Tag Properties
标签属性
模式
Here you can switch back-and-forth between the Edit mode and the Animate mode. You will see different settings appear depending on which mode you choose. In the following text, the settings for Edit mode are listed first.
在这里,您可以在编辑模式和动画模式之间来回切换。根据您选择的模式,您将看到不同的设置。在下面的文本中,首先列出“编辑”模式的设置。
编辑
In this mode, you have all the settings you need to create and model the morph targets. Here you can also control exactly how each target should behave during the animation. All morph types share the same Edit and Animate interface, but some options will only be relevant for certain modes (for example, Correctional mixing mode does not apply to UV morphs since this mixing mode is intended for editing deformed geometry only and UVs can't be affected by a Deformer).
在这种模式下,你有所有的设置,你需要创建和模型的变形目标。在这里,您还可以准确地控制在动画期间每个目标应该如何行动。所有变体类型共享相同的编辑和动画界面,但一些选项将只适用于某些模式(例如,修正混合模式不适用于紫外线变体,因为这种混合模式旨在编辑变形的几何形状,而紫外线变体不会受到变形器的影响)。
姿势
Here you will find a list of all the morph targets stored in the tag. When you add a new Pose Morph tag to an object, you will see two entries in the list. The first is the Base Pose, which represents the initial state of the object prior to morphing. The second entry is your first morph target. Initially, it looks exactly the same as the base morph. To edit the morph target, simply select it and any changes that you now make to the points, position, scale, UVs and so on … (depending on what is activated in the Basic tab) of the object will be stored in this morph target.
在这里,您将找到存储在标记中的所有变形目标的列表。当你为一个对象添加一个新的 Pose Morph 标签时,你会在列表中看到两个条目。第一个是基本姿态,表示物体变形前的初始状态。第二个条目是你的第一个变形目标。最初,它看起来完全相同的基本变形。要编辑变形目标,只需选择它和任何更改,你现在作出的点,位置,规模,uv 等... (取决于什么是激活的基本标签)的对象将被存储在这个变形目标。
Tip: 提示:You can check how any morph target looks by selecting it (provided its Strength is set to 100%). You can rename targets by double-clicking their names. Once you have started to rename you can move up or down the list of names quickly to rename other items using the up and Down cursor keys. You can re-arrange targets via Drag & drop, except the Base Pose, which is always at the top of the list. Note that you can now select multiple morph targets.
你可以通过选择任何变形目标来检查它的外观(前提是它的强度设置为100%)。可以通过双击目标的名称来重命名它们。一旦您已经开始重命名,您可以上移或下移的名称列表快速重命名其他项目使用向上和向下光标键。你可以通过拖放重新排列目标,除了基本姿态,它总是在列表的顶部。注意,您现在可以选择多个变形目标。
If you already have morph target objects that were created as copies of the geometry and want to use them in the tag, simply Drag & drop the copies into this list. You will be asked if the targets should be imported as absolute targets. If you choose No, a new target will be created in the list and you no longer need the geometry target object. A target icon will be displayed. If you choose Yes, the object target will be linked in the tag. A new target will appear in the list but it will have a small a icon. If you select the target in the list, you will see that it has a link to your geometry target in the Target box. This means the object target needs to be present in the scene in order to still be referenced.
如果你已经有了作为几何图形副本创建的变形目标对象,并且想要在标记中使用它们,只需将这些副本拖放到这个列表中即可。你会被问到目标是否应该作为绝对目标导入。如果您选择“否” ,将在列表中创建一个新目标,您将不再需要几何目标对象。将显示一个目标图标。如果选择“是” ,对象目标将链接到标记中。一个新的目标将出现在列表中,但它将有一个小图标。如果您在列表中选择目标,您将在“目标”框中看到它有一个到您的几何目标的链接。这意味着目标物体需要出现在场景中才能被引用。
In the case of hierarchies, just drag the top parent into the Poses list, all following objects will then be taken into consideration automatically. For an object with a tag (UV, weights or Vertex Map), just drag the object containing the tag into the Poses list.
