Connector
连接器
Basic 基础Coord.Object 对象Display 展示Cache 缓存Connector
连接器
Connectors restrict the movement/rotation of Rigid Bodies and Soft Bodies. Hence, Connectors can only be used on objects to which a Dynamics Body tag has been assigned.
连接器限制刚体和软体的运动/旋转。因此,连接器只能用于已经分配了 Dynamics Body 标记的对象。
Without Connectors, Rigid/Soft Bodies would only be affected by forces and collisions. For example, it would be very difficult to simulate a simple hinge function. With a Hinge Connector, this is not a problem at all.
如果没有连接件,刚体/软体只会受到力和碰撞的影响。例如,模拟一个简单的铰链函数是非常困难的。使用铰链连接器,这根本不是问题。
Connectors are displayed in the Viewport in a manner that lets you easily recognize which motion/rotation that particular Connector has to offer. Connectors that will not function (e.g., if the Dynamic option is disabled or if at least one object that has been assigned a Dynamics Body tag) (or the objects in question have not yet been affected) will be displayed in red.
连接器显示在 Viewport 的方式,让您可以轻松地识别运动/旋转的特定连接器必须提供。不起作用的连接器(例如,如果动态选项被禁用,或者至少有一个对象被分配了 Dynamics Body 标记)(或者有关对象尚未受到影响)将以红色显示。
如何创建连接器
连接器位置
The Connector position and orientation are important!
连接器的位置和方向很重要!
These settings define the movement and rotation axes. If you take a look at the image above, the direction in which the spheres attached to the Hinge can rotate are defined by the position of the hinge. The same is true for the Slider Connector, whose position defines the direction in which the sphere can travel.
这些设置定义运动和旋转轴。如果你看看上面的图像,球体附加到铰链可以旋转的方向是由铰链的位置定义的。滑块连接器也是如此,它的位置定义了球体可以移动的方向。
A hinge will most often be placed along a rotational axis. Take a look at the following simple scene that contains 2 cylinders and 2 cubes, each with a Dynamics Body tag:
铰链通常沿着旋转轴放置。看看下面这个简单的场景,包含2个圆柱体和2个立方体,每个都有一个 Dynamics Body 标签:
Without Connectors, these elements would simply fall apart without interacting with each other (aside from coincidental collisions). In order to make a functioning vehicle you will need four Hinge Connectors that connect the two cubes to the rotational axes of the cylinders. Create 4 HingeConnectors. Two will be attached to the first cylinder’s rotational axis and two will be attached to the second cylinder’s rotational axis (the Transfer function will be very useful for this). It doesn’t matter where along the rotational axis the Connectors lie - these can be moved in accordance to the axis without affecting the functionality itself. For organizational purposes, however, it’s better to position them at their intended location. In this example it would be where the cubes connect to the cylinder. Subsequently you have to link the cylinders and cubes (of course at the corresponding points of rotation) in the Connector settings (Object tab);:
如果没有连接器,这些元素就会在没有相互作用的情况下分崩离析(除了偶然的碰撞)。为了使一个功能车辆,你将需要四个铰链连接器,连接两个立方体的旋转轴的气缸。创建4个 hingeconnector。两个将连接到第一个圆柱的旋转轴和两个将连接到第二个圆柱的旋转轴(传递函数将是非常有用的)。这与连接器沿着旋转轴的位置无关——它们可以根据轴移动而不影响功能本身。然而,出于组织的目的,最好将它们放置在它们预期的位置。在这个示例中,它将是连接到柱面的立方体的位置。随后你必须在连接器设置(对象选项卡)中链接柱面和立方体(当然是在旋转的对应点上) ; :
You have already almost created a functioning vehicle that can, for example, roll down a sloping plane. The 4 objects create a whole object with rotating cylinders. This vehicle could now be combined with an actuator such as a Motor, which would allow the vehicle to also drive up an incline.
