Manual/PartXIII/DupliVerts

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DupliVerts 点复制

DupliVerts are not a rock band nor a dutch word for something illegal (well maybe it is) but is a contraction for DUPLIcation at VERTiceS, meaning the duplication of a base Object at the location of the Vertices of a Mesh (or even a Particle system). In other words, when using DupliVerts on a mesh, an instance of the base object is placed on every vertex of the mesh. There are actually two approaches to modelling using DupliVerts. They can be used as an arranging tool, allowing us to model geometrical arrangement of objects (eg: the columns of a Greek temple, the trees in a garden, an army of robot soldiers, the desks in a classroom). The object can be of any object type which Blender supports. The second approach is to use them to model an Object starting from a single part of it (i.e.: the spikes in a club, the thorns of a sea-urchin, the tiles in a wall, the petals in a flower).

DupliVerts 不是一个摇滚乐团也不是不合法的一个 dutch 字(好的,也许它是)但是DUPLIcation在VERTiceS的一个收缩, 基本物体的复制品在网格的顶点的位置.(或者与一个粒子系统相等)。换句话说,当使用在一个网格上的 DupliVerts 的时候,基本物体的一个实例被放置在网格的每个顶点上。实际上有二个方法去使用 DupliVerts做模型。他们能被使用如:一个安排工具, 让我们建造的物体以几何物体排列 (eg:一个希腊的庙宇的圆柱, 在一个花园的树,一个机械人士兵的军队, 在一个教室中的书桌).物体可以是 Blender 支持的任何物体类型的。第二个方法将使用他们去建造一个模型从一个它的单一的部份开始 (即是:在一个俱乐部中的道钉, 海胆的刺, 在一个墙中的瓷砖, 在一朵花中的花瓣).

DupliVerts as an Arranging Tool (DupliVerts作为排列工具)

All you need is a base object (eg: the tree or the column) and a mesh with its vertices following the pattern you have in mind. I will use a simple scene for the following part. It consists of a camera, the lamps, a plane (for the floor) and a strange man I modelled after Magritte's famous character (A simple scene to play with.). If you don't like surrealism you will find this part extremely boring.

一个基本的物体是你所有的需要 (eg:树或柱) 和一个网格用它的顶点在式样之后。我将会使用一个普通的场景作为下列的部份。它由一个照像机,灯,一个 plane(作为地板)和一个奇怪的人(一个普通的场景)。如果你不喜欢超现实主义你将会发现这一个部份很令人厌烦。

A simple scene to play with.
A simple scene to play with.

Anyway, the man will be my base Object. It is a good idea that he will be at the centre of the co-ordinate system, and with all rotations cleared. Move the cursor to the base object's centre, and From Top View add a mesh circle, with 12 vertices or so (The parent mesh can be any primitive.).

无论如何,这个人将会是我的基础物体。它是一个好主意:他将会在co-ordinate系统的中心,和清除所有的旋转。移动光标到基本的物体的中心,从顶视图的和添加一个网格circle,12个顶点左右 (父级网格可能是任何的原始物体.)。

The parent mesh can be any primitive.
The parent mesh can be any primitive.

Out of Edit Mode, select the base Object and add the circle to the selection (order is very important here). Parent the base object to the circle by pressing CTRL-P. Now, the circle is the parent of the character (The man is parented to the circle.). We are almost done.

从编辑模式, 选择基本的物体和把circle添加入选择.(级在这里很重要)。按 CTRL-P让circle父化基本的物体. 现在, circle是 character 的父级物体 (人被父化到circle.)。我们几乎完成了。

The man is parented to the circle.
The man is parented to the circle.
The Animation Buttons
The Animation Buttons

Now select only the circle, switch the Buttons Window to the Object Context (via Image:Manual-Part-XIII-AnimationButtonsIcon.png or F7) and select the DupliVerts Button in the Anim Settings Panel (The Animation Buttons).

现在只选择circle, 转换到物体面板 ( F7) 和选择 DupliVerts 按钮在Anim设置面板 (动画按钮).

In every vertex of the circle a man is placed.
In every vertex of the circle a man is placed.

Wow, isn't it great? Don't worry about the object at the centre (In every vertex of the circle a man is placed.). It is still shown in the 3D-views, but it will not be rendered. You can now select the base object, change (scale, rotate, Edit Mode) (and also Object Mode, however scaling in Object Mode could bring up some problems when applying Rotation to DupliVerts as we will see soon) it and all DupliVerted objects will reflect the changes. But the more interesting thing to note is that you can also edit the parent circle.

