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Trying to figure out animation with an engine block.
ede_N_
Member Posts: 13 EDU
I'm working on a project thats independent from outside of my intro to engineering class and im trying to figure out how to animate the crankshaft and piston correctly as it gets stuck at 288 degrees for some reason and I can't quite figure it out, the link is below. Thanks!
https://cad.onshape.com/documents/a7db7002771dafcfc6ee1e89/w/438796e7a338ae7de57d6502/e/4cf21d2e2d4f6615598a04e6?renderMode=0&uiState=6458eabc0c21642abeaa0fa8
https://cad.onshape.com/documents/a7db7002771dafcfc6ee1e89/w/438796e7a338ae7de57d6502/e/4cf21d2e2d4f6615598a04e6?renderMode=0&uiState=6458eabc0c21642abeaa0fa8
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Comments
https://cad.onshape.com/documents/3000ed37d8e6a69f73507375/w/89ed91d79275e606415657cf/e/f1365b40e7b39c3f601fa71c
It's best practice to avoid "over constraining" things, so for example if you have a mate that stops sliding in the z direction at one of a connecting rod, using a revolute at the other end is easier to "solve" than if it's another revolute that also locks the z motion even they can both be true at the same time.
The unnecessary limit was angles on a revolute mate that stopped the rotation of everything in your main assembly. Noted from piston assembly. If the connecting rod hits the piston then review design.
Use the simplest mate available at any given time. A cylindrical mate will let the piston moved up and down in the cylinder without restrictions. It will not create locks up with other mates like the revolute used in your connecting rod to crank. If the piston does not meet requirements (IE it moves past the top of the block) then your design needs updating not limits to restrict movement. Using a slider is more complex but not needed for limits in this case.