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Transcript
00:02
Create motion with assembly joints.
00:05
After completing this video,
00:06
you'll be able to
00:07
create a joint origin,
00:09
apply all joint types,
00:10
control joint limits,
00:11
and create rigid groups.
00:16
To get started in Fusion,
00:18
we want to open the supplied dataset Advanced Joint sample.
00:21
F3D.
00:22
This design contains a component called PA that's currently grounded,
00:26
and then we've got a component called knob,
00:28
a block component that has two subcomponents,
00:31
a ring as well as a ball.
00:34
We're gonna revert them back to their original
00:35
positions and talk a bit more about joints,
00:38
as-built joints,
00:39
and some of the advanced options we need to understand.
00:42
When we're thinking about mechanical motion and assemblies,
00:45
we need to think about how we're going to create that motion,
00:49
and we're gonna replicate that by using as-built joints or joints.
00:53
In some cases we may find the need to use things like contact sets.
00:57
If a joint can't be used to represent
00:60
the mechanical motion and contact sets are needed,
01:02
that's important to understand,
01:04
but also keep in mind that contact sets will increase the compute processing power
01:09
that's needed in order to calculate this motion.
01:12
So contact sets should only be used in certain
01:14
situations where an assembly joint can't be used.
01:18
The first thing that we want to understand is the differences between joint
01:21
and asbuilt joint.
01:23
An Abelt joint and joint will apply the
01:26
exact same joints to create the mechanical motion.
01:30
However,
01:30
an Abelt joint makes use of the current location of a component.
01:34
For as-built joints,
01:35
we simply need to select the two components,
01:37
in this case,
01:38
the ring and the plane.
01:40
And then we need to decide the motion type.
01:43
In this case,
01:43
we can select the motion of revolute if we want the ring to spin around that base.
01:48
We can also use things like cylindrical.
01:50
A cylindrical will allow it to rotate by selecting a revolute reference,
01:55
but it also allows it to move up and down.
01:58
Because in reality,
01:59
the ring is just placed on the plate,
02:02
using this type of joint is likely going to be
02:04
the most ideal or the most practical because the ring is free to move up and down.
02:10
Keep in mind that if we were using something like contact sets,
02:14
because there is a difference in diameter,
02:16
it would allow it to float around as well.
02:19
Another thing that we want to consider is that
02:21
if we don't have components in the correct location,
02:24
we need to use a joint.
02:26
And when we do that,
02:27
we need to pick the locations of the components.
02:30
For example,
02:31
if we want to move this knob to the slot,
02:33
we first need to pick the location on the knob.
02:36
This can be by selecting an edge or a cylindrical reference.
02:40
Then we need to pick the location on the slot.
02:43
It's important to identify the joint origins on
02:46
the screen when we're making our selections.
02:49
Then we want to select the motion type.
02:51
In this case,
02:52
pin and slot is going to be the ideal motion.
02:54
This allows for one degree of translation,
02:57
as well as one degree of rotation.
02:59
The difference between cylindrical and pin and slot is
03:02
simply that the degree of translation is different.
03:05
Cylindrical will have the degree of translation with the rotation axis,
03:10
while pin and slot uses a different axis altogether.
03:13
We're going to select OK,
03:15
skipping over the fact that we have joint motion limits in the dialogue
03:18
directly because we're going to talk about those in just a little bit.
03:22
The next thing that we want to identify is when we're creating a joint,
03:25
there are options for the origin mode.
03:28
In this case,
03:28
between two faces may be used when we've got two individual blocks.
03:32
However,
03:33
this only works if the selection is part of the same solid body.
03:38
In order to use a joint origin between these two,
03:41
we would need to pre-select and create that.
03:44
Another thing to keep in mind is that these
03:46
blocks are individual components inside of a top-level component.
03:50
This means that each one has its own origin,
03:53
and there's an origin at the top level.
03:55
Because of this,
03:56
we could do an as-built joint to make them rigid with each other,
04:00
but this would still allow them to move inside the block component.
04:03
So a more ideal situation is to create what's called a rigid group.
04:07
A rigid group allows us to select the top
04:10
level component and automatically include all the children.
04:13
We can also select more than two components,
04:16
which in a joint or an as-built joint,
04:18
you can only have 2.
04:20
So in this case,
04:20
we can select OK.
04:22
Then go to assemble and manually create a joint origin between two faces.
04:27
This origin will support the use of multiple bodies or components.
04:31
So we're gonna select plain one.
04:34
And then we'll select plane 2.
04:36
Then we need to select the snap location.
04:39
I'm going to pick the bottom center location.
04:41
However,
04:42
the coordinate system's not pointing in the right way.
04:44
So we're going to use reorient and manually pick a
04:47
Z orientation as one of these vertical edges and say,
04:50
OK.
