Weight Manager 体重管理员Commands 命令Joints 关节Weights 重量Auto Weight 自动重量Options 选择Display 展示

Auto Weight

自动重量

The Auto Weight tab is a powerful tool for automatic weighting. Here you will find all the settings required to automatically weight an entire character.

自动权重标签是一个强大的工具,自动称重。在这里你会发现所有的设置需要自动权重整个字符。

For simple to medium complexity characters, the automatic weighting is usually more than sufficient to create good deformation for the character. Even with complex characters, the auto weighting provides a good basis that you can then fine-tune in the critical areas. Either way, auto weighting can save hours of effort.

对于简单到中等复杂的字符,自动加权通常足以为字符创建良好的变形。即使对于复杂的字符,自动加权也提供了一个良好的基础,您可以在关键区域进行微调。无论哪种方式,自动称重可以节省数小时的努力。

Several modes are available to calculate weights:

有几种模式可用于计算权重:

Distance

距离

Calculates the vertex weights based on the straight distance of each point relative to each joint (each point is weighted/assigned to its closest joint, basically). This is the fastest mode to use and the best one for applying weights to the whole mesh quickly but tends to be inaccurate and often requires manual correction afterwards. Problem areas when using this mode are typically found around the shoulders and hips of a character, or when limbs are close together. Used in conjunction with the Bone Glow option, this algorithm usually offers pretty good results for its speed, in most cases.

根据每个点相对于每个关节的直线距离计算顶点权重(基本上,每个点都被加权/分配到最近的关节)。这是使用最快的模式,也是快速给整个网格加权的最佳模式,但是往往是不准确的,往往需要事后手动校正。当使用这种模式时,问题区域通常出现在角色的肩膀和臀部周围,或者当四肢紧靠在一起时。在大多数情况下,这个算法与 Bone Glow 选项一起使用,通常能提供相当好的速度结果。

Heat Map

热度图

This mode is an improved distance algorithm which by default should give you better results for its speed, as it uses a straight distance value combined with a visibility factor, that gradually falls off based on the length of the bone of each joint.

这个模式是一个改进的距离算法,默认情况下它的速度会给你更好的结果,因为它使用一个直线距离值结合一个可见度因子,这个因子会根据每个关节的骨头的长度逐渐下降。

Volumetric

容量

This mode will assign influence to the selected joints based on the volumes of the meshes surrounding them. The algorithm will fill volumes with voxels around each joint and map out their weights based on these voxels. This mode should be used with closed meshes, and with joints placed inside these meshes for best results. This mode is the slowest to calculate, but tends to be the most accurate.

这种模式将根据它们周围网格的体积对选定的关节分配影响。该算法将在每个关节周围用体素填充体积,并根据这些体素绘制出它们的权重。这种模式应该用于闭合网格,并且为了达到最好的效果,将节点放置在这些网格中。这种模式是最慢的计算,但往往是最准确的。

In Bind Pose

束缚式

Allows you to run the Auto Weighting algorithm without returning manually to the Bind pose each time. This is a great way to iterate or tweak parameters, then run the auto weighting algorithm without having to go back and forth between the posed and non-posed states of your character to check the resulting deformations.

允许您运行自动加权算法,而不必每次都手动返回到绑定姿势。这是一个很好的方法来迭代或调整参数,然后运行自动加权算法,而不必在你的角色的摆定状态和非摆定状态之间来回移动来检查结果变形。

Basic Settings

基本设置

Selected Points

选定点数

Auto Weight will only affect selected points.

自动权重将只影响选定的点。

Allow Null Length

允许空长度

Allow Joints with a bone length of zero to be included in the auto weighting calculations (ie: joints outside any hierarchy or joints with a bone set to Null).

允许骨长度为零的关节被包括在自动加权计算(即: 关节以外的任何层次或关节骨设置为空)。

Joints

关节

Here you define the maximum number of joints that can affect a given point. The more joints, the smoother the transitions, but also the longer it will take to calculate the weights.

