Reaction Manager Issue


#1

Hi guys!
This is my first post so I´m sorry if I made this post in the wrong place!

I´m making a facial rigging using reaction manager combining morphs targets and bones. After I connect the master and their slaves everything works ok, but when I rearrange the UI which contains the control the slaves also moves.
I think this is happening because I applied the reaction with World Space Position.

Do you know how I fix this so I can rearrange the squares without any problerm?

Thanks for your help!!!


#2

Did you Freeze Transformed the master controls before including them in the RM? This is how I usually do it: first create the UI, then link the master controls to their “area” (a rectangle for eyes, another for mouth, etc) and then link those to the main UI control (another huge rectangle) Then I freeze transform my masters, add them position limits (if needed) and start with the RM.
I can move or scale that big main UI control and everything inside will work as usual, also the masters keep their limits.
Try it this way if you had another workflow, it never caused me problems.


#3

Thanks for ypur answer!!

Yes, I´ve Frozen the Transformations of the master and their UI rectangules and also the slaves. I made the workflow you mention just in case I did something wrong and didn´t realize it and it happened again; when I move or scale any master rectangule of the UI the slaves are affected! (with position and scale)

Did you use World Space Position as a Reaction? Or did you chose each channel? Is there a way to make it a “Local Space Position”?


#4

Hi, you caught me off guard. I actually never used the object itself (which will appear as world space position in the reaction manager, right?) in the reaction manager to link something. I always used each channel (if you refer to each axis or parameter to control/be controlled) So I never get the “World Space Position” line there, but the specific parameter I want the master to control on the slave.
Well that’s the way I was taught the first time I used the RM and how I have worked ever since, so I honestly don’t know what for would I choose the master object itself as the control. Maybe I am missing something? What does it do? I would recommend you to go linking each parameter you need, although it takes time, as I said that never has given me any problem. If you have long used the RM then I imagine you know how that thing works (pretty buggy in my opinion but that’s what we have), but if not mybe you can tell me what you wanna achieve with it? Maybe I can show you my workflow replicating what you wanna do to see if you can get rid of that problem doing it in another way.


#5

Thanks for your answer!

Its a little tricky what i try to do and difficult to explain. Sorry for my bad english!
I tried to upload an image to be clearer but i couldn´t! Sorry!

The idea is that inside the classic UI square I can do several things:

In the neutral position the mouth is closed.
On the upper left side, the mouth compresses on that direction.
On the upper right side the mouth compresses on that direction.
On the upper side in the middle both sides are compressed.

On the lower side in the middle the jaw opens, and on each side the jaw rotates to that side.

So, I can move the control inside the square, and the jaw copy that movement opening the mouth, compressing and rotating it to each side.

That is the idea but maybe you know another way to do it!

I couldn´t link them individually because RM doesn´t let you assign the same morph to differents axis positions (or maybe Im missing something).

I´ll try differents ways to do it anyway!

Thanks!


#6

Hi, what you try to do is actually what I have been doing all the time in the RM.
You create a State inside the RM, include all the morpher channels in one master control, so when the master control is in, say, X=85 Y=22 (upper left corner) then your morpher with the mouth in that direction goes to 100% and the rest of the morpher channels stay in 0%.
Then you move your master control in your UI to the next state you wanna create, and choose Create New State (or smth like that) so it will create another state with the new coordenates in X and Y, you just make your new morpher channel to 100% and set the rest channels to 0%. And you do that with the rest, as I said it takes time but it is the only way I know of.
Is that what you wanted to achieve? If it is, let me know so that I may make a small tut for you about what I just said, if you need of course.
Follow the way I told you before so that you can freely manipulate your main UI control and keep all the things inside intact.
Good luck!


#7

Thanks Arturo for all the help!

Yes! I got that workflow and what I trying to achieve is the following (I hope the image with a example shows!):

The control is in X= 0 and Y = 0. nothing happens (initial state)
The control is in X = 1 and Y = 1, only the morph “smile Left” goes to 100%
The control is in X= -1 and Y = 1, only the morph “Smile Right” goes to 100%
The control is in X= 0 and Y=1, “Smile Left” and “Smile Right” are both at 100%

the same to sad left and right but Y = -1

With World Space Position I can do it, but morphs targets applies when I move the UI because it uses World coordinates.
My issue is how I could combine both variables (X and Y Positions) in the master control and affects the same morphs targets in local coordinates.