Like all animations created with SolidWorks Animator, camera-based animations involve defining the time at which a camera property change occurs by place the timebar on the timeline and defining the change to the camera property.
You can change these camera properties:
Position
Field of view
Roll
Target point position
Depth of field (effect is visible in a rendered animation only which requires PhotoWorks)
You can also determine the
camera through which you view the animation.
You can create simple animations in which a camera moves towards the model. You can add variation by including movements along the Y and Z axes, or create more elaborate animations.
You must set the animation to display through the camera view. Viewing the animation through the camera is like viewing the animation through a custom view or one of the default views (front, top left, etc.). Cameras are listed in the View Orientation list with custom saved views and the default views.
Do one of the following:
Right-click in the timeline in the Orientation and Camera Views row at the time you want to display the animation through the camera, then select View Orientation and the camera.
Right-click Orientation and Camera Views and select Disable Playback of View Keys. Select a camera view in the graphics area using one of these methods:
View toolbar
View pop-up menu in the lower-left of the graphics area
Right-click the camera in the Animator FeatureManager design tree and select Camera View.
You then create camera-based animations two ways:
Key points. Add key points to animate the camera's properties, changing the position, depth of field, lighting, etc. to walk through the model.
Camera sled. Attach a camera to a sketch entity (a vertex, line, edge, curve, face, or reference plane) on a camera sled and create a motion path for the camera sled. This enables you to move the camera using the same techniques you use to animate component positions.
You could have an animation where the view changes by moving the view around the model, similar to walking around a statue to see all sides of it. The difference between an animation like this that uses a camera and one that does not is:
Camera used. You set the view to be through the camera then create key points that move the camera about the model. The combination of setting the view to be through the camera and moving the camera produces an animation where the camera spins about the model.
Camera not used. You must define key points for the view orientation of the model. You add a key point that sets the view to front, then another that sets the view to right, then another that sets the view to back, then another that sets the view left, and finally another that sets the view to front again. This produces an animation where the view spins about the model.