Modo de edição de partículas

Using Particle Edit Mode you can edit the keyed points (keyframes) and paths of Hair, Particle, Cloth, and Soft Body simulations. (You can also edit and style hair before baking.)

Since working in Particle Edit Mode is pretty easy and very similar to working with vertices in the 3D Viewport, we will show how to set up a particle system and then give a reference of the various functions.

Importante

Particle Edit Mode, specifically for hair is deprecated; please use the new Empty Hair object with its associated Sculpt Mode instead.

Importante

Editing a cached cloth simulation is not currently working, see: blender/blender#77114 for details.

Uso

Dica

Only Frames Baked to Memory are Editable!

If you cannot edit the particles, check that you are not baking to a Disk Cache.

Setup for Hair Particles

  1. Create a Hair particle system.

  2. Give it an initial velocity in the Normal direction.

  3. Criando uma simulação.

  4. Check the Hair Dynamics box.

../../_images/physics_particles_mode_example.png

Editing hair strands in Particle Edit Mode.

Setup for Particle, Cloth, and Soft Body Simulations

  1. Use Emitter particles, or a cloth/soft body simulation.

  2. Create a simulation by setting up objects and or emitters, set your time range (use a small range if you are just starting out and experimenting), set up the simulation how you want it, using Alt-A to preview it.

Gera e grava a simulação

Once you are happy with the general simulation, bake the simulation from Object Mode. The simulation must be baked to enable editing.

Edição da simulação

Switch to Particle Edit from the Mode select menu in the header of the 3D Viewport to edit the particle’s paths/Keyframes. You may need to press T from within the 3D Viewport to see the Particle Edit toolbox. Move to the frame you want to edit and use the various tools to edit your simulation.

Selecting

Dica

Switch to the Point select mode (see below) in the header of the 3D Viewport to be able to see and select the keypoints.

  • Select single: LMB.

  • Add to/remove from selection: Shift-LMB.

  • Tudo: A.

  • None: Alt-A.

  • Invert: Ctrl-I.

  • Box select: B.

  • Circle Select: C.

  • Lasso Select: Ctrl-Alt-LMB.

  • Select Linked: Move the mouse over a path and press L to add all its points to the selection.

  • Unselect Linked: Move the mouse over a path and press Shift-L to remove all its points from the selection.

  • Root/Tips: Select ‣ Roots / Tips.

Select Random

Randomly selects particles.

Percentual

Percent of particles to randomly select.

Random Seed

Seed value to use for the selection.

Ação

Select random can be either used to select or deselect particles.

Tipo

Selects either hair or points. Here these terms can be confusing because hair/point does not refer to the particle type but the path/points of the hair/particle.

Modos de seleção.

../../_images/physics_particles_mode_select-modes.png

Os modos de seleção.

Caminho:

No keypoints are visible, you can select/deselect only all particles.

Point:

You see all of the keypoints.

Pontas:

You can see and edit (including the brushes) only the tip of the particles, i.e. the last keypoint.

Ferramentas

Referência

Mode:

Modo de edição de partículas

Tool:

Toolbar

Pentear

Moves the keypoints (similar to the Proportional Editing tool).

Emissor de deflexão

Hair particles only – Do not move keypoints through the emitting mesh.

Distância

Distância para manter as partículas distantes a partir do emissor.

Suavizar

Parallels visually adjacent segments.

Adicionar

Adiciona novas partículas.

Contagem

The number of new particles per step.

Interpolate

Interpolate the shape of new hairs from existing ones.

Passos

Amount of brush steps.

Keys

Quantas chaves com as quais fazer novas partículas.

Length

Scales the segments, so it makes the hair longer with Grow or shorter with Shrink.

Grow/Shrink

Sets the brush to add the effect or reverse it.

Inflar

Rotates the hair around its first keypoint (root). So it makes the hair stand up with Add or lay down with Sub.

