Pose Morph 姿势变换Basic 基础Tag 标签Inclusion 包容PSD 私营部门司

Basic Properties

基本属性

Icon Settings

图标设置

Icon File / ID

图标文件/ID

Sometimes, when working with numerous icons that look the same, you want to have a better overview of it all. This is what this function does. Objects and tags can be assigned their own icons or existing icons can be re-assigned or colored:

有时候,当处理许多看起来相同的图标时,您希望对它们有一个更好的概述。这就是这个函数的作用。对象和标签可以分配它们自己的图标,或者现有的图标可以重新分配或着色:

Examples for tags that were colored, replaced by existing ones and custom tags. 被现有标记和自定义标记替换的有色标记示例

Note the Show Custom Icons command in the Object Manager’s View menu, which lets you switch to the Cinema 4D icons.

注意对象管理器视图菜单中的显示自定义图标命令,它可以让你切换到Cinema 4D 图标。

There are a few objects (e.g., Houdini generator) and tags (e.g., Material tags) that can’t be colored because they are controlled by Cinema 4D directly.

有一些物体(例如 Houdini generator)和标签(例如 Material tags)不能着色,因为它们直接由 Cinema 4D 控制。

Here, you can either

在这里,你可以选择

Color

颜色

This function can be used to color an existing or a custom icon. You can select from the following options:

此函数可用于为现有图标或自定义图标着色。您可以从以下选项中进行选择:

Tags have no Display Color and can therefore only be colored using a custom color. Do do so, activate the Icon Color option.

标签没有显示颜色,因此只能使用自定义颜色进行着色。这样做,激活图标颜色选项。

Presets laden/speichern

预装货物/车辆

These commands can be used to save icons as a preset or to load an icon. Custom icons are saved to and managed with the Content Browser under Presets/User (in the corresponding folder).

这些命令可以用来保存图标作为预设或加载图标。自定义图标保存到 preset/user 下的 Content Browser 中(在对应的文件夹中) ,并通过该文件夹管理。

Name

姓名

Here you can enter a name for the object.

在这里您可以输入对象的名称。

Layer

图层

If an element was assigned to a layer its layer color will be displayed here. This field reflects the layer color in the Layer Palette. You can drag & drop layers from the Layer Manager or similar layer fields onto this field. You can also assign layers or remove elements from current layers using the menus located behind the small triangle.

如果一个元素被分配到一个图层,它的图层颜色将显示在这里。此字段反映图层调色板中的图层颜色。你可以从图层管理器或类似的图层拖放图层到这个字段上。您还可以使用位于小三角形后面的菜单来分配图层或从当前图层中删除元素。

Priority

优先权

You can assign a priority to each expression. This is especially useful when working with Python or XPresso Expressions that you have created yourself. Sometimes the priority is crucial for determining exactly when the expression is evaluated. The same expression can produce different results depending on whether it is executed before or after other expressions in the scene.

可以为每个表达式分配优先级。这在使用您自己创建的 Python 或 XPresso 表达式时特别有用。有时,优先级对于确切确定何时计算表达式至关重要。同一个表达式可以产生不同的结果,这取决于它是在场景中其他表达式之前还是之后执行。

Don’t forget that this calculation sequence will be run through for each rendered image!

不要忘记,这个计算序列将运行通过每个渲染图像!

Possible priority values range from -499 to 499 and apply to the chosen category on the left: Initial, Animation, Expressions, Dynamics or Generators.

可能的优先级值范围从 -499到499,并应用于左边选择的类别: 初始,动画,表达式,动态或生成器。

When using expressions with the same priority (on the same object) the order in which they will be calculated will be in accordance with their sequence (position) in the Object Manager.

当使用具有相同优先级(在相同对象上)的表达式时,计算它们的顺序将与它们在 Object Manager 中的顺序(位置)一致。

Example:

例子:

For a Project with four expressions with the following priorities:

有四个表达式的项目,优先次序如下:

This results in the following order of execution:

这将导致以下执行顺序:

