Pro-E/design Animation
Pro-E/design Animation
Design Animation
Help Topic Collection
To Define an Animation.......................................................................... 5
Defining Bodies..................................................................................... 8
Locking Bodies.................................................................................... 31
Defining Events................................................................................... 33
Glossary .................................................................................................. 49
Index ...................................................................................................... 51
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Playing an Animation
Saving an Animation
Using the Animation Timeline
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About Animation
Use Design Animation to coordinate the components of an animation sequence
and play back an animation.
Click Application > Animation to invoke the Design Animation option. A
timeline window appears below the graphics window, and a toolbar appears below
the Pro/ENGINEER toolbar. You can run, create, and manage your animation
using the menu commands, the toolbar buttons, or the timeline window.
You can use Design Animation to do the following:
• Visualize your assembly's operation. If you have the concept, but have not
defined the mechanics, you can drag bodies to different positions and take
snapshots to create an animation.
For an introduction and overview of the Design Animation module, and for typical
steps to take to create an animation, see the Design Animation Concepts Guide
online document.
Many models created in Mechanism Design will transfer to Design Animation.
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Creating an Animation
To Define an Animation
You can create an animation to do many different things. Depending on your
objective, you may use different steps to create your animation.
Following are the typical steps you might take to create an animation:
1. Open an assembly in Pro/ENGINEER.
2. Click Applications > Animation. The Design Animation toolbar and timeline
appear. An Animation menu is added to the Pro/ENGINEER menu bar.
o When working with a Mechanism Design assembly, make sure that the
bodies are properly defined.
6. Add the servo motors and key frame sequences to the timeline if they are not
already present. Any components included on the timeline form the basis of
your animation. Edit the timeline length and increments, the length of the
servo motor or key frame sequence, and the relative timing of all components
in the timeline by right-clicking and choosing the appropriate command from
the shortcut menu or by clicking to edit a selected component.
7. If body locking, events, or connection status have not been included in the
timeline, you can add them now:
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8. Once everything has been defined, click or Animation > Start. The Run
dialog box opens. The model moves as specified by the animation components
in the timeline, and the timeline shows the progress of the animation.
o Try increasing the number of time steps by clicking Tools > Time
Domain.
10. Click or Animation > Playback to run the animation again and change
the speed or direction, or to check for interference and other results.
11. Click or Animation > View @ Time to define views along the animation
to display model orientations and magnifications.
14. Click or Animation > Playback to rerun the animation and view results.
15. Click File > Save to export the animation as a .fra file and save it with the
model's .asm file, or click CAPTURE on the Playbacks dialog box to save
your results as an .mpeg, .avi,.jpeg, .tiff, .bmp, or .pba file.
Click or Animation > Animation to access the Animation Dialog box and
create a new animation, or to open or delete an existing one.
• Click New to create a new animation with a default name.
Warning: New clears the current animation from the timeline. If you do not
save your model first you will lose the current animation data.
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To Edit an Animation
Use the following commands on the Edit menu to manipulate components of your
animation. You can also access these commands from the buttons on the toolbar.
Note: Editing a servo motor, key frame sequence, view at time, or snapshot
cannot be undone. You can undo only modifications to instances in the
animation timeline.
Displaying Icons
Click or View > Display Settings > Animation Display to open the
Display Entities dialog box to toggle icon visibility. All icons are visible by
default.
Servo motors
Motion axes
Slots
Cams
Gears
LCS
Dependency
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Note: An icon may still be visible, even when toggled off, under the following
conditions:
• Servo motor icons are visible when the Servo Motors dialog box is open.
• All motion axis icons are visible when Motion Axis is selected as a Driven
Entity in the Servo Motor Definition dialog box.
• All connection icons are visible when connection status is being set during a
dragging operation.
• The current local coordinate system (LCS) is visible during dragging operation.
The LCS is used as a reference for each component during dragging operation.
1. Click or View > Display Settings > Animation Display to open the
Display Entities dialog box.
o Servo motors
o Motion axes
o Slots
o Cams
o Gears
o LCS
o Dependency
Defining Bodies
About Bodies
A body is made up of one or more parts that do not move relative to each other.
By default, bodies in Design Animation are created following the Mechanism
Design body rules—parts with a constraint between them are placed in a single
body. For more information, search for bodies in the PTC online help system.
Keep the following points in mind when creating body definitions:
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• Depending on the constraints used to create your assembly, you may want to
redefine the model using One Part Per Body or Add.
• If a body definition has been edited and saved in a subassembly, you cannot
edit the body in a higher level assembly. You must edit the body in the
subassembly, then save it.
• If a subassembly body configuration has not been saved, the default body
definition is created automatically. The default definition can then be edited.
