AtPoint
An AtPoint joint is a three degree-of-freedom kinematic pair used in mechanisms. This joint is identical to the ball joint. AtPoint joints provide three-axis rotation function.
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MotionView is a general pre-processor for Multi-body Dynamics.
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The Project Browser allows you to view the MotionView model structure while providing display and editing control of entities.
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The MotionView toolbars provide you with quick access to some of the most commonly used panels and tools.
The Entity Selector (located on the General Actions toolbar) allows you to set the graphic screen selection mode.
Model files are composed of many different parts, or entities. MotionView allows you to change the display attributes of each entity in a graphic. Visual properties such as shading, color, and mesh lines can be assigned using the Graphic Entity Attributes panel.
The Run Solver tool allows you to either run the current model or run an existing solver command file generated previously by MotionView.
The System/Assembly panel allows you to add new systems and assemblies to your model, modify attachments, and set initial conditions and options for systems and assemblies.
The System and Assembly panel allows you to new analyses to your model, modify attachments, set initial conditions for analyses, and set analyses options.
The Command Sets panel allows you to create command sets for the solver-command file. The command sets for a model are order dependent, since they define the contents of the solver command file.
The Points tool allows you to add points to models and edit point coordinates.
Use the Vectors tool to create and edit vectors.
Use the Markers tool to create coordinate systems and reference frames.
Coordinate systems in MotionView can be oriented using a variety of methods.
Use the Splines tool to create and edit curves.
Use the Deformable Curves tool to create and edit deformable curves.
The Spline3D panel allows you to add and edit three dimensional spline data.
The Surfaces tool allows you to create surfaces for use with advanced joint entities.
Use the Deformable Surfaces tool to create and edit deformable surfaces. These entities can change shape during the simulation and can be used with advanced joints and contacts.
Use the Graphics tool to create and edit visualizations for entities during pre-processing and post-processing.
Use the Bodies tool to create and edit rigid, point mass, and deformable/flexible bodies.
Use the Joints tool to create and edit basic joints.
An AtPoint joint is a three degree-of-freedom kinematic pair used in mechanisms. This joint is identical to the ball joint. AtPoint joints provide three-axis rotation function.
A ball joint (also known as a spherical joint; socket joint) is a three degree-of-freedom kinematic pair used in mechanisms. Ball joints provide three-axis rotation function used in many places, such as steering racks to knuckles via tie-rods and knuckle-to-control arm joints.
A constant velocity joint is a two degree-of-freedom constraint. It constrains the rotation of a body (Body 1) about a specified axis to be equal to the rotation of the other body (Body 2) connected by the joint. The axis of rotation is the Z axes of the markers defined on the connecting user-defined bodies. Constant velocity joints are widely used in drive shafts of vehicles with independent suspension.
A cylindrical joint is a two degree-of-freedom kinematic pair used in mechanisms. Cylindrical joints provide one translation and one rotation function. They are commonly used in many places, such as shock absorber tubes and rods and hydraulic cylinder/rod pairs.
A fixed joint is a zero degree-of-freedom constraint. It applies a rigid connection between the connecting bodies, meaning bodies connected by a fixed joint are forced to move together. Fixed joints can be used to simulate connections where relative displacements are idealized to zero, such as bolted connections, welded connections, and bodies that are fixed in motion and orientation with respect to another body.
An inline joint is a four degree-of-freedom primitive constraint. The constraint is imposed such that the origin of a reference marker on one body (Body 2) translates along the Z axis of a reference marker on the other body (Body 1) connected by the joint. Three rotations are free along with one translation along the Z marker defining the joint orientation. Joint primitives like inline joints may not have a physical existence. They can be used to impose unique constraints where using a regular joint would not be possible.
An inplane joint is a five degree-of-freedom primitive constraint. It constrains one body (Body 1) to remain in a plane (XY plane) defined on the other body (Body 2) connected by the joint. Three rotations are free along with two translations. The only degree of freedom being arrested is the 'away' motion of Body 1 from Body 2. Joint primitives like inplane joints may not have a physical existence. These joints can be used in applications like imposing geometric constraints.
An orientation joint is a three degree-of-freedom kinematic pair. The joint constrains the three rotational degrees of freedom while all three translations are free. Effectively, the orientations of the two bodies connected by the joint remain the same.
A parallel axes joint is a four degree-of-freedom primitive constraint. The constraint is imposed such that the Z axis of a reference marker on one body (Body 2) remains parallel to the Z axis of a reference marker on the other body (Body 1) connected by the joint. All three of the translations are free along with one rotation about the Z axis of the marker defining the joint orientation. Joint primitives like parallel axes joints may not have a physical existence. Parallel axes joints can be used to impose unique constraints where using a regular joint would not be possible.
A perpendicular axes joint is a five degree-of-freedom primitive constraint. The constraint is imposed such that the Z axis of a reference marker on one body (Body 2) remains perpendicular to the Z axis of a reference marker on the other body (Body 1) connected by the joint. All three translations are free along with two rotations about the Z axis of markers on both of the bodies defining the joint orientation. Joint primitives like perpendicular axes joints may not have a physical existence. These types of joints can be used to impose unique constraints where using a regular joint would not be possible.
