Dynamics Body Tag 动力身体标签Basic 基础Dynamics 动力学Collision 碰撞Mass 弥撒Force 警队Soft Body 柔软的身体Cache 缓存

Collision

碰撞

Inherit Tag

继承标签

The hierarchy shown at top left (the tag is applied to the parent Null Object) collides with one of the same type. The remaining images depict different 左上角显示的层次结构(标记应用于父 Null 对象)与相同类型的层次结构碰撞。其余的图像描绘的不同Hierarchy 等级 settings. 设置

This option applies when the object to which the tag has been assigned has its own hierarchy (and is not a clone-generating object, for which the next selection menu applies) and it defines whether or not a hierarchy (if present) below the object with the tag should also be included as a collision object.

当标记分配给的对象具有自己的层次结构(而且不是生成克隆的对象,下一个选择菜单对其适用)时,该选项应用,并且它定义了带有标记的对象下面的层次结构(如果存在)是否也应该包含为冲突对象。

None

没有

All hierarchies belonging to the tag will be ignored with regard to Dynamics. Only the object with the tag will collide but whose Dynamic movement will "drag" Child objects with it.

所有属于标签的层次结构都将被动态地忽略。只有具有标记的对象会发生碰撞,但是其动态移动将“拖动”子对象。

Apply Tag to Children

给孩子套上标签

This tag is assigned to all Child objects. They will then all behave independently, as if they weren’t part of a hierarchy.

此标记分配给所有子对象。然后他们都会独立行动,就好像他们不是等级制度的一部分。

Compound Collision Shape

复合碰撞形状

The entire hierarchy of the object to which the tag is assigned will be seen as a single, fixed object.

将标记分配给的对象的整个层次结构将被视为一个单一的固定对象。

Tip: 提示:
You can assign a Dynamics Body tag to a Child object within a hierarchy. If you disable the 您可以将 Dynamics Body 标记分配给层次结构中的子对象Enabled 启用 option the tag will work like a Stop tag, i.e., this object and its Child objects will, for example, be excluded from the "compound collision shape". 选项标记将像 Stop 标记一样工作,也就是说,这个对象及其子对象将被排除在“复合碰撞形状”之外

Individual Elements

个别元素

The MoText object at left falls to the floor. Depending on the 左边的 MoText 对象落到了地板上。这取决于Individual Elements 个别元素 setting, the text will collide as a whole, as lines, as words or as letters. 设置后,文本将作为一个整体发生碰撞,如行、单词或字母

This parameter’s modes are designed for Generators that themselves generate objects, such as the MoText. It depends on how the objects should collide: independently or as a whole.

此参数的模式是为生成器本身生成对象(如 MoText)而设计的。这取决于物体应该如何碰撞: 是独立的还是作为一个整体。

For the MoGraph MoText, for example, the following applies with regard to text collision:

例如,对于 MoGraph MoText,下面的方法适用于文本冲突:

Off

关掉

The entire Text object will be a collision object.

整个 Text 对象将是一个冲突对象。

Top Level

顶层

Each line of text will be an individual collision object.

每行文本将是一个单独的冲突对象。

Second Level

第二层

Each word will be an individual collision object.

每个单词都是一个单独的碰撞对象。

All

所有

Each letter will be an individual collision object.

每个字母都是一个单独的碰撞对象。

Self Collisions

自我碰撞

This option is used to adjust the following:

此选项用于调整以下内容:

Use Deformed Object

使用 Deformed Object

Colliding objects can be deformed using Deformers, which of course affects the collision shape. Occasionally (e.g., with the Voronoi Fracture object, which can be deformed using its Details tab’s settings) a deformation can be minor and additional non-deformed objects have to be used in order to speed up a collision process. If this is the case, this option should be disabled.

碰撞物体可以使用变形器变形,这当然会影响碰撞形状。有时候(例如,Voronoi Fracture 对象,可以通过其 Details tab 的设置变形)变形可以很小,为了加速碰撞过程,还必须使用其他不变形的对象。如果是这种情况,则应禁用此选项。

Shape

形状

Generally speaking, collision detection is a computationally time-consuming process but is does result in realistic object behavior: objects can be repelled, come to rest due to friction, etc. The more complex a shape, the more computationally time-consuming the collision detection will be. This is why this menu offers substitute shapes that can be placed around the collision object. This can save a great deal of render time. At a distance it is often very difficult to discern whether or not the actual object or a substitute object is being used for collision detection during an animation. The available shapes can be found in the Collision tab’s Collision Shapes options menu.

