Object Properties
对象属性
网格细分 u [2. . 4000]
This gives the number of subdivisions in the U direction, i.e., along the circumference of the cross-section.
这就给出了 u 方向的细分数,即沿横截面的周长的细分数。
网格细分 v [2. . 4000]
Defines the number of subdivisions created in the V direction, i.e., along the length of the loft.
定义在 v 方向上创建的子区域的数量,也就是说,沿着阁楼的长度。
Isoparm Subdivision U[3..4000]
等臂分区 u [3. . 4000]
Defines the number of isoparms used to display the Loft object when the isoparm display mode is active.
定义当等臂显示模式处于活动状态时用于显示 Loft 对象的等臂数。
有机形式
If this option is disabled, the Loft object lines pass directly though the spline points and the distances between the lines adapt to the spline points, resulting in a very tight form. If the option is enabled, the Loft object lines no longer pass through the spline points exactly but maintain equal parametric distance to each other, creating a looser, more organic form.
如果禁用此选项,则通过样条点和线之间的距离直接传递放样对象线,从而形成非常紧凑的形式。如果选项启用,Loft 对象线不再精确地通过样条点,而是保持相同的参数距离,创建一个更松散、更自然的形式。
Organic shape on.
有机形状。
Organic shape off.
有机形状消失。
每段细分
You can use this option to choose whether the mesh subdivision is divided evenly over the entire length of the object or evenly per segment (a segment is the section between one spline and the next). Enabling this option gives you more control over the object’s appearance when splines are close to one another.
您可以使用这个选项来选择网格细分是在对象的整个长度上均匀分布还是在每个分段上均匀分布(分段是一条样条和下一条样条之间的部分)。启用此选项使您能够更好地控制对象在样条彼此接近时的外观。
If the option is disabled, the number of resultant subdivisions per segment is calculated using the average distance of the segments. This may be unsuitable for animation, but it generates more regular objects.
如果禁用该选项,则使用段的平均距离计算每个段的结果子分割数。这可能不适用于动画,但它会生成更多规则的对象。
Subdivision Per Segment on.
每段细分。
Subdivision Per Segment off.
每段细分。
环路
If this option is enabled, the first spline is connected to the last spline in the V direction.
如果启用此选项,则在 v 方向将第一条样条连接到最后一条样条。
线性插值
Enable this option if you want linear interpolation between the splines; otherwise, the interpolation is soft.
如果你想在样条之间保持线性插值,启用这个选项; 否则,插值是软的。
适应紫外线
Adapt UV is similar to Subdivision Per Segment, but refers to the texture instead. The texture must use UVW mapping for this option to have an effect. It is independent of the Subdivision Per Segment option. The texture is projected either per segment (enabled) or evenly over the entire object (disabled).
适应 UV 是类似于细分每段,但指纹理而不是。纹理必须使用 UVW 映射才能产生效果。它独立于每段细分选项。纹理投射到每个段(启用)或整个对象上(禁用)。
Adapt UV on.
适应紫外线。
Adapt UV off.
适应紫外线的关闭。
翻转法线
Flips (i.e. reverses the direction of) the Normals of the Loft object. Usually, Cinema 4D will point the Normals in the correct direction. However, with open contours it is not possible for Cinema 4D to know which way they should point. In this case, you can control the direction of the Normals, either by changing the direction of the spline or by enabling the Flip Normals option. This option does not effect the caps, since their Normals are always calculated correctly.
翻转(即反转) Loft 对象的法线方向。通常,Cinema 4D 会将法线指向正确的方向。然而,开放的轮廓是不可能的C4D知道他们应该指向哪个方向。在这种情况下,您可以通过更改样条的方向或启用“反转法线”选项来控制法线的方向。此选项不影响大小写,因为它们的法线始终正确计算。