Dynamics
动力学
启用
This option enables or disables the tag completely. If disabled, it’s the same as not having a tag at all - the object to which it is assigned will not exist in the eyes of Dynamics.
此选项完全启用或禁用标记。如果禁用,就等同于根本没有标记——在 Dynamics 眼中,分配给它的对象将不存在。
MoGraph Selection
MoGraph Selection
图片选择
If the tag is assigned to a clone-generating object (e.g., Cloner object, Break object, etc.) and Individual Elements is not set to Off, a MoGraph selection can be used to exclude individual clones from the options at left.
如果标记被分配给一个克隆生成对象(例如,Cloner 对象、 Break 对象等) ,并且单个元素没有设置为 Off,则 MoGraph 选项可用于从左侧的选项中排除单个克隆。
This is especially well-suited for fixing certain regions of clone constructs that are calculated as Soft
Bodies (option Soft
Body
这特别适合于修复被计算为软体的克隆构造的特定区域(选项 Soft BodyMade of Clones)。
充满活力
The following options can be defined in the selection menu:
下面的选项可以在选择菜单中定义:
关掉
The dynamic objects will obey the Timeline commands and not Dynamics. Collision detection will, however, still take place.
动态对象将服从时间轴的命令而不是动态,但是碰撞侦测仍然会发生。
开始
The dynamic objects will obey Dynamics commands (and not the Timeline commands, as with the previous option). You can animate between the On and Off settings and the Transition Time (described below) will be phased in and out.
动态对象将服从 Dynamics 命令(而不是像前面的选项那样服从 Timeline 命令)。您可以动画之间的开和关设置和过渡时间(描述如下)将分阶段进入和结束。
幽灵
Collisions will be registered in this mode but no collision will take place (with rebound). Dynamic objects will simply pass through these objects.
碰撞会以这种模式进行记录,但不会发生碰撞(有反弹)。动态对象将简单地通过这些对象。
So, what is this good for?
那么,这有什么好处?
For example, you can use a body to determine if it contains dynamic objects (e.g., with the Dynamics Collision Node, which contains a Ghost port).
例如,您可以使用 body 来确定它是否包含动态对象(例如,使用 Dynamics Collision Node,其中包含 Ghost 端口)。
Or if a Rigid Dynamics Tag’s Trigger parameter is set to On Collision, the impact with such an object will be counted as a collision and in fact take place.
或者,如果刚体动力学标签的触发参数设置为碰撞,那么与这样一个物体的碰撞将被计算为碰撞,事实上发生了碰撞。
Set Initial State
Clear Initial State
设置初始状态
It often occurs that you have a scene, for example with a brick/stone wall, in which the bricks lie too close to one another and you want to correct this by simply letting the simulation run for a moment until all elements have "settled". This state should then be used as the starting state (of course, this also works with Soft Bodies). This is exactly what is done with these two buttons. Let the simulation run for a moment, stop the simulation and click on the Set Initial State button. Internally, this state will be saved as the starting state. You can now go to frame 0 and start the simulation anew.
你经常会遇到这样的场景,比如一堵砖墙/石墙,其中的砖块彼此靠得太近,你想通过简单地让模拟运行一会儿来纠正这种情况,直到所有元素都“安定下来”。这种状态应该用作开始状态(当然,这也适用于软体)。这正是这两个按钮所做的。让模拟运行一会儿,停止模拟并点击设置初始状态按钮。在内部,此状态将被保存为启动状态。你现在可以进入0帧并重新开始模拟。
Clear Initial State will do exactly this and, for example, reset the state defined (e.g., by a Cloner object) at frame 0.
Clear Initial State 将完全做到这一点,例如,将定义的状态(例如,由 Cloner 对象定义)重置为帧0。
用可视化的方式展示
If you want to show the visualization via the Project Settings (Dynamics / Visualization) you can define on tag level if the tag’s objects / clones and their effects are displayed.
如果您希望通过项目设置(动态/可视化)显示可视化,则可以在标记级别定义标记的对象/克隆及其效果是否显示。
触发器
Using this parameter you can determine the point at which the Dynamics should take effect on dynamic objects. As soon as Dynamics takes effect they will basically take command of the dynamic objects. The extended influence of the initial object settings is then removed. Of course the effect of Dynamics can be turned off again and the dynamic objects will return to their initial or keyframe-animated position.
