Introduction to Inventor Studio

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[MUSIC PLAYING]

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THOM TREMBLAY: Welcome to an introduction

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to Autodesk Inventor Studio.

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Inventor studio has been a part of Inventor for many years

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and is a tremendous tool for sharing visualizations

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of designs.

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Let's pause for 30 seconds so that you can review

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the safe harbor statement.

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My name is Tom Tremblay, I'm a client Success Team Manager

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for TeamD3.

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I've been using CAD tools, including Autodesk

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and for many, many years.

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And in that time, I've worked with not

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only commercial customers that use these tools as an advisor,

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consultant, and trainer.

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But I've also worked with education institutions as well.

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And I've seen the positive benefit

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that understanding these tools at a great depth can have.

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Autodesk accelerators are designed

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to help your team stay ahead of the curve with the latest

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workflows.

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They include courses, videos, and live coaching, which

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is what we're doing today.

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You can see a full list of topics on the Customer Success

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Hub.

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In this course, we will look at the fundamental tools

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and workflows of Autodesk Inventor studio.

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Before starting Inventor studio, we

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will look at some of the standard View Options

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for managing the appearance of a model.

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We will then activate the Inventor studio environment

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and review its tools.

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After starting Inventor studio, we

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will choose a different appearance

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for the model in the studio scene to see the effect it has.

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We will then do a rendering to see

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how this basic change affects the appearance of the model.

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Next, we will explore the built in lights,

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modifying those lights, and creating

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a new light in the scene.

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Cameras allow you to build one or more alternative points

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of view into the model that can be recalled.

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All of these options come together in renderings.

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And making modifications to any of them

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can dramatically change the appearance

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of the final product.

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Finally, we will set up an animation

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by relocating the camera.

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Let's begin by reviewing some of the ways

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to change the appearance of a model

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in Inventor, before even entering the Inventor studio

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environment.

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The View tab in Inventor offers several options

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to quickly change the appearance of a model in the design

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environment.

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This can be very useful if you just

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need to generate a quick image to share

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an idea with a colleague.

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The visual styles pull down gives you

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options that will display your model

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from technical illustration, to wire-frame,

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to a realistic mode, which can sometimes replace

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the needs for rendering.

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Graphics presets can change multiple options

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at once quickly switching between preset styles

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for displaying the model.

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Ground model and ambient shadows can

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be used to add another level of realism

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to the display of the model.

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Ground reflections can be turned off and on

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for an artistic touch.

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Inventor has many built in lighting styles that

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can leverage one or more preset lights or hemispherical image

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files that will generate highlights

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and shadows on the model.

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Some appearance overrides can apply not only a color

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or a reflectivity level.

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They can also appear to apply a physical texture

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on the faces of the components.

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Ray tracing is a rendering technology

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that will use the lighting environment to reflect or cast

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shadows on the model and allow one face to reflect off

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another.

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Combining different options in the View tab

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can give you dramatic results before you ever

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enter Inventor studio.

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But do not offer the level of image control and refinement

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that Inventor studio does.

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To activate the Inventor studio tools,

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you will need to navigate to the environments tab

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and select the Inventor studio tool in the begin panel.

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The Inventor studio tools will then

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be displayed on a temporary toolbar named render.

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The tools are divided into three primary panels render, scene,

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and animate.

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To leave Inventor studio, you can select Finnish Inventor

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studio from this tab.

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One of the easiest ways to affect how a model looks

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is to change the appearance override applied

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to the components.

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All physical materials applied to a model including

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the default material have an appearance

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associated with them.

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These appearances can be edited or changed any time

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that you like.

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It's not only possible to change the appearance of a component,

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you can also change the appearance

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of an individual face.

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By selecting a component, or the face of a component

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you can use the appearance pull down in the Quick Access

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toolbar to change which appearance is being

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applied to the selected entity.

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Inventor comes with free standard appearance libraries

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built in.

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The Autodesk appearance library, the Autodesk material library,

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and the Inventor material library.

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If you make modifications to an appearance overwrite

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in the model, that modified appearance

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will also be stored in the model.

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The appearance editor will take you

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to a list of all of these appearance overrides currently

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or previously used in the model.

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Below that will be a list of the appearances

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included in the active library.

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Selecting one of these appearance overrides

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and choosing Edit, will give you the ability

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to modify individual elements of that appearance.

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The options that are available for edit

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are based on the type of material that was selected.

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Types of metals offer different options

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than plastics, glass, or wood.

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A shortcut pull down can be found

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in the lower left of the editing dialog that

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will allow you to change the class of material you're

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working with or duplicate the selected material

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as a template for a new one.

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Starting the render image tool, will open the render image

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dialogue.

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This dialogue has three tabs.

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The General tab allows you to establish a custom

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width their height for the image as well as

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override the active camera or lighting

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style if you choose to do so.

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This saves you from having to change the active style

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in the model to explore different options

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for generating a rendered image.

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The Output tab gives you the option

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to preselect the file name, type, and location

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for a saved image if you're sure that you

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want to generate a file.

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It's important to know that you can still save an image

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file after previewing if you choose not to predefine a file.

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The renderer tab will allow you to set a render duration based

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on the time, number of iterations,

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or use until satisfactory preview

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to generate more iterations until you manually stop it.

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You can also set the lighting and material accuracy and image

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filtering options.

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It's possible to create compelling visualizations using

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just the tools on the View toolbar and Inventor.

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Changing the visual style will immediately

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give me noticeable results.

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The options near the bottom of the list

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are the more dramatic and artistic.

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The options near the top will give you

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more realistic results.

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By choosing different shadow options,

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I can also enhance the realism of the model

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if that is what you're trying to accomplish.

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Turning on ground reflections, can give my display

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an artistic touch.

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There are many lighting styles built into Inventor as well.

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Most of them use image based lighting,

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where a hemispherical image with light and dark portions

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is reflected off or casts shadows on the model.

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Switching between lighting styles

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can showcase how dramatic the effect is.

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If I have the realistic visual style active,

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I can also engage ray tracing.

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Ray tracing allows portions of the model to reflect off

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other portions of the model.

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Ray tracing will refine the image in iterations.

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How many times it refines the image

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will be based on the quality setting that's used.

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At any time Inventor can export what is displayed in the design

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window as an image file.

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This is a quick way to generate what

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some might view as a rendering.

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To create more advanced and more highly refined images,

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I will need to use the Inventor studio tools.

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To activate Inventor studio, I switched

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to the environment's tab and select Inventor

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studio from the tools.

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Immediately the model will update its visualization

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and I see the render tab added to the toolbar.

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On the render tab are the various tools

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for Inventor studio.

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These tools will give me great control

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over how the model will appear and what options I

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can use to generate renderings.

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As a quick start, I will create a rendering of the current view

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to see how it differs from what is currently displayed.

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When I click the Render image tool,

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I am presented with a dialog box where I can set the resolution.

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I can also set whether the Active View or a camera is used

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and what visual style is used to create an image.

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On the Output tab, I can choose to automatically generate

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an image file or I can wait to do this

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after I preview the rendering.

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The Render tab is used to figure out

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how many times the image will be refined.

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One option is to allow the image to update

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until I stop it manually.

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I can also change the quality level of the image created.

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If I set the duration to a render time, of 1/2 second,

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the image will refine itself as many times as possible

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in that 1/2 second.

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How many times that is will depend

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on the complexity of the rendering

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scene and the computer hardware that I'm using.

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At the end of the process, I can use continue rendering

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to run the cycle again.

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When the image is good enough, I can select the file format

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and save the image.

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Closing the Preview window I can quickly

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make any changes such as setting the rendering

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to refine until I manually stop it.

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Rendering until I get what I want.

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After you're satisfied with the appearance of the model itself,

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you can apply any stock lighting style

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or add custom lights to enhance the rendering scene.

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Global lighting styles are built into Autodesk Inventor

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and are the same lighting styles that you

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will find in the normal modeling environment.

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You can create a rendering using the lighting style that

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was active when you entered Inventor studio

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or you can activate a different lighting style

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while in Inventor studio.

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Activating a different lighting style

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will automatically create a local lighting style

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based on it.

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You can then edit that local lighting style

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to change how it affects the appearance of the model.

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And for image based lighting styles,

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choose whether the scene image is visible.

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Any edits you make to a local lighting style

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can be exported for use in other files.

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Local lights can also be added to the scene as spotlights

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or point lights.

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These lights can have their positions set and edited

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for complete control.

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The color, intensity, and fall off can also be edited.

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These lights can be activated or deactivated at any time

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and can be included in a scene with a local lighting style.

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Cameras can also be used to quickly capture or restore

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a point of view of the model.

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Cameras can be added in Inventor studio at any time.

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You can also create any number of cameras

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to switch between or restore their view position.

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Cameras can also be copied to create multiple similar cameras

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very quickly.

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A camera can easily be created from any current point of view

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that you have.

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Once created, you can edit the properties of that camera.

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A camera can also be created from scratch

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by selecting a target on the model

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and then establishing the position of the camera.

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Camera options also include projection type, role angle,

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and Zoom which will set the field of view

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for the rendering.

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Depth of field can be used to set focus limits

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to add a blur effect.

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For many users, completing the selection of materials,

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lighting, and cameras is just the beginning of the rendering

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process.

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Once you've created a rendering with your initial settings,

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you can begin the experimentation

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to refine the image that you are creating.

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Making even small changes to the various elements

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of the rendering scene, can have a huge impact on the quality

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and visual appeal of the rendered image.

