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Connect components with joints ​

A joint holds two components together at points you pick on them, and says how they may still move: not at all, turning, sliding, or both. The component that is grounded, or nearer a grounded one, stays; the other one snaps to it.

Access: assembly editor > Joint. Shortcut: J.

The joint panel: a revolute joint between two plates

Make a joint ​

  1. Click Joint, or press J. If a component is selected, it is the one that moves.
  2. Click a face or an edge on the component that moves.
  3. Click a face or an edge on the component it connects to. The moving component snaps at once.
  4. Choose the Type: Fixed, Revolute, Slider or Cylindrical.
  5. Adjust Offset Z, Offset X, Offset Y, Angle and Flip until it sits right, and set the motion if it has one.
  6. Click OK, or press Enter. Esc cancels.

Instead of a face or an edge, a side can use its component's own origin: pick the component in the tree, then click Origin on its row. On a subassembly, click a face or an edge of a part inside it: the joint holds the subassembly there, and the panel names the part, for example Clamp:1 / Clamp plate:1.

What a pick gives ​

You clickThe joint uses
A flat faceIts center, pointing out of the face
A round face (cylinder, cone, sphere, torus)Its axis, at the middle of the face
A round edgeIts center and axis
A straight edgeIts middle, along the edge
OriginThe component's origin and Z axis

By default the two picks face each other, like a part resting on a face. Flip turns the moving side over so the two point the same way, for example to keep a bearing flush with the end of its bore.

Joint types ​

TypeMovesUse it for
FixedNothingBolts, bearings pressed into a bore
RevoluteTurns about ZShafts, hinges, wheels
SliderSlides along ZCarriages on a rail, pistons
CylindricalTurns and slides along ZA shaft that can also move in its bore
BallTurns about Z and tilts about X and YBall joints, rod ends, a spherical bearing
PlanarSlides along X and Y and turns about ZA part resting on a table, a puck on a plate
Pin-slotTurns about Z and slides along XA pin in a slot, a cam follower in its groove

Z is the axis of the second pick: the axis of a round face or edge, the normal of a flat face, or the direction of a straight edge. X and Y lie across it: X is the part's own X axis laid flat across Z (the part's Y axis when Z runs along X), so a pin-slot or planar joint on a face that points up slides along the part's X. With Origin, X, Y and Z are the component's own axes.

Choose the type in the Type list. Each free direction gets its own Position and Limits: Rotation and Translation about and along Z, Rotation X, Rotation Y, Translation X and Translation Y across it.

Options ​

OptionWhat it does
Offset ZMoves the component along Z, for example 20 mm.
Offset XMoves the joint's zero along X of the second pick, for example -150 mm.
Offset YMoves the joint's zero along Y of the second pick.
AngleTurns the component about Z, for example 90 deg.
FlipTurns the moving side over.
PositionWhere a turning or sliding joint is now. See Drive joints and set limits.
LimitsHow far it may turn or slide: Min, Max and Rest.

Every value can be an expression with the assembly's parameters, like the values of a part.

Offset X and Offset Y move the point the joint starts from, not only the component: positions and limits count from there, and the joint turns about it. For example, to have a carriage's travel start at the end of a 300 mm rail rather than at its middle, put the carriage on the rail with a pin-slot joint and set Offset X to -150 mm: Translation X then runs from 0 at that end.

Degrees of freedom ​

The panel's status line and the bottom of the Assembly column show what is still free. A revolute joint between a free component and a grounded one leaves 1 DOF: the rotation, a ball joint 3. A direction whose limits have the same Min and Max is locked and does not count.

A joint between two components that other joints already place closes a loop: a shaft held by two bearings, or a linkage. Moket solves the loop: the free directions of the joints around it move until it closes, and what the loop takes from them no longer counts as free. A four-bar linkage of four revolute joints has 1 DOF. A loop that cannot close, such as links too short to reach, is ignored where it fails and shown as a problem (JOINT_CONFLICT); the rest stays where it is. See Drive a linkage.

To make components move as one without picking faces, use a rigid group.

Edit a joint ​

Select the joint in the tree or click its label in the viewport, then click Edit joint. Suppressed turns a joint off without deleting it; Delete joint or Delete removes it.

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