Markers

A marker is an orthonormal, right-handed coordinate system and reference frame. It is a fundamental entity in a multibody system and is used by the solver to represent all system components.

The multibody solver in Inspire (MotionSolve) uses markers to define entities such as joints, bushings, and inertial reference frames. When such entities are created, they include built-in markers known as implicit markers. In addition, markers can be explicitly created and used as reference frames in entities such as forces, outputs, or within solver functions.

Every marker must be associated with a rigid or flexible part, a concentrated mass, or the ground.

Note: A global frame marker, associated with the ground (the Newtonian reference frame) and located at the global origin, is available by default.

Markers can be defined as a pair entity, which helps in creating models that have identical entities across the x-z plane. The pair entity can have asymmetric or symmetric properties. When symmetric, the properties from one side are mirrored to the other side about the x-z plane.

For information on how to add or edit an entity like a marker, see Entity Creation.

Marker Properties

Descriptions of marker properties in the Property Editor.

Table 1.
Property Description
General
Name Name of the entity
Variable Name The variable name, a unique identifier string of the entity
ID A unique identifying integer
Part The parent part to which the marker belongs
Origin Location where the marker is applied
Floating Allows the marker to move in respect to the parent part
Symmetry
  • To make the entity symmetric about the x-z plane, set Symmetry to LEFT or RIGHT. The side on the positive y-axis is considered the RIGHT side and will act as the leader if selected. The opposite side will follow.
  • To make the entity asymmetric, set Symmetry to NONE.
For more information, see Pairs and Symmetric Modeling in Inspire Motion.
Orientation
Method (Orientation) Method of orientation

The following choices are available:

Orient two axes
Orient the marker using the “Axis-Plane” method. Provide a direction for an axis and another direction that lies in a plane defined by the 1st axis and 2nd axis.
Orient one axis
Orient the marker using the “One Axis” method. Provide a direction for an axis. The other axes are automatically oriented.
Orient by angles
Orient the marker using Euler angles
Direction Select a direction – X | Y | Z axis.
Method (Direction) Select a method for aligning the chosen axis along a direction – Point | Vector | DxDyDz.
Point Pick a point in the graphic screen or through the Advanced selector when Method (Direction) is Point.
Vector Pick a vector through the graphic screen or through the Advanced Selector when Method (Direction) is Vector.
Z | X' | Z '' Provide the Euler Angles when Method (Orientation) is Orient by angles.
Reference The reference frame (Marker) for applying the Euler Angles when Method (Orientation) is Orient by angles.
FlexBody Connection
Override This overrides automatic connection radius. This is applicable when the marker is applied on a flex body.
Connection Radius This overrides search distance to connect the entity with rigid elements when the marker is applied on a flex body. Refer to Connection Radius for more details.