animating parts with anglelimit mates?

Discussion in 'SolidWorks' started by Zander, Nov 28, 2006.

  1. Zander

    Zander Guest

    I'm animating assembly that have their range of motion controlled by
    anglelimit mates and I'm running into many horrendous problems.

    For some reason when repositioning parts in animator the angle limit
    mates will a: flip b: invert c: violate their min/max angles. This
    same assembly moves perfectly when in the model tab and it is properly
    mated.

    In a related question: I need an animation where unfortunately, 1
    subassembly moves from point a to b then stops - then an access panel
    that is attached to the previous assembly needs to open - but in order
    to do this I need to 'freeze' the first subassembly as the transfer of
    motion will shift the first sa back towards it's starting point. You
    can't change mates without animator redefining the entire timeline so
    the only solution I've found is to render 2 seperate animations so you
    can fix sa's the way you need to. Am I missing something?

    change of topoic:
    I noticed in sp2 2007 that my photoworks help wont open? Also,
    animator used to have an independent help file in the help menu -now
    gone?

    TIA

    Zander
     
    Zander, Nov 28, 2006
    #1
  2. Zander

    Zander Guest

    Ok I found the animator help file (embedded in sw help now)
     
    Zander, Nov 28, 2006
    #2
  3. Hi Z,

    In my limited experience of animator the one thing I've found helps is to
    copy the key-point if you want something to stay where it is while something
    esle moves. So if you find something suddenly moving where you dont want it
    to, find the movement key in the animator thing and delete it, or make usre
    that you copy the original position to the new time-line position and it
    shouldn't go anywhere.

    No guarantees though, animator is a nightmare.
     
    Lee Bazalgette - factorydesign, Nov 28, 2006
    #3
  4. Zander

    Zander Guest

    Thanks Lee,

    I've found the solution which is basically to forget using limitangles
    and then moving these parts in animator.

    Replace limitangles with regular angle mates and then animate these
    mates (at the bottom of the animator feature manager will result in
    nice controllable motion with the added benefit of locking down your
    flexible sa's.

    It's too bad in a way because when your done animating you have to go
    back and toggle angle mates with limitangles to return to the
    functionality you have in the 'model tab' (I'm resisiting calling it
    model space and animator space'!)

    Zander
     
    Zander, Nov 28, 2006
    #4
  5. I've found that limit angles have a nasty habit of flipping sides anyway,
    regardless of animator.
     
    Lee Bazalgette - factorydesign, Nov 28, 2006
    #5
  6. Hi,

    Limit mates are a problem for me as well, with little solutions available...
    I do A LOT of mechanical motion testing and design.

    However, if your limit is say a number like 100.00 try changing it to
    99.99... or from 0.00 to 0.001, etc. I know it seems strange but this has
    worked (almost always) for me in the past.

    I guess the trick is to keep the numbers thousandths from the limit... seems
    to work, worth a try.

    Good Luck,

    Aron
     
    Aron \(bacsdesign.com\), Nov 28, 2006
    #6
  7. Zander

    Zander Guest

    Thanks Aron, I'll give that a try.

    Zander

     
    Zander, Nov 28, 2006
    #7
  8. Zander

    esobota Guest

    Using the angle mates instead of limit mates is definitely the way to
    go, although even the regular angle mates have a nasty habit of
    flipping sometimes.

    To keep the mates organized, I usually create an "animator"
    configuration that has them all set up the right way, then I don't have
    to keep track of which mates to turn off and on, etc.
     
    esobota, Nov 29, 2006
    #8
  9. Zander

    Zander Guest

    That's a good idea - I don't use animator often so it's been a slow
    learning curve - but I think I'm getting it now :). My main gripe is
    that you have to manually copy keys to prevserve position of parts -
    ie. I'm at the 15sec. mark and I move a part that hasn't been moved
    before. When I move it that 15sec-key essentially sets the stop point
    but doesn't set the start point at all. So you need to goto the 0sec
    mark, copy key then paste key at the 13sec mark (eg.) if you wanted to
    restrict the motion between 13 and 15 seconds.

    It would be could in you could bracket the timeline with start and stop
    (in-out) markers.

    Zander
     
    Zander, Nov 29, 2006
    #9
  10. Zander

    ed1701 Guest

    You know it, Brother.
    I had an animation where I had to rotate a component from 0deg to 90
    deg. No matter what I did, as I got close to 90deg it would start
    heading backwards. I tried editing the mate planes so it would go from
    90 to 180, but got the same results (and all other permutations - 45 to
    135, etc). I eventually got beat - it was the first time that I can
    recall that I could not miracle a workaround for an issue.
    I tried it again in Beta of 2007-same issue with the same failure. At
    least I got it reported clearly at that time. I wonder if it has been
    addressed?
    I found that mates were so flaky with animator (lately-2006/2007. It
    used to be workable, circa 2004) that I essentially gave up on the
    product. I used a 'storyboard' of still images to communicate the
    concept instead. Some workaround :(
    I will, of course, try again, but wonder if any attention has been
    paid to fixing it?
    Ed
     
    ed1701, Nov 30, 2006
    #10
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