pathfinder - fundamentals · pathfinder. 1. download the pathfinder fundamentals zip file. open...
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Pathfinder FundamentalsVersion: 2020-1
Last Updated: 2020-02-19
Table of Contents1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
2. Review the Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
2.1. View a Model. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
2.2. Manage Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3. Run a Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3. Create a Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.1. Import Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.2. Extract Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.3. Create Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.4. Create Occupants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4. Add Floors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.1. Copy Floors and Occupants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.2. Add Rooftop Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.3. Create Landing and Stairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.4. Copy Landings and Stairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.5. Create Elevators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
5. Modify Occupants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
5.1. Create Behaviors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.2. Create Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
6. Analyze Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
6.1. Modify Contours . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
6.2. Create Camera Tour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
6.3. Create Movie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7. Conclusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Chapter 1. IntroductionThis series introduces Pathfinder with no assumption of previous knowledge. The topics covered
will include all of the necessary functions to create, customize, and analyze a pedestrian
evacuation model. The reader will gain the skills to successfully replicate these actions on other
evacuation models.
Pathfinder - Fundamentals
1 Chapter 1. Introduction
Chapter 2. Review the InterfaceIn this section and its sub-sections, you will use an existing model to learn the basic operations of
Pathfinder.
1. Download the Pathfinder Fundamentals zip file. Open Windows Explorer and browse to the
downloaded file. Right-click pathfinder-fundamentals.zip and click Extract All.
2. From the extracted folder, open Fundamentals.pth to launch Pathfinder with that model.
3. Review the interface elements as shown in Figure 1. These will be often referred to
throughout this series.
Figure 1. Highlighted Pathfinder User Interface Elements.
TIP You have successfully opened the model.
2.1. View a Model
This section will demonstrate some of the basic options to control your view of the model. Select
the various options in the View toolbar and manipulate the 3D view.
1. On the View toolbar, click Switch to the Perspective View.
Pathfinder - Fundamentals
Chapter 2. Review the Interface 2
NOTEThe Perspective View allows for complete 3D navigation of the model
geometry. This is especially helpful for multi-floor models.
2. On the View toolbar, click 3D Orbit Navigation.
3. Drag the mouse to rotate the camera.
4. Hold down Shift while dragging the mouse to pan the camera.
5. Rotate the mouse wheel, or hold down Alt while dragging the mouse, to zoom the camera.
6. On the View toolbar, click Switch to the Top View.
NOTE
The Top View, as well as the Front View and Left View, focuses on one 2D
plane of the model. This enables the Snap Grid and can allow for easier
geometry creation.
7. On the View toolbar, click Select/Edit Objects.
8. Hold down the left mouse button and drag to select objects.
9. Hold down the right mouse button and drag to pan the camera.
10. Rotate the mouse wheel, or hold down Alt while dragging the mouse, to zoom the camera.
Figure 2. Basic Pathfinder View Interface.
Pathfinder - Fundamentals
3 Chapter 2. Review the Interface
TIP You have successfully learned the basics of viewing a model.
2.2. Manage Objects
In this section, you will learn how to use the Navigation panel to view, hide, and select objects.
1. On the View toolbar, click Switch to the Perspective View.
NOTE This series will assume that the Perspective View is in use.
2. On the Navigation panel on the Floor list, select Floor 0.0 ft to show only its objects.
3. On the Navigation panel, right-click Floor 10.0 ft and click Show to add its objects to the
current view.
4. On the 3D view, right-click any object and click Hide to remove it from the current view.
5. On the 3D view, right-click any empty space and click Show All to bring all objects back into
the current view.
6. On the Navigation panel, select Auto Expand Selection.
7. On the 3D view, click any object. The Navigation panel expands and highlights the matching
object in the list.
Figure 3. Pathfinder Object Selection.
Pathfinder - Fundamentals
Chapter 2. Review the Interface 4
TIPYou have successfully learned the basics of managing objects in the Navigation
panel.
2.3. Run a Simulation
In this section, you will learn how to initiate a simulation and analyze the results.
1. Click Run Simulation.
NOTE
The Run Simulation dialog box should open automatically and begin
displaying progress. The Results window should display upon completion. If
not, click Results.
2. On the Results window, click Run. The simulation will play until all occupants have exited the
model, and should appear similar to Figure 4.
3. On the Playback toolbar, click Increase Speed to play the results two times faster than real
time.
4. Close the Results window and the Run Simulation dialog box.
Figure 4. Example Pathfinder Simulation.
TIP You have successfully learned the basics of running a simulation.
