Collision Deformer 防撞器Basic 基础Coord.Object 对象Colliders 碰撞器Include 包括Maps 地图Cache 缓存Advanced 高级

Object Properties

对象属性

Falloff

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This option defines if additional displacement will be derived from the intersecting/colliding objects. The falloff can be very useful to refine the shape of the deformed geometry when it collides with a collider.

此选项定义是否从相交/碰撞对象中导出附加位移。衰减可以是非常有用的几何形状的变形精炼时,碰撞的对撞机。

None

没有

No additional falloff shape will be generated, only the initial collision deformation will occur.

不会产生附加的脱落形状,只会产生初始的碰撞变形。

UV

紫外线

The falloff will be calculated based on the UVs of the deformed object. This method offers the second best results, but requires that your objects have proper UVs laid out, otherwise it might distort the falloff shape (which can be used to your advantage for special effects).

衰减将根据变形物体的 uv 值来计算。这个方法提供了第二好的结果,但是需要你的对象有合适的 uv 布局,否则它可能会扭曲掉落的形状(这可以用于你的特殊效果)。

Distance

距离

The falloff will be calculated based on straight line distance from the intersecting points.

下降量将根据到相交点的直线距离计算。

Surface

表面

The falloff will be calculated based on the distance along the deformed surface.

根据沿变形面的距离计算下降量。

Collider

对撞机

The falloff will be calculated based on the collider shape. This is the most accurate, stable method when animated if the collider is not deformed itself, but also the slowest.

衰减将根据碰撞器的形状来计算。这是最准确,稳定的方法,当动画,如果碰撞机本身没有变形,但也最慢。

Note: 注意:
Due to the nature of the changing geometry, it is expect that some flicker might occur, so you might need to increase the subdivision of your deformed geometry if you notice too strong of a flicker when animating. The Collider mode will create no flicker at all if the collider object points are not being deformed. 由于不断变化的几何体的特性,预计可能会出现一些闪烁,所以如果您在动画时注意到闪烁过于强烈,可能需要增加变形几何体的细分。碰撞器模式将创建没有闪烁,如果碰撞器对象点没有被变形

Distance[0..+∞m]

距离[0. . + ∞ m ]

This option defines how large the falloff will be.

这个选项定义了下降的幅度。

Strength[0..+∞%]

强度[0. . + ∞% ]

This option controls how tall the falloff shape will be.

这个选项控制下摆形状的高度。

Restore Shape[0..100%]

恢复形状[0. . 100% ]

Adjust this option to define if the deformed geometry should be restored to its original shape. If you set the slider to 0%, for example, the each collision will leave its mark on the deformed geometry (footprints in the snow). Any value below 100% will create a fluid-like effect, which will make the geometry return gradually to its original shape (footprint on moss, for example). Combined with a Jiggle Deformer, you can even emulate light fabric or fluid behaviors.

调整此选项以定义变形的几何体是否应恢复到其原始形状。例如,如果您将滑块设置为0% ,每次碰撞都会在变形的几何体上留下痕迹(雪地上的脚印)。任何低于100% 的数值都会产生流动的效果,使几何形状逐渐恢复到原来的形状(例如,苔藓上的足迹)。结合一个微动变形器,你甚至可以模仿轻织物或流体行为。

Here, with the Restore Shape option set to 0%, the animated sphere leaves its print wherever it collided with the plane object. 在这里,将 Restore Shape 选项设置为0% ,动画球体在与平面对象碰撞的地方保留打印 Note: 注意:
Keep in mind that you will not see the result without playing back the animation or calculating the deformer's cache. 请记住,如果不回放动画或计算变形者的缓存,您将无法看到结果

Curve

曲线

Adjust the shape of this spline to define the shape of the falloff over its set distance. Values above 0 will raise the points, and values below 0 will lower them below the surface initial position.

调整此样条的形状,以定义衰减的形状超过其设定的距离。高于0的值将提高点,低于0的值将降低它们低于表面的初始位置。

Two different falloff shapes … 两种不同的下坠形状.. Note: 注意:
The orientation of the Normals will define the direction of the falloff and the collision detection, so make sure they are aligned and oriented outward if you want to avoid unexpected results (if Normals are inverted, then you'll need to reverse the collision modes and falloff curves, which is not practical). 法线的方向决定了法线和碰撞侦测的方向,所以如果你想避免意想不到的结果(如果法线是倒置的,那么你需要反转碰撞模式和法线,这是不实用的) ,就要确保它们是对齐的和向外的 Tip: 提示:
Two Collision Deformers can be applied to the same object, like any deformer. Just define the collider to be used for each Collision Deformer, apply those deformers to the object and that's it. 两个碰撞变形器可以应用于同一个物体,像任何变形器。只要定义碰撞器用于每个碰撞变形器,应用这些变形器的对象,就这样