- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
Hello!
So I started what should have been a 30second job, and after 3 hours of googling, reading, moving axis, moving components and all sorts I'm still non the wiser. I found the "Mysteries of ball joints" which covered in depth the maths and goings on, but has in no way helped me to actually get it working.
So, the task is to get the ball of a rose joint/rod end bearing to rotate in its housing.
The joint snaps into place fine, until I come to add limits of 15deg to pitch and yaw, whilst leaving the roll to free rotate. This is because Roll is mapping to the same axis as pitch, and overules the 15 degree limit. If I add limits to both axis and find that it cant return to centre and it just gets messed up.
I origonally was using World X as up, but changed this to Y becuase I hoped that would help, it didnt.
With the current layout, I want to roll around the Ball Components Y axis, but whatever I do, Roll always is the same as Pitch, even if I map custom pitch and yaw axis. Why isnt there a way just to specify Roll? This seems obvious and nessesary...
Link is here:
(I read the bit that XYZ of the joint dont relate to XYZ of the components, they are just named the same to confuse you).
If anyone can explain how to get this to work (prefeably without citing maths or coding) I'd really appreciate it. Fusion is driving me nuts at the moment.
Solved! Go to Solution.