Review animation options

00:02

Review animation options.

00:05

After completing this video, you'll be able to

00:07

reconfigure an animation and adjust animation settings

00:13

in fusion 3 60. Let's get started with the supply data set animation options dot F 3D

00:18

for this, I'm going to begin by dragging the timeline.

00:21

So it's a little bit larger and we can see

00:23

more of what's going on inside of the timeline.

00:26

When we take a look at the timeline, we can see that each action that happens,

00:30

whether it's a move or a visibility option,

00:32

we can see that those take a different amount of time

00:35

and they happen at different times inside of our timeline.

00:38

These can all be moved and adjusted to reconfigure the way an animation works

00:43

as we move the play head through the timeline,

00:45

we can see the large gear goes back into the housing,

00:48

the small gears go back into the housing, the

00:50

front cover goes,

00:52

the hardware starts to become visible as the back cover is moving

00:56

and then the hardware moves at the very end.

00:58

Now, one thing that we can do is we can take a look at the hardware itself.

01:02

It happens to go all the way up to the five second mark,

01:06

but we can begin its motion a bit sooner by dragging the beginning

01:10

portion of that move so that it starts to happen at two seconds

01:14

as we play through the animation.

01:16

Now, you can see that the hardware is already moving before it becomes visible.

01:20

Now, this can help us simplify and shorten an animation

01:24

rather than waiting for everything to happen at a specific time.

01:28

We can also determine the objects that are moving.

01:31

We can have them overlap by beginning to

01:33

drag out various positions of these move operations.

01:37

So that way the smaller gears begin moving while the large gear is still moving,

01:41

having various components move at the same

01:44

time helps keep the animation interesting.

01:46

If everything went until a stop and then the next object began moving,

01:50

this would be a little bit harder for someone to follow.

01:53

But if you even have just a slight overlap between objects moving,

01:58

this can really help with keeping the animation interesting.

02:03

In addition to simply manually moving things around for our animation,

02:07

we do have a couple of options.

02:09

One of the options that we have under the

02:10

settings is to toggle on and off text watermarks

02:15

in the canvas when we're using record view position.

02:19

Now this option is a little bit tricky to see.

02:21

So what we're gonna do is we're gonna leave it on for now,

02:24

we're gonna toggle off the view recording

02:26

and essentially what this allows us to do is rotate the object around

02:30

to make selections

02:32

and do whatever we need to do.

02:33

And then as soon as we pause that it'll go back to its previous location,

02:37

it's similar to dragging the play head to the scratch zone.

02:40

However,

02:41

any changes we make when the play head are in the scratch

02:43

zone are going to be the starting position of our animation.

02:47

With that said, we can also go ahead and move back into the scratch zone,

02:51

we can zoom out and rotate the entire view. And

02:54

then as we come back out of the scratch zone,

02:56

you can see this is the new starting position for our animation.

03:00

If we were to just simply rotate during the animation,

03:04

that camera position capture would be captured inside of our animation.

03:08

So if we play through

03:10

as the objects are moving, you can see that everything rotates around.

03:14

Another thing that we mentioned is that we can right click and copy a storyboard,

03:18

then we can right click and paste it

03:21

and we can take that pasted storyboard and reverse.

03:24

Now,

03:24

this means everything that happened in the

03:26

original storyboard is gonna happen in reverse order

03:29

components moving outward instead of inward and the rotation of the

03:34

camera is gonna happen in the reverse order as well.

03:37

Once again,

03:37

this can be a great way to supplement the return to home operations that

03:41

we have if we need to show an animation of a design coming apart.

03:45

And we also want to repurpose that to show

03:47

the design or the animation going back together.

03:50

One other thing to consider when configuring animations is sometimes you might

03:55

want to create a single animation for only a few components.

03:58

If we start a new storyboard in this kind, we're gonna make a clean storyboard

04:03

and we go to the scratch stone,

04:05

we can determine which components we want visible

04:08

if we don't want to show any hardware

04:10

and we don't want to show the front cover, we only want to show the gears.

