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In order to get around this get around this, what I need to do is introduce an object into KeyShot that has a centre about this point. When I pick a local hinge point on Rhino geometry in KeyShot, for example the centre of this line, then KeyShot will only recognise a point in space for rotation and any such rotation will be relative to KeyShot’s X,Y and Z axes. Now, this may seem a strange or unnecessary procedure, but the issue in KeyShot is this. Finally, I’ll use the Pipe command to create a simple solid from this vertical line and push this solid onto its own layer called ‘Helper’. This line is inclined at 5 degrees to the vertical, and I’ll now mark the centre of this line and rotate it about it’s centre by 5 degrees so that the line is now vertical. I’m going to Hide the hinge pin and then I’ll create a straight line that snaps between the top and bottom of the hinge centres. The other thing I want to do in Rhino is to create a ‘helper object’ that will make it easy for me to hinge this side door that is inclined at 5 degrees to the vertical. However, here I’m going to use sublayers (or parent and child layers as they are sometimes called) to contain, for example, all the components that are included in the engine cover assembly that I want to hinge upwards in the animation. For still images I would usually use Rhino’s Layers to separate out the components on a per material basis, as this would make it easier to apply the same material to multiple components in Keyshot. Let’s go back to Rhino now, and first of all I want to look at how this model is organised. I can also scrub through the timeline to get a quick idea of how my animation is progressing. Once these are created, I can see and edit their properties in the window in the bottom right. In the animation window at the bottom, you’ll see that I have 8 animation elements that start and finish at various points in the timeline. Finally, there’s a camera movement so we can see down onto the pump and engine assembly.īefore I start, let’s take a look at the KeyShot interface with the completed animation. A pump impeller component is moved forwards, to expose the pump detail below – before this and the yellow cover fade out. The video starts with the main yellow engine cover being raised up whilst the side door opens. Let’s now take a look at the finished KeyShot video to see what we’re aiming for. So, if you’ve come unstuck with custom rotations in KeyShot there’s a work around included later in this video.
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not in line with the KeyShot X, Y, or Z axes. In Rhino 7 we can animate the camera but not move the model or parts – so if you have KeyShot this opens up the possibility of creating easy part and keyframe animations.Īll of the steps in this video are fairly straight forward, however I am going to look at how we handle the case where a rotating or hinging component is inclined at an angle – i.e. The starting point is going to be in Rhino 7 and with this engineering model of a dewatering pump.
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This is an animation where we can move the model or parts of the model against a timeline. Hi, this is Phil from Simply Rhino and in this short video I’m going to take a look at creating a part animation in KeyShot 10. Rhino 3D v7 and KeyShot 10 Part Animation Tutorial Video Transcript
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