Cloth Tag
布标签
Basic 基础Tag 标签Forces 力量Dresser 梳妆台Cache 缓存Expert 专家Cloth Tag
布标签
定义布料对象
In order to identify an object as a cloth object, its first requirement is that it is a polygon object. Using the Make Editable command will convert a primitive into a polygon object allowing for it to inherit cloth attributes. This next part of the process is done by applying a Cloth tag to a polygon object.
为了识别一个物体作为一个布料对象,它的第一个要求是它是一个多边形对象。使用 Make Editable 命令将一个原语转换为一个多边形对象,允许它继承 cloth 属性。这个过程的下一部分是通过对一个多边形对象应用 Cloth 标签来完成的。
Select the object and in the Object Manager, choose Tags / Simulation Tags / Cloth.
选择对象,在对象管理器中,选择标签/模拟标签/布料。
The object now has cloth-like properties.
这个物体现在具有布状的属性。
The Cloth tag icon in the Object Manager is dynamic in the sense that it will change its appearance based on different settings made in the tag itself. For example, the icon for the tag will change once the simulation has been cached. This clearly identifies what’s going on with the cloth at any time.
对象管理器中的 Cloth 标记图标是动态的,因为它会根据标记本身的不同设置更改其外观。例如,一旦模拟被缓存,标记的图标就会改变。这清楚地表明了在任何时候布料是怎么回事。
When the icon is displayed as above, the cloth object or garment is in a dress state. This means that the cloth object will only be allowed to drape to a character or be relaxed from real world forces.
当图标如上所示显示时,布料对象或服装处于着装状态。这意味着,布料对象将只允许悬垂到一个字符或放松从现实世界的力量。
After a simulation has been cached, or the calculations have been stored in RAM, the icon will look as shown above. When the icon is in this state only the cached solution will be played back. This icon will also appear when the Cache Mode option on the tag Properties page is enabled.
在模拟被缓存或计算被存储在 RAM 中之后,图标将如上所示。当图标处于此状态时,只有缓存的解决方案将被播放。当标记属性页面上的 Cache Mode 选项被启用时,此图标也将出现。
The icon of the tag will also change its appearance when the Cloth Engine option in the tag Properties tab is disabled. The dark gray cloth icon represents that the Cloth Engine option has been disabled.
当标签属性选项卡中的 Cloth Engine 选项被禁用时,标签的图标也会改变其外观。暗灰色的布料图标表示布料引擎选项已被禁用。