Curvy Stuff 301

Discussion in 'SolidWorks' started by Edward T Eaton, Feb 27, 2005.

  1. www.dimontegroup.com under tutorials.
    Please try to download outside of business hours (8-5 Central time, US)

    The thrust of this one is less of a 'how-to' and more of a 'how can I police
    myself and use CAD without having it influence my design'. I was nervous
    about it, but I got the reviews back from the session evaluation forms and
    it looks like the point got communicated and was appreciated.



    Example:

    I have interacted with Industrial Designers who would not allow their
    'vision' or 'creativity' to be compromised by manufacturing constraints...
    "I don't see why we can't get away with an undercut here"."well, I guess you
    have to redesign the circuit board to run cooler'."I guess you'll just have
    to pull zero draft there".and the perennial favorite: "how about a
    collapsing core...." These are the guys who make it hard to work in my
    field because, after dealing with memorable prima-donnas, folks in industry
    assume that all Industrial Designers are like that.



    What is really ironic is that, though these Industrial Designers will not
    compromise their 'vision' because of manufacturing constraints, they will
    change direction on their designs if they can't figure out how to model the
    shape in CAD.

    Why does this bulge out here? 'Oh, I just couldn't model the leaner shape
    without problems so this was the best I could get"

    Why does it get thin and elongated? -"oh that is just what happens when you
    flex a part."



    That is f***ed up.

    They won't change for constraints of the real world, but they cave-in to
    constraints of the virtual one. The more I think about it, the more I hate
    them for it.

    I see it all the time - CAD-centric design is compromising design - or more
    accurately, CAD-'feature'-centric design. I try to show that
    'product-centric' design, literally forgetting the features while working
    through how to construct your product, actually makes the modeling go more
    smoothly.



    After all, product are what pays eveyone's salaries. A product does not
    care how it was modeled, nor does it care about the features that were used
    to model it.



    And that is the core of this session - not allowing CAD to do any designing
    for you. You are smart, CAD is stupid, so lets let the smart party get back
    in control



    Best regards,

    Ed
     
    Edward T Eaton, Feb 27, 2005
    #1
  2. Thanks, Ed. You're a prince!


    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Feb 27, 2005
    #2
  3. Edward T Eaton

    Cliff Guest

    Nice rant <G>.
     
    Cliff, Feb 27, 2005
    #3
  4. Edward T Eaton

    grantmi1 Guest

    Couldn't agree more!
     
    grantmi1, Feb 27, 2005
    #4
  5. Edward T Eaton

    cschultz Guest

    Amen brotha!
     
    cschultz, Feb 28, 2005
    #5
  6. Edward T Eaton

    Dave Guest

    I couldn't agree more. Being the guy near the end, I am forced on a
    daily basis to take solid models from designers who are designing
    machined parts they expect us to manufacture from sheet metal. They
    absolutely refuse to learn sheet metal design because "It doesn't work
    in sheet metal" or "it's easier to just let you figure it out". There
    is a reason for that: It can't be made from sheet metal as designed and
    the design needs to be modified.

    Unfortunately, by the time I get the order, it has been designed,
    checked, approved and fully documented. Frequently the changes that are
    required for me to manufacture the part warrant a major revision. Aside
    from reflecting badly on the designer, the documentation bottleneck
    results in a delay that can turn a decent lead time into a burning
    crisis by the time all issues are resolved.

    There are a few tricks to sheet metal, but they are really quite
    simple. Too bad they can't be troubled to learn a process which would
    result in better design, fewer problems requiring revisions and quicker
    turns.


    Dave
     
    Dave, Feb 28, 2005
    #6
  7. Edward T Eaton

    Dave Guest

    The direct answer would be: Use the sheet metal tools in SolidWorks.
    Using these tools will insure that you are designing a part that can be
    flattened. Aside from that, the only real issue is in using a realistic
    inside bend radius when designing the part and leaving that radius
    loose enough in tolerance (+/- .030") that the manufacturer can tweak
    it to fit what their tooling will actually generate.

    The trick of course is in learning the tools. This group is a good
    resource and there are users of this group who have some great web
    sites which give good info on sheet metal design using the tools
    available.