Pathfinder - Fundamentals
5 Chapter 2. Review the Interface
Chapter 3. Create a ModelIn this section and its subsections, you will create a complete model which can be used in a
simulation. The steps in this section demonstrate the fundamental parts of building a model in
Pathfinder.
1. On the Main toolbar, click New Model. If prompted by the Save Changes dialog box, click
No.
2. On the Main toolbar, select Show values in EN units.
3. On the Main toolbar, click Save model.
NOTE Save your work often throughout this series.
4. Create a new folder at C:\Documents\Pathfinder\Getting Started.
5. In the File Name box, type myFundamentals.pth and click Save.
Figure 5. Pathfinder File Dialog.
TIP You have successfully created and configured a new model.
Pathfinder - Fundamentals
Chapter 3. Create a Model 6
3.1. Import Geometry
In this section, you will import geometry from a model created in another CAD application. This
will allow you to draw the navigation mesh faster than starting from a blank file.
1. On the Main toolbar and click Import File.
2. Navigate to the Pathfinder-Fundamentals folder extracted from pathfinder-fundamentals.zip
and double-click pathfinder-fundamentals.dwg.
3. On the Import dialog box, select Into the current model and click Next.
4. Select mm as the file’s length unit and click Next.
a. Click Calculate to view information about the model with the selected units. This will
ensure that the selected units are correct. The Model Height for this file is 70.0 ft and is
confirmed in this dialog box.
5. Use the default import settings and click Next.
6. Click Finish to import the file.
Figure 6. Example Imported External Geometry.
TIP You have successfully imported the model.
Pathfinder - Fundamentals
7 Chapter 3. Create a Model
3.2. Extract Floor
In this section, you will create a navigation mesh over the imported floor so that rooms, doors,
and occupants can be created.
1. On the Draw toolbar, click Extract Floor from Imported Geometry.
2. On the 3D view, click anywhere on the surface of the first floor.
3. On the View toolbar, clear Show Imported Geometry.
Figure 7. Extracted Floor from Imported Geometry.
TIP You have successfully extracted the first floor.
3.3. Create Doors
In this section, you will create doors over the imported geometry so that rooms are connected and
occupants can make decisions about where to go.
1. On the Draw toolbar, double-click Add a New Door.
NOTE
Double-clicking on an item on the Draw toolbar will make it "sticky". This
status is noted by a green dot on the icon. The tool will remain selected until
the Esc key is pressed, so that you may draw multiple objects.
Pathfinder - Fundamentals
Chapter 3. Create a Model 8
2. On the property panel in the Max Width box, type 60 in.
3. On the property panel in the Max Depth box, type 10 in.
4. On the property panel, click in any other box to set the value.
NOTEIncreasing these values beyond the maximum measurements of the doorways
ensures that Pathfinder will stretch the door to fit the entire width and depth.
5. On the 3D view, zoom in on a particular doorway. Point to the center of the doorway so that
the door is previewed and click on the doorway.
Figure 8. The door will preview when you have placed the pointer in an appropriate doorway.
6. Repeat step 5 for each of the 11 doorways.
NOTEThe individual rooms of the first floor are automatically created as the doors
are added.
7. On the 3D view, point to a corner of the outer grounds. Drag to an adjacent corner.
Pathfinder - Fundamentals
9 Chapter 3. Create a Model
NOTE
A door that is only connected to a room on one side will be labeled as an Exit
in the Navigation panel. Occupants with default settings will walk towards the
exit that is quickest for them. They will disappear from the model after
passing through the exit. Pathfinder simulations will not compile without at
least one exit.
8. Repeat step 7 for the other three sides of the outer grounds.
9. Press Esc once all doors have been created.
Figure 9. Complete Floor Door Preview.
TIP You have successfully created doors and exits.
3.4. Create Occupants
In this section, you will add occupants to the rooms.
1. On the Navigation panel, select Floor 0.0 ft.
2. On the 3D view, hold down Ctrl and click the elevator rooms and the outdoor floor to unselect.
Pathfinder - Fundamentals
Chapter 3. Create a Model 10
Figure 10. Your selection should include all of the main rooms.
3. On the 3D view, right-click any selected area and click Add Occupants.
4. On the Add Occupants dialog box in the By Number box, type 100 and click OK.
The necessary components for a model are rooms, exits, and occupants. With all of these in place,
a simulation can now be run.
Pathfinder - Fundamentals
11 Chapter 3. Create a Model
Figure 11. Complete Simulation Set-up.
TIPYou have successfully created occupants on the first floor and are prepared to run a
simulation on the first floor.
Pathfinder - Fundamentals
Chapter 3. Create a Model 12
Chapter 4. Add FloorsIn this section and its subsections, you will complete the rest of the geometry by adding
components for multi-floor models.
