Manual/PartVIII/Hooks
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Object Hooks
物体钩子
Hooks give access at object level to the underlying geometry of meshes, curves, surfaces or lattices. A hook is an object feature and it is like a parent to an object, but for vertices. You can create as many hooks to an object as you like, and assign for each hook vertices that will be affected. Overlapping hooks is also possible, here a weighting factor per hook is provided that determines the amount each hook will affect the overlapping vertices.
钩给物体曾一个通道到到下面的几何网格,曲线,界面或格子,一个钩是一个物体的属性,它就象物体的父子属性,在顶点,可以给物体创建多个钩,分配到每一个点的钩书受影响,重叠钩也是有可能的.每个钩将会影响交叠处理顶点的数量
| Note: When you completely remodel something, you most likely have to reassign existing hooks as well. |
笔记:当重新建模时,必须重新分配钩.
Adding hooks
添加钩
Since hooks relate to vertices or control points, most editing options are available in edit mode for meshes, curves, surfaces and lattices. Select any number of vertices, and press CTRL-H to access the hooks menu.
钩与顶点或控制点关联后,网格,界面,曲线和格子的多数编辑选项在editmode下都可以使用了,选择任意几点,按CTRL-H进入hooks菜单.
- Add, New Empty Adds a new hook and create a new empty object, that will be a parent to the selection, at the center of the selection.
- Add, To Selected Object When another object is selected (you can do that in edit mode with CTRL-RMB) the new hook is created and parented to that object.
- Add, New Empty增加一个hook,创建一个新的空物体,这个将是选择物体的子物体,在选择的物体的中间.
- Add, To Selected Object当另外物体别选择的时候,一个新的钩就会创建在这个子物体上.
Using hooks
使用钩
Inside of edit mode, hooks are disabled, to enable modeling better. Only in object mode you can actually use the hooks. All object level options and transformations are possible now, including using hierarchies, constraints, ipo and path animations.
在editmode中,钩都是不可用的,只能在objectmode中可以使用钩,所有的物体层选项和转换这是都可以用,包括使用层级,约束,ipo和动画路径. You can also make the hook-parent a child of the original object if you don't want object transformations to deform the hooks. 如果不想让物体移动时跟着钩子变形的话,还可以使物体成为钩子的父物体.
EditMode options
EditMode选项
Once hooks are available in an object, the CTRL-H menu will give additional options: 一旦钩被用到物体上,CTRL-H 菜单出现如下选项:
- Remove... This will give a new menu with a list of hooks to remove.
- Reassign... Use this if you want to assign new vertices to a hook.
- Select... To select the vertices of a specific hook.
- Clear Offset... This will neutralize the current transformation of a hook parent.
- Remove...移除动钩
- Reassign...分配一个新的顶点给钩.
- Select... 选择一个带特殊钩的点.
- Clear Offset...清除钩子的偏移值.
Hooks panel
Hooks 面板
You can find buttons for hooks in the object context (F7) in the Hooks tab. Here you can give a hook a new name, the default name is the parent name, give it a new parent by typing the new parents name or assign it a Force weighting factor. (F7) 在物体按钮属性面板找到Hooks标签. 你能给钩子一个新的名字的这里, 默认的名字是父物体的名字,藉由输入新的父物体的名字,给它一个新的父物体,(以下操作在2.42以后被放到了物体的Editing(F9)模式下的 modifiers 标签下) 或分配给它一个Force 权重传递值。
- Force Since multiple hooks can work on the same vertices, you can weight the influence of a hook this way. Weighting rules are:
- If the total of all forces is smaller than 1.0, the remainder, 1.0-forces, will be the factor the original position have as force.
- If the total of all 'forces' is larger than 1.0, it only uses the hook transformations, averaged by their weights.
- Falloff If not zero, the falloff is the distance where the influence of a hook goes to zero. It currently uses a smooth interpolation, comparable to the Proportional Editing Tools. (See mesh_modeling_PET)
- Delete Delete the hook from the object.
- Clear offset Neutralize the current transformation of a hook.
- Force多个钩可以为一个顶点所用,这样可以缓解一个钩的负担.还有以下规则:
- 如果所有的力量小于1.0,剩余的,1.0力量,导致力量在原始位置.
- 如果所有的力量大于1.0,只使用钩转换.平均力量.
- Falloff 如果不是0,衰减的距离会影响钩到0,使用平滑插补.可与Proportional Editing Tools相比.
- Delete 在物体上删除钩.
- Clear offset清除钩子的偏移值.
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