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

../../../_images/modeling_modifiers_modify_weight-proximity_panel.png

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.