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Simul8 Tutorial: Path Tool

▶ Simul8 Tutorial: Path Tool — Watch on YouTube


hi my name is Simona and I am 3d hi my name is Simona and I am 3d supervisor at Mark Roberts motion supervisor at Mark Roberts motion supervisor at Mark Roberts motion control in this simulates tutorial how control in this simulates tutorial how control in this simulates tutorial how we'll show you how to use the path to we'll show you how to use the path to we'll show you how to use the path to the path tool allows you to drew a the path tool allows you to drew a the path tool allows you to drew a trajectory of an object that has been trajectory of an object that has been trajectory of an object that has been animated and that is going to be based animated and that is going to be based animated and that is going to be based on the playback range that you selected on the playback range that you selected on the playback range that you selected into the Maya viewport in my case is into the Maya viewport in my case is into the Maya viewport in my case is from 1200 to 1440 and I've selected this from 1200 to 1440 and I've selected this from 1200 to 1440 and I've selected this camera which is animated as you can say camera which is animated as you can say camera which is animated as you can say from the keyframe showing on the time on from the keyframe showing on the time on from the keyframe showing on the time on a timeline and the red ones the red a timeline and the red ones the red a timeline and the red ones the red icons showing on the attributes in the icons showing on the attributes in the icons showing on the attributes in the child box so select the objects and child box so select the objects and child box so select the objects and click on path a NURBS curve that is the click on path a NURBS curve that is the click on path a NURBS curve that is the trajectory of the object will appear trajectory of the object will appear trajectory of the object will appear this is particularly useful to this is particularly useful to this is particularly useful to understand where the camera is going to understand where the camera is going to understand where the camera is going to go in the playback range that you go in the playback range that you go in the playback range that you selected but also to understand how to selected but also to understand how to selected but also to understand how to better place your rig to then solve the better place your rig to then solve the better place your rig to then solve the camera movement if in the scene there is camera movement if in the scene there is camera movement if in the scene there is more than one camera that you're more than one camera that you're more than one camera that you're supposed to solve and maybe deliverance supposed to solve and maybe deliverance supposed to solve and maybe deliverance at the same day having the trajectory at the same day having the trajectory at the same day having the trajectory for each camera movement may be of help for each camera movement may be of help for each camera movement may be of help because it's going to give you a better because it's going to give you a better because it's going to give you a better idea if you can solve all those camera idea if you can solve all those camera idea if you can solve all those camera movements from one single rail position movements from one single rail position movements from one single rail position so it was useful to save time one other so it was useful to save time one other so it was useful to save time one other thing that you can do is the curve that thing that you can do is the curve that thing that you can do is the curve that gets created is obviously called gets created is obviously called gets created is obviously called path curve but maintains as a root the path curve but maintains as a root the path curve but maintains as a root the same name of the object that you're same name of the object that you're same name of the object that you're creating the curves on these two works creating the curves on these two works creating the curves on these two works on also on any object that has a on also on any object that has a on also on any object that has a keyframe animation on it so if I keyframe animation on it so if I keyframe animation on it so if I we secrete elevator and animators so he we secrete elevator and animators so he we secrete elevator and animators so he selected here and then let's say animate selected here and then let's say animate selected here and then let's say animate that up here and then select it that up here and then select it that up here and then select it animation select it and anchor the path animation select it and anchor the path animation select it and anchor the path the path to works on normal objects as the path to works on normal objects as the path to works on normal objects as well as long as it's got a transform well as long as it's got a transform well as long as it's got a transform node which is how is it called in Maya node which is how is it called in Maya node which is how is it called in Maya which has been keyframed so because which has been keyframed so because which has been keyframed so because camera path is intimately related to camera path is intimately related to camera path is intimately related to real positioning and rig positioning on real positioning and rig positioning on real positioning and rig positioning on set I'm just going to quickly show how I set I'm just going to quickly show how I set I'm just going to quickly show how I would set up or position the rig on set would set up or position the rig on set would set up or position the rig on set related sue it is the same one thing I related sue it is the same one thing I related sue it is the same one thing I like to say first though is that there like to say first though is that there like to say first though is that there is actually no solution like is actually no solution like is actually no solution like mathematical solution to were to put the mathematical solution to were to put the mathematical solution to were to put the rig in practice because you might use rig in practice because you might use rig in practice because you might use the wrong rig that's to to a multitude the wrong rig that's to to a multitude the wrong rig that's to to a multitude of factors may be production doesn't of factors may be production doesn't of factors may be production doesn't