  1. Expression C (-1 being the lowest priority value of the four expressions). 表达式 c (- 1是四个表达式的最低优先级值)
  2. All animated objects in the scene (all animated objects in Cinema 4D have a priority of Animation, 0). 场景中的所有动画对象(C4D 中的所有动画对象优先于动画,0)
  3. Expression B (although this has the same priority as all animated objects, animated objects are still preferred over expressions with the same priority). 表达式 b (尽管这与所有动画对象具有相同的优先级,但动画对象仍然优先于具有相同优先级的表达式)
  4. Expression A 表达式 a
  5. Expression D 表达式 d
Tip: 提示:
Cinema 4D contains certain Expressions that don’t necessarily follow these simple rules. These include IK, which uses values taken from different temporal locations of the calculation sequence. Dynamics also have their own priority (please ignore the priority C4D包含了一些不一定遵循这些简单规则的表达方式。其中包括 IK,它使用从计算序列的不同时间位置取得的值。动态也有自己的优先级(请忽略优先级Dynamics R11.5 动力 R11.5 - this is the first and no longer available R11.5 functionality). - 这是第一个 R11.5不再可用的功能)The calculation sequence of various functions. Internal priorities of several functions are also displayed. 给出了各种函数的计算顺序,并显示了几个函数的内部优先级

Dynamics (e.g., Priority Generator +400) defines these priorities internally and these cannot be changed. For example, Expressions that point to an object deformed by Dynamics require a priority of at least Generator +401.

动态(例如,优先级生成器 + 400)在内部定义这些优先级,并且这些优先级不能改变。例如,指向被动力学变形的物体的表达式至少需要 Generator + 401的优先级。

Camera Dependent

依赖相机

This option defines whether the object or tag should be carried out even if only the Viewport view has changed (e.g., when navigating the scene via the Viewport).

这个选项定义了是否应该执行对象或标记,即使只有 Viewport 视图发生了变化(例如,当通过 Viewport 导航场景时)。

Enable

启用

Turns the corresponding expression on or off.

打开或关闭相应的表达式。

TIP: 提示:
Almost all tag or Expression parameters can be animated via the right mouse button. 几乎所有的标记或表达式参数可以通过鼠标右键动画

Base Priority

基本优先级

Pose Morph has two states that need to be calculated when calculating priorities: The Base Pose priority and the, morphed’ pose priority. The second priority setting defines when the Expression, Deformer, etc. should affect the given object. For example, an Expression can be made to affect a Base Pose before it’s morphed. The order of calculation would then be:

姿态变形在计算优先级时需要计算两个状态: 基本姿态优先级和变形姿态优先级。第二个优先级设置定义表达式、变换器等应该何时影响给定对象。例如,一个表达式可以在变形之前影响一个基本姿势。计算的顺序是:

  1. Base Pose 基础姿势
  2. Expression/Deformer/Generator 表达式/解析器/生成器
  3. Morphed pose 变形体式

This makes it easier to avoid conflicts and the resulting delayed/flickering morphs.

这使得避免冲突和由此产生的延迟/闪烁变形更加容易。

If the new Base Pose is identical to the normal priority, the Pose Morph will only make a change (set the Base Pose, then the morphed pose) when a morph actually takes place. Generators must then not be recalculated if no morphing takes place, which speeds up calculation.

如果新的基础姿势与正常的优先级相同,那么姿势变形只会在一个变形发生时进行改变(设置基础姿势,然后再设置变形姿势)。如果没有发生变形,则不能重新计算生成器,这会加快计算速度。

Remember this rule of thumb: Leave both priorities at the same value (=faster calculation) as long as no problems with Generators, Expressions or Deformers arise - at which point you can assign a later priority to the morphed state.

记住这个经验法则: 只要生成器、表达式或变形没有问题,就让两个优先级保持相同的值(= 更快的计算)——在这一点上,你可以为变形状态指定一个以后的优先级。

Tip: 提示:
Note that the 请注意Base Priority 基本优先级 can only be lower or equal to the regular priority. If you place the Base Priority higher, the regular priority will automatically be increased accordingly. The regular priority must then be increased again if you want an Expression or a Deformer to have an effect between 只能低于或等于常规优先级。如果您将基本优先级置于较高的位置,则常规优先级将自动相应地增加。如果你想要一个表达式或者一个变形者在两者之间产生影响,那么常规的优先级必须再次增加Base Priority 基本优先级 and the morphed state. 以及变形状态

Camera Dependent

依赖相机

This option defines whether the object or tag should be carried out even if only the Viewport view has changed (e.g., when navigating the scene via the Viewport).

