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哦，在这个视频中，我们将为程序创建桥梁
oh and in this video we're going to

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哦，在这个视频中，我们将为程序创建桥梁
create the bridges for our procedural

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旅行，所以之前我为自己的地形做了基础设置，还为-
trip so previously I made a base set up

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旅行，所以之前我为自己的地形做了基础设置，还为-
for my terrain and I also made a - for

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现在在这里添加路径和铁路我们要做的就是你要放置
adding paths and railways now here what

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现在在这里添加路径和铁路我们要做的就是你要放置
we're gonna do is you're gonna place

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框，这些框代表了我们的桥梁在哪里
boxes and these boxes are then

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框，这些框代表了我们的桥梁在哪里
representing where our bridge be so for

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例如，如果我想在别的地方建一座桥，我会放一个盒子
example if I want a bridge here

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例如，如果我想在别的地方建一座桥，我会放一个盒子
somewhere else I would just place a box

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它会自动并在那里建立一座桥，我还将有第二个
and it would automatically and to create

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它会自动并在那里建立一座桥，我还将有第二个
a bridge there I will also have a second

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盒子，那个盒子就是新闻，就像在桥上打个洞一样
box and that box is the news to sort of

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盒子，那个盒子就是新闻，就像在桥上打个洞一样
like create a hole in the bridge show a

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玩家想在它下面走，所以这是火，例如我的
player could like walk underneath it if

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玩家想在它下面走，所以这是火，例如我的
he wanted so this is fire for example my

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第一个主桥，然后是另一个定义这个的盒子是
first main bridge and this is then

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第一个主桥，然后是另一个定义这个的盒子是
another box that would define this is

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现在我们基本上可以在其下行走的区域，从这里开始
the area that we can basically walk

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现在我们基本上可以在其下行走的区域，从这里开始
underneath it now again to start here

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我要创建一个子网络，所以我要在这里插入一个子网络
I'm gonna create a sub Network so I'm

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我要创建一个子网络，所以我要在这里插入一个子网络
just gonna plug in a sub Network here

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我们输入的第一个输入将是地形，因此我们的普通火车然后是我们的
and our input first input will be a

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我们输入的第一个输入将是地形，因此我们的普通火车然后是我们的
terrain so our general train then our

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第二个输入将是我们桥梁的主要形状，然后是第三个输入
second input will be the main shape of

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第二个输入将是我们桥梁的主要形状，然后是第三个输入
our bridge and then the third inputs

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将会轮流或全部出现在我可以绕过它的桥中，所以现在我们
will be in turn or all in the bridge

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将会轮流或全部出现在我可以绕过它的桥中，所以现在我们
where I can walk around it so now we

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有这些输入，现在我将专注于创建他的桥梁
have these inputs and for the moment I'm

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有这些输入，现在我将专注于创建他的桥梁
going to focus on creating his bridge

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在其中添加一些不错的详细几何图形，然后对该几何图形进行投影
adding some nice detailed geometry in

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在其中添加一些不错的详细几何图形，然后对该几何图形进行投影
there and then project that geometry

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回到地形并很好地整合了我想要的第一个音符
back into the terrain and integrated

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回到地形并很好地整合了我想要的第一个音符
nicely the first note that I want the

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这个地方实际上是一个展平的边缘节点，所以这里有基本的立方体，
place is actually a flattened edges node

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这个地方实际上是一个展平的边缘节点，所以这里有基本的立方体，
so here I have my basic cube and I

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边缘变平，因此通常此刻实际上没有任何变化
flattened edges so normally nothing

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边缘变平，因此通常此刻实际上没有任何变化
would actually change at the moment

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因为可能发生的情况是，如果在Rio我在工具中输入了一个多维数据集
because what could happen is if and in

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因为可能发生的情况是，如果在Rio我在工具中输入了一个多维数据集
Rio I input a cube into my tool it's my

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如果我举个例子，它的拓扑可能会超过所需的拓扑
it is possible that it has more topology

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如果我举个例子，它的拓扑可能会超过所需的拓扑
than it needs to be if I for example

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将有一个正在三角剖分的输入立方体，您将看到很多
would have a input cube that is being

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将有一个正在三角剖分的输入立方体，您将看到很多
triangulated you will see lot of

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三角形，但我想摆脱这些勒索而只得到
triangles but I would like to get rid of

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三角形，但我想摆脱这些勒索而只得到
those strangles and get only the

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必要的几何形状，因此此处的边缘平坦，因此会扼住引线
necessary geometry so with the flattened

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必要的几何形状，因此此处的边缘平坦，因此会扼住引线
edges here it just choke on that leads

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那些，它为我们提供了一个干净的几何体，然后我将使用
those and it gives us a clean geometry

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那些，它为我们提供了一个干净的几何体，然后我将使用
to work with then I'm going to use a

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分裂节点，所以按原样和我进行原始分裂
split node

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分裂节点，所以按原样和我进行原始分裂
so primitive splitting by normal and I

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想要将其设置为y轴，这样基本上或现在顶部和底部
want to set this to the y-axis

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想要将其设置为y轴，这样基本上或现在顶部和底部
so basically or top and bottom are now

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选择，但我想反选，所以我只有这个区域
selected but I want to inverse the

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选择，但我想反选，所以我只有这个区域
selection so I only have this area then

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我想从这个领域来一些细节，我想
from this area I would like to have some

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我想从这个领域来一些细节，我想
detail in them I would like to have

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某些石头的细节等等，所以它不是一个完美的普通几何图形，所以我
certain stone detail and so on so it's

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某些石头的细节等等，所以它不是一个完美的普通几何图形，所以我
not a perfectly plain geometry so I

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想在这里使用一个称为“细节网格化”的注释，因此通过此注释，我们可以
would like to use here a note called the

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想在这里使用一个称为“细节网格化”的注释，因此通过此注释，我们可以
detail meshing so with this note we can

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基本上将某个几何图形投影到另一个几何图形上
basically project a certain geometry a

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基本上将某个几何图形投影到另一个几何图形上
digital geometry onto another geometry

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但这基于或UV起作用，目前我们什么都没有
but this works based on or UVs and at

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但这基于或UV起作用，目前我们什么都没有
the moment we don't have anything going

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关于是否会再次检查我的评论，那里什么都没有，所以我要
on if it would double check my review

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关于是否会再次检查我的评论，那里什么都没有，所以我要
there is nothing there so I'm going to

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放下另一个紫外线纸条让我们在这里仔细检查紫外线木片，我们可以看到
place down a other UV note let's double

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放下另一个紫外线纸条让我们在这里仔细检查紫外线木片，我们可以看到
check the UV wood here and we can see

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现在正在创建两个部分，以使其正常工作，我实际上
that two pieces are being created now

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现在正在创建两个部分，以使其正常工作，我实际上
for this to work nicely I would actually

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只是想检查一下你的脚，所以我要去玩
just have would like to have one big

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只是想检查一下你的脚，所以我要去玩
your feet check so I'm going to play

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在这里用你的价值观，直到我在这里丢了一大块
around here with your values until I

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在这里用你的价值观，直到我在这里丢了一大块
have runt one big piece here now this

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意味着我还想做的是使用您感觉到的二手布局节点
means what I also would like to do is

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意味着我还想做的是使用您感觉到的二手布局节点
use the s used layout nodes you feel

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布局，因此您可以控制UV的布局以及我在这里想要做的事情
layout so you can control the layout of

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布局，因此您可以控制UV的布局以及我在这里想要做的事情
the UV and what I would like to do here

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这里还有一些包装设置，我要设置目标，所以我
there are some more packing settings

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这里还有一些包装设置，我要设置目标，所以我
here and I'm gonna set the target so I

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想要确保无论我包裹多少，长度始终在这个方向上
want to make sure whatever I wrap the

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想要确保无论我包裹多少，长度始终在这个方向上
length will always be in this direction

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因为可能会发生此UV缝向这个方向旋转，但是
because it can happen that this UV chink

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因为可能会发生此UV缝向这个方向旋转，但是
is being rotated into this direction but

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我不希望那样发生，所以我希望有一个这样的方向
I would not like that to happen so I

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我不希望那样发生，所以我希望有一个这样的方向
would like to have a direction like this

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我们有一个不错的和粗糙的几何体，所以这是我的第一个液体
we have a nice and rough geometry so

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我们有一个不错的和粗糙的几何体，所以这是我的第一个液体
this is my first liquid so the geometry

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获取详细信息，然后我的第二个输入将是详细信息，它们将是
to get the detail on then my second

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获取详细信息，然后我的第二个输入将是详细信息，它们将是
input will be the details they'll be the

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我要从一个网格开始的详细网格，然后这个网格
detailed mesh for that I'm gonna start

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我要从一个网格开始的详细网格，然后这个网格
out with a grid then this grid I'm gonna

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使其高度聚，然后投影到我的高度图中，所以我要
make it quite high poly and gonna

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使其高度聚，然后投影到我的高度图中，所以我要
project in my height map so I'm gonna

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说200 x 200，如果您愿意的话，甚至可以更高
say 200 by 200 you can go even higher if

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说200 x 200，如果您愿意的话，甚至可以更高
you want that and the size let's put

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这个也可以2.0或一个接一个
this to also 2.0 or one by one just

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这个也可以2.0或一个接一个
something not too big

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他们是从这里来的我要在上面投射紫外线，所以如果他投射而不是
they're from here I'm gonna project a UV

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他们是从这里来的我要在上面投射紫外线，所以如果他投射而不是
on this so if he projection rather than

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在这里，我要去初始化，它将自动找到最好的
over here and I'm gonna go to initialize

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在这里，我要去初始化，它将自动找到最好的
and it will automatically find the best

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合适的空间，然后我想在地图上做一个属性，我们要
fitting space then I want to do an

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合适的空间，然后我想在地图上做一个属性，我们要
attribute from a map and we're gonna

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在这里加载我的身高字段，所以基本上在这里我要加载
load in here my height field so

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在这里加载我的身高字段，所以基本上在这里我要加载
basically here I'm going to load in my

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地图，所以这是Crick的所有纹理，我可以选择，您可以选择
map so this is the texture from Crick's

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地图，所以这是Crick的所有纹理，我可以选择，您可以选择
all I have that I choose you can choose

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您想在这座桥上看到的任何图案，如果您想拥有
any pattern you would like to see for

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您想在这座桥上看到的任何图案，如果您想拥有
this bridge so if you would like to have

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更像砖的东西或其他石头，您现在可以使用该结晶酸
something more brick-like or another

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更像砖的东西或其他石头，您现在可以使用该结晶酸
stone you can use that crystal acid now

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下一步，我将放置一个属性表并使用该属性
next step I'm gonna place down a

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下一步，我将放置一个属性表并使用该属性
attribute table and with this attribute

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表我将使用此信息，因为映射的属性是
table I'm going to use this information

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表我将使用此信息，因为映射的属性是
because what the attributes mapped it is

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它将高度图信息存储到我们的颜色中，因此我现在可以按
it stores this height map information

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它将高度图信息存储到我们的颜色中，因此我现在可以按
into our color so I can now push the I

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现在可以根据临床价值推论要点了，现在让我们来
can now push the points based on a

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现在可以根据临床价值推论要点了，现在让我们来
clinical value so now let's here come to

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该网络，我们将创建一个音符，该音符显示沿法线显示
this network and we're going to create

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该网络，我们将创建一个音符，该音符显示沿法线显示
one note that says display along normals

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所以我们的点是我们的默认点，或或数量实际上是颜色
so our points are our default points and

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所以我们的点是我们的默认点，或或数量实际上是颜色
or amount is actually the color and this

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然后可以在这里以磅为单位使用，当您将其插入此处时
can then be used here in points and when

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然后可以在这里以磅为单位使用，当您将其插入此处时
you plug that in over here it

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现在默认情况下，它会自动自动碰撞表面
automatically will bump up the surface

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现在默认情况下，它会自动自动碰撞表面
now by default here it's quite intense

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所以我在这里要做的是在点击齿轮时编写并提升该参数
so what I will do here is write as click

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所以我在这里要做的是在点击齿轮时编写并提升该参数
on the gear and promote that parameter