When you click or Animation > Body Definition, the Bodies dialog box
opens:
• New—Create a new body and add parts to it. The Body Definition dialog
box opens.
• Edit—Edit a selected body. The Body Definition dialog box appears, enabling
you to add parts to your body. Any parts added to a body are removed from
any other bodies that previously contained them. All parts belong to the
ground body if they were added to the assembly using Pro/ENGINEER
constraints.
• One Part per Body—Create bodies using the one part per body rule. All
connections are retained during this operation.
Note: Use this with caution with large assemblies because every part in the
assembly will become an individual body. You will also have to redefine
Ground.
Note: If you do not use default bodies in your animation, the regeneration
may fail when you leave Design Animation, or parts may be placed in a
different location than they were during your animation.
To Create a Body
A body is a part or group of parts that do not move with respect to each other.
Use these steps to define which part of your assembly will move independently
during the animation.
1. Click or Animation > Body Definition. The Bodies dialog box opens
with a list of the bodies in the assembly.
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4. Select parts to add to the body. The Number Of Parts count is updated as
bodies are added.
5. Click OK. The Bodies dialog box opens with the new body included in the list.
• Add Parts—Use the selector arrow and normal selection methods to select
the parts you want to add to the new body:
Click to open the Key Frame Sequence dialog box. Use it to select a
reference body, take snapshots, and arrange them into a key frame sequence.
When you create a new key frame sequence, it is automatically included on the
timeline.
A key frame sequence is made up of a series of snapshots of your assembly in a
succession of positions and at specific times. The system interpolates between
the snapshots to create a smooth animation.
You can include a key frame sequence in an animation multiple times in different
locations. A key frame sequence included in an animation is called a key frame
sequence instance. When you edit a key frame sequence, all instances of that
sequence are updated. If you want to make a change to a key frame sequence
without changing the original sequence, make a copy of the original and edit the
copy. Then you can include an instance of the copy in the timeline.
1. Click Animation > Key Frame Sequence. The Key Frame Sequences
dialog box opens.
Note: Click on the toolbar to go to the Key Frame Sequence dialog box
directly.
3. Enter a name for the sequence. The default name is KFS#, where # is a
number that increments as you add sequences.
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4. If you want to use a reference other than the ground body, use the arrow
button under Reference Body to select a body on your assembly.
7. Enter a time for the snapshot and press ENTER. If you want to change the
initial snapshot in a sequence (time = 0), you must remove it before defining
a new snapshot with time = 0. For any other snapshot time, you can simply
select the snapshot and change the time.
10. Click the Bodies tab to define how the bodies in your model are used in the
key frame sequence.
11. If you have changed the constraints associated with any of the snapshots in
your key frame sequence, click Regenerate. The key frame sequence is
regenerated with the new snapshot constraints.
The default status is Desired for all bodies. The bodies defined as Required
or Desired move relative to the reference body during the animation. The
bodies defined as Unspecified may move in an unpredictable way, if not
controlled by another key frame sequence or by a servo motor.
5. Click OK to accept the key frame sequence definition. The new key frame
sequence appears in the timeline.
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By default, the reference body is Ground. Most key frame sequences should
keep Ground as the reference body. You may want to change the reference
body from Ground if the reference body will be used in two places.
• Bodies—Specify the status of the location of the bodies that are included in
the key frame sequence.
• Edit—Edit the selected key frame sequence. The Key Frame Sequence
dialog box opens. You can change the reference body, the status of the
individual bodies included in the sequence, and the order or the timing of the
snapshots included in the sequence. Any changes you make to a key frame
sequence affect all instances of that sequence used in the current animation.
• Copy—Make a copy of the selected key frame sequence. The new key frame
sequence is named copyofname, where name is the name of the selected key
frame sequence. For example, if your key frame sequence is named open, the
copy is called copyofopen.
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About the Bodies Tab on the Key Frame Sequence Dialog Box
Use this tab to specify the status of the location of the bodies that are included in
the key frame sequence. The status is valid for the entire sequence. You can
change the status individually or for multiple bodies.
Body status determines the priority of the key frame sequence. For example, if
two key frame sequences are active at the same time, and body status is set to
Desired in the first sequence and Required in the second sequence, only the
frame with the Required body status will be applied.
Note: Servo motor movement always takes precedence over body status.
Select one of the following options to set body status:
• Unspecified—The body's position is arbitrary and may be controlled by other
servo motors or key frame sequences.
When running the animation, if the bodies do not move to the correct position,
especially at key frames, change the body status to Desired.
About the Sequence Tab on the Key Frame Sequence Dialog Box
Use this tab to enter information required to build a sequence of key frames that
defines an animation:
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For example, if you want Kfs2.2 to start 3 seconds after the end of Kfs1.1,
enter 3.00 for Time and Kfs1.1End for After.
