SolidWorks: Swept Boss/Base Command

This blog will show three basic examples of how to use the Swept Boss/Base feature in SolidWorks. There are two main requirements to create a Swept Boss or Base: A closed profile and a path. This first example will show how to create a sweep using a circular profile and an open relatively linear path. Figure 1, below, shows the profile drawn on the front plane and the sweep path drawn on the top plane. It is important to make sure that the starting point of the path lies on the same plane as the profile. Also, notice how the center of the circle profile is centered on the start of my path. This ensures that the sweep will be centered to my profile; however, any location contained inside the profile, including the boundary, can be used to generate a sweep.

 
 
 
 
 
 
 
 
 
 
 
 

Figure 1: Profile and Path

Once your profile and sketch are defined, select the Swept Boss/Base command on the features tab as seen in Figure 2.

Figure 2: Swept Boss/Base Command

The command window will then appear on the left side of the screen. Click on the boxes under the Profile and Path section and select your profile and path sketches as seen in Figure 3. A preview of your sweep will appear to further verify your intended feature.

Figure 3: Command Manager & Execution

The green check mark on the top left of the command manager will execute the command and reveal the finished model as seen in Figure 4.

Figure 4: Example 1 Finished Model

This first example shows the basics of generating a sweep feature. Examples 2 and 3 dive into more complex geometry and some other capabilities of this command. Figure 5 shows the cross profile and the slot-shaped path used for the sweep in Example 2.

Figure 5: Example 2 Profile and Path

Selecting the Swept Boss/Base command and the two sketches above as the profile and path accordingly, Figure 6 shows the initial preview of the sweep. Expanding the options drop down in the command manager, as indicated by the red arrow in Figure 6, SolidWorks allows you to change the orientation of the profile along the sweep by assigning a profile twist. The profile twist can be specified by a twist value, direction vector, or by applying tangency to adjacent faces. In this example, a profile twist value of 720 degrees (also available in radians or revolutions) was set and can be seen in Figure 7.

Figure 6: Example 2 Command Manager and Preview

Figure 7: Assigning a Profile Twist

After hitting the green check, the resulting model from the sweep feature is shown in Figure 8.

Figure 8: Example 3 Model

This final example will cover how to setup and execute a sweep using guide curves. Guide curves in comparison to profile twist allow for a varying profile size along the path of the sweep. Figure 9 shows separate sketches of the square profile, line path, and the additional guide curve drawn on the same plane as the path. Make sure when adding a guide curve to a sweep that the pierce constraint is used to connect the start of the curve to the edge of the profile (see Figure 9). In utilizing guide curves, it is also crucial that profile of the sweep is not fully constrained otherwise the sweep will fail. In this example, the height of square profile is constrained but not the width.

Figure 9: Adding a Guide Curve Sketch

After sketching the profile, path, and guide curve on separate sketches, enter the Swept Boss/Base command manager and add in the profile and path designated in Figure 9 above. Select the guide curve drop down and, in the box, select the guide curve sketch from the feature tree (see Figure 10).  Since the width of the profile is not constrained, it can follow the guide curve as it is swept down the intended path. After executing the command, the resulting model is seen in Figure 11.

Figure 10: Adding a Guide Curve in the Command Manager

Figure 11: Example 3 Model

That’s all for now! You now know the basics of the Swept Boss/Base. If you like the content or have questions, signup for our email list to stay in the loop for solutions or weekly content.

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Virtual Reality: How to Spec a VR Computer

Technology is growing and changing every day in the engineering world. To help keep up with these trends on the virtual reality side of things, having the right equipment is essential. This blog will go through some steps and some things to look out for when it comes to a virtual reality capable computer.

Introduction

With all the computer and laptop options, a single area listing minimum specs to run virtual reality is useful. This blog will hopefully help eliminate some of this confusion and help to test your computer to see that it’s ready to run the virtual reality. We will also show where to find the current specs for the laptop or desktop is used. Last will be some programs that can be downloaded and used to test your system for virtual reality and some computer recommendations based on experience and applications we have used at Perception Engineering.

Recommended Specs

 
 
 
 
 
 
 
 
 
 
 
 

For this blog, we will mainly be comparing the recommended specs for the HTC Vive, HTC Vive Pro, and the Oculus Rift. Both have similar recommended computer specs with some variation. There is some fluctuation in some areas and different hardware/software that can be used and still run virtual reality perfectly fine. These specs are taken from the headset manufacturers’ websites.

Figure 1: Recommended Specs

Below will be the listed links to these websites. Many of these websites will also include a separate list of the minimum requirements and some replacements to their recommended lists. These specs are provided to aid in providing the most optimal performance without going overkill and searching for the top-of-the-line components that are potentially unnecessary for the given application.

How to Identify Current Computer Specs

Now that the information on what is recommended has been provided, how can the current computer be used to find it’s specs? There are a couple of different ways to find this information, but for this blog, we will stick to one. First, for the USB and video output, the best way to find this information is to locate the manufacture website where they’ll have this laid out. If the computer is custom built, wherever the component was bought from will have all the necessary information either on the website or on the box it came in. The processor, graphics, memory, and operating system can be located using the computers search option. The first thing to do is to utilize the

search option and search ‘Run’.

