Tag Properties
标签属性
Set Bind Pose saves the current Joint Hierarchy’s coordinates as the initial state, i.e., if all of the hierarchy’s Joint Objects are located at these coordinates, no deformation will take place.
设置绑定姿态保存当前关节层次结构的坐标作为初始状态,也就是说,如果所有层次结构的关节对象都位于这些坐标,不会发生变形。
Attention! 立正Set Bind Pose command>
设置绑定姿势命令 >
The
Shift 键也可以在点击按钮时按下。然后,绑定姿态将保存为当前修改的状态。这也是有用的时候建模,因为网格本身将改变,即使权重标记是从网格中删除。
RELEASE 23
第23期
设置选定的关节 Posen
Binds the currently selected joints (from the Weight tag’s list) with the geometry and sets its initial pose.
Here you will receive the same results as with pressing
用几何图形绑定当前选定的关节(来自 Weight 标签列表)并设置它的初始姿势。在这里你会得到与按 Ctrl/Cmd + Set Pose 相同的结果。
设置变形网格
Binds the joints to the mesh and sets the current mesh deformations as the rest pose. This is helpful if you
want to adjust the character’s rest state together with the joints’ rest state. This command offers the same
results as with pressing
将关节绑定到网格上,并将当前的网格变形设置为休息姿势。这是有帮助的,如果你想调整人物的休息状态与关节的休息状态一起。这个命令提供了与按 Shift + Set Pose 相同的结果
重置姿势
Resets the Joint Objects to their initial set state. Note that certain expressions such as IK or constraints can cause this initial state to be altered when reset. Turn these expressions off to make absolutely sure the Joint Objects are reset to their initial state (e.g., by deactivating the Use Expressions command in the Mode/Execution menu).
将关联对象重置为其初始设置状态。请注意,某些表达式,如 IK 或约束可以导致这个初始状态改变时重置。关闭这些表达式,以确保关节对象被重置到它们的初始状态(例如,通过停用 Mode/Execution 菜单中的 Use Expressions 命令)。
Tip: 提示:RELEASE 23
第23期
重置选定的关节姿势
Similar to the Reset Bind Pose command, the joints will be reset to the recorded
initial state - however, the effect on the joints selected in the Weight tag’s Joints list reflects the
effect of calling up the
类似于 Reset Bind Pose 命令,关节将被重置到记录的初始状态——然而,在权重标签的关节列表中选择的关节的影响反映了调用 Cmd/Ctrl + Reset Pose 的效果。
重量[0. . 100% ]
If more than one Weight tag is applied to a given object, this slider can be used to individually adjust their influence.
如果给定的对象上应用了多个 Weight 标记,则可以使用此滑块单独调整它们的影响。
关节
Any object can be dragged into this list. All objects in this list can be assigned weighting that can be used by a character’s Skin object for deformation. Weighting is normally applied to Joint objects since they have additional options with regard to display and IK. However, weighting can be applied to any other object as well.
任何对象都可以拖放到这个列表中。此列表中的所有对象都可以被赋予权重,这些权重可以被角色的 Skin 对象用于变形。加权通常适用于联合对象,因为他们有额外的选择方面的显示和本土知识。然而,权重也可以应用于任何其他对象。
You can Drag & drop Weight Falloff directly onto the joints they should be assigned to.
你可以拖放重量下降直接到关节他们应该分配。
Note that the Falloff object must be assigned to a specific object in the Joints tab. The strength of the Weight Falloff’s deformation effect on the mesh is dependent upon the difference between the object’s current coordinates and its initial state. If the object is at its initial state the Falloff will have no effect.
请注意,Falloff 对象必须分配给“关节”选项卡中的特定对象。权法洛夫的变形效果对网格的强度取决于对象的当前坐标和其初始状态之间的差异。如果对象处于初始状态,Falloff 将不会产生任何影响。
顶点地图
A vertex map can be dragged into this field which will be used in place of the Weighting defined in the Weight tag which, in turn, is used for the deformation using the Joint selected in the Object list field.
可以将顶点映射拖入该字段,该字段将用于替代 Weight 标记中定义的 Weighting,而 weighttag 又用于使用 Object list 字段中选择的 Joint 进行变形。
上下文菜单
新建文件夹
Objects can now be organized inside folders. Simply create the folder by right-clicking on an empty space of the Objects list, then select and drag your objects on top of it to place them inside the folder.
对象现在可以在文件夹中进行组织。只需右键单击对象列表中的空白区域,创建文件夹,然后选择并拖动上面的对象,将其放入文件夹中。
选择
Will select the active object in the Object Manager.
将在对象管理器中选择活动对象。
到顶点映射
If a Vertex Map is assigned to an object (select an object from the list, then drag a vertex map previously applied to the mesh in the target field), weights from that object can be transferred automatically to the Vertex Map using this command.
如果将一个顶点映射分配给一个对象(从列表中选择一个对象,然后拖动一个先前应用到目标字段中的网格的顶点映射) ,来自该对象的权重可以使用这个命令自动转移到顶点映射。
来自顶点地图
If a Vertex Map is assigned to an object (select an object from the list, then drag a vertex map previously applied to the mesh in the target field), weights from that Vertex Map can be transferred automatically to the selected object using this command.
如果将一个顶点映射分配给一个对象(从列表中选择一个对象,然后拖动一个先前应用到目标字段中的网格的顶点映射) ,那么该顶点映射的权重可以使用这个命令自动转移到选定的对象。
收到
Will copy the selected object's weights.
将复制所选对象的权重。
粘贴
Will paste the previously copied Joint to a different object's Weight tag (select the joint from a first object's Weight tag, then copy it. Now select a second object's Weight tag and paste the joint in its list).
将先前复制的关节粘贴到不同对象的 Weight 标记(从第一个对象的 Weight 标记中选择关节,然后复制它)。现在选择第二个对象的 Weight 标记,并将关节粘贴到它的列表中)。
替换
Will replace the current object's weights with the ones previously copied.
将用以前复制的对象替换当前对象的权重。
移除
Removes the selected object from the list. Multiple objects can be selected and removed at once using this command.
从列表中移除所选对象。可以使用此命令一次选择和移除多个对象。
清空
Removes any object from the list that has no weight applied to it.
从列表中移除任何没有权重的对象。
移除所有
Removes all objects from the list, regardless of their weight values.
从列表中移除所有对象,与它们的权重值无关。