Lines
台词
The Lines tab controls which line types (outline, intersections, polygon edges, etc.) are created and which Sketch materials are used to render them.
“线条”选项卡控制创建哪些线类型(轮廓、交叉点、多边形边缘等) ,以及使用哪些素描材质来呈现它们。
关于线条和层次
To understand how lines work with settings such as Combine (see below), it can be helpful to think about each line type created being given its own layer (internally this is exactly what happens). When Sketch and Toon creates lines for an object, a new layer is created and the line types inserted. If Combine is enabled, all line types that can be merged are placed onto the same layer. If Combine is disabled, each line type is placed onto its own layer.
为了理解行是如何与诸如 Combine (见下文)之类的设置一起工作的,考虑一下为每个创建的行类型赋予其自己的层(内部正是如此)是很有帮助的。当 Sketch 和 Toon 为一个对象创建线条时,会创建一个新层并插入线条类型。如果启用组合,所有可以合并的行类型都将放置在同一层上。如果联合是禁用的,每一行类型被放置到它自己的层。
This means each object produces one or more layers (from each Sketch Style tag and the post effect). The layer priority (i.e. the order in which the layers are rendered) is defined by the tag order, post effect and material priority (defined on the Sketch material’s Main tab), then during rendering the Z-depth is used, followed by the layer priority for all lines of approximately similar Z-depth (lines closest to the camera are drawn on top).
这意味着每个对象产生一个或多个图层(来自每个草图样式标记和后期效果)。图层优先级(即图层渲染的顺序)由标签顺序、后期效果和材质优先级(在素描材质的主标签上定义)定义,然后在渲染 z 深度时使用,接着是对所有近似 z 深度的线(最靠近相机的线在顶部绘制)的图层优先级。
Types
类型
The options in the top part of the Lines tab control which line types are created. For example, enable the Outline option to create outlines. Some options have extra settings which will appear in the bottom part of the dialog when the option is enabled.
在 Lines 选项卡控件的顶部创建哪些行类型的选项。例如,启用 Outline 选项来创建大纲。有些选项有额外的设置,当启用该选项时,这些设置将出现在对话框的底部。
The following line types are available (additional details can be found in the description of the corresponding parameters):
下列行类型可用(其他详细信息可在相应参数的说明中找到) :
大纲
An object’s unhidden contour lines.
物体未隐藏的等高线。
折叠
A Fold is the edge between a front and rear polygon.
折叠是前面和后面多边形之间的边。
重叠
Overlaps are silhouette lines that overlap the mesh, or the difference between Fold and creases.
重叠是重叠网格的轮廓线,或折叠和折痕之间的区别。
折痕
Non-smoothed object edges.
非平滑的物体边缘。
角度
This renders the edges of two adjoining polygons that lie in a certain angle or within a certain rotational range to each other.
这使得两个相邻多边形的边缘成一定的角度或者相互之间在一定的旋转范围内。
边境
These are edges that only belong to a single polygon.
这些边只属于一个多边形。
材质
These are edges that belong to regions of a material assigned to a polygon selection.
这些边属于指定给多边形选择的材质区域。
边缘
Renders each individual edge.
呈现每个单独的边缘。
十字路口
Renders edges that are created when one object intersects another.
呈现一个对象与另一个对象交叉时创建的边缘。
三角测量
A triangulated line is rendered for each quad.
为每个四边形呈现一条三角形线。
动作
For objects in motion, lines can be calculated in the direction of motion.
对于运动中的物体,可以沿运动方向计算直线。
等高线
Renders lines of equal angle or height.
呈现等角度或等高的线条。
等臂
Isoparms render lines of the same name from generated objects.
等臂线渲染生成的物体的同名线条。
样条
Splines will be rendered.
将渲染样条。
粒子
Particles will be rendered. Make sure not to place any objects into the Emitter.
粒子将被渲染。确保不要将任何对象放入发射器中。
联合
The following line types will always be created on their own layer: Motion, Particle, Spline, Isoparm, Material alpha map lines. 下面的线条类型总是在它们自己的图层上创建的: 运动、粒子、样条、等臂、材质 alpha 贴图线The Combine mode enables you to merge line types in the following ways.