Figure 2: Searching Run

Once that app has been selected, the app will open, and it will prompt for information to be inputted. This will search for the specific information that has been entered and open the dialog box used to find the computer specs. Enter in ‘dxdiag’ and select OK.

Figure 3: DxDiag Search

The computer will now open the DirectX Diagnostic Tool and have all the information, except the USB and video output options, displayed in the window. Some of the information, such as the graphics card, will be listed on other pages. Comparing specs to the recommended specs supplied above can now be achieved and the ability to decide whether to upgrade individual components or computers as a whole can be decided.

Figure 4: Computer Specs

Software Testing

With all the computer specs lining up with the recommended specs from the company to the respective headset, there are some more tests that can be done to help ensure optimal performance and see areas that may need improvement. These tests are done through Steam. For those who may not know, Steam is an entertainment platform that is leading the way with virtual reality information, tests, and games. For our application, Steam has been essential for viewing CAD files in SolidWorks. Download, install and make a Steam account to be able to use this platform for testing the computer’s capability with virtual reality. Once all this is completed, the next step is to search the store and type ‘SteamVR Performance Test’. This is a free performance test provided by the company Valve. Download this test and run it.

Figure 5: SteamVR Performance Test

The software will run for a couple of minutes doing multiple tests including running some higher quality graphics while it monitors the number of frames tested, percentage of frames that drop below 90 fps, and the average quality. In the system specs area, it will highlight the OS, GPU, or CPU green, red, or yellow. Green being ready for virtual reality, yellow for it is capable, but it could be upgraded, or red for it not being ready. At the bottom of the results window, there is the option to show details and it will provide information from the test.

Figure 6: SteamVR Performance Test Results

Virtual Reality at Perception Engineering

Here at Perception Engineering, we have been implementing virtual reality with some of our CAD designs and experimenting first hand some of the benefits of this technology. We have run our virtual reality software on two different laptops and haven’t faced too many issues. The main issue has been with the size of some of the CAD files we have tested. With some upgraded components to the computers, these issues will be eliminated. The previous laptop we had been using for virtual reality was an MSI GT72 Dominator Pro. This laptop has been able to handle what has been required from our virtual reality needs. Our current laptop that we’ve switched to is an Eluktronics P650 laptop. This has been able to keep up with some of our larger files with no issues graphically with very limited to no lag problems with certain files.

Figure 7: Current VR Laptops at Perception Engineering

That’s all for now! If you like the content or have questions, signup for our email list to stay in the loop for solutions or weekly content.

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Advanced Manufacturing Expo – Cleveland

Advanced Design & Manufacturing Expo

Have you ever looked for opportunities to place yourself in an environment where you could feel that you were surrounded by the best and brightest? A place where every conversation led to new thoughts and concepts that you had never explored before? Well I found a place like this during my recent trip to the Advance Manufacturing Expo.

The Advanced Design and Manufacturing Expo or ADM takes place in Cleveland Ohio and is a comprehensive event that showcases the latest technological advancements in robotics, automation, plastics, and design engineering. This year was the second year that the event has taken place and the first year that I was able to attend. It was about a five hour drive from Perception Engineering’s Allendale office and a perfect opportunity to take advantage of some of the brightest companies coming together in one place.

With over 250 suppliers, 2,600 attendees and 30 hours of educational courses, there was more than enough going on at this event to keep busy for the two full days that I attended. There were multiple breakout sessions that an attendee could choose from in addition to specific training tracks. New to this year’s event was a specific focus on 3D Printing and Smart Manufacturing. The breakout sessions had different formats some of which were panel discussions with crowd interactions and others were more formal with limited time for Q&A. The sessions that I enjoyed the most were the panel discussions that allotted for plenty of opportunity to dive deep into the specified topics. All the sessions were specific and had presenters that were trained and built their business around the topics they were presenting. The sessions that I attended were:

1) Capitalizing on the Changing Dynamics of 3D Printing

2) Getting the Best ROI from Your Smart Manufacturing Systems

3) Applying Machine Learning in Smart Manufacturing a IIoT Applications

4) Augmented and Virtual Reality Applications for Product Design

5) Building the Future One Layer at a Time

6) Turing Big Data from Sensors and IIoT Networked Devices into Strategic Information

7) Best Practices for Predictive Maintenance in Manufacturing

8) New Collar Job Training for the Digital Age

9) How to Optimize Packaging Design to Increase Manufacturing Efficiency

After each session I walked out with over a page of notes regarding tech and topics that I wanted to continue research on. This amount of data and access to industries experts alone would have made it worth the trip. However, in addition to the break out sessions, there was an expo floor to walk between sessions. Many of the exhibitors throughout the expo were showing off direct hands on and physical examples of the technology that was discussed and presented in the breakout sessions. Throughout the two days I spent hours in detailed discussion specifically around the topics of the future of design, virtual reality and 3D printing.

