Pracovní prostředí Assembly je vestavěné pracovní prostředí pro sestavy v programu FreeCAD. Využívá open-source řešič Ondsel.
Tento příklad je dočasný a může být odstraněn, jakmile budou k dispozici odpovídající popisy či návody.
Vytvářená sestava se skládá ze čtyř částí: základny, posuvné tyče, kliky a ojnice. Tyto části jsou spojeny čtyřmi klouby.
Sestavené díly: Základna (oranžová), posuvná tyč (světle modrá), kliková hřídel (červená), ojnice (zelená)
V tomto příkladu jsou všechny součásti i sestava vytvořeny v jednom dokumentu.
Válcové tvary objektů jsou buď rovnoběžné, nebo kolmé; ostatní tvary nejsou pro tento příklad relevantní, pokud nedochází ke kolizím. S ohledem na to můžete modelovat vlastní objekty nebo je vytvořit pomocí níže uvedeného kódu v jazyce Python. Tento kód vytvoří nový dokument se čtyřmi objekty (jednoduššími než na obrázcích). Stačí zkopírovat a vložit následující řádky do konzole Pythonu:
import FreeCAD as App
import FreeCADGui as Gui
import Part
doc = App.newDocument()
box1 = Part.makeBox(140, 40, 7, App.Vector(0, -20, 0))
cyl1 = Part.makeCylinder(4, 8, App.Vector(120, 0, 7))
box2 = Part.makeBox(20, 12, 10, App.Vector(5, -6, 7))
cyl2 = Part.makeCylinder(6, 20, App.Vector(25, 0, 17), App.Vector(-1, 0, 0))
cyl3 = Part.makeCylinder(4, 20, App.Vector(25, 0, 17), App.Vector(-1, 0, 0))
shape = box1.fuse([cyl1, box2, cyl2]).removeSplitter().cut(cyl3)
base = doc.addObject("Part::Feature", "Base")
base.Shape = shape
box1 = Part.makeBox(4, 12, 12, App.Vector(-12, -6, 0))
box2 = Part.makeBox(14, 12, 4, App.Vector(-8, -6, 0))
cyl1 = Part.makeCylinder(4, 8, App.Vector(0, 0, 4))
cyl2 = Part.makeCylinder(4, 88, App.Vector(-12, 0, 6),App.Vector(-1, 0, 0))
shape = box1.fuse([box2, cyl1, cyl2]).removeSplitter()
slider_rod = doc.addObject("Part::Feature", "SliderRod")
slider_rod.Shape = shape
slider_rod.Placement.Base = App.Vector(100, -40, 0)
cyl1 = Part.makeCylinder(7.5, 4)
box1 = Part.makeBox(15, 30, 4, App.Vector(-7.5, 0, 0))
cyl2 = Part.makeCylinder(7.5, 4, App.Vector(0, 30, 0))
cyl3 = Part.makeCylinder(4, 6, App.Vector(0, 30, 4))
cyl4 = Part.makeCylinder(4, 4)
shape = cyl1.fuse([box1, cyl2]).removeSplitter().fuse(cyl3).cut(cyl4)
crank = doc.addObject("Part::Feature", "Crank")
crank.Shape = shape
crank.Placement.Base = App.Vector(125, -70, 0)
cyl1 = Part.makeCylinder(6, 4)
box1 = Part.makeBox(50, 12, 4, App.Vector(0, -6, 0))
cyl2 = Part.makeCylinder(6, 4, App.Vector(50, 0, 0))
cyl3 = Part.makeCylinder(4, 4)
cyl4 = Part.makeCylinder(4, 4, App.Vector(50, 0, 0))
shape = cyl1.fuse([box1, cyl2]).removeSplitter().cut(cyl3.fuse(cyl4))
connecting_rod = doc.addObject("Part::Feature", "ConnectingRod")
connecting_rod.Shape = shape
connecting_rod.Placement.Base = App.Vector(25, -70, 0)
mat = base.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.80, 0.60, 0.15, 0.0)
base.ViewObject.ShapeAppearance = (mat,)
mat = slider_rod.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.55, 0.70, 0.70, 0.0)
slider_rod.ViewObject.ShapeAppearance = (mat,)
mat = crank.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.70, 0.30, 0.20, 0.0)
crank.ViewObject.ShapeAppearance = (mat,)
mat = connecting_rod.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.55, 0.70, 0.0, 0.0)
connecting_rod.ViewObject.ShapeAppearance = (mat,)
doc.recompute()
view = Gui.ActiveDocument.ActiveView
view.viewIsometric()
view.fitAll()
Pomocí nástroje Nová sestava přidejte do dokumentu sestavu.
