& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:00
For set motion path animation, you first need to create the curve.
00:04
And then you simply select the object, go to the set motion path options, and I'll start just by doing the motion,
00:12
and then set the length of the animation that I want.
00:15
So, you go and then I'm prompted to select the curve,
00:19
and my object jumps to the start point of the curve, and the curve turns a red color to show that it's being used as a motion path.
00:27
So, if I play that back, you can see the objects going on the motion path.
00:31
It's worth having a quick look at the parameters here.
00:34
So, the motion has set the XYZ translation,
00:37
but they have another level which shows that each of the XY and Z is connected to the same curve.
00:43
And what this means is that if I then make a modification to the curve, then the animation will update to follow that curve.
00:52
So, let's have a look at the Follow and Bank options.
00:55
So, for this, I've created a simple squashed cone shape,
00:59
and I would typically start that by rotating it to approximately the orientation I want at the beginning of the curve.
01:06
And if I go into the Set Motion Path options,
01:09
I'll choose Follow and I'll do Bank at the same time.
01:13
So, for Bank to work, I need to give it a value between 0 and 90°, so I'll just do 45° to start with.
01:20
Down here, you'll notice it has a Sample By value, which I'll just leave at 1 and select that motion path.
01:26
You'll see that what it's added to the translation is a set of baked-in keyframes for the rotations.
01:33
This means that the shape will now follow the curve.
01:37
But also, if I have a look from a different angle, it will bank with the curvature of the curve as it goes around.
01:47
Now, the only disadvantage of these baked-in keyframes
01:50
is they won't update very successfully when you change the shape of the curve.
01:54
So typically, I would just delete the animation and start again if I wanted to change the curve.
01:60
So, the attachment point for primitives is the original pivot point that they were created with,
02:06
but that's not the case for geometry we've built ourselves.
02:10
For that, we have to set up a pivot point by creating the geometry with the origin at the place we want the attachment point to be.
02:22
So, once it's positioned with the origin, I can then do an Edit Group,
02:27
which means I've created a new node with the default pivot on that origin.
02:32
So, I can say Set Motion Path, I'll keep all the same settings and pick my curve.
02:38
And of course, what I forgot to do was Orient the plane at the beginning of the curve,
02:43
but it's actually only the motion path that needs that specific pivot.
02:46
I can modify that now.
02:48
I could even, let's say, scale it a little bit, make it smaller and then just overwrite the animation and set it up again.
02:56
And then my object is moving along the path quite nicely.
03:01
So just be conscious of that creation pivot point having to be created at the origin.
00:00
For set motion path animation, you first need to create the curve.
00:04
And then you simply select the object, go to the set motion path options, and I'll start just by doing the motion,
00:12
and then set the length of the animation that I want.
00:15
So, you go and then I'm prompted to select the curve,
00:19
and my object jumps to the start point of the curve, and the curve turns a red color to show that it's being used as a motion path.
00:27
So, if I play that back, you can see the objects going on the motion path.
00:31
It's worth having a quick look at the parameters here.
00:34
So, the motion has set the XYZ translation,
00:37
but they have another level which shows that each of the XY and Z is connected to the same curve.
00:43
And what this means is that if I then make a modification to the curve, then the animation will update to follow that curve.
00:52
So, let's have a look at the Follow and Bank options.
00:55
So, for this, I've created a simple squashed cone shape,
00:59
and I would typically start that by rotating it to approximately the orientation I want at the beginning of the curve.
01:06
And if I go into the Set Motion Path options,
01:09
I'll choose Follow and I'll do Bank at the same time.
01:13
So, for Bank to work, I need to give it a value between 0 and 90°, so I'll just do 45° to start with.
01:20
Down here, you'll notice it has a Sample By value, which I'll just leave at 1 and select that motion path.
01:26
You'll see that what it's added to the translation is a set of baked-in keyframes for the rotations.
01:33
This means that the shape will now follow the curve.
01:37
But also, if I have a look from a different angle, it will bank with the curvature of the curve as it goes around.
01:47
Now, the only disadvantage of these baked-in keyframes
01:50
is they won't update very successfully when you change the shape of the curve.
01:54
So typically, I would just delete the animation and start again if I wanted to change the curve.
01:60
So, the attachment point for primitives is the original pivot point that they were created with,
02:06
but that's not the case for geometry we've built ourselves.
02:10
For that, we have to set up a pivot point by creating the geometry with the origin at the place we want the attachment point to be.
02:22
So, once it's positioned with the origin, I can then do an Edit Group,
02:27
which means I've created a new node with the default pivot on that origin.
02:32
So, I can say Set Motion Path, I'll keep all the same settings and pick my curve.
02:38
And of course, what I forgot to do was Orient the plane at the beginning of the curve,
02:43
but it's actually only the motion path that needs that specific pivot.
02:46
I can modify that now.
02:48
I could even, let's say, scale it a little bit, make it smaller and then just overwrite the animation and set it up again.
02:56
And then my object is moving along the path quite nicely.
03:01
So just be conscious of that creation pivot point having to be created at the origin.
Required for course completion