Tips and Tricks
技巧和窍门
Interaction between Dynamics and Cloner Objects / Effectors
动力学与 Cloner 对象/效果器的相互作用
The workflow is generally as follows:
工作流程一般如下:
原语
Clones that are made up of Primitives and are affected by Dynamics should not be made editable unless
absolutely necessary. The internal collision algorithms that are used will automatically be optimized when
used on spheres or cubes. Primitives that have been made editable should be defined as a
克隆是由原语组成,并受动态影响,除非绝对必要,否则不应该进行编辑。内部碰撞算法,所使用的将自动优化时,球或立方体使用。可编辑的原语应该在碰撞菜单的 Shapeparameter 中定义为 Box 或椭圆形。
堆叠
How can objects be stacked in order to create an initial state from which the objects can be made to collapse?
如何将对象堆叠起来以创建一个初始状态,从而使对象可以从中折叠?
Simply stack the Clones flush on top of each other - with no gaps between them. If you want to eliminate a
moving of the Clones or a damping effect between them when the animation starts, increase the Steps per Frame
value (
简单的堆叠克隆对彼此的顶部-没有间隙之间的差距。如果你想在动画开始时消除克隆的移动或者它们之间的阻尼效果,增加每帧的步数值(参数 | 动态通用)。
Alternatively you can first activate the Dynamics effect when an object collides with the stack (TriggerOn Collision). The stack will be at complete rest until the moment of impact, upon which Dynamics will take effect.
或者,您可以在对象与堆栈碰撞时首先激活 Dynamics 效果(TriggerOn Collision)。堆栈将处于完全的静止状态,直到撞击的那一刻,在那一刻动力学将生效。
If you want to try your hand and exploding a stack of Clones you can take advantage of a special feature of the Bullet engine: if the Clones overlap when the animation is started they will fly apart with more force. The more they overlap, the greater the force with which they will fly apart.
如果你想尝试一下打爆一堆克隆人,你可以利用子弹引擎的一个特殊功能: 如果动画开始时克隆人重叠,他们会以更大的力量飞散。它们重叠得越多,分离的力量就越大。
派对结束了
Let’s say you create an animation in which you pour a large number of Clones into a box. After you render the scene you notice that the Clones still have not completely come to rest, even ten seconds into the animation. There are several ways to keep these Clones quiet:
假设您创建了一个动画,其中您将大量的克隆体倒入一个盒子中。在你渲染完场景之后,你会发现克隆人仍然没有完全停止,甚至在动画开始十秒钟之后。有几种方法可以让这些克隆人保持安静:
Generally speaking, Damping are well-suited for bringing dynamic movements to a rest. For Soft Bodies, damping can even be defined precisely at vertex level.
一般来说,减震器非常适合于使动态运动得到休息。对于软体来说,阻尼甚至可以精确地定义在顶点水平。
Different Simulations Using the Same Parameters
使用相同参数的不同模拟
Physical simulations tend to deliver different results if even the slightest "environmental" factor is altered. A different operating system, processor or Cinema 4D version, a different FPS value in the Project Settings, a further object included in the simulation (does not even have to take part in the collisions), an approaching thunderstorm (well, maybe not the thunderstorm … ) can all lead to entirely different results. There is a solution, though, with which a single simulation process can be set for eternity (this is also very advisable when using Team Render): a simulation can be baked using the Dynamics Cache Functionality. Then it will be set for life.
物理模拟往往会产生不同的结果,即使是最轻微的“环境”因素被改变。一个不同的操作系统,处理器或者 Cinema 4D 版本,项目设置中不同的 FPS 值,模拟中包含的另一个物体(甚至不需要参与碰撞) ,一个即将到来的雷暴(好吧,也许不是雷暴...)都会导致完全不同的结果。不过,有一个解决方案,可以永久地设置单个模拟过程(这在使用 Team Render 时也是非常明智的) : 可以使用 Dynamics Cache 功能烘焙模拟。然后它将被设置为生活。
动态和优先事项
Internally, the MoGraph Dynamics’ Priority is fixed to Generators/400. Normally, this is a value that you will not have to change. If, for example, Dynamics should affect other areas (e.g., HAIR) the priorities will have to be modified (i.e. those for HAIR):
在内部,MoGraph 动态的优先级固定在生成器/400上。通常,这是一个您不必更改的值。如果,例如,动态应该影响其他领域(例如,毛发)的优先权将必须修改(例如,毛发) :
- If the Dynamics priority is greater than 0 and less than 400 the data will be output as if Dynamics had no effect at all (i.e. the Clone object or Effector effect only).
- 如果动态优先级大于0,小于400,数据将被输出,就好像动态没有任何影响一样(即克隆物体或效果器效果)。
- If the priority is greater than 400 the Dynamics data of the current animation frame will be output.
- 如果优先级大于400,将输出当前动画帧的动态数据。