哇,它不是全部吗?不要为在中心的物体担忧 (一个人被放置在circle的每个顶点中.)。它仍然显示在3D-检视, 但是它将不被渲染。你现在能选择基本的物体, 改变 (缩放,旋转,编辑模式)(以及物体模式,当应用旋转到 DupliVerts 的时候无论如何缩放都能提出一些问题 我们将会立刻见到,) 它,而且所有的DupliVerted 物体将会反映这些改变。但是注意比较有趣的事物是你也能编辑父级物体--circle。

Note 注意: The base Object is not rendered if DupliVerted on a Mesh but it is rendered if DupliVerted on a Particle System!

基本的物体,如果在一个网格上的 DupliVerted 但是不被渲染,如果在一个粒子系统上的 DupliVerted,将会被渲染!

Select the circle and scale it. You can see that the mysterious men are uniformly scaled with it. Now enter the Edit Mode for the circle, select all vertices AKEY and scale it up about three times. Leave Edit Mode and the DupliVerted objects will update (Changing the size of the circle in Edit Mode.). This time they will still have their original size but the distance between them will have changed. Not only we can scale in Edit Mode, but we can also delete or add vertices to change the arrangement of men.

选择circle和缩放它。你能见到神秘的男人与它一起相同地缩放。现在进入circle的编辑模式, 选择所有的顶点 AKEY 和缩放它增添加大约三次。离开编辑模式和 DupliVerted 物体将会更新 (在编辑模式中变更circle的大小.)。这次他们仍然保持他们的原始大小,但是他们间的距离将会改变。不只我们能在编辑模式中缩放, 但是我们也能删除或者添加顶点改变男人的排列。

Changing the size of the circle in Edit Mode.
Changing the size of the circle in Edit Mode.

Select all vertices in Edit Mode and duplicate them (SHIFT-D). Now scale the new vertices outwards to get a second circle around the original. Leave Edit Mode, and a second circle of men will appear (A second row of Magritte's men.).

在编辑模式和中选择所有的顶点复制他们.(SHIFT-D)。现在向外缩放新的顶点去在原始物体的周围得到第二个circle。离开编辑模式, 和男人的第二circle将会出现 (一个Magritte的男人的第二行.)。

A second row of Magritte's men.
A second row of Magritte's men.

Until now all Magritte's men were facing the camera, ignoring each other. We can get more interesting results using the Rot Button next to the DupliVerts button in the Anim Settings Panel. With this Tog Button active, we can rotate the DupliVerted objects according to the normals of the parent Object. More precisely, the DupliVerted Objects axis are aligned with the normal at the vertex location. Which axis is aligned (X, Y or Z) with the parent mesh normal depends on what is indicated in the TrackX, Y, Z buttons and the UpX, Y, Z buttons top in the Anim Settings Panel. Trying this with our surrealist buddies, will lead to weird results depending on these settings. The best way to figure out what will happen is first of all aligning the "base" and "parent" objects' axis with the World axis. This is done selecting both objects and pressing CTRL-A, and click the Apply Size/Rot? menu.

直到现在,所有的 Magritte 的男人正在面对照像机, 不理睬彼此。我们能获得更多的有趣结果,在 Anim 设置面板中使用紧邻着 DupliVerts 按钮的 Rot 按钮。使这一个Tog按钮有效的, 我们依照父亲物体的法线能旋转 DupliVerted 物体。更精确,DupliVerted 物体轴向排列在顶点位置被与法线一致。哪个轴被排列(X, Y 或Z) 与父级网格法线依靠指出在TrackX, Y, Z 按钮和UpX, Y, Z 按钮在Anim 设置面板上。和我们的超现实主义者伙伴尝试这, 将会引导仰赖这些设置的怪异的结果。计算出什么将会发生的最好路,所有的首先对齐 "基础 " 和 " 父级物体 " 物体的轴向和世界轴向。这被做 选择物体双方和点击CTRL-A, 和点击 Apply Size/Rot? 菜单。

Show object's axis to get what you want.
Show object's axis to get what you want.

Then make the axis of the base object and the axis and normals in the parent object visible (Show object's axis to get what you want. - in this case, being a circle with no faces, a face must be defined first for the normal to be visible - actually to exist at all). Now select the base object (our Magritte's man) and play a little with the Tracking buttons. Note the different alignment of the axis with the different combinations of UpX, Y, Z and TrackX, Y, Z (Negative Y Axis is aligned to vertex normal (pointing to the circle's center), Positive Y axis is aligned to normal, Positive X axis is aligned to normal, Positive Z axis is aligned to normal (weird, huh?)).

