you can reuse those
later in your scenes. We'll cover all that
in the next video. I'll see you there.
30. 05 09 Making a Walk Cycle: Now that we've got
our rig built, we're going to try
animating with it by doing a walk cycle. Before we get started,
there's one feature of the timeline we glossed over before that we can
illustrate now. And that's the auto
freeze keys option. So let's come out a little
ways on the timeline and put the character in a new pose
by moving this left arm bone. Now, something to
understand about the timeline, on the top here, there's the gray
channel that represents the rotation key frames that are set on any bone in the rig, and below that are these
red channels that will show you just the keyframes for
the bone you have selected. So let's come out later
on the timeline and make the next pose by putting
both arms over the head. However, now we have an issue. On this right arm,
the last keyframe was all the way
back at the start. So it starts animating
all the way from the start instead of
from the last pose. So this is where freezing
keys can be useful. Let's delete all
the keys and try this again with auto
freeze keys on. With that on, whenever we position a bone in the
rig to make a new pose, it automatically adds keys
for every bone in the ring. Now, when we come and
make our next pose, we know it's going to animate exactly from the pose
where we last left off. Now, you might not want to
have that on all the time, because you'll probably end up with a lot of keyframes
you don't need, and that can cause issues later. So instead of having
auto freeze keys on, you can use the
shortcut Command or Control F to freeze keys at a particular frame
just when you want to. Now, since we're going to end
up with a lot of keyframes, if we want to make sure
to get rid of them, the easiest way is to
go up to animation, clear animation, and use
one of the options here. This will clear keyframes
from the main group layer that you have selected and
any sub layers within it. Now, one more thing
to think about when we animate a
character walking, we know how to move
the body parts around, but how do we handle moving the character itself
across the stage? There are a couple
ways to handle that. The first way is to use the layer transform tool to set keyframes that
move the character. This is really simple
to do. However, that gives you the extra challenge of matching the speed the character walks to the speed they
move across the screen. The other option is to just move the root bone
of the character. We even built our
rig to be able to do this and have the
controls move with it. You build the
horizontal movement into your animation this way, it makes it easier to match the horizontal speed to exactly how the
character is walking. But there's another
disadvantage. Even though we moved
the character, the anchor point of
the character layer stays in the same place. That means if you wanted to scale the character
while they move, the layer is going to scale
from the anchor point, not the center of the character. If we don't move the root
bone and just leave it over the anchor point and
animate the layer instead, it makes it easy to use scale to make the character come
closer or move farther away. Both are useful ways to work. But for this example, we'll animate the character walking in place and rely on animating the layer for
the horizontal movement. So let's set up the character for the walk we'll be animating. I'm going to rotate
the character so she's facing more horizontally. And then, now that I know the neutral position
for the ankles, I can position my target bones and set the legs to target them. I've also set the first bone of the foot here to
independent angle. Now, for the arms, I'm actually not going to
set up the target bones. I just want the arms to
swing in a natural arc, and that's actually going to be easier without
using target bones. So now I'm going to make the starting position
for the character. I want the front foot just at the point where it's making
contact with the ground, and then set the arms outward
opposite to the legs, and we can rotate the
shoulders and hips a little, and the body should be
pitched forward a little. Then I'll set the switches for the hands to a position that
looks better for this pose. Then I'll select all
the keys and copy and paste them out here at frame 17. That will give us
a 16 frame walk. That's the end of the cycle. Now, halfway between those at frame nine, I'll paste again. But this time, we're going
to reverse everything to make this the touchdown
pose of the other foot. I'm using onion skinning
so I can generally match the position of the feet and arms so the walk
looks symmetrical. I'm going to take advantage
of my rotation controls so the character's
chest and hips can rotate slightly in opposite
directions as she walks. Now I'm going to use
Command F to freeze keys on those poses to make
sure they stay as I set them. Now we need the in between positions to actually
move through each step. I'm going to hide the arms so I can focus on the legs and body. The first thing is to
move the root bone up so she gets higher when her
leg is directly beneath her. I'm also going to use
the transform bone tool to lengthen the bones
of her trunk and neck, so she'll have a
little more stretch as she bounces with each step. Then I'll copy that, so she's at the same height
on the other step. Then I'll just adjust the skirt. Then we've had the
default easing on linear. Let's set the easing on all
these keyframes to ease in, ease out to make the bounce
look a little more natural. Once there's some rhythm
to the bounce of the body, we'll actually position
the leg target bones so she lifts her feet
during the step. This is called the passing pose where the back foot
becomes the front foot. I'm going to set the
easing so it eases in on the first half of the step
and eases out for the second. We want the foot moving fastest
during the passing pose. Then let's set the timeline to just our 16 frames to
see how the cycle works. First, that's a little
faster than I want. So I'll extend this
out. So the walk is 24 frames instead of 16. That rhythm looks good, but there's definitely
more work we can do on the easing,
especially on the feet. So I'm going to change the
easing on the target bone keyframes to Bezier and
switch to the motion graph. Now, the red graph
for the X dimension and the green for the Y
dimension look very different. We want to make the X
graph or forward motion steepest or fastest during
the passing pose keyframe. But on the Y graph for
the height of the foot, we want the foot to
slow and then reverse. So let's make the graph get
flatter at the passing pose. Then to get the skirt right, I pretty much need to go
frame by frame and match it up since the width of the
legs changes so much. And let's see how that looks. Now, let's turn
the arms back on. And just to establish
a baseline, I'll set the easing
on the keyframes on all these bones to
ease in, ease out. And let's see how that looks. That kind of works, but it's
pretty stiff and robotic. So let's look at how we can enhance this and make
it more natural. First, let's go into the
motion graph for the arm and switch these keyframes to
Bezier to give us more control. Then to make the
arms more natural, we want to offset
the rotation of the three arm bones so it curves and whips a
little as it swings. With the motion graph, we can do that easily without having to add a bunch
of extra key frames. I'm going to bend the curve here so it actually
overshoots this key, and the curve peaks
a little later. Then I'll do the same for the
opposite hump of the curve. Remember, this is going to
loop so we can imagine that the two handles on the first and last
keyframes are connected. To really get the effect, we need to do the same
on the other arm bones. We want the offset and
strength of the curve to get more extreme the
further down the arm we go. Then I'll just do the same
thing on the other arm. So that offsetting makes the arms look a
little more natural. Now, let's apply
the same principle to the bounce of the body. For the bones of the spine
that we made stretch, I'm going to reshape
the curve so the bones extend a little farther
and a little later, getting more extreme
as we go up the spine. And then since we justed
the swing of the arms, we should adjust the curves for the rotation bones to make
sure the shoulders match up. Then finally, let's smooth out the way the head tilts back. Next, let's work on the
way the feet behave. I'm going to adjust
the foot bone so the foot drags a little more
during the passing pose. Then if we go into
the motion graph, all of these are still linear. So let's set those to smooth. And then from there,
we're going to set everything to bezier and apply the same
principles that we've been doing on the
arms and spine. We want to generally
smooth out the curve, and we want to offset the curve in a few places so that we get some more flick and flexibility in the
movement of the toe. Oh, and it looks like
we still need to adjust the target bones curve
on the other leg. So now that foot has some flexibility that
sells the motion more. Okay, that's our basic walk. Now let's look at how to
move it across the screen. First, we need to get
the cycle working. Let's select the
last keyframe of the walk and set the
interpolation to cycle and extend
the playback range so we have plenty of
time, and we'll test it. So now that's
looping how we want, and we can use the layer
transform tool to set the starting position and then come out and set
the ending position. Now we need to match the timing so she walks at the right speed. We look at the foot
that's supposed to be planted during each step and adjust the timing of this last keyframe so
the foot stays in place. Looks like there's
some spots where the foot is moving unevenly. At the end of the step here, I'm going to adjust
the target bone so the ball of the foot moves at the same speed as the ground. That's the part that's actually
meant to be in contact. Then I'm realizing
we don't actually want the cycle to go all
the way back to frame one. Since our last frame is already the same as
the first frame, it's holding a frame
too long on that pose. We actually just want it
to loop back to frame two. So I'll select those
last keyframes and go to Window keyframe. And here we can set it to go to frame two instead
of frame one. So let's check the wa.
