Thursday, 02 June 2016 16:02

Animation production

In this blog, our design team engineer Jorge will give our visitors some introduction of animation rendering by AutoCAD Inventor. The featured video you see in our crowdfunding requires extensive design of individual parts, assembled into a virtual mechanical product. The animation will be produced based the assembly file.

1. 3D model drawing and assembly constraints

Before creating an animation using inventor, the first step is to finish the 3D model which will be animated. All the pieces or assemblies need to be constrained. In most cases, at least one piece should be grounded (this will not be the case when the object you are creating needs to be displaced). In this particular case, the BETE engine should have at least one piece grounded because it won't move from its starting position (Only internal pieces will move or rotate here).

engine and generator assembly

2. Creating motion constraints

After the model is completed, the next step is to constraint the pieces which will move using the "Motion constraints" feature.
There are 2 main kinds of constraints here:
- Rotation: this is used when a piece rotates thanks to the action of another rotating piece. For example a pair of spur gears.
You only need to define the ratio of rotation and the direction.

motion constrain in Autocad

- Rotation-Translation: this one is used when the rotational movement of a piece, creates a linear movement in other, or vice versa. A common use of this is a Rack gear with a pinion spur gear.
The things that need to be defined are the direction, and how much the linear piece will advance every time the rotational piece completes one turn.

autocad constrain

For this specific animation, the motion constraints that will be used are:

- Rotation-Translation constraints, so that when the pistons move back and forth in a linear way, the rack gears will make the pinions rotate.

This also applies to the SM Carriage where the rotation of the output spur gear, will make the carriage move.

- Rotation constraints, so that all the rotational movement from the gears, can be transferred to their respective pairs of gears. Eventually this rotational movement goes to the output shaft, and will move the Synchronous belt to create the output electrical energy.

Now that the motion and assembly constraints are created, you can move on to the animation.

3. Inventor studio

To start the animation, go to the "Environments" tab, and then "Inventor Studio".

Inventor studio menu

  1. Create animation
  2. First create an animation. Procedure: In the left panel of inventor, right click in "Animations", and select "New animation".

    new animation

    Name the animation after it is created. Right click in the animation you just created and select "Activate". Make sure it is active by having a blue check.

    name the animation

    This will be the file in which our animation will be created. Nevertheless, you can create multiple animations if you want to.

     

  3. Creating a scene style
  4. Next step is to create a scene style. Click in the "Scene Styles" button.

    creating a scene style

    Select "New Style" in the upper left button of the window that appeared.

    After it is created, right click on the new style and select "Rename Scene Style". Change its name.

    Right click again and "Activate" the scene style, because this is the scene we want to use for the animation.

    In this example, the Scene is called "BETE Motor Scene".

    Scene styles selection

    There are somethings which should be defined for the scene.

    - Background:

    Select the type of background you want and its color. You can use a gradient background with two colors, or import an image to use as background. In this case we'll use a single blue colored background.

    Scene background selection

    - Environment:

    Select the direction of the ground plane, and an offset if necessary. Also, define the shadows and reflections percentage.

    Scene Environment selection

  5. Creating a lighting style
  6. Click in the "lighting styles button"

    Scene lighting style selection

    Right click and "Rename Lighting Style". After that, right click and "Activate".

    In this example, the lighting style is called "BETE Motor Lighting".

    Lighting Styles selection

    Right click in the new lighting style, and select "New Light".

    New light selection

    There are some things which have to be defined here:

    - General Tab:

    The first thing to do is to select a target for the light to point to. After that you may change the position from where the light comes from. Select what kind of light you want. You can even flip the light direction.

    General Tab for lighting

    Select the color of the light you want and its intensity (in percentage).

    illumination of lighting

    - Shadows tab:

    Select the type, quality and density of the shadows.

    Lighting shadow tab selection

    - Directional tab:

    Define the latitude and longitude where the light comes from.

    Lighting Direction Tab selection

    You can click OK now and the light will be finished.

    If you need additional lights you can repeat the process. In the lighting style you created, right click and select "New Light". Define all settings for the new light. You can create several Lights inside a Lighting style.

