Motion Profile

  Profile Breakdown
  Jerk
  S-Curving
  Traverse Distance and Position Window
  Motion Rules (1/2 and 1/3 Rules)
  Profile Types


Profile Breakdown

Each profile consists of a three major components:

  • Acceleration
  • Constant Velocity
  • Deceleration

The Acceleration and Deceleration components are subdivided further into:

  • Start of Jerk Accel/Decel
  • Linear Accel/Decel
  • End of Jerk Accel/Decel



Jerk

Jerk is the time rate of change of acceleration/deceleration.  Typical units are m/s3 and deg/s3 for linear and rotary applications, respectively.  Jerk is commonly used to minimize backlash effects, mechanical wear and tear, and to provide a smooth, stable profile, with clean positioning minimizing overshoot.  Jerk is a function of the mechanical stiffness of an axis, and is difficult to know prior to properly tuning and benchmarking the actual axis performance.  However, as the number of projects of similar applications grows, it becomes much easier to closely predict an appropriate jerk value for an application.

Note: Jerk limitation increases the required peak torque from the motor and may result in the need for a larger motor and drive.

Jerk Limited

Additional acceleration cannot be achieved without first increasing the jerk value

S-Curving = 100%

Infinite Jerk

An ideal/theoretical profile

Enter a jerk value of zero

S-Curving = 0%



S-Curving

Instead of specifying a specific jerk value, S-Curving is a percentage of the acceleration time, as per the following formula.

           

   Notes:
   1.
S-Curving = 100% is a jerk limited profile.
   2.
S-Curving = 0% is an infinite jerk profile.



Traverse Distance & Position Window

Traverse distance

Distance less than the move distance

Traverse time

Time taken to move through the traverse distance

Position window

Distance from the target position

Move time

Time taken to reach the move stroke less the position window

Position window time savings

Time savings if the position window was set to zero



Motion Rules

1/2 Rule

t4 = 0

t1 + t2 + t3 = t5 + t6 + t7

 

1/3 Rule

t1 + t2 + t3 = t4 = t5 + t6 + t7



Profile Types

Type
Max Velocity
Max Accel
Max Jerk
Comments
Constant accel (1/2 rule, no jerk)
2.000 d/t
4.000 d/t²
infinite
Lowest accel, but infinite jerk
Trapezoid accel (1/2 rule, 50% S-curving)
2.000 d/t
5.333 d/t²
42.7 d/t³
Good balance of velocity, accel and low jerk
Parabolic
1.500 d/t
6.000 d/t²
12.0 d/t³
Lowest velocity, but high accel and rough jerk
Sinusoidal
1.571 d/t
4.935 d/t²
infinite
Low velocity, but infinite jerk
Modified sine
1.760 d/t
5.528 d/t²
69.5 d/t³
Low velocity and good accel, but higher jerk
Polynomial 5th order
1.875 d/t
5.773 d/t²
60.0 d/t³
Good balance of velocity, accel and jerk
Modified trapezoidal accel
2.000 d/t
4.888 d/t²
61.4 d/t³
Low accel, but rough jerk
Cycloidal
2.000 d/t
6.283 d/t²
39.5 d/t³
Smooth accel and jerk, also low jerk
Polynomial 7th order
2.188 d/t
7.513 d/t²
52.5 d/t³
Smooth jerk, but highest accel and velocity

Where:
      d = distance
       t = time