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Up and Running with Autodesk Inventor

Up and Running with Autodesk Inventor

with John Helfen

 


This course introduces you to the interface and key processes of Inventor, the parametric design system from Autodesk. Author John Helfen covers sketching, part modeling, assemblies, and drawings. These tasks work in conjunction, allowing you to create parts and assemblies and document them in a way so that the manufacturing process proceeds faster and more efficiently.
Topics include:
  • Navigating drawings with the View Cube and other navigation tools
  • Sketching geometry
  • Dimensioning parts
  • Creating parameters
  • Drawing circles, squares, and other shapes
  • Creating extrusions
  • Creating and managing constraints in assemblies
  • Setting basic drawing dimensions

show more

author
John Helfen
subject
Prototyping, Product Design, CAD, 2D Drawing, 3D Drawing
software
Inventor 2013
level
Beginner
duration
2h 50m
released
Nov 14, 2012

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Introduction
Welcome
00:03Hi, I'm John Helfen, and welcome to Up and Running with Autodesk Inventor.
00:08In this course, I will show you everything a beginner needs to know to get started creating
00:12parts, building assemblies, and documenting your designs.
00:15First, we will explore the interface and how it's used to interact with the models that we'll be building.
00:20Then we'll learn how 2D sketches can be used to create 3D models.
00:24After building several models, we'll look at how those items can be assembled in order
00:27to test how they would function in the real world.
00:30And finally, we'll look at how to document your designs so that when the time comes,
00:33you can have your own parts manufactured. I'm very excited to be presenting this course.
00:37So, welcome to Up and Running with Autodesk Inventor.
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Using the exercise files
00:00If you're a Premium Member of the lynda.com online training library, you have access to
00:04the files used throughout this course. The exercise files are organized by chapter.
00:09If you go inside of a chapter, you will find each separate movie has its own subfolder.
00:14Inside that subfolder are the files used in that movie.
00:17So, for example, let's go inside 05_Assemblies, and then go into the movie 01 folder.
00:24In this folder, you will find an assembly file that shows the completed version of the
00:27exercise and all the parts required to follow along.
00:32Also included in the exercise files is a completed version of the engine assembly for you to
00:36explore on your own time.
00:39If you don't have access to the exercise files, many of the exercise files start from a blank screen,
00:44so you will still be able to follow along.
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1. Basic Concepts
Exploring major workflow steps
00:00When starting a new course on Autodesk Inventor, I find it very helpful to step back and provide
00:04everyone with an overview of what Autodesk Inventor does and go over a few of the basic workflow steps,
00:11so everyone has a good understanding of why we're here and where we're going.
00:15During this course, we will be working with a small engine that you might find in an RC boat.
00:19But to cover the basic workflow concepts, I like to fall back to the toys that allow
00:23me to do the things I do today, the trusty LEGO.
00:26The reason for this is nearly everyone on the planet will recognize what they are and
00:30how they work without too much explanation, and it allows me to easily explain the concepts.
00:35I see Legos as one of the most basic physical prototyping tools around.
00:40You have a bucket of standard parts, and you snap them together in different configurations
00:44to build anything you could dream of.
00:46Autodesk Inventor is a digital prototyping tool that allows you to build parts like a
00:51single Lego brick, or parts of an engine, and then put them together and test how they
00:55would function before you actually manufacture any real parts.
00:59But an Autodesk Inventor, rather than starting with a bunch of predefined bricks that you
01:03might pull out of a bucket stored in the closet, you're actually pulling parts that you've
01:06built from a folder on your hard drive.
01:09The workflow in Inventor can be broken down into three major steps, building parts, assembling
01:14parts, and documenting your designs with drawings.
01:17When building parts, you'll sketch 2D shapes and use modeling operations to add and remove
01:23material to sculpt a part.
01:25I've captured a few images to help show how you might build a simple LEGO brick in Inventor
01:29so that you can better understand the process.
01:32Once you've built the parts needed for your design, you can begin pulling them into an
01:35assembly file and connecting them, in this case, to build a simple LEGO house.
01:41Once you understand the software, you'll be able to build much more complex parts and
01:45assemble those to build something more advanced.
01:48Last but certainly not least, you must be able to document your designs so that when
01:52the time comes, you can have those parts manufactured.