have enough money to for the writer rigs have enough money to for the writer rigs have enough money to for the writer rigs to do the job or there is some props to do the job or there is some props to do the job or there is some props that are in the way so you have to maybe that are in the way so you have to maybe that are in the way so you have to maybe you're shooting on location so the rig you're shooting on location so the rig you're shooting on location so the rig is in they cannot go in the right in is in they cannot go in the right in is in they cannot go in the right in what we will be the right position in what we will be the right position in what we will be the right position in terms of performances but you have to terms of performances but you have to terms of performances but you have to put it somewhere else because that's the put it somewhere else because that's the put it somewhere else because that's the only place where you can put it so these only place where you can put it so these only place where you can put it so these is more like an absolute kind of is more like an absolute kind of is more like an absolute kind of scenario and it says well that these scenario and it says well that these scenario and it says well that these days for this project in particular frame per second speeds weren't frame per second speeds weren't important because we were shooting important because we were shooting important because we were shooting furniture so there was no live action in furniture so there was no live action in furniture so there was no live action in in frame as you can see down here the in frame as you can see down here the in frame as you can see down here the camera movements or thoughts would be camera movements or thoughts would be camera movements or thoughts would be run at 30 frames per second so the run at 30 frames per second so the run at 30 frames per second so the camera was running at 30 frame per camera was running at 30 frame per camera was running at 30 frame per seconds however the rig at the end was seconds however the rig at the end was seconds however the rig at the end was running only at 6 because we are trying running only at 6 because we are trying running only at 6 because we are trying to achieve quite quite a long distance to achieve quite quite a long distance to achieve quite quite a long distance if you see that from the side the camera if you see that from the side the camera if you see that from the side the camera is quite high quite a long distance in is quite high quite a long distance in is quite high quite a long distance in only eight seconds 30 frame per seconds only eight seconds 30 frame per seconds only eight seconds 30 frame per seconds 1202 1440 that's 240 240 frames that's 8 1202 1440 that's 240 240 frames that's 8 1202 1440 that's 240 240 frames that's 8 seconds so I know already without having seconds so I know already without having seconds so I know already without having to solve that without using the limit to solve that without using the limit to solve that without using the limit checker from simulates that's the camera checker from simulates that's the camera checker from simulates that's the camera movement is going to be too fast these reach only the Titan or the touch these reach only the Titan or the touch on X can do so I'm just going to pull on X can do so I'm just going to pull on X can do so I'm just going to pull the Titan which is the route that we the Titan which is the route that we the Titan which is the route that we used on the day I like to group things used on the day I like to group things used on the day I like to group things to keep things neat in my outliner so to keep things neat in my outliner so to keep things neat in my outliner so ctrl J Treach Nik Roope ctrl J Treach Nik Roope ctrl J Treach Nik Roope uppercase Rex this core group and these uppercase Rex this core group and these uppercase Rex this core group and these guys here I'm going to go into the guys here I'm going to go into the guys here I'm going to go into the camera group right so let me select my camera group right so let me select my camera group right so let me select my rig and translate in Y 20 centimeters I rotate an aunty so the first thing I'm rotate an aunty so the first thing I'm going to do is to see if we actually can going to do is to see if we actually can going to do is to see if we actually can reach that camera the topmost one the reach that camera the topmost one the reach that camera the topmost one the highest select the camera select the rig highest select the camera select the rig highest select the camera select the rig move over a node constraint parents so move over a node constraint parents so move over a node constraint parents so you want to select the rig move over you you want to select the rig move over you you want to select the rig move over you will notice that the master now is truck will notice that the master now is truck will notice that the master now is truck and you know the extent is stained at and you know the extent is stained at and you know the extent is stained at zero so I don't really like the maximal zero so I don't really like the maximal zero so I don't really like the maximal extent for this is 5.6 meters it seems extent for this is 5.6 meters it seems extent for this is 5.6 meters it seems quite okay in terms of rich I'm just quite okay in terms of rich I'm just quite okay in terms of rich I'm just gonna take this back so that the rig is gonna take this back so that the rig is gonna take this back so that the rig is falling on the row let me double check falling on the row let me double check falling on the row let me double check if I if I if I the right know the offsets nope so I the right know the offsets nope so I the right know the offsets nope so I will slap the removal shape offset 90 will slap the removal shape offset 90 will slap the removal shape offset 90 degrees and something around 17 degrees and something around 17 degrees and something around 17 centimeters back we are using um an centimeters back we are using um an centimeters back we are using um an Alexa no Surya an RA LF some more or Alexa no Surya an RA LF some more or Alexa no Surya an RA LF some more or less that should be the number love set less that should be the number love set less that should be the number love set right work engaged from here is that's right work engaged from here is that's right work engaged from here is that's first thing first