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Prepare a process flow for kinematics, and then use kinematics to change object positions in your model.
Type:
Tutorial
Length:
8 min.
Transcript
00:03
In FlexSim, you can use kinematics to perform movement operations for 3D objects within your model,
00:10
including changing location, rotating, and turning objects in different directions.
00:16
This allows you to control the movement and position of objects to create realistic and effective models.
00:23
In this model, a turntable is in the center and should rotate to receive items from both the X and Y direction.
00:30
Right now, the object does not turn, but you can use kinematics to rotate the turntable appropriately.
00:38
Before applying kinematics, it is important to ensure that the proper setup is complete in your process flow.
00:45
While this may take some time, it is critical to the effective functioning of the kinematics.
00:50
In this example, Zones in a Process Flow will be set up for both the X and Y directions.
00:56
When the turntable is in the appropriate direction, items will proceed into the Zone and across the turntable.
01:03
Otherwise, items will be instructed to wait until the Zone is clear to activate kinematics, and then proceed into the Zone.
01:12
Here, you see the X and Y Zones already created so that tokens flow to the first decision point,
01:17
enter the Zone, and then wait until the matching token reaches the second decision point to exit the Zone.
01:25
The simulation is Run and you can see that the Zones are operating as expected.
01:31
Next, tokens need to be duplicated and set up in the process flow with the appropriate labels,
01:37
to determine if the orientation of the turntable matches their direction.
01:41
From the Library, the Create Tokens activity is added to both the X and Y Zones after Source.
01:48
Then, a connected Assign Labels activity is added using the Quick Library.
01:54
In the Quick Properties for Create Tokens, the tokens are set up to be created as Independent Tokens,
02:00
sent to the Assign Labels activity, and the activity will Copy Labels to Tokens on Create.
02:07
Get Variable and Decide activities are then added to the activity blocks as well.
02:13
In the Assign Labels Properties, the tokens are set to be assigned a Type label equal to the value of the item.
02:20
This means that tokens in the Y direction—the red tokens—receive a label of Type 1,
02:27
and the green tokens in the X direction receive a label of Type 0.
02:33
Additionally, the Orientation variable is connected to the two Get Variable activities
02:38
and set up to have a value of 0 when oriented in the X direction and a value of 1 when oriented in the Y direction.
02:47
The Decide activity will compare the Type of the token to the value of the Orientation variable.
02:53
If the two values do not match, then the orientation is not in the correct direction,
02:58
and the token will wait.
03:00
If the values do match, then the token will enter the turntable.
03:05
This is set up by selecting each of the Decide activities, and then using the Code Editor to create a custom code.
03:12
Here, the code is set up so that if token.Type is equal to token.variable, then return 2, otherwise, return 1.
03:21
Once the code is applied, the Decide activity is then connected to the two paths—1 is the Custom Code, and 2 is the Sink.
03:31
Next, you want to ensure that items wait for the kinematics when routed to the Custom Code.
03:36
In the Quick Properties, Add drop-down, Control > Conveyor > Stop / Resume Item on Conveyor is selected, with the Action set to Stop Item.
03:49
The activity is renamed “Stop Item”, and the same changes are applied to the other Custom Code activity.
03:56
Now, when the simulation is Reset and Run, you see that the green items flow across the turntable, while the red items stop and wait.
04:05
Next, a Wait for Event is added to both Stop Items in the ProcessFlow
04:10
to make sure items wait until the Zone is clear to activate kinematics.
04:15
For the Y Zone, the Sampler is used to select the X Zone, and then, in the menu, X Zone: On Content Change is selected.
04:24
In the Quick Properties for the Wait for Event, Change Rule is set to Arrive At Value, with a Value of 0,
04:31
and Fire If Initial Value Meets Rule is also selected.
04:36
This means that tokens in the Y direction will wait until the X Zone has a value of 0 to proceed.
04:42
The same is repeated for the X Zone, except tokens in this direction will wait for the Y Zone to be clear.
04:49
When kinematics are in motion, the orientation variable must have a value other than 0 or 1,
04:55
and it is recommended that you select something recognizably different from the other variables.
