Manual/PartXIII/DupliFrames
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DupliFrames 复制帧
You can consider DupliFrames in two different ways: an arranging or a modelling tool. In a way, DupliFrames are quite similar to DupliVerts. The only difference is that with DupliFrames we arrange our objects by making them follow a curve rather than using the vertex of a mesh. DupliFrames stands for DUPLIcation at FRAMES and is a very useful modelling technique for objects which are repeated along a path, such as the wooden sleepers in a railroad, the boards in a fence or the links in a chain, but also for modelling complex curve objects like corkscrews, seashells and spirals.
你能在二个不同的地方考虑 DupliFrames:一个安排或一个做模型工具。在一定程度上, DupliFrames 和 DupliVerts 相当类似。唯一的差别是 DupliFrames:使我们的物体跟随一条曲线排列而不是使用网格的顶点。DupliFrames 复制品听在帧上,是非常有用建模技巧让物体在路径上向前被复制,例如木头在铁路上,木版在篱芭或链接在链子,但是也做复杂曲线物体象螺旋形的, 贝壳和螺线。
Modelling using DupliFrames 使用DupliFrames做模型
We are going to model a chain with its links using DupliFrames. First things come first. To explain the use of DupliFrames as a modelling technique, we will start by modelling a single link. To do this, add in front view a Curve Circle (Bézier or NURBS, whatever). In Edit Mode, subdivide it once and move the vertices a little to fit the link's outline (Link's outline ).
我们要用使用 DupliFrames 做一个链模型。第一件事首先来。为了说明DupliFrames 的使用技巧,我们将会做建造一个链模型。为了要做这, 在正视图添加一个Curve Circle.(Bézier 或 NURBS, 都可以)。在编辑模式中,细分它一次和稍微移动顶点适配链的外轮廓(链的外轮廓)。
Leave Edit Mode and add a Surface Circle object (Link's cross section). NURBS-surfaces are ideal for this purpose, because we can change the resolution easily after creation, and if we need to, we can convert them to a mesh object. It is very important that you do not confuse Curve Circle and Surface Circle. The first one will act as the shape of the link but it will not let us do the skinning step later on. The second one will act as a cross section of our skinning.
离开编辑模式和加一个Surface Circle物体 (链的横截面) 。对于这个目的,NURBS-surfaces是理想的,因为我们能在创建之后很容易地改变分辨率,而且如果我们需要到, 我们能将他们转换成一个网格物体。很重要的是,你不混淆Curve Circle和Surface Circle。第一个将会作为链的形状的外形,但是它不能完成稍后的表面蒙皮。第二个将会作为我们的表面的横断面。
Now parent the circle surface to the circle curve (the link's outline) as a Normal parent (not a Curve Follow constraint). Select the curve and in the Object Context and Anim Settings Panel press CurvePath and CurveFollow (Curve's settings: Curve Path and Curve Follow.).
现在父化circle surface到circle curve (链的轮廓) 如一个正常的父化。(不是一个曲线跟随约束)。选择曲线在Object面板和 Anim设置面板中点击 CurvePath 和 CurveFollow (曲线的设置:曲线路径和曲线跟随.)。
It's probable that the circle surface will appear dislocated. Just select it and press ALT-O to clear the origin (Clearing origin.).
很有可能圈表面会出现混乱。只是选择它和点击 Alt-O 清除原点 (清除原点.)。
If you hit ALT-A the circle will follow the curve. Now you probably will have to adjust the TrackX, Y, Z and UpX, Y, Z animation buttons, to make the circle go perpendicular to the curve path (Tracking the right axis.).
如果你点击 Alt-A圈将会按照曲线运动。现在你或许将要调节 TrackX , Y , Z 和 UpX , Y , Z 动画按钮, 使circle垂直曲线路径(跟踪正确的轴向.)。
Now select the Surface Circle and go to Anim Settings Panel and press DupliFrames. A number of instances of the circular cross section will appear along the curve path (DupliFrames!).
现在选择Surface Circle和去 Anim 设置面板点击 DupliFrames。圆横断面的实例的数目将会沿着曲线路径出现 (DupliFrames!)。
You can adjust the number of circles you want to have with the DupSta, DupEnd, DupOn and DupOff buttons. These buttons control the Start and End of the duplication, the number of duplicates each time and also the Offset between duplications. If you want the link to be opened, you can try a different setting for DupEnd (Values for DupliFrames. Note "DupEnd: 35" will end link before curve's end.).
