Hello 您好
In this introductory lesson 在这节入门课中
I'll briefly cover the basic tools and concepts that I'll use in the rest of the lessons 我将简要介绍在其余课程中使用的基本工具和概念
Character animation often implies transformations 角色动画通常意味着变换
Moving 移动
rotating 旋转
or scaling rig elements in the scene 或缩放场景中的装备元素
You can find an object's position 您可以找到对象的位置
rotation, and scale in its attributes in the coordinates tab 旋转和缩放。
These coordinates show transformations of a specific point 这些坐标显示了特定点的变换情况
It is called axis in Cinema 4D 在 Cinema 4D 中称为轴线
but it is often called pivot as well 但通常也称为枢轴
Parametric objects which have shapes described with a set of parameters, like this cube 参数对象，其形状由一组参数描述，如这个立方体
have a pivot in the center 中心有一个枢轴
For non-parametric or editable objects 对于非参数对象或可编辑对象
a pivot shouldn't necessarily be in the center 枢轴不一定要位于中心位置
And you can move it with the enable axis modification tool 您可以使用启用轴修改工具来移动它
I'll move the axis up now 现在我将轴向上移动
You can see the y coordinate of the cube has changed although the cube has stayed in the same place 你可以看到立方体的 Y 坐标发生了变化，尽管立方体仍在原处
And now it rotates relative to this point as well 现在它也相对于这一点旋转了
Each attribute that you can animate has a circle like this near it 每个可以动画化的属性附近都有一个这样的圆圈
If you click on it 如果点击它
you'll create a keyframe 您将创建一个关键帧
thus saving the value of this attribute in the current frame 从而在当前帧中保存该属性的值
You can create a keyframe with a different value in the other frame 您可以在另一帧中创建具有不同值的关键帧
and by default 默认情况下
Cinema will interpolate the attribute value between the keyframes Cinema 会在关键帧之间插入属性值
This interpolation is displayed as a curve in the timeline in the F curve mode 在 F 曲线模式下，插值会在时间轴上显示为一条曲线
It is actually a graph that displays how the attribute changes over time 它实际上是一个显示属性随时间变化的曲线图
The shape of the curve is determined by the parameters of the keyframe 曲线的形状由关键帧的参数决定
which will be displayed in the attribute editor if you select it 的参数决定，如果选择该关键帧，它将显示在属性编辑器中
You can adjust the keyframe settings either by clicking the buttons or by modifying the tangents 您可以通过点击按钮或修改切线来调整关键帧设置
You can make the parameter change linearly 可以使参数线性变化
that is, gradually 即逐渐
or you can make it slow down in the end, and so on 也可以让它最终慢下来，等等
You can create keyframes by clicking on the record button 点击记录按钮即可创建关键帧
and you can use these buttons to control which attributes will be recorded 并使用这些按钮来控制记录哪些属性
You can also enable auto keyframing 您还可以启用自动关键帧
and keyframes will be created automatically when you change any parameter 当您更改任何参数时，将自动创建关键帧
And I'd like to say a few words about hierarchy 我想就等级制度说几句话
This is a very important aspect of rigging 这是装配的一个非常重要的方面
for hierarchy affects object transformations as well 因为层次结构也会影响物体的变换
Let's say this is a leg 假设这是一条腿
a thigh 大腿
a shin 胫骨
and a foot 和一只脚
These three objects are on the same level of the hierarchy now 这三个对象现在处于同一层次结构中
at the root of the scene 在场景的根部
and are not related to each other in any way 彼此没有任何关系
If I rotate or move the thigh 如果我旋转或移动大腿
the shin and the foot will stay unchanged 胫骨和脚将保持不变
If I move the foot into the shin and the shin into the thigh 如果我将脚移入胫骨，将胫骨移入大腿
they will inherit the transformations of objects higher in the hierarchy 它们将继承层次结构中更高对象的变换
So in this way 这样
it is convenient to set relationships of object transformations in a scene 可以方便地设置场景中的对象变换关系
Objects higher in a hierarchy are called parent objects 层次结构中较高的对象称为父对象
and those lower are called child objects 较低的对象称为子对象
That is, the thigh will be a parent for the shin 也就是说，大腿是小腿的父对象
