Colliders
碰撞器
求解器
Use this option to define how collisions will be solved.
使用此选项定义如何解决冲突。
在里面
The Collision Deformer will assume the Collider object is inside the geometry to be deformed and will push the geometry accordingly. This is based on normal direction, so the "inside" will be the back of each face.
碰撞分离器将假设碰撞器物体是在几何形变内,将推动几何相应。这是基于法线的方向,所以“里面”将是每个面的背面。
内(伸展)
Similar to the Inside mode, except the geometry of the deformed object will be stretched to always collide with its collider.
类似于内部模式,只不过变形物体的几何形状会被拉伸,以便总是与碰撞器碰撞。
Tip: 提示:You can also adjust the Size parameter found in the Collision Deformer’s Advanced tab to prevent the stretched points from intersecting the collider's geometry.
你也可以调整在碰撞分离器的高级选项卡中找到的尺寸参数,以防止拉伸的点与碰撞器的几何形状相交。
在外面
The Collision Deformer will assume the Collider object is outside the geometry to be deformed and will push the geometry accordingly. This is based on normal direction, so the "outside" will be the front of each face.
碰撞分离器将假设碰撞器对象是外面的几何变形,将推动相应的几何。这是基于法线方向,所以“外面”将是每个面的前面。
户外(第体积)
Similar to the Outside mode, except the geometry of the deformed object will be stretched to always collide with its collider. Since it's based on volume, the deformed object needs to have a volume.
与外部模式类似,只不过变形物体的几何形状会被拉伸,以便总是与碰撞器发生碰撞。因为它是以体积为基础的,变形物体需要有一个体积。
互联系统
This is the default mode. It will decide if the object is outside or inside of the geometry to be deformed based on how far its points intersect those of the Collider object. If the Collider object is dragged too far inside the geometry the deformed object's faces will pop up on the other side, pushed in the opposite direction (useful if you want to simulate two shapes sort of combining together over time).
这是默认模式。它将根据物体的点与碰撞器物体的点相交的距离来决定物体是在几何体的外部还是内部变形。如果碰撞器物体在几何体内被拖得太远,变形的物体的面会在另一边弹出,向相反的方向推(如果你想模拟两种形状随时间组合在一起的话,这很有用)。
对象
Drag all objects that need to collide with the deformed object here. You can also include the Child objects (the hierarchy) of the Collider object and quickly activate/deactivate individual colliders without removing them from the list via the Toggle icon. You can also restrict which part of a Collider object will be used as collider, by dragging a polygon selection into the list. This method works best with closed objects, though.
拖动所有需要与变形物体碰撞的物体到这里。您还可以包括 Collider 对象的子对象(层次结构) ,并快速激活/停用单个碰撞器,而无需通过 Toggle 图标将其从列表中删除。通过拖动多边形选择到列表中,您还可以限制 Collider 对象的哪一部分将用作碰撞器。不过,这种方法对封闭对象最有效。