Motion Camera 运动摄像机Basic 基础Rig 钻机Animation 动画Dynamics 动力学Motion 动作Focus 专注

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。

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

Visualization

可视化

Use Custom Color
Color

使用自定义颜色

Use this value to define if the camera in the Viewport should be displayed in green (Use Custom Color disabled) or in a color of your choosing (Use Custom Color enabled).

使用这个值来定义 Viewport 的相机应该显示为绿色(禁用自定义颜色)还是你选择的颜色(启用自定义颜色)。

Draw Rig

绘制钻机

Because cameras are usually carried by a person standing on a/the floor, this person (inevitably called a ,dummy’) is displayed as a reference in the Viewport. This dummy can also be deactivated in the Viewport.

因为照相机通常是由站在地板上的人携带的,所以这个人(不可避免地被称为,哑巴’)在 Viewport 中作为参考显示。这个假人也可以在视窗中被停用。

Mode

模式

Here you can select the display mode (Figure or Simple=two lines) for your dummy.

在这里,您可以为您的虚拟机选择显示模式(图或 Simple = 两行)。

Color

颜色

Use this setting to define a display color for your camera rig.

使用此设置为相机设备定义显示颜色。

Draw Marker

绘制标记

Enables or disables the marker/display in the Vis: Targets menu.

启用或禁用 Vis: Targets 菜单中的标记/显示。

Marker Radius[0..+∞]

标记半径[0. . + ∞]

Targets will be displayed as circles. Use this value to define the radius.

目标将显示为圆形。使用此值定义半径。

Draw Target Distance

画出目标距离

Enable this option to display the camera’s distance from the target object as a HUD element. To do so you must define the Viewport to use the Motion Camera.

启用此选项可将摄像机与目标物体的距离显示为 HUD 元素。要做到这一点,你必须定义 Viewport 使用动态摄像机。

Draw Aberration

画畸变

Because the Motion Camera tag calculates additional movements (e.g., overshoot), the target object is not always exactly at the center of view but sways around the target object. If this option is enabled, the camera’s center of view will be marked with an additional small circle (you have to view the scene through the camera to see it) so you can see how far the target object and the camera’s center of view are offset.

因为 Motion Camera 标签会计算额外的移动(例如,超调) ,所以目标物体并不总是位于视图的中心,而是绕着目标物体移动。如果启用此选项,相机的视点中心将被标记为一个额外的小圆圈(你必须通过相机查看场景才能看到它) ,这样你就可以看到目标物体和相机的视点中心偏移了多远。

Draw Single Targets

绘制单个目标

When using multiple target objects (can be defined in the Animation tab), these can also be marked. Enable this option to do so.

当使用多个目标对象时(可以在 Animation 选项卡中定义) ,也可以对这些对象进行标记。启用此选项以执行此操作。

Color

颜色

Use this setting to define the marker color.

使用此设置定义标记颜色。

Export

出口

The settings in this menu do not affect the camera’s control elements. These settings display the respective position calculated by the tag (vector parameters) or to position other objects (the linking parameters).

此菜单中的设置不影响相机的控制元素。这些设置显示标记(向量参数)计算的相应位置或其他对象的位置(链接参数)。

The vector parameters can, of course, also be output and applied using XPresso, Python or C.O.F.F.E.E.

当然,也可以使用 XPresso、 Python 或 c.o.f.e.e 输出和应用向量参数。

Target Pos: Link
Target Pos: Vector[XYZ m]

目标 Pos: LinkTarget Pos: Vector [ XYZ m ]

The positions onto which the camera looks as defined by the tag’s parameters. This can, for example, be used to target a camera flash onto a specific location.

由标签参数定义的摄像机所处的位置。例如,这可以用于将相机闪光灯对准特定位置。

Foot: Link
Foot: Pos Vector[XYZ m]

脚: LinkFoot: Pos Vector [ XYZ m ]

The position on the floor at which the center of the dummy camera person lies.

模拟摄像人员的中心所处的位置。

Head: Link
Head: Pos Vector[XYZ m]

Head: LinkHead: Pos Vector [ XYZ m ]

This is where the position of the dummy camera person’s head (if linked the entire matrix) is output.

这是虚拟相机人员头部的位置(如果链接到整个矩阵)输出的位置。

Speed (Units/sec)[-∞..+∞m]

速度(单位/秒)[-∞ . . + ∞ m ]

Displays the camera’s velocity.

显示相机的速度。