Assembly CreateJointFixed: Difference between revisions
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{{VeryImportantMessage|Some joints are experimental features. To enable them see [[Fine-tuning#Assembly_Workbench|Fine-tuning]].}} |
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# Optionally select two geometric entities of two different parts. |
# Optionally select two geometric entities of two different parts. Other selections will be rejected. |
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# There are several ways to invoke the tool: |
# There are several ways to invoke the tool: |
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#* Press the {{Button|[[Image:Assembly_CreateJointFixed.svg|16px]] [[Assembly_CreateJointFixed|Create a Fixed Joint]]}} button. |
#* Press the {{Button|[[Image:Assembly_CreateJointFixed.svg|16px]] [[Assembly_CreateJointFixed|Create a Fixed Joint]]}} button. |
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#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
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#*# Optionally check the '''Limits''' option. |
#*# Optionally check the '''Limits''' option. |
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#*#* Optionally enter an ''Angle |
#*#* Optionally enter an ''Angle min'' value. |
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#*#* Optionally enter an ''Angle'' |
#*#* Optionally enter an ''Angle max'' value. |
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#* Select '''Cylindrical'''. |
#* Select '''Cylindrical'''. |
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#*# If the selection list is empty: select two geometric entities. |
#*# If the selection list is empty: select two geometric entities. |
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#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
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#*# Optionally check the '''Limits''' option. |
#*# Optionally check the '''Limits''' option. |
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#*#* Optionally enter |
#*#* Optionally enter a ''Length min'' value. |
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#*#* Optionally enter |
#*#* Optionally enter a ''Length max'' value. |
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⚫ | |||
#*#* Optionally enter an ''Angle min'' value. |
#*#* Optionally enter an ''Angle min'' value. |
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⚫ | |||
#* Select '''Slider'''. |
#* Select '''Slider'''. |
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#*# If the selection list is empty: select two geometric entities. |
#*# If the selection list is empty: select two geometric entities. |
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#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
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#*# Optionally check the '''Limits''' option. |
#*# Optionally check the '''Limits''' option. |
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#*#* Optionally enter |
#*#* Optionally enter a ''Length min'' value. |
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#*#* Optionally enter |
#*#* Optionally enter a ''Length max'' value. |
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#* Select '''Ball'''. |
#* Select '''Ball'''. |
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#*# If the selection list is empty: select two geometric entities. |
#*# If the selection list is empty: select two geometric entities. |
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#*# Optionally enter a ''Distance'' value. |
#*# Optionally enter a ''Distance'' value. |
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#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
#*# Optionally press {{Button|[[Image:Button_sort.svg|16px]]}} to change the direction of the joint. |
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#* Select '''RackPinion''' |
#* Select '''RackPinion'''. |
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#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be perpendicular) |
#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be perpendicular) |
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#*# Optionally enter a ''Pitch radius'' value. |
#*# Optionally enter a ''Pitch radius'' value. |
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#* Select '''Screw''' |
#* Select '''Screw'''. |
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#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be parallel) |
#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be parallel) |
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#*# Optionally enter a ''Pitch radius'' value. |
#*# Optionally enter a ''Pitch radius'' value. |
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#* Select '''Gears''' |
#* Select '''Gears'''. |
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#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints. |
#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints. |
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#*# Optionally enter a ''Radius 1'' value. |
#*# Optionally enter a ''Radius 1'' value. |
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#*# Optionally enter a ''Radius 2'' value. |
#*# Optionally enter a ''Radius 2'' value. |
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#*# Optionally check/uncheck the '''Reverse rotation''' option. (unchecking selects the '''Belt''' option) |
#*# Optionally check/uncheck the '''Reverse rotation''' option. (unchecking selects the '''Belt''' option) |
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#* Select '''Belt''' |
#* Select '''Belt'''. |
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#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints. |
#*# If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints. |
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#*# Optionally enter a ''Radius 1'' value. |
#*# Optionally enter a ''Radius 1'' value. |
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* {{PropertyData|Angle Min|Float}}: This is the minimum limit for the angle between both coordinate systems (between their X axes). |
* {{PropertyData|Angle Min|Float}}: This is the minimum limit for the angle between both coordinate systems (between their X axes). |
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* {{PropertyData|Enable Limits|Bool}}: Is this joint using limits? |
* {{PropertyData|Enable Limits|Bool}}: Is this joint using limits? |
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* {{PropertyData|Length Max|Float}}: This is the maximum limit for the |
* {{PropertyData|Length Max|Float}}: This is the maximum limit for the distance between both coordinate systems (along their Z axis). |
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* {{PropertyData|Length Min|Float}}: This is the minimum limit for the |
* {{PropertyData|Length Min|Float}}: This is the minimum limit for the distance between both coordinate systems (along their Z axis). |
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Latest revision as of 16:15, 4 June 2024
This documentation is not finished. Please help and contribute documentation.
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Assembly CreateJointFixed |
Menu location |
---|
Assembly → Create a Fixed Joint |
Workbenches |
Assembly |
Default shortcut |
F |
Introduced in version |
1.0 |
See also |
None |
Description
The Assembly CreateJointFixed tool creates a joint locking two assembly parts together, preventing any movement or rotation.