    I would say the best way to learn is to see what others have done, use
    the tools, seek answers when features fail and ask questions if you
    can't find the answers. Chances are better than good that someone in
    this group has been down the same road you're traveling and can make
    your life easier.

    Dave

    http://www.speff.com
     
    Dave, Feb 28, 2005
    #7
  8. Edward T Eaton

    Ant. Guest

    Ed,

    Your presentations are always intriguing and provocative, and very
    welcome, thanks!

    We have been thinking a lot about the role Solidworks should take in
    our new product development. We are fortunate that our 'stylists' are
    also skilled at surfacing in Alias, so many of the ugly feature-based
    approaches you talk about are by-passed.

    However, using one package or the other, we have three interesting
    problems:

    1. Using a surfacing approach like the one shown for the 'check-out
    scanner' ultimately results in largely inflexible model. Granted, you
    never have to turn 'a Volkswagen into a toothbrush', but you often have
    to accommodate a larger LCD or new component. Looking at the
    complexity of your check-out scanner, the re-work would be similar
    using a straight surface modeller or SolidWorks.

    2. We used to believe that generating native SolidWorks surfaces would
    make it easier for SolidWorks to shell the resulting solid body. By
    analysing our Solidworks surfaces back in Alias we can see that many of
    the surfaces Solidworks creates (using 'fill surface' etc) are
    unnecessarily heavy, compared to the equivalent surfaces you would
    create in a modeller like Alias - so the surfaces are worse quality,
    not better.

    3. None of us want to start a production moulding (with all its
    associated ribs, bosses, partlines etc) with a feature tree full of
    surfaces. This is because rebuild takes longer (Solidworks insists on
    rebuilding everything occasionally), and may be less stable. The
    work-around is to develop the volume, save-out and re-import as a
    parasolid, then get to work.

    It follows that we should use a dedicated surface modeller up front,
    with all its tools, and relegate Solidworks to the engineering detail.

    Love to know your thoughts (and anyone else who's interested).

    Regards,

    Anthony
     
    Ant., Mar 1, 2005
    #8
  9. Edward T Eaton

    HumanAmp Guest

    THANK YOU ED .. a *
     
    HumanAmp, Mar 1, 2005
    #9
  10. Sorry it took so long to follow up on your post - I think you brought out
    some really terrific observations/issues, and I wish I had more time to
    continue what I bet would be an interesting dialog.
    My responses are below.

    Not completely true. I am often surprised with how an ungainly looking
    model updates like a dream (I had a 1000 feature model that reacted to
    changes really well). But that is why I spent the time on the rebuild error
    session - once you learn how to get through errors and issues quickly, you
    can find that models aren't as inflexible as they might, at first, seem.

    But don't get me wrong - I hate having all of those extra patches, and that
    is one of the reasons I haven't shared the model yet. On a model like this,
    the patches end up being a way to carve out and understand the shape - and
    understanding the shape is one of the largest components of trying to do a
    model like this. I like to go through a clean up phase once I understand
    the shape to see how much I can get out of there - the extra hour or two
    pays itself back over the life of the job. I jsut haven;t had a chance to
    go through the cleanup phase because of some recent complexity that has
    intruded on my life

    Starting out with a clay model as a reference helps sidestep over many of
    the needs for flexibility - you have most of the changes already worked out.
    Stuff like LCD, button placement, etc are largely predictable changes and
    the model can be designed with those in mind (I'm working on something
    similar right now, and as part of my 'storyboard' I am analyzing what
    changes are reasonably likely so those areas are given more attention and
    are more stable)

    So we leave flexibility where it is most likely, in the 'target' regions.

    The 'transition's have very few dims - maybe a tangency magnitude, a plan,
    or a curve, but that's pretty much it, so they tend to take care of
    themselves when there are model changes. I think that is why I have
    eveolved this taret/trnsition methodology , becasue the models do become
    more flexible that if you try to make a single loft that does it all

    The big problem that remains with multiple patch models is adding and
    editing engineering detail - ribs, shells, junk like that, and mostly
    because of issues relating to face/edge IDS. I try to get that exterior as
    perfect as possible before diving inside because there is no point in ASKING
    for problems.