使用这个参数,您可以确定动态应该对动态对象生效的点。一旦动态生效,他们将基本上采取动态对象的命令。然后消除初始对象设置的扩展影响。当然,动态的效果可以再次关闭和动态对象将返回到他们的初始或关键帧动画的位置。
马上
Dynamics will take effect right away. As soon as the animation is started the dynamic objects will, for example, start falling. If dynamic objects are animated the traditional way via the Timeline, the velocity with which they fall when Dynamics takes effect ( can be defined freely) will be applied as their initial velocity.
动态将立即生效。例如,一旦动画开始,动态对象就会开始下降。如果动态对象是通过传统的方式动画通过时间轴,速度,他们下降时,动态生效(可以自由定义)将应用作为他们的初始速度。
在流速峰值
For animated dynamic objects (see previous parameter), Dynamics will take effect when dynamic objects have reached their maximum velocity. Linear and angular velocity per object and frame of animation will be compared. If a velocity not greater than the previous and at least 0.5% less is measured the corresponding object will be affected, i.e., the algorithm cannot foresee if a subsequent animation frame will contain a greater velocity value and will therefore start the effect when the maximum velocity is first reached. Dynamic objects will enter the Dynamics calculation using this maximum velocity.
对于动态对象(参见前面的参数) ,动态将在动态对象达到其最大速度时生效。比较每个物体和每帧动画的线性和角速度。如果一个速度不大于前一个速度并且至少少于0.5% 被测量,那么相应的物体将会受到影响,也就是说,算法不能预测后续的动画帧是否会包含更大的速度值,因此将在首次达到最大速度时开始产生影响。动态物体将进入动力学计算使用这个最大速度。
关于碰撞
Dynamics will first affect dynamic objects when they collide with an object/clone to which a Dynamics Body tag has been assigned. With the next parameter Trigger Velocity Threshold you can define the degree of contact required for the effect to take effect.
动态将首先影响动态对象时,他们碰撞的对象/克隆已经分配了一个动态身体标签。使用下一个参数触发速度阈值,您可以定义效果生效所需的接触程度。
Trigger Velocity Threshold parameter defines collision strength required for Dynamics to take effect.>
触发速度阈值参数定义动力学生效所需的碰撞强度。 >
Trigger Velocity Threshold[-∞..+∞m]
触发速度阈值[-∞ . . + ∞ m ]
If Trigger is set to Collision you are able to define this value. The higher the value the greater the velocity required before the collision takes effect. The deciding factor is the velocity in the direction of the surface Normals, i.e., if an object moving at high velocity only strafes an object the collision may not have an effect at all.
如果触发器被设置为冲突,你可以定义这个值。值越高,碰撞生效之前所需的速度就越大。决定因素是表面法线方向上的速度,也就是说,如果一个高速运动的物体只是擦过一个物体,那么碰撞可能根本不会产生影响。
The example above was created with the help of the "Xplode" plugin, which is designed to cut an object into many small pieces.
上面的例子是在“ Xplode”插件的帮助下创建的,该插件旨在将一个对象切割成许多小块。
作者: XPresso
Using the Dynamics Body Status Node’s Trigger command, Dynamics can be triggered using XPresso.
使用 Dynamics Body Status Node 的 Trigger 命令,可以使用 XPresso 触发 Dynamics。
自定义初始速度
As soon as Dynamics starts to affect dynamic objects, these can be assigned any Custom Initial Velocity desired. For example, as soon as one dynamic object even slightly touches another, the latter can be made to repel with a high velocity. The initial (animated) velocity will NOT be included in the calculation - only the Initial Linear Velocity will be applied.
一旦动态开始影响动态对象,这些可以分配任何自定义初始速度所需。例如,当一个动态物体与另一个物体稍稍接触时,后者就会以高速度排斥。初始速度(动画)将不包括在计算中-只有初始线速度将被应用。
This can, for example, be used to create interesting chain reactions - like the ones you see in those elaborate mouse trap experiments. In the following example, each clone was assigned a Initial Linear Velocity along the Y axis (upwards). is set to On Collision. If another clone is dropped onto the center of the construct the chain reaction will be set off:
例如,这可以用来创建有趣的连锁反应——就像你在那些精心设计的捕鼠器实验中看到的那样。在下面的示例中,每个克隆都被赋予沿 y 轴(向上)的初始线速度。设置为 On Collision。如果另一个克隆被丢到构造的中心,链式反应将被触发:
Note that all velocities defined in this tag are measured in seconds (e.g., if Initial Linear Velocity is set to 200cm, the object will move 200 cm per second). This also applies to the Linear Velocity Threshold setting, which is described further below.