Stromová struktura dílů a sestavy
Ve stromovém zobrazení přetáhněte součásti na objekt Assembly. Nyní je může zpracovat řešič sestavy.
Všechny díly jsou nyní v kontejneru Sestavy
Aby sestava zůstala v požadované poloze, je třeba základní díl uzamknout, čili uzemnit, jak se tomu zde říká. Vyberte základní díl ve stromovém zobrazení nebo v 3D pohledu a použijte nástroj Přepnout ukotvení. Tím se zafixuje poloha základny vzhledem k lokálnímu souřadnicovému systému (LCS) kontejneru sestavy. Do kontejneru spojů se přidá objekt GroundedJoint.
Rozbalte kontejner Joints, abyste našli objekt GroundedJoint
Místo výše zmíněných dvou kroků je také možné použít nástroj Component k umístění objektů do sestavy. První objekt se automaticky stane ukotvenou součástí. Je tedy nutné začít s objektem Base. Nástroj vytvoří propojení a původní objekty zůstanou mimo sestavu. Aby nedocházelo k záměně, doporučuje se je skrýt.
Spoj spojuje přesně dva prvky z různých částí. Tyto prvky lze volitelně vybrat před spuštěním požadovaného nástroje pro vytvoření spoje (výběr libovolného počtu prvků jiného než dva vede k prázdnému výběru). Tyto prvky určují polohu a orientaci LCS, která je znázorněna vyplněným kruhem v lokální rovině XY a třemi přímkami podél lokální osy X (červená), Y (zelená) a Z (modrá).
Vybrané prvky + Otočný spoj → přestavěný klikový hřídel
Přesuňte Crank pomocí levého tlačítka myši. Měla by být možná pouze rotace kolem otočného bodu.
Vybrané prvky + Posuvný spoj → přesunutá tyč šoupátka
Přesuňte Slider Rod pomocí levého tlačítka myši. Měl by být možný pouze posun podél její osy.
Vybrané prvky + Otočný spoj → přesunutá ojnice
Přesuňte ConnectingRod pomocí levého tlačítka myši. Měla by být možná pouze rotace kolem otočného bodu.
Pokud se v jedné přímce nachází více spojů, musíme řešiči pomoci najít rozumné řešení.
V případě potřeby klikněte na jednotlivé části a přetáhněte je do pozice, která usnadní výpočet.
Vybrané prvky + Válcový spoj → dokončená Sestava
V hotové sestavě přetáhněte díly pomocí ukazatele myši podle použitých spojů.
Čep tyče šoupátka je orientován nadbytečně. Jeho osová čára je rovnoběžná s čepem základny v rámci kinematického řetězce vedoucího od základny přes kliku a ojnici, tj. jeho lokální osa Z se nemůže otáčet kolem žádné osy X ani Y. Kloub šoupátka rovněž brání otáčení své osy Z kolem dvou lokálních os, čímž vznikají dva nadbytečně omezené stupně volnosti. Válcový kloub namísto kloubu typu Slider by zablokoval pouze jednu rotaci, což by vedlo pouze k jedinému nadbytečně omezenému stupni volnosti.
