Moving Assemblies
Moving Assemblies
(OP)
Hello All.
Can someone show me an example of an assembly where, say a lever being pulled affects another part of the assembly, if this is possible? I want to build a machine, but I want it to work like it would in real life. Like gears I guess, when one metal part moves, it will affect another part of it. I want the assembly to be workable like a machine would work. I can figure it out if someone leads me in the right direction. Any help would be much appreciated.
Can someone show me an example of an assembly where, say a lever being pulled affects another part of the assembly, if this is possible? I want to build a machine, but I want it to work like it would in real life. Like gears I guess, when one metal part moves, it will affect another part of it. I want the assembly to be workable like a machine would work. I can figure it out if someone leads me in the right direction. Any help would be much appreciated.






RE: Moving Assemblies
Dan
www.eltronresearch.com
Dan's Blog
RE: Moving Assemblies
Jeff Mirisola
Director of Engineering
M9 Defense
My Blog
RE: Moving Assemblies
'Mates' That's your key. The more you 'mate' something down the more 'fixed' it becomes. You want a (-) after one of your parts - that means it can move freely in at least one direction. But follow help files.
RE: Moving Assemblies
You can do assembly motion in an annimation that follows physical dynamics.
http://www.youtube.com/watch?v=r6NnArN5kko
ht
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I'm not at my own PC but can upload or link to an annimation I made of a Swiss Block Building Toy Cuboro and modeled and simulated a green ball droping through an assembly of Transparent blocks.
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RE: Moving Assemblies
Chris
SolidWorks 11
ctopher's home
SolidWorks Legion
RE: Moving Assemblies
RE: Moving Assemblies
Sometimes moving models seem to work very nicely in solidworks, but once you build the device on the shop floor, real world physics has a hard time simulating solidworks' physics.. or is it the other way around?
Make sure before you make the leap from virtual to real-world, you account for all of the "assumptions" that may not necessarily hold true in the real world (i.e. fits between parts, friction, backlash between moving elements).