2011
Table Of Contents
- Contents
- Welcome to Autodesk Navisworks Freedom 2011
- What Is New in This Release?
- How to Get Assistance
- Installation
- Quick Start
- Get a Whole-Project View
- Work with Files
- Explore Your Model
- Control Model Appearance and Render Quality
- Review Your Model
- Use Viewpoints and Sectioning Modes
- Play Back Animations
- Share Data
- TimeLiner Playback
- Autodesk Navisworks Reference
- Glossary
- Index
Crouching
NOTE This function only works in connection with collision.
When walking or flying around the model with collision activated, you may encounter object that are too low
to walk under, a low pipe for example. This function enables you to crouch under any such objects.
With crouching activated, you will automatically crouch under any objects that you cannot walk under at your
specified height, thereby not impeding your navigation around the model.
TIP To temporarily crouch under a low object, hold down the Space bar to allow navigation to proceed.
To toggle crouching
➤ When using the Walk or Fly tool, click Viewpoint tab ➤ Motion Settings panel ➤ Realism drop-down
➤ Crouch check box.
Menu: Classic user interface: Viewpoint ➤ Navigation Tools ➤ Crouch
Collision
This function defines you as a collision volume - a 3D object that can navigate around and interact with the
model, obeying certain physical rules that confine you within the model itself. In other words, you have a mass
and as such, cannot pass through other objects, points or lines in the scene.
You can walk over, or climb over objects in the scene that are up to half the height of the collision volume, thus
allowing you to walk up stairs, for example.
The collision volume, in its basic form, is a sphere (with radius = r), that can be extruded to give it height (with
height = h >= 2r). See diagram below:
The dimensions of the collision volume can be customized for the current viewpoint or as a global option.
NOTE Collision can only be used with the Walk and Fly navigation tools.
When collision is turned on, rendering prioritization is changed so that objects around the camera or avatar are
displayed with much higher detail than normal. The size of the region of high detail is based on collision volume
radius and speed of movement (needing to see what is about to be walked into).
To toggle collision
➤ When using the Walk or Fly tool, click Viewpoint tab ➤ Motion Settings panel ➤ Realism drop-down
➤ Collision check box.
Menu: Classic user interface: Viewpoint ➤ Navigation Tools ➤ Collision
Command entry: CTRL + D
Crouching | 115










