﻿1
00:00:00,000 --> 00:00:01,660
在这一部分的另一部分中，我们将创建具有
other one in this part we're going to

2
00:00:01,860 --> 00:00:03,218
在这一部分的另一部分中，我们将创建具有
create procedural buildings that have

3
00:00:03,419 --> 00:00:07,118
被摧毁了，所以要开始，也许我们也可以在这里快速清理一下，或者
been destroyed so to start off maybe

4
00:00:07,318 --> 00:00:09,430
被摧毁了，所以要开始，也许我们也可以在这里快速清理一下，或者
also let's clean up quickly here or

5
00:00:09,630 --> 00:00:11,800
以前的网络，所以我要在这里为不良部分放置一个框架，以便在哪里
previous networks so I'm gonna place a

6
00:00:12,000 --> 00:00:15,939
以前的网络，所以我要在这里为不良部分放置一个框架，以便在哪里
frame here for the bad part so where I

7
00:00:16,138 --> 00:00:18,159
创建垫子，我在这里，我在这里创建的框架中创建
create the pads and I'm here and I

8
00:00:18,359 --> 00:00:20,890
创建垫子，我在这里，我在这里创建的框架中创建
create a frame where I've created here

9
00:00:21,089 --> 00:00:23,440
两个分支，所以这里我要创建更多的结构
two branches so there's a bit more

10
00:00:23,640 --> 00:00:25,539
两个分支，所以这里我要创建更多的结构
structure here now I'm going to create

11
00:00:25,739 --> 00:00:27,699
另一个圈子网络再次在这里，这将是4D建筑物
another circle Network here again and

12
00:00:27,899 --> 00:00:36,788
另一个圈子网络再次在这里，这将是4D建筑物
this will then be 4d buildings so again

13
00:00:36,988 --> 00:00:39,279
在这里我要输入地形，这是我的第一个输入，然后我想
here I want to input my terrain this

14
00:00:39,479 --> 00:00:42,099
在这里我要输入地形，这是我的第一个输入，然后我想
will be my first input then I would like

15
00:00:42,299 --> 00:00:44,948
有一个可以代表房屋的盒子，也就是说在这个区域
to have a box that will be representing

16
00:00:45,149 --> 00:00:50,108
有一个可以代表房屋的盒子，也就是说在这个区域
a house so that's saying on this area

17
00:00:50,308 --> 00:00:53,439
在这里或其他地方，我想有一所类似的房子
here or somewhere else I would like to

18
00:00:53,640 --> 00:00:57,338
在这里或其他地方，我想有一所类似的房子
have a house that's like something like

19
00:00:57,539 --> 00:01:00,279
这么大，我想这已经是大房子了，让我们把它放在这里
this in size I think this is already the

20
00:01:00,479 --> 00:01:04,138
这么大，我想这已经是大房子了，让我们把它放在这里
big house so let's place it down here

21
00:01:04,338 --> 00:01:06,969
不必在表面上很完美，它可以飞一点就可以解决
doesn't have to be perfectly on the

22
00:01:07,170 --> 00:01:11,079
不必在表面上很完美，它可以飞一点就可以解决
surface it can fly a bit you can solve

23
00:01:11,280 --> 00:01:13,778
在网络中，还有什么很重要的我想念的吗？
that and in the network and what is also

24
00:01:13,978 --> 00:01:16,119
在网络中，还有什么很重要的我想念的吗？
important here I can miss can you rotate

25
00:01:16,319 --> 00:01:18,640
像这样，如果旋转一些，可能太极端了
it like this maybe this is too extreme

26
00:01:18,840 --> 00:01:21,819
像这样，如果旋转一些，可能太极端了
if it maybe some rotation it could be

27
00:01:22,019 --> 00:01:25,090
这样很好，这是我的第二个输入，让我们进入该网络
nice like this so this is my second

28
00:01:25,290 --> 00:01:27,390
这样很好，这是我的第二个输入，让我们进入该网络
input and let's go in this network so

29
00:01:27,590 --> 00:01:29,980
我要先从第二个输入框开始
I'm gonna first start out here with my

30
00:01:30,180 --> 00:01:32,918
我要先从第二个输入框开始
second input which was that box and I

31
00:01:33,118 --> 00:01:34,988
想要开始创建基础，然后为此建造房屋
want to start creating the basics for

32
00:01:35,188 --> 00:01:38,340
想要开始创建基础，然后为此建造房屋
then making a house for this

33
00:01:38,540 --> 00:01:42,549
所以在这里我再次要使用边缘的平坦度，所以如果我输入
so here again I'm gonna do I'm gonna use

34
00:01:42,750 --> 00:01:45,189
所以在这里我再次要使用边缘的平坦度，所以如果我输入
the flatness of edges so if I input a

35
00:01:45,390 --> 00:01:47,829
虚幻的立方体，确定在皇后立方体，然后我将对每个立方体使用a
cube for unreal it sure at the queen

36
00:01:48,030 --> 00:01:52,329
虚幻的立方体，确定在皇后立方体，然后我将对每个立方体使用a
cube then I'm going to use a for each

37
00:01:52,530 --> 00:01:54,488
如果您有多栋房子，我们将循环连接
connected piece in case you have

38
00:01:54,688 --> 00:01:56,409
如果您有多栋房子，我们将循环连接
multiple houses we are going to loop

39
00:01:56,609 --> 00:02:00,159
在每个单独的多维数据集上，让我们在这里创建时间，以便我们有足够的时间
over each individual pube so let's

40
00:02:00,359 --> 00:02:02,230
在每个单独的多维数据集上，让我们在这里创建时间，以便我们有足够的时间
create that time here so we have enough

41
00:02:02,430 --> 00:02:04,420
那么要处理的第一件事就是如何获得空间
space then to work with

42
00:02:04,620 --> 00:02:07,539
那么要处理的第一件事就是如何获得空间
first thing to handle is how can I get

43
00:02:07,739 --> 00:02:10,270
实际上我的立方体变成了正常旋转，所以现在我添加了一些随机
actually my cube into a normal rotation

44
00:02:10,469 --> 00:02:13,420
实际上我的立方体变成了正常旋转，所以现在我添加了一些随机
so right now I added some random

45
00:02:13,620 --> 00:02:15,130
旋转它，因为当我踏上建筑物时可以说
rotation in it so because that's

46
00:02:15,330 --> 00:02:17,050
旋转它，因为当我踏上建筑物时可以说
possible say when I take the building

47
00:02:17,250 --> 00:02:19,960
实验室工具生成器并插入该框中，您可能看不到
generator from the lab tools and plug in

48
00:02:20,159 --> 00:02:25,360
实验室工具生成器并插入该框中，您可能看不到
that box you see that it might not give

49
00:02:25,560 --> 00:02:27,820
到你想要的盐，所以我首先要做的就是我要
to the salt that you want so what I'm

50
00:02:28,020 --> 00:02:31,150
到你想要的盐，所以我首先要做的就是我要
gonna do first is I'm gonna I'm gonna

51
00:02:31,349 --> 00:02:33,460
再次将框居中，使其很好地位于网格上，然后将其放回原处
Center the box again so it's nicely on

52
00:02:33,659 --> 00:02:35,650
再次将框居中，使其很好地位于网格上，然后将其放回原处
the grid and then put it back to its

53
00:02:35,849 --> 00:02:38,710
原始位置，以便与之配合使用，我将使用一个小组并
original position so for that to work

54
00:02:38,909 --> 00:02:42,040
原始位置，以便与之配合使用，我将使用一个小组并
with I'm gonna use a group and

55
00:02:42,240 --> 00:02:45,160
集成节点，我想选择一个顶级原语，所以我要给它起个名字
integrative nodes I want to select a top

56
00:02:45,360 --> 00:02:48,100
集成节点，我想选择一个顶级原语，所以我要给它起个名字
primitive so I'm gonna give this a name