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Many of these changes can be made directly from the render

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image dialog box.

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Changes made to the appearance override

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will affect the model outside of the Inventor studio

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environment.

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Cameras and lighting styles are often

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edited together to get the maximum effect

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for the active camera position.

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The addition of local lights can also

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have a dramatic effect on the rendered image.

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To set up the primary lighting in a scene,

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I will use Studio lighting style.

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After selecting a couple of options,

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I will use dry salt bed.

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By activating this global lighting style,

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its image for lighting and its settings

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will be copied to a local lighting style.

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Now it's possible to edit the values for exposure,

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rotation of the image around the model,

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and the scale of the environment.

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It's also an option to display the scene image.

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When I'm done editing, I will save the changes

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through the style.

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To test the settings, I will render the image

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and set the lighting style to dry salt bed.

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I will also limit the number of iterations

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by setting the rendered time to one minute.

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The image looks pretty good, but I want to add a little color.

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I will create a local light, in this case

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a point light normal to the main cylindrical surface

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on the part.

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After setting the color to yellow

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and trying some intensity options.

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I'll run another test rendering to see what it looks like.

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It looks better, but now I want to be

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able to better frame the image.

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To do this, I will create a camera in the scene.

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Since I already like the point of view I have in the model,

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I will create a camera based on the current view.

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To do this, I can right click anywhere in the design window

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and select Create camera from view on the context menu.

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I can also do this on the camera icon in the browser.

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This will immediately capture a new camera

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and place the icon on the center of the screen.

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Rotating the model, I will see the icon is really

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the back of the camera.

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A target is also created on the model.

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With the right click on the camera,

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or target in the design window, or the camera in the browser,

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I can edit the placement of these objects.

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Clicking and dragging on the frame that is displayed

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will change the zoom factor.

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The frame that is displayed is the edge

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of the image that will be generated by the rendering.

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If I want to restore the view on the screen

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to that of the camera, I can right

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click on the active camera in the browse

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and select Setup view to camera.

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After making some final adjustments,

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I will rerun a rendering to test the view taking care

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to set the camera from the current view to camera 1.

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After reviewing the results, I'm happy with the placement

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of camera 1 and want to create another camera

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to be able to develop an optional point of view

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for another rendering.

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A camera can be created by selecting

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a target and the position and then modifying them

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from scratch rather than setting them based on a point of view.

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All of the same options apply.

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And when I'm done creating a second camera,

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I'll run a rendering using this new camera

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to see how it appears.

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I can further refine the rendering

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by making changes to the appearance of the model

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to give it a little bit more realistic presentation.

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I'll change the model to steal cast,

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but not all of the critical features

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are left in a cast state.

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For those, I'll select the individual faces

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to make them appear as though they've

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been machined or polished using the steel polished override.

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Any of these appearance overwrites

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can be edited in the model as well.

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I can edit the steel cast appearance

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to reduce the glossiness somewhat,

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to create even more contrast between the main body

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of the part and the machined surfaces.

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Now I can experiment with a few of the lighting styles

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and see if any of them give me a finished rendering that is

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closer to what I'm looking for.

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The preview makes it easy to compare different lighting

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styles on the current setup of the model with my cameras.

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I'll try a few different styles with the ability

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to stop the rendering at any point

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and change the option I'm using.

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When I refine when I like, I can edit it to refine it further.

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Many of the elements of the rendering scene

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can be animated over time.

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These changes can be captured in a video file.

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Many of the key elements of a scene

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can be modified during an animation.

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Components can move or be made to fade or appear over time.

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Assembly constraints can be modified

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to separate components.

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Critical parameters of components

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can be modified to show apart changing size

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or to show features changing size.

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An easy way to show a mechanism functioning in an assembly

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is to transition the assembly between two

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positional representations over time.

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Cameras can change position or focus

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and lights can be turned off and on

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to highlight areas or provide special effects

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such as illuminated components.

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Every action in the animation is displayed

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as a bar in the timeline.

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The length and position of the bar

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displays the timing and duration of the event.

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Moving the play-head or using the animation controls

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in the upper left of the timeline,

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will give a preview of the events in the animation.

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Sliding the bar to a new location on the timeline

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will change the timing of the event.

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And clicking and dragging on the end of the bar

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will change the duration.

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Double clicking on an event will reopen the editing dialog.

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Rendering an animation is essentially

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rendering a series of images that

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will create the individual image files or the individual frames

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of a video.

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To generate an animation, you will

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need to select the output type that you want.

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The resolution for the video can also

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be set to a specific width and height,

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or use presets of standard resolutions.

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The animation output duration can be started or ended

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independently of the time frame set in the animation setup.

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But the overall duration cannot exceed what was defined

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in the animation setup.

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The frame rate value divides each second of the duration

20:54

into that many individual renderings.

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When rendering, iteration values can

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be set to define the level of quality for each frame.