你已经差不多创造出了一个能正常工作的交通工具,例如,可以从一个倾斜的飞机上滚下来。这4个物体创建了一个带有旋转圆柱体的整体物体。这种车辆现在可以与电动机这样的驱动器结合,使车辆也可以驱动上坡。
组合连接器
2 Connectors can also be combined, e.g., a Slider can be linked to a Hinge, as in the following example:
2连接器也可以结合,例如,滑块可以链接到一个铰链,如下面的例子:
The springs at the bottom, whose state of rest changes randomly, toss the beam into the air. The "Connector" makes sure the beam only moves in a vertical direction. In order to let the beam rotate as well, it was also linked with a Hinge Connector ("Connector.1"). That’s all you need to create this perpetual work of art.
底部的弹簧,其静止状态随机变化,将梁抛向空中。“连接器”确保光束只在垂直方向上移动。为了让梁也转动,它还连接了一个铰链连接器(“连接器。1”)。这就是你创作这件永恒的艺术作品所需要的全部。
The direct combination of 2 linear (e.g., Slider) or rotational (e.g., Hinge, Cardan, Ragdoll, Ball and Socket) Connectors is not possible, due to mathematical restrictions.
由于数学上的限制,直接结合2个线性(如,滑块)或旋转(如,铰链,Cardan,Ragdoll,Ball and Socket)连接器是不可能的。
Generally speaking you should avoid combining too many Connectors. Otherwise the structure of the combined elements can become very confusing. Normally all moving parts in a given scene are modeled and individual Connectors will suffice for the creation of the desired motion. The wheel of a car, for example, is attached to the car’s axle, around which it also rotates. A simple Hinge Connector is all you need to achieve the desired functionality.
一般来说,您应该避免组合过多的 Connectors。否则,组合元素的结构可能会变得非常混乱。通常情况下,给定场景中的所有运动部件都是建模的,单独的连接器将满足所需运动的创建。例如,汽车的车轮与车轴相连,车轴也围绕车轴转动。一个简单的铰链连接器是所有你需要实现所需的功能。
Duplicating objects linked with Connectors
复制与连接器链接的对象
A complete Dynamics system, including Connectors, Spring and Motors and their linked elements, can be duplicated. To do so, all elements should be placed within a common Null Object and this in turn made a Child object of the generator.
一个完整的动力系统,包括连接器,弹簧和马达和他们的连接元件,可以复制。为此,所有元素都应该放置在一个公共的 Null 对象中,这反过来又使生成器成为一个 Child 对象。
At the left of the image above a vehicle was equipped with a Motor and the entire construct was made a Child object of an Emitter. The Emitter sets the vehicles free so they can putter around independently. At the right is a simple cylinder, also propelled by a Motor and cloned in a curved shape using a Cloner object. The result is a working conveyor.
在上面图像的左边,一辆车配备了一个发动机,整个结构是一个发射器的子对象。发射器释放交通工具,使他们可以独立地到处闲逛。右边是一个简单的圆柱体,也是由马达驱动的,用克隆人物体复制成曲面形状。其结果是一个工作的输送机。
Make sure to give the collision objects that are not affected by Dynamics (such as the plane at the left or the
tracks at the right) the correct shape (most often Shape
确保不受动力学影响的碰撞对象(如左边的平面或右边的轨道)具有正确的形状(最常见的是 ShapeStatic 网格) ,以便实际的形状用于碰撞,而不是简化的替代品。
不精确连接器? ?
If you have the impression that the Connectors are not doing exactly what they are supposed to you can turn your attention to the Dynamics calculation’s parameters that control precision. The most important of these are: Steps per Frame, Maximum Solver Iterations per Step and Error Threshold.
如果您有连接器没有完全做他们应该做的事情的印象,您可以把您的注意力转移到动态计算的参数,控制精度。其中最重要的是: 每帧步骤、每步最大求解迭代次数和错误阈值。
Another reason for imprecision can be a large difference in the mass of the objects (this also occurs if Shape has been set to Off in the Dynamics Body tag’s Collision tab!). Physical simulations generally don’t like this.
不精确的另一个原因可能是物体质量的巨大差异(如果 Shape 在 Dynamics Body 标签的 Collision 选项卡中被设置为 Off,也会发生这种情况).物理模拟通常不喜欢这样。