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After completing this video, you will be able to:
Transcript
00:02
Create and manage motion links.
00:05
After completing this video, you'll be able to create a motion link
00:12
in fusion.
00:12
We want to begin by opening two sample data sets, the sample engine assembly,
00:17
motion link dot F 3D
00:18
and the steering
00:19
rack dot F 3D.
00:21
We're going to be taking a look at the creation of what's called a motion link.
00:25
We already understand the basics of the application of joints and
00:29
asalt joints in our assemblies.
00:31
We now want to talk a little bit more about motion links.
00:34
Motion links are ways for us to connect
00:36
multiple joints together and link their movement.
00:39
In this case,
00:40
what we're going to be doing is linking the revolute joint for the starter motor
00:44
and the revolute joint for the crank.
00:47
When we select these two joints,
00:49
notice that as the starter motor turns on the left hand side,
00:53
the crank also rotates in the same direction by the same amount,
00:57
we have the option to reverse these.
00:60
Meaning that as the starter motor turns in a clockwise fashion,
01:04
the crank shaft is turning in the counterclockwise fashion,
01:07
we can also dictate the amount that each of these move.
01:11
For example, the first selection, we may want to move 100 and 80 degrees
01:16
while the crank is moving a full 360 degrees
01:20
playing around with these motion links on a simple revolute set of
01:23
joints is a great way to better understand how they work.
01:26
Once we say, OK,
01:28
now as we manually move one of these items, the other one is gonna move as well.
01:33
So now for every full rotation of the starter motor,
01:36
we've got two rotations of the crankshaft based on
01:39
the values we put in our motion link.
01:41
If we take a look at the steering rack,
01:43
the steering rack assembly has a revolute joint for the steering wheel,
01:48
but it has a linear joint for the rail and it has a gear in the center.
01:53
What we need to do is identify all of the different
01:56
motion links that need to happen to make this assembly work.
01:59
First, let's go to motion link.
02:02
We've already looked at using two revolute joints,
02:05
but the motion link can work between different types of joints.
02:08
In
02:08
this case, a revolute joint and a slider joint.
02:12
You'll note that as the revolute joint is moving,
02:16
the preview is showing it's moving just a little bit on the teeth
02:20
and that's because we've got way too big of a ratio.
02:23
Let's go ahead and take this angle down to 10 degrees,
02:27
reverse its direction.
02:29
And we can now see that we're a bit closer to getting the motion correctly.
02:33
In this case, 10 degrees is still a bit much.
02:35
Let's go down to five degrees and see if we can get the ratio right.
02:39
We can see that five degrees is not gonna work in this instance.
02:43
So it needs to be larger.
02:45
When we're designing a gear pair, we know the specific amount of teeth.
02:50
And we also know the distance between those teeth.
02:52
When you're designing a pair of gears.
02:54
In this case, a rack and pinion or any other gear set,
02:57
it's important to know and use the number of teeth that
03:00
you have for the variables inside of our motion link.
03:04
Now, let's go ahead and create one more motion link.
03:08
This time, we want to create a motion link between the steering wheel, revolute
03:11
and the gear.
03:13
We want to make sure they're going the correct direction.
03:16
And
03:17
we'll say, OK,
03:19
so as I turn the steering wheel to the right,
03:21
we can see that the rack is moving to the left.
03:24
As I turn it to the left, the rack is moving to the right.
03:28
This allows us to create complex assemblies of components
03:31
and give some sort of relationship or emotion
03:34
link between multiple joints in our assembly.
03:37
Using this type of motion link allows us to use
03:40
simplified versions of mechanical motion for things like revolute and sliders
03:44
and connect them to other portions of our design.
03:47
Once we're done with this,
03:48
let's go ahead and make saves and then we can move on to the next step.
Video transcript
00:02
Create and manage motion links.
00:05
After completing this video, you'll be able to create a motion link
00:12
in fusion.
00:12
We want to begin by opening two sample data sets, the sample engine assembly,
00:17
motion link dot F 3D
00:18
and the steering
00:19
rack dot F 3D.
00:21
We're going to be taking a look at the creation of what's called a motion link.
00:25
We already understand the basics of the application of joints and
00:29
asalt joints in our assemblies.
00:31
We now want to talk a little bit more about motion links.
00:34
Motion links are ways for us to connect
00:36
multiple joints together and link their movement.
00:39
In this case,
00:40
what we're going to be doing is linking the revolute joint for the starter motor
00:44
and the revolute joint for the crank.
00:47
When we select these two joints,
00:49
notice that as the starter motor turns on the left hand side,
00:53
the crank also rotates in the same direction by the same amount,
00:57
we have the option to reverse these.
00:60
Meaning that as the starter motor turns in a clockwise fashion,
01:04
the crank shaft is turning in the counterclockwise fashion,
01:07
we can also dictate the amount that each of these move.
01:11
For example, the first selection, we may want to move 100 and 80 degrees
01:16
while the crank is moving a full 360 degrees
01:20
playing around with these motion links on a simple revolute set of
01:23
joints is a great way to better understand how they work.
01:26
Once we say, OK,
01:28
now as we manually move one of these items, the other one is gonna move as well.
01:33
So now for every full rotation of the starter motor,
01:36
we've got two rotations of the crankshaft based on
01:39
the values we put in our motion link.
01:41
If we take a look at the steering rack,
01:43
the steering rack assembly has a revolute joint for the steering wheel,
01:48
but it has a linear joint for the rail and it has a gear in the center.
01:53
What we need to do is identify all of the different
01:56
motion links that need to happen to make this assembly work.
01:59
First, let's go to motion link.
02:02
We've already looked at using two revolute joints,
02:05
but the motion link can work between different types of joints.
02:08
In
02:08
this case, a revolute joint and a slider joint.
02:12
You'll note that as the revolute joint is moving,
02:16
the preview is showing it's moving just a little bit on the teeth
02:20
and that's because we've got way too big of a ratio.
02:23
Let's go ahead and take this angle down to 10 degrees,
02:27
reverse its direction.
02:29
And we can now see that we're a bit closer to getting the motion correctly.
02:33
In this case, 10 degrees is still a bit much.
02:35
Let's go down to five degrees and see if we can get the ratio right.
02:39
We can see that five degrees is not gonna work in this instance.
02:43
So it needs to be larger.
02:45
When we're designing a gear pair, we know the specific amount of teeth.
02:50
And we also know the distance between those teeth.
02:52
When you're designing a pair of gears.
02:54
In this case, a rack and pinion or any other gear set,
02:57
it's important to know and use the number of teeth that
03:00
you have for the variables inside of our motion link.
03:04
Now, let's go ahead and create one more motion link.
03:08
This time, we want to create a motion link between the steering wheel, revolute
03:11
and the gear.
03:13
We want to make sure they're going the correct direction.
03:16
And
03:17
we'll say, OK,
03:19
so as I turn the steering wheel to the right,
03:21
we can see that the rack is moving to the left.
03:24
As I turn it to the left, the rack is moving to the right.
03:28
This allows us to create complex assemblies of components
03:31
and give some sort of relationship or emotion
03:34
link between multiple joints in our assembly.
03:37
Using this type of motion link allows us to use
03:40
simplified versions of mechanical motion for things like revolute and sliders
03:44
and connect them to other portions of our design.
03:47
Once we're done with this,
03:48
let's go ahead and make saves and then we can move on to the next step.
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