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Many elements can be animated inside of Inventor studio.

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There are more options available when

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you're working with multiple components

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or in the context of an assembly.

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Events can be created for relocating cameras, components,

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changing the offset values of assembly constraints,

21:21

and even changing the visibility or intensity of lights.

21:25

Every event in an animation is captured in the timeline

21:29

where you can get a good visual of when the event will occur

21:32

and how long it will occur.

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To begin creating an animation, I

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can select any of the animate actions

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or simply select the animation Timeline tool

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from the animation panel.

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The timeline will appear at the bottom of the design window.

21:49

The length of the planned animation can be changed

21:52

and any acceleration of events at the beginning or the end

21:55

can be set in the dialogue.

21:60

To animate a camera, I will need to choose

22:02

which camera I am animating and specify the time

22:06

span that the animation will occur across.

22:10

Then I will need to refine what will happen

22:13

with the camera in that event.

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To do this, I can relocate a target or the camera position.

22:23

I can also change the Zoom factor and camera rotation.

22:30

A simple option that I could use would

22:32

be to create a turntable for the camera

22:34

to move all the way around the model.

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I can also set acceleration for starting or completing

22:40

the movement.

22:43

After I click OK, a band will appear in the timeline

22:46

where camera 1 has been added.

22:49

This band will reflect when the animation of the camera

22:52

begins and ends.

22:55

To be able to play the animation and see the results,

22:58

I will need to make sure that the appropriate camera is

23:00

selected on the timeline so that the animation comes

23:04

from a rendered point of view.

23:08

Playing the animation on screen will show me

23:10

what my camera movements look like.

23:15

The animation controls on the timeline

23:17

will allow me to rewind or even play the animation backward.

23:26

If I click or drag on either end of the event,

23:28

it will allow me to shorten or lengthen it.

23:33

Clicking and dragging in the middle of the event

23:35

will allow me to relocate when the event occurs

23:38

in the timeline.

23:41

Once I have the event set up I can then render the animation.

23:48

The render animation tool has the same fundamental functions

23:51

as the render image tool.

23:53

It does still have the feature of setting the amount of time

23:56

that I want animating or reversing the animation.

24:00

This time must be equal to or less

24:03

than the length that was specified in the animation.

24:06

I can choose whether the animation

24:08

will be generated as a video or a series of images.

24:12

The frame rate will dictate how many images are

24:15

rendered per second of video.

24:19

To preview what the animation would look like at a selected

24:22

resolution, I can preview it without rendering each frame.

24:28

On the renderer tab, I can set up

24:30

the same render duration options that I had in render image.

24:33

But in this case, the render duration

24:36

is defining how many iterations will be created per frame.

24:41

If I choose 15 frames per second with a duration of 32

24:45

iterations, a five second video would need 2,400 iterations

24:52

to generate.

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When I begin the render, Inventor

24:56

will ask me for a file name and offer me

24:58

the opportunity to select whether I want a WMV, or an AVI

25:02

file.

25:04

In addition, I will need to select a codec or quality level

25:08

for the video.

25:10

If the preview is satisfactory, I

25:12

can rerun the rendering with the frames

25:15

to be rendered and generate the final product.

Video transcript

00:00

[MUSIC PLAYING]

00:03

THOM TREMBLAY: Welcome to an introduction

00:05

to Autodesk Inventor Studio.

00:07

Inventor studio has been a part of Inventor for many years

00:10

and is a tremendous tool for sharing visualizations

00:13

of designs.

00:15

Let's pause for 30 seconds so that you can review

00:18

the safe harbor statement.

00:45

My name is Tom Tremblay, I'm a client Success Team Manager

00:48

for TeamD3.

00:50

I've been using CAD tools, including Autodesk

00:52

and for many, many years.

00:54

And in that time, I've worked with not

00:56

only commercial customers that use these tools as an advisor,

00:60

consultant, and trainer.

01:02

But I've also worked with education institutions as well.

01:05

And I've seen the positive benefit

01:08

that understanding these tools at a great depth can have.

01:12

Autodesk accelerators are designed

01:14

to help your team stay ahead of the curve with the latest

01:17

workflows.

01:18

They include courses, videos, and live coaching, which

01:22

is what we're doing today.

01:24

You can see a full list of topics on the Customer Success

01:28

Hub.

01:29

In this course, we will look at the fundamental tools

01:32

and workflows of Autodesk Inventor studio.

01:35

Before starting Inventor studio, we

01:37

will look at some of the standard View Options

01:39

for managing the appearance of a model.

01:41

We will then activate the Inventor studio environment

01:45

and review its tools.

01:47

After starting Inventor studio, we

01:49

will choose a different appearance

01:50

for the model in the studio scene to see the effect it has.

01:54

We will then do a rendering to see

01:56

how this basic change affects the appearance of the model.

