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Q&A Using Flexsim and building models |
#2
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No, I would almost say: ofcourse not!
if you want simple animation with no acceleration or deceleration you can use the animator creator but the animation of the animation creator has no links with it's environment. So if you want parts of an animation to move exactly, you need the kinematics to do that. That is the same for any other movement in the model, that is always done with kinematics. |
The Following User Says Thank You to Steven Hamoen For This Useful Post: | ||
zhang xin (01-20-2011) |
#4
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I often use a mix of animations and kinematics. When I create animations, I add keyframes to only a subset of the components. Then when I want to run the animation, I start the animation, and then I apply kinematics to other components. The components that require variability in distance movements based on the operation will use kinematics, while the components whose movements are the same across all operations use the animations. This is what the Transporter does. The transporter's wheels use the "Drive" animation because that animation is the same no matter where you are, but the transporter's forks use kinematics because the height that the fork needs to be lifted changes based on the load/unload operation.
Someday I'd like to be able to dynamically change keyframes of animations through either commands, or maybe having a set of named parameters on the animations that you can set. Anyway, doing that would replace some of the need for kinematics, but I don't think we'll ever be able to replace the full flexibility of kinematics with animations, especially for acceleration/deceleration. |
The Following User Says Thank You to Anthony Johnson For This Useful Post: | ||
zhang xin (01-20-2011) |
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