Step 16.4: Compare XY Piggyback Sliders and Blend-Curve

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Step 16.4: Compare XY Piggyback Sliders and Blend-Curve

Compare Piggyback Sliders and Blend-Curve

We will use two ways to design a path that moves up and over an obstacle.

Piggyback Sliders in the X-axis and Y-axis direction

Sketch-Path and Motion-Path FB

Piggyback Sliders

GST-16-4-Motion-Path-A

STEP 1: Add an Obstacle to the Base-Part

To see the obstacle, we will add a rectangle.

1.Part-Editor: Geometry toolbar > Add 4 × Lines

2.Part-Editor: Constraints toolbar > Add 3 × Perpendicular

3.Part-Editor: Geometry toolbar > Add 1 × Horizontal to a Line

4.Part-Editor: Geometry toolbar > Add Dimension (70mm wide, 50mm tall )

5.Exit Part-Editor

GST-16-4-Motion-Path-B

STEP 2: Add Piggyback Sliders

1.Edit Base-Part: Geometry toolbar > Add Line, Vertical Constraint, Dimension

2.Exit Part-Editor

3.Mechanism-Editor: Kinematic elements toolbar, Add Part, Add Slide-Joint

4.Mechanism-Editor: Kinematic FB toolbar, Add Motion-Dimension FB (Y-axis)

5.Edit Sliding-Part: Add vertical Line (Horizontal in Mechanism-Plane),

6.Exit Part-Editor

7.Mechanism-Editor: Kinematic elements toolbar, Add Part, Add Slide-Joint

8.Mechanism-Editor: Kinematic FB toolbar, Add Motion-Dimension FB (X-axis)

X-axis motion

STEP 3: Design Motions for the X-axis Slider.

1.Motion-Designer: Right-Click the motion graph. Rename to X

2.Motion-Designer: Blend-Point Editor. All Blend-Point Position=0,

3.Motion-Designer: Close Blend-Point Editor

4.Motion-Designer: Insert Blend-Point: Click the Motion graph

5.Motion-Designer: Blend-Point Editor. Edit X-axis values of all Blend-Points.

6.Motion-Designer: Blend-Point Editor. Edit Y-axis values of all Blend-Points.

Y-axis motion

STEP 4: Design Motions for the Y-axis Slider.

1.Motion-Designer: File toolbar > Add new Motion

2.Motion-Designer: Right-click the motion graph Rename to Y

3.Motion-Designer: Blend-Point Editor. Edit X-axis values of all Blend-Points.

4.Motion-Designer: Blend-Point Editor. Edit Y-axis values of all Blend-Points.

GST16-4-Motion-Path-E

STEP 5: Add Function-Blocks

1.Mechanism-Editor: Click Kinematic FB toolbar > Linear-Motion FB, and then click the graphics-area.

2.Mechanism-Editor: Click the Kinematic FB toolbar > Motion FB, and then click the graphics-area

3.Mechanism-Editor: Click the Kinematic FB toolbar, Add Motion FB AGAIN, and then click the graphics-area.

4.Mechanism-Editor: Edit a Motion FB - select Y in the Select-Motion drop-down list box.

5.Mechanism-Editor: Drag wires to connect FBs to the Motion-Dimension FBs

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STEP 6: Add a Trace-Point to see the Path

1.Mechanism-Editor: Kinematic elements toolbar > Add Trace-Point

2.Graphics-Area: Click a Point on the X-axis Slider.

3.Command-Manager: Click OK-tiny-11-15 to close

<<< click to play video

 

Point Properties dialog

Point Properties dialog

STEP 7: Open the Point Properties dialog

1.Mechanism-Editor: Filters toolbar > Filter for Points

2.Mechanism-Editor: Double-Click the Point with the Trace-Point

The Point Properties dialog is now open.

STEP 8: Select the Vectors to show

1.Enable Show Velocity Vector

2.Enable Show Acceleration Vector

3.Enable Velocity Vector Options: Mag. (Magnitude)

4.Click OK-tiny-11-15 to close the Point Properties dialog

Magnitude = √(X2 + Y2)

STEP 9: Cycle the model

1.Click Run toolbar > Cycle

or

1.Press ALT+C on your keyboard

 

GST-16-4-Motion-Path-H

The Maximum Vertical and Horizontal velocity and acceleration vectors are equal those of the X and Y Velocity and Acceleration graphs in MotionDesigner.

You can find the maximum acceleration with these methods:

Move the MMA until the Acceleration Vector is a maximum value - see left

Use a Point-Data FB and a Graph FB to measure and plot motion-values

Use a Stats FB to review the data values

t16.4-piggybackslider-asymmetrical_zoom38

We will imagine that this motion is to guide a Pick and Place Robot.

We may want the Robot to move more rapidly in the Pick direction (say from right-to-left) as compared with the Place direction (say from the left-to-right direction)

STEP 10: Edit the Motions to Return more quickly.

1.Try to edit the X and Y motions to move the Sliders quickly in the Pick direction as compared to the Place direction

It takes a while to create suitable motions with Piggyback Sliders. Small changes to the motion can give large changes to the Path.

You will notice that it is not easy to make the 'Place' and 'Pick' paths the same.

There is a different approach.

Alternative, and easier strategy:

Motion to modify the MMA

Motion to modify the MMA

When you want a fast Pick and slow Place, it is easier change the input function to the X-Y-axis Slider motions.

In the standard motion strategy - as above - the output from the Linear-Motion FB is the input-function to the X-Y-axis motions. Its output mirrors the MMA.

This is motion-function is indicated in the image with the Linear-Motion FB motion (in the top image, left)

The alternative motion increases slowly until its output reaches 180, and then increases rapidly until its output reaches 360.

See again, the top image, left, with the Blue then Orange segments

The output of this motion is connected to the X and Y-axis Motion FBs in exactly the same way as the output from a Linear-Motion FB in the examples above - see middle image, left

With this technique, XY-path does not change, buy you change the speed along it - this is often the best strategy.

Output of Motion FB is input to Motion FB

Output of Motion FB is input to Motion FB

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tog_minus        A Motion-Path FB.