Professional Documents
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Control Panels
User’s Guide
Famic Technologies Inc. All rights reserved.©
REPRODUCTION
ii
1 Introduction
Automation Studio™ “HMI and Control Panels” is a module that facilitates the creation of
moving objects and control panels as well as two-dimensional animations of
components’ behaviour. Animation and movement during simulation are made possible
by linking the different variables to the objects drawn on the diagram; the objects are
controlled by components in Automation Studio™.
In the HMI and Control Panels Workshop, the user is able to use push-buttons, switches,
potentiometers and digital control devices that operate a wide range of components
from other libraries, such as “Electrotechnical”, “Pneumatic” or “Hydraulic”. The user can
also perform monitoring tasks with VU meters, human-machine interface or even with
signalling devices such as simple pilot lights.
This HMI & Control Panels User’s Guide provides information for using the “HMI and
Control Panel” workshop in Automation Studio ™.
Chapter 2 “HMI and Control Panels Components”: This chapter gives a brief overview of
components as well as the main features the workshop.
Chapter 3 “HMI & Control Panels Workshop Components”: This chapter gives a brief
overview of the components in this module.
Chapter 4 “Introduction to the Animation of Primitives”: This chapter explains all possible
component animations and groupings.
Chapter 5 “Cross View Generation”: This chapter explains how to illustrate the internal
behaviour of a component when its animation is associated with the component in
simulation mode.
Chapter 6 “Application Examples”: This chapter provides examples to familiarize the user
with components and assembly animations.
All of the exercises in this guide are listed under “Exercises” in the root directory of the
application.
For more information on creating new projects, please refer to Automation Studio™ User’s
Guide.
In the exercises that follow, the components are generally inserted in standard diagrams.
The components from the HMI and Control Panels workshop cannot be inserted in
a SFC document.
At this point, components can be added from the “HMI and Control Panels” workshop.
These steps can be repeated to recreate the exercises provided in the workshop.
Otherwise, the diagram will keep its default name, which will have no ill effect.
Regarding the colour properties, the group properties, common to all items, outweigh the
properties of individual items of the group. That is, if the group has the transparent
colour, the individual colours of each item in the group are visible. If the group has the
green colour, every item in the group is green.
Primitives can use their movement properties independently (they move against
each other) although the group does not have the transfer property defined and
vice versa.
The group has its own rotation and scaling center point and its own coordinate
system.
The use of HMI and Control Panels components in Automation StudioTM enables a virtual
reproduction of operator consoles so that operators can be trained on new machinery, for
his own safety and the safety of others.
The main reasons for using HMI & Control Panels components:
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HMI and Control Panels Components
In simulation, the linked components have related behaviours and coherent states
throughout the two representations. Example, a button can be pressed on the HMI or on
the electrical diagram. If the linked component is deleted, the link with this component is
also deleted. The tagname will return to it undefined state and the other common
properties are reset to default values of the component database.
The exercise Exer_Syn_Control.prx describes how to link components from the HMI and
Control Panels workshop to components from other workshops.
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HMI and Control Panels Components
library. The components are located in the “Electrical Controls (JIC Standard)”
branch in the main library;
7. Double-click on BP1 to open the “Component Properties” dialogue box. Click on
“Internal Links” branch and then on the “Component Link” tab;
Zone Description
1 Component Normally Open Push Button from the HMI and Control Panels
Variables Workshop.
8. Select the components 1 and 2, and click on “Link”. Click on “Apply” to validate
the changes;
9. Repeat steps 7 and 8 to link the LED of the “Electrical Control” Workshop to the
pilot light of the HMI and Control Panels Workshop;
10. Launch the simulation and click on the push-button.
When a component link is created, the HMI component becomes equivalent to the
The HMI and Control Panels push-button BP1 activates the Electrical Control push-
button and the Electrical Control pilot light lights up the HMI and Control Panels
LED.
This exercise describes how to link components from the HMI and Control Panels
workshop to variables.
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HMI and Control Panels Components
When a link is created through variable assignment, the linked components are
not equal. In our example for instance, an action performed on the HMI
component is transmitted to the directional valve; however the reverse is not true.
3.1 Buttons
3.1.1.1 Introduction
A push-button is activated by fingertip pressure. It provides the link between the human
and the system. It can be either normally open (NO) or normally closed (NC).
Generally, push-buttons are spring loaded; a spring returns the button to its original
position when pressure is released. For this reason, the button is called momentary. The
push-button comprises a manual actuator and a contact. The button type depends on the
type of contact. Contact may be either normally open (NO) or normally closed (NC). If the
button is normally open (NO), activation of the manual actuator closes the contact. In the
same way, if the push-button is normally closed (NC), activation of the manual actuator
opens the contact.
Variable Assignment
Component Link
Assigned Variable
● “Closed” state of the push-button: the component variable switches to 1 (True);
● “Open” state of the push-button: the component variable switches to 0 (False).
Linked Component
● “Closed” state of the push-button: linked component is in “closed” state;
● “Open” state of the push-button: linked component is in “open” state;
● “Closed” state of the linked component: push-button is in “closed” state;
● “Open” state of the linked component: push-button is in “open” state.