Abychom mohli řídit uspořádání sestavy pomocí úhlu mezi základnou a klikou, musíme změnit kloub typu Revolute mezi nimi na kloub typu Fixed. K tomu dvakrát klikněte na objekt typu Revolute ve stromovém zobrazení. V dialogovém okně změňte typ kloubu z Revolute na Fixed a upravte hodnotu otáčení podle potřeby (pohyb by měl sledovat pohyb kolečka myši).
Upozorňujeme, že změna typu kloubu změní jeho označení (Label), nikoli však jeho název (Name). V tomto případě se označení změní na "Fixed".
Chceme-li oživit sestavu, můžeme pomocí kódu v jazyce Python změnit rotaci (Offset1.Angle) kloubu typu Fixed. Stačí zkopírovat a vložit následující řádky do konzoly jazyka Python:
import math
import FreeCAD as App
import FreeCADGui as Gui
actuator = App.ActiveDocument.getObjectsByLabel("Fixed")[0]
for angle in range(0, 361, 10):
# A full rotation of the Crank in steps of 10°
actuator.Offset1.Rotation.Angle = math.radians(angle)
App.ActiveDocument.recompute()
Gui.updateGui()
Horní mez rozsahu musí být větší než 360, aby byl tento úhel zahrnut jako platný výsledek.
Tento příklad je dočasný a může být odstraněn, jakmile budou k dispozici odpovídající popisy či návody.
V tomto příkladu se vytvoří kardanový kloub.
The assembly consists of three solid parts: two identical Forks and a Cross. Two additional non solid elements, Axle1 and Axle2, representing the angled axles, are also needed. The axles and the solid parts are connected with several joints.
In this example all parts and the assembly are created in one document.
The Python code below will create a new document with four objects (only 1 Fork). Just copy-paste the following lines in the Python Console:
import math
import FreeCAD as App
import FreeCADGui as Gui
import Part
doc = App.newDocument()
axle1 = doc.addObject("Part::Line", "Axle1")
axle1.X2 = -80
axle1.Y2 = 0
axle1.Z2 = 0
axle2 = doc.addObject("Part::Line", "Axle2")
axle2.X2 = 80
axle2.Y2 = 0
axle2.Z2 = 0
axle2.Placement.Rotation.Angle = math.radians(20)
sph1 = Part.makeSphere(50, App.Vector(0, 0, 0), App.Vector(-1, 0, 0), 0, 90, 360)
box1 = Part.makeBox(50, 40, 80, App.Vector(-50, -20, -40))
cyl1 = Part.makeCylinder(20, 80, App.Vector(0, 0, -40))
cyl2 = Part.makeCylinder(20, 80, App.Vector(0, 0, 0), App.Vector(-1, 0, 0))
cyl3 = Part.makeCylinder(30, 60, App.Vector(0, -30, 0), App.Vector(0, 1, 0))
box2 = Part.makeBox(30, 60, 60, App.Vector(0, -30, -30))
cyl4 = Part.makeCylinder(15, 80, App.Vector(0, 0, -40))
cyl5 = Part.makeCylinder(15, 80, App.Vector(0, 0, 0), App.Vector(-1, 0, 0))
shape = sph1.common(box1).fuse([cyl1, cyl2]).cut(cyl3.fuse([box2, cyl4, cyl5]))
fork = doc.addObject("Part::Feature", "Fork")
fork.Shape = shape.removeSplitter()
fork.Placement.Base = App.Vector(0, 100, 0)
cyl1 = Part.makeCylinder(15, 80, App.Vector(0, 0, -40))
cyl2 = Part.makeCylinder(15, 80, App.Vector(0, -40, 0), App.Vector(0, 1, 0))
shape = cyl1.fuse([cyl2])
cross = doc.addObject("Part::Feature", "Cross")
cross.Shape = shape.removeSplitter()
cross.Placement.Base = App.Vector(70, 100, 0)
mat = fork.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.80, 0.60, 0.15, 0.0)
fork.ViewObject.ShapeAppearance = (mat,)
mat = cross.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.55, 0.70, 0.70, 0.0)
cross.ViewObject.ShapeAppearance = (mat,)
doc.recompute()
view = Gui.ActiveDocument.ActiveView
view.viewIsometric()
view.fitAll()
The angle between the axles is set to 20 degrees. If you want to change this value select Axle2 and change the Placement.Angle property. This property must be changed before moving Axle2 into the assembly.
