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All of the commands described here pertain to the active Sculpt object. If multiple Sculpt objects are selected, the top-most object in the Object Manager will be affected.
这里描述的所有命令都与活动 Sculpt 对象有关。如果选择了多个 Sculpt 对象,则对象管理器中最上面的对象将受到影响。
创建多边形复制
Creates a normal polygon copy (without a Sculpting tag) of the Sculpt object with its current subdivision level. This copy can, for example, be painted on using the tools in BodyPaint 3D.
创建当前细分级别的 Sculpt 对象的正常多边形副本(不带 Sculpting 标记)。例如,可以使用 BodyPaint 3D 中的工具绘制这个副本。
为每个级别创建多边形副本
See also Create Polygon Copy above. This command, however, a separate polygon object for each subdivision level. The polygon objects will be positioned evenly along the global X axis.
参见上面创建多边形复制。但是,这个命令为每个细分级别提供一个单独的多边形对象。多边形对象将沿全局 x 轴均匀定位。
The objects at their various levels of subdivision can be used for various purposes, e.g., for export to third-party applications.
这些对象在不同的细分层次上可以用于不同的目的,例如,导出到第三方应用程序。
从 LayerExtract 对象从 Mask 中提取对象
It can sometimes be useful to extract parts of a Sculpt object so they can be edited separately. Articles of clothing, for example, can be sculpted directly on a character and subsequently extracted for editing. Extraction can be done using one of the following commands:
有时提取 Sculpt 对象的某些部分,以便可以对它们进行单独编辑,这是非常有用的。例如,服装文章可以直接雕刻在人物身上,然后提取出来进行编辑。提取可以使用以下命令之一完成:
Both commands share following dialog window:
这两个命令共享以下对话框窗口:
门槛
The Threshold value (which works the same with masks) defines the size of the region to be extruded. For Layers, the subdivision for that Layer will be used; for masks, the degree of masking will be used (mask with gradients contains various shades of gray).
阈值(与面具一样)定义了要挤压的区域的大小。对于图层,将使用该图层的细分; 对于蒙版,将使用蒙版的程度(蒙版与梯度包含各种灰度阴影)。
When using a low Threshold value, only a minimal amount of strength must be applied to extrude these regions; a large Threshold value requires a correspondingly larger amount of strength. In short: The larger the value the smaller the extruded region will be.
当使用较低的阈值时,只需应用最小的强度就可以挤压这些区域; 较大的阈值相应地需要较大的强度。简而言之: 价值越大,受挤压的区域就越小。
If Real-time Preview is enabled, this function can be adjusted interactively.
如果启用了实时预览,则可以交互地调整此功能。
厚度/厚度步骤
The Thickness value defines the height of the extrusion. In the image above, the Wax brush was used to sculpt the area around the eye on a separate Layer. The result shown was achieved by applying the Extract From Layer command with a larger Thickness value. The Thickness Steps value subdivides the extruded surface along the extrusion (this is necessary if you want to create extruded shapes on the side surfaces). If Thickness is set to 0, only a one-sided, caps’ surface will be created.
厚度值定义了挤压的高度。在上面的图像中,蜡笔被用来在一个单独的图层上雕刻眼睛周围的区域。所显示的结果是实现了应用提取层命令与较大的厚度值。厚度步骤值沿挤压细分挤压表面(这是必要的,如果你想创造挤压形状的侧面)。如果厚度设置为0,只有一个单面,帽子的表面将创建。
预览/实时预览
If Real-time Preview is enabled, the first three changes can be seen in real-time in the Viewport. This can, however, take quite a bit longer if a very high subdivision is used. In this case, disable this option and click on the Preview button to make changes manually.
如果启用了实时预览,那么在 Viewport 可以实时地看到前三个变化。然而,如果使用非常高的细分,这可能会花费相当长的时间。在这种情况下,请禁用此选项并单击“预览”按钮手动进行更改。
使用 Falloff
This option is only designe for use with the Extract Object From Mask command. If you have a mask with gradients, enabling this option will create a soft extrusion instead of extruding perpendicular from the surface (option disabled).
此选项仅用于与“从掩码中提取对象”命令一起使用。如果你有一个具有梯度的蒙版,启用这个选项将会创建一个软挤压而不是从表面的垂直挤压(选项禁用)。
Use the drop-down menu to the right of this option to define how Cinema 4D determines the direction in which to extrude:
使用此选项右侧的下拉菜单来定义 Cinema 4D 如何确定挤压的方向:
添加 Sculpt 标签
If enabled, the new object will be assigned a Sculpt tag so you can continue to sculpt without interruption. The Sculpt tag will have a default subdivision value of 0.
如果启用,新对象将被分配一个 Sculpt 标记,以便您可以不间断地继续雕刻。Sculpt 标记的默认细分值为0。
造型摆造型
In addition to the new functionality for editing PoseMorph targets with Sculpt brushes, this function can be used to create a subdivided object with a PoseMorph tag from a Sculpt object.
除了使用 Sculpt 笔刷编辑 PoseMorph 目标的新功能之外,这个函数还可以用来创建一个来自 Sculpt 对象的 PoseMorph 标记的细分对象。
A separate PoseMorph target will be created from each Sculpt layer of the current subdivision.
一个单独的 PoseMorph 目标将从当前细分的每个雕刻层创建。
This function serves as a workflow assistant. All PoseMorph targets can be created directly within the Sculpt function and then edited as a PoseMorph object in a single step.
此函数充当工作流助理。所有 PoseMorph 目标都可以在 Sculpt 函数中直接创建,然后作为 PoseMorph 对象在一个步骤中进行编辑。
This function greatly reduces the number of steps that would otherwise be needed (i.e., creating copies in the PoseMorph tag)
此函数大大减少了否则需要的步骤数(即在 PoseMorph 标记中创建副本)