Feature: Ability to turn vibrations off for mode shapes
This issue was created automatically from an original Mantis Issue. Further discussion may take place here.
Item number 1, described by Ken below. Main section says:
First, this selection of time mode was designed for storing mode shape solutions, which has a minor unintended consequence. Because mode shapes capture vibration information, turning on mode shapes also enables a special animation mode that will vary the displacement magnitude along a sine wave if you hit play. However, as long as you keep the time at 0, you will get the results you want.
Alan,
The problem, in a nutshell, is that the Exodus file is reporting as time something that is not time, which in turn causes ParaView to handle it incorrectly. The good news is that this is not the first time we have encountered the Exodus-time-is-not-really-time use case, and Eric can use our workaround immediately. The sort-of bad news is that the previous use case, mode shapes, is slightly different than what Eric is doing and thus he will have to be somewhat careful until we fix it properly.
To directly select which steady state solution to load, scroll the object inspector to near the bottom and click on the "Has Mode Shapes" checkbox. The scroll bar underneath should enable itself and allow you to select the "time" that you want.
Now for the bad news. First, this selection of time mode was designed for storing mode shape solutions, which has a minor unintended consequence. Because mode shapes capture vibration information, turning on mode shapes also enables a special animation mode that will vary the displacement magnitude along a sine wave if you hit play. However, as long as you keep the time at 0, you will get the results you want. The second unfortunate thing is that although you should be able to use the animation view to establish an animation that steps through the time steps in this mode, you cannot right now because the time index is marked as non-animateable. Both of these issues should be pretty easy to fix. Just create a bug report to be solved for 3.6 and assign it to me.
-Ken