Object Properties
对象属性
Two types of Motors are available:
有两种类型的马达:
线性
A linear force parallel to the Motor’s Z axis will be created.
一个平行于电机 z 轴的线性力将被创造出来。
角度
A torque around the Motor’s Z axis will be created.
一个围绕发动机的 z 轴的转矩将被创建。
线性和角度
Both types are generated simultaneously.
这两种类型都是同时生成的。
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。
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。
偏移[ XYZ m ]偏移[ XYZ m ]
A Dynamics Motor with a Linear force or a Dynamics Spring can be given an offset, which defines (from the object origin) the point at which the force should take hold. If an offset is defined a torque will automatically be generated.
具有线性力或动力弹簧的动力马达可以给定一个偏移量,这个偏移量定义了(从物体原点)力的作用点。如果定义了一个偏移量,就会自动产生一个转矩。
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。
申请
As mentioned in the description of Object A, "action = Reaction" applies for both objects. Use this setting if you want force or torque to affect one of the objects in a non-realistic manner.
正如在对象 a 的描述中所提到的,“作用 = 反作用”适用于这两个对象。如果您希望以非现实的方式使用力或扭矩来影响其中一个物体,请使用此设置。
模式
The following modes are available:
以下模式可供选择:
调节车速
Force or torque will be reduced in accordance wit the Linear Target Speed and Angular Target Speed values when the target speed has been reached. More force or torque will never be generated than is defined here.
当目标速度达到目标速度时,按照线性目标速度和角目标速度值减小力或力矩。更多的力或扭矩将永远不会产生超过这里定义。
施加压力
Force or torque is applied without taking speed into consideration. This can result in speeds increasing immeasurably.
在施加力或扭矩时没有考虑速度,这会导致速度无限增加。
线性目标速度[-∞ . . + ∞ m ]
If Mode is set to Regulate Speed a maximum speed can be defined here. The force will then be limited internally when this defined speed is reached. The prefix defines the direction.
如果模式设置为调节速度,最高速度可以在这里定义。当达到这个定义的速度时,力在内部将受到限制。前缀定义方向。
力[-∞ . . + ∞]
Exerts a linear force along the Motor’s Z axis. Depending on the object’s mass and friction (e.g., cube on a floor), higher values may be required.
沿着电机的 z 轴施加一个直线力。根据物体的质量和摩擦力(例如,地板上的立方体) ,可能需要更高的值。
角目标速度[-∞ . . + ∞ ° ]
If Mode is set to Regulate Speed, a maximum angular speed can be defined here. The torque will be limited when this defined speed is reached. The prefix defines the direction of rotation.
如果模式设置为调节速度,最大角速度可以在这里定义。当达到这个规定的速度时,扭矩将受到限制。前缀定义旋转的方向。
扭矩[-∞ . . + ∞]
Exerts torque around the Motor’s Z axis. The larger the object’s mass the greater the value needed.
施加扭矩围绕发动机的 z 轴。物体的质量越大,所需的值越大。