Belt Tag

腰带标签

Basic 基础Tag 标签

Belt Tag

腰带标签

Let’s think about what an actual belt does for real-world clothing before moving on. When pants are belted, they stay attached to the person no matter where he moves. With a digital character the principle is the same so attaching the cloth to the character needs to be handled a little differently than just fixing the points. Fixing the points will just keep the points in a single fixed position. What belting does is attach specified points to a specified deformed polygon object. This allows for the cloth to stay attached to the deformed points of the character at a definable distance.

在继续之前,让我们想想真正的腰带对真实世界的服装有什么作用。当裤子系上腰带时,不管他移动到哪里,它们都附着在那个人身上。数字字符的原理是一样的,所以附加布的字符需要处理一点不同于只是固定点。固定的点将只是保持在一个单一的固定位置点。Belting 的作用是将指定的点附加到指定的变形多边形对象上。这允许布料留在特征的变形点在一个可定义的距离附着。

This may come in handy is to go from a T-pose of a character to its start pose of the animation. If the animation starts the character off in an extreme pose, belting all points of the garments to the character’s geometry will aid in getting the garments into position for the extreme pose. After the garments have been properly simulated into position, defining this position as its Initial State in the Dresser tab will allow the simulation to start from this position or state.

这可能会派上用场,是从一个 t 字符的姿势到它的开始姿势的动画。如果动画开始的角色在一个极端的姿势,皮带的所有点的服装的几何学将有助于得到服装到位的极端的姿势。在成衣被正确模拟到位后,在 Dresser 选项卡中将这个位置定义为它的初始状态将允许模拟从这个位置或状态开始。

Tip: 提示:
An item of clothing can be assigned any number of Belt Tags (to do so, select Tags / Simulation Tags / Cloth Belt) to affix it to geometry at different points. Note that a Belt Object requires a Belt tag as well as a Cloth tag! 一件衣服可以被分配任意数量的腰带标签(这样做,选择标签/模拟标签/布带) ,将它贴在几何学在不同的点。请注意,一个带对象需要一个带标签以及布标签

Animating Belt Objects

动画皮带对象

The Belt On text box on the Dresser tab has the ability to be animated, meaning that multiple Belt objects can be used to influence the same piece of cloth. The problem with this is that the belted points that are defined with the Set button can’t be animated; however, vertex maps can be animated to achieve this same type of effect.

砂带上的文本框在梳妆台标签有能力是动画,这意味着多个对象可以用来影响同一块布。这样做的问题是,用 Set 按钮定义的带状点不能被动画; 然而,顶点映射可以被动画来达到同样的效果。

To do this you will first need to belt all points that will be influenced by any Belt object. Using the Live Selection or new Brush tool, paint the points that need to be influenced by the first Belt object with 100% weight. Another vertex map will need to be created for the points that will be influenced to the second Belt object. Drag & drop the first vertex map into the Influence text box on the Effects tab and set a keyframe for this tex box using the gray dot.

要做到这一点,你首先需要带所有点,将受到任何带对象的影响。使用现场选择或新的画笔工具,油漆点,需要受到第一带对象与100% 的重量。另一个顶点地图将需要创建的点,将受到影响的第二带对象。将第一个顶点映射拖放到 Effects 选项卡上的 Influence 文本框中,并使用灰点为这个 tex 框设置一个关键帧。

Record a keyframe when the change between the two Belt objects occurs by Ctrl+clicking on the gray dot next to the Belt text box. At this same frame, you need to switch from the first vertex map to the second one by dragging and dropping it into the text box. Ctrl+click the gray dot to create a keyframe for this change.

当两个 Belt 对象之间发生变化时,可以通过 Ctrl + 单击 Belt 文本框旁边的灰色圆点来记录关键帧。在同一帧中,需要将第一个顶点映射拖放到文本框中,从而切换到第二个顶点映射。按 Ctrl + 单击灰点创建此更改的关键帧。