SolidWorks Animation on CAVE - Through Unreal ====================================================== If you are willing to run animations on CAVE, make sure you are able to run any 3D model first before jumping to this step. - this tutorial assumes you have SLDASM (solidworks assembly) file ready to be imported into unreal with Motion Study (Animation to import), the following video shows animation inside solidworks .. raw:: html .. raw:: html
- go to file and choose save as and choose Datasmith extension (.udatasmith) .. figure:: imagesim/w20.png :width: 400px :align: center .. raw:: html
.. figure:: imagesim/w21.png :width: 400px :align: center .. raw:: html
- go to unreal engine and using datasmith extension import the .udatasmith file into your level .. figure:: imagesim/w22.png :width: 400px :align: center .. raw:: html
- choose the folder you want to store these assets into, make sure you the animation import is activated too .. figure:: imagesim/w23.png :width: 400px :align: center .. raw:: html
.. figure:: imagesim/w24.png :width: 400px :align: center .. raw:: html
- after importing the animation you should be able to find the assembly in your project outliner as seen bleow .. figure:: imagesim/w25.png :width: 400px :align: center .. raw:: html
- start scaling the model depending on your needs, if you want to scale the object over the 3 dimensions at once make sure that all 3 arrows are turned into yellow not only one of them as shown below .. figure:: imagesim/w26.png :width: 400px :align: center .. raw:: html
- after scaling the engine in all directions .. figure:: imagesim/w27.png :width: 400px :align: center .. raw:: html
- now go to content and look for animations and choose of the motion studies you want, make sure you select autoplay and loop indifinelty .. figure:: imagesim/w28.png :width: 400px :align: center .. raw:: html
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- you can adjust the keyframe for the animations in case you wanted different behaviour by adjusting the coordinates of the components within every keyframe !