Usage
- Optionally select two geometric entities of two different parts. Other selections will be rejected.
- There are several ways to invoke the tool:
- Press the Create a Fixed Joint button.
- Select the Assembly → Create a Fixed Joint option from the menu.
- Use the keyboard shortcut: F.
- Pre-selected parts are moved to meet at their selected entities.
- The Create Joint dialog opens in the Task panel listing the pre-selected entities.
- Optionally change the joint type in the dropdown list:
- Select Fixed.
- Select Revolute.
- If the selection list is empty: select two geometric entities.
- The parts are moved to meet at their selected entities.
- Optionally enter an Offset value.
- Optionally press to change the direction of the joint.
- Optionally check the Limits option.
- Optionally enter an Angle min value.
- Optionally enter an Angle max value.
- Select Cylindrical.
- If the selection list is empty: select two geometric entities.
- Optionally press to change the direction of the joint.
- Optionally check the Limits option.
- Optionally enter a Length min value.
- Optionally enter a Length max value.
- Optionally enter an Angle min value.
- Optionally enter an Angle max value.
- Select Slider.
- Select Ball.
- If the selection list is empty: select two geometric entities.
- Select Distance.
- Select RackPinion.
- If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be perpendicular)
- Optionally enter a Pitch radius value.
- Select Screw.
- If the selection list is empty: select two geometric entities of two different parts that have previously been used to define a Slider joint and a Revolute joint. (Slider direction and rotation axis must be parallel)
- Optionally enter a Pitch radius value.
- Select Gears.
- If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints.
- Optionally enter a Radius 1 value.
- Optionally enter a Radius 2 value.
- Optionally check/uncheck the Reverse rotation option. (unchecking selects the Belt option)
- Select Belt.
- If the selection list is empty: select two geometric entities of two different parts that have previously been used to define two different Revolute joints.
- Optionally enter a Radius 1 value.
- Optionally enter a Radius 2 value.
- Optionally check/uncheck the Reverse rotation option. (checking selects the Gears option)
- Optionally enter a Rotation value.
- The Parts are moved to meet at their selected entities.
- Press OK to finish the tool.
Notes
- A fixed joint can be used as an actuator to control the motion of a kinematic simulation. Mouse wheel action in the Task panel immediately rearranges the connected parts.
- Offset translates along its local Z axis, negative offsets are accepted.
- Rotation revolves around its local Z axis, angles > 360° and even negative angles are accepted.
Properties
See also: Property editor.
A Fixed object is derived from an App FeaturePython object and inherits all its properties. It also has the following additional properties:
Data
Joint
- DataActivated (
Bool
): This indicates if the joint is active. - DataDistance (
Float
): This is the distance of the joint. It is used only by the distance joint and the RackPinion (pitch radius), Screw, Gear, and Belt (radius1). - DataDistance2 (
Float
): This is the second distance of the joint. It is used only by the gear joint to store the second radius. - DataJoint Type (
Ennumeration
): The type of the joint. (Fixed
,Revolute
,Cylindrical
,Slider
,Ball
,Distance
,RackPinion
,Screw
,Gears
,Belt
) - DataOffset (
Vector
): This is the offset vector of the joint. - DataRotation (
Float
): This is the rotation of the joint.
Joint Connector 1
- DataDetach1 (
Bool
): This prevents placement1 from recomputing, enabling custom positioning of the placement. - DataElement1 (
String
): The selected element of the first object. - DataObject1 (
String
): The first object of the joint. - DataPart1 (
Link
): The first Part of the joint. - DataPlacement1 (
Placement
): This is the local coordinate system within object1 that will be used for the joint. - DataVertex1 (
String
): The selected Vertex of the first object.
Joint Connector 2
- DataDetach2 (
Bool
): This prevents placement2 from recomputing, enabling custom positioning of the placement. - DataElement2 (
String
): The selected element of the second object. - DataObject2 (
String
): The second object of the joint. - DataPart2 (
Link
): The second Part of the joint. - DataPlacement2 (
Placement
): This is the local coordinate system within object2 that will be used for the joint. - DataVertex2 (
String
): The selected Vertex of the second object.
Limits
- DataAngle Max (
Float
): This is the maximum limit for the angle between both coordinate systems (between their X axes). - DataAngle Min (
Float
): This is the minimum limit for the angle between both coordinate systems (between their X axes). - DataEnable Limits (
Bool
): Is this joint using limits? - DataLength Max (
Float
): This is the maximum limit for the distance between both coordinate systems (along their Z axis). - DataLength Min (
Float
): This is the minimum limit for the distance between both coordinate systems (along their Z axis).
- Joints: Toggle Grounded, Create a Fixed Joint, Create Revolute Joint, Create Cylindrical Joint, Create Slider Joint, Create Ball Joint, Create Distance Joint, Create Parallel Joint, Create Perpendicular Joint, Create Angle Joint, Create Rack and Pinion Joint, Create Screw Joint, Create Gears Joint, Create Belt Joint
- Getting started
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