Bind
捆绑
Provides you with the fastest way to prepare a character for animation. To use Bind, select your character's mesh in the Object Manager and the joints you want to use to animate it, then choose this command. A skin object is added to the mesh as a child and a Weight tag is added with all the joint objects entered into the tag.
为您提供准备动画角色的最快方法。使用绑定,选择你的角色的网格在对象管理器和关节你想使用动画它,然后选择这个命令。将一个皮肤对象作为子对象添加到网格中,并将 Weight 标记与所有进入标记的关节对象一起添加到标记中。
The character is weighted automatically by default so that you can instantly animate simple characters the moment the IK chain has been created.
默认情况下,角色会自动加权,这样你就可以在 IK 链被创建的那一刻即刻动画简单的角色。
Simultaneously pressing the Ctrl-key while executing this command will exclude all objects except Joints and only Joints that can be auto weighted be default, thus keeping the list more concise. Pressing Ctrl+shift will include all Joints, even those that can’t be auto weighted by default.
在执行这个命令时同时按下 ctrl 键会排除除了关节以外的所有对象,默认情况下只有可以自动加权的关节,从而使列表更简洁。按 Ctrl + shift 将包括所有关节,甚至那些不能自动加权默认。
Tip: 提示:绑定选项
By clicking on the options icon next to the command, parameters/options will be made available for the Auto Weighting needed during binding.
通过点击命令旁边的选项图标,参数/选项将在绑定过程中为所需的自动加权提供。
The description of all settings can be found under Auto-Weighting (ignor the Bind Pose option) - you will bind in the initial pose anyway). This works the same way.
所有设置的描述可以在 Auto-Weighting (ignor 的 Bind Pose 选项)下找到——无论如何你都要绑定初始的姿势。这是同样的道理。