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物体模式
物体模式
Edit_Mode.
一个Blender场景的几何系统是由一个或多个物体构成的:灯,曲线,表面,摄像机,网格,以及基本物体。每一个物体在物体模式(ObjectMode)中都可以被移动,旋转或者缩放。如果想使物体做出几何上的改变,您必须工作在物体网格的编辑模式(EditMode)下。
Once you've added a basic object (see Basic_Mesh_Modelling), you are automatically switched into Edit_Mode if the Object is a Mesh, a Curve or a Surface. You can switch back to ObjectMode by pressing ⇆ Tab. The object's wireframe, if any, should now appear pink, meaning that the object is now selected and active; see (Selected object.)
一旦您通过SPACE--Add菜单增加了一个基本物体,如果物体是网格,曲线或者表面的话,Blender将缺省切换到编辑模式。可以通过按TAB键切换回物体模式。物体的线框,如果有的话,现在应该显示为粉红色,这说明该物体已经被选择并激活了。
Selecting objects
选择物体
In order to perform any kind of action on an object it must be selected first. To select an object, click it with the RMB
and to select multiple objects use ⇧ Shift and RMB
. Generally, the last object to be selected becomes the active one and it appears in light pink, whereas the non-active selected object(s) appear purple; see (Multiple Selected). The cube labeled "A" was the last selected object using ⇧ Shift and RMB
. The first selected object was "B" .
为了能在一个物体上执行各种操作,(我们)必须先选中它,方法是:在物体上点击鼠标右键RMB
可以选择这个物体。如果要同时选中多个物体,先按住⇧ Shift然后再用鼠标右键RMB
分别选择即可。通常来说最后一个被选中的物体是被“激活”的物体,并且它以浅粉红色显示,其他的被选中的非激活物体则是紫色的;参见(Multiple Selected)章节。被标注为 "A" 的立方体是最后通过使用 ⇧ Shift 和 RMB
组合键被选择的物体。在这之前被选中的物体是 "B" 。
The definition of the active object is important for various reasons, including Parenting_Grouping. To deselect the active object, click it again with RMB
, if multiple Objects are selected hold ⇧ Shift to maintain the other selected objects. Press A to select all objects in the scene (if none are currently selected) or to deselect all (if one or more is selected).
激活物体的定义在众多场合中都是极其重要的,包括 物体间的亲缘关系 等。要想退选当前激活物体,只需在物体上再点一次 RMB
,如果已有多个物体被选中的话要按住 ⇧ Shift 以保留其他物体。按 A 可以选中当前场景里的所有物体(如果当前没有物体被选中的话)或者退选所有物体(如果一个或多个已被选中的话)。
Border Select
框选
B 激活 边界选择。使用 边界选择 可以选择一组通过按住 LMB
画出的方框里的物体。你将选中所有在方框里或者方框边界上的物体。
在 (Start) 场景中 边界选择 被激活,其标志是显示十字星光标。在 (Selecting) 场景中通过 LMB
(我们)确定了一个选择选择范围。 这个长方形区域仅仅覆盖了方块 "A" 和 "B"。 最后,通过释放按钮 LMB
完成整个选择过程;参见 (Complete)。
另外,在场景 (Complete) 中,方块 "B" 是被选中 并且 被激活的。 这表示方块 "B" 是之前使用 边界选择 工具时被最后选中的激活物体。
注意
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Moving (translating) objects
移动(变换)物体
To move a selected object or group of selected objects, press G to activate Grab mode. The selected objects will be displayed as white wireframes and can be moved with the mouse (without pressing any mouse buttons); see (Grab mode). To confirm the new position, click LMB
or press ↵ Enter; to cancel Grab mode, click RMB
or press Esc. The header of the 3D Window displays the distance you are moving.
要想移动一组物体,可以通过按GKEY为所有选中的物体激活抓取(Grab)模式。被选中的物体将显示成白色的线框并跟着鼠标移动(不需要按任何鼠标键)。通过点击LMB或者按ENTER可以确定新的位置;点击RMB或者按ESC可以取消抓取模式。3D窗口的头部会显示出你正在移动的距离。
坐标轴约束
注意
关于这一节及其子章节(的相关信息)请参阅 (Global axes).