01:55This will be done by creating views of your parts and assemblies that will be used to
01:59completely define how the part should be manufactured.
02:02The beauty of the entire system is that all the parts, assemblies, and drawings are connected.
02:07So if changes are made to any part, the assemblies that contain the part and the drawings all update instantly,
02:13so you can focus on improving your designs, rather than wasting time redrawing 2D views of your parts.
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Reviewing different file types
00:00Before we begin digging into the product, I wanted to take a minute and talk about the
00:03file types that can be created with Autodesk Inventor.
00:07Just like Microsoft Office has specific file types for Word documents, Excel documents,
00:11and PowerPoint, Inventor has similar file types of its own.
00:16To see the types of files that can be created with Autodesk Inventor, you can click the New
00:20button, which is found in the Getting Started tab in the Launch panel.
00:25This brings up our New File dialog.
00:28On the left you can see a browser that includes an organization structure for templates that
00:33can be used in Inventor.
00:35When installing Inventor, a series of selections during the installation like the standard
00:39you're using and the unit you want to use are reflected partially in this list.
00:44The default templates include those settings, but you'll also have more specific templates,
00:50for example, in English and Metric that are more specific to different types of standards.
00:56For example, in the Metric templates we have both ANSI and DIN as well as some others.
01:03While you're learning Inventor, most of the time the default templates are going to work well for you.
01:08If you're using Inventor in a commercial market or a commercial environment, I highly recommend
01:14that you consult your CAD manager before you begin creating any types of files or parts in Inventor.
01:19The reason for this is it's very common for companies to create their own standards or
01:24variations of existing standards that have been agreed upon with manufacturers and partners that you work with.
01:31So again, if using Inventor in a commercial environment, you should consult your CAD manager
01:35before you begin creating files.
01:37Now that you know about the templates, let's talk a little bit about the specific file
01:41types that are available.
01:43Files fall into four major categories: Part files, Assembly files, Drawing files, and Presentation files.
01:51At the top, you can see the Part files.
01:54Within each category there's often slight variations or multiple variations of a type of file.
02:00In the Part environment you can see Standard.ipt, the .ipt stands for Inventor Part file, and
02:06when I select that you can see an image of what can be created with this type of file.
02:12In this case, Part files represent single items in a design.
02:16It could be a Lego brick, it could be a pen cap, it could be an engine block.
02:20The point is that it's a single file that represents one item.
02:24Sheet Metal parts have the same basic concept.
02:27The difference is rather than standard modeling features, Sheet Metal parts include features
02:32that are specific to that type of modeling.
02:35The ability to create bends and flat patterns are an example.
02:38Next, we have Assembly files.
02:42The standard.assembly file is essentially a container that contains multiple part files.
02:48If you need to create a pen or an engine block, you're going to first create the parts that
02:53make up that model and then you're going to connect them inside of an assembly file.
02:59Similar to the Part files, there's variations of Assembly files as well.
03:02Weldments, for example, are very specific types of assemblies that allow you to show
03:07how parts are connected through welding. Next, we have the Drawing files.
03:12Drawing files come in a couple of variations. The standard one is Standard.idw.
03:18This is the default file format for Inventor Drawings.
03:22Drawings are going to be used to document your parts and assemblies for manufacturing purposes.
03:27The other option you have within Drawings is in DWG file.
03:31DWG files work in the exact same way as an IDW, but they have a different standard.
03:38DWG is the standard file format for AutoCAD.
03:42Because Autodesk develops AutoCAD as well, we have the ability to create native drawing files in Inventor.
03:48If, for example, your company works with partners and manufacturers that require DWG files you
03:54can simply change settings in Inventor to always use DWG as your file format, or you
04:00can select it on your own when you're creating a new file.
04:04If you create an IDW you can still save a file as a DWG, and it will create a native
04:10DWG file as if it was written out of AutoCAD. The final file type is a Presentation file.
04:17Presentation files are representations of assemblies, but rather than showing all the
04:22parts attached to each other, Presentation files allow you to disassemble the assembly
04:27so people can have a better understanding of how the parts are connected to each other.
04:31In this course we're going to be focusing on three major components:
04:36Part files, Assembly files, and Drawing files.