3.1.2.1 Introduction
The push-button has the same function as a switch; it is activated by fingertip pressure. It
provides the link between the human and system. It can be either normally open (NO) or
normally closed (NC).
There are push-button with mechanical device that keeps the button pressed. Another
press is needed to trigger the device, and then the button returns to its released position.
With each successive press, the button is held alternately in the state “Pressed” or
“Released”.
For this reason, this button is called “Maintained”. This push-button comprises a manual
actuator with restraint and a contact. The button type depends on the type of contact.
Contact may be either normally open (NO) or normally closed (NC). If the button is
normally open (NO), activation of the manual actuator closes the contact. The same way,
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HMI & Control Panels Workshop Components
if the push button is normally closed (NC), activation of the manual actuator opens the
contact.
Variable Assignment
Component Link
Each mouse click switches the button from the hold position to the released position and
vice versa. Other characteristics are identical to those of the Momentary push-button
(please refer to section 3.1.1.4 Simulation Behaviours).
This component is used to change an internal Boolean state on a HMI & Control Panel
simulation and see the actual change of state by the internal light integrated to the push-
button.
The same variable can be assigned to the button and indicator: the light (receiver) then
follows the behaviour of the button (transmitter). Two separate variables can be
assigned, one to the button and another to light.
This component will have exactly the same characteristics as the simple push-button; the
symbol on the diagram will illuminate or not during simulation.
3.1.4.1 Introduction
The emergency push-button is activated when the safety of the operation is no longer
assured. This is the case when the process exceeds rated limits or restrictions or that the
equipment and human safety is involved. A failure of any component, for example, can
generate high stress on other components still operating.
Activation of the emergency stop button always results in the immediate and complete
stop of the process.
Because human safety may be involved, it is forbidden to access the emergency stop
through intermediaries such as a PLC, for example. The emergency stop generally relied
directly on the system’s power supply.
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HMI & Control Panels Workshop Components
Variable Assignment
Component Link
Assigned Variable
● “Closed” state of the push-button ES: the component variable is switched to 1
(True);
● “Open” state of the push-button ES: the component variable is switched to 0
(False).
Linked Component
● “Closed” state of the push-button ES: component linked to “closed” state;
● “Open” state of the push-button ES: component linked to “open” state;
● “Closed” state of the linked component: push-button ES is in “closed” state;
● “Open” state of the linked component: push-button ES is in “open” state.
3.1.5.1 Introduction
The main purpose of this component is as follows: It can be used independently as with
any other Automation Studio™ components. It therefore has its own behaviour and can
be assigned a written mnemonic in order for other components to read its current value,
or written to an internal variable of Automation Studio™.
Variable Assignment
Component Link
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HMI & Control Panels Workshop Components
3.2 Switches
3.2.1.1 Introduction
A toggle switch is used to interrupt the contact between two points. It provides the link
between the human and the system. It can be either normally open (NO) or normally
closed (NC). The toggle switch is generally positioned along a vertical axis. It is the
contact that determines the switch type. If the switch is normally open (NO), in lower
position, the contact is open. Flipping the lever up closes the contact. Similarly, if the
toggle switch is normally closed (NC), in lower position, the contact is closed. Flipping the
lever up opens the contact.
A toggle switch has the same function as a maintained push-button; only the operation
mode of the component is different.
Variable Assignment
Component Link
Assigned Variable
● “Closed” state of t he toggle switch: the component variable is switched to 1
(True);
● “Open” state of the toggle switch: the component variable is switched to 0
(False).
Linked Component
● “Closed” state of the toggle switch: component linked to “closed” state;
● “Open” state of the toggle switch: component linked to “open” state;
● “Closed” state of the linked component: toggle switch is in “closed” state;
● “Open” state of the linked component: toggle switch is in “open” state.
3.2.2.1 Introduction
A rocker switch is used to interrupt the contact between two points. It provides the link
between the human and the system. It can be either normally open (NO) or normally
closed (NC). The rocker switch is generally positioned along a vertical axis. It is the
contact that determines the switch type. If the switch is normally open (NO), in lower
position, the contact is open. Pushing the lever up to closes the contact. Similarly, if the
rocker switch is normally closed (NC), in lower position, the contact is closed. Pushing the
switch up opens the contact.
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HMI & Control Panels Workshop Components
Variable Assignment
Component Link
Assigned Variable
● “Closed” state of the rocker switch: the component variable is switched to 1
(True);
● “Open” state of the rocker switch: the component variable is switched to 0
(False).
Linked Component
● “Closed” state of the rocker switch: component linked to “closed” state;
● “Open” state of the rocker switch: component linked to “open” state;
● “Closed” state of the linked component: rocker switch is in “closed” state;
● “Open” state of the linked component: rocker switch is in “open” state.
3.2.3.1 Introduction
A slider switch is used to interrupt the contact between two points. It provides the link
between the human and the system. It can be either normally open (NO) or normally
closed (NC). The slider switch is generally positioned along a vertical axis. It is the contact
that determines the switch type. If the switch is normally open (NO), in lower position,
the contact is open. Sliding the lever up closes the contact. Similarly, if the slider switch
is normally closed (NC), in lower position, the contact is closed. Sliding of the switch up
opens the contact.