57
00:02:48,300 --> 00:02:52,510
最原始的，我想在这里使用by by normal函数将此值设置为零
top primitive and I want to use the by

58
00:02:52,710 --> 00:02:55,300
最原始的，我想在这里使用by by normal函数将此值设置为零
normal function here set this to zero

59
00:02:55,500 --> 00:02:58,540
并影响到一个较慢的滑块，直到我们在这里有另一个
and effecter to one slower the slider

60
00:02:58,740 --> 00:03:03,790
并影响到一个较慢的滑块，直到我们在这里有另一个
until we have here this then another

61
00:03:03,990 --> 00:03:05,710
实验牙齿中有用的工具就是所谓的拉直
tool in the lab tooth that is useful for

62
00:03:05,909 --> 00:03:10,030
实验牙齿中有用的工具就是所谓的拉直
this is the one called straighten so

63
00:03:10,229 --> 00:03:14,680
如您所见，此按钮会自动尝试拉直网格，但是
this button automatically as you can see

64
00:03:14,879 --> 00:03:17,740
如您所见，此按钮会自动尝试拉直网格，但是
it will try to straighten the mesh but

65
00:03:17,939 --> 00:03:20,439
在这里实际给一个草药组很有用，所以我刚刚创建了两个草药组
it's useful here to actually give a herb

66
00:03:20,639 --> 00:03:22,710
在这里实际给一个草药组很有用，所以我刚刚创建了两个草药组
group so I just created two herb group

67
00:03:22,909 --> 00:03:25,960
现在它实际上是漂亮的直线，所以我们从这种形状变成了漂亮的
and now it is actually nice linear lines

68
00:03:26,159 --> 00:03:31,030
现在它实际上是漂亮的直线，所以我们从这种形状变成了漂亮的
so we went from this shape to a nice

69
00:03:31,229 --> 00:03:34,930
对齐的形状现在很重要，这是我们实际上可以输出一个称为
aligned shape now important here is we

70
00:03:35,129 --> 00:03:36,370
对齐的形状现在很重要，这是我们实际上可以输出一个称为
can actually output an attribute called

71
00:03:36,569 --> 00:03:39,730
X转换，因此我将其用作输出，然后将使用轴
X transform so I have use this as output

72
00:03:39,930 --> 00:03:42,250
X转换，因此我将其用作输出，然后将使用轴
and then I'm going to use the axis

73
00:03:42,449 --> 00:03:46,450
对齐并将此立方体很好地对齐到我的世界中心，所以现在如果我
aligned and align this cube here nicely

74
00:03:46,650 --> 00:03:49,810
对齐并将此立方体很好地对齐到我的世界中心，所以现在如果我
into the center of my world so now if I

75
00:03:50,009 --> 00:03:53,140
插入建筑物发电机，我们将获得一个不错的干净结果
plug in the building generator we will

76
00:03:53,340 --> 00:03:55,868
插入建筑物发电机，我们将获得一个不错的干净结果
have a nice clean result

77
00:03:56,068 --> 00:04:00,069
我可能还会将下限提高到3.5或更高，因为我通常认为3.5
I might also increase the floor I to 3.5

78
00:04:00,269 --> 00:04:03,910
我可能还会将下限提高到3.5或更高，因为我通常认为3.5
or higher because often I think with 3.5

79
00:04:04,110 --> 00:04:07,390
或4或更高的高度或缩放比例，所以现在我有一栋建筑物，但是
or 4 or the are better heights or

80
00:04:07,590 --> 00:04:10,209
或4或更高的高度或缩放比例，所以现在我有一栋建筑物，但是
scaling so now I have a building but how

81
00:04:10,408 --> 00:04:12,160
使其真正回到此处的原始位置，为此，我要
to actually get it back to here its

82
00:04:12,360 --> 00:04:15,610
使其真正回到此处的原始位置，为此，我要
original position so for that I'm going

83
00:04:15,810 --> 00:04:18,579
使用称为“匹配叹气”的节点，因此放在此注释上和此处的顶部
to use the node called match sighs so

84
00:04:18,779 --> 00:04:22,838
使用称为“匹配叹气”的节点，因此放在此注释上和此处的顶部
placed on this note and at the top here

85
00:04:23,038 --> 00:04:25,710
人们找到了恢复还原的选项，当我剪切时，我可以
people find a option restore

86
00:04:25,910 --> 00:04:28,629
人们找到了恢复还原的选项，当我剪切时，我可以
transformation and when I cut this I can

87
00:04:28,829 --> 00:04:31,540
恢复基于in属性的转换得到X转换，所以在这里
restore the transformation based on in

88
00:04:31,740 --> 00:04:35,050
恢复基于in属性的转换得到X转换，所以在这里
attributes got X transform so in here in

89
00:04:35,250 --> 00:04:37,509
拉直后，我将其输出为X变换，我想根据以下内容将其还原
the straighten I output it a X transform

90
00:04:37,709 --> 00:04:40,329
拉直后，我将其输出为X变换，我想根据以下内容将其还原
and I want to restore it back based on

91
00:04:40,529 --> 00:04:42,910
现在该属性的一个问题是，因为我在此处生成建筑物
that attribute now one problem here is

92
00:04:43,110 --> 00:04:45,579
现在该属性的一个问题是，因为我在此处生成建筑物
since I generate a building here the

93
00:04:45,779 --> 00:04:49,360
输出X转换实际上已经消失了，所以我将不得不从
output X transform is actually gone so I

94
00:04:49,560 --> 00:04:51,730
输出X转换实际上已经消失了，所以我将不得不从
will have to transfer that value from

95
00:04:51,930 --> 00:04:55,420
这个节点回到这个节点，所以有几种方法可以做到这一点，但让我们
this node back into this node so there

96
00:04:55,620 --> 00:04:57,790
这个节点回到这个节点，所以有几种方法可以做到这一点，但让我们
are a few ways we can do this but let's

97
00:04:57,990 --> 00:05:01,350
在这里使用或属性传递，所以这里我的建筑物是输入，而我的第二个建筑物
use here or attribute transfer so here

98
00:05:01,550 --> 00:05:04,329
在这里使用或属性传递，所以这里我的建筑物是输入，而我的第二个建筑物
my building is the input and my second

99
00:05:04,529 --> 00:05:08,199
输入将是视频拉直节点，现在仔细看X
input will be the video straighten nodes

100
00:05:08,399 --> 00:05:11,170
输入将是视频拉直节点，现在仔细看X
now closer look at where actually that X

101
00:05:11,370 --> 00:05:13,689
转换已保存，这保存在detail属性中，因此在传输中
transform is saved this is saved in the

102
00:05:13,889 --> 00:05:16,240
转换已保存，这保存在detail属性中，因此在传输中
detail attribute so in the transfer

103
00:05:16,439 --> 00:05:18,338
我们可以禁用其他节点并专注于一个节点
nodes we can I have to a disable the

104
00:05:18,538 --> 00:05:21,129
我们可以禁用其他节点并专注于一个节点
other ones and focus on the detail one

105
00:05:21,329 --> 00:05:23,350
所以我们要确保我们正在传输xform值，所以一次
so we want to make sure we are

106
00:05:23,550 --> 00:05:28,180
所以我们要确保我们正在传输xform值，所以一次
transferring the xform value so one once

107
00:05:28,379 --> 00:05:30,218
完成后，您可以看到我们现在具有正确的旋转，所以这是原始的
that is done you can see we have now the

108
00:05:30,418 --> 00:05:32,230
完成后，您可以看到我们现在具有正确的旋转，所以这是原始的
correct rotation so that's the original

109
00:05:32,430 --> 00:05:34,778
现在，我们将按尺寸复制另一个匹配项，而我不会
rotation that we have now we'll copy

110
00:05:34,978 --> 00:05:37,689
现在，我们将按尺寸复制另一个匹配项，而我不会
another match by size and I will not be