在这里,您定义了可以影响给定点的最大关节数。关节越多,过渡就越平稳,但计算重量所需的时间也就越长。

Smooth

真顺利

Smoothing is automatically applied to the weights after they have been assigned by the auto weighting algorithms. Here you will find options to adjust the amount of smoothing that will be added.

通过自动加权算法对权值进行平滑处理。在这里你可以找到一些选项来调整将要添加的平滑量。

Tip: 提示:
You can disable smoothing altogether and apply smoothing manually afterward by setting Smooth Strength to 0% and then using the smoothing commands found in either the Commands tab or the Options tab. This could be useful if you’d rather use a custom falloff shape or distance, or apply smoothing to selected points only, separate from the auto weighting. 你可以完全禁用平滑功能,然后通过将平滑强度设置为0% 手动进行平滑,然后使用在命令选项卡或选项选项卡中找到的平滑命令。这可能是有用的,如果你宁愿使用一个自定义的衰减形状或距离,或应用平滑只选择点,独立于自动称重

Note that using these separate commands will not allow you to smooth weights between disconnected meshes, but smoothing directly from the Auto Weight command will.

请注意,使用这些单独的命令将不允许您平滑断开的网格之间的权重,但平滑直接从自动权重命令将。

Smooth Strength

平稳强度

Set the amount of smoothing applied to the weights. The higher the value, the smoother the transition between the weights of each joints.

设置应用于权重的平滑量。值越高,每个关节的重量之间的过渡就越平滑。

Smooth Iterations

平稳的迭代

How many smoothing passes are applied to the weights. It can be preferable to add passes for a more detailed smoothing in areas that have a lot of different weight values applied to various joints, as it will tend to preserve more details than increasing the smoothing strength (which will tend to blend the weight values of further points together).

对权值应用了多少次平滑通道。在对各个关节应用了大量不同的权值的区域,最好添加通行证以进行更详细的平滑,因为与增加平滑强度相比,这样做往往会保留更多的细节(后者往往会将更多点的权值混合在一起)。

Falloff Strength

下降强度

Defines the amount of decay that will be applied to the weights of joints, based on their size and distance from the mesh they are influencing. This parameter is also used for smoothing.

根据关节的大小和它们所影响的网格的距离,定义适用于关节重量的衰减量。这个参数也用于平滑。

Distance

距离

Defines how far each joint influences the mesh it is assigned to. Greater values will affect points further from the joint. This value is proportional to the size of the bone of each joint. This parameter is also used for smoothing.

定义每个关节对分配给的网格的影响程度。更大的值将影响点进一步从联合。这个值与每个关节的骨头大小成正比。这个参数也用于平滑。

Distance / Volumetric settings

距离/容积设定

The following 3 settings will only be made available if Mode is set to Distance or Volumentric.

下面的3个设置将只提供如果模式设置为距离或 Volumentric。

Use Bone Glow

使用 Bone Glow

Bone Glow is a mix between distance and visibility values for each joint. It allows for the auto weight algorithm to not only calculate weights based on their distance from each joint, but also take into consideration what is visible from them. This is very useful when applying weight to the tongue of a character, for example, so that the joints placed inside of the tongue geometry will not affect the jaw or cheeks vertexes of the character, since they are not visible from these specific joints. It will also tend to give better results around the shoulders of a character, by preventing the arm joints from influencing points below the shoulder and impact the torso.

骨辉光是一个混合之间的距离和能见度值为每个关节。它允许自动权重算法不仅计算权重基于他们的距离每个关节,但也考虑到什么是可见的从他们。例如,当把重量放在一个字的舌头上时,这是非常有用的,这样放在舌头几何体内的关节就不会影响字的下巴或脸颊顶点,因为从这些特定的关节是看不到的。通过防止手臂关节影响到肩膀以下的部位并冲击躯干,这也会给角色的肩膀周围带来更好的效果。

This option replaces the old Visibility mode (prior to CINEMA4D R21) and is both more accurate and faster to calculate.

