Throw - Quick-Return: 2: Zero Jerk @ Start/End/Mid-Point Motion-Law

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Throw - Quick-Return: 2: Zero Jerk @ Start/End/Mid-Point Motion-Law

Throw: Quick-Return with Zero Jerk

The 'Quick-Return-2' motion-law is Not available in the Motion-Law Selector.

The 'Quick-Return-2' motion-law is a Rise & Return motion-law that is continuous in Velocity, Acceleration and Jerk.

Construct the 'Quick-Return 2' motion with two Flexible Polynomial Segments.

The first segment is the 'Rise', and the second the 'Return'. Each segment is a 'mirror' of each other.

Usually, the segments have an equal duration, but this is not necessary.

Continuity at the Mid-Point Blend-Point

The Position is maximum [P=1], and the Velocity is zero at the mid-point.

The Rise segment [below, in Blue] ends with a finite, negative acceleration.

The Return segment [below, in Red] starts with the same finite, negative acceleration.

There is acceleration continuity when the two segments follow each-other.

The Jerk is continuous and zero at the mid-point.

The Jerk is also zero at its start an end.

The position graph makes a quick-return at the mid-point because there is a large negative, but continuous, acceleration at the mid-point.


See Also:

Quick Return: Finite Jerk @ Start/End/Mid-Point

Rapid Return: Finite Jerk @ Start/End/Mid-Point

Rapid Return: Smooth-Start/End


* An acceleration discontinuity would give a very poor dynamic response if applied to any mechanical system.

tog_minus        Two Segment 'Quick-Return Motion 2

tog_minus        One Segment 'Rise Segment'