MOHO Pro 14 Link Bones vs Bind Layer

Bind Layer and Link Bones are tools used in character rigging. In MOHO, Bind Layer binds a layer to a bone. Link Bones links a bone to a layer. Link and bind can be considered synonyms. So why have 2 tools for apparently the same thing? Because each tool is used for a different rigging method.

  • Link Bones is used in the Flexi-Binding Method.
  • Bind Layer is used in the Layer-Binding Method.
The location of the Link Bones and Bind Layer tools

If you prefer a video over text, I've produced a video tutorial on YouTube:

The Difference

Now, let's give an example of the difference between Bind Layer and Link Bones. Say you want to animate a hand so it goes from having its fingers extended to making a horn sign.

The objective of our animation tutorial

You can achieve the same thing with either method. The hands in both examples are identical. However, the Layer-Binding Method required each phalanx to be in a different layer. Whereas the Flexi-Bingin Method works with a finger per layer.

Layer-Binding Method Layers vs Flexi-Binding Method Layers

Layer-Binding Method

To set the Layer-Binding example...

  1. Go into each phalanx layer.
  2. Select the Bind Layer tool.
  3. Click the corresponding bone.

Note: When the bone is bound to the layer, you'll see it highlighted in red so long as you have the Bind Layer tool selected. If you need to unbind the bone, click on the canvas. You don't have to reselect the Bind Layer tool each time you change layers.

Once you're done binding each layer to a bone, you can simply manipulate the bones after frame 0 to change the hand into the horn sign. It'll look something like this:

The animation using the Bind Layer tool (Layer-Binding Method)

Flexi-Binding Method

But what if splitting your assets just isn't an option? Then using the Flexi-Binding method would be best. In this other example, things almost work if you just add the same set of bones and manipulate them after frame 0.

A weird-looking animation

But if you do that, then all the fingers seem to collapse and move along with the bones. This is because, by default, MOHO will use Flexi-Binding and apply the bone strength to all vector layers inside the bone layer group. How to instruct MOHO that you want the bones to only affect their respective fingers? This is what the Link Bones tool is for. If you go to each layer and link all the bones to their respective finger, the animation will play out correctly.

  1. Go into each finger layer.
  2. Select all the bones of a finger by clicking while holding down Shift on the keyboard.
  3. Click the Link Bones button.

Note: Using the Link Bones button is equivalent to clicking on Bone > Link Bones To Layer. CTRL + Shift + F is the shortcut (for Windows). On MacOS, the shortcut is most certainly CMD + Shift + F. If you want to unlink the bones, select the layer and click on Bone > Reset All Bones Rigging.

Correctly linking the bones to the layer results in the following animation:

The animation using the Link Bones tool (Flexi-Binding Method)

Use Cases

Both animations are slightly different. What tool is better depends on the requirements of your animation. But Layer-Binding and Flexi-Binding are not the only rigging methods. There's also Point-Binding. Let's list the pros and cons of each method.

Layer-Binding

Pros

  • You get more granular control

Cons

  • You need one asset per bone
  • You may work more

Flexi-Binding

Pros

  • Easy to work with

Cons

  • You may have to adjust the animation with Smart bone actions later on.
    Otherwise, the assets may bend in an undesired way.

Point-Binding

Pros

  • Useful when you can't or don't want to subdivide your vector assets.

Cons

  • You may have to adjust the animation with Smart bone actions.
The animation using the Bind Points tool (Point-Binding Method)

If you want a deeper dive into each rigging method, I highly recommend McCoy Buck's video series. He has a video for each method:

I just wanted to make this tutorial because I was very confused with the tools and wanted to learn and show the difference.

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