111
00:05:37,889 --> 00:05:41,379
现在使用还原转换将其连接到此处，以便
using here the restore transform now

112
00:05:41,579 --> 00:05:44,480
现在使用还原转换将其连接到此处，以便
connect this to here so by

113
00:05:44,680 --> 00:05:46,999
它会做一些对齐，或者如果您想要
it will sort of do some alignment or it

114
00:05:47,199 --> 00:05:49,490
它会做一些对齐，或者如果您想要
can also scale this if you want to what

115
00:05:49,689 --> 00:05:51,170
我感兴趣的是使用他们的第二个输入，我想基本上使用
I'm interested in is using their second

116
00:05:51,370 --> 00:05:53,689
我感兴趣的是使用他们的第二个输入，我想基本上使用
inputs and I want to use basically my

117
00:05:53,889 --> 00:05:56,300
起始形状，所以让我们也许将其移到此处，这样我的输入形状将是
beginning shape so let's maybe move this

118
00:05:56,500 --> 00:05:59,600
起始形状，所以让我们也许将其移到此处，这样我的输入形状将是
over here so my input shape will then be

119
00:05:59,800 --> 00:06:02,660
在这里，如您所见，它已经拍到该位置，所以这是我的原始照片
here and as you could see it done snaps

120
00:06:02,860 --> 00:06:05,540
在这里，如您所见，它已经拍到该位置，所以这是我的原始照片
to that position so this is my original

121
00:06:05,740 --> 00:06:09,770
将我的天使原始输入调整为系统结果，所以我制作了一个简单的系统
shape my angel original input to system

122
00:06:09,970 --> 00:06:12,920
将我的天使原始输入调整为系统结果，所以我制作了一个简单的系统
the result so I've made a simple system

123
00:06:13,120 --> 00:06:16,278
然后可以检测到一个变形，并以此对齐建筑物
that can then detect a transformation

124
00:06:16,478 --> 00:06:20,020
然后可以检测到一个变形，并以此对齐建筑物
align it make a building from this and

125
00:06:20,220 --> 00:06:22,939
然后将其放回原来的位置并旋转，这样就已经
then throw it back at its original

126
00:06:23,139 --> 00:06:26,480
然后将其放回原来的位置并旋转，这样就已经
position and rotation so that's already

127
00:06:26,680 --> 00:06:29,509
创建此建筑生成器的第一步
the first step of creating this building

128
00:06:29,709 --> 00:06:32,069
创建此建筑生成器的第一步
generator

129
00:06:32,250 --> 00:06:35,530
现在我在这里有我的建筑物，而且我想把它做得更多
now I have my building here and I would

130
00:06:35,730 --> 00:06:37,150
现在我在这里有我的建筑物，而且我想把它做得更多
like to make it actually more

131
00:06:37,350 --> 00:06:40,870
有趣，所以我们现在可以使它变得更有趣的一种方法是
interesting so one way we can make it

132
00:06:41,069 --> 00:06:43,480
有趣，所以我们现在可以使它变得更有趣的一种方法是
more interesting right now it's a basic

133
00:06:43,680 --> 00:06:46,600
以及立方体形状，但我也想在这里有更多的结构
cube shape as well but I would like to

134
00:06:46,800 --> 00:06:48,610
以及立方体形状，但我也想在这里有更多的结构
have some more structure in here as well

135
00:06:48,810 --> 00:06:50,530
所以它不是真正的燃料管道，所以在这X之后，我要
so it's not really a fuel pube

136
00:06:50,730 --> 00:06:53,770
所以它不是真正的燃料管道，所以在这X之后，我要
so after this X is the line I'm going to

137
00:06:53,970 --> 00:06:56,230
创建一个可以给他们更多随机形状而不是完美形状的系统
create a system that sort of gives them

138
00:06:56,430 --> 00:06:58,120
创建一个可以给他们更多随机形状而不是完美形状的系统
more random shape instead of a perfect

139
00:06:58,319 --> 00:07:02,319
正方形，所以让我们从分割节点开始，这样分割法线，我想
square so let's start out with the split

140
00:07:02,519 --> 00:07:06,910
正方形，所以让我们从分割节点开始，这样分割法线，我想
nodes so split normals and I want to

141
00:07:07,110 --> 00:07:10,920
选择最下面的原始数，然后减去-1，然后我将其反转，因此
select the bottom primitive so minus 1

142
00:07:11,120 --> 00:07:15,430
选择最下面的原始数，然后减去-1，然后我将其反转，因此
then I'm going to reverse this so it's

143
00:07:15,629 --> 00:07:20,949
面朝上备份，然后添加一个细分，或者您可以根据需要使用其他东西
facing back up then add a subdivision or

144
00:07:21,149 --> 00:07:23,560
面朝上备份，然后添加一个细分，或者您可以根据需要使用其他东西
you can use something else if you want

145
00:07:23,759 --> 00:07:28,660
像是rameshan或twat机器，我不会将其设置为两个，所以
it like rameshan or twat machine I'm not

146
00:07:28,860 --> 00:07:31,420
像是rameshan或twat机器，我不会将其设置为两个，所以
going to set this up into two so it

147
00:07:31,620 --> 00:07:35,500
创建所有这些正方形，然后我想使用一个组范围并与此组
creates all these squares then I want to

148
00:07:35,699 --> 00:07:39,100
创建所有这些正方形，然后我想使用一个组范围并与此组
use a group range and with this group

149
00:07:39,300 --> 00:07:41,590
现在，我可以按程序选择一些基本类型
range I can now sort of procedurally

150
00:07:41,790 --> 00:07:44,740
现在，我可以按程序选择一些基本类型
select a few primitives and this

151
00:07:44,939 --> 00:07:47,139
不会是我的房子，所以我可以对每个
wouldn't be my house so I can do

152
00:07:47,339 --> 00:07:49,329
不会是我的房子，所以我可以对每个
multiple variations each of the

153
00:07:49,529 --> 00:07:51,250
现在突出显示的图元是我首先在Oracle Italy中创建的
primitives that are now highlighted are

154
00:07:51,449 --> 00:07:53,980
现在突出显示的图元是我首先在Oracle Italy中创建的
my building Oracle Italy first like the

155
00:07:54,180 --> 00:07:55,810
没有突出显示的形状是我的建筑物，所以2是2，所以您可以选择
shape that is not being highlight is my

156
00:07:56,009 --> 00:07:59,319
没有突出显示的形状是我的建筑物，所以2是2，所以您可以选择
building so 2 is 2 so you can choose

157
00:07:59,519 --> 00:08:03,129
在这两者之间，但我也喜欢我们的排序节点，在简短的注释中，
between that but what I also like to is

158
00:08:03,329 --> 00:08:07,360
在这两者之间，但我也喜欢我们的排序节点，在简短的注释中，
our sort nodes and in the short notes we

159
00:08:07,560 --> 00:08:09,520
实际上在原始排序中，然后我们可以将其设置为随机，所以现在
actually have in primitive sorting then

160
00:08:09,720 --> 00:08:13,509
实际上在原始排序中，然后我们可以将其设置为随机，所以现在
we can set this to random so now it's

161
00:08:13,709 --> 00:08:18,759
一种更随机的选择，以便您可以在那里获得更多随机性，然后让我们
sort of a more random selection so you

162
00:08:18,959 --> 00:08:22,870
一种更随机的选择，以便您可以在那里获得更多随机性，然后让我们
can get more random in there then let's

163
00:08:23,069 --> 00:08:25,810
用它炸开书呆子，炸开第一组的方式
use it blast nerds and blast the way

164
00:08:26,009 --> 00:08:28,730
用它炸开书呆子，炸开第一组的方式
that group 1

165
00:08:28,769 --> 00:08:31,459
然后在那之后我要在额外的节点中使用
then after that I'm gonna use in extra