Variable Assignment
Component Link
Assigned Variable
● “Closed” state of the slider switch: the component variable is switched to 1
(True);
● “Open” state of the slider switch: the component variable is switched to 0
(False).
Linked Component
● “Closed” state of the slider switch: component linked to “closed” state;
● “Open” state of the slider switch: component linked to “open” state;
● “Closed” state of the linked component: slider switch is in “closed” state;
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HMI & Control Panels Workshop Components
3.2.4.1 Introduction
This device simulates the use of a disconnect switch on a simulated control panel.
A disconnect switch is used to cut power on certain power components. The power
shutdown requires a specific command sequence on the control circuit prior to cutting the
power.
The disconnect switch of the control Panel is primarily a HMI. The shut down feature is
implemented in the electrical moldules. In the Electrotechnical Workshop, different types
of disconnect switches can be simulated according to various characteristics: current, with
or without a fuse, one or three phases, etc.
Variable Assignment
Component Link
Assigned Variable
Linked Component
● “Closed” state of the disconnect switch: component linked to “closed” state;
● “Open” state of the disconnect switch: component linked to “open” state;
● “Closed” state of the linked component: disconnect switch is in “closed” state;
● “Open” state of the linked component: disconnect switch is in “open” state.
3.2.5.1 Introduction
This component is used to you to set several internal exclusive Boolean states on a
control panel simulation.
A selector switch is used to select one option among a finite number of options. For this,
the selector switch connects a main power source to one of many output lines. The
number of possible outputs is configurable from 2 to 20.
Variable Assignment
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HMI & Control Panels Workshop Components
Component Link
Assigned Variable
● The variable value depends on the switch position: For the 1 st position, the
variable is 0, for the 2nd position, the variable is 1 etc.
Linked Component
● State of the disconnect switch “position i-selected”: linked component is in
“position i-selected” state;
● “Position i-selected” of the linked component: selector switch is in “position i-
selected”” state.
3.3.1.1 Introduction
The setpoint generator performs a linear or angular travel and graduated unites are
distributed along its stroke.
In simulation, the values can be modified dynamically and the variable assignment
managed.
3.3.2 Potentiometers
3.3.2.1 Introduction
The setpoint generator performs a linear or angular travel and units are distributed along
its stroke. It is based on command/control field of expertise where variable resistances
are a common way to control a process.
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HMI & Control Panels Workshop Components
Variable Assignment
Component Link
In simulation, the values can be modified dynamically and the variable assignment
managed.
3.3.3.1 Introduction
This component is used to modify a numerical value during the simulation of HMI
monitoring/controls.
The Numeric Box input is used to set a single value with precision.
The main reason for using the Numeric Command Box in the HMI & Control Panels
Workshop is that it can be used independently, just like any other component of
Automation Studio™. It has its own behaviour and can be assigned to an output variable
that allows other components to read the current value.
Variable Assignment
Component Link
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HMI & Control Panels Workshop Components
3.4.1.1 Introduction
The indicator light is used to identify a particular event in the controlled system. The
colour of this component is typically associated with certain information to alert the
operator. For example, the colour red is used for indicator lights on the emergency stop.
Similarly, the colour green can be used to indicate that equipment is running normally.
Variable Assignment
Component Link
Assigned Variable
● The component variable is 1: light state is “On”;
● The component variable is 0: light state is “Off”;
Linked Component
3.4.2.1 Introduction
The blinking light is used to indicate a particular event in the controlled system. The
colour of this component is typically associated with certain information to alert the
operator.
Variable Assignment
Component Link
Assigned Variable
● The component variable is 1: light state is “On”;
● The component variable is 0: light state is “Off”;
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HMI & Control Panels Workshop Components
Linked Component
● Linked component is “On”: light state is “On”;
● Linked component is “Off”: light state is “Off”.
3.4.3 Buzzer
3.4.3.1 Introduction
The warning buzzer is used to draw attention to a particular occurrence in the controlled
system.
Variable Assignment
Component Link
Assigned Variable
● The component variable is 1: buzzer state is “On”;
● The component variable is 0: buzzer state is “Off”;
Linked Component
● Linked component is “On”: buzzer state is “On”;
● Linked component is “Off”: buzzer state is “Off”.
In Automation Studio™, it is possible to configure the sound of the buzzer and link it to an
external sound file. The sound file format can either be .wav, wma, or .mp3.
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HMI & Control Panels Workshop Components
It is also possible to add sound effects to your circuits. Please note that this can be
used to add narrative explanations in order to create training material or other
promotional material.
From the “Sound Configuration” tab, add the sound files, and select one. It is also
possible to loop the sound by selecting the “Loop Playback” check box option. Otherwise,
select the “Restart on Replay” check box option.
When the “User Translated Sound” option is checked, sound files can be linked with
translation feature in project properties. This option opens the next figure.
With such a configuration, depending on the selected language, the sound file will play
the corresponding language. This is very useful for training tools.
