AutoCAD Inventor :: How To Use Joints

Apr 26, 2013

Is there any good tutorial on joints and constrains.

How to use joints. (Joins still confuse me.)

When you should use which.

2014

View 3 Replies


ADVERTISEMENT

AutoCAD Inventor :: Balloon Welds / Joints?

Aug 16, 2012

I am preparing a weld map for our welding shop, and they would like me to balloon each joint and create a table with each joint's number, so that the welder/pressure tester can sign off. Is there a way to balloon joints and not parts, or make a custom ballooning scheme?

View 1 Replies View Related

AutoCAD Inventor :: Interlocking Joints In Sheet Metal

Apr 30, 2013

I have been trying to work out how to make interlocking joints in sheet metal parts. The attached screen shot is the only way I have found to do it in Inventor, but it is a cheat. One of the flanges is a 85˚ bend because if it were 90˚ it would give an error "Flange Body intersects with existing body or self intersects."

View 4 Replies View Related

AutoCAD Inventor :: Missing Standard Joints In 2013?

Dec 9, 2012

when i start with the dynamic simulation i found out that there isnt any option of revolute or prismatic or anyother standard joints.. just hv spacial joints under that session... have did almost all the updates and no use.. still remains the same...

View 1 Replies View Related

AutoCAD Inventor :: Way To Switch Off Animation / When Creating Joints In Assembly Environment

Jul 17, 2013

Is there a way to switch off the animation when creating joints in the assembly environment.

View 2 Replies View Related

AutoCAD Inventor :: Multi-link Car Suspension Assembly Drawing - Rotational Joints Binding

Nov 28, 2013

I've been teaching myself inventor over the past couple of months so I can design the rear suspension setup for my car.

I've got the IRS modelled with enough detail to show my engineer the concept, but I want the suspension to "work", ie each link will move as the suspension flexes.

I'm attaching the arms (blue, dark green, red and yellow) to the cradle (orange) using the joint command, and selecting "rotational".  This works fine and the arms can swivel about a single axis as they should.  But as soon as I attach the knuckle (lime green) to the other end of all the arms using the same type of joint (except the joint with the blue lower control arm, which is a ball joint), nothing will move. 

I understand that in real life, each joint has a bit of "slop" in it, allowed by rubber bushings, which prevents the whole setup from binding.

To my uneducated mind, the solution would lie in one of 3 methods: Convert all the joints to ball joints (I'd like to avoid this if possible) Add some kind of flexible rubber bushing to all of the joints (probably not possible) Get rid of the rotational joint constraints altogether and somehow mate all the parts to each other using work points, rather than a cylindrical bolt and eyelet, so that each arm has full range of movement in both the X and Y axes.

View 8 Replies View Related

AutoCad :: Healing Open Joints Automatically?

Dec 4, 2011

Is there a way to heal open edges in autocad. Like if i’m trying to hatch an area that has open vertices spaced very narrowly. I have to zoom it and close the area. Is there any macro/plugin in Autocad that heals open joints automatically?

View 6 Replies View Related

AutoCad 2D :: Drawing Tubing Miter Joints

Feb 22, 2012

I am fabricating some race bicycles and want to make my drawing's look as real as possible. I need to be able to draw the curves where the weld lines will be. Any Auto Cad has any special tool that will draw these for me?

Something like this.

View 9 Replies View Related

AutoCad :: Print View Of The Joints Of Chair

May 20, 2013

I want to print a view of the joints of this chair. I need a section to show through the cut (plane X, 300 units of height).

I go to Layout, have a mview, and on the layout I try to use the section (I tried that button really), but it filters what I choose. Why does it filter the view?

View 2 Replies View Related

AutoCAD 2013 :: Mesh To Solid Panels With Mitered Joints

Aug 7, 2013

I have a project where I have got a drawing from an architect which is drawn as a mesh.

I consists of triangular panels which is joined together with different angles. (see attachment)

I have tried to model it in 3d with autocad, but I can`t get the joints to be precise.

I am going to produce this panels with our cnc-router in a 12 mm mdf board.

The panels has to be mitered in the joints.

I have the following questions:

Is it possible in autocad, to model this figure and separate each panel, with the correct angles on the edges?

View 7 Replies View Related

Maya :: Facial Rig Using Joints

Apr 30, 2013

I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.

How can I get a constrain to affect only the parent joint and not its children?

View 2 Replies View Related

Maya Animation :: IK Without Joints?

Aug 22, 2013

I have 3+ Nurbs Circles that I have parented up in a hierarchy and now want to use them to create an IK chain.I can create a chain with a joint system, but can I create it with just my curves?  I have tried using the IK handle tool and it requests that I LMB on the first joint and nothing happens.

