gears in drawing

Discussion in 'SolidWorks' started by Nathan Feculak, May 26, 2004.

  1. I am making some gears and I would like to know what is the best way to show
    the teeth in a drawing doc. It looks funny if I leave the teeth showing and
    it is very time consuming to hide all the teeth lines.
    thoughts?

    Nathan
     
    Nathan Feculak, May 26, 2004
    #1
  2. Yes this is what I was looking for but I would have to section the shaft and
    my superiors say that a shaft shouldn't be sectioned. Or should I do a
    broken out section view where the teeth are on the shaft?
     
    Nathan Feculak, May 26, 2004
    #2
  3. Nathan Feculak

    Andrew Troup Guest

    Nathan

    Perhaps you should ask the initial question again, being more specific about
    what you are trying to do.
    Your reply suggests that your view is looking at 90 degrees to the direction
    Dale (and for that matter I) thought you were.
    Please clarify this, also
    Is the shaft integral with the gear?
    Are the teeth cut into the shaft? (ie does the PCD of the teeth lie within
    the diameter of the shaft?)
     
    Andrew Troup, May 27, 2004
    #3
  4. Nathan Feculak

    nfeculak Guest

    Yes
    yes
    and yes.
    I guess it is a more of general question. I know that I will be draing
    gears, a shaft with gears cut into it. I am just looking at how is the best
    way to show the teeth using a soild model. I don't want the 2D guy giving me
    crap because my 3D model drawing doesn't look like his 2D
     
    nfeculak, Jun 4, 2004
    #4
  5. Nathan Feculak

    Andrew Troup Guest

    A broken out section is usually the way this situation is resolved.

    Broken Out Sections, in SolidWorks, suffer greatly through relying on a
    solid edge at the desired section depth. There almost never is such an edge.

    TIP: use a split line to create one.

    ------------------------
    WARNING: The following is a long ramble which does not directly seek to
    answer your question, more to put you in a position where you don't feel the
    need to ask it. Alternatively, to put you in a stronger position when the
    inevitable conflict arises with "rule-bound 2D dinosaur-brained"
    protagonists.

    You may prefer to move on now!

    The "rule" about not sectioning shafts, like any rule, works best if those
    applying it understand the underlying purpose. This helps individuals to
    decide which rules to apply when the underlying CAD data is 3D rather than
    2D.

    In most cases 2D vs 3D "turf wars" evaporate if this is done.

    As I understand it, the purpose of this rule is to help the person
    interpreting the drawing to pick out any essentially cylindrical bodies
    which pass through the items we are sectioning. If we section shafts, bolts
    etc, the drawing gets hard to interpret if they are plentiful, which is
    often the case.

    Hence a fuller statement would be "do not axially section essentially
    cylindrical bodies" where a fuller definition of "essentially cylindrical "
    would be "items comprising largely cylindrical entities, along with other
    features which can be depicted in an external view"
    The latter qualification picks up such enhancements as polygonal portions
    (eg bolt heads, square locating bosses per carriage bolts), external
    threads, and "sticking-out" bits generally.

    Another convention is that (dashed) hidden detail should not be used in
    sectional views, once again because the interpretation of a mixture of
    hatching and dashed lines is problematic for the human brain.

    Personally I happily break this rule if the hidden detail lines are well
    away from any hatching, say if the hidden detail represents a hole along the
    axis of a shaft which is not being sectioned.

    If a shaft includes complex features like oilways which run out to the
    interface with the surrounding (sectioned) housing, the "hidden detail" rule
    (to my mind) trumps the rule about cylindrical bodies not being sectioned,
    and the shaft in this case should be sectioned, unless it is not
    appropriate -- in this view, for the target audience-- to show the oilways
    at all.
    If these features are local rather than full length, (say a woodruff
    keyway, spline or gear teeth), it is usually preferable to make the
    sectioning local (ie the broken out section you allude to).

    My limited understanding is that most of the "rules" which should be
    abolished or re-written when moving from 2D to 3D are those whose purpose
    was to make it easy for the drafter in a 2D environment.
    2D drafters were fairly near the bottom of the pecking order, hence such
    rules are infrequent.
    There were, however, *practices* which were common in the 2D world which can
    be confused with rules, and these should be scrutinised with extreme
    prejudice when moving to 3D.

    An example:
    It was common practice in 2D machine design and drafting to try to convey as
    much as possible with each sectional view. In most cases this was simply a
    reflection of the laboriousness (for humans) of producing multiple views and
    sheets.
    In 3D the opposite is true. It is very difficult to, say, "fudge" by
    depicting fasteners which do not quite lie in the section plane as though
    they did. Much easier to place a dedicated sectional view for each item we
    want to depict. Fresh sheets with (simple) new views are not a problem for a
    computer; they are good and fast at menial laborious repetitive tasks,
    provided these can be specified easily and unambiguously. In this they
    differ markedly from (most) humans.

    BUT we need to make sure we don't lose sight of whose benefit we are drawing
    for (strictly speaking, this is NOT our boss, and definitely not us).
    Remember that the person interpreting orthographic drawing views does not
    know or care that we are working from a solid model.
    If there is merit in showing multiple items in one sectional view, perhaps
    because their relative positioning is important for the person who has to
    interpret the drawing, we need to take it on the chin and find a way to make
    it happen.

    Someone might jump in here and say "Surely it's just a question of joggling
    the section line ?", to which I would reply that I'm talking about section
    planes which are joggled in two mutually perpendicular directions, a "fudge"
    which was common in 2D drafting but very difficult in 3D.
    The easiest way in 3D is to create a part or assembly configuration and use
    several Cut-Extrude operations in that configuration to physically cut away
    the model so it looks something like the top face of an array of adjacent
    stacks of dominoes of randomly different heights. Then "Area Hatch" can be
    used in a drawing view looking square on at that stepped surface.

    ---------------

    (To amplify what I said at the top of this post):
    Broken Out Sections, in SolidWorks, suffer greatly through relying on a
    solid edge at the desired section depth. There almost never is such an edge.
    TIP: use a split line to create one.

    The only other way is to specify a depth as a distance, but SldWks forgot to
    tell us where that depth is measured from. This is a bit of an insult to our
    intelligence, I feel, but it demonstrates well.
    By inference, (please jump in here if you know better) the datum for that
    depth is the nearest vertex of the 3D 'bounding box" of the part, although
    last time I checked there was a 6mm discrepancy. ( ! )
    In practice, using either method (other than the Split Line workaround),
    there are no grounds for confidence that the depth will not change
    capriciously.
    Occasionally, a configuration of the part, using Cut-Extrude similar to the
    method above, is also the best way to tackle a broken-out section.

    Broken out sections need to be able to derive their depth from a plane or a
    sketch point in the part model. This may have been fixed in 2004 - I don't
    know either way.
     
    Andrew Troup, Jun 5, 2004
    #5
Ask a Question

Want to reply to this thread or ask your own question?

You'll need to choose a username for the site, which only take a couple of moments (here). After that, you can post your question and our members will help you out.