开启基本物体的轴向,轴向和法线在父级物体中显示,(显示物体 axis到你所需要。-在这情况, 作为一个没有面的circle, 一个面必须被给定义第一让法线显示 - 实际上是存在的).现在选择基本的物体 (我们 Magritte 的人) 和点击Tracking按钮播放一点。注意不同轴向的对齐和不同UpX, Y, Z 和 TrackX, Y, Z的结合(负Y轴向是对齐到顶点法线(指示到circle的中心),正Y轴向是对齐到法线,正X轴向是对齐到法线,正Z轴向是对齐到法线(weird,huh?)

Negative Y Axis is aligned to vertex normal (pointing to the circle's center)
Negative Y Axis is aligned to vertex normal (pointing to the circle's center)
Positive Y axis is aligned to normal
Positive Y axis is aligned to normal
Positive X axis is aligned to normal
Positive X axis is aligned to normal
Positive Z axis is aligned to normal (weird, huh?)
Positive Z axis is aligned to normal (weird, huh?)

DupliVerts to Model a Single Object (DupliVerts建造一个单一的物体)

Very interesting models can be made using DupliVerts and a standard primitive. Starting from a cube in Front View, and extruding a couple of times I have modelled something which looks like a tentacle when SubSurfs are activated (Strange tentacle and SubSurfed version.). Then I added an Icosphere with 2 subdivisions.

很有趣的模型能被使用DupliVerts和一个标准的原始完成。从正面视图的一个立方体开始, 和挤压数次,使模型看起来像一个触须一样,细分他。 (奇怪的触须和细分.)。然后添加 Icosphere ,细分2次。

Strange tentacle and SubSurfed version.
Strange tentacle and SubSurfed version.

I had special care to be sure that the tentacle was located at the sphere centre, and that both the tentacle axis and the sphere axis were aligned with the world axis as above (Local reference of the tentacle.).

我有特别关心确认触须位于球体中心, 而且触须和球体两者的轴向一致同在世界轴向上方(触须的局部参考.)。

Local reference of the tentacle.
Local reference of the tentacle.

Now, I simply make the icosphere the parent of the tentacle. Select the icosphere alone and made it DupliVert in the Anim Settings Panel (DupliVerts not rotated.). Press the Rot button to rotate the tentacles (DupliVerts rotated.).

现在,我只是使 icosphere 成为触须的父级物体。单独选择 icosphere 和在 Anim设置面板的 点击DupliVert (DupliVerts 不旋转)。点击 Rot 按钮旋转触须 (被 rotate 的 DupliVerts.)

DupliVerts not rotated.
DupliVerts not rotated.
DupliVerts rotated.
DupliVerts rotated.

Once again to make the tentacle point outwards we have to take a closer look to its axis. When applying Rot, Blender will try to align one of the tentacle axis with the normal vector at the parent mesh vertex. We didn't care about the Parent circle for Magritte's men, but here we should care about the Sphere, and you will soon notice that it is not rendered. You probably would like to add an extra renderable sphere to complete the model. You can experiment in Edit Mode with the tentacle, moving its vertices off the centre of the sphere, but the object's centre should always be at the sphere's centre in order to get a symmetrical figure. However take care not to scale up or down in one axis in Object Mode since it would lead to unpredictable results in the DupliVerted objects when applying the Rot button.

再一次地作触须点向外 我们必须注意它的轴向。当应用 Rot 的时候, Blender 将会试着在父级网格顶点用法线矢量排列触须的轴向之一。我们没有为 Magritte 的人注意父级circle,但是在这里我们应该注意球体,而且你将会很快注意它没被渲染。或许你想要添加一个额外的可渲染的球体完成模型。你能在触须的编辑模式中试验, 将它的顶点移出球体的中心, 但是物体的中心总是应该在球体的中,按次序将得到一个对称的图形。然而小心在物体模式中不要再缩放在或者上面下的任何的axis,因为在DupliVerted 物体当应用 Rot 按钮的时候,它会引导不可预知的结果。

Our model complete.
Our model complete.

Once you're done with the model and you are happy with the results, you can select the tentacle and press SHIFT-CTRL-A and click on the Make duplis real ? menu to turn your virtual copies into real meshes (Our model complete.).

一旦你做完模型,你会对结果感到满意, 你能选择触须和点击 SHIFT-CTRL-A个和点击 Make duplis real ?菜单将你的虚拟拷贝变成真实的网格 (我们的模型完成.)。

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