I will be on the lookout for future opportunities like this and will be encouraging the entire team at Perception Engineering to do the same. Always strive for learning and placing yourself among others that can help make you better at what you do. Hope that you enjoyed this quick summary of the event, if there are any specific questions I can answer please connect with me on LinkedIn (link below). Also, check out some video from the event which is also posted below.

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Virtual Reality: HTC Vive Setup Through SteamVR

HTC Vive Setup Through SteamVR

In this blog, we will be going through the steps to get the HTC Vive ready for use with a walkthrough of SteamVR. We will also hit some requirements on the recommended computer side of things and some issues during the setup and how to identify the problem.

Virtual Reality Setup

Setting up virtual reality for a PC can be a quick and easy process if done correctly. For this guide, we will be walking through setting up the HTC Vive. We will be touching on some items that are required before the setup process can begin, the actual process through Steam, and some issues that can occur and how to correct them.

Required Items

Apart from the VR headset itself, there are a couple of items that are needed in order to jump into the virtual world. The biggest of them all is a computer that can meet the minimum requirements set in place by the headset companies. Many of these specs will be listed on their websites. Below, I will list the recommended computer specs to run the HTC Vive.

*Processor: Intel Core i5-4590 or AMD FX 8350, equivalent or better

*Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480, equivalent or better

*Memory: 4 GB RAM or more

*Video Output: 1x HDMI .14 port, or Display Port 1.2 or newer

*USB: 1x USB 2.0 port or newer

*Operating System: Windows 7 SP1, Windows 8.1 or later or Windows 10

 
 
 
 
 
 
 
 
 
 
 
 

Figure 1: Unboxed HTC Vive Set

Hitting these recommended computer specs is a large portion of having the virtual reality headset run properly and ensuring good performance. This can be a little costly, from around ~$700 to ~$4,150 for prebuilt PCs, but it is worth it if you want an optimal VR experience.

Another item required is space! This is something that can be overlooked and ignored but can make all the difference. There is always the potential of bumping or running into objects around the house or office. This can lead to tripping or damaging house or office items which is never a good thing! The controllers are fairly durable, but after extended bumping and hitting of things, they may become damaged and potentially fail to work.

Setting up Through Steam

Steam is one of the only ways to allow the computer to recognize and run an HTC Vive headset. This software is very well known as a gaming platform but has in the past couple years become the go-to service for anything VR. Before setting up through Steam, the base station should be placed in order to track both the headset and controllers. It is recommended that they’re mounted above the user’s head and placed in opposite corners of the area being used while being no further than 16.4 feet apart. Next is going through Steam VR. This setup process is very well done, easy to follow, and descriptive to ensure no issues. When you first plug in your HTC Vive, the SteamVR setup will automatically start up. The first option that comes up is whether the user would like to setup for room scale or standing room

Figure 2: Welcome to Room Setup!

only. Room scale allows for the user to walk around in a selected space while standing only is used if there isn’t much area to use VR or if the user would like to sit. For this blog, we will be using room scale. Next, space needs to be created to minimize the potential of tripping and bumping into things. From there, the controllers will need to be turned on and placed with the headset in an area that can be seen by both tracking stations.

Figure 3: Establishing Tracking

Once the controllers can be seen by both base stations, the next step is to grab a controller, stand in the middle of the play area, and point the controller at the computer monitor while holding down the trigger on the back.

Figure 4: Locating your Monitor

The next step is the easiest step of all: locating the floor by placing both controllers on the ground and selecting the calibrate floor option in SteamVR.

Figure 5: Locating the Floor

The final step in the setup process is measuring the space of the area being used while in VR. Luckily, there are no worries about having to grab a tape measure and inputting numbers into the computer. SteamVR allows the user to use a controller to walk around the play area and the software will track the path and create a real-time image of what has been tracked! One potential issue here is not mapping out enough play area. The software will give an error to go back through and remeasure until the appropriate amount of space has been created.

Figure 6: Trace your Space

The setup process is now complete! The HTC Vive is ready to be used for whatever application the user wishes. Now anytime the HTC Vive is disconnected, or the computer is turned off, SteamVR will remember and retain all of the information from the initial setup process. So, for most applications, it is just plugged and play to enter the virtual world!

Figure 7: Setup Complete

Troubleshooting

With the setup process all laid out, there are some potential issues that may arise. One issue, for example, is during the measuring out of the play area. If enough area isn’t mapped out, the software will give an error of a red play area and prompt the user to go back through and remeasure until the appropriate amount of space has been created. If enough area can’t be created, it is recommended to start over and select the standing only option.

Figure 8: Error Mapping User Area

Another potential issue is during the establish tracking section. You will not be able to progress to the next section if either the headset or controllers are not highlighted green in the Steam window. There may be a couple reasons why these items aren’t green. One reason may be because the controllers are not turned on. This is fixed by turning on the controllers or charging them if they’re dead and doing the set-up process at a different time. Another reason for this could be the base stations can’t see each other and therefore can’t track the headset or controllers. This can be fixed by adjusting the base stations to see each other and see the play area.

