udesouza Posted January 22, 2009 Share Posted January 22, 2009 I am new to INOVATE and have learnt how to draw a 2D profile and "spin" it to form a solid cylindrical object. I noticed the drop and drag animations in the Catalogue browser are really simplistic -- i.e. translate in x or y for example or hop or fly in or fly out. What I would like to do for my solid spun cylindrical object is to have it animate being "squashed" between two dies -- so the spun object reduces in height and expands sideways simultaneously maintaining the volume. I noticed handles are available to yank the 2D profile which updates the spun object. Is it possible to attach an animation effect to the yanking of the 2D handle? This should make the squashing between two dies possible and look realistic. Thanks for your help, Urban De Souza Sr. Project Engineer ATI Allvac R&D Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 22, 2009 Share Posted January 22, 2009 Hi Urban this can be done by animating at the intellishape level. If you can provide file, I can show you if possible. tom Quote Link to comment Share on other sites More sharing options...
Mike Twining Posted January 22, 2009 Share Posted January 22, 2009 Tom- I'm impressed! As I understood the problem he wants to change a cross section with time. I didn't think that was possible. How do you do that (or, how do you plan on making it look like that is happening)? Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 22, 2009 Share Posted January 22, 2009 (edited) Tom- I'm impressed! As I understood the problem he wants to change a cross section with time. I didn't think that was possible. How do you do that (or, how do you plan on making it look like that is happening)? 23397[/snapback] Hi Mike, well for arguments sake lets take a spring, if you creat it the spring with start and end intellishapes and the middle helix as third intellishape which is associated faces on, you could animate an end intellishape and when you generate the animation it would look like the spring compresses. I'm assume Urbans may bit a bit easier than a spring, but I learned long ago to never assume. I know Cary created such an animation, I will see if I can find it unless Cary beats me to the punch. cheers tom Edited January 22, 2009 by tlehnhaeuser Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 22, 2009 Share Posted January 22, 2009 Hmm, sometimes I amaze myself I found it, here it is. tom Spring.avi Quote Link to comment Share on other sites More sharing options...
Mike Twining Posted January 22, 2009 Share Posted January 22, 2009 Tom- You sure do have a lot of cool tricks in your bag there. So, that spring in 3 shapes... and I assume the "top" of the spring is just a portion of 1 coil that is being translated trough space during the animation, and that the "bottom" of the spring is also just a tiny fraction of the end of the spring that remains at a constant position in the animation? I would love to get my hands on the .ics that the spring animation came from...Hint Hint Cary? Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 22, 2009 Share Posted January 22, 2009 Mike, Not sure how Cary did this, but thats how I would do it. Knowing Cary, he may have a better way or more streamlined way. I'm sometimes known for talking the long winding roads ;-) tom Quote Link to comment Share on other sites More sharing options...
udesouza Posted January 23, 2009 Author Share Posted January 23, 2009 Tom, Here's the file. Hopefully you can open it. thanks, Urban Hi Urban this can be done by animating at the intellishape level. If you can provide file, I can show you if possible. tom 23396[/snapback] Cylinder_Deform.ics Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 27, 2009 Share Posted January 27, 2009 Hi Urban Heres your file with the animation updated. Let me know if it works for you. cheers Tom Cylinder_Deform.ics Quote Link to comment Share on other sites More sharing options...
Mike Twining Posted January 27, 2009 Share Posted January 27, 2009 Nice Tom! It probably took me longer to figure out what you did than it took you to do it. I like that trick. Quote Link to comment Share on other sites More sharing options...
IronKevin Posted January 27, 2009 Share Posted January 27, 2009 Very inventive, nice use of constraints. Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted January 27, 2009 Share Posted January 27, 2009 (edited) Its not 100% but provides the theory. Once you understand you can "morph" shapes using associative edges, then its up to you to determine which geometry needs to move an be constrained. tom BTW, I noticed I needed to add a tangency constraint. So this file should be better Cylinder_Deform.ics Edited January 27, 2009 by tlehnhaeuser Quote Link to comment Share on other sites More sharing options...
udesouza Posted January 31, 2009 Author Share Posted January 31, 2009 (edited) Tom, I ran the animation and it's looks pretty realistic!. Am impressed! I wish you had added a last step to move up the upper die to expose the final deform shape -- but I'll try to figure that out. Will show the avi to my FEA colleagues who will be tickled. I am now figuring what you you did (and learning INOVATE too). At first glance, you created your own cylinder since it probably had the shape change parameters/handles you needed. Then added constraints between the parameters. Then added motion to the top die to the final position. Then added the same speed at the appropriate time, to the top surface of the cylinder. Can you list the INOVATE GUI tools you used in sequence and I'll try to figure what you did? Thanks for the morphing demo! Urban Its not 100% but provides the theory. Once you understand you can "morph" shapes using associative edges, then its up to you to determine which geometry needs to move an be constrained. tom BTW, I noticed I needed to add a tangency constraint. So this file should be better Cylinder_Deform.ics 23427[/snapback] Edited January 31, 2009 by udesouza Quote Link to comment Share on other sites More sharing options...
tlehnhaeuser Posted February 1, 2009 Share Posted February 1, 2009 Hi Urban, I have attached a video with explanation. I hope it helps. I used a compression software that you may need to download to unzip the attached, its free. http://www.7-zip.org/download.html Cheers Tom Urban.7z Quote Link to comment Share on other sites More sharing options...
udesouza Posted February 2, 2009 Author Share Posted February 2, 2009 Tom, THanks for the video and narration. Now I know how you did it. I tried to create a projection constraint myself between a segment of my 2D curve profile and a dummy animation block but kept getting an error, it was telling me I was selecting the same part for the projection constraint. I looked up help on projection constraint but did not have much luck. Regards, Urban Hi Urban, I have attached a video with explanation. I hope it helps. I used a compression software that you may need to download to unzip the attached, its free. http://www.7-zip.org/download.html Cheers Tom Urban.7z 23464[/snapback] Quote Link to comment Share on other sites More sharing options...
IronKevin Posted February 2, 2009 Share Posted February 2, 2009 Hi Urban, Call me if you'd like to walk thru this online, maybe I can see which step is tripping you up. 800-339-7304 Quote Link to comment Share on other sites More sharing options...
udesouza Posted February 17, 2009 Author Share Posted February 17, 2009 (edited) Okay I've figured how to use projection constraint to attach a straight line section of a 2D profile spun object to a separate block - thanks to the help received from this forum. Any animation motion applied to the block causes the 2D profile to change and thus also the spun object. Now what I'd like to be able to do is attach a bezier or spline point to a separate block as an extension of the concept?. Anyone know how to do this? I believe if this is possible then one can get smooth spun objects with much less disjointness during "morphing". thanks, Urban Edited February 18, 2009 by udesouza Quote Link to comment Share on other sites More sharing options...
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