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Professional CAD/CAM tools built on Inventor and AutoCAD
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.
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: