

I learned a long time ago that combining the strengths of multiple programs is usually the best way to go, so I recommend also learning a good compositing program, like After Effects or Fusion. I think Animate's freehand drawing and FBF tools are better than Moho's, but Moho rigging and puppet animation tools are far superior, and it's 'click-and-drag' drawing tools are very precise for creating deforming character art. Animate is a pretty good program (it's one of many we use at my workplace,) but it's very different from Moho. The best way to see what I mean is to actually experiment with the tools for a reasonable time and see which workflow works best for you.īut, if you feel it's better to stay with Animate, that's fine too. Then you can use Moho's custom mesh warping tools to deform the artwork, which for many items you will animate in Moho is nearly as flexible as using vector art directly. That or you can convert the Ai artwork to an image format. But if you're drawing your characters in Ai, bear in mind that the path construction will not be nearly as optimal for deforming as vector artwork specifically designed for that purpose from within Moho. If you're intention is to use Ai to create scalable backgrounds and props that you don't intend to deform with a complex bone rig, that's fine. When I started using Moho years ago, my initial impulse was to use Ai to draw with and Moho to animate, but this actually imposes many limitations for character art. A search in these forums should turn up examples and useful tips. I think many users find SVG paths are more accurately translated, but note that not all features of Ai are supported. As Maestral points out, you'll need to export to Adobe Illustrator's v8 format, or as some users prefer SVG.