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所以现在在我的网络之外，我实际上可以决定这将有多强烈
so now outside of my network I can

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所以现在在我的网络之外，我实际上可以决定这将有多强烈
actually decide how intense this will be

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现在我也不在处理那么多多边形，所以您可以看到更多
now also I'm not working on that much

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现在我也不在处理那么多多边形，所以您可以看到更多
polygons so you can see the more

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多边形，您当然会有更高的分辨率，但是
polygons you will have the higher

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多边形，您当然会有更高的分辨率，但是
resolution of course this will be but

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00:06:15,509 --> 00:06:17,410
因为我不想要那么多的多边形和游戏，我当然不会保留
since I don't want that many polygons

140
00:06:17,610 --> 00:06:19,449
因为我不想要那么多的多边形和游戏，我当然不会保留
and game of course I haven't gonna keep

141
00:06:19,649 --> 00:06:23,319
在这个多边形数量上，我也经常会做的是稍微平滑
this on this amount of polygons what I

142
00:06:23,519 --> 00:06:26,079
在这个多边形数量上，我也经常会做的是稍微平滑
also will often do is do a little smooth

143
00:06:26,279 --> 00:06:26,800
只是为了确保它不太重
in there

144
00:06:27,000 --> 00:06:30,100
只是为了确保它不太重
just to make sure it's not too heavy

145
00:06:30,300 --> 00:06:34,069
就像在里面有点平滑
there so

146
00:06:34,269 --> 00:06:37,129
就像在里面有点平滑
just like that a little bit smoothing in

147
00:06:37,329 --> 00:06:43,819
在那里，这样的事情现在应该可以了，或者输入很烂
there so something like this should be

148
00:06:44,019 --> 00:06:48,649
在那里，这样的事情现在应该可以了，或者输入很烂
fine now this is done or sucked input

149
00:06:48,848 --> 00:06:51,619
看看我们所拥有的，这就是我所拥有的结果，以便您可以
and see what we are having and this is

150
00:06:51,819 --> 00:06:54,079
看看我们所拥有的，这就是我所拥有的结果，以便您可以
the result that I'm having so as you can

151
00:06:54,279 --> 00:06:58,520
看到我们在这部分中只有很小的一块，所以我想进入
see we are having a very tiny piece from

152
00:06:58,720 --> 00:07:02,540
看到我们在这部分中只有很小的一块，所以我想进入
this part so I would like to go into the

153
00:07:02,740 --> 00:07:05,240
此处的属性，并在此处更改，我们的缩放比例设置可能约为8或
properties over here and change here our

154
00:07:05,439 --> 00:07:07,939
此处的属性，并在此处更改，我们的缩放比例设置可能约为8或
scaling set is to probably eight or

155
00:07:08,139 --> 00:07:10,520
更高，所以现在比例设置为八，您都可以立即看到
higher so now the scale is set to eight

156
00:07:10,720 --> 00:07:12,319
更高，所以现在比例设置为八，您都可以立即看到
and you can all immediately see that

157
00:07:12,519 --> 00:07:14,809
这是结果的一种方式，砖块很好地围绕着我
this is a way by the result and the

158
00:07:15,009 --> 00:07:17,869
这是结果的一种方式，砖块很好地围绕着我
bricks are here nicely around my

159
00:07:18,069 --> 00:07:21,050
几何图形，所以这是一个比工作流程非常有趣的注释，所以在这里，我只是
geometry so this is a very interesting

160
00:07:21,250 --> 00:07:24,770
几何图形，所以这是一个比工作流程非常有趣的注释，所以在这里，我只是
note than workflow so in here I'm just

161
00:07:24,970 --> 00:07:26,420
现在只用它来详细说明这座桥
going to use it for simply just

162
00:07:26,620 --> 00:07:30,350
现在只用它来详细说明这座桥
detailing this bridge now at the moment

163
00:07:30,550 --> 00:07:33,499
这可能会有点慢，原因之一可能是实际上
this might work a bit slow and one of

164
00:07:33,699 --> 00:07:35,660
这可能会有点慢，原因之一可能是实际上
the reasons can be that this is actually

165
00:07:35,860 --> 00:07:38,959
多边形数量太高，所以大约有40k多边形，这相当高
too high in poly count so this is about

166
00:07:39,158 --> 00:07:42,468
多边形数量太高，所以大约有40k多边形，这相当高
40k polygons so that's pretty high what

167
00:07:42,668 --> 00:07:45,199
您可以使用受污染的用户，然后在此处开始使用多边形
you could do is use a polluted user and

168
00:07:45,399 --> 00:07:47,829
您可以使用受污染的用户，然后在此处开始使用多边形
you can start using the polygons here

169
00:07:48,029 --> 00:07:50,420
直到我们有较低的情况（例如10），或者您可以设置特定
until we have something lower like in

170
00:07:50,620 --> 00:07:52,249
直到我们有较低的情况（例如10），或者您可以设置特定
this case 10 or you can set specific

171
00:07:52,449 --> 00:07:55,040
就是说我要有最多五千个多边形
amounts like that's saying I want to

172
00:07:55,240 --> 00:07:58,338
就是说我要有最多五千个多边形
have maximum five thousand polygons then

173
00:07:58,538 --> 00:08:02,350
现在正好在五千左右，这里可能发生的一个问题是
this is now exactly around five thousand

174
00:08:02,550 --> 00:08:05,499
现在正好在五千左右，这里可能发生的一个问题是
now one issue that can happen here is

175
00:08:05,699 --> 00:08:09,199
如果我们从侧面或边缘看这里不再是完美的笔直
that if we look here on the side or edge

176
00:08:09,399 --> 00:08:10,999
如果我们从侧面或边缘看这里不再是完美的笔直
is not perfectly straight anymore

177
00:08:11,199 --> 00:08:15,889
因为poly减少所以我们实际上可以创建一个
because of the poly reducing so what is

178
00:08:16,089 --> 00:08:18,259
因为poly减少所以我们实际上可以创建一个
possible is we can actually create a

179
00:08:18,459 --> 00:08:22,399
组节点在此，此组节点是匹配类型，我们可以在此处使用
group node over here and this group node

180
00:08:22,598 --> 00:08:27,439
组节点在此，此组节点是匹配类型，我们可以在此处使用
is a match type and we can use here or

181
00:08:27,639 --> 00:08:31,009
批处理模式，如果您单击此处的底部和共享边缘，我们现在有了
batch mode and if you click here at the

182
00:08:31,209 --> 00:08:33,588
批处理模式，如果您单击此处的底部和共享边缘，我们现在有了
bottom and shared edges we now have this

183
00:08:33,788 --> 00:08:36,049
边界，我们基本上可以在我们的诗人中使用这个边界，减少我们也应该
border and we can basically use this

184
00:08:36,250 --> 00:08:39,229
边界，我们基本上可以在我们的诗人中使用这个边界，减少我们也应该
border in our poet reduce we also should

185
00:08:39,429 --> 00:08:42,338
给我们起了一个适当的名字，所以在飞机的边缘我将在这里使用它
have give us a proper name so edge of

186
00:08:42,538 --> 00:08:46,370
给我们起了一个适当的名字，所以在飞机的边缘我将在这里使用它
plane I'm going to use this here into my

187
00:08:46,570 --> 00:08:47,179
或边缘的平面边缘
or

188
00:08:47,379 --> 00:08:49,639
或边缘的平面边缘
edges so edge of plane which is

189
00:08:49,840 --> 00:08:53,629
基本上说，不要减少这个网站，您可以清楚地看到它的种类
basically saying like don't reduce this

190
00:08:53,830 --> 00:08:56,240
基本上说，不要减少这个网站，您可以清楚地看到它的种类
site you can clearly see that it's sort

191
00:08:56,440 --> 00:08:59,289
就像现在完全结束插件一样保留大多数要点
of like keeping most of the points there

192
00:08:59,490 --> 00:09:03,469
就像现在完全结束插件一样保留大多数要点
perfectly like it was now plugin is over

193
00:09:03,669 --> 00:09:05,240
在这里这应该使两个或多个更快，实际上这是
here this should make the two or

194
00:09:05,440 --> 00:09:08,179
在这里这应该使两个或多个更快，实际上这是
somewhat faster and indeed this was

195
00:09:08,379 --> 00:09:11,990
非常快，我也将冻结此输入，因为我不需要此输入
quite fast and I'm also going to freeze

196
00:09:12,190 --> 00:09:14,299
非常快，我也将冻结此输入，因为我不需要此输入
this input because I don't need this to

197
00:09:14,500 --> 00:09:17,449
一直重新计算，我一直想用这块石头做我的马裤
be recalculate all the time all I always

198
00:09:17,649 --> 00:09:19,689
一直重新计算，我一直想用这块石头做我的马裤
want to use this stone for my britches

199
00:09:19,889 --> 00:09:22,250
现在，如果启用线框，您实际上可以杀死此处的丢失或看到
now if I enable the wireframe you can

200
00:09:22,450 --> 00:09:24,769
现在，如果启用线框，您实际上可以杀死此处的丢失或看到
actually kill missing here or seen when

201
00:09:24,970 --> 00:09:27,469
我们告诉我们的模式，所以我们可以做的是再次使用另一位诗人的用法，在这里
we tell our pattern so what we can do is

202
00:09:27,669 --> 00:09:30,889
我们告诉我们的模式，所以我们可以做的是再次使用另一位诗人的用法，在这里
use another poet use again and in here

203
00:09:31,090 --> 00:09:34,279
如果我们稍微减少一点，您基本上可以看到我们可以摆脱它
if we just reduce it a little bit you

204
00:09:34,480 --> 00:09:36,109
如果我们稍微减少一点，您基本上可以看到我们可以摆脱它
can basically see that we can get rid of

205
00:09:36,309 --> 00:09:39,339
那完美的几何线在那里，在这里，我们总是可以控制多少
that perfect geometry line in there and

206
00:09:39,539 --> 00:09:42,079
那完美的几何线在那里，在这里，我们总是可以控制多少
in here we can always control how much

207
00:09:42,279 --> 00:09:44,179
我们现在有多边形，如果您想看到这个，我们有这个数量
polygons we have so now we have this

208
00:09:44,379 --> 00:09:45,979
我们现在有多边形，如果您想看到这个，我们有这个数量
amount if you would like to see this

209
00:09:46,179 --> 00:09:48,620
较低，例如，如果我一直想拥有25％，那么这就是十
lower we can just for example if I

210
00:09:48,820 --> 00:09:52,039
较低，例如，如果我一直想拥有25％，那么这就是十
always want to have 25% then this is ten

211
00:09:52,240 --> 00:09:55,609
结果，所以我们在这里有一些小细节，我们当然可以开始
the results so we have some little

212
00:09:55,809 --> 00:09:58,759
结果，所以我们在这里有一些小细节，我们当然可以开始
detail in here we can of course start

213
00:09:58,960 --> 00:10:00,919
就像我们在这里也有一些进一步的选择
increasing this like we also have here

214
00:10:01,120 --> 00:10:03,500
就像我们在这里也有一些进一步的选择
some of the options here to further

215
00:10:03,700 --> 00:10:06,740
如您所见，我们可以增强深度
boost this as you can see like we can

216
00:10:06,940 --> 00:10:09,810
如您所见，我们可以增强深度
increase the depth

217
00:10:09,950 --> 00:10:12,959
暂时让我们走，但转身使其具有相当数量的多边形数，但我
for a moment let's go but turning so it

218
00:10:13,159 --> 00:10:16,379
暂时让我们走，但转身使其具有相当数量的多边形数，但我
has a decent amount of poly count but I

219
00:10:16,580 --> 00:10:18,479
也想经常做一下，只是带来一个快速的摇动音符并填满它
also would like to do often instant just

220
00:10:18,679 --> 00:10:20,490
也想经常做一下，只是带来一个快速的摇动音符并填满它
to bring a quick shake note and fill it

221
00:10:20,690 --> 00:10:23,729
并在这里填充我们的纹理，这样您就可以看到现在
in and fill in our texture here so as

222
00:10:23,929 --> 00:10:26,009
并在这里填充我们的纹理，这样您就可以看到现在
you can see now we are having actually