组合模式使您能够以下列方式合并行类型。
没有
Each line type is created separately and rendered individually on its own layer. If more than one line type produces the same line when using effects such as transparency or patterns, you may notice unwanted results where the lines overlap. An example would be enabling Creases and Angle, which may create lines for the same polygon edges. When strokes are enabled in the Sketch material, the strokes will be limited to lines of the same type.
每个线条类型都是单独创建的,并在自己的图层上单独呈现。如果多个线条类型在使用透明度或模式等效果时产生相同的线条,您可能会注意到不希望看到的线条重叠的结果。例如,启用 Creases 和 Angle,它们可以为相同的多边形边创建线。当在素描材质中使用笔画时,笔画将被限制在同一类型的线条上。
所有
All line types that use the same Sketch material will be combined on a single layer. This helps to prevent overlapping (see None above). When strokes are enabled in the Sketch material, all line types in this layer are available for the strokes to draw along.
所有使用相同素描材质的线条类型将组合在一个单一层上。这有助于防止重叠(参见上面的 None)。当在素描材质中启用笔画时,该层中的所有线条类型都可供笔画沿线绘制。
独家报道
The line types are merged so that only lines which do not overlap between multiple types are created.
合并行类型,以便只创建多个类型之间不重叠的行。
包容性
The enabled line types are merged to create lines that only exist in more than one line type; this is the opposite effect to Exclusive mode.
合并已启用的行类型以创建只存在于多个行类型中的行; 这与 Exclusive 模式的效果相反。
自我淘汰
See Hidden Cull.
参见隐藏剔选。
对象
See Hidden Cull under Objects.
参见对象下的隐藏剔除。
隐藏剔除
To switch off hidden lines, set Hidden Cull to Self and clear the Default Hidden box or local Hidden box.
若要关闭隐藏线,请将 Hidden Cull 设置为 Self 并清除默认隐藏框或本地隐藏框。
These settings control which lines are visible and which are hidden. The Hidden Cull mode sets which objects in the scene are used to find out if a line is hidden. In the following examples, the visible lines are black, the hidden lines are red.
这些设置控制哪些行是可见的,哪些行是隐藏的。隐藏剔除模式设置场景中的哪些对象用于查找是否隐藏了一条线。在下面的示例中,可见线是黑色的,隐藏线是红色的。
自我
In Self mode, only the object which created the line is used to find out if the line is hidden.
在 Self 模式中,只使用创建行的对象来查看行是否隐藏。
孩子们
Children mode uses the parent and its children to find out if a line is hidden.
子模式使用父模式及其子模式查找是否隐藏了一条线。
希拉奇
Hierarchy mode finds the top-most parent and then uses the parent and all its children to find out if a line is hidden.
层次结构模式查找最顶层的父级,然后使用父级及其所有子级查找是否隐藏了一条线。
工程项目
In this mode, the line is checked against all objects in the scene to find out if it is hidden.
在这种模式下,对照场景中的所有对象来检查线条是否隐藏。
对象
This mode uses the objects in the Objects box to find out if a line is hidden.
此模式使用“对象”框中的对象来查找是否隐藏了一条线。
默认隐藏
See also Default Visible
参见默认可见
Line Materials
Default Visible
线条材质默认可见
Use the Default Visible and Default Hidden boxes to specify which Sketch material to use for visible lines and which to use for hidden lines (Drag & drop the materials from the Material Manager into the boxes). Leaving a box blank means those lines will not be rendered.
使用默认可见和默认隐藏框来指定哪些素描材质用于可见线,哪些用于隐藏线(将材质从材质管理器拖放到框中)。保留空格意味着这些行不会被呈现。
These are the default materials and they are used for all line types except those with their own materials specified in their Visible and Hidden boxes (to display the Visible and Hidden boxes, set Line Materials to Both).
这些是默认的材质,它们用于所有的线条类型,除了那些在可见和隐藏框中指定了它们自己的材质的线条类型(显示可见和隐藏框,将线条材质设置为两者)。
Each box has a triangle button to its right which you can click to access the following commands:
每个框的右边都有一个三角形按钮,你可以点击它来访问以下命令:
行类型
Only enable the line types that are actually needed. Enabling each type adds to the time it takes to create the lines. 只启用实际需要的行类型。启用每个类型都会增加创建行所需的时间Sketch and Toon offers over a dozen line types. In these pages, you will find a description for each line type and its settings on the Lines tab if it has any. In general, Folds, Creases and Border are all you need for a basic toon.
