Creating Mechanical Content
This section shows the typical workflow for a mechanical engineer working with Vortex® Studio to import 3D models, create parts and constraints, and work with simulated mechanisms and scenes.
Vortex Studio Dynamics Capabilities
Creating a Mechanism in Vortex® Studio
Vortex Studio stores the simulation model and all its components (parts, constraints, etc.) into a set of files: Mechanisms, Assemblies, and Parts. It's also possible to refer to external files, such as Python scripts or Simulink blocks.
These files are then sent to the level designers to build a scene and scenario.
Task | Notes | References |
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Plan the work | Figure out how to break the object down into parts, constraints, scripts, extensions, etc. Check if the design has too many (or too few!) parts, or if it's is over-constrained. | |
Create a new mechanism file | On the Vortex Studio Home page, click the Mechanism shortcut. Save your new file (*.vxmechanism) in your preferred location. | |
Create assembly/assemblies | Parts will be added to an assembly. The next steps are done in the Assembly. | |
Import a 3D model | Vortex Studio imports and stores the model and all its components (materials, textures, etc.) into a single native file: the Graphics Gallery.
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Create part(s) | Use the various graphic nodes of the model as starting points to create parts. | |
Create constraint(s) | Parts are joined together with constraints. | |
Add collision rule(s) | Collision rules let you control whether a collision will be calculated between a pair of components. | |
Add scripting | You can further extend the simulation and provide additional functionality with Python scripts. | |
Add attachment point(s) | Attachment points allow you to attach and detach assemblies and mechanisms at runtime. | |
Add connection container(s) | Connections let you pass on transforms, values, and parameters between components such as extensions or scripts. | |
Save and close the Assembly | Save all the modification done in the Assembly document, and go back to the Mechanism | |
Add extension(s) | Add extensions such as control hardware, cameras, lights, etc. These add specialized functionalities to the simulation. | |
Optimize mechanism | Revise the design and see if there are ways to streamline the mechanism: reducing the number of constraints, simplifying collision geometries, etc. | |
Test and tune mechanism | Test the mechanism using tools such as the Vortex Studio Player and the Plotter. |
Creating a Scene in Vortex Studio
Vortex Studio stores the simulation environment into a Scene file. It's also possible to refer to external files, such as Python scripts or Simulink blocks.
Task | Action | References |
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Create the new scene file | From the Home page, click the Scene button. | |
Save the scene file | You can now save the scene file (*.vxscene) via the Save icon in your preferred folder. | |
Add a material table | A scene includes various materials; for example, the ground is packed earth, the road's asphalt, some areas might be grass, etc. | |
Add a terrain object | Vortex Studio stores the terrain into a single object called the Terrain File. | |
Import a terrain 3D model | Vortex Studio imports and stores a 3D model and all its components (materials, textures, etc.) into a single native file: the Graphics Gallery.
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Specify Default Material | From the Materials section of the open panel, select the Default Material for your terrain, from the choices available in your Material Table. This is the material that will be defined for the terrain if no special rule is set for it (see below). | |
Select Mapping Strategy | Your terrain object is likely to feature multiple dynamic materials (Ground, Asphalt, Gravel, Grass, etc.).
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Create Mapping Rules | In the box in the middle of the open panel, click Add Rule to create a new mapping rule. | |
Set UVGrid Parameters | The Terrain model will be divided into multiple sub-sections for calculation. These parameters are used to optimize the scene (see link at right for a more in-depth explanation of what each does). | |
Save the terrain | Click the OK button at the bottom of the settings panel to accept the changes and save your terrain. |
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Edit the terrain | If you need to go back and make modifications, right-click on the terrain object in the Explorer panel and select Edit. |
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Save the scene | Save the scene using the Save button at the upper left of the screen. |
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Build the simulation | The basic scene is ready. Add mechanisms, extensions, scripts, etc. to build the full simulation. |
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Test and tune scene | Test the scene using tools such as the Vortex Studio Player and the Plotter. |