223
00:10:26,210 --> 00:10:28,919
一些有趣的几何形状和形状，而不只是现在的平坦表面
some interesting geometry and shapes in

224
00:10:29,120 --> 00:10:33,389
一些有趣的几何形状和形状，而不只是现在的平坦表面
here instead of just a flat surface now

225
00:10:33,590 --> 00:10:35,579
我没有在这里考虑的一件事是我想在这里开个职位
one thing I have not accounted in here

226
00:10:35,779 --> 00:10:38,370
我没有在这里考虑的一件事是我想在这里开个职位
is I wanted to have a opening here

227
00:10:38,570 --> 00:10:42,149
所以我刚跳进这里，我会一直做平整的
so I had my just jumped in here which I

228
00:10:42,350 --> 00:10:44,389
所以我刚跳进这里，我会一直做平整的
will always do flat edge on

229
00:10:44,590 --> 00:10:47,699
所以我想用这个几何作为布尔值，所以我玩走路
so this geometry I want to use this to

230
00:10:47,899 --> 00:10:50,279
所以我想用这个几何作为布尔值，所以我玩走路
be a boolean so I play to walk

231
00:10:50,480 --> 00:10:52,620
在桥下，我想将其移到此处，让我们放置
underneath the bridge and I want to move

232
00:10:52,820 --> 00:10:56,279
在桥下，我想将其移到此处，让我们放置
this a bit over here and let's place

233
00:10:56,480 --> 00:11:01,349
这个就在这里，所以现在我要用一个防松螺母，因为
this right here so now from this I'm

234
00:11:01,549 --> 00:11:05,069
这个就在这里，所以现在我要用一个防松螺母，因为
gonna use a trip nut because the trip

235
00:11:05,269 --> 00:11:07,639
注意，我要选择最高级的图元，以便最高级的相对值，我想要
note I'm gonna select the top primitive

236
00:11:07,840 --> 00:11:14,669
注意，我要选择最高级的图元，以便最高级的相对值，我想要
so top relative and I want to have the

237
00:11:14,870 --> 00:11:18,389
正常情况下，在这里选择110零，然后使用此衬里
normals one select here 110 zero and

238
00:11:18,590 --> 00:11:20,579
正常情况下，在这里选择110零，然后使用此衬里
then play around with this liner so in

239
00:11:20,779 --> 00:11:23,250
在这里，我有顶部，然后我可以简单地做一个倒角，我可以
here I have the top and then what I can

240
00:11:23,450 --> 00:11:28,769
在这里，我有顶部，然后我可以简单地做一个倒角，我可以
simply do is to a poly bevel and I can

241
00:11:28,970 --> 00:11:32,329
将此顶级组用作我的困惑区域，然后将其集成到我的系统中
use this top group as my baffling area

242
00:11:32,529 --> 00:11:35,250
将此顶级组用作我的困惑区域，然后将其集成到我的系统中
to then integrate this into my system

243
00:11:35,450 --> 00:11:38,429
我要在你Fenian之后做，我要放到布尔节点中，
I'm gonna do after the you Fenian I'm

244
00:11:38,629 --> 00:11:40,549
我要在你Fenian之后做，我要放到布尔节点中，
gonna place down in boolean nodes and

245
00:11:40,750 --> 00:11:43,919
我会彼此处于这些形状
I'm gonna be in these shapes with each

246
00:11:44,120 --> 00:11:44,370
我会彼此处于这些形状
other

247
00:11:44,570 --> 00:11:47,699
所以我们现在在这里有这个开口，现在您可能会在
so we have this opening now in here now

248
00:11:47,899 --> 00:11:49,289
所以我们现在在这里有这个开口，现在您可能会在
you might see a little warning at the

249
00:11:49,490 --> 00:11:52,019
布尔值，这可能是因为我的输入实际上不是实心形状，而是
boolean and that might be because my

250
00:11:52,220 --> 00:11:54,599
布尔值，这可能是因为我的输入实际上不是实心形状，而是
input is actually not a solid shape but

251
00:11:54,799 --> 00:11:57,899
表面，现在警告消失了，因为这绝对不是完整的
a surface and now the warning is gone

252
00:11:58,100 --> 00:12:00,029
表面，现在警告消失了，因为这绝对不是完整的
because this is definitely not a full

253
00:12:00,230 --> 00:12:03,240
实心的形状只是在飞机上，而不是傻瓜能穿得很饱
solid shape is just to the planes and

254
00:12:03,440 --> 00:12:06,379
实心的形状只是在飞机上，而不是傻瓜能穿得很饱
not a fool could a fully-clothed shape

255
00:12:06,580 --> 00:12:11,309
现在将其插入此处，让我们看看
so now plug this in over here and let's

256
00:12:11,509 --> 00:12:11,679
现在将其插入此处，让我们看看
see

257
00:12:11,879 --> 00:12:14,019
或看起来，这就是我的结果，因此基于这个挡板，我可以
or that would look and this is then my

258
00:12:14,220 --> 00:12:17,559
或看起来，这就是我的结果，因此基于这个挡板，我可以
results so based on this baffle I can

259
00:12:17,759 --> 00:12:21,909
然后还增加应该进行多少困惑的数量
then increase also the amount of how how

260
00:12:22,110 --> 00:12:23,439
然后还增加应该进行多少困惑的数量
much baffling this should be going on

261
00:12:23,639 --> 00:12:23,919
在这里，所以如果你想有一个周围
here

262
00:12:24,120 --> 00:12:26,159
在这里，所以如果你想有一个周围
so if you want to have a very around

263
00:12:26,360 --> 00:12:28,569
在这里打开，我们只是增加了挡板，然后添加了更多细节
opening here that we just increased the

264
00:12:28,769 --> 00:12:31,240
在这里打开，我们只是增加了挡板，然后添加了更多细节
baffle more then to add more detail to

265
00:12:31,440 --> 00:12:33,539
我想在桥上围绕这些边缘以及几何形状添加边框
the bridge I want to add a border here

266
00:12:33,740 --> 00:12:37,449
我想在桥上围绕这些边缘以及几何形状添加边框
around these edges and also in geometry

267
00:12:37,649 --> 00:12:41,109
在里面，所以我要做的是让我们首先放在音符中
here on the inside so what I'm gonna do

268
00:12:41,309 --> 00:12:43,899
在里面，所以我要做的是让我们首先放在音符中
let's first place actually in the note

269
00:12:44,100 --> 00:12:47,500
在这，这是我的基地，有一个球，我称这是我的基地，英国人
over here and this is my base have a

270
00:12:47,700 --> 00:12:50,289
在这，这是我的基地，有一个球，我称这是我的基地，英国人
ball I would call this my base British

271
00:12:50,490 --> 00:12:53,049
ghupat打火机看看这为什么有用，因为我要创建一个循环
ghupat give a lighter see why this will

272
00:12:53,250 --> 00:12:54,879
ghupat打火机看看这为什么有用，因为我要创建一个循环
useful because I'm gonna create a loop

273
00:12:55,080 --> 00:12:58,569
如果我们有更多的桥梁，那么我将创建一个小组笔记，并与
in case we have more bridges then I'm

274
00:12:58,769 --> 00:13:01,059
如果我们有更多的桥梁，那么我将创建一个小组笔记，并与
going to create a group note and with

275
00:13:01,259 --> 00:13:03,219
该小组指出，我实际上会选择最底层的图元，所以我要
the group notes I would select actually

276
00:13:03,419 --> 00:13:06,370
该小组指出，我实际上会选择最底层的图元，所以我要
the bottom primitive so what I'm gonna

277
00:13:06,570 --> 00:13:11,379
请在此处输入最底下的基本类型，以确保超出常规选项集
do type in here bottom primitive making

278
00:13:11,580 --> 00:13:14,289
请在此处输入最底下的基本类型，以确保超出常规选项集
sure beyond even to normal option set

279
00:13:14,490 --> 00:13:18,219
将此设为-1将此值设为0，即将滑块上的值设为较低，因此现在这里
this to -1 set this one to 0 that's at

280
00:13:18,419 --> 00:13:21,309
将此设为-1将此值设为0，即将滑块上的值设为较低，因此现在这里
the slider to a lower value so now here

281
00:13:21,509 --> 00:13:22,959
我们有最底层的原始人员后来有用，然后我要
we have the bottom primitive level

282
00:13:23,159 --> 00:13:27,429
我们有最底层的原始人员后来有用，然后我要
people later the useful then I'm going

283
00:13:27,629 --> 00:13:31,299
在这里布尔化一个形状，然后将先前的形状拉到那里
to boolean a shape in here so what

284
00:13:31,500 --> 00:13:36,039
在这里布尔化一个形状，然后将先前的形状拉到那里
pulling that previous shape in there so

285
00:13:36,240 --> 00:13:39,429
如果这是现在从气球本身中产生的，如果我要启用我的
if this results now from here in the

286
00:13:39,629 --> 00:13:43,359
如果这是现在从气球本身中产生的，如果我要启用我的
balloon itself if I would enable my

287
00:13:43,559 --> 00:13:45,099
在这里的默认旅行者我们实际上可以看到这条绿线
default traveler over here we can

288
00:13:45,299 --> 00:13:47,859
在这里的默认旅行者我们实际上可以看到这条绿线
actually see this green line crossing

289
00:13:48,059 --> 00:13:50,319
在这里，我只想导出该行，这样您才能真正本地化
here and I would like to export that

290
00:13:50,519 --> 00:13:53,529
在这里，我只想导出该行，这样您才能真正本地化
line only so you can really localized a

291
00:13:53,730 --> 00:13:58,419
该区域周围的某些细节，所以在泳池本身中，我们有
certain detail around this area so in

292
00:13:58,620 --> 00:13:59,919
该区域周围的某些细节，所以在泳池本身中，我们有
here in the pool in itself we have

293
00:14:00,120 --> 00:14:02,049
实际上是选择导出原始组或某些年龄组的选项，因此在此
actually options to export primitive

294
00:14:02,250 --> 00:14:04,689
实际上是选择导出原始组或某些年龄组的选项，因此在此
groups or certain age groups so in this

295
00:14:04,889 --> 00:14:06,699
案例我想导出a和B似乎这基本上是为了切入行
case I want to export the a and B seems

296
00:14:06,899 --> 00:14:08,529
案例我想导出a和B似乎这基本上是为了切入行
this is basically doing to cut in line

297
00:14:08,730 --> 00:14:11,229
这是您现在看到的干净线条，然后在实验室工具中，我们拥有优势
here do clean line you're seeing right

298
00:14:11,429 --> 00:14:14,889
这是您现在看到的干净线条，然后在实验室工具中，我们拥有优势
now then in the lab tools we have a edge

299
00:14:15,090 --> 00:14:18,590
曲线选项
to curve option

300
00:14:19,360 --> 00:14:22,049
就像它在世界本身所说的那样，它将把边缘群体转化为
and like it says in the world itself

301
00:14:22,250 --> 00:14:24,750
就像它在世界本身所说的那样，它将把边缘群体转化为
it's going to convert the edge group to

302
00:14:24,950 --> 00:14:27,569
一条曲线，所以在这里我现在有8个接缝，它将转换为一个
a curve so in here I have now my 8 to be

303
00:14:27,769 --> 00:14:30,000
一条曲线，所以在这里我现在有8个接缝，它将转换为一个
seams and it will convert this into a

304
00:14:30,200 --> 00:14:32,759
现在，这里的曲线很美我也想做的是切出底部
nice curve right here now what I would

305
00:14:32,960 --> 00:14:34,799
现在，这里的曲线很美我也想做的是切出底部
also like to do is to cut out the bottom

306
00:14:35,000 --> 00:14:36,929
在这里排队我想摆脱那个区域，因为我不需要那个，那
line over here I want to get rid of that

307
00:14:37,129 --> 00:14:40,409
在这里排队我想摆脱那个区域，因为我不需要那个，那
area because I don't need that so what

308
00:14:40,610 --> 00:14:42,089
我要做的是在这里创建一个爆炸节点，并从
I'm gonna do is I'm gonna create a blast