and the foot will be a child 的子对象
Note that the coordinates tab contains the object properties relative to a parent 请注意，坐标选项卡包含相对于父对象的对象属性
And if I rotate the thigh 如果我旋转大腿
the shin coordinates will not change in any way 小腿的坐标不会有任何改变
Cinema 4D has the coordinate manager Cinema 4D 具有坐标管理器
which allows you to specify world coordinates 允许您指定世界坐标
But as you can see 但您可以看到
you can animate only the coordinates in the object attributes 您只能对对象属性中的坐标进行动画操作
So keep in mind that object transformations are always animated relative to a parent 因此，请记住，对象的变换总是相对于父对象进行动画处理的
That is, in the parent space 也就是说，在父对象空间中
If you change a hierarchy of animated objects, they may offset 如果更改动画对象的层次结构，它们可能会偏移
For the stored coordinate values will give other transformations in space relative to a new parent 因为存储的坐标值将给出相对于新父对象的其他空间变换
Inheriting transformations from a parent in a hierarchy is called forward kinematics 在层次结构中继承父对象的变换称为正向运动学
or FK 或 FK
If you need to fix 如果需要修复
say, the foot when the character sits down or walks 例如，人物坐下或行走时的脚部
you'll need to offset the parent's displacement by rotating all of its children so that the foot remains in the same place 就需要通过旋转父代的所有子代来抵消父代的位移，从而使脚保持在同一位置
This is very difficult and inconvenient 这非常困难，也很不方便
and for such situations there's inverse kinematics 针对这种情况，有一种逆运动学方法
or IK 或 IK
It allows you to set the position of an object at the end of a chain 它可以在链的末端设定物体的位置
while the rotations of other objects higher in a hierarchy are processed automatically 同时自动处理层级较高的其他对象的旋转
Inverse kinematics is implemented as the IK tag in Cinema 4D 反运动学在 Cinema 4D 中作为 IK 标签实现
It is assigned to the top object in a hierarchy 它被分配给层次结构中的顶层对象
to the object which an IK solver will influence IK 求解器将影响的对象
And in its settings you need to specify objects that are lower in a hierarchy 在设置中，您需要指定层次结构中较低的对象
and the external object it will follow 以及它将跟随的外部对象
You also need to specify the so-called POV vector for correct processing 您还需要指定所谓的 POV 向量，以便正确处理
It sets the bending direction 它设定了弯曲方向
You usually interact with the rig using auxiliary objects like these 您通常使用以下辅助对象与钻机进行交互
They are called controllers 它们被称为控制器
The inverse kinematics tag allows you to enable dynamics in Cinema 4D 逆运动学标签允许您在 Cinema 4D 中启用动态效果
Notice how the hierarchy behaves when the animation is being played 注意动画播放时层次结构的表现
You can use this technique to create a tail and its complex movement 您可以使用此技术创建一个尾巴及其复杂运动
You can even specify a collision object to control how objects intersect with the geometry 您甚至可以指定一个碰撞对象来控制对象与几何体的相交方式
Spline inverse kinematics is often used in rigging as well 样条线逆运动学也经常用于装配
It is implemented as a separate IK spline in Cinema 4D 在 Cinema 4D 中，它是作为单独的 IK 样条来实现的。
This solver places objects along a spline in a hierarchy 该求解器将物体沿样条线分层放置
which can be useful for customizing elastic or flexible objects 可用于自定义弹性或柔性对象
Constraints are a rather important tool for creating a rig 约束是创建钻机的重要工具
They allow you to connect object transformations regardless of a hierarchy 通过它，您可以不受层次结构限制地连接对象转换
For example 例如
with the rotation constraint you can make an object from this hierarchy inherit the rotation of an external object 通过旋转约束，你可以让本层次结构中的一个对象继承外部对象的旋转效果
You can see that the hierarchy controls only the position of the shin 可以看出，层次结构只控制了小腿的位置
while the rotation is completely set by this object 而旋转则完全由该对象设定
Constraints are also implemented as tags in the object the transformations of which will be overwritten 在对象中还以标签的形式实现了约束，这些标签的变换将被覆盖