  7. Creating a camera
  8. Next we have to create a camera so we can "Record" the clip from a specified angle.

    First, set the inventor into a View you would like to use for the camera. Then, go to the tree in the left side of inventor and right click on the Cameras Icon. Select "Create camera from view".

    In this example, I wanted the camera as my home view.

    3 15

    After created, change the name of the camera if you want to. Then right click and select "Edit".

    Change camera name in edit

    • Select the target and position of the camera.
    • Select the type of projection. A perspective projection enhances the realism in the animation.
    • You can change the camera roll angle to create effects.
    • Define a zoom level for the camera. Make sure the whole image fits in the rectangle which represents what the camera will see.
    • The depth of field can create more advanced effects. By enabling this, you can set the camera to focus a specific area of the picture. This area will look detailed, while the objects outside this area will look blurry.

    Camera advanced effects

    In the previous picture, the rectangle shows what is going to be displayed from this camera view.

    You can create additional cameras if you need to.

    These are the basic settings you can set in order to improve the quality of your animations. Now we can start to create the clip timeline.

  9. Editing the animation timeline
  10. Click in the "Animation timeline" button.

    Editing the animation timeline

    A timeline for the current animation will appear.

    Animation timeline

    The first thing will be to define the animation options. Click in the "Animation Options" button located in the upper right side of the animation timeline.

    Animation timeline options

    Here you have to set the total length of your clip. You can also change the "Default Velocity Profile" so that the animation uses a constant speed, or a non-constant speed which you can define. After setting this, click OK.

    Set animation clip length

    The main things we want to animate in the clip are:

    • The views from the camera or cameras.
    • The motion or assembly constraints defined before.
    • Pieces or assemblies can be faded to show internal things of the model.
    1. Camera Views Animation:
    2. First we will define the starting position for the camera. Click in the list box located in the right side of the animation timeline, and select the camera you want to use (In this case, the one we created before. It's called BETE Motor Home View Camera in this example).

      Starting position for camera

      Click on the camera icon called "Add Camera Action" which is in the left side of the list box. Now the clip will start with this camera view at the beginning of the animation.

      Add camera action

      Now we can take a look at the action editor. Click in the "Expand Action Editor" button, located in the right side of the animation timeline window. Here you can see in detail what is going to happen in the animation. So far, we can see that the camera view will be set in the second 0 of the animation.

      Expand Action Editor

      Now let's suppose we want to leave the camera static for 3 seconds. The procedure to do this is: Change the time of the clip to second 3. You will see that the blue timeline will change its position to 3.

      Add camera at static speed to clip

      Click again in the "Add Camera Action" button (the one with a camera picture). Now you will see that the Camera view Timeline will be filled in blue from second 0 to second 3. That tells us that the view will remain static for these 3 seconds.

      Static animation in clip

      Let's animate the camera moving. For example, let's say I'd like to move from the actual view to another corner in 5 seconds. In the clip, this will go from second 3 to second 8.

      Select second 8 of the animation.

      change static action in clip

      Now go to the view of the model and rotate it to where you want to go with the camera.

      Go to the view of model

      Click again in the "Add Camera Action" button. The timeline will be filled in blue from 3 to 8. During these 5 seconds, the animation will go from the starting home view, to the second view we defined before.

       Add Camera Action

    3. Constraints animations
    4. Let's say I want to animate a piece of the assembly moving.

      Click in the "Animate Constraints" button.

      Constraints animations

      Now you have to select the constraint you want to animate from the left tree. These constraints were created before in the 3D CAD model. In the example, I selected "Mate 16" constraint to be animated.

      Here you can select: the start and end of the constraint animation. Also you need to define the start and end time for the animation.

      In the example, I'm animating Mate 16 from 105 mm to 15 mm. This will happen in a 2 seconds lapse, starting in second 8 and ending in second 10 of the clip.

      Animation constrains

      Additionally, you can set the velocity profile for this animation. You can set a constant or specify a custom speed.

      Animation custom speed setting

      After clicking OK, the animation will appear in the timeline.

      Animation timeline after constrains on clip

      This is pretty much what you need to know about this topic. You can always animate several constraints, even at the same time.

