Double-Ended Ball Joint/Socket Issue

Double-Ended Ball Joint/Socket Issue

StellarFusion
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Message 1 of 48

Double-Ended Ball Joint/Socket Issue

StellarFusion
Enthusiast
Enthusiast

I have a tube with a double-end ball joint that I'm attempting to connect to sockets at each end.  However, once I get one connected them attempt to connect the other joint to the other socket, it doesn't stay attached to the first socket.

How can I get the joint to connect at each end?  Please see video.

Thanks

 

 

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Message 21 of 48

StellarFusion
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Enthusiast

jasonhomrighaus... thank you for all the positive comments.  I have to admit, learning anything new such as this is like a fire hose when it comes to everything that available to us as users over the internet.  There is so many videos, help site, forums, etc... only a tiny percent of which I've tapped into during the last several weeks of learning Fusion.  I do particulary like "Lars" on Youtube.  He explains things pretty well, but as you said not every video can always explain the exact detail a user is looking for.

I would like to call out Jeff Strater.  He's been one of the most helpful persons on this forum.  I really appreciate the time that he takes to explain my why I'm seeing the issues I'm coming across and shows me the solution to correct them.  I thank you for that Jeff!

Hopefully in the future, I can contribute to the forum as many others do.

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Message 22 of 48

TrippyLighting
Consultant
Consultant

@StellarFusion wrote: 

Peter,

Thanks for the screencast.  You approached the sketch design in a different way that I really didn't think of.  I never really considered mirroring each quadrant.  Curious though... you had pretty much sketched half of the component.  Why didn't you just mirror the half component instead of mirroring it in quarters?

Thanks


That is indeed a very good question. I could have mirrored just a couple of lines in that sketch and then extruded half of the solid and then mirrored that. Sometimes in my own work I do it if I can reduce mirroring  to one or two lines. But I have learned not even Avon that often and use more reliable methods.

The sketch mirror and sketch pattern commands in Fusion 360 I find incredibly lacking and they have caused many users a lot of grieve. As such I have learned to avoid them where I can.

 

 

In general keep in mind the purpose of a sketch. The purpose of a sketch is to create a solid foundation for base geometry. It is not for example to precisely resemble a finished piece of geometry. Fillets and chamfers  in most cases do not belong into a sketch, they should be applied as solid features. If you can mirror solid geometry, then don't mirror sketch geometry. that same goes for patterns.


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Message 23 of 48

TrippyLighting
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Consultant

One more tip for the use of ball joints. Make sure to provide them with some reasonable joint limits. Otherwise they can go wonky. I'ts hard to describe what exactly that means, but once you experience it you'll know what I mean. 😉 


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Message 24 of 48

StellarFusion
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Enthusiast

@TrippyLightingwrote:

@jasonhomrighaus No offense taken, you make some valid points. I should have certainly used a more friendly and sympathetic tone. I've also read your Helpcratic oath thread

 

But I do wonder if you would still feel the same enthusiasm 8000+ post and 800+ solutions down the road. You pointed out a specific Youtube video. That video is a public video available to anyone at any time. So are a good number of other tutorials that all discuss the nature  of sketches and constraints. 

Nowadays learning content is at the tips of your fingers 24/7. If you've got a halfway current smart phone you don't even need a computer and can watch Fusion 360 tutorials 24/7. It frustrates me to no end when I look at a design and it appears that the user has not used these resources to learn some basic things.

 

I started working with CAD almost 30 years ago in college. No internet! You were lucky if there was even one book available or really anyone who you could ask.  Literature was very hard to come by and not affordable for a student and/or only available in English which I was not fluent in at the time. There were no forums to speak of, only dial up BBS. 

With the Internet and at least basic skill tutorials being omnipresent on the Internet I fully expect a user to have at least a basic level of understanding so the few folks hat help here on the forum do not have to start with Adam and Eve.

 

 

I and a hand full of others provide this support here on the forum on a voluntary basis. We can expect that to be respected by users in the form of some preliminary study!

 

While I can understand that the list I provided can be daunting and discouraging from a certain glass-half-full perspective it also explains a path to success, because once you eliminate these obstacles your design will function properly. Instead of stumbling forward blindly bit by bit and hit one road block after another resulting in numerous frustrated threads you know what you need to work on and can actually make some progress.

 

Just as other posters before me I could have easily chosen to simply answer to the one problem that the user perceived to have but I feel that is incredibly short sighted.  As someone who is here daily I've seen users too many times progress with increased difficulty and then hit a wall which they could not progress past. They asked a narrow question and got a narrow answer and 5 minutes later they hit the next road block because their design had obvious flaws in the beginning.