素描和图恩提供了超过一打的行类型。在这些页面中,您将在 Lines 选项卡上找到每种行类型的说明及其设置(如果有的话)。一般来说,褶皱,折痕和边框是你所需要的一个基本的卡通。
关于线路所有权
The object that creates a line owns it. The lines are placed onto a layer that is linked to the object that created them. This can affect things such as outlines — although an outline may look like it goes around multiple objects, internally each object owns its own section of the outline, so if you try and apply a stroke to the outline, it can only go around lines in the same layer, which also means for each object.
创建行的对象拥有它。这些线条被放置在一个层上,该层与创建它们的对象相链接。这可能会影响到轮廓之类的东西ーー尽管轮廓看起来可能围绕着多个对象,但在内部,每个对象都有自己的轮廓部分,所以如果你尝试在轮廓上应用笔画,它只能围绕同一层中的线条,这也意味着每个对象都是如此。
Cleaning up with the Sketch Style tag
使用草图样式标签进行清理
For general details on using the Sketch Style tag, see Sketch Style tag.
有关使用 Sketch Style 标记的一般细节,请参见 Sketch Style 标记。
The Sketch Style tag has a Lines selection box that gives you an easy way to remove unwanted lines.
草图样式标记有一个线条选择框,它为您提供了一种简单的方法来删除不需要的线条。
Select the polygons or edges in the problem areas or, if it’s easier the other way around, select all polygons or edges which are not causing the problem. Create a Selection tag for the selection (Select / Set Selection). You can create several Selection tags if you wish.
选择问题区域中的多边形或边缘,或者,如果反过来更容易,选择所有不会引起问题的多边形或边缘。为选定内容创建一个 Selection 标记(Select/Set Selection)。如果愿意,可以创建几个 Selection 标记。
Drag & drop the Selection tag or tags into the Sketch Style tag’s Lines box (Selections tab). Set Mode to Exclude or Include depending on whether you selected the problem areas or trouble-free areas. Render, and the unwanted lines should be gone.
将“选择”标签或标签拖放到“示意图样式”标签的“行”框(选择标签)中。根据您选择的问题区域或无故障区域,设置模式为“排除”或“包括”。渲染,并且不需要的线应该消失。
Outline
大纲
For these lines to appear correctly, the mesh must be complete and joined and the surface Normals must point in the correct direction. 为了使这些线条正确显示,网格必须完整并连接起来,表面法线必须指向正确的方向These three line types — outline, folds and overlaps — are collectively known as the silhouette-based lines. They appear at each polygon edge where the polygon on one side faces towards the camera (frontface) and the polygon on the other side faces away from the camera (backface).
这三种线条类型,即轮廓线、折叠线和重叠线,统称为轮廓线。它们出现在每个多边形的边缘,其中一边的多边形朝向相机(正面) ,另一边的多边形朝向远离相机(正面)。
Folds are the most important silhouette-based lines. A fold is a polygon edge between a frontface polygon and a backface polygon.
褶皱是最重要的基于轮廓的线条。折叠是正面多边形和背面多边形之间的多边形边缘。
Outline generally gives you just the outline of the mesh. It is the same as Folds except that it ignores edges which overlap the mesh.
大纲通常只给你网格的轮廓。这是相同的褶皱,除了它忽略的边重叠的网格。
Overlaps is the opposite of Outline. Overlaps are silhouette-based lines which overlap the mesh. Sometimes you may notice small unwanted overlaps. You can often remove these quickly using the Filter Strokes option in the Sketch material on the Strokes tab.
重叠是大纲的反义词。重叠是基于轮廓线的重叠网格。有时你可能会注意到一些不必要的重叠。您通常可以使用 Strokes 选项卡上的 Sketch 材质中的 Filter Strokes 选项快速删除这些内容。
行选项卡设置
大纲剔除
The Outline Culling mode controls which objects will combine their outlines if they overlap.
大纲剔除模式控制哪些对象将组合他们的轮廓,如果他们重叠。
自我
Outlines are not combined between overlapping objects, but look up Self Culling.
轮廓在重叠对象之间不组合,但查找自我剔除。
孩子们
Children mode combines overlapping outlines for the parent and its children.
子模式组合父模式和子模式的重叠轮廓。
希拉奇
Hierarchy mode looks for the top-most parent and then checks all children of that parent.