3.5.1 Vumeter
3.5.1.1 Introduction
3.5.1.2 Data
In simulation, the values can be modified dynamically and the variable assignment
managed.
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HMI & Control Panels Workshop Components
3.5.2.1 Introduction
MMI Progress Bar is used to observe the progress of an ongoing operation in a simulation
of a monitoring/control system.
When the procedure or the HMI interface performs an operation without a time indicator,
the operator cannot tell which the part of the control process, nor what is happening on
the HMI interface. A progress bar can be very useful in such a case, for example, where
the process works on cycles and the operator interface only provides macroscopic data
resulting from these cycles (number of cycles, total quantities, etc.). It is also the case
when the operator has requested, through the interface, to write or copy some files.
On a scale representing the current task in operation, the bar indicates how much has
been performed in real time by proportionally filling in the bar according to the
percentage of tasks completed.
The Progress Bar of the HMI & Control Panel Workshop is proportional to a variable that
varies between a minimum and a maximum value. These values need to be set
according to the performed tasks or any other procedures that are needed to give an
overview of progress to the operator.
Variable Assignment
Component Link
The filling progress R is proportional to the current value of the variable V of the
associated variable and is calculated with the minimum (Vmin) and maximum (Vmax) value
defined in the properties as in the given relationship:
3.5.3.1 Introduction
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HMI & Control Panels Workshop Components
● Displayed Label: To edit the displayed label (except for the component with no
background picture);
● Displayed Unit: To edit the displayed unit (except for the component with no
background picture);
● Variable Input Max: To edit the maximum input data;
● Variable Input Min: To edit the minimum input data.
Variable Assignment
Component Link
Any updated value of the assigned variable to the numeric display box updates the
displayed value inside the box.
Most animations can be applied to one primitive, associated with a group or not, or a set
of primitives part of an assembly.
Colour Real No
4-2
Introduction to the Animation of Primitives
Translation animation modifies the linear position of an object in the vertical and/or the
horizontal directions.
Figure 4-3: Translation Properties shows the “Translation Properties” dialogue box in
which the user can define the animation parameters. This dialogue box is available from
the “Component Properties” dialogue box of the component. The “Component
Properties” is either available when double clicking on the primitive or through the
primitive’s contextual menu (right click on the primitive). Although in the illustrated
example, the animation is defined on an assembly group, it is the same principle when
working with a graphical primitive.
The animation is activated when clicking on the radio button “Translation Animation”.
Access to animation parameters is denied if the animation is deactivated. This is also true
for all the other types of animations.
To open the animation parameters, the user must activate the animation by
selecting the “Translation Animation” button in the upper part of the animation
dialogue box.
The parameters’ settings of the Translation Animation can be set in the “Translation
Properties” dialogue box. The following table lists all available fields in the dialogue box:
Field Description
4-4
Introduction to the Animation of Primitives
Field Description
View/Link Switches between the Links mode and the View mode. The
View mode displays the translation limits as defined by the
user, relative to the object. Figure 4-4: Translation Properties
with the View Mode displays dialogue box with the View
Mode.
In the “Link” Mode, the lower part of the dialogue box lets the user manage links
between translation animation variables and other compatible variables.
The “Component Variables” section displays information on animation variables for both
the horizontal and vertical axes. The column displaying the alias of the linked variable to
the horizontal/vertical translation is the most relevant. If no variable is linked, the default
alias will be formed from the animation variable’s name (the animation variables name
contains “X” or “Y” to respectively differentiate horizontal or vertical motion).
variables with the translation animation. The button links the selected variable in the
“Compatible Simulation Variables” section to the selected animation variable in the
“Component Variables” section. This process is illustrated in the following figure. The
button deletes the link of the selected animation variable.
The origin of Y axis is located in the upper part of the user’s screen, and increases
towards the bottom.
If the translation animation is activated, and if at least one of the translation animation
variables is linked, then the primitive will move during simulation mode. Horizontal and
vertical displacements are computed independently. The translation value is obtained
through linear interpolation as depicted in Figure 4-6: Horizontal Translation Function of
the Linked Variable.
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Introduction to the Animation of Primitives
Note that if the value of the linked variable is outside the limits, then the
corresponding translation is “saturated”, which means that it is not extrapolated.
This is true for all proportional animations.
This animation is used to modify the angular position of an object in proportion to the
value of a variable. Figure 4-7: “Free Rotation” Branch from the “Component Properties”
Dialogue Box shows the animation properties dialogue box, accesible via the
“Component Properties” dialogue box.
Figure 4-7: “Free Rotation” Branch from the “Component Properties” Dialogue Box
The choice of parameters for the free rotation animation can be done in the “Rotation
Properties” section of the dialogue box. The following table lists all available fields in this
dialogue box:
Field Description
Min/Max Minimum and maximum rotation angles. The user can select the
Rotation Angles angle unit (radians, gradians, or degrees). A positive angle implies
a rotation in the trigonometrical direction (counter clockwise).
Center of Defines the position of the rotation center. The user can select the
Rotation measure unit (m, cm, mm, inch, foot or km).
The center of rotation is the same for both the free rotation and
the continuous rotation.