01:60

Next, we will explore the built in lights,

02:03

modifying those lights, and creating

02:05

a new light in the scene.

02:07

Cameras allow you to build one or more alternative points

02:11

of view into the model that can be recalled.

02:14

All of these options come together in renderings.

02:17

And making modifications to any of them

02:19

can dramatically change the appearance

02:22

of the final product.

02:24

Finally, we will set up an animation

02:26

by relocating the camera.

02:29

Let's begin by reviewing some of the ways

02:31

to change the appearance of a model

02:33

in Inventor, before even entering the Inventor studio

02:36

environment.

02:38

The View tab in Inventor offers several options

02:40

to quickly change the appearance of a model in the design

02:43

environment.

02:44

This can be very useful if you just

02:46

need to generate a quick image to share

02:48

an idea with a colleague.

02:51

The visual styles pull down gives you

02:53

options that will display your model

02:55

from technical illustration, to wire-frame,

02:57

to a realistic mode, which can sometimes replace

03:00

the needs for rendering.

03:03

Graphics presets can change multiple options

03:05

at once quickly switching between preset styles

03:08

for displaying the model.

03:11

Ground model and ambient shadows can

03:13

be used to add another level of realism

03:15

to the display of the model.

03:18

Ground reflections can be turned off and on

03:20

for an artistic touch.

03:23

Inventor has many built in lighting styles that

03:25

can leverage one or more preset lights or hemispherical image

03:30

files that will generate highlights

03:32

and shadows on the model.

03:35

Some appearance overrides can apply not only a color

03:38

or a reflectivity level.

03:40

They can also appear to apply a physical texture

03:43

on the faces of the components.

03:46

Ray tracing is a rendering technology

03:48

that will use the lighting environment to reflect or cast

03:52

shadows on the model and allow one face to reflect off

03:56

another.

03:57

Combining different options in the View tab

03:59

can give you dramatic results before you ever

04:02

enter Inventor studio.

04:04

But do not offer the level of image control and refinement

04:07

that Inventor studio does.

04:11

To activate the Inventor studio tools,

04:13

you will need to navigate to the environments tab

04:16

and select the Inventor studio tool in the begin panel.

04:20

The Inventor studio tools will then

04:22

be displayed on a temporary toolbar named render.

04:26

The tools are divided into three primary panels render, scene,

04:31

and animate.

04:32

To leave Inventor studio, you can select Finnish Inventor

04:36

studio from this tab.

04:39

One of the easiest ways to affect how a model looks

04:42

is to change the appearance override applied

04:45

to the components.

04:47

All physical materials applied to a model including

04:50

the default material have an appearance

04:52

associated with them.

04:54

These appearances can be edited or changed any time

04:57

that you like.

04:59

It's not only possible to change the appearance of a component,

05:02

you can also change the appearance

05:04

of an individual face.

05:06

By selecting a component, or the face of a component

05:10

you can use the appearance pull down in the Quick Access

05:13

toolbar to change which appearance is being

05:15

applied to the selected entity.

05:18

Inventor comes with free standard appearance libraries

05:21

built in.

05:22

The Autodesk appearance library, the Autodesk material library,

05:27

and the Inventor material library.

05:30

If you make modifications to an appearance overwrite

05:33

in the model, that modified appearance

05:35

will also be stored in the model.

05:39

The appearance editor will take you

05:41

to a list of all of these appearance overrides currently

05:44

or previously used in the model.

05:47

Below that will be a list of the appearances

05:49

included in the active library.

05:52

Selecting one of these appearance overrides

05:54

and choosing Edit, will give you the ability

05:57

to modify individual elements of that appearance.

06:01

The options that are available for edit

06:03

are based on the type of material that was selected.

06:06

Types of metals offer different options

06:09

than plastics, glass, or wood.

06:12

A shortcut pull down can be found

06:14

in the lower left of the editing dialog that

06:17

will allow you to change the class of material you're

06:19

working with or duplicate the selected material

06:22

as a template for a new one.

06:25

Starting the render image tool, will open the render image

06:28

dialogue.

06:29

This dialogue has three tabs.

06:31

The General tab allows you to establish a custom

06:34

width their height for the image as well as

06:36

override the active camera or lighting

06:39

style if you choose to do so.

06:41

This saves you from having to change the active style

06:44

in the model to explore different options

06:46

for generating a rendered image.

06:49

The Output tab gives you the option

06:51

to preselect the file name, type, and location

06:54

for a saved image if you're sure that you

06:56

want to generate a file.

06:58

It's important to know that you can still save an image

07:01

file after previewing if you choose not to predefine a file.

07:06

The renderer tab will allow you to set a render duration based

07:10

on the time, number of iterations,

07:13

or use until satisfactory preview

07:16

to generate more iterations until you manually stop it.