The movement looks good, but now we just need to set the skirt to the right
position on each frame. And the dynamic bones we put in the pony tail
aren't moving how we want. I'm going to go in and adjust
the settings on all those. I'll take the torque
down and the spring up. There. Now that looks
more like what we want. So now that we've made
an example animation, I want to show you
how we can save this as an action
along with the rig. We'll do that in the next
video. I'll see you there.
31. 05 10 Saving Animations as Actions: So we finished making a walk cycle animation
for the character. Now in this video,
I'm going to show you how to save that animation as an action that comes along as part
of the character rig. First, I'm going to
clear the animation on the layer so that we're just dealing with the walking
in place animation. This will be the
animation that we save. First, we'll select
all the keyframes of our animation and copy them. Then we open the
actions panel and click the new Action button to create a new empty action
and call it walk. Then we just paste our
keyframes in here. Now I'm going to delete the animation from
the main timeline, and we'll save
this as a new rig. I'll delete the Betsy rig we
already had in the library. And then with the main
Betsy group selected, click Add to add our
rig to the library. So now in a new document, if we add the Betsy rig from the library and look
at the actions panel, the walk action has
come along with it. Now, to use this action, we need to select it,
and then down here, we can either add a copy, which basically just means
it will copy the keyframes from inside the action to the timeline where
your playhead is, or we can insert a reference. This will add the keyframes, but the layers will refer
back to the action itself. If you were to change the
animation in the action, it would change it anywhere
you've inserted a reference. Now, there's a
weird problem here where the root bone
isn't going up and down. If I select that, I can
see on the timeline that my X and Y channels are separated and don't
have any keyframes. If I just rejoin the dimensions, then it's able to apply the animation from
the walk action. Now, if you don't want the
walk to be exactly the same, you still have the option
to move the bones around. If you do that, it will break the link to the walk action, but only for the layers that
you've actually changed. And lastly, we saved the cycle effect as
part of the action, but we can break the
cycle at any time. So, for example, let's
come out here and say, starting at this point, we
want her to stop walking. So I'll command F
to freeze keys. And now we can just add
whatever custom animation we want after that point to
make her slow down and stop. So that's it for rigging. We'll come back and animate a scene using this rig in
the last part of the course. But before that, I want to show you another way to
animate in Moho, and that's traditional
frame by frame animation. We'll look at that process in the next set of videos.
I'll see you there.
32. 06 01 Bitmap Drawing Tools: So far, we've been working exclusively with
Mohos vector tools. But in this video,
we're going to look at Moho's Bitmap drawing tools, which let you make drawings and paintings that look
closer to natural media. Now, to get access to the
Bitmap drawing tools, we need to be working
on an image layer. So let's create one. I'll give it a name,
and we want to make sure it's at least as big as our document resolution, and we want the background
transparent for our purposes. And I'll just make
that the default. Now, in our tools palette, we have a very
limited set of tools. We just have a brush,
a paint bucket, fill tool, and eraser, and a crop tool. However, with the
brush tool selected, we get a bunch of functionality
up here in the toolbar. Here you select the type
of brush you want to use. More on that in this second. Then you control the
size of the brush here and you can
pick the color here. Note that you can't use the style palette to set the
color of a bitmap brush. To get a Bitmap color picker, you need to go to
Window Bitmap color, and then we can make sure
it's docked, as well. With this, we can easily pick the color and set the
opacity of the color. Now, what this doesn't
give us is the ability to create a nice palette
of colors to easily pick. So what you might want to do
is make another image layer and import a separate image you prepared with your
palette of colors on it. Then when using the brush tool, even on another layer, you can hold Shift and get a color picker and select
any color on the stage. And to change how
your colors interact, you can use the blend
modes drop down here. Most of these are standard
blend modes that you would find in Photoshop or other
digital painting programs. However, there's a
pretty key feature that's hidden in here as well, and that's the draw
behind option. This lets you paint your color
behind the existing color. So this would be useful for coloring in a shape that
you've outlined, say. You could try doing
the same thing with the paint bucket tool, but depending on how
textured your brush is, that might not end
up looking great. If you want to do
sort of the opposite, you can turn on
lock transparency. Then the brush will only
paint where there's already color with the same
amount of transparency. And of course, if you
want to erase something, you can use the eraser tool. And the eraser tool
also gives us access to a handy clear all button if you want to erase
the whole layer. So those are the options
for controlling color. Now let's look at
the brush itself. You have a drop down with
a couple options here. The spacing is how far apart
your brush tip gets stamped. For most brushes, you
want this very low to be able to make an
actual brush stroke. Smoothing is how much
the software will try to correct for your pen wobble
to make your strokes smooth. Then down here, you can turn on pressure sensitivity,
velocity sensitivity, or directional sensitivity, assuming the brush you're using is set to use those
in the first place. Now, this drop
down here is where the real possibilities of the Bitmap brush
become apparent. By default, we have a bunch of different preset brushes with a variety of different
textures and nuances organized
into categories. Brushes like these
let you create more natural looking
painterly effects than you can get
with vector tools. To dig into the
settings for a brush, click this gear icon up here. This shows you the stamp, which is the head
of the brush and the texture which creates the paper like texture
within the brush stroke. And down here, we
have settings for how the brush should react
to your tablet stylus. It can react to the
pressure, the velocity, the direction, and
our general settings, we have the spacing and
the default blend mode. Of course, on this preset brush, we can't actually change that. So let's set up a custom brush. The easiest way to
do that is to just duplicate an existing brush
with the duplicate button. Then I can change the name here and choose a
category to put it in. If I want, I can create
a custom category over here and then put
the brush in there. Now I can change
whatever I want. Say I want to use a different
image for the stamp. I can click Change and then browse for a new image
to use as the stamp. Then we can change the texture too or just get rid of
the texture altogether. Then for all these settings, you can set them to either linear, exponential
or logarithmic. The preview will show you the
effect that that will have. The left end is lowest pen pressure and the right is highest
pen pressure. Then when you click Save, that brush will show up in your custom content folder in Bitmap brushes as a
dot Moho brush file. Now, just to finish
out our look at the Bitmap tools, we
have the Crop tool. This is good for cases where a particular layer only contains
one element of a scene. You can crop down the
image to just the size of the content instead of having
it take up the whole stage. Okay, so that's it
for the Bitmap tools. Now let's try these out and do some frame by
frame animation. We'll do that in the next
video. I'll see you there.
33. 06 02 Frame by Frame Animation: In this video, we're
going to use the Bitmap drawing tools to do some traditional frame
by frame animation. Let's do the same bouncing
ball exercise we did before, but this time, do it hand drawn. First, I'm going to make a layer and establish the ground plane. Then for the ball itself, we need to set up a
frame by frame group. We'll go to the add layer button and then pick frame by frame. Now, we need to
choose whether to use vector or image layers
for this animation. I'm going to use image
layers for this demo. Now I need to pick
a naming scheme and size for the images that
we'll use for our frames. I'm actually going
to make the image a little wider than ten ADP, so I have room to draw outside the edge of
the camera frame. And now we need to choose
a folder where we want to keep the image files for
this frame by frame group. Remember, image layers in Moho will link to a
separate image file. They aren't saved as part
of the dot Moho file. So we'll make a folder in the directory next
to our project file. And now image layers we
create in this frame by frame group will
automatically get put there. Then if we open that,
we can see that it's made an image layer to serve as our first
frame of animation. I'll start by drawing a ball at the top of the starting
drop just out of frame. Then to make the next frame, I'll come out later on
the timeline where I want the ball to hit the ground
and press this button, which makes a new layer and switches to it at this
point on the timeline. These other buttons are
for if you want to delete a frame or duplicate
the current frame, in case you just want to modify the last drawing instead
of redrawing it. Then the key to making this process work is
to use onion skinning. This lets us see previous
and upcoming frames. We just need to click just above the timeline to set the frames where we
want to be able to see. You can set up to
eight total frames, either backwards or forwards. And those markers track with wherever you
have your playhead unless you go in
the settings drop down here and uncheck
relative frames. Then they stay
wherever you set them. Now, I'm going to go
through and make drawings for all of the key
frames of the bounce. If you ever decide you
want to retime something, you can just click and drag to move the switch points around. Now I'm going to set the
onion skinning back to relative and go through and fill in the in
between frames. Okay, now let's try playing
it back. So there we go. Now, if you want it, you
can make another frame by frame layer over this to do cleanup drawings
over these roughs, either with one of
the inking brushes or even the vector
drawing tools. That's really all
there is to it. Technically, this process
is very straightforward. It all comes down to drawing
and animation skill. Now, I'm not going to be doing a full hand drawn animation as part of our final project, but I will show you how
to use these tools to plan out your animations
timing and poses. We'll do that in the next
video. I'll see you there.
34. 06 03 Sketching Out an Animation: In this video,
we're going to use the frame by frame
animation tools to plan and sketch out
a rough version of the scene we'll later animate
using the rig we built. To give you a little sneak peek, this is the three D background I'll be using for
the final scene. It's just a section of
hallway leading to a library. I don't need to bring
this into Moho quite yet. I exported some images
and made them into a simple two D background that we'll use for the
sketching out phase. This keeps our file simpler and better performing during the
planning phase of the scene. So I'll just make
a new image layer and browse for the background. Now that's in. Let's set up
the frame by frame group. I want to use image layers, and I want their size to be the same as the
background image, so I can draw anywhere I want
over top of the background. I can see the dimensions of the background image here
in the file browser, and I'm actually going
to make the width and height of my images
a little bigger. Then I'll make a folder
to store the image layers in and there we go. Now I have the first
big wide image layer here to draw on with
the Bitmap tools. Now, I want to fade out
the background image to make it easier to draw over. However, there's a
problem if I just go to the layer settings
and lower the opacity. It looks like it will work,
but when I actually draw, the stage doesn't render the opacity effect while
I'm making the strokes. It updates once I'm done. I'll set the opacity back to
normal and instead put it in a group and then make a vector layer over top
of the background layer. Then I'll draw a white
vector rectangle over top of everything and lower the
opacity of that vector layer. Now when I draw on my
frame by frame layers, the background stays faded. Next thing I'm going
to do to set up is import the model
sheet for the character. Then scale it down to
the appropriate size. This will help me keep
the character's size consistent as we make different drawings in
different parts of the scene. Then we're all set
up and we can start drawing out the poses
for our animation. I'm using a rough sketching brush to
roughen the character. The idea of this scene is
that Betsy is a bit of a teen detective and she's sneaking into the library
to look for clues. So she's going to quietly
sneak down the hallway, and then when she gets to the library, she'll spot a clue. I'm not worried about drawing her super accurate to the model, since these are going
to get replaced by the rig in the final anyway. I just want them to be
clear enough to indicate the pose that's necessary at
this frame on the timeline, so I can match it
when I pose the rig. I'm just trying to put in
enough keyframes and in between poses to make it clear how she's supposed to be
moving when she sneaks. Some of these poses
are pretty extreme and might push the limits of
our rigs range of motion, but we can modify the rig or adjust things by
hand if necessary. We don't want to let
the fact that we're using a rigged character
limit us too much. So at this point, she pauses cautiously before going
into the library. I'm consulting the model sheet here to make sure
she's sized correctly. So now the clue she notices
is going to be on a globe, so I'm going to draw that on a separate layer in
the foreground here. She's going to walk in, look around the space a little bit. And do a take where she
steps back on her tracks. And then she's going to walk forward to the globe
in the foreground. Great. So that's the
end of the shot. Now, to make it easier to see, I'm going to go back and with my brush set to
draw behind mode, I'm going to paint in the
character with white. Now we can just press play
to see the scene play out. Cool. Now, if we wanted, we could just keep going and draw in even more
in between poses. And if you wanted to do this as an entirely hand drawn scene, it would just be
a matter of doing clean up color
drawings over top. And, of course, we still
need to pan the camera with the character so she's actually in frame for
the whole animation. We'll be working with the
camera more in the next video. So with this two D
animation as our guide, we're ready to start building the final scene that we'll be animating using
the character rig in a three D environment. We'll do that in the next set of videos. I'll see you there.
