![]() But when I go with bitmap images, that doesn't mean I need to give up on vectors most of the 'bitmap' rigs I create in Moho are actually a hybrid blending of bitmap and vector techniques. (Later shows I've worked on like Boss Baby) are usually done with vectors drawn in Moho, but we still do a mixture of both-it all depends on the style we're going for in a given show.)īitmap images give me the most organic 'hand drawn' look possible in Moho. (In PS use the free Export Layers From Photoshop Fast plugin, and in Krita use Tools/Scripts/Export Layers.) This is how a lot of the early DWTV stuff I worked on like The Croods, King Julien, and Puss-in-Boots was done. When I need that hand drawn look in Moho, I prefer to work in a paint program like Procreate and/or Photoshop or Krita, and then export PNG layers to Moho. therfore I will always require lots of points. But the problem is that i really like to give my animations a very hand drawn look and not that clean, digital look most people want to achieve. Thanks for your advise! I will try bake2png, i did that before manually. If you can share some screen caps of what you're working one, we might be able to offer more specific advice. You will lose the ability to animate the points, like inside a Smart Bone Action and such, but if you really have that many points in the layer, point animation isn't going to be very efficient anyway.Īll these suggestions so far have be very general because we can only guess at what you're dealing with. If you really need the tiny detail or that certain 'organic' quality offered by using Freehand, one alternative technique is to convert the vector art into image layers using Hayasidist's Bake2PNG tool, and rigging those layers instead. When I do use Freehand, it's mainly for short FBF sequences, and occasional screen markups. IMO, the way get the most efficient and cleanly animation shapes in Moho is to use Add Points, Transform Points, and Magnet. TBH, I almost never use Freehand for character shapes that will be deformed with Bones. ![]() Generally speaking, you don't need a lot of points to get good linework in Moho, so if you've been using Freehand, I'd try cleaning up the work using Simplify and other point cleaning/reducing methods. Regarding the use of Freehand, yeah, that can quickly cause problems if you're drawing everything with it and you're not actively optimizing the drawings. There are many many other ways to optimize Moho's performance but these should get you started. (You can re-enable Physics and re-bake the keys when you want to change the animation.) Since the keys are baked, it may be unnecessary to keep re-calculating the animation. Live physics calculations can bog down a system, so disable physics after you're done with the calculations. This is a case where the GPU should speed things up but it still has its limits.ģ. Use suitably lower res or cropped copies of images wherever you can. Make sure you're not using too many excessively large bitmaps. Once deleted, the project should speed up significantly.Ģ. Use Synthsin75's Delete Negative Keyframes script to find them and delete them. This random problem is thankfully rare but when it does happen, it can create a serious drag on interaction and animation. ![]() When I do run into performance issues with the program, these are the things I check.ġ. If you're seeing poor performance on a speedy machine, the problem might lie in a possible keyframing bug, or inefficient setups and/or assets. However, as far as general performance goes, Anime Studio/Moho has been very responsive for me most of the time, and I've used it with some very 'low-powered' computers in the past. The easiest way to see is to work with it disabled and enabled and see which one works better for your current project.Īlso, Anime Studio/Moho doesn't use the GPU at all for final rendering. FWIW, I almost always leave GPU Acceleration disabled because masking usually looked better with it disabled, and I only enable it for those situations where I know it can improve my preview and/or speed up performance. Anime Studio 11 (or even the current Moho) doesn't take great advantage of the GPU except in a few specific situations.
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