Creating Reactions in a Hand
Introducing the Reaction Manager
Animating Crowds
Refining the Reactions
Now that you have defined the basic reactions
that uniformly curl and uncurl the fingers and thumb, you can use
Reaction Manager to add some subtlety to the finger movement.
Set
up the lesson:
Adjust
the finger curling:
Real finger joints don't rotate uniformly; to
simulate that movement you will adjust the reaction curves on a
bone-by-bone basis.
- On
the Reaction Manager dialog in the Reactions list, choose BN_Pointer01 /
Y Rotation.
A single curve appears in the graph section
of the Reaction Manager dialog, representing the reaction states
for this Reaction controller. You will edit this curve to add some
variety to the movement of the different joints.
- Click
one endpoint of the curve to select it, and then CTRL+click the
other endpoint so that both are selected. Right-click either endpoint
and then choose Bezier-Corner from the menu.
- Adjust
the handles of the curves, so that the curve eases into the endpoints,
as shown in the following illustration.
- Right-click
the middle point, which represents the original state, and then choose
Bezier-Smooth from the menu. Adjust the handles so that the curve
flows smoothly through the point, as shown in the following illustration.
TipYou
can also drag the point within the graph to further refine the curve.
Next, you 'll adjust the other fingers.
- In
Reaction Manager > Reactions list, click BN_pointer02 / Y Rotation and then
CTRL+click BN_pointer03 / Y Rotation so that
both are highlighted. Adjust the curves in the graph so that each
has its own distinctive shape.
- In
the Perspective viewport, select the CNT_HAND object
and move the Pointer slider back and forth. Compare the way the
bones curl when moving the Pointer slider to the way the bones curl
when moving the Middle slider. This slight variation in speed between
fingers adds a subtle bit of realism that keeps your animation from
looking too mechanical.
Repeat the steps in this procedure for the remaining
fingers.
TipTo
select multiple endpoints or midpoints, drag a region over all of
them in the graph.
Set
up the splay:
In this procedure, you'll define one more reaction
controller: the Splay attribute.
- Open
the file hand_reactions04.max from your \tutorials\reaction_manager directory,
or continue from the previous section.
-
On the
Reaction Manager dialog, click the Add Master button. Select the CNT_HAND object
in the viewport, and choose Modified Object > Attribute Holder
> Custom_Attributes > Hand Splay from the menu.
- Press H to
display the Select From Scene dialog. Highlight the hand’s base joints
(BN_Thumb01, BN_Pointer01, BN_Middle01, BN_Ring01,
and BN_Pinky01) in the list, then
click OK to select them as a group.
-
On the
Reaction Manager dialog, with the bones still selected, click the
Add Selected button. Navigate the menus to choose Transform >
Rotation > Z Rotation.
-
Click
the Create Mode button to turn it on.
- Select CNT_HAND in
the viewport. On the Modify panel > Attribute Holder modifier
> Custom Attributes rollout, drag the Hand Splay slider all the way
to the right.
- Rotate
each finger's base joint around its local Z axis so that the fingers
are spread out, as shown in the following illustration.
Warning
Make
sure the Reference Coordinate System is set to Local.
-
On the
Reaction Manager dialog, click the Create State button.
- Select CNT_HAND in
the viewport, and drag the Hand Splay slider all the way to the
left.
- Rotate
each finger's base joint around its local Z axis so that the fingers
are close together.
-
On the
Reaction Manager dialog, click the Create State button.
-
Click
the Create Mode button to turn it off.
You've now captured the movement of individual
digits on the hand, making it easy to animate the motion of the
fingers and thumb. Try selecting CNT_HAND and
sliding each of the sliders to see their effect, and how they work
with each other. Compare your results to those in the finished file hand_reactions05.max.
Experiment with keyframing the locations of
the sliders to create different finger animations.
Summary
In this tutorial, you have learned how to use
Reaction Manager to establish master-slave relationships between
controllers and parameters, how to define reaction states, and how
to fine-tune reaction states to simulate realistic movement.