Object Properties
对象属性
类型
A Connector behaves differently based on the option selected in the Type menu. Each option contains its own specific parameters.
连接器根据“类型”菜单中选择的选项行为不同。每个选项包含它自己的特定参数。
铰链
A Hinge only allows rotational movement in a single direction around its center. The rotational movement only takes place on the plane defined by the Connector’s X and Y axis. The rotational angle can be limited, if desired.
铰链只允许旋转运动在一个单一的方向围绕其中心。旋转运动只发生在连接器的 x 轴和 y 轴所定义的平面上。如果需要,可以限制旋转角度。
女名女子名
A cardan joint is basically made up of two hinges that are attached at a 90° angle to each other. This allows for relatively complex movement. Cardan joints are typically used to transfer torque at angles. In order for this to function, the following conditions must be met:
万向节基本上是由两个相互以90 ° 角连接的铰链组成。这允许相对复杂的运动。万向节通常用于传递扭矩的角度。为了实现这一点,必须满足以下条件:
The cardan joint’s rotation can be limited in either direction, if desired.
万向节的旋转可以根据需要限制在任何一个方向。
球窝
A ball and socket joint can be rotated in 3Dimensions. An example of a ball and socket joint is the human shoulder joint.
杵臼关节可以在3维空间中旋转。杵臼关节的一个例子是人类的肩关节。
布娃娃
A RagdollConnector is a ball and socket joint (see above) whose rotational angle can be limited within a cone-shaped area. A rotational limit can also be defined for the vertical axis of object B.
一个 RagdollConnector 是一个杵臼关节的旋转角度可以限制在一个锥形区域内。对于物体 b 的垂直轴也可以定义一个转动极限。
The name "Ragdoll" reflects the function of the Connector: it can be used to create human joints such as hip and shoulder joints:
“ Ragdoll”这个名字反映了连接器的功能: 它可以用来创建人体关节,如髋关节和肩关节:
滑子
A Slider restricts movement to the Connector’s Z axis.
滑块将移动限制到连接器的 z 轴。
The freedom of movement can be restricted along the length of the axis.
运动的自由可以沿着轴的长度加以限制。
扭曲滑块
A Twist Slider restricts movement to the Connector’s Z axis. This Connector also lets you rotate around the Slider’s axis. The freedom of movement is restricted to the length of the axis and the rotation around the axis.
扭曲滑块限制连接器的 z 轴移动。这个连接器还可以让您旋转的滑块的轴。运动的自由度受到轴的长度和绕轴的旋转的限制。
平面
A Planar Connector only allows movement on the Connector’s X-Y Plane. Movement can take place in all 4Directions.
一个平面连接器只允许在连接器的 X-Y 平面上移动。移动可以在所有4个方向上进行。
方格
A Box Connector allows movement in all directions and can also be restricted in all 6 directions.
一个盒式连接器允许运动的所有方向,也可以限制在所有6个方向。
车轮悬挂系统
This mode is a little different from the rest. It allows movement in the Connector Y direction as well as rotation around the Connector Z axis. As such nothing special but this mode also has a spring effect (along the Connector Y axis). This lets you quickly and easily create dynamic spring effects for wheel constructs that can even include steering - perfect for wheeled vehicles!
这种模式与其他模式略有不同。它允许在连接器 y 方向的运动,以及围绕连接器 z 轴的旋转。因此没有什么特别的,但这种模式也有一个弹簧效果(沿着连接器 y 轴)。这让您快速,轻松地创建动态弹簧效果的车轮构造,甚至可以包括转向完美的轮式车辆!
固定的
This mode restricts all movement completely and lets you basically nail one object onto another.