When you click Animation > Servo Motor, the Servo Motors dialog box
opens. You can select from the following items:
• New—Creates a servo motor. The Servo Motor Definition dialog box opens.
After you create a servo motor, you need to include it in your animation.
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• Edit—Edits the selected servo motor. The Servo Motor Definition dialog box
opens so you can change defined information for your servo motor.
• Copy—Makes a copy of the selected servo motor. The new servo motor is
named copyofname, where name is the selected servo motor's name.
Notes:
o If a copied servo motor is used at the same time as the servo motor it
was copied from, and the difference between the two is not significant,
the model may lock up during the animation due to conflicts between
the servo motors.
When you click or select New on the Servo Motors dialog box, the Servo
Motor Definition dialog box opens.
• Use the Type tab to define the entities that you want the servo motor to
control.
2. Enter a name for the servo motor. The default name in the entry box is
ServoMotor#, where # represents a number that increments as servo motors
are added.
4. Click OK. A servo motor icon, indicating the motion direction, appears on your
assembly.
5. Select Animation > Servo Motor. The Servo Motor Definition dialog box
opens. The servo motor and its status are now listed. If the servo motor is
correctly defined, its status is Available. If one or more of the entities
associated with the servo motor is suppressed, its status is Suppressed. If
one or more of the entities associated with the servo motor has been changed
or deleted, its status is Incomplete.
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6. Select the servo motor from the list, then click Include to include it in your
animation. The servo motor appears on the animation timeline.
o Motion Axis
o Point
o Plane
3. Click and select a motion axis, point, or plane on the model. This entity
will move when you activate the servo motor.
4. If you selected a point or plane as the driven entity, select Point or Plane
from the Reference Entity list, and select the corresponding entity on your
model. The driven entity will move relative to the reference entity according
to the servo motor profile.
5. If you selected a point as the reference entity, click and select a edge or
datum axis to define the Motion Direction. A magenta arrow appears,
pointing in the direction the driven entity will move relative to the reference
entity.
About the Type Tab in the Servo Motor Definition Dialog Box
Use the Type tab to define which entity is driven and which entity is the
reference for your servo motor. You can define as many servo motors on an
entity as you like. However, to avoid overconstraining your model, do not allow
conflicting or redundant servo motors to run simultaneously in your animation.
For example, if you create both a motion axis rotation servo motor and a plane–
plane rotation angle servo motor in the same direction, do not include both of
these servo motors in the same time period in your animation.
You can enter the following information on the Type tab:
• Driven Entity—The driven entity moves in the model when the motor
activates. Select an entity type from the list, and then use the arrow to select
the entity on your model.
Notes:
o If you select points or planes to define the servo motor, you are creating
a geometric servo motor. The reference entity of a geometric servo
motor may also move if it is not grounded. The servo motor simply
specifies the relative motion of the driven entity with respect to the
reference entity.
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• Flip—Changes the motion direction of a servo motor that has a point or plane
as a reference entity.
Note: Use the right-hand rule to determine positive rotation direction. When
your thumb is aligned with the motion axis, and points in the direction of the
motion axis arrow, your fingers curl in the direction of the positive rotation.
3. If required, click and enter a value on the Zero Refs tab on the Motion
Axis Settings dialog box to specify a reference position for the servo motor.
6. You can change the data to change the servo motor profile as needed. When
you have created the required profile, make sure it is included in the
appropriate motion run, and run the animation.
About the Profile Tab in the Servo Motor Definition Dialog Box
Use the Profile tab to define servo motor motion, a time-dependent change in
position, velocity, or acceleration. An initial position for velocity or acceleration is
used when the animation is run.
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o Click to access the Motion Axis dialog box and set or modify the
zero position of the selected motion axis.
o Select Position from the list to specify servo motor motion in terms of
the position of the selected entity.
o Select Velocity from the list to specify servo motor motion in terms of
its velocity. The current position of the servo motor is used by default
when motion starts. To specify another Initial Position, clear the
Current check box and specify a value relative to the motion axis zero
for a velocity servo motor.
o Select the Current check box to use the current position of the model
as the starting position.
• Initial Position—Defines the starting position for your servo motor, and only
becomes available if Velocity or Acceleration is chosen.
• Magnitude—Each type of servo motor magnitude setting has its own input
requirements.
o Click to open the Graphtool window and display the graphs you
have defined.
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The profiles in the above graph were generated using the following values:
C=3 5 C = –1.5
T=5 10 D=7
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Magnitude
Description Required Settings
Type
where
A = Constant
A = Constant
B = Slope
A = Amplitude
B = Phase
C = Offset
T = Period
where
L = Total rise
T = Period
A = Linear coefficient
B = Quadratic coefficient
where
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Magnitude
Description Required Settings
Type
4. Select the row and click . The Expression Definition dialog box
opens.