04:40Presentation files are beyond the scope of this course.
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Exploring essential settings
00:00Before we get started with the course, I wanted to go over a couple of settings that I use
00:03during my design process that may be helpful for you as well.
00:07These settings are found under the view tab in the Appearance panel.
00:11Here you can find things like shadow, reflections, and ground planes, and the two I want to focus
00:15on are the shadows and orthographic projection.
00:18I found that this model on the screen could be a little clearer, and shadows help do that.
00:25Based on the graphics card you have, you could choose to turn All Shadows, but what I found
00:30is in certain cases the most benefit you get is by leaving just the Ambient Shadows on.
00:36It adds a little more depth to the model and lets you see how things interact a little more clearly.
00:40The other option is Orthographic or Perspective view. I prefer to use Perspective view.
00:45Again, it adds another level of depth to the model that adds a level of realism that helps with design.
00:52Whether these are turned on or not does not affect the design.
00:54It's completely a personal preference.
00:56I just wanted to make sure everybody understood the settings that I have turned on and why I use them.
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2. Navigating the Interface
Navigating using the ViewCube
00:00Up to this point, we've learned about Autodesk Inventor from a conceptual standpoint, and
00:04now we're ready to begin looking at the user interface.
00:07The user interface is made up of a few different components that you'll interact with while
00:11you're building your models and creating your designs.
00:13First, you have the browser on the left, above that you have the ribbon bar, above the ribbon
00:18bar is the Quick Access toolbar, on the right- hand side of the screen you have your navigation
00:23tools, and finally you have your Graphics window which is the gray window that the model
00:27is actually being displayed in.
00:30I'm going to go over the navigation tools first, because I'll use those throughout this
00:33section of the course to manipulate the model and show how the interface changes, based
00:37on what type of action is taking place on the model itself.
00:40We'll start with the view cube.
00:43The view cube is simply a cube that has labels that are linked to specific views of the model.
00:49As I hover my mouse near the view cube, you'll notice that it highlights and a Home button becomes available.
00:55As I move away, those hide.
00:57That's so that the view cube in navigation tools are not really visible or active while
01:02you're working on your design. It's just to help keep things clean.
01:05As I hover over my view cube, you'll notice different sections of the view cube are highlighted.
01:10By clicking on any of those sections, the view cube and the model will both rotate to represent that orientation.
01:17By simply returning to the view cube and clicking the Home button, I return to a default Isometric view.
01:23Now again, as I mentioned, you do have different sections on the view cube that highlight.
01:29By clicking on each of those, you'll very quickly see how the model is connected to the view
01:33cube and moves accordingly when selecting different views on the view cube.
01:37When we select the Front view, for example, you'll also notice that several other tools pop up.
01:42We have a couple different rotation arrows, and we now have arrows around the view cube on every side.
01:49By clicking on the rotation arrows, you can rotate the model in 90-degree increments.
01:55Simply clicking four times, and you'll actually rotate 360 degrees in 90-degree increments.
02:01The same happens with the other rotation arrow, just in the opposite direction.
02:05The arrows that are located around the view cube work in a similar fashion, but rather
02:09than maintaining the current orientation, they simply rotate to the naked view on the view cube itself.
02:15Again, selecting that several times, you'll actually rotate back to where you started.
02:21It works the same for both the top and bottom and the right and left arrows.
02:27Now you might look at this model and say when you click on the left view this is actually
02:32something that represents the front view rather than the side view, and I would agree with that.
02:37It's not very uncommon that you work with other designers or other companies and receive
02:41files that are in an orientation that doesn't quite make sense for the work that you're going to be doing.
02:46To change that, we have a couple of different options.
02:50First, if you view the model from the orientation that you consider the front view, you can
02:55right-click on the view cube to select Set Current view as, and you have options for Top or Front.
03:03In this case, I'm going to select Front, and you'll notice now my view cube is representing
03:08the Front view, and that is the view that I am viewing on the screen.
03:13When I click to my Home button again, you'll see that I have Top, Front, and Right, rather
03:18than Top, Left, and Front.
03:20This makes sense to me, and I can change it at any point during the design as I need to.