35. 07 01 Setting Up a 3D Scene: So now that we've planned out a rough version of the scene, in this video, we're
going to build out the environment for the
final version of the scene. Now, for most shots, you
could probably get by with just a two D background image
like we have currently. But we're going to
do something more elaborate for the sake
of demonstration. We're going to
build the scene in three D. So when you're
working with three D, down here, you're
going to want to set your stage to at
least two views. We'll use the right one to view what the camera
is actually seeing. And on the left, we
can use the orbit tool to rotate the workspace and get a three D
view of the scene, and see how our scene elements are positioned relative
to the camera, which is this purple
thing over here. Now, when we're in an
orbited view like this, we can use the regular
layer transform tool to move our layers along
the Z axis if we want. For example, with
the globe selected, I can bring that forward so
it's closer to the camera. Let's adjust our other view so we can actually
see what's happening. Just hold Shift to restrict the thing you're moving to whichever direction
you're moving. Or you can take elements like our background and push
them farther away. Just remember to
also scale things so they appear the right
size in the camera frame. But this isn't the background we're actually going to use, so I'll hide that for now. I showed you before that I have a three D model of
the library scene. And to bring that in, I
just need to go to File, Import, and I'll
do general Import. Originally, I set up this library model
in a program called SketchUp that lets you import free three D models from
the sketch up warehouse. I downloaded a full model of
a library and then just cut off the walls to see inside it and added the
hallway section. Then I exported it
as a dot OBJ file, which is the three D
format that Moho can use. Then it's going to prompt us to create a three D object layer, and we do want to
check scale to Moho. And now it's in the scene,
but it's a little small. You can use the layer
Transform tools on the three D object layer, like any other to scale it up. Then we want to position
the environment so that our rough animation
is positioned correctly. Something important
to understand is that when you have
separate layers, even if they're
positioned in three D, Moho doesn't treat them as truly part of the
same three D space. It's always going to render
one layer on top of another. So, for example,
here, even though it seems like Betsy
should be in the hallway, she's getting blocked
by the library model. To fix that, we need to drag the library model to the
bottom of the layer stack. So now she'll always
appear in front of it. If you want Moho to do
this automatically, you can go in your
project settings and check sort by layer depth, and I'll also check
sort by true distance. So now that we can
see her in the hall, we need to move the hall so she starts in
the right place, and our rough animation
will hopefully line up. I can see on the temp background that she should start out
three windows down the hall. And most importantly,
she needs to end up pressed against the wall just before the library entrance. So now that the model
is positioned, right? Let's talk about how
it's being rendered. We don't really
need to mess with this until we're done animating, but just to introduce
these settings, with the model layer selected, if we go to window
and choose light, we get this control
that lets us position the direction the light is coming from that
lights this model, as well as the
intensity and distance. You'll notice Moho does a
sort of tun shading effect, which is why the light
appears in these bands. To change that, we
actually need to go into the material settings. On the layer settings
for the model, on the material tab, we have settings for each
material in the model. This is a particularly
complex model, so there's quite a few. But let's look at the settings
for the wallpaper here. I happen to know from
making the hallway that this material is
formica laminate dark. Now, if I change the drop downs on here to eight bands
instead of three, there's a slightly smoother
look to the tune shading. And you can also change how the material reflects
different types of light. Now, I'm not going to adjust all of these until later after we have our effects in and do the final
color adjustments. Right now, we have some more elements to
get into the scene. We need to put some scenery
outside the windows here. So I'm going to go
to File Import. And this time, I'm going
to import a moho object. I have a skyline set up
in a different Moho file. And when I do that, it gives me the option to pick
the layers to use. I want all of them. And what's nice is when I import them, they come as separate layers. I'm going to put them in a group and then move them back
and scale them up. Now, I want to spread out the depth of some of these
layers a little bit. And I can get rid of the
outline on these ground levels. Then I'll just the size of each layer so they look
good outside the window. Next, I want there to be a
little courtyard outside, so I'm going to bring
in a garden wall. This time, I want to
import a vector file, and it's an SVG. Then I'm going to try to
position and scale it so it lines up with the actual
front side of the library. Now, something you might
find when you scale up a vector object is that your
strokes get super thick. To fix that, we
just need to go to edit, normalize layer scale. Now that looks right, and I
can finish positioning that. Now, one last thing, I want
a ground plane outside, so I'll make a
vector layer called ground and draw a
big rectangle on it. And then in the style palette, I'll set the effect to image texture and use
this grass tile image. Then I'm going to use
the rotate XY tool to turn the ground so it's flat. Actually, up here,
I can just type in 90 degrees for the rotation. Then I just need to
position the ground plane. And actually, it
looks like maybe I want sort by true distance off. Now that shows up where I want. And I'll scale the grass
texture down to a better size. And then I'm going to put all the contents into a group to make it easy to move the scene around relative to the
camera if I need to. Okay, so that's as
much positioning as I can do without knowing
the final camera angles. So let's put in our
camera animation now. These are camera controls here. So to start, I'm going to
use the track camera tool to shift the camera over to
where the character starts. Then later, when she's
at the library entrance, I'll track the camera over, which makes a keyframe
for the camera. I want that keyframe on
this frame, actually. And we can see how well that
keeps the camera on her. I think I actually want the
camera move to start a little later so she has a chance to walk in frame before we
start following her. So I'm going to
move that starting keyframe a little later. And I think I'm going to change the default interpolation
to ease in out. So any camera keyframes I create now will
have that easing. Then I'll keep adding
tracking key frames as she enters the library
and comes to a stop. Then the plan is to do a zoom in to a close up as she
approaches the globe. So I need to position the
globe layer to make that work. Then I can use the
Zoom Camera tool to get tighter on
her and the globe. I also think I might
want to try using the pan tilt tool here to
give us more of an upshot. That gives us a better
look at the library, and we may as well take
advantage of the fact that we have a three D set and can
move the camera like this. Okay, so that walk
up looks good, and she's at the right
place in the frame for all these parts of
the stopping animation. Now I'm realizing there's an issue with the library model. It has this post in the
foreground here at the entrance, and there's no way to
make Betsy go behind it without going behind
the whole library. I could edit the model
to cut that out, but I think we can
solve that with some creative camera
work in a minute. For now, I think I want to go back to the beginning and zoom in there as well and also
make it a bit of an upshot. I think I want to
start out focused on the window and then let
Betsy walk into frame. We want to make sure
the camera gets wide by this point so we can see all
the nice full body poses. And then when she
stops at the entrance, I want to zoom in closer. I'm going to go in
far enough that we don't cross the
foreground post. Then I'm going to go into
the motion graph for the camera and smooth out the curve so the speed
changes are more subtle. And then just a little
adjustment to the Zoom curve. And now we're ready to
do our camera trick. We're actually
going to turn this into two separate shots. On the very next frame after
the point we stopped here, I'm going to swing
the camera all the way to the other side
of the door post, and then zoom in on
the face to make the shot different enough that it doesn't feel
like a jump cut. There, now it just
looks like it's cutting between two
separate shots. Then we'll slowly pull out as she enters and looks around and then hook back up with the animation we did for
the zoom in on the walk up. So now that we have
our camera positioned, I'm going to adjust
the background so we can actually see
some of that cityscape. Now, let's hit Command
R to do a render. And this is what the scene
is going to look like. I think we can enhance
this by enabling depth of field to push the
background out of focus. That will keep the viewers
focus on the character. Let's go to the project settings and turn on Depth of Field. If we check how that looks, it looks like the character
is actually out of focus. If we look at the three D view, we can see now that we have this box to indicate the
depth of field effect. The line in the center is the distance from
the camera that is in focus and the square is the
range that stays in focus. Beyond that, things
will start to get blurred based on their
distance from the camera. So let's go back to the
project settings and adjust the focus distance
until it's on the character. I think I also want
the blur radius lower so the blur
isn't as extreme. I think six will
actually be best. Now when I render,
it looks like this. I think that will
look good. So now we can see how the shot
looks with the camera move. Great. I think that's
going to work. Now the next step is to replace the rough animation with
our actual character rig. We'll start doing our final character animation
in the next video. I'll see you there.