while in the target field you'll need to specify the object the transformations of which will be inherited 而在目标字段中，您需要指定将继承其变换的对象
With a few exceptions 除少数例外情况外
constraints completely overwrite the corresponding transformations 约束会完全覆盖相应的变换
With the rotation constraint 旋转约束
as in this example 的情况下
you won't be able to rotate the constrained object 就无法旋转约束对象
You can create a tag from the character tags menu and manually configure the required parameters 您可以从字符标签菜单中创建标签，并手动配置所需的参数
Select a type 选择类型
PSR in this case 本例中为 PSR
and specify target 并指定目标
Alternatively 或者
you can select an object for which you want to create a constraint 您可以选择要创建约束的对象
then a target object 然后选择目标对象
and go to Character, Constraints 然后转到字符、约束
You can also specify several targets and adjust the impact of each using the weight parameter 您还可以指定多个目标，并使用权重参数调整每个目标的影响程度
And of course you can animate this parameter 当然，您还可以将此参数动画化
Cinema 4D has a lot of constraints Cinema 4D 有很多限制条件
but I'll cover only a few of them in this lesson 但在本课中我将只介绍其中的几种
Perhaps the most commonly used constraint is the PSR constraint 最常用的约束可能是 PSR 约束
PSR is short for position PSR 是 position 的缩写
scale 标度
and rotation 和旋转
So the constrained object simply inherits those transformations of the target objects 因此，受约束对象只需继承目标对象的这些变换即可
In the constraint settings you can specify which transformations will be inherited 在约束设置中，您可以指定要继承的变换
Moreover 此外
you can specify different transformations for different targets 您还可以为不同的目标指定不同的变换
For example 例如
one target will impact rotation 一个目标将影响旋转
and the other will impact movement 而另一个将影响移动
I'll enable position inheritance for both targets 我将启用两个目标的位置继承
When both their weights are equal to 100 当两个目标的权重都等于 100 时
the targets will equally impact the constrained object 目标将对约束对象产生同等影响
and the pyramid will be between them 金字塔将位于它们之间
If you decrease the weight of one of them to zero 如果把其中一个的重量减为零
the corresponding target will stop impacting the pyramid 相应的目标就会停止撞击金字塔
And its position will completely coincide with the second target 它的位置将与第二个目标完全重合
This example demonstrates the so-called transformation blending 本例演示了所谓的变换混合
You can use it to combine different behaviors in one rig 您可以用它在一个装备中组合不同的行为
Make a character's hand work in the inverse kinematics mode with the ability of switching to the forward kinematics mode when needed 让角色的手在逆运动学模式下工作，并能在需要时切换到正运动学模式
The next example demonstrates the work of two constraints which are usually used together 下一个示例演示了通常一起使用的两个约束的工作原理
aim and up vector 瞄准和向上矢量
With the help of a target object 借助目标对象
aim allows you to specify the position in space where the constrained object will be directed 瞄准功能可指定约束对象在空间中的指向位置
It, however, doesn't control the direction in which the constrained object rotates 但它不能控制约束对象的旋转方向
So the up constraint is used for the task 因此，该任务使用了向上约束
It creates the so-called up vector to set the rotation 它创建所谓的向上矢量来设置旋转方向
It is similar to the POV vector in the inverse kinematics solver 它类似于逆运动学求解器中的 POV 向量
In this case, constraints are set so that the y-axis of the pyramid is directed towards the cube 在这种情况下，设置的限制条件是使金字塔的 Y 轴朝向立方体
while the x-axis is directed towards the sphere 而 x 轴则指向球面
If the target of the up constraint 如果向上约束的目标
that is the sphere 即球体
approaches the direction vector set by the aim constraint 接近目标约束设定的方向矢量
the pyramid's orientation will be difficult to calculate 金字塔的方向将难以计算
and it may start to twist strangely 它可能会开始奇怪地扭曲
These constraints influence the rotation of the object only 这些限制只影响物体的旋转
so you can move it freely 因此您可以自由移动它