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o Click to open the Variables dialog box and select previously defined
measures or variables.
o Click to open the Expression Graph dialog box and graph your
expression.
6. Click Specify domain to specify a domain for the expression, then use
the arrows to set exclusive or inclusive upper and lower domain bounds.
Note: The Unit Conversion Factor field appears if magnitude was initially
defined in a unit of measure different from the current one. This uneditable
field displays the multiplication factor that is used to convert the values to the
current unit of measure.
Click OK. The expression and domain values appear in the Expression and
Domain columns on the Servo Motor Definition dialog box. Click either
value to edit.
Note: To remove a row from the table, highlight the row and click .
2. Click the Profile tab of the Servo Motor Definition dialog box.
o Click to browse for a saved file, or enter the name of the file in the
box.
o The original table values appear in the Time and Magnitude columns.
o Edit the table as required. Click a value in either column to edit, or click
to add a row to the table, or select a row and click to remove it.
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o Make sure the Use External File check box is cleared and there are no
values in the table. Delete existing rows if necessary.
7. Click to reenter data from a selected file or click to save table data to
a selected file.
o Click Linear Fit to connect the table points with a straight line.
o Click Spline Fit to fit each set of points with a cubic spline, preventing
uneven motion.
9. Click OK or Apply.
To Add a Parameter
You can add previously defined Pro/ENGINEER parameters to the Constants list
on the Expression Definition dialog box for later use when defining
expressions.
1. On the Profile tab of the Servo Motor Definition dialog box, select User
Defined from the Magnitude list.
For more information on creating parameters, search the PTC online help system.
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You must input values for A, B, H, and T (the program calculates a value for C).
A — Fraction of normalized time for increasing acceleration
B — Fraction of normalized time for constant acceleration
C — Fraction of normalized time for decreasing acceleration, where
A+B+C=1
The SCCA profile stops when actual_time = T. If the actual time is longer than
the period, the profile will repeat itself.
About Graphing
You can display the profile of a servo motor as a graph to see the motion your
mechanism will take during the animation.
When you have entered data on the Profile tab of the Servo Motor Definition
dialog box, click to view the profile of the motion for the current settings. You
can then go back and change your data to change the profile. When you see the
profile you are interested in, accept the servo motor, make sure it is turned on,
and run the animation.
When you click , the Graphtool window appears. To work with the graph and
manage its appearance, use toolbar buttons or the following menu commands:
• File
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o Export Text—Save the graph data as a text file. When you click this
command, the Export To Text dialog box opens. Enter a path and a file
name on the dialog box to create a file with a .grt extension.
• View
o Toggle Grid—Display grid lines for your graph or turn them off.
o Refit—Restore a graph to its original state. Use this command after you
zoom in on a particular graph segment to return to an unsegmented
state. The software automatically redraws the complete graph in the
current window.
• Format
• Change the Axis Range—Reset minimum and maximum values for the
graph range to define a segment you want to display. The x minimum should
display the x coordinate that is at the left edge of the graph segment, the x
maximum at the right edge, the y maximum at the top edge, and the y
minimum at the bottom edge. Design Animation then redraws the graph to
show the specified segment.
After you finish studying a particular graph segment, you can restore a graph to
its original, unsegmented state. Use the View > Refit command. After you select
the command, Design Animation redraws the full graph in the current window.
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such as a legend or axis, in the graph display and selecting Format from the
pop-up menu.
Use the Graph Window Options dialog box to define the visual characteristics
of the graph display window. For example, you can change the background color
of the window or the color of the x and y axes to improve the overall appearance
of your graph. You can also specify new axis labels or adjust the scale for the
graph to have a better view. The data form contains the following tabs:
• Y Axis—Use to modify the appearance of the graph's y axis, its label and grid
lines, and to change the scale for the graph.
• X Axis—Use to modify the appearance of the graph's x axis, its label and grid
lines, and to change the scale for the graph.
• Data Series—Use to control the appearance of data series for the graph you
select and to toggle the legend.
• Graph Display—Use to control the display of the graph's title and to change
the background color of the window.
When you click Apply or OK to close the dialog box, the graph display updates to
reflect the new settings.
• Axis Label—Use the input field to edit an axis label. The label is a textual line
that appears next to each axis. You can change the style, color, and size of
the label's font by clicking the Text Style button. Use the Display Axis
Label check box to turn the axis label on or off.
• Range—Change the range of the axis. You can use this area to modify
minimum and maximum values so that the window displays a specified
segment of the graph.