你能调节DupSta , DupEnd,DupOn 和 DupOff 按钮到你想要的圈的数目。这些按钮控制复制品的开始和端,在复制品之间每帧的数目以及偏移。如果你需要连结被开启, 你能为 DupEnd 试一个不同的设置 (作为 DupliFrames 的数值。注意 "DupEnd: 35" 将会在曲线的末端前的结束链.)。
To turn the structure into a real NURBS-object, select the Surface Circle and press CTRL-SHIFT-A. A pop-up menu will appear prompting OK? Make Dupli's Real (Making Dupli's Real.).
将结构变成真实的 NURBS-物体,选择Surface Circle,而且点击 CTRL-SHIFT-A. 一个弹出菜单将会出现?创建真实的 Dupli (创建真实的Dupli's.)。
Do not deselect anything. We now have a collection of NURBS forming the outline of our object, but so far they are not skinned, so we cannot see them in a shaded preview or in a rendering. To achieve this, we need to join all the rings to one object. Without deselecting any rings, press CTRL-J and confirm the pop-up menu request. Now, enter EditMode for the newly created object and press AKEY to select all vertices (Skinning the link.). Now we are ready to skin our object. Press FKEY and Blender will automatically generate the solid object. This operation is called Skinning and is fully described in chapter_skinning.
不要取消选择任何事。我们现在有一个我们的物体的轮廓 NURBS 组成的集合物体,但是到现在为止他们没被蒙皮,因此,我们不能够在shaded中预览或渲染中见到他们。为了达成这,我们需要连结所有的环成为一个物体。没有消选选择任何的环,点击 CTRL-J 和确认弹出菜单请求。现在, 进入 EditMode为重新创造物体点击 AKEY 选择所有的顶点 (蒙皮链.)。现在我们准备好蒙皮我们的物体。点击 FKEY ,Blender 将会自动地创建生实体物体。这一操作是叫做 Skinning 和在 chapter_skinning 里有详细描述。
When you leave Edit Mode, you can now see the object in a shaded view. But it is very dark. To correct this, enter Edit Mode and select all vertices, then press WKEY. Choose Switch Direction from the menu and leave Edit Mode. The object will now be drawn correctly (Skinned link.). The object we have created is a NURBS object. This means that you can still edit it. Even more interestingly, you can also control the resolution of the NURBS object via the Edit Buttons. Here you can set the resolution of the object using ResolU and ResolV, so you can adjust it for working with the object in a low resolution, and then set it to a high resolution for your final render. NURBS objects are also very small in file size for saved scenes. Compare the size of a NURBS scene with the same scene in which all NURBS are converted (ALT-C) to meshes. Finally you can delete the curve we used to give the shape of the link, since we will not use it anymore.
当你离开编辑模式, 你现在能在shaded模式中见到物体。但是它很黑。为了要修正这,进入编辑模式和选择所有的顶点, 然后点击 WKEY。选择来自画面的Switch Direction和离开编辑模式。物体现在将会正确被绘画 (蒙皮了的链.)。我们已经建立的物体是一个 NURBS 物体。这意谓你能仍然编辑它。更有趣地,你经由编辑按钮也能控制 NURBS 物体的分辩率。在这里你能创使用 ResolU 和 ResolV 的物体的分辩率,因此,你能为以一个低的分辩率物体工作调节它, 然后将它设定为一个高分辩率作为您的最后渲染。NURBS 物体作为场景存档的在档案大小也很小。比较 NURBS 场景的大小由相同的场景将所有的 NURBS 被转换 (Alt-C) 到网格。最后你能删除曲线,我们只用它提供链的形状,因为我们将不会再使用它。
Arranging objects with DupliFrames 排列物体DupliFrames
Now we will continue modelling the chain itself. For this, just add a Curve Path (we could use a different curve but this one gives better results). In Edit Mode, move its vertices until get the desired shape of the chain (Using a curve path to model the chain.). If not using a Curve Path, you should check the button 3D in the Edit Buttons to let the chain be real 3D.
