Manual/PartXIII/Build and Waves
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Build and Waves 建造波浪
Build Effect 建造效果
The Build effect works on Meshes and causes the faces of the Object to appear, one after the other, over time. If the Material of the Mesh is a Halo Material, rather than a standard one, then the vertices of the Mesh, not the faces, appear one after another.
这个建造效果工作在网格,因为物体的面出现,陆续的出现,直到最后。如果网格物体的材质是一个Halo材质,比一个标准材质更适合 ,这个网格的顶点不是面,陆续出现.
Faces, or vertices, appear in the order in which they are stored in memory. This order can be altered by selecting the Object and pressing CTRL-F out of EditMode. This causes faces to be re-sorted as a function of their value (Z co-ordinate) in the local reference of the Mesh.
他们被储存在存储器中,面, 或顶点按次序出现。这一个次序能被改变,从 EditMode 下选择物体和点击CTRL-F。这导致面被再分在网格的局部参考的一个他们的数值 (Z co-ordinate) 函数。
| Reordering 重新排序: If you create a plane and add the Build effect to see how it works you won't be happy. First, you must subdivide it so that it is made up of many faces, not just one. Then, pressing CTRL-F won't do much because the Z-axis is orthogonal to the plane. You must rotate it in EditMode to have some numerical difference between the co-ordinates of the faces, in order to be able to reorder them.
如果你产生一个 plane 和添加Build效应见到它如何工作你会很不开心。首先,你一定要细分它,使它由许多面组成, 不仅一个面。然后, 按 CTRL-F ,不要多做,因为 Z轴是直交 plane 的。你一定在 EditMode rotate 下旋转它,在面的co-ordinates之间有一些数字的差额, 在次序里能够重新排序他们。 |
The Build effect only has two NumBut controls (Build Effect):
建造效果只有二个按钮控制 (建造效果):
- Len - Defines how many frames the build will take.
- Len- 定义多少帧造型将会被建造。
- Sfra - Defines the start frame of the building process.
- Sfra- 定义建造过程的开始帧。
Wave Effect 波浪效果
The Wave effect adds a motion to the Z co-ordinate of the Object Mesh.
波浪效果添加一个运动到物体网格的 Z co-ordinate。波浪效应影响从被 Sta X 和 Sta Y 数字按钮下定义的一个给定的起点产生。
The wave effect influence is generated from a given starting point defined by the Sta X and Sta Y Num Buttons. These co-ordinates are in the Mesh local reference (Wave Origin).
波浪效应影响从被 Sta X 和 Sta Y 数字按钮下定义的一个给定的起点产生。这些co-ordinates在网格局部的参考 (波浪原点) 。
The Wave effect deformation originates from the given starting point and propagates along the Mesh with circular wave fronts, or with rectilinear wave fronts, parallel to the X or Y axis. This is controlled by the two X and Y toggle buttons. If just one button is pressed fronts are linear, if both are pressed fronts are circular (Wave front type). The wave itself is a gaussian-like ripple which can be either a single pulse or a series of ripples, if the Cycl button is pressed.
波浪效应变形起于给定的起点和向前传播和圆的波面网格, 或由于直线的波面, 平行X 或 Y轴。这被 X 和 Y 拴牢按钮控制。如果只是一个按钮是被激活就是直线传播, 如果两者是被激活的传播是圆的(波浪形态)。波浪本身是可能是一个脉冲或一系列的微波的一个像 gaussian 一样的微波,如果 Cycl 按钮被压。
The Wave is governed by two series of controls, the first defining the Wave form, the second the effect duration. For what concerns Wave Form, controls are Speed, Height, Width and Narrow (Wave front controls).
波浪被两个系列控制管理, 第一定义波形,第二个效应延时。波形与什么联系, 是由加速, 高度, 宽度和窄的控制.(波面控制)
The Speed Num Button controls the speed, in Units per Frame, of the ripple. The Height Num Button controls the height, in Blender Units and along Z, of the ripple (Wave front characteristics). If the Cycl button is pressed, the Width Num Button states the distance, in Blender Units, between the topmost part of two subsequent ripples, and the total Wave effect is given by the envelope of all the single pulses (Wave front characteristics). This has an indirect effect on the ripple amplitude. Being ripples Gaussian in shape, if the pulses are too next to each other the envelope could not reach the z=0 quote any more. If this is the case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude value, as shown in Wave front characteristics at the bottom. The actual width of each Gaussian-like pulse is controlled by the Narrow Num Button, the higher the value the narrower the pulse. The actual width of the area in which the single pulse is significantly non-zero in Blender Units is given by 4 over the Narrow Value. That is, if Narrow is 1 the pulse is 4 Units wide, and if Narrow is 4 the pulse is 1 Unit Wide.
速率数字按钮控制速率, 在单位每一帧的微波。高度数字按钮控制高度, 在 Blender 单位和沿着 Z, 微波 (波面特性).如果 Cycl 按钮被激活, 宽度数字按钮描述距离, 在 Blender 单位,在两个微波的最高部份之间,和总波浪效果是所有的单一脉冲 (波面特性) 的封套的。这在微波振幅上有一个间接的效果。作为微波高斯在外形上,如果脉冲邻彼太紧,封套无法再到达 z=0引用更多。如果这个例子 Blender 实际上波浪比较低,最小是零,因此,最大比预期的振幅数值低, 如波面特性所示在底。每个像高斯一样的脉冲的实在宽度被Narrow 数字按钮控制, 那更高地数值那比较狭窄的脉冲。单一脉冲区域的实际的宽度意味着是非零,Narrow的数值在 4 点Blender 单位之上。那是, 如果Narrow 1个脉冲是 4个单位宽的, 而且如果Narrow是 4个脉冲是 1个单位宽。
| To obtain a Sinusoidal-like wave 获得一个像正弦的一样波浪: To obtain a nice Wave effect similar to sea waves and close to a sinusoidal wave it is necessary that the distance between following ripples and the ripple width are equal, that is the Width Num Button value must be equal to 2 over the Narrow value.
获得对波浪的一个美好的波浪效应类似在一个正弦波的附近和它是必须的距离在微波与微波之间宽度是相等的, 宽度 Num 按钮数值一定在Narrow数值之上和 等于 2。 |
The last Wave controls are the time controls. The three NumButs define:
最后一个波浪控制是时间控制。这三个数字按钮含义:
- Time sta the Frame at which the Wave begins;
- Time sta:波浪在哪一帧开始;
- Lifetime the number of frames in which the effect lasts;
- Lifetime:效果在哪一帧结束;
- Damptime is an additional number of frames in which the wave slowly dampens from the Amplitude value to zero. The Dampening occurs for all the ripples and begins in the first frame after the Lifetime is over. Ripples disappear over Damptime frames.
- Damptime :是一个的添加帧的数目,波浪从哪一帧慢慢地使振幅数值减少到零。Dampening为所有的微波发生 , 在第一个帧开始之后到Lifetime结束。微波在 Damptime 帧之上消失。
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