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

../../../_images/animation_constraints_relationship_geometry-attribute_panel.png

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.

Domain of the sampled attribute.

:

Point domain from a Mesh, Curve, or Point Cloud.

:

Edge domain from a Mesh.

:

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.