@ rampa
Thanks for the link. I am always looking for sources. It may be the same model, but mine came from blendshare. I appreciate your offer to send me a copy. I have no reason for doing this other than personal learning, and accepting a finished model would defeat my purpose , though likely save me much frustration.
@all
It is very clear to me that things are not as they appear. I have a logical perspective and modeling is not new to me. I can examine this model in detail in Hexagon and in 3DXChange, and I actually have spent a number of hours doing just that, either to group things or look at pivot points, or experiment.
Without a doubt, dealing with the motor as a single entity rather than four distinct parts led me to discover that the motor in that case was treated by IClone as the source of the pivot points. When I broke up the motor by "Detaching" the parts from the assembly I originally failed to see that the parts retained their original pivot points and not the pivot point of the motor. Ok, I fixed that.
What I do not have an explanation for is why the spinner (as 1 example and the body of the motor as a 2nd example) rotated 90 degrees from their origin when I applied the hinge. I do know that these two items were the items that the hinge was attached to. There was no indication in the rotation or transform or pivot point that they were any different than the other objects in each of the respective assemblies. Yes, I detached the other assembly parts, rotated the part that flipped and reset the pivot point. I then reset the hinge data back to what it was before I changed it by rotating the part to fix the part flipping issue. Problem solved, but surely something should have been visible in the rotation data that would have indicated to me that the part was going to flip when the animation ran, or, there is something about the axis information on the hinge that I am missing.
In the Limit section of the modify panel for the hinge, the first box says Rotation and it has the fields that default to -90 and +90. Why is the Axis: always X? That would explain my object flip since I am trying to rotate along Y. I have discovered no way to change the Axis that shows here, which implies that I need to change it in the object before I get here.
When I look at the motor that rampa set up for me, I realized that my issue was trying to select the target for the hinge from my scene list which does not work. Selecting from the scene list works for everything else, so I don't understand why it doesn't work to select the target for the hinge.
Clearly, there is something unique in how the hinge treats objects and the information that it does and does not display. The manual is of no help. It says that you line it up and the miracle happens. In using the motor as the target and the spinner as the parent, how do I control the actual rotation attached to the target? I want to control the speed of the rotation from vertical to horizontal, and I need to be able to control the rotation so that it is bi-directional. With the animation being kinematic, there is no force applied. I did see an option in the timeline, (although I can't recall exactly where), that specifically says it will reverse the direction (or create the opposite of what the current animation is) from the animation block that is created by using the physics tool instead of keyframing. I haven't gotten there yet, but I will look in the manual to see if I can get any useful insights there.
In short, what is touted as the method to simplify the process is not documented to clearly stated how it works or what it is actually doing.
best,
Tim
There are surely times when it is good to be stubborn. Knowing when is the gift of experience.