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Not specifically a character tool but critical if you do large projects with many characters, and especially if you use Layer Comps. The mesh generation process itself is far much more customizable than in AE (or other 2D animation programs I use for that matter.) Also, if you've ever ran into problems with low-poly segments in 10 and 11, that's no longer an issue in 12 because you can make the mesh as smooth and detailed and you like now. I used to rely on AE's Liquify and Puppet for this kind of effect and animation, but Moho 12 lets you do it directly in the rig. It's also much faster than it was in version 10 (which actually saw a great performance hit compared to 9.5, but became faster again during the 11 cycle.) I use it in bones for hair, feathers and accessories, and sometimes to simulate cloth motion. In fact, I'm beginning to rely on Freehand more often these days for art creation in Moho.
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FBF and Freehand can still use improvements but these tools have come a long ways since version 10. In 11, I used FBF mainly for fx animations like water, lava, wind, etc., but with 12 I'm starting to use it for certain character elements like hair and cloth. FBF was introduced in 11 but with the big improvements to 12's Freehand tool, FBF is much more useful now. Now we have the option to have IK ignore 'accessory' bones.finally!įrame By Frame and drawing tools.
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Sometimes I will even use Sketch Bones to pose a character's arms and spine/neck and get nice 'gestural' poses. Any fluid bone chain movements animated with this tool just look better too, more organic. At my workplace, we animate a lot of characters with long tails so this tool has become a favorite and an incredible timesaver. From version 11, this tool allows you to draw bone chains and animate them using a stylus. If you're coming from version 10 there a many significant improvements when you move to 12, and many improvements carried over from 11.
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