Join Thom Tremblay for an in-depth discussion in this video Animation, part of Fusion 360: Designing for Metal.
- [Instructor] There are many ways to communicate using Fusion 360. Animations can be used to create assembly instructions or simply show the details of the design. To create an animation, go from the Model workspace, by clicking the pull down to the Animation workspace. Once in the Animation workspace, you'll see that several things have been relocated and we have a new prominent feature inside of the interface. The timeline, which runs across the bottom of the screen, will capture any changes in the camera position or motion, or visibility of the components.
If you're looking for any of the navigation tools or to change the display of the model, the toolbar that normally sits just above the timeline is now moved to the top of the canvas. The first thing that I'd like to point out, is that any motion of the model will be captured to the timeline. So what I'd like to do, is turn off the camera capture. So now the view is not recording, any changes that I make in order to start to establish the explosion of the movement of the components will not be captured at this time.
It's important that I restore this for the type of animation that I want later on. So, I'll take the event that was captured automatically in the timeline, which was the view transition and simply select it and delete it. Now let's begin taking a look at some of the options. In the toolbar, the Transform pull down contains most of the tools that are commonly used to build an animation. One of the options is to auto explode all levels of the assembly.
To do this, select the components and select Auto Explode or press U. In certain case, auto explode works very well and can be a great shortcut, this however is not one of those cases. So using the slide bar to adjust the position of the auto exploded components will really not make it any better. So I will simply cancel this and instead go through the process in a slightly more manual, yet very easy to use fashion.
First I'll come back to Transform and choose Manual Explode. Make not that the timeline play head is at one second. So I will select pin, select the direction that I'd like the explode the pin and use the explosion scale slider to create an event where the pin will slide out. As an option, I will turn on the trail visibility that will help people understand where the pin came from.
Then select the checkbox to create the event. The next thing that I want to do, is to start pulling apart the top as well as the bolts and washer. Pull those apart from the bottom, but I'll change the location of the play head to two seconds and come over to the lower right to change the scale to make it a little easier to see what's going on in the amount of time.
I'll make this next change by using the Transform Components tool. Transform Components will allow me to select multiple components, establish a direction using the same type of manipulator you'll see in other areas of Fusion 360 and then begin creating a motion. When I left go, I can either enter a precise value, say minus 30, when I press enter, it will create a motion event for all three components and add them to the timeline.
I'll move the play head to three seconds, get another view, hold the command or control key and deselect the top component and start the Transform Components tool again moving the bolt and the washer up an additional distance. After a certain distance, I'll hold control or command again and deselect the washer and continue moving the bolt up from it.
Another option in the dialog, is to turn on trail visibility for that component. I'll select that and click OK. Now let's take a look at the timeline. In the timeline, we can see the actions laid out graphically. We can also come to the bottom and select play to see what the animation looks like to this point. The events that happen can be moved and their length can be changed. So for example, I'd like to select the motion of the top, washer, and bolt and delay the beginning of their activity until after the pin is finished moving.
So I'll shorten their duration, I'll also take the washer and the bolt. Slightly shorten their duration, so it's delayed, and let's see what the result is. Okay, after seeing this, perhaps I want to go ahead and have these two continue to move immediately after the top stops, however, I'd like the bolt to continue moving all the way out to three seconds while the washer stops at an earlier point.
I'll hit play again. Now I'm getting the result that I want. Now it's time to look at the view. If I turn view capture back on, it will restore the original view. I don't want this to be the original view or the starting view of my model. I'll move the play head all the way to the left to an area where there's a red curtain. This is the scratch zone. Any motion that happens on the screen, is not captured, even while, view capture is on.
So, while the play head is in the scratch zone, I'll zoom out, change my point of view on the model and then bring the play head out to where other events begin to happen. With my play head relocated, I'll change the point of view of the model and it will capture this as an event. Let me play this, returning to the beginning and playing.
That's not bad, but I need to do another change of view. So right around the time that the top component stops moving, I want to go to the home view of the model, and perhaps be zoomed out. One a view event has been captured, you can change the position of the view and the scale and it will just update the view event. So let me change the duration of this view event and the first one.
This last view event is in the wrong location, so I'll slide it back a little bit and let's play the results. It looks like there's a proper scaling here although I might make this just a little smaller at this point. So let's try that, I can also just drag the play head to see what the results are as well. Alright, that's a little better scale.
So now I'm happy with the motion and the process of animating it. With this animation complete, I could create another storyboard, either starting from scratch or beginning with this storyboard and I even have the option of simply reversing this timeline to build an assembly animation versus a disassembly animation. Another option that I have is the ability to publish this out as a video. Where I can select the destination, set the name, and I can save the video to the cloud and or to my computer.
If I choose to save this simply to the desktop, I can create an mp4 file of the animation that I can view or share with anyone. Any animation that you create, can be used not only as a source for video, but also as a source for 2D drawings of the exploded view.
- Setting up parameters
- Joining components
- Animating and rendering the design
- Testing alternative materials
- Creating the setup
- Publishing and posting the design