这种模式完全限制了所有的移动,基本上可以让你把一个物体钉在另一个物体上。
Another option would be not to connect objects via a Connector but make one object a Child object of another
and use the combined objects as a Dynamics object (Inherit
Tag
另一种选择是不通过 Connector 连接对象,而是使一个对象成为另一个对象的子对象,并使用组合后的对象作为 Dynamics 对象(继承 TagCompound 碰撞形状)。
附件 a 附件 b
Wherever forces guide an object, the point on the object at which this occurs is important. For example, if a motor that pushes a Hard Body object along is located at that object’s center of mass, the object will be moved in a straight line (in the absence of any other forces). If the force affects the object outside of its center of mass, torque will automatically be generated and the object will rotate.
无论力在哪里引导物体,物体上发生这种情况的点都很重要。例如,如果一个推动一个硬体物体的发动机位于该物体的重心,该物体将被直线移动(在没有任何其他力的情况下)。如果力作用在物体质心以外的地方,就会自动产生扭矩,物体就会旋转。
Soft Body objects, however, behave differently. Each object point is connected via springs to other points. If a force affects only a single point an unwanted result can be produced. However, the effect can be spread to larger regions:
然而,柔软的身体对象的行为却不同。每个物体点通过弹簧连接到其他点。如果一个力只影响一个点,就会产生不希望的结果。然而,这种影响可以扩散到更大的地区:
The Attachment A and Attachment B parameters are available for the following Dynamics objects:
附件 a 和附件 b 的参数可用于下列动态对象:
质心
This option contains no additional settings. The force is generated at the center of the given object’s mass. No deformations will occur on Soft Body objects.
此选项不包含其他设置。力是在给定物体的质量中心产生的。柔软的物体不会发生变形。
多边形点
This option lets you select a specific object point at which the force will have its origin. The Region of Influence value lets you increase (or decrease) the region around this point within which the force will affect the object. This is only relevant for Soft Body objects and has no effect when applied to Rigid Body in conjunction with Connectors.
这个选项允许您选择一个特定的对象点,在这个点上力将有它的原点。“影响区域”值允许您增加(或减少)力将影响对象的这一点周围的区域。这只是相关的软体对象,并没有影响时,适用于刚体与连接器。
选点
Force can also be applied via Maps (Point Selections tag oder Vertex-Maps). Additional parameters will be made available with which you can, for example, adjust the degree to which the selected (or weighted) points can be affected.
力也可以通过地图应用(点选择标签或顶点地图)。额外的参数将可用,例如,您可以调整选定(或加权)点可能受到影响的程度。
对象 a 对象 b
Object fields A and B can be found in the following Dynamics objects:
对象字段 a 和 b 可以在下面的 Dynamics 对象中找到:
These 3 objects each connect 2 objects using different methods.
这3个对象分别使用不同的方法连接2个对象。
Both objects can be dragged into the Object A and Object B fields, respectively. If one of the Object fields is left empty, the following will result:
这两个对象可以分别拖动到 Object a 和 Object b 字段中。如果其中一个 Object 字段为空,则会产生以下结果:
Except when using the Ragdoll and Wheel Suspension modes, it does not play a role in which order the objects to be connected are dragged into the Object A and Object B.
除非使用 Ragdoll 和车轮悬挂模式,否则它不会扮演将要连接的对象拖动到对象 a 和对象 b 中的角色。
If an Object field is left empty when using Motor Dynamics: According to the laws of physics (actio=reaction), when one body exerts force on another, the second body exerts a collinear force on the first equal in magnitude but oppositely directed. This condition is met when each field contains an object. A good example is that of a helicopter: The rotor blades are driven by a motor and rotate accordingly. Simultaneously a colinear force is exerted on the helicopter’s fuselage. The tail rotor compensates for this - otherwise the fuselage would rotate around its vertical axis.
如果在使用运动动力学时一个物体场是空的: 根据物理定律(actio = reaction) ,当一个物体对另一个物体施加力时,第二个物体对第一个同等大小的物体施加一个共线力,但方向相反。当每个字段包含一个对象时,就满足了这个条件。一个很好的例子是直升机: 旋翼桨叶由电机驱动并相应地旋转。同时对直升机机身施加共线力。尾桨补偿了这一点,否则机身将围绕其垂直轴旋转。
Reference Axis A
Reference Axis B
参考轴为参考轴 b
Reference axes are needed wherever a rotation needs to be measured, as is the case with a Connector with a rotational movement and a rotational spring. In both cases, the rotational movement can be restricted to a specific range. Both the Connector and the rotational spring must lie on the same rotational plane.
