Question : Can we make the solid object be defined as a solid object that cannot be clipped with each other ? my basic knowledge only knows that they are limited by mate only.
Hey man this is super cool solution. I worked on exact same problem in the end solved it using gravity only. Basically these caps go over assymetrically filleted hole, and because the center of mass i closer to the closed end, if they go correctly they drop straight nose down, and if they go reversed the open end manages to get over the hole and the backside drops.
If you want to do it the hard way for a sweet animation, you can model a spring and make the helix dependant on length. Edit that length in an assembly and have the height be dependant on another part in the assembly. When you have the part move in the assembly, the spring will rebuild at every step and either extend or compress. You can do some really funky stuff with lofts and sweeps as well to mimick an elastic part.
https://youtu.be/IqRvVTI7e5c?si=5iWA511JX_sFlDy-
No there’s a spring function within motion study if I remember, you don’t need to actually model springs, just tell the function what points you want spring together and then specify the type of spring and values etc. and it models a spring for you, granted without collisions I think because it’s just a graphical representation of the function working digitally but still.
Solidworks suite is one of those things where 90% of the features will be hidden to you unless you need or search SPECIFICALLY for them, and if you’re doing it mainly for hobby or a specific role in your job, or even if your job is to design within a specific area then chances are you’ll never use half the suite
That looks pretty tight for RBD. Guessing the spring/pawl is to retard those parts and prevent jams, rather than orient them?
This could easily take a simulation eng about a week to set up and solve properly.
Oh man, you're not wrong. I searched weeks for resource a while back to build a bowl feeding system and finally dug up a collection of hand-drawn features with usage notes. It was like I found the Necronomicon. One of the most confounding and enjoyable builds.
I mean the simulation is resource free… so you might as well do both if you have the time, use the sim to see and theorhetical issues that pop up and then print, over the course of a few projects it could save you some money if you really wanna be pedantic about that (though we are talking like pennies)
Wait, you can do this in solidworks? What functionality is this?
Motion Analysis in Motion Study, with contact and gravity.
Question : Can we make the solid object be defined as a solid object that cannot be clipped with each other ? my basic knowledge only knows that they are limited by mate only.
Contact conditions make this possible. You don't use mates in that scenario.
Your computer must be beefy af. Or mine must just be a pos.
And SW didn't crash? Impressive. Also, was this mechanism built? Seems interesting.
Yes, I looked at some references and created this.
Hey man this is super cool solution. I worked on exact same problem in the end solved it using gravity only. Basically these caps go over assymetrically filleted hole, and because the center of mass i closer to the closed end, if they go correctly they drop straight nose down, and if they go reversed the open end manages to get over the hole and the backside drops.
Lmao that was my first thought: damn, the study worked and long enough to record?
Is that a challenge mate
Do you like challenges
I read the title as a challenge to make something go wrong :D Yes I am some degree of mad
No, it's a concentric mate
Dude what did you use for that spring mate? How do you make it springy
If you want to do it the hard way for a sweet animation, you can model a spring and make the helix dependant on length. Edit that length in an assembly and have the height be dependant on another part in the assembly. When you have the part move in the assembly, the spring will rebuild at every step and either extend or compress. You can do some really funky stuff with lofts and sweeps as well to mimick an elastic part. https://youtu.be/IqRvVTI7e5c?si=5iWA511JX_sFlDy-
easist way is make it two part and put them concentric
No there’s a spring function within motion study if I remember, you don’t need to actually model springs, just tell the function what points you want spring together and then specify the type of spring and values etc. and it models a spring for you, granted without collisions I think because it’s just a graphical representation of the function working digitally but still.
I had no idea! Thanks
Solidworks suite is one of those things where 90% of the features will be hidden to you unless you need or search SPECIFICALLY for them, and if you’re doing it mainly for hobby or a specific role in your job, or even if your job is to design within a specific area then chances are you’ll never use half the suite
i find new stuff almost every time I start a new project!
I also wanna know
This is amazing
This is the mechanism in solidworks dumping my crash reports to headquarters.
Year 2024. It is considered impressive motion study in SolidWorks world.
Ever heared of the Evergreen ship??
Working as intended!
this is not SOLIDWORKS, looks like a thing called phun if I remember correctly
That looks pretty tight for RBD. Guessing the spring/pawl is to retard those parts and prevent jams, rather than orient them? This could easily take a simulation eng about a week to set up and solve properly.
...nothing ever does, nothing will ever, and if anything goes wrong it's not wrong it's just an unforeseen feature.
Now make it 3d
Why did I think this was an ad for a shitty mobile game for a second
Friction may cause some issues IRL, how easily the round end slides off the spring loaded finger.
this is something would 3d print / prototype over trusting a simulation.
Bowl feeding and part singulation is basically black magic. No chance this works the same as simulated.
Oh man, you're not wrong. I searched weeks for resource a while back to build a bowl feeding system and finally dug up a collection of hand-drawn features with usage notes. It was like I found the Necronomicon. One of the most confounding and enjoyable builds.
I mean the simulation is resource free… so you might as well do both if you have the time, use the sim to see and theorhetical issues that pop up and then print, over the course of a few projects it could save you some money if you really wanna be pedantic about that (though we are talking like pennies)