166
00:08:31,658 --> 00:08:33,549
然后在那之后我要在额外的节点中使用
nodes

167
00:08:33,750 --> 00:08:36,289
不管目击者挤出网是什么，我也
and whatever the witness extrude net is

168
00:08:36,490 --> 00:08:39,049
不管目击者挤出网是什么，我也
give this a little inset I'm also

169
00:08:39,250 --> 00:08:41,599
在这里禁用禁用双方，我给出并说的另一个原因
disabling here disable the sides

170
00:08:41,799 --> 00:08:43,389
在这里禁用禁用双方，我给出并说的另一个原因
the other reason why I given and said

171
00:08:43,589 --> 00:08:47,419
是的，因为这里仍然像这两个原语一样连接该区域
yes because of here this region like

172
00:08:47,620 --> 00:08:49,370
是的，因为这里仍然像这两个原语一样连接该区域
these two primitives are still connected

173
00:08:49,570 --> 00:08:52,188
彼此之间，而实际上通常并不能给出很好的结果，所以我
to each other and that often doesn't

174
00:08:52,389 --> 00:08:54,859
彼此之间，而实际上通常并不能给出很好的结果，所以我
give that nice result actually so I

175
00:08:55,059 --> 00:08:58,938
决定在那里做一个小插图，所以现在我有了想要的基本形状
decided to do a little inset there so

176
00:08:59,139 --> 00:09:01,279
决定在那里做一个小插图，所以现在我有了想要的基本形状
now I have the basic shape that I want

177
00:09:01,480 --> 00:09:04,429
我想做一个挤压，然后恢复高度，所以我想要一个
and I would like to do an extrusion to

178
00:09:04,629 --> 00:09:08,209
我想做一个挤压，然后恢复高度，所以我想要一个
then get the height back so I wanted an

179
00:09:08,409 --> 00:09:10,909
根据我从这部分实际得到的高度来拉伸，所以从这里开始
extrude based on the height that I

180
00:09:11,110 --> 00:09:15,498
根据我从这部分实际得到的高度来拉伸，所以从这里开始
actually had from this part so from here

181
00:09:15,698 --> 00:09:21,198
所以也许在这里也播放音符，这有点像我的基准对齐，现在
so maybe also plays a note here and this

182
00:09:21,399 --> 00:09:26,779
所以也许在这里也播放音符，这有点像我的基准对齐，现在
was sort of like my base aligned and now

183
00:09:26,980 --> 00:09:30,799
在这里，我可以在精神靴的加速中使用备用输入，因此在
in here I can use a spare inputs in this

184
00:09:31,000 --> 00:09:32,688
在这里，我可以在精神靴的加速中使用备用输入，因此在
acceleration at spirit boots so at the

185
00:09:32,889 --> 00:09:35,149
底部这里有一个备用输入，我可以将其拖到此处，然后在
bottom here there is a spare input and I

186
00:09:35,350 --> 00:09:38,929
底部这里有一个备用输入，我可以将其拖到此处，然后在
can drag here mine on that and now in

187
00:09:39,129 --> 00:09:42,498
现在我可以添加边界框的距离，我要说的是燃烧
the distance I can now add the bounding

188
00:09:42,698 --> 00:09:46,639
现在我可以添加边界框的距离，我要说的是燃烧
box and I'm going to say get the burning

189
00:09:46,839 --> 00:09:49,490
减去一的框，即多余的输入，然后我要询问尺寸
box from minus one which is that spare

190
00:09:49,690 --> 00:09:52,389
减去一的框，即多余的输入，然后我要询问尺寸
input and then I'm going to ask the size

191
00:09:52,589 --> 00:09:57,609
按轴输入，然后我们具有与之前一样的正确高度
enter by axis and then we sort of have

192
00:09:57,809 --> 00:10:01,609
按轴输入，然后我们具有与之前一样的正确高度
the correct height as it was before it's

193
00:10:01,809 --> 00:10:03,049
不要将其插入我的建筑发电机中，我们将使其更加强大
not plugging this into my building

194
00:10:03,250 --> 00:10:05,269
不要将其插入我的建筑发电机中，我们将使其更加强大
generator we will make it even more

195
00:10:05,470 --> 00:10:09,618
现在很有趣，如您所见，这是我的大楼，因此更多
interesting now as you can see this is

196
00:10:09,818 --> 00:10:14,299
现在很有趣，如您所见，这是我的大楼，因此更多
now my building so this is more

197
00:10:14,500 --> 00:10:17,089
有趣的是，我现在仍然可以在这里随便找个座位值
interesting now I can still play around

198
00:10:17,289 --> 00:10:19,549
有趣的是，我现在仍然可以在这里随便找个座位值
here with the seat value that you can

199
00:10:19,750 --> 00:10:24,198
快速获得一些随机变化，您也可以使用例如删除
get quickly some random variations

200
00:10:24,399 --> 00:10:26,419
快速获得一些随机变化，您也可以使用例如删除
you can also use the for example delete

201
00:10:26,620 --> 00:10:31,238
小零件，在这里我们可以做的就是提取例如
small parts and in here what we can do

202
00:10:31,438 --> 00:10:35,209
小零件，在这里我们可以做的就是提取例如
is we can for example extract the

203
00:10:35,409 --> 00:10:38,118
最大的饮料，所以我们只有这个，所以现在我想
largest drink so we only have this as

204
00:10:38,318 --> 00:10:41,868
最大的饮料，所以我们只有这个，所以现在我想
result so right now I want to then

205
00:10:42,068 --> 00:10:45,169
为我的建筑物生成器分配一个模块化模型，无论如何
assign a modular model to actually my

206
00:10:45,370 --> 00:10:47,508
为我的建筑物生成器分配一个模块化模型，无论如何
building generator so whatever we will

207
00:10:47,708 --> 00:10:50,238
我们会在诸如味觉模型之类的模型中做到这一点，或者您可以使用您的
do is we will do it in a model like for

208
00:10:50,438 --> 00:10:53,539
我们会在诸如味觉模型之类的模型中做到这一点，或者您可以使用您的
example taste model or you can use your

209
00:10:53,740 --> 00:10:56,328
自己的模型我暂时只有一些预制模型可以使用
own models I just have some pre-made

210
00:10:56,528 --> 00:10:58,909
自己的模型我暂时只有一些预制模型可以使用
models to use for the moment then we're

211
00:10:59,110 --> 00:11:01,039
将使用实用工具，因此这将基本上分配一个模型名称，
going to use the utility tool so this

212
00:11:01,240 --> 00:11:03,858
将使用实用工具，因此这将基本上分配一个模型名称，
will basically assign a model name and

213
00:11:04,058 --> 00:11:07,248
尺寸，因此模型名称将是底部的墙，例如
the dimension so the model name will be

214
00:11:07,448 --> 00:11:12,308
尺寸，因此模型名称将是底部的墙，例如
wall for the bottom for example and

215
00:11:12,509 --> 00:11:14,808
我们也可以在这里做一些特别的事情，我们可以说xa这也很有意义
something special here we can also do is

216
00:11:15,009 --> 00:11:19,339
我们也可以在这里做一些特别的事情，我们可以说xa这也很有意义
we can say x a this will make sense also

217
00:11:19,539 --> 00:11:21,469
稍后，因为我们要做的是一周，所以您将创建第二面墙，因为我
later because what we will do is week

218
00:11:21,669 --> 00:11:23,839
稍后，因为我们要做的是一周，所以您将创建第二面墙，因为我
you'll create a second wall because I

219
00:11:24,039 --> 00:11:26,568
将有更多的模块化模型，然后我会说P，所以这将是
will have more modular models and I will

220
00:11:26,769 --> 00:11:30,048
将有更多的模块化模型，然后我会说P，所以这将是
then say P so this will then be the

221
00:11:30,249 --> 00:11:32,748
变体，这样两个人可以自动选择一些变体
variation on this so the two can

222
00:11:32,948 --> 00:11:38,149
变体，这样两个人可以自动选择一些变体
automatically pick some variations then

