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The Throw Motion-LawUnlike the other motion-laws, the Throw motion-law rises from its Start-Position to its maximum displacement, and then returns to its Start-Position. Use two Flexible Polynomial segments to design the Throw motion-law. Usually, the two segments have equal durations, but it is not necessary. Throw: Quick-Return 1 - Zero Jerk at Start and End.Because you use two Flexible-Polynomial segments to design the Throw motion-law, you can enter different motion-values and motion-constraints at its start, its maximum displacement, and at its end. All Throw motion-laws have zero velocity and acceleration at their start and end. This Throw motion-law also has zero Jerk at its start and end. This Throw has a Quick-Return because it has a negative acceleration at its maximum displacement - the transition from Rise to Return. See also: •Throw: Quick Return 1 Finite Jerk @ Start/End/Mid-Point •Throw: Rapid Return: Finite Jerk @ Start/End/Mid-Point •Throw: Rapid Return: Smooth-Start/End Throw: Quick-Return - Zero Jerk at its Start-and End.THROW: Quick-Return Zero Jerk Start, Middle, End Motion-Values of each motion-derivative Start of rise segment 1 : X =0 •Position = 0 •Velocity = 0 •Acceleration = 0 •Jerk = 0 Mid-Point : X=180 (you can move the X-axis value of the mid-point) •Position = 1 •Velocity = 0 •Acceleration = Unspecified (Actual value = -40.0mm/s/s ) •Jerk = 0 End of return Segment 2 : X=360 •Position 2 = 0 •Velocity = 0 •Acceleration = 0 •Jerk = 0 |