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.
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.
| 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 |
|
| Orientation | |
| Method (Orientation) | Method of orientation The following choices are available:
|
| 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. |