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Improving Performance General Advice Why Cutting Graphic Inheritance Often is a Bad Idea Retrospective: Why Did We Build Our Engine MUs The Way We Did? Building a Configurable Object with Animatable Objects Graphic Optimization Generated Graphics ġ5 General Advice Avoid cutting the graphic inheritance especially for MUs! This happens if You explicitly switch off the graphic inheritance You change the structure of an object graphic with: Group/Ungroup Optimize You add or remove graphics You change any part of an object graphic: The material of that cube in the corner looks better if it s yellow. Ch3_Animations.AnimatedRobotġ4 Plant Simulation 3D Tutorial Improving Performance Plant Simulation 3D Tutorial. Ch3_Animations.AnimatableObjects Animated Robots For animated robots, we already have fully prepared augmented graphics: Simply exchange the graphic of your PickAndPlace robot. Path extension to the animatable object called name in obj Path extension to obj s MU animations Path extension to obj s self animations (not for all object types) obj.cameraanimations Path extension to obj s camera animations (only for Frames) obj.Animations Schedule obj s animation (.) Schedule a rotation animation with the given parameters around obj s rotation center obj.Animations Pauses all currently running animations on obj.pauseanimation. ġ3 Work with Animatable Objects and Animations in SimTalk obj.getobject(index: integer) obj.getobject(name: string) obj.muanimations obj.selfanimations Path extension to the animatable object in obj at index. You can also set this value on the context menu of the target animation object. To pass the control over the MUs of obj to one of its animatable Objects, assign the relative path to this object to the animation object attribute (SimTalk: _3D.AnimationObject). You can override this redirection with another call or cancell it with (). To use another animation path on (the object) obj, you can redirect an animation to it with (.). Each object has rules determining which animation paths it uses. Create an Animation () Making an Object Animate the MUs it Carries You can modify (using the buttons Visualize, Extend, Edit., Delete) non-generated or add (using the button Add.) additional animation paths. Each animatable object provides its own set of graphic groups. Each animatable object can be animated or transformed. Internally only temporarily visible for modelling ġ1 Animatable Objects (2) Creating an Animatable Object Split off a graphic part as a new animatable object. External graphics Are visible from the outside as long as the graphic is visible.
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Are only visible from the outside together with the contained objects. Internal graphics Are useful for decoration or organizational purposes. Sets if graphic groups are internal, external, visible, or invisible.
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Lists all graphic groups and displays whether they are generated or not.
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3D Representation Settings () The tab Visibility Specifies which graphical content makes up an object s outside representation The tab Graphics Determines graphic inheritance. You cannot edit these generated graphic groups and they do not interact with graphic inheritance. The default graphic of some objects like conveyors, variables, etc. A graphic group can be marked as part of the internal or external representation of an object. A graphic group can be toggled visible or invisible. Graphic groups do not contain other graphic groups. There is always the graphic group named default. 7 Graphic Groups The graphics of each and every object are partitioned into uniquely named graphic groups.