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Transcript
00:02
Create joints and motion.
00:05
After completing this video,
00:06
you'll be able to
00:08
create an as-built joint,
00:09
create a joint,
00:10
use joint origin,
00:12
and create a motion link.
00:15
To get started in fusion,
00:16
let's open the supplied dataset,
00:18
Joints in Motion.
00:19
F3D.
00:21
In this design,
00:22
we've got a couple of components,
00:23
and we're going to talk about expanding these,
00:26
building them out as subassemblies and how to put them together so they have motion.
00:31
The first thing that we want to do is take the pivot bracket,
00:34
expand it,
00:35
and note that it's made up of two individual bodies.
00:38
We're going to right click and we're gonna pin this to ground it.
00:42
Next,
00:42
we want to identify the round body air cylinder.
00:46
Notice that there are multiple bodies inside of here,
00:48
and we don't necessarily need all of them.
00:51
So the nut on the nose of the cylinder,
00:53
we're gonna right click and select remove.
00:56
Next,
00:56
we've got a shaft in the in position and a shaft in the out position.
01:01
The shaft in the out position isn't needed,
01:03
so we're gonna select remove.
01:05
We've got the main body,
01:06
and then we've got the nut on the tail side of the cylinder.
01:09
We'll right click and remove the nut as well.
01:12
With these two bodies,
01:13
we need to go ahead and convert them to
01:15
components because we need to analyze their motion.
01:18
So we're going to set body 2 as the shaft.
01:22
And body 4 will be the main body.
01:26
Then we can select both of these,
01:28
right click,
01:29
and create components from bodies.
01:32
Notice that by default,
01:33
the shaft is grounded to the parent.
01:36
This means that the origin at the top level
01:39
is going to be grounded to the shaft.
01:41
That doesn't mean that it can't move about.
01:44
It simply means that the origin at the top level
01:47
and the origin for the shaft itself are going to be linked together.
01:51
That's OK for what we're doing here,
01:52
so we're gonna select revert position.
01:55
In this instance,
01:55
however,
01:56
we could right click and unground from parent and still get the same result.
02:01
Let's go ahead and take a look at using an asphalt joint.
02:05
An as built joint makes use of the current location of our components.
02:09
In the case of an Abelt joint,
02:11
we only need to select the components of interest and the motion type.
02:15
The motion type in this case is going to be a slider
02:18
allowing the shaft to move in and out of the main body.
02:21
Then we'll select the two components,
02:23
and then we'll select the axis that we needed to follow.
02:26
Because these are threaded components,
02:27
it's best to select a cylindrical reference that doesn't have a thread on it.
02:31
This could be the back face of the cylinder here.
02:34
Then
02:34
we can see it moves in and out.
02:36
If we need to control the joint limits,
02:38
we can toggle on the minimum and maximum values.
02:42
This can sometimes be easier to manually drag on the screen,
02:46
and we can see that we've got a maximum of 14 millimeters,
02:49
and we can say,
02:49
OK.
02:51
Now,
02:51
as we move these cylinders around,
02:53
once the rest of the assembly is fully constrained,
02:56
we'll be able to see those limits.
02:58
If we want to test them out,
02:59
we also have the ability to find the joint,
03:01
in this case,
03:02
slider one,
03:03
and we can animate the joint,
03:05
which will only animate that single joint position.
03:08
We can see it's moving in and out,
03:09
and then we simply hit escape to finish the animation.
03:13
Next we're gonna take a look at the ball joint rod end.
03:16
We need to expand the component and note that it also has two bodies.
03:20
The spherical rod end needs to be able to pivot inside that body.
03:24
So we're gonna select both bodies and select create components from bodies.
03:30
Now we can go in and use an as-built joint.
03:33
In this case,
03:34
the asphalt joint is going to be a ball joint.
03:37
We'll select the two components,
03:39
and then we'll select the ball joint location.
03:42
The preview shows that it's able to rotate and while
03:44
we can lock down the motion in multiple directions,
03:47
we're gonna leave it under constraint.
03:51
Now
03:51
we need to move components to a new location in addition to adding joints.
03:56
The next joint that we want to use is going to be a standard joint.