04:52
Now,
04:52
when I go into create a joint,
04:54
I can select my joint origin,
04:56
which represents these two components.
04:58
Then I can select a joint origin on my plane.
05:01
For the motion type,
05:03
we want to make sure that we set this to planar,
05:05
allowing these blocks to freely move.
05:08
Once you say,
05:08
OK,
05:09
the blocks can now freely move along that plate.
05:12
I'm gonna put them over here in the corner and capture their position.
05:16
Another thing that we may want to take a look
05:18
at is the advanced options inside of these joints.
05:21
When we go to a joint.
05:24
May be easy to select the type of joint first,
05:26
such as ball joint.
05:28
Then when we select the position,
05:29
we'll select the center of this ball
05:31
and the center of this
05:33
ball socket.
05:35
As we begin moving and rotating these around,
05:38
we may find that we want to dictate these limits.
05:41
This can be done by using the joint limits directly inside of the joint,
05:45
and they're going to be found on the motion tab.
05:48
When we do this,
05:49
we want to pick each axis individually,
05:52
then we want to set the minimum and maximum values.
05:55
The minimum and maximum values will be displayed on the screen.
05:59
So we can see here that we've got
06:04
And we've got
06:08
Then we'll select another axis and begin using those as well.
06:12
For this instance,
06:12
I'm going to select OK,
06:13
only limiting one axis of rotation.
06:16
Keep in mind that with a ball joint,
06:18
the motion is fairly free because we've got 3 independent axes of rotation.
06:23
So this can be a very tricky one to fully define.
06:26
Keep in mind that fully defining these joints isn't required.
06:30
The motion limits are not a requirement of each joint,
06:33
it's just optional and something that does help
06:36
when we're talking about defining our assemblies.
06:39
Another thing that we do want to consider is the use of contact sets.
06:43
Contact sets can be helpful,
06:44
especially with a joint like this,
06:46
where it's free to rotate and move up and down.
06:49
Under the assemble menu,
06:50
we can enable contact sets for all components,
06:54
but this can oftentimes cause problems and increase calculation times.
06:58
So a more common approach is to enable contact sets,
07:01
then right click and manually create a new contact set just between two components.
07:07
Now,
07:07
this means that the ring can move up,
07:09
but it won't be able to move down through that plate.
07:12
Keep in mind once again that contact sets will increase the calculation needed,
07:17
especially for complex assemblies.
07:19
So oftentimes you may want to do no contact
07:22
and temporarily disable it,
07:24
that way the calculation times are reduced.
07:27
Keep in mind,
07:27
however,
07:28
that if you're creating an assembly,
07:30
a joint doesn't mean that the motion is OK.
07:33
In this case,
07:34
you can see that the diameter of the base of our knob is too large for the slot.
07:38
And while our joint
07:39
lets us look at this and see that it moves freely,
07:42
in reality,
07:43
those two components wouldn't fit together.
07:45
So you do still need to pay close attention
07:47
to how your components are created,
07:49
any tolerances or gaps that are required
07:52
in assigning them or putting them together.
07:54
If you want to go back and modify joint limits at any point in time,
07:58
you can simply find the joint,
07:59
in this case pin slot,
08:01
right click,
08:02
and edit the motion limits.
08:04
In this case,
08:05
I don't care about limiting the rotation,
08:07
but I do want to limit the slide.
08:09
I'm going to set the minimum at 0
08:11
and the maximum value should be about 8 inches.
08:14
We can do this on screen by manually dragging,
08:17
or you could enter it here.
08:19
We could also set a rest position,
08:21
let's say 4 inches right in the middle.
08:23
When we do this,
08:24
as we begin to drag,
08:25
it's going to stop at either end,
08:27
and once we let go,
08:28
it'll snap to that middle position.
08:31
I'm going to go ahead and capture this position.
08:33
Once again,
08:34
this allows us to freely rotate and have it snap back to that center position.
08:39
Keep in mind that the rotation is not fixed,
08:41
so each time you will need to capture the position or revert back.
08:46
There are many other options that we haven't covered in this video,
08:50
things like tangent relationship,
08:52
the drive joints option,
08:53
or creating motion links.
08:55
These are all things that you should be familiar with and explore,
08:58
but keep in mind that on the topic of our certification,
09:02
we really want to make sure we understand
09:04
the differences between joints and asphalt joints,
09:07
the degrees of freedom of the various joint types,
09:09
rigid groups,
09:11
manually creating joint origins,
09:13
as well as understanding how we can define
09:15
and drive the joint limits.
09:18
Playing around with all of these different aspects is going to be
09:21
an important step in understanding how they work for your own designs.
09:24
Once you're done,
09:25
make sure that you do save this before moving on.
