Manipulate component positions with transform

00:02

Manipulate component positions with transform.

00:06

After completing this video,

00:07

you'll be able to

00:08

manually explode components.

00:13

To get started in Fusion,

00:14

we want to carry on with the supply data set internal combustion Engine.F3D.

00:19

We're gonna first begin by creating a new storyboard,

00:22

making sure that it's clean and say,

00:24

OK.

00:25

To change the initial position of components

00:28

and make sure that everything is visible,

00:30

we first need to take the playhead and put it into the scratch zone.

00:33

This allows us to zoom out,

00:35

expand our components,

00:36

and show any hidden components that we want to include.

00:39

If we were to do this when the timeline was at a position,

00:44

anytime we make any adjustments,

00:45

it's gonna record that movement,

00:47

whether it's a camera movement or movement of components.

00:50

So keep in mind any initial changes that you want

00:53

to make should be done in the scratch zone.

00:56

So,

00:56

roll the playhead back to the scratch zone.

00:59

Select and change or delete remove any of the original features that you need,

01:04

show all the components,

01:05

and then bring the playhead back out.

01:08

Next,

01:08

we want to talk about transforming components.

01:11

We have a couple of options from manual explode,

01:14

auto explode,

01:15

all levels on one level,

01:16

and we have transformed components.

01:19

Transform components is going to give us the

01:20

most granular control over where components go.

01:24

Options like auto explode and manual explode,

01:26

we use an explosion slider.

01:28

They do allow us to turn on things like trailline visibility,

01:31

but we don't have as many options as we do with transformed components.

01:35

So first,

01:35

let's start by selecting the cylinder and pulling it up.

01:39

Then I want to left click,

01:41

and I want to take the crank.

01:44

Keep in mind that the crank is comprised of multiple solid bodies.

01:47

In order for things to move inside of an animation timeline,

01:50

they need to be components.

01:52

So anything in your design that is created as a body,

01:55

if it's got multiple solid bodies,

01:57

those will need to be converted to components

01:58

if you wish for them to move individually.

02:01

I'm gonna turn on trail line visibility and use split transforms.

02:05

Split transforms allows us to record multiple

02:08

movements as individual segments of the transform.

02:12

If instead we select,

02:13

say the piston and turn off split transform,

02:16

if I were to pull this up,

02:18

And pull it forward and turn on trail line visibility,

02:21

it's gonna be a straight line path from its original position.

02:25

If we use split transform,

02:27

it'll record those movements for us.

02:29

Once again,

02:30

using transform components gives us the most amount of granularity

02:34

when we're creating these transforms.

02:37

In this case,

02:38

I'm gonna make multiple selections,

02:40

pulling components out,

02:41

and once I'm done,

02:42

I can say,

02:42

OK.

02:44

We can play this back,

02:45

allowing all the components to move,

02:47

and we can also make any adjustments we need in the timeline.

02:51

For example,

02:51

if I want some of these components to move later on,

02:54

I can simply drag them away,

02:56

and I can do the same thing with these.

02:58

Simply pull them to the right hand side.

03:02

When we're inside of transform components.

03:05

If we make a transform,

03:07

and we want it to happen at a different point in the timeline,

03:10

we simply need to move the playhead before making another selection.

03:15

If we play this back,

03:16

once again,

03:17

we can see all the movements happen based on the way we created them in the timeline.

03:21

If you need to make any changes,

03:23

you can always select specific transform components

03:26

and delete them or revert them back to their original position.

03:30

This can be helpful if you happen to make a mistake,

03:32

and you can always go back,

03:34

moving the playhead to a different position in the timeline

03:36

and create another transform component.

03:39

For example,

03:40

if we need the piston to come up,

03:41

we'll say OK.

03:43

Now if we play the animation back,

03:45

we can see everything move as intended.

03:48

Creating an exploded view animation is a critical step in detailed drawings.

03:53

Making sure that we understand that a detailed drawing view is going

03:55

to come from the final position inside of your timeline is important,

03:59

but we also need to remember that it will be using default views.

04:03

It's going to be using the default front,

04:05

top,

04:05

right,

04:06

or home positions.

04:07

It's not going to be using the position that you

04:09

have set as your camera inside of your animation timeline.

04:13

This is why it's important to understand those default views,

04:16

as well as the creation of named views to be used for animation,

04:19

exploded views in detailed drawings.

04:22

Once you're done here,

04:23

let's go ahead and make sure that we save this before moving on.

Video transcript

00:02

Manipulate component positions with transform.

00:06

After completing this video,

00:07

you'll be able to

00:08

manually explode components.