1. At the top of the Navigation panel, in the Floor list dropdown, select Add New.
2. On the New Floor dialog box in the Enter Floor Location box, type 10 ft and click OK.
3. Repeat steps 1 - 2 for each floor until you have created Floor 60.0 ft.
4. On the View toolbar, select Show Imported Geometry.
5. At the top of the Navigation panel, in the Floor list dropdown, select Floor 10.0 ft.
NOTESelecting a floor from this list box will set it as the "Active Floor" and hide all
other floors.
6. On the 3D view, right-click the Floor 10.0 ft ceiling and click Hide.
Figure 12. With the ceiling hidden, you should be able to view the floor and walls of the imported
geometry.
7. On the Draw toolbar, click Extract Floor from Imported Geometry.
8. On the 3D view, click anywhere on Floor 10.0 ft.
9. On the View toolbar, clear Show Imported Geometry.
Pathfinder - Fundamentals
13 Chapter 4. Add Floors
10. Excluding the elevator room doors, add the 9 doors, similar to Floor 0.0 ft in Section 3.4.
11. On the Navigation panel, right-click Floor 10.0 ft and click Add Occupants.
12. On the Add Occupants dialog box in the By Number box, type 100 and click OK.
Figure 13. Completed Second Floor.
TIP You have successfully added a new floor and occupants.
4.1. Copy Floors and Occupants
In this section, you will copy objects from the second floor to other floors of the model. This is
faster because the middle floors are identical.
1. On the Navigation panel, expand the Occupant list.
2. On the Navigation panel, select Floor 10.0 ft. Hold down the control key and also select the
occupant group for Floor 10.0 ft.
3. On the Draw toolbar, click Copy/Move Objects.
4. On the property panel, select Copy Mode.
5. On the property panel in the Copies box, type 4.
6. On the property panel in the Move Z box, type 10 ft.
7. On the property panel, click Copy/Move.
Pathfinder - Fundamentals
Chapter 4. Add Floors 14
NOTE
Instead of copying occupants, you can randomize the arrangement of each
occupant group individually. Right-click a floor in the Navigation panel, click
Add Occupants, and complete the Add Occupants dialog box.
4.2. Add Rooftop Floor
The top floor is different than the middle floors, so we need to extract it separately.
1. On the Navigation panel, right-click Floors and click Show.
2. On the View toolbar, select Show Imported Geometry.
3. On the Draw toolbar, click Extract Floor from Imported Geometry.
4. On the 3D view, click anywhere on the rooftop floor.
5. On the Navigation panel, right-click Floor 60.0 ft and click Add Occupants.
6. On the Add Occupants dialog box in the By Number box, type 100 and click OK.
4.3. Create Landing and Stairs
In this section, you will create a navigation mesh over the imported stairs so that occupants can
traverse between floors.
1. On the Navigation panel in the Floor list, select Show All.
2. On the View toolbar, select Show Imported Geometry.
3. On the Draw toolbar, click Extract Floor from Imported Geometry
4. On the 3D view, click anywhere on the landing connected to the four stairs.
Pathfinder - Fundamentals
15 Chapter 4. Add Floors
Figure 14. The landing should connect to the four stairs.
5. On the View toolbar, clear Show Imported Geometry.
6. On the Draw toolbar, click Create stairs between two edges by choosing a point on each.
7. For one of the four stairs connected to the bottom landing, click a point along the bottom and
top edge to create the stairs.
NOTE
Before the first click, a line will appear when the pointer is on an acceptable
edge. Before the second click, the stairs will appear when the pointer is on an
acceptable edge.
8. Repeat steps 6 - 7 for the other three stairs connected to the bottom landing.
Pathfinder - Fundamentals
Chapter 4. Add Floors 16
Figure 15. Completed Stairs and Landing.
TIP You have successfully created stairs.
4.4. Copy Landings and Stairs
1. On the 3D view, hold down Ctrl while clicking the four stairs and the landing.
2. On the Draw toolbar, click Copy/Move Objects.
3. On the property panel, select Copy Mode.
4. On the property panel in the Copies box, type 5.
5. On the property panel in the Move Z box, type 10 ft.
6. On the property panel, click Copy/Move.
Pathfinder - Fundamentals
17 Chapter 4. Add Floors
Figure 16. Copied Geometry.
TIP You have successfully copied objects in the model.
4.5. Create Elevators
In this section, you will create elevators. This will complete the model’s geometry.
1. On the Navigation panel in the Floor list, select Floor 0.0 ft.
2. On the View toolbar, clear Show Imported Geometry.
3. On the 3D view, right-click one of the two elevator rooms and click Create Elevator.
4. On the New Elevator dialog box, click OK.
5. Repeat steps 3-4 for the other elevator room.
Pathfinder - Fundamentals
Chapter 4. Add Floors 18
Figure 17. Elevator Creation Preview.
TIP You have successfully created elevators.
Pathfinder - Fundamentals
19 Chapter 4. Add Floors
Chapter 5. Modify OccupantsIn this section and its subsections, you will customize the way that the occupants interact with the
model. This allows for greater customization and accuracy in various scenarios.
1. On the Navigation panel in the Floor list, select Show All. Expand the Occupants list.
2. Right-click the occupant group on Floor 0.0 Ft and click Rename.
3. On the Rename dialog box in the Enter the new name box, type Floor 1 and click OK.
4. Repeat steps 2 - 3 for Floor 2 - Floor 6 occupant groups. Rename the final occupant group as
Rooftop.
5. On the Navigation panel, select the Floor 1 occupant group.
6. On the property panel, select Color, and click the color box.
7. On the Color dialog box in the Color Code box, type FF2222, and click OK.
NOTEYou can use the Palette tab on the Color dialog box to select predefined colors
instead of typing in a color code.
8. Repeat steps 5 - 7 for Floor 2 - Floor 6 occupant groups to make them each different colors.
Leave the Rooftop occupant group as their default color.
Figure 18. Modified Occupants.
Pathfinder - Fundamentals
Chapter 5. Modify Occupants 20
TIP You have successfully renamed and colored the occupant groups.
5.1. Create Behaviors
In this section, you will create a behavior for occupants to use the elevator. During evacuation, it
has been observed that occupants on lower floors are more likely to use stairs than occupants on
higher floors. We will use behaviors to assign different probabilities of stair usage by floor. In
general, behaviors define a list of goals that occupants will accomplish before they exit or go to a
refuge room.
1. On the Navigation panel, right-click Behaviors and click Add a Behavior.
2. On the New Behavior dialog box in the Name box, type Elevator and click OK.
3. On the property panel, select Goto Elevators from the Add Action list.
4. On the property panel, click Create.
5. On the Navigation panel, right-click the Floor 3 occupant group and click Properties.
6. On the Edit Group Distributions dialog box, click the Behavior link.
7. On the Behavior dialog box, enter 10 next to the Elevator behavior and enter 90 next to the
Goto Any Exit behavior.
8. Click OK on both dialog boxes.
9. Repeat steps 5 - 8 for the Floor 4 and Floor 5 occupant groups. Use 20 and 80 as the Elevator
and Goto Any Exit distribution percentages.
10. Repeat steps 5 - 8 for the Floor 6 and Rooftop occupant groups. Use 30 and 70 as the Elevator
and Goto Any Exit distribution percentages.
Pathfinder - Fundamentals
21 Chapter 5. Modify Occupants
Figure 19. Add Behaviors to Occupants.
TIP You have successfully created a behavior and distributed it to occupant groups.
5.2. Create Profiles
In this section you will create occupant profiles so that each individual occupant has different
characteristics.
1. On the Navigation panel, right-click Profiles and click Add a Profile.
2. On the New Profile dialog box in the Name box, type Office and click OK.
3. On the Edit Profiles dialog box on the 3D Model box, click the list of models.
4. On the 3D Model dialog box, select models that represent a typical office environment and
click OK.
5. On the Edit Profiles dialog box on the Characteristics tab in the Speed list, select Uniform.
6. On the Uniform Distribution dialog box in the Min box, type 2.0.
7. On the Uniform Distribution dialog box in the Max box, type 4.3 and click OK.
8. On the Edit Profiles dialog box, click Apply.
9. On the Edit Profiles dialog box, click New.
10. Repeat steps 2 - 8 for an Apartment profile. Use casually dressed models. Use a uniform speed
Pathfinder - Fundamentals
Chapter 5. Modify Occupants 22
of [3.0 ft/s, 5.3 ft/s] and click Apply.
11. On the Edit Profiles dialog box, select Default and click Delete.
12. On the Remove dialog box, click Yes. On the Profile in Use dialog box on the Replace with
box, select Office and click OK.
Figure 20. The Profiles are Ready to be Assigned.
13. On the Edit Profiles dialog box, click OK.
14. On the Navigation panel, right-click the Rooftop occupant group and click Properties.
15. On the Edit Group Distributions dialog box, click the Profile link.
16. On the Profile dialog box in the Rooftop box, click Distribute Evenly and click OK.
17. On the Edit Group Distributions dialog box, click OK.
18. Repeat steps 14 - 17 for Floor 5 - Floor 6 and assign 100% of the occupants the
Apartment profile.