I don't want to use first thing first I don't want to use first thing first I don't want to use the truck it's gonna be a very fast up the truck it's gonna be a very fast up the truck it's gonna be a very fast up at least I want to use the truck as less at least I want to use the truck as less at least I want to use the truck as less as possible at least possible because as possible at least possible because as possible at least possible because it's gonna be shaking its six meters it's gonna be shaking its six meters it's gonna be shaking its six meters length six meters longer arm move the length six meters longer arm move the length six meters longer arm move the truck eight seconds there's no way it's truck eight seconds there's no way it's truck eight seconds there's no way it's gonna come out smooth even if I can run gonna come out smooth even if I can run gonna come out smooth even if I can run it lowers lower than thirty frames per it lowers lower than thirty frames per it lowers lower than thirty frames per second so what I'm gonna do is to put second so what I'm gonna do is to put second so what I'm gonna do is to put the master in extend run check that the the master in extend run check that the the master in extend run check that the range are more or less achievable well range are more or less achievable well range are more or less achievable well really in order to do that I should really in order to do that I should really in order to do that I should actually check the limit checker which actually check the limit checker which actually check the limit checker which at the moment is not on so it's not at the moment is not on so it's not at the moment is not on so it's not screaming at me if any values gets screaming at me if any values gets screaming at me if any values gets trespassed and let me see so the extend trespassed and let me see so the extend trespassed and let me see so the extend maximum values fifty-five five point six maximum values fifty-five five point six maximum values fifty-five five point six five it's five point six here and then five it's five point six here and then five it's five point six here and then it goes to six point three there so it goes to six point three there so it goes to six point three there so we'll probably have in that bear I will we'll probably have in that bear I will we'll probably have in that bear I will probably have to use the extent in order probably have to use the extent in order probably have to use the extent in order to accommodate and have the extent less to accommodate and have the extent less to accommodate and have the extent less last long however I'll probably get last long however I'll probably get last long however I'll probably get something like that something like that something like that and I will need more else Oh duplicate and I will need more else Oh duplicate and I will need more else Oh duplicate the real in there and offset it three the real in there and offset it three the real in there and offset it three meters for wood and just to stay on the meters for wood and just to stay on the meters for wood and just to stay on the safe side I don't need the buffers that safe side I don't need the buffers that safe side I don't need the buffers that I just hire them Catterick again sorry I just hire them Catterick again sorry I just hire them Catterick again sorry the real duplicate it and upset that - the real duplicate it and upset that - the real duplicate it and upset that - three meters three meters three meters [Music] [Music] [Music] duplicating the real object it's just duplicating the real object it's just duplicating the real object it's just for visual purposes it doesn't actually for visual purposes it doesn't actually for visual purposes it doesn't actually help anything in this over the server help anything in this over the server help anything in this over the server works anyway what you want to set if you works anyway what you want to set if you works anyway what you want to set if you want to have properly real length set it want to have properly real length set it want to have properly real length set it up for the limit checking is in to the up for the limit checking is in to the up for the limit checking is in to the limit checker node and that is into the limit checker node and that is into the limit checker node and that is into the truck maximum value so that would be truck maximum value so that would be truck maximum value so that would be truck maximum value of 1.5 minus 1.5 so truck maximum value of 1.5 minus 1.5 so truck maximum value of 1.5 minus 1.5 so you want to update that but that is out you want to update that but that is out you want to update that but that is out of these two tool goes to teach you how of these two tool goes to teach you how of these two tool goes to teach you how to use the enemy checker this is just to to use the enemy checker this is just to to use the enemy checker this is just to show you how I would set up or actually show you how I would set up or actually show you how I would set up or actually lay down the truck on set during the day lay down the truck on set during the day lay down the truck on set during the day or during the solving phase in order to or during the solving phase in order to or during the solving phase in order to get a decent so value over and that is get a decent so value over and that is get a decent so value over and that is basically checking out the truck paths basically checking out the truck paths basically checking out the truck paths sorry the camera paths trying to find an sorry the camera paths trying to find an sorry the camera paths trying to find an axis of symmetry and having the rail axis of symmetry and having the rail axis of symmetry and having the rail running along there I know that this is running along there I know that this is running along there I know that this is like half of circle so this is probably like half of circle so this is probably like half of circle so this is probably the best way of using both rotate and the best way of using both rotate and the best way of using both rotate and truck in order to achieve these camera truck in order to achieve these camera truck in order to achieve these camera movements but also in order to achieve movements but also in order to achieve movements but also in order to achieve the vertical camera movements here the vertical camera movements here the vertical camera movements here however there is something