现在我们将会继续做链模型本身。对于这, 刚好加一个曲线路径.(我们可以使用一个不同的曲线但是这一个提供较好的结果)。在编辑模式中, 移动它的顶点直到得到链需要的形状 (使用一个曲线路径做模型链.)。如果不能使用一个曲线路径, 你应该在编辑按钮中检查按钮3D是否开启。
Select the object "Link" we modelled in the previous step and parent it to the chain curve, again as a normal parent. Since we are using a Curve Path the option CurvePath in the AnimButtons will be automatically activated, however the CurveFollow option will not, so you will have to activate it (Curve settings.).
选择物体 " 链 " 用链曲线父化它, 再次选择normal parent。因为我们在 AnimButtons 中使用一个曲线路径选项 CurvePath 将会自动地被开启, 然而 CurveFollow 选项不将会, 因此你将会必须开启它 (曲线设置.)。
If the link is dislocated, select it and press ALT-O to clear the origin. Until now we have done little more than animate the link along the curve. This can be verified by playing the animation with ALT-A. Now, with the link selected once again go to the Object Context and Anim settings Panel. Here, activate the option DupliFrames as before. Play with the DupSta:, DupEnd: and DupOf: NumButtons. Normally we are going to use DupOf: 0 but for a chain, if using DupOf: 0 the links are too close from each other you should change the value PathLen for the path curve to a lesser value, in the Editing Context and Curve and Surface Panel and then correspondingly change the DupEnd: value for the link to that number (Adjusting the DupliFrames.).
如果链被脱位, 选择它和点击 Alt-O 清除原点。直到现在,我们已经沿着曲线做一样的动画制作链。Alt-A 播放动画查看。现在,再一次选择链去物体面板和 Anim 设置面板。在这里, 开启选项 DupliFrames之前。播放和 DupSta :, DupEnd:和 DupOf: NumButtons。通常我们要使用 DupOf:0 但是对于一个链, 如果使用 DupOf:0链太接近从彼此你应该用一个较小的PathLen数值改变路径曲线, 在编辑的面板和Curve and Surface面板改变 DupEnd:数值为连结数目 (调整 DupliFrames.)。
We need it so that the link rotates along the curve animation, so we have each link rotated 90 degrees with respect to the preceding one in the chain. For this, select the link and press Axis in the Edit Buttons to reveal the object's axis. Insert a rotation keyframe in the axis which was parallel to the curve. Move 3 or 4 frames ahead and rotate along that axis pressing RKEY followed by XKEY-XKEY (XKEY twice), YKEY-YKEY, or ZKEY-ZKEY to rotate it in the local X, Y or Z axis (Rotating the link.).
我们需要它,以便链向前旋转曲线动画,因此,我们在链中旋转每个链 90 度顾及到前面的一个。对于这,选择链在编辑按钮中点击 Axis 显示物体的轴向。在与曲线平行的轴向中插入旋转关键帧。向前向前地移动 3 或者 4个帧和点击 RKEY 旋转 XKEY-XKEY(XKEY 两次),YKEY-YKEY 或者 ZKEY-ZKEY 去旋转物体的局部 X , Y 或 Z 轴向(旋转链.)。
Open an IPO window to edit the rotation of the link along the path. Press the Extrapolation Mode so the link will continually rotate until the end of the path. You can edit the IPO rotation curve to make the link rotate exactly 90 degrees every one, two or three links (each link is a frame). Use NKEY to locate a node exactly at X=2.0 and Y=9.0, which correspond to 90 degrees in 1 frame (from frame 1 to 2). Now we got a nice chain (Dupliframed chain.)!
开启一个 IPO 窗沿着路径编辑链的旋转。点击Extrapolation模式,如此链将会不断地旋转到路径结束。你能编辑 IPO 旋转曲线正确地使链 rotate 90 度每一个,二或者三个链。 (每个链是一个帧)。使用 NKEY 去查找一个节点在 X=2.0 和 Y=9.0, 在一个帧中符合 90 度。(从帧 1 到 2)。现在我们得到了一个漂亮的链 (Dupliframed 链.)!
More Animation and Modelling 更多的动画和建模
You are not limited to use Curve Paths to model your stuff. These were used just for our own convenience, however in some cases there are no need of them. In Front View add a surface circle (you should know why by now A Surface Circle.). Subdivide once, to make it look more like a square. Move and scale some vertices a little to give it a trapezoid shape (Trapezoidal cross-section. ).
