Professional Documents
Culture Documents
8
Body Interactions
Introduction to ANSYS
Explicit STR
1 © 2011 ANSYS, Inc. March 8, 2012
Body Interactions
The Body Interactions folder, under Connections, is
used to define global connection options for
Explicit Dynamics
• Contact Detection
– Trajectory (default)
• Formulation
• Shell Thickness Factor
• Tolerence
– Proximity Based
• Pinball Factor
• Timestep Safety Factor
• Limiting Timestep Velocity
• Edge On Edge Contact
• Body Self Contact
• Element Self Contact
2 © 2011 ANSYS, Inc. March 8, 2012
Trajectory Contact
Recommended option for impact and sliding contact between
Solids, Shells and Beams.
The trajectory of nodes and faces are tracked during the
computation cycle. If the trajectory of a node and a face
intersects during the cycle a contact event is detected (see
figure).
Trajectory based contact does not constrain the time step
• Often provides the most efficient solution.
Nodes which penetrate into another element at the start of
the simulation will be ignored for contact and should be
avoided.
• To generate duplicate conforming nodes across a contact
interface
a) Group all Bodies into a single Part
b) Set the Shared Topology Method for the Part to “None”
c) In Meshing, insert Match Control objects scoped to the
contact surfaces (This step may not be necessary if a single
global element size is used)
3 © 2011 ANSYS, Inc. March 8, 2012
Trajectory Contact
Shell Thickness Factor
• The Shell Thickness Factor (STF) defines the shell (surface body) thickness used for contact
– A factor of 1.0 takes the true physical shell thickness into account, which means that the contact surface is
positioned at half the true shell thickness on both sides of the shell mid plane.
– A factor of 0.0 means that the shell has no contact thickness and the contact surface is positioned at the shell mid
plane.
– Value must be between 0.0 and 1.0 (0.0 is not recommended)
• For shell node on shell face impacts, the node is always located at the mid‐surface of the shell.
4 © 2011 ANSYS, Inc. March 8, 2012
Trajectory Contact
Formulations
• Penalty Formulation (default, recommended)
– A penalty force is calculated to push a penetrating node back to the face.
– Penalty forces are calculated to conserve linear and angular momentum.
where D is the depth of penetration
M is the effective mass of the node (N) and face (F)
Δt is the simulation time step
– Nodes will be pushed back towards the contact position, but it will usually take several cycles to satisfy the contact
condition.
• Decomposition Response
– All contacts that take place at the same point in time are first detected. The response of the system is then calculated
to conserve momentum and energy. During this process, forces are calculated to ensure that the resulting position of
nodes and faces does not result in further penetration at that time point
– The decomposition response algorithm is more impulsive (in a given cycle) than the penalty method. This can in some
situations give rise to large hourglass energies and energy errors.
5 © 2011 ANSYS, Inc. March 8, 2012
Proximity Based Contact
Alternative option for impact and sliding contact between Solids,
Shells and Beams
The external faces, edges and nodes of a mesh are encapsulated by
a contact detection zone. If a node enters this zone, it is
repelled using a penalty based force that conserves linear and
angular momentum
Pinball Factor defines the size of the contact detection zone (Gap).
• Smallest element size is multiplied by this factor to give the physical size F
of the contact detection zone. F R F
• Value must be between 0.1 to 0.5. R
• The smaller the fraction the more accurate the solution. R R
Gap
Initial geometry / mesh must be defined such that there is a
physical gap / separation of at least the contact detection
zone size between interacting nodes and faces in the model.
• Solver will give error messages if this criteria is not satisfied.
• May not be practical for very complex assemblies.
6 © 2011 ANSYS, Inc. March 8, 2012
Proximity Based Contact
• Time step is constrained so that contact nodes can travel no
more than
(contact detection zone size) x (Timestep Safety Factor)
in one cycle.
– Default Timestep Safety Factor is 0.2 (strongly
recommended)
• Increasing to 0.5 (maximum value) may increase time
step and reduce runtimes, but contacts may be missed.
– Time step is computed using the maximum velocity of all
contact nodes, but limited by the Limiting Timestep Velocity
(default very large).
• Use with care or contacts may be missed
7 © 2011 ANSYS, Inc. March 8, 2012
Proximity Based Contact
Edge on Edge Contact
Edge on Edge contact can be used to extend contact detection
to include edge to edge contacts (standard detection is
node to face).
• All edges of Solid, Shell and Beam elements will be included in the
contact detection.
• This option is numerically intensive and can significantly increase
runtimes.
– Should not be needed if mesh is sufficiently fine No Edge on Edge contact
– Compare results with and without edge contact to make sure this option is
required.
• By default, the contact detection algorithm will check for
external nodes of a body contacting with faces of the same
body in addition to other bodies.
– Most robust option since all possible external contacts
should be detected.
• If self impact of a body is unlikely, set Body Self Contact = No
– Reduces the number of possible contact events
– Improve efficiency of the simulation.
– Do not use if a body is likely to fold onto itself during the
simulation e.g. during plastic buckling.
9 © 2011 ANSYS, Inc. March 8, 2012
Trajectory and Proximity Based Contact
Element Self Contact
This option automatically removes
(erodes) an element if it deforms
such that one of it’s nodes comes
within a tolerance of one of it’s faces,
i.e. before it becomes degenerate or
inverted.
• For Trajectory Contact a Tolerance factor is
specified
– Smallest element size is multiplied by this factor
to give the physical tolerance.
– Value must be between 0.1 to 0.5.
• For Proximity Based Contact, the Pinball
Factor is used for the tolerance factor
10 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Each Body Interaction object activates a body interaction for the
bodies scoped in the object
• Four Types of Body Interaction
– Bonded
– Frictionless (contact)
– Frictional (contact)
– Reinforcement
• Contact detection is completely automated.
– Every node of the scoped bodies interacts with every face of the scoped
bodies.
A default Frictionless interaction is scoped to all bodies
To improve the efficiency of simulations involving large number
of bodies:
• Suppress the default Frictionless interaction
• Insert new Body Interaction objects which limit interactions to specific
bodies.
– The union of all Frictional / Frictionless body interactions defines the matrix
of possible body interactions during the simulation.
11 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
• Example
– Body A is travelling towards body B and we
require Frictional contact to take place. A
body Interaction of type frictional scoped
only to Bodies A and B will achieve this.
– If the bond between bodies B and C breaks A bonded body interaction of can
during the simulation. We want frictional be applied in addition to a
contact to take place between bodies B and frictional / frictionless body
interaction
C. A body interaction of type frictional
scoped to bodies B and C will achieve this
12 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Types of Body Interactions
• Frictionless (default)
– Sliding contact is frictionless.
• Frictional
– Friction Coefficient
• A non‐zero value will activate Coulomb type friction
between bodies:
F = μsR
– Dynamic Coefficient, Decay Constant
• Non‐zero values will activate dynamic friction where the
relative velocity (v) of sliding interfaces can influence
frictional forces: μs = Friction Coefficient
μd = Dynamic coefficient
β = Decay Constant
ν = relative sliding velocity
at point of contact
13 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Examples – Frictional / Frictionless
Self-piercing Rivet
Aircraft Impact
15 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Types of Body Interactions
• Bonded
– External nodes of bodies included in Bonded interactions
are tied to faces of bodies included in the interaction if
the nodes are within the defined Maximum Offset
distance of a face
• Solver automatically detects bonded nodes / faces
during initialization.
– Bonds can break during a simulation based on a specified
Stress Criteria.
• Effective normal and shear stresses are calculated at
each node involved in a bonded connection.
• If the following criteria is exceeded, the node will be
released from bonded contact.
All released nodes will subsequently be added to the
sliding contact detection algorithm.
16 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Types of Body Interactions
• Bonded (continued)
– It is important to select an appropriate value for the
Maximum Offset. The automatic search will bond a
node which is to be tied to a face within the offset
distance, the selected face will be the closest one
which is most parallel to a face to which the tied node
belongs.
– The breakable bond criteria works best when
equivalent, or similar, meshes are used on the faces at
either side of the bond.