这个选项定义了是否应该执行对象或标记,即使只有 Viewport 视图发生了变化(例如,当通过 Viewport 导航场景时)。

Mixing

混合

The Basic tab has been modified to accommodate the new options available to the Pose Morph tag. Much like the Constraint tags, you can enable or disable parameters, and new tabs will appear to reflect the change. Here are the various types of morphs available now.

基本标签已经被修改,以适应新的选项可用的姿态变形标签。就像 Constraint 标签一样,您可以启用或禁用参数,并且会出现新的选项卡来反映更改。这里是各种类型的变种现在可用。

Position

职位

Enables morphing of the axis position of the object.

允许变形对象的轴位置。

Parameters

参数

Allows parameters on the Object Properties tab to be morphed.

允许对象属性标签上的参数进行变形。

Scale

比例

Enables morphing of the axis scale of the object. Note that you need to use the Object tool, the model tool will only scale the mesh, not the axis.

允许变形的轴规模的对象。请注意,您需要使用对象工具,模型工具将只缩放网格,而不是轴。

User Data

用户资料

Allows User Data to be morphed. For example, if you set up two sliders with User Data on your object, each controlling one parameter, you could add a Pose Morph tag to that object to quickly create morphs off of the sliders.

允许用户数据变形。例如,如果你在你的对象上设置了两个用户数据滑块,每个控制一个参数,你可以添加一个姿态变形标记到该对象上,快速创建滑块的变形。

Rotation

旋转

Enables morphing of the axis rotation of the object.

允许变形的轴旋转的对象。

Hierarchy

等级

Pose Morph will morph all objects placed as a child of the object containing the Pose Morph tag. Very useful to morph a whole Joint hierarchy, for example. And yes, it also works with point-based morphs.

姿态变形将变形所有物体放置作为一个包含姿态变形标签的对象的孩子。例如,对于改变整个联合层次结构非常有用。是的,它也适用于基于点的变体。

The handling of hierarchies is extremely flexible, allowing you to move or duplicate a Pose Morph tag onto other hierarchies. Hierarchies can also be reorganized or have a different composition of objects (of course, only similar objects will inherit the morphs from the duplicated tag - points morphs can only be applied to points-based objects, for example). You can also add or remove objects on the fly, and edit your morphs further.

层次结构的处理是非常灵活的,允许你移动或复制一个姿态变形标记到其他层次结构。层次结构也可以重新组织,或者拥有不同的对象组合(当然,只有相似的对象才会继承重复标记的变体——例如,变体只能应用于基于点的对象)。您还可以动态地添加或删除对象,并进一步编辑变体。

Points

积分

Enables morphing of the object's points. The object must be point-based (polygonal, spline, FFD, Correction Deformer, Camera Deformer and so on). Yes, FFDs are recognized as well! In addition, you can also morph Hair guides.

允许变形对象的点。对象必须是基于点(多边形,样条,FFD,校正变形器,相机变形器等)。是的,ffd 也被认可!此外,你还可以变换毛发指南。

Maps

地图

Enables morphing of Vertex Maps and Weights maps.

实现顶点映射和权重映射的变形。

UV

紫外线

Enables morphing of the UV mesh. Very useful if you need your texture to move precisely on your mesh, or need to move your texture over time on the object. Note that the material applied to the object being morphed must be set to UVW mapping, and the object must have a UVW coordinate tag (in the case of parametric objects, the UVW coordinates are stored internally and not accessible, so you must edit the object before morphing its UVs).

允许变形的 UV 网格。非常有用,如果你需要你的纹理在你的网格上移动精确,或者需要移动你的纹理随着时间的对象。注意,应用于被变形对象的材质必须设置为 UVW 映射,对象必须具有 UVW 坐标标记(对于参数对象,UVW 坐标存储在内部且不可访问,因此必须在变形 UVW 之前编辑对象)。

Memory Used :

使用内存:

Displays the required memory. Since copies of the objects are made in the course of a day, the scene file can become quite large depending on the number of morph targets used.