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Introduction to the Animation of Primitives
Field Description
View/Links Switches between the Links mode and the View mode. The View
mode displays the rotation limits as defined by the user, relative
to the object. Figure 4-8: Free Rotation Properties Dialogue Box
with the “View” Mode shows the displayed dialogue box with the
View Mode.
Figure 4-8: Free Rotation Properties Dialogue Box with the “View” Mode
In order to know the dimensions of the box that includes the animated object,
click on the “Coordinates and Orientation” command in the “Layout” group of the
“Edit” menu. This command is also available from the primitive’s contextual menu
(right-click on the primitive).
Figure 4-9: “Coordinates and Orientation” Command in the “Layout” Group of the “Edit”
Menu
Figure 4-10: “Coordinates and Orientation” Command From the Contextual menu
Managing links works the same way as Translation Animation. If the free rotation
animation is activated, and if the animation variable is linked, then the primitive will
rotate proportionally to the value of the linked variable during simulation.
This animation provides the ability to enlarge or reduce the size of an object vertically
and/or horizontally. The Figure 4-11 shows the animation resizing properties, available
from the component properties dialogue box. In this example, a spring has been created
using the “Insert Polygon” tool.
Figure 4-11: “Resizing” Branch from the “Component Properties” Dialogue Box
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Introduction to the Animation of Primitives
The choice of parameters for resizing the animation is available in the “Resizing
Properties” section of the dialogue box. The following table lists all available fields in the
dialogue box:
Zone Description
Homothety Center Defines the homothety center. The unit of measurement (m,
Location cm, mm, inch, foot or km) is also defined.
View/Link Switches between the Link mode and the View mode. The
View mode displays the rotation limits of the object as defined
by the user. Figure 4-12: Resizing Properties Window in “View”
Mode depicts an example of View Mode.
In this example, the spring is compressed on the right in order to properly locate the
resizing center.
Managing links works the same way as the aforementioned animations. If the resizing
animation is activated, and if the animation variable is linked, then the primitive will
proportionally scale to the value of the linked variable during simulation. The resizing
factors are independently computed according to the horizontal and vertical axes.
The colour animation is used to modify the colour of the object and its outline according
to the threshold limits set by the user. Figure 4-13: “Colour” Branch from the “Component
Properties” Dialogue Box shows the colour animation properties dialogue box, available
from the component properties dialogue box.
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Introduction to the Animation of Primitives
Figure 4-13: “Colour” Branch from the “Component Properties” Dialogue Box
In this example, we show how the colour of the rectangular component which represents
a pipe will change. This example is also used in section 6.4 Cross View Creation, where
the colour animates the pressure inside the pipe.
The lower section of the dialogue box includes the “Component Variables” and the
“Compatible Simulation Variables”. Similarly to the aforementioned animations, these
sections are dedicated to managing links. Notice that in the case of the colour animation,
there is no “View” mode.
Colour animation options are found in the “Colour Properties” section of the dialogue box.
The following table lists the available fields in this section:
Field Description
No Colour Deactivates the colour animation. The animation parameters are not
Animation accessible but are preserved.
Field Description
Thresholds Defines the number of thresholds used for the animation. The
number of thresholds must be greater than 0, and the user can
define a maximum of 20.
Thresholds 1, For n thresholds defined in the previous field, the user will have as
2, … many lines for entering the value of each threshold.
Foreground For each one of the intervals defined by the thresholds, this field
Colour displays the foreground colour.
Line Colour This field displays the line colour for each one of the intervals
defined by the thresholds.
Used to copy the foreground colour to the line colour in the same
interval.
The number of thresholds can be modified at any time. A dialogue box window opens
and prompts whether to keep the actual thresholds and colours, or to replace them with
new ones. In the first case, the new thresholds and colours are added in succession to
the last threshold when the new number of thresholds is greater than the previous
number; otherwise, the thresholds and colours are removed from the last threshold.
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Introduction to the Animation of Primitives
Assuming that the colour animation is activated and the colour animation variable is
linked; during simulation mode, the assigned value of the linked variable is located in
one of the intervals. The interval based animation works as follows: As long as the linked
variable is in a given interval, the animated object is represented with the interval’s
corresponding colour. As soon as the assigned value of the linked variable crosses over a
threshold – and therefore passes to another interval – the colour of the animated object is
updated.
Notice that the first and last intervals are open to infinity, and are respectively
negative and positive.
The threshold itself belongs to the following interval; for instance, if the value of
the linked variable matches the value of threshold 2, then the animated object
appears with the colour defined for interval 1.
Figure 4-15:“Visibility” Branch from the “Component Properties” Dialogue Box depicts the
visibility animation properties dialogue box opened from the “Component Properties”
dialogue box.
Fields Description
Thresholds Define the number of thresholds used for the animation. The
number of thresholds must be greater than 0, up to a
maximum of 20.
Threshold 1, 2, … For n thresholds defined in the previous field, the user will
have as many lines for entering the value of each threshold.
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Introduction to the Animation of Primitives
Fields Description
Drop-down menu Choose the visibility mode for each interval: “Visible”,
“Invisible”, “Periodic” or “Stand by”.
