[{"data":1,"prerenderedAt":298},["ShallowReactive",2],{"\u002F2015-02-11-apex%E7%9B%B8%E5%85%B3":3},{"id":4,"title":5,"body":6,"date":273,"description":12,"extension":274,"meta":275,"navigation":278,"path":290,"seo":291,"stem":292,"tags":293,"__hash__":297},"blogs\u002F_legacy\u002F2015\u002F2015-02-11-apex%e7%9b%b8%e5%85%b3.md","APEX相关",{"type":7,"value":8,"toc":266},"minimark",[9,13,16,21,24,30,39,42,45,48,55,58,63,66,69,74,77,82,85,90,93,96,99,102,105,110,116,119,122,127,130,135,138,141,146,149,154,157,162,165,168,171,176,179,184,187,190,195,198,202,205,208,213,216,219,224,227,230,236,239,244,247,252,255,260,263],[10,11,12],"p",{},"由于UE4使用的是PhysX引擎，因此一些相关的特性需要使用其相关的工具才能实现。当前（4.6.1）版本UE4只支持两个Apex特性，分别是Destruct和Cloth。",[10,14,15],{},"对官方的讲解视频以及部分文档进行总结，方便以后使用到时可以进行快速的索引。",[17,18,20],"h3",{"id":19},"破碎","① 破碎",[10,22,23],{},"破碎方面使用PhysX的工具可以获得额外的两种制作方式，同时可以得到当前引擎中没有的多级别破碎效果。",[10,25,26],{},[27,28,29],"strong",{},"Slice模式切割",[10,31,32,33],{},"官方视频地址：",[34,35,36],"a",{"href":36,"rel":37,"title":36},"http:\u002F\u002Fv.youku.com\u002Fv_show\u002Fid_XNDEzMTM3Mzky.html",[38],"nofollow",[10,40,41],{},"示例文件目录为PhysXLab目录下的DestructionSamples\\Pillar。",[10,43,44],{},"在文件菜单中选择Import 3D Mesh导入BrickPillar.FBX（其实可以直接打开官方提供的project文件，这样就不用进行文件的导入了）。",[10,46,47],{},"在上面的工具栏中选择刀形状的切割工具，在右边的工具栏就会出现相应的属性。",[10,49,50],{},[51,52],"img",{"alt":53,"src":54},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb.png",[10,56,57],{},"直接点击Fracture按钮或者右上角跳动的F图标，就会生成Slice的破碎",[10,59,60],{},[51,61],{"alt":53,"src":62},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb1.png",[10,64,65],{},"由于没有切面贴图，切面的效果很不理想。因此先在文件菜单中点击Load Texture as Materia来导入材质BrickPillarInt_d.tga。",[10,67,68],{},"导入之后到Graphic工具中应用切面贴图即可。需要注意的是示例提供的贴图应用时和默认的UV Scale有所不同。",[10,70,71],{},[51,72],{"alt":53,"src":73},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb2.png",[10,75,76],{},"在Slice属性中，展开高级模式，可以手动的设置各个坐标上的切割数",[10,78,79],{},[51,80],{"alt":53,"src":81},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb3.png",[10,83,84],{},"通过设置切割深度，可以做出层次更多的切割结果。在工具栏中的预览深度可以调节当前预览的切割效果层次。",[10,86,87],{},[51,88],{"alt":53,"src":89},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb4.png",[10,91,92],{},"其他的一些属性：",[10,94,95],{},"Use Target Proportions - 使得碎片尽量的保持给定的长宽高比例，这个设置会优先于切割线设置来保持比例。",[10,97,98],{},"Seams Variation - 使得切割线的分布变得更加的不均匀，有平移和角度两个选项",[10,100,101],{},"Noise - 有幅度、频率和网格尺寸3个选项，可以使切面表面出现凹凸效果。",[10,103,104],{},"属性之间的组合能够实现不同的材质破碎效果，在编辑器中进行尝试即可。按F12可以进入预览模式，用锤子进行破坏来模拟实际的效果。",[10,106,107],{},[27,108,109],{},"Cut-Out模式切割",[10,111,32,112],{},[34,113,114],{"href":114,"rel":115,"title":114},"http:\u002F\u002Fv.youku.com\u002Fv_show\u002Fid_XMzU1NDY0NTMy.html",[38],[10,117,118],{},"示例文件目录为PhysXLab目录下的DestructionSamples\\Wall。",[10,120,121],{},"这个模式有两个设置的地方，一个是要调整切割的挡板的位置，另外一个是要选择切割图。全部设置过之后会自动生成两个层次的分割效果。第一层是设置好的挡板的分离，第二层是对分离出来的表面应用切割图进一步分割。",[10,123,124],{},[51,125],{"alt":53,"src":126},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb5.png",[10,128,129],{},"生成之后的效果就是完全按照墙面的砖块进行分割破碎。",[10,131,132],{},[51,133],{"alt":53,"src":134},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb6.png",[10,136,137],{},"切面贴图和Noise的设置基本和Slice模式的相同。",[10,139,140],{},"切换到Assets工具栏，在第一层级为后面的墙面设置Dont Frature属性，保证其静态。为前面的墙面设置Dont Damage属性，使得所有的伤害被传递到下一个层级，而不是整个墙面对伤害有响应。在第二层级，设置Support Depth为2，同时打开World Overlap，这样一来砖块就会受到世界的支撑。