36. 07 02 Body Animation: In this video, we're going to
bring in our character rig and start the process of doing our final character animation. So let's bring in the rig from the library and scale it down. We need to think about how tall she should be when
she's standing up. Now, an issue I can
see right away is because we have the
lower camera angle, we can see by the
bounding box of our character that it's
slightly tilted in perspective, and that actually ends up making the character look more flat. Fortunately, there's an
easy way to fix that. In the layer settings
for the character, there's a setting
called face camera. If I set this to face
image plane, free rotate, the layer will always
rotate however it needs to, to appear parallel
to the screen. Now, I want to see the timing
of my rough animation, so I'll turn on the
channel visibility for my frame by frame layer. Now I want to retime this a little so there's
time for a pose before this where Betsy is off screen and takes a step
into this first position. A handy trick for doing that is to right, click
on a keyframe, and then you have the option
to select keys to write. Then I can just drag
everything over. And I'll do the same for the
keys on the camera channels. Then I'm actually going to mute the channels for the camera move because I want to
be able to focus on the full character as
I'm animating her. Now, let's get the character in position and hook up the
target bones for the ankles. Now, the first phase
of the animation process is called blocking out. This is where I just pose out the rig to create all the
key poses for the shot. In this case, by matching
up to my rough drawings. Notice I have the
default interpolation set to step for this phase, meaning it's not going
to add in betweens yet. These poses are just
going to hold in place just like the
rough drawings. I'm also doing freeze keys
on all these key poses. Also, I'm not worrying about the hands or face at this point. I'm going to need
to go back and make some new hand positions to match the gestures
in the drawings. We'll do all that
in separate passes. I'm noticing that the foot is flattening out too much
on some of these poses. I'm going to have to
modify the rig to get the range of motion in
the ankle that we need. Now for this pose, we want the head to face the other way. To do that, we need
to flip the bone. Up here are buttons
to flip the bone, and we want this one
that flips it sideways. Normally, that would be enough. However, in our case,
we have an issue. If I lift up the head, you can see the neck
is getting twisted. This is because we
used point binding to attach the top of the
neck to the headbon. This is a big downside of using point rigging, but to fix this, we can just go to the
neck layer and select the top three points
and then flip those horizontally with the
controls in the top bar. Now it looks right, and we can finish the rest of the pose. At this pose, we're at
the first place where we want to use the other
version of our braid. So I'll switch the
switch to braid sketch. And I think I want to turn on squash and stretch
for the braid bones. Then I can draw with
the sketch bone tool so the braid is going
the opposite direction. Then on the next pose,
I need to flip the head back and flip the
neck points back. We still want the
sketch bone braid, so I won't change that back, but I'll make sure it's on
the other side of the head. Then I can just continue
blocking things out. Here on this standing pose, I need the foot
pointed the other way, so I'll flip the leg bone
like we did with the head, and the foot flips with it. Thankfully, this doesn't wreck any of our actual art layers. From here, I can
continue working. Notice I've been using
onion skinning to make sure the feet line up as she goes
through all these poses. As she puts her
hands on her hips, I'm realizing her left
elbow doesn't look great, bent this direction, but
we'll fix that later. Now we're to the point where
she turns and walks forward. It's a little harder
to make the walking convincing the more
forward facing she is. We need to rely more on shortening the leg bones
because of the perspective, which doesn't read as clearly. Fortunately, since we're
zooming in anyway, the feet and legs will go
out of frame pretty fast. I'm also moving the
character forward in three D space instead
of just scaling her up. Because of the camera move, it's going to look
better if there's an actual perspective change on the character relative
to the background. Okay, I've got all the
poses blocked in now, but I want to modify some of our smart bone actions to
accommodate these poses. First, for the boots, I'm going to go into all the smart bone actions to increase the
range of motion for the first foot
bone and make sure the foot maintains its volume
even at this new angle. Then on that left elbow, we need to be able
to bend it left as well as right, but we
never set that up. So I'll make an
action that shapes the elbow fold properly when
it bends in this direction. Okay, so those poses
will look better now. Now, there's one
last pose we need. At the very start, we want a pose of her that
starts off screen. That's why we gave ourselves
those extra frames. Okay, now that we've got all
our key poses blacked out, we need to make it transition properly from one
pose to the next. I start by setting a set of keyframes to linear
interpolation. You could also use smooth or one of the E's in ease
out interpolations, if that makes sense for the
particular spot you're at. Then I check how that
default motion looks and add additional in between keyframes that make the motion
more correct. Especially focusing on the feet and using onion skinning to make sure they're staying in place as the layer for the
character moves. For the head turn,
I need to find the exact right frame in the middle of the turn
where the headbone needs to flip and
the right place to transition from
the dynamic braid to the sketch bone braid. For the point where she
stops at the entryway, I'm going to enable
squash and stretch scaling and K stretching on the leg bones so she can
stretch a little further when she pops up and then
settles into the resting pose. Here where she stops
in her tracks, the IK for the legs is
getting a little haywire because I had the knee break and bend the other direction
for that one pose. So I need to track
down frame by frame exactly the frame where it should change from one
direction to the other. And also, it looks like we're pushing the limits
of the skirt here on a few frames because the thigh needs to
come up pretty high. We may need to extend the range of the skirt actions, too. But for now, let's just
finish our rough in between. I meaning. Okay, that's all the in between
frames we want to put in. Now, let's switch to the motion graph and work on
smoothing out our curves. I'm starting with
the main root bone, specifically the Y dimension, because that's going to define the overall motion of the body. I'm just converting
my key frames to Bezier and using the
handles to smooth out the curve so she's transitioning smoothly when she changes
the direction she's moving. On the curve for the
foot target bones, things are a little more jagged. So I'm going to shift
points around in addition to using the Bezier handles
to create smoother arcs. It's really important
for the whole path and speed of the step to
be in nice fluid arcs. Otherwise, the walk
won't look natural. In fact, whenever possible, I'm going to delete key
frames entirely and just rely on the curve handles to get things
in the right position. When I get to this
stopping animation, I'm finding that it could use some more time to play out
and let the leg hang longer. I'm going to select my
keys and move them to the right to put
some more frames in between each
of the keyframes. Got to make sure to move all the camera frames
over to match. When I get into smoothing the bones for the spine
up through the head, I'm being very aggressive
about deleting extraneous points and making
bigger smoother curves. That makes it easier to
control the overall arc and bend of the body over the course of longer
sections of the animation. And it makes it easier
to use the curve handles to overshoot and offset
the peaks and valleys of the curve so the
bones in the chain can offset a little like we did with the arms on our walk cycle. And of course, the same idea applies to the
arms here as well. It always adds some nice
overlapping action when you can get different parts of the body moving on
different timing. On this stop
animation, especially, there should be a lot of
overlapping action as the leg, spine, head, arms all slow and change direction
at different rates. Now, for this spot here where she puts her hands on her hips, I'm actually going to switch to using the target
bones for the arms. Thankfully, bone targeting
is something you can switch on and off in the
middle of an animation. Then once the hands are
in contact with the hips, I'm going to parent
the target bones to the hips so I know they
won't shift around. Then when she goes
to touch her chin, I'll break the target
bone link on that hand. And then the other one
a few frames later. I now the motion of
the body is good, so we're ready to start
doing our finishing touches, like going through and
matching up the skirt. I know there's some spots where the skirt doesn't quite
stretch far enough. I could try changing the
angle of the hip bone, but I don't want to compromise
the animation we just did. So I'm going to extend the range of motion on the
skirt bone actions. This time, I'm actually
going to extend the angle constraints
of the bone dials. And inside the actions
for the skirt, I'm actually going to make an
additional key frame at 60 pass the one here
that we already set for the farthest
stretch position at 48. This way, anywhere in the animation where I've
already set the skirt position, it should remain pretty close. Then I can just
finish positioning the skirt on all of the poses. I'll try to keep the number of keys I use to a minimum and rely on the motion curve to make sure the skirt is
changing shape right. Now I'm going to do a pass where I focus on the pony tail. For the section here, where
it's in sketch boot mode, I want to make sure
it's following nicely along the path
the head is traveling. And I want it to
swing, overshoot and settle when she comes to
a rest by the entrance. In the sections where
it's in dynamic mode, I'm going to go in one more
time and play around with the bone dynamics so it bounces right in these
particular shots. Now I need those new hand poses, so I'm going to duplicate
some of the positions already in the switches and
then modify the fingers. Then I just make
sure it switches to those hand poses at the right
point in the animation. And now, just to make that transition to shot two
smoother at the entryway, I'm going to shift all the
keyframes over to create a slight pause before she starts moving after
the camera angle cuts. I'm going to copy
and paste that first set of keyframes and set them to step to
make sure there's no accidental animation
during the pause. Cool. Now let's play the
scene and see how it looks. Awesome. Now, the next big thing
holding back the scene from being great is that we haven't done much with
the facial animation. And also, she is going
to have a line of dialogue when she
notices the globe. So I'll do the
facial animation and lip sync in the next
video. I'll see you there.
37. 07 03 Lipsync and Facial Animation: So we've got the
body animation done, and in this video, we're
going to focus on the face. This phase of the animation
will go a lot quicker because the face doesn't need to move nearly as much as the body does. We're going to be dealing with
these controls over here. Now, remember that
we assigned to these control bones a
color when we set them up. So each set of
those controls gets a colored channel down here on the timeline to show
their keyframes. That's going to be quite handy. Now, all these channels
have keyframes from where I did freeze
keys on the body. I did already set eye
positions as I did the body, so those should remain. But all these other
channels should have their keyframes cleared
before I get started. I'll delete all the keys, except the rotation property on the orange eye
position bones. Now I can start
working on the face. On the first frame, I'll establish a baseline
expression that looks a little more sneaky and devious to go along with
her sneaking animation. One thing I'm looking out for is anywhere where the
head is tilting, I want to move the
pupils and the eyelids so that it looks like she's
keeping her eyelines steady. Anytime I want to set keys to freeze the current
position of a bone, I just click on the bone, and then I can come out later
and set a new position. Then a big part of making this convincing is putting
blinks in the right spot. In general, whenever the head
moves suddenly or turns, a person will
instinctively blink, like on the swings forward
with these big steps here. And then for the next
step, I'll just copy and paste the keys
from the last blink. H. Then I'll put a quick blink in the
middle of the head turn. And when she's
looking back, I'll raise the back eyebrow
in that direction. So, of course, because
the head flips here, I need to reverse which eyebrow gets raised at the point
the head switches. Then another blink
on the turn back. Then when she pops up to
lean against the wall, I'll close her eyes as
she goes into the dip. I'll just copy and paste the keys from one
of the old blinks. And then make them go extra
wide when she's at the top of the bounds and then relax
back when she settles. And I'll tilt the eyebrows
again on this pose. Y. Now, it looks like there's something weird
going on with the eye here. Since I haven't seen it before, it must be on the top
lid opening action. Here I can see
somehow the linewidth setting on this one point
got set super huge. So I'm just going to delete the linewidth keyframe
from the timeline here. That must have got
set by accident. Now it looks normal and our
expression should look right. During the pause here,
I'm going to make the eye squint and
focus a little. Since this is a close
up on the face, we don't want it to
be completely still. Then once she steps in, she's going to look
around the room. So I'm getting the
eyes and eyebrows to match the tilt of the head and the direction of the pupils. Then when she notices the globe, I'll switch the mouth to help give her a surprised expression. Then she's going
to transition from the surprised expression to a sort of suspicious expression. Then I'll switch the mouth
to the thinking pose I made. Now we're to the part where
she has a line of dialog, so I'll need to import
the audio for that. I'll go to File, Import, audio file and find the file. And you can see the waveform is represented behind
the keyframes here. But to position that sound, we'll switch to the
sequencer view. I can see the line is going to go past the current
end of the shot, so I'll extend the length
of the shot a little. Now, I just need to match
up the start of the line with where I want it to
start in the animation. Hmm. Well, well, well. What do we have here? Actually, I think that should
start a little sooner, so I'll just shift
the layer back. Hmm. Well, well, well. Okay, that's a good
place to start. Now I just need to
go through the line listening and switching the
mouth to the right position. I'm going to open the switch selection window
to help with that. In general, it's a
good idea to have the mouth position precede the sound that it makes
by a couple frames. Now, when I'm checking something really precise, like lip sync, I'm going to turn off all the background elements
to save on my CPU. I want to make sure we don't get any dropped frames when it tries to play
back the timeline. We need to see every
mouth position. Hmm. Well, well, well. What do we have here? I think the mouth
positions on Well Well Well are coming
just a hair too soon. So I'm going to select all those and then shift them
just a couple frames. Well, well, well.
