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Resource Animation

How to animate resources in Tobe Builder

Ken Panitz avatar
Written by Ken Panitz
Updated over 3 months ago

Tobe Builder uses a keyframe based animation system, this means that all movement within the scene is made up of two or more keyframes arranged along the duration of the task.

A single keyframe placed at the start of a task will determine a resources location, rotation and pose. If you place a second keyframe 1 hour later on the timeline, Tobe Builder will by default linear interpolate between the location, rotation and state defined by the two keyframes. Any more complex movement is generated by simply adding more keyframes.

Creating Keyframes:

To create a new keyframe simple move the timeline to a new point in time, and then move the resource, Tobe Builder will automatically create a keyframe at each time/resource pair. This can be done from either the main task timeline, or in a more advanced way using the resource timeline, that shows all keyframes for a given resource at every point in time.

Editing Keyframes

By double clicking on a single keyframe the inspector window will appear. From this window you can edit the position, rotation and animation of a resource. Each resources animations will be different as they all have different ways they can move.

For example, the excavator in the example below can change their Pivot over the treads, the elevation of the boom, the elevation of the arm and the tilt of the bucket.

Adding a new Keyframe

To add a new keyframe into the keyframe timeline you can scroll on the timeline to where you wish to add the keyframe.

If you wish to add a keyframe to all resources that are active under the time pick you can click the Diamond on the picker.

To add a keyframe to an individual resource you click the diamond on the single resource which will open the inspector allowing you to edit the new keyframe.

3 - Mounting Resources to follow a Path

  1. Under the Library Resources menu Click and place a Girder Prefab and a Semi trailer Jinkers

  2. Select the Semi and open the Resource animation Tab then Path.

  3. Select the Delivery Route and snap the resource to the Path.

  4. Select the Girder Prefab and open the Resource animation Tab, Mount, Carrier.

    1. This will trigger green dots to appear at all mount location. You can mount by left-clicking on the green dot.

  5. Select the Mount point on the semi then snap the prefab to the Semi Jinkers.

  6. Adjust your Girder to sit nicely on the trailer Jinkers.

Path Mounting

There are two special types of resource keyframes that allow users to mount resources to either each other, or to paths. A path mount allows a resource to follow a path with without needing to create a keyframe at every change in direction for the path. This allows fast path animation by simply defining the start and end point of the resource's travel along that path.

To mount a resource to a path first select the resource, and then within the selection inspector open the path section. Select the path you want to mount the resource to via path dropdown, and then click the 'snap too' button to move the resource to the centre of the path closest to its current location.

Create a new keyframe at any new point in time, and then use the % or distance slider to move the resource along the path. You can speed up or slow down the resource velocity by moving the keyframes closer or further apart on the resource timeline.

You can also add a offset into the path mounting. For example after hitting 'snap too' you can move the resource 5m to the left of the path, it will then animate moving 5 m to the left along the full path duration, or if you have it offest 5m at the start, and 0m at the end, it will progressively move over to the centre between those two keyframes.

You can also add additional Keyframes around the corners to improve the path the truck follows.

Resource Mount Points

A mount point is a named point within a resource model that can be connected to other resouces. For example the most common use case would be to mount a set of lifting chains or a lifting sling/beam to the crane hook, and then in turn mounting the load to be lifted to the slings. The mounting system allows you to setup a 'daisy chain' of relationships between resources, and thereby control the movement of the children resources from their parent.

All resources will have at least 1 mount point, and in the case of a crane, or work platform, will also have additional mount points at the hook, or working platform.

1 - First add your resources.

To use mount points, work from the bottom up, for example to do what is described above, first assign from the resource library any Crane, Lifting Sling and something to lift. In the example below we are lifting a superT bridge girder.

2 – Mount the sling to the crane's hook

  1. Adjust the Crane to be in a start position.

  2. Select the sling.

  3. On the sling’s inspector window, under Resource animation select Mount.

  4. Under Carrier select mount and mount to the crane.

  5. Once selected the mount, press Snap to Mount

  6. In the animation section, alter the sling lengths and angle to create a lifting beam of the required size.

3 - Starting Your Lift

  1. Move the time pick to be just past the first key frame of your crane.

  2. Animate the Crane to place the block over the top of girder.

    1. To better line up the block you can use Orbit Mode and Orthographic mode to ensure that the girder and block are aligned

  3. Adjust the rotation and Animation of the Sling to roughly be in position on the girder.

  4. Mount the girder to the Sling to get ready to lift the girder.

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