Object Properties
对象属性
Defines which coordinates are used for deforming the character. Unlike the old bone objects, joints do not have to be placed inside the character.
定义哪些坐标用于使字符变形。与古老的骨骼物体不同,关节不必放置在角色内部。
对象
Uses the character's coordinates. If you move the character away from the joints, then switch on the skin object, the character stays where it, still away from the joints. The deformation itself is not affected. The character still deforms as expected, except that the character is in a different place to the points. One advantage of this mode is that you can animate the character standing next to its virtual skeleton. This makes it easier to animate the character in some cases.
使用角色的坐标。如果你移动角色远离关节,然后打开皮肤对象,角色停留在那里,仍然远离关节。变形本身不受影响。角色仍然像预期的那样变形,除了角色在不同的地方。这种模式的一个优点是,您可以动画的角色站在旁边的虚拟骨架。这使得在某些情况下更容易赋予角色动画效果。
Another advantage is that you can animate multiple characters using a single rig. Suppose you want several dancers to perform the cancan. Starting with just one dancer, copy the dancer's mesh several times, including its Weight tag. Don't copy the joints. Move the dancers apart in the viewport to form a row. Make sure that the skin object can affect all the dancers (group all the mesh together with the skin object inside a null) and set Coord to Object.
另一个优点是,您可以动画多个角色使用一个单一的钻机。假设你想要几个舞者表演康康舞。从一个舞者开始,多次复制舞者的网格,包括它的重量标签。不要模仿关节。在视窗中将舞者分开,形成一行。确保皮肤对象可以影响所有的舞者(将所有的网格和皮肤对象一起组成一个 null) ,并将 Coord 设置为 Object。
Now you can control all the dancers at the same time using one rig. You can change the position, rotation and scale of the individual characters as desired.
现在你可以同时控制所有的舞者使用一个钻机。您可以根据需要更改单个字符的位置、旋转和比例。
关节
Uses the joint's coordinates. This option corresponds to the behavior of the old bones system. When you activate the skin object, the character will jump if necessary to ensure it is in the same position as the points, even if the non-deformed character is in a completely different place to joints.
使用关节的坐标。此选项对应于旧骨骼系统的行为。当你激活皮肤对象时,如果有必要的话,角色会跳起来,以确保它处于与点相同的位置,即使没有变形的角色处于与关节完全不同的位置。
分离器
Uses the skin object's coordinates, but otherwise it is very similar to the Object mode. As with the Object mode, you can control multiple characters using a single rig, except that each character must have its own skin object as a direct child. You can then move the skin objects around in the scene to control the position of each characters.
使用皮肤对象的坐标,但除此之外,它与对象模式非常相似。与对象模式一样,除了每个字符必须有自己的皮肤对象作为直接子对象之外,您可以使用一个单独的钻机控制多个字符。然后你可以移动场景中的皮肤对象来控制每个角色的位置。
类型
Here you can choose which method is used to deform the mesh.
在这里你可以选择哪种方法是用来变形的网格。
线性
Deforms the mesh in a similar way to the old bone objects. Linear is the fastest method available, but in some cases it can cause the geometry to shrink in the direction of the joint axis when you rotate the joints through large angles.
使网格变形的方式类似于旧的骨骼物体。线性是最快的方法,但在某些情况下,当你通过大角度旋转关节时,它可能会导致关节轴方向的几何收缩。
球形的
Takes slightly longer to calculate than Linear but it can avoid the shrinking problem associated with Linear. The difference between the methods is clear to see when you rotate along the B axis, as shown in the next picture.
计算时间比 Linear 稍长,但可以避免与 Linear 相关的收缩问题。当您沿 b 轴旋转时,可以清楚地看到这两种方法之间的差异,如下图所示。
混合
Allows you to mix the Linear and Spherical methods together as desired. Keep in mind that you can get a different result when changing the method for a mesh that has already been weighted. Therefore, in general, decide which method you want to use before weighting the character.
允许您根据需要将线性方法和球面方法混合在一起。请记住,当更改已经加权的网格的方法时,可以得到不同的结果。因此,一般来说,在对字符加权之前要决定要使用哪个方法。
There are, however, cases where it can be useful to switch the method for an already weighted character. For example, suppose you've weighted a character with the method set to Spherical. To speed up animation in the viewport, you can switch the mode temporarily to Linear, then switch it back to Spherical before rendering.
然而,在某些情况下,将方法转换为已经加权的字符是有用的。例如,假设您使用设置为 Spherical 的方法对一个字符进行了加权。为了加快视口中的动画,你可以暂时切换到线性模式,然后在渲染之前切换回球形模式。
转换
This setting lets you select one of two types of Deformer calculations. If, for example, you change the position of a Joint instead of rotating its Parent Object the difference between these two options can be seen. Otherwise the difference will generally not be noticeable.
此设置允许您从两种类型的变形计算中选择一种。例如,如果你改变一个接头的位置而不是旋转它的父对象,这两个选项之间的差异可以看出来。否则,这种差异通常不会很明显。
骨头
Select this option if you notice strange deformations occurring on a character that was weighted using Release 10.0. This function is only backwards compatible with Release 10.0.
如果您注意到在使用10.0版权的字符上发生了奇怪的变形,请选择此选项。这个函数只向后兼容发行版10.0。
对象
This option is designed to work with Release 10.5 and reflects the standard procedure other applications use to deal with this situation.
此选项设计用于版本10.5,并反映了其他应用程序用于处理这种情况的标准程序。
长度
Use this setting to define how a Skin Object should behave if bones are stretched or compressed (squashed) beyond the values defined for the initial state in the Weight tag. This lets you create a squash and stretch effect, as is often done in traditional animation.
使用此设置定义如果骨骼被拉伸或压缩(压缩)超出了 Weight 标记中为初始状态定义的值,那么 Skin Object 应该如何表现。这可以让你创建一个压缩和拉伸效果,就像通常在传统动画中所做的那样。
Careful: 注意:The following options are available:
以下方案可供选择:
没有
The Skin Object will not be squashed or stretched. Select this option if you want to define the squashing and stretching of an IK tag.
皮肤对象不会被压扁或拉伸。如果要定义 IK 标记的压缩和伸展,请选择此选项。
Uniform Scale
Bone Scale
Volume Scale
统一尺度骨量表
The effect of the various options can be seen in the image above. The Volume Scale setting reflects the effect most commonly used in traditional animation.
各种选项的效果可以在上面的图片中看到。体积缩放设置反映了传统动画中最常用的效果。
混合[0. . 100% ]
Defines how the Linear and Spherical methods are mixed together when Type is set to Blended. A value of 0% corresponds to the Linear method, a value of 100% corresponds to the spherical method.
定义当 Type 设置为 Blended 时 Linear 和 Spherical 方法如何混合在一起。0% 的值对应于线性法,100% 的值对应于球面法。
地图
You can optionally create a vertex map and Drag & drop it into this field. The vertex map will then control how the two methods are mixed together. A vertex with 0% weighting corresponds to the Linear method, a vertex with 100% weighting corresponds to the Spherical method.
您可以选择创建一个顶点映射并将其拖放到这个字段中。然后,顶点映射将控制这两个方法如何混合在一起。0% 加权的顶点对应于线性方法,100% 加权的顶点对应于球面方法。