Thanks for tuning in this week’s blog! Have you subscribed yet? Stay up to date with the latest virtual reality content and modeling techniques. 

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SolidWorks: Online Licensing Troubleshooting

Troubleshooting SolidWorks Online Licensing

New to SolidWorks 2018, Online Licensing offers users the flexibility of accessing SolidWorks licenses through online MySolidWorks profiles. An administrative portal on MySolidWorks gives designated users the ability to assign seats of SolidWorks to members of their team. While this option is a huge step forward, in comparison to machine activation/deactivation using the modify install, implementation of online licensing companywide has uncovered many issues that have yet to be solved by SolidWorks upon their first release. This blog will hopefully ease a headache when running into errors, while trying to convert workstations over to online licensing for daily use. For help with using the administrative portal, switching serial numbers to online licensing, and for general procedural directions using online profiles in SolidWorks please reference the link at the end of this blog.

Activation issues

After following the procedure to make the switch from machine to online activation in the administrative portal on MySolidWorks, SolidWorks will require two startups before recognizing that online licensing is attached to the serial number. The first startup, after going through the standard machine activation wizard, should bring up the prompt seen in Figure 1 and the second should bring up the login screen seen in Figure 2. In this process, a bit in the SolidWorks registry is being toggled which controls the licensing type. We have run into issues where SolidWorks gets stuck on machine activation and continues to launch the activation wizard as opposed to the login screen. In this case, the SolidWorks registry will need to be manually toggled to online activation. The steps below will show how to carry out this process.

Figure 1: Serial Number Set to Online Licensing Error

Figure 2: SolidWorks Login Screen

Manually setting online licensing in the data registry

1.       Launch the redgit.exe by either searching it in the search dialog (older operating systems) or using the RUN command and typing regedit in the open bar (Windows 10)

Figure 3: Run Command

2.       Expand the HKEY_CURRENT_USER and continue to expand Software -> SolidWorks -> Licenses  -> Online

Figure 4: Registry Editor Online Licensing

3.       Double click on SOLIDWORKS to set the bit from 0 to 1. The set bits in this registry mean that online licensing is enabled for that specific program.

4.       Re-open SolidWorks and verify that the login screen appears instead of the activation wizard.

Login Issues

When someone logs into a profile that is already being used by another station the message shown in Figure 5 should appear. This message should indicate which computer that the profile is currently being used on and provide the option to force them off.

Figure 5: In Use Profile Message

If yes is selected the other user typically has a few minutes before a message appears which prompts them to save before booting them off; however, if for some reason this message doesn’t appear and instead the error message below does (see Figure 6), then follow the below procedure to delete FLEXnet files and fix this issue.

Figure 6: License Limit Exceeded

Deleting FLEXnet files

1.       Go to your C: Drive in your file explorer and select your View tab and then Options on the top right

Figure 7: C:Drive & Options

2.       Navigate to the View tab in the folder options pop up and select the Show hidden file, folders, and drives bubble

Figure 8: Show Hidden Files

3.       Press okay and select the hidden ProgramData folder that now appears on your C-Drive.  In that folder then select the FLEXnet folder.

Figure 9: FLEXnet Data & SW_D Files

4.       Remove all files that have an SW_D prefix. If any of these files fail to delete, you will need to open task manager and end any SW tasks (some may even be running in the background processes) until it lets you do so.

Logout Issues

The logout/login process has been the most difficult to work with especially with multiple users and workstations. The process of logging out, as seen in Figure 10, has one major flaw being that it is difficult to achieve without physically being in SolidWorks. If you exit out of SolidWorks without logging out (or someone boots you off), SolidWorks automatically retains your login information upon opening (i.e. no login portal). Some issues that the profile retention can cause is, one, accidentally retaining a profile that no longer has a seat of SolidWorks, which brings up the error message seen in Figure 11, and two not wanting to boot someone off who is in the middle of a project with that profile. Before learning the procedure seen below, which walks through manually deleting the login file, we tried using both the modify install login and resetting the SolidWorks registry which both were ineffective. The solution provided is the best option to clear the current profile and bring up the login screen upon re-opening SolidWorks.

Figure 10: Logout Profile in SolidWorks

Figure 11: No License Assigned to Profile Error

Manually Deleting Retained Profile Information from SolidWorks

1.       Navigate to your C:Drive and select Users -> [User Name] -> AppData -> Local ->SolidWorks -> Credentials (note: AppData is a hidden folder, go to options and the view tab as seen in the previous example to show hidden folders)

Figure 12: App Data Hidden Folder

Figure 13: UD File

2.       Delete the ‘ud.xml’ file 

3.       Open SolidWorks and verify that the login screen appears; hence, the profile is no longer retained

Resource for Setting up Online Licensing

https://www.cati.com/blog/2018/04/solidworks-2018-admin-portal-online-licensing/

I hope this blog helps with the integration of online licensing for your company needs. We look forward to a new release from SolidWorks in hopes that some of these issues are resolved, but, for the time being, feel free to try out these troubleshooting tips.