    5. Fade animations

    Click in the "Animate Fade" button.

    Animation Fade

    Select the component or components you want to fade. Select the Start and End Percentage of fading. After that, select the Start and End time for the action.

    In the example, I will Fade Piece "01_003" from 100% to 0%. This will make the piece completely invisible. The action will be completed in 2 seconds, from second 10 to second 12 of the clip.

    Animation Fade in configuration

    Again, you can configure the velocity profile.

    Animation Fade velocity profile

    After clicking ok, the animation timeline will show the fade animation.

    Animation timeline with fade animation

  11. Rendering the animation

At this point, with all the settings made so far, and the Animation Constraints created, you can start to render.

- Render Image:

You can render a single image to determine if a view angle is OK. Select the "Render Image" button.

Render Image

Select the desired Width and Height of the image.

The Camera, Lighting and Scene Styles, should be the ones we created earlier. Finally, Choose a Shaded render type to increase realism.

Render image

Go to the output window. Select if you want to save the image or not.

Select the level of anti-aliasing. Increasing this value will result in greater realism but the rendering time will increase drastically.

Render Image options

In the last window, you can select if you want the true reflection feature. Again, this will increase both the quality of the animation and the time to render it.

Render image options

Now click OK to see the result.

Render Image result

- Render Animation:

Click on the "Render Animation" button. Some of the settings here are the same. The "General" and "Style" windows have the same settings than when rendering an image. Those settings should be the same.

The changes are in the "Output" window.

  • Select where will you save the rendered files.
  • In the time range you can manually write what section to animate. In the example we will render from 0 to second 12, to show the constraints we animated before.
  • Select the anti-aliasing level.
  • Format: here you can choose to create a video right away with the "Video Format", or to create a sequence of images that can be edited later, with the "Image Sequence Format". In this case we'll use the second option.
  • Frame rate. Putting a higher frame rate will create a smoother video, but it will take longer to be rendered.

Render Animation output

After all is done, click in "Render".

4. Using the rendered images to create a clip

After the rendering is completed, you will have a lot of images. Now you can use a Video editing software to complete the animation, for example, the Windows Movie Maker.

Import all the rendered images to the Movie Maker and set the time each image will be displayed. This depends on the frame rate you chose before. For example if you chose a frame rate of 20, it means you will show 20 images per second, so every image should be displayed for 0.05 seconds.

Composing Animation with Images

Export this file to a video format and the animation will be completed.

 

 

 

 

 

Published in Blog
Tuesday, 18 August 2015 06:00

Become a member of SoBEIT

What is SoBEIT?

SoBEIT is the acronym of Society of Blue Energy Investment Trust.

What is the purpose of SoBEIT?

SoBEIT is not just about investment, the real purpose of this organization is to form a global decentralized body for people who wish to live the way Blue Energy innovation and spirit promote, which is: efficient, share and affordable. It is our view that living sustainably requires more than technologies change, it needs culture change. 

Published in SoBEIT
Wednesday, 12 August 2015 00:00

BETE design video presentation

Published in Videos
Monday, 05 August 2013 00:00

Blue Energy Buoyancy Engine

Buoyancy definition

Archimedes' principle states that: "Any object, wholly or partially immersed in a fluid, is buoyed up by a force equal to the weight of the fluid displaced by the object." This discovery, only to be true if the object is within a gravity field, because only when such object is within a gravity field then "weight" exists.

Published in Technologies
Sunday, 28 July 2013 00:00

About Blue Energy

"Pray if Armageddon is about to happen".

Yes, Pray, this was the advise from Charles Bolden, the NASA chief, who told lawmakers at an US House of Representatives Science Committee hearing on March, 19th, 2013 on the issue if a potential killer asteroid is about to impact our planet. Basically, in Mr. Bolden's view, so far human beings have no technology yet can stop such events from happening.

Asteroid impact by fannyhibbert-d6azhs2

Published in About Blue Energy
Thursday, 14 November 2013 00:00

BETE - The engine

Blue Energy Thermal Engine (BETE) is the heart of Blue Energy innovation. BETE is a versatile heat engine that can be used in all applications which require thermal energy extraction. A prototype will be built for off-grid electricity generation, of which household of averaged family will enjoy the benefit. Of course, to put this engine in other applications would need some accessories change. For example, in order to make flying car, we need to combined BETE with buoyancy engine. That is another topic of discussion.

