Joints and Joint Origins

Joints and Joint Origins

engineer1984
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Message 1 of 24

Joints and Joint Origins

engineer1984
Advocate
Advocate

I was looking up a solution to a different problem I was having and came across a poster suggesting using Joint Origins too often is bad practice... Is this true?

 

I have been drawing components and bodies in random planes lately and using Joint Origins and Joints now for a while.   Here I thought I was getting better at this software.  

Is this a bad practice?  

 

 

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Message 2 of 24

davebYYPCU
Consultant
Consultant

If you are happy why are you asking?

 

It may have been me that said that, and may have been context based.

I use Joint Origin As last resort, (avoids duplicated clutter) when there is absolutely no other way to get it done.

 

See what others say....

 

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Message 3 of 24

engineer1984
Advocate
Advocate

I don't know what I don't know.  I could be doing something that puts me in a bad position later on for a reason I didn't foresee.

 

Thought I'd ask.  But, yes, I'm happy so far.

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Message 4 of 24

engineer1984
Advocate
Advocate

I also started using JO's because the Joint feature was too often screwing up the joints by flipping the JO in the feature the wrong way, etc and I just found it easier to make a separate JO.  

It seemed like the JO tool was 'smarter' than the Joint tool.  Not sure why.  

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Message 5 of 24

davebYYPCU
Consultant
Consultant

Yes, it will be context based, generally Joints can be established without a prior Joint Origin, because the whole system is designed to supply the two joint discs in the Create Joint Dialogue, which has the often requested features of Offset, between faces and extended face points etc.

 

So my point is that if you can place a Joint Origin - you can usually select the same position in the Joint Create - exceptions would require the Joint Origin feature of reorientate.

 

Edit, now we are into context.

 

Might help....

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Message 6 of 24

engineer1984
Advocate
Advocate

So if it is a Joint Origin that you think will be hard to do with the Joint Tool then you use a Joint Origin separately?  So basically I need to keep trying the Joint Tool because it is faster assuming it works and learn when the software has a hard time.  

 

Otherwise I'm jumping back and forth between the two and that's not fun either.  

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Message 7 of 24

davebYYPCU
Consultant
Consultant

My statements are based on my experience and learning, meaning generally speaking,

get to learn the Joint Create system,  you forget about Joint Origins.

 

For me and my data, Joint Origin is 1 in 500.

 

Happy to Review a File where you could not do it without a Joint Origin.

 

Might help....

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Message 8 of 24

jhackney1972
Consultant
Consultant

Joint Origins are one sided Joints selections.  They also have two wonderful properties.  They have the ability to be re-oriented making them valuable when you want to change the connection plane of a Joint.  The second properties is that they can be added to saved components and be used over and over when the component is used withing an assembly.  They can carry added information, such as offset, angle, etc. in their properties.  Below I demonstrate the property of re-orienting a Joint Origin.

 

John Hackney, Retired
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Message 9 of 24

davebYYPCU
Consultant
Consultant

You said, "You can't do it with a Joint straight up"

 

YouCanDB.PNG

 

No Joint Origin. (I have acknowledged the reorient function cases.)

Using primitives makes it a little more difficult / restrictive but it is a primitive after all is said and done, but not impossible.

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Message 10 of 24

jeff_strater
Community Manager
Community Manager

@engineer1984 - it's actually a very good question.  The truth, in an "under the hood" sense is:  All Joints in Fusion are built with Joint Origins.  It's just that some are not explicitly shown (not in the browser, nor in the timeline).  Further, if you go back in time, at one time in Fusion's history, you had to create Joint Origins to create a Joint.  People grumbled about this workflow, as it required 3 distinct steps:  2 Joint Origins + 1 Joint, so we added the "implicit Joint Origin" workflow to the Joint command.

