Pose Morph

姿势变换

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Pose Morph

姿势变换

The powerful new Pose Morph tag offers you one of the most advanced systems of its kind available on the market. It represents a quantum leap in Cinema 4D in almost all aspects of morphing, including processing speed, low memory requirements, ease of use and flexibility.

强大的新姿势变形标签为您提供了市场上同类系统中最先进的系统之一。它代表了 Cinema 4D 在变形的几乎所有方面的飞跃,包括处理速度,低内存要求,易用性和灵活性。

Morph Targets were created and fine-tuned in edit mode and animated in animation mode. © Clément Vaucelle 在编辑模式下创建并微调变形目标,在动画模式下制作动画

All morph targets are created and stored in the tag itself (technically, it's simply the changes between the original object and the morph targets that are stored). The days when you had to create copies of your object to use as a reference object and morph targets are over! You can work with absolute or relative targets. You can Drag & drop existing geometry targets into the morph target list to use them as morph targets. And at any time you can export all the morph targets as geometry targets for use in other software. You can create new targets at any time and model them by working directly on the original object (with the Sculpt brushes as well). You can quickly compare the difference between the morph targets directly while you are still modeling. Via the context menu, you can create a mirrored copy of any target.

所有变形目标都被创建并存储在标记本身中(从技术上讲,它只是原始对象和存储的变形目标之间的更改)。您必须创建对象的副本以用作引用对象和变形目标的日子已经过去了!您可以处理绝对或相对目标。您可以将现有的几何目标拖放到变形目标列表中,以使用它们作为变形目标。并且在任何时候你都可以导出所有的变形目标作为几何目标在其他软件中使用。你可以在任何时候创建新的目标,并通过直接在原始对象上进行建模(同时使用 Sculpt 笔刷)。您可以在建模时直接快速比较变形目标之间的差异。通过上下文菜单,您可以创建任何目标的镜像副本。

In addition, there's a wealth of other possibilities that are not immediately obvious. For example, you can define morph targets to be rotational. With rotational morph targets, the points move along a curve instead of a straight line during the morphing from base pose to the target. This arched motion during morphing is ideal for parts such as eyelids and jaws.

除此之外,还有很多其他的可能性并不是很明显。例如,可以将变形目标定义为旋转目标。对于旋转变形目标,在从基本姿势到目标的变形过程中,点沿着曲线而不是直线移动。这种拱形运动在变形是理想的部分,如眼睑和颌骨。

Also, you can very easily link morph targets to the rotation of joints. This is especially useful for dealing with parts of the geometry that are difficult to weight. Morph targets help you to ensure these parts of the mesh will still look good with extreme joint rotations.

此外,你可以很容易地将变形目标与关节的旋转联系起来。这对于处理难以称重的几何图形部分特别有用。变形目标帮助你确保这些部分的网格仍然看起来很好的极端联合旋转。

You also have a very elegant way to animate characters, by using morph tags with Driver tags, which are seamlessly integrated. This allows you to create your own custom sliders and 2D vector fields. You can have these displayed directly in the viewport via the HUD, where you can use them to animate the character.

通过使用带有 Driver 标记的变形标记(morph tags) ,您还可以使用一种非常优雅的方式来使角色具有动画效果,这些变形标记与 Driver 标记无缝集成。这允许你创建自己的自定义滑块和二维矢量字段。你可以通过平视显示器直接在视窗中显示这些,在那里你可以使用它们来动画角色。

You can save complex morph targets as external files to free up RAM. The morph targets will only be loaded into RAM when they're actually needed.

你可以将复杂的变形目标保存为外部文件来释放 RAM。变形目标只有在真正需要的时候才会被加载到 RAM 中。

Last but not least, the morph tag can also morph between parameters found on the Object Properties tab in the Attribute Manager.

最后但并非最不重要的是,变形标记还可以在属性管理器中的对象属性选项卡上找到的参数之间变形。

In Cinema 4D R12, the old Morph and Posemixer tags have been merged into the new Pose Morph tag. It is now more powerful than ever, giving you the same usability and memory saving features as the old Morph tag, but with a lot of added functionality.

在 Cinema 4D R12中,旧的 Morph 和 Posemixer 标签被合并到新的 Pose Morph 标签中。它现在比以往任何时候都更加强大,给你同样的可用性和节省内存的功能作为旧的 Morph 标签,但有很多附加的功能。

Along with points morphing, you can now morph positions, scales, rotations, UVs, User Data, complete hierarchies and vertex maps. This is now the "go-to" tool for anything related to morphing. Contrary to the old Posemixer tag, Pose Morph will morph hierarchies without requiring copies to be made, since it will record the changed values internally.

随着点变形,你现在可以变形的位置,比例,旋转,uv,用户数据,完整的层次结构和顶点地图。这是现在所有与变形相关的“ go-to”工具。与旧的 Posemixer 标记相反,Pose Morph 将改变层次结构而不需要创建副本,因为它将在内部记录更改的值。

It is also much easier to work with and edit morphed hierarchies of objects.

处理和编辑对象的变形层次结构也容易得多。

Another big new feature is the possibility to work with stacked Pose Morph tags, on the same object. Each pose will be blended with the other Pose Morph tag poses. This is also very useful if you like to keep things clear and identify what type of morph is contained within a specific Pose Morph tag, since their icon will reflect (to some extent) whatever morph type is activated.

另一个重要的新特性是可以在同一个对象上使用堆叠的姿态变形标签。每个姿势将与其他姿势变形标签的姿势混合。这也是非常有用的,如果你想保持事情清晰,并确定什么类型的变形包含在一个特定的姿势变形标记,因为他们的图标将反映(在某种程度上)无论变形类型被激活。

And yes, even morphs of the same type can belong to separate Pose Morph tags. This is a great way to organize, says, regular facial morphs in one tag, and correctional morphs in another (both Points based morphs).

是的,即使是同一类型的变体也可以属于不同的姿势变体标签。这是一个伟大的方式来组织,说,定期面部变种在一个标签,和矫正变种在另一个(都基于点的变种)。

Add PSR Morph

添加 PSR 变体

Adds a Pose Morph tag to selected objects. The options Position, Scale, Rotation and Hierarchies will be enabled by default.

为选定的对象添加一个姿态变形标记。默认情况下将启用位置、比例、旋转和层次结构选项。

Add Point Morph

添加点变形

Adds a Pose Morph tag to each selected point-based object. The Point option will be enabled by default.

添加一个姿态变形标记到每个选定的基于点的对象。点选项将默认启用。