Object Menu

对象菜单

Restore Selection

恢复所选内容

If you have created selections for point, edge or polygon selection using the Set Selection command, you will find these selections listed here. You can restore a selection by choosing its name from this list.

如果您已经使用 Set Selection 命令为点、边或多边形选择创建了选择,您将在这里找到列出的这些选择。可以通过从列表中选择选定内容的名称来恢复该内容。

You can also select this command, as well as others, on the Attribute Manager’s tag page provided that the Selection tag is selected.

如果选择了 Selection 标记,还可以在 Attribute Manager 的标记页面上选择此命令以及其他命令。

You can also set the following properties on the Basic Properties page of the 属性的“基本属性”页上设置以下属性Attribute Manager 属性管理器.

The items in this menu control the viewport and render visibility for the selected object. Alternatively, you can change the visibility using the visibility dots in the middle column of the Object Manager:

此菜单中的项控制所选对象的视区和呈现可见性。或者,你也可以使用对象管理器中间列的可见性点来改变可见性:

Both dots are grey by default. The upper dot controls viewport visibility, the lower dot render visibility. Each dot has three states: grey, green and red.

两个点默认都是灰色的。上面的点控制视口可见度,下面的点渲染可见度。每个点有三种状态: 灰色、绿色和红色。

Editor Unchanged

编辑不变

The object adopts the viewport visibility of its immediate parent. If the object is on the top hierarchy level (i.e. has no parent), it will be displayed as normal. Editor Unchanged is the default setting for new objects.

该对象采用其直接父对象的 viewport 可见性。如果对象位于最高层次结构级别(即没有父级) ,它将按正常方式显示。“编辑器不变”是新对象的默认设置。

Show Objects
Editor On

显示目标/检测器

The object will be visible in the viewport, even if the hierarchy parent is invisible (red).

对象将在视区中可见,即使层次结构的父级是不可见的(红色)。

Hide Objects
Editor Off

隐藏对象/关闭

The object is hidden in the viewport, even if the hierarchy parent is visible (green).

对象隐藏在视区中,即使层次结构的父级是可见的(绿色)。

Renderer Unchanged

渲染器没有改变

The object adopts the render visibility of its parent. If the object is on the top hierarchy level (i.e. has no parent), it will be rendered as normal. This is the default setting for a new object.

对象采用其父对象的呈现可见性。如果对象位于最高层次结构级别(即没有父级) ,则将其呈现为正常。这是新对象的默认设置。

Renderer On

The object will be visible in the render, even if the hierarchy parent is invisible (red).

对象将在呈现中可见,即使父层次结构是不可见的(红色)。

Renderer Off

The object is not displayed in the render, even if the hierarchy parent is visible (green).

对象不会显示在呈现中,即使父层次结构是可见的(绿色)。

To apply a status to all child objects, Ctrl-click the parent object’s dot. The status will be transferred to all its child objects. 若要对所有子对象应用状态,请按 ctrl-单击父对象的点。该状态将被传递到它的所有子对象

To set the top and bottom visibility dot at the same time, Ctrl-click either dot.

若要同时设置顶部和底部的可见性点,请按 ctrl-单击任意一个点。

The states can also be painted onto objects directly above or below by clicking and dragging the mouse.

通过点击和拖动鼠标,状态也可以直接绘制在上面或下面的对象上。

Object Activation

对象激活

Generators and deformers are two of the most important object types in Cinema 4D. Generators use other objects or data to create new surfaces. Generators include most Generator types. Deformers modify an existing object. Deformers include not only those listed in the Create | Deformation menu, but also Subdivision Surfaces, metaballs and the Symmetry object.

发生器和变形器是C4D 中最重要的两种对象类型。生成器使用其他对象或数据创建新的表面。生成器包括大多数生成器类型。变形器修改现有对象。变形不仅包括那些列在创建 | 变形菜单,而且细分表面,元包和对称对象。

All generators and deformers have the two standard visibility dots (see Object Display above) in the Object Manager. In addition, they have a third switch for Object Activation.

所有的生成器和变形器在对象管理器中都有两个标准的可见点(见上面的对象显示)。此外,他们还有第三个对象激活开关。

This switch has two states: enabled and disabled. The enabled state switches on the generator (i.e. surfaces are generated) and is represented as a green check mark. The disabled state is indicated as a red cross and tells you that the generator is switched off (i.e. not generating surfaces). To toggle between the enabled and disabled state, click the enable switch.

此开关有两种状态: 启用和禁用。生成器上的启用状态开关(即生成表面)并表示为绿色复选标记。禁用状态被指示为红十字,并告诉您生成器已关闭(即不生成曲面)。要在启用和禁用状态之间切换,请单击启用开关。

The states can also be painted onto objects directly above or below by clicking and dragging the mouse.

