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  • SPINE vs MOHO 12

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I am not particularly interested in creating animation for games, just things like motion comics. I don't know if Spine simply uses better looking assets, or if it's more capable than MOHO 12. Can Spine create complete animations, with the paradigm of "scenes" rather than game characters?

Thank You!


Or would I be getting in over my head with Spine, with a lot of features which I wouldn't use?

Please keep in mind that I'm not a professional animator, so you should take my opinion with a grain of salt.

That being said... please, by all means, use MOHO for making full-screen animated scenes if you're simply going to export them to video.

Don't get me wrong: Spine is an awesome software for animation in games and it has a lot of runtimes for the specific purpose of making your life easier when implementing those animations in development. MOHO, in the other hand, doesn't have something you could actually call a 'runtime' and can only export in FBX format for games, which doesn't capture all the GREAT things you can do in the editor. The only thing that comes to my mind that MOHO lacks is good Free Form Deformation. But you probably won't miss it much with the rest of things it has. Vector graphics editing included btw. :p

There are specific features of MOHO that I really would love to have in Spine (built in physics, layer masking, smart bones...), but is a useless software for animating in games, because Smith Micro doesn't give a damn about the game development industry.

In fact, this seems to be typical... Creature, which is another skeleton based animation software has stellar features like integrated MoCap (I'd KILL for that in Spine)... but its FFD is simply laughable, which is an absolute must have for me.

No software is perfect, it seems.