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novice, all that is required is a very basic understanding of V5 assemblies. It is one of the
funnest (is that a real word), coolest and easy to use products from Dassault. Besides all
that, its also incredibly useful. This article will cover the basics of kinematics in a very
simple and easy to understand manner.
Kinematics allows you to make your assemblies move. Of course we engineers like to use
fancier names, like “mechanism simulation” or “product animation”, but kinematics is really
just making parts move, or is it? And what exactly does “move” mean? Actually we do
need to watch our terminology (my fancy name for words) a little because there are
actually several closely related topics that are often confused with kinematics.
What is Kinematics
6 DOF
V5 Kinematics
0. Get Ready
1. Create Mechanism
2. Fix (anchor) a part
3. Define Joints
4. Commands
5. Simulate (make it move)
Also as a beginner you should delete any constraints in your assembly. Some
(but not all) kinematic joints are based on assembly constraints. You may use your
assembly constraints, but only if they are the proper kind for the proper joint.
Sound like a mess? Well it can be. Just delete them and let V5 create the proper
ones as it needs them.
Revolute Joint
Revolute Joint
Revolute Joint
Commanded
Revolute Joint
Fixed part
That’s enough for now. There are many, many more features within the
V5 Kinematics workbench but this is enough to get you started.
V5 Kinematics
0. Get Ready
V5 Kinematics
0. Get Ready
Our final & improved
procedure list.
1. Create Mechanism
2. Fix, Joints, Commands
3. Simulate
4. Other Stuff
Authors:
Brian C. Barsamian and Shawn Ehrstein are well known as outstanding educators and
for their dynamic presentations at COE.