 

So, whether this is bad practice or not is not objectively answerable.  If you like the flexibility of creating your own Joint Origins, in my opinion, that is a perfectly valid workflow.  Explicit Joint Origins are way more flexible than Implicit Joint Origins (although we relatively recently made them more flexible with the addition of "between two faces", and "two edge intersection" options in the Joint command.  You will have more items in your timeline, and in your browser, but at the internal level, those objects and features still exist, they are just hidden.  So, there is no effect on performance or stability.  If anything, Explicit Joint Origins, if they do fail, are more easily repaired.

 

Hope this helps.

 


Jeff Strater
Engineering Director
Message 11 of 24

davebYYPCU
Consultant
Consultant

Pleased that was before my time.

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Message 12 of 24

g-andresen
Consultant
Consultant

Hi,

I agree with @jhackney1972 
Joint Origins gives me the ability to predefine both the axes and the offsets in a way that simplifies the later creation of joints.
However, I also only use them when the creation of joints with the predefined points would only be possible by accepting rotations in the brain.

 

günther

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Message 13 of 24

davebYYPCU
Consultant
Consultant

Use Revolve for the unusual.

 

Might help....

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Message 14 of 24

g-andresen
Consultant
Consultant

Hi,


@davebYYPCU  schrieb:

Use Revolve for the unusual.

 

Might help....


Can you please do a screencast?

 

günther

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Message 15 of 24

davebYYPCU
Consultant
Consultant

For my example?

Edit the Joint, change to Revolve, will allow for any one of 360 deg horizontal rotation.

Changing to Cylindrical will allow height changes, but wasn't asked for.

Don't have Screencast these days.

 

Might help......

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Message 16 of 24

TrippyLighting
Consultant
Consultant

As others have mentioned, explicit joint origins are perfectly fine.

They can be very helpful when the geometry does not offer any convenient snap points and are particularly helpful when you re-use component/designs.

 

This thread reminded me to report two, or three bugs related to joint origins, but none of them are deal breakers. They just diminish the joy of working with explicit joint origins.

 

Something not many users are aware of is that you can drag-snap joint origins to create a joint, which is indeed very useful.

 

 


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Message 17 of 24

g-andresen
Consultant
Consultant

Hi,

Maybe someone can show me where to find the required rotation axis when editing the joint.

 

without origin.png

 

günther

 

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Message 18 of 24

engineer1984
Advocate
Advocate

Speaking off bugs... when I have a component selected (component selected is solid.. rest of drawing is see thru) and I select Joint and then cancel Joint.. all the components become / remain visible.

 

Not a biggie, but to fix it I have to select a different component and then re-select the component to get back to the correct view (one component is solid and the others are see thru).

 

Again, not a biggie in the grand scheme of things, but definitely seems like a bug to me.

 

Message 19 of 24

TrippyLighting
Consultant
Consultant

@engineer1984 wrote:

Speaking off bugs... when I have a component selected (component selected is solid.. rest of drawing is see thru) and I select Joint and then cancel Joint.. all the components become / remain visible.

 

Not a biggie, but to fix it I have to select a different component and then re-select the component to get back to the correct view (one component is solid and the others are see thru).

 

Again, not a biggie in the grand scheme of things, but definitely seems like a bug to me.

 


@engineer1984 I've noticed this behavior as well.

@jeff_strater @Phil.E can you log these bugs please ? 

 

 


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Message 20 of 24

davebYYPCU
Consultant
Consultant

I need more detail of either your problem, or desired result.

 

Are you saying, for my demo file, you can’t make the action of a standard clock movement?

 

Take my cylinder of my file as the clock face, and the box as the hour / minute hand,

which can be rotated around the face of the clock, just as all clocks / watches do,

Your question is not so clear.  

 

Do you want yellow revolving on green, or

green revolving around yellow?

 

Are you saying you can’t do this?

Can’t do this with or without a Joint Origin?

Does the use of primitives make a difference?

I can not see how you created the pipes.

 

Happy to help.....

 

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