A similar structure can come in handy for the eyes setup 类似的结构对于眼睛的设置也很有用
Now I'd like to say a few words about the parent constraint 现在我想谈谈父约束条件
As the name suggests 顾名思义
it is used to simulate the inheritance of the parent's transformation 它用于模拟父节点转换的继承性
That is, the constrained object behaves as if it is a child of the target object 也就是说，受约束对象的行为就好像它是目标对象的一个子对象
but it is not 但它不是
The parent constraint is designed primarily for the so-called hermetic parenting 父对象约束主要是为所谓的密封式父对象设计的
in which an object follows different targets in different moments in time 在这种情况下，一个对象在不同的时间点会跟随不同的目标
It differs from the PSR constraint mainly by its convenient interface for switching targets 它与 PSR 约束的不同之处主要在于其切换目标的界面非常方便
and the fact that the object stays unmoved when you change the target's weight 以及当您改变目标的权重时，对象保持不动的事实
In addition, you can still transform it 此外，您还可以对其进行变换
Finally, the spring constraint 最后，弹簧约束
It connects the constrained object to the target with a spring and reveals itself when the animation is played 它通过弹簧将受约束对象与目标连接起来，并在播放动画时显示出来
It can be used to add dynamic effects to a rig, for example 它可用于为装备添加动态效果，例如
A character model is usually a solid polygonal object 角色模型通常是一个多边形实体对象
and its animation implies the transformations of its shape or deformations 其动画意味着其形状的变换或变形
that is moving its points 即移动其点
Let's say this cylinder is a character's arm 假设这个圆柱体是角色的手臂
and I want to bend it 我想弯曲它
Controlling the position of each point separately while animating will be quite difficult 在制作动画时分别控制每个点的位置将相当困难
for each point will have its own coordinates 因为每个点都有自己的坐标
So points are usually connected to the transformations of auxiliary objects 因此，通常会将点与辅助对象的变换连接起来
The easiest way is to create a cluster deformer 最简单的方法是创建一个群集变形器
It connects points to a null and controls the influence with the help of a vertex map 它将点与空连接起来，并借助顶点贴图控制影响效果
You can see that the points follow the null now 您可以看到，现在各点都遵循空值
You can control the strength of its influence by adjusting the vertex map tag 您可以通过调整顶点贴图标签来控制其影响强度
which I'll tell you about later 来控制其影响强度。
A more advanced and also the most common method of deformation via transforming intermediate objects is the use of a skin deformer 通过转换中间对象进行变形的更高级也是最常见的方法是使用皮肤变形器
Unlike a cluster deformer 与集群变形器不同
it allows you to conveniently control how the transformations of several objects influence each point of the geometry 它允许您方便地控制多个对象的变换如何影响几何体的每个点
The most convenient way to create a skin deformer is to use the bind command 创建皮肤变形器最方便的方法是使用绑定命令
To do this, you need to select the mesh 为此，您需要选择网格
then the objects that will influence it 然后选择将对其产生影响的对象
and apply the bind command from the character menu 然后从角色菜单中选择绑定命令
It will create a skin deformer itself and the weight tag 它将创建皮肤变形器本身和权重标签
Also, it will automatically calculate the weights 此外，它还会自动计算权重
that is the influence intensity of each object on each point of the geometry according to the bind command settings 即根据绑定命令设置，每个对象对几何体每个点的影响强度
A list of deformers and weights is stored in a weight tag 变形体和权重的列表存储在权重标签中
The automatic calculation of weights doesn't always give good results 自动计算权重的结果并不总是很好
And you can adjust them 您可以调整它们
by drawing on the surface with the weight tool in different modes 在不同模式下使用权重工具在曲面上绘图
By default 默认模式
deformer weights are displayed in different colors in the viewport for convenience 为方便起见，变形体权重会以不同颜色显示在视口中
The weight tool allows you to adjust the weights of the selected object 使用权重工具可以调整所选对象的权重
So now I'm smoothing joint 1 现在我正在平滑关节 1
