Modificador de proximitat de pesos de vèrtexs¶
Aquest modificador defineix els pesos del grup de vèrtexs donat, tot basant-se en la distància entre l’objecte (o els seus vèrtexs) i un altre objecte referent (o la seva geometria).
Avís
Aquest modificador fa una retenció implícita dels valors dels pesos en l’interval estàndard (de 0,0 a 1,0). Tots els valors per sota de 0,0 es quedaran en 0,0, i tots els valors per sobre d’1,0 es quedaran en 1,0.
Nota
You can view the modified weights in Weight Paint Mode. This also implies that you will have to disable the Vertex Weight Proximity modifier if you want to see the original weights of the vertex group you are editing.
Opcions¶
El plafó del modificador de Proximitat de pesos vèrtexs.¶
- Grup de vèrtexs
El grup de vèrtexs a afectar.
- Objecte referent
L’objecte des del qual calcular distàncies.
- Proximity Mode
- Object Distance
Use the distance between the modified mesh object and the target object as weight for all vertices in the affected vertex group.
- Geometry Distance
Use the distance between each vertex and the target object, or its geometry.
- Vèrtex
This will set each vertex’s weight from its distance to the nearest vertex of the target object.
- Aresta
This will set each vertex’s weight from its distance to the nearest edge of the target object.
- Cara
This will set each vertex’s weight from its distance to the nearest face of the target object.
Nota
If you enable more than one of them, the shortest distance will be used. If the target object has no geometry (e.g. an empty or camera), it will use the location of the object itself.
- El més baix
Mapejat de distància a pes 0,0.
- El més alt
Mapejat de distància a pes 1,0.
Truc
Lowest can be set above Highest to reverse the mapping.
- Normalitzar pesos
Scale the weights in the vertex group to keep the relative weight but the lowest and highest values follow the full 0 - 1 range.
Decaïment¶
- Tipus
Type of mapping.
- Lineal
No mapping.
- Corba personalitzada
Allows you to manually define the mapping using a curve.
- Sharp, Smooth, Root and Sphere
These are classical mapping functions, from spikiest to roundest.
- Aleatori
Uses a random value for each vertex.
- Median Step
Creates binary weights (0.0 or 1.0), with 0.5 as cutting value.
- Invertir
<--> Inverts the falloff.
Influència¶
Those settings are the same for the three Vertex Weight modifiers, see the Vertex Weight Edit modifier page.
Exemple¶
This example shows the usage of distance from a target object to dynamically control a Wave modifier with a modified vertex group:
The blend-file, TEST_1 scene.