05:01
A Set Variable activity is added to each Zone, and in this example, the Value is set to 90.
05:09
The process flow is now set up appropriately, and you are ready to apply kinematics.
05:14
First, add Create Kinematics to the ProcessFlow for the Y Zone.
05:19
In the Quick Properties, click the Sampler.
05:23
Then, in the model, select the Processor.
05:27
Next, add Apply Kinematics to the ProcessFlow as well.
05:31
Again, use the Sampler to select the Processor, then set the Type to Rotate.
05:38
Back in the ProcessFlow, join the two kinematics activities in a block.
05:44
Then, in the Quick Properties for Apply Kinematics, set the Offset Z Rotation to -90 degrees and the Target Speed to 50.
05:54
Add Finish Kinematics to the activity block.
05:58
Then Copy the kinematics activity block and Paste it into the X Zone.
06:03
The only difference is that for the X Zone, you want to click Apply Kinematics, and then adjust the Offset Z Rotation to 90.
06:12
Connect each kinematics block to the respective Stop Item block,
06:16
then create another Custom Code to Resume Item once the kinematics are complete.
06:21
The last thing you need to do is add a Set Variable activity
06:25
to change the value of the Orientation variable once the rotation has occurred.
06:30
For the Y Zone, add Set Variable to the kinematics activity block,
06:35
link it to the Orientation, and then set the variable to a value of 1.
06:42
Repeat these steps for the X Zone, but with a value of 0.
06:46
Finally, add connectors to the Sink activity.
06:50
To limit the number of items processed at a time, select the Processor,
06:54
and then in Properties, set the Max Content—in this case, to 5.
06:60
Now, Reset and Run the simulation to watch the process in action.
07:05
Here, you can see that the process flow runs smoothly and the kinematics function as planned.
07:11
Again, while it may take some time to prepare your process for kinematics,
07:15
once it is set up, you can easily adjust properties to fit different scenarios.
07:20
For example, here is an alternate scenario with the same general process flow;
07:25
however, in this case, the kinematics are adjusted to lift the processor diagonally to another conveyor.
07:32
Now you can create a process flow using kinematics.
Video transcript
00:03
In FlexSim, you can use kinematics to perform movement operations for 3D objects within your model,
00:10
including changing location, rotating, and turning objects in different directions.
00:16
This allows you to control the movement and position of objects to create realistic and effective models.
00:23
In this model, a turntable is in the center and should rotate to receive items from both the X and Y direction.
00:30
Right now, the object does not turn, but you can use kinematics to rotate the turntable appropriately.
00:38
Before applying kinematics, it is important to ensure that the proper setup is complete in your process flow.
00:45
While this may take some time, it is critical to the effective functioning of the kinematics.
00:50
In this example, Zones in a Process Flow will be set up for both the X and Y directions.
00:56
When the turntable is in the appropriate direction, items will proceed into the Zone and across the turntable.
01:03
Otherwise, items will be instructed to wait until the Zone is clear to activate kinematics, and then proceed into the Zone.
01:12
Here, you see the X and Y Zones already created so that tokens flow to the first decision point,
01:17
enter the Zone, and then wait until the matching token reaches the second decision point to exit the Zone.
01:25
The simulation is Run and you can see that the Zones are operating as expected.
01:31
Next, tokens need to be duplicated and set up in the process flow with the appropriate labels,
01:37
to determine if the orientation of the turntable matches their direction.
01:41
From the Library, the Create Tokens activity is added to both the X and Y Zones after Source.
01:48
Then, a connected Assign Labels activity is added using the Quick Library.
01:54
In the Quick Properties for Create Tokens, the tokens are set up to be created as Independent Tokens,
02:00
sent to the Assign Labels activity, and the activity will Copy Labels to Tokens on Create.
02:07
Get Variable and Decide activities are then added to the activity blocks as well.
02:13
In the Assign Labels Properties, the tokens are set to be assigned a Type label equal to the value of the item.
02:20
This means that tokens in the Y direction—the red tokens—receive a label of Type 1,
02:27
and the green tokens in the X direction receive a label of Type 0.
