angle mates again.

Discussion in 'SolidWorks' started by Zander, Dec 1, 2006.

  1. Zander

    Zander Guest

    Ha! I need an angle mate to be min. -1.5° (or 181.5) to max. 100 (or
    80).

    The funny thing is that when I cross that magical 0/180 barrier sw
    automatically toggles the flip dimension value making it impossible to
    set this (well maybe possible but apparently not by me). Maybe this
    auto toggling is part of the problem with angle mates?

    Zander
     
    Zander, Dec 1, 2006
    #1
  2. Zander

    TOP Guest

    SW has had mate problems with 90, 180, 270 and 0 since day one. The
    only reliable way to pass through is to get close and tip toe across.
    The math to deal with this has been around for 143 years. It was
    developed by a gentleman named Hamilton.
     
    TOP, Dec 1, 2006
    #2
  3. Zander

    Zander Guest

    I'm guessing that Hamilton probably isn't working at Solidworks anymore
    so I think there is definately a problem here! Of course, after
    finding a working solution, next time I reopened the assembly the mate
    values had flipped and my part was pointing 1.5° the other way.

    Zander
     
    Zander, Dec 1, 2006
    #3
  4. Zander

    ed1701 Guest

    Yes - this subject even came up on the NG a few days ago relating to
    animator.

    Last week I had to buy new prototypes (on our dime -company policy on
    mistakes) because an angle mate spontaneously flipped and I didn't
    catch it before release (no interferences in the assembly, just a part
    subtly pointing the wrong way).

    When I can, I try to 'coincident' mate component planes to sketch lines
    instead (or better yet, 'coincident mates' to additional planes made
    from those sketch lines so there is an explict choice on 'alignment').
    I have no excuse for skipping that best practice last week. Stupid me.

    Of course, that tip doesn't help with limit mates (which can be another
    brand of ugly - lots of overdefinition for no good reason - I avoid
    them and use configs, with a note for min/max in the dim itself
    whenever I can). But in most cases mating to sketches or planes to
    define the angle prevents avoidable and expensive problems.

    Ed

    However, as Paul pointed out, I am really tempted to point my finger at
    them not paying attention to that mathmetician guy. Not my fault, not
    my fault!
     
    ed1701, Dec 1, 2006
    #4
  5. Zander

    Zander Guest

    I know - that was me again with the animator thing... I'm having lots
    of fun with limit mates lately.

    Sorry to hear about the prototypes - it's one thing to make a mistake
    and a whole other ballgame when the software decides to make subtle
    changes for you.

    My last prototype incident was simply having the rp place build the
    'quote' file not the 'build' file..... that was their dime!

    There are probably a dozen decent ways of emulating angle limit mates
    but I still keep using them because either I'm lazy or too busy (it's
    the later for sure...) - but seriously when they work they are very
    usefull in my assemblies for testing trajectories.

    Zander
     
    Zander, Dec 1, 2006
    #5
  6. Zander

    takedown Guest

    I've never been able to count on angle or limit mates 100% of the time,
    but I still use them because they make visualizing certain aspects of
    the assembly much more straight forward. Here's one method that I know
    makes them much more reliable. I agree, SW sucks at 0 & 180 degrees,
    but now that you know that, you can simply avoid it (if possible).
    Instead of having a range of -1.5 - 100 deg, create a reference plane
    relative to your plane of interest that is offset by let's say 10 deg.
    Now create your limit mate relative to the new plane with a range of
    8.5 - 110 deg. The mate should function much more predictably now that
    there is no zero crossing.

    Also, on a side note, Limit mates and flexible sub-assemblies don't
    often mix well. If you have only have 1 or 2 in your assembly it's not
    a big deal, but any more than that and they will almost always mess up.
    If you really need those 10 air cylinders to move realistically, just
    make them from separate components assembled at the top level.

    -Mahir
     
    takedown, Dec 1, 2006
    #6
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