Keyshot Video Animation
In this video, Phil Cook of Simply Rhino takes a look at creating a Part Animation in Rhino 7 and KeyShot 10.
This is an animation where we can move the model, or parts of the model, against a timeline. 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.
Phil also looks at custom rotations (i.e. those not aligned with KeyShot’s X, Y, Z axis). So, if you’ve come unstuck with custom rotations or hinge positions in KeyShot in the past then there is a work-around included in this video.
Keyshot 3.1 Animation
You can watch the video here and if you would like to follow along using the video transcript you’ll find this at the bottom of this page.
To learn more about KeyShot you can visit the KeyShot product page on the Simply Rhino website, you can also find out about our KeyShot training options, including a 1-day KeyShot essentials training course delivered by Phil, details of that course can be found here.
If you are interested in our previous Rhino and KeyShot video material you can find more on this site, including a recent video in which we take a look at creating a Sun Study Animation with Rhino v7 data from KeyShot 10.
The Keyshot Animation Masterclass
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. This is an animation where we can move the model or parts of the model against a timeline. The starting point is going to be in Rhino 7 and with this engineering model of a dewatering pump. 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.
All 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. not in line with the KeyShot X, Y, or Z axes. So, if you’ve come unstuck with custom rotations in KeyShot there’s a work around included later in this video.
Let’s now take a look at the finished KeyShot video to see what we’re aiming for. The video starts with the main yellow engine cover being raised up whilst the side door opens. At the same time, the model is rotated. A pump impeller component is moved forwards, to expose the pump detail below – before this and the yellow cover fade out. Finally, there’s a camera movement so we can see down onto the pump and engine assembly.
How To Animate Displacement Geometry In Keyshot
Before I start, let’s take a look at the KeyShot interface with the completed animation. 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. Once these are created, I can see and edit their properties in the window in the bottom right. I can also scrub through the timeline to get a quick idea of how my animation is progressing.
Let’s go back to Rhino now, and first of all I want to look at how this model is organised. 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. 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.
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. 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. 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. 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’.
Luxion Unveils Keyshot Support For Nvidia Rtx With Optix
Now, this may seem a strange or unnecessary procedure, but the issue in KeyShot is this. 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. 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. I can then rotate the object in KeyShot and, once rotated, KeyShot will then understand the relative rotated X, Y and Z directions of the part and I can use it to describe the axis of rotation for my side door.
So, once I have my helper object completed and I’ve checked through all the layers then I can go to my KeyShot 10 Live Linking plug-in and I can send the model to KeyShot.
Okay, so the model is now in KeyShot and first I want to go to set-up a few basic things. First, I’ll got to ‘Image’ and here I want to make this image the same ratio as a 1920 by 1080 HD image which will be the final video output resolution. So I’ll set this to 960 by 540.
Animate And Render In Keyshot
Next I’ll go into ‘Lighting’ and choose ‘Product’. Then I’ll go into ‘Environment’ and here I’ll use ‘Overhead Array 4K’ as the lighting set-up and in the ‘Environment’ tab on the right I’ll choose a white colour for the background. I’ll turn on the ground reflections and in the ‘Scene’ I’ll pick the complete ‘Model Set’, go to ‘Position’ and make sure that this is snapped onto the ground.
Next, I’ll go to ‘Camera’ and I’ll manipulate the view to give me a starting position and I’ll ‘Save’ this camera position as ‘Animation’.
Now I can start adding materials to the scene, so I’ll expand the ‘Model Set’ and you’ll see we have exactly the same layer configuration here as we did in Rhino. I’ll go to my ‘Materials’ on the left and select ‘Metallic Paints’ and I’ll drag the metallic yellow paint onto the engine cover.
Keyshot 5.1 From Luxion
I’m just going to suppress some ‘Layers’ here and let’s leave on ‘Side Door’ and the main ‘Bund Fabrication’. Now, I’m going to have the same grey material on the side door and on the grey part of the Bund Fabrication and, of course, I want to avoid creating duplicate materials. I’ll apply the standard grey paint to the Bund Fabrication, now if I drag from the Library again to the Side Door then I’ll get a duplicate grey material – but if I go to my material selection down here and drag the material from here then I won’t create a that duplicate.
Okay so now I’ve added all the materials I want to add and it’s time to start creating the animations and if you don’t see the ‘Animation’ window at the bottom here you can get this by going to the ‘Window’ menu and selecting ‘Animation’.
I’m just going to go to the ‘Side Door’ here and turn off that ‘Helper Object’ so I can just see the parts that I want to animate. The first area I want to look at is the yellow Engine Cover. The geometry for the hinges exists in the model, so we can use the hinge pins as a rotation point in KeyShot. I’ll go to the ‘Animation Wizard’ and pick ‘Rotation’. Then I’ll go to ‘Next’ and then I can specify the part of the model that I want to animate – and this is the ‘Main Cover’ here. The Next panel is where we actually set up the animation and the first thing I need to do is to define a ‘Pivot Point’. So, I need to select ‘Pick’ and go to the ‘Main Cover’ and then go down to ‘Pin’ which is the controlling layer for the hinge pins. Now there’s actually two of these pins but KeyShot will just work out the centre of those two objects. I’ll select 70 degrees for the Rotation and I can choose ‘Ease In’ and ‘Ease Out’ which means that I’ll get a sort of damping down of the movement at the start and end of the rotation.
Keyshot 3d Cad Renderer
I’m not going to worry too much about that time or duration here because I can do this just by dragging in the timeline. I’ll drag out the animation to 15 seconds and if
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