Toon Files - Courses and Files for Animators/Rigging and Animating Vectors in Moho Pro

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Rigging and Animating Vectors in Moho Pro

Animate a vector based character using Moho's bone and animation tools

Rig Characters Made in Moho

This course comes with a ready to go vector based character. You can use your own designs to follow along, too!

Create Dials for Facial Features and Actions

Bones can go further than body rigging. You will learn how to create dials that control eye blinks, emotions, head turns and other actions. 

Rig Using Bones and Meshes

With Moho's bone and mesh systems, you have a powerful animation combination. Beginner and Advanced techniques are covered.

Use Targets and Physics for Robust Motions

Moho's target bones allow you to stick feet and other body parts to areas of choice while physics emulate danging based on character movement.

Learn How to Test Your Rig with Animation

Once we rig the character we will create a short jumping animation to ensure everything is working as intended.

Contents

Downloadable Source Files

All files used throughout this course for your reference.
Rigging_Animating_Vectors_Moho_Files.zip

Introduction

Learn what this course is all about!
What You Will Learn in this Course
Preview

Prepare Your Character for Rigging

We will begin by overviewing the character design, drawing out the bones needed to animate and label the new bones for organization.
Overview of Character Design
Preview
Separating Hair Strands from Main Hair Layer
Preview
Drawing the Bones
Preview
Labeling the Bones
Preview

Binding Bones to Character

By using Layer and Point Binding, we can attached our character layers to the bones.
Layer Binding to Bones
Preview
Connecting Arms with Point Binding
Connecting Legs with Point Binding
Connecting the Coat with Point Binding
Binding the Shirt
Binding the Hair

Correcting Body Movements

Even though everything has been bound, we still have glitches and unsightly anomalies cropping up with each movement. We will be using Smart Bones to correct most of this.
Anchoring with Target Bones
Preview
Constraining Bone Rotations
Preview
Correcting First Front Arm Bend with Smart Bone Actions
Correcting Second Front Arm Bend with Smart Bone Actions
Correcting Back Arm Bends with Smart Actions
Correcting Legs with Smart Bone Actions
Adjusting for Bottom Torso Bends with Smart Bone Actions
Adjusting for Top Torso Bends with Smart Bone Actions
Finishing Corrections on Torso Bends
Correcting Leg Pop in on Pelvis

Adding Face Controls

This video is all about adding controls to the face. This includes: blinks, eyebrows and the mouth.
Adding Smart Pin Bone for Pupils
Controlling Eyebrows with a Smart Bone
Creating Blink Smart Bone
Building an Interpolated Mouth
Preview

Creating Head Movements

Moving further with face controls, we can create Smart Actions for head turns. Here we will be doing this for left, right, up and down tilts.
Triangulating a Mesh and Linking Layers
Creating Left Head Turn with Smart Dial
Creating Right Head Turn with Smart Dial
Adding Upward Head Tilts
Adding Downward Head Tilts
Polishing Mesh Actions
Animating Mouth and Hair Strands for Head Tilts
Animating Ponytail for Head Tilts

Polishing the Rig

This section is all about polishing any remaining areas that need more work.
Correcting Bone Connection Issues
Cleaning Up Misplaced Bone Keyframes
Adding in Bone Dynamics and IK Stretching
Creating Switches for Hands

Creating a Test Animation

With the rig now polished and ready, we can jump in and create an animation to test everything out.
Laying Out Canvas and Character Starting Position
Laying Out First Phase of Jump Animation
Lip Syncing Dialogue
Animating Body to Dialogue
Implementing Blinks, Eyebrow Movements and Head Tilts

Wrapping Up

In this final section we will tie up the course by exporting and sharing final thoughts
Exporting Your Animation
Preview
Final Thoughts
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