层次结构模式查找最顶层的父级,然后检查该父级的所有子级。
工程项目
The overlapping outlines of different objects are combined.
不同物体的重叠轮廓被组合在一起。
对象
Sketch and Toon combines the outline of each object in the Objects box with the outline of any other object it overlaps.
Sketch 和 Toon 将对象框中每个对象的轮廓与它重叠的任何其他对象的轮廓结合起来。
自我淘汰
If Self-Culling is active each object’s outline will be combined with the total outline. This will also occur if Outline Culling is set to Self.
如果自我剔除是活动的,每个对象的轮廓将与总轮廓相结合。如果大纲剔除设置为“自我” ,也会出现这种情况。
对象
If Object is selected in the culling outline menu, objects can be placed via drag & drop into this field to be included in the calculation.
如果在剔除大纲菜单中选择了对象,则可以通过拖放将对象放置到该字段中,以包括在计算中。
Folds
折叠
参见大纲。
折叠方向
The Fold Direction setting defines which types of folds are created: all folds (Any), folds in the direction of front to back, or folds in the direction of back to front.
褶皱方向设置定义了哪些类型的褶皱被创建: 所有的褶皱(任何) ,从前面到后面的方向的褶皱,或者从后面到前面的方向的褶皱。
The Fold Direction can be useful if you notice many unwanted lines forming creases.
折叠方向可以是有用的,如果你注意到许多不想要的线形成折痕。
Generally the Fold Direction should be set to Any, otherwise it reduces the number of lines created, which can result in gaps.
一般来说,折叠方向应该设置为 Any,否则它会减少创建的行数,这可能会导致间隙。
Creases
折痕
For these lines to appear correctly, the mesh must be complete and joined and the surface Normals must point in the correct direction. 为了使这些线条正确显示,网格必须完整并连接起来,表面法线必须指向正确的方向
The sphere has no creases because its edges are smoothed by a Phong tag. The cube, on the other hand, has no Phong shading over its edges (angle limit less than 90˚), so each edge results in a crease line.
球体没有折痕,因为它的边缘被 Phong 标签平滑了。另一方面,立方体的边缘没有 Phong 阴影(角度极限小于90) ,所以每个边缘都会产生一条折痕线。
A crease is any edge not smoothed by aPhong tag (either because the edge has been broken using the Break Phong Shading command on the Structure menu or because the angle between the edge’s polygons exceeds the angle limit in the Phong tag’s settings).
折痕是任何没有被 aPhong 标签平滑的边缘(或者是因为边缘已经被结构菜单上的 Break Phong Shading 命令所破坏,或者是因为边缘多边形之间的角度超过了 Phong 标签设置中的角度限制)。
Min [0.180 ° ]
The Min setting helps to prevent creases from appearing in flat parts of the mesh. Each crease is only created if the angle between its polygons is greater than or equal to the Min value.
最小设置有助于防止折痕出现在网格的扁平部分。只有当多边形之间的夹角大于或等于最小值时,才会创建每个折痕。
Angle
角度
For these lines to appear correctly, the mesh must be complete and joined and the surface Normals must point in the correct direction. 为了使这些线条正确显示,网格必须完整并连接起来,表面法线必须指向正确的方向Sketch and Toon checks each edge for the angle between its polygons. If the angle is within the Min to Max range, an angle line is created for that edge.
草图和图恩检查每个边缘的多边形之间的角度。如果角度在最小到最大范围内,则为该边缘创建一条角线。
最大摄氏0.180度最小摄氏0.180度
The Min and Max values define the range within which angle lines are created.
最小值和最大值定义了创建角线的范围。
Border
边境
A border is any edge with only one polygon attached to it, such as the outer edges of a Plane object. Borders can also be the outer edges of polygon selections; use a Sketch Style tag to specify which polygon selection tags to use (Drag & drop the Selection tag or tags into the Border box on the Sketch Style tag’s Selections tab).
边界是任何只有一个多边形附加到它的边,例如平面物体的外边。边框也可以是多边形选择的外边; 使用示意图样式标签指定使用哪个多边形选择标签(将选择标签或标签拖放到示意图样式标签选择标签的边框中)。
Material
材质
Material lines are the polygon edges around materials restricted to polygon selections or the edges around alpha maps (hard alpha maps work the best).
