

Just play with it and have fun! Couple of things to REMEMBER, you need to have bone strength turned on for a rigged character to have physics applied to it. But if you looking for a fun easy way to automatically generate a character falling or have an object to explode, physics is the way to go! In this Moho tutorial we are going to align our bones using the Transform Bone tool and go over in more detail how your rig works by talking about Bone and IK chains.

Sometimes they look great and sometimes they can be a twitchy mess. This tutorial is easy to use but the results can vary widely due to the fact that physics animations just do what they want but that's the fun part! Playing with just a couple of settings can really change the outcome of your animations in just seconds. You need to have the pro version of Anime Studio pro (at least version 9 I think) or MOHO 12 pro in order to use the built in physic engine. I was expecting this to be much more complicated but if you bookmark this tutorial you'll get back up to speed in no time when you decide you need this feature.This is another physics-based tutorial in which you learn how to add physics to your character inside of an animation. The Advanced Physics tutorial shows that it is actually, surprisingly easy to set up physics based animations in Moho by adjusting a few settings on the various objects that you want to be affected by physics properties. Another tutorial that you'll want to remember as these are features you may use a lot.Īll of the animation in this clip was created You can also use Smart Bones as control levers to animate facial expressions, face rotations or even entire body turns The best part is they are extremely easy. The title is fairly self explanatory and shows how you can easily add each of these effects to your animation through changing a simple setting on the appropriate key frame in the timeline. With the Bounce, Stagger and Elastic tutorial we're finally starting to get back into the more visually cool stuff that Moho can do. After watching the short tutorial on Editable Motion Graphs I have a better understanding that the graphs represent animation paths of your characters and objects but I don't understand why you'd edit the paths in the timeline rather than in the stage window? Ease of access I guess?

Despite watching so many tutorials that have made mention of Moho's motion graphs I really don't understand their purpose.
