How complex can joints get before Fusion's engine fails?
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I'm designing a variant of a Stewart platform. First I created one side with two struts and 1/3 the base and 1/3rd the platform. All joints have reasonable limits defined on their range of motion. The 1/3rd of the base is the grounded component.
All the joints move correctly on a side itself. However, I do an assembly and bring in 3 copies, connect the base legs into a full base, and then I can't connect things further. It says there's a conflict and the parts won't attach, the two components are floating with the joint in red.
I approached differently by aligning the top 1/3rd platform in the correct position so nothing has to move, I just placed 3 copies in the assembly and the 1/3rd base and platform are already in perfect alignment so I just do a Rigid Group for the base and another for the platform.
But, at that point, none of the joints are red but they're frozen. I can't drag the platform around, if I grab a joint and type in a new length or angle it won't graphically move and won't change once I hit enter. I've reviewed the plan extensively, played with the single side component's joints, it's all legit and valid prior to assembly.
This is on the heels of a prior rev that *barely* calculated all the Stewart platform joints when one is manipulated. It calculated very slowly, I could make some small movements but its general tendency was to blow apart, disconnect all the joints and mark them red. This was a much cleaner rebuild with better design practice all around but now it just locks the joints up, they're all immobile.
Physically, the geometry should be fine. But being a Stewart platform, each joint depends on every other joint. There's 33 movable joints in total. Manually driving a single joint will not have very predictable results as it finds a valid combination for the other 32 joints, but that would still be OK if it was usable at all. It's not, it all froze. This is telling me the Fusion 360 engine to calculate motion simply can't handle this- especially since the prior solution was also nonfunctional due to compute probs.
It really looks like I just hit a hard limit where Fusion just can't calculate how the joint geometry works.
The design is proprietary at this stage and I can't share it. It's "different" but I'm certain the joints are mechanically correct and not locked because of any legit conflicts.
Is there any way to work around this?