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移动可以被限定到一个与全局坐标系中对应坐标轴平行的轴上,并且轴的基点是物体自己原始世界坐标的中心。比如:方块 "B" 的原始世界坐标被标注为 "C"。 整个全局坐标系统的中心被标注为 "W";Z 轴是不可见的。
By constraining movement to a global axis you are, in effect, restricting movement to one dimension. 通过限制(物体)运动在你的一个全局坐标轴上,从而使得(物体)向一个维度(方向)上运动。
全局坐标轴的颜色和代码如下:
- X 坐标轴是深红色,被标注为 "X axis".
- Y 坐标轴是深绿色,被标注为 "W-Y axis".
- Z 坐标轴是深蓝色,被标注为 "Z axis".
被限制的轴总是以高亮显示的。比如说:Y 轴是亮绿色如果移动是限制在 Y 轴方向;并且被标注为 "Y axis"。
有两种方式可以限制移动:使用鼠标或者使用键盘。
使用鼠标
通过鼠标锁定活限制移动,进入 抓取模式(Grab mode) 并且按住 MMB
移动物体。当处于 抓取模式(Grab mode) 时你可以用 手势系统(Gesture_System) 通过大致沿着一个世界坐标轴方向移动鼠标并且点击和释放 MMB
来预先选定一个轴。举例来说:如果你沿着 X 轴显示的方向移动鼠标并且点击和释放 MMB
,那么物体的移动将会被限制在世界坐标系的 X 轴方向。
另外,你可以通过 在 抓取模式(Grab mode) 中按住 MMB
拖动鼠标的交互式方式来选择移动所限定的坐标轴。(在这种方式下)所有三条坐标轴将被显示,并且一条从物体原始坐标位置(标记为 "C")画出的辅助线也将显示。这条辅助线是一条白色点画线,标记为 "S"。 当这条辅助线靠近某个坐标轴时,该条坐标轴将会以高亮方式显示,并且物体的运动也会被吸附(snap)于该坐标轴。 在这个例子中,辅助线靠近 Y 轴,立方体(标记为 "B")(的运动)锁定于此坐标轴。
当你在移动物体时一直按住 Ctrl 那么你将激活 吸附模式(Snap mode), 这时,物体将会以物体将以整个Blender单元(方格)为单位进行移动。当你放开 Ctrl 时 吸附模式(Snap mode) 也将会结束。所以请在松开 Ctrl 之前(即离开 吸附模式(Snap mode) 之前)确认物体已经移动到位。你可以通过同时按住 Ctrl 和 ⇧ Shift 来进行精细的吸附移动。
你可以通过在移动时按住 ⇧ Shift 来对(物体)位置进行精细控制。(这种模式下)大幅度的鼠标移动将会转换为十分小的物体移动,这样可以使得(物体)位置更精细。
通过按下 AltG,可以将备选中的物体位置恢复默认值。这个默认位置位于全局坐标系同的原点。
使用键盘
你可以通过点击 X, Y 或者 Z 来将移动限制在指定坐标轴方向。 这几个键被单独一次被按下时,(物体的)移动将被限制到对应的 全局 坐标轴(全局约束),就如同 MMB
的效果。 当同样的键被第二次按下时,将会移动将会被限制到对应物体 本地 坐标轴 (本地约束),如果第三次按下同样的键,移动限制将被取消(没有约束)。 被限制的坐标轴将以亮色显示,以使得限制更直观。(本地约束)和(全局约束)将在通过使用 X 键将移动限制到 X 轴的例子中被展现。
当抓取被激活时你可以简单的输入一个数字而手动进入物体的转换。这将会改变如同(手动入口(Manual entry))中显示的 3D 窗口的标题 Once grabbing is activated you can enter the Object translation manually by simply typing in a number. This will change the 3D window header as shown in (Manual entry).
The number entered is a distance number (i.e. how far from the object's current location). Think of the "D" as in displacement, delta or distance. The number entered is not a world coordinate. To change the object's world coordinates see Transform_Properties_Panel.
By default the X component field is where entry initially goes; see field labeled "Dx" in (Manual entry). You can change the default by using the ⇆ Tab prior to entering any numbers. For example, to translate 4.4 units along the Y axis you would:
- Enter Grab mode.
- ⇆ Tab once.
- Type 4.4.
To translate 3.14 units on the Z axis you would use the ⇆ Tab key twice prior to entering the numbers.