材质线是受限于多边形选择的材质周围的多边形边,或者阿尔法映射周围的边(硬阿尔法映射效果最好)。
These settings are available in the Sketch Style tag only. 这些设置仅在草图样式标记中可用The following options can be found in the Sketch Style tag.
下面的选项可以在草图样式标记中找到。
模式标签
The Mode defines whether to include or exclude Material tags for edges around alpha maps or materials. Drag & drop the Material tags into the Tags box.
模式定义了是否包括或排除材质标签的边缘周围的阿尔法地图或材质。将 Material 标签拖放到 Tags 框中。
联合
If the Combine option is enabled, Sketch and Toon will combine the outline for any overlapping alpha maps.
如果启用了合并选项,素描和图恩将合并任何重叠的阿尔法映射的轮廓。
Edges
边缘
With Edges, lines are generated for each polygon edge unless edge selections are set on the Selections tab of the Sketch Style tag, in which case lines are generated for the selected edges only.
对于棱,除非在草图样式标签的选择选项卡上设置了边缘选择,否则将为每个多边形边生成线,在这种情况下,只为选定的边生成线。
Intersections
十字路口
If an object does not have intersecting polygons, ensure the 如果对象没有相交的多边形,请确保Self-intersection 自相交 option is disabled, otherwise Sketch and Toon will waste time checking if the polygons intersect. 选项是禁用的,否则草图和 Toon 将浪费时间检查,如果多边形相交These are lines where polygons intersect each other.
这些线是多边形相互交叉的地方。
对象
This mode defines which objects are used to find out if there are intersections.
这个模式定义了使用哪些对象来查找是否有交叉点。
自我
This mode only produces intersection lines where an object intersects itself.
这种模式只生成物体与自身相交的交线。
儿童的等级
Children mode checks the parent for intersections with its children. Hierarchy mode looks for the top-most parent and then checks for intersections with any children of that parent.
子模式检查父模式是否与其子模式交叉。层次结构模式查找最顶层的父级,然后检查与该父级的任何子级的交叉点。
工程项目
This creates intersections where any object in the scene intersects any other object.
这样就创建了场景中任何物体与其他物体交叉的交叉点。
对象
Sketch and Toon checks the objects in the Objects box for intersection with any other objects in the scene.
素描和图恩检查对象框中的对象是否与场景中的其他对象相交。
自相交
Enable this option to switch on lines for where an object intersects itself.
启用此选项可以在对象与自身交叉的线上切换。
对象
Objects in this field will be included in the calculation.
此字段中的对象将包含在计算中。
Triangulation
三角测量
This creates a triangulation line for each quadrangle.
这就为每个四边形创建了一条三角线。
Motion
动作
Motion lines do not work with Cinema 4D Team Render and cannot be rendered in the Viewport. 运动线不与C4D 团队渲染工作,不能在 Viewport 渲染 Render the (complete) animation to the Picture viewer to see the motion lines. They cannot be rendered in the viewport because the previously rendered frames are needed. 将(完整的)动画呈现给图片查看器以查看运动线。它们不能在视图端口中呈现,因为需要先前呈现的帧These settings create motion lines when an object or polygon selection moves faster than a threshold value. Restricting motion lines to a polygon selection is useful for producing motion lines from arms, legs and so on.
这些设置在对象或多边形选区移动速度超过阈值时创建运动线。限制运动线到一个多边形选择是有用的生产运动线从手臂,腿等。
行数[1. . 1000]
The number of motion lines to create.
要创建的运动线数。
莫德里米特小径
速度
Velocity mode creates motion lines based on the object’s current velocity — the greater the velocity, the longer the lines. The lines will only appear if the object is travelling at least as fast as the Threshold velocity.
速度模式根据物体的当前速度创建运动线ーー速度越大,运动线越长。只有当物体的运动速度至少与阈值速度一样快时,这些直线才会出现。
小径
Trail mode creates motion lines based on the object’s path. To limit the trail to recent frames only, enable the Limit option and set Trail to the desired number of frames.
拖曳模式根据对象的路径创建运动线。若要将踪迹限制到最近的帧,请启用“限制”选项,并将踪迹设置为所需的帧数。
阈值[0. . + ∞ m ]
The minimum speed at which motion lines will be generated.
产生运动线的最小速度。
偏见
Enable the Bias option if you want the lines to be zero length at the Threshold velocity, otherwise they will already have some length at the Threshold velocity.
