Create Animation ConstraintKeyCreator \ Tools \ Animation \ Create-Animation-Constraint
Location: Animation>Create Animation Constraint
The first step in producing a KeyCreator Animation is to define which animation bodies will be involved in the animation and what type of motion is desired. The Animation Constraint function will accomplish both of these tasks. Note that only KeyCreator solid bodies can have Animation Constraints and that any KeyCreator Feature, Structural or Mechanical Objects should be created as solid objects (uncheck the Setup>Create as Feature Objects prior to Animation.) There are several different types of constraints which produce unique motions for a given body about another body .
Typically the first constraint setup would be a fixed constraint on a body ( much like an anchor point) to which other animation constrained bodies will be added. Complex motions can be achieved by adding constraint bodies to other predefined constraint bodies (creating an assembly motion effect.) Insure that the bodies are all at there 'starting positions' prior to adding the constraints.
Any Animation Constraint defined for a body will be viewable in the Animation Tab of the Part Splitter. Future edits of the constraint can be performed using the Tools>Animation> Edit Animation Constraint or by right clicking the constraint in the Animation Tab. All Animation constraints will be retained within a ckd file when the file is saved. A mating label is created for the constraint, deleting it will delete the constraint. The default level for the label can be set using Tools\Application Options \Mechanical.
NOTE: The constraints used in Animation are not used for mating but purely an Animation Function.
Animation Constraint Types
Ball and Socket
This constraint will effectively mate an orbital body to another body allowing 360 degree movement by means of the addition of an angular motor type of constraint (Hinge would typically be used) or by using the Interactive Animation function.
This constraint is used to define motion from a given base point and along the axis of the dependent motion body. Typically the hinge movement will be in relation to a fixed constraint body. Most hinge motions will be ungrounded, will allow collision, have an angular motor applied and have upper/lower angular limit.
This constraint provides a linear slide motion of the dependent solid along a fixed solids path. Setup typically involves allowing for collision, setting a linear motor and limits and possibly an angular motor with limits. This animation is typically seen in pick and place machinery motion.
This constraint provides a way of defining a non-mobile body which will serve as an anchor for other mobile bodies. The single option provides a means to anchor the bodies current orientation and location or unchecked keep the bodies orientation and location with respect to another solid object.
This constraint is added after having first defined a motorized constraint body (such as a gear solid with a hinge constraint applied at mid axis point) with a provided ratio input.
General Options for Constraint Types
Grounded - A means to define a body as being non-mobile to its current orientation and location (checked on) or unchecked, define the Grounded position by means of base point and axis of another solid.
Allow Collisions Between Constrained Solids - Allows movement to occur in cases where constraint solids either meet or are within the collision threshold. The mass and density of animation solids will not be taken into account when determining collision. Unchecked will result in no movement when collision is detected. There is an additional all inclusive check box for this in the Calculate Animation>Setup tab (which would take precedence over the individual constraint setting.)
Angular Motor - Provides a means to start and maintain non linear motion.
Motor Speed - Provides a control setting for the rate of motion for a given constraint animation. Input is in degrees per second. A relatively small mold slide (9X8X5 inches) for example would have a low speed (approximate range of 0.30-1.0) while a pick and pull slide action would have a slightly higher speed (1.5 for example.) In most cases a bit of trial entry will be necessary to achieve desired results.
Motor Strength - Motor strength is calculated based on impulse per simulation frame which involves many background calculations. In general the larger the mass of the object the more the motor strength needs to be. For the examples mentioned in motor speed input could be 1,000.00 for example.
Intermittent - Provides a pause mechanism for the constraint animation as a ratio of the duration of the animation.
Linear Motor - Provides a means to start and maintain linear motion for the animation calculation. The above apply for the motor speed, strength (using part unit values instead of degrees) and intermittent settings.
Angular and Linear Limit - Sets upper and lower travel values for the animation calculation. The angular limit input is in degrees while the linear input is in part unit values.
Gear Ratio - The revolution of the motorized solid in relation to the 'Gear' constraint solid. A factor of 1 would give a 1 to 1 movement while input of 3 would move motorized solid 3X the speed of the 'Gear' constraint solid.
Using the Constraints
Ball and Socket Constraint
In many Hinge constraint animation scenarios a passive (Fixed) solid constraint will need to be defined that the active hinge solid will rotate about.
In many Slider constraint scenarios a passive (Fixed) solid constraint will need to be defined that the active slide solid will animate along.
In most cases this constraint will be linked to a previously defined motorized constraint solid.