MotionLaws [also called 'CamLaws'].
A MotionLaw specifies, with a mathematical expression, how an 'output variable' changes as a function of an 'input variable'. The output is either a linear [m, cm, mm, inch] or an angular [degrees, radians] value. The input is usually machineangle [ degrees, radians, cycles] or time [ msecs, seconds].
The mathematical expression calculates displacement, velocity, acceleration and jerk values. The calculations are not 'numerical' techniques. Rather, all motionderivatives are calculated with an algebraic expression to give the motionvalues for each motionderivative exactly.
We list the MotionLaws alphabetically [English] in the MotionLaw Selector.
Here, we can separate the motionlaws into three broad groups.
Traditional MotionLaws
Traditional MotionLaws [sometime named 'Standard MotionLaws'] have been used for many years in cam mechanisms as 'Rise' and 'Return' segments, usually between two 'Dwell' Segments.
Their main disadvantage is that you cannot usually edit their velocity, acceleration and jerk values at their start and end.
The Traditional MotionLaws are based on function that are:
•  Trigonometric / Harmonic 
or
Traditional MotionLaws:
3.  Cubic  Polynomial Function 
6.  Dwell  Polynomial Function 
14.  Ramp  Trigonometric Function 
16.  SineConstantCosine + SCCA with ConstantVelocity 20%, 33%, 50%, 66%....  Trigonometric Function 
Also, use the 'Triple Harmonic' Controls in the SegmentEditor to give:
Throw Motion Laws* [Symmetrical & Asymmetrical]
* A Throw motionlaw is a 'Rise' segment followed immediately by a 'Return' Segment  no dwell between. It can be imagined to be similar to the vertical 'rise and fall[return]' motion when you 'throw' a ball up in the air. Also, the swing of a pendulum.
We construct 'Throw' motionlaws with two Flexible Polynomial segments. Each segment can have the same or different periods.
The 'throw' is a 'QuickReturn motion' when its acceleration is not zero as its 'rise' segment becomes its 'return'.
The transition from 'rise' to 'return' is quicker than two adjacent [concatenated] Traditional MotionLaws that have zeroacceleration at their transition.
The 'Crossover Jerk' of 25 is greater than other motion laws. This means that backlash is traversed quickly to give a large velocity impact.

Special MotionLaws
These meet the needs of specific applications.
26.  Y–InverseSinusoid : when applied to a the motion of a 'crank', it gives a constant linear velocity at the tip of a crank. Limited to one segment per crank rotation. 
27.  CrankConstantVelocity : an enhancement of YInverseSinusoid, it can be applied more than one time to a motion. 
29.  Ramp  a VERY useful motion law. 

Imported Motion Data
When you select these 'MotionLaws', 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 compatible with Camlinks.

'Flexible Polynomial' OR 'Traditional' MotionLaws?
The Flexible Polynomial is the 'default' motionlaw. It is very powerful tool. We strongly recommend that you learn how to use it effectively and efficiently.
Traditional MotionLaws have advantages in some circumstances, especially for simple RiseDwellReturn motions.
Thus, we recommend, that you 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.