在层次结构的情况下,只需将顶部父对象拖动到 Poses 列表中,所有以下对象都将被自动考虑在内。对于一个标签(UV,权重或顶点地图)的对象,只要拖动的对象包含标签到姿态列表。
The Poses list now also offers some new icons. The lock icon lets you to lock the selected morph target to prevent further editing. The check box allows you to deactivate the morph quickly. This option will also appear in the Animate mode, much like the old Posemixer options.
姿势列表现在也提供了一些新的图标。锁定图标让您锁定选定的变形目标,以防止进一步编辑。复选框允许您快速停用变体。这个选项也会出现在动画模式中,很像旧的 Posemixer 选项。
Also useful is the context menu available in the list, where you will find the following options:
列表中的上下文菜单也很有用,你可以在里面找到以下选项:
新建文件夹
When right-clicking over an empty space of the Poses list, you can create folders which can be used to organize morph targets. Simply select your morphs (remember, you can make multiple selections now) and drag them onto their respective folders.
当右键点击一个空白的空间的姿态列表,你可以创建文件夹,可以用来组织变形目标。只需选择你的变种(记住,你可以做多个选择现在) ,并拖动到他们各自的文件夹。
Morphs organized in folders in the Edit mode translate to foldable bars when you switch to the Animation mode. This makes it easy to keep your morphs organized and quickly filter what you need to display in your morphs interface, while animating.
当你切换到动画模式时,按照编辑模式组织在文件夹中的变形条会转换为可折叠的条形图。这使它很容易保持你的变种有组织,并快速过滤什么你需要在你的变种界面显示,而动画。
合并
If you have multiple morph targets selected, these will all be merged (with a Strength value of 100%) within one
如果你选择了多个变形目标,这些目标都会在一个变形目标中合并(力量值为100%)
morph target.
变形目标。
Mirrors the morph target along its X axis. To create a mirrored copy of a morph target, first copy and paste it in the Poses list, then apply the Flip X command. Note that when flipping PSR values, it is recommended to set your morph target to Absolute first, then use the flip command and revert to Relative afterward.
沿 x 轴反射变形目标。要创建变形目标的镜像副本,首先复制并粘贴到 Poses 列表中,然后应用 Flip x 命令。请注意,在翻转 PSR 值时,建议先将变形目标设置为 Absolute,然后使用 flip 命令并在之后恢复为 Relative。
Mirrors the morph target along its Y axis. To create a mirrored copy of a morph target, first copy and paste it in the Poses list, then apply the Flip Y command. Note that when flipping PSR values, it is recommended to set your morph target to Absolute first, then use the flip command and revert to Relative afterward.
沿 y 轴反射变形目标。要创建变形目标的镜像副本,首先复制并粘贴到 Poses 列表中,然后应用 Flip y 命令。请注意,在翻转 PSR 值时,建议先将变形目标设置为 Absolute,然后使用 flip 命令并在之后恢复为 Relative。
Mirrors the morph target along its Z axis. To create a mirrored copy of a morph target, first copy and paste it in the Poses list, then apply the Flip Z command. Note that when flipping PSR values, it is recommended to set your morph target to Absolute first, then use the flip command and revert to Relative afterward.
沿 z 轴反射变形目标。要创建变形目标的镜像副本,首先复制并粘贴到 Poses 列表中,然后应用 Flip z 命令。请注意,在翻转 PSR 值时,建议先将变形目标设置为 Absolute,然后使用 flip 命令并在之后恢复为 Relative。
入选基地
Sets the selected points of a given morph target to the corresponding base pose.
将变形目标的选定点设置为相应的基本姿态。
适应
Note: 注意:Creates a new object in the Object Manager (taking the Strength parameter into consideration) for the currently selected morph target. This is useful for creating geometry morph targets for use in other software. In case of point-based deformers and the Hair object, copies of these type of objects will be made.