03:60
And we're gonna set the motion type to rigid.
04:03
Here,
04:04
we need to select the position.
04:06
I'm gonna select the bottom face of this component and then hold down control
04:10
which will lock my focus and allow me to select the center point.
04:13
Then I'm going to select this component here.
04:17
But note that we want to offset it.
04:20
We're gonna offset it in a distance of 8 millimeters.
04:23
The preview on the screen shows that it left a portion of the rod end,
04:27
but that's OK because it's only moving a single component.
04:30
We're gonna say,
04:31
OK,
04:31
and then it's gonna go back and it'll
04:33
respect all previous joints that have been applied.
04:36
Next,
04:37
for the back end of the cylinder mount,
04:39
we need to consider the fact that we've got 2 bodies,
04:42
and we need to place this component
04:44
at the center of both of those.
04:46
When we're creating a joint,
04:48
we have some options that allow us to place between two faces.
04:51
However,
04:52
the between two faces only works if those two faces are part of the same component.
04:57
If we have this problem where we have multiple bodies or components,
05:01
we need to predefine a joint origin.
05:04
The joint origin between two faces in this instance
05:07
allows us to make use of multiple bodies
05:09
or components and then select a cylindrical reference.
05:13
We should pay close attention to the X,
05:15
Y,
05:15
and Z coordinates that we see on the screen.
05:18
And then we can select OK.
05:21
Now,
05:21
when we go to place a joint,
05:23
we can select our joint origin for that component.
05:27
So first,
05:27
let's go ahead and hover over this,
05:29
hold down control and select the center location,
05:32
and then we'll select our joint origin.
05:35
We're gonna set our motion type to revolute,
05:37
allowing it to revolve,
05:38
and then we'll say,
05:39
OK.
05:40
Gonna double click the mouse wheel and then rotate to fit back in my screen.
05:46
So now that we've applied a couple of joints,
05:47
we also want to take this bracket,
05:49
right click and pin it.
05:51
We can make sure that it's pinned by taking a look at the icon on the screen
05:55
that's listed over our component.
05:58
Now we're able to rotate this up and down,
05:60
and we're able to slide the center position in and out of the cylinder,
06:04
and then we've got the spherical rod end that can also move.
06:07
Let's go ahead and revert the position and talk for a second about motion links.
06:12
Motion links are a way for us to combine multiple joints motions together.
06:17
For example,
06:17
if we want the joint motion for the slider
06:20
to be tied to the rotation,
06:22
We have the ability to tie them together.
06:25
This means that as one joint is rotating,
06:28
the other one can slide in and out.
06:31
If this becomes inconsistent,
06:32
we can always go back to the joints.
06:35
We can right click and we can make edits.
06:38
As this joint rotates 1 degree,
06:41
I want the distance to increase by 1 millimeter.
06:45
Now,
06:45
as I rotate this up,
06:46
we can see that the piston is coming out of the cylinder.
06:50
And because of those joint limits,
06:51
we're only able to rotate enough,
06:53
in this case 15 degrees,
06:55
for the cylinder to get to its end of its stop.
06:59
And while a motion length doesn't necessarily make sense for a pneumatic cylinder,
07:03
they work great in other instances.
07:05
For example,
07:06
gear systems,
07:07
belts and pulleys,
07:08
or rack and pinion systems.
07:10
Anytime we need to relate the motion of one joint to the motion of another joint.
07:15
In this case,
07:15
let's go ahead and revert our position.
07:18
The main things that we want to take away from this video are the ability
07:21
for us to use as built joints as well as joints on our assembly components.
07:26
We need to make sure that we understand that components
07:28
are required if we're going to be creating joints,
07:31
and that we can use tools like joint origins
07:33
to help predefine the position when creating a joint.
07:37
Motion links are a great tool to allow us to combine multiple
07:40
joints motions together and relate them
07:42
with some sort of mathematical representation.
07:45
If you want to continue to play around with this assembly,
07:48
try to add other components to the system and see
07:50
how you can add joints and motion to those components.
07:54
When you're done,
07:54
go ahead and save this before moving on.
