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inventor study - stuff animation

  • Thread starter Thread starter marioghilardi
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marioghilardi

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...and obviously I take advantage of it immediately to post a problem that I refer to your kind attention.

I realized with inventor 2012 the gadget you can see in the first image. I set the rotation constraints on the ball at the base of the cylinder, those of coaxiality on the plunger and on the front arm, and an adherence between planes that bind everything to rotate only horizontally. in the model space, everything works correctly, as you can (maybe) see in the second image, the wheel arm and the plunger moves correctly back and forth in the cylinder.

Now : I want to realize an animation of this movement (stantuffo moving forward and backward in the cylinder). within the studio, I try to animate the plunger with component soul defining the length of the animation in seconds and moving it to be carried out, but all the gadget seems engrossed, does not move a millimeter and the preview of the animation does not really make an accident.

I swear: it's a week I'm looking for online guides, wikihelp, youtube, forums and various resources, and I can't find any indication on which may at least be the origin of the probema. I am on the edge of giving up everything and devoting my time to the cultivation of vegetables in the vegetable garden. before adopting this radical solution, I appeal to your competence and experience.

I thank you in advance for the help you want to give me

Mario
 

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...and obviously I take advantage of it immediately to post a problem that I refer to your kind attention.

I realized with inventor 2012 the gadget you can see in the first image. I set the rotation constraints on the ball at the base of the cylinder, those of coaxiality on the plunger and on the front arm, and an adherence between planes that bind everything to rotate only horizontally. in the model space, everything works correctly, as you can (maybe) see in the second image, the wheel arm and the plunger moves correctly back and forth in the cylinder.

Now : I want to realize an animation of this movement (stantuffo moving forward and backward in the cylinder). within the studio, I try to animate the plunger with component soul defining the length of the animation in seconds and moving it to be carried out, but all the gadget seems engrossed, does not move a millimeter and the preview of the animation does not really make an accident.

I swear: it's a week I'm looking for online guides, wikihelp, youtube, forums and various resources, and I can't find any indication on which may at least be the origin of the probema. I am on the edge of giving up everything and devoting my time to the cultivation of vegetables in the vegetable garden. before adopting this radical solution, I appeal to your competence and experience.

I thank you in advance for the help you want to give me

Mario
moving the cursor over "soul components" is immediately the answer.
test soul constraints.
 

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moving the cursor over "soul components" is immediately the answer.
test soul constraints.
Hello Pompeo79,

Meanwhile thank you for your interest.

What's wrong with me? the animation of the bond allows me only to move it parallel to itself, that is in a different position from which it must stand (an axis goes out axis, a face is detached from the other). Moreover, there are no position constraints to fixed elements, such as indicated in the window that you attach as an image.

If so, even the "hand" movement would work in the model space.

Is there anything related to adactivity, specifically designed for animation? Is there any cult I don't know?

Thank you.

Mario
 
Hello Pompeo79,

Meanwhile thank you for your interest.

What's wrong with me? the animation of the bond allows me only to move it parallel to itself, that is in a different position from which it must stand (an axis goes out axis, a face is detached from the other). Moreover, there are no position constraints to fixed elements, such as indicated in the window that you attach as an image.

If so, even the "hand" movement would work in the model space.

Is there anything related to adactivity, specifically designed for animation? Is there any cult I don't know?

Thank you.

Mario
you say "just allows me to move it parallel to itself", the above writes "I want to realize an animation of this movement (tired moving back and forth in the cylinder). "
What kind of movement then would you like to do?

if you choose soul components you have to suppress some constraints.
if you decide to animate the constraints, the constraints must be there and must be corrected.

why the rotation bond on the sphere?

Can you attach the zip of the axieme?
 
you say "just allows me to move it parallel to itself", the above writes "I want to realize an animation of this movement (tired moving back and forth in the cylinder). "
What kind of movement then would you like to do?
the movement I want to achieve is along the axis, not parallel to it, otherwise the plunger comes out from the cylinder.
say "if you choose soul components you have to suppress some constraints.
if you decide to animate the constraints, the constraints must be there and must be corrected.
I don't understand, I feel like two statements in contrast with each other.
you say "why the rotation bond on the sphere?
to make you understand, I attach you an image of the upper set, on the entire machine of the rudder, when the plunger pushes is forced to rotate on the axis of the ball, which is a rotation joint. In fact the ball is hollow on the base, and it contains another sphere connected to the cylinder.
You say, "can you attach the zip of the axieme?
attach compressed folder of the file of the assembly and the parts that compose it, hoping that it is not too large.

Thank you!

Mario
 

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bye mario
It's about constraints.
For the rest, I made you two models first to compare them to yours.
attentive to interference in the spherical joint

the first is dynamically mobile in the environment together
the second is completely bound and already with a small animation in the studio environment.
 

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bye mario
It's about constraints.
For the rest, I made you two models first to compare them to yours.
attentive to interference in the spherical joint

the first is dynamically mobile in the environment together
the second is completely bound and already with a small animation in the studio environment.
Hello Pompeo79.

Meanwhile, I thank you for the help you're giving me. I'll analyze the files calmly, and then I'll let you know.

Good weekend

Mario
 
Okay. I think I understand the concept. In fact, I realized an animation similar to what you sent me. It seems to me that if I have to realize an animation, I must conceive the constraints in a different way than what seemed to me a logic of real bond of the elements of the together.

But :

1) no longer lies in the model space. the verification of the correctness of the bond is required to animation, and is more complicated.

2) Now I have to go to the animation of the upper set, that of the whole rudder machine. Some positions were easier if he calculated them. For example: when the plunger presses, it moves the fin of the rudder, which begins to rotate, and it is this rotation that imposes the rotation of the cylinder on the ball. with the system I have just learned, it seems to me that it must impose values that can sometimes be difficult to calculate (and perhaps in some cases not to be even), but in any case I have to make him calculate an animation for each bond belonging to the same movement. I will be more precise once I have restudied the whole complex.

My claim (perhaps too much or perhaps not, since everything works well in model space and also in dynamic simulation) was that in the animation too, reverse cinematic processes were introduced that allowed, moving an element, to move the whole together consistently with the physical constraints imposed.

Did I get it right, or did I get another horn? :

Thank you.

Mario
 
Okay. I think I understand the concept. In fact, I realized an animation similar to what you sent me. It seems to me that if I have to realize an animation, I must conceive the constraints in a different way than what seemed to me a logic of real bond of the elements of the together.

But :

1) no longer lies in the model space. the verification of the correctness of the bond is required to animation, and is more complicated.

2) Now I have to go to the animation of the upper set, that of the whole rudder machine. Some positions were easier if he calculated them. For example: when the plunger presses, it moves the fin of the rudder, which begins to rotate, and it is this rotation that imposes the rotation of the cylinder on the ball. with the system I have just learned, it seems to me that it must impose values that can sometimes be difficult to calculate (and perhaps in some cases not to be even), but in any case I have to make him calculate an animation for each bond belonging to the same movement. I will be more precise once I have restudied the whole complex.

My claim (perhaps too much or perhaps not, since everything works well in model space and also in dynamic simulation) was that in the animation too, reverse cinematic processes were introduced that allowed, moving an element, to move the whole together consistently with the physical constraints imposed.

Did I get it right, or did I get another horn? :

Thank you.

Mario
do not forget that the study environment is a less technical and aesthetic environment than inventor.

You can do simulation animation and publish it in the studio.
 
Hi, I'm a new user. I joined the forum to receive help on some things of the inventor professional program 2011.
 

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