在对象管理器中为当前选定的变形目标创建一个新对象(考虑到强度参数)。这对于创建其他软件中使用的几何变形目标非常有用。在基于点的变形和毛发对象的情况下,这些类型的对象将被复制。
选择 All/取消选择 All
Since multiple selections can be made in the Poses list, these commands can be used to easily select or deselect all items.
由于可以在 Poses 列表中进行多重选择,因此可以使用这些命令轻松地选择或取消选择所有项目。
收到
Will copy the selected morph targets (multiple selections possible).
将复制所选的变形目标(可能有多个选择)。
粘贴
Will paste, or duplicate, the previously copied morph targets into the list - if multiple targets were copied
previously, then all these targets will be duplicated at once. Holding the
将先前复制的变形目标粘贴或复制到列表中——如果先前复制了多个目标,那么所有这些目标将同时复制。按住 Ctrl/Cmd 键,同时按下添加姿势按钮,将自动创建所选变形目标的副本。如果多于一个变形目标被选中,只有最顶层的目标会被复制。
替换
Will overwrite the selected morph target with the previously copied one. You can replace several targets at once, if you previously copied multiple morph targets.
将用之前复制的变形目标覆盖选定的变形目标。如果先前复制了多个变形目标,则可以同时替换多个目标。
锁定
Freeze the current morph target state and protects it from further editing.
冻结当前变形的目标状态并保护它不被进一步编辑。
全部锁定
Locks all morph targets
锁定所有变形目标
解锁
Unlocks the selected morph target, so you can edit it once again.
解锁选定的变形目标,以便您可以再次编辑它。
全部解锁
Unlocks all morph targets, regardless of what is currently selected in the Poses list.
解锁所有变形目标,不管当前在姿态列表中选择了什么。
启用/启用所有
Enables one or all morph targets (has the same function as the checking the check box in the list).
启用一个或所有变形目标(具有与列表中的复选框相同的功能)。
关闭/关闭所有
Disables one or all morph targets (has the same function as unchecking the check box in the list).
禁用一个或所有变形目标(具有与取消选中列表中的复选框相同的功能)。
移除
Removes the active morph target.
移除活动变形目标。
移除所有
Removes all morph targets.
移除所有变形目标。
添加姿势
Adds a new morph target to the bottom of the list.
在列表底部添加一个新的变形目标。
编辑
残疾人士
Disables morph editing for all targets.
禁用所有目标的变形编辑。
精选
Allows you to edit the selected morph target.
允许您编辑选定的变形目标。
就位
Allows you to mix several morph targets to see their cumulative impact on the object. While in this mode, new morphs will be accumulated dynamically, while you edit them.
允许您混合多个变形目标以查看它们对对象的累积影响。而在这种模式下,新的变种将动态累积,而您编辑他们。
To create a new morph target based on these accumulated morphs, hold the Shift key while pressing the Add Pose button to create a new morph target that will take record the blended result of all the active morph targets. Note that each morph strength parameter can be adjusted for a more refined mix. You can also use the check boxes to quickly include or exclude morph targets from the accumulated effect.
要创建一个新的变形目标基于这些积累的变形,按住 Shift 键,同时按下添加姿势按钮,创建一个新的变形目标,将记录所有活跃的变形目标的混合结果。注意,每个变形强度参数可以调整为一个更精细的混合。您还可以使用复选框从累积效果中快速包含或排除变形目标。
混合
Here you can choose how your morph target blends with other morph targets. The following options are available:
在这里你可以选择你的变形目标如何与其他变形目标混合:
绝对
If this option is selected, the point positions are stored as absolute (i.e. as coordinates based on the object’s origin). When you blend in an absolute morph target, the object will take the shape the morph target had when set to Absolute, even if you have changed the base morph since then.
如果选择此选项,则点位置作为绝对值存储(即作为基于对象原点的坐标)。当你混入一个绝对变形目标时,即使你已经改变了基本变形,变形目标也会变成绝对变形目标的形状。
亲属
Here, the changes are stored relative to the base morph. If the base morph is changed, the shape of the morph adapts to it. This is the default mode because it requires little memory and is very flexible because it can adapt to changes to the base morph.