• Tick Marks—Set the number of major and minor tick marks on the axis.
• Tick Labels—Change the alignment of value labels for the major tick marks.
If you want to change the style, color, and size of the font, click the Text
Style button.
• Grid Lines—Select the style for the grid lines. If you want to change their
color, click the color selection button.
• Axis—Modify the thickness of the axis. If you want to change the axis color,
click the color selection button.
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o Scale—This field appears on the Y Axis tab only. You can use it to
change the scale of the y axis.
• Data Series—Use the input field to edit the label for the selected data series.
To change the color of the graph's points and lines, click the color selection
buttons. You can also modify the points' style and interpolation and the lines'
thickness.
• Legend—Use this area to toggle the legend. If you want to change the style,
color, and size of the font, click the Text Style button.
• Selection Color—Change the color you use to highlight points on your graph.
2. The Servo Motors dialog box appears with a list of previously created servo
motors.
4. Click Include. The servo motor appears in the animation timeline. The default
start and end times are the start and end times of the animation.
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2. Enter values for Start Servo Motor and End Servo Motor:
o Time—Enter the time you want the servo motor to start or end after the
selected event. You can enter a time that is negative with respect to the
selected event. However, the time cannot be negative with respect to
the animation time domain.
o After—Select the event after which you want the servo motor to start or
end.
For example, to set the servo motor to start 4 seconds after the start of the
animation and end 2 seconds after Servo motor1.1 ends, enter 4 for Time
and START for After under Start Servo Motor, then enter 2 for Time and
Servo motor1.1End for After.
Because the axis of rotation on the driven body remains unspecified, a plane–
plane rotation servo motor is less restrictive than a servo motor on a pin
motion or cylinder motion. Thus, the axis of rotation in the driven body may
change as a function of time.
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You cannot define the orientation of one body with respect to the other using
only a plane–point servo motor. The driven plane is free to move
perpendicularly to the specified direction. Lock these degrees of freedom
using another servo motor or connection. By defining x, y, and z components
of motion on a point with respect to a plane, you can make a point follow a
complex 3D curve.
• A point-plane translation servo motor moves a point in one body along the
normal of a plane in another body. The shortest distance from the point to the
plane measures the position value of the servo motor.
You cannot define the orientation of one body with respect to the other using
only a point–plane servo motor. The driven point is free to move parallel to
the reference plane, and may thus move in a direction unspecified by the
servo motor. Lock these degrees of freedom using another servo motor or
connection. By defining x, y, and z components of motion on a point with
respect to a plane, you can make a point follow a complex 3D curve.
The point–point translation servo motor is a very loose constraint that must
be used carefully to get a predictable motion. You cannot define the
orientation of one body with respect to the other using only one point–point
servo motor. In reality, you would need six point–point servo motors for this.
The driven point is free to move perpendicularly to the specified direction, and
may do so if you do not specify otherwise. Lock these degrees of freedom
using another servo motor or connection. By defining x, y, and z components
of motion on a point with respect to a plane, you can make a point follow a
complex 3D curve.
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• A rotation motion axis will read zero when the zero reference planes on the
two parts are aligned. The zero reference plane for each part is a plane that
contains the motion axis.
• In a translation motion axis, the zero reference planes are aligned. A zero
reference plane is the plane that is perpendicular to the motion axis and
passes through the motion point.
Notes:
o A motion axis zero reference can only be set for a motion axis servo
motor. You cannot create more than one motion axis zero on any
connection. Motion axis zeros are not required for any servo motor, but
if they are not set, an arbitrary reference is chosen on each body, with
unpredictable results.
o Motion axis zeros and motion axis range limits can be set for all
connection types except a ball joint.
For more information about motion axis settings, search the Pro/ENGINEER Help
Center under Simulation > Mechanism Design.
2. Click on the Profile tab. The Motion Axis Settings dialog box opens.
The type of motion axis selected appears in the top box.
3. Select references.
4. Click the drag handle to set the model position or enter a new value for angle
or distance in the Current Position box. If a value is outside the set
minimum and maximum range limits, an error message appears.
5. Click . The value entered in the Current Position field becomes the
Regen Value.
6. To use this value as the regeneration value, select the Enable Regeneration
check box.
7. Click the Dynamic Properties button to set restitution and friction values.
8. Click the Preview button to preview your model with the new settings.
9. Once the model moves as required, click , then OK on the Servo Motor
Definition dialog box.
For more information about motion axis settings, search the Pro/ENGINEER Help
Center under Simulation > Mechanism Design.
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• Point–Plane Zero Reference—The distance between the plane and the point
in the translation direction is zero at motion zero. The plane must be
perpendicular to the motion axis.
Locking Bodies
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To Lock Bodies
Use this command to keep one or more follower bodies stationary with respect to
a lead body during a specific time period in the animation.
