Basic Properties
基本属性
The only property found on this tab is the name of the tag. This setting defaults to Cloth, but it can be changed manually for project organization purposes.
在此选项卡上找到的唯一属性是标记名称。这个设置默认为 Cloth,但是为了项目组织的目的,可以手动更改它。
Icon Settings
图标设置
图标文件/ID
Sometimes, when working with numerous icons that look the same, you want to have a better overview of it all. This is what this function does. Objects and tags can be assigned their own icons or existing icons can be re-assigned or colored:
有时候,当处理许多看起来相同的图标时,您希望对它们有一个更好的概述。这就是这个函数的作用。对象和标签可以分配它们自己的图标,或者现有的图标可以重新分配或着色:
Note the Show Custom Icons command in the Object Manager’s View menu, which lets you switch to the Cinema 4D icons.
注意对象管理器视图菜单中的显示自定义图标命令,它可以让你切换到Cinema 4D 图标。
There are a few objects (e.g., Houdini generator) and tags (e.g., Material tags) that can’t be colored because they are controlled by Cinema 4D directly.
有一些物体(例如 Houdini generator)和标签(例如 Material tags)不能着色,因为它们直接由 Cinema 4D 控制。
Here, you can either
在这里,你可以选择
颜色
This function can be used to color an existing or a custom icon. You can select from the following options:
此函数可用于为现有图标或自定义图标着色。您可以从以下选项中进行选择:
Tags have no Display Color and can therefore only be colored using a custom color. Do do so, activate the Icon Color option.
标签没有显示颜色,因此只能使用自定义颜色进行着色。这样做,激活图标颜色选项。
预装货物/车辆
These commands can be used to save icons as a preset or to load an icon. Custom icons are saved to and managed with the Content Browser under Presets/User (in the corresponding folder).
这些命令可以用来保存图标作为预设或加载图标。自定义图标保存到 preset/user 下的 Content Browser 中(在对应的文件夹中) ,并通过该文件夹管理。
姓名
Here you can enter a name for the object.
在这里您可以输入对象的名称。
图层
If an element was assigned to a layer its layer color will be displayed here. This field reflects the layer color in the Layer Palette. You can drag & drop layers from the Layer Manager or similar layer fields onto this field. You can also assign layers or remove elements from current layers using the menus located behind the small triangle.
如果一个元素被分配到一个图层,它的图层颜色将显示在这里。此字段反映图层调色板中的图层颜色。你可以从图层管理器或类似的图层拖放图层到这个字段上。您还可以使用位于小三角形后面的菜单来分配图层或从当前图层中删除元素。
模拟
The Cloth Engine’s priority can now be freely defined. Prior to Cinema 4D R18, the priority was set to Generators + 100 and could not be modified, which could lead to problems with priorities for other functions.
布料引擎的优先级现在可以自由定义。在C4D R18之前,优先级设置为 Generators + 100,不能修改,这可能会导致其他功能的优先级出现问题。
More information about priorities can be found under Priority.
关于优先级的更多信息可以在“优先级”下找到。
Generally speaking, the priority should only be modified if unusual effects are produced. A typical example would be if a character’s clothing lagged one frame behind. In this case, the Simulation setting would have to be modified.
一般来说,只有在产生不寻常的影响时,才应修改优先权。一个典型的例子是,如果一个角色的衣服落后一帧。在这种情况下,必须修改模拟设置。
启用
This option turns the Cloth Simulation on and off. With a checkmark placed in the checkbox for this field, the cloth engine is live. This turns on the engine, allowing for solutions to be solved for the cloth object.
这个选项打开和关闭布料模拟。在这个领域的复选框中放置一个复选标记,布引擎是活的。这打开发动机,允许解决方案,为布对象。
At many points when applying clothes to an entire character, certain pieces of cloth don’t need to be simulated and can slow down the performance. For example: A jacket is being added to a character’s wardrobe. Now, during the simulation it will need to collide against the shirt during the draping process. The pants would not need to be a part of this simulation, so its Cloth Engine option could be disabled.
在许多情况下,当给整个角色穿上衣服时,某些衣服不需要模拟,而且会降低表演效果。例如: 一件夹克被添加到一个角色的衣柜里。现在,在模拟过程中,它将需要在悬垂过程中碰撞衬衫。裤子将不需要是这个模拟的一部分,所以它的布引擎选项可以被禁用。