如果您希望线在阈值速度时为零长度,则启用 Bias 选项,否则它们在阈值速度时已经具有一定的长度。
2 d line
These are lines drawn away from the object or polygon selection based on a 2D projection.
这些是从物体或基于二维投影的多边形选择中绘制的直线。
大纲
Creates from the line types enabled in the Sketch Style tag or the post effect.
使用草图样式标记或文章效果中启用的行类型创建。
Shapes are created along lines created for the object (e.g., creases, edges or splines; isoparms won’t work), which can be interpreted as a type of motion blur (even though nothing is actually blurred).
形状是按照为物体创建的线条创建的(例如,折痕、边缘或样条; 等臂不起作用) ,这可以被解释为一种运动模糊(即使实际上没有什么是模糊的)。
曲线
Enable the Curves option to creates curves along the motion.
启用曲线选项来创建沿着运动的曲线。
曲线宽度[-100. . 100% ]
Use the Curve Width setting to adjust the width of the curves.
使用曲线宽度设置来调整曲线的宽度。
曲线高度[0. . 200% ]
Use the Curve Height setting to adjust the height of the curves.
使用曲线高度设置来调整曲线的高度。
花键
Uses a spline object (the Spline LINK control). The spline is used from the XY plane with the dimensions of the Spline object (the object matrix is not used).
使用样条对象(Spline LINK 控件)。样条从 XY 平面使用样条对象的尺寸(不使用对象矩阵)。
花键
A spline object (not spline primitives) can be placed into this field per drag & drop. It will then be used as a movement guide.
一个样条对象(不是样条原语)可以放置到这个领域每拖放。然后它将被用作一个运动指南。
长度[0. . + ∞% ]
Length is the scale for the velocity.
长度是速度的比例。
变化[0. . + ∞% ]
Varies the Length value.
改变长度值。
比例 x [0. . + ∞% ]
Scale X scales the motion lines.
缩放 x 尺度的运动线。
标度 y [0. . + ∞% ]
Scale Y scales the motion lines.
刻度 y 可以缩放运动线。
偏移量[-∞ . . + ∞]相对
The Offset is the size of the gap between the object or polygon selection and the motion lines. Enable the Relative option to make the offset a percentage of the object’s size on screen — this is useful for objects moving towards or away from the camera.
偏移量是物体或多边形选区与运动线之间的间隙大小。启用相对选项,使偏移量占屏幕上对象大小的百分比ーー这对于向相机移动或远离相机的对象非常有用。
削减
Squash or stretch the motion lines as they get further away from the object or polygon selection.
压缩或拉伸运动线,因为他们得到远离对象或多边形选择。
力量 x [-1000. . 100% ]
Defines the strength of tapering along the X axis.
定义沿 x 轴逐渐变细的强度。
力量 y [-1000. . 100% ]
Controls the strength of tapering along the Y axis.
控制沿 y 轴逐渐变细的强度。
渐变不透明度
力量[0. . 100% ]
Use this setting to adjust the strength of the Fade Opacity option.
使用此设置来调整淡入不透明选项的强度。
淡化厚度
Thin out and fade the lines as they get further away from the object or polygon selection.
细化和淡出线条,因为他们得到更远的对象或多边形的选择。
力量[0. . 100% ]
Use this setting to adjust the strength of the Fade Opacity option.
使用此设置来调整淡入不透明选项的强度。
等高线
Contour lines help to show the shape of an object. They are especially useful when used with a thick marker style pen such as for the racing car below. There are three modes for contour lines.
轮廓线有助于显示物体的形状。他们是特别有用的时候使用一个厚的记号笔风格的笔,如为赛车下面。等高线有三种模式。
模式
The following modes are available:
以下模式可供选择:
角度
The Angle setting defines which axis is used.
角度设置定义了使用哪个轴。
职位
In Position mode you can choose the axis along which the contours are created.
在位置模式下,你可以选择沿着创建轮廓的轴线。
In case a given object contains several UVW tags, a tag can be specified using the Sketch Style tag (drag the UVW tag from the Selection tab into the UVW Contour field).
如果给定对象包含几个 UVW 标记,可以使用 Sketch Style 标记指定一个标记(从 Selection 选项卡拖动 UVW 标记到 UVW Contour 字段)。
角度
The Angle setting defines which axis is used. You can choose the X, Y or Z axis of the object or world coordinate system, or the view’s (i.e. camera’s) X, Y or Z axis.