在这里,更改相对于基本变体存储。如果基本变形改变,变形的形状适应它。这是默认模式,因为它只需要很少的内存,而且非常灵活,因为它可以适应基本变形的变化。
轮换
This is also a type of relative morph target. However, unlike the other two types of target, the points no longer move in a straight line as the morph blends in from 0% to 100%. Instead, the points move along a circular path defined by the Axis settings. The next example shows how you can use a rotational morph target to prevent an eyelid from intersecting the eye as it closes.
这也是一种相对变形目标。然而,不同于其他两种类型的目标,点不再直线移动,因为变形融入从0% 到100% 。相反,这些点沿着由 Axis 设置定义的圆形路径移动。下一个例子展示了如何使用旋转变形目标来防止眼睑在闭合时与眼睛相交。
切线的
This new mode allows you to edit a morph target for an object that is affected by a deformer. This is used, for example, to create a morph that will correct the shape of a mesh that is being deformed by joints or other Deformers. To work in this mode, simply add a new morph target, switch to Tangential and activate the Post Deformer option (so it can calculate the points positions after the deformation). That's it, now you can edit your pose, and even change the state of the deformation dynamically (keep in mind that in the case of tangential morphs, you will often want to link their strength parameter to the object driving the deformation, such as the rotation of a joint, for example).
这个新模式允许你为一个受变形者影响的对象编辑一个变形目标。这是用来,例如,创建一个变形,将纠正的形状,网格是由关节或其他变形。要在这种模式下工作,只需添加一个新的变形目标,切换到切线和激活后变形选项(因此它可以计算点的位置后变形)。就是这样,现在你可以编辑你的姿势,甚至可以动态地改变变形的状态(请记住,在切向变形的情况下,你通常希望将它们的强度参数与驱动变形的物体联系起来,例如关节的旋转)。
This sort of correctional morphs can be pretty useful on areas of a character that are very hard to weight properly, such as the shoulders and waist areas. Instead of fiddling with joints influence, just pose your character at each extreme pose and create a correctional morph for those. Now just link those morphs to their respective joints rotations.
这种修正变体在很难正确称重的角色身上非常有用,比如肩膀和腰部。与其摆弄关节的影响,不如让你的角色摆出每个极端的姿势,为这些姿势创造一个矫正的变体。现在只要把这些变形链接到它们各自的关节转动上。
This is the preferred method to use when your mesh is being deformed by Deformers other than Joints or if animated at the point level. This is because this type of morph looks at each individual Vertex Normal so the morph deformations can follow the point deformations themselves. The caveat is that vertex normals can change drastically when polygons collapse or intersect each other, which is not ideal when correcting bad deformations using this method and can lead to incorrect interpolations. For meshes deformed by Joints, it is recommended to use the Correctional PSD mode instead because it offers a much more stable interpolation in such cases.
这是首选的方法,当您的网格是变形的关节以外的其他变形或如果动画在点的水平。这是因为这种类型的变形看起来在每个个别顶点法线,所以变形可以跟随点变形本身。需要注意的是,当多边形折叠或相交时,顶点法线会发生剧烈的变化,这在用这种方法修正不良变形时是不理想的,并且可能导致错误的插值。对于由节点变形的网格,建议使用修正 PSD 模式,因为它在这种情况下提供了更稳定的插值。
切线(面积)
This new mode allows you to edit a morph target for an object that is affected by a deformer, much like the Correctional mode. This mode differs in that it will also take into consideration the size of the surface area the morphs are in. If that surface area changes, the morphs will be scaled to reflect the changes in the size of this area.