 


So I feel like I have to respond to this simply because it is about me and many people that are newbs to Fusion.

 

While I definitely can appreciate the time and dedication (which shouldn't be taken likely) that people have contributed here, even 8000+ post and 800+ solutions later (which is awesome)... you still have to remain cognizant that there are going to be new users join the forum every day with questions.  Some of those questions have probably been asked and answered many times over.  However, I will say that a lot of times that terminologies can be an issue when a new user is trying to find the answer they need.  As for myself dedicate a lot of time to the public where I live and teach astronomy and telescope setup/usage to young and old alike.  As you might imagine, I get the same questions over and over on a regular basis.  It typically doesn't bother me though, because I thoroughly enjoy what I do and I hope to kindle a light in some young mind in the field of science.  Of course, there are times when I'm feeling worn and simply don't have in me depending on my work week.  When that happens, I simply take a break.  If users frustrate you to no end because they haven't learned the basics yet, maybe its time for a short break.  We all need breathers from time to time and its nothing to be guilty or ashamed of.

 

I've been in IT for 35 years and there was no internet just as you experienced and I was still programming on keypunch cards.  I may not be a CAD expert elite such as yourself, but I am an expert at architecting data warehousing system for large companies.  My point is that we all lead different lives and are experts in one area and need to learn another where there is an interest.  It took me many years just as you to become an expert in your field.  It will definitely take me more than a couple of weeks to learn new software no matter how much material is available on the internet.  As for coming here asking for assistance and to learn, I don't believe anyone had start with Adam and Eve with me.  I had quite a bit developed in my model even though there were mistakes on my part.  In my defense, I will say that God had quite a bit of experience before he made Adam and Eve 😛

 

The list wasn't daunting and discouraging at all.  Just maybe how it was delivered (maybe from that growing frustration which was mentioned).  I know I have a lot to learn and I know I will continue to make mistakes.  Learning by doing and learning from mistakes are always going to be the human factor.

 

I'm not writing this to be belittling or to be disrespectful to the time dedicated to this forum.  I'm greatful to all here who are here and who help.  I simply want to share my perspective as to who the audience can be at times.

 

Thanks

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Message 25 of 48

StellarFusion
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Enthusiast
@TrippyLightingwrote:

@StellarFusionwrote: 

Peter,

Thanks for the screencast.  You approached the sketch design in a different way that I really didn't think of.  I never really considered mirroring each quadrant.  Curious though... you had pretty much sketched half of the component.  Why didn't you just mirror the half component instead of mirroring it in quarters?

Thanks


That is indeed a very good question. I could have mirrored just a couple of lines in that sketch and then extruded half of the solid and then mirrored that. Sometimes in my own work I do it if I can reduce mirroring  to one or two lines. But I have learned not even Avon that often and use more reliable methods.

The sketch mirror and sketch pattern commands in Fusion 360 I find incredibly lacking and they have caused many users a lot of grieve. As such I have learned to avoid them where I can.

 

 

In general keep in mind the purpose of a sketch. The purpose of a sketch is to create a solid foundation for base geometry. It is not for example to precisely resemble a finished piece of geometry. Fillets and chamfers  in most cases do not belong into a sketch, they should be applied as solid features. If you can mirror solid geometry, then don't mirror sketch geometry. that same goes for patterns.


Thank you for your promp response.  It sounds like even people that are very experienced in this software have issues with sketching.  Maybe over time Autodesk will improve on what I think is already a great product.

 

Thanks again

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Message 26 of 48

TrippyLighting
Consultant
Consultant

@StellarFusion you voiced your frustration with the overwhelming amount of tutorials that are available on Youtube. You suggested that I take a break.

 

I used this break to go through some of the learning content that is created by Autodesk and is available directly through the learning resources button that is located right here in the top menu bar of of the browser.

No google or youtube search for sketch related content at all. Just official sources which would also include an official Fusion 360 youtube channel, that has a number of sketching quick tips.

 

I found 5 videos alone that explaining sketching:

http://f360ap.autodesk.com/courses/introduction-to-3d-modeling/lessons/lesson-4-how-to-sketch-and-ed...

https://help.autodesk.com/view/fusion360/ENU/

https://www.youtube.com/watch?v=PwVRaWxW7F0

https://help.autodesk.com/view/fusion360/ENU/?guid=GUID-422FB3ED-0FD0-4E9E-97C6-A90E4E1C60F0

http://help.autodesk.com/view/fusion360/ENU/?caas=caas/video/youtube/watch-v-pqd-wlz9gpQ.html

 

 

 

 

 

 


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Message 27 of 48

jasonhomrighaus
Collaborator
Collaborator
Triply,

Do you have any recommendations among those videos? Do any have a heavier focus on constrains? That’s the area where I could use some better understanding on myself.

