[{"data":1,"prerenderedAt":300},["ShallowReactive",2],{"page-APEX-1":3,"page-count-APEX":299},[4],{"id":5,"title":6,"body":7,"date":274,"description":13,"extension":275,"meta":276,"navigation":279,"path":291,"seo":292,"stem":293,"tags":294,"__hash__":298},"blogs\u002F_legacy\u002F2015\u002F2015-02-11-apex%e7%9b%b8%e5%85%b3.md","APEX相关",{"type":8,"value":9,"toc":267},"minimark",[10,14,17,22,25,31,40,43,46,49,56,59,64,67,70,75,78,83,86,91,94,97,100,103,106,111,117,120,123,128,131,136,139,142,147,150,155,158,163,166,169,172,177,180,185,188,191,196,199,203,206,209,214,217,220,225,228,231,237,240,245,248,253,256,261,264],[11,12,13],"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。",[11,15,16],{},"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。",[18,19,21],"h3",{"id":20},"破碎","① 破碎",[11,23,24],{},"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。",[11,26,27],{},[28,29,30],"strong",{},"Slice模式切割",[11,32,33,34],{},"官方视频地址：",[35,36,37],"a",{"href":37,"rel":38,"title":37},"http:\u002F\u002Fv.youku.com\u002Fv_show\u002Fid_XNDEzMTM3Mzky.html",[39],"nofollow",[11,41,42],{},"示例文件目录为PhysXLab目录下的DestructionSamples\\Pillar。",[11,44,45],{},"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）。",[11,47,48],{},"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。",[11,50,51],{},[52,53],"img",{"alt":54,"src":55},"image","\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb.png",[11,57,58],{},"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",[11,60,61],{},[52,62],{"alt":54,"src":63},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb1.png",[11,65,66],{},"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。",[11,68,69],{},"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。",[11,71,72],{},[52,73],{"alt":54,"src":74},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb2.png",[11,76,77],{},"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",[11,79,80],{},[52,81],{"alt":54,"src":82},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb3.png",[11,84,85],{},"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。",[11,87,88],{},[52,89],{"alt":54,"src":90},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb4.png",[11,92,93],{},"其他的一些属性：",[11,95,96],{},"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。",[11,98,99],{},"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",[11,101,102],{},"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。",[11,104,105],{},"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。",[11,107,108],{},[28,109,110],{},"Cut-Out模式切割",[11,112,33,113],{},[35,114,115],{"href":115,"rel":116,"title":115},"http:\u002F\u002Fv.youku.com\u002Fv_show\u002Fid_XMzU1NDY0NTMy.html",[39],[11,118,119],{},"示例文件目录为PhysXLab目录下的DestructionSamples\\Wall。",[11,121,122],{},"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。",[11,124,125],{},[52,126],{"alt":54,"src":127},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb5.png",[11,129,130],{},"生成之后的效果就是完全按照墙面的砖块进行分割破碎。",[11,132,133],{},[52,134],{"alt":54,"src":135},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb6.png",[11,137,138],{},"切面贴图和Noise的设置基本和Slice模式的相同。",[11,140,141],{},"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。",[11,143,144],{},[52,145],{"alt":54,"src":146},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb7.png",[11,148,149],{},"可以对这个分割进行进一步的Slice来达到更好的效果",[11,151,152],{},[52,153],{"alt":54,"src":154},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb8.png",[11,156,157],{},"加上一定的随机之后，砖块就变得可以敲碎了。",[11,159,160],{},[52,161],{"alt":54,"src":162},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb9.png",[11,164,165],{},"可以通过Export Assets导出apb格式的破碎设置供UE4导入。",[11,167,168],{},"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：",[11,170,171],{},"首先在可破坏物体中",[11,173,174],{},[52,175],{"alt":54,"src":176},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb10.png",[11,178,179],{},"打开并修改Impact Damage，然后将这个物体拖到地图中。",[11,181,182],{},[52,183],{"alt":54,"src":184},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb11.png",[11,186,187],{},"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。",[11,189,190],{},"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。",[11,192,193],{},[52,194],{"alt":54,"src":195},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb12.png",[11,197,198],{},"上面的导入中，第二个材质就是切面材质了。",[18,200,202],{"id":201},"衣料","② 衣料",[11,204,205],{},"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。",[11,207,208],{},"制作Cloth材质可以在toolbar上点击这个按钮：",[11,210,211],{},[52,212],{"alt":54,"src":213},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb13.png",[11,215,216],{},"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。",[11,218,219],{},"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。",[11,221,222],{},[52,223],{"alt":54,"src":224},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb14.png",[11,226,227],{},"如果要看模拟的效果，可以直接点击插件提供的模拟按钮。",[11,229,230],{},"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：",[11,232,233],{},[52,234],{"alt":235,"src":236},"SNAGHTML8aa3b0","\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002FSNAGHTML8aa3b0_thumb.png",[11,238,239],{},"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。",[11,241,242],{},[52,243],{"alt":54,"src":244},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb15.png",[11,246,247],{},"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。",[11,249,250],{},[52,251],{"alt":54,"src":252},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb16.png",[11,254,255],{},"最终的结果如下，由于是静态图片不怎么能看出效果。",[11,257,258],{},[52,259],{"alt":54,"src":260},"\u002Fwp-content\u002Fuploads\u002F2015\u002F02\u002Fimage_thumb17.png",[262,263],"hr",{},[11,265,266],{},"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":268,"searchDepth":269,"depth":270,"links":271},"",2,3,[272,273],{"id":20,"depth":270,"text":21},{"id":201,"depth":270,"text":202},"2015-02-11","md",{"layout":277,"status":278,"published":279,"author":280,"author_login":281,"author_email":282,"author_url":283,"wordpress_id":284,"wordpress_url":285,"date_gmt":286,"excerpt":287},"post","publish",true,{"display_name":281,"login":281,"email":282,"url":283},"chaoshikari","chaoshikari@gmail.com","\u002F",1168,"\u002F\u002F?p=1168","2015-02-11 13:46:43 +0000",{"type":8,"value":288},[289],[11,290,13],{},"\u002F2015-02-11-apex相关",{"title":6,"description":13},"_legacy\u002F2015\u002F2015-02-11-apex%e7%9b%b8%e5%85%b3",[295,296,297],"UE4","物理","APEX","4kaRlxLuoGhZbAs6po6nUVnEZ4T0qvvXWw-Tu2sFeec",1,1788763180966]