Złożenie 3: Wiązanie osi

From FreeCAD Documentation
This page is a translated version of the page Assembly3 ConstraintAxial and the translation is 7% complete.

Ta dokumentacja nie jest ukończona. Prosimy o pomoc w tworzeniu dokumentacji.

Strona Model polecenia GUI wyjaśnia jak powinny być dokumentowane polecenia. Przejrzyj stronę Category:UnfinishedDocu, aby zobaczyć więcej niekompletnych stron, takich jak ta. Zobacz stronę Category:Command Reference aby poznać wszystkie komendy.

Zobacz stronę wytycznych Wikidla FreeCAD aby dowiedzieć się, jak edytować strony Wiki, i przejdź do strony Pomóż w rozwoju FreeCAD, aby dowiedzieć się o innych sposobach, w jakie możesz wnieść swój wkład.

Other languages:

Assembly3 ConstraintAxial

Menu location
None
Workbenches
Assembly3
Default shortcut
None
Introduced in version
-
See also
None

Description

This tool builds a link between two or more objects of an assembly and matches their orientation. The selected elements of each object or more precisely their implicit coordinate systems (ICS) are used to position one object to another.

Assuming the first object is already locked in place by the Lock constraint then the following objects are moved to positions where the z-axes are collinear .

The offset of their origins on their common z-axis and the angle between their x-axes (and y-axes as well) are not defined. Related to the first object the following objects can still move along and spin around the z-axis. This is leaving 2 degrees of freedom (DOFs) for each link unconstrained.

The constraint accepts

- straight edges, which become collinear,
- planar faces, which are aligned using their surface normal axis,
- cylindrical faces, which are aligned using the axial direction.

Different types of geometry elements can be mixed.

Usage

  1. Place two or more objects into an assembly.
  2. Select one element of each object.
  3. Activate the Assembly3 ConstraintAxial command using:

Kinematic Equivalent

Used in kinematic context this constraint resembles a cylindrical joint.

In real life we cannot handle axes and so cylindrical faces are used to represent the linked axes.

Constrained objects before and after running the solver and then slid along the axis