You can enable the weight tool either by double clicking on the weight tag or by selecting it from the character menu 您可以通过双击权重标签或从字符菜单中选择启用权重工具
You can also use the weight manager 您还可以使用权重管理器
which has a lot of various tools to manipulate weights 该工具有很多不同的工具来操作权重
The skin deformer works in a linear mode by default 皮肤变形器默认以线性模式工作
and its working principle is as follows 其工作原理如下
Each point is impacted by the parent constraint 每个点都受到父约束的影响
in which all deformers with corresponding weights are specified as targets 的影响，其中所有具有相应权重的变形体都被指定为目标
And their transformations for a specific point will be arranged linearly depending on the weight 它们对特定点的变形将根据权重线性排列
So artifacts may appear in the places of bending 因此，在弯曲的地方可能会出现假象
during twisting, etc 扭转时等
And however you adjust the weights 无论如何调整权重
you won't be able to get rid of many of such artifacts 你将无法摆脱许多这样的文物
You can change the type from linear to spherical in the skin deformer properties to maintain the volume a bit during bending 您可以在皮肤变形器属性中将类型从线形改为球形，以便在弯曲过程中保持一定的体积
But this won't solve all problems either 但这也不能解决所有问题
Although the skin deformer has its disadvantages 虽然蒙皮变形器有其缺点
there are few alternatives to it 但也有一些替代方法
The skin deformer is fast enough 皮肤变形器足够快
and it is one of the few deformation methods that real-time engines support nowadays 而且它是目前实时引擎支持的少数几种变形方法之一
The objects specified in the skin deformer distribute points relative to their position at the moment of creating the skin deformer by the bind command 皮肤变形器中指定的对象会根据绑定命令创建皮肤变形器时的位置分布点数
the so-called bind pose 所谓的绑定姿势
You can set a new bind pose by clicking the set bind pose button in the weight tag 您可以点击权重标签中的设置绑定姿势按钮来设置新的绑定姿势。
Joints are often used as objects for deformation in a skin deformer 关节通常用作皮肤变形器中的变形对象
This is a special type of object 这是一种特殊类型的对象
They are designed to set transformations in space 它们旨在设置空间变换
like in a null 就像在空
but it is convenient to create them using the joint tool 但使用联合工具创建它们也很方便
They represent a notional skeleton well and facilitate the automatic calculation of the skin deformer's weights 它们很好地代表了一个概念骨架，便于自动计算皮肤变形器的权重
In general, however, any objects that can be transformed can be used in a skin deformer 不过，一般来说，任何可以变换的物体都可以用于皮肤变形器中
Another common deformer for rigging is point morph 另一种常用的装配变形器是点变形
or simply morph 或简称为
or blend shape as it is called in other programs 或其他程序中的混合形状
It allows you to set a certain position for points and blend them 它允许你为点设置一定的位置并混合它们
thereby adjusting the influence of each pose 从而调整每个姿势的影响
You can also specify another object as a pose 您还可以指定另一个对象作为姿势
thus creating the so-called dynamic morph 从而创建所谓的动态变形
And if the shape of another object changes 如果另一个对象的形状发生变化
this pose will also be updated 这个姿势也会更新
It is important to ensure that the number and order of points for these objects are identical 确保这些对象的点的数量和顺序一致非常重要
since point morph searches for a corresponding point on the target for each point by its index 因为点变形会根据每个点的索引在目标上搜索相应的点
And if I specify a sphere with a different number of points as a target 如果我指定一个点数不同的球体作为目标点
point morph will behave strangely 点变形的行为会很奇怪
Point morph is mostly used to create face rigs 点变形主要用于创建面部装配
It is designed as a tag 它被设计为一个标签
but there is also the point morph deformer 但还有点变形器
which allows you to control the influence of the tag with the help of falloffs or vertex maps 可让您借助落点或顶点贴图控制标签的影响范围
as well as move several point morph tags on one object 以及在一个物体上移动多个点变形标签
You can use point morph together with the skin deformer in order to adjust complex skinning areas 您可以将点变形与皮肤变形器结合使用，以调整复杂的皮肤区域
