植皮修改器

The Skin Modifier uses vertices and edges to create a skinned surface, using a per-vertex radius to better define the shape. The output is mostly quads, although some triangles will appear around intersections.

用任意拓扑来雕刻和/或光滑形体来生成基网面是一种快速的方法。

Note

Faces in the original geometry are ignored by the Skin Modifier.

选项

../../../_images/modeling_modifiers_generate_skin_panel.png

Skin Modifier.

创建骨架

Create an armature on top of the object. Each edge becomes a bone.

Note

如果根顶点有多于一个的邻接边,它会创建额外的一根骨头作为根。

This tool does the following:

  1. 适配输入的网面的骨头构成新的骨架物体而被添加进来。活动的选择将切换到新的骨架上。
  2. Weight groups are added to the input mesh. The Skin Modifier propagates these weights to the output as well.
  3. An Armature Modifier is added directly below the Skin Modifier. Note that, the Armature Modifier is being applied after the Skin Modifier because it should only deform the output, whereas if it were above the Skin Modifier it might change the resulting topology.

Smoothing

分支光滑
分支顶点是一个有三个或三个以上连接边的顶点。这些区域倾向于产生更复杂的拓扑,其中一些可能相交。 分支光滑 设置使这些点周围的表面松弛,但会有收缩表面的副效果。
平滑着色
采用光滑着色而不是平坦着色来输出面。输入几何形体的光滑、平坦着色不被保留。

选择的顶点

标记、清除松弛
默认情况下,为了保持输出紧凑,分支顶点 (具有三个或更多的连接边的顶点) 将沿相邻的边生成额外的边环。可通过点击 标记松弛 使分支松弛,这将使输出在所有相邻的顶点之间伸展开来。可对选定的顶点再次点击 清除松弛 而禁用。
标记根节点

将一个顶点标记为根,将导致该顶点用来为连接的枝干计算旋转。根顶点也影响骨架的输出,它们会用作根骨头的原点。

根在3D视图里是以红色虚线圆圈显示的,绕着该顶点。

每个连接的顶点集应该只有一个根节点。 标记根节点 加强了每个集和有一个根节点的条件,所以手动取消标记根节点就没有必要了。

均衡半径
使选择顶点的表皮半径在每个轴上都相等。

对称轴

对称轴复选框用来保持输出的拓扑在它们各自的轴上对称。换句话讲,使用它可以避免在某个轴上合并三角面,除非三角面构成一个对称的四边形。

Note

These symmetry axes checkboxes do not add geometry flipped across an axis. For that, the Mirror Modifier should be used, typically placed above the Skin Modifier.

用法

Add the Skin Modifier to a mesh. Disable Limit selection to visible in the 3D View so that you can see the vertices inside the new geometry. Ensure the modifier is enabled for display in Edit Mode (on by default).

The Skin Modifier uses ordinary vertices and edges as input. All of the regular Edit Mode tools (such as extrude, subdivide, grab, scale, and rotate) can be used when building a skinned mesh.

Skin Resize

The radii of input vertices can be individually scaled in Edit Mode to alter the thickness of the skin by pressing Ctrl-A. Non-uniform scaling of the X and Y axes is accessible by locking it with X or Y. The radius can also be adjusted in the Transform panel of the Properties region.

例子

../../../_images/modeling_modifiers_generate_skin_example.png

Simple creature, made with only the Skin Modifier.

  1. In the modifiers menu, add a Skin Modifier.
  2. 按下 Tab 进入编辑模式,然后挤出。
  3. Try to sketch results similar to Fig. Simple creature, made with only the Skin Modifier., through extruding the vertices of the object.
  4. Ctrl-A 来改变这个怪物不同区域的尺寸。
  5. 在像脖子一样的区域用上 标记松弛 ,可以使这些面更紧凑地在一起。
  6. To get smoother results, activate Smooth Shading and add a Subdivision Surface.