Warning: parts may collide if the angle is too large.
With the New Assembly tool add an assembly to the document.
In the Tree View drag and drop the axles on the Assembly object.
Select the two axles in the Tree View and use the Toggle Grounded tool.
For the other objects we will use the Component tool:
Selected elements + Revolute Joint + Offset of +40mm or -40mm → rearranged Fork001
If you invoke the tool first and then select the elements, you can click near the correct endpoint of Axle1 to avoid having to enter an offset.
Selected elements + Cylindrical Joint → rearranged Cross001
Selected elements + Cylindrical Joint → rearranged Fork002
Selected elements + Cylindrical Joint → rearranged Cross001 and Fork002
The universal joint can be driven by moving Fork001 with the left mouse.
If you want to check the situation at distinct rotation angles do the following:
Tento příklad je dočasný a může být odstraněn, jakmile budou k dispozici odpovídající popisy či návody.
V tomto příkladu se vytvoří svěrák.
The assembly consists of three solid parts: a fixed and a movable jaw and a screw with a lever. One additional non solid element, a crank, is also needed. The crank and the solid parts are connected with several joints.
A Screw Joint couples the translation of a part with a Slider Joint to the rotation of a part with a Revolute Joint. The screw part shall make both a translation and a rotation movement hence it must be a part with a Cylindrical Joint. In this assembly, the screw part will be coupled to the movable jaw with a Distance Joint, to the non solid crank with a Parallel Joint, and to the fixed jaw with a Cylindrical Joint.
In this example all parts and the assembly are created in one document.
The Python code below will create a new document with four objects. Just copy-paste the following lines in the Python Console:
import math
import FreeCAD as App
import FreeCADGui as Gui
import Part
doc = App.newDocument()
box1 = Part.makeBox(95, 40, 75, App.Vector(0, -20, -22))
cyl1 = Part.makeCylinder(35, 80, App.Vector(0, -40, 53), App.Vector(0, 1, 0), 90)
box2 = Part.makeBox(20, 80, 30, App.Vector(-20, -40, 58))
cyl2 = Part.makeCylinder(15, 80, App.Vector(-15, -40, 58), App.Vector(0, 1, 0), 90)
box3 = Part.makeBox(5, 80, 15, App.Vector(-20, -40, 58))
box4 = Part.makeBox(35, 24, 24, App.Vector(0, -12, -12))
box5 = Part.makeBox(60, 34, 69, App.Vector(35, -17, -19))
cyl3 = Part.makeCylinder(20, 55, App.Vector(-20, -40, 53), App.Vector(1, 0, 0))
cyl4 = Part.makeCylinder(20, 55, App.Vector(-20, 40, 53), App.Vector(1, 0, 0))
cyl5 = Part.makeCylinder(5, 35, App.Vector(0, 0, 38), App.Vector(1, 0, 0))
box6 = Part.makeBox(7, 88, 15, App.Vector(-22, -44, 75))
box7 = Part.makeBox(95, 90, 10, App.Vector(0, -45, -32))
shape = box1.fuse([cyl1, box2, box6, box7]).cut(cyl2.fuse([box3, cyl3, cyl4, cyl5, box4, box5]))
fixedJaw = doc.addObject("Part::Feature", "FixedJaw")
fixedJaw.Shape = shape.removeSplitter()
fixedJaw.Placement.Rotation.Axis = App.Vector(0, 0, 1)