Jason
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Message 28 of 48

StellarFusion
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Enthusiast

@TrippyLighting wrote:

@StellarFusion you voiced your frustration with the overwhelming amount of tutorials that are available on Youtube. You suggested that I take a break.

 

I used this break to go through some of the learning content that is created by Autodesk and is available directly through the learning resources button that is located right here in the top menu bar of of the browser.

No google or youtube search for sketch related content at all. Just official sources which would also include an official Fusion 360 youtube channel, that has a number of sketching quick tips.

 

I found 5 videos alone that explaining sketching:

http://f360ap.autodesk.com/courses/introduction-to-3d-modeling/lessons/lesson-4-how-to-sketch-and-ed...

https://help.autodesk.com/view/fusion360/ENU/

https://www.youtube.com/watch?v=PwVRaWxW7F0

https://help.autodesk.com/view/fusion360/ENU/?guid=GUID-422FB3ED-0FD0-4E9E-97C6-A90E4E1C60F0

http://help.autodesk.com/view/fusion360/ENU/?caas=caas/video/youtube/watch-v-pqd-wlz9gpQ.html

 

 

 

 

 

 


You've misperceived my 'frustration' as a simple fact.  In fact, I'm not frustrated in the least.  I'm very happy to learn everything I can along the way, so I thank you that you found these scetch related screencasts on your break.

 

I too did some searching on the forum for any posts regarding the issue and found the following post:

(https://forums.autodesk.com/t5/fusion-360-support/erroneous-joint-conflicts/td-p/7404885).  The poster is basically having the same issues I'm having.  I found it very interesting that the actual product manager of Fusion 360 responded to the poster explaining what he 'thought' it may be related to.

 

I sent a pm to the product manager to see if the enhacement is already in place or if its still being worked.  I'm still awaiting a response.

 

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Message 29 of 48

TrippyLighting
Consultant
Consultant

So, based on these learning resources have you fixed the fully undefined sketches in your design ?

Without that you cannot hope to proceed in creating a functioning design.

 

 


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Message 30 of 48

TrippyLighting
Consultant
Consultant

@jasonhomrighaus wrote:
Triply,

Do you have any recommendations among those videos? Do any have a heavier focus on constrains? That’s the area where I could use some better understanding on myself.

Jason

No, I don't have a particular recommendation. I'd say the workflow Lars uses in his video is similar to my approach. I first make my sketch functional using constraints and then I dimension.

Sometimes when I develop a form I don't fully constrain my sketch, so I can easier adjust proportions "by feel".

 

However, before you want to go into manufacturing you should've all sketches fully defined.   


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Message 31 of 48

StellarFusion
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Enthusiast

@TrippyLighting wrote:

So, based on these learning resources have you fixed the fully undefined sketches in your design ?

Without that you cannot hope to proceed in creating a functioning design.

 

 


The design is already a reality and is functional.  I'm simply re-engineering some components.

It's my belief, that this isn't a scetch based issue after reading what the product manager stated and reviewing many other similar ambiguous errors that users have experienced over time. 

 

Thanks

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Message 32 of 48

TrippyLighting
Consultant
Consultant

Maybe not sketch related but there definitely is some problem that I did not come across in my design:

 

Hexapod.gif


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Message 33 of 48

StellarFusion
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Enthusiast

@TrippyLighting wrote:

Maybe not sketch related but there definitely is some problem that I did not come across in my design:

 

Hexapod.gif


The screencast you've included in your post shows a different design than what I'm working with.  True, there are ball joints on each end, but the object they're attached to is more like a strut that has linear movement which is a lot more forgiving.  Mine are rigid which I believe is causing the error I'm receiving due to there not being any type of constraint I can apply to the ball joint to make it fit.

 

What is odd is that I can create another socket that isn't associated to any component and attempt to create the joint and get the error.  The fact that you don't get the error until you've already created numerous other joints makes me believe there's a limitation issue with the software as the product manage mentioned.

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Message 34 of 48

TrippyLighting
Consultant
Consultant

I have no problem creating an assembly with ball joints that resembles yours in function with the same stiff trusses.