一般来说,碰撞侦测是一个耗费计算时间的过程,但确实会导致现实的对象行为: 对象可以被排斥,由于摩擦而停止等等。形状越复杂,计算碰撞侦测就越耗时。这就是为什么这个菜单提供了可以放置在碰撞对象周围的替代形状。这可以节省大量的渲染时间。在一定距离之外,通常很难辨别在动画制作过程中,实际物体或替代物体是否被使用了一个碰撞侦测。可用的形状可以在“碰撞”选项卡的“碰撞形状”选项菜单中找到。

At left, clones collide with a collision object. The clones are repelled differently, depending on the option defined in the 左边是克隆体与碰撞物体的碰撞。中定义的选项不同,克隆被排斥的方式不同Shape 形状 menu. 菜单

The available substitute shapes in order of render speed - fastest to slowest - are: Box; Ellipsoid; Cylinder, Convex Hull; Static Mesh; Moving Mesh.

根据渲染速度-最快到最慢-可用的替代形状是: 盒子; 椭球体; 圆柱体,凸壳; 静态网格; 移动网格。

The following applies for the modes below: Automatic is always good to use, optimizing render time is possible with the remaining modes.

以下适用于下面的模式: 自动总是好的使用,优化渲染时间是可能的与剩余的模式。

Automatic

自动的

The modes listed below (and several more, e.g., the Floor object has its own analogy) will be assigned internally - automatically, depending on the object used. For example, primitives will automatically be assigned a mode: a cube will be assigned

下面列出的模式(以及更多的模式,例如,Floor 对象有它自己的类比)将根据使用的对象在内部自动分配。例如,原语将自动分配一个模式: 一个多维数据集将被分配

the Box mode, a polygonal object the Static Mesh or Convex Hull mode, etc. The most optimal mode for the corresponding object will automatically be selected. Changing to a different mode might also help you save render time. If, for example, you are working with several small, spherically-shaped objects they will automatically be assigned the Convex Hull mode but you could just as well apply the Ellipsoid mode, which will render much faster but barely differ visually.

盒子模式,多边形物体静态网格或凸壳模式等。将自动选择相应对象的最佳模式。更改为不同的模式也可以帮助您节省渲染时间。例如,如果您正在处理几个小的球形物体,它们将自动被分配为凸壳模式,但您也可以应用椭球模式,这将渲染得快得多,但几乎没有什么视觉上的不同。

Automatic (MoDynamics)

自动(MoDynamics)

This is mainly a compatibility setting for loading older scenes (it will apply Static Mesh instead of Convex Hull to corresponding objects).

这主要是一个加载旧场景的兼容性设置(它将应用静态网格而不是凸壳到相应的对象)。

Box

方格

Is equivalent to the object’s bounding box, which encompasses the object in its maximum outer dimensions.

等效于对象的边界框,该边界框包含对象的最大外部维度。

Ellipsoid

椭球体

An Ellipsoid ("volumetric" oval) that fits within the object’s bounding box will be fitted into the colliding object. For a cube, for example, this would be a sphere that touches all six sides of the cube.

一个椭圆体(“体积”椭圆) ,适合在物体的包围盒将装入碰撞物体。例如,对于立方体来说,这是一个球体,它可以触及立方体的所有六个边。

Cylinder X-Axis
Cylinder Y-Axis
Cylinder Z-Axis

圆柱体 x 轴圆柱体 y 轴圆柱体 z 轴

These three settings are primarily designed for use with tire collision shapes. An (internally optimized) cylinder collision object will be fitted into the tag object’s bounding box. All you have to do then is select the matching axis. Finally, define the rotational axis if your tire model as the rotational axis of the cylinder.

这三种设置主要用于处理轮胎碰撞形状。一个(内部优化)圆柱碰撞对象将装入标签对象的包围盒。然后你所要做的就是选择匹配的轴。最后,如果你的轮胎模型是气缸的旋转轴,那么定义旋转轴。

Convex Hull

凸壳

A type of rubber skin will be placed around the object. Indentations, cavities or holes will not be included in the collisions.

一种类型的橡胶皮肤将被放置在周围的对象。在碰撞中不包括凹陷、空洞或孔洞。

Moving Mesh

移动网格

Aside from Static Mesh, this is the only mode that uses the actual object geometry and not a simplified version. The given object will constantly be checked for collisions in its entirety, even while it’s moving.

