I have imported Cad models of a mechanical system to Simscape multibody.
I need to reflect the effect of some physical parameters (like temperature, pressure...) on the surface of the parts of the system, such that their color changes according to the level of the parameter.
Are there any specific methods that could help me to achieve this step?
Related
I am fairly new to mathlab and simulink and am unsure how to change form rad/s to RPM. I am designing an electric vehicle powertrain and have an engine angular velocity gauge that displays results in rad/s, but I need this to be displayed in RPM? I tried to change the signal attributes but it is set to inherit and I am unable to change this.
I am trying to fully understand the importing process of CAD models within Unity software and the potentialities of the program. Is it possible in some way to show PMI of a CAD model into Unity? I am working on an application for industrial purpose which should help operator in investigating parts or components of assembly and i am in need of a way of showing them dimension, tolerances etc.
Thanks in advance!
For (NURBS, B-splines, IGES) CAD dimension tolerances investigation, the McNeel Rhino InsideĀ® open-source example, allows the CAD editor Rhinoceros3D and Grasshopper to be embedded and run inside Unity Software.
Rhinoceros 7 does not provide fatigue resistance testing. And for dimension, tolerances investigation you will need a Rhino license.
If you just want to export from your favorite CAD 3D editor CAD model and convert it into FBX (for visualization only), InstaLOD or much more expensive PiXYZ (around $2,000 year not perpetual) can do the conversion job. As a UV mapping tool specific for FBX (converted from CAD), RizomUV RealSpace (not Virtual Space) has the precision needed to preserve vertex normals.
I am currently designing a Simscape Multibody model of my drone. My drone is a three-armed device, which somewhat resembles the rotors of a helicopter.
The drone is supposed to rotate around itself, using a motor on each arm. Furthermore, each arm will have a wing attached to produce the lift required.
The initial purpose will be to control the RPMs of the motors as well as the pitch of the wings.
Currently I have a model without the wings, so I am looking for a way to model wings that do have some aerodynamic properties, that would be able to create some force upwards (lift) from the spinning motion.
How can I integrate wings (or other forms of artificial lift) in to my model?
3D Model of the drone with motors (generated from Simulink)
You have several options:
A) Use Aerospace Blockset for ready-to-use aerodynamic forces
B) Compute your own simplified aerodynamic forces (with Simscape Physical-Signal blocks or Simulink blocks) based on relative orientation, cross-sectional area and speed of your solid wrt the air.
Both options would require sensing the relative orientation and speed of the drone, using the sensing option on the 6-DOF Joint.
Here's an example of using Simscape Multibody together with Aerospace Blockset, but for ground vehicles.
I am new to Simulink and I am having some problems on building and running multibody models.
Shortly, here is my problem.
I have designed a 2 joint,2 body system. I actuate each joint with position, velocity and acceleration data (array format) and the system works perfectly. I connected joint sensors to each joint, torque produced by joints are saved to workspace. I have the same model but it analyzes the system in forward dynamics. So, joints in this model are actuated by torques obtained from inverse dynamics model. But the motion comes out from the forward dynamics model is not same with the inverse dynamics model, even it is not similar, it is completely absurd. I think I have checked everything but for sure not "everything". Can anyone help me in this?!
I have made a basic "quarter-car" simulink model. It is a double mass system with two springs and two dampers. However I want to add speed of the car as a parameter to this model and I do not know how. Block "Step" is the bump size as an input from the road. Screenshot of the model
Thanks
Your quarter car model is in the vertical dimension only. You wish to add the speed of the vehicle which will then add another dimension to your model. This will require some thought. How do you wish to model the input to the model once the horizontal dimension is developed? I would recommend trying something simple like modifying the "Step" block(which I can't seem to find in your model) to create a larger disturbance at high speeds. Then you can build from there, add profiles to describe road artifacts, etc.