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Leveraging Engineering Data for Sales & Marketing (Inventor Studio)

Presented by: Charlie Mercer For: Autodesk Northeast 2006


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Theres an old saying That a picture is worth a thousand words. How true it is, showing sales and marketing a 3D models has improved the ability to communicate what engineering is up to. Rendering once a realm for only a few is now available to everyone within Inventor. Autodesk Inventor can improve communication and reduce the need for physical models. Saving money on prototypes that maybe build just for photos then discarded. Inventor studio can created high quality photorealistic renderings and animations to illustrate your design concepts. We will take a look at the function within Inventor studio. Before you start you may want to check your project file (IPJ) and make sure that the Use Styles Library is checked to Yes. This will allow you to create new colors or material styles that you may want to create.

Within the IAM (assembly) file you can switch over and use the same file in Inventor studio. To do this you go to the Application pull down menu and select Inventor Studio. You will notice that both the panel and browser change with new commands. These are the tools of Inventor Studio. The Panel section is broken down into two sections. One for creating styles such as Surfaces, Lighting, Scenes and Camera and rendering still images, the other is for creating animations.

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Styles: Styles are the same styles that are located in the design data folder of Inventor. These are the same styles that youre using in an IPTs and IAMs. You can add to the styles library and they will show up in the Inventor studio styles. Surface Styles: There are some supplied styles for things like Fabric, Fluids, Glass, Metals, Plastic, Vinyl and Wood plus an assortment of colors you can pick from. In all cases not very thing you may need is supplied, so you can modify or create your own styles.
To create a surface style, you can start with one close in either color or material. Selecting the supplied styles you can then right click and Copy Surface Style. You can then rename it to a name more to your likening. If you want to change the color you can then get creative and select one of the color options on the right side, they are Ambient, Diffuse, Specular and Emissive they all have effect on the end display or sample you see in the lower left. There are other options available to you, like Reflection, Opacity, Diffuse Map and Bump Map. These all can be used to custom tailor your surface styles. To apply a surface style you will need to highlight the component that you want to apply the surface to. This will active two options within the Surface Styles dialog box, Get Surface Style and Assign Surface Style. Selecting assign surface style will applied the previewed style to the component within your assembly. Note: This does affect the assembly model appearance.

Assign Surface Style

Get Surface Style

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Basic Tab: Category Specifies a category under which materials are listed in the material tree. Color, Specifies the ambient, diffuse, specular, and emissive color of the material. These are the same as the corresponding Autodesk Inventor color style properties Copy Diffuse Color to Ambient Color Copies the diffuse color to the ambient. Most real surfaces have similar ambient and diffuse colors. Copy Diffuse Color to Specular Color Copies the diffuse color to the specular. Most metallic surfaces have similar diffuse and specular colors. Display Interior Faces Displays interior faces. Reflection Tab: Shininess Sets the level of reflective effect for the specified specular color. Use Reflection Image Specifies a spherical reflection image to override the global reflection image for this material. Image preview Provides an image preview that updates to the current settings.

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Opacity Tab: Opacity Sets the level of opacity for the color style. Move the slider toward 0% for more translucence or 100% for greater opacity. Refraction Specifies material refraction. This value is ignored if opacity is 100.

Diffuse Map Tab: Use Texture Image Specify an image tile to use as a diffuse texture. Scale Scales the image in the 2D space of the image before mapping it to geometry. Rotation Rotates the image in the 2D space of the image before mapping it to geometry.

Bump Map Tab: Use Bump Image Specifies an image file to use as a diffuse texture or as a bump map. Scale Scales the image in the 2D space of the image before mapping it to geometry. Rotation Rotates the image in the 2D space of the image before mapping it to geometry. Amount Specifies the amount of apparent bumpiness provided by the bump image. Invert Effect Inverts the bump effect on a surface.

