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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Use joint limits and contact sets to create advanced mechanical motion.
Exercise
Transcript
00:01
This is a practice exercise video solution.
00:06
To get started,
00:06
let's open the supply data set,
00:08
Joint Limits.3D.
00:10
This design already contains a revolute joint,
00:13
a slider joint,
00:14
and a motion link.
00:15
The motion link allows the object with a slider joint
00:18
to move back and forth while rotating the object with the revolute joint.
00:22
Let's go ahead and revert the position.
00:25
We also have a few blocks that are free to move about.
00:28
We need to start by applying more joints to the situation,
00:32
and we also need to limit some of the joints we already have.
00:36
So,
00:36
to get started,
00:37
let's go to assemble and select as built joint.
00:40
We'll change the joint type to be planer
00:42
and select one of our blocks,
00:44
block one,
00:45
and our base.
00:47
The position for the block doesn't really matter,
00:49
but let's select the center of the cylinder,
00:51
and then we'll say,
00:52
OK.
00:53
Right click and repeat,
00:54
once again selecting a block,
00:56
the base,
00:57
and then the center position of the cylinder and say OK.
01:00
Now each of these blocks is free to move around on plane.
01:03
Let's revert the position and let's take a look at our slider joint.
01:07
We right click and select edit motion limits.
01:10
Inside of here,
01:11
we have a minimum and a maximum value set to minus 3.5 inches and plus 3.5 inches.
01:17
We need to activate these by selecting the check marks.
01:20
Once we say OK,
01:21
this is going to limit the overall motion of the block,
01:23
preventing it from going past the edge of our base.
01:27
Let's select revert position.
01:29
Joints are great to represent mechanical motion,
01:32
however,
01:32
they can't fit all situations.
01:35
In some instances,
01:36
we may need to use contact sets
01:38
to represent physical interaction between components.
01:41
From our assemble menu,
01:43
we want to select enable contact sets.
01:46
From here,
01:46
we'll right click on Contact sets and create a new contact set.
01:50
This will be between block one
01:51
and our wiper arm,
01:52
and we'll say,
01:53
OK.
01:54
Repeat the process
01:55
using block 2 and the wiper arm before saying OK.
02:00
Now,
02:00
we should have a positive interaction between each block and the wiper arm.
02:05
Let's go ahead and move the slider object back and forth,
02:08
noting that it is pushing each block out of the way.
02:12
Let's go ahead and select revert position.
02:15
Using a combination of joints,
02:17
joint limits,
02:18
as well as contact sets,
02:20
enables us to fully represent the motion inside of this simple assembly.
02:24
It's a good idea to play around with
02:26
different options when creating your own assemblies.
02:29
Make sure that you use joints and
02:30
as-built joints to represent simple mechanical motion,
02:33
but explore other options like motion links as well as contact sets when
02:37
you have more complicated problems that can't be easily represented with joints.
02:41
After we're done,
02:42
go ahead and save this file before moving on.
Video transcript
00:01
This is a practice exercise video solution.
00:06
To get started,
00:06
let's open the supply data set,
00:08
Joint Limits.3D.
00:10
This design already contains a revolute joint,
00:13
a slider joint,
00:14
and a motion link.
00:15
The motion link allows the object with a slider joint
00:18
to move back and forth while rotating the object with the revolute joint.
00:22
Let's go ahead and revert the position.
00:25
We also have a few blocks that are free to move about.
00:28
We need to start by applying more joints to the situation,
00:32
and we also need to limit some of the joints we already have.
00:36
So,
00:36
to get started,
00:37
let's go to assemble and select as built joint.
00:40
We'll change the joint type to be planer
00:42
and select one of our blocks,
00:44
block one,
00:45
and our base.
00:47
The position for the block doesn't really matter,
00:49
but let's select the center of the cylinder,
00:51
and then we'll say,
00:52
OK.
00:53
Right click and repeat,
00:54
once again selecting a block,
00:56
the base,
00:57
and then the center position of the cylinder and say OK.
01:00
Now each of these blocks is free to move around on plane.
01:03
Let's revert the position and let's take a look at our slider joint.
01:07
We right click and select edit motion limits.
01:10
Inside of here,
01:11
we have a minimum and a maximum value set to minus 3.5 inches and plus 3.5 inches.
01:17
We need to activate these by selecting the check marks.
01:20
Once we say OK,
01:21
this is going to limit the overall motion of the block,
01:23
preventing it from going past the edge of our base.
01:27
Let's select revert position.
01:29
Joints are great to represent mechanical motion,
01:32
however,
01:32
they can't fit all situations.
01:35
In some instances,
01:36
we may need to use contact sets
01:38
to represent physical interaction between components.
01:41
From our assemble menu,
01:43
we want to select enable contact sets.
01:46
From here,
01:46
we'll right click on Contact sets and create a new contact set.
01:50
This will be between block one
01:51
and our wiper arm,
01:52
and we'll say,
01:53
OK.
01:54
Repeat the process
01:55
using block 2 and the wiper arm before saying OK.
02:00
Now,
02:00
we should have a positive interaction between each block and the wiper arm.
02:05
Let's go ahead and move the slider object back and forth,
02:08
noting that it is pushing each block out of the way.
02:12
Let's go ahead and select revert position.
02:15
Using a combination of joints,
02:17
joint limits,
02:18
as well as contact sets,
02:20
enables us to fully represent the motion inside of this simple assembly.
02:24
It's a good idea to play around with
02:26
different options when creating your own assemblies.
02:29
Make sure that you use joints and
02:30
as-built joints to represent simple mechanical motion,
02:33
but explore other options like motion links as well as contact sets when
02:37
you have more complicated problems that can't be easily represented with joints.
02:41
After we're done,
02:42
go ahead and save this file before moving on.
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