Spline
花键
In this menu you will fine a series of parametric spline Primitives (that can be made editable by pressing the
在这个菜单中,您将细化一系列参数化样条原语(可通过按 c 键进行编辑)与各种形状以及工具(如样条笔或草图工具) ,可用于自由创建或编辑样条。
样条基础
曲线
Splines are primarily a sequence of vertices, connected by lines, lying in 3D space. The shape of these connecting lines (straight or curved) defines the interpolation. Apart from the direct connection of the vertices with straight, rigid lines, there are other kinds of splines that use an interpolation method where the lines between the vertices are curved instead of straight. These splines have a soft leading edge without sharp corners.
样条基本上是一系列的顶点,通过线连接,位于三维空间。这些连接线(直线或曲线)的形状定义了插值。除了顶点之间直接连接的直线,刚性线,还有其他种类的样条使用插值方法,其中顶点之间的线是曲线而不是直线。这些花键有柔软的前缘,没有尖锐的角。
The spline itself is infinitely thin. A spline is not visible when rendered. The spline’s line has no three-dimensional depth, even though it occupies the 3D space. There are steps you need to take in order to make a Spline visible for rendering (You can render Splines using HAIR and Sketch and Toon functions). However, many complex 3D objects, among other things, can be constructed in seconds out of these curves by using them with Generator objects.
花键本身是无限细的。样条渲染时不可见。样条线没有三维深度,即使它占据了三维空间。为了使样条渲染可见,你需要采取一些步骤(你可以使用 HAIR、 Sketch 和 Toon 函数渲染样条)。然而,许多复杂的3D 对象,以及其他东西,可以通过使用 Generator 对象在几秒钟内构建出这些曲线。
After the spline is created it can be pulled along its depth in order to make tube-like objects. You can also rotate a spline around an axis to create objects that have rotational symmetry, such as wineglasses. Or you can construct a skin over several splines, with the finished object simulating the contours on a map. More of these spline-modeling capabilities are discussed in the Generator section.
创建样条后,可以沿着它的深度拉,以便使管状物体。你也可以用样条绕轴旋转来创建具有旋转对称的物体,比如酒杯。或者你可以在几个样条上构造一个皮肤,用完成的物体模拟地图上的轮廓。在 Generator 部分中将讨论更多的这些样条建模功能。
片段
A spline is made from several partial curves, or segments. For example, if you create some Text, you will see that only one object is created, even though you typed in several letters. The text object now consists of several outlines — one outline or more per letter.
样条曲线是由若干部分曲线或段组成的。例如,如果您创建一些 Text,您将看到只创建了一个对象,即使您输入了几个字母。文本对象现在由几个轮廓组成ーー每个字母有一个或多个轮廓。
For example, the word Test consists of four letters; that makes four separate segments. However, another, fifth, segment is also present — the inside of the e is a further spline segment. If this type of element is later extruded to form a 3D object, Cinema 4D will automatically punch out a hole that is the same size and shape of the internal segment of the e.
例如,Test 这个单词由四个字母组成,也就是四个独立的片段。然而,另一个第五段也出现了ーー e 的内部还有一段样条曲线。如果这种类型的元素稍后被挤压成3D 对象,Cinema 4D 将自动打出一个孔,这个孔的大小和形状与C4D的内部部分相同。
Holes are formed only if a spline lies completely inside another spline and both form closed curves. If two segments overlap in any way, no 3D object can be formed. If you nonetheless try, strange results are likely.
只有当一条样条完全位于另一条样条内部时,孔才会形成,而且两条样条都形成闭合曲线。如果两个片段以任何方式重叠,就不能形成任何3D 对象。如果你仍然尝试,奇怪的结果是可能的。
A spline object can be composed of any number of segments. However, all segments of a spline must have the same settings, e.g., they should be either all open or all closed and all have the same kind of interpolation. So, what is the advantage of a spline with many segments and many separate spline objects? Well, as long as the element is present as a complete, individual object, then all of its points can be modified and edited at the same time.
样条对象可以由任意数量的段组成。然而,样条的所有段都必须具有相同的设置,例如,它们要么全部打开,要么全部关闭,并且都具有相同类型的插值。那么,带有多段和多个独立样条对象的样条有什么优点呢?好吧,只要元素作为一个完整的单独的对象出现,那么它的所有点都可以同时修改和编辑。
Let’s return to the text example above. Before you convert the spline to a 3D object, you can bend it e.g., using deformer objects. The tool affects all vertices of all segments equally. Therefore the spline is deformed evenly, as a whole.