– Bonded connections must be used with Trajectory
Contact
– Flexible to Rigid body bonded connections can only be
made using Body Interaction objects
17 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Examples – Bonded / Breakable
Electronics Drop Test
Pull-Test
18 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Types of Body Interactions
• Reinforcement
– Used to apply discrete reinforcement to solid bodies
• Line body elements scoped to the object, contained within
any solid body in the model, are converted to discrete
reinforcement elements / nodes
• Elements which lie outside solid bodies remain standard
beam elements
• Reinforcing beam nodes are constrained to stay at the same
parametric location within the solid element they reside
during element deformation
– For good modeling, the size of the beam elements should
be similar or less than that of the volume elements
• If volume elements erode, reinforcing nodes tied to them
become free beam nodes
• If reinforcing beam elements erode, and inertia is retained,
the eroded nodes will remain tied to the parametric location
of their solid elements
– Typical applications involve reinforced concrete or reinforced
rubber structures likes tires and hoses
19 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Examples ‐ Reinforcement
20 © 2011 ANSYS, Inc. March 8, 2012
Contact Regions
Used to define specific face to face contact interactions
Contact and target faces are scoped to each manual
contact region
• For shell bodies, target shell face option is not
respected for Explicit Dynamics. The nearest shell face
is always selected
Types
• Bonded
– Bonds can be breakable
• No Separation
– not supported for Explicit Dynamics
• Frictionless
• Rough
– not supported for Explicit Dynamics
• Frictional
– Static and dynamic friction options
Settings defined under Body Interactions are used for
Body Interaction Object and Contact Region Object
May reduce Solve times
21 © 2011 ANSYS, Inc. March 8, 2012
Spot Welds
Rigidly connect two discrete points to model welds, rivets, bolts e.t.c.
• Points usually belong to two different surfaces
• Defined on the geometry (DesignModeler)
• Respected by Meshing
• Points are automatically connected by a rigid beam element
Can fail (break) using Breakable Stress Criteria or Force Criteria.
Spot welds of zero length are permitted
• Failure criteria is modified since local normal and shear directions
cannot be defined
where Δf are component force differences across the spot weld
22 © 2011 ANSYS, Inc. March 8, 2012
Spot welds
Connecting shell points have both
translational and rotational degrees of
freedom linked
Points on solid bodies, have additional rigid
beam elements automatically generated
to enable transfer of rotations at the spot
weld location
Beam elements are automatically deleted if
weld fails
23 © 2011 ANSYS, Inc. March 8, 2012
Body Interaction Objects
Examples – Spot Welds
Impact
Tube Barrier
Break Test
Breakable
Unbreakable
24 © 2011 ANSYS, Inc. March 8, 2012
Workshop 9 – Drop Test on Reinforced Concrete
Goal:
Model the drop test response of a reinforced concrete beam
Procedure:
Create an Explicit Dynamics (ANSYS) Analysis System Project
Select the units system and define the material properties
Import the geometry and mesh the reinforced concrete beam and steel parts
Define analysis settings, initial conditions, boundary conditions and body interactions, including
reinforcement for the beam
Initiate the solution and review the results
Walkthrough
25 © 2011 ANSYS, Inc. March 8, 2012
Workshop 10 – KEP Impact on RC
Goal
• Simulate a KEP (Kinetic Energy
Penetrator) impact on a
reinforced concrete target
Procedure
• Retrieve materials from
Engineering Data
• Load the geometry
• Set‐up reinforcement contact
• Mesh within explicit dynamics
• Run the simulation
Walkthrough
26 © 2011 ANSYS, Inc. March 8, 2012
Workshop 11 ‐ Turbine Blade break
Goal:
Model the breakage of a turbine blade
Procedure:
Import turbine geometry
Start Mechanical
Mesh the geometry
Apply appropriate initial conditions
Solve the problem
View the results
Create animations of the results
Quick Instructions
27 © 2011 ANSYS, Inc. March 8, 2012
Workshop 12 – Circuit Board Drop Test
Goal:
Simulate the bonded/breakable contacts in the drop test simulation of a circuit board
Procedure:
Create an Explicit Dynamics (ANSYS) Analysis System Project
Select the units system and define the material properties
Import, view, and mesh the circuit board geometry
Define analysis settings, boundary condition, and initial condition
Solve and review the results
Walkthrough
28 © 2011 ANSYS, Inc. March 8, 2012