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polygon with 60 sides for pinion z60

  • Thread starter Thread starter reggio
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reggio

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hi, I'm still turning around the idea of creating an overall with pinions and chains that rootino ingranado...
until now I have always designed the pinions starting from polygons (so the step is exactly identical, without the approximation that can have the primitive diam: in fact now I tried with the diam.p. and then I go to bind the chain in the pinnacle seat says that they are not concentric. . . )

But now I want to draw a z60... and I realize that swx draws polygons with a max 40 sides... :(But what nonsense is it? ? )

And now? have you solved in what other way? Maybe just change an option... or should I build it by hand segment x segment??? ? :
 
I hi always designed the pinions without making the polygon of the sketch. do you need to have the polygon? because if it is to draw the teeth I do like this:

design a isoscele tirangle with the top between the two sides equal in origin. of this tirangle quoted the base (chain pass) and the angle draws the same sides, given by the number of teeth, and I write just fraction 360/63 in the value of the quota, so that all decimals are considered. At that point the primitive diamtero is defined, I cut the first quarry at one of the ends of the base and then repeat.
everything could be controlled by an excel sheet or equations, but I always did it by hand.
 
Do you need to have the polygon?
... andhmm to tell the truth to the handling I have not yet arrived (see various my post request help ;-p) because I am still animated with problems like this, but I would say no, should not be indispensable for the movement... from what I saw read and that you told me, you will have to work with unknown "contacts". . .
... because if it is to draw the teeth I do like this:

design a isoscele tirangle with the top between the two sides equal in origin. of this tirangle quoted the base (chain pass) and the angle draws the same sides, given by the number of teeth, and I write just fraction 360/63 in the value of the quota, so that all decimals are considered. at that point the primitive diamtero is defined... .
:confused: then the triangle with base=pass and angle=360/z ok is one of the tests I had done, but as it is that you define the d.p. that I miss and I do not understand it... because I can't use the d.p. I find in the catalogs, which being approximated....
Calm down. I didn't do as you explain rightly, but I was tracking a line of l=pass to which I gave a inclination derived from z, but so doing I couldn't get the d.p. .... instead your method is simple and functional .... Thank you.

"I now design a well-made pinion and the gift to the group to thank for the constant support." I was thinking while I traced the lines of construction of the pinion when, looking at the handbook used for the construction of the tooth, already jumps out another potential problem (allego pinnone.pdf):

in the first page says de=dp+(0,8*d) and vabbè, then says of=dp-d and above all ri=0,54*d ... i.e. the radius of the seat of the roller is a little larger than the radius of the chain roller (ok must enter effortlessly, go well) ... but it is not that this difference between the 2 centers (center step and roller center) will cause me to trouble when I have to apply the whole "granatti" http://www.youtube.com/watch?v=32iac8zispo ... there was also the post with the parts and the assembling but do not find it +..)? ...will be axis or bribes or how?? ? ?

I was almost thinking about ignoring the book formula and fixing ri=0,5*d... What do you think?
 

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motion "contacts" make sure that there are no volumetric interference between the selected parts for contact. In this way, very heavy for calculation, it emulates 100% a real contact. if there is game does not count, sooner or later the tooth ingrains and pulls the chain.
for the drawing of the tooth progile, instead, I use the formulas taken from a technical drawing book. I've made a lot of wheels and a lot of dimensions, up to 4 meters diameter wheels. non-commercial ones have been realized exactly as drawings and have not given problems, the formulas I used are reliable.
I'll tie you a toothed wheel like I usually do. this is a 22 tooth wheel for a chain with 75 mm pitch and 35 mm roller diameter.
 

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I was almost thinking about ignoring the book formula and fixing ri=0,5*d... What do you think?
I think it wouldn't be correct, a little bit of game is needed and guarantees the correct enragment of the chain. as they say in the workshop:

I mean, it's not a watch.
 
for the drawing of the tooth progile, instead, I use the formulas taken from a technical drawing book.
if you have a copy pdf I would gladly consult :d
motion "contacts" make sure that there are no volumetric interference between the selected parts for contact. In this way, very heavy for calculation, it emulates 100% a real contact. if there is game does not count, sooner or later the tooth ingrains and pulls the chain.
ok therefore my fear would be unfounded because motion (which is what works under the tab "study of movement 1" and also works with sw09... base true?) makes so that you work exactly as in reality. . .

But now I tried motion to understand how it works, I read the help (which helped little) and I created the example that I attach: This is 2 cams that should rotate and push... and that obviously doesn't work.... Can you explain where I was wrong? (sob...)

ps to understand motion there is qlc documentation tutorial or video network that can help me?
 

