Attractor Object 吸引者对象Basic 基础Coord.Object 对象Falloff 女名女子名
Object Properties
对象属性
Strength[-∞..+∞]
强度[-∞ . . + ∞]
Defines the strength of attraction or, if you enter negative values, the strength of repulsion.
定义吸引力的强度,或者,如果你输入负值,排斥的强度。
Speed Limit[0..+∞m]
速度限制[0. . + ∞ m ]
To prevent the particles from travelling too quickly in a scene when using large values, define a speed limit
with this parameter.
为了防止粒子在场景中使用大值时速度过快,用这个参数定义一个速度限制。
Mode
模式
Here you can define how a particle modifier should affect dynamic objects (these settings have no effect on
particles):
这里你可以定义一个粒子力场应该如何影响动态对象(这些设置对粒子没有影响) :
- Acceleration 加速: The modifier twirls the objects around without taking their
mass into consideration. Even ,heavy’ objects will behave like feathers. 当前位置力场转动物体而不考虑它们的质量。甚至,重的东西也会像羽毛一样
- Force 警队: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is
the less it can be affected by the modifier. : 这个模式考虑了物体的质量,也就是说,越重的物体越不容易受到力场的影响
- Aerodynamic Wind 空气动力学风: This mode
will actually create a flow of air (current) that will cause the objects to react according to their : 这种模式实际上会产生一股气流(电流) ,这股气流会使物体根据它们的反应作出反应aerodynamic 空气动力学 shape. This mode is not available for
all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.). 形状。这个模式并不适用于所有的力场,只适用于那些有用的力场(例如: 风、湍流等)
Note that when using the Aerodynamic Wind option, its effect will differ depending
on the object over which it flows:
请注意,当使用空气动力风选项时,其效果将根据其流过的物体而有所不同:
- Rigid Bodies 刚体: The wind will be calculated at the center of the Rigid Body and
remain constant across the entire object surface. : 风将计算在刚体的中心和保持恒定的整个物体表面
- Soft Bodies 柔软的身体: The wind
(strength and direction) will be calculated per polygon or vertex and will affect the object
accordingly. : 风(强度和方向)将计算每个多边形或顶点,并将相应地影响对象