There are well established business around the world in transport. This invention would be a good news to them due to potential energy saving. There is potential outcome that low energy efficiency heat engine, from traditional reciprocation engine such as ICE, to turbine style jet engine, or steam turbine, will lost their value. Though we might also face unwilling attitude from these corporate giants. Blue Energy is not only planning disruption in transport, electricity and energy production, it is also prepared for the tough business venture.

At the moment, car makers don't have to worry about directly facilitate fuel production and emission sequestration after the sales of vehicles. Blue Energy will change that. Future cars will not have mufflers. Instead, with BETE inherently pure oxygen combustion solution, and cryogenic expansion, fume will be locally stored for renewable energy fuel production

Transport solution

for land and sea:

There are many web pages in this site have described BETE features. Because land vehicles and sea vessels are working with the same principles, we will combine both categories into one section. We will have following table to further compare what could be different when using a BETE for a car or a truck

Features

ICE (reciprocation or rotary)

BETE as engine

Fuel efficiency

15%

Theoretically very high (80% minimum)

Fuel type

Liquid/gaseous

L/G/Solid

Force

Not modulated

Modulated

Temperature

+ 1000 C

200 to 300 C

Medium

Air + Fuel

Air, pure Hydrogen

Energy harvesting

Battery

Air compression, electrical and heat

Cooling

Yes, heat dissipation

Active energy exchange

Transmission

Conventional gear box

No gearbox required

On going fuel cost

Depends on fuel   price

Can be ZERO

Breaking system

Conventional types

Conventional types   + Regenerative type

Engine function

Torque output

Torque output +   Energy harvesting

Other energy   sources

Electrical for   battery power

Electricity for air compression/Heat reservoir

     

Transport solutions for air travel within atmosphere

Features

Conventional

BETE as engine

Propulsion

Propeller, jet

Buoyancy

Fuel type

Aviation diesel

Liquid, or solid state fuel

Take off/Land

Runway (except   helicopter)

VTOL

Speed

Sub sonic for most   civilian aircraft

Low speed for   urban/domestic transport (100 km/h to 800 km/h), Hypersonic for   transcontinental or LEO orbital speed

Cruise altitude

Up to 30,000 feet

500 feet to 2000   feet for urban transport, up to 100,000 feet for transcontinental hypersonic   flight

Jet noise

High

None

Jet exhaust   temperature

500 to 1500   degrees Celsius

Matching external environment temperature

Engine operation

Rotary

Reciprocation

Pilots and crews

Essential

Auto and unpiloted   for urban transport within designated 3D space. Highly likely one craft for   one passenger only. Extremely flexible for service without timetable.

Pilots and crews   are necessary for international flight

Other improvement

N/A

High: Due to VTOL,   Hypersonic, long range, ultra low signature for infrared output detection and   steal design

Transport solution for outer space

Features

Conventional

BETE, CPLA* and   nuclear fuel

Launch

Rocket engine

VTOL

G force

Up to 4 g

Normal weight to high G (depending on applications)

Fuel

Conventional

External energy   delivery (Solar)/high octane diesel/nuclear fuel

Acceleration

High g sharp angles

Buocancy

Re-entry

Needs heat dissipation/heat shield ablation

High g force

Active heat energy   recovery for low entry angles and low g force effect using gravitational   offset buoyancy

Potential mission to Mar travel time

More than 8 months

Less than 2 weeks. Potentially in a few days.

Specific Impulse

A few hundreds   seconds

A few months to a few years

Ship weight

Tens of tons

A few tons to tens of thousand tons

Propulsion system   in space

Rocket

buoyancy, warp drive

On board gravity

None

Rotary compartment   to create micro-gravity, or constant 1 g acceleration for the first half journey, and 1 g deceleration for the second half journey

Cost of mission   for LEO

5000 to 10000 per   pound

Very low cost.

Published in Transport

Calender

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