02:33
Additionally, the Orientation variable is connected to the two Get Variable activities
02:38
and set up to have a value of 0 when oriented in the X direction and a value of 1 when oriented in the Y direction.
02:47
The Decide activity will compare the Type of the token to the value of the Orientation variable.
02:53
If the two values do not match, then the orientation is not in the correct direction,
02:58
and the token will wait.
03:00
If the values do match, then the token will enter the turntable.
03:05
This is set up by selecting each of the Decide activities, and then using the Code Editor to create a custom code.
03:12
Here, the code is set up so that if token.Type is equal to token.variable, then return 2, otherwise, return 1.
03:21
Once the code is applied, the Decide activity is then connected to the two paths—1 is the Custom Code, and 2 is the Sink.
03:31
Next, you want to ensure that items wait for the kinematics when routed to the Custom Code.
03:36
In the Quick Properties, Add drop-down, Control > Conveyor > Stop / Resume Item on Conveyor is selected, with the Action set to Stop Item.
03:49
The activity is renamed “Stop Item”, and the same changes are applied to the other Custom Code activity.
03:56
Now, when the simulation is Reset and Run, you see that the green items flow across the turntable, while the red items stop and wait.
04:05
Next, a Wait for Event is added to both Stop Items in the ProcessFlow
04:10
to make sure items wait until the Zone is clear to activate kinematics.
04:15
For the Y Zone, the Sampler is used to select the X Zone, and then, in the menu, X Zone: On Content Change is selected.
04:24
In the Quick Properties for the Wait for Event, Change Rule is set to Arrive At Value, with a Value of 0,
04:31
and Fire If Initial Value Meets Rule is also selected.
04:36
This means that tokens in the Y direction will wait until the X Zone has a value of 0 to proceed.
04:42
The same is repeated for the X Zone, except tokens in this direction will wait for the Y Zone to be clear.
04:49
When kinematics are in motion, the orientation variable must have a value other than 0 or 1,
04:55
and it is recommended that you select something recognizably different from the other variables.
05:01
A Set Variable activity is added to each Zone, and in this example, the Value is set to 90.
05:09
The process flow is now set up appropriately, and you are ready to apply kinematics.
05:14
First, add Create Kinematics to the ProcessFlow for the Y Zone.
05:19
In the Quick Properties, click the Sampler.
05:23
Then, in the model, select the Processor.
05:27
Next, add Apply Kinematics to the ProcessFlow as well.
05:31
Again, use the Sampler to select the Processor, then set the Type to Rotate.
05:38
Back in the ProcessFlow, join the two kinematics activities in a block.
05:44
Then, in the Quick Properties for Apply Kinematics, set the Offset Z Rotation to -90 degrees and the Target Speed to 50.
05:54
Add Finish Kinematics to the activity block.
05:58
Then Copy the kinematics activity block and Paste it into the X Zone.
06:03
The only difference is that for the X Zone, you want to click Apply Kinematics, and then adjust the Offset Z Rotation to 90.
06:12
Connect each kinematics block to the respective Stop Item block,
06:16
then create another Custom Code to Resume Item once the kinematics are complete.
06:21
The last thing you need to do is add a Set Variable activity
06:25
to change the value of the Orientation variable once the rotation has occurred.
06:30
For the Y Zone, add Set Variable to the kinematics activity block,
06:35
link it to the Orientation, and then set the variable to a value of 1.
06:42
Repeat these steps for the X Zone, but with a value of 0.
06:46
Finally, add connectors to the Sink activity.
06:50
To limit the number of items processed at a time, select the Processor,
06:54
and then in Properties, set the Max Content—in this case, to 5.
06:60
Now, Reset and Run the simulation to watch the process in action.
07:05
Here, you can see that the process flow runs smoothly and the kinematics function as planned.
07:11
Again, while it may take some time to prepare your process for kinematics,
07:15
once it is set up, you can easily adjust properties to fit different scenarios.
07:20
For example, here is an alternate scenario with the same general process flow;
07:25
however, in this case, the kinematics are adjusted to lift the processor diagonally to another conveyor.
07:32
Now you can create a process flow using kinematics.
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