Changes made in Photoshop instantly appear in the imported file in Anime Studio, allowing you to continually refine your Photoshop document.
Import your existing Photoshop files with all layers intact. Ideal uses for bone constraints include robotic arms or feet on characters that maintain constraints when the rest of the leg is moving. The independent angle constraint allows a bone to maintain its global angle similar to a camera crane and is not affected by inverse kinematics or its bone parents. The new bone constraints feature will include rigging options that will help set up characters that are more complex and powerful. Several major enhancements have been made to Moho's bone features. FBX, the adaptable file format for 3D animation from Autodesk®, is the most common method for integrating animated 2D and 3D assets in Unity. Unity™ game developers and users will now be able to use FBX support of animated 2D content in Moho Pro, eliminating the need to create rigid sprites for game development and providing the ability to get the exact look and feel that they want. Group a set of points and use the Smart Bones control levers to create 3D looking motion that you can easily repeat with the turn of a dial. Smart Bones is an incredible feature that reduces or entirely removes distortion around your character's joints - specifically around knees and elbows.
With an intuitive interface and robust features such Smart Bones™, Smart Warp, Bezier handles optimized for animation, frame-by-frame tools, a professional Timeline, physics, motion tracking, motion graphs, 64-bit architecture and much more, It delivers advanced animation tools to speed up your workflow and combines cutting-edge features with powerful technology for the most unique animation program for digital artists. Moho Pro is perfect for professionals looking for a more efficient alternative to traditional animation. Moho (formerly Anime Studio Pro) offers the most powerful 2D rigging system of the market and mix it with traditional animation tools, allowing to get professional results easier and faster. Personally, I'd rather do it by hand and have Lost Marble continue to focus on improving Moho along those lines, but that' just my 2 cents.Everything you need to make amazing, professional animation. If you think doing it by hand is the way to go, then there's no real reason you can't do it now (if only being a little tedious). After that it should be relatively simple to manipulate that information into joint constraints (and I stress relatively, as it's beyond my programming abilities, but is probably pretty basic math of joint positions).Īs I understand moho, since bones in Moho only work in 2d space (or 2d plane more specifically), you'd most likely be limited to profile motion capture and not true 3d motion capture. The real technical and monetary question being, where do you get the track data from and how do you use it, most packages that offer tracking aren't cheap (unless you want to do it by hand). Imagine being able to use track data to constrain joint position to. I'm getting pretty comfortable with Lua and it's API into Moho, so if you want to write something to output motion data, I'll write an importer in a second. If the file format could give angles for each joint down the IK chain based on the main parent bone, and relative bone length between joints, we can get that into moho easy. But because Moho is 2d, the relationships between joints has to be dealt with by using a combination of bone rotation and bone scaling.
It seems some sort of standardized skeleton structure is needed to assign the data to. But if you think you can write something that will output something (make up a file format, as long as it's plaintext) that can be interpreted by Moho, getting the info in is not a problem. My biggest problem (I'm a bit of the opposite, I'm not as strong in the programming department) was that most motion capture formats are 3D, and I've been avoiding making an importer because all those transformations to make it usable in Moho make my head spin. I've written stuff to import and export Moho camera data. The Lua interface gives you easy access to pretty much anything you'd like to change in Moho. But that's not really all that necessary. moho file format, although I've found most of it isn't all that hard to figure out. There aren't really any docs specifically on the. There are a few scattered threads, maybe do a search under motion capture. Myself, I've been wondering about it for some time (well before Moho 5 came out). A few of us have discussed the possibilities.