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Welcome to Houdini isn't scary, part one.
歡迎來到《胡迪尼並不可怕》第一部分。
Basics.
基礎知識
This is a tutorial series which attempts to streamline the learning process behind Houdini.
本系列教程旨在簡化 Houdini 的學習過程。
When I started in Houdini a couple of years back, I noticed that a lot of tutorials were too advanced and assumed a certain level of knowledge.
幾年前,當我開始學習 Houdini 時,我注意到很多教程都過於高深,並假定了一定的知識水準。
And even now I find my own tutorials, I assume that you have a certain level of knowledge to actually follow along.
即使現在我找到了自己的教程,我也假定你有一定的知識水準才能真正跟上。
But I also found that beginner tutorials were too long and boring and really didn't help me very much.
但我也發現,初學者的教程太長太枯燥,對我的幫助真的不大。
That's why this series is going to cut out the excess and only give you exactly what you need to learn Houdini.
是以,本系列將刪去多餘的內容,只提供學習 Houdini 所需的內容。
Each part will add something to your knowledge.
每一部分都會增加你的知識。
By the end of the series, you'll be able to follow tutorials effortlessly and even find more efficient ways of doing things yourself.
在該系列結束時,你將能毫不費力地跟上教程,甚至自己找到更有效的方法。
So let's begin.
那麼,讓我們開始吧。
When you open Houdini, this is what you'll see.
打開 Houdini 後,您將看到以下內容。
And I admit it is scary.
我承認這很可怕。
There's a lot going on.
有很多事情要做。
There's a lot of buttons and a lot of tabs and things.
有很多按鈕和標籤之類的東西。
However, fortunately, you can ignore most of it.
不過,幸運的是,你可以忽略大部分內容。
When I started in Houdini, it would have helped me a lot knowing what is and isn't important.
當我剛開始學習 Houdini 時,如果能知道什麼是重要的,什麼是不重要的,對我的幫助會很大。
There's a lot you won't touch or likely won't need in your first hundred hours or so of using Houdini.
在使用 Houdini 的前一百多個小時裡,有很多東西你都不會接觸或可能用不上。
So what is important?
那麼,什麼是重要的?
Let's break it down.
讓我們來分析一下。
So we have these three large panels.
是以,我們有三個大面板。
And this is where you'll spend most of your time.
你大部分時間都將在這裡度過。
You'll be going between this panel and these two panels.
你將在這個面板和這兩個面板之間穿行。
And they're all linked, right?
它們都有聯繫,對嗎?
This is your viewport.
這就是你的視口。
This is where you can visualize things.
在這裡,你可以將事物形象化。
You know, you can see what you're placing, where they're placed in space, and all of that.
你知道,你可以看到你放置了什麼,它們在空間中的位置等等。
Then in the bottom right, we have this network view.
右下角是網絡視圖。
Now, there's different types of networks.
現在,有不同類型的網絡。
Depending on the process that you're currently working on, you'll use a different network.
根據您當前工作的流程,您將使用不同的網絡。
If you're putting things into your scene, you're putting objects into your scene.
如果你把東西放到場景中,就等於把物體放到場景中。
So you need to be on your object level.
是以,你需要站在自己的立場上。
If you're giving things materials and textures, then of course, you need to be in your material network.
如果你要賦予事物材質和紋理,那麼你當然需要在你的材質網絡中。
Or if you want to be rendering things out, and you want to be adjusting render settings, then you would be in your output network.
或者,如果你想進行渲染,並調整渲染設置,那麼你就可以在輸出網絡中進行渲染。
So for the most part, you're going to be in your object network.
是以,在大多數情況下,你都會在你的對象網絡中。
Next, up here, we have our parameters.
接下來,這裡是我們的參數。
And these are closely linked to what's happening down in the network below.
而這些都與下面網絡中發生的事情密切相關。
So if we have a sphere, for example, and we want to change where it is in space, we can change its transformation in our parameters, in our settings.
是以,如果我們有一個球體,想要改變它在空間中的位置,我們可以在參數和設置中改變它的變換。
So quick overview, your viewport is a visual representation of your object network.
快速概覽:視口是對象網絡的可視化表示。
Your And that's why you'll often just be moving between these three.
這就是為什麼你經常在這三者之間遊走的原因。
So next, we have these two panels at the top and bottom.
接下來,我們有上下兩個面板。
This top panel makes up your shelf tools.
頂部的面板構成了貨架工具。
So it looks like a lot.
所以看起來很多。
And that's because it is.
因為事實如此。
It's everything inside of Houdini.
這是胡迪尼內部的一切。
Everything that can possibly be made is here in some form or another.
在這裡,一切可能製造的東西都以某種形式存在著。
So you can take things from here and in a single panel.
是以,你可以從這裡開始,在一個面板上進行操作。
Now down at the bottom, we have our timeline and our playback settings.
現在在底部,我們有時間線和播放設置。
This is where you'll find your frame rates, your frames per second, your number of frames, so the length of the timeline, your keyframes, and everything pertaining to time.
在這裡可以找到幀頻、每秒幀數、幀數、時間線長度、關鍵幀以及與時間相關的所有資訊。
So just like in real life, as this timeline progresses, things happen.
是以,就像在現實生活中一樣,隨著時間線的推進,事情也會發生。
And much like in real life, they only happen if there's something driving them.
就像在現實生活中一樣,只有在某種原因的驅使下,它們才會發生。
So we'll get to that later.
我們稍後再談這個問題。
Those are called dynamics.
這就是所謂的動力學。
Dynamics are things driven by your timeline.
動態是由時間線驅動的。
So that's what makes your timeline important, is that it drives dynamics.
是以,時間線的重要性就在於它能推動動態發展。
That makes up everything that is important for us at this point, right?
這就是目前對我們來說最重要的一切,對嗎?
Our viewport, our parameters, our networks, our shelf tools, and our timeline.
我們的視口、我們的參數、我們的網絡、我們的書架工具和我們的時間軸。
These are the only things that we really need, really just starting to get to grips with Houdini.
這些才是我們真正需要的,因為我們才剛剛開始使用 Houdini。
Now that we have an understanding of what each of these are, let's break them down a little bit further so that we can understand them a lot better.
既然我們已經瞭解了每種方法的含義,那麼讓我們對它們進行進一步的細分,以便更好地理解它們。
Starting with our viewport.
從我們的視口開始
So on the left hand side, you'll notice that we have some of these selectable tools.
是以,在左手邊,你會發現我們有一些可選擇的工具。
These are our selector and handle controls.
這些是我們的選擇器和手柄控制器。
So this is everything for manipulating this viewport.
這就是操作視口的全部內容。
If you want to move things around, or if you want to navigate in this viewport, you use the options on the side.
如果你想移動東西,或者想在這個視口中導航,可以使用邊上的選項。
So to begin with, by default, you have this camera selected, and this is your view tool.
首先,默認情況下,你選擇了這臺相機,這是你的視圖工具。
This allows you to navigate your scene.
這樣您就可以瀏覽場景。
So when you have your view tool selected and you left click, you'll notice that you tumble around or rotate around your scene based on a particular pivot.
是以,當你選中視圖工具並點擊左鍵時,你會發現你會根據特定的樞軸在場景中翻滾或旋轉。
So we're pivoted at the origin and we're tumbling around that origin.
是以,我們以原點為支點,圍繞原點翻滾。
If you click and hold the tracks up, down, left, and right, and if you right click, you'll notice that you dolly in and out, and this can also be achieved by the mouse wheel scroll.
如果點擊並按住軌道的上、下、左、右鍵,以及右鍵單擊,你會發現你可以進行滑進和滑出,這也可以通過滑鼠滾輪滾動來實現。
And then if you ever end up in an odd position, you know, where your axes are mixed up, you can press G to return to this home view.
然後,如果你在一個奇怪的位置,你知道,你的座標軸混在一起,你可以按 G 鍵返回主視圖。
And this is the home angle, where X is your horizontal axis, Y is your vertical axis, and Z is your depth.
這就是原點角,其中 X 是水準軸,Y 是垂直軸,Z 是深度。
So if you're not using your view mode, chances are you'll be using this transform handle.
是以,如果不使用視圖模式,就有可能使用這個變換句柄。
So if you click on the transform handle, you'll notice this blue text at the bottom.
是以,如果你點擊轉換句柄,就會發現底部有藍色文字。
Select the geometry, then choose an operation to perform.
選擇幾何體,然後選擇要執行的操作。
So in this case, we don't have any objects in our scene, but there's nothing for us to transform or move around.
是以,在這種情況下,我們的場景中沒有任何對象,但也沒有任何東西可供我們變換或移動。
In other words, that's why we don't see any transform handles.
換句話說,這就是為什麼我們看不到任何轉換句柄。
However, if we now try to either tumble, dolly, or track, you'll notice that it doesn't work.
但是,如果我們現在嘗試翻滾、滑行或跟蹤,你會發現都行不通。
It now has a selection for left mouse, a selection for middle mouse, and options when you right click.
現在,它有滑鼠左鍵選擇、滑鼠中鍵選擇和右鍵單擊時的選項。
To return to your view mode temporarily, you can hold spacebar, and that will allow you to do all those things again.
要暫時返回視圖模式,可以按住空格鍵,這樣就可以再次執行所有這些操作。
Left click, middle mouse, and dolly with the right click.
滑鼠左鍵單擊,滑鼠中鍵單擊,滑鼠右鍵單擊。
You can also press G while holding space, so space plus G to re-center.
也可以在按住空格的同時按 G,空格加 G 可以重新居中。
You can also press escape, and that'll switch you back to your view mode.
您也可以按 Escape 鍵,這樣就可以切換回視圖模式。
Next, we're going to move on to this right panel in our viewport.
接下來,我們要移動到視口的右側面板。
These things on the right are our display options.
右邊這些是我們的顯示選項。
So these are things that change what is showing in our viewport.
是以,這些都會改變視口中顯示的內容。
For example, how the lighting appears, if our materials are visible, whether our points are visible, whether our point normals are visible.
例如,燈光效果如何、材質是否可見、點是否可見、點法線是否可見。
So this basically deals with visualization.
是以,這基本上是關於可視化的問題。
This is how things are visualized in the viewport.
這就是視口中的可視化方式。
For example, you can switch off your reference grid, your cartesian plane, by clicking on this display reference plane or orthographic grid, and that removes it, right?
例如,點擊顯示參考平面或正交網格,就可以關閉參考網格,即直角座標平面,對嗎?
These are all the options that you have over here.
這些就是你在這裡的所有選項。
Over here, we also have perspective and no camera.
在這裡,我們也有視角,卻沒有相機。
We'll get back to this no cam at a later point, because this deals with cameras and lights, and we're not going to be dealing with that just yet.
我們稍後再討論無攝像頭的問題,因為這涉及到攝像頭和燈光,我們現在還不打算討論這個問題。
However, this perspective over here, if you click, you get a drop down, and you can say set view, perspective, top, front, right, UV, bottom, back, left.
不過,如果點擊這裡的透視圖,就會出現一個下拉菜單,可以設置視圖、透視圖、頂部、前部、右側、UV、底部、後部、左側。
But you can also achieve this with numbers or your numpad.
不過,您也可以通過數字或數字鍵盤來實現這一功能。
So you can press one for perspective, two for your top viewport, three for your front viewport, four for your right viewport, or five for the UV viewport.
按 1 可以顯示透視圖,按 2 可以顯示頂視圖,按 3 可以顯示前視圖,按 4 可以顯示右視圖,按 5 可以顯示 UV 視圖。
So most of the time, we'll be in perspective viewport, so just press one to go back to perspective viewport.
是以,大多數情況下,我們都會在透視視口中,所以只需按 1 鍵就能返回透視視口。
And if you double tap any of them, you'll get the reverse.
如果你雙擊其中任何一個,就會得到相反的效果。
So if you double tap your top viewport, you'll get your bottom viewport.
是以,如果你雙擊頂部視口,就會得到底部視口。
If you double tap the front viewport, you'll get the back viewport.
如果雙擊前視窗,就能看到後視窗。
If you double tap your right viewport, you'll get your left viewport.
如果雙擊右視窗,就會獲得左視窗。
So those are the basics of your viewport.
以上就是視口的基本資訊。
As we go through this tutorial series, I'll be introducing you to more and more of these options, but those are the basics for navigation.
隨著本系列教程的深入,我會向你介紹越來越多的這些選項,但這些都是導航的基礎知識。
Now, on the right-hand side, in our network view, I told you that we have different types of networks.
現在,在右側的網絡視圖中,我告訴過你我們有不同類型的網絡。
So I'm just going to show you those quickly just to let you know they exist.
所以,我只是想快速地向大家展示一下,讓大家知道它們的存在。
As you can see, it says OBJ over here.
如你所見,這裡寫的是 OBJ。
If we click on it, we can change it to image, we can change it to channels, materials, output, shop.
如果我們點擊它,可以將其更改為影像,還可以更改為通道、材料、輸出、商店。
Each time you change this, the parameters context changes with it.
每次更改時,參數上下文也會隨之更改。
So we're going to go back to object, so just click on OBJ.
所以我們要回到對象,點擊 OBJ。
So let's actually create an object for our object network.