What do we have here? Okay, that's matching
up pretty well. Now we can go into our
switches layer settings and on the switch tab, enable interpolate sub layers. Remember, we specifically set up the mouth so that
it's able to do this. And now it's transitioning from each pose to the next
instead of switching. That's going to make it
look a lot smoother. Then since we extended
the end of the scene, I'm going to do some
additional animation just so she continues to shift
and settle a little. We don't want her to be suddenly totally still except
for the mouth. Also, I can go
through and put in appropriate facial
expressions to go along with the line now. There's one last thing I missed. It's interpolating all
the mouth positions, including the ones we set
for the expression earlier. So to make sure she holds on the thinking position
for the h sound, I'm going to copy that
keyframe and paste it just before the rest of
the actual words start. Okay, the dialogue
should be good. Now let's check the whole scene. Hmm. Well, well, well. What do we have here? Cool. So that's the actual
animation finished. Next, we're going to
enhance our scene by adding some cool lighting
and particle effects. We'll do that in the next
video. I'll see you there.
38. 07 04 Effects: In this video, we're going to enhance the animation
we've done by adding some lighting effects to our character as she
moves through the scene. And we're also going to
make a particle effect that will make it rain
outside our windows. Let's start with the lighting. If we go to the layer
settings for the character, you can see there's a
layer shading option. By enabling this and
setting the settings right, Moho will try to automatically add shadows to your character. You can't see it on the stage, but if we come out
a little ways and Command R to render a preview, you can see Betsy
gets these shadows added along her edge that give
her a little more volume. However, that's not what we're going to be using
this effect for. We actually want to
do the opposite. So in the layer
settings, I'm going to reverse the direction
of the shadow, and I'm going to make
the shadow inverted. And I'll also just lower
the blur a little. Now when I do a render, we get light uptop instead
of dark underneath. In fact, I'm going to change the shading
color to be a little darker and make the offset bigger so there's
more light uptop. Cool. That looks good, but we're going to try to do
something more advanced and have the lighting change as
she goes past each window. I'll warn you that the way I came up to do this
is a bit of a hack, but the results will
be really cool. First, what I'm going
to do is right click the character layer and
pick reference layer. Now, this is a perfect replica of the character and
all her animation, except I'm going to change
the layer shading to come from the front and
set the offset to one, so it will hardly be noticeable and she'll almost be
entirely in shadow. This is for when she's between windows and not getting
any light from outside. You might notice on the stage, my reference version of Betsy looks super messed
up and distorted. That's just some fluke
of the stage preview. If I do a render, you can see she
looks totally fine. She's going to end up looking really bizarre on the stage, but the rendered version
is what we care about. Now, I'm going to make
another reference of Betsy giving us three
copies in total, and I'll change the shadow
settings on this one, so the light will be coming from top right and have a
really big offset. This is for when she's
standing at the entryway, and the light is coming
from the library. Now we're going to
use masks to control what version of Betsy is visible in what
part of the scene. So on a new vector layer, I'm going to draw
three big rectangles. Now I'm going to turn my
camera animation channels back on so that I can make sure these rectangles line
up correctly with the windows from the perspective of the camera as we
move through the shot. Then I'll make the rectangles filled and take off the strokes. And there's our first mask. And I'll put that layer in
a group with Betsy, too. Now to set the mask settings. We want the mask setting on
the group to reveal all, and we want the
window mask layer at the bottom and set to
subtract from mask. And, of course, we want Betsy herself set to mask this layer. Then if I render, you can see part of her is getting
the light from the window, and the rest of her is all dark. As a finishing
touch, we'll go to the layer settings for the mask layer and
give it some blur. Now there's not a harsh edge where she crosses the matline. Next, we need a mask to reveal the Betsy lit
from the library. So I'll make a new layer
and set up that mask. I want it sloped, and there's going to be a fairly
big blur on it, so I need it to cover
her quite a bit to create the right
transition as she approaches. And I'll put it in
a group with Betsy three called library
Light region, and the mask should
go at the bottom. Now, this time, we want
the mask set to hide all and the mask layer
set to add to mask, but keep invisible, and betsy
set to mask this layer. And then when we render, we can see on this
particular frame, her back half is lit by the window and her front is
getting lit from the library. Now, on the other
side of the cut, we need one more
Betsy reference. Then in sequence review, I'm going to set the visibility of the first three
betsys to end at the cut and this fourth copy to only become visible after the
cut, just for simplicity. And on this betsy, I'm just going to turn the
shadow effect off. But we still need
her back half in shadow to match up with
the end of the last hot. So this time, I'll
make a new layer and draw a shape on it that
will serve as our shadow. Then I'll position it
and make it vaguely follow the contours
of her head and body. And I'm going to
look at the shadow settings for one of our other Betsy's so I can find the
shadow color and copy it. Then I can make the shot
two entry shadow match. And I'll add a blur to
that layer as well. Now, this time, we're
actually going to use Betsy as the mask. So I'll put her and the
entryway shadow in a group together and set the
group masking to hide all and set the
entryway shadow to mask this layer and
Betsy to add to mask. And if we do a
render, there we go. That looks good. Then I'll set the entryway shadow layer to only become visible
after the cut. For the rest of this shot, she'll step out of the shadow
and just be in the light, and that's it for the shadows. Next, we're going
to make it rain outside with some
particle effects. First, we need a particle, so I'm just going to make a new layer and draw
a long raindrop. Then we'll make a new particle
group called rainfall. Then in the layer settings, open up the particle tab. Oops, I need to put our raindrop inside the particle group. Now out on the timeline, it's using the raindrop
as a particle, but it's not behaving like rain. Let's adjust the settings. First of all, let's set
the direction to down, and we don't want
any acceleration. They should already be
going at full speed. Then if I find where
they actually are, I can see they're offset from the center of the
particle layer a lot. So in the raindrop layer, I'll make sure to set the anchor point centered
on the raindrop. And now they're coming from the center of the particle system. Now, let's make the
source width super wide. This is the region that's going to be generating raindrops. We want it to cover the whole
range outside the window. We can also make it a
little taller, too. Now, it looks like
I've got the raindrop upside down for the direction
we want it to move. So I'll just go into that
layer and flip it around. Okay, now the rain
is pointed down. Then let's get our particle
system outside the windows. I'll orbit the camera
and then shift the particle group back so
it's behind the windows. I'm also going to increase the source depth of the
particle group so that our particles will spawn in the three D space with some closer or farther
away from the camera. Of course, I need to put
the actual rainfall layer behind the library model layer. And, of course, we want
to put the source of the rain up higher
than the windows. And now I think I need to scale the raindrop down a bunch. Looks like I definitely want
to increase the velocity, and I'm also going to increase the source depth even more. And I want to set the spread