在需要测量旋转的任何地方都需要参考轴,例如带有旋转运动和旋转弹簧的连接器。在这两种情况下,旋转运动可以限制在一个特定的范围内。连接器和旋转弹簧都必须位于同一旋转平面上。
连接器
Take a good look at the image above. The rotational angle of both Connectors is restricted and have a limit stop and a limit stop display. Note how the limit stop display (belongs to Object B) aligns itself exactly parallel to the axis of Object B. The same is true for the limit stop.
仔细看看上面的图片。两个连接器的旋转角度受到限制,并有限制停止和限制停止显示。注意限制停止显示(属于对象 b)是如何与对象 b 的轴线完全平行的。限位止损也是如此。
You also see that selecting the Y of Object option would not make sense here because neither limit stop nor limit stop display could align themselves accordingly.
您还可以看到,选择 y of Object 选项在这里是没有意义的,因为无论是限制停止还是限制停止显示都无法相应地对齐自己。
Let’s say the Connector lies exactly on the object axis of Object A. If Reference Axis A were set to Direction to Object the Connector would be very confused because the Connector and the object would be exactly the same. One of the object axes would have to be defined.
假设连接器正好位于对象 a 的对象轴上。如果参考轴 a 被设置为方向对象,那么连接器就会非常混乱,因为连接器和对象是完全相同的。必须定义一个物体轴。
扭转弹簧
A torsion spring behaves similarly. Note how each blue spring "end" aligns itself to the defined axis, respectively. Selecting the X to Object option would not make sense in this case.
扭转弹簧具有类似的性质。请注意每个蓝色弹簧“末端”如何分别将自己排列到定义的轴上。在这种情况下,选择 x to Object 选项没有意义。
Many times you will not have to manually adjust the reference axes at all. This is necessary in such cases as described above in order to avoid Gimbal Lock. Imagine the Connector or spring are angled forward 90° in reference to the image above. This is where Gimbal Lock would occur. You can avoid this if you - as we suggested - align Connectors and torsion springs correctly in the Viewport (i.e. acording to their direction of rotation).
很多时候,根本不需要手动调整参考轴。为了避免万向节锁定,在上述情况下这是必要的。想象连接器或弹簧向前倾斜90 ° ,参考上面的图像。这里就是万向节锁定的地方。你可以避免这种情况,如果你-正如我们建议的-在视窗中正确对齐连接器和扭转弹簧(即根据它们的旋转方向)。
This might sound a little complicated but you can get a better grip on this by simply experimenting with the parameters. Just make sure you keep an eye on the limit stop and limit stop display when modifying parameter values:
这可能听起来有点复杂,但是你可以通过简单的参数实验来更好地理解这一点。只要确保你在修改参数值的时候注意极限停止和极限停止显示:
Index[-2147483648..2147483647]
Index[-2147483648..2147483647]
索引[-2147483648. . 2147483647]索引[-2147483648.2147483647]
This is the object’s index number. Internally, all of a polygonal object’s points (including generated points) are numbered. This is displayed interactively in the Viewport when you browse the values.
这是对象的索引号。在内部,一个多边形物体的所有点(包括生成的点)都被编号。当您浏览这些值时,它会以交互方式显示在 Viewport 中。
All object points (however, only for polygonal objects) are listed in the Structure Manager.
所有对象点(但是,只针对多边形对象)都在 Structure Manager 中列出。
You can drag a Point Selection tag or a Vertex Map into this field.
可以将“点选择”标记或“顶点映射”拖动到此字段中。
Region Of Influence[1..1000%]
Region Of Influence[1..1000%]
势力范围[1. . 1000% ]势力范围[1. . 1000% ]
Since it is not that easy for Soft Bodies to process the effect of a force on a single object point (this often looks unrealistic), the Region of Influence parameter can be used to define a region around a point within which the effect of a force can be introduced. A value of 100% will include the entire mesh. In doing so, the polygon point (or polygon selection) itself will be weighted with 100% and the point most distant from it with 0%. When lesser values are used correspondingly fewer points will be affected by the force. A value of around 1% will only affect the selected point or selection (however, internally larger values will in fact be in effect as a result of a built-in protective mechanism).
由于软体处理单个物体点上的力的影响并不那么容易(这通常看起来不现实) ,因此可以使用影响区域参数来定义一个点周围的区域,在这个区域内可以引入力的影响。一个100% 的值将包括整个网格。在这样做,多边形点(或多边形选择)本身将加权100% 和最远的点从它的0% 。当使用较小的值时,相应地受力影响的点较少。大约1% 的值只会影响选定的点或选择(然而,内部较大的值实际上将作为内置保护机制的结果)。
A lesser value can be useful if you want to couple larger regions defined via point selection to Dynamics Connectors, Springs or Motors (e.g., a tubular Soft Body that is connected via a Connector to a circle).
如果你想通过点选择连接到 Dynamics Connectors,Springs 或者 Motors (例如,通过 Connector 连接到一个圆形的管状软体)来连接较大的区域,一个较小的值也是有用的。
Shape Conservation[0..+∞]
Shape Conservation[0..+∞]
形状守恒[0. . + ∞]形状守恒[0. . + ∞]
This value defines the degree to which the selection or point geometry affected by a vertex map can be deformed by a force. Lesser values result in greater deformations; increasing values result in correspondingly lesser deformations.
这个值定义了受顶点映射影响的选择点或点几何形状可以被力变形的程度。较小的值导致较大的变形,增大的值导致相应较小的变形。
Damping[0..+∞%]
Damping[0..+∞%]
阻尼[0. . + ∞% ]阻尼[0. . + ∞% ]
Returning an object to its original shape is done using springs, whose damping is adjusted using this value. Lower values increase the stiffness of the effect.
将物体恢复到原来的形状是通过弹簧完成的,弹簧的阻尼是通过这个值来调整的。较低的值增加了效果的刚度。
忽略碰撞
This option only affects collisions of objects that have been affiliated with each other by the Connector. When creating a scene and testing certain constructs it can be distracting to have collision detection enabled.
此选项仅影响已经通过连接器彼此关联的对象之间的冲突。当创建一个场景并测试某些构造时,启用碰撞侦测会分散注意力。
圆锥半径[0.1.89.9 ° ]
When the Type option is set to Ragdoll the movement can be restricted to a cone-shaped space. This setting lets you adjust the size of the open end of the cone.
当类型选项设置为 Ragdoll 时,移动可以限制在一个锥形空间。这个设置允许你调整圆锥体开口端的大小。
Ellipse
Cone Radius Y[0.1..89.9°]
椭圆锥半径 y [0.1.89.9 ° ]
If the Ellipse option is enabled, the (perfect) cone can be pressed together, which is done using the Cone Radius Y value.
如果启用 Ellipse 选项,(完美)圆锥体可以压在一起,这是使用圆锥半径 y 值完成的。
转向角[-∞ . . + ∞ ° ]
This and the following 4 parameters are only made available when Wheel Suspension option is selected in the Type menu.
只有在“类型”菜单中选择“车轮悬挂”选项时,才能使用这个参数和以下4个参数。
Steering Angle defines the degree of steering lock around the Y axis of the Connector. You can animate this option to create realistic vehicle steering characteristics.
转向角度定义了转向锁的程度围绕 y 轴的连接器。您可以动画此选项创建现实的车辆转向特性。
Suspension Rest Position[-∞..+∞m]
悬挂休息位置[-∞ . . + ∞ m ]
This value defines location of the rest position of the integrated spring based on the origin of the Connector. Negative values will push the vehicle up.
此值基于连接器的原点定义集成弹簧的静止位置。负值将推动车辆上升。
悬挂刚度[0. . + ∞]
This value defines the amount of force needed to compress or expand the spring from its rest position. The harder the spring the more force that is needed to press it together or to stretch it (and the faster it rebounds).
这个值定义了从静止位置压缩或扩展弹簧所需的力量。弹簧越硬,需要的压力就越大,或者需要拉伸(弹簧反弹的速度也就越快)。
悬挂阻尼[0. . + ∞% ]
As with a car’s suspension, this value is used to define the damping effect (i.e. like a "shock absorber"). This effect ensures that the stiffness of the spring is such that the tires always remain on the road. The greater the Suspension Dampening value the faster the wheels will come to rest.
与汽车的悬挂一样,这个值用于定义阻尼效果(例如,像“减震器”)。这种效果确保弹簧的刚度使轮胎始终保持在路面上。悬挂阻尼值越大,车轮停止的速度就越快。
反弹[0. . + ∞% ]
If you used the Upper Limit Y or Lower Limit Y values to define angle limits, the Bounce parameter can be used to define how the movement rebounds when the object has reached the respective limit value.
如果你使用上限 y 或下限 y 值来定义角度限制,Bounce 参数可以用来定义当物体达到各自的限制值时移动的反弹。
Lower Limit X
From[-∞..+∞m]
Upper Limit X
To[-∞..+∞m]
Lower Limit Y
From[-∞..+∞m]
Upper Limit Y
To[-∞..+∞m]
Lower Limit Z
From[-∞..+∞m]
Upper Limit Z
To[-∞..+∞m]
下限 XFrom [-∞ . . + ∞ m ]上限 x To [-∞ . . + ∞ m ]下限 y From [-∞ . . + ∞ m ]上限 y To [-∞ . . + ∞ m ]下限 z From [-∞ . . + ∞ m ]上限 z To [-∞ . + ∞ m ]
For Connector types that allow movement, the movement can be limited to the respective axis from the Connector origin.
对于允许移动的连接器类型,可以将移动限制在从连接器原点到相应轴线的范围内。
Angular Limit
Angular Limit 2
From[-∞..+∞°]
To[-∞..+∞°]
角度限制极限2从[-∞ . . + ∞ ° ]到[-∞ . . + ∞ ° ]
Breaking Force
Force[0..+∞m]
Breaking Torque
Torque[0..+∞]
断裂力[0. . + ∞ m ]断裂扭矩[0. . + ∞]
Limits can be defined for the Force and Torque’s
可以为力和扭矩的固定设置定义极限。如果施加在连接器上的力超过此值,连接器将断开并被禁用。
Note that you must use very high values (up to six digits) depending on the Project and the specific effect. For example, a value of approx. 1000 must be entered to hold a Cube in place with the default Project Preference settings.
请注意,根据项目和特定效果,必须使用非常高的值(最多六位数)。例如,必须输入 approx. 1000值才能使用默认的 Project Preference 设置保存多维数据集。
Higher values make the Connector more stable and smaller values will cause the Connector to break correspondingly easier.
较高的值使得 Connector 更加稳定,较小的值将导致 Connector 相应地更容易中断。
Tip: 提示:
An angular limit can be defined for almost all Connector types that allow rotation. Once all angular limits have been defined the objects can rotate any number of times around the center of the hinge (or along a slider). Note that the angular limits will only have an effect within the range of a SINGLE rotation.
几乎所有允许旋转的连接器类型都可以定义一个角极限。一旦所有的角度限制已经定义的对象可以旋转任何次数围绕中心的铰链(或沿滑块)。注意,角度限制将只有在一个单一的旋转范围内的影响。
The Connector type Cardan, which permits 2 rotational levels, can be further restricted via the Angular Limit 2 value.
连接器类型万向节,允许2个旋转水平,可以进一步限制通过角极限2值。