Create motion with assembly joints

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.

After completing this lesson, you will be able to:

  • Create a joint origin.
  • Apply all joint types.
  • Control joint limits.
  • Create rigid groups."

Video quiz

Which of the following Assemble dropdown options will enable a user to create a rigid relationship between more than 2 selected components?

(Select one)
Select an answer

1/1 questions left unanswered

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