223
00:11:38,350 --> 00:11:39,858
同样重要的是设置尺寸可以打开电子表格
also important here is to set the

224
00:11:40,058 --> 00:11:41,928
同样重要的是设置尺寸可以打开电子表格
dimensions you can open the spreadsheet

225
00:11:42,129 --> 00:11:46,159
在这里并仔细检查尺寸，所以我所知道的是1.5英寸
here and double check the dimensions so

226
00:11:46,360 --> 00:11:49,938
在这里并仔细检查尺寸，所以我所知道的是1.5英寸
what I know is in my case it's 1.5 in

227
00:11:50,139 --> 00:11:55,548
高度，在z轴上为1，因此我的尺寸将为，且为1.5
the height and it is 1 in the z-axis so

228
00:11:55,749 --> 00:11:59,118
高度，在z轴上为1，因此我的尺寸将为，且为1.5
my dimensions will be one with and 1.5

229
00:11:59,318 --> 00:12:02,868
在没有数据设置的高度，让我们将其插入建筑物
in the height to no data setup and let's

230
00:12:03,068 --> 00:12:04,849
在没有数据设置的高度，让我们将其插入建筑物
plug them over here with the building

231
00:12:05,049 --> 00:12:08,058
模块，现在我们可以在此处打开我们的主要设置，然后我们必须
modules and now we can open here

232
00:12:08,259 --> 00:12:11,118
模块，现在我们可以在此处打开我们的主要设置，然后我们必须
our primary setting and then we have to

233
00:12:11,318 --> 00:12:15,618
在这里拍摄一个模特的名字，所以我们在这里填写名字，所以我要复制
film here a model name so we fill in

234
00:12:15,818 --> 00:12:17,539
在这里拍摄一个模特的名字，所以我们在这里填写名字，所以我要复制
here the name so I'm going to just copy

235
00:12:17,740 --> 00:12:20,529
这个，我将其粘贴到这里，如您所见，现在正在使用它
this and I'm going to paste it over here

236
00:12:20,730 --> 00:12:23,448
这个，我将其粘贴到这里，如您所见，现在正在使用它
then as you can see it now is using that

237
00:12:23,649 --> 00:12:26,419
特定的模型，所以现在我实际上有一个叫做B的脂肪族，我做了什么
specific model so now I have actually a

238
00:12:26,620 --> 00:12:29,478
特定的模型，所以现在我实际上有一个叫做B的脂肪族，我做了什么
fatty nation called B and what I did

239
00:12:29,678 --> 00:12:31,758
这是我只是删除了该窗口，所以我们做了一个没有
here is I just simply deleted that

240
00:12:31,958 --> 00:12:34,459
这是我只是删除了该窗口，所以我们做了一个没有
window so we have done a version without

241
00:12:34,659 --> 00:12:35,879
窗户，所以现在你将拥有如你所见
the window

242
00:12:36,080 --> 00:12:39,349
窗户，所以现在你将拥有如你所见
so now you gonna have as you could see

243
00:12:39,549 --> 00:12:42,419
它会自动在窗口和无窗口之间进行选择，因此基于此
automatically it chooses between a

244
00:12:42,620 --> 00:12:46,289
它会自动在窗口和无窗口之间进行选择，因此基于此
window and no window so based on this so

245
00:12:46,490 --> 00:12:49,859
它会自动为您执行此操作，这在此生成器中也很有趣
it automatically do that for you what's

246
00:12:50,059 --> 00:12:51,809
它会自动为您执行此操作，这在此生成器中也很有趣
also interesting here in this generator

247
00:12:52,009 --> 00:12:56,099
是我们可以使用技能模块吗例如在这里我们有了一些新的几何
is we can use the skill modules for

248
00:12:56,299 --> 00:12:57,659
是我们可以使用技能模块吗例如在这里我们有了一些新的几何
example here we had some new geometry

249
00:12:57,860 --> 00:13:00,929
创建的，但是如果您不希望我们可以将这些模型完全熟练使用
created but if you don't want that we

250
00:13:01,129 --> 00:13:03,269
创建的，但是如果您不希望我们可以将这些模型完全熟练使用
can unskilled these models to the whole

251
00:13:03,470 --> 00:13:05,818
网站，然后根据您的喜好进行缩放或使用新生成的
site so based on what you prefer you can

252
00:13:06,019 --> 00:13:08,459
网站，然后根据您的喜好进行缩放或使用新生成的
then scale them or use the new generated

253
00:13:08,659 --> 00:13:11,490
几何体，这是您如何将这些模块添加到的基本思想
geometry so this is the basic idea of

254
00:13:11,690 --> 00:13:13,109
几何体，这是您如何将这些模块添加到的基本思想
how you're gonna add these modules to

255
00:13:13,309 --> 00:13:16,169
我们的建筑物有更成熟的模型，然后将它们放在
our buildings I have more mature models

256
00:13:16,370 --> 00:13:19,109
我们的建筑物有更成熟的模型，然后将它们放在
and I will then place them on the

257
00:13:19,309 --> 00:13:21,448
在这里也要建立，所以如果您在这里，我会在这里和那里跳过一些部分
building here as well so I will skip a

258
00:13:21,649 --> 00:13:23,878
在这里也要建立，所以如果您在这里，我会在这里和那里跳过一些部分
few parts here and there if you are

259
00:13:24,078 --> 00:13:25,469
对这个建筑发电机的更多信息感兴趣的地方很多
interested in more information about

260
00:13:25,669 --> 00:13:28,019
对这个建筑发电机的更多信息感兴趣的地方很多
this building generator there is a lot

261
00:13:28,220 --> 00:13:30,179
副作用网站上提供的文档和测试场景的信息，所以这里
of documentation and a test scene for

262
00:13:30,379 --> 00:13:32,849
副作用网站上提供的文档和测试场景的信息，所以这里
you on the side effects website so here

263
00:13:33,049 --> 00:13:34,799
我加载了所有电机模型并分配了它们，所以在这里我有一堆
I loaded all my motor models and I

264
00:13:35,000 --> 00:13:38,639
我加载了所有电机模型并分配了它们，所以在这里我有一堆
assigned them so here I have a bunch of

265
00:13:38,839 --> 00:13:42,359
他们，就像你看到的例子一样，我在这里做了这个
them and as you could see like the

266
00:13:42,559 --> 00:13:45,929
他们，就像你看到的例子一样，我在这里做了这个
example I did here with this this we

267
00:13:46,129 --> 00:13:49,529
只是分配了一个名称和一个尺寸，所以这就是我们要做的所有工作，
just assigned a name and a dimension so

268
00:13:49,730 --> 00:13:51,599
只是分配了一个名称和一个尺寸，所以这就是我们要做的所有工作，
this is just all we do name and

269
00:13:51,799 --> 00:13:54,299
维度我也做了他添加了一个具体的小组，这将在以后有用
dimension what I also did he is added a

270
00:13:54,500 --> 00:13:56,819
维度我也做了他添加了一个具体的小组，这将在以后有用
concrete group this will later be useful

271
00:13:57,019 --> 00:13:59,189
我分配了材料，所以材料主要是砖和
and I assigned in materials so the

272
00:13:59,389 --> 00:14:01,409
我分配了材料，所以材料主要是砖和
materials will mainly be bricks and

273
00:14:01,610 --> 00:14:03,679
具体的，所以我已经在具体的小组附近分配了，实际上
concrete so I'm already assigning near a

274
00:14:03,879 --> 00:14:07,378
具体的，所以我已经在具体的小组附近分配了，实际上
concrete group and I'm actually

275
00:14:07,578 --> 00:14:11,159
将其转换为属性，所以这是我的基本建筑，
converting that into a attributes so

276
00:14:11,360 --> 00:14:13,258
将其转换为属性，所以这是我的基本建筑，
this is my basic building and I