角度设置定义了使用哪个轴。你可以选择物体或世界的 x、 y 或 z 轴,或者视图的 x、 y 或 z 轴(即相机的坐标系)。
Min [0.180 ° ]
This setting defines the range of rotation over which the contour lines will be created. 0° will result in a right angle to the selected axis.
这个设置定义了旋转的范围,其中轮廓线将被创建。0 ° 将导致与所选轴成直角。
麦克斯[0.180 ° ]
These define the range of angles over which the contour lines will be created. 0° means planar to the axis chosen (see Angle above).
这些定义的角度范围的等高线将创建。0 ° 表示所选轴线的平面(见上面的角度)。
步骤[1. . 10000]
This is the number of contour lines to create.
这是要创建的等高线的数量。
职位
In Position mode you can choose the axis along which the contours are created. You can choose the X, Y or Z axis of the object or world coordinate system, or the view’s (i.e. camera’s) X, Y or Z axis.
在位置模式下,你可以选择沿着创建轮廓的轴线。你可以选择物体或世界的 x、 y 或 z 轴,或者视图的 x、 y 或 z 轴(即相机的坐标系)。
Spacing
Variation[0..+∞m]
Offset[-∞..+∞m]
Step[-∞..+∞m]
Min[0..100%]
Max[0..100%]
Steps[1..10000]
空间变化[0. . + ∞ m ]偏移[-∞ . . + ∞ m ]步[-∞ . . + ∞ m ] Min [0.100% ]最大[0.100% ]步[1.10000]
The Spacing mode gives you two ways to control the distance between contour lines: Relative mode and Absolute mode.
间距模式给你两种方式来控制轮廓线之间的距离: 相对模式和绝对模式。
Relative mode sets the number of contour lines to create (Steps) and how far along the object they start and end (Min and Max).
相对模式设置等高线的数量创建(步骤)和多远沿对象,他们开始和结束(最小和最大)。
Absolute mode sets the distance between each contour line (Step). The Offset value enables you to adjust where the contour lines start along the object.
绝对模式设置每个轮廓线之间的距离(步骤)。偏移量值使您能够调整轮廓线开始沿对象的位置。
Use the Variation value to vary the size of the gap between contour lines. The default value of 0 means no variation and the lines will be equal distances apart.
使用变化值来改变等高线之间间隙的大小。默认值0表示没有变化,而且两条直线之间的距离相等。
旋转[-180. . 180 ° ]
This rotates the axis on which the contour lines are based.
这旋转的轴线上的等高线是基于。
If the object has multiple UVW tags, you can specify which of these should be used via the Sketch Style tag (Drag & drop the UVW tags to be used into the Contour UVW box on the Sketch Style tag’s Selections tab).
如果对象有多个 UVW 标记,您可以通过草图样式标记指定应该使用哪些标记(拖放 UVW 标记,将其用于草图样式标记选择选项卡上的 Contour UVW 框中)。
最小值[0.100% ]
Use this setting to define where a given line should start.
使用此设置定义给定行的开始位置。
最高限额[0.100% ]
The Min and Max values define how far along the object the lines start (Min) and end (Max).
Min 和 Max 值定义了行开始(Min)和结束(Max)的距离。
步骤[1. . 10000]
This is the number of contour lines to create.
这是要创建的等高线的数量。
Isoparms
等臂
Culling may not be accurate with isoparms. This is because culling uses the object’s real geometry, and isoparms do not always fit their geometry exactly. Hence the polygons may cull the isoparms slightly. 对于等长臂,剔除可能是不准确的。这是因为剔除使用的是物体的真实几何形状,而等臂并不总是与其几何形状完全吻合。因此,多边形可能略微剔除等臂 When using Subdivision Surfaces, you can get a similar result to isoparms using an edge selection. This avoids the problems that can occur with isoparms. For a tip on how to do this, see the Subdivision Surfaces entries in 当使用细分曲面,你可以得到一个类似的结果等臂使用边缘选择。这样就避免了等臂可能出现的问题。有关如何做到这一点的提示,请参见FAQ 常见问题.These are isoparm lines for objects which use them, such as primitives and Generator objects. Note that these do not work with parent deformers. Also, they do not work with some generator objects such as the Array object and the Instance object.
