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Hi there!
I'm new to this forum so I hope I've posted in the right place.
I'm new to Fusion 360 (coming from Blender) so there's a lot I'm trying to understand and translate into that new word.
I'm currently trying to design a very simple watch movement to learn how it all works and I'm struggling to create "realistic" motions between my components. The basic gear trains are fine as it's just math and 360° revolutions but my problem is on the ticking part of the watch.
For those not familiar with the principle, there's a balance wheel that rocks back and forth with a pin that moves a pallet which creates the tick-tack. The are on separate axles and have movement limits. On my example, the pallet fork can rotate only by +5°/-5°. The balance wheel can rotate by approximately 300°.
My problem is that for it to represent the reality, the pin should push the pallet fork by 5°, the pallet fork is blocked in that position, the pin is released and continue its course for 150°, then swing back, pushes the pallet fork down by -5°, continue its course, etc...
I'm not sure if it's entirely clear what I'm trying to achieve but basically, the pallet fork should be in motion when the pin is "in contact" and then stay still for the rest of the balance movement.
I tried contact sets but they seem very unreliable as they keep jumping outside of the fork...
Is there a way to introduce those more "complex" motion links between the joints please?
Thanks a lot for your help!
Solved! Go to Solution.