- Build in the crate
- 14.4
- Made by the team at
- Lostmarble LLC
- Menu languages offered
- Russian, English, German, Spanish, Chinese (Traditional), Chinese (Simplified), French, Japanese
- How you pay for it
- k'ed by CORE
- macOS it plays on
- macOS 10.15 or later
- CPU it runs on
- Apple Silicon, Intel 64-bit
Screenshots
You sit down with a tablet and start drawing a character – not frame by frame, but as a vector shape you can bend, twist and puppet later. That is the core of Moho Pro 14.4, a 2D animation app that has been around long enough to know what animators actually need.
For a newcomer, the first thing to try is the bone system. Draw a simple arm, add a few bones, and you get cut-out animation that feels alive without drawing every frame. Then open the built-in sequencer and start timing your shots. It is not a separate tool – it lives inside the same window, so you can switch between drawing, rigging and editing without jumping apps.
Moho also imports scenes from Poser, which lets you mix 3D backgrounds with 2D characters. And when you want to finish, you can export to video, image sequences or SWF. The current version adds glTF/GLB export, so your work can move straight into game engines like Unity or Blender.
It is worth checking the scripting side too – Moho supports Lua, and the newer builds use Lua 5.4.4. Even if you never write a line of code, the community scripts can automate repetitive tasks. Start with the basics, then let the tools pull you deeper.
building a walk cycle from scratch
Let me walk you through a typical session where you create a looping walk cycle. Start with a character drawn in Moho's vector layer – head, torso, two arms, two legs, all separate shapes. Switch to the bone tool and add a skeleton: a hip bone, a spine, then limbs with two or three bones each. Parent the feet under the shins, the shins under the thighs, and so on. Name every bone – it saves time later.
Now open the timeline panel and set it to 24 frames. On frame one, pose the character in the first step position: left leg forward, right leg back, arms opposite. Click the keyframe button. Move to frame 12, adjust the pose to the opposite step, and keyframe again. Moho interpolates the frames in between. Fine-tune the motion by adding extra keyframes at frames 6 and 18 for the mid-stride moments when both feet are on the ground. Set the timeline to loop and preview – you will see your character walking in place.
Export the sequence as a PNG image strip with transparency. Drop that into your game project or composite it over a moving background in your video editor. The whole process takes less time than drawing eight individual frames by hand.
a morning with moho pro
Friday morning, a freelance animation gig comes in: thirty seconds of a character explaining a product feature. No time for frame-by-frame. Open Moho and load a character rig you built last week – a vector puppet with a full bone structure and face controls for the mouth and eyebrows.
Drop the voiceover track onto the timeline. Spot the key words and mark them with labels. Then scrub through the dialogue and set mouth keyframes: closed for consonants, open for vowels. Moho's sequencer lets you see the waveform right there, so you can align the lip shapes without guessing. For the body, you use the same bone keyframes but more sparingly – small nods and hand gestures that match the natural rhythm of the voice.
Halfway through, the client emails a revised script. You shift two sections of the timeline and nudge the keyframes to match the new lines. The cut-out rig handles the change easily because you never redrew a single frame. By lunchtime you export an H.264 file, drop it into the delivery folder, and move on to the next project.
a game animator's real-world use
Carlos works in a small indie studio making a 2D platformer. He uses Moho Pro 14.4 to prototype character animations before they go into Godot. He draws a simple hero in Moho's vector layer, bones it, and records a few test movements: a jump, a slide, a double-jump. The new glTF/GLB export in version 14.4 lets him bring the animated rig directly into the engine as a 3D-capable file, where the developer hooks it to input triggers.
He also uses the physics simulation – mostly gravity and elasticity – to make the hero's cape and hair move during gameplay. He sets the density low, the gravity normal, and the elasticity around 0.6. The animation looks reactive without any manual tweaking. When the team needs a new enemy type, Carlos can reuse an existing bone structure, swap the vector shapes and adjust the physics sliders to give it a different weight and feel. The whole pipeline stays inside Moho until the export step, which keeps the asset pipeline simple.
- New glTF/GLB export for video game engines and 3D software.
- Updates and fixes to the particle system and layers.
- Scripting interface updated to Lua 5.4.4 in Moho 14.
- macOS 10.15 or later
- Intel or Apple Silicon
- 64-bit OS
- OpenGL 4.1 supported graphics card
- 2.0 GHz Intel Core i3 or higher
- 4 GB RAM or more
- 1.6 GB free hard drive space or more
- Online connection required for online activation
Kit check at a glance
| System | macOS 10.15 or later |
| Chip | Apple Silicon, Intel 64-bit |
| Download | 622 MB |
| Older pressings | 11 in the crate |
Chat from the booth
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