What Makes a GOOD Head Rig in Moho Pro? (My way) |Eye Rigging with Position Control Bone Constraints
Banapedia
0:00 / 0:00
What Makes a GOOD Head Rig in Moho Pro? (My way) |Eye Rigging with Position Control Bone Constraints
34 просмотра · 6 часов назад
Banapedia
1,89 тыс. подписчиков
34 просмотра · 6 часов назад
In this third episode of
What Makes a GOOD Head Rig in Moho Pro? (My Approach),
we continue developing our character head rig by exploring **Position Control Bone Constraints for Eye Rigging**.
In the previous episodes, we designed the character's head from scratch, then added bones and bound them to the appropriate layers. Now, it's time to make our rig more practical and easier to animate!
👁️ *In this tutorial, you'll learn how to:*
Prepare separate bones for the left and right pupils.
Create a master control bone called `Eye_Target`.
Understand why the pupil bones initially move independently of the target.
Use Bone Constraints to establish Position Control relationships.
Assign `Eye_Target` as the controlling bone for both pupils.
Test and refine the eye rig to achieve coordinated eye movement.
The goal is to build a more efficient and animator-friendly rig without unnecessarily complicating the character's structure.
This is my personal approach to building a good head rig in Moho Pro. Follow along as we develop the rig step by step.
🎬 *WATCH THE SERIES*
Episode 1: Designing the Head
Episode 2: Adding Bones and Binding to Layers
Episode 3: Position Control Bone Constraints for Eye Rigging
If you're learning **Moho Pro, 2D character rigging, bone constraints, or facial animation**, this tutorial is for you!
💬 **QUESTION OF THE DAY: ** How do you control pupils in your Moho rigs—individual pupil bones, a master eye target, or another method? Share your approach in the comments!
👍 If you find this tutorial helpful, like the video, subscribe to Banapedia, and turn on notifications for more animation and rigging tutorials.
#MohoPro #MohoRigging #CharacterRigging