 

 

Screen Shot 2018-05-31 at 8.55.11 PM.png


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Message 35 of 48

StellarFusion
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Enthusiast
How many joints?
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Message 36 of 48

TrippyLighting
Consultant
Consultant

12. Obviously.


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Message 37 of 48

TrippyLighting
Consultant
Consultant

And before you respond that the number of joints is the reason, there are 4*8=32 ball joints in the design below and not a single joint conflict. I can keep going for a long time 😉

The reason for this is that you need to consider the physical limits of your design.
The other design you found on this forum - you might have noticed that I helped that user as well - might well reach the limits of the joint solver, but your design does not. So where does your design differ from the design in my animation above or from the design in that other thread ?

 

Screen Shot 2018-06-01 at 6.24.36 AM.png


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Message 38 of 48

chrisplyler
Mentor
Mentor

 

@TrippyLighting

 

Dude, I'm getting awfully tired of seeing you help people with examples that aren't rendered and self-illuminating. What gives? Man Very Happy

 

Message 39 of 48

jeff_strater
Community Manager
Community Manager

Thanks so much, @TrippyLighting for your time and effort on this thread.  I apologize for my own lack of response - I was out of town last week, and have been trying to dig out of that hole this week...  

 

It's nice to see that you can, indeed, create a design with that many ball joints, rigid or flexible.  I also agree that the problems that @StellarFusion experienced are also real.  What I've found is that the Fusion joint system can be fairly rigid (pun intended).  That is, you have to have very precise geometry in situations like this, where you are combining components with more than one joint, especially in the case where the final result is meant to be rigid.  It's easy for one component to be just slightly too large or too small, or the geometry is otherwise just a bit off, and that can cause the solve to lock up, or otherwise behave badly.  This is often the case for the "joint conflict" errors that you see.  So, when @TrippyLighting says that this could be a sketch problem, it is true that sketch problems can cause geometry errors to creep in that can ultimately affect the behavior of the joint system.  I'm also not discounting the existence of bugs in the joint solver/data model.  I have seen those as well.  I've seen some pretty squirrelly behavior in some complex joint systems.  I also know that the joint solver is happier when the initial conditions are somewhat close to the final result.  If you place a component such that its orientation is very far away from where it ends up, then add a joint, the solve can get stuck.  So, I tend to position my components somewhat close to where I expect them to end up.

 

Not sure I added anything of value to this particular discussion, but I wanted to acknowledge that this is an important topic to us on the Fusion team.  If there is more that you need us to look at, let me know.

 

Jeff

 


Jeff Strater
Engineering Director
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Message 40 of 48

StellarFusion
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Enthusiast

@jeff_strater wrote:

Thanks so much, @TrippyLighting for your time and effort on this thread.  I apologize for my own lack of response - I was out of town last week, and have been trying to dig out of that hole this week...  

 

It's nice to see that you can, indeed, create a design with that many ball joints, rigid or flexible.  I also agree that the problems that @StellarFusion experienced are also real.  What I've found is that the Fusion joint system can be fairly rigid (pun intended).  That is, you have to have very precise geometry in situations like this, where you are combining components with more than one joint, especially in the case where the final result is meant to be rigid.  It's easy for one component to be just slightly too large or too small, or the geometry is otherwise just a bit off, and that can cause the solve to lock up, or otherwise behave badly.  This is often the case for the "joint conflict" errors that you see.  So, when @TrippyLighting says that this could be a sketch problem, it is true that sketch problems can cause geometry errors to creep in that can ultimately affect the behavior of the joint system.  I'm also not discounting the existence of bugs in the joint solver/data model.  I have seen those as well.  I've seen some pretty squirrelly behavior in some complex joint systems.  I also know that the joint solver is happier when the initial conditions are somewhat close to the final result.  If you place a component such that its orientation is very far away from where it ends up, then add a joint, the solve can get stuck.  So, I tend to position my components somewhat close to where I expect them to end up.

 

Not sure I added anything of value to this particular discussion, but I wanted to acknowledge that this is an important topic to us on the Fusion team.  If there is more that you need us to look at, let me know.

 

Jeff

 


Thank you for your responses @TrippyLighting and @jeff_strater.  @TrippyLighting... just so you know, my question was answered via email when I asked "how many joints".  So it wasn't that obvious to me that there was a screenshot included in your post.  Now that I'm on the actual forum, I can see it of course.  I humbly ask you to forgive the question.

 

@jeff_strater... I'm pretty sure my measurements are accurate as possible as I've used a digital caliper to measure the joint components and their positions on the telescope which I've built.   It would be nice if your team could take a look at my model (which I would be more than happy to share) to see if this is indeed related to the squirrelly behavior with the joint solver that myself and others have observed.  I still have yet to receive a response from the product manage regarding this although he may be just as busy as you are.  If your team looks at my model, they will have to overlook some of my beginner skills 🙂

 

Thanks,

Derek

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