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[4CHaui] Hướng dẫn sử dụng Inventor studio ứng dụng vào mô phỏng chuyển động

#1
Nguồn: Nguyễn Xuân Cung

Giới thiệu về : Inventor studio : là một phần của Inventor dùng để mô phỏng chuyển động,render hình ảnh
Inventor studio mô phỏng dựa trên sự thay đổi của một hàm,một biến,một rằng buộc...nào đó để tạo ra chuyển động
VD : muốn mô phỏng lò xo chuyển động lên xuống thì chỉ cần dùng biến là chiều cao của loxo ,sau đó cho chiều cao đó thay đổi trong một khoảng thời gian nào đó là ta đã tạo ra chuyển động lên xuống, tương tự như thế với các chuyển động khác.....

Trích Nguồn : leviettien_ck

Ank Em nào thick mô phỏng với IS!
nghiên kứu tài liệu nàh nhá!

mới search đK!

chỗ nào hok hỉu kứ hỏi minh` nha!

Bài 1:

Animating in Inventor Studio - The Basics

This tutorial is provided at no cost to Autodesk Inventor users by B2 Design. Anyone downloading or viewing the tutorial does
not have permission to copy any part of this tutorial for the purpose of making a profit or charging money for that content.
The tutorial is based on Autodesk Inventor 2008, however, most if not all of this tutorial is also applicable to Inventor 11.

Assembly Model

First Rule: K.I.S. - keep it simple to start with when learning Studio.
I suggest doing this because you begin animating from a known set of circumstances - no variables to confuse things. This tutorial discusses animation basics. It does not discuss other aspects such as lighting, surface styles, and so on.
The model units are inch and the tutorial reflects that. If using metric values, substitute an approximate ♥♥♥♥♥alent. 1. Create two blocks (block1, block2). 
2. Start a new assembly and place two instances of block1 and one of block2 in the assembly. 
I used color to distinguish between the grounded part (red) and the parts to be animated. 
[Image: Assembly_zpsede93a8e.png]
 3. Create constraint relationships between the components.
Flush on bottom.  [Image: Constraint-Flush_01_zps30ec6ab6.png]  [Image: Constraint-Flush_02_zps45a379c6.png] [Image: Constraint-Mate_01_zps6dfb923b.png]4. Save the assembly to a name you will remember. Studio Animation

1. Enter Inventor Studio. 
Note: When you enter studio for the first time, there is no lighting style activated. 
The assembly is in the Model State and no animation is active. The model state reflects the condition of the model when you entered Studio. This is a KEY aspect to keep in mind. If you return to the assembly environment, change the model or component positions, those changes affect the animation and its results. 
[Image: EnterStudio_zps069d440d.png]
 Studio Environment layout
[Image: StudioLayout_zpsee08faf0.png]
 Animation commands  
[Image: AnimationCmds_zps9c80307b.png]
 When you activate an animation command or the timeline, Animation1 is activated automatically. You may also receive a message that you have to have an active animation to use the commands. You can have as many animations as needed in the assembly. The same is true for cameras, and surface, lighting, and scene styles.

To switch between animations, right click the browser node and activate the one you want to work in, or double click the node. 
Animate Constraints

Assembly constraints are animated over time based on the type of constraint and parameters you specify. 
1. Activate the Animation Timeline. Click on Animation Options to set the length of the animation.  [Image: animation_options1_zpsc80001a7.png] Tip: You can drag the timeline window anywhere you want in the desktop. To "reseat" it in the Inventor Studio window, double click the title bar.
2. In the Animation Timeline, set the timeline slider to 1.0 seconds. 
3. In the Scene browser, expand instance block1:2 to expose its list of constraints. 
4. Right click Mate constraint and select Animate Constraints to display the dialog box. In the Action section, set the End value to 1.00 in.  [[Image: anim_constraints_dlg_zpsfcebf75a.png] Because this is the first action for the constraint, and the Time setting is "From Previous" the action goes from 0.0s > 1.0s. The other Time settings are used to specify an explicit Start/End time and an instantaneous action. You can change the values for start, duration, or end. The button and edit field in the lower right corner completes the action and keeps the dialog box open so you can create another animation action using the same constraint. The input field advances the slider by the specified amount for the next action.  [Image: CompAction_StartNew_zpse747d490.png] 5. Expand the Scene Browser node for Block2:1. 
6. Right click a Flush constraint and select Animate Constraints.
Set the Action End value to 1.0 in.
In the Time section click Specify.
In the Start input field, specify 1.0s and in the duration field specify 1.0s. Click OK.
You now have two animation actions that occur in the first two seconds of the animation. Click the Expand Animation Timeline button next to the Animation Options button. This expands the timeline so you can see the actions and when they occur. It also gives you access to interactive editing capabilities.
7. With interactive editing you can do the following:  [Image: int_edit_move-tooltip_zpsd4c36adf.png] Place the cursor over the action bar to display the action parameter settings.  [Image: int_edit_move_zps93e2bebb.png] Place the cursor over the action bar to display the action parameter settings.  [Image: int_edit_resize_zpse9600283.png]Click-drag the start/end handles to change the time period over which the action takes place.  [Image: int_edit_cmnu_zps44e72143.png] Right click the action to Copy/Paste, Edit, Delete, or Mirror the action.
Paste & Mirror place the copy immediately after the last action in the row.
Mirror reverses the Action parameters for the placed action.
Edit displays the action definition dialog
Delete does the obvious, deletes the action. 8. The Acceleration tab controls the action speed response over the duration of the action.  [Image: anim_accel_dlg_zps672ba1d0.png] Specify how you want acceleration applied to the action. It can be constant, use the default 20/60/20, or you can specify something different. 
Think of it like the acceleration an automobile goes through, coming up to speed, continuing at a specified speed, and then winding down to a stop. The percentages you provide dictate how fast/slow this occurs. As you change one value the others update to total 100%. 
9. Once you've set the parameters for the constraint animation, use the controls in the timeline to preview the results. Then, experiment by moving the actions around on the timeline to see what you can achieve.
This tutorial gives you a basic understanding of how to animate with Inventor Studio. It was not designed to be a comprehensive discussion, rather, the basics for animating. The principles described in the tutorial apply to the other animation commands. As you use them you will begin to get the hang of it. Additional tutorials describing the other animation commands will gradually be added.
leviettien_CK, 15 Tháng mười hai 2010 #1
leviettien_CK
Moderator
Bài 2:

Autodesk Inventor - Inventor Studio 

Lighting Style - Lesson 1: Create a new Global Lighting plus two lights style

For this lesson I will use a copy of the Global Lighting [1 lt] style because it closely matches what I want to accomplish. In the tool panel, click the Light Style command. This causes the Lighting Styles dialog to display.  [Image: LtLess01_00_zps9606be32.png] Familiarize yourself with the lighting styles. When you feel you know enough about them to get started then... Select a lighting style that closely resembles what you would like to create.
Right mouse click (RMC) the lighting style and click Copy Lighting Style.  [Image: LtLess01_01_zps5f9c553d.png] Give the lighting style a name that suits the purpose for your lighting style. Or a descriptive name, something meaningful to you or those you will distribute it to. In this instance I am using a name similar to the one I copied because it will be a variation of it.  [Image: LtLess01_02_zps9c1f7c98.png] After copying the lighting style, I want to add an additional light. To do that, I click the New Light command in the dialog toolbar.  [Image: LtLess01_07_zps5e72d4e6.png] Alternatively, I can RMC and click New Light.  [Image: LtLess01_03_zps482ec7e0.png].I want a light that will give me a focal point in the image, so I want to use a spotlight. In the Light dialog box, in the Type frame, click Spotlight. [Image: LtLess01_04_zps3b7567a2.png] Move your cursor into the graphics area and select a face on the model as the light target. When you the model face the light beam is displayed normal to the face.  [Image: LtLess01_11_zps60520123.png]Next, move the cursor along the beam line away from the model to the light position. When you reach a position you want, click to establish the light position relative to the target.  [Image: LtLess01_12_zpse1d3381c.png] In the dialog, on the Illumination tab, set the Intensity to 50%. 
Note: As you develop more lighting styles, experiment with various settings.
Specify the light color. I want the material to have a colder feel, so I specify a cool color, light blue.  [Image: LtLess01_06_zpse585174b.png] Click the Shadows tab. In the Type frame select Soft Shadows. I prefer soft shadows when working with global illumination because it closely mimics the shadow that occurs on an overcast day. [Image: LtLess01_08_zpsd7d8217c.png] In the Quality frame select High. Note: When test rendering you can use lesser settings to sample faster. Then change the settings for the final render.  [Image: LtLess01_09_zps87b2121f.png] In the Density control set the value to 80% maximum. The shadow on an overcast day isn't a bold solid shadow, but one that is less dense.  [Image: LtLess01_10_zpsee92ec0d.png]On the Spot tab, in the Decay frame, select Inverse in the dropdown list. Then specify a Start Distance where the decay begins to take affect. This may take some experimentation to get what you want/like. To narrow the light beam, set the Hotspot to 15 degrees and the Falloff to 30 degrees. [Image: LtLess01_13_zpsb5392614.png] For the final part of this lesson, I changed the directional light, that was included when I made the new style, into a point light. I then positioned that light inside the Carb.ipt part cavity so it would illuminate some of the interior features. This is the final render. What could make this better? A light in the foreground and to the right to make the dark face a little more visible. Perhaps bringing up the ambient light would work. Try it out and see.  [Image: FinalRender_zps6d5b2b6f.jpg] SUMMARY What was my purpose in creating this lighting style. First, Global lighting without additional lights does not cast a shadow on the Scene style planes - this is because the planes have special characteristics that 3D geometry does not. Scene styles do respond to Studio lights, so adding lights allows you to control the shadows. Lights also allow you to control the "feel" of a scene - warmer colors raise different human responses than colder colors. We all know pictures sell ideas - if they didn't then advertising would be operating in a different mode than it does today. So, have fun making the lighting styles you need. Share them with others if you want. Future lessons include manipulating lighting styles.
leviettien_CK, 15 Tháng mười hai 2010 #2
leviettien_CK
Moderator
Bài 3:

Scaling the texture image beyond the limits of Inventor Studio

Autodesk Inventor allows you to scale a texture image up to 400% of the original size. What if you need a larger one?
Here's how to get a texture larger than the 400% and still keep the file size small.
[Image: Resize_Txtr_01_zpsb208bcc2.png]
Tools: 
Inventor (of course)
Image editing software - for this example I will use Paint Shop Pro (PSP).
Image Editing Steps


Using PSP, open the texture file you want to enlarge.
[Image: EditPath_zps929891db.jpg]
For this tutorial we will use the image Pattern_5.bmp found in the ../Textures/surfaces directory (above).
Activate the Resize command. Menu Image > Resize. Or, shortcut Shift+S
[Image: Resize_zps9401ea1d.jpg]
In the resize dialog, check the radio button Actual / print size.
Note: the Resolution is 127.4 pixels/inch.[Image: Resize_01_zpse0a84376.jpg]
Make sure the aspect ratio is 1:1
Change the Resolution to 64 pixels/inch and click OK.
[Image: Resize_02_zpsdc4ef2da.jpg]
In the menu click File > Save As, use the name Pattern_5_64dpi.bmp or something you will recognize in the future.
That is all it takes to increase the physical size of the image.
Don't close the image yet, we're not done.
While we're at it... let's make a bump map


Hold down the CTRL key and press A, C, V. (CTRL+A = Select all on layer, Ctrl+C = Copy, and Ctrl+V = Paste) Note: if this were a multi-layered image, only the active layer would be selected using this method.
In the menu Colors, click Negative Image to invert the colors.
[Image: InvertColor_zps49a52b0d.jpg]
In the menu Colors > Adjust click Brightness/Contrast...
[Image: Brightness_zps40377584.jpg]
Set Brightness to 100 and Contrast to 0. Click OK
[Image: Brightness_01_zps11fe7365.jpg]
Save the image as Pattern_5x64dpi_bump.bmp in the bumpmaps directory.
[Image: Save_bumpmap_zps0be992da.jpg]
Now you've got a bump map that matches your image. Try experimenting with various color depths from dark to light and see the effect it has on the rendered image.
Applying the image to a surface style


Create a surface style using the Pattern_5.bmp texture and bump images.
[Image: Texture_zps0779ddf7.png]
Create a copy of that surface style, giving it a new name Pattern_5_64dpi.
[Image: NewSrfStyle_zps7c6d14bd.png]
On the Texture tab, specify the new image you created - Pattern_5_64dpi.bmp. Similar to the process in Step 1 of this section.
On the Bump tab, specify the bump image you created - Pattern_5_64dpi_bump.bmp
[Image: Bump_zps06c110ff.png]
Create a block, 1 inch square.
Place two instances of the block in an assembly and assign each one of the patterns.
[Image: Rendered_Blocks_zpse790464d.png]
I used the XZ Reflective Ground Plane with a -0.500 in offset, Light Style: Pleasant, and rendered the current camera. You can see that the image we created covers the same cube, but at a larger scale (2X of the original). So, go on and experiment! See what kind of results you get!!

Aligning Textures in Inventor

As you may already know, Inventor allows you to include image based textures with your colors. And, from time to time you may have wanted better control over displaying the textures, such as aligning them along an axis, but didn't know how to go about getting what you wanted. That is what this brief tutorial is all about, aligning textures, as in the image below.
[Image: Aligned_zpsfe1aab71.jpg]
Aligning textures is simple because it is all a matter of texture naming. As you see in the image above, the same image was used for each object, the key though, is that the image was renamed to fit each condition. Here's the key...
Let's say the name of the original image is Wood_01.jpg. I want a texture for each of the alignments shown. So, I make copies of the texture image and rename them as follows:

Wood_01&X.jpg - this tells Inventor to align the texture with the models X origin axis.
Wood_01&Y.jpg - this tells Inventor to align the texture with the models Y origin axis.
Wood_01&Y.jpg - this tells Inventor to align the texture with the models Y origin axis.
Once you've named them, create colors that use the images. Then assign them to your components as you have need. You may want to set up a folder in which to keep the various alignments so that it serves as a reminder. 
IMPORTANT: Inventor Studio (Inventor R10) does not support the display/rendering of these specially named textures. I expect that it will in Inventor R11.


Read more: http://kimcuongchuavietnam.com/hauionlin...z2k9RPWqqV

Nguồn: LâmNguyễn 2906 [Image: buddy_offline.gif] 
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Nhóm thành viên đứng giảng INVENTOR K10 chúng em cũng đã tìm hiểu và đã xây dựng được một bộ video về phần STUDIO. Chúng em xin được đóng góp.

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