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motion is present in the premum. when you open the study of the movement there is a drop-down menu that offers you two or three choices depending on your license. if you have a standard you have two choices "animation" and "basic movement". motion is motion analysis. However with "basic movement" you should already be able to handle.
 
....however with "basic movement" you should already be able to handle.
hello and thanks, as you see my example but it doesn't work... I expected the one to take one shot at the other and instead it passes through... and yet the cl contact (I think) of having put it... :(You can tell me where I'm wrong?

at the level of tutorial you have qlc info? I found qlc on ytube (http://www.youtube.com/watch?v=v2ozzljnffu) but nothing "definitive". . .

Besides, but how do I place in the right place the various chain links in the axieme and then remove them in motion to apply contacts? ? ?
 
hello and thanks, as you see my example but it doesn't work... I expected the one to take one shot at the other and instead it passes through... and yet the cl contact (I think) of having put it... :(You can tell me where I'm wrong?
Hi.
In fact you added the "contact" function but without enabling the basic motion (as rightly suggested re_solidworks) that takes into account contacts.
Moreover, I had to eliminate the coincidence contact between the two upper plane faces of the cams, which went totally to define a cam preventing the rotation.
Besides, but how do I place in the right place the various chain links in the axieme and then remove them in motion to apply contacts? ? ?
you do not need to "cut" them to apply the contact, you will simply select the parts from the function tree.

Attached you will find the "camme" file with the magazine/correct simulation settings.


Good day, swarzy.
 

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Hi.
in fact you added the "contact" function but without enabling basic motion (as rightly suggested re_solidworks)
..if you have a standard you have two choices "animation" and "basic movement". . .
...forse slept... :tongue:
Moreover, I had to eliminate the coincidence contact between the two upper plane faces of the cams, which went totally to define a cam preventing the rotation.
Uh... I left it and it works anyway. . :confused:
Why did you select the base? Just for proof?
you do not need to "cut" them to apply the contact, you will simply select the parts from the function tree.
uhmmm in the attached example I tried to put a tangency bond to see if "you don't need to remove them" (as I will have to bind so many shirts, I wanted to be sure of the way to take) but I see that in reality by binding it the group stops and doesn't turn...

but then I have the question of how to "hold the chains composed of various jerseys before entering the study of the movement? ? ?
 

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ciao reggio,
Uh... I left it and it works anyway. . .
Why did you select the base? Just for proof?
In fact it seemed very strange to me that as you had bound a cam remained stuck (front-dx), so I moved the constraint on the base....all here.

uhmmm in the attached example I tried to put a tangency bond to see if "you don't need to remove them" (as I will have to bind so many shirts, I wanted to be sure of the way to take) but I see that in reality by binding it the group stops and doesn't turn...
Wait, I think you messed up. an account is the geometric constraints that are given to the axieme in the working environment of swx, which are transferred into motion environment, other than the contacts that are set in the motion environment, which are not transferred to the working environment swx.
obviously does not turn since there is a tangency bond, active in the motion environment, which joins the 2 cams.
to start the simulation of your parts from a contact/tangence position and if this bond does not allow the correct movement of the parts, as in the case in question, you must disable/suspend the constraints in motion environment.

Try and let us know!

swarzy.
 
...I sketched a simple ride with a simple chain compared to what I should perform.... but it doesn't turn me... :
What a disappointment... I'm screwed. But where am I wrong?
 

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premitting that from the bottom of my inexperience I did not claim,
I allow myself to write in this 3d since I am very interested in the topic and I am following the discussion from the beginning.

of your assembly do not convince me much of the constraints you have given of concentricity between the chain rollers and the teeth of the 2 toothed wheels (the ones in folder 1 to understand us). How do chain meshes pull off the wheel after half a lap in the tooth?
But unfortunately I can't give you an alternative...:biggrin:
If I wrote a cable, but tell me!
 
...see if that's how it should move.. .
..youuuhhhuuu :4406::4406:4406: mythical!
So the single mesh had to tell him to "care" only when he comes in contact with the lazy and not with everything else? Is that so?
in practice at every shirt we say to verify their behavior with regard to the pinions alone (as they no longer have the constraints with the pinions, they would be free) while between them (between knits) it is not necessary to do anything as they are still bound and therefore they will never "leave" whatever happens to them.

Well, since you solved it, you should make a video tutorial and put it on yt and in random videos next to you:

ps: did you understand why the first time I launch the "calcula" bangs the chain out of place while the second time it turns correctly?
ps2: but if I wanted to see animation from another point, for example from the plant, how should I do? (as the egg always returns to that position. . . )

.. now I can start thinking about assembling my true chain :d
 
on the study of movement there is a sort of ban. If you remove motion, take into account the camera position.
you can also insert key points where you change the orientations so you get the motion effect of the camera during animation.
 

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