Reverse Reverse the object’s visibility within each one of the intervals
in “Periodic” or in “Stand by” mode.
Managing links works the same way as the aforementioned animations. If the visibility
animation is activated, and if the visibility animation variable is linked, then the
animated object will be visible or not, depending on the interval in which is located the
value of the linked variable, and the visibility mode of this interval.
If the current interval is in the “Periodic” mode, the animated object will blink according
to specifiedparameters.
The “Stand By” mode has the same parameters than the periodic behaviour but the time
is fixed. It allows to go from a periodic to a fixed mode while maintaining the last
visibility state (visible or invisible). Even if the time is fixed, the “Stand By” mode takes
the time passed into account and when the threshold is reached to go back to periodic
state, component’s visibility will remain in the state corresponding to the following
parameters: period, start and end visibility.
In Figure 4-16: Three-Position Lever. Top: Edit Mode; Bottom: The Three Positions in
Simulation Mode, the animated object is a simple lever, from which one can easily build
a three-position lever. In order to do so, perform a rotation transformation on a copy of
the lever.
For each one of the new levers, the visibility animation properties remain the same as
for the original lever. The only difference is that each lever has its own visibility interval
(the first lever is visible only in the first interval; the second is visible in the second
interval, etc.). The result is displayed in the figure below:
Figure 4-16: Three-Position Lever. Top: Edit Mode; Bottom: The Three Positions in
Simulation Mode
One would have certainly obtained a similar effect with one lever on which one would
have applied a free rotation. However, this example illustrates the “Multivisibility”
concept with which the user can create effects that are otherwise difficult to reproduce.
This animation is used to make an object blink according to the state of a Boolean
variable. The blinking animation dialogue box is depicted in Figure 4-17: “Blinking”
Branch from the “Component Properties” Dialogue Box
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Introduction to the Animation of Primitives
Figure 4-17: “Blinking” Branch from the “Component Properties” Dialogue Box
Fields Description
Managing links works the same way as the aforementioned animations. If the blinking
animation is activated, and if the blinking animation variable is linked, then the primitive
blinks whenever the linked variable has the Boolean value TRUE.
This animation is used to define and to modify the rotation velocity of an object
according to the user-defined thresholds. Figure 4-18: “Continuous Rotation” Branch from
the “Component Properties” Dialogue Box depicts the continuous rotation animation
properties dialogue box available from the “Component Properties” dialogue box.
Figure 4-18: “Continuous Rotation” Branch from the “Component Properties” Dialogue
Box
Fields Description
Thresholds Defines the number of thresholds used for the animation. The
number of thresholds must be greater than 0, to a maximum
of 20.
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Introduction to the Animation of Primitives
Fields Description
Angle Defines the increment of the rotation angle (in degrees) for a
given interval.
Time Defines the waiting time for a given interval after which the
animated object performs a rotation with the angular value
defined in the previous field.
Center of Rotation Defines the location of the center of rotation. Select the unit
Horizontal/Vertical of measurement (m, cm, mm, inch or foot).
View/Link Switches between the Links mode and the View mode. The
View mode displays the rotation limits as defined by the
user. The View mode displays the animated object with its
center of rotation.
Managing links works the same way as the translation animation. If the continuous
rotation animation is activated, and if the animation variable is linked, then the primitive
will perform a continuous rotation according to defined frequency in the corresponding
interval.
Figure 4-19: “Text” Branch from the “Component Properties” Dialogue Box presents the
text animation properties dialogue box opened from the “Component Properties”
dialogue box.
Figure 4-19: “Text” Branch from the “Component Properties” Dialogue Box
The choice of text animation parameters can be done in the “Text Properties” section of
the dialogue box. The following table describes the available fields in this section:
Field Description
No Text Animation Deactivates the text animation. The animation parameters are
not accessible but are preserved.
Text Animation Activates the text animation. Provides access to the animation
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Introduction to the Animation of Primitives
Field Description
parameters.
Thresholds Defines the number of thresholds used for the animation. The
number of thresholds must be greater than 0, and you can
define a maximum of 20.
Threshold 1, 2, … For n thresholds defined in the previous field, the user will
have as many lines for entering the value of each threshold.
Text (per interval) Defines the displayed text for each interval.
Text Defines the text that precedes the interval text which will
always be visible.
User Translated Activates the user translation. Refer to the Automation Studio™
Value - User Guide for details on user translation.
Managing links works the same way as the aforementioned animations. If the text
animation is activated, and if the text animation variable is linked, then the animated
object will display the specified text.
Figure 4-20: “Animated Pattern” Branch from the “Component Properties” Dialogue Box
depicts the pattern animation properties available from the “Component Properties”
dialogue box.
Figure 4-20: “Animated Pattern” Branch from the “Component Properties” Dialogue Box
Selecting the parameters for the animation pattern is performed in the “Animated
Pattern” branch of the dialogue box. The following table describes the available fields in
this branch:
Field Description
No Animated Deactivates the pattern animation. The animation parameters are not
Pattern accessible but are preserved.
Thresholds Defines the number of thresholds used for the animation. The number
of thresholds must be higher than 0, and you can define a maximum
of 20.
