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Create a freewheel mate condition?
martin_kopplow Member Posts: 19 ✭
I'm trying to design and animate a gearbox which involves a freewheel clutch at some point, so a rod rotates a sprocket wheel in one direction, but not in the other. This would require a rotate mating condition or a gear relationship that works only one way, but it looks like I can't model this function. Did I miss something or is there no way to define this kind of relationship?
So this doesn’t sound like a modeling issue. Because I think you’re going be able to model whatever you want in Onshape.
But I’m not sure if you’re asking for collision detection, or to simulate collision in an animation.
Either way, I think you should probably look into something like Blender, Cinema 4D, or Maya for the animation portion of your work
So when you say freewheel, though this may be far from your design, are you roughly speaking, trying to reproduce something along these lines? Where something is engaged part of the time, and then not engaged at other times ?
Keep your eye on the center polygon
Matt, the animation ABOVE - that's trickery. That's two videos edited together. Everything was modeled and animated in Onshape. But it was two separate videos. One with the pawl in the outward unengaged position. The other with the pawl engaged in the inward position. In that video, the pawl is NOT actually pushing that inner gray piece. I just had all 3 parts locked together, for the second part where the pawl APPEARS TO BE PUSHING the inner part.
I did this simply to show that there may be another way to accomplish this without having to delve more heavily into certain types of animations. I always think it's good to have a back up
Now as to the GIF below, it does have a little bit of trickery, but only that of the pawl flipping outward ——— the little flip at 3 o’clock. And that was accomplished simply by where the GIF loops
BUT, in the GIF below, the pawl actually does engage the inner gray part and pushes it along.
Now the way that happens is, that the pawl comes to the end of its tangent path. When it does, it starts pushing the end of that path. Now that path is part of the gray part itself. So as it’s pushing the end of the path, it’s pushing the gray part. So an actual type of collision, so to speak, is taking place.
But the other problem is, I couldn't use the animation dialog to make the pawl work the same way. I had to move my finger in a circle on my trackpad which is difficult to do if you want things to look smooth. Maybe if I had a mouse on a desktop, that might have worked better.
Here's the file if anybody wants to try and get it to work better.
Again, watch the polygon in the center
It would really be nice if Onshape had just the most basic of animation.
Now of course, it would work within the confines of the mate connectors.
But doing basic key framing is so easy.
I did this GIF in my little $20 video editing program for my iPhone. In LumaFusion. It took hardly any time at all to do
All I do is I tap the key frame button. Make sure my part is in the position I want it to be
Move the playhead to the next point in the timeline. Press the key frame button again. Move my part to a different position. And that’s it
The program will move that part from one position to the other over the period of time you have between key frames.
So doggone easy and it would work great with Onshape.
Unfortunately, your link is in a language that I just couldn’t figure out how to view in something I could understand — at least not at this time
Nonetheless, regardless of whatever it is that makes the part you show above work the way it does, if your main concern is about the rotation in one direction only, well, you can animate by choosing the direction you rotate. But if this is something that you want to manually rotate a bit and then stop and then rotate a bit more and stop, And you want your mate connector to keep you from accidentally rotating in the wrong direction, then I’m not sure what to tell you
As @S1mon pointed out, there is one person extremely knowledgeable about assemblies.
If John‘s not busy. Maybe he can say what’s what on the matter