Di Studio Foto, fungsi animasi kendala membantu menghubungkan objek model agar gerakan satu objek dapat menggerakkan objek lain tanpa membuat animasi tambahan.
Semua pengguna Studio Foto. Pengguna yang sudah mahir menggunakan animasi keyframe Studio Foto dan fungsi dasar terkait akan mendapatkan hasil yang lebih baik dengan fungsi ini.
Apa itu [Kendala]?
Kendala adalah pembuatan hubungan antara objek model yang berbeda. (Agar lebih mudah dibaca: di bawah ini, objek target disebut A dan objek yang diberi kendala disebut B)
Setelah hubungan kendala dibuat antara objek A dan B, B dapat digerakkan untuk melakukan gerakan yang sesuai melalui gerakan A, tanpa perlu membuat animasi untuk B.
Apa manfaat [Kendala] bagi Anda?
Dengan menguasai fungsi kendala, Anda dapat melakukan hal berikut saat membuat animasi:
Mengurangi operasi berulang dan pengaturan keyframe
Membuat animasi lebih halus dan lebih berlapis
Di Studio Foto Kujiale, tersedia tiga jenis fungsi [Kendala]. Rinciannya adalah sebagai berikut:
(1) Kendala Induk-Anak
Definisi: Seolah-olah ada garis antara A dan B; B (anak) berputar, diskalakan, dan bergerak berdasarkan sumbu A (induk)
Adegan penerapan: Video animasi kursi kantor (roda hanya memiliki frame animasi rotasi; tetapkan badan kursi sebagai objek induk agar roda bergerak mengikuti badan kursi sambil tetap berputar)
Akses pengaturan: Panel operasi "Tingkat" di sisi kiri antarmuka desain Studio Foto 3D - seret B ke bawah tingkat A
(2) Mengikuti Batasan
Definisi: B meniru perilaku dan tindakan A
Adegan penerapan: Roda lain (B) pada kursi kantor mengikuti roda (A) yang sudah diberi animasi
Akses pengaturan: Pilih objek yang diberi kendala B - panel operasi sisi kanan - model - Tambah Kendala - Mengikuti Batasan - tetapkan target A - atur cakupan
(3) Berorientasi pada Kendala
Definisi: Apa pun gerakan A/B, B selalu menghadap A. B akan berputar karena gerakan A, tetapi tidak akan berpindah posisi karena gerakan A
Adegan penerapan: Lensa kamera selalu menghadap ke arah produk; kamera selalu menghadap objek
Akses pengaturan: Pilih objek yang diberi kendala B - panel operasi sisi kanan - model - Tambah Kendala - Berorientasi pada Kendala - tetapkan target A - atur sumbu
Agar lebih mudah dipahami: Pada gambar di bawah, objek merah adalah objek target A, dan objek biru adalah objek yang diberi kendala B
Dalam hubungan kendala yang berbeda, objek biru akan melakukan gerakan yang sesuai karena gerakan objek merah:
Pergeseran
Pada gambar di bawah ini, objek merah adalah objek target, sedangkan objek biru adalah objek yang diberi constraint:
Apa masalahnya?
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