277
00:14:13,458 --> 00:14:14,878
之前在副作用网站上提到过，我们有完整的文档
mentioned before on the side effects

278
00:14:15,078 --> 00:14:16,979
之前在副作用网站上提到过，我们有完整的文档
website we have a whole documentation

279
00:14:17,179 --> 00:14:18,508
如果您想了解更多信息，如果想了解一般信息
about this if you want to have more

280
00:14:18,708 --> 00:14:21,448
如果您想了解更多信息，如果想了解一般信息
information if you want to see general

281
00:14:21,649 --> 00:14:24,539
这里的概述，所以我在这里填写我的墙的设置，我的角落和边缘
overview here so I filled in here my

282
00:14:24,740 --> 00:14:27,870
这里的概述，所以我在这里填写我的墙的设置，我的角落和边缘
settings for my wall my corners and edge

283
00:14:28,070 --> 00:14:30,748
我禁用了底部闩锁，然后有了一个自定义覆盖，这基本上是
I disabled the bottom latch then I have

284
00:14:30,948 --> 00:14:32,849
我禁用了底部闩锁，然后有了一个自定义覆盖，这基本上是
a custom override which is basically

285
00:14:33,049 --> 00:14:36,508
在底部的这里，我有一个独特的模型或一个新模型，我也可以设置
here at the bottom I have a unique model

286
00:14:36,708 --> 00:14:39,299
在底部的这里，我有一个独特的模型或一个新模型，我也可以设置
there or a new model and I can also set

287
00:14:39,500 --> 00:14:41,189
您可以在底部看到一个不同的高度，我可以将其增大
a different height here at the bottom as

288
00:14:41,389 --> 00:14:43,289
您可以在底部看到一个不同的高度，我可以将其增大
you can see I can make this way larger

289
00:14:43,490 --> 00:14:45,818
比这里的其他人，我有一个专门的墙
than the other ones

290
00:14:46,019 --> 00:14:47,558
比这里的其他人，我有一个专门的墙
here I have a specific wall for the

291
00:14:47,759 --> 00:14:49,779
底部并再次在此处设置闩锁，而我没有底部闩锁
bottom and again here setting the latch

292
00:14:49,980 --> 00:14:52,959
底部并再次在此处设置闩锁，而我没有底部闩锁
and I don't have a bottom latch that's

293
00:14:53,159 --> 00:14:56,078
我在这里所做的主要事情，然后下一步我们实际上要还原
the main thing that I did here then next

294
00:14:56,278 --> 00:14:58,178
我在这里所做的主要事情，然后下一步我们实际上要还原
up our actually want to restore back

295
00:14:58,379 --> 00:15:00,459
这个具体的小组，所以我要放置在剪辑节点中，在这里
that concrete group so I'm going to

296
00:15:00,659 --> 00:15:04,959
这个具体的小组，所以我要放置在剪辑节点中，在这里
place in clip nodes and in here I'm

297
00:15:05,159 --> 00:15:08,409
将要调用该属性，所以我有一棵树，它被称为具体树，如果它是
going to call that attributes so I had a

298
00:15:08,610 --> 00:15:12,098
将要调用该属性，所以我有一棵树，它被称为具体树，如果它是
tree it's called concrete and if it's

299
00:15:12,298 --> 00:15:15,788
等于一个，这样您就可以看到具有该属性的所有内容
equal to one so you can see everything

300
00:15:15,989 --> 00:15:17,828
等于一个，这样您就可以看到具有该属性的所有内容
that has that attribute is now being

301
00:15:18,028 --> 00:15:22,389
选择，因此如果您有自己的网格，则必须通过
selected so if you have your own meshes

302
00:15:22,589 --> 00:15:24,698
选择，因此如果您有自己的网格，则必须通过
you will have to assign these by

303
00:15:24,899 --> 00:15:27,159
自己，然后在这里，我将做一个爆炸节点，我将爆炸
yourself then further here I'm going to

304
00:15:27,360 --> 00:15:29,798
自己，然后在这里，我将做一个爆炸节点，我将爆炸
do a blast node and I will be blasting

305
00:15:29,999 --> 00:15:33,068
离开那个顶部几何体，我认为我们不需要在这里，所以我们可以去这里
away that top geometry I don't think

306
00:15:33,269 --> 00:15:36,098
离开那个顶部几何体，我认为我们不需要在这里，所以我们可以去这里
that we need that here so we can go here

307
00:15:36,298 --> 00:15:38,469
到地板上单击地板，我们基本上可以扭转这一点，所以我们现在
to floors click on floors and we can

308
00:15:38,669 --> 00:15:41,318
到地板上单击地板，我们基本上可以扭转这一点，所以我们现在
basically reverse this so we have now

309
00:15:41,519 --> 00:15:45,668
删除顶部，然后我将使用这些死节点，然后我想拆分
deleted that top part then I'm gonna use

310
00:15:45,869 --> 00:15:48,969
删除顶部，然后我将使用这些死节点，然后我想拆分
those dead nodes and I want to split

311
00:15:49,169 --> 00:15:53,889
基于生成的坡度，所以这些基本上是新生成的平面，但是我
based on the generated slope so these

312
00:15:54,089 --> 00:15:56,378
基于生成的坡度，所以这些基本上是新生成的平面，但是我
are basically new generated planes but I

313
00:15:56,578 --> 00:15:58,089
不需要飞机，我想拥有坚固的表面，所以我要挤出
don't want planes I would like to have

314
00:15:58,289 --> 00:16:00,399
不需要飞机，我想拥有坚固的表面，所以我要挤出
solid surfaces so I'm going to extrude

315
00:16:00,600 --> 00:16:03,188
形状，所以以后我不会与它发生冲突，所以让我们将其挤出
the shape so later I don't have a

316
00:16:03,389 --> 00:16:06,089
形状，所以以后我不会与它发生冲突，所以让我们将其挤出
conflict with that so let's extrude this

317
00:16:06,289 --> 00:16:09,698
大概用两个连接到它，让我们看一下是否足够，然后将其栖息
probably connects to it by two let's see

318
00:16:09,899 --> 00:16:13,348
大概用两个连接到它，让我们看一下是否足够，然后将其栖息
if that is enough and perch this back

319
00:16:13,548 --> 00:16:16,988
在这里，让我们在这里禁用缩放，那么挤压
here so let's disable the scaling here

320
00:16:17,188 --> 00:16:18,698
在这里，让我们在这里禁用缩放，那么挤压
so what about is that the extrusion

321
00:16:18,899 --> 00:16:22,478
很好地聚集在我的表面上，所以我可以看到一条细线，所以也许
nicely comes together here in my surface

322
00:16:22,678 --> 00:16:24,789
很好地聚集在我的表面上，所以我可以看到一条细线，所以也许
so I can see a little tiny line so maybe

323
00:16:24,990 --> 00:16:29,289
如果您决定不缩放部分，我们现在再添加一点
let's add a little bit more just now if

324
00:16:29,490 --> 00:16:31,539
如果您决定不缩放部分，我们现在再添加一点
you decided to not scale the pieces we

325
00:16:31,740 --> 00:16:34,928
仍然有一个不错的空气球，但没有做太多的事情
still have a nice air ball but not do

326
00:16:35,129 --> 00:16:38,758
仍然有一个不错的空气球，但没有做太多的事情
that too many things going on they're

327
00:16:38,958 --> 00:16:41,709
同样重要的铰链可以进行双重检查，所以这就是紫外线
also important hinge can be double

328
00:16:41,909 --> 00:16:43,868
同样重要的铰链可以进行双重检查，所以这就是紫外线
checking artiphys so this are the UVs

329
00:16:44,068 --> 00:16:46,928
这些很干净而且布置得很好
these are fairly clean and nicely laid

330
00:16:47,129 --> 00:16:47,969
这些很干净而且布置得很好
out

331
00:16:48,169 --> 00:16:51,149
但它们的大小可能不正确，因此您可以始终使用V变换，因此这是
but they might be wrong in size so you

