UV Edit Menu

紫外线编辑菜单

To open the default layout for UV editing, choose Window / Customization / BodyPaint UV Edit. 要打开 UV 编辑的默认布局,选择 Window/Customization/BodyPaint UV Edit

The default layout for UV editing.

紫外线编辑的默认布局。

The Texture view boasts a powerful integrated UV editor which enables you to create a high quality UV mesh for any shape of object.

纹理视图拥有一个强大的集成 UV 编辑器,使您能够创建一个高质量的 UV 网格的任何形状的对象。

Before you can edit the UVs, though, you must ensure the object actually has UVs (you can have BodyPaint 3D generate these if required). Also, the object’s texture must use UVW mapping.

但是,在编辑 uv 之前,必须确保对象实际上具有 uv (如果需要,可以让 BodyPaint 3D 生成这些 uv)。此外,对象的纹理必须使用 UVW 映射。

Two key advantages of UVW Mapping are:

UVW Mapping 的两个主要优势是:

For example, suppose you want to paint a moustache on a head model. However, the UV polygons are too small (i.e. cover too few texture pixels) to allow you to paint hair without pixelation. One solution is to select the UV polygons for the moustache, move them to an unused part of the texture and scale them up. The UV polygons will then cover more texture pixels, enabling you to paint more detail than was possible in the previous position on the texture.

例如,假设您想在头部模型上画上小胡子。然而,紫外线多边形太小(即覆盖的纹理像素太少) ,无法让你画出没有像素的毛发。一个解决方案是选择紫外线多边形作为胡须,将它们移动到纹理中未使用的部分并放大。紫外线多边形将覆盖更多的纹理像素,使您可以绘制更多的细节比在上一个位置的纹理。

There are also commands which enable you to optimize the UV mesh and rid it of overlapping. In short, the UV editor offers all the tools you need to create a superb UV mesh for trouble-free painting.

还有一些命令可以让你优化 UV 网格并消除重叠。简而言之,UV 编辑器提供了所有的工具,你需要创建一个优秀的 UV 网格无故障绘画。

Let’s assume you have a great number of objects, Texture and UVW tags in your project. Since only 1 texture (but multiple texture views) can be displayed simultaneously, the following rules apply:

让我们假设你的项目中有大量的对象,纹理和 UVW 标签。因为只有一个纹理(但是多个纹理视图)可以同时显示,以下规则适用:

Simply select the respective object. If it has multiple UVW tags or Material tags, those at the top will automatically be used. If other tags should be used, simply select the respective UVW or Material tag (which will automatically use the neighboring UVW tag).

只需选择相应的对象。如果它有多个 UVW 标记或 Material 标记,那么位于顶部的标记将自动被使用。如果应该使用其他标记,只需选择相应的 UVW 或 Material 标记(它将自动使用相邻的 UVW 标记)。

RELEASE 23

第23期

Multi-editing of UV meshes

UV 网格的多重编辑

New in Cinema 4D is the ability to display and to edit multiple UV tags simultaneously. In the UV Editor, all UV meshes of all selected objects or UV tags are displayed.

新的C4D 是能够显示和编辑多个紫外线标签同时进行。在 UV 编辑器中,所有选定物体的 UV 网格或 UV 标签都会显示出来。

The most important UV display modes, selection and transformation tools as well as the Geometric and Rasterized settings in the UV Manager’s UV Packing menu work for multiple UV meshes. Other commands and tools will not necessarily work. These will be grayed out and can therefore not be used. You can then select an individual element (object or UVW tag) to make these available.

最重要的紫外线显示模式,选择和转换工具,以及几何和光栅化设置在紫外线管理器的紫外线打包菜单工作的多个紫外线网格。其他命令和工具不一定能工作。这些将是灰色的,因此不能使用。然后,您可以选择一个单独的元素(object 或 UVW 标记)来使这些元素可用。

What is a UV mesh?

什么是紫外线网?

If your object has UV coordinates, a UV polygon is assigned to each object polygon. The UV polygons have their own independent coordinates (on the texture bitmap) and together they form a UV mesh.