2. The Lock Bodies dialog box opens. Enter a new name or accept the default
name, BodyLock#, where # represents an incremental number that increases
as events are added.
3. Click the middle mouse button to define the ground body as lead, or select
another body.
When you click Animation > Connection Status, the Connection Status
dialog box opens. Select a connection, then set the following options:
• Time—Enter a time value in the Value box, then select an event from the
After list. The connection state and locking status will take effect by the
specified amount of time after the selected event.
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2. Select a connection.
3. Enter a time and select a reference event from the After list. The connection
status begins after the reference event and entered time. The time you enter
can be negative with respect to the selected event, but cannot occur before
the start time of the animation.
Disabled
Defining Events
About Events
Use events to maintain an associative relationship between animation elements.
For example, if you set a timeline component to start when another one ends,
and the animation end time changes, all elements that are defined to start after
the end time are automatically updated.
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Events for the beginning and end of any animation component included in the
current animation are created automatically. In most cases, you can use a
system-defined event and will not have to create one yourself.
When you click Animation > Event, the Event Definition dialog box opens.
Use this dialog box to:
• Name the event.
• Select a reference event. Use the down arrow to display the list of available
reference events.
• Set the time after the selected reference event that you want the event to
start.
When you create a new event, a symbol with the name of the event appears on
the timeline. When you define an animation element start time, a relationship is
set between the element and the event, and a dotted line appears between the
two. Click View > Display Settings > Animation Display to control line
visibility.
To Define an Event
Use events as markers in the timeline to arrange animation component timing.
The default event, Start, specifies the time at the beginning of the animation.
This default event always appears on the timeline. Follow these steps to define
other events:
4. Enter a time and select a reference event from the After list. The new event
begins after the reference event and time. The time you enter can be negative
with respect to the selected event, but cannot occur before the start time of
the animation.
5. Click OK. An event symbol, with the name of the new event, appears in the
animation timeline. If the event is referenced to an existing timeline
component, a dotted line leads from the reference event to the new event.
Including Subanimations
About Subanimations
Use the Subanimation command to include an animation created with your
assembly or any of its subassemblies in the current animation. This included
animation becomes a subanimation. By default, a subanimation references the
ground body. If your subanimation moves relative to another body, you must
reference the other body. Use the Subanimation dialog box to reference the
other body.
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• Only the bodies that should move are defined as Desired (the default) or
Required when you insert a key frame sequence in a subanimation. Any
bodies defined as Unspecified will not move with the reference body. Use the
Key Frame Sequence dialog box to change body definitions.
• Only those bodies that are actively defined in a subanimation will move with
reference to the specified body. A body that is not specified will not move. For
example, a door that is opening on a moving car will stop moving with the car
if it is defined for only half of the animation.
1. Select the subanimation on the timeline, and then click Edit > Selected,
or right-click and choose Edit from the shortcut menu.
o Enter a new start time after the selected event. This can be negative
with respect to the selected event, but cannot occur before the start
time of the animation.
3. Click Apply.
About Playback
After you run your animation, click Animation > Playback or on the
toolbar to open the Playbacks dialog box. Use this dialog box to review, save,
remove, or export animation information:
• Select an animation from the Result Set list.
• Click to play back the animation. The Animate dialog box opens. Click
to play or click another option to rewind, fast-forward, play, and repeat the
animation. The animation plays in the graphics window as the timeline
advances.
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Note: If you play back an animation, then select another one and click ,
the selected animation plays in the graphics window but the timeline does not
update or change.
• Click to restore animation results or select another result set. You can
then click to replay the previous set or select the new set from the Result
Set list and play it.
• Click to save the current animation results to disk with a .pba extension.
Only one file can be saved for each animation.
• Click to remove the current animation results from the current session.
To Run an Animation
2. After you run the animation, click on the toolbar to open the Animation
dialog box and view the results.
4. To set collision detection options, click the Collision Detection Settings tab.
5. If you want to specify portions of the results to view during playback, clear
the Display Time and the Default Schedule check boxes. The dialog box
expands.
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Design Animation
o To edit Start and End times, select a segment line, enter new values
and click .
7. Click . The Animate dialog box opens. Use the options on this dialog box
to control the speed and direction of your playback.
Button Function
Frame slide bar Advances playback one frame at a time and display
the current frame number
Stops playback
Starts playback
Capture button Opens the Capture dialog box, configures and saves
playback as an avi or an mpeg file, or as a series of
jpeg, tiff or bmp files.
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• Type—Accept the default mpeg type if you want to save the animation as a
single mpeg file, or choose another format.