是以,讓我們為對象網絡創建一個對象。
To do that, we go up to our shelf tools, and we can click on sphere.
要做到這一點,我們可以打開書架工具,然後點擊球體。
So when we click on the sphere, you can see that we get this wireframe bounding box, and this represents our sphere.
是以,當我們點擊球體時,你可以看到我們得到了這個線框邊界框,它代表了我們的球體。
So if we click anywhere in the scene, it will place it there, or if we press enter, it will place it at the origin.
是以,如果我們點擊場景中的任何位置,它就會把它放在那裡,或者如果我們按下回車鍵,它就會把它放在原點。
So with our sphere object placed at the origin, you'll notice a couple of things.
將球體對象置於原點後,你會發現一些情況。
Firstly, we have a sphere, and this sphere is this object that we see in our object network.
首先,我們有一個球體,這個球體就是我們在對象網絡中看到的對象。
We have this node over here.
我們這裡有一個節點。
This is a node, and you can see it says sphere object 1.
這是一個節點,你可以看到上面寫著球體對象 1。
Above it, we now have parameters.
在其上方,我們現在有了參數。
We have options and settings, such as scale or rotation and translation.
我們有縮放、旋轉和平移等選項和設置。
We also have these transformation handles, because we have switched from this view mode to our transform mode.
我們還有這些變換句柄,因為我們已經從視圖模式切換到了變換模式。
So if you click and move this along, you'll notice that it changes its position in space, but also on our parameters, the translate changes, right?
所以,如果你點擊並移動它,你會發現它在空間中的位置發生了變化,同時我們的參數、平移也發生了變化,對嗎?
This is its x position in space, and it is now at minus 1.2.
這是它在空間中的 x 位置,現在是負 1.2。
If we press ctrl z, it will undo it, and remember, we can always just press spacebar to move around in our scene.
如果我們按下 ctrl z 鍵,就可以撤銷它,記住,我們可以隨時按空格鍵在場景中移動。
Now that we have this object in our object network, how do we make further changes to it?
現在,我們的對象網絡中已經有了這個對象,那麼如何對其進行進一步修改呢?
Because clearly, these parameters are quite limited, and the best way to think of this is as if this is a container for everything inside.
因為很明顯,這些參數是非常有限的,最好的辦法就是把它想象成一個容器,容納裡面的一切。
So if we want to make changes, we need to make changes to the things inside, right?
是以,如果我們想要做出改變,就必須對內部的東西做出改變,對嗎?
So if we double click on the sphere object, it takes us inside, where we have a sphere.
是以,如果我們雙擊球體對象,就會進入球體內部。
So as you can see, we're now in the object network, but the level that we're on is the sphere object 1 level, and as you can see, it now says geometry over here.
是以,如你所見,我們現在處於對象網絡中,但我們所在的層級是球體對象 1 層,如你所見,這裡顯示的是幾何體。
If you go back, it says object.
如果你返回去,它就會顯示 "對象"。
If you double click in here, you'll see geometry.
雙擊這裡,你會看到幾何圖形。
So from here, we can make changes to the sphere.
是以,從這裡開始,我們可以對球體進行更改。
As you can see, we have new parameters to play with.
如您所見,我們有新的參數可以使用。
We have rows, columns, primitive types, all of these things, and you can play around with these and see what they do.
我們有行、列、原始類型等所有這些東西,你可以玩玩這些東西,看看它們能做什麼。
But what we're going to do is we're going to add more nodes to our sphere object 1.
但我們要做的是在球形對象 1 中添加更多節點。
So now let's maybe give this sphere some color.
現在,讓我們給這個球體增添一些色彩吧。
So we can press tab while hovering over our network view, and this brings up our tab menu.
是以,我們可以將鼠標懸停在網絡視圖上時按下 tab 鍵,這樣就會出現選項卡菜單。
Our tab menu brings up every node that's possible to use in our current context.
我們的標籤菜單會顯示當前上下文中可能使用的所有節點。
So our current context is the geometry level.
是以,我們當前的語境是幾何層面。
Working at the geometry level, so we have access to a certain number of nodes.
在幾何圖形層面工作,是以我們可以訪問一定數量的節點。
For example, if we type color, you can see that we get this color node.
例如,如果我們輸入 color,你可以看到我們得到了這個顏色節點。
We click on that, and we place it over here.
我們點擊它,然後把它放在這裡。
And now our parameters have changed once again.
現在,我們的參數再次發生了變化。
Over here, we have some options, and we can ignore most of them, because the only one that we really want is this color option.
這裡有一些選項,我們可以忽略大部分選項,因為我們真正想要的只有這個顏色選項。
So click on this white block, and it brings up a color editor.
點擊這個白色塊,就會出現一個顏色編輯器。
So we'll just select a blue color, and then we can close it.
是以,我們只需選擇一種藍色,然後就可以關閉它了。
Now nothing's changed.
現在一切都沒變。
Why is that?
為什麼會這樣?
So now what we need to do is we need to connect our sphere to our color.
現在,我們要做的就是把球體和顏色連接起來。
This is the way nodes work.
這就是節點的工作方式。
We connect the output of our sphere into the input of our color, and if we hover over the input of our color, we can see what it's asking for.
我們將球體的輸出連接到顏色的輸入,如果我們將鼠標懸停在顏色的輸入上,就能看到它的要求。
It's geometry to color.
這是幾何色彩。
So that's exactly what we've given it, but nothing's changed.
所以,這正是我們給它的,但什麼都沒變。
The reason being is our display flag.
原因是我們的展示旗。
As you can see, when we hover over a node, it brings up a bunch of these buttons.
正如你所看到的,當我們將鼠標懸停在一個節點上時,會彈出一堆這樣的按鈕。
As you can see, we have this blue one on our sphere.
如你所見,我們的球體上有一個藍色的。
Now this blue one is what's known as the display flag.
現在這面藍色的就是所謂的展示旗。
It's what is currently being displayed, and it can only be on one node inside of your geometry network.
這是當前顯示的內容,而且只能在幾何體網絡中的一個節點上顯示。
So if we want to visualize our color, we have to switch our display flag by clicking on the blue display flag.
是以,如果我們想將顏色可視化,就必須點擊藍色顯示標誌來切換顯示標誌。
So there we go.
就這樣吧。
We now have our color, and so we can add things to this.
現在我們有了顏色,可以在其中添加一些東西。
If we press tab and drop down a transform node, we can plug our color into our transform node, set our display flag on our transform, and then we can scale it down.
如果我們按下 tab 鍵並下拉一個變換節點,就可以將顏色插入變換節點,在變換上設置顯示標誌,然後將其縮放。
So a really great way for adjusting parameters in Houdini is to middle mouse on the word.
是以,在 Houdini 中調整參數的一個非常好的方法就是將滑鼠放在單詞中間。
So hover over the middle mouse, and it'll bring up this.
是以,將鼠標懸停在中間位置,就會出現這個窗口。
And you can move up and down, and what this does is it allows incremental adjustments.
你可以上下移動,這樣做的目的是允許逐步調整。
So if we go over here and then move to the right, it'll increment it up by 0.1 or down by 0.1.
是以,如果我們移到這裡,然後向右移動,它就會向上或向下遞增 0.1。
And if we move up, it'll increment it up by 1 or down by 1, and so on.
如果我們向上移動,它就會向上遞增 1 或向下遞增 1,以此類推。
So you can make really fine adjustments by switching between these.
是以,您可以通過在這些設備之間切換來進行真正的微調。
What we're going to do is we're going to middle mouse over the Y scale and reduce it.
我們要做的就是把滑鼠移到 Y 刻度上,然後縮小它。
So we're making, you know, a smarty.
所以,我們在做,你知道,一個聰明的人。
And so we have this flying saucer shape now.
於是,我們現在就有了這個飛碟形狀。
Now the amazing thing about Houdini is that it's procedural, which means that we can change things higher up the chain, and it'll still work.
現在,Houdini 的神奇之處在於它是程序化的,這意味著我們可以改變更高層次的東西,但它仍然可以工作。
So we can go to our color node, and if we don't like it being blue anymore, we can change it to pink, and it'll keep its transform.
是以,我們可以轉到我們的顏色節點,如果我們不喜歡它是藍色的了,我們可以把它改成粉紅色,它就會保持它的變換。
But more than that, we can even go up to our sphere, and we can change this over here.
不僅如此,我們甚至可以進入我們的球體,在這裡進行更改。
So perhaps we decrease the columns.
是以,也許我們可以減少列數。
We end up with this triangular shape, but it maintains the color and transform.
我們最終得到了這個三角形,但它保持了顏色和變化。
Now that we have that, we can go back up to our object level, and you'll see that we have this sphere object over here, and what it contains has now changed.
現在,我們可以回到對象層,你會看到這裡有一個球體對象,它所包含的內容現在已經改變了。
It now contains three nodes, but because it just acts as a container, it still shows as one node at your object level.