309
00:14:42,289 --> 00:14:45,389
我要做的是在这里创建一个爆炸节点，并从
node over here and connect it from the

310
00:14:45,590 --> 00:14:47,609
布尔值，在老板中，我想使用我建立的最底层的团队，这样我们就可以
boolean and in the boss that I want to

311
00:14:47,809 --> 00:14:51,389
布尔值，在老板中，我想使用我建立的最底层的团队，这样我们就可以
use that bottom group I made so we can

312
00:14:51,590 --> 00:14:54,059
得到一个瓶子，所以你扭转这个节目只有两个底部，然后我
get a bottle so what you reverse this

313
00:14:54,259 --> 00:14:57,899
得到一个瓶子，所以你扭转这个节目只有两个底部，然后我
show only have two bottom here then I'm

314
00:14:58,100 --> 00:15:00,659
要进行挤压，所以我要添加一些几何形状，
gonna do an extrusion so this extrusion

315
00:15:00,860 --> 00:15:03,419
要进行挤压，所以我要添加一些几何形状，
I'm gonna just add some geometry and

316
00:15:03,620 --> 00:15:05,849
还要确保它会封闭整个形状，然后粘贴此副本
also make sure it's gonna close down the

317
00:15:06,049 --> 00:15:08,609
还要确保它会封闭整个形状，然后粘贴此副本
whole shape then a copy pasting this

318
00:15:08,809 --> 00:15:11,189
再次注意，您会看到我们现在可以扩展形状很多，所以让我们
note again and you can see that we can

319
00:15:11,389 --> 00:15:14,609
再次注意，您会看到我们现在可以扩展形状很多，所以让我们
now expand the shape a lot so let's do

320
00:15:14,809 --> 00:15:18,629
像这样，所以我基本上有想要删除的几何
it like this so then I basically have

321
00:15:18,830 --> 00:15:20,399
像这样，所以我基本上有想要删除的几何
geometry where I would like to delete

322
00:15:20,600 --> 00:15:23,279
这行，所以我要从这行开始做转换行，所以这基本上意味着
this line so from this line I'm gonna do

323
00:15:23,480 --> 00:15:27,059
这行，所以我要从这行开始做转换行，所以这基本上意味着
a convert line so this basically means

324
00:15:27,259 --> 00:15:28,889
点之间的每条线现在都是原始的，如您所见，我的进化更多
that each line between points is now a

325
00:15:29,090 --> 00:15:31,199
点之间的每条线现在都是原始的，如您所见，我的进化更多
primitive as you can see me evolve more

326
00:15:31,399 --> 00:15:34,919
基于原语，与我们现在输入的只是一个原语相比
primitive based on compared to our input

327
00:15:35,120 --> 00:15:38,370
基于原语，与我们现在输入的只是一个原语相比
which was only one primitive now I want

328
00:15:38,570 --> 00:15:41,699
做一个小组，在这个小组中我想使用刻录书功能，所以在
to do a group and in this group I want

329
00:15:41,899 --> 00:15:45,269
做一个小组，在这个小组中我想使用刻录书功能，所以在
to use the burning book features so in

330
00:15:45,470 --> 00:15:48,599
在这里，我们要设置这两个点，一件事是边界框区域，
here we're gonna set this two points and

331
00:15:48,799 --> 00:15:51,139
在这里，我们要设置这两个点，一件事是边界框区域，
one thing is the bounding box region and

332
00:15:51,340 --> 00:15:56,069
我们将其设置为我们的输入，所以现在有了这个，我有一个错误
we're gonna set this to our input so we

333
00:15:56,269 --> 00:15:59,579
我们将其设置为我们的输入，所以现在有了这个，我有一个错误
now have this and there's one mistake I

334
00:15:59,779 --> 00:16:02,699
在这里所做的是，在这里仍然有一半的见识，所以墨西哥在这里禁用了
made here is that still in here half an

335
00:16:02,899 --> 00:16:05,909
在这里所做的是，在这里仍然有一半的见识，所以墨西哥在这里禁用了
insight so Mexico had disabled here if

336
00:16:06,110 --> 00:16:09,599
输出再次返回，现在我们实际上应该有一个干净的选择
the output back again and now we should

337
00:16:09,799 --> 00:16:12,029
输出再次返回，现在我们实际上应该有一个干净的选择
actually have a clean selection of these

338
00:16:12,230 --> 00:16:14,189
点，所以我现在想删除这些点之间的线
points so I want to delete a line

339
00:16:14,389 --> 00:16:17,009
点，所以我现在想删除这些点之间的线
between these points now next what I

340
00:16:17,210 --> 00:16:20,219
想做的是创建一个加密的商人的促销提示，在这里我
want to do is create a promotional tip

341
00:16:20,419 --> 00:16:23,219
想做的是创建一个加密的商人的促销提示，在这里我
it's encrypted merchants and in here I

342
00:16:23,419 --> 00:16:25,859
想要将我当前的小组提升为原始人，所以我当前的小组
want to promote my current group to a

343
00:16:26,059 --> 00:16:28,469
想要将我当前的小组提升为原始人，所以我当前的小组
primitive so my current group i what

344
00:16:28,669 --> 00:16:30,099
将空间提升到第四位，您现在可以看到所有
promote space to

345
00:16:30,299 --> 00:16:33,669
将空间提升到第四位，您现在可以看到所有
number four and you can see that now all

346
00:16:33,870 --> 00:16:36,399
选择了这些线，但是我只希望在这些点之间有两条线，我们
these lines are selected but I only want

347
00:16:36,600 --> 00:16:38,169
选择了这些线，但是我只希望在这些点之间有两条线，我们
two lines between these points and we

348
00:16:38,370 --> 00:16:40,089
这里有一些选择，我们可以控制一些选择
have some options over here there are a

349
00:16:40,289 --> 00:16:41,889
这里有一些选择，我们可以控制一些选择
few options that we control what a

350
00:16:42,090 --> 00:16:44,559
如果我们要点击此处，此促销应处理
promotion should handle if we're gonna

351
00:16:44,759 --> 00:16:46,990
如果我们要点击此处，此促销应处理
click here this option to include only

352
00:16:47,190 --> 00:16:49,479
元素完全包含在原始组中，因此您现在拥有这些
elements that are entirely contained by

353
00:16:49,679 --> 00:16:51,789
元素完全包含在原始组中，因此您现在拥有这些
the original group so you have now these

354
00:16:51,990 --> 00:16:54,669
然后只有选择才能使用加号，我们可以
selections only then after that we can

355
00:16:54,870 --> 00:16:58,209
然后只有选择才能使用加号，我们可以
just simply use a plus note and we can

356
00:16:58,409 --> 00:17:00,969
通过第四个组，现在我们得到了更干净的结果
block through a group number four and

357
00:17:01,169 --> 00:17:03,309
通过第四个组，现在我们得到了更干净的结果
now we have this clean result further

358
00:17:03,509 --> 00:17:06,039
从这里开始，我们放下一些便笺以确保完全或羞耻地粘贴
from here let's place down a few notes

359
00:17:06,240 --> 00:17:08,259
从这里开始，我们放下一些便笺以确保完全或羞耻地粘贴
to be sure or shame paste entirely

360
00:17:08,460 --> 00:17:11,889
连接这只是一个备份，我也想连接一切
connected this is just a backup and I

361
00:17:12,089 --> 00:17:13,809
连接这只是一个备份，我也想连接一切
would also like to connect everything

362
00:17:14,009 --> 00:17:15,730
一起回到一行，所以我将使用一个聚脂垫，这基本上会
back together to one line so I'm going

363
00:17:15,930 --> 00:17:19,269
一起回到一行，所以我将使用一个聚脂垫，这基本上会
to use a poly pad this basically will

364
00:17:19,470 --> 00:17:21,399
将所有内容连接回一个原语，或者在这种情况下，将两个原语连接起来
connect everything back to one primitive

365
00:17:21,599 --> 00:17:23,829
将所有内容连接回一个原语，或者在这种情况下，将两个原语连接起来
or in this case two primitives as you

366
00:17:24,029 --> 00:17:26,529
可以看到数字零和一，然后我们可以简单地使用扫描节点
can see number zero and one and then we

367
00:17:26,730 --> 00:17:30,700
可以看到数字零和一，然后我们可以简单地使用扫描节点
can simply use the sweep nodes and I'm

368
00:17:30,900 --> 00:17:34,389
我们将在这里使用正方形来了解我们的结果，那么列越低
going to use here to square understand

369
00:17:34,589 --> 00:17:37,569
我们将在这里使用正方形来了解我们的结果，那么列越低
our result so what the lower the columns

370
00:17:37,769 --> 00:17:39,369
我们也许可以在这里增加或扩大规模，这也将非常重要
and we can maybe increase here or

371
00:17:39,569 --> 00:17:42,099
我们也许可以在这里增加或扩大规模，这也将非常重要
scaling what will also be very important

372
00:17:42,299 --> 00:17:44,200
它会给我一个属性，我们要启用计算紫外线，我
it's going to give me an attributes and

373
00:17:44,400 --> 00:17:47,859
它会给我一个属性，我们要启用计算紫外线，我
we want to enable calculating UV and I'm

374
00:17:48,059 --> 00:17:49,269
也要单击以覆盖任何现有的紫外线喷头我想要一个新拳头
also going to click overwrite any

375
00:17:49,470 --> 00:17:52,029
也要单击以覆盖任何现有的紫外线喷头我想要一个新拳头
existing UV spews I want a new fist we

376
00:17:52,230 --> 00:17:54,789
在这里进行扫描计算，因此切换到UV视图，您可以看到它很好
calculate here in sweep so switching to

377
00:17:54,990 --> 00:17:56,559
在这里进行扫描计算，因此切换到UV视图，您可以看到它很好
the UV view you can see that it nicely

378
00:17:56,759 --> 00:17:59,619
现在将其包装在这里，然后完成，我将使用细节网格划分
the wrapped it here now then to finish

379
00:17:59,819 --> 00:18:02,109
现在将其包装在这里，然后完成，我将使用细节网格划分
up I'm going to use the detail meshing

380
00:18:02,309 --> 00:18:04,889
再次，所以我要把它放在这里，细节网格，我要用它
again so I'm gonna just lay it down here

381
00:18:05,089 --> 00:18:08,559
再次，所以我要把它放在这里，细节网格，我要用它
the detail mesh and I'm gonna use that

382
00:18:08,759 --> 00:18:11,740
之前的标题，让我们看看它的外观
title from before and let's see how that

383
00:18:11,940 --> 00:18:12,190
之前的标题，让我们看看它的外观
looks

384
00:18:12,390 --> 00:18:14,889
我们现在有了这个细节，正如您所看到的，在这种情况下实际上很多
we now have this detail and as you can

385
00:18:15,089 --> 00:18:16,930
我们现在有了这个细节，正如您所看到的，在这种情况下实际上很多
see in this case it's actually a lot

386
00:18:17,130 --> 00:18:20,259
它实际上是一个很小的细节，但也看到它变得越来越
it's actually a very small details but

387
00:18:20,460 --> 00:18:22,569
它实际上是一个很小的细节，但也看到它变得越来越
also seeing is that it is getting quite

388
00:18:22,769 --> 00:18:25,599
很难绕边，所以我们在这里可以做的实际上是添加一个多边形
hard around the edges so what we can

389
00:18:25,799 --> 00:18:27,970
很难绕边，所以我们在这里可以做的实际上是添加一个多边形
simply do here is actually adding a poly

390
00:18:28,170 --> 00:18:32,259
斜面，我想挡住这些边缘，但我只想与坚硬的边缘作斗争
bevel and I want to baffle these edges

391
00:18:32,460 --> 00:18:34,599
斜面，我想挡住这些边缘，但我只想与坚硬的边缘作斗争
but I only want to battle the hard edges

392
00:18:34,799 --> 00:18:36,789
所以我要在这里启用排除项，以忽略我们可以在此处平坦的区域
so I'm gonna enable here the exclusions

393
00:18:36,990 --> 00:18:39,700
所以我要在这里启用排除项，以忽略我们可以在此处平坦的区域
ignore flatten areas where we can here