Real-time engines support it too 实时引擎也支持
but it is a pretty powerful deformer in Cinema 4D 但它在 Cinema 4D 中是一个相当强大的变形器
so not all its features can be recreated by an engine 所以并非所有功能都能通过引擎重现
You can influence the points of an object by the surface of another object using the mesh or surface deformers 您可以使用网格或曲面变形器通过另一个物体的曲面来影响一个物体的点
In this way, it is convenient to control the shape of a high poly geometry with a simple low poly mesh 通过这种方式，可以方便地用简单的低多边形网格控制高多边形几何体的形状
Cinema 4D has a lot of various deformers that can be useful in various situations Cinema 4D 拥有大量不同的变形器，在各种情况下都能派上用场
But I won't speak about them now and we'll move on to the next topic 但我现在不会谈论它们，我们将进入下一个主题
I'll tell you a little about vertex maps 我将向您介绍一下顶点贴图
Vertex maps allows you to set a scalar value or weight for each point of an object 顶点贴图允许您为对象的每个点设置一个标量值或权重
It is implemented as a tag 它是以标签形式实现的
If you select it 如果选择
its weight will be displayed in color in the viewport 其权重将以彩色显示在视口中
By default, red represents the weight of 0 and yellow of 100% 默认情况下，红色表示权重为 0，黄色表示权重为 100%
It is convenient to control the deformer's influence on a certain area of the surface with the help of vertex maps 借助顶点贴图，可以方便地控制变形器对曲面特定区域的影响
For example, now the smoothed deformer is smoothing the entire object equally 例如，现在平滑变形器对整个物体进行了均等平滑处理
But if I upload the vertex map to this field in the falloff deformer tab 但如果我将顶点贴图上传到 "衰减变形器 "选项卡中的这个区域
its intensity will depend on the weight of the vertex map 其强度将取决于顶点贴图的权重
As you can see 您可以看到
when the weight is 0 当权重为 0 时
the deformer doesn't work 变形器不起作用
With a double click on the tag 双击标签
you'll enable the paint tool 就能启用绘制工具
You can use it to manipulate the weights in various modes 您可以用它以各种模式操作权重值
either by drawing with a brush on a surface or by clicking the buttons 用画笔在表面上绘画，或者点击按钮
The tag itself is created by applying the paint tool to an object 标签本身是通过在对象上应用涂画工具创建的
You can find the tool in the character menu 您可以在字符菜单中找到该工具
Or you can use the set vertex weight command 或者使用设置顶点权重命令
which sets the weight values for the selected points 设置所选点的权重值
Cinema 4D Release 20 introduced fields Cinema 4D 第 20 版引入了字段
This is a very powerful tool that allows you to 这是一个非常强大的工具，可以让您
among other things, parametrically combine and adjust weights as layers 除其他功能外，还可以参数化组合和调整图层的权重
Vertex maps are also used for simulations to control the physical parameters of the surface and for shading 顶点贴图还可用于模拟，以控制曲面的物理参数和着色
They can be used as a mask for a material, for example 例如，顶点贴图可用作材质的遮罩
Perhaps one of the most powerful tools in Cinema 4D is Expresso Visual Programming Environment Cinema 4D 中最强大的工具之一可能就是 Expresso 可视化编程环境了。
which is available via the Expresso tag on an object 可通过对象上的 Expresso 标签使用
Expresso allows you to control almost any object attributes through various logical and mathematical operations Expresso 允许您通过各种逻辑和数学运算来控制几乎所有对象的属性
In the Expresso editor 在 Expresso 编辑器中
elements are represented as nodes with inputs and outputs 元素被表示为具有输入和输出的节点
And you can set quite complex dependencies by connecting them into block diagrams 通过将它们连接到框图中，你可以设置相当复杂的依赖关系
In this example, I've connected the Y coordinate of the sphere to the Y coordinate of the cube 在本例中，我将球体的 Y 坐标与立方体的 Y 坐标连接起来
So if the cube coordinate is greater than zero 因此，如果立方体坐标大于零
the sphere will offset twice as the cube does 球体的偏移量将是立方体的两倍
And if the cube's coordinate is less than zero 而如果立方体的坐标小于零
the sphere will remain unmoved 球体将保持不动
You can also set movements 您还可以设置运动
For example 例如