Notes:
o If you select a format other than mpeg or avi, the animation is saved as
a series of files named filename_x, where x is a consecutive number
• Image Size—The default width and height values are the dimensions of the
current graphics window (excluding the timeline and the navigation pane).
These values will not change if you resize the graphics window while the
Capture dialog box is open.
• Lock Aspect Ratio—Select this check box to ensure that the width-to-height
ratio remains the same when you resize the graphics window.
• Frame Rate—Set the frame rate at which to record an avi or an mpeg file.
Notes:
o AVI capture can fail for a variety of reasons. If the Capture Failure
dialog box opens, the capture is aborted. Make sure that all compression
settings have been correctly configured or consult the relevant software.
Click on the Playbacks dialog box to open the Create Motion Envelope
dialog box after you play back an animation. Use this dialog box to create a
faceted solid motion envelope that represents the full motion of your animation.
You can export the motion envelope in the same manner as a standard
Pro/ENGINEER part.
You can also create a motion envelope by creating a frame file and clicking File >
Save a Copy > MotionEnvlp.
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Design Animation
Quality is inversely proportional to the size of the triangles used to create the
faceted model. At a lower setting, fewer, larger triangles are created more
quickly, producing a roughly accurate representation of the motion envelope.
At a higher setting, many smaller triangles are created, producing a more
detailed, more accurate representation. A higher quality level makes for a
more complete representation but lengthens the creation time.
Best practice is to start with a low quality setting and preview the results,
then gradually increasing the quality level as necessary.
For more information, search for tessellated files in the PTC online help
system.
• Output File Name—The default motion envelope file name is based on the
name of the source model, in the format model_name_env0001. When the
source model is a simplified representation of an assembly, the default name
of the motion envelope model is simplifiedrepname_env0001. The .prt
extension is automatically appended to part file names, .stl is automatically
appended to STL file names, and .wrl is automatically appended to VRML file
names.
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• Click Preview for graphical and textual feedback about the information that
will be captured in the motion envelope model. A shaded representation of the
motion envelope model is displayed and the Pro/ENGINEER message window
displays the number of triangles that make up the facets of the model.
• When you click Create for a Part or LW Part output format, the system
creates a solid motion envelope model. Activate this model and use File >
Save to save it to a part file.
If you selected the STL or VRML output format, the system saves a .stl or
.wrl file to the current working directory. The Create Motion Envelope
dialog box remains open, and the source model remains in session as the
current object.
1. Click Tools > Time Domain to open the Animation Time Domain
dialog box.
2. Select a time domain type from the list and enter values for the End Time,
Frame Count, Rate, and Interval, as appropriate:
3. To change the timeline scale, clear the Default check box and enter a new
value. When you click Apply, the timeline displays your changes.
4. Click OK.
• Frame rate—the interval after which the frame changes to the next one
When you select a time domain and enter values for two of the variables in the
Animation Time Domain dialog box, the value of the third variable is
automatically calculated.
• For a Length and Rate time domain, enter the animation length (in seconds)
and the frame rate or interval (the number of frames per second). The total
number of frames is automatically calculated.
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Design Animation
• For a Length and Frame Count time domain, enter the animation length (in
seconds) and the total number of frames. The frame rate is automatically
calculated.
• For a Rate and Frame Count time domain, enter the total frame count and
the animation frame rate or interval. The animation length is automatically
calculated.
• Length and Frame Count defines the length of an animation relative to the
number of frames.
• To make room for more frames, increase the Length of the animation.
• To make the transition between key frames smoother, or for more detail,
increase the Frame Count.
• A new Start Time, End Time, or Frame Count value will not update other
fields until you click Apply.
• A new Start Time does not appear on the timeline until you click Apply.
Start Time 0 5
End Time 10 10
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Defining Views
Use the View @ Time command to view different orientations of your model
at specific times. When used in conjunction with the Animation
Interpolation command, you can view your animation as it moves smoothly
between different orientations.
When you click on the toolbar or Animation > View @ Time, the View
@ Time dialog box opens. Enter values as needed:
• Name—Select one of the named views or create additional ones (click View
> View Manager in Assembly mode).
• Value—Enter a value for the time at which you want the view to take effect
after the named event.
• After—Select an event from the list after which you want the view to take
effect.
When you click Apply, the view is added at the selected time with the given
name.
Note: The view saved is the one in the graphics window when you click Apply
(including orientation and zoom level). This may not match the saved view in the
name list if you have moved the model.
1. Click Animation > View @ Time, or click on the toolbar. The View
@ Time dialog box opens:
3. When you run the animation, the view changes according to the values
you have entered.
Note: Because the system interpolates between views, there are no abrupt
changes. Current interpolation settings appear at the bottom of the dialog box. To
change interpolation settings, click Tools > Animation Interpolation.
