
Parameter
参数
Transform
转换
转换模式

In the image above the Effector scales the clones. Scaling can take place via addition to the initial size (Relative, mathematical: Cloner settings + (Cloner settings + Clone setting * Effector value) or starting from 0 (Remap, mathematical: Clone settings * Effector value).
在上图中,效果器缩放了克隆。缩放可以通过添加初始大小(相对,数学: 克隆人设置 + (克隆人设置 + 克隆人设置 * 效果器值)或从0开始(重新映射,数学: 克隆人设置 * 效果器值)。
Absolute is good for use in conjunction with position transformations since the clones will orient themselves to a P.X, P.Y or P.X point.
绝对是好的结合位置转换使用,因为克隆将自己定向到一个 P.X,P.Y 或 P.X 点。

变换空间
A coordinate system can be assigned to most clone transformations that require a direction (position, rotation, scale) using this setting. Imagine this coordinate setting arranged for each clone from the point at which the transformation begins. You can select from the following:
使用此设置,可以为大多数需要方向(位置、旋转、缩放)的克隆转换分配坐标系。假设这个坐标设置是从转换开始的点为每个克隆排列的。你可以从以下选择:
- Node: The Node coordinate system. 节点: 坐标系
- Effector: The Effector coordinate system. 效果器: 坐标系
- Object: The object coordinate system of the clone-generating object (e.g., the Clone object itself). 对象: 生成克隆的对象的对象坐标系(例如,克隆对象本身)
职位
Use this setting to define whether or not a given Effector should vary its position. Activating this option will make additional parameters available.
使用此设置来定义给定的效果器是否应该改变其位置。激活此选项将使其他参数可用。
P [ XYZ m ]
Enter the position range within which a given Effector should vary the clones here.
输入一个给定的效果器应该改变克隆的位置范围。
The Effector will create values between 0% and 100%, whereby 100% reflects the maximum value that can be entered for position, scale and rotation.
效果器将创建0% 至100% 之间的值,其中100% 反映了位置,规模和旋转可以进入的最大值。
Example: 例子:Let’s say you are using a Shader Effector with a black-to-white gradient. Black=0% and white=100%. If you now enter 300m for P.Y, 300m will reflect the maximum amount of movement allowed along the Y axis (to the point where the shader is 100% white).
假设您使用的是黑白渐变的着色效果器。黑色 = 0% 白色 = 100% 。如果你现在为 P.Y 输入300米,300米将反映沿 y 轴允许的最大移动量(到着色器为100% 白色的点)。
比例
Use this setting to define whether or not a given Effector should vary its size. Activating this option will make additional parameters available.
使用此设置来定义给定的效果器是否应该改变其大小。激活此选项将使其他参数可用。
刻度[-∞ . . + ∞]
You can enter a scale value here if Uniform Scale has been activated
如果统一刻度已被激活,您可以在这里输入刻度值
S [ XYZ ]统一刻度
This option will be made available if Scale has been activated. If active, clones will be scaled uniformly in all three directions. Otherwise the scaling in each direction can be defined individually.
如果 Scale 已被激活,则此选项将可用。如果激活,克隆将在所有三个方向上均匀扩展。否则,可以单独定义每个方向的缩放。
绝对比例
When active, the following options will be made available:
当激活时,将提供以下选项:
Negative weighting or scaling can occur if, for example, cloned particles and a Random Effector are combined. The clones will then have an incorrect orientation. The Absolute Scale setting prevents this from occurring.
如果,例如,克隆粒子和随机效果器结合在一起,就可能发生负加权或缩放。然后克隆将有一个错误的方向。绝对比例设置可以防止这种情况发生。
旋转
Use this setting to define whether or not a given Effector should vary its rotation. Activating this option will make additional parameters available.
使用此设置来定义给定的效果器是否应该改变其旋转。激活此选项将使其他参数可用。
R [ HPB ° ]
Color
颜色
色彩模式