the cube rotates along a sine wave now 现在立方体沿着正弦波旋转
Cinema allows you to create user data on objects Cinema 允许您在对象上创建用户数据
to add attributes to control various parameters 添加属性以控制各种参数
and to use them in Expresso, for example 并在 Expresso 中使用它们，例如
I've created several attributes for this null 我为这个 null 创建了几个属性
Boolean attributes for a sphere and a cube and a scalar radius 球体、立方体和标量半径的布尔属性
Then I've connected them to the enable parameters and to the sizes via Expresso 然后，我通过 Expresso 将它们与启用参数和尺寸连接起来
Now by adjusting parameters on one object 现在调整一个对象的参数
I can turn on and off the sphere and the cube and control their sizes 我可以打开或关闭球体和立方体，并控制它们的大小
You can display them in the viewport to keep them at hand 您可以将它们显示在视口中，以便随时查看
Thus you can control various parameters of the rig from one place 这样你就可以从一个地方控制装备的各种参数
without the need to look for objects and their attributes each time 无需每次都查找对象及其属性
It is rather convenient 非常方便
especially for complex structures 特别是对于复杂结构
One of Cinema's weak spots is the need to control the order in which constraints Cinema 的弱点之一是需要控制约束的顺序。
deformers 变形
generators and other objects are processed 生成器和其他对象的处理顺序
The so-called priorities 所谓优先级
In this example, the sphere is constrained to the cube with the parent constraint 在本例中，球体与立方体的父约束条件为
And the pyramid is constrained to the sphere with the parent constraint as well 金字塔也受到父约束条件的约束，与球体相连
Now if I rotate the cube and press cancel 现在，如果我旋转立方体并按下取消键
the pyramid will remain unmoved for some reason 由于某些原因，金字塔将保持不动
And I have to click in the viewport or click redraw to return it to its original place 我必须在视口中单击或单击 "重绘 "才能将其放回原处
And if I animate the cube and play the animation 如果我将立方体做成动画并播放动画
you'll see that the pyramid is moving with a delay 你会发现金字塔的移动是有延迟的
This happens because Cinema 4D processes objects based on their position in Object Manager 这是因为 Cinema 4D 会根据对象在对象管理器中的位置来处理对象
From top to bottom 从上到下
So a dependent object should be below the object it depends on 因此，从属对象应位于其从属对象的下方
Otherwise there will be a delay 否则会出现延迟
and the dependent objects will move with a delay 从属对象的移动也会有延迟
You can see that the pyramid is above the sphere and the cube on which it depends 我们可以看到，金字塔位于球体和立方体的上方，而球体和立方体是金字塔的从属对象
And if you move the pyramid to the very bottom 如果将金字塔移动到最底部
the delay will disappear 延迟就会消失
When you can't change the position of an object in the Object Manager 无法更改对象管理器中对象的位置时
for instance if it is already in the hierarchy 例如，如果该对象已在层次结构中
you can manually shift the priority of this or that element 您可以手动调整这个或那个元素的优先级
The higher this number is 该数字越大
the later the corresponding element is processed 相应元素的处理时间就越晚
That is, I need to increase the priority value of the constraint in this example 也就是说，我需要提高本例中约束的优先级值
And the pyramid can be anywhere in the Object Manager now 现在，金字塔可以放在对象管理器的任何位置
As you can see 可以看到
the priorities are divided into several groups 优先级分为几组
which are also processed from top to bottom 从上到下进行处理
Initial first 初始优先
then animation 然后是动画
expressions, and so on 表达式，以此类推
Now I won't overload you with abstract information 现在，我不会给你过多的抽象信息
and we'll better analyze specific cases in the following lessons 我们将在下面的课程中更好地分析具体案例
And this is it! 就是这样！
I want to say that character animation and rigging especially require some technical knowledge 我想说的是，角色动画和装配尤其需要一些技术知识
Some things will seem difficult at first 有些事情一开始看起来很难
but you'll understand them over time 但时间长了你就会明白
As in other areas 与其他领域一样
that is practice that makes the difference 实践出真知
So arm yourself with patience 因此，请用耐心武装自己