Object Properties
对象属性
模式
Use this setting to define how splines, which should, if possible, lie on the same plane, should be combined:
使用这个设置来定义样条,如果可能的话,应该在同一平面上,应该如何组合:
工会
The splines will be joined, overlapping surfaces will be assimilated.
样条将被连接,重叠的表面将被吸收。
A 减 b
All splines that overlap the target spline (top in the hierarchy) will be cut away.
所有与目标花键重叠的样条线(层次结构中的顶部)都将被切除。
减去 a
The top-most spline in the hierarchy will be subtracted from the splines below it in the hierarchy. This mode is a compatibility mode for versions of Cinema 4D prior to R17.
层次结构中最顶层的样条函数将从层次结构中它的下面的样条函数中减去。这种模式是 R17之前的C4D 版本的兼容模式。
还有
This mode will create new spline segments encompassing the intersecting spline A and spline B segments.
这种模式将创建新的花键段包括交叉的花键 a 和花键 b 段。
或者
The opposite of And: the intersections of spline A and B will be cut away and the remaining segments will be kept.
与 And 相反: a 和 b 样条的交叉点将被切除,其余部分将被保留。
十字路口
This command is more or less a combination of the And and Or modes. Simply put, a separate segment will be created from each visually closed contour resulting from an overlap with another spline (see also Boole Command for differences between these modes).
这个命令或多或少是 And 和 Or 模式的组合。简单地说,一个单独的部分将从每个视觉封闭的轮廓产生的重叠与另一个样条(参见 Boole 命令之间的差异这些模式)。
轴心
Set this setting to reflect the same axis of the plane on which splines lie. For example: Both splines lie on the XY-plane, so Axis should be set to XY (along Z) (this only applies if the Spline Mask Object is still in the unmodified state in which it was created since its coordinate system will be used) in order to guarantee a flawless boole of the splines.
设置此设置以反映花键所在平面的同一轴线。例如: 两个样条都位于 XY- 平面上,所以 Axis 应该设置为 XY (沿着 z)(这只适用于样条掩码对象仍然处于未修改状态的情况,因为样条坐标系将被使用) ,以保证样条无瑕疵的启动。
Viewport (Render View) projects the splines from the render view (the Perspective Viewport by default) onto each other. This only differs from the Axis mode if the splines do not lie congruently to one another.
视图(渲染视图)将渲染视图中的样条线(默认为透视视图)投影到彼此上。这只不同于轴模式,如果样条不对彼此一致。
创建帽子
If this setting is active, a polygon layer will be created within the closed spline (another reason both splines should lie on the same plane). This is how the results in the image above were achieved. Depending on how many spline vertices are used, the resulting polygon can contain very many surfaces.
如果这个设置是活动的,一个多边形层将被创建在闭合的样条(另一个原因两个样条应该在同一平面上)。这就是上图中的结果是如何得到的。根据样条顶点的使用数量,生成的多边形可以包含非常多的曲面。
Note that, with regard to the caps subdivision, a regular (i.e., made up of triangles) surface will be created if the first spline beneath the Spline Mask has its Intermediate Points setting set to Subdivided. The subdivision will then be defined quantitatively via the Maximum Length value. Put differently: the resulting spline uses the interpolation of the first spline beneath the Spline Mask.
请注意,关于帽子细分,如果样条掩码下的第一条样条将其中间点设置为 subpartition,则将创建一个规则(即由三角形组成)曲面。然后细分将通过最大长度值定义数量。换句话说: 得到的样条曲线使用样条掩模下的第一条样条曲线的插值。
Note: 注意:A Spline Mask can contain several nested Spline Mask children. This method can be used to easily create complex shapes using simple primitive splines:
样条掩码可以包含几个嵌套的样条掩码子代。这个方法可以用简单的基元样条简单地创建复杂的形状: