SE Animation Tutorial
SE Animation Tutorial
Publication Number
spse01693
Animating assemblies
Publication Number
spse01693
Proprietary and restricted rights notice
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-1
1 Introduction
Welcome to self paced training for Solid Edge. This course is designed to educate you
in the use of Solid Edge. The course is self-paced and contains instruction followed
by activities.
spse01540Modeling assemblies
spse01640Assembly patterning
spse01655Revising assemblies
spse01660Assembly reports
spse01675Assembly features
spse01680Inspecting assemblies
spse01685Alternate assemblies
spse01691Exploding assemblies
spse01692Rendering assemblies
spse01693Animating assemblies
spse01695XpresRoute (tubing)
2 Course Overview
Course overview
The Explode-Render-Animate application within the Solid Edge assembly
environment is a tool for creating different types of presentations of Solid Edge
assemblies. Exploding an assembly allows you to control the movement, sequence
and grouping of parts and subassemblies. Rendering a view allows you to define
textures, lighting, shadows, backgrounds and other properties to create presentation
style images. Motors apply movement to under constrained parts in an assembly
which can be animated. Using animation, you can combine previously created
exploding sequences and custom camera movement to create animation. Each frame
of the animation can be rendered to create presentation quality animations.
Once you complete the activities in this course, you will be able to:
Add a motor to a unconstrained part of an assembly to create movement for
an animation.
3 Defining motors
There are two types of motors that can be defined in Solid Edge: rotational and linear.
You use motor features to help you observe how a set of under-constrained parts
will move relative to the part you define as a motor. This allows you to design and
simulate complex mechanisms where the movement of a set of interrelated parts
needs to be simulated.
Motor command
Defines a rotational or linear motor using an element on a selected part. You can
then use the Simulate Motor command to display a kinematic simulation of the
motion in an assembly.
You use motor features to help you observe how a set of under-constrained parts
will move relative to the part you define as a motor. This allows you to design and
simulate complex mechanisms where the movement of a set of interrelated parts
needs to be simulated.
This is useful when working with assemblies that contain moving parts such as
gears, pulleys, crankshafts, parts that travel in grooves or slots, and hydraulic or
pneumatic actuators. For example, you can specify that a crankshaft part (A) in a
mechanism rotates around an axis you specify (B).
You can then use the Motor Simulation command to playback a kinematic simulation
of how the under-constrained parts in the assembly move.
Press F5 to replay the animation.
You can define properties for the motor, such as the type of motor, the motor rate or
speed, motor direction, and any limits you may want to place on the motor.
When you define a motor feature using the Motor command, an entry is added for
the motor feature to PathFinder. You can select the motor entry in PathFinder
to edit the motor feature later.
Types
You can define the following types of motors:
Rotation
Linear
Steps
The basic steps for defining a motor are:
Specify the type of motor you want, Rotation or Linear.
The Motor Type list on the command bar allows you to define the type of motor
you want. You can specify whether you want the motor type to be Rotation or
Linear.
When you click the Simulate Motor button, the Motor Group Properties dialog
box is displayed, so you can specify which motors you want to use, whether you
want to detect collisions during the simulation, and so forth. When you click OK,
the Animation Editor tool is displayed so you can run the simulation. To run the
simulation, click the Play button.
Note
The Simulate Motor command contains a subset of the Animation Editor
functionality. To access the full functionality of the Animation Editor tool, you
must use the Animation Editor command in the Explode-Render-Animate
application. To access the Explode-Render-Animate application, on the Tools
tab, click Explode-Render-Animate.
Motor Duration
Specifies how the motor duration is defined.
Use Motor Limits as Duration if Defined
Specifies that the motor limits define the duration.
Default Motor Duration
Specifies the motor duration in seconds. You can type a value.
Available Motors
Lists the available motors. You can use the Add and Remove buttons to add
motors to and remove motors from the Motors in Animation list.
Add
Adds a motor to the Motors in Animation list.
Remove
Removes a motor from the Motors in Animation list.
Motors in Animation
Lists the motors that will be used in the animation.
Activity: Motor
Activity objectives
In this activity, you assign a motor to a part in an assembly. The motor type is
rotational, and it is applied to a gear in a clock. The speed of the motor is defined so
that the second hand of the clock moves at the operating speed of 1 rpm. The gear
relationships are predefined, and by assigning the motor to the appropriate gear, you
can show motion through motor simulation. This motor simulation is used in a later
activity to create an animation of the clock.
Turn to appendix A for the activity: Creating a motor.
Lesson review
Answer the following questions:
1. Name two types of motors.
2. How do you change the rotational units from degrees per second to revolutions
per minute?
4. Once a motor is defined, how do you get it to drive unconstrained parts and
see the movement?
5. Can the movement created by a motor be seen during an animation, along with
explosion events?
Answers
1. Name two types of motors.
The two types of motors are linear and rotational.
2. How do you change the rotational units from degrees per second to revolutions
per minute?
To change the rotational units from degrees per second to revolutions per minute,
click the advanced units button in file properties>units.
4. Once a motor is defined, how do you get it to drive unconstrained parts and
see the movement?
The simulate motor command will show the movement created by a motor.
5. Can the movement created by a motor be seen during an animation, along with
explosion events?
The movement created by a motor can be seen during an animation, along with
explosion events.
Lesson summary
In this lesson, you learned how to create and simulate a motor. The motor animation
created will be used later during the explode sequence. In the activity, the following
topics were covered:
The speed and direction of a rotational motor was defined.
4 Animating an assembly
Solid Edge enables you to easily create animated presentations of your assemblies.
Assembly animations can be useful for motion studies of mechanisms, visualizing
how parts are assembled into a completed assembly, and for vendor or customer
presentations.
Motor
Explosion
Appearance
Motion Path
You can use the controls on the Animation Editor tool to play, stop, pause, and
rewind the animation in the graphic window.
You can also save an assembly animation in AVI format with the Save As Movie
button on the Animation Editor tool.
Note
When you are working in Solid Edge Embedded Client, AVI files are saved to
unmanaged locations.
For more detailed information on creating assembly animations, see the Creating
Assembly Animations Help topic.
New Animation
Displays the Animation Properties dialog box so you can define the properties
for a new animation.
Save Animation
Saves the current animation.
Delete Animation
Deletes the current animation.
Animation Properties
Displays the Animation Properties dialog box so you can edit the properties for
an existing animation.
Save as Movie
Displays the Save as Movie dialog box so you can save the current animation
as an AVI file.
Camera Path
Displays the Camera Path Wizard so you define the camera path you want.
Speed
Specifies the speed you want to use for playback purposes. The speed setting
does not affect the speed of an AVI recording, or the relative speed of the
animation entries.
Go to Start
Moves the current frame indicator to the start of the animation.
Previous Frame
Moves the indicator to the previous frame.
Play/Pause
Plays or pauses the current animation.
Stop
Stops the playback of the animation.
Next Frame
Moves the indicator to the next frame.
Go To End
Moves the current frame indicator to the end of the animation.
Time
Displays the current time in the animation.
Frame
Displays the current frame in the animation.
Toggle Scale
Toggles the timeline scale between frames and seconds.
Zoom Out
Reduces the scale of the animation timeline.
Zoom In
Increases the scale of the animation timeline.
Minimize
Minimizes the Animation Editor.
Motion Path
Displays the Motion Path command bar so you can select components and draw
a curve path to guide component movement.
Appearance
Displays the Appearance command bar so you can create an appearance event.
For example, you may want a part to fade in or fade out in your animation.
Event Timeline and Duration List (Right Pane)
Displays event duration bars, which represent the start and stop times, and
elapsed time for each event in the current animation timeline. You can edit event
duration bars by dragging with the cursor or using shortcut menu commands.
This allows you to customize the animation.
(B) Current Frame Indicator. The current frame is the frame which is displayed
in the graphic window. You can use the cursor to drag the Current Frame
Indicator to another location to view individual frames in the animation.