Volume para inflar

Apply puff to unselected end points, (Helps to maintain the hair volume when puffing the root.)

Cortar

Scales the segments until the last keypoint reaches the brush.

Weight

This is especially useful for soft body animations, because the weight defines the soft body Goal. A keypoint with a weight of 1 will not move at all, a keypoint with a weight of 0 subjects fully to soft body animation. This value is scaled by the Strength Min to Max range of soft body goals…

Opções comuns

Below the brush types, their settings appear:

Raio F

Permite definir o raio do pincel.

Força Shift-F

Set the strength of the brush effect (not for Add brush).

Opções

Referência

Mode:

Modo de edição de partículas

Panel:

Tool Settings ‣ Options

Auto-Velocity Emitter

Recalculate velocities of particles according to their edited paths. Otherwise, the original velocities values remains unchanged regardless of the actual distance that the particles moves.

Espelhar em X

Enable mirror editing across the local X axis.

Preserve
Strand Length

Keep the length of the segments between the keypoints when combing or smoothing the hair. This is done by moving all the other keypoints.

Root Positions

Keep first key unmodified, so you cannot transplant hair.

Cut Particles to Shape

Objeto de formato

A mesh object which boundary is used by the Shape Cut tool.

Cortar

This grooming tool trims hairs to a shape defined by the Shape Object. This is a quicker way of avoiding protruding hair sections from lengthening than using the Cutting tool. It works especially well for characters with extensive fur, where working in a single plane with the Cutting tool becomes tedious.

Exemplo de formato para cortes.
../../_images/physics_particles_mode_shapecut-before.png

Antes.

../../_images/physics_particles_mode_shapecut-after.png

Depois.

Viewport Display

Passos de caminho

The number of steps used to draw the path; improves the smoothness of the particle path.

Children Hair

Displays the children of the particles too. This allows to fine-tune the particles and see their effects on the result, but it may slow down your system if you have many children.

Particles Emitter

Displays the actual particles on top of the paths.

Tempo de esmaecimento

Fade out paths and keys further away from current time.

Quadros

How many frames to fade.

Editing

Movendo pontos das chaves ou partículas

  • To move selected keypoints press G, or use one of the various other methods to move vertices.

  • To move a particle root you have to turn off Keep Root in the Toolbar.

  • You can do many of the things like with vertices, including scaling, rotating and removing (complete particles or single keys).

  • You may not duplicate or extrude keys or particles, but you can subdivide particles which adds new keypoints Particle ‣ Subdivide.

  • Alternatively you can re-key a particle Particle ‣ Rekey.

How smoothly the hair and particle paths are displayed depends on the Path Steps setting in the Toolbar. Low settings produce blocky interpolation between points, while high settings produce a smooth curve.

Espelhar

Referência

Mode:

Modo de edição de partículas

Menu:

Particle ‣ Mirror

If you want to create an X axis symmetrical haircut you have to do following steps:

  1. Selecione todas as partículas com A.

  2. Mirror the particles with Particle ‣ Mirror.

  3. Turn on X Mirror in Sidebar Region ‣ Tool ‣ Options.

It may happen that after mirroring two particles occupy nearly the same place. Since this would be a waste of memory and render time, you can use Merge by Distance from the Particle menu.

Comprimento unificado

Referência

Mode:

Modo de edição de partículas

Menu:

Particle ‣ Unify Length

This tool is used to make all selected hair uniform length by finding the average length.

Mostrar ou ocultar

Referência

Mode:

Modo de edição de partículas

Menu:

Particle ‣ Show/Hide

Hiding and unhiding of particles works similar as with vertices in the 3D Viewport. Select one or more keypoints of the particle you want to hide and press H. The particle in fact does not vanish, only the key points.

Hidden particles (i.e. particles whose keypoints are hidden) do not react on the various brushes. But:

If you use Mirror Editing even particles with hidden keypoints may be moved, if their mirrored counterpart is moved.

To unhide all hidden particles press Alt-H.