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Dresser

梳妆台

All attributes in the Dresser tab are tools used for creating clothing - seams can be defined, initial states set, points fixed, clothing fitted and much more.

所有属性在梳妆台标签是工具,用于创造服装接缝可以定义,初始状态设置,点固定,衣服合身和更多。

Dress Mode

着装模式

Once a garment has been assigned its dress state (the original polygonal model) this mode will become active. While in this mode, the Cloth tag will display all seams that have been created with a yellow cross-stitch for the affected polygons. The Cloth tag will change its icon in the Object Manager when this mode is active.

一旦一件衣服被赋予了它的着装状态(原始的多边形模型) ,这种模式就会变得活跃。同时在这种模式下,布料标签将显示所有的接缝已创建与黄色十字绣为受影响的多边形。当这个模式处于活动状态时,Cloth 标记将在对象管理器中更改它的图标。

Relax

放松

This command is similar to the Dress-O-Matic function, with the exception that it takes only Forces tab parameters into consideration. When using the Dress-O-Matic button to drape the cloth onto the colliding character, the properties that define the cloth are taken into account and not forces like Gravity. The Relax button will allow the user to apply real world forces during the dressing state to the cloth object. An Initial State for the garment must be established before running this command.

这个命令类似于 Dress-O-Matic 函数,只是它只考虑 Forces 选项卡参数。当使用着装自动按钮将布料悬挂在碰撞角色上时,定义布料的属性被考虑进去,而不是像地心引力那样的力。放松按钮将允许用户应用真实世界的力量在着装状态期间布对象。在运行此命令之前,必须建立服装的初始状态。

Tip 小贴士
At any time during the draping simulation pressing the 在任何时候在打褶模拟按下Esc 欧洲联盟委员会 key will stop the simulation in its current state. This means that if the garment is at a desired shape, but the simulation still has more Steps to calculate for, the simulation can be cancelled without having to wait for the simulation to play out. Key 会在当前状态下停止模拟。这意味着,如果服装是在一个理想的形状,但模拟仍然有更多的步骤计算,模拟可以取消,而不必等待模拟发挥出来

Steps[1..2147483647]

步骤[1. . 2147483647]

This determines the number of times that the cloth engine will sample as it applies gravity and wind forces onto the garment. The higher that this number is, the longer the forces will affect the cloth object for.

这决定了当布料引擎将重力和风力施加到服装上时,它将进行取样的次数。这个数字越大,力对布料物体的影响就越大。

Dress-O-matic

自动化服装

This is the command that actually drapes the garment onto the character. When this command is executed, the cloth engine will shrink the seam to the defined Width setting. As the Cloth engine shrinks the seam of the garment to that width, all points of the garment will drape with the seam. How the points move with the seam as it is draped will be determined by parameters such as Stiffness, Flexion and Rubber. This can also be stopped at any time by hitting the Esc key.

这个命令实际上是将服装覆盖到角色上的。当这个命令被执行,布料引擎将收缩到定义的宽度设置的缝。当布引擎把衣服的接缝收缩到这个宽度时,衣服的所有部位都会随着接缝而悬垂下来。如何点移动与缝,因为它是悬垂将取决于参数,如刚度,屈曲和橡胶。这也可以停止在任何时候按 Esc 键。

Steps[1..2147483647]

步骤[1. . 2147483647]

This field determines the number of times that the cloth engine will sample as it drapes the garment onto the character. The higher the number, the longer it will take the cloth engine to calculate the simulation, but the smoother the cloth garment will be.

此字段确定布料引擎在将服装覆盖到字符上时进行取样的次数。数值越高,布料引擎计算模拟所需的时间越长,但是布料服装所需的光滑程度越高。

Width[0..+∞m]

宽度[0. . + ∞ m ]

This value determines the goal distance that the polygons of the seam will rest at. With a value of 10 m, the cloth engine will shrink the seam so that the polygons are 10 m in size.

这个值决定了接缝的多边形将停留在的目标距离。用10米的值,布引擎将缩小缝,使多边形大小为10米。

Init State:
Set

初始状态: Set

After the cloth garment has been dressed on the character using this command, the cloth engine will now use this current state of the cloth as its starting pose. After using this command, Dress Mode will be automatically disabled allowing for the cloth simulation to run.

在布料服装已经穿上了人物使用这个命令,布引擎现在将使用这个布的当前状态作为它的起始姿势。使用此命令后,服装模式将自动禁用,允许布料模拟运行。

Tip: 提示:
If you want to edit (e.g., move, scale, etc.) a piece of clothing (e.g., after having fixed points): Deactivate the 如果你想编辑一件衣服(例如,移动,缩放等)(例如,在有固定点之后) : 停用Activate 启动 option in the 选项Base 基地 tab, edit the piece of clothing, then click on 选项卡,编辑衣服片段,然后点击Init State: Set 初始状态: Set. Finally, reactivate the 。最后,重新启动Cloth Engine 布料引擎 option. 选择

Show

表演

If at any point during the simulation an error is encountered, or the simulation just needs to be restarted, using this command will return the cloth object to its initial state, which was defined by the Set Initial State command.

