Effectors
效果器
Effectors are objects that can affect the following: 效果器是能够影响以下情况的对象:- Clones, matrix, MoText objects, etc., i.e., all
MoGraph clone-generating objects. 克隆、矩阵、 MoText 对象等,即所有 MoGraph 克隆生成对象
- Spline points and segments on MoSpline objects will be
affected. MoSpline 对象上的样条点和段将受到影响
- When the PolyFX object is used, object polygons and spline segments will be viewed as Clones
(and can be affected by each Effector). 当使用 PolyFX 对象时,对象多边形和样条段将被视为克隆(可以受到每个效果器的影响)
- MoGraph extruder objects (see chapter MoGraph 挤出物(见第章)Extruder Object 挤出机对象).
- Normal 正常 Cinema 4D deformation-free objects (e.g., those that can be made a child of
a Fracture Object). Cinema 4D 免变形物体(例如,那些可以做成骨折物体的孩子)
- As deformation objects on object position, scale or rotation, on points or
polygons (see also 作为变形对象的位置,规模或旋转,在点或多边形(也见Deformation
Tab 变形标签).
Effectors must be arranged in the following manner in order to work:
执行器必须以下列方式安排才能工作:
Left, the Random Effector affects a Cloner Object;
right, the Random Effector effects Cinema 4D objects. 左边,随机效果器影响克隆人物体; 右边,随机效果器影响Cinema 4d 物体An Effector created for a clone-generating object will be placed in the Effector list (left).
为一个克隆生成对象创建的效果器将被放置在效果器列表中(左)。
What do Effectors do?
效果者是做什么的?
Effectors take existing clones, objects, object points (only their respective positions) or object polygons and
vary their position, size, angle and many other properties, according to Effector-specific idiosyncrasies (see
Parameter Tab):
根据效果器特有的特性,效果器利用现有的克隆、物体、物体点(只有它们各自的位置)或物体多边形,改变它们的位置、大小、角度和许多其他属性(参见参数标签) :
- The 这个Random Effector 随机效果器.
- The 这个Step Effector 步进效果器
sequential. 顺序的
- The 这个Shader Effector 着色效果器 in conjunction with a texture,
etc. 与纹理等结合在一起
How do Effectors work?
效果器是如何工作的?
For those who really want to know the nitty-gritty:
对于那些真正想知道事实真相的人:
Effectors can be separated into two groups:
效果器可以分为两类:
-
Effectors that ascertain an initial value per clone and transform them based on individual clone parameters
(those that can be found in the 确定每个克隆的初始值并基于单个克隆参数转换它们的效果器(在Parameter 参数 tab). These Effectors are, for
example:
标签)。这些效果器,例如:
- Shader Effector 着色效果器: Ascertains an initial value from a texture’s gray scale.
从纹理的灰度值确定初始值
- Formula Effector 配方效果器: Ascertains an initial value based on a formula.
根据公式确定初始值
- Random Effector 随机效果器: Ascertains an initial random value.
确定初始随机值
- Sound Effector 音响效果器: Ascertains an initial value based on the sound level of
various frequencies.
根据不同频率的声级确定初始值
- Step Effector 步进效果器: Ascertains consecutive initial values between 0 and 1, which
are then assigned to each clone.
确定0到1之间的连续初始值,然后分配给每个克隆
- Time Effector 时间效果器: Ascertains a steadily increasing initial value in the course
of an animation.
在动画制作过程中确定一个稳定增长的初始值
- Plain Effector 平原效果器: If Falloff is set to 0, constantly outputs the maximum of
100%, i.e., all values defined in the : 如果 Falloff 设置为0,则不断输出100% 的最大值,即Parameter 参数 tab will be assigned
directly to each Clone. This Effector is special in combination with Fields: many effects can now only
be realized with this and the respective Fields (i.e., Shader, Formula, Sound, Step and Vomume
Effectors no longer have to be used at all).
选项卡将直接分配给每个克隆。这个效果器是特殊的结合场: 许多效果现在只能实现与这个和各自的场(即,着色器,公式,声音,步骤和呕吐效果不再使用)
These Effectors ascertain the respective initial value, multiply it by strength, min/max values, falloff, and
with the values set in the 这些效果器确定各自的初始值,将其乘以强度、最小/最大值、衰减值,并与Parameter 参数 tab. Thus, a final position for each
clone is calculated. Sounds a little complicated, but don’t worry, MoGraph can also be understood by those
of you don’t read math books in your spare time …
标签。因此,计算每个克隆的最终位置。听起来有点复杂,但是不用担心,MoGraph 也可以被那些业余时间不读数学书的人理解..
-
Special Effectors that, for example, use a spline or other animated object, etc. to carry out some sort of
action. These Effectors are, for example:
特殊效果器,例如,使用样条或其他动画物体等来执行某种行动。这些效果器,例如:
- Inheritance Effector 遗传效果器: Assumes the position or animation of a reference
object.
: 假定引用对象的位置或动画
- Delay Effector 延迟效果器: A special effect that affects every clone modification with
regard to position, size and rotation simultaneously, e.g., to let them all bounce.
一种特殊效果,可以同时影响每个克隆的位置、大小和旋转,例如,让它们全部反弹
- Spline Effector 花键效果器: Arranges clones on a spline.
: 在样条上排列克隆
- Target Effector 目标效果器: Arranges clones.
: 安排克隆
- Group Effector 群体效果器: Groups Effectors into one Effector.
集群效果器为一个效果器
- Volume Effector 音量效果器: Limits an Effector’s effect to a given object’s volume.
