SOLIDWORKS Motion Study

SOLIDWORKS Animation Control using Mates

SOLIDWORKS Animation Control

SOLIDWORKS Animations have an option called Autokey.  This can be useful for simple animations where you enable the option, click somewhere along the timebar and then drag components.  It will add keys for all components that moved for its final position at that time step.  You need to be aware of the initial position of the component at the key before in the timebar.  This is the transition period where it moves between the initial and final positions of two keys. This can cause headaches in larger more complex assemblies if many components are moving.  Accidentally dragging a component can add new keys or affect existing ones.  If you want to update the position of a component earlier in time, you need to ensure you have the timebar selected in the same position as the existing key.  If the timebar is selected at a slightly different location, it will automatically…

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SOLIDWORKS 2019 Additional Animation Output File Types

SOLIDWORKS animations give life to your models.  These can be exported to various file types.  Prior versions only allowed exporting as AVI (video), BMP (images) or TGA (images) files.  SOLIDWORKS 2019 has added additional common formats which is useful in many situations. Video formats: *.avi *.flv *.mkv *.mp4 Series of images: *.bmp *.jpg *.png *.tga *.tif Below is a great example of why this is useful.  I’m not able to insert an AVI video into this blog post and have it viewable directly in the browser.  It would only give a link to download the file.  However with the MP4 export, I could drag and drop the video below and it can be viewed within the browser.

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Saving SOLIDWORKS Animation Videos with Motion Blur

SOLIDWORKS animations and motion studies can be saved as a video (AVI file).  The PhotoView 360 renderer helps add realism to the animation with an option for Motion Blur.  This dynamic blurring visual effect gives more life to a moving object, making it seem that much faster. When saving the AVI, select PhotoView 360 for the renderer (ensure you have the PhotoView 360 add-in enabled).  This will provide an option for Motion Blur. Blur Length represents how long of a blur exposure is given.  The default is 50 which represents the shutter is open for half of the exposure time of the frame. Blur Offset represents where in time the blur sample is taken.  The default is 0 but you can set the offset backward or forward.   Compare the two animation examples below to see the effect of adding a dynamic blurring visual effect: Animation without Motion Blur   Animation…

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How to Remove Appearance in a SOLIDWORKS Motion Study (Animation)

Appearances in a SOLIDWORKS Motion Study (animation) tend to return after being deleted if the corresponding animation key is not updated. In the example shown below, subassembly components appear in different colours. In the motion study, the same subassembly has an appearance override. Removing subassembly appearance from the model using standard methods seems to work only until the animation is run again, when the appearance simply returns. The following screenshot shows the animation key that holds the override. In addition when you remove appearance from the model, animation key needs to be reset:  right-click on the appearance key and select the Replace Key option. To learn more about Animations Try the training course in MySolidWorks to learn more about creating animations in SOLIDWORKS.

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Scale SOLIDWORKS Animation (Motion Study)

In a SOLIDWORKS animation (motion study), the position of a key point on the time frame indicates the beginning or the end of a motion or a property change.  Dragging key points left or right changes the duration of a motion.  To scale entire SOLIDWORKS animation, select the top right key point and use Alt + Drag. To learn more about SOLIDWORKS Animation check out the training book: Creating Animations with SolidWorks Step-By-Step Learning Guide. Or contact us about a custom SOLIDWORKS Animation course.

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SolidWorks: Animating a 6DOF Robot from Point to Point [VIDEO]

Suppose you need to make an animation of a 6 degree-of-freedom robot. However you only need to show the end-effector moving from point A to point B to point C, etc. You aren’t concerned with the movement of each joint at the moment. Have you ever tried free-dragging something with six degrees of freedom? I guarantee you will have it flipping around and inverting due to the fact that there are too many positions and orientations possible. As you are looking at a 2-dimensional screen, the robot could be at any depth; and it’s also possible to satisfy the position with the joints inverted. So how would you go about animating this robot? You could run some inverse kinematics to determine each joint position required for the…

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