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Hi Paul: You are right is has changed significantly. It is integrated with Animator timeline and you have to turn-on the "Simulation Motion" add-in, AND make sure the drop down in the Animation timeline is set to "Motion Analysis" (which won't show w/o the Simulation Motion added-in). The product uses the SW mates to create it's own joints. There is a new tree in there and you can manipulate the mates in there, thereby modifying the joints. Across the top of the time line is an options panel icon, graph generator icon, springs, dampers etc., of which you would recognize. It's a bit harrowing, but it works. Good luck. I believe Ian Hogg is monitoring this forum so you will get good feedback from him. Tony
Here are couple things to help you:
-all joint are done as mates - new mates have been added to match all the previous joints in motion (though th enames may have changed a bit).
-you have two types of mates - global and local. Global mate is added to the swx tree. A local mate is added tothe motion tree in the animator interface exposed at the bottom - these willnot show up inthe swx mate tree. Kinda handy really.
-a fixed part in a grounded part. a non-fixed part is a moving part.
-joint friction etc is added tothe mate definition - an extra tab is added to the mate definition UI - hunt a around and take a look to get familiar withthe mate dialog.
- a lock mate is available to rigidly connect two or more parts. Not quite as slick as the old drag and drop but it is there.
-to add motion elements (motors, actuators, gravity, contact) look to the bar above the motion time line. Same for results.
-play with the tree filters - handy as the motion tree can get crowded.
-durations are set by dragging the time line bars more or less. You cna turn somethings off in mid simulation which is handy. Doesn't work for every thing though.
-use motors to tie up uncontrained DOF - displacement = 0 is ahandy technique.
Good luck. Run some examples if you can not too sure where they are but try the tutorials.