Currently you can't delete an incorrect number. You must restart by returning to the original numbers. The ← Backspace key will reset to the original values. Hit ↵ Enter or Space to finalize and Esc to exit. ENTER来完成操作,ESC退出。BACKSPACE将返回原值。If you want more flexibility with manual entry see Transform_Properties_Panel
Note
You must use the keyboard's "." not the numeric keypad's "." for decimals.
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Rotating objects
旋转物体 - Rotating objects
To rotate objects, activate Rotate mode by pressing R or use the Gesture_System. As in Grab mode, you can change the rotation by moving the mouse and confirming with LMB
or ↵ Enter. You can cancel with RMB
or Esc. As you rotate the object the angle of rotation is displayed in the 3D window header;
.
要旋转物体,请通过点击 R 键或者使用 Gesture System(手势系统) 来激活 Rotate mode(旋转模式)。像在 Grab mode(抓取模式) 中一样,你可以靠移动鼠标然后使用 LMB
或者 ↵ Enter 来确认旋转操作,或者使用 RMB
或者 Esc 来取消旋转操作。当你旋转物体的时候旋转的角度显示在三维窗口标题栏:
.
Rotation in 3D space occurs around an axis, and there are several ways to define this axis. But in general an axis is defined by a direction line and a point that the line passes through. By default the axis is orthogonal to your screen (i.e. it is going into or out of your screen). If you are viewing the scene from the front, side, or top 3D view windows, the rotation axis will be parallel to one of the global coordinate system axes. If you are viewing the scene from an angle, the rotation axis is angled too, which can easily lead to a very odd rotation of your object. In this case, you may want to keep the rotation axis parallel to the coordinate system axes.
Axis of rotation Constraint
Just like Grab mode you can constrain the axis of rotation by using either the mouse or the keyboard. The only difference is that you only enter an angle. See Grab mode's Axis_constraint for exact details.
Point of rotation
To select the point-of-rotation that the rotation axis will pass through, use the Rotation/Scaling button accessed in the header of the 3D window,
. This will display the (Pivot menu) .
- Active Object - the axis passes through the active object (drawn in pink). See Selecting_objects.
- Individual Object Centers - each selected object receives its own rotation axis, all mutually parallel and passing through the center point of each object, respectively. If you select only one object, you will get the same effect as with the Bounding Box Center button.
Individual Object Centers---每一个选中物体都有各自的旋转中心,所有变换操作都是独立相互平行地传递到每一个物体的中心。如果你只选中了一个物体,那么你将得到跟第一个按钮同样的效果。
- 3D Cursor - the axis passes through the 3D cursor. The cursor can be placed anywhere you wish before rotating. You can use this option to easily perform certain translations at the same time that you rotate an object.
3D Cursor---坐标轴通过3D光标。光标在你想要旋转之前可以放在任何地方。使用这个选项您就可以在旋转物体的同时顺便做一些的确定的变换操作。
- Median Point - the axis passes through the median point of the selection. This difference is only relevant in Edit Mode, and the Median point is the barycentrum of all vertices.
Median Point---坐标轴通过选择体的中心点。它跟前者的区别只跟编辑模式(EditMode)有关, 中心点是所有顶点的重心所在。
- Bounding Box Center - the axis passes through the center of the selection's bounding box. If only one object is selected, the point used is the center point of the object, which might not necessarily be in the geometric center.
Bounding Box Center---坐标轴通过选择体的边框中心。(如果只有一个物体被选中,这个点通常就是物体的中心点,倒不一定是物体的几何中心。)
For finer control or precision use Ctrl or ⇧ Shift. Pressing Ctrl switches to Snap mode and rotations are constrained to 5 degree increments. Pressing ⇧ Shift while rotating allows finer degrees of rotation as precise as 1/100th of a degree. The rotation of selected objects can be reset to the default value by pressing AltR.
If you're just getting started with rotation, don't worry too much about the foregoing details. Just play around with the tool and you'll get a feeling for how pivot points effect rotation. For example, an easy way to understand how pivot points work is to create two cubes as shown in (Multiple Selected). Then cycle through each pivot point type while in Rotate mode. 如果您只是刚刚开始学习旋转,那么请不必过于担心前面提到的细节。只需直接去用Blender提供的这些工具,然后您就会对它们的工作机制有所感觉了。
To have one cube orbit another cube set the pivot point to Active Object. As you rotate, constrained or not, the other object(s) orbit the active object.
Scaling objects
缩放/镜像物体
To Scale an object or several objects, activate Scale mode by pressing S or use the Gesture_System. As with Grab mode and Rotate mode, you can scale the objects by moving the mouse and confirming with LMB
or ↵ Enter, and cancel with RMB
or Esc.
按SKEY可以改变物体的大小。就像在抓取模式和里那样,您可以通过移动鼠标来改变转向,LMB或者ENTER确定,RMB或者ESC取消。
Scaling in 3D space occurs around a center point; much like a rotation occurs around a pivot point. If you increase the size of the object, all points are moved away from the selected center point; if you decrease it, all points move towards this point. 3D空间内的缩放需要一个中心点。这个点的设定方法跟物体旋转时坐标轴的支持点的设定方法是一样的。如果您增大了物体的尺寸,物体上所有的点将远离所选的中心点;如果减小它,所有点的将向中心点移近。
Axis of scale Constraint
By default, the selected objects are uniformly scaled in all directions. To change the proportions (make the object longer, broader and so on), you can lock the scaling process to one of the global coordinate axes, just as you would with Grab mode and Rotate mode. Again all considerations on constraining to a specific axis, in respect to Grabbing, still hold as well as those on numerical input. See Grab mode's Axis_constraint for exact details. 缺省情况下,所选物体在所有方向上被均匀缩放。要想改变物体的比例(使物体更长、更宽或者其他之类的),可以将缩放过程锁定在某一个全局坐标系上,就好像在移动物体时您想要做的那样。
Center point of scale
To select the center-point-of-scale use the Rotation/Scaling button accessed in the header of the 3D window,
. This will display the (Pivot menu) as shown in Point_of_rotation.
Here again the Ctrl key switches to Snap mode, with discrete scaling at 0.1 steps. Press ⇧ Shift for fine tuning. The scaling of selected objects can be reset to the default value by pressing AltS. 按CTRL转换到捕捉模式下,旋转被细分为每次0.1个单位。 按住SHIFT键的话允许进行更精细的调节。物体的旋转可以通过按ALT--R重设为缺省值。
Mirroring objects
Mirroring objects is a different application of the scale tool. Mirroring is effectively nothing but scaling with a negative factor in one direction. For example, to mirror in the direction of any single axis:
- Enter Scale mode
- Select an axis using X, Y or Z key.
- Enter '-1' as the scaling factor.
(Mirrored Frustum) is an example of mirroring a frustum object along the Z axis. These are the steps to mirror the frustum:
- Enter Scale mode
- Select an the Z axis using the Z key.
- Enter '-1' as the scaling factor.
- Hit ↵ Enter
Transform Properties Panel
变换属性面板
The Transform Properties popup panel is activated using the N key; see (Transform Properties Panel). This dialog is modeless meaning it can continue to be visible while you perform other activities. The dialog is actively updated. For example, as you rotate an object the Rot fields are updated in realtime. The fields are as follows:
- OB -- The object's name.
- Par -- The name of the parenting object, if one is assigned. By entering in a name you are assigning a parent object. The name must match an existing object; if it dosen't then the name is erased from the field.
- Loc(X,Y,Z) -- The object's location in global coordinates relative to the object's center. see () example.
- Rot(X,Y,Z) -- The object's orientation relative the object's center. see (x) example.
- Size(X,Y,Z) -- The object's scale relative the object's center.
Use this panel to either edit or display the object's transform properties such as position, rotation and/or scaling and this includes the object's name and parent assignment.
Some fields have extra functionality or features, such as scroll regions. When attempting to edit these types of fields it is easier to use ⇧ ShiftLMB
instead of just LMB
. After you have edited a field click outside of the field's edit area or click ↵ Enter to confirm the changes; changes will be reflected in the display window immediately. To cancel hit Esc.
Transform Properties Locking
The locking feature of the Location, Rotation and Size fields allow you to control a transform property solely from the properties panel. Once a lock has been activated any other methods used for transformation are blocked. For example, if you locked the LocX field then you can't use the mouse to translate the object along the object's X axis. However, you can still translate it using the LocX edit field. Consider the locking feature as a rigid constraint only changeable from the panel.
To lock a field click the padlock icon next to the field. The field is unlocked if the icon appears as (
), and it is locked if the icon appears as (
).
