Topic |
---|
Assembly3, a simple mechanism |
Level |
Basic knowledge of Assembly3 tools is helpful |
Time to complete |
30 minutes |
Authors |
FBXL5 |
FreeCAD version |
0.20 and later |
Example files |
None |
See also |
None |
This tutorial is about how to set up a simple mechanism, mainly with the tools from the external Assembly3 Workbench.
The kinematic assembly we will create consists of four parts: a Base, a Slider, a Crank, and a connecting Rod. They are connected with four joints.
Assembled parts: Base (amber), Slider (light blue), Crank (red), connecting Rod (green)
The Base is an object with two main geometries, a hole and a pin. Both are cylindrical. The rest of the shape is not relevant for this tutorial unless it causes clashes. The same goes for the other parts.
The Slider consists of a shaft with a pin on one end. Both are cylindrical.
The Crank has a hole and a pin. Again both are cylindrical.
The Rod has two cylindrical holes.
To keep the assembly at the desired position, the base part should be locked.
Selected face → Resulting Element
Then all four parts are connected with four joints. The kinematic chain starts at the base.
The Base-to-Slider joint is a cylindrical joint. It enables the Slider to slide along and spin around the Base hole's Z axis while keeping both elements' Z axes aligned (colinear).
The matching constraint is the "AxialAlignment" constraint. It works with elements that represent cylindrical geometry such as cylindrical faces, circular faces and circular edges.
Selected faces → Aligned objects
The Base-to-Crank joint is a hinge joint. It enables the Crank to spin around the Base pin's Z axis while keeping both elements' Z axes aligned (colinear) and the offset between their XY planes constant.
The matching constraint is the "PlaneCoincident" constraint. It works with elements that represent planar geometry such as circular faces and circular edges (in this case).
Selected face and edge → Aligned objects
The Slider-to-Rod joint is a hinge joint. It enables the Rod to spin around the Slider pin's Z axis while keeping both elements' Z axes aligned (colinear) and the offset between their XY planes constant.
The matching constraint is the "PlaneCoincident" constraint (see above).
Selected face and edge → Aligned objects
The Crank-to-Rod joint is a cylindrical joint. It enables the Rod to spin around and slide along the Crank pin's Z axis while keeping both elements' Z axes aligned (colinear). But only spinning will be possible as the sliding movement is restricted through the combination of the Base-to-Crank joint and the Slider-to-Rod joint.
The matching constraint is the "AxialAlignment" constraint (see above).
Selected faces → Aligned objects
When the Base is fixed and all four joints are constrained two messages appear in the Report view:
This combination of messages occurs when parts of an assembly are over-constrained but the solver is still able to find a valid solution. But what causes the redundacy?
It is the Z direction of the pins. If we take a look at the Slider pin for example we will notice that the Z axis of its element object is constrained parallel to the Base pin's Z axis through the assembly chain Base-Crank-Rod-Slider. This means that the Slider pin is prevented from rotating around its X and Y axes.
On the other hand the rotation around the X axis (red) is already prevented by the Base-to-Crank joint; and so the corresponding degree of freedom (dof) is constrained twice (= redundant) and causes the warning.
Now it is still a static assembly. To turn it into a kinematic assembly one constraint has to be used as an actuator. To use the "PlaneCoincident" constraint of the Base-to-Crank joint as an actuator, we need to control the angle between Base pin and Crank. This can be done by setting the property DataLock Angle to true
. And for later use the label is marked with the suffix .Driver.
The DataAngle property can now be used to spin the Crank.
To have a dialog window to change property values without typing and with automatic recomputation would be nice.
Have a look at the Kinematic Controller tutorial.