Threshold 1, For n thresholds defined in the previous field, you will have as many
2, … lines for entering the value of each threshold.
Direction Defines the direction of the selected pattern for each interval.
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Introduction to the Animation of Primitives
Field Description
Speed To select the speed of the pattern’s displacement for each interval.
The speed value must be between 0 (stopped) and 15 (fastest).
In this example, the rectangular component, which represents a pipe, is animated with a
pattern that that shows the flow inside the pipe. (This example is also used in section
6.4. Cross View Creation.)
Managing links works the same way as the aforementioned animations. If the pattern
animation is activated, and if the pattern animation variable is linked, then the animated
object is filled with a pattern that moves according to the defined parameters.
In simulation mode, the animation pattern overrides the static filling pattern
defined in the “Edit” Tab “Surface” Group “Fill Pattern” Button.
A high speed value can cause an adverse visual effect; the flow pattern seems to
change direction. This effect is even more evident when the pattern is thicker.
Creation of animations on assembly groups is done in the same way as on primitives. All
aforementioned animations can therefore be applied on an assembly group, except for
the colour and pattern animations. Hence, the animation concept for an assembly group
is identical to that of a primitive.
When working with animated assembly groups, the following rule is important to follow:
To illustrate this rule, refer to the translation assembly animation (section 4.1.1
Translation Animation). The piston is inserted into one of the cylinder cavities of the
pump, which is itself is rotating (section 4.1.7 Continuous Rotation Animation). The
assembly is illustrated in Figure 4-21: Cylinder-Piston Assembly.
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Introduction to the Animation of Primitives
At this stage, the following question arises: How to insert a piston in each cavity of the
cylinder and still obtain the correct motion behaviour of the pistons in the rotating
cylinder?
Each piston has a similar movement relative to the cylinder, therefore, we first create the
motion animation on a single piston, and then this piston is duplicated into the other
pistons.
Therefore, the actual case is a linear movement of the piston relative to a rotating
cylinder.
In order to create a combination of relative movements, a main object must be used. This
main object must be assembled with the mobile object (the piston) relative to another
object (the cylinder). The main object can be hidden, or made invisible.
In this case, we have to assemble the already configured piston in motion, to another
main object (any CAD object). The piston assembly is then duplicated as many times as
needed. All pistons are then manipulated manually in order to correctly fit in each
cylinder cavity. A final assembly with the cylinder is then created and is configured for a
rotation animation.
remain invisible;
2. Assemble the main object (dotted line) and the piston configured with the
translation animation;
3. Duplicate the same assembly object nine times;
4. Apply a rotation transformation for every piston (dotted line) assembly;
In order to obtain asynchronous motion behaviour of the pistons, the user must work and
tune the translation intervals and thresholds of the animation variables.
4.3 Multiselection
It is possible to create or edit the animation of multiple animated components
(assemblies and/or primitives) all at once. To do so, select multiple animated
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Introduction to the Animation of Primitives
For any given animation, if the selected objects have different parameters or links, the
corresponding entries in the animation dialogue box will generally be empty. This
situation is depicted in Figure 4-25: Multiselection. In this case, the selected components
have different values for two different parameters, as well as different links for the
horizontal motion variable. The components’ variables are still displayed for each
selected element.
If a value is entered in the “Horizontal Translation” field (min), this particular value will
apply to all selected components.
The multiselection does not apply to the “Data” branch of the “Component
Properties” dialogue box.
Priority Animation
Priority Animation
1 Visibility
2 Text
3 Blinking
If the primitive is invisible, it will not animate. However, if a colour animation is made
while the primitive is invisible; the primitive will display the changed colour once it
becomes visible again. This is also the case for animations with a lower priority.
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5 Cross View Generation
A cross view is a set of animated objects with animation variables that belong to a single
component.
A cross view can be inserted into a customized library and re-associated subsequently to
other compatible components.
In order to generate cross views, associate each animated CAD object to the component
being illustrated.
Figure 5-1: “Component Association” Branch from the “Component Properties” Dialogue
Box shows the association dialogue box of an animated component.
Figure 5-1: “Component Association” Branch from the “Component Properties” Dialogue
Box
Field Description
This dialogue box mainly contains a drop-down menu to select the component symbol in
the current project. Components are identified with their ID and their name.
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Cross View Generation
If the component symbol already has linked animation variables, these links are
deleted whenever the user changes the association state. A warning window
opens to inform the user.
The figure below shows the result of an association on the animation menu; in this case,
the animated object is associated to a fixed displacement pump. Notice that the
Association section of the dialogue box lists the graph variables related to the pump that
are compatible with the objects’ animation.
It is also possible to drag and drop the component on a plotter to identify the
graph variables. For more details, refer to the User’s Guide.
Once generated, the cross view can be considered as a new entity. The user can create a
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Cross View Generation
A cross view can easily be associated to another component symbol, as long as this
component is compatible with the cross view. These compatible components must have
graph variables that meet the cross view’s parameters.
5.2.1 Generation
In Figure 5-4: Cross View Generation, the pump’s cylinder and its pistons are all
associated to the same symbolic pump. To generate a cross view from these animated
objects, select the whole assembly, right click on the selection, and choose “Generate
Cross View” in the contextual menu.