这些是使用它们的对象的等臂线,例如原语和生成器对象。请注意,这些不与父变形程序一起工作。此外,它们不能与某些生成器对象(如 Array 对象和 Instance 对象)一起使用。
Splines
样条
These are lines for spline objects. You can use any type of spline, including text splines and freeform splines. However, they do not work with parent deformers. Nor do they work inside generator objects such as the Array object, Instance object and Symmetry object. As a special case, they will work inside a Subdivision Surfaces object because the Subdivision Surfaces does not affect the spline itself.
这些是样条对象的线条。您可以使用任何类型的样条,包括文本样条和自由格式样条。然而,他们不与父母的变形工作。它们也不在诸如 Array 对象、 Instance 对象和 Symmetry 对象等生成器对象中工作。作为一个特殊的情况下,他们将工作在细分曲面对象,因为细分曲面不影响样条本身。
Note that a spline segment itself defines a stroke — the direction of the stroke and the line normal (used by the From Line modifier) is taken from the direction of the spline. Enabling strokes has no effect on splines because the spline lines are already strokes.
请注意,样条线段本身定义了一个笔画ー笔画的方向和线法线(由 From Line 修改器使用)取自样条的方向。启用笔画对样条线没有影响,因为样条线已经是笔画了。
Particles
粒子
Particle lines do not work with Cinema 4D Team Render. 粒子线不与Cinema 4D 团队渲染工作
These are lines for particles. They work for particles generated using Thinking Particle’s or Cinema 4D’s standard particle system. As with the spline line type, enabling strokes has no effect because each particle line for a particle is already created as a stroke.
这些是粒子的线条。他们使用 Thinking Particle 或 Cinema 4D 的标准粒子系统生成粒子。与样条线类型一样,启用笔画没有任何效果,因为粒子的每个粒子线都已经创建为笔画。
模式
There are two modes for controlling the length of the particle lines.
粒子线的长度有两种控制方式。
Velocity mode creates a straight line from each particle’s current position. The line is as long as the particle would travel in one second provided Velocity Scale is set to 100%. Use a higher Velocity Scale value to lengthen the lines or a lower value to shorten them. The line points in the particle’s current direction.
速度模式从每个粒子的当前位置创建一条直线。如果速度等级设置为100% ,粒子在一秒钟内运动的距离就是这条线。使用较高的速度刻度值来加长行或较低的值来缩短它们。这条线指向粒子的流动方向。
Trail mode creates lines for the trail (i.e. flight paths already travelled) of the particles. The Limit and Trail settings limit the length of each line to the most recent part of the trail. For example, to draw the trail travelled by the particles over the past ten frames, enable Limit and set Trail to 10 F.
轨迹模式为粒子的轨迹(即已经走过的飞行路径)创建线条。“极限”和“路径”设置将每条路线的长度限制在路径的最新部分。例如,要绘制粒子在过去10帧中所经过的轨迹,启用“极限”并将轨迹设置为10 f。
Note for the PathMode, the entire animation must be rendered in the Picture Viewer so the particles are visible.
注意,对于 PathMode,整个动画必须在图片查看器中呈现,这样粒子才是可见的。
From left to right:
从左到右:
限制
Enables the Limit option.
启用 Limit 选项。
小径
If, for example, you want to render the path that was covered over the previous ten frames, activate Limit and set Trail to 10B.
例如,如果你想渲染前十帧覆盖的路径,激活极限并将 Trail 设置为10B。
速度表[0. . 1000% ]
Use this setting to define the length of the particle lines.
使用此设置定义粒子线的长度。
关于死亡
The On Death setting controls what happens to a line when its particle dies.
死亡设置控制一条线的粒子死亡时会发生什么。
保持划臂动作
With these modes, each line remains or disappears respectively when its particle dies.
在这些模式下,每条直线的粒子死亡时,它们分别保留或消失。
用完了
When each particle dies, its line gets shorter and shorter until it eventually disappears, like a train disappearing into a tunnel.
当每个粒子死亡时,它的直线变得越来越短,直到最终消失,就像火车消失在隧道里一样。
淡出
Each line fades out gradually after its particle dies.
每一条线都在它的粒子死后逐渐消失。
淡出
The Fade value defines how long the line takes to fade out.
Fade 值定义行淡出所需的时间。