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Design Animation
• Clear the Interpolate check box to jump to the next view without any
transition.
• Select or clear the Linear or Smooth check boxes under Translation and
Rotation to finely tune the interpolation direction and method.
Note: If you want the animation to remain on a view for a specific length of time
and then start moving toward another view, you must apply two instances of the
same view (one at the beginning and one at the end of the time period), to keep
the view constant. You can then apply a third view for transition.
The Transparency Interpolation options define the manner in which the
transparencies defined in the Transparency @ Time dialog box change during
an animation:
• Select the Interpolate check box to set a fade from one transparency event
to another. You can change which transparency events are interpolated by
dragging them in and out of timeline rows. When you drag an event out of an
existing row, interpolation is cancelled, and vice versa.
• Clear the Interpolate check box to treat the transition as a single change
from one transparency state to the next.
Defining Displays
When you click on the toolbar or Animation > Display @ Time, the
View @ Time dialog box opens:
• Select a component display style from the Style Name list.
• Enter a value for the display event start time and select the event after which
the display representation will be active in the Time area.
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When you click Apply, the Display @ Time representation is added to the
timeline. An extension number is added to each instance of the event.
o In the Time area, enter a Value and select a reference event from the
After list.
3. When you run the animation, the display changes according to the values you
have entered. There is no interpolation between views.
Defining Settings
Select Tools > Animation Settings to set the assembly tolerance and the
action to be taken when a connection analysis fails. The Settings dialog box
opens. You can set the following options:
• Reconnect—Select the Issue a Warning When Assembly Fails to
Connect check box to display a warning message whenever the assembly
fails to connect.
• Run Preferences
o Select the Graphical Display During Run check box to update the
display as you run an animation. When you clear the check box, the
display does not change and calculation may be faster.
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Design Animation
Notes:
1. Click Tools > Animation Settings. The Settings dialog box opens.
o Select or clear the Graphical display during run check box to set run
performance (the run is slower when the graphic display is on).
4. To change the Relative Tolerance setting, enter a value between 1e–10 and
0.1, or click Restore Default to reset it to 0.001.
6. Click OK.
Defining Transparency
Use Animation > Trans @ Time to open the Transparency @ Time dialog
box and control the transparency of your assembly components at specific times
during an animation. You can make a component partially transparent so you can
see through the component's surfaces, or you can make the component
completely invisible. This is useful when you want to focus your animation on the
components hidden inside other components.
To use Trans @ Time effectively, the display style must be set to Shaded.
When you click Animation > Trans @ Time or on the toolbar, the
Transparency @ Time dialog box opens. After the transparency event is
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defined, it appears on the timeline. You can edit, copy, or remove the
transparency directly from the timeline or select another event as a new
reference entity.
You can create several Transparency @ Time events. Although the
transparency events for different components appear on different rows on the
timeline, when you create a series of transparency events for the same
component, all the events for that component appear in the same row.
To set the transition between transparency events, select or clear the
Transparency Interpolation checkbox on the Interpolation dialog box.
• Select or clear the Ignore Surface Properties check box to ignore surface
properties (for example, color or reflectivity) or use standard model shading.
This check box is selected by default for optimal performance.
• Time—Set the time at which the transparency event becomes active relative
to the selected timeline reference entity:
2. Enter a name for the transparency event or accept the default name.
5. Enter a time Value and select a reference event from the After list.
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Design Animation
• Clear the Interpolate check box to jump to the next view without any
transition.
• Select or clear the Linear or Smooth check boxes under Translation and
Rotation to finely tune the interpolation direction and method.
Note: If you want the animation to remain on a view for a specific length of time
and then start moving toward another view, you must apply two instances of the
same view (one at the beginning and one at the end of the time period), to keep
the view constant. You can then apply a third view for transition.
The Transparency Interpolation options define the manner in which the
transparencies defined in the Transparency @ Time dialog box change during
an animation:
• Select the Interpolate check box to set a fade from one transparency event
to another. You can change which transparency events are interpolated by
dragging them in and out of timeline rows. When you drag an event out of an
existing row, interpolation is cancelled, and vice versa.
• Clear the Interpolate check box to treat the transition as a single change
from one transparency state to the next.
• To zoom into an area, select View > Timescale Zoom in and draw a box
around the area.
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Design Animation – Help Topic Collection
The following figure shows a timeline with three key frame sequences, a body
lock, an event, a connection status change, and a subanimation.
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Glossary
Term Definition
Key Frame A series of snapshots that show the position and orientation
Sequence of parts or assemblies over a period of time.
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Index
A connection status
Animation....................................2 E
B events
bodies defining.................................. 34
creating....................................9 G
bodies.........................................8 I
D icon visibilities
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