디 포머 적용
와 Modo대상을 변형하는 방법에 대한 지침과 변형 대상을 결정하는 영향에 대한 지침을 제공하는 이펙터를 적용하여 주로 항목을 변형합니다. 대상 항목을 선택한 다음 도구 상자에서 디 포머를 클릭하면 항목에 디 포머를 적용하면 자동으로 요소가 서로 연결됩니다.
에 수동으로 요소를 추가하는 것이 좋습니다 Deformers 뷰포트를 통해 Schematic 전망.
특정 변형 자에 대한 주제를 보려면 아래의 링크를 클릭하십시오.
디 포머 |
||
---|---|---|
|
The Bend Effector, when assigned to an item, deforms the object in a curving or arcing fashion. |
|
|
The Bezier Deformer is an excellent way to apply deformations in a continuously smooth manner. This can be extremely useful for long tube-like structures (such as tentacles, tails, and whips). |
|
|
그만큼 Curve Constraint Effector 근처 정점을 끌어서 정의 된 곡선을 따라 가장 가까운 위치로 제한합니다. |
|
|
The Lag Effector, when assigned to an item, deforms the object along a directional vector that is determined by the target item's animation. (Essentially, it is deformed along the direction it is traveling.) |
|
|
The Lattice Effector, when assigned, creates a structured array of points across the mesh like a cage. You can move each individual vertex of this cage to deform the underlying mesh. Modo smoothly interpolates the deformation between the vertex locations. |
|
|
The Magnet Effector, when assigned to an item, draws points within its defined range toward the center of the magnet, itself. |
|
|
The Rotation Effector, when assigned to an item, rotates the target item. You can link it to rigging and can control it through the Schematic view links when combined with the various modifiers because it is an item with channels. |
|
|
The Slack Effector, when assigned to an item, deforms the target as if it were suspended between two points. |
|
|
Use the Spline Deformer to apply deformations in a continuously smooth manner. This can be extremely useful for long tube-like structures (such as tentacles, tails, and whips). |
|
|
The Transform Effector, when assigned to an item, moves, rotates, or scales the target item. You can link it to rigging and can control it through the Schematic view links when combined with the various modifiers because it is an item with channels. |
|
|
The Vortex Effector, when assigned to an item, deforms the object in twisting motions. It has Decay options to provide a spinning-tornado type of deformation to the target item. |
영향 |
||
---|---|---|
With the General Influence you can assign any vertex tagging methods to define a grouping of vertices for the deformer to influence. This limits their application to specific user-defined areas of a mesh (or the entire mesh). |
||
Use an Item Influence when a rigid item needs to stay in the proper position relative to a deforming surface or when multiple items need to transform in a uniform way (such as a tower of spheres that bends around on itself). |
||
Daisuke Ino developed MDD files during his work on a dynamics engine built as a plug-in to a host 3D application. These files are a simple point cache that stores a location in space for every vertex in a model for every frame in the animation. |
||
With morph maps you can save alternate user-defined deformations for any mesh. To animate any morph map, you must first apply a morph deformer to the model. |
||
|
푸시 영향은 정점을 평균 법선을 따라 밀어서 지오메트리를 변형시킵니다. |
|
|
With the Wrap Influence, you can create a custom, low-resolution cage as a proxy to deform the associated mesh. Typically, the cage approximates the shape of the target mesh layer to make it easier to manipulate and control. |
도움이되지 않은 죄송합니다
왜 도움이되지 않습니까? (해당되는 모든 것을 체크하세요)
의견을 보내 주셔서 감사합니다.
찾고있는 것을 찾을 수 없거나 워크 플로에 대한 질문이있는 경우 시도해보십시오 파운드리 지원.
학습 내용을 개선 할 수있는 방법에 대한 의견이 있으시면 아래 버튼을 사용하여 설명서 팀에 이메일을 보내십시오.
의견을 보내 주셔서 감사합니다.