如果在模拟过程中遇到错误,或者需要重新启动模拟,使用这个命令将使 cloth 对象返回到初始状态,这是由 Set Initial State 命令定义的。

Dress State:
Set

着装状态: Set

After modeling the clothes, using the Set Dress State command will determine the model’s original shape. Once this original state is specified, the cloth engine can then drape the garment onto the colliding character when told to do so. Using this function will automatically enable Dress Mode. This can easily be identified in the viewport as each polygon will have a black X on its surface. These will be removed once an initial state has been defined.

在建模的衣服,使用设置服装状态命令将确定模型的原始形状。一旦指定了这个原始状态,布料引擎就可以在被告知这样做时将服装悬垂到碰撞字符上。使用此功能将自动启用服装模式。这可以很容易地在视图中识别出来,因为每个多边形的表面都有一个黑色的 x。一旦定义了初始状态,这些信息将被删除。

Show

表演

If the garment has already been draped onto the character and the outcome is not the desired result, using this function will return the garment to its original dress shape. This will allow for parameters to be adjusted and then the garment can be draped back onto the character.

如果服装已经覆盖到角色上,结果不是预期的结果,使用这个函数将使服装恢复到原来的外形。这将允许参数被调整,然后服装可以悬垂回到人物。

Fix Points:
Set

解决方案: 设置

In reality, cloth objects such as curtains are usually pinned using a curtain rod. The Set Fix command does essentially the same thing: it will fix the selected points at their current position, allowing for the cloth to be pinned in place. To fix points just select the desired points of the cloth object with a selection tool and execute the Set Fix Points command.

在现实生活中,像窗帘这样的布制品通常是用窗帘杆钉住的。Set Fix 命令基本上做了同样的事情: 它将修复选定的点在其当前位置,允许布料被钉在适当的位置。要修复点,只需要用选择工具选择布料对象的所需点,然后执行设置修复点命令。

Clear

安全

Much like the other Clear buttons, executing this function will remove any points that have been previously fixed for the cloth object.

很像其他的清除按钮,执行这个功能将删除任何点,以前已经固定的布料对象。

Show

表演

Using this command will show the selection of points that the cloth object is being fixed from.

使用这个命令将显示选择的点,布料对象是固定的。

Draw

画画

Enabling this option will highlight the fixed points in the viewport. This will clearly identify any points that have been fixed for the cloth with large purple dots. Disabling the option will remove those fixed points from the view of the viewport.

启用此选项将突出显示视区中的固定点。这将清楚地识别任何点,已被固定的布与大紫色点。禁用该选项将从视口视图中移除这些固定点。

Note: 注意:
Use fixed points whenever possible. This will improve playback and performance because the Cloth engine can simulate the cloth object from these fixed points 尽可能使用固定点。这将改善播放和性能,因为布引擎可以模拟布对象从这些固定点

Seam Polys:
Set

煤层偏振: 就绪

Most clothes are stitched together using seams. This cloth engine uses that same approach. As the tutorial will show, garments are created with a front and back plane that are connected together. The connection of these two planes of geometry will be considered as the seam. To define a seam, select all of the polygons that connect the front and back planes and use the Set Seam command. This will be visually identified in the viewport with yellow cross-stitches for the selected polygons. If the Seam is identified before a dress state is defined for a garment, the garment’s current state will be stored as the Dress State. The Dress Mode checkbox will be enabled as well after hitting the Set Seam Polys.

大多数衣服都是用接缝缝在一起的。这种布料发动机也是这种方法。正如教程将要展示的那样,服装是用连接在一起的前后平面创建的。这两个几何平面的连接将被视为接缝。要定义一个接缝,选择所有连接前后平面的多边形,并使用 Set Seam 命令。这将在视图中用选定多边形的黄色交叉缝线直观地标识出来。如果在定义服装的着装状态之前就确定了接缝,那么服装的当前状态将被存储为着装状态。着装模式复选框也将在点击 Set Seam Polys 后启用。

Clear

安全

Using this function will clear any polygons that have been previously set as the seam.

使用这个函数可以清除之前设置为接缝的多边形。

Show

表演

This displays the selection of polygons that define the seam for the garment.

这将显示定义服装接缝的多边形的选择。

Note: 注意:
Before defining the seam of the garment, select the polygons for both the front and back planes and use the Subdivide command to increase the resolution of the garment. The seam will be identified by the point order of the garment, so setting the seam before increasing the subdivision would cause the seam to break because point orders would change after subdividing. 在定义服装的接缝之前,为前面和后面的平面选择多边形,并使用 Subdivide 命令来增加服装的分辨率。缝线将根据服装的点顺序来确定,因此在增加细分之前设置缝线会导致缝线断裂,因为点顺序在细分之后会发生变化