几何属性约束¶
The Geometry Attribute constraint transforms an object or bone according to a target object's sampled geometry attribute data. This allows motion and deformation to be driven directly by procedural geometry outputs, such as positions or orientations from Geometry Nodes.
选项¶
几何属性约束。¶
- 目标
The target object to retrieve geometry from. The supported geometry types are Mesh, Curve, Point Cloud, and Instance.
- 目标变换偏移
将目标物体的世界变换应用于该属性的变换之上。
- 属性名称
Name of the sampled attribute. The default attribute name is position.
- 数据类型
Data type of the sampled attribute. The type will determine which components will be used for transforming the constraint object.
- 矢量:
Vector data type, affects the location.
- 四元数:
Quaternion data type, affects the rotation.
- 4x4 矩阵:
4x4 Matrix data type, affects the entire transform. Location, Rotation, and Scale components can be toggled separately, but will remove matrix shearing.
- 域
Domain of the sampled attribute.
- 点:
Point domain from a Mesh, Curve, or Point Cloud.
- 边:
Edge domain from a Mesh.
- 面:
Face domain from a Mesh.
- 面拐:
Face Corner domain from a Mesh.
- 样条线:
Spline domain from a Curve.
- 实例:
Instance domain from an Instance.
- 采样编号
Index of the geometry element to sample the attribute. Index values are clamped to what is present on the target geometry.
- 混合模式
指定复制变换和现有变换的组合方式。
- 替换:
用属性的变换替换原始变换。
- 初始前(完整):
在原始之前应用被复制变换,使用简单的矩阵乘法,就好像约束目标为完全继承缩放模式中的父级一样。将旋转和非均匀缩放组合时将创建切变。
- 初始前(拆分通道):
在原始之前应用被复制变换,分开处理位置、旋转和缩放,类似于三个复制约束的序列。
- 初始后(完整):
在原始后应用被复制变换,使用简单的矩阵乘法,就好像约束目标为完全继承缩放模式下的子级一样。将旋转和不均匀缩放组合时创建切变。
- 初始后(拆分通道):
在原始之后应用被复制变换,分开处理位置、旋转和缩放,类似于三个复制约束的序列。
- 影响
How strongly the constraint affects the owner.