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Posted

BrickLink Studio is phenomenal! I've never seen such a well thought out CAD software released for free. It is absolutely essential for me as a studless Technic noob.

I would really like to be able to articulate linkages that I build in Studio. Is there a way to do this? I have only seen ways to rotate/translate assemblies.

If not, what do you all use to test out moving parts in your Technic models (short of building them, which is a completely legit and fun thing to do).

For example, in the diagram below, is there a way to manipulate the red bar and see how the blue bar moves as part of the linkage?

Thank you!

linkage.jpg

Posted

To my information, you can rotate single parts or assembiles which have only one pivot.

In your example, you disconnect the upper white liftarm, you rotate the red liftarm and the blue liftarm, and then you connect again the white one.

Posted

Never tried, but it could be possible in LDD, as sometimes, when I try to rotate one beam, that beam stays in place, but whole structure, to which it is attached, starts to move, change shape etc.

Posted (edited)

If the beams are parallel - you can copy the angle from one to another. Other than that - get an angle measure tool and type each one in. Or use the angled connectors for proximity.

Sadly it doesn't allow transformative rotation yet. Only single pivot point rotation. use subassemblies for lets say opening hoods on a car.

Edited by GTS
Posted

If a pin or (other item) prevents (temporary) pivoting, just hide it. Same goes for clicking in place, sometimes that's difficult with a lot of parts are around a click point.

Otherwise same as above, can only pivot around one point, no intelligent pivoting. In this case you are the brains and must set and tryout yourself. Or just try with real bricks :)

Posted

Thank you all for the information!

  On 2/3/2022 at 6:09 AM, Jurss said:

Never tried, but it could be possible in LDD, as sometimes, when I try to rotate one beam, that beam stays in place, but whole structure, to which it is attached, starts to move, change shape etc.

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If the structure itself deforms that is interesting, because that would imply the computations necessary to show linkage movements.

I'm not surprised that Studio doesn't do this, because it would require a physics engine. Studio is already so fabulous as it is!

Posted

I think, that LDD is still the best soft for digital building. Good that there are also some good people, who make newest parts for it.

It would be good, that LEGO somehow updated it, but not changed.

stud.io has still some significant issues - f.i. aligning parts, it is really headache for me. Also parts catalog in LDD is organised much better. That's why I always build digital in LDD as much as possible. Of course, stud.io also has good features, f.i. parts colors.

Posted (edited)

No, you can't test your Technic mechanisms in Studio or LDD. Yes, LDD tries to move parts along if you rotate one of them, but it mostly fails on real models. It will often rotate the whole model instead of the sub model that I'm trying to rotate. Even if it is kind of obvious which parts form a connected sub model LDD is clueless as to which parts should be moving. When I try to attach a sub model at an angle other than 90 degree I always start with a single rotated part, otherwise I just run into problems.

Edited by Gumalca
Posted (edited)
  On 2/4/2022 at 11:09 AM, Gumalca said:

It will often rotate the whole model instead of the sub model that I'm trying to rotate.

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I see what you mean...

  On 2/4/2022 at 11:21 AM, Jurss said:

but still it is possible to test something simple, if needed 

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True! Like this Hart's A-frame that @GerritvdG shared in another thread (had to create an axle connection to the orange liftarm):

Harts%20A-frame.gif

Edited by ord
Updated link
Posted
  On 2/4/2022 at 12:42 PM, ord said:

True! Like this Hart's A-frame

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This is neat @ord! The question if this motion could be modelled in LDD also popped up in my mind.

This proofs that also more complex motions can be simulated in LDD! 
 

Wonder what exactly is limiting motions on real models as @Gumalca said…

Posted

A nice mechanism to test :sweet:

  On 2/4/2022 at 1:22 PM, GerritvdG said:

Wonder what exactly is limiting motions on real models as @Gumalca said…

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As do I. Couldn't wrap my head around what causes a particular part to move. Two things I did notice were collision detection and the tendency for parts to want to snap to another connection... 

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