The mate controller is an ideal tool
to showcase SolidWorks Assembly's intended
movement, creating a polished animation
and simulating its motion is a breeze.
Here, we'll show you how to start
animating mates for your own models
in SolidWorks.
The mate controller can be accessed
within any SolidWorks assembly,
and it's available in standard,
professional and Premium versions.
It can be used to drive positions
for a series of supported
mates,
including angle, distance limit, angle
limit, distance,
path slot and width mates.
All of these mate types have dimensions
that can be specified,
which is why the mate
controller can adjust them
before you start animating mates.
It's a good idea to name
any mates that you'd like to control,
as this will help
to make the selection process easier.
To rename a mate.
Right click on the item
in the feature tree and select rename
or slowly double click on the mate
name to achieve this.
It's important to note that mates stored
in subassemblies can only be selected
within the mate controller
if the subassembly is made flexible.
This can be done by left or right clicking
on the subassembly name,
and then clicking the Make Flexible icon.
When you're in an assembly environment,
the mate controller command
can be found under the insert menu.
Once active,
we firstly prompted to collect the mates
which will be controlling
for smaller assemblies
with a reduced number of supported mates.
The Collect all supported mates
button can be used, and this will search
for any compatible mates
and select them for us automatically.
For larger assemblies
there may be several supported mates
which we don't need to control.
In this case we'll need to select
the required mates manually.
Use the feature Tree flyout menu to select
which mates you're looking for.
And as mentioned previously,
this is where naming your mates
helps them to stand out
and makes the selection process easier.
Try to consider the order of the mates
when making selections
with the mate controller.
We'll order this list
to make sure that the first mates
to be controlled appear
at the top of the list.
To rearrange any selections, we can left
click on them from within the mate
selection box and then use the
move up or Move down buttons.
Once we have the desired mate selected,
we're ready to start adding mate
positions.
This section of the property manager
has five key buttons to be aware of.
The first is ad position
and we'll be clicking this
to save a position
as a step and move on to the next.
Secondly, there is update position
which can be used to save
and update a position
where we've edited a value.
Reset position will undo changes
made to a position
and delete position
will delete the selected position.
Reorder positions can be used
if we decide to adjust
the order of positions
displayed during the finished animation.
In most cases, the first position
will remain without any adjustments.
This ensures that we've got a good
starting point to move on to position two.
We click Add Position.
Positions can be named to provide
a more descriptive name for the step.
For position two will be adjusting
the claw gantry in the Z direction,
and this can be achieved using the arrows
or by inputting a new value.
If limit,
distance or angle mates have been used,
then values exceeding
the limits will not be permitted.
Once a new mate
position has been described,
we click Add Position again
to save the change.
When the animation's calculated later,
the positions in between
will be automatically interpolated
within position three.
We'll leave the gantry depth mate
untouched
since it's now in the right position,
and we can adjust the gantry width.
Each new position will copy
the settings of the previous step,
so we can focus on new mate adjustments.
Further positions will then be added
to show the extension of the claw,
for these will extend
each of the four telescopic sections out
a small amount per position.
also begin to close the claw
as it descends using some angle mates
to ensure
that both claw arms move together.
We must make sure that the values for each
arm are in the same position.
Finally, here we'll add some steps to
reset the claw to its starting position.
Each position can be viewed individually
by using the dropdown menu
and if adjustments to values
were required, we could use the Update
Position button to save changes if needed.
To further simulate the crane game,
we could add
mates to the prize to simulate its motion
being lifted and dropped.
All right, so now that we're happy
with our mate controller,
we can actually create an animation
for it.
The animation section contains a table
with each position and the time.
This time is the duration
between each position and the next,
which can be adjusted if needed.
We click Calculate
Animation to begin processing, and once
complete, we can use the playback buttons
to view the animation or directly export
it using the Save Animation button.
For more control over your mate controller
animation, the mate controller
can actually be imported
into the animation toolbar,
and this can be found
under a new motion study
by clicking on Animation Wizard
and selecting Make Controller to import.
If you're new to creating animations
in SolidWorks,
then check out our video and blog
tutorials around our website
and be sure to subscribe
to our YouTube channel
to learn more about the products
and services we offer.
As part of the Troy Mate Group
with an animation in SolidWorks,
the animation timeline
can also be imported into SolidWorks.
Visualize
to develop your textures and appearances
at Studio lighting and control
cameras with precision.
If you're interested in learning more
about the mate controller
or any of the more advanced
features of SolidWorks,
then consider attending our Advanced Parts
SolidWorks training course.
Be sure to visit our website
for more information
and get in touch today
via the details on screen.