for the direction to zero, so the drops are all falling
in the same direction. And let's do a render to check. It looks like the raindrops
are still too big, so I'll scale the
drop down again. Then I'm going to up the
velocity and lower the lifespan. The lifespan is how many frames a given particle exists for. Each drop only
needs to exist long enough to move past the
window where we can see it. So the faster it's going, the less its lifespan needs to be. This will let us
get by having to generate fewer total
particles in the system. Okay, now that's looking
more like how we want, but the range should
be a little denser, so let's up the particle
count. And let's check that. Yeah, that looks
like enough to me. And looking at it in motion, I think we could stand to
up the velocity some more. And there we go. That
rain looks good to me. Now, since I decided to use this three D model
as my background, I need to go in and deal with the color and lighting
on all of the surfaces. On the materials
tab for that layer, I need to go through each
of the materials for the different surfaces in the model and adjust the lighting. I want to reduce the banding
effect of the tune shading. In general, a good
way to do that is to decrease the intensity of the diffuse and specular lights and increase the
ambient intensity. Okay. Then the last thing is to replace the
sketch of our Globe. So I'm going to bring in
another three D model. Now I need to use the lighting tool to set the
direction for the light. And it's banding really bad. So if I go into the material
for the globe itself, I'm going to make sure to
up the bands to eight. Then I'm going to
up the ambience and lower the diffuse
and specular. But we don't want to lose
the shadows entirely, so I need to play
around and find the right diffuse and
specular settings. Okay, I think that's going
to work fine for this shot. Okay, now that we've
done all these effects, we want to see what they
look like in motion. Since we can't see them on
our timelines playback, we're going to need to
export our animation. We'll look at how to
export and animation in the next video.
I'll see you there.
39. 07 05 Exporting: So we've got the
animation all finished, but with all these
effects we're using, we can't really tell
how it looks until we do a full export
of the animation. We've been able to
render a single frame, but now we want to
see the full thing with all the effects in motion. To do that, we go
to the file menu. And first of all,
I want to point out this option
preview animation. This will render
things out basically the same way you see
them on the stage, but it will process every frame ahead of time and then
show them as a movie. So if your machine is
sluggish and you're having problems with the frame rate of your playback on the stage, this is a fast way to see what your animation looks
like at full speed. However, it still won't process all the styles and effects,
which is what we want to see. For that, we want to
choose export animation. Then we have options for how
to configure the export. We can specify the frame
range we want to export. Then we can choose
the output format. There are a couple video
formats or you can export a flash Swift
or a gift or an SVG, or you can do an image sequence. Now, if you need a very
high quality export of a shot to composite or
edit in another program, you might want to export
an image sequence or use one of the QuickTime
formats if you need sound. But if you're exporting your
final video out of Moho, we'll be fine just using
the MP four setting. Then down here, you
have render options. Most of these have to do with ways to make your
render go faster, which you might want to do
if you're in the middle of the animation process and just want to check on how the
scene is shaping up. You definitely want
multi threading enabled to make things faster if
your CPU supports it. You can render at half dimensions
or half the frame rate. Those will both make the
render twice as fast. You can disable effects on shapes like the grass
image texture on our ground or layer effects like the shadows
on the character, and you can reduce particles so there's less calculations
to be done with that. And you can turn off anti aliasing or extra
smoothing on images. All of those will
reduce some aspect of your quality but make the
rendering process a lot faster. The other thing you
might want to do is just render a particular
part of your scene. You could enable rendering
muted channels or not. So if this was off, any
animation channel you disable on the timeline will stay disabled
in your export. For example, if we were to mute the Zoom channel on our camera, it would give us a wideshot version of the whole animation. And on this drop down here, if you have any layer comps
set up in your scene, you can specify one,
and it will only render layers that are
part of that layer comp. Like here, I have layer comps
for each level of the set. This can be handy if you just want to get your elements out of Moho and composite them in after effects or another
editing program. Then you can specify
where you want to save your file and
the file name. And finally, down here
with this dropdown, you can save your
configuration of settings with a name so it will appear on
this menu and you can reuse. Now there is a slightly more advanced option
for exporting, and that is under
File Moho Exporter. Now, what this is is basically a queue for different
rendering jobs. You'll notice it
automatically added a render job for both of the Moho projects I
currently have open. You can also click Add and find another Moho project to add
an export job for that file. This way, if you have a
lot of content to export, you can set up all
your scenes to render, press Play to start the Queue, and leave and come back later. If you double click on a job, you can get the same settings
we were just looking at. Now, even if you don't have
multiple project files, there are other reasons
you might want to set up multiple export jobs. For example, I could
just duplicate this for our main scene and configure
the two exports differently. Like, for example, since we actually have two
shots in this project, I could change the frame
range on one job to just the first shot and the other job to the
rest of the timeline. Then that would give
me two separate files for the two shots if I wanted to edit them in a separate editor as
part of a larger video. Or if I wanted my
layer comps separate, I could make a job
to render each one. In fact, this button here
will automatically separate the current job into separate
ones for each layer comp. There's even a
column to show which layer comp each
job is rendering. But in this case, I'm
just going to export the whole scene as a single MP four video
with all the effects on. I'm going to make
sure the layer comp is set to the one
I made for all. Then we just press
play and let that run, which because of the complexity of our scene and
all the effects, it's going to take a long time. You can see the status for each job in the
column over here. Okay, that took a
long time to render, but we're finally
ready to check out our final scene. Hmm. Well, well, well.
What do we have here? Awesome. So that's
it. That concludes our animation process
and the course. I hope you're feeling
inspired to dig into Moho and do some
animation of your own. You can try using the
Betsy rig that comes with the course or use the features we've covered to rig a character of your own. Now that you're familiar
with the software, you might want to
check out one of Boop Animation's skills courses. Animation foundations
is your best option for learning or improving
your animation skills. You'll learn all
the principles and skills that go into great
character animation. If you want to go
back a step and learn how to visualize a
story for animation, check out storyboarding
foundations. You'll learn all the
filmmaking terminology and storyboarding techniques for planning out
shots that you can then animate in
software like Moho. If you want to go
even higher level, you can learn the entire
animation pipeline in making an animated movie. All 30 of these lessons come
free with every course, so you should
already have access. Check it out if you
haven't already. I think you're going
to love working in Moho and we can't wait
to see what you create. Share your creations
on social media with the hashtag made with Moho. Have fun and get animating.