














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.
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:
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