To finalize the changes to the scene and close the dialog, click OK. In the simplified animation timeline you can see and re-run the created Keyframe animations. You can also stop the simulation clicking the same button. If you have made all the adjustments above, you can click Begin Simulation. You can set your gravity to a value between 0 and 100.Īllows you to globally control the static and dynamic friction on all objects.Īllows you to globally control how bouncy objects are, when colliding with other objects or the ground.Īs Parts allows you settle the parts of your model individually. By increasing this your simulation becomes more accurate, but it will also take longer to calculate. This allows you to control how many steps per second are calculated. You can adjust how many Keyframes per second your Keyframe animation should contain. Note that if your simulation time is 0 the animation will run until everything is settled. This allows you to determine how long the simulation is going to last. In the scene tree list to the right, select which parts or models should be included in the simulation. The Physics Simulation tool can be launched either from the Tools Section in the Ribbon, or via right-click on a model or part in the scene tree or Real-time view. The physics simulation tool enables you to do physics simulation in your scene, and record it as Keyframe animations. Best Practices for 3MF Export for 3D Printing.Best Practices for Sharing and Embedding USDz and GLB Files.License Server Installation (PC) - Custom.Client Error: Unsupported KeyShot Version.Server Error: Invalid Mac Address (HostID).For example, it is possible that a cube’s origin lies at one of its eight vertices. Change this to Origin if your wish to use the model’s origin instead. To select a different pivot point from the scene tree or in your scene, click the Pick button.īy default, the pivot point is always at the center of the model. When you apply a rotation animation, the pivot point is set to “Self” by default. Even if you have rotated a part using your modeling software.Ī pivot point is the point around which a part/model will rotate. To reveal the global axis, press the “Z” key on your keyboard. Global – This is KeyShot’s global axis.Use this axis state your model’s axis orientation is not square (slightly tilted) with KeyShot’s global axis. If Y pointed up originally, rotating the part over 45 degrees means that the Y axis is now also tilted 45 degrees. Original Local – The Original Local state uses the rotating part’s local axis.However, these axes have two states: Original Local and Global. When you apply a rotation to your model, you must choose the rotation axis: X, Y, or Z axis. There are three mutually-exclusive options: X, Y, or Z. RotationĬontrols the angle of rotation in degrees.ĭetermines the reference axis of rotation. TranslationĪ Rotation is an animation in which a model or any one of its parts rotates around its own or some other part’s pivot point. When you paste the animation you can choose between adding it as an independent animation or as a Linked animation. See the Animation Timeline page for more information about the options in the timeline.Īlternatively you can copy an existing animation from one part/group to another via the context menu in the scene tree. The part animation is represented as an green node in the timeline.Īdjust the properties for your animation and you good to go. Or use the Animation Wizard to help you set up the animation. To add a part animation right-click the part or group you want to animate, select Animation and the desired animation type. Thus, animations applied to your model’s top assembly will also affect all parts under that assembly. They allow you to translate, rotate, and fade all while maintaining your model’s hierarchy. Part animations affect your model’s position, orientation, and visibility in the scene.
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