这个新模式允许你为一个受变形者影响的对象编辑一个变形目标,很像惩戒模式。这种模式的不同之处在于,它也将考虑到大小的表面积的变种是。如果表面积发生变化,变形体将按比例缩放以反映该区域大小的变化。
惩教署署长
This mode provides improved correctional deformations over the Tangential modes. It uses the industry-standard PSD (Pose Space Deformation) morphing system, which is calculated in relation to the Joints instead of relying on the previous morph state or base shape. This is a much more stable and accurate way of creating correctional morphs on meshes deformed by Joints that will translate much better once animated. This mode is ideal for creating corrective shapes for a mesh with bad deformations, or to emulate muscle movements by altering the mesh in place in its current state.
这种模式提供了改善的切向模式的变形。它使用行业标准的 PSD (姿态空间变形)变形系统,这是计算关节,而不是依赖以前的变形状态或基础形状。这是一个更加稳定和准确的方式创建网格变形由关节,将更好地翻译一旦动画。这种模式是理想的创造纠正形状的网格与恶劣的变形,或模仿肌肉运动改变网格在其目前的状态。
The other advantage of this mode is that it provides a much simpler workflow for driving morphs in a complex manner since much of it is automated. This is especially useful when your morph should be controlled by a Joint that has multiple possible orientations such as the shoulder joint, for example.
这种模式的另一个优点是,它为以复杂的方式驱动变种提供了一个简单得多的工作流,因为其中大部分是自动化的。这是特别有用的时候,你的变形应该控制的关节,有多种可能的方向,如肩关节,例如。
局限性
Correctional PSD morphs will only work on meshes deformed by joints. They will not work on meshes deformed by other types of deformers or on meshes animated at the point level (PLA). In these cases, it is recommended to use Tangential morphs.
矫正 PSD 变形将只工作在网格变形的关节。他们将不工作的网格变形由其他类型的变形或网格动画在点水平(PLA)。在这些情况下,建议使用切向型。
Correctional PSD morphs cannot be exported for 3D real-time use such as games, because they are interpolated in a more complex manner than with a simple strength parameter. They will have to be converted to Relative morphs beforehand.
惩教 PSD 变种不能导出的3D 实时使用,如游戏,因为他们是在一个更复杂的方式比一个简单的强度参数插值。他们将不得不转换为相对变种之前。
The process of converting Correctional PSD morphs to Relative morphs is pretty straightforward:
惩教 PSD 变种转换为相对变种的过程相当简单:
Once your Correctional PSD morph is created, switch to the Animate mode and disable the Auto Weighting for the current pose in the PSD tab. This will stop the Joints from driving the morph automatically.
一旦你的修正 PSD 变体创建,切换到动画模式和禁用自动加权为当前的位置在 PSD 选项卡。这将阻止关节自动驾驶变形。
Next, select the Weight tag applied to your mesh and use the Reset Bind Pose command. You should see your mesh being deformed in its rest pose now.
接下来,选择应用到网格上的 Weight 标签,并使用 Reset Bind Pose 命令。现在你应该看到你的网格在休息姿势中变形了。
Finally, switch back to Edit mode in the Pose Morph tag and set your morph to Relative and disable Post Deformers. Your morph is now a relative morph. Alternatively and you can export the Correctional PSD morph to a mesh so you don’t lose your morph mode.
最后,切换回编辑模式的姿态变形标签,并设置你的相对和禁用后变形。你的变体现在是一个相对的变体。或者,你可以输出惩教 PSD 变体到一个网格,这样你就不会失去你的变体模式。
The PSD Morph creation process is fairly straightforward:
变体的创建过程相当简单:
Enable Points Mode, then add a new Pose. Pose your joints in the desired pose for your mesh and then correct the mesh as needed so your deformations are suitable. That’s it. The driver joints are automatically detected and assigned, and your morph will be blended smoothly into your joint deformation, based on its position, orientation and twist.
启用点模式,然后添加一个新的姿势。让你的关节摆出你想要的网格姿势,然后根据需要修正网格,这样你的变形才是合适的。就是这样。驾驶员的关节被自动检测和分配,你的变形将平滑地融入到你的关节变形,基于它的位置,方向和扭曲。
Note also the corresponding settings in the Basic tab.