00:13

To get started in Fusion,

00:14

we want to carry on with the supply data set internal combustion Engine.F3D.

00:19

We're gonna first begin by creating a new storyboard,

00:22

making sure that it's clean and say,

00:24

OK.

00:25

To change the initial position of components

00:28

and make sure that everything is visible,

00:30

we first need to take the playhead and put it into the scratch zone.

00:33

This allows us to zoom out,

00:35

expand our components,

00:36

and show any hidden components that we want to include.

00:39

If we were to do this when the timeline was at a position,

00:44

anytime we make any adjustments,

00:45

it's gonna record that movement,

00:47

whether it's a camera movement or movement of components.

00:50

So keep in mind any initial changes that you want

00:53

to make should be done in the scratch zone.

00:56

So,

00:56

roll the playhead back to the scratch zone.

00:59

Select and change or delete remove any of the original features that you need,

01:04

show all the components,

01:05

and then bring the playhead back out.

01:08

Next,

01:08

we want to talk about transforming components.

01:11

We have a couple of options from manual explode,

01:14

auto explode,

01:15

all levels on one level,

01:16

and we have transformed components.

01:19

Transform components is going to give us the

01:20

most granular control over where components go.

01:24

Options like auto explode and manual explode,

01:26

we use an explosion slider.

01:28

They do allow us to turn on things like trailline visibility,

01:31

but we don't have as many options as we do with transformed components.

01:35

So first,

01:35

let's start by selecting the cylinder and pulling it up.

01:39

Then I want to left click,

01:41

and I want to take the crank.

01:44

Keep in mind that the crank is comprised of multiple solid bodies.

01:47

In order for things to move inside of an animation timeline,

01:50

they need to be components.

01:52

So anything in your design that is created as a body,

01:55

if it's got multiple solid bodies,

01:57

those will need to be converted to components

01:58

if you wish for them to move individually.

02:01

I'm gonna turn on trail line visibility and use split transforms.

02:05

Split transforms allows us to record multiple

02:08

movements as individual segments of the transform.

02:12

If instead we select,

02:13

say the piston and turn off split transform,

02:16

if I were to pull this up,

02:18

And pull it forward and turn on trail line visibility,

02:21

it's gonna be a straight line path from its original position.

02:25

If we use split transform,

02:27

it'll record those movements for us.

02:29

Once again,

02:30

using transform components gives us the most amount of granularity

02:34

when we're creating these transforms.

02:37

In this case,

02:38

I'm gonna make multiple selections,

02:40

pulling components out,

02:41

and once I'm done,

02:42

I can say,

02:42

OK.

02:44

We can play this back,

02:45

allowing all the components to move,

02:47

and we can also make any adjustments we need in the timeline.

02:51

For example,

02:51

if I want some of these components to move later on,

02:54

I can simply drag them away,

02:56

and I can do the same thing with these.

02:58

Simply pull them to the right hand side.

03:02

When we're inside of transform components.

03:05

If we make a transform,

03:07

and we want it to happen at a different point in the timeline,

03:10

we simply need to move the playhead before making another selection.

03:15

If we play this back,

03:16

once again,

03:17

we can see all the movements happen based on the way we created them in the timeline.

03:21

If you need to make any changes,

03:23

you can always select specific transform components

03:26

and delete them or revert them back to their original position.

03:30

This can be helpful if you happen to make a mistake,

03:32

and you can always go back,

03:34

moving the playhead to a different position in the timeline

03:36

and create another transform component.

03:39

For example,

03:40

if we need the piston to come up,

03:41

we'll say OK.

03:43

Now if we play the animation back,

03:45

we can see everything move as intended.

03:48

Creating an exploded view animation is a critical step in detailed drawings.

03:53

Making sure that we understand that a detailed drawing view is going

03:55

to come from the final position inside of your timeline is important,

03:59

but we also need to remember that it will be using default views.

04:03

It's going to be using the default front,

04:05

top,

04:05

right,

04:06

or home positions.

04:07

It's not going to be using the position that you

04:09

have set as your camera inside of your animation timeline.

04:13

This is why it's important to understand those default views,

04:16

as well as the creation of named views to be used for animation,

04:19

exploded views in detailed drawings.

04:22

Once you're done here,

04:23

let's go ahead and make sure that we save this before moving on.

After completing this lesson, you will be able to:

  • Manually explode components in an animation.

Video quiz

How should changes regarding the initial position and visibility of components in an animation storyboard be made such that they do not appear in the Animation Timeline?

(Select one)
Select an answer

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