Coordinate Manager

坐标管理器

The Coordinate manager allows you to manipulate objects numerically. It displays information relating to the tool you are using. For example, if you are using the move tool, the position, size and rotation values of the selected element are shown. Once you have made changes to the values, apply the changes by clicking on Apply or pressing the Return key.

坐标管理器允许您以数字方式操作对象。它显示与您正在使用的工具有关的信息。例如,如果您正在使用移动工具,则显示所选元素的位置、大小和旋转值。一旦对值进行了更改,请单击“应用”或按“返回”键来应用更改。

The (local) object properties (本地)对象属性Scale 比例, Position 职位 and Rotation 旋转 can be changed and animated directly in the 可以改变和动画直接在Attribute Manager 属性管理器’s 是的Coord. tab (e.g.: 标签(例如:Example 例子).

You can use the drop-down list in the bottom left corner to determine how the values are interpreted.

您可以使用左下角的下拉列表来确定如何解释这些值。

3 modes are available:

有三种模式可供选择:

The drop-down list below the middle coordinates column specifies which object size is shown. Size shows the size of the object not including child objects. Size+, on the other hand, shows the size of the active object including all child objects. Scale shows the axis length for each axis of the object coordinate system — the default values are 1/1/1.

中间坐标列下方的下拉列表指定显示哪个对象的大小。Size 显示不包含子对象的对象的大小。另一方面,Size + 显示包含所有子对象的活动对象的大小。Scale 显示对象每个轴的坐标系长度ー默认值为1/1/1。

When an object is added as a child of a parent, the scale of the child’s axes are adjusted so that the child appears normal with respect to the world axes. For example, if the parent’s X:Y:Z axis scale is 4:1:1, then when an object is made a child of the parent, the scale of the child’s axes will be 0.25:1:1.

当一个对象作为父对象的子对象添加时,调整子对象轴的比例,使子对象相对于世界坐标轴显得正常。例如,如果父系的 x: y: z 轴的比例是4:1:1,那么当一个对象成为父系的子系时,子系的比例将是0.25:1:1。

The size or scale is also specified in world coordinates, although along the local axes. For example, if a cube with a side length of 100 lies askew in 3D space, it still has a size of 100 units in world coordinates.

大小或比例尺也用世界坐标指定,尽管沿着局部坐标轴。例如,如果一个边长为100的立方体在3D 空间中是斜躺着的,那么它在世界坐标系中的大小仍然是100个单位。

You can also enter relative values. Cinema 4D has a parser which enables you to include mathematical operators. For example, you can append +100 to an existing position value. The active element will then move 100 units relative to its initial position. Cinema 4D supports many other functions — see the Appendices for a complete list of valid operators, functions and constants.

您还可以输入相对值。Cinema 4D 有一个解析器,可以让你包含数学运算符。例如,您可以将 + 100附加到现有的位置值。然后,该有源元件将相对于其初始位置移动100个单位。Cinema 4D 支持许多其他函数ーー有效的操作符、函数和常数的完整列表见附录。

Some values must be entered as relative, such as for the rotation of points. This is because points do not have their own independent coordinate system, so Cinema 4D cannot keep track of previous rotations.

某些值必须作为相对值输入,例如对于点的旋转。这是因为点没有自己独立的坐标系,所以 Cinema 4D 不能跟踪以前的旋转。

Note that you may be changing the axes of child objects unintentionally when you change the axes of the parent. Try to avoid using world coordinates for animated rotation. Cinema 4D converts all world coordinates into local coordinates, which can lead to unexpected behavior if you do not use local coordinates in the first place.

请注意,在更改父对象的轴时,可能无意中更改了子对象的轴。尽量避免使用动画旋转世界坐标。C4D院将所有世界坐标转换成局部坐标,如果你不首先使用局部坐标,就会导致意想不到的行为。

UV Elements

紫外线元素

Selected UV points’ and polygons’ position, scale and rotation can be modified numerically. The position is always relative to the center (i.e., the center of gravity) of the selected elements in UV space. Values less than 0 and greater than 1 can also be used, whereby the (tiled) outer work space will then be used. Scaling and rotation (whose values will be set to 100% / 0° after the transformation) will also take place around the center of gravity.

选定的 UV 点’和多边形的位置,规模和旋转可以修改数字。位置总是相对于 UV 空间中选定元素的中心(即重心)。也可以使用小于0和大于1的值,这样就可以使用(平铺的)外部工作空间。缩放和旋转(其值在转换后将设置为100%/0 °)也将围绕重心进行。