04:14

Then we can do that by hiding the back cover,

04:17

by hiding the large gear and only focusing our attention on the objects of interest.

04:22

This allows us to begin our animation

04:25

and begin moving only the components of interest.

04:28

Another thing that we can do is go into our settings and

04:30

we can make all of the recording modes happen starting at the beginning

04:34

or having them be sequential.

04:37

Now, this can be an important step.

04:38

But again,

04:38

having that half a second overlap does

04:41

help keep the animation visually interesting.

04:43

What we're gonna do here is simply use transform

04:47

and we're going to begin by pulling all the gears out, holding down the shift key,

04:51

making our selections and pulling all the gears out.

04:55

Then we're gonna left click,

04:57

we're gonna move the play head to about three seconds.

05:00

We're gonna take the front cover,

05:02

we're gonna say, OK, on transform.

05:04

Component and we're gonna hide that front housing,

05:07

then we're gonna move a little bit further, go back to transform components

05:12

and then we can begin separating these gears from each other.

05:17

So once again, if we play through this, we can see the gears come out,

05:21

the housing disappears and the other gears begin to move

05:25

and we can select that position in our timeline.

05:28

We can have that housing start to change its opacity

05:31

a bit sooner while the gears are still moving.

05:38

And then at the very end,

05:39

what we can do is we can focus our attention zooming into those gears.

05:45

Everything that we do inside of our animation workspace is going to be captured.

05:49

And anything that we want to do use or repurpose can always be copied or

05:54

we can start a new storyboard using the end position from the previous animation.

05:59

This can help if you're building out things like user manuals,

06:02

you can go ahead and begin exploding out a complex animation

06:06

and each step of the way,

06:07

start a new storyboard isolate the components of interest and

06:11

then continue working your way through an entire animation.

06:14

At this point. Let's go ahead and save this design before we move on.

Video transcript

00:02

Review animation options.

00:05

After completing this video, you'll be able to

00:07

reconfigure an animation and adjust animation settings

00:13

in fusion 3 60. Let's get started with the supply data set animation options dot F 3D

00:18

for this, I'm going to begin by dragging the timeline.

00:21

So it's a little bit larger and we can see

00:23

more of what's going on inside of the timeline.

00:26

When we take a look at the timeline, we can see that each action that happens,

00:30

whether it's a move or a visibility option,

00:32

we can see that those take a different amount of time

00:35

and they happen at different times inside of our timeline.

00:38

These can all be moved and adjusted to reconfigure the way an animation works

00:43

as we move the play head through the timeline,

00:45

we can see the large gear goes back into the housing,

00:48

the small gears go back into the housing, the

00:50

front cover goes,

00:52

the hardware starts to become visible as the back cover is moving

00:56

and then the hardware moves at the very end.

00:58

Now, one thing that we can do is we can take a look at the hardware itself.

01:02

It happens to go all the way up to the five second mark,

01:06

but we can begin its motion a bit sooner by dragging the beginning

01:10

portion of that move so that it starts to happen at two seconds

01:14

as we play through the animation.

01:16

Now, you can see that the hardware is already moving before it becomes visible.

01:20

Now, this can help us simplify and shorten an animation

01:24

rather than waiting for everything to happen at a specific time.

01:28

We can also determine the objects that are moving.

01:31

We can have them overlap by beginning to

01:33

drag out various positions of these move operations.

01:37

So that way the smaller gears begin moving while the large gear is still moving,

01:41

having various components move at the same

01:44

time helps keep the animation interesting.

01:46

If everything went until a stop and then the next object began moving,

01:50

this would be a little bit harder for someone to follow.

01:53

But if you even have just a slight overlap between objects moving,

01:58

this can really help with keeping the animation interesting.

02:03

In addition to simply manually moving things around for our animation,

02:07

we do have a couple of options.

02:09

One of the options that we have under the

02:10

settings is to toggle on and off text watermarks

02:15

in the canvas when we're using record view position.