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Visualize: Photo Quality Renders

Photo Quality Renders with SolidWorks Visualize

Imagine being able to produce photo quality renders in just minutes without the cost of creating the item in the real world! This blog will introduce you to the powerful, fast world of SolidWorks Visualize and some of the capabilities of the software.

Visualize Introduction

SolidWorks Visualize is a rendering software that was introduced a couple of years ago to users as one of the first standalone software tools to create realistic renders through SolidWorks. Visualize is well known in the industry for the quality renders it’s able to create.

How to Create a New Project

SolidWorks has made creating projects in Visualize very simple from the import process to saving off a final render. One of the first screens that will appear will have tabs set up to view recently worked on projects, some provided sample projects, and recent documents opened within SolidWorks. For creating a new project, it’s as simple as selecting the New Project option highlighted in yellow in Figure 1 below.

Figure 1: Initial Interface

The next step to reaching a photo quality render is to import the desired file with the model to be worked on. Visualize allows the import of many different file types into a new project from SolidWorks files to SketchUp files and 18 others! There are two different ways to import a file into Visualize. The first is to go through the File tab in the top left corner of the screen and select Import from the dropdown list (the same as hitting Ctrl+I). The second way to import a file is to grab it from the folder it is currently in and drag and drop it into the Visualize interface.

Figure 2: Importing Files

After the selected file has been imported into Visualize, an import settings window will appear and allow the user to define what happens to the imported file. These options will vary from person to person as to how they want the file imported. It depends on the size of the imported file, how many components there are in an assembly, and things of that nature. There is also the ability to deselect some of the import setting tabs if none of this information is needed for the final render.

Figure 3: Import Settings

Now, we will describe each tab with a basic overview of what each is trying to accomplish.

  • Geometry – the focus of this tab is to decide how the imported files will act. You can choose to have the entire imported file change colors/position at once, or it can be refined to allow each individual component of an assembly gets its own color or to move independently from the rest.

  • Appearance – source model appearances can carry over from the original file if desired. There is also the option to locate the missing textures and to add specified paths for textures.

  • Cameras – any saved camera views from the original SolidWorks CAD file can be carried over from the SolidWorks software as well as animated cameras from FBX file formats.

  • Scene – this tab allows to either enable or disable imported environments or backplates from the SolidWorks file.

  • Decals – this tab allows for the option to import decals from the original SolidWorks CAD file.

Adding Colors to the Model

Once everything has been imported into Visualize, there is now the part where creativity takes over! There are many options as far as what sort of color that can be added to the model, from basic, flat colors to more complex appearances such as a soap bubble appearance to heat treated titanium. One thing to notice is up in the top-right corner there are two tabs: one saying local and the other saying cloud. The local appearance tab is full of appearances that are that are included with the downloaded software. There are still many options for appearances that can be used with this. The cloud appearance tab allows the user the ability to select any appearance or color from the full online library as well as the local appearances. The cloud appearance tab is where many of the more unique options will be located.

Figure 4: Appearances

SolidWorks has made the process of adding colors to the model very simple and easy to do. Once the desired appearance has been located from the palette, all that is needed is to click and drag the appearance to the specific part of the model to apply that specific color. If the chosen appearance isn’t quite correct, there is also the option to adjust and refine them to get the exact desired color. There is an included color picker to select a color from anything on the screen. Also included are sliders to manually go through and slide through all the colors. If the custom created color is something that can be used for other projects, there is the option to save it in a user-specified folder for use later. This is done by selecting the ‘Export’ option in the top-right corner and selecting ‘Save Appearance’.

Figure 5: Custom Appearances

Creating the Final Render

With all the appearances applied and the model all squared away, the final render can now be created to show-off the photorealistic renders. This can be done by selecting the output tools tab at the top-center of the screen.

Figure 6: Output Tool for Final Render

There are many different options to create the final render such as choosing the size of the end photo, the resolution, and whether the software will use the CPU, GPU, or a hybrid of the two. First, select the file name and then map which folder the final render will be saved in. Next is choosing the image format. There are things like if the file is to be saved as JPEG, a BMP, or something like a PNG. No matter which option is selected for the size, the software will scale the photo simultaneously to prevent the size from being too wide or too tall and thus preventing the final render from being out of proportion. Right below size is the resolution option, which determines how many pixels there will be per inch or per centimeter depending on which option is selected. One general rule here is the higher the resolution, the smoother the image will be in the end. Finally, the last options to be adjusted are the render settings. The renderer selection gives three options to how the final render will appear; preview being the lowest quality, fast being a little better than the preview, but not the best, and accurate which will yield the best results. Render mode will only appear if the accurate mode is selected. Render mode allows the user to choose whether they want to set a certain number of passes with the quality option or if they want to set a time limit.  For the quality option, however, many passes that are inserted, the software will continually do a render pass no matter how long the time until that final number is reached. The time limit allows the user to set a certain amount of time and when the time is hit, the render will stop no matter the quality at that time.