: 将效果器的效果限制在给定物体的体积内
- Push Apart Effector 分离效果器: Pushes clones apart
: 把克隆分开
- ReEffector: Can be used to restrict the effect of other Effectors
: 可用于限制其他效果器的效果
Note:
注意:
In the following, for the purposes of convenience and easier reading flow, the term 在下面,为了方便和便于阅读流程的目的,该术语clone 克隆 is used in place of listing 用来代替列表clone, matrix, text,
MoExtrude object, objects, object points, object polygons, etc. 克隆,矩阵,文本,mo挤出对象,对象,对象点,对象多边形,等等 each time.
每一次
Parameter Tab
参数选项卡
Most Effectors have a Parameter tab in which all clone properties that should be
affected by the Effector can be. Of course there are exceptions to the rule, as is the case with the Target
Effector – it does not have a Parameter tab.
大多数效果器都有一个参数选项卡,其中所有应该受效果器影响的克隆属性都可以。当然也有例外,就像目标效果器一样,它没有参数选项卡。
Some Effectors, like the Spline Effector or the Delay Effector, only have an effect on part of the clone
properties described below. Irrelevant properties will be grayed out.
一些效果器,如样条效果器或延迟效果器,只对下面描述的克隆属性的一部分产生影响。不相关的属性将变成灰色。
Deformer Tab
The main function of Effectors is to work together with Cloners, whereby the clones will be deformed
differently, depending on the Effector used.
效果器的主要功能是与克隆人一起工作,根据使用的效果器的不同,克隆人会有不同的变形。
All Effectors can also be used as deformation objects for normal polygon objects. Simply make the Effector a
child of the object or make it, together with other objects within a hierarchical level, a child of a parent
object. The Deformer tab also offers several additional useful settings. As you
can see in the screen shot above, there are only a few transformations from which you can choose.
所有效果器也可以用作正常多边形对象的变形对象。简单地将受动器设置为对象的子对象,或者将它与层次结构中的其他对象一起设置为父对象的子对象。Deformer 标签还提供了一些其他有用的设置。正如您在上面的屏幕截图中所看到的,您只能从几个转换中进行选择。
Note:
注意:
Using an Effector as a deformation object is useful if, for example, you want objects already placed under a
Null Object to affect and Effector without the use of a clone-generating object. However, all objects will
react somewhat unpredictably (the Step effector may not work, the Random effector treats all objects
equally, etc.). In most castes it’s better the make these objects a Child object of the 使用效果器作为一个变形对象是有用的,例如,如果您希望对象已经放置在一个空的对象影响和效果没有使用克隆生成的对象。然而,所有的对象都会有一些不可预测的反应(步骤效果器可能无法工作,随机效果器对待所有的对象一视同仁,等等)。在大多数种姓中,最好是将这些对象作为Fracture object 骨折物体. They will then react as expected and as decribed.
。然后,他们将作出预期的反应,并作出决定Falloff Tab
This tab contains the Field functionality (see Fields).
此选项卡包含 Field 功能(参见 Fields)。
About UVW Mapping in MoGraph
关于 MoGraph 中 UVW 映射的研究
MoGraph has a lot of mysterious settings beginning with U or V. The reason for this is that all clones possess internal U,V, and W coordinates. This
coordinate system always has a range from 0 to 1. How this coordinate system spans the clones is illustrated in the image below:
有很多以 u 或 v 开头的神秘设置。这是因为所有的克隆都具有内部的 u、 v 和 w 坐标。这个坐标系总是有一个从0到1的范围。这个坐标系是如何跨越克隆的,如下图所示:
U,V,W coordinate span; MoText object from top to
bottom; line text index; word text index; all text index. 从上到下; 行文本索引; 单词文本索引; 所有文本索引These UVW-coordinates have nothing to do with the texturing of clones. They serve exclusively to help Effectors
assign each clone a value so that it may be transformed
这些 uvw 坐标与克隆的纹理没有任何关系。它们专门服务于帮助效果者为每个克隆分配一个值,以便它可以被转换
Example:
例子:
In the image above, a simple cube was cloned linearly using a Cloner Object (insert
top left). Next, assign a Shader Effector (with 在上图中,使用 Cloner 对象(插入左上角)线性克隆了一个简单的立方体。接下来,分配一个着色效果器(使用Scale 比例 active and UVW-mapping)
containing the gradient shown at center to the Cloner. The first clone’s 和 uvw 映射) ,包含在 Cloner 中心显示的渐变。第一个克隆人u
value = 值 =0, the last clone has a ,最后的克隆有一个u value of 价值1. The scaling of the clones is a result of the applied gradient (type 。克隆的缩放是应用梯度(类型2D-U).
If the first Cloner Object is now placed into the second Cloner Object (this time with clone mode set to
Radial), the result will be as pictured at the top left (insert).
如果第一个克隆人物体现在被放置到第二个克隆人物体中(这次克隆人模式设置为径向) ,结果将如左上角的图片所示(插入)。
If the second Cloner Object is also applied to the same Shader
Effector, the result will be as pictured at the right. Don’t forget that 如果第二个克隆者物体也应用到同一个着色器效果器上,结果将如右图所示。别忘了这一点u runs
along the radius where start and end points of the pictured gradient meet (1st clone: u=0; last clone:
u=1). 沿着图中梯度的起始点和终点相交的半径(第一个克隆: u = 0; 最后一个克隆: u = 1)运行
Plain
原味的
Delay Effector
延迟效果器
Formula Effector
配方效果器
Inheritance Effector
遗传效果器
Push Apart
分开
Python Effector
Random Effector
随机效果器
ReEffector
Shader Effector
着色效果器
Sound Effector
音响效果器
Spline Effector
花键效果器
Step Effector
步进效果器
Target Effector
目标效果器
Time Effector
时间效果器
Volume
音量
Group Effector
群体效果器