除了静态网格,这是唯一的模式,使用实际对象的几何形状,而不是简化版本。即使物体在移动,也会不断地检查它的整体碰撞情况。

Note that this mode will calculate more slowly and also comes with additional problems (e.g., intersection, objects can "clump", etc.). If problems occur, we suggest selecting the Another Object option on conjunction with a simple substitute object.

请注意,这种模式计算速度较慢,而且还会带来额外的问题(例如,交叉、对象可以“聚集”等)。如果出现问题,我们建议选择与简单替代对象一起使用的 Another Object 选项。

Static Mesh

静态网格

This is the most time-consuming mode, next to Moving Mesh, for rendering because the object’s actual geometry is used (and not a simplified version).

这是继移动网格之后最耗时的渲染模式,因为使用的是对象的实际几何图形(而不是简化版本)。

All objects actively affected by Dynamics () will, however, be seen as static (non-moving) collision objects. The name Static Mesh can be taken literally. This mode should also be used when, for example, a sphere should be calculated as hollow and dynamics objects bounce around on the inside.

然而,所有受到动力学()影响的物体将被视为静态(不移动)碰撞物体。名称静态网格可以采取字面上。这种模式也应该用于,例如,一个球体应该被计算为空心和动态物体在内部弹跳。

Off

关掉

The body will not collide at all. All dynamic objects will pass through the body.

身体不会碰撞,所有的动态物体都会穿过身体。

Another Object

另一个物体

Lets you assign a substitute collision object. Let’s say you are working with a hi-res object made up of millions of polygons and only a specific region of the object should be used for collision. calculating this would be very laborious. If, however, you use a substitute object that only roughly matches the shape of the original object and is made up of only a few hundred polygons, the calculation can be sped up enormously. If this option is selected, a link field will be made available in which the substitute object can be placed. Note that the location of the substitute object plays no role - when selected as such, the object will automatically be positioned at the origin of the original object.

让您分配一个替代冲突对象。假设你正在处理一个由数百万个多边形组成的高分辨率物体,只有该物体的特定区域应该用于碰撞。计算这个是非常困难的。然而,如果你使用一个仅仅大致匹配原始物体形状的替代物体,并且它只由几百个多边形组成,那么计算速度就会大大提高。如果选择此选项,则将提供一个链接字段,可以在该字段中放置替代对象。请注意,替代对象的位置不扮演任何角色——如果选择这样的位置,对象将自动定位在原始对象的原点。

The substitute object’s (internal) collision shape in turn adheres to the rules described above (if the object has not Dynamics Body tag its Shape should be set to Automatic). You can also assign a Dynamics Body tag to the substitute object in order to more accurately define the shape. You can also disable the Enabled option.

替代对象的(内部)碰撞形状依次遵循上述规则(如果对象没有 Dynamics Body 标记,则应将其 Shape 设置为 Automatic)。您还可以为替代对象分配 Dynamics Body 标记,以便更准确地定义形状。您还可以禁用“启用”选项。

Object

对象

Drag the substitute collision object into this field (see previous parameter).

将替代的冲突对象拖动到此字段中(参见前面的参数)。

Size Increment[-∞..+∞m]

增量[-∞ . . + ∞ m ]

Use this value to increase (positive values) or decrease (negative values) the size of the collision field of the object (in contrast to the next parameter, Margin, the object shape will be maintained). This parameter is designed for creating specific effects. For example, a brick wall whose bricks float with gaps between them but it still behaves like a real wall. This parameter can also be applied when, for example, creating visible penetration of an object if you want to avoid having to increase the Steps per Frame value.

使用此值可以增加(正值)或减少(负值)对象碰撞字段的大小(与下一个参数 Margin 相反,将保持对象形状)。此参数用于创建特定效果。例如,一堵砖墙的砖块在它们之间有缝隙漂浮,但它仍然像一堵真正的墙一样。例如,如果您希望避免增加每帧的步骤值,那么在创建对象的可视渗透时也可以应用此参数。

Use
Margin[0..+∞m]

0. . + ∞ m ]

You normally don’t have to modify these settings. The Margin parameter reflects the scene-wide setting for Collision Margin, only that you can define it here at object level.

你通常不需要修改这些设置。Margin 参数反映了冲突裕度的场景范围设置,只有您可以在对象级别定义它。

The value can also be reduced to 0, which will reduce render time but also reduce stability. Very low Margin values can also lead to an object being penetrated.

该值也可以减少到0,这将减少渲染时间,但也降低了稳定性。极低的边际值也可能导致一个物体被渗透。

Higher values are generally recommended if faulty rendering and/or incorrect collisions take place. It can, however, also help to increase the Steps per Frame value.