For further descriptions of the other features of an edit field see The_Interface section.
Duplicate
复制
To duplicate an object press ⇧ ShiftD. This will create an visually identical copy of the selected object(s). The copy is created at the same position as the original object and you are automatically placed in Grab mode. Reference (Duplicate Example) for the discussions below. 要想复制一个物体,可以按SHIFT--D来创建一个跟所选物体一模一样的拷贝。这个拷贝创建在同一位置,处于抓取模式。
This is a new object and it "shares" all the Material(s), Texture(s), and IPO(s) from the original object; this is sometimes called a shallow link because object's mesh information and transform properties are seperate copies. 这将是一个全新的物体,除了它跟原先那个物体共享材质、纹理和IPO以外。两个拷贝都会关联这些属性,改变其中一个物体的材质也会同时改变另一个。(也可以分别为每一个物体创建分离的材质,这在材质那章会讲到。)
The cone labeled "C" is a Duplicate of cone "A" using ⇧ ShiftD. Here are some properties to notice:
- The vertex at "P1" has been moved but the same vertex on cone "A" is unchanged. This means the mesh data are copies not links.
- Cone "C"'s color is red because cone "A"'s color is red. This means the material properties are linked not copied.
- If you rotate cone "C" cone "A" remain unchanged. This means the transform properties are copies not links.
您可以通过按ALT--D创建一个关联复制而不是真正的复制。这将创建一个所有数据都跟原始物体关联的新物体。如果在编辑模式下修改物体,那么所有与之关联的物体也将被同时修改。
If you want seperate copies you need to manually create them one for each corresponding property. You can make separate materials for each, as described in the Materials_Chapter.
Linked Duplicate
层级(分组)
You also have the choice of creating a Linked Duplicate rather than a Duplicate by pressing AltD; this is called a deep link. This will create a new object with all of its data linked to the original object. If you modify one of the linked objects in EditMode, all linked copies are modified. Transform properties still remain copies not links. Reference (Duplicate Example) for the discussions below.
The cone labeled "D" is a Linked Duplicate of cone "B" using AltD. Here are some properties to notice:
- The vertex at "P2" has moved and the same vertex on cone "B" has moved as well. This means the mesh data are links not copies.
- Cone "D"'s color is green because cone "B"'s color is green. This means the material properties are also linked and not copied.
- If you rotate cone "D" cone "B" remain unchanged. This means the transform properties are copies not links.
If you want Transform properties to be linked see the section on Parent_Grouping.
Parenting (Grouping)
Grouping objects is a form of parenting or linking. A group of objects consist of one parent and one or more children. To create a group of objects, you must first make one of them the parent of the others. To group objects, select at least two objects, and press CtrlP. A confirmation dialog will pop up asking Make Parent. Selecting Make Parent confirms and the group is created; see (Make Parent).
The active object, in pink, will be made the parent of all the other object(s) in the group. The center(s) of all children object(s) is now linked to the center of the parent by a dashed line; see (Grouping Example). The parent object is cube "A" and the child object is cube "B". The link is labeled "L".
At this point, grabbing, rotating, and scaling transformations to the parent will do the same to the children. Parenting is a very important tool with many advanced applications, as we'll see in later chapters and it is used extensively with advanced animations.
There is another way to see the parent-child relationship in groups and that is to use the Outliner view which is described in Window_types. (Outliner view) is an example of what the Outliner view looks like for the (Grouping Example). Cube "A"'s object name is "Cube_Parent" and cube "B" is "Cube_Child".
Group Selection
Once groups have been created you can select them or their children using the Group Selection menu (Select Grouped) accessed via ⇧ ShiftG. The menu contains:
- Children - Selects all the active objects' children, and the children's children, up to the last generation.
Children---选中该激活物体的所有孩子,以及孩子的孩子,一直到最后一代。
- Immediate Children - Selects all the active objects' children but not those of the selected object's parent.
Immediate Children---选中该激活物体的所有孩子,但是不包括他们的孩子。
- Parent - Selects the parent of the active object and deselects the active object.
Parent---选中该激活物体的父物体。
- Objects on shared layers - This actually has nothing to do with parents. It selects all objects on the same layer(s) of the active object.