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Lighting Styles: Lighting styles can be used to set how one of three types of lighting hits your model. This also has an effect on how the shadows appear next to and around the model. Once again there are preset lighting styles available to you. For quick renderings these work to speed this up. Once you have an idea of the lighting you would like to create you can create your own. To create your own you can follow the outline above for creating surface styles. Right click on any style and select one of the options listed Rename, New, Copy, Save to Styles Library and New Light. Note: Its important in any styles creation to save to styles library if you would like to use them in another file.

General Tab Brightness The slider control affects the intensity of all of the lights, and works like a global dimmer switch. The default is 20 on a scale of 0 to 100 percent. Sky Light Enable If selected, enables the sky light controls for use with the particular light style. Sky light provides uniform, directionless scene illumination. Also enables bounced light. Intensity Specifies the intensity of the sky light. Color If selected, sky light uses a specified color for lighting. Image If selected, sky light uses colors from the image for lighting. Image path and browser button Specifies the appropriate image for image based lighting.

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Indirect Tab Ambience Controls the intensity or amount of illumination from the light in the scene with a slider. In a range from 0 to 100, the default ambience is 0. Bounced Light Enable When selected, provides subtle type of global lighting that bounces from one object to another within the scene, with no additional setup required. Quality Specifies the quality of the light, with settings for Low (100), Medium (500), High (900), and Custom. When Custom is selected, you can specify the number of rays used. The higher the ray count, the more time it takes to render. The default is Medium. Shadows Tab Type No Shadow Hard Shaows. Default. Soft Shadows, Takes more time to compute, but are usually more realistic. Quality Low (256 x 256) resolution Medium (512 x512) resolution. Default High (1024 x 1024) resolution. Available only if soft shadows is slected. Density Controls the intensity or amount of illumination from the light in the csene with a slider. Inv a range from 0 to 100, the default density is 0.

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Position Tab Orientation Orients light styles to a specified planes. Provides a list of existing ground planes from which to choose from. The default ground plane is the XY ground plane Scale Modifies the scale of the lighting to reduce or expand it. The initial 100% scale is defined in relation to the model when the light style is selected as the active style. After that point, scaling is manual.

When creating a lighting style the hardest thing is positing the lights. Once you create a new light style you can create one of three lighting types, Directional, Spot and Point.

Upon selecting the light type you will be asked for a Target point. This is usually where you want the light to fall on your assembly. Once that point is select you be asked to select a position point. The position point follows a straight line of the face you picked for the light target. You can slide the position along that light to get closer or further away. You can move it in any direction you want by select the source or target this will give you the 3D Move/Rotate. You can then move and rotate the point to any desired location.

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99 Remember to save your lighting style once youve completed placing lights. This way youll have something similar in the next assembly file and can modify it quickly. Scene Styles: Scene styles can be used to setup reflect surfaces as well as setting up BMP images as background images. Similar to surfaces and lighting scenes has a list of predetermined styles. These range from a forest background color to star field and galaxy backgrounds to reflective surfaces using work planes. Within the Scene Styles dialog box you have the following options. Type: Solid Color, Specifies a solid color background. This is the default setting. Color Gradient, Specifies a color gradient background. Image, Uses an image you specify as a background. Image Sphere, Uses an image sphere you specify for a background. Position, Select Center, Til, or Stretch options to display the background image. Repeat, repeat the background image a specified numger of times horizontally or vertically. With the Environment tab you have the options to show shadows and reflections but most import is the ability to offset ground work planes so that you can position your background closer or further away from the assembly. Direction and offset, Select the xy, xz, or yz world plane that the ground plane is parallel to. Then enter a positive or negative value to distance the plane from the world plane Show Shadows, Enable shadows on the ground plane and specify the intensity of the shadows Show Reflections Enable reflections on the ground plane and specify the intensity of the reflections rendered on the plane. Use Reflection Image, Use an image as a spherical reflection map for the entire scene.