394
00:18:39,900 --> 00:18:42,730
定义我们只想挡住这些坚硬的边缘
define that we only want to baffle these

395
00:18:42,930 --> 00:18:44,789
定义我们只想挡住这些坚硬的边缘
hard edges

396
00:18:44,990 --> 00:18:47,589
所以他们应该将其提供给滑行效果，因为您可以看到它确实更平滑
so they should give it to smooter result

397
00:18:47,789 --> 00:18:50,950
所以他们应该将其提供给滑行效果，因为您可以看到它确实更平滑
as you can see it's indeed more smoother

398
00:18:51,150 --> 00:18:54,879
现在要修复缩放比例，以便III可以
around the edges than before so now that

399
00:18:55,079 --> 00:18:57,339
现在要修复缩放比例，以便III可以
I want to fix the scaling so III can

400
00:18:57,539 --> 00:18:59,079
扩展他们的费用，或者您可以通过扩展和
scale their fees or you can just play

401
00:18:59,279 --> 00:19:00,879
扩展他们的费用，或者您可以通过扩展和
around here with the scaling and

402
00:19:01,079 --> 00:19:02,979
如果您不想更改此变形和细节网格，则可以返回
deformation if you don't want to change

403
00:19:03,179 --> 00:19:04,839
如果您不想更改此变形和细节网格，则可以返回
this and the detail mesh you can go back

404
00:19:05,039 --> 00:19:07,419
扫一扫，在这里我们还为您提供使用水垢和UVC的选项，因此
to the sweep and here we have also in

405
00:19:07,619 --> 00:19:11,169
扫一扫，在这里我们还为您提供使用水垢和UVC的选项，因此
your options for using scale and UVC so

406
00:19:11,369 --> 00:19:14,710
我们可以例如将其设置为0.2，现在我们得到第二个结果，因为
we can for example set this to 0.2 and

407
00:19:14,910 --> 00:19:17,740
我们可以例如将其设置为0.2，现在我们得到第二个结果，因为
now we have this result second since

408
00:19:17,940 --> 00:19:20,829
比形状大得多，也许有点太多，让我们将其增加到
much more bigger than shape maybe it was

409
00:19:21,029 --> 00:19:23,319
比形状大得多，也许有点太多，让我们将其增加到
a bit too much let's increase this to

410
00:19:23,519 --> 00:19:28,240
两个我觉得这样对我来说还可以
two I think something like this is okay

411
00:19:28,440 --> 00:19:28,960
两个我觉得这样对我来说还可以
to me

412
00:19:29,160 --> 00:19:32,680
所以我们现在有一些有用的东西实际上是在
so we have something to there now what

413
00:19:32,880 --> 00:19:34,539
所以我们现在有一些有用的东西实际上是在
could also be useful is actually in the

414
00:19:34,740 --> 00:19:36,789
扫掠节点在扫掠网中，我们可以在此处浮出水面，当您滚动时
sweep nodes is in the sweep net we can

415
00:19:36,990 --> 00:19:38,858
扫掠节点在扫掠网中，我们可以在此处浮出水面，当您滚动时
go here to surface and when you scroll

416
00:19:39,058 --> 00:19:41,319
向下，我们这里有一个选项可以实际旋转或变形，我们可以旋转形状
down we have here an option to actually

417
00:19:41,519 --> 00:19:44,200
向下，我们这里有一个选项可以实际旋转或变形，我们可以旋转形状
rotate or shape we can rotate the shape

418
00:19:44,400 --> 00:19:46,509
沿特定方向嵌套亩以隐藏接缝或具有更多特定性
in certain direction so nest mu so to

419
00:19:46,710 --> 00:19:49,059
沿特定方向嵌套亩以隐藏接缝或具有更多特定性
hide seams or to have some more specific

420
00:19:49,259 --> 00:19:53,079
现在，这两个网络让我们将它们拉近距离
results now these two networks let's

421
00:19:53,279 --> 00:19:54,940
现在，这两个网络让我们将它们拉近距离
bring them closer here together

422
00:19:55,140 --> 00:19:59,139
让我们放下一个合并节点，我可能会同时使用滑轮减少
let's place down a merge node and I

423
00:19:59,339 --> 00:20:02,740
让我们放下一个合并节点，我可能会同时使用滑轮减少
might using the pulley reducing on both

424
00:20:02,940 --> 00:20:06,849
他们中的一些，所以我们现在有这样的东西，我们仍然可以在这里玩
of them so we have something like this

425
00:20:07,049 --> 00:20:10,180
他们中的一些，所以我们现在有这样的东西，我们仍然可以在这里玩
now we can still play around here with

426
00:20:10,380 --> 00:20:12,700
缩放或旋转，就像我看到的那样，在这里有一些紫外线缝
the scaling or rotation like I can see

427
00:20:12,900 --> 00:20:16,450
缩放或旋转，就像我看到的那样，在这里有一些紫外线缝
that I have some UV seam over here so it

428
00:20:16,650 --> 00:20:19,119
可以更好地ID来旋转它，所以在这种情况下，我只是旋转了
can be better I D to rotate this so in

429
00:20:19,319 --> 00:20:21,039
可以更好地ID来旋转它，所以在这种情况下，我只是旋转了
this case I just rotated that shape of

430
00:20:21,240 --> 00:20:23,379
甜蜜的坚果，现在我们不在这里了，所以下一步是
the sweet nut and now we don't have that

431
00:20:23,579 --> 00:20:27,129
甜蜜的坚果，现在我们不在这里了，所以下一步是
scene here anymore so done next step yes

432
00:20:27,329 --> 00:20:29,259
我想在这里为内部创建一些几何图形，而又不知道我们
I want to create some geometry here for

433
00:20:29,460 --> 00:20:31,329
我想在这里为内部创建一些几何图形，而又不知道我们
the inside and without knowing we

434
00:20:31,529 --> 00:20:33,519
如果我去这里布尔值，我已经启用了
already actually have this if I would go

435
00:20:33,720 --> 00:20:36,759
如果我去这里布尔值，我已经启用了
here to the boolean and I would enable

436
00:20:36,960 --> 00:20:39,909
这里是原始输出，我想在这里启用，如果我现在
here a primitive output and I want to

437
00:20:40,109 --> 00:20:44,889
这里是原始输出，我想在这里启用，如果我现在
enable here be inside a so if I now

438
00:20:45,089 --> 00:20:48,369
如果我先使用该组，则放置一个爆炸节点
placed an e-blast nodes if I use that

439
00:20:48,569 --> 00:20:51,579
如果我先使用该组，则放置一个爆炸节点
group ahead in first this you now have

440
00:20:51,779 --> 00:20:55,809
正是这个区域，所以现在再次进入我们可能需要
exactly this area so be inside a now

441
00:20:56,009 --> 00:20:57,129
正是这个区域，所以现在再次进入我们可能需要
again we probably need to

442
00:20:57,329 --> 00:21:01,210
猛禽，由于它是一个开放的几何体，我将使用扁平的UV扁平
Raptors and since it is a open geometry

443
00:21:01,410 --> 00:21:05,079
猛禽，由于它是一个开放的几何体，我将使用扁平的UV扁平
I'm gonna use the flatten UV flatten so

444
00:21:05,279 --> 00:21:07,269
您重新展平的是，它们会很好地展平，因为
what you re flattener do is they will

445
00:21:07,470 --> 00:21:09,279
您重新展平的是，它们会很好地展平，因为
just nicely flatten this out because

446
00:21:09,480 --> 00:21:11,859
这是一个开放的几何体，然后在这里我也想用它来感觉布局或复制
it's an open geometry then also here I

447
00:21:12,059 --> 00:21:14,589
这是一个开放的几何体，然后在这里我也想用它来感觉布局或复制
want to use that you feel layout or copy

448
00:21:14,789 --> 00:21:17,409
粘贴在这里只是为了确保我们一直在朝这个方向旋转
pasted over here just to make sure we

449
00:21:17,609 --> 00:21:19,259
粘贴在这里只是为了确保我们一直在朝这个方向旋转
are always rotating in this direction

450
00:21:19,460 --> 00:21:22,839
我要在这里做的只是事后出现
and what I'm gonna do here is just to

451
00:21:23,039 --> 00:21:25,730
我要在这里做的只是事后出现
emerge afterwards

452
00:21:25,930 --> 00:21:29,960
我现在不知何故有了这个，您可能会注意到，它看起来是黑色的，
somehow I have this now what you may

453
00:21:30,160 --> 00:21:32,329
我现在不知何故有了这个，您可能会注意到，它看起来是黑色的，
notice is that this appears black and

454
00:21:32,529 --> 00:21:33,919
那是因为我们那里没有法线，所以我们要放在
that is because we don't have the

455
00:21:34,119 --> 00:21:36,559
那是因为我们那里没有法线，所以我们要放在
normals there so we're gonna place in

456
00:21:36,759 --> 00:21:39,220
普通笔记，现在您可以看到我们有详细信息，我们可以清楚地看到该详细信息
normal notes and now you can see we have

457
00:21:39,420 --> 00:21:41,930
普通笔记，现在您可以看到我们有详细信息，我们可以清楚地看到该详细信息
detail we can clearly see the detail

458
00:21:42,130 --> 00:21:47,000
现在也可能同时使用UV转换和UV转换，因此在您的比例尺中
also probably using a UV transform now

459
00:21:47,200 --> 00:21:51,720
现在也可能同时使用UV转换和UV转换，因此在您的比例尺中
with the UV transform so in your scale

460
00:21:52,680 --> 00:21:55,819
马戏团在这样的事情，或者你可以使用其他材料，你可以
circus get at something like this or you

461
00:21:56,019 --> 00:21:58,549
马戏团在这样的事情，或者你可以使用其他材料，你可以
could use another material and you can

462
00:21:58,750 --> 00:22:00,200
再来一次，但我要这样离开
get to this again but I'm gonna just

463
00:22:00,400 --> 00:22:02,240
再来一次，但我要这样离开
leave it like this

464
00:22:02,440 --> 00:22:04,159
所以这是目前的样子，您也可以做
so this is what it looks like at the

465
00:22:04,359 --> 00:22:06,319
所以这是目前的样子，您也可以做
moment something else you could also do

466
00:22:06,519 --> 00:22:08,930
您实际上可以在此处放置地形，以便我们删除必要的
is you can actually put in the terrain

467
00:22:09,130 --> 00:22:10,970
您实际上可以在此处放置地形，以便我们删除必要的
in here so we can cut out the necessary

468
00:22:11,170 --> 00:22:14,479
我们不需要的零件，因此在我们的第一个输入中，我们拥有了地形，您可以
parts we don't need so in our first

469
00:22:14,679 --> 00:22:18,108
我们不需要的零件，因此在我们的第一个输入中，我们拥有了地形，您可以
input we have our terrain and you can

470
00:22:18,308 --> 00:22:23,059
进行转换，因此转换高度字段，现在我们有了多边形，我们可以做什么
convert this so convert height fields so

471
00:22:23,259 --> 00:22:27,169
进行转换，因此转换高度字段，现在我们有了多边形，我们可以做什么
now we have polygons and what we can do

472
00:22:27,369 --> 00:22:30,470
是我们可以使用布尔值，然后我们的第一个输出是or桥，然后是第二个
is we can use a boolean and our first

473
00:22:30,670 --> 00:22:33,169
是我们可以使用布尔值，然后我们的第一个输出是or桥，然后是第二个
output is then or bridge and our second

474
00:22:33,369 --> 00:22:37,819
根据我们的图灵，这样您就可以看到不必要的部分
based on our Turing so as you can see we

475
00:22:38,019 --> 00:22:40,099
根据我们的图灵，这样您就可以看到不必要的部分
can then bring out the unnecessary parts

476
00:22:40,299 --> 00:22:42,559
以节省一些几何图形，这里再次发出警告，因为我们
to save up on some geometry and here

477
00:22:42,759 --> 00:22:44,329
以节省一些几何图形，这里再次发出警告，因为我们
again the warning because we are

478
00:22:44,529 --> 00:22:47,690
实际使用表面，所以这就是我们的结果，所以如果您要
actually working with the surfaces so

