Bộ Điều Chỉnh Co Bọc
The Shrinkwrap modifier allows an object to "shrink" to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the four methods available).
It can be applied to meshes, lattices, curves, surfaces and texts.
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Ràng Buộc Co Bọc -- Shrinkwrap Constraint.
Tùy Chọn
- Phương Pháp Bao Bọc
This selector specifies the method to be used to determine the nearest point on the target's surface for each vertex of the modified object. Some options will add some extra, specific controls to the panel. See Phương Pháp Bao Bọc for an explanation of each method.
- Chế Độ Bám Dính
Most modes support an additional setting to control how the vertex is moved to the target point selected by the methods described above. Some of the choices only differ if Offset is not zero.
- Trên Mặt
The vertex is always moved. The offset is applied along the projection line connecting the original vertex and selected target point towards the original position.
- Bên Ngoài Bề Mặt
Giống như Trên bề mặt, song dịch chuyển luôn luôn được áp dụng về phía ngoài của mục tiêu.
- Bên Trên Bề Mặt
Giống như Trên bề mặt, song dịch chuyển luôn luôn được áp dụng dọc theo pháp tuyến làm mịn của mục tiêu.
- Bên Trong
The vertex is not moved if it is already inside the target. Offset shrinks the allowed volume towards the inside along the projection line.
- Bên Ngoài
The vertex is not moved if it is already outside the target. Offset expands the exclusion volume towards the outside along the projection line.
Ghi chú
The Inside and Outside options can be used for very crude collision detection. The inside vs outside determination is done based on the target normal and is not always stable near 90 degree and sharper angles in the target mesh.
- Mục Tiêu
Shrink target, the mesh to shrink to/wrap around.
- Dịch Chuyển
The distance that must be kept from the calculated target position.
- Nhóm Điểm Đỉnh
The vertex group to control whether and how much each vertex is displaced to its target position. If a vertex is not a member of this group, it is not displaced (same as weight 0).
Phương Pháp Bao Bọc
Điểm Gần Nhất Trên Bề Mặt
This will select the nearest point over the surface of the shrunk target.
Phóng Chiếu
This will project vertices along a chosen axis until they touch the shrink target. Vertices that never touch the shrink target are left in their original position.
- Giới Hạn
This is a distance limit between original vertex and surface. If the distance is larger than this limit vertex would not be projected onto the surface.
- Mức Phân Hóa
This applies a (temporary) Catmull-Clark subdivision to the modified object's geometry, before computing the wrap.
- Trục
Along which local axis of the modified object the projection is done. These options can be combined with each other, yielding a "median axis" of projection. If none are selected, the normal direction is used.
- Âm/dương
This allows you to select the allowed direction(s) of the shrink along the selected axis. If both options are enabled, both ways are evaluated and the closest hit is selected.
- Loại Bỏ Bề Mặt
Allows you to prevent any projection over the "front side" (respectively the "back side") of the target's faces. The "side" of a face is determined by its normal (front being the side "from where" the normal "originates").
- Đảo Ngược Chiều Loại Bỏ
If Cull Faces is enabled, and Negative direction along axis is allowed, this option can be used to invert the Front or Back cull choice for the Negative direction. This is useful when projecting in both directions.
- Mục Tiêu Phụ
An additional object to project over.
Điểm đỉnh gần nhất
This will snap vertices to the nearest vertex of the shrunk target. It adds no extra options.
Phương pháp này không hỗ trợ cài đặt Chế Độ Bám Dính được diễn giải dưới đây.
Phóng Chiếu theo Pháp Tuyến của Mục Tiêu
This mode is similar to Nearest Surface Point, but produces a much smoother projection in return for being significantly slower.
Instead of finding the closest point, it searches for the nearest point that has its interpolated smooth normal pointing towards or away from the original vertex position. Non-manifold boundary edges are specially handled as infinitely thin cylinders that emit normals in all perpendicular directions. Ignores flat shading and auto smooth settings.