(C) Event Duration Bars. Notice that a different color is used at the start and
end locations.
(D) Selected Event Duration Bar. Notice that a scale is displayed when a
duration bar is selected. This can make it easier to precisely relocate a duration
bar with respect to Frame Scale.
(F) Vertical Scroll Bar. Allows you to scroll the timeline up and down.
(G) Horizontal Scroll Bar. Allows you to scroll the timeline left and right.
Edit Definition
Allows you to define a new event or edit an existing event. The action you
can perform depends on the event type and whether you are defining a new
event or editing an existing event.
Camera
The Edit Definition command displays the Camera Path Wizard when
you click the Camera category entry, and displays the Path command bar
when you select an existing camera event.
Motor
The Edit Definition command displays the Motor Group Properties
dialog box when you select the Motor category entry.
Explosion
The Edit Definition command displays the Explosion Properties dialog
box when you select the Explosion category entry.
Appearance
The Edit Definition command displays the Appearance command bar
when you select an existing Appearance event.
Paths
The Edit Definition command displays the Path command bar when
you select an existing Path event.
Expand All
Expands all the event collections.
Add Frames
Displays the Add Frames dialog box so you can add frames or time to an
animation event.
Remove Frames
Displays the Remove Frames dialog box so you can remove frames or time to
an animation event.
Properties
Displays the Duration Properties dialog box so you can redefine the start
time, end time, or elapsed time for an animation event.
Duration bars for camera and motion path events. Duration bars for these
event types also support key frames (A).
You can move and modify duration bars using the cursor and shortcut menu
commands.
Animation Name
Displays the name of the animation.
Start Frame
Lists the current start frame. You can type a new value to change the starting
time for the event duration.
End Frame
Lists the current end frame. You can type a new value to change the ending
time for the event duration.
Entry Duration
Lists the current duration of the event entry. When you change this value, the
End Frame value also updates.
This command bar is displayed when you are creating or editing Motion Path or
Camera Path events.
Finish/Cancel
This button changes function as you move through the motion path definition
process. The Finish button applies the motion path properties you defined. The
Cancel button discards any input and exits the command.
Open Path
Sets the path curve type to open.
Closed
Sets the path curve type to closed. The start and end points of a closed
path curve are coincident. If the start and end points you selected are not
coincident, and you set the Closed option, a keypoint that is coincident with
the start point is automatically added to the curve.
When you set this option, the Start and End options are automatically set
to Periodic. Periodic curves are closed, connected, and tangent at the first
and last points on the curve.
Frame Count
Specifies the total frame count for the path.
Straight Path
Creates the path with straight segments.
Blend Path
Creates the path with curved or blended segments.
Hold
Holds the component position until the next key frame.
Deselect (x)
Clears the selection.
Accept (check mark)
Accepts the selection.
Lesson review
Answer the following questions:
1. How is a camera path represented in an animation?
5. What are the different types of event duration bars that appear in the animation
editor time line?
Answers
1. How is a camera path represented in an animation?
A camera path is represented as a curve. Key points along the curve can be
edited to change camera viewing angle and view previews of the camera display
for that point in the time line.
5. What are the different types of event duration bars that appear in the animation
editor time line?
Types of duration bars are:
Explode events
Paths
Appearance
Motors
Camera
Lesson summary
In this lesson, you learned how to create and edit an animation. The animation
consisted of events defined by exploded views, camera movement, appearance
events, and rendering. Using editing commands, the time line for each event was
able to be edited to produce the desired effect. You created an .avi movie showing
the animation.
Step 1
You will open an assembly, then inspect and change the rotation units for the
assembly and assign a motor to a part in the assembly. Once the motor is defined, a
motor simulation will be generated to be used later in an animation.
Note
A motor can only be assigned to a part that is under constrained in an
assembly. If the under constrained part used to define the motor exists in a
subassembly, then the subassembly will have to be made into an adjustable
assembly rather than a rigid assembly. By making a subassembly adjustable,
the relationships used to position the parts in the subassembly are promoted
into the higher level assembly and solved at that level.