还要注意 Basic 选项卡中的相应设置。
后变形
Enable this option to calculate the points position of the morph after they are deformed by a Deformer. In the case of a tangential or Correctional morph, it will allow you to see and edit your mesh in its deformed state, for example.
启用此选项可以计算变形体被变形器变形后的点位置。例如,在切线或矫正变形的情况下,它将允许您查看和编辑变形状态的网格。
使用
Allows you to adjust the strength of individual morph targets. This can be used to check the transition or interpolation of each morph, or to dial morphs between each other when using the In Place edit mode.
允许你调整个体变形目标的强度。这可以用来检查过渡或插值的每个变种,或拨号之间的变种时,使用就地编辑模式。
强度[-∞ . . + ∞% ]
Allows you to adjust the strength of individual morph targets. This can be used to check the transition or interpolation of each morph, or to dial morphs between each other when using the In Place edit mode.
允许你调整个体变形目标的强度。这可以用来检查过渡或插值的每个变种,或拨号之间的变种时,使用就地编辑模式。
PSD Settings
设置
This set of options will be displayed when a Correctional PSD morph is selected.
这套选项将显示当一个惩教 PSD 变形被选中。
摆姿势
This command will record the current joint pose as the target pose for the selected Correctional PSD morph.
此命令将记录当前的关节姿势作为选定的惩教 PSD 变体的目标姿势。
摆姿势
This command will pose the joints driving the selected Correctional PSD morph to the pose recorded when the morph was created.
这个命令将使关节驱动选定的惩教 PSD 变体到创建变体时记录的姿势。
设置驱动程序
This command will set the currently selected joints as drivers for the selected morph. Note that driver joints need to fit a few criteria: They need to have influence over the morphed points and to have a different pose than the bind pose recorded in the Weight tag. Details abaut the automatic assigment of joints as drifers can be found under Position Threshold.
此命令将设置当前选定的关节作为选定变形的驱动程序。请注意,驾驶员的关节需要符合一些标准: 他们需要对变形点有影响,并有一个不同于体重标签中记录的绑定姿势。关于作为运动员的关节自动分配的详细信息可以在“位置阈值”下找到。
Tip: 提示:选择司机
This command will select the driver joints (and controllers, if applicable) recorded for the selected morph.
此命令将选择所选变形的驱动关节(以及控制器,如果适用的话)。
插值模式
These options let you determine the algorithm used for the morph interpolations. It takes into consideration the point weighting of each joint as well as their variation in delta values (how much their position, orientation and/or banking has changed compared to the rest pose).
这些选项使您可以确定用于变形插值的算法。它考虑到每个关节的点权重以及它们在三角值上的变化(与其他关节相比,它们的位置、方向和/或倾斜角度发生了多大的变化)。
每个关节
This mode will apply a deformation percentage by looking up the delta variations of all axes of each joint.
这种模式将应用一个变形百分比,通过查找三角洲变化的所有轴的每个关节。
每个关节轴
This mode will apply a deformation percentage by looking up the delta variations of each individual axis of each joint.
这种模式将应用一个变形百分比,通过查找每个关节的每个单独轴的三角洲变化。
全球实力
This mode will apply a deformation percentage based on the global delta variations of all the joints. All their delta values are averaged as a common strength value.
这种模式将适用于变形百分比的基础上全球三角洲变化的所有关节。他们所有的三角洲值是作为一个共同的强度值平均。
重量标签
By default, the first Weight tag will be assigned as the target for Correctional PSD morphs. You can set your own tag here, if you are using several Weight tags on your mesh. Note that you need to use the Weight tag that is connected to the joints influencing your mesh, as they work in unison to drive the morphs.
默认情况下,第一个 Weight 标签将被分配为 Correctional PSD 变体的目标。你可以在这里设置你自己的标签,如果你在你的网格上使用几个 Weight 标签的话。请注意,您需要使用权重标记,连接到影响你的网格的关节,因为他们一致工作,以驱动变种。
Rotation
旋转
When setting a morph target to Rotational mixing mode, the following options become available.