如果你的物体有紫外线坐标,一个紫外线多边形被分配给每个物体多边形。紫外线多边形有自己独立的坐标(在纹理位图上) ,它们一起形成一个紫外线网格。

Figure 1. The 3D view and the Texture view for a cube with spherical mapping. Some of the object polygons are selected. 图1。球面映射立方体的三维视图和纹理视图。选择了一些对象多边形 Figure 2. The 3D view and the Texture view for a cube with cubic mapping. Again, object polygons are selected. 图2。立方体映射的立方体的三维视图和纹理视图。同样,对象多边形被选中

Note how each polygon is allocated its own UV polygon in the Spherical Mapping example. As a result, you can paint each side of the cube separately.

注意在球面映射示例中如何分配每个多边形自己的 UV 多边形。因此,您可以分别绘制立方体的每一面。

In Figure 2 (Cubic Mapping), you can see that there are no separate UV polygons; the sides cannot be painted separately, because the texture has been applied six times, once to each side. Brushstrokes applied to one side are applied to the other sides automatically.

在图2(立方映射)中,您可以看到没有单独的 UV 多边形; 两边不能单独绘制,因为纹理已经应用了六次,每一边一次。一边的笔触自动应用到另一边。

However, the example exposes one of the shortcomings of Spherical Mapping: The UV mesh is heavily distorted near the top and bottom. These areas are at the poles of the spherical projection.

然而,这个例子暴露了球面映射的一个缺点: 紫外线网格在顶部和底部严重扭曲。这些区域在球面投影的两极。

This distortion is caused by the fundamental principle of projection: a two-dimensional surface (texture) must be placed onto a 3D object. Distortion is inevitable. Think of trying to wrap your child’s favorite Pokemon™ sticker around a baseball. Maps of the world face the same problem. For example, Greenland appears to be larger than the United States on a map. In reality, the United States is more than three times larger than Greenland. Distortion happens when a sphere’s surface (such as that of the Earth) is represented in two dimensions.

这种扭曲是由投影的基本原理造成的: 一个二维的表面(纹理)必须放置在一个三维物体上。扭曲是不可避免的。想象一下试着把你孩子最喜欢的宠物小精灵贴纸包在棒球上。世界地图也面临着同样的问题。例如,从地图上看,格陵兰岛似乎比美国还要大。事实上,美国比格陵兰岛大三倍多。当一个球体的表面(例如地球的表面)用二维表示时,就会发生扭曲。

Nonetheless, you can paint your object free of distortion using projection painting.

尽管如此,你可以使用投影绘画来绘制你的物体而不会失真。

Tip 小贴士
Note the Pose Morph tag’s 注意姿势变形标签UV 紫外线 mode with which you can switch seamlessly back-and-forth between UV meshes: For example between Front projection and an unwrapped UV mesh; or between ABF and LSCM relaxing. 模式,您可以切换之间的无缝来回紫外线网格: 例如前投影和未包装的紫外线网格之间,或 ABF 和 LSCM 之间的放松

What can I do if the UV mesh can’t be edited?

如果 UV 网格不能编辑,我该怎么办?

UV Manager

紫外线管理器

UV Pins

紫外线针

Unwrap UV

打开紫外线

How UV Weld works

UV 焊接是如何工作的

UV Peeler

紫外线剥皮机

Start Interactive Mapping

开始交互式地图

Stop Interactive Mapping

停止交互式映射

Max UV

最大紫外线

Fit UV to Canvas

适合 UV 到画布

Fit Canvas to UV

适合画布的紫外线

Mirror U/V

镜像 U/V

Align UV Islands

紫外线列岛

UV Straighten

紫外线矫正

UV Rectangularize

紫外线矩形化

Copy / Paste UV

复制/粘贴 UV

Reset UV

复位紫外线

Cycle UV CCW / CW

循环紫外线 CCW/CW

Flip Sequence

翻转序列

Store UV

储存紫外线

Restore UV

恢复紫外线

Remap

重新映射