Objects on shared layers---这个选项实际上不涉及到父物体,它是选中所有跟当前激活物体同辈的所有物体。
Move child
You can Move a child object to its parent by clearing its origin. The relationship between the parent and child still remains. Select the child object and press AltO. By confirming the dialog the child object will snap to the parent's location. Use Outliner view to verify that the child object is still parented.
Remove relationship
You can Remove a parent-child relationship via AltP; see (Remove relationship). The menu contains:
- Clear Parent - If the parent in the group is selected nothing is done. If a child or children are selected they are disassociated with the parent, or freed, and they return to their original location, rotation, and size.
- Clear and Keep Transformation (Clear Track) - Frees the children from the parent, and keeps the location, rotation, and size given to them by the parent.
- Clear Parent Inverse - Places the children with respect to the parent as if they were placed in the Global reference. This effectively clears the parent's transformation from the children. For example, if the parent is moved 10 units along the X axis and "Clear Parent Inverse" is invoked, any selected children are freed and moved -10 units back along the X axis. The "Inverse" only uses the last transformation; if the parent moved twice, 10 units each time for a total of 20 units, then the "Inverse" will only move the child back 10 units not 20.
Tracking
跟踪
Tracking consists of one object watching another. The watcher is the "Tracker" and the watched is the "Target". If the target moves the tracker rotates; if the tracker moves the tracker rotates. In both cases the tracker maintains a constant heading towards the target.
To make one or more objects track another object (the target) select at least two objects and press CtrlT The (Make Track Menu) will appear with several menu choices: 要想使一个物体旋转到面向另一个物体,甚至当其中任何一个物体移动后也保持这种关系,可以先选择至少两个物体然后按CTRL--T键。
- TrackTo Constraint - This options causes the tracker to point a local "To" axis at the target with an "Up" axis always maintaining a vertical orientation. This tracking is similar to billboard tracking in 3D. This is the preferred method over Old Track.
- LockTrack Constraint - This options causes the tracker to point a local "To" axis at the target with a "Lock" axis always fixed and unable to rotate. This tracking is similar to billboard tracking in 2D.
- Old Track - This is an older algorithm prior to version 2.30 and is similar to TrackTo Constraint in that no axis is locked. This algorithm merely tries to keep a "To" axis pointed at the target. The tracking object will usually end up in an odd orientation when this constraint is first applied. In order to get correct results use AltR when applying or changing the tracking or "Up" axis. However, the preferred method to use is LockTrack Constraint.
The active object always becomes the target object to be tracked. In all but Old Track a blue dashed line is drawn between the tracker and target indicating that a tracking constraint is in place between the corresponding objects. If you see an object tracking another object without a dashed blue line then you know the tracking object is using the Old Track constraint.
TrackTo Constraint
As mentioned TrackTo constraint is the preferred tracking constraint because it has a more easily controlled constraining mechanism. It also can act as a modifier on the modifier stack and can be moved up and down in the modifer stack.
The controls for changing the "Tracking" and "Up" axis are located in the Constraints panel. This panel is located in the same place as the Anim settings and Draw panels; see (Constraints panel). The constraint fields are:
- Target - The name of the target that the tracking object tracks.
- To - The tracking axis. It shouldn't be the same as the "Up" axis.
- Up - The "Up" oriented axis relative to the global coordinate system.
- Influence - This controls how accurately the tracking object tracks the target. "0" means that the constraint is turned off. The tracking object will remain locked in orientation. "1" means tracking is completely on and the tracking axis will stay tightly focused on the target.
- Show - This adds an influence IPO channel to the constraint if one is not present. You can then add keys to the channel.
- Key - This adds animation keys to the influence IPO channel. This is a very powerful combination. For example, you could have a camera with a TrackTo constraint applied and have input driving the influence channel.
If you select an invalid combination of "Tracking" and "Up" axis the field labeled "AutoTrack" will turn red. In addition, the tracking object will stop tracking the target until you chose a valid combination. This is behavior different than Old Track where Old Track would continue to track using a previous valid combination.
(TrackTo example) is an example of a cube using the TrackTo constraint. Cube "A" is tracking "B" where "L" is the tracking line. Notice how the tracking object's local axes are visible by using the Draw panel's axis button. You can clearly see the "Tracking" and "Up" axis. Cube "A"'s constraint setting are reflected in (Constraints panel). +X is the "Tracking" axis and +Z is the "Up" axis.
