JGB: Try the joint tut again, I just did it step by step from a blank SU file, and it worked fine.
I think you may be overthinking the whole joint-grouping thing, and it's probably my fault for posting the tut before Chris' insight.
I am confused as to why you would joint-connect a part and a joint, and then group them together. The grouping will negate the joint-connecting you just did. Usually it is one or the other (joint-connect or group.) I find it helpful to group the joint and object right away, so I can think of them as one piece. Then I just have to find another object to joint-connect them to to make it work.
I don't want to confuse you if you have a method that works, as there are multiple ways to do it, but I think you'll have more success with:
(1 joint/1 object grouped)---joint connected to----(parent object)
(Thanks Chris for the simplicity of helping me understand that.)
I also haven't set the shape of the resulting groups, but haven't had a problem yet.
I agree if you edit a shape and it changes it's geometry, the joint may make it work differently, but as long as the original axis is maintained, you should't have a problem. And yes, there is no shame in deleting a joint and putting a new one in if you're thoroughly confused.
As far as a hinge, servo, and motor, I've found they all attach the same way, but this "way" may change from model to model. If you can make a hinge work right in a certain model, then a motor or a servo should be able to be substituted the exact same way in that model.
I think a lot of the problem stems from breaking joint-connections when new groups are made. As soon as you re-group an object with something else, any joint connections made to it previously will be lost.
As far as burying joints where you can't see them, don't be afraid to place a joint off of the part itself, as long as the axis will work for you. I haven't looked at your model yet, but I made a simple 3 arm, 2 servo, 1 hinge model (inspired by your original model) that can show how easy it is to start a "chain" of joint-connected groups.
This first shot shows that there are 2 servos and 1 hinge, each on moving parts:
The second shot shows an exploded view with the joint-part grouping, and even though none of the parts touch, the axis' are all still the same, and it moves exactly like the unexploded model:
Take a look at the model, delete the joints if you want and try to put them back in using the 1,2,3 method:
- Add a joint for a moveable part.
- Group the joint and the part.
- Joint connect the joint to a "parent" to "ride on."
The pics don't show the connecting, but if you start at the ball arm and work your way back to the block, each joint-connected parent is the piece behind it. (Which is another group including a joint.)
The only thing to watch out for is the breaking of joints when you make new groups. I first added all my joints and did the grouping, then I started the joint-connecting process so I knew there wouldn't be any broken connections.
(Also disregard the gyros, they just keep the ball-arms from going crazy when you move them.) And don't apply any of this discussion to the gyros, they seem to be a whole different beast!
Anyway, I'll be traveling out of country for a few days and I don't know what my internet acces will be, but if I get a chance to look at your model, I will, It was already looking great before.
joint grouping2.skp