Pathfinder - Fundamentals
23 Chapter 5. Modify Occupants
Figure 21. Assigned Profile Distributions.
TIP You have successfully created profiles and distributed them to occupant groups.
Pathfinder - Fundamentals
Chapter 5. Modify Occupants 24
Chapter 6. Analyze ResultsIn this section and its subsections, you will compile a simulation, explore the post-processing
options, and create a video report.
1. On the Main toolbar, click Run Simulation.
2. Close the Run Simulation dialog box when the simulation is finished running.
3. On the Main toolbar, click View Room Usage.
4. On the Occupant Counts window on the Navigation panel, clear all and select Level 0.0 ft. This
is the usage of the first elevator.
5. Close the Occupant Counts window.
Figure 22. Occupants Plotted Against Time.
TIPYou have successfully compiled the simulation and viewed the first results option in
Pathfinder.
6.1. Modify Contours
In this section, you will load contour plot data and modify the output display.
Pathfinder - Fundamentals
25 Chapter 6. Analyze Results
1. On the Main toolbar, click View 3D Results.
2. On the 3D Results window on the Navigation panel, double-click the Time to Exit contour
plot.
3. On the Optimize Contour dialog box, click Yes.
4. Once the Generating Occupant Contour dialog box has completed, click Play to view the
results with the contour overlay.
5. On the Navigation panel, right-click the Time to Exit contour plot and click Properties.
6. On the Time to Exit Properties dialog box, in the Opacity Source dropdown, select feather
below.
7. In the box next to the Opacity Source dropdown, type 1 and click OK.
NOTEAdding Feathering to the plot will hide some of the noise and clean up the
visualization.
7. Close the 3D Results window once you are done viewing the contour.
Figure 23. Contour View.
TIP You have successfully modified and viewed a contour plot.
Pathfinder - Fundamentals
Chapter 6. Analyze Results 26
6.2. Create Camera Tour
In this section, you will create a camera tour to highlight key areas in the simulation. These
instructions are for Pathfinder 2018.3 and later where we create the camera tour in the Results
view. In earlier versions, you create the camera tour in Pathfinder.
1. In the Results view, on the Navigation panel right-click Views and click New Tour.
2. On the View toolbar, click Reset All to show the rooftop view. Scroll the mouse wheel to
zoom in and get a closer view. Move the viewpoint so that you are looking at the elevator
doors.
3. On the property panel, click Add. Set the Time to 0 and the Transition to Stationary as seen
in Figure 24. This means we will hold the first view.
4. Move the time slider to about 10 seconds.
5. On the property panel, click Add. Set the Time to 10 and the Transition to Move to Next. This
means at 10 seconds we will begin to move to the next keyframe.
6. On the 3D view, drag to rotate down to the front face of the building with the stairs. Pan and
zoom as necessary to capture the whole building inside the 3D view.
7. Move the time slider to about 30 seconds.
8. On the property panel, click Add. Set the Time to 30 and the Transition to Stationary. This
means we will hold this view.
9. Move the time slider to about 40 seconds.
10. On the property panel, click Add. Set the Time to 40 and click Close to complete the tour. This
is the end of the tour.
11. To run the tour,
12. Double-click Tour, move the time slider to 0 seconds and click Play.
Pathfinder - Fundamentals
27 Chapter 6. Analyze Results
Figure 24. Camera Tour Timeline.
TIP You have successfully created a camera tour.
6.3. Create Movie
In this section, you will create a video file using the tour.
1. On the 3D Results window on the Navigation panel, double-click the Tour camera tour.
2. On the Navigation panel, double-click the Density contour plot.
3. Move the time slider to 0 seconds.
4. On the File menu, click Create Movie.
5. Save the file as C:\Documents\Pathfinder\Getting Started\Fundamentals.wmv.
6. On the Movie Properties dialog box click OK.
7. Once the Movie Progress dialog box completes, the file should play in your default video
player application.
Pathfinder - Fundamentals
Chapter 6. Analyze Results 28
Figure 25. Results Movie Creation.
TIP You have successfully created a results movie.
Pathfinder - Fundamentals
29 Chapter 6. Analyze Results
Chapter 7. ConclusionThank you for completing the Pathfinder Fundamentals series. You should now have a basic
understanding of the basics. There are still more advanced topics to cover. Refer to Pathfinder
Support for additional learning material, or visit our Training page for details on instructor led
courses.
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Pathfinder - Fundamentals
Chapter 7. Conclusion 30