You can also see in (Constraints panel) what cube "A" is tracking by looking at the Target field. We can see that cube "A" is tracking cube "B" because cube "B"'s name is "OB:Cube". You can redirect tracking to another object simply by entering in the name of another object.
LockTrack Constraint
This constraint always has one axis locked such that it can not rotate. This constraint can be used to setup 2D billboarding. An example of billboarding is to have a Plane object textured with a tree image that always faces the camera.
The controls for changing the "Tracking" and "Lock" axis are located in the Constraints panel. This panel is located in the same place as the Anim settings and Draw panels; see (Constraints panel). The constraint fields are:
- Target - The name of the target that the tracking object tracks.
- To - The tracking axis. It shouldn't be the same as the "Up" axis.
- Lock - The locked axis relative to the global coordinate system. The tracking object's local axis will snap to a global axis.
- Influence - This controls how accurately the tracking object tracks the target. "0" means that the constraint is turned off. The tracking object will remain locked in orientation. "1" means tracking is completely on.
- Show - This adds an influence IPO channel to the constraint if one is not present. You can then add keys to the channel.
- Key - This adds animation keys to the influence IPO channel. This constraint works well for billboarding 2D trees.
For further details see TrackTo constraint. LockTrack and TrackTo are very similar where the former has a locked axis verses an "Up" axis.
Old Track
Let's assume you have selected Old Track in the dialog with two cubes selected; see (Old Track constraint). By default the inactive object(s) track the active object so that their local +Y axis points to the tracked object. Cube "A" is tracking cube "B" using the Old Track constraint. You can see that "A"'s +Y axis is pointing at "B" but at an odd orientation. This typically happens if the object already has a rotation of its own. You can produce correct tracking by canceling the rotation on the tracking object using (AltR).
The orientation of the tracking object is also set such that the chosen "Up" axis is pointing upward.
If you want to change this you need to get to the "Anim settings" panel where Old Track's setting are accessed. First select the tracking object (not the target) and change the Button Window to Object Context by clicking the icon (
), or F7; see (Setting track axis).
You then have the option of selecting the Tracking axis from the first column-set of six radio buttons and/or selecting the upward-pointing axis from the second column-set in the Anim Setting panel. Each time you change the "Up" axis you need to apply (AltR) otherwise the tracking object will continue to track with the old orientation. This is one of the drawbacks to using Old Track.
To clear or remove a track constraint, select the tracking object and press AltT. As with clearing a parent constraint, you must choose whether to lose or save the rotation imposed by the tracking.
Note
(AltR) only works with the Old Track constraint.
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Invalid Tracking or settings
If you choose an invalid "Tracking axis" and/or "Up" axis the tracking object keeps it current orientation and ignores the incorrect selections. For example, if you choose the +Z axis as the tracking axis and also choose the +Z axis as the "Up" axis you have choosen an invalid combination because you can't have the tracking object's +Z axis doing two different things at the same time.
If you have problems setting up the correct "Tracking" and "Up" axes you may want to turn on the tracking object's local axes. You can do this from the Draw panel by clicking on the "Axis" button. see The_Interface chapter for further details on the Draw panel.
Other Actions
其他操作
Erase
删除
Press X or Del to erase the selected objects. Using X is more practical for most people, because it can easily be reached with the left hand on the keyboard. 按X或者DEL可以删除选择的物体。对于大多数人来说XKEY更加实用,因为它在键盘上可以很容易地被左手够到。
Join
合并
Press CtrlJ to join all selected objects to one single object. (The objects must be of the same type.) The center point of the resulting object is obtained from the previously active object. Performing a join is equivalent to adding new objects while in Edit mode. 按CTRL--J可以将所有选择的物体合并成一个单一的物体。(这些物体必须是同种类型的。)结果物体的中心点从之前的激活物体获得。
Select Links
选择关联物体
Press ⇧ ShiftL to select all objects sharing a link with the active one. You can select objects sharing an IPO, data, material, or texture link (Selecting links.). 按SHIFT--J可以选择所有与当前激活物体相关联的物体。您可以选择关联类型为IPO, 数据,材质或者纹理。
- Object Ipo - Selects object that share IPO information.
- ObData - Selects object that share data information.
- Material - Selects object that share Material information.
- Texture - Selects object that share Texture information.

















