An inline joint is a four degree-of-freedom primitive constraint. The constraint is
imposed such that the origin of a reference marker on one body (Body 2) translates along the
Z axis of a reference marker on the other body (Body 1) connected by the joint. Three
rotations are free along with one translation along the Z marker defining the joint
orientation. Joint primitives like inline joints may not have a physical existence. They can
be used to impose unique constraints where using a regular joint would not be possible.
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If the Joints panel is not currently displayed, select the desired joint by
clicking on it in the Project Browser or in the modeling window.
The Joints panel is automatically displayed.
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From the Connectivity tab, click Body
1 and pick a body from the modeling window, or double-click Body 1 to open the Model Tree (from which the desired body can be
selected).
Note: If the selected joint is a pair entity, first distinguish between the
Left and Right tabs in the
panel, and then edit the properties. When defining a pair joint, use pair
entities for Body, Origin, etc.
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Similarly, click Body 2 and
select the desired body from the modeling window (or use
the Model Tree).
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Click the Point
collector (under Origin) and select a point from the modeling window, or double click the
Point collector to open the Model Tree (from which the desired point can be selected).
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Specify the axis that will define the constraint of the joint.
- Select Axis from the drop-down menu, specify
whether to use a vector or a point to define the direction, and make your
selection in the modeling window or the Model Tree.
Note: If the alignment axis for the joint is
along any of the global axes, then the global x, y,or z axis can be
selected by clicking on the desired axis in the modeling window (or by browsing through the Model Tree).
- Select Origin 2 from the drop-down menu, click
Point, and make your selection in the modeling window or the Model Tree.
Note: Selecting Origin 2 will define the axis along with the origin.
If editing a compliant joint, see Edit Compliant Joints or Bushings. To edit user-defined
properties, see Edit User-Defined Joints.