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What is the difference between a remote mass and a rigid body?

Question asked by Emilio Graff on Oct 12, 2009
Latest reply on Jan 7, 2010 by Emilio Graff

When doing studies with acceleration (inertial forces, i.e., gravity), it seems that there is at least three ways to include a component that you want to assume is rigid:


1. Right click on a part and select "make rigid".

2. Right click on a part and select "remote mass". (Note the performance issues; see

3. Use the workaround I describe in - manually add a remote load/mass to face(s).


Option 1 seems to mesh the part that is rigid. I don't know if it's a shell mesh just to establish the contact with the face, or if it's actually meshing the whole thing. Seems like a waste of processing time to me.


Option 2 seems predictable enough. Aside from the performance issues, the face onto which the remote mass is attached becomes rigid. So I can't see a difference between 1 and 2.


Option 3 also makes the selected faces rigid (to each other). You can try it yourself very easily; make a part that is very weak in the middle and using split lines make two "contact patches" on either side of the weak point, and attach a remote force or mass to these two faces---the weak point is inconsequential.


So can someone tell me what the difference is between these two methods as far as the simulation goes?