Symmetry
对称性
The settings on this tab allow you to make two joints mirror each other. This can save you a great deal of time. For example, you can adjust the joints on both arms of a character at the same time. This function makes it very easy to transfer an existing rig to a new character or adapt it to a modified character.
这个标签上的设置允许你让两个关节互相镜像。这可以节省你大量的时间。例如,你可以同时调整角色双臂的关节。这个功能使它非常容易地转移一个现有钻机到一个新的性质或适应它的修改字符。
You only need to activate mirroring for one of the two joints involved in the mirroring. It doesn't matter which of the two joints you then move, the other one will mirror the changes.
你只需要激活镜像的两个关节中的一个。无论你移动两个关节中的哪一个,另一个都会反映出这些变化。
Note: 注意:启用
Activates symmetry for the selected joint object.
激活选定关节对象的对称性。
集线器
This option allows you to define the selected joint as a hub. If, later on, you set the Origin option for other joints in the hierarchy to Hub, these joints will use the first parent object in the hierarchy defined as a hub as the origin for the mirroring. This makes it possible for all joints in a hierarchy to have their Origin set to Hub yet still use different objects for the origin. Each joint uses its first parent defined as a hub as the mirror’s origin.
此选项允许您将选定的连接定义为集线器。如果稍后将层次结构中其他关节的 Origin 选项设置为 Hub,这些关节将使用层次结构中定义为 Hub 的第一个父对象作为镜像的原点。这使得层次结构中的所有关节都可以将其 Origin 设置为 Hub,但仍然使用不同的对象作为其 Origin。每个连接使用它的第一个父节点作为镜像原点的中心。
镜子
Drag & drop the joint the selected joint should mirror into this box.
拖放选定接头的接头应镜像到此框中。
原产地
Defines the mirror's origin. Choose from:
定义镜子的起源。从以下内容中选择:
世界
Uses the world axis system as the mirror's origin.
使用世界轴系作为镜子的原点。
根
Uses the top joint object in your hierarchy as the mirror's origin.
使用层次结构中的顶部关节对象作为镜像的原点。
集线器
As described above for the Hub check box, this option tells the selected joint to use its first parent defined as a hub as the mirror’s origin.
正如上面对 Hub 复选框所描述的,此选项告诉选定的连接使用其第一个定义为 Hub 的父节点作为镜像的原点。
对象
Lets you use any object as the mirror's origin. Drag & drop the desired object into the Object box.
允许您使用任何物体作为镜子的原点。拖放所需的物体到对象框。
飞机
Defines which two axes of the origin are used as the mirror plane. You can choose from six options:
定义原点的两个轴用作镜像平面。可以从六个选项中进行选择:
Uses the world's X and Y axes as the mirror plane at the position defined by the Origin setting.
在 Origin 设置定义的位置上,使用世界的 x 轴和 y 轴作为镜像平面。
Uses the world's X and Z axes as the mirror plane at the position defined by the Origin setting.
在 Origin 设置定义的位置上,使用世界上的 x 轴和 z 轴作为镜像平面。
Uses the world's Y and Z axes as the mirror plane at the position defined by the Origin setting.
在 Origin 设置定义的位置上,使用世界的 y 轴和 z 轴作为镜像平面。
本地 -xy
Uses the X and Y axes of the object defined by the Origin setting as the mirror plane.
使用 Origin 设置定义的对象的 x 轴和 y 轴作为镜像平面。
本地 -xz
Uses the X and Z axes of the object defined by the Origin setting as the mirror plane.
使用 Origin 设置定义的对象的 x 轴和 z 轴作为镜像平面。
本地 -yz
Uses the Y and Z axes of the object defined by the Origin setting as the mirror plane.
使用 Origin 设置定义的对象的 y 轴和 z 轴作为镜像平面。
对象
If Origin is set to Object, you can Drag & drop an object into this box to use as the mirror’s origin.
如果 Origin 设置为 Object,则可以将一个对象拖放到此框中,作为镜像的原点。
混合[0. . 100% ]
So that you can tell in the viewport that mirroring is active, you can assign a color to joints whose symmetry option is switched on. This color is mixed with the joint's Display Color defined on the Basic Properties tab. The Mix value defines how strongly the colors are mixed.
因此,你可以在视口中判断镜像处于活动状态,你可以为打开对称选项的关节分配一种颜色。此颜色与在基本属性选项卡上定义的关节的“显示颜色”混合。Mix 值定义了颜色混合的强度。
颜色
Here you can choose the color that is mixed with the joint's Display Color on the Basic Properties tab, provided that symmetry is switched on for the selected joint.
在这里,您可以在 Basic Properties 选项卡上选择与关节的显示颜色混合的颜色,前提是为选定的关节打开对称性。