fixedJaw.Placement.Rotation.Angle = math.radians(180)
box1 = Part.makeBox(35, 40, 75, App.Vector(0, -20, -22))
cyl1 = Part.makeCylinder(35, 80, App.Vector(0, -40, 53), App.Vector(0, 1, 0), 90)
box2 = Part.makeBox(20, 80, 30, App.Vector(-20, -40, 58))
cyl2 = Part.makeCylinder(15, 80, App.Vector(-15, -40, 58), App.Vector(0, 1, 0), 90)
box3 = Part.makeBox(160, 24, 24, App.Vector(-160, -12, -12))
box4 = Part.makeBox(5, 80, 15, App.Vector(-20, -40, 58))
box5 = Part.makeBox(160, 18, 18, App.Vector(-160, -9, -9))
cyl3 = Part.makeCylinder(20, 55, App.Vector(-20, -40, 53), App.Vector(1, 0, 0))
cyl4 = Part.makeCylinder(20, 55, App.Vector(-20, 40, 53), App.Vector(1, 0, 0))
cyl5 = Part.makeCylinder(5, 35, App.Vector(0, 0, 38), App.Vector(1, 0, 0))
box6 = Part.makeBox(7, 88, 15, App.Vector(-22, -44, 75))
shape = box1.fuse([cyl1, box2, box3, box6]).cut(cyl2.fuse([box4, cyl3, cyl4, box5, cyl5]))
movableJaw = doc.addObject("Part::Feature", "MovableJaw")
movableJaw.Shape = shape.removeSplitter()
movableJaw.Placement.Base = App.Vector(150, 100, 0)
cyl1 = Part.makeCylinder(5, 190, App.Vector(0, 0, 0), App.Vector(1, 0, 0))
cyl2 = Part.makeCylinder(10, 20, App.Vector(190, 0, 0), App.Vector(1, 0, 0))
cyl3 = Part.makeCylinder(4, 100, App.Vector(200, 0, -50), App.Vector(0, 0, 1))
shape = cyl1.fuse([cyl2, cyl3])
leverScrew = doc.addObject("Part::Feature", "LeverScrew")
leverScrew.Shape = shape.removeSplitter()
leverScrew.Placement.Base = App.Vector(150, -100, 0)
wire1 = Part.makePolygon([App.Vector(0, 0, 100), App.Vector(0, 0, 0), App.Vector(100, 0, 0)])
crank = doc.addObject("Part::Feature", "Crank")
crank.Shape = wire1
crank.Placement.Base = App.Vector(0, -100, 0)
mat = fixedJaw.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.80, 0.60, 0.15, 0.0)
fixedJaw.ViewObject.ShapeAppearance = (mat,)
mat = movableJaw.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.55, 0.70, 0.70, 0.0)
movableJaw.ViewObject.ShapeAppearance = (mat,)
mat = leverScrew.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.70, 0.30, 0.20, 0.0)
leverScrew.ViewObject.ShapeAppearance = (mat,)
doc.recompute()
view = Gui.ActiveDocument.ActiveView
view.viewIsometric()
view.fitAll()
With the New Assembly tool add an assembly to the document.
In the Tree View drag and drop the parts on the Assembly object. They can now be handled by the Assembly's solver.
To keep the assembly at the desired position, the FixedJaw part should be locked, or grounded as it is called here. Select the FixedJaw in the Tree View or in the 3D View and use the Toggle Grounded tool. A GroundedJoint object is added to the Joints container.
Selected elements + Revolute Joint → rearranged Crank
Selected elements + Slider Joint → rearranged MovableJaw
Set the Min length to -77 mm and the Max length to -7 mm. This limits the opening of the vise to 70 mm.
The next three joints are necessary to force the LeverScrew to: translate like the MovableJaw, rotate like the Crank, and rotate around the main axis.