You will set the Angular Velocity units to revolutions per minute.
Open the assembly motor.asm with all the parts active.
Click the Units tab, and on the Units tab, click Advanced Units. Set the Angular
Velocity to rpm, and then click OK to dismiss the Advanced Units dialog box.
Click OK to return to the assembly.
Step 2
Create the motor and define the motor parameters.
In PathFinder, right-click the part G05_62.par and then click Show Only. Click
Fit to see the gear.
Note
As an option, to better understand how the predefined gear relationships
in this assembly, you can review the spreadsheet named clock_gears.xls,
which is located in the same folder as the assembly. This spreadsheet
shows the relationships and gear ratios used to create the clock
mechanism.
Step 3
Once you have defined a motor, you can change a parameter by editing the motor.
Even though the motor is defined correctly, this step shows how you can edit it. You
will ensure that the direction of rotation for this motor is counter clockwise. If not,
you can reverse the rotation.
On the ribbon, click the Select command and select Motor 1 in PathFinder.
To change the direction of rotation, click Edit Definition. Click the Flip Direction
button, then click Finish.
Step 4
Display the motor. For best visibility, all the parts of the assembly will be shown,
and then some will be hidden.
Click the Select command and right-click motor.asm in PathFinder. Click Show
All.
Using the same procedure as in the previous step, hide m_housing.asm, and
then fit the assembly.
Step 5
Create a motor simulation.
In the Motor Group Properties dialog box, set the Motor Duration to 180 seconds
(3 minutes) and the other values as shown, and then click OK.
Note
If you need to change any of these values at a later time, right-click Motors
in the time line and then click Edit Definition. You can define multiple
motors in a simulation but for this activity, you define a single motor.
Note
Changing the speed to 4x is for animation display purposes only. The
motor is still spinning at the assigned rpm.
Click Save. When prompted to save changes to the animation editor, click yes.
Activity summary
In this activity, you learned how to create and simulate a motor. The motor
animation created will be used later during the explode sequence. In the activity, the
following topics were covered:
The speed and direction of a rotational motor was defined.
Step 1
In this activity you will open an assembly that contains a motor and an exploded
configuration. You will use the Animation Editor to manipulate the events that
occur during the animation. You will create an animation that consists of camera
movement, changes in part appearance, part motion paths, exploded views and
motion from motors.
You will define a camera path for a predefined animation.
Note
The description of the animation controls is also covered in the activity
exploding an assembly.
The left pane displays the animation events, and the right pane displays the
event duration bars. These can be used to define and sequence the events of
the animation.
Right-click the Explosion event and then click Edit Definition. Examine the
parameters previously defined for this explosion. Click OK when finished.
Click the Camera Path command to open the Camera Path Wizard.
Click Preview. Observe the animation preview, and then click Finish. The
camera path is created.
Step 2
You will view the camera path and then edit the path.
Click the Show Camera Path command. The path is displayed.
Right-click the Camera Path in the event time line, and then click Edit Definition.
On the command bar, click the Draw Path Step group button and observe the
controls.
The camera path can be either open or closed. For this path click Closed.
The key points of the camera path are graphically displayed as points on the
curve. The X-Y-Z axis displays at the location of the key point which is currently
being edited and a preview of what the camera sees at that frame is shown. The
frame count showing the duration of the camera movement is displayed.
Camera movement and direction can be edited at each key point. The blue
navigation arrows move to the next or previous point for making changes to
those points. Click the Next Point button, which is the right blue arrow.
Notice the camera preview and X-Y-Z axis move to the next point.
Click the Straight Path button. This changes the curvature of the previous
point from a curve to a straight path.
Click Hold. This freezes the animation until the next key frame is reached in
the time line.
Click the Next Point button once. Drag the tangency control handle of the key
point.
Click Next Point. Select the X axis of the triad and enter a rotation angle of 5o.
Select the origin of the triad. The curvature tangency handles are available
at the key point.