A planar joint is a three degree-of-freedom constraint. It constrains a plane on one body (Body 1) to remain in a plane defined on the other body (Body 2) connected by the joint. The planes are defined by the X and Y axes of the markers defining the joint. Body 1 can rotate about Z axis and translate along the X and Y axes of the marker which is used to define the constraint.
A revolute joint (also known as a pin joint or a hinge joint) is a one degree-of-freedom kinematic pair used in mechanisms. Revolute joints provide single-axis rotation function in places such as door hinges and folding mechanisms.
A screw joint is a five degree-of-freedom kinematic pair used in mechanisms. Screw joints imposes a relation between the rotation of one body (Body 1) about an axis to the translation of the other body (Body 2) along an axis. The pitch of the joint completes this relation. One full rotation of Body 1 translates Body 2 by a distance equal to the pitch. Screw joints are commonly used in applications such as bolt and nut constraints and rack and pinion steering.
A translational joint is a one degree-of-freedom kinematic pair used in mechanisms. Translational joints provide single-axis rotation function in places such as splined shafts and slider mechanisms.
A universal joint is a two degree-of-freedom kinematic pair used in mechanisms. It is functionally identical to, and also referred to as a Hooke joint. The only difference between these two joints is the way that the joint is defined. Universal joints provide two rotational functions in applications such as propeller shafts, drive shafts, and steering columns.
The Trans Stiffness and Rot Stiffness tabs allow you to define the stiffness properties of a compliant joint or a bushing. Stiffness can be linear or non-linear.
The User-defined properties checkbox allow you to define non-linear stiffness and damping properties from a specific DLL file.
Use the Advanced Joints tool to create and edit a set of special constraints called higher pair joints. Typically, these are constraints that involve a curve or surface on at least one of the two bodies.
A Coupler entity defines an algebraic relationship between the degrees of freedom of two or three joints.
Use the Gears tool to create a gear entity to relate the motion of two joints.
Use the Bushings tool to create bushings and edit their connectivity, properties, and orientation rules.
Use the General Constraints tool to create a generic expression based constraint.
Use the Fields tool to create a compliant connection between two bodies where stiffness or damping in one direction can be a function of displacement in another direction
Use the Spring Dampers tool to edit the connectivity, properties, and initial conditions of springs and dampers.
Use the Beams to create beams and edit their connectivity, properties, and orientations.
Use the PolyBeams tool to create polybeams and edit their points and properties.
Use the Motions tool to create motions and to edit the initial conditions, displacements, velocities, and acceleration of joints.
Use the Forces tool to create forces and to edit the orientation and properties of forces.
The Modal Forces tool allows you to include a disturbed force on a flexible body that exists in the modal form in the flexible body H3D.
Use the Contacts tool to specify the attributes of a contact force between two bodies.
Use the Outputs tool to create a result output request to the solver, which writes out the requested data for plotting data.
Use the Sensors tool to sense an event during simulation and to define a response to that event
Use the State Equations tool to create and set control state equation data.
Use the Templates tool to create and edit blocks of text that contain data fields and programming instructions.
Use the Forms tool to edit general data entry forms.
Use the DataSets tool to create and edit datasets comprised of object types, such as real, string, boolean, integer, and options.
Use the Variables tool to create solver variables that can be used to create an algebraic expression of state variables, as well as other solver variables. This can then be referenced in function expressions throughout the solver input file.
Use the Arrays tool to create solver arrays and set solver array data. Solver array types include X array, Y array, U array, IC array, Plant Input array, and Plant Output array.
Use the Strings tool to create a solver string and set solver string data. A solver string provides a string that can be accessed within the model, for example, to pass into a user subroutine.
Use the SISOs tool to set control SISO data. This data can be used to add additional states to the mechanical system being modeled.
Use the Diff Equations tool to set solver differential equations. These equations can be used to add additional states to the mechanical system being modeled.
MotionView supports the importing of several types of CAD and FE formats.
MotionView has many pre-processing and post-processing capabilities with regards to flexible bodies, or flexbodies, for multi-body dynamics models.
Solvers and translators supported in MotionView.
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MotionView supports a limited version of interface with HyperWorks Collaboration Tools.
Reference material for the HyperWorks Desktop scripting interface which is a set of Tcl/Tk commands.
Reference materials for the MotionView MDL Language, Tire Modeling, and the MDL Library.
Reference material detailing command statements, model statements, functions and the Subroutine Interface available in MotionSolve.
Reference material for Templex (a general purpose text and numeric processor) and additional mathematical functions and operators.
Explore the various panels and tools in MotionView.
Use the Joints tool to create and edit basic joints.
An AtPoint joint is a three degree-of-freedom kinematic pair used in mechanisms. This joint is identical to the ball joint. AtPoint joints provide three-axis rotation function.
An AtPoint joint is a three degree-of-freedom kinematic pair used in mechanisms. This joint is identical to the ball joint. AtPoint joints provide three-axis rotation function.
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