that I've however there is something that I've however there is something that I've noticed and that is that the camera noticed and that is that the camera noticed and that is that the camera especially in this case it's starting especially in this case it's starting especially in this case it's starting from minus my from minus my from minus my hundreds something like that away over hundreds something like that away over hundreds something like that away over the minus ninety and what it happens is the minus ninety and what it happens is the minus ninety and what it happens is going through the minus ninety to get up going through the minus ninety to get up going through the minus ninety to get up and that is the recipe for disaster and that is the recipe for disaster and that is the recipe for disaster called gimbal lock so you got a flip pan called gimbal lock so you got a flip pan called gimbal lock so you got a flip pan there panda is flipping through the there panda is flipping through the there panda is flipping through the animation not sure if you can see that animation not sure if you can see that animation not sure if you can see that maybe I'll just go through a perspective maybe I'll just go through a perspective maybe I'll just go through a perspective for you show you see so that's bad that for you show you see so that's bad that for you show you see so that's bad that means that I cannot solve the camera in means that I cannot solve the camera in means that I cannot solve the camera in this position unless I animate the angle this position unless I animate the angle this position unless I animate the angle in order to be always behind the camera in order to be always behind the camera in order to be always behind the camera so something like that so not behind the so something like that so not behind the so something like that so not behind the camera but behind the tilt so I've got camera but behind the tilt so I've got camera but behind the tilt so I've got the camera the angle ISM more or less the camera the angle ISM more or less the camera the angle ISM more or less like there's I would probably I will put like there's I would probably I will put like there's I would probably I will put the angle under a lot of stress and I the angle under a lot of stress and I the angle under a lot of stress and I would probably see the reeking frame as would probably see the reeking frame as would probably see the reeking frame as well so maybe I would start something well so maybe I would start something well so maybe I would start something from something like that and then from something like that and then from something like that and then animate it it just isn't it's not it's animate it it just isn't it's not it's animate it it just isn't it's not it's probably gonna pass through the gimbal probably gonna pass through the gimbal probably gonna pass through the gimbal here maybe start with the animation from here maybe start with the animation from here maybe start with the animation from there and then be a bit more low here speed overs long but then panning right speed overs long but then panning right because that's the point where the because that's the point where the because that's the point where the camera is panning right you would put camera is panning right you would put camera is panning right you would put the pan under all of stress so you call the pan under all of stress so you call the pan under all of stress so you call ready angle and pan on an already quick ready angle and pan on an already quick ready angle and pan on an already quick movement and it's fair enough I mean you movement and it's fair enough I mean you movement and it's fair enough I mean you don't have to run at 30 frames per don't have to run at 30 frames per don't have to run at 30 frames per second because as we said this is a shot second because as we said this is a shot second because as we said this is a shot for furniture but still a bad wreak for furniture but still a bad wreak for furniture but still a bad wreak animation is a Patrick animation no animation is a Patrick animation no animation is a Patrick animation no matter what speed you're running the rig matter what speed you're running the rig matter what speed you're running the rig so what I would you talk to you angle so what I would you talk to you angle so what I would you talk to you angle the rig let's say I don't need much I need let's say I don't need much I need actually let's approach it the more actually let's approach it the more actually let's approach it the more sophisticated technique and let me put sophisticated technique and let me put sophisticated technique and let me put my angle back to zero actually I just my angle back to zero actually I just my angle back to zero actually I just break animations no I want to break the break animations no I want to break the break animations no I want to break the animation and set it back to zero and animation and set it back to zero and animation and set it back to zero and I'm gonna create a locator where I think I'm gonna create a locator where I think I'm gonna create a locator where I think is the center of this circle that the is the center of this circle that the is the center of this circle that the paths are describing which lucky us is paths are describing which lucky us is paths are describing which lucky us is exactly where the datum point is so it exactly where the datum point is so it exactly where the datum point is so it just created it right in the center I'm just created it right in the center I'm just created it right in the center I'm gonna create the I'm gonna put this gonna create the I'm gonna put this gonna create the I'm gonna put this locator rig offset look and so I'll put locator rig offset look and so I'll put locator rig offset look and so I'll put it into the rig's group and I'm gonna it into the rig's group and I'm gonna it into the rig's group and I'm gonna parent the Titan to the rotator and then parent the Titan to the rotator and then parent the Titan to the rotator and then what I'm gonna do select the locator what I'm gonna do select the locator what I'm gonna do select the locator rotate Y to 22.5 which is a quarter of rotate Y to 22.5 which is a quarter of rotate Y to 22.5 which is a quarter of 90 degrees 90 degrees 90 degrees that should be enough and basically what that should be enough and basically what that should be enough and basically what it allows me to do is to be is to have