面对面交流与线上交流的起源

Face To Face And Virtual Origins

面对面与虚拟原点是一套工具,可让您轻松、自动地翻译场景中的道具或模型,使这些节点的特定面与目标节点的特定面(称为目标面)相接触,从而实现“面对面”操作。 这些节点还能自动翻译,使其选定的面可到达场景中的任意位置和坐标。无需预先设置目标网格。节点还能自动旋转,使其选定的面与目标面平行,无论是否将选定的面翻译至目标面。您可以在场景中添加任意数量的目标,因为它们在渲染时是不可见的,脚本会简单询问您想使用哪一个来进行变换。 您可以一键应用这些变换,也可选择更高级的界面,调整每个轴的翻译比例和所需的旋转比例。例如,Y轴翻译 100%,X轴翻译 50%,Z 轴翻转 0%,仅应用 20% 的最终旋转。 大多数脚本会在所选网格面中心添加虚拟原点。还提供了脚本,可随时创建这些虚拟原点,独立于任何翻译和旋转过程。在这种情况下,您可以选择以世界为导向的虚拟原点,或垂直于所选面的虚拟原点,以便更轻松地在局部坐标系中工作。当需要时,虚拟原点非常有用,其余时间则可忽略。 虚拟原点可作为其创建对象的新旋转中心,还可通过简单的重新父化操作,用作场景中其他任何对象的新旋转中心。这意味着,当在网格选定面添加虚拟原点时,由于其以这些面为中心,该网格现在能够通过虚拟原点围绕这些特定面旋转。当然,如果您愿意,网格仍可围绕其自身原点旋转。虚拟原点是一个额外的起源点,因此在需要时使用它,其余时间则将其忽略。 如果您需要将某个对象的特定面放置在另一个对象(剑、玻璃等)的特定面(手、庇护所等)上,并且希望确保可以旋转这些对象且其面保持接触,则使用虚拟原点即可,因为它位于目标面和可移动面的接触点上。并且它将保持这种接触! 产品附带完整文档,不过该产品很快就会变得直观易用。 面对面是一款极其强大的场景设置工具,可让您自动移动对象,使其选定的面与其他对象上的目标面相接触,甚至允许将其选定的面放置在您想要的精确坐标处,并提供方向选项和额外的虚拟原点。这样一来,当您在场景中将对象和模型相对于其他对象和模型放置时,工作流程将得到极大改善

Face to face and Virtual Origins is a set of tools allowing you to easily and automatically translate props or figures in your scene so that the exact faces you want on these nodes come in contact with the exact faces you want on another node, called the target faces, resulting in a “Face to Face” operation. These nodes can also automatically be translated so that their selected faces can reach any location and any coordinates in your scene. There is no need to initially have a target mesh. The nodes can also automatically be rotated so that their selected faces are made parallel to the target faces, with or without any translation of the selected faces to the target faces. You can add as many targets as you want in the scene as they are invisible in render and the scripts will simply ask you which one you want to use for your transform. You can apply these transforms in a single click, or you can opt for a more advanced interface where you can choose the proportions of translation along each axis and the proportion of rotation you want to apply. You can decide to apply 100% of the translation along Y, 50% along X, and 0% along Z, and only 20% of the final rotation. Most of the scripts will add a Virtual Origin on the center of the selected faces of your mesh. Scripts are included so that those Virtual Origins can also be created at any time, independently from any translation and rotation process. In this case, you can choose between a world-oriented Virtual Origin, or a Virtual Origin perpendicular to your selected faces in order to work more easily in local coordinates. Virtual Origins are extremely useful when you need them and can be ignored the rest of the time. Virtual Origins can behave as the new center of rotations of the objects they are created from and can also be used as the new center of rotations for anything else in the scene by a simple re-parenting operation. It means that when a Virtual Origin is added on the selected faces of a mesh, since it is centered on these faces, this mesh is now able to rotate around these specific faces, via the Virtual Origin. Of course, the mesh still remains rotatable around its own origin if you prefer. The Virtual Origin is a bonus origin, so use it when you need it, and forget about it the rest of the time. If the figure for which you need to place specific faces of an object is in contact with specific faces (a sword, a glass…) of another object (a hand, a shelter…), and if you want to be sure that you can rotate this objects and that its faces will remain in contact, using the Virtual Origin will do the job for you since it is placed on the contact point of the target and mobile faces. And it will maintain this contact! Full documentation is included, though this product rapidly becomes intuitive and easy to use. Face to Face is an extremely powerful tool for scene setup, allowing you to automatically move objects so that their selected faces are in contact with the faces you want on other objects, or even allowing to place their selected faces at the exact coordinates you want with orientation options and bonus Virtual Origins. This will drastically improve your workflow as you place objects and figures relative to other objects and figures in the scene.

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