Automake: Creating Mechanisms Automatically
Automake: Creating Mechanisms Automatically
As well as creating mechanisms manually PRIMER 11 onwards can calculate mechanisms automatically from the structure of your model.

How it works(1) Select an initial "seed" node, the |
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| In this example, designed to create a mechanism from the front suspension of a vehicle model, the user has picked a node on the front tyre, shown here with a cross. |
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(2) Press |
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PRIMER will "grow" the first assembly, here the red wheel, outwards from that seed node until no more connected structure can be found, at which point the first assembly has been defined. It then looks for potential connections, in the form of joints (*CONSTRAINED JOINT) or discrete elements (*ELEMENT DISCRETE, or *ELEMENT BEAM type 6) on that assembly. If any are found then the 2nd node on these forms a seed node on a new assembly, and the growth processes is repeated. If a valid assembly can be created then PRIMER uses the joint or discrete element to make a connection. |
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This "grow assembly", "look for connections", "make new assembly on the other side" process is repeated until no more eligible structure can be found, at which point the mechanism is complete. In this example it can be seen that five assemblies have been created: |
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During this process PRIMER provides visual feedback by colouring each assembly as it is created, with the rest of the model being made transparent, as shown in the example here. (These are the default settings, to alter them see " Controlling how things are drawn " below.) You can use to try out positioning this mechanism, and if you are happy with it you can it in the database. In an ideal world this will produce a mechanism that models exactly what the model will do during the analysis, and sometimes it does, but in most cases you will need to adjust the "growth" procedure to achieve the result you want. The various controls available to you are described below. |
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Once you have used for the first time the panel will become populated with the details of the mechanism you have created. You can adjust the settings here and repeat the process as many times as you like until you achieve the results you require.
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Assemblies and Connections list what has been created.
To edit an assembly or connection click on its row button, and this will map the relevant editing panel as shown above. Automatically calculated mechanisms are always "scratch" definitions until they are saved, so you can edit items without fear of affecting any other mechanisms saved in your model. |
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"Locking" assemblies and connections using
Normally each new operation will delete all assemblies and connections made previously and restart from scratch, meaning that any edits you have made will be lost. If you want to keep any item during this process then "lock" it using this button, and it will be retained. A locked assembly or connection will show a closed padlock coloured in red, in addition if you lock a connection then it also implicitly locks any assemblies to which it is attached, and their padlock symbols will turn blue to reflect this. Note :
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"Merging" assemblies Sometimes pieces of structure are split up into more assemblies than necessary, and while it would be possible to adjust the attributes of connections to correct this it is easier just to merge the offending assemblies directly. does this for you in the following way:
The merge process does the following:
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Assemble from... controls the items used to create assemblies.Assembly growth will only occur across the item types selected below. |
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Controlling what is used for assemblies via "Exclusion". By default all these categories (except tied contacts) are turned on, and hence eligible for assembly growth. However you can turn any category off at two levels:
Exclusion allows you to deselect individual parts, constrained items and contacts so that they do not contribute to growth in a operation, and this can be used to limit what is considered. |
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| Selective exclusion can be changed at any time, and used in combination with "locking" of assemblies you might exclude some items, eg contacts, to grow initial assemblies, then lock these and re-enable growth across the excluded items for subsequent operations. | |
Connect via jointsControlling which joints make connections |
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The folowing subset of joints (*CONSTRAINED JOINT) types are used to make connections between assemblies
may be used as above to exclude any joint from being eligible to make a connection. |
Connect via Element DiscreteControlling which discrete elements (springs and dampers defined by *ELEMENT DISCRETE) make connections. |
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"Short" discrete elements, usually springs, are sometimes used to model flexible connections, so this option allows you to make mechanism connections using them.
may be used as above to exclude any element from being eligible to make a connection. |
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Connect via Element BeamControlling which discrete beam elements (*ELEMENT BEAM using section type ELFORM = 6) make connections. |
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"Short" discrete beam elements using section formulation ELFORM = 6, often of zero length, are also often used to make flexible connections between components in a model.
may be used as above to exclude any element from being eligible to make a connection. |
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Controlling how things are drawnGenerally a mechanism forms only a small part of a larger model, and it can sometimes be hard to see what is happening. To try to relieve this problem the function temporarily changes the visual attributes of the plot, breaking the model down into two categories: |
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You can change these settings at any time, and the graphics will update immediately. swaps over all model and mechanism settings, and can be useful when trying to see what is not in the mechanism. When you finally exit from Automake the original model colours and other graphics attributes will be restored automatically. |
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Other commands![]() |
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performing a test mechanism positioning operation. Once you have created some assemblies and connections you can use at any time to try positioning them. This will launch the mechanism positioner on you current definition. Warning : Within your mechanism is always a "scratch" definition, so anything you do with it will not affect items stored permanently in the database. However an exception to this is that if you perform a positioning operation and then rather than the results any changes you have made to nodal coordinates and rigid body attributes will become permanent .
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resets all settings in the Automake panel. If your mechanism has gone horribly wrong, or you simply want to start again with a new one, then will reset to default the following:
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stores your mechanism in the database. If you are happy with your mechanism you can store it permanently in the database with . This will also exit from the panel, and restore all model colours and visual attributes.
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To exit without saving. If you want to abandon without saving your results simply use the [X] button at the top right of the panel. Colours and visual attributes will be restored, but no mechanism data will be saved. |


These buttons are colour coded to match the display in the graphics window,
and if you hover the mouse over a button the relevant item will be highlighted
and labelled graphically, making it easy to identify items.
