![]() We didn't use it for 2D though, mostly for creating vfx elements imported to other 3D animation and compositing programs. I haven't personally used Blender in production but at another studio, some of my co-workers used it. ![]() (Well, admittledly, there are some limitations with rig Referencing but once I figured out what they were, updating usually went well for us.) Also, thanks to Moho's Referencing, if I have to improve a rig or fix a problem with it, the animators can get the update if they need it. And, unlike with FBF, animating retakes can be a breeze. The payoff is that, once the rigs are built, we can have several artist animating longer sequences and the animations get done amazingly quickly. Needless to say, these type of rigs take a longer to create than the 'cut-out' rigs we made for earlier shows. These rigs were created entirely within Moho using carefully plotted vector layers, a have 100+ Smart Bone Actions each. The 2D rigs created for Boss Baby are examples of that. Of coure, it's possible to get very sophisticated with Moho Pro rigs and create animations that look closer to frame-by-frame. Moho's IK, Bone Targets, Switch Layers, Smart Warp and Smart Bone Actions make it very easy to knock out quick 'one-off' scenes. In these cases, I can usually just layer bind imported PSD layers to the bones and I'm good to go. Some of the Puss in Boots, King Julien and Croods stuff are good examples. We also use After Effects, Animate, and Toon Boom Harmony for 2D animation, but for so-called 'cut-out' style, Moho Pro has been our go-to program for a couple of years now.įor simpler 'cut-out' puppets, Moho Pro is very easy to use. The team I'm on at DreamWorks Animation uses Moho Pro in some of our TV shows. In a nutshell, whatever gets the job done quickly and efficiently. This is necessary because different programs are better at certain tasks/styles than others. No hate here, we use a lot of different animation programs. Guyon wrote:This is not a hate comparison.
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