你没被限定使用曲线路径做模型你的原料。这些对于使用只是为了我们自己的方便, 然而在一些案例他们是不需要。在正视图添加一个Surface Circle (你应该知道为什么现在用一个Surface Circle.)。再分一次, 调整它,使它看更像一个正方形。变动和缩放一些顶点使它呈一个梯形的形状 (梯形的横断面. )。
Then rotate all vertices a few degrees. Grab all vertices and displace them some units right or left in X (but at the same Z location). You can use CTRL to achieve this precisely. Leave Edit Mode (Trapezoidal cross section, rotated and translated.).
然后旋转所有的顶点一些角度。选取所有的顶点和移动他们一些单位右边或左边在 X.(但是在相同的 Z 位置).你能使用 CTRL 精确地完成。离开编辑模式 (梯形的横断面, rotate 和移动.)。
From now on, the only thing we are going to do is editing IPO animation curves. So you can call this "Modelling with Animation" if you like. We will not enter Edit Mode for the surface any more. Switch to Top View. Insert a KeyFrame for rotation at frame 1, go ahead 10 frames and rotate the surface 90 degrees over its new origin. Insert one more KeyFrame. Open an IPO window, and set the rotation IPO to Extrapolation Mode (Rotation IPO for the cross section.).
从现在开始, 唯一的事物我们要去编辑 IPO 动画曲线。因此你能称这 " 动画做模型 " 如果你喜欢。我们再将不为表面进入编辑模式。转换到顶视图。在帧1为旋转插入关键帧, 向前10个帧和旋转表面 90 度在它的新原点上。插入另外一个关键帧。开启一个 IPO 窗, 和将旋转 IPO 设定为Extrapolation模式 (旋转横断面的IPO.)。
Go back to frame 1 and insert a keyframe for Location. Switch to Front View. Go to frame 11 (just press UPARROW) and move the surface in Z a few grid units. Insert a new keyframe for Location. In the IPO window set the LocZ to Extrapolation Mode (Translation IPO for the cross section.).
回到帧 1个和为 Location 插入关键帧作。转换到正视图。去帧 11(只是点击 UPARROW)和移动表面在 Z 一些格子单位。为Location插入新的关键帧。在 IPO 窗中将 LocZ 设定为Extrapolation模式 (为横断面移动 IPO.)。
Now, of course, go to the Animation buttons and press DupliFrames. You can see how our surface is ascending in a spiral through the 3D space forming something like a spring. This is nice, however we want more. Deactivate DupliFrames to continue. In frame 1 scale the surface to nearly zero and insert a keyframe for Size. Go ahead to frame 41, and clear the size with ALT-S. Insert a new keyframe for size. This IPO will not be in extrapolation mode since we don't want it scales up at infinitum, right (Size IPO for the cross section.)?
现在,当然,去动画按钮点击 DupliFrames 。你能见到我们的表面在一个螺线中上行穿过3D空间形成形成一个弹簧。这很好,然而我们想要更多。移除 DupliFrames 继续。在较帧1缩放表面几乎到零为Size插入关键帧。回到帧 41,和 Alt-S 清除大小. 插入新的 keyframe 作为大小。这一个 IPO 将不是extrapolation模式因为我们不想要它缩放在 infinitum上面,正确 (大小 IPO为横断面的.)?
If you now activate DupliFrames you will see a beautiful outline of a corkscrew (Using a curve path to model the chain.). Once again the last steps are: Make Duplis Real, Joining the surfaces, Select all vertices and skinning, Switch direction of normal if needed and leave Edit Mode (Using a curve path to model the chain.).
如果你现在启动 DupliFrames 你将会见到一个美丽的螺旋形的轮廓 (使用一个曲线路径创建链.)。再一次最后一个步是:使复制物体变为真实的物体,结合表面, 选择所有的顶点和蒙皮,如果需要反转法线的方向和离开编辑模式 (使用一个曲线路径做模型链.)。
You can see this was a rather simple example. With more IPO curve editing you can achieve very interesting and complex models. Just use your imagination.
你能见到这是一个相当普通的实例。用较多的 IPO 曲线编辑,你能达成很有趣的和复模型。只要使用你的想像。
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