Video transcript
00:02
Create motion with assembly joints.
00:05
After completing this video,
00:06
you'll be able to
00:07
create a joint origin,
00:09
apply all joint types,
00:10
control joint limits,
00:11
and create rigid groups.
00:16
To get started in Fusion,
00:18
we want to open the supplied dataset Advanced Joint sample.
00:21
F3D.
00:22
This design contains a component called PA that's currently grounded,
00:26
and then we've got a component called knob,
00:28
a block component that has two subcomponents,
00:31
a ring as well as a ball.
00:34
We're gonna revert them back to their original
00:35
positions and talk a bit more about joints,
00:38
as-built joints,
00:39
and some of the advanced options we need to understand.
00:42
When we're thinking about mechanical motion and assemblies,
00:45
we need to think about how we're going to create that motion,
00:49
and we're gonna replicate that by using as-built joints or joints.
00:53
In some cases we may find the need to use things like contact sets.
00:57
If a joint can't be used to represent
00:60
the mechanical motion and contact sets are needed,
01:02
that's important to understand,
01:04
but also keep in mind that contact sets will increase the compute processing power
01:09
that's needed in order to calculate this motion.
01:12
So contact sets should only be used in certain
01:14
situations where an assembly joint can't be used.
01:18
The first thing that we want to understand is the differences between joint
01:21
and asbuilt joint.
01:23
An Abelt joint and joint will apply the
01:26
exact same joints to create the mechanical motion.
01:30
However,
01:30
an Abelt joint makes use of the current location of a component.
01:34
For as-built joints,
01:35
we simply need to select the two components,
01:37
in this case,
01:38
the ring and the plane.
01:40
And then we need to decide the motion type.
01:43
In this case,
01:43
we can select the motion of revolute if we want the ring to spin around that base.
01:48
We can also use things like cylindrical.
01:50
A cylindrical will allow it to rotate by selecting a revolute reference,
01:55
but it also allows it to move up and down.
01:58
Because in reality,
01:59
the ring is just placed on the plate,
02:02
using this type of joint is likely going to be
02:04
the most ideal or the most practical because the ring is free to move up and down.
02:10
Keep in mind that if we were using something like contact sets,
02:14
because there is a difference in diameter,
02:16
it would allow it to float around as well.
02:19
Another thing that we want to consider is that
02:21
if we don't have components in the correct location,
02:24
we need to use a joint.
02:26
And when we do that,
02:27
we need to pick the locations of the components.
02:30
For example,
02:31
if we want to move this knob to the slot,
02:33
we first need to pick the location on the knob.
02:36
This can be by selecting an edge or a cylindrical reference.
02:40
Then we need to pick the location on the slot.
02:43
It's important to identify the joint origins on
02:46
the screen when we're making our selections.
02:49
Then we want to select the motion type.
02:51
In this case,
02:52
pin and slot is going to be the ideal motion.
02:54
This allows for one degree of translation,
02:57
as well as one degree of rotation.
02:59
The difference between cylindrical and pin and slot is
03:02
simply that the degree of translation is different.
03:05
Cylindrical will have the degree of translation with the rotation axis,
03:10
while pin and slot uses a different axis altogether.
03:13
We're going to select OK,
03:15
skipping over the fact that we have joint motion limits in the dialogue
03:18
directly because we're going to talk about those in just a little bit.
03:22
The next thing that we want to identify is when we're creating a joint,
03:25
there are options for the origin mode.
03:28
In this case,
03:28
between two faces may be used when we've got two individual blocks.
03:32
However,
03:33
this only works if the selection is part of the same solid body.
03:38
In order to use a joint origin between these two,
03:41
we would need to pre-select and create that.
03:44
Another thing to keep in mind is that these
03:46
blocks are individual components inside of a top-level component.
03:50
This means that each one has its own origin,
03:53
and there's an origin at the top level.
03:55
Because of this,
03:56
we could do an as-built joint to make them rigid with each other,
04:00
but this would still allow them to move inside the block component.
04:03
So a more ideal situation is to create what's called a rigid group.
04:07
A rigid group allows us to select the top
04:10
level component and automatically include all the children.
04:13
We can also select more than two components,
04:16
which in a joint or an as-built joint,
04:18
you can only have 2.
04:20
So in this case,
04:20
we can select OK.
04:22
Then go to assemble and manually create a joint origin between two faces.
04:27
This origin will support the use of multiple bodies or components.
04:31
So we're gonna select plain one.
04:34
And then we'll select plane 2.
04:36
Then we need to select the snap location.
04:39
I'm going to pick the bottom center location.
04:41
However,
04:42
the coordinate system's not pointing in the right way.
04:44
So we're going to use reorient and manually pick a
04:47
Z orientation as one of these vertical edges and say,
04:50
OK.