479
00:22:47,890 --> 00:22:49,819
实际使用表面，所以这就是我们的结果，所以如果您要
this is then our result so if you want

480
00:22:50,019 --> 00:22:52,240
只是停留在一些多边形上，并使其经过很好的解释
to just stay up on some polygons and

481
00:22:52,440 --> 00:22:54,769
只是停留在一些多边形上，并使其经过很好的解释
make this nicely interpreted entering

482
00:22:54,970 --> 00:22:57,349
现在可以在这里通过嘘声来做到这一点，但我也想在
can do that with a booing over here now

483
00:22:57,549 --> 00:22:59,479
现在可以在这里通过嘘声来做到这一点，但我也想在
next the but I also want to do yes at

484
00:22:59,679 --> 00:23:00,979
我想复制的顶部粘贴很多重塑，所以我看到了一些不错的
the top here I want to actually copy

485
00:23:01,179 --> 00:23:03,559
我想复制的顶部粘贴很多重塑，所以我看到了一些不错的
paste much remodels so I saw some nice

486
00:23:03,759 --> 00:23:05,779
实际上可以在我的场景顶部工作的像素模型，因此我为您服务
pixel models that could actually work on

487
00:23:05,980 --> 00:23:08,539
实际上可以在我的场景顶部工作的像素模型，因此我为您服务
top of my scene here so I serve this

488
00:23:08,740 --> 00:23:11,149
在像素库中较小，我认为这对于
smaller in the pixel library and I

489
00:23:11,349 --> 00:23:12,858
在像素库中较小，我认为这对于
thought this would be a cool model to

490
00:23:13,058 --> 00:23:15,710
有点放在我的桥上，这仍然可以用作您的步行路径
sort of put on top of my bridge this can

491
00:23:15,910 --> 00:23:17,869
有点放在我的桥上，这仍然可以用作您的步行路径
still be used as your walking path for

492
00:23:18,069 --> 00:23:20,269
人们在我的桥上行走，但是您可以使用其他模型或自定义模型
people to walk on my bridge but you can

493
00:23:20,470 --> 00:23:22,970
人们在我的桥上行走，但是您可以使用其他模型或自定义模型
use another model or custom model so

494
00:23:23,170 --> 00:23:24,559
在这里我再次在模型中学习了一个错误的音符，我也对此感到恐惧
here again I learned in my model with a

495
00:23:24,759 --> 00:23:27,229
在这里我再次在模型中学习了一个错误的音符，我也对此感到恐惧
foul note and I'm also scaring this down

496
00:23:27,429 --> 00:23:29,240
因为现在我总是要计算一百个单位的差异
because there's always one hundred units

497
00:23:29,440 --> 00:23:31,099
因为现在我总是要计算一百个单位的差异
difference now I want to calculate

498
00:23:31,299 --> 00:23:33,649
我可能想从头开始的位置
positions where this could be so here at

499
00:23:33,849 --> 00:23:35,299
我可能想从头开始的位置
the beginning I want to start again from

500
00:23:35,500 --> 00:23:38,259
这个没有注释，我想再次使用by by原语，在这里我会
this no note and I want to use a

501
00:23:38,460 --> 00:23:42,669
这个没有注释，我想再次使用by by原语，在这里我会
by primitives again and in here I would

502
00:23:42,869 --> 00:23:47,500
想拥有顶部，所以y轴只有那一块，那么我要
like to have the top so the y-axis it's

503
00:23:47,700 --> 00:23:50,829
想拥有顶部，所以y轴只有那一块，那么我要
only have that piece then I'm gonna do a

504
00:23:51,029 --> 00:23:54,339
保险丝，用这个保险丝，我要做的是增加保险丝
fuse and with this fuse what I'm gonna

505
00:23:54,539 --> 00:23:58,349
保险丝，用这个保险丝，我要做的是增加保险丝
do is I'm gonna increase it so it snaps

506
00:23:58,549 --> 00:24:01,419
到实际上什么都不想禁用此设置，所以我们只有一行
to nothing actually want to disable this

507
00:24:01,619 --> 00:24:04,809
到实际上什么都不想禁用此设置，所以我们只有一行
setting so we only have a line that sort

508
00:24:05,009 --> 00:24:06,220
我要在这里做的主要事情是从形状中获取一条线
of the main thing that I want to do here

509
00:24:06,420 --> 00:24:09,869
我要在这里做的主要事情是从形状中获取一条线
is to sort of get a line from my shape

510
00:24:10,069 --> 00:24:12,789
现在还有其他方法也可以得到此结果，它们是骨架
now there are other ways you can get

511
00:24:12,990 --> 00:24:15,819
现在还有其他方法也可以得到此结果，它们是骨架
this result as well they are skeleton

512
00:24:16,019 --> 00:24:19,899
选项，我们有2d和3d骨架，所以我可以专注于此处，然后您进行排序
options we have skeleton 2d and 3d so I

513
00:24:20,099 --> 00:24:22,599
选项，我们有2d和3d骨架，所以我可以专注于此处，然后您进行排序
can focus on over here and then you sort

514
00:24:22,799 --> 00:24:24,700
也有一个2d骨架，您也可以使用这些值
of have also a 2d skeleton and you can

515
00:24:24,900 --> 00:24:28,889
也有一个2d骨架，您也可以使用这些值
play around with these values as well

516
00:24:29,089 --> 00:24:32,289
然后这也将产生类似的结果，但保险丝节点可以正常工作
and this will then give also a similar

517
00:24:32,490 --> 00:24:35,259
然后这也将产生类似的结果，但保险丝节点可以正常工作
result but the fuse node works a bit

518
00:24:35,460 --> 00:24:38,859
速度更快，但也有更多限制，这有点先进，所以现在我
faster but it is also way more limited

519
00:24:39,059 --> 00:24:42,369
速度更快，但也有更多限制，这有点先进，所以现在我
and this is a bit more advanced so now I

520
00:24:42,569 --> 00:24:45,579
有这条线只会重新采样该线，因为我想创建更多
have this line will simply resample the

521
00:24:45,779 --> 00:24:47,200
有这条线只会重新采样该线，因为我想创建更多
line because I want to create more

522
00:24:47,400 --> 00:24:51,369
线上的点，让我们以2.5开始，然后我将正常添加
points on the line and let's start out

523
00:24:51,569 --> 00:24:56,079
线上的点，让我们以2.5开始，然后我将正常添加
with 2.5 then I'm going to add in normal

524
00:24:56,279 --> 00:24:57,909
方向，我将使用布丁框架节点应力也相当
direction and I will use the pudding

525
00:24:58,109 --> 00:25:00,879
方向，我将使用布丁框架节点应力也相当
frame nodes stress is also a quite

526
00:25:01,079 --> 00:25:03,220
常用注解可将所有曲线添加到法线，因此在这里我们不能禁用
popular notes to add to normals all

527
00:25:03,420 --> 00:25:06,220
常用注解可将所有曲线添加到法线，因此在这里我们不能禁用
curves so in here we cannot disable the

528
00:25:06,420 --> 00:25:08,109
正常名称和切线名称是自信的还是正常的现在我们有了法线
normal name and the tangent name in

529
00:25:08,309 --> 00:25:10,869
正常名称和切线名称是自信的还是正常的现在我们有了法线
confident or normal now we have normals

530
00:25:11,069 --> 00:25:13,329
在每一点上，但他们彼此之间并没有很好地面对，所以我
on each point but they are not facing

531
00:25:13,529 --> 00:25:15,399
在每一点上，但他们彼此之间并没有很好地面对，所以我
that nicely to each other so what I'm

532
00:25:15,599 --> 00:25:17,710
要在这里做，是的，这是第一个优势，现在他们彼此面对
going to do here yes that is to first

533
00:25:17,910 --> 00:25:20,529
要在这里做，是的，这是第一个优势，现在他们彼此面对
edge and now they are facing each other

534
00:25:20,730 --> 00:25:23,769
现在更好了，我还注意到的是，当我启用点号时，我们可以
better now what I also notice is I when

535
00:25:23,970 --> 00:25:25,839
现在更好了，我还注意到的是，当我启用点号时，我们可以
I enable the point numbers we can

536
00:25:26,039 --> 00:25:27,579
实际看到一些点或与其他数字拍打，所以实际上
actually see that some points or

537
00:25:27,779 --> 00:25:30,190
实际看到一些点或与其他数字拍打，所以实际上
flapping with other numbers so actually

538
00:25:30,390 --> 00:25:32,889
在这里有12分，但我看到您等待得更多，所以可能是因为
have 12 points over here but I see you

539
00:25:33,089 --> 00:25:36,579
在这里有12分，但我看到您等待得更多，所以可能是因为
wait more so that might because of the

540
00:25:36,779 --> 00:25:38,940
重新采样，所以我将融合禁用以删除重复的顶点
resample so I'm going to fuse that

541
00:25:39,140 --> 00:25:43,919
重新采样，所以我将融合禁用以删除重复的顶点
disabled to remove repeated vertices

542
00:25:44,119 --> 00:25:46,799
现在我们在这边有一个围场度假胜地，现在我想做什么
and now we are having a paddock resort

543
00:25:47,000 --> 00:25:49,019
现在我们在这边有一个围场度假胜地，现在我想做什么
over here now further what I want to do

544
00:25:49,220 --> 00:25:52,588
正在为up Vector创建多个属性，因此AB
is creating attributes so multi seven

545
00:25:52,788 --> 00:25:56,459
正在为up Vector创建多个属性，因此AB
attributes for the up Vector so AB

546
00:25:56,659 --> 00:26:00,899
正如我所说的大小和三个因素，在这里一直想确保它具有
factor as I say size and three and in

547
00:26:01,099 --> 00:26:03,539
正如我所说的大小和三个因素，在这里一直想确保它具有
here always wanted to make sure it has

548
00:26:03,740 --> 00:26:08,639
这里面朝上然后我要创建另一个属性，这是
here facing upwards then I'm gonna

549
00:26:08,839 --> 00:26:12,149
这里面朝上然后我要创建另一个属性，这是
create another attributes and this is

550
00:26:12,349 --> 00:26:14,639
设置为B刻度我总是想确保我在P刻度上
set for the B scale I always want to

551
00:26:14,839 --> 00:26:17,519
设置为B刻度我总是想确保我在P刻度上
make sure I have a P scale on point

552
00:26:17,720 --> 00:26:21,059
值，在这种情况下，让我们从一个开始，如果
values and in this case let's just start

553
00:26:21,259 --> 00:26:24,149
值，在这种情况下，让我们从一个开始，如果
with one and we can always scale this if

554
00:26:24,349 --> 00:26:26,789
我需要这样，让我们​​快速找到一个副本，我可以看到的是
I need to so let's quickly there is a

555
00:26:26,990 --> 00:26:29,069
我需要这样，让我们​​快速找到一个副本，我可以看到的是
copy to point and what I can see is that

556
00:26:29,269 --> 00:26:31,649
将它们放置在我想要的位置，但是缩放比例不正确，我应该
they are placed nicely as I want them

557
00:26:31,849 --> 00:26:34,139
将它们放置在我想要的位置，但是缩放比例不正确，我应该
but the scaling is wrong I should

558
00:26:34,339 --> 00:26:39,569
可能会像这样规模扩大，所以现在它们彼此很好地相邻
probably go higher in scale like this so

559
00:26:39,769 --> 00:26:41,159
可能会像这样规模扩大，所以现在它们彼此很好地相邻
now they are nicely next to each other

560
00:26:41,359 --> 00:26:43,948
如果地球给出了它们，我们可以再次在其中添加一些随机旋转
we can again add some random rotations

561
00:26:44,148 --> 00:26:46,078
如果地球给出了它们，我们可以再次在其中添加一些随机旋转
in there if the earth gives they are all

562
00:26:46,278 --> 00:26:48,240
现在还是一样，但我认为目前还可以
the same now but I think it's okay for

563
00:26:48,440 --> 00:26:48,869
现在还是一样，但我认为目前还可以
the moment

564
00:26:49,069 --> 00:26:51,659
现在让我们将这个结果与另一个合并，我注意到我的桥
now let's merge this result with the