注意,这个标签中定义的所有速度都是以秒为单位测量的(例如,如果初始线速度设置为200厘米,物体将以每秒200厘米的速度移动)。这也适用于线速度阈值设置,下面将进一步描述。
Initial Linear Velocity[XYZ m]
初始线速度[ XYZ m ]
This value defines the absolute X, Y and Z velocity when Dynamics takes effect. Note that you might have to increase the (also applies to the following option) when working with higher velocities to prevent incorrect calculations for collisions.
这个值定义了动力学生效时的绝对 x,y 和 z 速度。注意,在处理速度较高的问题时,可能必须增加(也适用于以下选项) ,以防止对碰撞进行不正确的计算。
Initial Angular Velocity[HPB °]
最初的角速度
Use this value to define the rotational velocity, for the H, P and B axes, when Dynamics takes effect.
当动力学生效时,使用这个值来定义 h,p 和 b 轴的旋转速度。
对象坐标
Use this to define whether the velocities named above should use object’s coordinate system (option enabled) or the global coordinate system (option disabled).
使用它来定义上面命名的速度是应该使用对象的坐标系值(启用选项)还是全局坐标系值(禁用选项)。
Dynamic Transition
Transition Time
动态过渡转换时间
You can disable the Dynamic option at any time. Doing so will result in Dynamics no longer affecting the dynamic objects, i.e., the objects will return to their initial position; animated objects will return to their initial state. You can create spectacular effects just by switching between the effects of physics and the Timeline.
您可以在任何时候禁用动态选项。这样做将导致 Dynamics 不再影响动态对象,也就是说,对象将返回到它们的初始位置; 动态对象将返回到它们的初始状态。你可以通过在物理效果和时间轴之间切换来创造壮观的效果。
The Dynamic Transition option defines whether the dynamic objects will return to their initial position via a force, including collision detection (option enabled) or via simple interpolation (option disabled) without collision detection.
动态转换选项定义了动态对象是否会通过一个力返回到它们的初始位置,包括碰撞侦测(启用选项)或者通过简单的插值(禁用选项)而没有碰撞侦测。
Transition Time defines the number of frames of animation that should lie between the disabling of the and the return to the initial position/state.
转换时间定义了在禁用和返回初始位置/状态之间的动画帧的数量。
Linear Velocity Threshold[0..+∞m]
Angular Velocity Threshold[0..+∞°]
线速度阈值[0. . + ∞ m ]角速度阈值[0. . + ∞ ° ]
These velocity values are designed to optimize the calculation speed. As soon as the velocity of a dynamic object lies below these threshold values for 2 seconds it will be omitted from further Dynamics calculations and will come to an absolute stop. This state will last until it is impacted (collided) from another object. The object will again be included in the Dynamics calculation until its velocity again falls below the threshold values for a period of 2 seconds.
这些速度值的设计是为了优化计算速度。一旦一个动态物体的速度低于这些阈值2秒,它将从进一步的动力学计算中省略,并将到达一个绝对停止。这种状态会一直持续到它被另一个物体撞击(碰撞)。物体将再次被包括在动力学计算中,直到它的速度再次低于阈值为2秒。
The threshold values can be defined separately for Linear and Angular velocity.
阈值可以为 Linear 和角速度分别定义。
Note when using with Cloner objects: 当使用 Cloner 对象时请注意:If you want the Falloff value to define when the clones should start falling it can occur that the clones are excluded from the Dynamics calculation prior to the Dynamics taking effect. In this event, set the threshold value to 0.
如果你想要弗洛夫值定义克隆什么时候开始下降,它可以发生,克隆是排除在动态计算之前的动态生效。在此事件中,将阈值设置为0。
Also make sure not to let the Effector/Modifier pass too quickly through the clones (in particular when the Effector’s/Modifier’s effect is spatially restricted) because this can result in paradox phenomena due to the great distances the force field has to cover between frames. This can be compensated for by increasing the range of the force field.
还要确保不要让效果器/力场在克隆中通过得太快(特别是当效果器/力场的效果在空间上受到限制时) ,因为这可能会导致悖论现象,因为力场必须覆盖帧之间的距离很远。这可以通过增加力场的范围来补偿。