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:

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) :

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:

  1. 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:
    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..


  2. 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:

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