通用选项

Target 目标

Target(目标) 数据ID 字段允许您链接约束到您选择的目标对象。此链接提供数据给约束,以便它可以开始起作用。例如,复制位置约束需要位置数据才能运行。在“目标”输入框里指定好目标,“复制位置”约束将开始使用目标对象中的位置数据。

../../../_images/animation_constraints_interface_common_target.png

目标必须指定好,该约束才会起作用.

默认情况下,目标将使用物体原点( Object Origin )作为目标点。

If the Target field links to a Mesh or Lattice object, a Vertex Group field will appear. Enter the name of a vertex group and the constraint will target the median point of this vertex group instead of the object’s origin.

../../../_images/animation_constraints_interface_common_target-vertex-group.png

如果目标链接到的是 骨架 ,下面则会同时出现 骨骼 的输入框和 头/尾 滑动框。输入骨骼的名称,约束将以该骨骼为目标,而不是整个骨架的原心。

../../../_images/animation_constraints_interface_common_target-bone.png

The slider moves the precise position of the target between the Head and Tail of the bone. Some constraints have a button next to the slider that enables using the curved shape of Bendy Bones.

空间

约束需要参考框架起作用。此参考框架称为约束的 “空间” 。选择一个空间相对于另一个空间将改变这个参照系,并明显影响到约束的结果。

若要了解为何更改空间会改变约束的行为,请尝试考虑用两个空物体。请确保他们显示为箭头,以便您可以看到每个空物体的局部坐标轴。请确保一个空物体稍大于另一个空物体,以便他们两个总是可见的甚至一个直接在另一个顶部都彼此可见。然后将一个约束添加另一个空物体作为目标和用许多不同的方式彻底通过移动、 旋转和缩放的目标进行试验。

../../../_images/animation_constraints_interface_common_space.png

This constraint is set to use World Space as the frame of reference for both its Target Space and its Owner Space.

Target Space & Owner Space 目标空间 &自身空间

The space used to evaluate the target of the constraint is called the Target Space. The space used to evaluate the constrained object (the object that owns the constraint) is called the Owner Space. Hover over the space select menu(s) to learn whether it affects the space of the target or the space of the owner.

When the constraints use a Target and/or/nor an Owner space there will be no, one or two selector(s). The Copy Location constraint in example use both Target and Owner space.

When a constraint uses both Target and Owner space, the Target and Owner can be any combination of space types.

Space Types空间类型

世界空间

在这个空间类型世界是物体的(或骨)参照系。位置是相对于世界的原点。旋转和缩放是面向世界的轴。变换物体,对象的父级和约束堆栈中的任何其他约束都被考虑在内。

局部空间

This space excludes all effects of the parent objects or bones, as well as the rest position and orientation of the bone itself. Only transformations applied to the object or bone itself are taken into account.

Local with Parent (bones only)

The bone position and orientation is evaluated relative to its rest pose location and orientation, thus including both its own transformations and those caused by a possible parent relationship (i.e. the chain’s transformations above the bone).

Pose Space (bones only)

The bone position and orientation is evaluated in the armature object local space (i.e. independently from the armature transformations in Object Mode). Hence, if the armature object has null transformations, Pose Space will have the same effect as World Space.

自定义空间

The position and orientation is evaluated relative to the current position and orientation of an arbitrary object or bone that is specified via additional input fields that appear when this option is selected. This can be used to evaluate the constraint using an arbitrary coordinate system.

影响

影响滑块确定约束对受约束对象(目标)的影响程度。

../../../_images/animation_constraints_interface_common_influence.png

Influence(影响)为0.0将没有任何效果。Influence(影响)为1.0产生完全的影响。

值 在0.0 和 1.0之间,会产生部分影响,但要小心。这些局部的效果是很难控制,特别是 约束堆栈 变得复杂时。

影响值是可以动画的,允许约束被关闭,或打开部分所需的影响。

影响滑块之后的 “X” 按钮可用于在尝试保留当前对象位置时禁用约束。 如果其他约束仍然有效,这可能无法正常工作。