<< Click to Display Table of Contents >> Navigation: Getting Started Tutorials - MechDesigner > Tutorial 1: Add a Part that Rotates - a Crank > Step 1.6: Rotate the Part |
We specify the motion for the Part as Constant Angular Velocity - also termed Uniform Rotation Motion.
We learn how to connect wires from output-connectors to input-connectors of FBs (Function-Blocks).
See also: How to Connect Function-Blocks
In MechDesigner, a Motion-Part has its motion defined by the input to a Motion-Dimension FB and the Base-Value parameter defined in its dialog-box. A Rocker is the kinematic name in the Kinematics-Tree for a Motion-Part that may rotate continuously or oscillate back and forth. In a Machine, a Rocker is a nearly always a machine element that 'oscillates back and forth'. |
Motion-Part : |
A Part whose motion is precisely specified by a Motion-Dimension FB |
kinematically-defined Part : |
A part whose state is solved. It has zero degrees of-freedom. |
FB : |
Abbreviation of Function-Block |
Connect a wire : |
: ... drag a wire from the output-connector of one Function-Block to the input-connector of a different Function-Block. |
Motion-Values : |
Displacement, velocity, and acceleration data that flow through Function-Blocks and along wires that connect Function-Blocks. |
1.Review the Kinematic Function-blocks, and the Master-Machine-Angle
2.Add a Linear-Motion FB to the graphic-area.
3.Connect a wire from the output-connector of the Linear-Motion FB to the input-connector of the Motion-Dimension FB.
4.Delete the wire
5.Add, connect, and edit a Gearing FB to rotate the Part in a clockwise direction.
How to add a Linear-Motion FB and join the FBs with wires' |
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We: •Use Kinematic Function-Blocks to give motion-values to Motion-Parts and Motion-Points •Connect wires between Function-Blocks (FBs) from output-connectors to the input-connectors of a different Function-Block. The schematic, to the left, attempt to show how you can connect wires between the Function-Blocks. |
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Add a Linear Motion FB; Connect a wire to the Motion Dimension FB
Rotate the Part in a Clockwise direction
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![]() Master Machine Angle in the Feedback Area
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Revs: (Read-Only) box is a counter for each time the machine angle progressives from 0 to 36 Pointer (▲): below the MMA scale, indicates the approximate value of the Master-Machine-Angle Machine Angle (Read/Write) indicates the exact value of the Master Machine Angle To edit the value pf the Master-Machine-Angle Approximate Value : Drag, to the left or right, with your mouse-pointer in the MMA scale. Exact Value : Edit the value in the Machine Angle box. |
![]() Animation Speed Slider in the Feedback Area |
Edit the Animation-Speed The Animation-Speed will not change kinematic results. •Drag, to the left or right, with your mouse-pointer above the Animation-Speed Slider scale. Edit the Simulation-Speed The Simulation-Speed will change the kinematic results. •Use the Edit menu (or toolbar) > Machine Settings > Machine Speed. |