it allows me to do is to be is to have it allows me to do is to be is to have their track in the same direction of their track in the same direction of their track in the same direction of radius of the circle described but the radius of the circle described but the radius of the circle described but the path which allows me to have the rig path which allows me to have the rig path which allows me to have the rig performance maximized in order to run performance maximized in order to run performance maximized in order to run more or less all of the moves it's not more or less all of the moves it's not more or less all of the moves it's not be in a symmetrical position because be in a symmetrical position because be in a symmetrical position because we've got a lot of moves which are we've got a lot of moves which are we've got a lot of moves which are running through this bet running through this bet running through this bet however it's gonna be better than having however it's gonna be better than having however it's gonna be better than having to pass through a gimbal lock with the to pass through a gimbal lock with the to pass through a gimbal lock with the camera head which is our case isn't out camera head which is our case isn't out camera head which is our case isn't out yet which with martyrdom Titans so yet which with martyrdom Titans so yet which with martyrdom Titans so yes let's see let's go to perspective yes let's see let's go to perspective yes let's see let's go to perspective view and check out if we can make more view and check out if we can make more view and check out if we can make more soft the pan passing through well the soft the pan passing through well the soft the pan passing through well the captain the pan flipping passing while captain the pan flipping passing while captain the pan flipping passing while the camera is passing through the ninth the camera is passing through the ninth the camera is passing through the ninth is in the tool and I'll achieve these is in the tool and I'll achieve these is in the tool and I'll achieve these angling using the angle not even sure if angling using the angle not even sure if angling using the angle not even sure if is angling is actually ever changing the is angling is actually ever changing the is angling is actually ever changing the angle let's call it thirty start in this angle let's call it thirty start in this angle let's call it thirty start in this position with the angle having the position with the angle having the position with the angle having the camera going through the nineties and camera going through the nineties and camera going through the nineties and then the pan rotation now is going to be then the pan rotation now is going to be then the pan rotation now is going to be more smooth it's gonna have actually more smooth it's gonna have actually more smooth it's gonna have actually taught it's gonna basically the pan is taught it's gonna basically the pan is taught it's gonna basically the pan is gonna have time to adjust itself in gonna have time to adjust itself in gonna have time to adjust itself in order to accommodate itself and that is order to accommodate itself and that is order to accommodate itself and that is up to us if we want to leave the pan in up to us if we want to leave the pan in up to us if we want to leave the pan in that way or maybe we want to animate the that way or maybe we want to animate the that way or maybe we want to animate the pan in order to let's say after the pan in order to let's say after the pan in order to let's say after the rotation is done and the camera as rotation is done and the camera as rotation is done and the camera as passed through the minus ninth a so passed through the minus ninth a so passed through the minus ninth a so let's say from twelve sixteen we just let's say from twelve sixteen we just let's say from twelve sixteen we just introduced a keyframe there on the angle introduced a keyframe there on the angle introduced a keyframe there on the angle and then when it hits the end of the and then when it hits the end of the and then when it hits the end of the vertical drop before going to the left vertical drop before going to the left vertical drop before going to the left side we can have the angle zero relative side we can have the angle zero relative side we can have the angle zero relative to the ground let's go to 33 35 zero to the ground let's go to 33 35 zero to the ground let's go to 33 35 zero there you go key selected that will slightly help the lift as well that will slightly help the lift as well with the acceleration because you're with the acceleration because you're with the acceleration because you're actually straightening up the head means actually straightening up the head means actually straightening up the head means that your counter your counter moving that your counter your counter moving that your counter your counter moving the left because the camera is dropping the left because the camera is dropping the left because the camera is dropping however you're straightening up the however you're straightening up the however you're straightening up the angle with the head and the lift is angle with the head and the lift is angle with the head and the lift is gonna have less load on it less gonna have less load on it less gonna have less load on it less acceleration and that it's just gonna be acceleration and that it's just gonna be acceleration and that it's just gonna be better for the left as well so possibly better for the left as well so possibly better for the left as well so possibly less wobbling which is what you will less wobbling which is what you will less wobbling which is what you will have to fight against in the camera have to fight against in the camera have to fight against in the camera movement like this and aim projects like movement like this and aim projects like movement like this and aim projects like this or using Titans and massive this or using Titans and massive this or using Titans and massive movements in no time that is all for movements in no time that is all for movements in no time that is all for this tutorial if you've got any this tutorial if you've got any this tutorial if you've got any questions suggestions or comments please questions suggestions or comments please questions suggestions or comments please write us to support at McRoberts calm write us to support at McRoberts calm write us to support at McRoberts calm until the next time