Selected elements + Distance Joint → rearranged LeverScrew
Select two faces. Set the distance value to 20 mm.
Selected elements + Parallel Joint → rearranged LeverScrew
Selected elements + Cylindrical Joint → rearranged LeverScrew
Selected elements (LeverScrew invisible) + Screw Joint → complete vise mechanism (LeverScrew visible)
If necessary make the LeverScrew invisible during selection.
Set the Pitch radius to 5 mm
The vise can be driven by moving Crank or MovableJaw with the left mouse.
Tento příklad je dočasný a může být odstraněn, jakmile budou k dispozici odpovídající popisy či návody.
V tomto příkladu se vytvoří tlumič nárazů.
The assembly consists of three solid parts: a piston, a cylinder and a spring. Three additional non solid elements, two axles and a rod are also needed. All parts are connected with several joints.
The hinge of the piston rotates around Axle2, while the hinge of the cylinder moves on an arc of circle centered on Axle1. The non solid Rod is used for this movement. The length of the Rod is the radius of the arc.
The Python code below will create a new document with 6 objects. Create a new macro and copy-paste the code below in the Python editor (not in the Python Console). Then run the macro.
The code below cannot be run from the Python Console because the spring must be a Part::FeaturePython object defined by of a class with the callback functions execute() and onChanged(). Only then can its height be changed via a property.
import math
import FreeCAD as App
import FreeCADGui as Gui
import Part
doc = App.newDocument()
class Spring():
def __init__(self, spring):
spring.addProperty("App::PropertyLength", "Height", "Spring", "Height of the helix").Height = 200.0
spring.Proxy = self
spring.ViewObject.Proxy = 0
def execute(self, spring):
helix = Part.makeHelix(spring.Height/8.5, spring.Height, 35)
startPnt = helix.Edges[0].Curve.value(0)
section = Part.Wire([Part.Circle(startPnt, App.Vector(0, 1, 0), 5).toShape()])
hel1 = helix.makePipeShell([section], True, True)
box1 = Part.makeBox(80, 80, 10, App.Vector(-40, -40, -10))
box2 = Part.makeBox(80, 80, 10, App.Vector(-40, -40, spring.Height))
shape = hel1.cut(box1).cut(box2)
spring.Shape = shape
def onChanged(self, spring, prop):
if prop == "Height":
self.execute(spring)
spring = doc.addObject("Part::FeaturePython", "Spring")
Spring(spring)
spring.Placement.Base = App.Vector(0, 100, 0)
axle1 = doc.addObject("Part::Line", "Axle1")
axle1.X2 = 0
axle1.Y2 = 80
axle1.Z2 = 0
axle2 = doc.addObject("Part::Line", "Axle2")
axle2.X2 = 0
axle2.Y2 = 80
axle2.Z2 = 0
axle2.Placement.Base = App.Vector(120, 0, -250)
rod = doc.addObject("Part::Line", "Rod")
rod.X2 = 100
rod.Y2 = 0
rod.Z2 = 0
rod.Placement.Base = App.Vector(0, -50, 0)
cyl1 = Part.makeCylinder(40, 10,App.Vector(0, 0, -5))
tor1 = Part.makeTorus(40, 5)
cyl2 = Part.makeCylinder(45, 5)
box1 = Part.makeBox(30, 10, 30,App.Vector(-15, -5, -35))
cyl3 = Part.makeCylinder(15, 10, App.Vector(0, -5, -35), App.Vector(0, 1, 0))
cyl4 = Part.makeCylinder(40, 5)
cyl5 = Part.makeCylinder(5, 10,App.Vector(0, -5, -35), App.Vector(0, 1, 0))
cyl6 = Part.makeCylinder(5, 130)
cyl7 = Part.makeCylinder(20, 5,App.Vector(0, 0, 130))
shape = cyl1.fuse([tor1,cyl2, box1, cyl3]).cut(cyl4.fuse([cyl5])).fuse([cyl6, cyl7])
piston = doc.addObject("Part::Feature", "Piston")