04:52
Now,
04:52
when I go into create a joint,
04:54
I can select my joint origin,
04:56
which represents these two components.
04:58
Then I can select a joint origin on my plane.
05:01
For the motion type,
05:03
we want to make sure that we set this to planar,
05:05
allowing these blocks to freely move.
05:08
Once you say,
05:08
OK,
05:09
the blocks can now freely move along that plate.
05:12
I'm gonna put them over here in the corner and capture their position.
05:16
Another thing that we may want to take a look
05:18
at is the advanced options inside of these joints.
05:21
When we go to a joint.
05:24
May be easy to select the type of joint first,
05:26
such as ball joint.
05:28
Then when we select the position,
05:29
we'll select the center of this ball
05:31
and the center of this
05:33
ball socket.
05:35
As we begin moving and rotating these around,
05:38
we may find that we want to dictate these limits.
05:41
This can be done by using the joint limits directly inside of the joint,
05:45
and they're going to be found on the motion tab.
05:48
When we do this,
05:49
we want to pick each axis individually,
05:52
then we want to set the minimum and maximum values.
05:55
The minimum and maximum values will be displayed on the screen.
05:59
So we can see here that we've got
06:04
And we've got
06:08
Then we'll select another axis and begin using those as well.
06:12
For this instance,
06:12
I'm going to select OK,
06:13
only limiting one axis of rotation.
06:16
Keep in mind that with a ball joint,
06:18
the motion is fairly free because we've got 3 independent axes of rotation.
06:23
So this can be a very tricky one to fully define.
06:26
Keep in mind that fully defining these joints isn't required.
06:30
The motion limits are not a requirement of each joint,
06:33
it's just optional and something that does help
06:36
when we're talking about defining our assemblies.
06:39
Another thing that we do want to consider is the use of contact sets.
06:43
Contact sets can be helpful,
06:44
especially with a joint like this,
06:46
where it's free to rotate and move up and down.
06:49
Under the assemble menu,
06:50
we can enable contact sets for all components,
06:54
but this can oftentimes cause problems and increase calculation times.
06:58
So a more common approach is to enable contact sets,
07:01
then right click and manually create a new contact set just between two components.
07:07
Now,
07:07
this means that the ring can move up,
07:09
but it won't be able to move down through that plate.
07:12
Keep in mind once again that contact sets will increase the calculation needed,
07:17
especially for complex assemblies.
07:19
So oftentimes you may want to do no contact
07:22
and temporarily disable it,
07:24
that way the calculation times are reduced.
07:27
Keep in mind,
07:27
however,
07:28
that if you're creating an assembly,
07:30
a joint doesn't mean that the motion is OK.
07:33
In this case,
07:34
you can see that the diameter of the base of our knob is too large for the slot.
07:38
And while our joint
07:39
lets us look at this and see that it moves freely,
07:42
in reality,
07:43
those two components wouldn't fit together.
07:45
So you do still need to pay close attention
07:47
to how your components are created,
07:49
any tolerances or gaps that are required
07:52
in assigning them or putting them together.
07:54
If you want to go back and modify joint limits at any point in time,
07:58
you can simply find the joint,
07:59
in this case pin slot,
08:01
right click,
08:02
and edit the motion limits.
08:04
In this case,
08:05
I don't care about limiting the rotation,
08:07
but I do want to limit the slide.
08:09
I'm going to set the minimum at 0
08:11
and the maximum value should be about 8 inches.
08:14
We can do this on screen by manually dragging,
08:17
or you could enter it here.
08:19
We could also set a rest position,
08:21
let's say 4 inches right in the middle.
08:23
When we do this,
08:24
as we begin to drag,
08:25
it's going to stop at either end,
08:27
and once we let go,
08:28
it'll snap to that middle position.
08:31
I'm going to go ahead and capture this position.
08:33
Once again,
08:34
this allows us to freely rotate and have it snap back to that center position.
08:39
Keep in mind that the rotation is not fixed,
08:41
so each time you will need to capture the position or revert back.
08:46
There are many other options that we haven't covered in this video,
08:50
things like tangent relationship,
08:52
the drive joints option,
08:53
or creating motion links.
08:55
These are all things that you should be familiar with and explore,
08:58
but keep in mind that on the topic of our certification,
09:02
we really want to make sure we understand
09:04
the differences between joints and asphalt joints,
09:07
the degrees of freedom of the various joint types,
09:09
rigid groups,
09:11
manually creating joint origins,
09:13
as well as understanding how we can define
09:15
and drive the joint limits.
09:18
Playing around with all of these different aspects is going to be
09:21
an important step in understanding how they work for your own designs.
09:24
Once you're done,
09:25
make sure that you do save this before moving on.
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