07:20

You can also set the lighting and material accuracy and image

07:24

filtering options.

07:27

It's possible to create compelling visualizations using

07:30

just the tools on the View toolbar and Inventor.

07:34

Changing the visual style will immediately

07:36

give me noticeable results.

07:38

The options near the bottom of the list

07:40

are the more dramatic and artistic.

07:43

The options near the top will give you

07:45

more realistic results.

07:48

By choosing different shadow options,

07:50

I can also enhance the realism of the model

07:52

if that is what you're trying to accomplish.

07:56

Turning on ground reflections, can give my display

07:59

an artistic touch.

08:00

There are many lighting styles built into Inventor as well.

08:04

Most of them use image based lighting,

08:07

where a hemispherical image with light and dark portions

08:10

is reflected off or casts shadows on the model.

08:15

Switching between lighting styles

08:17

can showcase how dramatic the effect is.

08:20

If I have the realistic visual style active,

08:23

I can also engage ray tracing.

08:27

Ray tracing allows portions of the model to reflect off

08:30

other portions of the model.

08:33

Ray tracing will refine the image in iterations.

08:37

How many times it refines the image

08:39

will be based on the quality setting that's used.

08:42

At any time Inventor can export what is displayed in the design

08:46

window as an image file.

08:48

This is a quick way to generate what

08:51

some might view as a rendering.

08:53

To create more advanced and more highly refined images,

08:56

I will need to use the Inventor studio tools.

08:60

To activate Inventor studio, I switched

09:03

to the environment's tab and select Inventor

09:05

studio from the tools.

09:08

Immediately the model will update its visualization

09:11

and I see the render tab added to the toolbar.

09:15

On the render tab are the various tools

09:17

for Inventor studio.

09:19

These tools will give me great control

09:21

over how the model will appear and what options I

09:24

can use to generate renderings.

09:27

As a quick start, I will create a rendering of the current view

09:30

to see how it differs from what is currently displayed.

09:35

When I click the Render image tool,

09:37

I am presented with a dialog box where I can set the resolution.

09:41

I can also set whether the Active View or a camera is used

09:44

and what visual style is used to create an image.

09:49

On the Output tab, I can choose to automatically generate

09:52

an image file or I can wait to do this

09:54

after I preview the rendering.

09:58

The Render tab is used to figure out

09:59

how many times the image will be refined.

10:04

One option is to allow the image to update

10:06

until I stop it manually.

10:08

I can also change the quality level of the image created.

10:13

If I set the duration to a render time, of 1/2 second,

10:17

the image will refine itself as many times as possible

10:20

in that 1/2 second.

10:24

How many times that is will depend

10:25

on the complexity of the rendering

10:27

scene and the computer hardware that I'm using.

10:31

At the end of the process, I can use continue rendering

10:34

to run the cycle again.

10:36

When the image is good enough, I can select the file format

10:40

and save the image.

10:42

Closing the Preview window I can quickly

10:44

make any changes such as setting the rendering

10:47

to refine until I manually stop it.

10:50

Rendering until I get what I want.

10:55

After you're satisfied with the appearance of the model itself,

10:59

you can apply any stock lighting style

11:01

or add custom lights to enhance the rendering scene.

11:05

Global lighting styles are built into Autodesk Inventor

11:08

and are the same lighting styles that you

11:10

will find in the normal modeling environment.

11:13

You can create a rendering using the lighting style that

11:16

was active when you entered Inventor studio

11:19

or you can activate a different lighting style

11:21

while in Inventor studio.

11:24

Activating a different lighting style

11:26

will automatically create a local lighting style

11:29

based on it.

11:30

You can then edit that local lighting style

11:33

to change how it affects the appearance of the model.

11:36

And for image based lighting styles,

11:38

choose whether the scene image is visible.

11:41

Any edits you make to a local lighting style

11:44

can be exported for use in other files.

11:47

Local lights can also be added to the scene as spotlights

11:51

or point lights.

11:52

These lights can have their positions set and edited

11:55

for complete control.

11:57

The color, intensity, and fall off can also be edited.

12:02

These lights can be activated or deactivated at any time

12:05

and can be included in a scene with a local lighting style.

12:10

Cameras can also be used to quickly capture or restore

12:13

a point of view of the model.

12:16

Cameras can be added in Inventor studio at any time.

12:20

You can also create any number of cameras

12:22

to switch between or restore their view position.

12:26

Cameras can also be copied to create multiple similar cameras

12:29

very quickly.

12:31

A camera can easily be created from any current point of view

12:34

that you have.

12:36

Once created, you can edit the properties of that camera.

12:40

A camera can also be created from scratch

12:42

by selecting a target on the model

12:44

and then establishing the position of the camera.

12:48

Camera options also include projection type, role angle,

12:52

and Zoom which will set the field of view

12:54

for the rendering.

