jdoggk40
Mechanical
- Jun 10, 2005
- 15
I am trying to simulate the femur falling on the floor while including the flesh around the hip and a hip protector outside of that. The femur is pinned at the distal end and falls similar to that of a pendulum, and impacts an "impact plane".
The problem I am running into is adding mass on top to represent the body's weight. I created a solid and molded it around, and gave it a high enough density to represent a human. Is there a better way, through boundary conditions, do create the same effect of the body mass. I looked into the "lumped mass" feature, but it seems to just add it at a single node and removes the "bounce" of the femur at impact.
If anyone has any other ideas, or a better way to use "lumped mass", that would help a lot.
Thanks,
Jesse Krisher
The problem I am running into is adding mass on top to represent the body's weight. I created a solid and molded it around, and gave it a high enough density to represent a human. Is there a better way, through boundary conditions, do create the same effect of the body mass. I looked into the "lumped mass" feature, but it seems to just add it at a single node and removes the "bounce" of the femur at impact.
If anyone has any other ideas, or a better way to use "lumped mass", that would help a lot.
Thanks,
Jesse Krisher