此选项替换了旧的可见性模式(在 CINEMA4D R21之前) ,并且计算更加准确和快速。

Ignore Inner Polygons

忽略内多边形

Allow the Bone Glow algorithm to ignore polygons that are placed inside a mesh volume. This can be useful for the jaw area of a character, for example, so you can ignore weighting the tongue or teeth of your character without affecting the way the cheeks and jaw are weighted. This can be useful if you plan on using a different algorithm in that area, or just weight them later by hand.

允许骨发光算法忽略多边形内的网格体积。例如,这对于字符的下巴区域很有用,因此你可以忽略字符的舌头或牙齿的重量,而不影响脸颊和下巴的重量。如果您计划在该领域使用不同的算法,或者只是稍后用手对它们进行权重计算,这将非常有用。

Visibility Strength

能见度强度

Define how much of an impact visibility has on the weighting. The greater this value, the more of the bone length needs to be visible from any given point for it to be assigned some weight value. Lowers values will force the algorithm to rely on distance parameters more.

定义可见性对权重的影响程度。这个值越大,从任何给定点可以看到的骨头长度就越多,这样才能给它赋予一些权重值。降低值将迫使算法更多地依赖于距离参数。

Only volumetric settings

只有体积设置

Auto-Size per Object

每个对象自动调整大小

Sets the voxel size used in the Volumetric auto weighting algorithm automatically, based on the size of each separate mesh assigned to the selected joints. Each mesh will be assigned voxels sized as a best compromise between speed and quality.

根据分配给选定关节的每个单独网格的大小,自动设置容积自动加权算法中使用的体素大小。每个网格将分配体素大小作为速度和质量之间的最佳折衷。

Voxel Size

体素尺寸

This option only becomes active once Auto-Size per Object is disabled. It might be preferable to set your own voxel size for each mesh you are trying to apply auto weighting to, either to speed up the process, or increase its accuracy. Each mesh is different, so the Auto-Size per Object option might need to be overridden in some cases.

此选项只有在禁用“每个对象的自动调整大小”时才会激活。最好是为每个网格设置自己的体素大小,你试图应用自动加权,要么加快进程,要么提高其准确性。每个网格都是不同的,因此在某些情况下可能需要重写“每个对象自动调整大小”选项。

Tip: 提示:
To choose the appropriate voxel size for your character, position a cube inside the smallest part of the mesh (for example, the fingers) and set its size so it doesn’t overlap with other fingers. This will be the preferred voxel size used for the whole character. Anything larger and you will start losing accuracy, but will gain in calculation speed. 要为你的角色选择合适的体素大小,把一个立方体放在网格最小的部分(例如,手指)中,并设置它的大小,这样它就不会和其他手指重叠。这将是首选的体素大小用于整个字符。任何更大的,你会开始失去准确性,但会增加计算速度

Calculate

计算

Starts the automatic weighting for your character using the options specified. In order for the automatic weighting to work, the object you want to create the weights for must have a Weight tag. This Weight tag must link to all the joints you want to use for the weighting.

使用指定的选项启动字符的自动加权。为了让自动加权工作,要为其创建权重的对象必须有一个 Weight 标记。这个权重标签必须链接到所有的关节,你想使用的权重。

Next, select either this object or any one of the joints that are linked to the Weight tag. Click on the Calculate button and in most cases you'll see an instant result. However, how long this takes depends on the complexity of the mesh, the auto weight mode chosen and the speed of your computer.

接下来,选择这个物体或者任何一个连接到 Weight 标签的关节。点击计算按钮,在大多数情况下,你会看到一个即时的结果。然而,这需要多长时间取决于网格的复杂性,自动重量模式的选择和你的计算机的速度。

Note: 注意:
Auto Weight is restricted to selected joints. If no Joints are selected in the Joints list, Auto Weight will be applied to all unlocked Joints in the Weight tag. If you want to make sure that existing weighting is not overwritten by Auto Weight, these Joints must be locked. 自动重量仅限于选定的关节。如果在“关节”列表中没有选择“关节” ,“自动重量”将应用于“重量”标签中所有未锁定的关节。如果你想确保现有的权重没有被自动权重覆盖,这些关节必须被锁定