12:56

Depth of field can be used to set focus limits

12:58

to add a blur effect.

13:01

For many users, completing the selection of materials,

13:04

lighting, and cameras is just the beginning of the rendering

13:07

process.

13:08

Once you've created a rendering with your initial settings,

13:11

you can begin the experimentation

13:14

to refine the image that you are creating.

13:17

Making even small changes to the various elements

13:20

of the rendering scene, can have a huge impact on the quality

13:24

and visual appeal of the rendered image.

13:27

Many of these changes can be made directly from the render

13:30

image dialog box.

13:32

Changes made to the appearance override

13:34

will affect the model outside of the Inventor studio

13:37

environment.

13:39

Cameras and lighting styles are often

13:41

edited together to get the maximum effect

13:44

for the active camera position.

13:47

The addition of local lights can also

13:49

have a dramatic effect on the rendered image.

13:54

To set up the primary lighting in a scene,

13:56

I will use Studio lighting style.

13:60

After selecting a couple of options,

14:02

I will use dry salt bed.

14:04

By activating this global lighting style,

14:07

its image for lighting and its settings

14:09

will be copied to a local lighting style.

14:12

Now it's possible to edit the values for exposure,

14:16

rotation of the image around the model,

14:19

and the scale of the environment.

14:21

It's also an option to display the scene image.

14:29

When I'm done editing, I will save the changes

14:32

through the style.

14:35

To test the settings, I will render the image

14:38

and set the lighting style to dry salt bed.

14:41

I will also limit the number of iterations

14:43

by setting the rendered time to one minute.

14:49

The image looks pretty good, but I want to add a little color.

14:56

I will create a local light, in this case

14:58

a point light normal to the main cylindrical surface

15:01

on the part.

15:06

After setting the color to yellow

15:08

and trying some intensity options.

15:13

I'll run another test rendering to see what it looks like.

15:18

It looks better, but now I want to be

15:20

able to better frame the image.

15:26

To do this, I will create a camera in the scene.

15:30

Since I already like the point of view I have in the model,

15:34

I will create a camera based on the current view.

15:38

To do this, I can right click anywhere in the design window

15:41

and select Create camera from view on the context menu.

15:49

I can also do this on the camera icon in the browser.

15:53

This will immediately capture a new camera

15:55

and place the icon on the center of the screen.

15:59

Rotating the model, I will see the icon is really

16:02

the back of the camera.

16:04

A target is also created on the model.

16:11

With the right click on the camera,

16:13

or target in the design window, or the camera in the browser,

16:17

I can edit the placement of these objects.

16:21

Clicking and dragging on the frame that is displayed

16:23

will change the zoom factor.

16:26

The frame that is displayed is the edge

16:28

of the image that will be generated by the rendering.

16:32

If I want to restore the view on the screen

16:34

to that of the camera, I can right

16:36

click on the active camera in the browse

16:38

and select Setup view to camera.

16:43

After making some final adjustments,

16:45

I will rerun a rendering to test the view taking care

16:48

to set the camera from the current view to camera 1.

16:54

After reviewing the results, I'm happy with the placement

16:57

of camera 1 and want to create another camera

16:60

to be able to develop an optional point of view

17:02

for another rendering.

17:05

A camera can be created by selecting

17:06

a target and the position and then modifying them

17:09

from scratch rather than setting them based on a point of view.

17:14

All of the same options apply.

17:16

And when I'm done creating a second camera,

17:18

I'll run a rendering using this new camera

17:21

to see how it appears.

17:26

I can further refine the rendering

17:27

by making changes to the appearance of the model

17:30

to give it a little bit more realistic presentation.

17:36

I'll change the model to steal cast,

17:38

but not all of the critical features

17:40

are left in a cast state.

17:42

For those, I'll select the individual faces

17:45

to make them appear as though they've

17:47

been machined or polished using the steel polished override.

17:53

Any of these appearance overwrites

17:55

can be edited in the model as well.

17:57

I can edit the steel cast appearance

17:59

to reduce the glossiness somewhat,

18:01

to create even more contrast between the main body

18:04

of the part and the machined surfaces.

18:08

Now I can experiment with a few of the lighting styles

18:11

and see if any of them give me a finished rendering that is

18:14

closer to what I'm looking for.

18:19

The preview makes it easy to compare different lighting

18:22

styles on the current setup of the model with my cameras.

18:28

I'll try a few different styles with the ability

18:32

to stop the rendering at any point

18:34

and change the option I'm using.

18:38

When I refine when I like, I can edit it to refine it further.

18:52

Many of the elements of the rendering scene

18:54

can be animated over time.

18:56

These changes can be captured in a video file.

19:01

Many of the key elements of a scene

19:02

can be modified during an animation.

19:05

Components can move or be made to fade or appear over time.

19:09

Assembly constraints can be modified

19:11

to separate components.

