MotionLaws [also called 'CamLaws'].
A MotionLaw defines, with a mathematical expression, how an output variable changes as a function of an input variable. The output variable is either a linear [m, cm, mm, inch] or an angular [degrees, radians] value. The input variable is usually machineangle [ degrees, radians, cycles] or time [ msecs, seconds].
The mathematical expression is defined as a displacement, velocity or acceleration function.
The mathematical expression is differentiated or integrated to obtain displacement, velocity, acceleration and jerk. The calculus does not use 'numerical' techniques. Rather, we solve the equations for each motionderivative to give the motionvalues for each motionderivative exactly.
We list the MotionLaws alphabetically [English] in the MotionLaw Selector.
We can separate the motionlaws into three broad groups.
Traditional MotionLaws are those that have been used for many years as 'Rise' or 'Return' segments, usually between two Dwell Segments.
The Traditional MotionLaws' are based on function that are:
•  Trigonometric / Harmonic 
or
In English alphabetical order, the Traditional MotionLaws are:
3.  Cubic  Polynomial Function 
5.  Dwell  Polynomial Function 
13.  Ramp  Trigonometric Function 
15.  SineConstantCosine + SCCA with ConstantVelocity 20%, 33%, 50%, 66%....  Trigonometric Function 
Also, use the 'Triple Harmonic' Controls in the SegmentEditor to give:
Throw Motion Laws*
Construct a 'Throw' motion with two Flexible Polynomial segments. The two segments can be thought to be a Rise and Return motion, without a Dwell segment between them.
The motion is named 'Throw' because it is similar to the vertical motion of a ball when it is 'thrown' up in the air. For convenience, they are called 'QuickReturn'. However they are actually a 'quicktransition' from the Rise segment to the Return segment.
The of motion 26 is high compared to the other motion laws. This means that backlash is traversed quickly to give a large velocity impact.
Asymmetrical Throw Motion
We construct the Throw motionlaws with two segments. Thus, they do not need to have the same duration, nor actually the same displacement.

These meet the needs of specific applications.

When you select these 'MotionLaw', you can import your own motionvalues.
The ZRawData is the easiest to use, as it imports your data values directly.
The PositionList scales all of the values you import. The scale is in proportion to the difference between the start and end positions that you specify with the BlendPoint Editor  it is used to compatible with Camlinks.

'Flexible Polynomial' OR 'Traditional' MotionLaws?
The Flexible Polynomial is the 'default' motionlaw. We strongly recommend you learn how to use it effectively and efficiently. It is very powerful.
Traditional MotionLaws have advantages in some circumstances, especially for simple RiseDwellReturn motions.
Thus, we recommend, make the segments:
•  All FlexiblePolynomials  most powerful and flexible motion design possibilities 
 or 
•  All Traditional MotionLaws  'standard' motiondesign requirements 
 or 
•  A mixture of FlexiblePolynomial and Traditional MotionLaws  least preferred. 
The MotionLaws available in MotionDesigner exceed the German Technical VDIguidelines 2143 Papers (Part) 1 and 2. Also bare in mind, that the motion at a camfollower or servomotor is usually found by MechDesigner with InverseKinematics. In this case, the motion at the camfollower or servomotor will not be the same as the motion of the MotionPart.