The Color tab’s settings define if and how the color values generated by the Effector or Fields should be mixed with existing colors (e.g., those defined by a Cloner object (Transformation tab)).
Color 选项卡的设置定义了 Effector 或 Fields 生成的颜色值是否以及如何与现有颜色(例如,Cloner 对象(Transformation 选项卡)定义的颜色)混合。
4 options are available:
有四种选择:
- Off 关掉: The Effector will not modify the color. Use this option if the Effector and all assigned Fields should not have an effect on the clones. : 效果器不会修改颜色。如果效果器和所有分配的字段不会对克隆产生影响,则使用此选项
- Effector Color 效果器颜色: Use this option if you use a Shader or Random Effector for coloring and do not want to use Fields. This is the method used in Cinema 4D prior to R20, which you should avoid using in favor of the next option. : 使用这个选项,如果你使用着色器或随机效果器着色,并不想使用字段。这是在 R20之前的 Cinema 4D 中使用的方法,你应该避免使用这种方法,而使用下一个选项
- Fields Color 字段颜色: Use this option if you want to use Fields for coloring. This is the recommended method in place of : 如果要使用字段着色,请使用此选项。这是推荐的替代方法Effector Color 效果器颜色 (see (见Color Mode 色彩模式, for example) since it offers more functions. ,例如) ,因为它提供了更多的功能
- Custom Color 自定义颜色: The Effector will color using a custom color. This option is more of a compatibility setting for scenes created in older releases of Cinema 4D. : 效果器将使用自定义颜色。这个选项更多的是为老版本的C4D 创建场景的兼容性设置
使用 alpha/强度
Note, that these are settings for scenes created in Cinema 4D prior to R20. When working with these settings, set Color Mode to Field Color and leave this option disabled.
注意,这些都是在 R20之前的C4D中创建的场景设置。使用这些设置时,将“颜色模式”设置为“字段颜色” ,并保留此选项不可用。
- The following applies to Effectors (these produce only grayscale values), with the exception of Shader and Random Effectors: This option defines if the grayscale value should color the Clones directly (option disabled) or if their colors should be combined in that the grayscale values are seen as alpha values. 以下适用于效果器(这些只产生灰度值) ,除了着色器和随机效果器: 这个选项定义灰度值是否应该直接给克隆染色(选项禁用) ,或者是否应该将它们的颜色组合在一起,使灰度值被视为 alpha 值
- The following applies to Shader and Random Effectors: Both have their own (internal) alpha value in addition to their color. If this option is enabled an overall alpha value will be ascertained using the color and internal alpha values. If this option is disabled the colors as they are ascertained by the Effectors (without any alpha at all) will be applied to the Clones. 以下适用于着色器和随机效果器: 除了颜色之外,两者都有自己的(内部) alpha 值。如果启用此选项,将使用颜色和内部 alpha 值确定总体 alpha 值。如果这个选项被禁用的颜色,因为它们是确定的效果(没有任何阿尔法)将被应用到克隆
颜色
A color can be defined using this option.
可以使用此选项定义颜色。
混合模式
This is where you define the mix mode that will be used to mix the Effector color with the Cloner Object color. The following modes are available:
这是您定义混合模式,将用于混合效果器颜色与克隆对象颜色。以下模式可供选择:
- Mix: An average color between that of the Effector or Field color and of the Cloner Object will be interpolated. 混合: 效果器或字段颜色和 Cloner 对象之间的平均颜色将被插入
- Add, Subtract, Multiply: The colors will either be added, subtracted or multiplied. 加,减,乘: 颜色要么被加,要么被减,要么被乘
- Divide: The Cloner’s color will be divided component-wise through the Effector color. This mode is not really a very effective one – it’s more for playing around with. 分割: 克隆人的颜色将通过效果器的颜色分成不同的部分。这种模式并不是一种非常有效的模式——它更适合玩耍
Other
其他
使用 alpha/强度
If enabled, the values from the Fields will be blended with the effects generated by the next setting. If disabled, these will be controlled by the Fields directly (the effect can be seen most clearly with the settings Modify Clone or Time Offset options).
如果启用,字段中的值将与下一个设置生成的效果混合。如果禁用,这些将直接控制的领域(效果可以看得最清楚的设置修改克隆或时间偏移选项)。
Generally speaking, if multiple Effectors (instead of multiple Fields) are combined, it’s recommended that this option be enabled (for all Effectors except the first). Otherwise, it’s more intuitive to leave this option disabled.
一般来说,如果组合了多个效果器(而不是多个字段) ,建议启用此选项(除了第一个效果器之外的所有效果器)。否则,更直观的做法是关闭这个选项。
权重变换[-∞ . . + ∞% ]
Tip: 提示:Many of the effects that were previously only possible in conjunction with Weight Transform can now be created using the 许多以前只能与 Weight Transform 一起使用的效果现在可以使用Field functionality 字段功能. Nevertheless, the Weight Transform can still be used, for example, to transfer values between objects of different shapes or to assign a weight value to clones, which can then be implemented in Fields using the .不过,仍然可以使用权重转换,例如,在不同形状的对象之间传输值,或者为克隆指定权重值,然后可以在字段中使用MoGraph Field Layers 场层.
If you still want to work with weighting transformations, these can also be used in Fields (see MoGraph Field Layer).
如果您仍然希望使用加权转换,这些也可以在字段中使用(参见 MoGraph 字段层)。
Let’s say you are able to control as many Effectors as you like using a single Effector. If a texture (Texture Shader) should define where the effect of a Random Effector should take place, for example. This is exactly what Weight Transform does.
假设你可以用一个效果器控制尽可能多的效果器。如果一个纹理(纹理着色器)应该定义一个随机效果器的效果应该在哪里发生,例如。这正是权重变换所做的。
Weighting can be set to a value anywhere between 0% and 100%. The weighting of all clones can be made visible for each clone-generating object (Cloner object, Matrix object, etc.) by selecting Weight in the Transformation tab’s Display setting. When activated for an object that generates clones the weighting for each clone’s position will be displayed as a red-to-yellow gradient (clones may have to be made invisible).
权重可以设置为0% 到100% 之间的任意值。通过在 Transformation 选项卡的 Display 设置中选择 Weight,可以为每个克隆生成对象(Cloner 对象、 Matrix 对象等)显示所有克隆的权重。当为生成克隆的对象激活时,每个克隆位置的权重将显示为红色到黄色渐变(克隆可能必须使其不可见)。
- Red: Weight = 0% 红色: 重量 = 0%
- Yellow: Weight =100% 黄色: 重量 = 100%
例子

You have created a collection of clones using a cube in Grid Array mode. A Step Effector was added to the Cloner Object with the Spline Function Graph shown at the bottom of the image applied. All of the settings in the Step Effector’s Parameter tab, except for Weight Transform, have been deactivated. Weight Transform is set to 100% and the only thing the Step Effector will do now is assign each clone a Weight of between 0% and 100%. This can be seen in the image above (red-to-yellow gradient).
您已经在 Grid Array 模式下使用多维数据集创建了一个克隆集合。一个步进效果器被添加到克隆纳对象与样条函数图所示的底部的图像应用。步骤效果器的参数选项卡中的所有设置,除了权重转换,都被停用了。重量转换设置为100% ,步骤效果器现在唯一能做的就是给每个克隆分配一个0% 到100% 的重量。这可以在上面的图像中看到(从红色到黄色渐变)。
If, for example, a Random Effector should be controlled using this weighting, proceed as follows:
如果,例如,一个随机效果器应该控制使用这个权重,进行如下:
- Create a Random Effector and assign a Cloner Object to it. Make sure that the Random Effector executes after the Step Effector. Subsequently change the position, scale and rotation settings as desired. 创建一个随机效果器并为其分配一个克隆器对象。确保在步进效果器之后执行随机效果器。随后根据需要改变位置、比例和旋转设置
- Set 预备Weight 重量 to 0% in the Random Effector’s 在随机效果器的0%Falloff 女名女子名 tab. It’s also a good idea to set 这也是一个好主意设置Shape 形状 to 到Infinite 无穷无尽 in the same tab. Otherwise the Effector’s falloff will also affect the animation (which, of course, can also be a desired effect … ). 在同一个账单上。否则效果器的衰减也会影响动画(当然,这也可以是一个期望的效果...)
This is what you will end up with:
这就是你将会得到的结果:

As you can see the Random Effector’s position, scale and rotation transformations are defined by the Step Effector’s weighting.
正如你可以看到的随机效果器的位置,规模和旋转转换定义了步骤效果器的权重。
Any number of additional Effectors can be used to affect this Cloner Object using weighting.
任何数量的附加效果器都可以使用加权来影响这个 Cloner 对象。
V Transform[-∞..+∞%]
U Transform[-∞..+∞%]
V 变换[-∞ . . + ∞% ] u 变换[-∞ . . + ∞% ]
All Cloner Objects have internal UV coordinates (that have nothing to do with textures), that can be used to calculate an Effector’s effect. The effects of Effectors that use these UV coordinates, e.g., Formula Effector, can be influenced.
所有克隆物体都有内部紫外线坐标(与纹理无关) ,可以用来计算效果器的效果。使用这些紫外线坐标的效果器的效果,例如,公式效果器,可以被影响。
修改 Clone [-∞ . . + ∞% ]
Use this parameter if you want an Effector to affect a clone’s child objects. This can be useful if the following is true:
如果希望受动器影响克隆的子对象,请使用此参数。如果下列情况属实,这可能是有用的:
- You have made several objects to be cloned children of a Cloner. 你已经制造了好几个克隆人的孩子 We suggest the 我们建议Sort 排序 mode, which will make the effect more visible. 模式,这将使效果更加明显
例子:

The Cloner Object in the image above was set to Sort and was subsequently assigned a Step Effector (see Step Effector). A Modify Clone setting of 100% will produce a result as shown above. The distribution of clones will change in accordance with any changes made to the Modify Clone setting. Values less than 0% or greater than 100% are also possible, which will vary the number of child objects used to create clones.
上图中的克隆人物体被设置为排序,随后被分配一个步骤效果器(请参阅步骤效果器)。100% 的修改克隆设置将产生如上所示的结果。克隆的分布将根据对修改克隆设置所做的任何更改而改变。小于0% 或大于100% 的值也是可能的,这将改变用于创建克隆的子对象的数量。
Modify Clone also works with other Cloner Object modes – the setting then simply modifies the number of clones to be modified:
修改克隆同样适用于其他克隆对象模式-该设置然后简单地修改要修改的克隆的数量:

时间偏移

Let’s say you have an object, animated solely via parameter animation (light source, deformation object, etc.). It would be nice if an Effector could generate clones from that object at different intervals. This is what Time Offset does.
假设您有一个对象,仅通过参数动画(光源、变形对象等)进行动画处理。如果效果器能够以不同的间隔从该物体生成克隆就好了。这就是时间偏移的作用。
In the image above, Taper and Bend objects were animated from frame 0 to 20. Each Effector was assigned a Time Offset value of 20 - the Effectors distribute the clones with the temporal offset in accordance with the gray scale values (Shader Effector), i.e., from clone 0 to the last clone (Step Effector) or from wherever the corresponding Effector draws its input values.
在上面的图像中,Taper 和 Bend 对象被从0帧动画到20帧。每个效果器被分配一个20的时间偏移值——效果器按照灰度值(Shader Effector)分配时间偏移的克隆,即从克隆0到最后一个克隆(Step Effector) ,或者从相应的效果器绘制其输入值的任何地方。
Tip: 提示:When animating complex hierarchies (e.g., characters), make the complete hierarchy a Child object of a Null Object and make this object in turn a Child of the Cloner Object. Depending on the complexity of the rig (e.g., number of Expressions) it may also be necessary to bake the animation. 当动画复杂的层次结构(例如,字符)时,使完整的层次结构成为 Null 对象的子对象,并使该对象依次成为 Cloner 对象的子对象。根据钻机的复杂性(例如,表达式的数量) ,也可能需要烘培动画
能见度
The purpose of this setting is to blend clones from view at a defined value. This setting cannot be used effectively with all Effectors. This setting can be used effectively, for example, in conjunction with the Random Effector to randomly make clones invisible (make sure Minimum is set to -100%). Step and Shader Effectors will make the clones invisible at a value of 0. This can be done for the Step Effector using a spline, at the location(s) where the spline lies at 0 along the X axis (this would be the black areas when using a Shader Effector).
此设置的目的是根据定义的值从视图中混合克隆。此设置不能有效地与所有效果器一起使用。这个设置可以有效地使用,例如,与随机效果器一起使克隆随机隐形(确保最小值设置为 -100%)。步骤和着色效果器将使克隆隐形,值为0。对于步骤效果器,可以使用样条在 x 轴上样条位于0的位置(这是使用着色效果器时的黑色区域)来完成。
If the Plain Effector should affect the clone visibility, note that the Maximum and Minimum values should be set to 0% and 100%, respectively. In addition to the Falloff value, the Strength (greater or less than 50%) will also have an effect.
如果普通效果器应该影响克隆可见性,请注意,最大值和最小值应该分别设置为0% 和100% 。除了衰退值,强度(大于或小于50%)也会有影响。