显示所需的内存。由于对象的副本是在一天的过程中制作的,场景文件可以变得相当大,这取决于所使用的变形目标的数量。

Attention 注意
Disabling a morph type after enabling it and creating some morph targets will cause the loss of all morph targets of that data type. For example, if you have made some morphs using Points mode, make sure you don't disable Points mode, otherwise all points morph data (all morph targets) created previously will be lost. In addition, it could also affect the 在启用变形类型并创建一些变形目标之后禁用该变形类型将导致该数据类型的所有变形目标的丢失。例如,如果你已经使用点模式制作了一些变形,确保你没有禁用点模式,否则所有点变形数据(所有变形目标)创建以前将丢失。此外,它还可能影响到Base 基地 object, so it is highly advised that you stick with whatever mode you chose initially and do not deactivate it. Of course, you can add other modes at will, since as long as a mode is enabled, it will keep its data. 对象,所以强烈建议你坚持你最初选择的任何模式,不要停用它。当然,您可以随意添加其他模式,因为只要启用了模式,它就会保存数据

Clearing up data is necessary to prevent significant memory build up.

清除数据是必要的,以防止重大的内存建设。

Points Option

积分选择

This group of options will be displayed once the Points Mixing mode is selected. These options only apply to Correctional PSD morphs.

这组选项将显示一旦点混合模式被选择。这些选项只适用于惩教 PSD 变种。

Draw PSD Drivers

绘制 PSD 驱动程序

In Edit Mode, selecting a Correctional PSD Morph will highlight the joint driving (or linked to) that morph in the viewport. It makes identifying driver joints much easier, when creating and tweaking Correctional PSD morphs.

在编辑模式下,选择一个修正 PSD 变形将突出联合驾驶(或链接到)的变形在视窗。它使识别驱动程序关节更容易,当创建和调整惩教 PSD 变种。

PSD Driver Color

驱动颜色

This sets the color to be used on the highlighted driver joints of selected Correctional PSD morphs.

这个设置的颜色将被用于高亮的驱动程序关节选择惩教 PSD 变种。

Position Threshold[0..100000m]

位置限值[0.100000米]

Driver joints and morphed points are linked automatically when creating a Correctional PSD morph.

驱动器关节和变形点自动链接时创建一个修正 PSD 变形。

The Pose Morph tag will read the first Weight tag of the mesh (by default) to determine the weights of the morphed points, as well as which joints are weighted to these points and the Bind Pose of said joints. Joints that are posed differently than their Bind pose and influence the points for any given morph will be assigned as drivers of the morphed points. In short, if a morphed point is influenced by a joint, and the joint’s Matrix is changed compared to its bind pose, it will be assigned as a driver of these points, automatically.

姿态变形标签将读取网格的第一个重量标签(默认情况下) ,以确定变形点的重量,以及哪些关节加权到这些点和说明关节的绑定姿势。与绑定姿势不同的关节会影响任何给定变形的点,这些关节会被指定为变形点的驱动器。简而言之,如果一个变形点受到关节的影响,并且关节的矩阵与其绑定姿态相比发生了变化,那么这个变形点将被自动分配为这些点的驱动程序。

The Position Threshold parameter allows for some fine-tuning for selecting the driver joints. It will be based on the variation of position between bound and posed joints. The higher the value, the more variance needed between bound and posed position for the joint to be included as a Driver.

位置阈值参数允许一些微调选择驾驶员关节。它将基于被约束和被约束的关节之间的位置变化。值越高,关节作为驱动器所需的束缚位置和摆放位置之间的方差就越大。

Orient Threshold[0..180°]

东方阈[0. . 180 ° ]

This parameter is similar to the Position Threshold option, except that the variance being looked at is the difference in orientation between bound and posed joints. In short, where the joint axis is aiming at. Higher values will require higher variation between both states for the joint to be included as a driver.

这个参数类似于位置阈值选项,只不过所观察到的方差是被定向和被定向关节之间的方向差。总之,这里的联轴器是瞄准。更高的数值将要求两种状态之间有更大的差异,这样关节才能作为驱动器。

The Threshold options allow for a bit more control over the automatic driver assignment. Threshold 选项允许对自动驱动程序分配进行更多的控制

Twist Threshold[0..180°]

扭转门槛[0. . 180 ° ]

Similar to the Position and Orient Threshold options, except this defines the tolerance between bound and posed joints based on their twist, or banking (Joint length axis), values. Higher threshold values will require higher variation between bound and posed joints for them to be included as drivers.

类似的立场和东方阈值选项,但这定义了公差之间的约束和提出的关节基于他们的扭曲,或银行(关节长度轴) ,值。更高的阈值将要求更高的变化之间的约束和提出的关节,他们包括作为驱动程序。