Static Joint

This joint type can be used in the biomechanical editor to create a musculo-skeletal model. The static joint fuses two biomechanical body parts together and removes all degrees of freedom between the two body parts. They move as if they were welded together. They will retain the same relative position and orientation to each other throughout the biomechanical simulation. This is called a joint, but within the simulation itself what really happens is that the two parts are treated as one piece. Previous versions of AnimatLab used an actual joint. This could cause problems where the joint would flex and bend under stress, and it added to the computational overhead to deal with that joint. In version 2 of AnimatLab this is no longer the case. There is now no real overhead for using static joints, and you should never see that bowing problem.


There are only two properties of a static joint.
Figure 1. The properties of the static joint.

The name of this body
Default value: The name is "joint_xx" where xx is the number in which the body was added.

Radius This determines how big the joint is in the editor window. A large radius produces a large editor graphic.
Default value: 5 cm
Acceptable range:Anything greater than 0.