02:19

Now this option is a little bit tricky to see.

02:21

So what we're gonna do is we're gonna leave it on for now,

02:24

we're gonna toggle off the view recording

02:26

and essentially what this allows us to do is rotate the object around

02:30

to make selections

02:32

and do whatever we need to do.

02:33

And then as soon as we pause that it'll go back to its previous location,

02:37

it's similar to dragging the play head to the scratch zone.

02:40

However,

02:41

any changes we make when the play head are in the scratch

02:43

zone are going to be the starting position of our animation.

02:47

With that said, we can also go ahead and move back into the scratch zone,

02:51

we can zoom out and rotate the entire view. And

02:54

then as we come back out of the scratch zone,

02:56

you can see this is the new starting position for our animation.

03:00

If we were to just simply rotate during the animation,

03:04

that camera position capture would be captured inside of our animation.

03:08

So if we play through

03:10

as the objects are moving, you can see that everything rotates around.

03:14

Another thing that we mentioned is that we can right click and copy a storyboard,

03:18

then we can right click and paste it

03:21

and we can take that pasted storyboard and reverse.

03:24

Now,

03:24

this means everything that happened in the

03:26

original storyboard is gonna happen in reverse order

03:29

components moving outward instead of inward and the rotation of the

03:34

camera is gonna happen in the reverse order as well.

03:37

Once again,

03:37

this can be a great way to supplement the return to home operations that

03:41

we have if we need to show an animation of a design coming apart.

03:45

And we also want to repurpose that to show

03:47

the design or the animation going back together.

03:50

One other thing to consider when configuring animations is sometimes you might

03:55

want to create a single animation for only a few components.

03:58

If we start a new storyboard in this kind, we're gonna make a clean storyboard

04:03

and we go to the scratch stone,

04:05

we can determine which components we want visible

04:08

if we don't want to show any hardware

04:10

and we don't want to show the front cover, we only want to show the gears.

04:14

Then we can do that by hiding the back cover,

04:17

by hiding the large gear and only focusing our attention on the objects of interest.

04:22

This allows us to begin our animation

04:25

and begin moving only the components of interest.

04:28

Another thing that we can do is go into our settings and

04:30

we can make all of the recording modes happen starting at the beginning

04:34

or having them be sequential.

04:37

Now, this can be an important step.

04:38

But again,

04:38

having that half a second overlap does

04:41

help keep the animation visually interesting.

04:43

What we're gonna do here is simply use transform

04:47

and we're going to begin by pulling all the gears out, holding down the shift key,

04:51

making our selections and pulling all the gears out.

04:55

Then we're gonna left click,

04:57

we're gonna move the play head to about three seconds.

05:00

We're gonna take the front cover,

05:02

we're gonna say, OK, on transform.

05:04

Component and we're gonna hide that front housing,

05:07

then we're gonna move a little bit further, go back to transform components

05:12

and then we can begin separating these gears from each other.

05:17

So once again, if we play through this, we can see the gears come out,

05:21

the housing disappears and the other gears begin to move

05:25

and we can select that position in our timeline.

05:28

We can have that housing start to change its opacity

05:31

a bit sooner while the gears are still moving.

05:38

And then at the very end,

05:39

what we can do is we can focus our attention zooming into those gears.

05:45

Everything that we do inside of our animation workspace is going to be captured.

05:49

And anything that we want to do use or repurpose can always be copied or

05:54

we can start a new storyboard using the end position from the previous animation.

05:59

This can help if you're building out things like user manuals,

06:02

you can go ahead and begin exploding out a complex animation

06:06

and each step of the way,

06:07

start a new storyboard isolate the components of interest and

06:11

then continue working your way through an entire animation.

06:14

At this point. Let's go ahead and save this design before we move on.

After completing this video, you’ll be able to:

  • Reconfigure an animation.
  • Adjust animation settings.

Video quiz

What does disabling the view recording option do in an animation?

(Select one)
Select an answer

1/1 questions left unanswered

Step-by-step guide

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