当将变形目标设置为旋转混合模式时,可以使用以下选项。
Pos [ XYZ m ]
These coordinates are only available if Mixing is set to Rotational. They allow you to manually define the position of the rotation axis used for the rotational morph.
这些坐标只有在混合设置为旋转时才可用。它们允许您手动定义用于旋转变形的旋转轴的位置。
轴[ XYZ m ]
These coordinates are only available if Mixing is set to Rotational. They allow you to manually define the direction of the rotation axis used for the rotational morph.
这些坐标只有在混合设置为旋转时才可用。它们允许您手动定义用于旋转变形的旋转轴的方向。
来自《边缘》
You can also define the rotation axis for a rotational morph by selecting an edge then clicking this button. The edge will then be used as the rotation axis.
您还可以通过选择边缘然后单击此按钮来定义旋转变形的旋转轴。然后边缘将用作旋转轴。
从点
Another way to define the rotation axis for rotational morphing is via selected points. First, select two points, then click this button. An imaginary line drawn between the two points then becomes the rotation axis.
另一种定义旋转变形轴的方法是通过选择点。首先,选择两个点,然后点击这个按钮。在两点之间画一条假想的线,然后成为旋转轴。
Advanced
高级
目标
When you Drag & drop an object into the Morphs list, you have an option to choose whether the morph is relative or absolute. If you choose for the morph to be absolute, the object is linked instead and appears in this box. The morph will then be based on the state of the linked object. Note that if the linked object is removed from the scene, the morph target will disappear!
当你拖放一个物体到变形列表中时,你可以选择变形是相对的还是绝对的。如果您选择变形为绝对变形,则该对象将被链接并显示在此框中。然后,变体将基于链接对象的状态。请注意,如果链接的对象从场景中移除,变形目标将消失!
外部保存..。
Here you have the option to save morph targets as external files.
这里您可以选择将变形目标保存为外部文件。
This allows you to work with a huge number of morph targets without them requiring much memory. Choose a morph target that you want to save externally and click on the Save button. A Save dialog opens that allows you to save the morph targets to your hard drive.
这使得你可以处理大量的变形目标而不需要太多的内存。选择要从外部保存的变形目标,然后单击“保存”按钮。一个保存对话框打开,允许你保存变形目标到你的硬盘驱动器。
The process is similar if you want to load previously saved targets: Click on the three dots button and use the dialog that appears to open the file. External morph targets are saved each time you save your scene and a dialog box will appear to ask if you would like to save any external morphs that has been changed since the last save. Unsaved external morphs will appear with a small asterisk appended to their name, in the morph targets list.
如果您想加载以前保存的目标,这个过程是类似的: 点击三点按钮,并使用出现打开文件的对话框。每次保存场景时都会保存外部变形目标,并且会出现一个对话框询问您是否要保存自上次保存以来更改的任何外部变形。未保存的外部变体将出现一个小星号附加到他们的名字,在变体目标列表。
动画
变形目标列表
Here you will find a list of all morph targets, which you can animate using the sliders. Morphs can also be quickly deactivated using the checkboxes next to their name.
在这里你会发现所有变形目标的列表,你可以使用动画滑块。变种也可以迅速停用旁边的复选框他们的名字。
强度[-∞ . . + ∞% ]
This slider controls the overall strength of the Pose Morph tag itself. It will impact all targets that have an individual strength above 0%. Useful to animate the influence between two morph tags.
这个滑块控制姿态变形标签本身的整体强度。它将冲击所有个人力量超过0% 的目标。有用的动画之间的影响两个变形标签。
记录滑块
Sets a keyframe for all sliders at once, at the current frame.
在当前框架上为所有滑块一次设置一个关键帧。
重置滑块
Resets all the sliders to 0% strength.
将所有滑块重置为0% 强度。