piston.Shape = shape.removeSplitter()
piston.Placement.Base = App.Vector(200, 100, -200)
cyl1 = Part.makeCylinder(40, 10,App.Vector(0, 0, -5))
tor1 = Part.makeTorus(40, 5)
cyl2 = Part.makeCylinder(45, 5)
box1 = Part.makeBox(30, 10, 30,App.Vector(-15, -5, -35))
cyl3 = Part.makeCylinder(15, 10,App.Vector(0, -5, -35), App.Vector(0, 1, 0))
cyl4 = Part.makeCylinder(40, 5)
cyl5 = Part.makeCylinder(5, 10,App.Vector(0, -5, -35), App.Vector(0, 1, 0))
cyl6 = Part.makeCylinder(25, 130)
tor2 = Part.makeTorus(20, 5,App.Vector(0, 0, 130))
cyl7 = Part.makeCylinder(20, 135)
cyl8 = Part.makeCylinder(20, 130)
cyl9 = Part.makeCylinder(5, 135)
shape = cyl1.fuse([tor1, cyl2, box1, cyl3]).cut(cyl4.fuse([cyl5])).fuse([cyl6, tor2, cyl7]).cut(cyl8.fuse([cyl9]))
cylinder = doc.addObject("Part::Feature", "Cylinder")
cylinder.Shape = shape.removeSplitter()
cylinder.Placement.Rotation.Axis = App.Vector(0, 1, 0)
cylinder.Placement.Rotation.Angle = math.pi
cylinder.Placement.Base = App.Vector(100, 100, 0)
mat = piston.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.80, 0.60, 0.15, 0.0)
piston.ViewObject.ShapeAppearance = (mat,)
mat = cylinder.ViewObject.ShapeAppearance[0]
mat.DiffuseColor = (0.55, 0.70, 0.70, 0.0)
cylinder.ViewObject.ShapeAppearance = (mat,)
doc.recompute()
view = Gui.ActiveDocument.ActiveView
view.viewIsometric()
view.fitAll()
With the New Assembly tool add an assembly to the document.
In the Tree View drag and drop the parts on the Assembly object. They can now be handled by the Assembly's solver.
To keep the assembly at the desired position, the two axles should be locked, or grounded as it is called here. Select the two axles in the Tree View or in the 3D View and use the Toggle Grounded tool. Two GroundedJoint objects are added to the Joints container.
Revolute Joint + Selected elements → rearranged Piston
Slider Joint + Selected elements → rearranged and moved Cylinder
Please pay attention to the location of the coordinate system before selecting a face. It should be in the center of each face.
Drag the Cylinder to create some distinct between it and the Piston. The supporting faces for the Spring should be visible.
Distance Joint + Selected faces → rearranged Cylinder Distance set to 200 mm
Set the distance value to 200 mm.
The next two joints are necessary to force the hinge of the Cylinder to move on an arc of circle.
Cylindrical Joint + Selected elements → rearranged Rod
Make sure the Z-Axis of the coordinate system (blue) is perpendicular to the Rod by selecting an endpoint.
Revolute Joint + Selected elements → rearranged Cylinder
Again make sure the Z-Axis of the coordinate system (blue) is perpendicular to the Rod.
You may encounter problems with this joint. If that is the case try the following:
The next two joints are necessary to fix the Spring to the support face.
Parallel Joint + Selected faces → rearranged Spring
Select the center of the support face on the Piston and the center of the bottom face of the spring. Keep the distance value 0.
Fixed Joint + Selected elements → rearranged Spring
Select the bottom vertex of the cylinder's seam in the Piston and the corner vertex in the Spring.
<<Distance>>.DistanceTo do so double-click the Distance object in the Tree View and change its Distance property. Recompute the document. The spring changes its length.