Ball Joint 3d Model Free

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Shu Manwill

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Aug 3, 2024, 4:41:09 PM8/3/24
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This may be a little difficult to explain but I have two arms that I want to connect with a ball joint. The movement will be up and down, and also swivel 360 degrees. In the first arm I have a spherical cutout where I want to attach the ball, it will be inside that cutout that the ball will move and swivel. How do I or can I constrain a ball inside that cutout to get that sort of movement? I know there is a ball constrain, but I'm not sure how to use it. attached is a picture of the cutout where the ball will be inserted.
Thanks

Basically I've controlled the position of Ball Joints using Datum Points. I attach one point on the external of the ball and attach one point on the internal of the cutout. Then I align the points at the assembly and change the position by changing the location of the point internally to the cutout.

That makes sense, however it doesn't give you the ability to use the drag function to allow easy maneuverability. Thanks for sending that to me, If I can't find out how to do it the way I'm thinking it should work I'll use your method.

That is exactly what I was looking for, that answered part of my question, now I'm wondering if it's possible to have that ball not only move up and down in the y plane like it does, but also swivel 360 degrees in the x, z plane?

So when I open up your file in pro E, there is nothing in part C. Or I should say there is no solid model that I can see when I open part C. when you say "dummy part" what exactly do you mean by this?

I have made the shape I want to cut out of it, but I've used multiple different methods from booleans to installing an "Auto Boolean" tool that will let me subtract the object from the mesh and I keep getting nasty edges. I don't know how to apply this shape (which has to be exact so the ball of the leg fits correctly) without getting this garbage mess.

On the left is a leg with the object subtracted, and to the right of that legs that have just been modeled with the shape ready to be removed from it. I just want to add ball joint sockets to my own model, I don't understand why it is so difficult to cut out this basic shape. Please help.

*(Here is the blend file: =0I want to learn how to do this right, not just get it done. I'm trying to give her feet ball joints. The model is on layer 1 (Her eyes are on layer 2- not sure how I'm going to combine them into one solid mesh yet but I think you need to do that to make a thing 3D printable.)

Layer 3 was the first template I made taken from the reference octopus. Since the reference has been printed already it looks like it works so I was going to start learning with that. However using this to boolean makes a mess.

Layer 8 was my attempt at making a new template to cut a boolean out of using only quads.The far far right upper layer is an octopus someone else made that uses ball joints for the legs. The body isn't the same though, my character is built differently, so I just wanted to copy the joint principle.Everything should be labeled when you click on it.)*

As you can see, there are ball joint end rods that connect the motor arms to the platform. I was able to model them using ball joints, but by doing so, I am unable to limit the rod from deviating off the same plane of motion as the motor arms (does that make sense??).

I found a similar topic: -Part-Assembly-Design/Constrain-Angular-Travel-of-Ball-Joint/td-p/185979. No one was able to give a solution but someone mentioned how I could use two perpendicular pins to control the range of motion between two perpendicular planes. I've been trying for a while to get it to work but I keep failing. Does anyone know how to accomplish this?

I attached a basic screenshot of the skeleton model. Please compare it to the youtube video in the original post if you can. Essentially there are 4 rod end ball joints (like these) that connect the motor arms to the platform. They give the platform some rotational wiggle room when the platform swivels, but don't allow for extreme angles due to how their connection with the motor arms are.

The first screenshot is a standard orientation for the table. The second is an example of the extreme rotation that occurs because the skeleton model's ball joints cannot be constrained, which is obviously not desired. You can see in the video that the supports move in the same plane as the motor arms, but only have so much room to move to the left and right of that plane.

Sorry I didn't see your first question. I tried using the cone axis but it only lets me use an assembly reference for a link that is connected to the link with a ball joint rather than an assembly plane, like a pin's rotation constraint can be done (i.e. in the bottom left ball joint in the first screenshot, the component reference is the longest arm, and the assembly reference is the short arm connected to that joint).

The cone angle seems to work well to simulate the physical limits of the ball end shaft hitting the edges of the mating socket. I imagine some ball joint designs allow/restrict more motion in one direction - in that case, you would need something more like elliptical cone, which does not exist in Creo. So, you end up constructing a kinematic ball joint out of 3 mutually perpendicular pin joints and place the angular limits on each axis' motion...

