Composer 6
×
Menu

Joints Group

 
 
 
Joints:
 
A joint is something like a hinge, which is used to connect two solids. It is a relationship that is enforced between two bodies so that they can only have certain positions and orientations relative to each other. To create a joint between two solids, you must choose the type of joint from the Joints Menu then the Joint Properties Panel will appear on the left-side.
 
Joints Group is the leftmost group on the Links menu. You find five buttons in this groups, as shown in the following image. A brief description of each joint type, supported by the SimLab Composer's simulation engine, is given as follows:
  • Fixed: This type of joints maintains a fixed relative position and orientation between two solids. In practice, using this joint is rare. If you need two bodies to be glued together, it is better to represent them as a single solid when deciding that both of the solids hold the same properties during the simulation session.
  • Revolute: A revolute joint (also called pin joint) is a one-degree-of-freedom kinematic pair used in mechanisms. Revolute joints provide single-axis rotation function used in many places such as door hinges, folding mechanisms, and other uni-axial rotation devices.
  • Prismatic: A prismatic joint (also called slider) provides a linear sliding movement between two bodies. The two joined solids have their rotation held fixed relative to each other, and they can only move along a specified axis, chosen by the user while specifying the joint properties.
  • Spherical: A spherical joint (also called a ball and socket joint) is a joint in which the ball-shaped surface of a solid fits into the cup-like indentation of another solid. This type of joint allows the solid to move in a 360 degree angle—with more freedom than other joints.
Cylindrical: A cylindrical joint is a two-degrees-of-freedom kinematic pair used in mechanisms. Cylindrical joints provide single-axis sliding function as well as a single axis rotation, providing a way for two rigid bodies to translate and rotate freely.
Once you select a Joint, you have to set its properties in order to work appropriately.