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Camera; Camera is similar to lighting style in that you can select a target and position for the camera. Also much like using a camera you can select the zoom factor used in the camera. One other way to set a camera location and zoom factor is to use our view commands like zoom and rotate. Once a desired location is achieved you can simply right click anywhere on the graphics field and select the Create Camera from View option. I find this the easiest of all ways to set camera angles and zoom factor. Below is an outline of the camera option within the camera dialog box. Placement Target; Click anywhere on the model, this set the target point. Position; Click anywhere along the camera direction line. Zoom; Specifies the zoom angle of the camera. The default is 45 in a range of 1 to 150 degrees. Projection; You have the either the orthographic mode or the perspective mode. Note: Projection cant be use in animations and will disable the animation option on the camera. Roll Angle; Specifies the angle of rotation around the direction axis of the camera. An angle of zero means the up direction of the camera corresponds as closely as possible to the +Y axis.

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1111 Once you have your Surfaces, Lighting, Scene and Camera set you can now render a still image. Render Image launchs a dialog box that controls Camera, Lighting and Scene, along with what format you may want to save the still image as well as the quality of the rendering. Well look at those setting below. General Tab; Width and Height; Specifies the width and height for output of rendered images and animations. You can enter the values on your own or use the preset values listed in the pull down to the right of the height value. Camera; Allow you to set one of the cameras. Yes, you can create more then one camera. But you can only render one camera at a time. Lighting Style; This allows you to select one of the lightings styles to render the model too. Scene Style; Allows you to select the scene of you choosing. Output Tab Save Rendered Image; When selected, opens the Save dialog box where you can enter a name, select a location, and choose a BMP, JPEG, or PNG format for the rendered image. Quality Tab Selecting one sets whether antialiasing is in use and the quality level. There are three setting, they are No antialiasing, Low antialiasing and High antialiasing. View Last Image; This will restore the last rendered image during that Inventor session. Closing Inventor will clear this out and you will need to render an image again. Weve looked at all the tools to create a still image within Inventor Studio. Now we will look at using the above tools and add animation to files. This is unlike Presentation files that can be created within Inventor. Presentations files are sequence based were one sequence is followed by another. Inventor Studio animation are time based were two or more actions can take place at the same time or over lap each other.

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Animation;

Animation Timeline: This tool will be the most used tool when creating animations. Not only can you run the animation you can edit them when the necessary. Along the top bar the commands are starting left to right: Go to start: Set the time to zero or the beginning of your animation. Play Animation in reverse; Plays animation back from time line. Play Animation; Plays the animation to end of time line. While an animation is running this button with switch to the Stop button. Go to End; Moves to the end of the time line. Toggle Repeat; Repeats the animation in a loop. Record Animation; Opens the render animation dialog box. Well review this later. Add camera action; Uses a camera act created in Animate camera using camera set in the following sections. Animation Options; Opens the animation Option dialog box. Expand Action Editor: Edits time for action in a view of multiple actions.
Play animation in reverse Go to Start Play animation Add Camera action Animation Options Expand Action Editor

Go to End Toggle Repeat Record Animation

Time line Component Browser Right Click Edit Dialog Box

Animation Options; Length: Specifies the value in minutes and seconds for the length of animation. Velocity Profile: Specifies values in time or percent of the three components of velocity: Start, Run, and End. When a number is entered in a given box, the numbers in the other boxes are calculated automatically, and the requirement to click a selection is eliminated. Percentage values are calculated to total 100. The default percentages are 20, 60, 20. Playback Interval: Enable When selected, specifies that you will enter a value in Second for playback interval. Realtime playback is lost. The default is unselected.
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Length

Velocity Profile

Fits the length of the animation to the current time used.

Play back Interval

Animate Components This command is useful when the component has no assembly constrains, parameters or positional constrains to drive. You can select the animate components command and select the component you can then select the position button to place a 3D move/rotate icon. This icon will allow you to move the component by selecting on the arrow of axis you wish to move. To rotate a component you select on the shaft of the axis you wish to rotate on. 3D Move/Rotate Icon Select here to Rotate Select here to Move

Animate Tab; Components: Used to select the components you would like to animate. Position: Places the 3D within the graphics screen (see above illustration on how to use). Distance: Enter decimal value you would like component moved. Rotation: Enter the number of degress the component needs to rotate. Sharp: Uses no smoothing between the start, run, and end values.

Smooth: Use a continuous motion curve to transition between the start, run, and end values.

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1414 Time: This section is repeated in most all animation commands. Starts Transformation from previous action Specifies the time to begin Transforms in one frame instantaneously (no duration) Start Time, you set Duration, how long to complete the action. End Time, when in the time line you want the action to end. Animate Fade This command is used to fade in or out a component from view. This command can be useful in replacing components with another eliminating them for clarity. Start Specifies a percentage for the start of the fade. The start value for visibility is assigned by the previous action for the selected object. If there is no previous action, it is the original value from the part or assembly environment. End Specifies a percentage for the end of the fade. Fade Indicator bar Indicates the fade setting. The darker the bar is, the more transparent the object is.

Animate Constraints This command can be used to animate a assembly constrain that is already applied. When using the animate constraint command you will need to find the constraint in the browser. Remember that the components can only move in relation to the constraint. Specify Constraint Value Similar to constrain offset adding a value to distant component from each other.

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1515 Suppress Constraint Suppress constraint within Studio this can be useful in allowing you to use animate component. Enable Constraint Enable constraint that may have be suppressed in either the assembly mode or Studio. Start Uses the value from the assembly constraint End Similar to Specify Constraint Value, distant you want constraint to end at. Enable Constraint Start Suppress Constraint End Specify Constraint Value

Animate Parameters In creating parameters within Inventor to drive our design. We can then use these parameter to help drive our animations. Start The current start value is taken from the parameter listed in the assembly and cant be changed. End The new value you would like the parameter driven to.

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Animate Positional Representation (New to Inventor 11) Your Positional Reps will need to have been defined with in the assembly mode first. Start This is the positional rep you want to start from. End This is the positional rep you want to end at.

Animate Camera This command can be used to move a camera through an assembly or switch between cameras to view from different angles. Camera Select the camera you wish to move or switch to. Definition Opens the camera dialog box where you can modify the setting and position of the camera. This is where a lot of you movement with be set. To view dialog box options return to the Camera section above. Sharp Specifies a sharp path Smooth Specifies a smooth path Turntable Tab This allows you to rotate the camera around a single point (new to Inventor 11). Turntable When selected it activates the turntable action. Axis Specifies on of five options
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1717 X, Y or Z Origin This select on of the axis a the rotation point Camera H Associated with the camera target, and provides horizontal rotation around the vertical axis of the target, similar to the Orbit horizontal handle movement\ Camera-V Associated with the camera target, and provides vertical rotation around the horizontal axis of the target, similar to the Orbit vertical handle movement. Direction Specifies a clockwise or counter clockwise rotation. Revolutions Specifies the number of revolutions per minute or second. The value range starts at .01 per second. Turntable Axis Axis Options Direction Revolution

Render Animation This command is similar to Render Image. The general dialog box is the same with the same option as rend image. For that reason well look at the Output dialog box. Entire Animation Specifies the start and end times for the entire animation. Specified Time Range Specifies the start and end times for a segment of the animation. Output with an f indicates a frame range, such as 45f to 60f. Frame numbers must be no less than zero and no greater than the number of frames in the animation. Output with no f indicates time in seconds. Format: Video Format Specifies the video format. Image Sequence Format Specifies the image sequence format. Reverse When checked, the animation records in reverse, from the end time to the start time. The time edit controls display the appropriate reversal Frame Rate Specifies a value for frames per second. You select the value from the list. Launch Player When selected, starts the player for video format only.
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1818 File Name Specified Time Range Video Format Entire Animation Reverse Frame Rate Image Sequence Launch Player

Remember the more movement and the higher the quality setting the longer the rendering will take. Always plan for down time in any rendering operation. Parameter Favorites This lists the parameters that you created in your assembly and part files. You can then check the ones that you may want to animate and they will be listed in a Animation Favorites folder in the browser.

Now the only thing left is up to you and your creativity.

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