A brief introduction to Maya Mesh system nodes--Curve node

Curve

	沿输入曲线分布 MASH 点并设置其动画。

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Input Curves

Input Curves shows the current curve along which objects are distributed.
Aim Curve displays the current target curve, which will affect the rotation of the object. Helps prevent objects from flipping along the curve normal.
The transformation space (Transformation Space) determines the space relative to the transformation point. Set this option to "Local" to treat the incoming point position as its initial state.
Step controls the spacing of points along the curve.
Animation (slide) controls the speed at which points move along the curve. Expressed as a fraction of the length of the curve.
Time Step Variation controls the random measurement of the time step added to each point, thereby effectively randomizing the spacing of the points.
Velocity Random randomizes the velocity of each point so that it speeds up and slows down over time.
Velocity Noise changes the basic randomization of the "Velocity Random" attribute.
Noise Scale scaling is used to affect the noise pattern of the Velocity Random attribute.
Offset Along Curve The offset is used to set the Time value of the point animation along the curve.
Clip Start and Clip End determine the "Time" ratio (in percentage) used to set the point animation along the curve.
Up Vector
******** Modify the direction of the instantiated object at each point.
**Roll Amount** Determines the amount of roll (spin) added to the object animation by positioning the object using the curve normal. Used to tilt objects around turns (for example, a roller coaster).
**Proportional Counts** Determine whether the number of points is affected by the length of the curve when connecting multiple curves. When enabled, the longer the curve, the more points.
**Equal Spacing** Spaces points evenly, regardless of curve length.
**Curve Length Affects Speed** Determines the speed at which points move along curves of various lengths. When enabled, MASH will synchronize the speed of the point along the long and short curve.
**Ignore Step** Spread points uniformly along the entire curve, regardless of the "Step" value.
**Calculate Rotation** When enabled, the instantiated object will be directed to the bottom of the curve according to the corresponding X axis.
**Stop At Curve End** When enabled, the point will stop when it reaches the end of the curve instead of returning to the starting point.

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Origin blog.csdn.net/qq_26236019/article/details/107661257