332
00:16:51,350 --> 00:16:55,649
但它们的大小可能不正确，因此您可以始终使用V变换，因此这是
can always use a V transform so this is

333
00:16:55,850 --> 00:16:58,318
我的刺纹理也来自像素库，我可以看到有一个
my prick texture this is also again from

334
00:16:58,519 --> 00:17:01,198
我的刺纹理也来自像素库，我可以看到有一个
pixel library and I can see there is a

335
00:17:01,399 --> 00:17:04,019
这些生成的平面与我的实际模块化模型之间存在很大差异，因此
big difference between these generated

336
00:17:04,220 --> 00:17:07,769
这些生成的平面与我的实际模块化模型之间存在很大差异，因此
planes and my actual modular models so

337
00:17:07,970 --> 00:17:09,239
reddit形式的情感模型是我模块化模型的结尾
reddit form emotional models is the

338
00:17:09,439 --> 00:17:11,069
reddit形式的情感模型是我模块化模型的结尾
beginning of my modular model at the end

339
00:17:11,269 --> 00:17:13,799
我们将能够很好地彼此平铺，但在这里，这些新生成的
we'd be able to tile nicely to each

340
00:17:14,000 --> 00:17:16,680
我们将能够很好地彼此平铺，但在这里，这些新生成的
other but here for these new generated

341
00:17:16,880 --> 00:17:19,440
我可能必须降低一些缩放比例，以便在玩耍之后
pieces I might have to lower some of

342
00:17:19,640 --> 00:17:22,979
我可能必须降低一些缩放比例，以便在玩耍之后
these scaling so after playing around

343
00:17:23,179 --> 00:17:25,138
通过一些缩放比例，我在这里找到了合适的位置，因此更合适
with some of the scaling I find the

344
00:17:25,338 --> 00:17:28,789
通过一些缩放比例，我在这里找到了合适的位置，因此更合适
right fit here so it fits a bit better

345
00:17:28,990 --> 00:17:31,200
与其他球一样，所以注意那里不是那么明显
with the other balls as well

346
00:17:31,400 --> 00:17:34,769
与其他球一样，所以注意那里不是那么明显
so notice is not that noticeable there

347
00:17:34,970 --> 00:17:37,680
将会是一个新的几何体，那么下一步我将使用它作为战斗节点
would just be a new geometry then next

348
00:17:37,880 --> 00:17:42,180
将会是一个新的几何体，那么下一步我将使用它作为战斗节点
step I'm gonna use it the fight node so

349
00:17:42,380 --> 00:17:46,619
这基本上会在以后的网眼里喝，我将启用，不要产生银子，
this will basically drink later mesh I'm

350
00:17:46,819 --> 00:17:49,139
这基本上会在以后的网眼里喝，我将启用，不要产生银子，
gonna enable don't generate silvers and

351
00:17:49,339 --> 00:17:52,139
小角度的话，如果您需要感觉，我们可以使用自动打音符，并且我们可以
small angles then we can use an auto to

352
00:17:52,339 --> 00:17:55,799
小角度的话，如果您需要感觉，我们可以使用自动打音符，并且我们可以
fight note if you want sense and we can

353
00:17:56,000 --> 00:18:00,839
使用破碎机多边形特征，因此Ice King会基于此生成x12藤蔓
use breaker polygon feature so Ice King

354
00:18:01,039 --> 00:18:03,829
使用破碎机多边形特征，因此Ice King会基于此生成x12藤蔓
it will generate x12 vines based on this

355
00:18:04,029 --> 00:18:07,139
网格，以便以后可以做一些事情，所以我该做布尔
grid so that could just help later on

356
00:18:07,339 --> 00:18:09,809
网格，以便以后可以做一些事情，所以我该做布尔
with a few things so what I do boolean

357
00:18:10,009 --> 00:18:11,309
这可能对构造有帮助，我也可以使用它
this might help a bit with the

358
00:18:11,509 --> 00:18:14,039
这可能对构造有帮助，我也可以使用它
construction and also I can use this

359
00:18:14,240 --> 00:18:17,250
现在为顶点打印添加额外的几何图形，然后让我们开始添加一些
extra geometry for vertex printing now

360
00:18:17,450 --> 00:18:18,509
现在为顶点打印添加额外的几何图形，然后让我们开始添加一些
then let's start with adding some

361
00:18:18,710 --> 00:18:20,399
限制，所以我想破坏布丁顶部的某些部分，以便何时
restrictions so I want to break some

362
00:18:20,599 --> 00:18:22,680
限制，所以我想破坏布丁顶部的某些部分，以便何时
parts of the top of the pudding so when

363
00:18:22,880 --> 00:18:25,680
它会生成一些球体和不同的形状，然后从该建筑物中移出
it generates some spheres and different

364
00:18:25,880 --> 00:18:28,069
它会生成一些球体和不同的形状，然后从该建筑物中移出
shapes to then moving from this building

365
00:18:28,269 --> 00:18:30,659
首先，我们要回到建筑发电机
so to start with then we're going to go

366
00:18:30,859 --> 00:18:34,319
首先，我们要回到建筑发电机
back to my building generator and I

367
00:18:34,519 --> 00:18:36,289
认为在这里复制/粘贴爆炸很有趣，我
thought it would be interesting to

368
00:18:36,490 --> 00:18:40,799
认为在这里复制/粘贴爆炸很有趣，我
copy/paste this blast over here and I

369
00:18:41,000 --> 00:18:44,369
想从这个几何图形的起点开始反向，而我
want to start from actually the reverse

370
00:18:44,569 --> 00:18:46,979
想从这个几何图形的起点开始反向，而我
of the start from this geometry and I

371
00:18:47,179 --> 00:18:51,440
可以使用法线分割，所以在这里我们可以得到例如底部
can use the split by normals so here and

372
00:18:51,640 --> 00:18:55,980
可以使用法线分割，所以在这里我们可以得到例如底部
we can get for example the bottom part

373
00:18:56,180 --> 00:19:00,589
然后可以重新采样，因此我们在那里创建了很多点
this can then be resampled

374
00:19:00,789 --> 00:19:04,259
然后可以重新采样，因此我们在那里创建了很多点
so we create a lot of points there so

375
00:19:04,460 --> 00:19:06,480
大概一个或两个这样的酷点，我们可以单击此
probably a cool bit something around to

376
00:19:06,680 --> 00:19:09,779
大概一个或两个这样的酷点，我们可以单击此
one or two like this we can click this

377
00:19:09,980 --> 00:19:12,750
选择尊重我正在输入的形状，然后我们可以随机进行
option to respect more to shape that I

378
00:19:12,950 --> 00:19:17,009
选择尊重我正在输入的形状，然后我们可以随机进行
was inputting then we could do a random

379
00:19:17,210 --> 00:19:21,869
范围，所以我们要在那里选择一些点，然后再这样
range so we're gonna select a few points

380
00:19:22,069 --> 00:19:27,589
范围，所以我们要在那里选择一些点，然后再这样
there so a few points like this then

381
00:19:27,789 --> 00:19:30,450
骨百叶窗现在提供了一个平坦的表面，那么您可以复制/粘贴一个球体，这样
bone shutter gives it's a flat surface

382
00:19:30,650 --> 00:19:34,559
骨百叶窗现在提供了一个平坦的表面，那么您可以复制/粘贴一个球体，这样
now then you can copy/paste a sphere so

383
00:19:34,759 --> 00:19:38,819
您把点数增加X即可使您满意，可以等待多边形类型增加
you put the points get X fear satisfiers

384
00:19:39,019 --> 00:19:41,639
您把点数增加X即可使您满意，可以等待多边形类型增加
to wait polygons type you can increase

385
00:19:41,839 --> 00:19:44,700
PO帐户，您可以应用山注，这样可以创建一些
the PO account and you to apply a

