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explodes with rotation around y

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reggio

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hi to all, I am trying with the creation of videos illustrating a disassembly operation, in a particular case, I should advance a piece for 500mm and then rotate it of 15° around the axis y to be able to parade it:

from what little I have seen is expected nothing but the movement on x,y,z but nothing regarding rotation. . .

Did I see that? you have qlc makeup to simulate a rotation or can't you just do?
 
My God, you've already done the aperitif... alcohol!

I'm joking, of course... for the question... bho, but some soul pia
can be both hardware in the matter.. .
Welcome back!

Hi.
 
hi to all, I am trying with the creation of videos illustrating a disassembly operation, in a particular case, I should advance a piece for 500mm and then rotate it of 15° around the axis y to be able to parade it:

from what little I have seen is expected nothing but the movement on x,y,z but nothing regarding rotation. . .

Did I see that? you have qlc makeup to simulate a rotation or can't you just do?
if you mean with the view exploded, you can not (that I can rotate or use other axes besides x,y,z). is however created to make explosive views not of videos on disassembly and mounting.
if you have the problem in basic animation or motion.... you have various ways to get a rotation... though with this road the handling settings are more complex and laborious.
 
if you mean with the view exploded, you can not (that I can rotate or use other axes besides x,y,z). is however created to make explosive views not of videos on disassembly and mounting.
... already, in fact on the net you see video of animated explosions in which vines or diagonal pins go out laterally from the body instead of axially. . Horrible.. .
Although.. maybe joining 2 movements with basic animation you could do.. .
if you have the problem in basic animation or motion.... you have various ways to get a rotation... though with this road the handling settings are more complex and laborious.
So... I'll explain how I'm trying to do it, and then tell me your experience.

- I create my view exploded, I add if it happens the parts that I have to replace leaving them side by side.
- step in motion study and launch "driven animation / explode".
- so at first I hide the pieces that I will go to mount after to make them reappear at the right time, I change the points of view and times.. .
- save animation (30 or 40h to make 20" of 25 shots per second: normal times or with a super card could I improve? ).

oh, probably (I'll try after) "joining" (i.e. doing them run in the same time lasso) 2 shifts I could get a diagonal movement (north+west=northwest), but I can't figure out how you would rotate a part compared to an axis...

Can you? explain how with a small example (cubetto 1+cubetto2)?
 
... already, in fact on the net you see video of animated explosions in which vines or diagonal pins go out laterally from the body instead of axially. . Horrible.. .
Although.. maybe joining 2 movements with basic animation you could do.. .

So... I'll explain how I'm trying to do it, and then tell me your experience.

- I create my view exploded, I add if it happens the parts that I have to replace leaving them side by side.
- step in motion study and launch "driven animation / explode".
- so at first I hide the pieces that I will go to mount after to make them reappear at the right time, I change the points of view and times.. .
- save animation (30 or 40h to make 20" of 25 shots per second: normal times or with a super card could I improve? ).

oh, probably (I'll try after) "joining" (i.e. doing them run in the same time lasso) 2 shifts I could get a diagonal movement (north+west=northwest), but I can't figure out how you would rotate a part compared to an axis...

Can you? explain how with a small example (cubetto 1+cubetto2)?
30/40h rendering it true? If not, it's so... in that case the graphics card counts in part, on the rendering counts so much the processor (the only part of the program to use the multicore), however, take into account that with rendering it has to make for each frame the final rendering.
for rotation see if this video is of help.
 

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to make such animation you don't need motion, you just rotate 90 degrees, move the timebar, rotate 90 degrees further, and so on until you create the corner you need. you will need to use appropriate time steps to not see accelerate and slow rotation. to be able to extract it you have to suspend the coupling that blocks axially and then swire.
with 3dvia composed this video would be simple to realize and effect because you can make 2 spots on the component before exploding it and animate also of the arrows in fade that highlight the movement.
 
30/40h in rendering? ... tieni conto che rendering deve danger per andni photogramma
Of course, in redering.
... in that case the graphics card counts in part, the rendering counts so much the processor
ah therefore swx does not demand the graphics card heavy work neither to ram?
Would increase ram or board serve as soon as you say?
for rotation see if this video is of help.
very useful, thank you!!! I'm going to take a test!!!

here is the test (pull only the "lancetta" at the top from 10" to 11"): [youtube]zfymsvhwmg0[/youtube]later I try it on the real axieme with the real rotation of the tape of only 30°
to make such an animation you don't need motion....
Wait, as you see, I want to turn only one part and not all the asses, the method of ivan1990 seems correct to me and I think also the only one (or not?), maybe you meant to rotate the whole set as you see in my short video?
with 3dvia composed you can make 2 spots on the component before exploding it and animating arrows in fade
uhmmm why you say 2 commercial?
I can draw / animate the arrows too... (not just maybe, but yes can do and it's not a bad idea... ;p).
even fade can be put. . .
 
Of course, in redering.


ah therefore swx does not demand the graphics card heavy work neither to ram?
Would increase ram or board serve as soon as you say?
to me in the course m they explained that the rendering counts in part the video card (it should be more in the handling part), but more the processor (for this that the rendering uses the multicore than the rest of the program), ram for the memory is always useful to have but if a program uses 1 giga of ram and you have 8 if you had 16 does not change on the speed (depends on your needs) if you have 8 and often exceeds so it becomes that you better.
However take into account that 25 frames per second means that it has to make 25 times rendering in 1 second... 1 second x60x20 x25( rendering turns) multiplied at the time of 1 rendering get the calculation time, add the calculation of the movements.
 
uhmmm why you say 2 commercial?
I can draw / animate the arrows too... (not just maybe, but yes can do and it's not a bad idea... ;p).
even fade can be put. . .
the spot is an effect that makes "lampeggiare" the components and attention inevitably falls on those.
the arrows I mentioned to you are those of 3dvia and are inserted with 2 clicks.
 

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