06-11-2015 05:59 AM
06-11-2015 09:39 AM
The SingleProc "animates" MUs on the path "Default".
To change that path, you can use the following code (assuming your SingleProc is named "MySingleProc" and your values are in variables x, y, z:
local t : table;
t.create;
MySingleProc._3D.MUAnimations.Default.getTable(t);
t[1,1] := x;
t[2, 1] := y;
t[3, 1] := z;
MySingleProc._3D.MUAnimations.Default.setTable(t);
The "createAnimationPoint" function is used to create (not change) a single location as does the "Locations" sub-dialog of the MU animation property page in the 3D properties dialog with a set of locations.
However, if you want to have a moving MU on your SingleProc (it looks a bit that way), you could also extend the Default path and the MU will move along that path.
06-11-2015 05:15 PM
Thank You very much !
It works.
My SingleProc has an "arm", as subassembly.
Is it possible to attach the MU to the arm and move it together, with time an position control ?
06-12-2015 05:05 AM
If you're working on version 11 or above (and since my advice worked, you do), this is possible.
In that case, you would do something like that:
06-13-2015 04:01 AM
12-10-2017 09:59 AM
Hi,Peter
Recently I want to achieve the process in 3D space that the arm which is a subassembly of singleproc transports the MU to a place.However when the arm is rotating after the MU entrying,the MU is static!It cann't rotate with the arm.
Is it possible to attach the MU to the arm and move it together, and can we use simtalk to achieve it ?
Could you provide a sample?
Thank you in advance!
12-11-2017 05:22 AM
Yes, this is the AnimationObject attribute (actually, I described it in this very thread some posts above) - you can set it either in the 3D properties dialog of your SingleProc or via SimTalk by assigning a string to _3D.AnimationObject.
All that should be necessary is to write the relative path to the MU carrying animatable object, say, "Arm" or "Arm.Subjoint" or similar, depending on you actual model.
12-11-2017 07:07 AM
12-11-2017 08:35 AM
Here is where you have to place the animation object ("A")
Plus please add an MU animationpath ("default")
to the animationobject and redefine the animationposition.
12-11-2017 08:47 AM
Thanks simulator, I forgot the part with the animation path. I supposed that the path was there because the description was that the MU did not move and not that the MU was not there at all.
Anyway, that should be all, unless you already changed your animatable object otherwise:
The "show content" flag in the animatable object should be set (but that should be so by default - and it is set in your object).
I checked this in your model: after adding the animation path, the MU is visible again.