XRefBasic 基础Coord.Object 对象Info 信息XRef OXRef M

Object Properties

对象属性

Filename

文件名

Use this option to select the reference scene. Absolute (e.g., c:/Files/hubert.c4d) or relative (e.g., hubert.c4d) paths can be defined. If the latter is defined the reference scene will be searched for according to Texture Path rules. We recommend you save master and reference scenes to the same directory and to the same layer (which, by the way, is done automatically when the Save Project with Assets command is executed).

使用此选项选择参考场景。绝对(例如,c:/Files/hubert)。C4d)或相对(例如,hubert.c4d)路径可以定义。如果定义了后者,则根据纹理路径规则搜索参考场景。我们建议您将主场景和引用场景保存到相同的目录和相同的层(顺便说一下,在执行 Save Project with Assets 命令时,这是自动完成的)。

Tip: 提示:
A master scene’s objects or materials can be parted to reference scenes using the 一个主场景的物体或材质可以分开参考场景使用Convert Material Selection To XRef 将材质选择转换为 XRef and Convert Object Selection to XRef 将对象选择转换为 XRef commands. The correct paths will be set automatically. 命令。正确的路径将自动设置

Note that the Reference parameter can be animated! This means that you can sequentially reference, i.e., switch, add and remove, different reference scenes. This is useful when animating LOD objects – models of increasing levels of detail can be read into the master scene (each time replacing the lower resolution model) as the object nears the camera (and vise-versa). This can save render time and ensure optimal memory usage.

注意,Reference 参数可以动画化!这意味着您可以顺序引用,即,切换,添加和删除,不同的引用场景。这在绘制 LOD 对象动画时很有用——当对象靠近摄像机时(反之亦然) ,可以将增加细节级别的模型读入主场景(每次替换低分辨率模型)。这可以节省渲染时间并确保最佳的内存使用。

The XRef Object will assume the name of the reference file (as long as the object has not been manually renamed in the Object Manager). For example, if the reference file is named Hajopei.c4d the XRef Object will also be named Hajopei.c4d. This lets you quickly see which file is referenced by which object.

XRef 对象将假定引用文件的名称(只要对象没有在对象管理器中手动重命名)。例如,如果引用文件命名为 Hajopei.c4d,XRef Object 也将命名为 Hajopei.c4d。这使您可以快速查看哪个文件由哪个对象引用。

Tip: 提示:
When rendering files containing XRef objects, make sure that the reference scenes can be accessed by the clients across the network. The following procedure can help: 在呈现包含 XRef 对象的文件时,请确保客户机可以通过网络访问引用场景。下面的程序可以帮助你:

Project Time

工程时间

If the reference scene contains an animation, use this setting to define which animation time should be loaded into the master scene.

如果参考场景包含动画,请使用此设置定义应该将哪个动画时间加载到主场景中。

The Scene Time setting can also be animated. This means you are in essence animating animations. This can, for example, be used when animating a reference scene in reverse. To do so, animate the Scene Time setting from Frame x to Frame x-30.

场景时间设置也可以动画化。这意味着你在本质上是动画。例如,这可以在反向动画参考场景时使用。要做到这一点,动画场景时间设置从帧 x 到帧 x-30。

In most cases, loading the reference animation via the Take Animation button will cause the animation to play correctly.

在大多数情况下,通过 Take Animation 按钮加载参考动画将导致动画正确播放。

Edit Project

编辑项目

Clicking on this button will open the referenced scene as a separate Cinema 4D file and can be edited there. All changes made will automatically be updated in the master scene (when both scenes are open simultaneously; when the Reload Scene button in clicked; when the Reload All button is clicked).

点击这个按钮将打开参考场景作为一个单独的C4D 文件,可以在那里编辑。所有更改将在主场景中自动更新(当两个场景同时打开时; 当点击 Reload Scene 按钮时; 当点击 Reload All 按钮时)。

Don’t forget that you can switch back and forth quickly between open scenes using the keyboard shortcut.

不要忘记,你可以使用快捷键在开放的场景之间快速切换。

Reload Project
Reload All

重新装载项目全部

As long as the master scene and reference scene(s) are opened on the same computer, changes made to the reference scene(s) will automatically appear in the master scene.

只要在同一台计算机上打开主场景和参考场景,参考场景的变化就会自动出现在主场景中。

However, since master and reference scenes often lie on different computers, these buttons have been made available to manually load the reference scenes.

但是,由于主场景和引用场景通常位于不同的计算机上,这些按钮可用于手动加载引用场景。

Cinema 4D will alert you if a reference scene has been altered. A dialog window will open displaying the message Scene has been changed.

如果参考场景被修改,C4D院会提醒你。将打开一个对话框窗口,显示消息场景已更改。

Tip: 提示:
Make sure all computers’ clocks are synchronized. Otherwise an erroneous error message may be displayed stating that the 确保所有计算机的时钟都是同步的。否则,可能会显示错误的错误消息,声明scene is not up to date 犯罪现场没有更新.

Take Animation

以动画为例

Clicking this button will cause animations contained in reference scenes to be assumed in the master scene. A track will be created and animated for the Scene Time setting. Also, any XPresso Expressions present in the reference scene will only be executed when this button is clicked on.

单击此按钮将导致包含在参考场景中的动画被假定在主场景中。一个轨道将创建和动画场景时间设置。此外,引用场景中出现的任何 XPresso 表达式只有在单击此按钮时才会执行。

If Take Animation is not applied, the reference scene will be assumed by the master scene in the state defined by the Scene Time setting.

如果没有采取动画,参考场景将由主场景假定在场景时间设置定义的状态。

Pivot Matrix

Pivot Matrix

Various coordinates of objects from reference and master scenes. Of course the XRef Object must not be dissolved (included in this example for demonstration purposes). 参考场景和主场景中物体的各种坐标。当然,不能解散 XRef 对象(为了演示目的,在此示例中包含)

The Pivot Matrix more or less represents the reference scene’s world origin (as viewed from the XRef Object’s own coordinate system).

透视矩阵或多或少代表了参考场景的世界起源(从 XRef 对象自己的坐标系观察)。

This sounds more complicated than it actually is. The Pivot Matrix’s purpose is to allow the XRef axis (using the Object Axis Tool) to be placed anywhere without affecting the reference scene’s coordinate system (this is an internal process in Cinema 4D).

这听起来比实际情况要复杂得多。Pivot Matrix 的目的是允许 XRef 轴(使用对象轴工具)被放置在任何地方而不影响参考场景的坐标系(这是 Cinema 4D 的一个内部过程)。

If an XRef object is made editable (c-key), up to two hierarchical Null Objects will be created as Child objects of the actual reference object (in the image above, the Cube). The Pivot Matrix will be that of the second Null Object.

如果 XRef 对象是可编辑的(c-key) ,则最多可以创建两个分层的 Null 对象,作为实际引用对象的子对象(在上面的图像中,即 Cube)。枢轴矩阵将是第二个空对象的矩阵。

In the XRef Object’s XRef O tab, the XRef Axis can be set to individual referenced objects or to the world origin by right clicking on a given object in the list.

在 XRef Object 的 XRef o 选项卡中,通过右键单击列表中的给定对象,可以将 XRef Axis 设置为单个引用对象或世界原点。