Object Properties
对象属性
Create 1, 2 or 4 splines to form the target shape. The splines must be arranged in a particular way relative to a reference object, which can be the Spline Rail object itself or any other object in the scene.
创建1、2或4个样条来形成目标形状。样条函数必须相对于参考对象以特定的方式排列,参考对象可以是样条 Rail 对象本身或场景中的任何其他对象。
样条向右
These splines should lie on the XZ plane of the reference object (if you do not specifically assign a reference object, the Spline Rail deformer acts as the reference object). As a rule of thumb, the splines should lie in the same viewport as the reference object’s XZ plane. The splines should lie as parallel as possible to the Z axis and point in the same direction. One of the splines should be to the left of the other. Drag & drop the name of the left spline from the Object Manager into the Z Spline Left box. Drag & drop the name of the right spline into the Z Spline Right box.
这些样条应该位于引用对象的 XZ 平面上(如果没有具体分配引用对象,那么 Spline Rail 解析器将充当引用对象)。作为一个经验法则,样条函数应该位于引用对象的 XZ 平面的相同视图端口中。样条应该尽可能平行于 z 轴,并且指向同一个方向。其中一个样条应该在另一个的左边。将左样条的名称从 Object Manager 拖放到 z Spline Left 框中。将右样条的名称拖放到 z 样条右框中。
The deformation is directional. The splines should start at the -Z axis direction of the reference object and end toward the +Z axis direction of the reference object.
变形是方向性的。样条应该从参考对象的 -z 轴方向开始,最后朝参考对象的 + z 轴方向结束。
样条 TopX 花键底
These splines should also lie on the XZ plane of the reference object and should be as parallel as possible to the X axis. One of the splines should be above the other and the splines should point in the same direction as the reference object’s X axis or Z axis. Drag & drop the names of the splines from the Object Manager into the appropriate boxes.
这些样条也应该位于参考物体的 XZ 平面上,并且应该尽可能与 x 轴平行。其中一个样条应该高于另一个,并且样条应该指向参考物体的 x 轴或 z 轴的同一方向。将样条的名称从对象管理器拖放到适当的框中。
参考资料
The reference object’s Z axis defines the direction of the Spline Rail deformation. You can use any object as the reference — Drag & drop the name of the desired object from the Object Manager into the Reference box. If you leave the Reference box empty, the Spline Rail itself is used as the reference object.
参考对象的 z 轴定义了样条轨道变形的方向。您可以使用任何对象作为引用ー将所需对象的名称从对象管理器拖放到引用框中。如果将 Reference 框保持为空,那么 Spline Rail 本身将用作引用对象。
模式
There are three modes for Spline Rail deformation: Limited, Within Box and Unlimited.
花键轨道变形有三种模式: 有限变形、盒内变形和无限变形。
有限公司
Polygons within the cyan box are fitted to the splines. All other polygons are cut off.
在青色盒子内的多边形被安装到样条上。所有其他的多边形被切断。
盒内
Polygons within the cyan box are fitted to the splines. Surfaces outside the box remain exactly where they are (they are unaffected).
青色盒子内的多边形被安装到样条上。盒子外面的表面保持它们原来的位置(它们不受影响)。
无限
The entire object is deformed. Polygons between the splines are fitted to the splines. Polygons before or after the splines take the size of the opening.
整个物体是变形的。样条之间的多边形被安装到样条上。多边形之前或之后的花键采取的开放的大小。
大小[ XYZ m ]
Defines the size of the Spline Rail object. The object being deformed must be fully inside the Spline Rail object if you want the polygons to fit the splines completely.
定义 Spline Rail 对象的大小。被变形的物体必须完全内样条轨对象,如果你想多边形适合的样条完全。
Scale Before Start[-∞..+∞%]
Scale After End[-∞..+∞%]
开始前缩放[-∞ . . + ∞% ]结束后缩放[-∞ . . + ∞% ]
When Mode is set to Unlimited, the deformation also affects polygons that are outside the cyan box. Use these two parameters to control the scale of the deformation outside the box.
当模式设置为无限时,变形也会影响青色框外的多边形。利用这两个参数来控制箱外变形的规模。