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2021.1.1208.2 Double Bar Linkage Solver



Overview

A Kinematic Bar Bar Linkage Solver is a combinatory joint which allows you to quickly create an bar linkage using Wheel Joints and a Prismatic Joint. Bar linkages are commonly used in hydraulic systems (such as crane arms).

The Kinematic Bar Linkage Solver can easily be used for Kinematic Synthesis (n-bar linkages by combining <4 bar link systems).

A Bar Linkage Solver controlling a piston pushing an arm


Where to find

The Kinematic Bar Linkage Solver component can be found under Mechanics > Add Kinematics > Add Bar Linkage Solver.

It can also be accessed from the GameObject menu or from the Hierarchy Context menu.

A new GameObject will be created if you do not have a GameObject selected. Otherwise, the Kinematic Bar Linkage Solver will be added to the selected GameObject.


Feature layout

The image below shows the complete feature layout of the Kinematic Bar Linkage Solver component.

Generic Joint Settings

 

Pass Priority

Priority of the kinematic chain calculations. Higher numbers are calculated earlier

Enforce Outside Playmode

Enforces the prismatic joint in edit mode

Prevent Kinematic Update

Removes the prismatic joint from the kinematic chain calculations

Min Translation Delta

The minimum value the joint detects as a change in position.

Min Rotation Delta

The minimum value the joint detects as a change in rotation.

Kinematic Chaining

 

Show in Scene View

Shows chained connections of this object through arrows.

Show When Not Selected

Shows chained connections of this object through arrows even when the object is not selected.

Add Kinematic Transfer Relation

When a kinematic Body is dragged into this a transfer relation between them is created.

Opposing Kinematic Relation

The Kinematic Body which this relation is connected.

Relation Direction

Describes the direction of the manipulation of the Transforms. The following options are available:

  • BIDIRECTIONAL: Allows for both kinematic transforms, when they are being manipulated, to manipulate each other equally.

  • RECIEVE_ONLY: Allows for the joint, when it is being manipulated, to manipulate the opposing kinematic transform, but not the other way around.

  • SEND_ONLY: Allows for the opposing kinematic transform, when it is being manipulated, to manipulate the joint, but not the other way around.

Ratio

The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred).

Invert Relation

If the relation is in inverted direction (so if rotating to right the connected object rotates to the left).

Bar Linkage Triangles

 

Visualize in Scene View

If triangles should be visualized in scene view.

Create Triangle

Allows the user to add a new triangle with a random color to the Bar Linkage Solver.

Triangle ##

Shows the ID of the triangle, the names of the two Wheel Joints in the triangle and whether the triangle is the leading triangle.

Color Picker

Allows the user to change the color of the triangle.

Delete Button

Allows the user to delete the triangle from the Bar Linkage Solver.

Leading Triangle / Set as Leading

If the triangle is the leading triangle, that will be displayed. Else a button will appear to set the triangle as the leading triangle.

Moving Pivot

The Bar Linkage Solver is the Moving Pivot by default. This is a constant field and is shown for clarity.

Fix Pivot

Allows the user to assign a Wheel Joint as Fix Pivot.

Hinge Point

Allows the user to assign a Wheel Joint as Hinge Point.

Bar Linkage Solver Settings

 

Spline Input field

Defines the DSpline to which the Prismatic Joint is bound to.

Prismatic Joint Settings

 

Spline Constraint

The DSpline used to constrain this joint.

Spline Constraint Length

The length of the spline.

Current Spline Position

Normalized position of the Prismatic joint over the spline between 0 and 1.

Target Control Point

The Spline point to be used for Update Limit ControlPoint.

Update Limit Control Point

Updates the Target Control Point to the current spline position.

How to use - Part A

  1. To create a Kinematic Bar Linkage Solver, you first need the right setup. This setup will include several fixed arms, Wheel Joints and a Piston (this requires a DSpline). Part A of the How to use will guide you through the process of creating this system

    Example of a system suitable for a Bar Linkage Solver.

  2. Add a to each of the rotational points

    Make sure the Wheel Axis Direction of the Kinematic Wheel Joints are aligned with the desired rotation

  3. After all Kinematic Wheel Joints are added, create a DSpline to control the range and postion of the Piston. Align the Spline Control Points to the Piston Rod. Holding V enables snapping to vertices in Unity

  4. Make sure the DSpline is parented under the Piston. Your system is now set up to add a Kinematic Bar Linkage Solver

How to use - Part B

This part will show you how to add a Kinematic Bar Linkage Solver, to your previously created system. A Bar Linkage Solver requires the creation of several triangles.

  1. Add a Body Controller, this can be found under Mechanics > Add Kinematics > Body Controller

  2. Make sure the Kinematic Controller is placed above the system in the Hierarchy

     

  3. Add a Kinematic Bar Linkage Solver to the prismatic component in the system. This can be found under Mechanics > Add Kinematics > Kinematic Bar Linkage Solver. The prismatic component is the piston part that controls the system

     

  4. Assign the DSpline as the constraining spline for the Bar Linkage Solver

     

  5. Create a Triangle

     

  6. Assign the Fix Pivot and the Hinge Point for the Triangle

     

  7. Turn on Enforce outside playmode, the first Triangle should work now

  8. Create a second Triangle and follow the same steps

     

  9. The Kinematic Bar Linkage Solver is now complete

     

     

 

Prespective Documentation