565
00:26:51,859 --> 00:26:54,509
现在让我们将这个结果与另一个合并，我注意到我的桥
other one and I notice that my bridge

566
00:26:54,710 --> 00:26:57,299
可能太大了，所以我们要么可以使系统中将更多这些放在顶部
might be too large so either we can make

567
00:26:57,500 --> 00:27:00,269
可能太大了，所以我们要么可以使系统中将更多这些放在顶部
system that places more of these on top

568
00:27:00,470 --> 00:27:02,369
但我实际上希望我的马裤稍小一点，因为这是
but I would actually like that my

569
00:27:02,569 --> 00:27:04,409
但我实际上希望我的马裤稍小一点，因为这是
britches just smaller because this is

570
00:27:04,609 --> 00:27:07,680
已经是一座巨大的桥梁，他们现在可能很难被吓到，所以您
already a huge bridge they might be hard

571
00:27:07,880 --> 00:27:09,479
已经是一座巨大的桥梁，他们现在可能很难被吓到，所以您
to get the scaring at the moment so you

572
00:27:09,679 --> 00:27:12,299
可以加载一些不真实的人体模型进行缩放，但实际上想要缩小
can load in some unreal mannequins for

573
00:27:12,500 --> 00:27:14,698
可以加载一些不真实的人体模型进行缩放，但实际上想要缩小
scaling but actually want to scale down

574
00:27:14,898 --> 00:27:18,328
桥梁，这样更合适-让我们越过这里，这就是你
the bridge so it fits that's better -

575
00:27:18,528 --> 00:27:21,539
桥梁，这样更合适-让我们越过这里，这就是你
let's go over here so this is what you

576
00:27:21,740 --> 00:27:25,259
应该在这里更改任何快速技巧，以便它并不总是计算要设置的
should change any quick trick here so it

577
00:27:25,460 --> 00:27:26,729
应该在这里更改任何快速技巧，以便它并不总是计算要设置的
doesn't always calculate it is to set

578
00:27:26,929 --> 00:27:29,129
这里暂时手动操作，现在我们可以轻松地将其缩小到
here to manually for the moments and now

579
00:27:29,329 --> 00:27:33,809
这里暂时手动操作，现在我们可以轻松地将其缩小到
we can easily scale this down to

580
00:27:34,009 --> 00:27:36,240
这样的事情，然后当我们已经把它放回自动更新
something like this and then when we

581
00:27:36,440 --> 00:27:38,669
这样的事情，然后当我们已经把它放回自动更新
already we put it back to auto updating

582
00:27:38,869 --> 00:27:41,909
所以现在它已经非常计算了，我可以看到它们现在持续在顶部
so now it's been very calculated and I

583
00:27:42,109 --> 00:27:43,709
所以现在它已经非常计算了，我可以看到它们现在持续在顶部
can see these are now lasting on top

584
00:27:43,909 --> 00:27:46,259
现在又有一个额外的功能，我想做的就是拥有一些功能
there now an extra feature here again

585
00:27:46,460 --> 00:27:48,469
现在又有一个额外的功能，我想做的就是拥有一些功能
what I would like to do is to have some

586
00:27:48,669 --> 00:27:52,210
常春藤或植物生长在这座桥上，所以我要做的是
ivy or plants growing on this bridge

587
00:27:52,410 --> 00:27:54,639
常春藤或植物生长在这座桥上，所以我要做的是
so what I will do is I will make a very

588
00:27:54,839 --> 00:27:58,629
一个简单的费用生成器，我将从清洁笔记开始，以便颜色渐变
simple a fee generator I will start out

589
00:27:58,829 --> 00:28:01,710
一个简单的费用生成器，我将从清洁笔记开始，以便颜色渐变
with a cleaning notes so color gradient

590
00:28:01,910 --> 00:28:03,759
我想从这个形状或基本形状中有两个颜色渐变
and I would like to have two color

591
00:28:03,960 --> 00:28:08,019
我想从这个形状或基本形状中有两个颜色渐变
gradients from this shape or basic shape

592
00:28:08,220 --> 00:28:13,119
实际上是从气球上找到的，所以我得到了这个结果，现在我可以用
here from the balloon actually so I have

593
00:28:13,319 --> 00:28:16,750
实际上是从气球上找到的，所以我得到了这个结果，现在我可以用
this result and I can find you now with

594
00:28:16,950 --> 00:28:19,990
我的植物应该开始生长的颜色，所以我想要它们
colors where my plants should start

595
00:28:20,190 --> 00:28:21,759
我的植物应该开始生长的颜色，所以我想要它们
growing so I would like to have them

596
00:28:21,960 --> 00:28:24,009
如果您想让它们更多地散开，请从底部开始啼叫
start crowing at the bottom if you want

597
00:28:24,210 --> 00:28:26,440
如果您想让它们更多地散开，请从底部开始啼叫
to have them more spread out then you

598
00:28:26,640 --> 00:28:28,769
可以随梯度变化，但当然这是有道理的
can just play around with the gradient

599
00:28:28,970 --> 00:28:31,269
可以随梯度变化，但当然这是有道理的
but of course it would make sense that

600
00:28:31,470 --> 00:28:32,769
他们只是从底部开始，现在我可以在其中使用剪辑并选择
they would just start from the bottom

601
00:28:32,970 --> 00:28:36,069
他们只是从底部开始，现在我可以在其中使用剪辑并选择
now I can use a clip in it and select

602
00:28:36,269 --> 00:28:38,589
从底部开始的点，所以我们称之为底部点，我们可以使用
points from the bottom so let's call

603
00:28:38,789 --> 00:28:43,210
从底部开始的点，所以我们称之为底部点，我们可以使用
this bottom points and we can use a

604
00:28:43,410 --> 00:28:45,819
小小的表情，所以请看一下颜色，如果颜色较大，也可以放
small little expression so look at the

605
00:28:46,019 --> 00:28:50,109
小小的表情，所以请看一下颜色，如果颜色较大，也可以放
color and if they are bigger to put too

606
00:28:50,309 --> 00:28:55,450
例如，我会说点，所以现在我们必须选择所有要点
for example I would say points so now we

607
00:28:55,650 --> 00:28:58,269
例如，我会说点，所以现在我们必须选择所有要点
have to select them all actually to make

608
00:28:58,470 --> 00:29:01,210
如果它们较小，则选择它们，这些都是可能的点
that if they are smaller then select

609
00:29:01,410 --> 00:29:02,859
如果它们较小，则选择它们，这些都是可能的点
them so these are all possible points

610
00:29:03,059 --> 00:29:05,950
可能会开始增长的研究，所以接下来我要稍微捏一下
study that could start growing so next

611
00:29:06,150 --> 00:29:10,180
可能会开始增长的研究，所以接下来我要稍微捏一下
I'm going to place a little pinch and in

612
00:29:10,380 --> 00:29:11,799
我们希望有8分的组范围，所以我们可以选择分，然后是新的一年
the group range we want to have 8 points

613
00:29:12,000 --> 00:29:15,099
我们希望有8分的组范围，所以我们可以选择分，然后是新的一年
so we can select points then a new year

614
00:29:15,299 --> 00:29:17,430
在顶部实际上想填写我的最低点，所以我们只专注于
at the top actually want to fill in my

615
00:29:17,630 --> 00:29:20,919
在顶部实际上想填写我的最低点，所以我们只专注于
bottom points so we only are focusing on

616
00:29:21,119 --> 00:29:23,319
最低点，现在我可以做的是，我可以定义多少个起始位置
the bottom points and now what I can do

617
00:29:23,519 --> 00:29:25,809
最低点，现在我可以做的是，我可以定义多少个起始位置
is I can define how many start positions

618
00:29:26,009 --> 00:29:27,450
我有一个简单的方法可以使用
I have

619
00:29:27,650 --> 00:29:29,639
我有一个简单的方法可以使用
so simple way to do this is to use the

620
00:29:29,839 --> 00:29:31,919
开始或结束控制，所以让我们将其设置为1，然后先安排
start or end control so let's put this

621
00:29:32,119 --> 00:29:35,009
开始或结束控制，所以让我们将其设置为1，然后先安排
here to 1 and in first arrange and as

622
00:29:35,210 --> 00:29:37,289
您会看到这里有一点，如果我这样，这将是我的出发点
you can see you have now one point here

623
00:29:37,490 --> 00:29:40,379
您会看到这里有一点，如果我这样，这将是我的出发点
and this will be my starting point if I

624
00:29:40,579 --> 00:29:42,539
现在增加这个，我们将不再有六个点被选择
now increase this we will have no more

625
00:29:42,740 --> 00:29:45,240
现在增加这个，我们将不再有六个点被选择
points being selected for exactly six

626
00:29:45,440 --> 00:29:48,119
现在开始将其随机化，我们可以使用排序节点
starting points now to randomize this

627
00:29:48,319 --> 00:29:50,519
现在开始将其随机化，我们可以使用排序节点
more we can use a sort nodes we can

628
00:29:50,720 --> 00:29:53,129
放置在源节点的开始处，这里我们可以设置点排序
place at the beginning in the source

629
00:29:53,329 --> 00:29:56,430
放置在源节点的开始处，这里我们可以设置点排序
nodes and here points sorting we can set

630
00:29:56,630 --> 00:29:59,359
这是随机的，设置是随机的种子，现在我们在那里有随机点，所以
this to random and set is to random seed

631
00:29:59,559 --> 00:30:03,329
这是随机的，设置是随机的种子，现在我们在那里有随机点，所以
and now we have randomly points there so

632
00:30:03,529 --> 00:30:04,529
目前，我实际上只想从头开始，我认为那是
at the moment I actually only want to

633
00:30:04,730 --> 00:30:06,359
目前，我实际上只想从头开始，我认为那是
have one starting I think that would be

634
00:30:06,559 --> 00:30:09,359
仅仅拥有一个IFE就足够了，那么我将使用
more than enough to just have one IFE

635
00:30:09,559 --> 00:30:12,389
仅仅拥有一个IFE就足够了，那么我将使用
growing on there then I'm gonna use a

636
00:30:12,589 --> 00:30:15,000
小组扩大这个小组扩大是定义草料应该增长的新闻
group expand this group expand is the

637
00:30:15,200 --> 00:30:18,480
小组扩大这个小组扩大是定义草料应该增长的新闻
news to define of forage should grow so

638
00:30:18,680 --> 00:30:20,460
在小组展开中，我将在这里使用小组1，这是我的起点
in the group expand I'm going to use

639
00:30:20,660 --> 00:30:23,940
在小组展开中，我将在这里使用小组1，这是我的起点
here my group one this is my starting

640
00:30:24,140 --> 00:30:25,769
点，我们可以增加步进数，这将是我们的区域
point and we can increase the stepped

641
00:30:25,970 --> 00:30:28,919
点，我们可以增加步进数，这将是我们的区域
numbers and this will be the area of our

642
00:30:29,119 --> 00:30:31,169
它应该增长，所以让我们将其设置为30，这是超出
it should grow so let's set this to

643
00:30:31,369 --> 00:30:34,259
它应该增长，所以让我们将其设置为30，这是超出
maybe 30 so this is how far exceed

644
00:30:34,460 --> 00:30:36,690
现在最大，然后我要使用另一个范围组，该范围将
maximum go now then I want to use a

645
00:30:36,890 --> 00:30:39,539
现在最大，然后我要使用另一个范围组，该范围将
another range group and this range will

646
00:30:39,740 --> 00:30:42,690
然后决定他们应该在哪里添加，再在这里我要设置这两个
then decide where they should add so and

647
00:30:42,890 --> 00:30:43,889
然后决定他们应该在哪里添加，再在这里我要设置这两个
here again I want to set these two

648
00:30:44,089 --> 00:30:46,230
点，因为我想选择点，我们要专注于称为
points because I want to select points

649
00:30:46,430 --> 00:30:48,359
点，因为我想选择点，我们要专注于称为
and we want to focus on the group called

650
00:30:48,559 --> 00:30:50,819
组扩展这基本上是我们扩展组的输出
group expand this was basically the

651
00:30:51,019 --> 00:30:53,180
组扩展这基本上是我们扩展组的输出
output here from our expanding group