不会出现不自然的瓦解的情况。",[10,142,143],{},[51,144],{"alt":53,"src":145},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb7.png",[10,147,148],{},"可以对这个分割进行进一步的Slice来达到更好的效果",[10,150,151],{},[51,152],{"alt":53,"src":153},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb8.png",[10,155,156],{},"加上一定的随机之后，砖块就变得可以敲碎了。",[10,158,159],{},[51,160],{"alt":53,"src":161},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb9.png",[10,163,164],{},"可以通过Export Assets导出apb格式的破碎设置供UE4导入。",[10,166,167],{},"导入时先导入网格文件，然后点击生成可破坏网格之后在其中导入apb文件。在UE4中进行快捷测试的步骤：",[10,169,170],{},"首先在可破坏物体中",[10,172,173],{},[51,174],{"alt":53,"src":175},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb10.png",[10,177,178],{},"打开并修改Impact Damage，然后将这个物体拖到地图中。",[10,180,181],{},[51,182],{"alt":53,"src":183},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb11.png",[10,185,186],{},"打开物理模拟和碰撞事件。将物体拖到一定的高度。然后开始模拟，坠落的冲击产生的伤害会使得物体破碎。如果使用的是上面生成的破碎，由于一瞬间产生了很多碎片，并且都在进行物理模拟。很可能会引起卡顿。其实对于小碎片，最好使用粒子效果来替换掉。系统的开销就会大幅度下降了。",[10,188,189],{},"同时，导入apb时切面材质如果没有的话需要手动导入。也可以直接指定成其他的材质。",[10,191,192],{},[51,193],{"alt":53,"src":194},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb12.png",[10,196,197],{},"上面的导入中，第二个材质就是切面材质了。",[17,199,201],{"id":200},"衣料","② 衣料",[10,203,204],{},"衣料的材质制作NVIDIA官方提供了针对3ds max和maya的插件，虽然官方社区有直接使用Physx自带的制作程序的相关说法。但是还是存在不少问题，这里还是直接使用官方提供的流程进行操作比较好。在NVIDIA官方下载好插件并安装后，可以在目录中看到官方提供的文档。详细的参数及其作用可以到其中去参考。",[10,206,207],{},"制作Cloth材质可以在toolbar上点击这个按钮：",[10,209,210],{},[51,211],{"alt":53,"src":212},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb13.png",[10,214,215],{},"这样的话就会在当前修改器栈中添加一个新的衣料材质修改器，可以在其中进行属性的设置等操作。",[10,217,218],{},"最主要的属性操作是max distance的喷涂，设定好值之后直接点击按钮即可在材质上喷涂上设定的值。",[10,220,221],{},[51,222],{"alt":53,"src":223},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb14.png",[10,225,226],{},"如果要看模拟的效果，可以直接点击插件提供的模拟按钮。",[10,228,229],{},"操作完毕之后可以对衣料材质进行导出。当前版本使用下面的配置可以正常的工作：",[10,231,232],{},[51,233],{"alt":234,"src":235},"SNAGHTML8aa3b0","\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002FSNAGHTML8aa3b0_thumb.png",[10,237,238],{},"然后就是在UE4中进行导入了，衣料材质不需要导入到内容管理器中。直接在需要使用到的模型中点击下面的添加材质按钮即可。",[10,240,241],{},[51,242],{"alt":53,"src":243},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb15.png",[10,245,246],{},"添加完毕之后就可以在材质的下方看到Cloth的选框，在其中选择对应的即可。",[10,248,249],{},[51,250],{"alt":53,"src":251},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb16.png",[10,253,254],{},"最终的结果如下，由于是静态图片不怎么能看出效果。",[10,256,257],{},[51,258],{"alt":53,"src":259},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb17.png",[261,262],"hr",{},[10,264,265],{},"总体而言，作为UE4外部的制作流程，APEX的操作还是相对简单的。",{"title":267,"searchDepth":268,"depth":269,"links":270},"",2,3,[271,272],{"id":19,"depth":269,"text":20},{"id":200,"depth":269,"text":201},"2015-02-11","md",{"layout":276,"status":277,"published":278,"author":279,"author_login":280,"author_email":281,"author_url":282,"wordpress_id":283,"wordpress_url":284,"date_gmt":285,"excerpt":286},"post","publish",true,{"display_name":280,"login":280,"email":281,"url":282},"chaoshikari","chaoshikari@gmail.com","\u002F",1168,"\u002F\u002F?p=1168","2015-02-11 13:46:43 +0000",{"type":7,"value":287},[288],[10,289,12],{},"\u002F2015-02-11-apex相关",{"title":5,"description":12},"_legacy\u002F2015\u002F2015-02-11-apex%e7%9b%b8%e5%85%b3",[294,295,296],"UE4","物理","APEX","4kaRlxLuoGhZbAs6po6nUVnEZ4T0qvvXWw-Tu2sFeec",1788763180904]