The selection’s contextual menu displays the “Generate Cross View” option if the
selection meets following conditions:
1. The selection contains only CAD objects;
2. The selection doesn’t contain a group (but it can contain assemblies);
3. The associated CAD objects are linked with the same component symbol.
Once the cross view is created, it can be moved as a whole entity. It can also be inserted
into a customized library.
To delete a cross view, click on the “Unassembly” command in the contextual menu.
Figure 5-5: “Component Association” from the “Component Properties” Dialogue Box
The cross view association dialogue box is very similar to an animated component
association dialogue box (refer to Figure 5-1: “Component Association” Branch from the
“Component Properties” Dialogue Box). The following table lists the available fields of
the dialogue box:
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Cross View Generation
Fields Description
Reference Interval The minimum and maximum values of each graph variable
linked to the cross view.
Scaled Interval To enter the scaling interval for each graph variable linked to a
cross view.
The “Variable Scaling” field is explained in the next section. When a cross view is
associated to a new component, all animated component associations in the cross view
are automatically adjusted with the modification.
One can copy/paste a cross view in a project: In this case, the new cross view is still
associated to the same component, the same way the original cross view was
associated. However, when the cross view is placed in a customized library, it loses its
association.
The “Variable Scaling” field in the cross view association dialogue box is used to modify
the operating interval of linked variables.
The “Reference Interval” column displays the boundering values for each graph variable
linked to the cross view: If the animation is proportional to a signal, the minimal and
maximal values used are displayed. If the animation is threshold-based, the minimum
and maximum thresholds are displayed (the case of a single threshold in an animation
represents a particular situation, and is discussed below). The values in the column
“Reference Interval” cannot be edited and are displayed for orientation purposes.
In the example of Figure 5-5: “Component Association” from the “Component Properties”
Dialogue Box, the piston with its cavity are both translation animated, according to
perpendicular axes. In both cases, the translation animation variable is linked to the
Output Flow variable.
The “Scaled Interval” column is used to define a scaling interval for each graph variable
linked to the cross view.
Cylinder A with a stroke of 50 cm. A cross view is created for this cylinder, and one of the
animation variables is linked to the Linear Position variable of the cylinder. Associate the
same cross view to a new cylinder B, with a stroke of 1m.
Rather than redefining the animation parameters for the new stroke, the user can
configure the scaling variables according to the following figure:
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Cross View Generation
In this figure, the graph variable Piston Side Pressure has only one entry per interval. This
situation occurs when the graph variable is exclusively used in an interval-based
animation dialogue box with only one threshold.
8. Link the variables “?Angular Position” with the compatible variable VAR_ROT.
9. Adjust the rotation point.
10. Apply the modifications.
11. Start the simulation and enter values between 0 and 90 in the text field of the
“MMI Numeric Command Box” component.
12. If the limit values of the linked variables are reached (0 and 90), the rotation will
stop.
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Application Examples
7. In the diagram, draw a lever similar to the one in Figure 6-2: Linking by Variable.
In the “Component Properties” of the lever, setup a rotation animation with a
maximum rotation angle of 90 degrees for a value of 90 degrees from the
corresponding variable;
8. Link the created variable to the internal variable of the primitive;
9. Apply the changes;
10. Launch the simulation. Enter different values between 0 and 90 and
acknowledge the rotations performed by the lever.
11. All values less than 0 or greater than 90 will have no effect on the lever.
The blinking animation could have been done directly without using a variable.
The purpose was to show the flexibility of the animations.
In this exercise, a cross view for a spring loaded check valve will be created.
1. Create a new project;
2. Create a new layer, named L1;
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Application Examples
For more information on layers, refer to the Automation Studio™ User Guide.
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Application Examples
In order to know the maximum value of the check valve’s flow, the user must
know the circuit.
In this case, the flow goes from left to right; consequently, the spring will compress to
the right. The scaling center should be chosen accordingly (in this case, the box including
the spring is 6 cm large);
In order to know the dimensions of the box surrounding the animated object, go
to the “Transform” tab within the “Layout” dialogue box.
9. On the L2 layer, draw the ball for the check valve as shown below;
At this step, the user can lock all the other previously defined layers.
15. Insert a first rectangle (upstream fluid) on layer L4;
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Application Examples
17. Animation setup for the flow resizing (refer to Figure 6-13: Resizing Setup for the
Upstream Flow): The upstream fluid will expand to the right as the spring
compresses.
The resizing animation must therefore be linked to the Flow variable.
The horizontal maximum stretching factor can easily be found from the
dimension and compression information of the spring.
The scaling center can also be found from the dimensions of the box surrounding
the component;
18. Colour animation setup for the flow (refer to Figure 6-14: Colour Setup for the ):
The colour animation must be linked to the Input Pressure variable;
The different threshold values for the pressure in the pipes can be found by
choosing in the “Project Properties” “Fluid System” “Hydraulic Standards”
“Simulation” tab, as shown in the following figure.
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Application Examples
The colour animation setup is identical to that of the preceding rectangle (refer to Figure
6-14);
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Application Examples