通过点击和拖动鼠标,状态也可以直接绘制在上面或下面的对象上。

Example:

例子:

You have placed several splines into a Loft object. If you want to edit the splines extensively, you can see them more clearly if you turn off the skin of the Loft object (click the enable switch for the Loft object to change its icon from a check mark to a cross). Note that this does not hide the Loft object — rather, it switches off its effect.

您已经在一个 Loft 对象中放置了几个样条。如果您希望广泛地编辑样条,关闭 Loft 对象的外观可以更清楚地看到它们(单击 Loft 对象的启用开关将其图标从复选标记更改为十字)。请注意,这并不隐藏 Loft 对象ーー相反,它关闭了其效果。

Example2:

例子2:

Create a cube and make it a child of a Subdivision Surface object. The cube will be deformed into a sphere. If you click the enable switch, only the cube (the original object) will be shown.

创建一个立方体,并使其成为细分曲面对象的子对象。这个立方体会变形成一个球体。如果单击启用开关,则只显示多维数据集(原始对象)。

If you have an object in the scene that uses deformers, you can increase the redraw rate by switching off deformation via the enable switch. 如果你在场景中有一个使用变形的对象,你可以通过启用开关关闭变形来提高重绘率

Make Editable

制作可编辑的

See Mesh / Conversion.

参见 Mesh/Conversion。

Current State to Object

对象的当前状态

See Mesh / Conversion.

参见 Mesh/Conversion。

Connect Objects

连接对象

See Connect Objects.

参见连接对象。

Group Objects

对象分组

You can use this command to group objects in the Object Manager. To group objects, select the objects that you want to group and choose Group Objects. A Null object is created and the selected objects (including their children) are placed inside the null. Existing hierarchies are preserved within the new group.

可以使用此命令对对象管理器中的对象进行分组。若要对对象进行分组,请选择要分组的对象并选择“组对象”。创建一个 Null 对象,并将选定的对象(包括它们的子对象)放置在 Null 中。现有的层次结构保留在新组中。

Ungroup Objects

取消对象组

Objects one level below the parent are moved to the same level as the parent. Existing hierarchies within the group are preserved.

低于父级一级的对象被移动到与父级相同的级别。组中现有的层次结构被保留。

Make Editable

制作可编辑的

Look up Make Editable command.

查找 Make Editable 命令。

Current State To Object

当前状态对象

Look up Current State To Object command.

查找“当前状态到对象”命令。

Connect

联系

Look up Connect command.

查找连接命令。

Delete Without Children

没有子女的删除

Select this option if you want to delete an object without deleting its children.

如果要删除对象而不删除其子对象,请选择此选项。

Set Parent

设置父母

Use this command to set the parent of selected objects and their children. Simply select the object(s) to parent, then run the command to enter a picking session and select a parent object either in the Object Manager or the viewport.

使用此命令设置选定对象及其子对象的父对象。只需选择父对象,然后运行命令进入选择会话,并在对象管理器或视图端口中选择父对象。

Unparent

非父母

Use this command to break the parenting of selected objects. Simply select the objects you wish to unparent and run the command. The objects will be placed at the top of the hierarchy.

使用此命令可中断选定对象的子类。只需选择您希望取消父对象并运行命令。对象将被放置在层次结构的顶部。

Tip: 提示:
Hold the 等一下SHFT 自蔓延退火法 key to unparent only selected objects, leaving their children in their initial hierarchy 关键字只取消父对象选定的对象,将其子对象保留在其初始层次结构中

Object Information...

对象信息..。

This command displays the following information about the selected object (including its children): size in KB, number of points, number of polygons and number of objects. If you see figures in brackets, these are the number of points and polygons that will be created if you make the object and its children editable.

此命令显示有关所选对象(包括其子对象)的以下信息: KB 大小、点数、多边形数和对象数。如果您看到括号中的数字,这些是如果您使对象及其子对象可编辑将创建的点和多边形的数量。

Project Information...

项目信息..。

This command displays the following information about the scene: size in KB, number of points for the number of polygons and number of objects. You are not required to select an object before using this command. If you see figures in brackets, these are the number of points and polygons that will be created if you make all objects in the scene editable.

此命令显示场景的以下信息: 大小(以 KB 为单位)、多边形数量的点数和对象数量。在使用此命令之前,不要求您选择对象。如果你看到括号中的图形,这些是如果你让场景中的所有对象都可以编辑的话将创建的点和多边形的数量。

Not included in this information are, for example, the amount of memory required for undo or copy functions, texture memory, etc. Therefore, don’t be surprised if your operating system displays a higher memory requirement than Cinema 4D does here.

此信息中不包括,例如,撤销或复制功能所需的内存量、纹理内存等。因此,如果你的操作系统显示出比 Cinema 4D 更高的内存需求,不要感到惊讶。

Bake Material

烘焙材质

Bake Object

烘焙对象