Drag one of the handles so that the curve is approximately modified as shown.
Click Finish. Play the animation and observe how the edits to the camera
path affected the animation. After the animation plays, reset the animation by
stopping the animation and then clicking the Go to Start button.
On the camera path event bar, notice the key points are displayed as green
graduation marks. Click and drag any of the key points to a different position.
This changes the time at which a key point occurs, and increases the speed of the
transition from that key point to the key point in the direction you moved the
point. Likewise, the duration of the transition of the camera path is increased
from the key point moved and the point you moved away from.
Play the animation and observe how the edits to the camera path affected the
animation. After the animation plays, reset the animation by stopping the
animation and then clicking the Go to Start command.
Step 3
Add an appearance event to the time line.
Select a_case.par and a_backplate.par as the parts for the appearance change,
and then click Accept.
Set the Start style to Use Part Style and the Finish style to Chrome. Set the
Frames duration to 50, and then click Accept. Click Finish.
Find the appearance and play the animation from the beginning through the
first 50 frames. Observe the change to chrome for the parts selected.
Play the animation and observe how the selected parts transition to chrome.
After the animation plays, reset the animation by stopping the animation and
then clicking the Go to Start command.
Step 4
Edit the event bars along the time line.
Note
An event group consists of events occurring either simultaneously or
sequentially. The duration of an event group is defined by the extent of all
the events within that group. Actions such as mirroring and copying of events
must incorporate all the events making up a group.
Right-click the Appearance_1 event bar, and then click Properties. Examine
the values, and then click OK.
Note
The values can be edited in the Duration Properties dialog box if desired.
Click and drag the right side of the Appearance_1 event bar to frame 100.
Right-click the Appearance_1 event bar, and then click Properties as you did
previously. Notice the changed values.
Right-click on the time line after the Appearance_1 event and choose Mirror.
Note
Copying and mirroring an event reverses the effect caused by that event.
By copying and mirroring the appearance event, as the animation plays,
the selected parts transition into chrome and return to their original part
styles. Mirroring is also valid for explosion events. Mirrored event bars
can be moved, or shortened to make the transition happen faster, or
lengthened to make the event happen slower.
Play the animation to observe the changes you made. After stopping the
animation, click Go to Start to reset the animation.
Step 5
In the following steps, you will use what you learned in the previous steps to
continue editing the animation. You will not be directed to edit specific events,
however you will edit events you choose based on the general directions given.
Lengthen an explode event by dragging the end of the event bar for that event.
Step 6
Save an animation.
Note
Animations are saved as .avi formatted movies. There are many different
players available from many different sources. A video codec is a device or
software that enables video compression and or decompression for digital
video. The list of codecs that are available to be used for creating an animation
may differ from one computer to the next. To choose the codec which best
works for the animations you are trying to create needs to be determined
by experimentation.
Note
Existing 3D view styles can be modified or new 3D view styles can be
created to suit your needs.
Reset the animation to the beginning. Click the Save as Movie command
Note
Creating an animation can take considerable system resources depending
on the options chosen. It is good practice to run a small number of frames
rather than the complete animation to preview the results. Once the
settings are satisfactory, then you can run the complete animation.
Notice the view style selection set is the same as the 3D view styles shown in
the previous steps.
Set the quality to 100, and click OK.
Save an animation to a folder of your choice and give it a name of your choice.
Note
To create a rendered animation, render the view just prior to saving the
animation and the animation will use the rendering settings. Rendered
animations typically take more processing time to create.
This completes the activity. Click Close ERA to exit the Explode-Render-Animate
application. Save the assembly.
Note
To create a rendered animation, render the view just prior to saving the
animation and the animation will use the rendering settings. Rendered
animations typically take more processing time to create.
Activity summary
In this activity, you learned how to create and edit an animation. The animation
consisted of events defined by exploded views, camera movement, appearance
events, and rendering. Using editing commands, the time line for each event was
able to be edited to produce the desired effect. You created an .avi movie showing
the animation.