I'm actually a college student and very new to creo. Recently the class I am in introduced skeleton models for kinematic studies so I thought I would use them for this project. I mainly wanted to use it to play with the lengths of each feature to get an idea for how all the components move in relation to each other, not necessarily modeling parts directly through the skeleton.

I like the idea of using perpendicular pins, however, when you assign a sketch link as a pin joint, you can no longer assign that link for any other joint, thus why I'm stuck using a ball joint. If you have a solution for that then that would be cool!

As with any wear item, ball joints may experience natural wear and tear over time due to rough road conditions or the stresses of high-speed, high-grip cornering on both street and track. To ensure that your Unplugged Performance Front Upper Control Arm set continues to deliver strong and fast performance, these replacement ball joints are the perfect solution.

the other day I was trying to create create a rear axle for a moc that I'm working on and then I ran out of steering rods and I also didn't have any of those weird ball joint connector things that the Sian has but then I came up with a solution that I think is sturdier than either:

The hub will be forced inward at the minimum and maximum angles of the suspension arms due to the axle rubbing against the part attached to the 5P beam instead of the pivot point. If steering is not necessary, the best solution is to use the older pinhole hubs like how they are used in 42037.

The fundamental problem with this approach is that the perpendicular distance from the 5L beam to the hub is not constant. You can see in the image that the axle is not centred in the pin hole of the cross connector. To make this approach work, you'd need that connector to be hinged at both ends so that it can remain parallel to the wishbone arms.

If you don't need steering, why are you using those suspension arms at all? Just use liftarms. 6L horizontal and 5L vertical. And do away with ball joints altogether. See for example the rear axle of 8448 (yes, I know, old set, but it shows the principle).

Ball joints, like any other wear item, may wear out over time due to rough roads or the stress of high-speed, high-grip cornering on both street and track. These replacement ball joints ensure that your Unplugged Performance Front Upper Control Arm set maintains its optimal performance and durability.

Hi! This is Inventor forum. Are you using AutoCAD or Inventor? There is an example of ball joint assembly here. If you have access to Inventor, you can open the files and take a look how they were created. The way to model them in AutoCAD is slightly different. You will not be able to establish constrain relationship easily. If you just want 2D drawing in AutoCAD, actually AutoCAD can create associative drawing views from Inventor assemblies and parts. The command is called VIEWBASE.

A flat-joint contact and its corresponding flat-jointed material are shown in Figure 1. The flat-joint contact model provides the macroscopic behavior of a finite-size, linear elastic, and either bonded or frictional interface that may sustain partial damage. A flat-jointed material mimics the microstructure of angular, interlocked grains that is similar to marble. The model formulation is given in this document. The initial two- and three-dimensional flat-joint models are described in [Potyondy2012a], [Potyondy2012b], and [Potyondy2013]. The present description defines both the 2D and 3D flat-joint models, and supersedes all previous descriptions. The creation and laboratory testing of a flat-jointed material is described in the section Example Materials 2: Flat-Jointed Material Example in [Potyondy2017], which is provided in the material-modeling support package. Test problems that examine the behaviors of a single flat-jointed contact, and an interlocked grain are provided in [Potyondy2016], which is included in the documentation of the material-modeling support package.

The formulation begins with a description of a flat-joint contact and its corresponding flat-jointed material, and is followed by a description of the flat-jointed interface. The activity-deletion criterion, force-displacement law, energy partitions, properties, methods and callback events of the flat-joint contact model are then presented, followed by the stiffnesses required to determine a stable timestep. Expressions for element normal force and bending moment that are used in the force-displacement law are provided in the final subsection.

A flat-joint contact and its corresponding flat-jointed material are shown in Figure 1. The flat-joint contact model provides the macroscopic behavior of a finite-size, linear elastic, and either bonded or frictional interface that may sustain partial damage. A flat-jointed material is defined in [Potyondy2017] as a granular assembly in which the flat-joint contact model exists at all grain-grain contacts with a gap less than or equal to the installation gap at the end of the material-finalization phase; all other grain-grain contacts as well as new grain-grain contacts that may form during subsequent motion are assigned the linear contact model. A flat-jointed material mimics the microstructure of angular, interlocked grains that is similar to marble.

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