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01926 333777
SOLIDWORKS Elite Specialists

SOLIDWORKS Animations Training Agenda

Length: 2 Days

Prerequisites:
  • Familiar with Microsoft Windows operating system
  • Essentials and Assembly training course
  • PhotoView 360 training course - beneficial but not essential
Description:

This course focuses on the ability to create animations from your SOLIDWORKS Parts and Assemblies. We will cover various topics looking at automated and manual methods of creating animations featuring camera views, changing appearances and controlling the motion of components.

We investigate various visual techniques when creating moving cameras, including points-of-view for walk-throughs as well as attaching cameras onto moving objects. Advanced In-Context modelling techniques will be used to simulate real-life interactions – removing material with a tool or winding cable from one reel to another. Finally we will cover the production of fully rendered animations and various other post-processing techniques.

NOTE: THIS COURSE IS NOT INCLUDED IN THE SOLIDWORKS TRAINING PASSPORT

Lesson 1: Introduction to Animations

In this lesson we will be introduced to the interface used for Animations. We will be discussing the different types of motion that are available within SOLIDWORKS. We will then introduce the concept of Key Frame animations and create our first animations using the Animations Wizard.

Lesson 2: Basic Movement

In this lesson we will cover multiple methods of creating Keys within the Timeline, whether automatically or manually. We will create a simple animation in three different ways, controlling the motion by positional Key Frames, Mates and Motors. We will also investigate the different Interpolation modes available for controlling the transition for each Key Frame.

Lesson 3: Introduction to Cameras

We will create multiple SOLIDWORKS Camera views to represent real-life camera lens, changing location, target location, aspect ratio, perspective and depth of field. With the camera views setup, we will the use them within an animation, switching between the different cameras every few seconds. We will also look at changing the camera lens and distance to the object to create a visual effect called ‘dolly zoom’ or the ‘Hitchcock effect’.

Lesson 4: Changing Visual Properties in Animations

In this lesson we will be looking into changing the visual properties of an animation. This will include changing the colour of components, varying display styles, hiding components and changing lighting values.

Lesson 5: Walk-Throughs and Path Mates

We will look into moving components along a path to represent motion. We will also be creating paths and attaching cameras, to give a person’s point-of-view whilst travelling around a building.

Lesson 6: Using Camera Sleds in Animations

We will utilise the techniques of Camera Sleds – attaching a camera to a moving component. This will allow us to follow a car on a track day, giving us various cameras showing the driver’s point-of-view and following the car within the animation. This method has been used within films and recently gained popularity with the masses through the use of ‘dash-cams’.

Lesson 7: Mate Controller

In this lesson we will be exploring the functionality of the Mate Controller and controlling various mates to create a mate-based motion.

Lesson 8: In-Context Modelling

In this lesson we will build upon knowledge gained from the SOLIDWORKS Assembly course and use in-context modelling. In this example we will using global equations at assembly level to control certain parameters at part level.

Lesson 9: Post-Processing and Outputs

The aim of this lesson is to illustrate methods for outputting animations into a useable format; from either the options within SOLIDWORKS or for the suitability for post-processing in other video editing applications.

Lesson 10: Advanced Techniques

In this lesson we will be utilising in-context assembly modelling within an animation. We will be creating an assembly level feature that will effect certain components. In this case study, we will have a feature level Extruded Cut, originating from a jigsaw blade, cutting material from a plank of wood. As the Jigsaw moves across the plank, the cut will move with it.

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