Object Properties
对象属性
锁定
Locks the state of the deformer and prevents points from being changed.
锁定变形者的状态并防止点被改变。
比例
Enabling this option will rescale any points moved out of its initial state, so it follows the proportion of the deformed object. For example, if you apply the deformer to a plane primitive and move some of its points on the Y axis, changing the Width and Height parameters of the plane will increase the height of the moved points proportionally on the Y axis.
启用此选项将重新排除移出初始状态的任何点,因此它遵循变形对象的比例。例如,如果你将变形器应用到一个平面基元上,并移动它在 y 轴上的一些点,改变平面的宽度和高度参数将增加移动点在 y 轴上的高度成比例。
地图
Choose which calculation method is used to create the structure of the Correction Deformer.
选择哪种计算方法来创建校正变形器的结构。
紫外线
Uses the object's UVs to map the Correction deformer points when the deformed object changes. This requires continuous, non-overlapping UVs for best results. If they are not continuous, correctional changes might give unexpected results. This mapping mode is the preferred solution whenever possible, as it is both faster and more accurate when the deformed object has a significant change in point count and shape.
当变形的物体改变时,使用物体的 uv 来映射校正变形点。这需要连续的,不重叠的 uv 的最佳结果。如果它们不是连续的,修正的变化可能会带来意想不到的结果。只要有可能,这种映射模式就是首选的解决方案,因为当变形物体的点数和形状发生重大变化时,这种映射模式不仅更快,而且更准确。
最近的
This mode assumes the shape and polygon count of the deformed object does not change much, so it is best to use it if you are only doing incremental changes on the deformed object. Overall, it should work pretty nicely, but at times when significantly changing the polygon count and shape of the deformed object, this mode might not update the correction deformer points properly.
这种模式假定变形物体的形状和多边形数量不会发生很大变化,所以如果你只是对变形物体进行增量变化,最好使用它。总的来说,它应该工作得很好,但有时当显着改变变形物体的多边形数量和形状,这种模式可能不会正确地更新校正变形点。
正常值
Works similarly than the Nearest mode but here it projects the Correction Deformer along the Normals when internally evaluating the mesh it's deforming. Again, it might also give some unexpected results if the polygon count and shape of the deformed object change significantly. It might give better results in some cases too, it all depends on what you do, and on what kind of mesh.
工作方式类似于最近的模式,但在这里它项目的修正变形沿法线时,内部评估它的变形网格。同样,如果变形物体的多边形数量和形状发生重大变化,也可能会产生一些意想不到的结果。在某些情况下,它可能会给出更好的结果,这完全取决于你做什么,以及什么样的网格。
紫外线标签
Drag the UV tag to be used for the Correction Deformer UV mapping projections.
拖动 UV 标签用于校正分离器 UV 映射投影。
强度[-∞ . . + ∞% ]
Controls the influence of the Correction Deformer over the object it is affecting.
控制修正变形器对所影响的物体的影响。
更新
Updates the polygon/point count of the deformer if it has changed on the base object. Some neat tricks can be done using this option, as you could have several correction deformers affecting your object, and updating only a select few as you subdivide the mesh to get various degrees of control over the details. That way, some deformers could drag a whole range of points and act as a low polygon cage, and more subdivided deformers can be used to tweak details.
更新变形器的多边形/点计数(如果它在基对象上发生了更改)。使用这个选项可以实现一些巧妙的技巧,因为你可以有几个修正变形器影响你的对象,并且只更新一些选择当你细分网格以获得不同程度的细节控制。这样,一些变形可以拖动整个范围的点和作为一个低多边形笼,更多的分割变形可以用来调整细节。
Note that when using several deformers with different subdivision levels, it is recommended to place higher subdivided deformers below lower subdivided ones.
注意,当使用几个不同的细分水平的变形器,它是建议放置较高的细分变形器之下较低的细分。
不许动
Updates the polygon/point count and their positions, and freezes the state of the deformer by taking into consideration its strength and/or any falloff applied to it.
更新多边形/点计数及其位置,并通过考虑变形器的强度和/或适用于它的任何衰减来冻结变形器的状态。
重置
Resets any modification made to the point positions of the deformer. This does not change the point count of the deformer.
重置对变形器的点位置所做的任何修改。这不会改变变形者的点数。