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The Throw Motion-LawUnlike other motion-laws, the Throw motion-law rises from its Start-Position to its maximum displacement, and then returns to its Start-Position. To give you maximum flexibility, use two Flexible Polynomial segments to design the Throw motion-law. Usually, the two segments have equal durations, but it is not necessary. Throw: Rapid-Return 2 - Zero Jerk at Start and End, unspecified at its mid-point.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 LARGE negative acceleration, and unspecified Jerk, at its maximum displacement - the transition from Rise to Return. The Throw type motion-law it typically symmetrical. You can make it asymmetrical, if you move the X-axis value at its mid-point. See also: •Throw Quick Return 1: Finite Jerk @ Start/End/Mid-Point •Throw Quick Return 2: Zero Jerk @ Start/End/Mid-Point •Throw Rapid Return 1: Finite-Jerk @ Start/End/Mid-Point Two Segment 'Rapid-Return with Zero Jerk at Start/End, 2' |
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Motion-Values of each motion-derivative Start of rise segment 1 : •Position = 0 •Velocity = 0 •Acceleration = 0 •Jerk = 0 Mid-Point : •Position = 1 •Velocity = 0 •Acceleration = Unspecified (Actual value = -98.mm/s/s ) •Jerk = Unspecified (Actual value = ±1303mm/s/s/s ) End of return Segment 2 : •Position 2 = 0 •Velocity = 0 •Acceleration = 0 •Jerk = 0 |