Figure7: Output Tools

Summary

With all this being said, you now have the tools and basic abilities to create these high-quality photos for marketing your product, helping pitch your design, and just creating cool photos to show friends and coworkers. It may take some time to get everything dialed in to show exactly what is intended, but with time these renders can be created quicker and better than before.

Figure 8: Final Render

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SolidWorks: Displaying and Deleting Relations

Displaying and Deleting Relations

Dimensions are used to define the geometry of sketches or some feature commands. The key purpose of dimensions within the modeling phase of a project is to fully define the part. Relations within the sketching phase do the same thing as dimensions,, without all the hassle of clicking each individual line. SolidWorks at times will include relations automatically if the sketch was done properly. Continue reading on for a How to on display and deleting these relations.

Displaying Relations

Adding relations to a sketch will add a level of constraint to the line or geometry selected and it cannot break or change unless the relation is deleted. In other words, relations override dimensions and will always stay true to the relation until deleted. In the initial stages of creating a sketch, relations will appear in two forms: yellow and white. The white box that appears when adding geometry acts as a reference relation; however, does not add the relation. The yellow box means the relation will be added to the sketch and will be defined with the given relation.  

Figure 1: Reference vs Defined Relation

Viewing the relations of a single line or point can be done by clicking on the desired line or point. To the left of Figure 2, the properties manager of the SolidWorks interface which will show existing relations, parameters and give the ability to add relations. In addition to the property manager, the selected geometry will display the relation as well.

Figure 2: Relation Properties

Moving forward to showing the basics of relations within SolidWorks, adding the relations is just as simple as displaying the relation. To make the line shown in Figure 2 vertical without adding a dimension can be done by selecting the line and clicking the vertical icon either in the property manager or the initial pop-up when first selecting the line.

Figure 3: Adding Relations

Enabling the vertical relation will turn the line that was once on an angle to straight up and down; plus, the line will now be defined in the vertical direction.

Figure 4: Relations vs Dimensions

Adding relations can save time and space within the modeling interface by not cluttering the screen with excessive dimensions. Another reason relations are favored more than dimensions is the ease of mobility. Having sketches linked to one another will ensure lines are colinear with each other and equal.

Figure 5: Sketch Relations

To view all the relations in a sketch, select the Display/Delete Relations Icon in the sketch tab in the SolidWorks Command Manager.

Figure 6: Display/Delete Relations Icon

Delete Relations

There are two ways to delete relations within SolidWorks; within the properties manager or on the line itself. Select either the relation box on the sketch or the existing relations name on the properties tab and hit the delete key to delete the relation.

Figure 7: Deleting Relations

Relations to Surfaces

Often, Extruded Cuts, Hole Wizard, or Extruded Boss/Bass among other features are used in relation to the edges of surfaces. The key modeled below will need a circle cut out of the metal for the key ring to go through. Using relations will ensure the circle cut will be centered and in the correct location even after dimensions are changes.

Figure 8: Hole Relations

To select multiple lines, midpoints, or intersections the “shift” key will need to be held when making each selection. Upon selection all the desired points to add relations too, the relations pop-up will appear to define the desired relation.

Figure 9: Fully defined Hole

The hole above is now fully defined in relation to existing surfaces, and when the surfaces move the hole will move in relation to the surfaces. Changing dimensions is a common thing in the engineering industry so have the least number of dimensions can help save time in the long run along with having a clean interface.

Figure 10: Changing Dimensions

Reasons to Add Relations

Relations save time with complicated models, the more dimensions a model means the more challenging it will be to change dimensions and features. The relations will stay true with dimensional changes as seen with the hole above. Modeling with relations over dimensions will take some practice, but over time, they will become second nature and aid in design efficacy and less opportunity for mistakes. Having to change one dimension and the whole model will change in relation is much easier and faster than having to change multiple dimensions.

Glad we could help! Thanks for reading Perception Engineering’s blog. If you have modeling questions or need aid in your projects, our engineering team may be able to help. Have you signed up for our weekly blog postings?

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SolidWorks: Pattern Driven Components

Pattern Driven Components

Some of the most time-consuming work that can be done in SolidWorks is inputting multiple purchased components into an assembly. With all the individual components come individual mates that need to be placed on each component to fully constrain them to the assembly. However, this blog will teach you about the Pattern Driven Components command in assembly’s that will allow one component and its mates to be copied and placed into all holes/features that are the same!

Getting started

The Pattern Driven Component command is only found inside of an assembly file. On the toolbar click on the assembly tab, scroll over to the linear components pattern command and click the down arrow, on that drop-down menu will be the Pattern Driven Component command, as seen in Figure 1.

Figure 1: Command Location

An important thing to note is that the Pattern Driven Component command will only work with features created by the Hole Wizard command. If you are unfamiliar with the Hole Wizard command check out the Hole Wizard blog post!

The Correct Features

For this blog, a block containing 8 holes all the same size will be used as seen in Figure 2. For this example, the holes are threaded and are in Metric units, however, the features can be of any type as long as they are created with the Hole Wizard command. Also, the holes do not need to be in line with each other or even on the same face! The holes may be placed in whatever orientation is necessary.

Figure 2: Example Block

Selecting Your Components

Any component can be used and patterned with the command if it has mate relations to the previously created Hole Wizard hole features. A washer and socket head cap screw will be used in this example. These components were chosen from McMaster.com in accordance to the size of the holes created.

Fully Constraining Components

The first component to be placed into the assembly will be the Base Block with the eight holes in it. It is placed on the origin and fully fixed into place. Second into the assembly will be the flat washer that was chosen. It is placed into the assembly and one if its flat faces are mated coincidently with the top face of the block as seen in Figure 3.

Figure 3: First Washer Mate

 A coincentric mate is then placed between the washer’s center hole and one hole in the block, this can be any of the holes on the part, at this time a locking mate is also checked to stop the washer from rotating as seen in Figure 4. The washer is now fully constrained to the face of the base block.

Figure 4: Washer fully constrained

First Pattern

Now that the washer is fully constrained and in the correct place, the Pattern Driven Component command can be used. Click on the command to open up its feature manager panel. The first box asks for the component to a pattern, this is the component that was just mated to the face and feature, in this case, it is the washer. The second box asks for the driving feature or component. This is any of the hole features that you want the component to be constrained to. These are shown in Figure 5.

Figure 5: Pattern Driven Component command manager

There is also a box labeled Instances to Skip. By clicking on this box then selecting some of the hole features you can leave them out of the components to be patterned. If the selected seed Position button is clicked, small purple dots will show up on the center of the hole features. If a new seed position is selected the pattern will form in the formation from that seed point, however, it will still be originated from the component that was selected. This is shown in Figure 6.

Figure 6: Seed Component position

Adding more components

Adding in additional components to be patterned is done simply by following the same steps as before. Now a socket head cap screw will be added to this assembly and patterned. Input a new component and fully constrain it to the hole feature. In this case, the screw is given a concentric mate to the hole and the rotation is locked. The shoulder of the screw or the under face is made coincident to the top face of the washer. The screw is now fully constrained in the assembly. The mates are shown in Figure 7.

Figure 7: Screw mates

The same steps are followed as the washer to pattern it across the holes. The screw is chosen as the component and one of the holes is picked for the driving fixture. Click the green check mark to finish the pattern. The final outcome is shown in Figure 8. Another way that the Pattern Driven Component command can be done is by adding both parts onto the same hole and fully constraining them. After doing this it is possible to pattern both components at the same time to all hole features.

Figure 8: Final Outcome

Why use it?

The Pattern Driven Component command is one of the more powerful ones to use, if done correctly, it can save large amounts of time. Not only are the components patterned into all the holes, but the mates of the original component are patterned as well, giving all components full constraints. There is no doubt that this command is used every day in the industry to add in hundreds of components to assemblies whereas it would take hours to put them in one at a time!

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SolidWorks: Convert/Offset Entities

Convert/Offset Entities

Creating sketches on an existing surface is as simple as a one-two click within the SolidWorks interface, but the team here at Perception Engineering sometimes needs to create sketches based off surfaces and in other cases sketches based off sketches. To do this the sketch commands Convert Entities and Offset Entities are used on a consistent basis. Continue reading to learn the commands Convert/Offset Entities within SolidWorks.

*Introduction to Convert Entities

*Introduction to Offset Entities

Convert Entities

The initial steps to create a sketch based on a surface features are the exact same as creating a basic sketch. Read the How to create Sketches blog to learn how to create the initial sketches. The Convert Entities sketch feature creates a sketch derived from a surface.

Figure 1: Surface Sketch

After selecting the surface click on the Sketch Icon to start a sketch on the surface plane. Next select Convert Entities Icon on the Command Manager to create geometry on the outside edges of the selected surface. This will display in black lines as a result of the sketch becoming fully defined.

Figure 2: Convert Entities Tool

To copy the three inner circles, we will follow the same steps. Within the sketch, again select the Convert Entities Icon and select the geometry that you wish to copy. The selected edges will display in the feature manager on the left-hand side of the screen. Once all the desired edges are selected click the green check mark. That’s it! The Convert Entities feature is simple but an effective tool when working with tedious models that have a lot of detail.

Figure 3: Convert Entities Edges

The Offset Entities will be the next focus. This sketch tool is used a lot here at Perception Engineering as it allows for fewer dimensions to be used and fewer clicks of the mouse. We believe fewer clicks of the mouse or buttons will save a large amount of time; however, always ensure the final product is quality over efficiency. Just because fewer mouse clicks are used, this does not mean that in the long run, time will be saved. You always need to keep the final design intent in mind, only using Convert/Offset Entities in areas where it will not cause more work down the line.