Video transcript
00:02
Create joints and motion.
00:05
After completing this video,
00:06
you'll be able to
00:08
create an as-built joint,
00:09
create a joint,
00:10
use joint origin,
00:12
and create a motion link.
00:15
To get started in fusion,
00:16
let's open the supplied dataset,
00:18
Joints in Motion.
00:19
F3D.
00:21
In this design,
00:22
we've got a couple of components,
00:23
and we're going to talk about expanding these,
00:26
building them out as subassemblies and how to put them together so they have motion.
00:31
The first thing that we want to do is take the pivot bracket,
00:34
expand it,
00:35
and note that it's made up of two individual bodies.
00:38
We're going to right click and we're gonna pin this to ground it.
00:42
Next,
00:42
we want to identify the round body air cylinder.
00:46
Notice that there are multiple bodies inside of here,
00:48
and we don't necessarily need all of them.
00:51
So the nut on the nose of the cylinder,
00:53
we're gonna right click and select remove.
00:56
Next,
00:56
we've got a shaft in the in position and a shaft in the out position.
01:01
The shaft in the out position isn't needed,
01:03
so we're gonna select remove.
01:05
We've got the main body,
01:06
and then we've got the nut on the tail side of the cylinder.
01:09
We'll right click and remove the nut as well.
01:12
With these two bodies,
01:13
we need to go ahead and convert them to
01:15
components because we need to analyze their motion.
01:18
So we're going to set body 2 as the shaft.
01:22
And body 4 will be the main body.
01:26
Then we can select both of these,
01:28
right click,
01:29
and create components from bodies.
01:32
Notice that by default,
01:33
the shaft is grounded to the parent.
01:36
This means that the origin at the top level
01:39
is going to be grounded to the shaft.
01:41
That doesn't mean that it can't move about.
01:44
It simply means that the origin at the top level
01:47
and the origin for the shaft itself are going to be linked together.
01:51
That's OK for what we're doing here,
01:52
so we're gonna select revert position.
01:55
In this instance,
01:55
however,
01:56
we could right click and unground from parent and still get the same result.
02:01
Let's go ahead and take a look at using an asphalt joint.
02:05
An as built joint makes use of the current location of our components.
02:09
In the case of an Abelt joint,
02:11
we only need to select the components of interest and the motion type.
02:15
The motion type in this case is going to be a slider
02:18
allowing the shaft to move in and out of the main body.
02:21
Then we'll select the two components,
02:23
and then we'll select the axis that we needed to follow.
02:26
Because these are threaded components,
02:27
it's best to select a cylindrical reference that doesn't have a thread on it.
02:31
This could be the back face of the cylinder here.
02:34
Then
02:34
we can see it moves in and out.
02:36
If we need to control the joint limits,
02:38
we can toggle on the minimum and maximum values.
02:42
This can sometimes be easier to manually drag on the screen,
02:46
and we can see that we've got a maximum of 14 millimeters,
02:49
and we can say,
02:49
OK.
02:51
Now,
02:51
as we move these cylinders around,
02:53
once the rest of the assembly is fully constrained,
02:56
we'll be able to see those limits.
02:58
If we want to test them out,
02:59
we also have the ability to find the joint,
03:01
in this case,
03:02
slider one,
03:03
and we can animate the joint,
03:05
which will only animate that single joint position.
03:08
We can see it's moving in and out,
03:09
and then we simply hit escape to finish the animation.
03:13
Next we're gonna take a look at the ball joint rod end.
03:16
We need to expand the component and note that it also has two bodies.
03:20
The spherical rod end needs to be able to pivot inside that body.
03:24
So we're gonna select both bodies and select create components from bodies.
03:30
Now we can go in and use an as-built joint.
03:33
In this case,
03:34
the asphalt joint is going to be a ball joint.
03:37
We'll select the two components,
03:39
and then we'll select the ball joint location.
03:42
The preview shows that it's able to rotate and while
03:44
we can lock down the motion in multiple directions,
03:47
we're gonna leave it under constraint.
03:51
Now
03:51
we need to move components to a new location in addition to adding joints.
03:56
The next joint that we want to use is going to be a standard joint.