    Since the interior is such a big deal, and since it is largely ignored by
    tutorials - even mine - I want to focus next years session on it (I'm
    looking for a title right now - I was thinking 'Son of Curvy Stuff', but it
    implies that youalready know what these other Curvy Stuff sessions were. I
    welcome other suggestions)


    It is good to know that the rework would be similar, except the parametrics
    are really handy (I don't know if Alias is parametric, but I know Rhino is
    not). I would hate to have to remodel things just to drag a side out a
    little - I love editing a curve and two seconds later my model is done. I
    did a big revision of a model yesterday and it took very little time - sure
    there were errors, but they were quick to root out using side-by-side
    editing - (see trees of blood). It is so nice to have a good model that
    can be worked with cleanly with very few issues
    I have no comment on that - I do not know 'heavy surfaces' or 'light
    surfaces'. Not to be glib, but I really only know if it looks right for my
    product or not - I don't care so much about anything else. Maybe I should
    learn more about that because I might be missing out on something?
    I get torn on this. The best reason to try to avoid surfaces is because
    lots of folks that you might hand the model off to just haven't been exposed
    to them and don't know how to work with them. Technically, every model has
    a tree full of surfaces, because all solid features are surface features. I
    do revert to solids as much as is practical because I get a lot of trimming
    and knitting for free, and there does seem to be a point on a surface model
    where the re-building just goes through the roof for no good reason.
    However, I use solids and surfaces interchangeably because I am not thinking
    about the features, I am thinking about the faces that the product needs and
    don't want to add faces that don't contribute a lot to the final product.
    Please, please tell me that you don't really do this! I tried this on one
    job, but never again. Every time I had to modify the original swoopy thing
    and reimport the parasolid, every additional piece of work required 30
    minutes of re-attaching dangling dims, etc
    If you can't handle the rebuild time, and the model has distinct phases, you
    should be using a master model approach instead - it handles the face IDS
    really well. Build your part (for the outside of the scanner, for instance)
    then insert that part into a new part. Behind the scenes this is IDENTICAL
    to a parasolid import, except that the parametric link is retained along
    with all the face and edge IDS. To get the efficiency, just set yourself up
    so you do not load externally referenced parts - you will not rebuild the
    original because its not even in memory, and you can work on the itnerior
    without the burden of the eralier feaure tree. And if cahnges are made to
    the original, you only need one reubild on the second part and youa re back
    in business (hoepfully with very few errors). I know that I will cover this
    in 'Son of Curvy Stuff' or whatever the hell name it ends up with.
    -Ed
     
    Edward T Eaton, Mar 2, 2005
    #10
  11. Edward T Eaton

    Ant. Guest

    Ed,

    Thanks for your reply, I have to admit that we have done the
    'parasolid out - import in' approach, but only after the skin is
    essentially settled. Thanks for all your other tips, they are
    invaluable.

    I can really only address one of the points immediately: heavy surfaces
    - will try to post on the others later.

    I understand that Alias and Solidworks produce splines differently. In
    Alias the most basic curve is made up of an edit point at either end,
    and two control vertices. The control vertices lie off the curve. You
    can pull or push them to control the curve's shape. This is called a
    3 degree curve (imagine one line from edit point 1 to CV1, one from CV1
    to CV2, and one from CV2 to edit point 2). If you extrude this curve
    you get a beautiful, simple surface.

    It is possible for a curve to have more than two edit points. For
    example, if you extrude a curve with 3 edit points, you will get a line
    down the middle of the surface called an isoparm.

    When patching between edges of surfaces where the edit points of each
    surface don't match, you get multiple isoparms in the patched
    surface. In some cases, a patched surface can be incredibly dense with
    isoparms.

    What's the problem with that? Sometimes very dense isoparms can
    result in surface rippling. What's more, offsetting (or shelling)
    dense surfaces can result in the offset surface 'folding over' on
    itself.

    Poor automotive modellers must model an entire vehicle with A1
    surfaces, ie no isoparms at all. Of course, they have expensive
    software to help them.

    I hope to post an image from Alias to show the isoparms on a patched
    model - anyone able to host it?

    Anthony
     
    Ant., Mar 2, 2005
    #11
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