Located next to the Convert Entities tab, the Offset Entities does exactly as it sounds, it takes an existing sketch and offsets it to the specified dimension. Once the Parameters are set and all the selected edges are identified, the offset entities will be outlined in yellow and if everything looks correct, click the green checkmark. 

Figure 4: Offset Entities

The red arrow in Figure 4 is the Reverse Direction checkbox, this will switch the direction of the offset. The other checkboxes at the bottom shown with the larger arrow will turn the offsets into construction lines.

The feature now has all the desired lines intended for the next step. The original Offset Entities circles have been modified to have the bottoms cut off; notice the .125” dimension on the top circle, the Offset Entities tool added that dimension which is fully defined. In addition, the outside edges have been turned to construction lines. The other dimensions, .127” and .555”, have been added to fully define the bottom of the circle.

Figure 5: Final Modifications

To finish off the model, the created sketches have been Extruded to represent something similar to a Stop Light.

Figure 6: Stop Light

That’s all for now! You now know how to use the sketch tool Convert Entities and Offset Entities. If you like the content or have questions signup for our email list to fill out a contact card or to receive our weekly blog.

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SolidWorks: Cut-Extrude Basics

In this blog, we will be discovering the Extruded Cut feature within SolidWorks. This is a handy feature to aid in material removal of a 3D model using 2D sketches. We will be taking a deeper dive into the terminology, as well as how to access the feature from different menus.

Extruded Cut

Using the Extruded Boss/Base model created in the Extruded Boss/Base blog, we will modify the 3D block to include a circle feature by removing material. The Extruded Cut feature can be found on the features tab in the Command Manager interface as shown in Figure 1.

Figure 1: Extruded Cut Feature

You can also go to the toolbar and click Insert -> Cut -> Extrude to pull up the Cut-Extrude Feature menu as well.

Figure 2: Insert Cut Extrude

Once the Extrude menu appears on the left-hand side of your screen, it will prompt you to select a plane or sketch that will be used to create the 3D model feature.

Figure 3: Selecting a Sketch/Plane

Select the desired 2D sketch from the feature tree by clicking on the sketch name as shown.

Figure 4: Selecting a Sketch

The Cut-Extrude feature will then project the desired shape of cut based on the selected sketch.

Figure 5: Extrude Cut Preview

The Cut-Extrude feature button will prompt you to set parameters in the menu shown in Figure 6.

Figure 6: Extrude-Cut Feature Menu

From

Under the “From” header there is a drop-down list containing a variety of options of where to start the Cut-Extrude from.

Figure 7: From Dropdown Menu

The “From” options mean as follows:

  • Sketch Plane: The plane in which the sketch was created

  • Surface/Face/Plane: A different surface/face/plane than which the sketch was created

  • Vertex: A point

  • Offset: An offset distance from the original sketch plane.

The most common is Sketch Plane, and that is what will be used for this tutorial.

Direction 1

Under the “Direction 1” header there is a drop-down list containing a list of options for the distance you wish to cut.

Figure 8: Direction 1 Dropdown Menu

The “Direction 1” options mean as follows:

  • Blind: A specified distance

  • Through All: Through the entire part in one direction, normal to the sketch plane

  • Through All – Both: Through the entire part in two directions, normal to the sketch plane

  • Up To Next: Up to the next surface of the part

  • Up to Vertex: Up to a point/vertex

  • Up To Surface: Up to a surface/plane/face

  • Offset From Surface: A specified distance away from a surface/place/face

  • Up to Body: Up to a body within the model

  • Mid Plane: A specified total distance in both directions, normal to the sketch plane

“Blind” and “Through All” are the basic and most common directions selected when using the Cut- Extrude feature. You can also toggle the direction of the cut to reverse direction by clicking the double arrowed icon as shown in Figure 9.

Figure 9: Reverse Direction Icon

Depth

Within the depth box is where the desired length or “depth” of the Cut-Extrude will be entered.

Figure 10: Depth Thickness Parameters

Direction 2

There is another heading called “Direction 2” that has the same capabilities as Direction 1, but this will be in the opposite direction, normal to the sketch plane. To choose Direction 2 feature, select the check box next to the heading “Direction 2”.

Figure 11: Direction 2 Icon

Once the Cut-Extrude parameters are finalized, click the green check mark in either the upper left or right-hand corners, to create the feature.

Figure 12: Cut-Extrude Finalization

 

Once you select the green check mark, the extrude cut feature should appear within the feature tree, and the material should be removed from the part.

Figure 13: Cut-Extrude

 

The Cut-Extrude feature is a very useful tool. In the manufacturing world, it can be a common practice to start with stock material (i.e. a standard plate size) and proceed to use the Cut-Extrude tool to remove material as if you would during the machining phase.

That’s all for now! You now know the basics to create a Cut-Extrude. This is the start of editing Solid 3D models with the geometry defined in sketches. If you like the content or have questions, signup for our email list to stay in the loop for solutions or weekly content. Cheers!

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