19:13

Critical parameters of components

19:15

can be modified to show apart changing size

19:18

or to show features changing size.

19:21

An easy way to show a mechanism functioning in an assembly

19:25

is to transition the assembly between two

19:27

positional representations over time.

19:30

Cameras can change position or focus

19:33

and lights can be turned off and on

19:35

to highlight areas or provide special effects

19:38

such as illuminated components.

19:41

Every action in the animation is displayed

19:44

as a bar in the timeline.

19:46

The length and position of the bar

19:48

displays the timing and duration of the event.

19:52

Moving the play-head or using the animation controls

19:55

in the upper left of the timeline,

19:57

will give a preview of the events in the animation.

20:00

Sliding the bar to a new location on the timeline

20:03

will change the timing of the event.

20:05

And clicking and dragging on the end of the bar

20:08

will change the duration.

20:10

Double clicking on an event will reopen the editing dialog.

20:15

Rendering an animation is essentially

20:17

rendering a series of images that

20:19

will create the individual image files or the individual frames

20:23

of a video.

20:24

To generate an animation, you will

20:26

need to select the output type that you want.

20:29

The resolution for the video can also

20:31

be set to a specific width and height,

20:33

or use presets of standard resolutions.

20:37

The animation output duration can be started or ended

20:41

independently of the time frame set in the animation setup.

20:44

But the overall duration cannot exceed what was defined

20:48

in the animation setup.

20:50

The frame rate value divides each second of the duration

20:54

into that many individual renderings.

20:56

When rendering, iteration values can

20:59

be set to define the level of quality for each frame.

21:03

Many elements can be animated inside of Inventor studio.

21:07

There are more options available when

21:09

you're working with multiple components

21:11

or in the context of an assembly.

21:14

Events can be created for relocating cameras, components,

21:18

changing the offset values of assembly constraints,

21:21

and even changing the visibility or intensity of lights.

21:25

Every event in an animation is captured in the timeline

21:29

where you can get a good visual of when the event will occur

21:32

and how long it will occur.

21:35

To begin creating an animation, I

21:37

can select any of the animate actions

21:40

or simply select the animation Timeline tool

21:43

from the animation panel.

21:46

The timeline will appear at the bottom of the design window.

21:49

The length of the planned animation can be changed

21:52

and any acceleration of events at the beginning or the end

21:55

can be set in the dialogue.

21:60

To animate a camera, I will need to choose

22:02

which camera I am animating and specify the time

22:06

span that the animation will occur across.

22:10

Then I will need to refine what will happen

22:13

with the camera in that event.

22:17

To do this, I can relocate a target or the camera position.

22:23

I can also change the Zoom factor and camera rotation.

22:30

A simple option that I could use would

22:32

be to create a turntable for the camera

22:34

to move all the way around the model.

22:37

I can also set acceleration for starting or completing

22:40

the movement.

22:43

After I click OK, a band will appear in the timeline

22:46

where camera 1 has been added.

22:49

This band will reflect when the animation of the camera

22:52

begins and ends.

22:55

To be able to play the animation and see the results,

22:58

I will need to make sure that the appropriate camera is

23:00

selected on the timeline so that the animation comes

23:04

from a rendered point of view.

23:08

Playing the animation on screen will show me

23:10

what my camera movements look like.

23:15

The animation controls on the timeline

23:17

will allow me to rewind or even play the animation backward.

23:26

If I click or drag on either end of the event,

23:28

it will allow me to shorten or lengthen it.

23:33

Clicking and dragging in the middle of the event

23:35

will allow me to relocate when the event occurs

23:38

in the timeline.

23:41

Once I have the event set up I can then render the animation.

23:48

The render animation tool has the same fundamental functions

23:51

as the render image tool.

23:53

It does still have the feature of setting the amount of time

23:56

that I want animating or reversing the animation.

24:00

This time must be equal to or less

24:03

than the length that was specified in the animation.

24:06

I can choose whether the animation

24:08

will be generated as a video or a series of images.

24:12

The frame rate will dictate how many images are

24:15

rendered per second of video.

24:19

To preview what the animation would look like at a selected

24:22

resolution, I can preview it without rendering each frame.

24:28

On the renderer tab, I can set up

24:30

the same render duration options that I had in render image.

24:33

But in this case, the render duration

24:36

is defining how many iterations will be created per frame.

24:41

If I choose 15 frames per second with a duration of 32

24:45

iterations, a five second video would need 2,400 iterations

24:52

to generate.

24:54

When I begin the render, Inventor

24:56

will ask me for a file name and offer me

24:58

the opportunity to select whether I want a WMV, or an AVI

25:02

file.

25:04

In addition, I will need to select a codec or quality level

25:08

for the video.

25:10

If the preview is satisfactory, I

25:12

can rerun the rendering with the frames

25:15

to be rendered and generate the final product.

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