386
00:19:44,900 --> 00:19:48,569
PO帐户，您可以应用山注，这样可以创建一些
mountain note so this will create some

387
00:19:48,769 --> 00:19:50,700
您可以将更多有趣的形状与一些杂音一起玩
more interesting shapes you can play

388
00:19:50,900 --> 00:19:53,609
您可以将更多有趣的形状与一些杂音一起玩
around with some of the noises more to

389
00:19:53,809 --> 00:19:56,369
得到一些特定的形状，所以现在我得到了这个结果，所以这些都是
get some certain shapes so now I have

390
00:19:56,569 --> 00:19:59,220
得到一些特定的形状，所以现在我得到了这个结果，所以这些都是
this result so these so these are all

391
00:19:59,420 --> 00:20:01,409
复制了这些点，但是我在这个小组范围内选择了一些点
copied on the points but I have this

392
00:20:01,609 --> 00:20:03,450
复制了这些点，但是我在这个小组范围内选择了一些点
group range that selected a few points

393
00:20:03,650 --> 00:20:06,869
所以我有几个我总是可以做一个解释标记阿瓦拉来扭转
so I have a few of them I can always do

394
00:20:07,069 --> 00:20:08,700
所以我有几个我总是可以做一个解释标记阿瓦拉来扭转
an explanation mark avala to reverse

395
00:20:08,900 --> 00:20:11,339
他们可能需要更大的选择，所以让我们把它们增大，我们
that selection they may need to be

396
00:20:11,539 --> 00:20:16,230
他们可能需要更大的选择，所以让我们把它们增大，我们
bigger so let's make them bigger and we

397
00:20:16,430 --> 00:20:17,700
想增加一些随机性，所以我们在这里使用random属性
want to add some more randomness so

398
00:20:17,900 --> 00:20:20,099
想增加一些随机性，所以我们在这里使用random属性
let's use the random attribute here

399
00:20:20,299 --> 00:20:23,269
我们将进行随机缩放，您可以看到如何工作，但是
we're gonna do a random piece scaling

400
00:20:23,470 --> 00:20:26,849
我们将进行随机缩放，您可以看到如何工作，但是
and you can see how already works but

401
00:20:27,049 --> 00:20:29,009
假设最小值为1，最大值为5，也许5太大了
let's say the minimum value is 1 and the

402
00:20:29,210 --> 00:20:32,579
假设最小值为1，最大值为5，也许5太大了
maximum value is 5 maybe 5 is too much

403
00:20:32,779 --> 00:20:35,730
让我们超过3，那就更好了，我想我们可以复制/粘贴此随机数
let's go over 3 then that's better I

404
00:20:35,930 --> 00:20:39,000
让我们超过3，那就更好了，我想我们可以复制/粘贴此随机数
think then we can copy/paste this random

405
00:20:39,200 --> 00:20:41,369
并且我们希望有一些随机旋转，所以我们可以使用该法线
and we want to have some random rotation

406
00:20:41,569 --> 00:20:45,289
并且我们希望有一些随机旋转，所以我们可以使用该法线
so we can use that normal

407
00:20:45,490 --> 00:20:47,149
现在我们要进行一些随机旋转
and now we have some more random

408
00:20:47,349 --> 00:20:51,799
现在我们要进行一些随机旋转
rotations coming on I think the shape

409
00:20:52,000 --> 00:20:55,009
在这里可能太像一个球体了，所以我们要玩转
over here might be too too much like a

410
00:20:55,210 --> 00:20:56,719
在这里可能太像一个球体了，所以我们要玩转
sphere so we're going to play around

411
00:20:56,919 --> 00:20:59,520
随着噪音
with the noise

412
00:21:00,809 --> 00:21:04,210
我认为这要好一点了
I think this is a bit better before it

413
00:21:04,410 --> 00:21:06,819
我认为这要好一点了
was too much like fingers with some

414
00:21:07,019 --> 00:21:10,149
噪音现在好了，在此结果之后，我将使用
noise now it's a bit much better now

415
00:21:10,349 --> 00:21:11,740
噪音现在好了，在此结果之后，我将使用
after this result I'm going to use a

416
00:21:11,940 --> 00:21:16,809
体素，所以这只是为了避免以后发生冲突，因此fo'c'sle将创建一个
voxel so this is just to avoid conflicts

417
00:21:17,009 --> 00:21:19,089
体素，所以这只是为了避免以后发生冲突，因此fo'c'sle将创建一个
later on so the fo'c'sle will create one

418
00:21:19,289 --> 00:21:23,349
较大的网格，因此它也将更改拓扑，而Foxhall实际上
big mesh out of this so it will also

419
00:21:23,549 --> 00:21:26,079
较大的网格，因此它也将更改拓扑，而Foxhall实际上
change the topology and Foxhall actually

420
00:21:26,279 --> 00:21:28,059
不需要是超高分辨率，所以我们将其设置为低，
doesn't need to be a super-high

421
00:21:28,259 --> 00:21:31,359
不需要是超高分辨率，所以我们将其设置为低，
resolution so let's set this to low so

422
00:21:31,559 --> 00:21:35,529
它的分辨率很低，我们现在可以从建筑物中弯下腰，这样
it's quite low resolution and we can now

423
00:21:35,730 --> 00:21:40,419
它的分辨率很低，我们现在可以从建筑物中弯下腰，这样
bow in this from our building so that

424
00:21:40,619 --> 00:21:42,339
可能花了一点时间，这就是我们带来这些形状的结果
might have taken a moment this is the

425
00:21:42,539 --> 00:21:44,619
可能花了一点时间，这就是我们带来这些形状的结果
result we have that brings these shapes

426
00:21:44,819 --> 00:21:47,079
在那边，我们还有一些小东西，我们可以做些清洁
in there and also we have some small

427
00:21:47,279 --> 00:21:49,089
在那边，我们还有一些小东西，我们可以做些清洁
pieces from here what we can do to clean

428
00:21:49,289 --> 00:21:51,339
最多是您要放置一些螺柱，而我要增加保险丝的值
up is you're going to place a few studs

429
00:21:51,539 --> 00:21:54,750
最多是您要放置一些螺柱，而我要增加保险丝的值
and I'm going to increase the fuse value

430
00:21:54,950 --> 00:21:58,659
然后我将使用删除的小零件，所以所有的零件也是如此
and then I'm going to use the delete

431
00:21:58,859 --> 00:22:01,299
然后我将使用删除的小零件，所以所有的零件也是如此
small parts so all parts that are too

432
00:22:01,500 --> 00:22:04,059
小，我们希望将它们删除，例如在这种情况下，只有此值有效
small we want them just to be deleted

433
00:22:04,259 --> 00:22:07,659
小，我们希望将它们删除，例如在这种情况下，只有此值有效
like in this case only this value works

434
00:22:07,859 --> 00:22:10,029
很好，但也没有看到它，因为我实际上忘记了我们的某些东西
pretty well but also not seen it as I

435
00:22:10,230 --> 00:22:13,930
很好，但也没有看到它，因为我实际上忘记了我们的某些东西
actually forgot something yes in our

436
00:22:14,130 --> 00:22:15,279
在这里，我们实际上必须启用输出，这将给
extrusion here we actually have to

437
00:22:15,480 --> 00:22:17,619
在这里，我们实际上必须启用输出，这将给
enable output back this will give a much

438
00:22:17,819 --> 00:22:20,470
更干净的结果，正如您现在所看到的，这是一个更好的结果
cleaner result here and as you can see

439
00:22:20,670 --> 00:22:22,210
更干净的结果，正如您现在所看到的，这是一个更好的结果
here now it's a better result it's

440
00:22:22,410 --> 00:22:25,139
真的是坚固的墙，而不是单纯的几何形状
really a solid wall instead of that just

441
00:22:25,339 --> 00:22:30,339
真的是坚固的墙，而不是单纯的几何形状
plain geometry