現在它包含三個節點,但由於它只是一個容器,是以在對象層級上仍顯示為一個節點。
All changes were made inside of this node.
所有更改都在該節點內進行。
So that means that we can place other objects into our scene, right?
這意味著我們可以在場景中放置其他對象,對嗎?
So if we want a box, we can either click on our shelf tools, or even in our network view, we can tab and type box.
是以,如果我們想要一個方框,可以點擊架子上的工具,甚至在網絡視圖中,我們可以在選項卡上輸入方框。
That allows us to place a box, and it places it at the origin, and then we can go inside of this box by double clicking on it and change its size.
這樣,我們就可以放置一個方框,並將其置於原點,然後雙擊該方框,就可以改變其大小。
So maybe you want to make this a tall, thin box.
所以,也許你想把它做成一個又高又薄的盒子。
And as you scale that down, you'll notice that our sphere is still ghosted.
縮小後,你會發現我們的球體仍然是重影的。
It's still showing up, and that's because of this option in the top right of our viewport.
它仍然顯示出來,這是因為我們視口右上方的這個選項。
We have this ghost other objects option.
我們有 "鬼魂 "其他對象選項。
So this sphere can't be changed from here, because we're now inside of our box right?
所以,這個球體在這裡是無法改變的,因為我們現在就在我們的盒子裡,對嗎?
But we can still view it.
但我們仍然可以觀看。
This just makes it easy to move things in your scene.
這樣就能輕鬆移動場景中的東西。
For example, it would be difficult to know where other things are, and if we wanted to say transform our box, so let's drop a transform node.
例如,我們很難知道其他東西在哪裡,如果我們想變換我們的方框,讓我們放置一個變換節點。
How would we know where it should be?
我們怎麼知道它應該在哪裡?
That's why the ghosting is useful.
這就是為什麼重影功能很有用。
You can transform this around and still be able to see all of the objects in your scene.
您可以將其左右變換,但仍能看到場景中的所有物體。
So this is extremely useful for visualizing both objects at the same time, because at times you may have many objects on your scene, and you want to position them relative to each other.
是以,這對於同時可視化兩個對象非常有用,因為有時您可能會在場景中看到許多對象,而您希望將它們相對定位。
So now, as I've said before, you can only have your display flag on one of your nodes in your geometry context.
是以,正如我之前所說,現在只能在幾何上下文中的一個節點上設置顯示標記。
However, if we go back up to our object level, you'll notice that we have two display flags active.
不過,如果我們回到對象層,就會發現有兩個顯示標誌處於活動狀態。
One on our sphere, and one on our box.
一個在我們的球體上,一個在我們的盒子上。
And it makes perfect sense if you think about it.
仔細想想,這也完全說得通。
You can have many objects showing in a scene, but each object can only represent one node.
場景中可以顯示很多對象,但每個對象只能代表一個節點。
So for example, if we go inside of our sphere object, it is a representation of the final node in this chain, because that's what we have displayed.
是以,舉例來說,如果我們進入球形對象內部,它就代表了這個鏈條中的最後一個節點,因為我們顯示的就是這個節點。
And you can switch your display flag back up to the sphere, go up a level, and now it's displaying a completely different thing.
你可以把顯示旗幟切換回球體,再升一級,現在顯示的東西就完全不同了。
Right, so where your display flag is changes what you see.
沒錯,所以顯示旗幟的位置會改變你看到的內容。
And you can hide objects at the object level.
您還可以在對象級別隱藏對象。
And so that's it for the basics.
基礎知識就介紹到這裡。
These are the absolute basics.
這些都是最基本的。
In the next tutorial, we're going to pick it up a bit.
在下一個教程中,我們將對它進行進一步的介紹。
We're going to be creating a donut that will be released soon.
我們即將推出一款甜甜圈。
I hope you enjoyed this tutorial.
希望您喜歡本教程。
Let me know in the comments if you have any questions, I'll get to those.
如果您有任何問題,請在評論中告訴我,我會一一解答。
And if you like this tutorial, please let me know.
如果你喜歡這個教程,請告訴我。
Any feedback is immensely useful, so that I know whether this is a worthwhile series to pursue.
任何反饋意見都非常有用,這樣我就能知道這個系列是否值得繼續。
And if so, I'll keep doing it.
如果是這樣,我會繼續做下去。
So thanks for watching.
感謝您的收看。
Please consider leaving a like and subscribing and leaving a comment and I'll see you next time.
請考慮留下贊、訂閱和評論,我們下次再見。
Bye!
再見!