Detecting Clashes and Contacts During Animation

During the simulation of a mechanism, you can decide to stop the animation automatically when two parts come into contact or clash.

The system detects clashes between:

  • Parts in the selected mechanism linked by engineering connections.
  • Parts in the selected mechanism and other parts outside of the mechanism.

The system does not detect clashes between parts that are not in the selected mechanism.

The system does not detect contacts when one of the 3DParts involved in the contact is hidden.

For more information about clashes and contacts, see Mechanical Systems Experience User's Guide: About Contacts.


Before you begin: A mechanism must be ready to be animated, as indicated in the Mechanism Manager.
See Also
Animating Mechanisms
About Specifying a Mechanism's Nominal Position
  1. From the Mechanical Systems Design section of the action bar, click Manipulate .
  2. In the tree, select the mechanism you want to animate.
  3. Click Mechanism Player .
    The Mechanism Player appears.
  4. Use the controls on the Mechanism Player or the handles to animate your mechanism or to step through the time increments in your animation.

The animation of the mechanism stops when two parts come into contact or clash.

Important:
  • The stop position is not the contact or clash position but the step that immediately precedes the clash detection.
  • Any change (activation or deactivation) made to the Stop Manipulate on Clash capability is accounted for in the Mechanism Player the next time it is run.
  • The detection of clash or contact is not continuous between two positions.