如果发生错误的渲染和/或错误的碰撞,通常建议使用更高的值。然而,它也可以帮助增加每帧的步骤值。

Generally speaking, the edges of Primitives will be rounded.

一般来说,基元类型的边缘会被舍入。

Contrary to the Size Increment parameter, the Margin parameter serves only optimize the stability of Dynamics.

与尺寸增量参数相反,裕度参数只能优化动力学的稳定性。

Keep Soft Body Shape

保持柔软的身材

If enabled, a Soft Body can be turned into a deformed Rigid Body. Soft Bodies tend to smooth dents out again. 如果启用,软体可以变成变形的刚体。柔软的身体倾向于再次光滑的凹痕

This option is, for example, suited for maintaining dents in hard surfaces (actually the opposite of what a Soft Body does). This option does nothing more than freeze the deformed shape of a Soft Body when you set Soft Body from Made of Polygons/Lines to Off. What remains is a deformed Rigid Body.

这个选项,例如,适合于维护凹痕在硬表面(实际上是相反的什么软体做)。这个选项只不过是冻结变形的柔软的身体时,你设置柔软的身体从多边形/线制成关闭。剩下的是一个变形的刚体。

Bounce[0..+∞%]

反弹[0. . + ∞% ]

When two objects collide, this value is the measure of force with which the objects bounce off of each other. Values around 0 result in a non-elastic bounce - like two plastic spheres colliding. Values around 100% result in a much more pronounced bounce, e.g., like two billiard balls colliding.

当两个物体碰撞时,这个值是物体相互反弹力的度量单位。在0左右的数值会导致两个塑料球体的非弹性碰撞。100% 左右的价值会导致更明显的反弹,例如,两个台球相撞。

Physically correct values range between 0% to 100%.

物理上正确的值范围在0% 到100% 之间。

Note that there are always two values - one for each colliding object. For example, a floor also has a certain elasticity, i.e., if one of the collision objects has a Bounce value of 0, the second won’t bounce off, even if it is assigned a value of 1000%.

注意,总是有两个值——每个碰撞对象一个值。例如,地板也有一定的弹性,也就是说,如果其中一个碰撞物体的弹跳值为0,那么第二个物体就不会反弹,即使它被分配了1000% 的值。

If you have several objects that collide with each other, lower values will result in all objects coming to a rest sooner.

如果有几个相互碰撞的对象,较低的值将导致所有对象更快地休息。

Friction[0..+∞%]

摩擦力[0. . + ∞% ]

Physics basically offers three types of friction:

物理学基本上提供了三种类型的摩擦:

Static and kinetic friction are combined in a single parameter in Cinema 4D, Friction. The Friction parameter is the measure of braking force an object encounters when it slides across a surface/object or of the force that makes a stationary object begin to slide across a surface/object. Both types of friction are equal in measure. Note that two objects are always involved in a friction equation, each of which can have a different friction value defined. If one object has a value of 0%, the friction for the other object cannot be increased no matter how high its value.

在 Cinema 4D 中,静摩擦和动摩擦被组合在一个单一的参数中,摩擦。摩擦参数是衡量物体在滑过表面/物体时所受到的制动力,或者是使静止物体开始滑过表面/物体的力。这两种类型的摩擦力在量度上是相等的。请注意,摩擦方程中总是包含两个物体,每个物体都可以定义一个不同的摩擦值。如果一个物体的摩擦系数为0% ,那么不管另一个物体的摩擦系数有多高,它的摩擦系数都不会增加。

Generally speaking, the higher the value (can also be much greater than 100%) the less the given object will slide or the more it will roll or tumble. If you have several objects that collide with each other, lower values will result in all objects coming to a rest sooner.

一般来说,数值越高(也可以大于100%) ,给定的物体滑动的次数越少,或者滚动或翻滚的次数越多。如果有几个相互碰撞的对象,较低的值将导致所有对象更快地休息。

Cinema 4D purposely does not include rolling friction. This can, however, be simulated using Angular Damping.

C4D故意不包括滚动摩擦,但是可以用角阻尼来模拟。

Collision Noise[0..90%]

碰撞噪音[0. . 90% ]

Collision behavior. Imagine several objects are dropped onto the floor and their collision behavior is the same throughout. This would not look realistic at all.

碰撞行为。想象一下,若干物体落在地板上,它们的碰撞行为是完全相同的。这看起来根本不现实。

The greater the Collision Noise value, the more varied the behavior of individual objects will be.

碰撞噪声值越大,单个物体的行为变化越多。