03:60
And we're gonna set the motion type to rigid.
04:03
Here,
04:04
we need to select the position.
04:06
I'm gonna select the bottom face of this component and then hold down control
04:10
which will lock my focus and allow me to select the center point.
04:13
Then I'm going to select this component here.
04:17
But note that we want to offset it.
04:20
We're gonna offset it in a distance of 8 millimeters.
04:23
The preview on the screen shows that it left a portion of the rod end,
04:27
but that's OK because it's only moving a single component.
04:30
We're gonna say,
04:31
OK,
04:31
and then it's gonna go back and it'll
04:33
respect all previous joints that have been applied.
04:36
Next,
04:37
for the back end of the cylinder mount,
04:39
we need to consider the fact that we've got 2 bodies,
04:42
and we need to place this component
04:44
at the center of both of those.
04:46
When we're creating a joint,
04:48
we have some options that allow us to place between two faces.
04:51
However,
04:52
the between two faces only works if those two faces are part of the same component.
04:57
If we have this problem where we have multiple bodies or components,
05:01
we need to predefine a joint origin.
05:04
The joint origin between two faces in this instance
05:07
allows us to make use of multiple bodies
05:09
or components and then select a cylindrical reference.
05:13
We should pay close attention to the X,
05:15
Y,
05:15
and Z coordinates that we see on the screen.
05:18
And then we can select OK.
05:21
Now,
05:21
when we go to place a joint,
05:23
we can select our joint origin for that component.
05:27
So first,
05:27
let's go ahead and hover over this,
05:29
hold down control and select the center location,
05:32
and then we'll select our joint origin.
05:35
We're gonna set our motion type to revolute,
05:37
allowing it to revolve,
05:38
and then we'll say,
05:39
OK.
05:40
Gonna double click the mouse wheel and then rotate to fit back in my screen.
05:46
So now that we've applied a couple of joints,
05:47
we also want to take this bracket,
05:49
right click and pin it.
05:51
We can make sure that it's pinned by taking a look at the icon on the screen
05:55
that's listed over our component.
05:58
Now we're able to rotate this up and down,
05:60
and we're able to slide the center position in and out of the cylinder,
06:04
and then we've got the spherical rod end that can also move.
06:07
Let's go ahead and revert the position and talk for a second about motion links.
06:12
Motion links are a way for us to combine multiple joints motions together.
06:17
For example,
06:17
if we want the joint motion for the slider
06:20
to be tied to the rotation,
06:22
We have the ability to tie them together.
06:25
This means that as one joint is rotating,
06:28
the other one can slide in and out.
06:31
If this becomes inconsistent,
06:32
we can always go back to the joints.
06:35
We can right click and we can make edits.
06:38
As this joint rotates 1 degree,
06:41
I want the distance to increase by 1 millimeter.
06:45
Now,
06:45
as I rotate this up,
06:46
we can see that the piston is coming out of the cylinder.
06:50
And because of those joint limits,
06:51
we're only able to rotate enough,
06:53
in this case 15 degrees,
06:55
for the cylinder to get to its end of its stop.
06:59
And while a motion length doesn't necessarily make sense for a pneumatic cylinder,
07:03
they work great in other instances.
07:05
For example,
07:06
gear systems,
07:07
belts and pulleys,
07:08
or rack and pinion systems.
07:10
Anytime we need to relate the motion of one joint to the motion of another joint.
07:15
In this case,
07:15
let's go ahead and revert our position.
07:18
The main things that we want to take away from this video are the ability
07:21
for us to use as built joints as well as joints on our assembly components.
07:26
We need to make sure that we understand that components
07:28
are required if we're going to be creating joints,
07:31
and that we can use tools like joint origins
07:33
to help predefine the position when creating a joint.
07:37
Motion links are a great tool to allow us to combine multiple
07:40
joints motions together and relate them
07:42
with some sort of mathematical representation.
07:45
If you want to continue to play around with this assembly,
07:48
try to add other components to the system and see
07:50
how you can add joints and motion to those components.
07:54
When you're done,
07:54
go ahead and save this before moving on.
After completing this video, you’ll be able to:
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