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Collision Margin[0..+∞m]

碰撞裕度[0. . + ∞ m ]

This value generally does not have to be modified. It only affects certain collision types. Cinema 4D has several internal, optimized collision algorithms:

这个值通常不需要修改。它只影响某些碰撞类型。Cinema 4D 有几个内部优化的碰撞算法:

The Collision Margin parameter only affects the last two collision types.

冲突裕度参数只影响最后两种冲突类型。

A brief explanation of convex and concave:

对凹凸的简要说明:

Simply said, Collision Margin works as follows: If using a Cube, for example, the margin will be subtracted from the cube, which will produce a smaller cube and added again, which in turn will produce a cube with rounded edges that is as large as the original cube.

简单地说,碰撞边缘的工作原理如下: 例如,如果使用一个立方体,边缘将从立方体中减去,这将产生一个更小的立方体并重新添加,这反过来又将产生一个圆形边缘的立方体,与原来的立方体一样大。

Sharp edges will be rounded.

锋利的边缘会被磨圆。

This value should only be modified if the collisions appear to be unstable or incorrect. The value can also be set to 0, which will reduce both stability and render times.

只有在碰撞看起来不稳定或不正确时,才应该修改此值。这个值也可以设置为0,这会降低稳定性和渲染时间。

Scale[0..+∞m]

比例[0. . + ∞ m ]

This is the factor by which the Cinema 4D units of measure will be reinterpreted in the bullet engine. Simply follow this rule of thumb:

这就是Cinema 4D 测量单位在子弹引擎中被重新解释的因素。简单地遵循这个经验法则:

If you have objects flying through your scene that are 100 Cinema 4D units in size, leave the Scale value set to 100cm. If the objects are 1000 units in size set the Scale value to 1000cm.

如果你的场景中有100个4D 影院单位大小的物体飞过,将比例设置为100厘米。如果对象的大小是1000个单位,则将 Scale 值设置为1000厘米。

This value only has to be modified if objects start behaving strangely, i.e., if it comes to faulty calculations.

只有在对象开始出现异常行为时,即出现计算错误时,才需要修改这个值。

Restitution Lifetime for Resting Contact[0..+∞]

休止接触的归还寿命[0. . + ∞]

Prevents tiny imperfections in movement from occurring upon collision in accordance with the value defined here. For objects resting on or against each other, tiny elastic bumps - that are not visible - are calculated to prevent the objects from intersecting. After the defined time has elapsed, no tiny elastic bumps at all will take place.

根据此处定义的值,防止碰撞时出现运动中的微小缺陷。对于相互依赖或相互靠着的物体,微小的弹性突起——不可见的——被计算出来以防止物体相交。在规定的时间过去之后,根本不会发生微小的弹性碰撞。

Imagine a Newton pendulum where the sphere initially lie in a state of rest next to each other - if the time span defined here is too short the pendulum would simply not work.

想象一下牛顿摆,其中球体最初处于静止状态,并且彼此相邻——如果这里定义的时间跨度太短,摆就无法工作。

Contrary to the velocity threshold values (Linear Velocity Threshold), the object will otherwise continue to be affected by all other objects.

与速度阈值(线速度阈值)相反,目标将继续受到所有其他目标的影响。

Random Seed[-2147483648..2147483647]

随机种子[-2147483648. . 2147483647]

When MoGraph Dynamics are calculated, random numbers are used at various locations. Modifying this value will result in different random numbers being generated, which will affect the dynamic objects’ behavior accordingly. Imagine pouring a cluster of Clones into a glass and the position of one of the Clones is not correct. Modify the Random Seed value and play the animation again. The Clones will now lie in different positions each time the Random Seed value is modified.

当 MoGraph 动态计算时,随机数在不同的位置被使用。修改此值将导致生成不同的随机数,这将相应地影响动态对象的行为。想象一下把一群克隆人倒进玻璃杯里,其中一个克隆人的位置是不正确的。修改随机种子值并再次播放动画。每次随机种子值被修改的时候,克隆将会在不同的位置。

Steps per Frame[1..1000]

每帧的步数[1. . 1000]

This parameter is crucial for the precision of the MoGraph dynamics simulation. The higher the value, the more precise the calculation will be. This value should be increase in particular when penetration occurs by Clones travelling at high velocity.

这个参数对于动态图动力学仿真的精度至关重要。值越高,计算就越精确。这个值应该增加,特别是当渗透发生的克隆人在高速旅行。

So, what exactly what effect does the Substeps parameter have? Well, it subdivides each animation frame in the defined temporal region and calculates the Dynamics for each frame.

那么,Substeps 参数到底有什么作用呢?它在确定的时间区域中细分每个动画帧,并计算每个帧的动态。

We’ll use a cube travelling at high velocity that collides with the floor. Let’s say the cube is just above the floor in frame 12 and completely below the floor in frame 13. Cinema 4D would not register a collision in this instance (if the Substeps value were set to 1). If the Substep value were increased, a collision could be registered, e.g., at frame 12.2 and 12.4, respectively, and correctly calculated.

我们将使用一个以高速运动的立方体来与地板相撞。假设立方体刚好在第12帧的地板上方,而在第13帧的地板下方。Cinema 4D 在这种情况下不会发生冲突(如果 Substeps 值设置为1)。如果子步骤值增加,就可以注册冲突,例如,分别在帧12.2和12.4处,并正确计算。

Higher values result in greater precision but also in longer render times.

更高的值会导致更高的精度,但也会导致更长的渲染时间。

Maximum Solver Iterations per Step[3..10000]
Error Threshold[0.1..100%]

每步最大求解迭代次数[3. . 10000]错误阈值[0.1. . 100% ]

As described in the previous parameter, each frame of animation will be split up into a number of Substeps. For each of these steps a complex system of equations must be solved iteratively for collision contacts and Connectors. This means that the solution will be approached step-by-step with increasing accuracy. The maximum number of steps can be defined here.

如前面的参数所述,动画的每一帧将被分割成若干个子步骤。对于这些步骤中的每一步,必须迭代求解碰撞触点和连接器的复杂方程组。这意味着解决方案将逐步接近与准确性的增加。这里可以定义步骤的最大数量。

The Error Threshold value defines the point at which the iterations should be stopped.Large values will result in a less accurate approximation (to the correct result) than smaller values.

Error Threshold 值定义迭代应该停止的点。较大的值与较小的值相比,会导致较不准确的近似值(到正确的结果)。

To cut a long story short: Normally you will not have to modify these settings. If, however, objects with a large difference in mass collide (one is heavy, one is light) the default values of these parameters should be adjusted to prevent the objects from penetrating each other or the Connector from having an imprecise effect.

长话短说: 通常你不需要修改这些设置。然而,如果质量差异很大的物体碰撞(一个是重的,一个是轻的) ,这些参数的默认值应该调整,以防止物体相互穿透或连接器产生不精确的效果。

Use AVX

使用 AVX

This option will only be made available if your computer’s processor understands this (new) set of "AVX" commands. This currently (as of Q4 2011) only applies to very few processors such as Intel’s Sandy Bridge and Ivy Bridge, and AMD’s Bulldozer. AVX lets collision commands be calculated faster (especially when many objects collide with other objects with ShapeConvex Hull) applied. Old Projects will then be loaded with this option disabled so the simulation’s calculation remains unchanged.

只有当您的计算机的处理器理解这个(新的)“ AVX”命令集时,此选项才可用。这目前(截至2011年第四季度)只适用于极少数处理器,如英特尔的桑迪桥和常春藤桥,AMD 的推土机。应用 AVX 可以更快地计算碰撞命令(特别是当许多物体与其他物体发生碰撞时,使用 shapeconvexhull)。旧的项目然后将加载此选项禁用,以便模拟的计算保持不变。