The Constraint
::限制

A constraint is what makes everything easier, magic, automatic, customised (add more words here) in a rig. It tells a bone or an object to do something special based on the position of another object, and the position of the constrained object itself. There are many constraint types for you to play with. Most will work everywhere but, the IK solver will only be available in the Armature Editmode or Posemode.
::约束是使一切变得更容易,神奇,自动,定制 (在这里添加更多单词) 的工具.它告诉一个骨头或一个物体根据另一个物体的位置,以及被约束物体本身的位置做一些特殊的事情.有很多约束类型可以让你玩.大多数会在任何地方工作,但,IK解决器只能在装备编辑模式或Posemode中使用.

There are no strict rules to follow when using constraints. As long as they save you time and make everything work by itself. A constraint should never be "time-consuming" or difficult to use. Think about the animator who is going to work with this rig (it could be you!). So, do everything in a smart way.
::使用约束时没有严格的规则.只要它们节省了你的时间,让一切自行运行.一个约束永远不应该"耗时"或难以使用.想想将要使用这个设备的动画师 (可能是你!).所以,以聪明的方式做一切.

It's possible to copy constraints from one object/bone to a bunch of objects/bones. A useful thing to know when doing a repetitive task like rigging all the fingers of a hand. Just select all bones/objects that you want to give a copy of the constraint, and then select the bone/object containing the constraints. Press  SHIFT + CTRL-CKEY  in 3DView, and select Object Constraints from the popup menu. The idea behind this is to copy the constraints of the active object to the selection.
::复制一个对象/骨的约束是可能的.当做重复任务时,如对手指进行改时,这是一件有用的事情.只需选择所有想要复制约束的骨/对象,然后选择包含约束的骨/对象.在3DView中按SHIFT + CTRL-CKEY,然后从弹出的菜单中选择对象约束.这背后的想法是将活动对象的约束复制到选择中.

When working on an armature in Posemode, the bones will change color if they contain a constraint. Green for almost all, except for the IK constraint, which turns the bone Yellow.
::在PoseMode中工作时,如果骨头包含一个约束,骨头会改变颜色.几乎所有人都会绿色,除了IK约束,它会使骨头变成黄色.

The Constraint Panel
::限制委员会

You can add a Constraint to an object or a bone by going in Object button window( F7 ) for objects and bones. Look for a Constraint panel like this (note, it's usually empty):
::您可以通过进入Object按窗口 (对象和骨头) 来添加一个约束. 寻找这样的约束面板 (注意,它通常是空的):

The panel also appears in Editbutton( F9 ) when you are in Armature Editmode or Posemode. So what you get:
::在Armature编辑模式或Posemode中, 面板也会出现在编辑按中.

  • A button to add a new Constraint. The choice you have is listed down this page.
    ::您的选择列在页面的下方.
  • When you add a new Constraint, A block gets added in the stack. The UI is almost the same as the Modifier Stack. Each block represents an entry. You can delete it with "X", move it up or down in the stack, close or open it.
    ::当你添加一个新的约束时,堆中会添加一个块.用户界面几乎与修改器堆相同.每个块代表一个条目.你可以用"X"删除它,在堆中移动它向上或向下,关闭或打开它.
  • Constraints are evaluated from first to last. So if you have two Constraints working on the same channel, let say Location, The last one will most probably win the chance to move the object. But...
    ::限制从第一到最后被评估. 所以如果你有两个限制在同一通道上工作,比如说位置,最后一个很可能会赢得移动对象的机会.
  • Most of the constraints have an influence slider to determine how much it will influence the stack. If the last constraint has an influence of 0.5 it will mix the result with the one before.
    ::大多数约束都有一个影响滑块来确定它会影响堆的程度.如果最后一个约束有0.5的影响,它将将结果与前一个混合.
  • You can animate the influence of the Constraint by moving the time, changing the Influence slider and adding a key with the  Key  button.
    ::通过移动时间,改变影响滑块,并使用键按添加键,
  • The  Show  button will display the influence IPO curve in an IPO window for editing. (The IPO window must be opened before pressing the 'show' button).
    ::显示按将在IPO窗口中显示影响IPO曲线进行编辑. (在按"显示"按之前必须打开IPO窗口).
  • You can change the name of the Constraint by clicking on the name when the constraint is open.
    ::您可以通过在限制开放时点击限制的名称来更改限制的名称.
  • By Clicking on the white jacket of the Constraint you select which one is active for edition, same as "show" button.
    ::通过点击限制的白色外套, 您可以选择哪一个是活跃的编辑,
  • If most of the Constraint you can enter the name of the Object you want to work with as a target or reference. For a bone, you need to enter in which Armature object it is, then an other field for the bone name will appear. When filling those fields, remember you can use autocompletion using  TAB .
    ::如果大部分的 Constraint 您可以输入您想要作为目标或引用使用的对象的名称.对于一个骨头,您需要输入它是哪个装备对象,然后会出现另一个骨头名称的字段.在填写这些字段时,请记住您可以使用 TAB 进行自动填写.

Last modified: Tuesday, 18 March 2025, 11:19 AM