652
00:30:53,380 --> 00:30:55,769
然后我们可以在这里再次执行相同的方法我们可以设置某些点
then we can do the same method here

653
00:30:55,970 --> 00:30:58,409
然后我们可以在这里再次执行相同的方法我们可以设置某些点
again we can set certain points and

654
00:30:58,609 --> 00:31:01,710
这些都是我的终点，我们也可以在这里使用范围过滤器，我们可以
these are done my end points we can also

655
00:31:01,910 --> 00:31:05,549
这些都是我的终点，我们也可以在这里使用范围过滤器，我们可以
use here the range filter and we can

656
00:31:05,750 --> 00:31:09,139
然后也使用它来选择更多点，在这种情况下，让我们
then use this as well to get more points

657
00:31:09,339 --> 00:31:13,139
然后也使用它来选择更多点，在这种情况下，让我们
selected so in this case let's take

658
00:31:13,339 --> 00:31:17,369
大概是70点，所以我们到处都有几个要点
something like like 70 so we have a

659
00:31:17,569 --> 00:31:19,919
大概是70点，所以我们到处都有几个要点
couple points here and there and now

660
00:31:20,119 --> 00:31:22,289
来把所有这些放在一起的特别说明是找到最短路径的说明
comes the special note to bring this all

661
00:31:22,490 --> 00:31:25,730
来把所有这些放在一起的特别说明是找到最短路径的说明
together is the find shortest path note

662
00:31:25,930 --> 00:31:28,529
所以我们现在有两个小组，也许我应该给他们更好的命名，这样
so we have two groups now maybe I should

663
00:31:28,730 --> 00:31:32,339
所以我们现在有两个小组，也许我应该给他们更好的命名，这样
give them some better naming actually so

664
00:31:32,539 --> 00:31:35,009
第一组实际上应该被称为开始然后我要改变这个
group one should actually be called

665
00:31:35,210 --> 00:31:37,619
第一组实际上应该被称为开始然后我要改变这个
beginning then I'm gonna change this

666
00:31:37,819 --> 00:31:39,190
同样在这里并展开开始组的注释，然后
here as well and

667
00:31:39,390 --> 00:31:42,279
同样在这里并展开开始组的注释，然后
expand notes of beginning group and then

668
00:31:42,480 --> 00:31:46,299
这组是温柔的终点，所以现在使用它会更有意义
here this group is tender endpoints so

669
00:31:46,500 --> 00:31:49,240
这组是温柔的终点，所以现在使用它会更有意义
that would make more sense now to use so

670
00:31:49,440 --> 00:31:51,309
我们的起点是两个起点，终点在这里或终点
our starting points are two beginning

671
00:31:51,509 --> 00:31:54,059
我们的起点是两个起点，终点在这里或终点
and our endpoints are here or end group

672
00:31:54,259 --> 00:31:57,490
现在我们将在这里看到一些几何图形，但是我将更改方法
now we will just see a little geometry

673
00:31:57,690 --> 00:31:59,529
现在我们将在这里看到一些几何图形，但是我将更改方法
here but I'm going to change the method

674
00:31:59,730 --> 00:32:02,649
从任何恒星到每个结局，现在我们都会有这种IV
here to from any stars to each ending

675
00:32:02,849 --> 00:32:06,220
从任何恒星到每个结局，现在我们都会有这种IV
and now we will have sort of this IV

676
00:32:06,420 --> 00:32:08,169
在那里增长，然后我们将重新采样
growing there

677
00:32:08,369 --> 00:32:10,539
在那里增长，然后我们将重新采样
then further we'll get to resample the

678
00:32:10,740 --> 00:32:15,608
线，所以请创建一个样点线，然后我要
line so a sample line please for create

679
00:32:15,808 --> 00:32:19,000
线，所以请创建一个样点线，然后我要
a whole bunch of points then I want to

680
00:32:19,200 --> 00:32:21,700
将它们融合在一起，因为我们可能会有很多重叠点
fuse them together because we will have

681
00:32:21,900 --> 00:32:24,279
将它们融合在一起，因为我们可能会有很多重叠点
a lot of overlapping points probably so

682
00:32:24,480 --> 00:32:29,108
我要增加很多，也许这样直到我们有了
I'm gonna just increase this a lot and

683
00:32:29,308 --> 00:32:31,990
我要增加很多，也许这样直到我们有了
something like this maybe until we have

684
00:32:32,190 --> 00:32:34,750
不再有很多重叠的点，那么从这里我们可以做的就是
not that many overlapping points anymore

685
00:32:34,950 --> 00:32:37,269
不再有很多重叠的点，那么从这里我们可以做的就是
then from here what we can do is we can

686
00:32:37,470 --> 00:32:40,599
添加噪声属性，我们可以为每个点分配一个随机比例，
add a noise attribute and we can assign

687
00:32:40,799 --> 00:32:43,569
添加噪声属性，我们可以为每个点分配一个随机比例，
a random scale to each point so

688
00:32:43,769 --> 00:32:45,039
属性噪声我们可以将其设置为
attribute noise we can set this to

689
00:32:45,240 --> 00:32:48,069
属性噪声我们可以将其设置为
one-dimensional subject P scale value in

690
00:32:48,269 --> 00:32:50,319
在这里，它具有随机值，我们现在可以学习重新映射大小，然后再进行操作
here so it has random values we can

691
00:32:50,519 --> 00:32:54,669
在这里，它具有随机值，我们现在可以学习重新映射大小，然后再进行操作
learn remap the size now before we can

692
00:32:54,869 --> 00:32:56,858
复制我的模型，我现在想沿曲线使用方向，所以我们
copy our models on I would like to use

693
00:32:57,058 --> 00:32:58,899
复制我的模型，我现在想沿曲线使用方向，所以我们
the orientation along curve now so we

694
00:32:59,099 --> 00:33:02,680
有不错的提升阀模型，现在让我们使用一个副本来指向和
have decent poppets models and now let's

695
00:33:02,880 --> 00:33:06,129
有不错的提升阀模型，现在让我们使用一个副本来指向和
just use a copy to points and for our IV

696
00:33:06,329 --> 00:33:09,009
模型我已经使用了一些关键资产，所以在这里，这又是来自
model I already used some critical

697
00:33:09,210 --> 00:33:12,250
模型我已经使用了一些关键资产，所以在这里，这又是来自
assets so in here this was again from a

698
00:33:12,450 --> 00:33:14,559
小溪如此酸所以这些只是一堆纸牌，所以我想
creek so acid so these are just a bunch

699
00:33:14,759 --> 00:33:17,108
小溪如此酸所以这些只是一堆纸牌，所以我想
of playing cards so I want to just

700
00:33:17,308 --> 00:33:20,979
复制并粘贴到此行上，所以现在我们有了它，现在在这里与
copy-paste this on the line so now we

701
00:33:21,179 --> 00:33:23,319
复制并粘贴到此行上，所以现在我们有了它，现在在这里与
have this and now here with the

702
00:33:23,519 --> 00:33:26,500
然后我想通过一些旋转和设置来定位
orientation I want to play around then

703
00:33:26,700 --> 00:33:31,358
然后我想通过一些旋转和设置来定位
with some of the rotations and set of

704
00:33:31,558 --> 00:33:34,539
值以获得更有趣的结果，我的想法也在这里扩展
values to more interesting results my

705
00:33:34,740 --> 00:33:38,229
值以获得更有趣的结果，我的想法也在这里扩展
thinking is also just scaling here we

706
00:33:38,429 --> 00:33:40,809
可以说，我们还可以计算每行多长时间，然后减少
could talk we could also calculate how

707
00:33:41,009 --> 00:33:43,509
可以说，我们还可以计算每行多长时间，然后减少
long each line is and then reduce the

708
00:33:43,710 --> 00:33:46,119
缩放也是可能的，我稍后还要支付另一个IV生成器
scaling that's also possible I will

709
00:33:46,319 --> 00:33:49,720
缩放也是可能的，我稍后还要支付另一个IV生成器
later to pay also another IV generator

710
00:33:49,920 --> 00:33:52,029
对于将有更多选择的建筑物，这只是一个简化
for the building which will have some

711
00:33:52,230 --> 00:33:54,129
对于将有更多选择的建筑物，这只是一个简化
more options this is just a simplified

712
00:33:54,329 --> 00:33:56,470
版本，我认为尽管目前还可以，但我还是要看一下
version and I think for the moment

713
00:33:56,670 --> 00:33:59,529
版本，我认为尽管目前还可以，但我还是要看一下
despite be ok I will have to look in the

714
00:33:59,730 --> 00:34:01,599
想象一下它的外观，然后我可以前后移动并欺骗其中的一些
imagine how it looks then I can go a bit

715
00:34:01,799 --> 00:34:04,089
想象一下它的外观，然后我可以前后移动并欺骗其中的一些
back and forward and trick some of these

716
00:34:04,289 --> 00:34:05,019
位置，所以这里可以开始合并
positions

717
00:34:05,220 --> 00:34:09,269
位置，所以这里可以开始合并
so here this can then began to be merged

718
00:34:09,469 --> 00:34:13,360
现在和现在我那里有一些基本植物
here and now I have some basic plants

719
00:34:13,559 --> 00:34:15,000
现在和现在我那里有一些基本植物
there

720
00:34:15,199 --> 00:34:18,840
这个网络在这里是我创建马裤的网络，就像我一样
this network here yes my network for

721
00:34:19,039 --> 00:34:22,019
这个网络在这里是我创建马裤的网络，就像我一样
creating the breeches and like I

722
00:34:22,219 --> 00:34:24,300
提到一个给定的，我可能需要为每个循环做一个，以便进行互动
mentioned a given I might need to do a

723
00:34:24,500 --> 00:34:26,580
提到一个给定的，我可能需要为每个循环做一个，以便进行互动
for each loop so for interactive pieces

724
00:34:26,780 --> 00:34:28,919
我之所以要执行此循环的原因是，如果我们在
and the reason why I will do this loop

725
00:34:29,119 --> 00:34:31,889
我之所以要执行此循环的原因是，如果我们在
is if we have multiple bridges at the

726
00:34:32,088 --> 00:34:34,050
那一刻我真的没有支持，所以如果你想有两座桥
moment I don't really have support for

727
00:34:34,250 --> 00:34:36,169
那一刻我真的没有支持，所以如果你想有两座桥
it so if you want to have two bridges I

728
00:34:36,369 --> 00:34:38,639
不支持这一点，所以我们将不得不循环两个部分，我将
am NOT supporting that so we're gonna

729
00:34:38,838 --> 00:34:40,949
不支持这一点，所以我们将不得不循环两个部分，我将
have to loop over two pieces and I will

730
00:34:41,148 --> 00:34:43,889
必须在这里添加一个循环，所以我要循环显示我有多少个输入框
have to add a loop here so I'm going to

731
00:34:44,088 --> 00:34:47,780
必须在这里添加一个循环，所以我要循环显示我有多少个输入框
loop over how many inputs boxes I have

732
00:34:47,980 --> 00:34:51,449
索纳（Sona）可能会将汽车选项设置为手动，因此您可以快速让它循环
Sona might might set car option used to

733
00:34:51,648 --> 00:34:54,179
索纳（Sona）可能会将汽车选项设置为手动，因此您可以快速让它循环
manual so you can quickly let this loop

734
00:34:54,378 --> 00:34:58,619
在所以我要添加到底部，当然它会说我们有
in so in in I want to add this to the

735
00:34:58,818 --> 00:35:02,039
在所以我要添加到底部，当然它会说我们有
bottom and of course it will say we have

736
00:35:02,239 --> 00:35:04,669
一个循环，让我们计算一个循环，所以现在这是我们的结果，所以现在我们
one loop and let's calculate at one loop

737
00:35:04,869 --> 00:35:07,530
一个循环，让我们计算一个循环，所以现在这是我们的结果，所以现在我们
so this is now our result so now we

738
00:35:07,730 --> 00:35:09,869
如果您愿意的话，应该对多桥有一些支持
should have some support for multiple

739
00:35:10,068 --> 00:35:15,068
如果您愿意的话，应该对多桥有一些支持
bridges if you would like that