让我们回到上面的文本例子。在你将样条转换成3D 对象之前,你可以弯曲它,例如,使用变形对象。该工具对所有节点的所有顶点的影响相等。因此,花键作为一个整体是均匀变形的。
If we have nothing but individual, separate spline objects, then even simple deforming becomes very difficult, if not impossible. As you can see, splines are an extremely important part of Cinema 4D.
如果我们只有单独的,单独的样条对象,那么即使是简单的变形也变得非常困难,如果不是不可能的话。正如你所看到的,花键是Cinema 4d 中非常重要的一部分。
Do not confuse the 不要混淆Polygon 多边形 with the Spline object. Although both are essentially just empty containers, the former consists of polygon vertices only while the latter is made up of spline vertices (and splines). 使用样条对象。虽然两者本质上都只是空容器,但前者只包含多边形顶点,而后者是由样条顶点(和样条)组成For some operations, such as the aligning of objects along a spline (Arrange command) or the movement of objects along a given curve (Align To Spline tag), the direction of the spline (where it begins and ends) is important. For this reason, the spline is color-coded.
对于某些操作,例如对物体沿样条的对齐(Arrange 命令)或对物体沿给定曲线的移动(Align To Spline tag) ,样条的方向(从哪里开始和结束)很重要。由于这个原因,样条是用颜色编码的。
By default, from the first vertex, the starting point, and moving outwards, the curve is colored from white to blue (the end point). The colors of the start and end points can be changed within the preferences. The colors chosen are then changed, in a graduated fashion, between the two points. This colored display is visible only when the Points tool is active.
默认情况下,从第一个顶点开始,向外移动,曲线从白色到蓝色(终点)。开始点和结束点的颜色可以在首选项中更改。然后在两点之间以渐变的方式改变所选择的颜色。这种彩色显示只有在“点”工具处于活动状态时才可见。
花键甜椒
Cinema 4D gives you a generous number of predefined curves. Add to this the possibility to convert vector based artwork files from other programs (see Vectorizer) and to add graphic characters (see Text) and you have a large number of spline primitives at your fingertips.
C4D为你提供了大量的预定义曲线。此外,还可以从其他程序中转换基于矢量的图形文件(参见 Vectorizer)和添加图形字符(参见文本) ,这样就可以在指尖轻松获得大量的样条原语。
All of these spline primitives are parameterized. This means that a spline is created via mathematical formulas consisting of defined values. As a result, this mathematical formula initially has no properties to edit within the 3D viewport - only the formulas (that exist internally). It has no vertices to manipulate.
所有这些样条基元都是参数化的。这意味着样条曲线是通过由定义的值组成的数学公式创建的。因此,这个数学公式最初没有属性可以在3D 视图中编辑——只有公式(内部存在)。它没有可以操纵的顶点。
To adjust the vertices with the Spline Pen, for example, you must first make
the spline editable (Mesh / Conversion / Make Editable or by pressing the
例如,要使用样条笔调整顶点,必须首先使样条可编辑(Mesh/Conversion/Make Editable 或按 c)。但是,即使样条未经编辑,也可以将 transformation 对象应用到样条上。
You may change all the preset parameters of such an object — such as height and radius — at any time. Test the object’s various parameters in the Attribute Manager for a better understanding of what can be achieved. Start by changing the values one-by-one so that you can see what all is possible. Enter large values, then try smaller ones.
你可以在任何时候改变这样一个物体的所有预设参数,例如高度和半径。在 Attribute Manager 中测试对象的各种参数,以便更好地理解可以实现什么。首先逐个更改这些值,这样您就可以看到什么都是可能的。输入大值,然后尝试较小的值。
Some of the spline settings are present for each type of primitive. These common properties are described in this section. Properties that are specific to certain types of spline primitive are described later in this chapter, in the individual entries for the primitives.
每种类型的基元都有一些样条设置。这些公共属性在本节中进行了描述。特定于某些类型的样条基元的属性将在本章后面的基元的单独条目中进行描述。
电弧
圆圈
N 面
长方形
四面
齿轮
摆线
花
个人资料
明星
文字
方程式
样条对象