View 3 Replies View Related

Maya Animation :: Object X-ray As Joints

May 3, 2011

Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:

[URL].......

Is that really not possible?

View 3 Replies View Related

Maya Animation :: How To Add Controllers To Joints

Nov 24, 2010

I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?

View 2 Replies View Related

Maya Animation :: Rig Moves The Joints But Not The Body?

Jan 10, 2014

I picked up two characters that I had working just fine about 3 years ago. Somehow, when I imported them into the same file, the skins came unbound. Annoying, but not insurmountable--rebind and weight painting took a couple hours. However, while the controls move the joints and deform the skins, the global move controls do not move the characters. It seems like the main mass of the bodies are stuck in place.

View 1 Replies View Related

Mudbox :: 2012 - Posing Joints With Mirror?

May 25, 2011

I was wondering, is there no way to pose in mirror mode? I made mirrored joints yet I don't have an option to rotate/pose them symmetrically.. :

View 7 Replies View Related

Maya Animation :: How To Bind Joints To Model

Aug 12, 2011

I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?

View 3 Replies View Related

Illustrator :: Rounded Joints On Brush Along The Path?

Dec 9, 2013

I've got a little problem with making a nice path with pre-made brush. I just uploaded image to IL and made a brush based on it. Works great, but there are rounded joints on connections. Is there is some way to get rid of those rounded joints and make it straight, like nice continuous line?

View 3 Replies View Related

Revit :: Join Geometry Not Working On Wall Joints

Mar 22, 2013

I'm trying to Join First and Second Floor walls that are interrupted by floor framing. I've separated sheathing and siding layers and extended these over to the lower wall. All looks good, except for the joint line. In section view,  I use Join Geometry tool and it works, the joint is gone. However on Elevation and 3D viiews the line is still there.

View 2 Replies View Related

Maya Animation :: IK Handle - Rotation Limits On Joints?

Jul 13, 2013

I have set rotation limits on all  of my joints in a rig.  But when I move the Ik handle, the joints all rotate in however they want.

What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?

View 4 Replies View Related

Maya Animation :: Transfer Rigged Joints To Another Model?

Oct 19, 2010

is it possible to transfer rigged joints to another model without causing problems

View 1 Replies View Related

Revit :: Create EQ Ashlar Panels And Sweeps With Joints?

Feb 9, 2012

What's the best way to create the attached: EQ ashlar panels, and wall sweeps with joints?

View 8 Replies View Related

Maya Animation :: Adding Prop Joints To HIK Characterization

Feb 24, 2012

I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.

What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.

The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?

While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.

View 2 Replies View Related

Revit :: Dimensioning Vertical Wall Reveals For Joints

Apr 22, 2010

I am using vertical wall reveals for joints in concrete tilt-up panels. They work just fine until I need to dimensions to their centerlines. I tried using two 'half joints', but as soon as I align them I lose the option to snap to the side of the reveal in the center of the joint. The attached image shows both attempts. Is there a way to get this to work?

View 9 Replies View Related

Maya Animation :: Selecting Multiple Joints For Setting A Keyframe

Apr 18, 2012

Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.

I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.

I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.

Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?

I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.

View 1 Replies View Related

Maya Animation :: 2014 - Joints Only Work On Viewport Grid

Aug 20, 2013

I can only make joints for Maya muscle on the default grid, they seem to snap on grid.

View 1 Replies View Related

Maya Animation :: Facial Joints Versus Blend Shapes?

Sep 17, 2011

I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....

I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?

View 1 Replies View Related

Maya Animation :: Importing Rig - Skeleton Joints Appear And Hard To Click On Controls

Feb 7, 2014

I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?

View 4 Replies View Related

3ds Max Animation :: Setup System That Allows To Rotate Point 1 / 2 Joints To Place Downstream Spheres Into Specific Locations

Apr 6, 2012

I am trying to setup a a system that allows me to rotate Point 1 and 2 joints to place downstream spheres into specific locations such that the distance and angles between the spheres don't change.

Everything works the way I want (so far), but Sphere04 goes the opposite direction of its IK chain.

What am I doing wrong?

Daveikexample.zip

View 1 Replies View Related

Revit :: Slanted Column Meets Beam / Column Joints

Feb 7, 2012

I have a problem inserting the slanted columns when I use the "Beam/Column joints" commando. When I insert the slanted column, the beams are divided.
 
It should look like picture 1, but it always ends up as image 2. How can I solve this?

View 4 Replies View Related

AutoCAD Inventor :: Inventor Hole Table - Mixed Units - Description Cell

Dec 18, 2013

Is there a way in the description field of an Inventor hole table to have mixed units?   Some hole sizes at fractions, some at 2 plc, and others at 3 places.

Inventor Pro 2013 or 14

View 1 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved