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

Force

警队

Follow Position[0..100]
Follow Rotation[0..100]

跟随位置[0. . 100]跟随旋转[0. . 100]

The sphere is animated to move along the path. In doing so it collides with the pillars. 球体被动画地沿着路径移动,这样它就会与柱子相撞

The settings in the tab are a combination of Dynamics and traditional Timeline animation.

标签中的设置结合了动态和传统的时间轴动画。

Animate the object itself using keyframes. Depending on the value defined, the object will follow the animation with a certain (spring) strength (position and rotation can be defined separately) while taking collision and mass inertia into consideration.

使用关键帧使对象本身动画化。根据定义的值,物体将遵循一定(弹簧)强度的动画(位置和旋转可以分别定义) ,同时考虑碰撞和质量惯性。

Depending on the strength defined, the object will follow the animation path but can, however, diverge from the path due to its mass inertia (or due to collisions). 根据定义的强度,物体将遵循动画路径,但是,可以偏离路径由于其质量惯性(或由于碰撞)

Imagine a spring lies between the position animated in the Timeline and the object. The strength represents the tension of the spring - a measure of the strength of the connection between both elements.

想象一个弹簧位于时间轴中动画的位置和物体之间。强度表示弹簧的张力——两个元件之间连接强度的度量单位。

If each value is set to 0 any existing keyframe animations will be ignored and only Dynamics will have an effect.

如果每个值设置为0,任何现有的关键帧动画将被忽略,只有动态将有效果。

Linear Damping[0..+∞%]
Angular Damping[0..+∞%]

线性阻尼[0. . + ∞% ]角阻尼[0. . + ∞% ]

Damping is simply an "artificial" removal of kinetic energy from Dynamics - for linear damping and for angular (rotational) damping.

阻尼仅仅是动力学中动能的“人工”去除 -- 线性阻尼和角(旋转)阻尼。

If, for example, you shake a container filled with objects and the objects don’t really come to rest, simply increase the Damping value to calm everything down.

例如,如果你摇晃一个装满物体的容器,而物体并没有真正停下来,那么只需增加阻尼值,让所有事情平静下来。

Since Dynamics has no rolling friction, a sphere could theoretically roll indefinitely. With a defined Angular Damping the sphere will eventually roll to a stop.

因为动力学没有滚动摩擦力,所以球体理论上可以无限滚动。随着一个确定的角阻尼球体最终将滚动到停止。

In other cases, when the Dynamics system seems to "explode", for example, damping values can be increased in order to prevent this from happening.

在其他情况下,当动力系统似乎“爆炸” ,例如,阻尼值可以增加,以防止这种情况发生。

Forces

力量

Dynamics also work in conjunction with Particle Modifiers (with the exception of Destructor and Deflector) that then exert corresponding forces on the dynamic objects.

动力学也与粒子修正器(除了 Destructor 和偏转器)一起工作,然后在动态物体上施加相应的力。

Force Mode

力量模式

Use this setting to define whether or not the force fields dragged into the field should affect the dynamic objects.

使用此设置可以定义拖入字段的强制字段是否应该影响动态对象。

Force List

警队名单

Drag the particle modifiers you want to include or exclude into this field.

将要包含或排除的粒子力场拖动到此字段中。

Aerodynamics 空气动力学 Aerodynamics produces a correct flight path for the dart. The dart’s flights (’wings’) keep the tip oriented in the direction of flight. 空气动力学为飞镖制造了一个正确的飞行路径。省道的飞行(“翅膀”)保持尖端朝着飞行的方向

Using the Aerodynamics settings, either a Rigid Body or a Soft Body can be influenced by wind. But where does the wind come from?

使用空气动力学设置,无论是刚体或软体可以受到风的影响。但是风是从哪里来的呢?

The stronger the local wind (= difference between wind velocity and polygon velocity) affecting the polygons, the greater the forces that will be exerted on the polygons. Cinema 4D basically offers two forces that affect aerodynamics: One force works with wind resistance (drag) and one with lift, which simulates wing lift (these forces affect the vertices on a Soft Body and work per triangle on Hard Bodies (quads will be broken down to triangles):

影响多边形的局部风(风速和多边形速度之差)越大,施加在多边形上的力就越大。Cinema 4D 基本上提供了两种影响空气动力学的力量: 一种力量与风阻力(阻力)有关,另一种力量与升力有关,升力模拟机翼升力(这些力量影响软体上的顶点和硬体上的每个三角形作功(四边形将分解为三角形) :

Left: Wind drag only; right: Wind drag plus downward force. 左: 只有风阻力; 右: 风阻力加上向下的力

When using the Soft Body mode Made of Clones, which also works aerodynamically, make sure to either use high values for the following 2 parameters or to reduce the sheer mass, or to increase the Air Density value in the Project Settings.

当使用由克隆制成的软体模式时,确保使用以下2个参数的高值,或者减少纯质量,或者增加项目设置中的空气密度值。

Tip: 提示:
Note that the aerodynamic forces will always be calculated according to the actual object shape (and not according to the collision 注意,空气动力总是根据物体的实际形状(而不是根据碰撞来计算的)Shape 形状). Caution: the center of gravity is based on the collision shape. )。注意: 重心是基于碰撞形状

Drag[0..+∞%]

拖动[0. . + ∞% ]

Use this setting to adjust the force exerted on polygons that face the wind (i.e., those whose Normals point into the wind at a maximum angle of 90°. Polygons facing away from the wind or parallel to the wind will be ignored). The force will always be exerted against the direction of the wind. The more perpendicular a polygons lies to the wind the more force that will be exerted on it.

使用这个设置来调整施加在面向风的多边形上的力(即法线指向风的最大角度为90 ° 的多边形)。面向风向或平行于风向的多边形将被忽略)。力总是作用在风的方向上。多边形与风的垂直度越大,施加在它上面的力就越大。

The higher the Drag value, the greater the force that will be exerted. For falling objects (if no particle modifiers have an effect), this will be paramount to a breaking force that is always exerted against the direction of the object’s motion.

阻力值越大,施加的力就越大。对于下落物体(如果没有粒子力场有影响) ,这对于始终作用于物体运动方向的破坏力是至关重要的。

Lift[0..+∞%]

提升[0. . + ∞% ]

The lift effect basically exerts its force in the direction of the surface Normals. The wind must have a surface on which it can exert its force. Surfaces not facing the wind and polygons lying parallel to the wind will be ignored. Hence, if a surface is facing the wind a lifting or downward force will be exerted. The value defined here works as a multiplier for the forces at work.

升力效果基本上把力施加在表面法线的方向上。风必须有一个可以施加力的表面。不面向风的表面和平行于风的多边形将被忽略。因此,如果一个表面面向风,就会施加一个向上或向下的力。这里定义的值作为工作力量的倍增器。

Two-Sided

双面的

Usually wind will only affect a polygon’s outer surface. This makes sense because most objects are made up of a closed volumetric mesh. The wind will the affect only the object surface and not the polygons on the opposite side.

通常风只会影响多边形的外表面。这是有意义的,因为大多数对象是由一个封闭的体积网格。风只会影响物体表面,而不会影响对面的多边形。

However, this is not the desired effect for thin objects such as a piece of paper or cloth swaying in the wind. In these instances, this option should be enabled to allow the wind to affect both sides of the object.

然而,对于薄薄的物体,比如一张纸或者一块在风中摇曳的布,这并不是预期的效果。在这些情况下,应该启用此选项以允许风影响物体的两侧。