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Navigating using the navigation tools
00:00Next, we'll look at the navigation tools themselves.
00:03Just below the view cube you have a series of commands that will pan, zoom, and orbit
00:07the model that you're working on.
00:09The first one in the list is the Full Navigation Wheel.
00:12We'll come back to that in a second after we go through a couple of these commands, the Pan command.
00:17Panning is simply like grabbing the model and moving it around on the screen.
00:21A simple left-click and drag will allow you to move the model from side to side on the screen.
00:26This is typically used in conjunction with a Zoom function so that you can find exactly
00:30the right position for viewing your model based on the work you're doing.
00:34Next, we have the Zoom command.
00:36This command on the toolbar is actually a split button.
00:39You'll notice it has a top half with an icon and the bottom half that has an arrow.
00:44Based on where you are in your design process, that button may be different.
00:48If you've never used the button before, it'll have whatever the default action was.
00:52If you've used the command, it will use your last known command.
00:56I'm going to use the dropdown here and select Zoom and show the basic zoom functionality.
01:01With the Zoom command launched, you can simply left-click on the screen and push away from
01:06you to move the model away or pull back towards you with a mouse to move the model closer to you or zoom in.
01:13Now for those people who might be coming from AutoCAD, this might seem very foreign.
01:18In AutoCAD the Zoom functionality is reversed, and before we move any further I wanted to
01:23do a very quickly call out where the option is to reverse that so that if you choose to
01:27have your Zoom work like it has an AutoCAD you can simply do that and move forward with
01:32learning Inventor rather than having to relearn how to zoom.
01:36The Zoom setting can be found under the Application menu by selecting Options and then selecting the Display tab.
01:44In the 3D Navigation section at the bottom, there's a Zoom Behavior option, and there
01:49is a check box to reverse direction.
01:51By checking this check box and applying the change, you can reverse the direction to be more like AutoCAD.
01:57In this case, I'm going to cancel because I want to keep it the way it is, but if you
02:01need to you can go ahead and change that based on your preference.
02:06You notice because I used the Zoom button it is now the last active command, and you
02:10can see that icon on the toolbar.
02:13The other options are Zoom All, Zoom Window, and Zoom Selected.
02:16I'm going to go with Zoom Window first, and this allows me to left-click and drag a window
02:23on a specific portion of the model and zoom directly to that location.
02:28The Zoom All simply zooms out so that you can see everything.
02:33And finally, we have Zoom Selected. Zoom Selected allows you to select a specific piece of geometry
02:38and actually zoom just on that item. The next option is Look at.
02:46Look at allows you to look directly at a specific face on the model.
02:50At any point you can select Look at, you can pick a face, and the object will look at a
02:55normal view to that face on the model.
03:00Now that we've gone through a few of the commands, I'm going to circle back to the Full Navigation Wheel.
03:04The navigation wheel brings all of these components together into one piece of an interface.
03:09You have the Zoom functionality, you have Orbit, and you have Pan all in one command item.
03:18The other item that I wanted to call out here that comes in handy from time to time is the Rewind functionality.
03:24As I've been going through showing these items, I've been moving and rotating the model.
03:28If you click on the Rewind option, you'll notice that Inventor has saved these views for you
03:33so that if you found a specific view that you like and you need to return to it, you
03:37can use the Rewind tool to go back in time essentially to find that one piece of geometry
03:42that you were working with that was important.
03:47Having gone through all the navigation tools, I think it's important to call the fact that I rarely use them.
03:52The reason for that is you can do all the navigation commands from your mouse by itself
03:57or in combination with the keyboard.
04:00The zoom can be done by simply moving your wheel mouse in and out, and it corresponds
04:05to the same settings that you have in your options.
04:08If, for example, you swapped because you're an AutoCAD user, that will affect the mouse scrolling as well.
04:13The other option is Pan.
04:15By clicking my middle mouse button, I can get the into the Pan operation.
04:19Finally, to get a free orbit, I can hold Shift on my keyboard and do the middle mouse button
04:24similar to the way I would with pan, and I get a free orbit.
04:29Between these shortcut keys and the mouse combinations, you can get all your navigation
04:33done through the mouse itself.
04:36I do use the navigation toolbar, but I actually customize it a little bit because there's
04:41a couple of commands that come in very handy, and these are commands I talked about in an
04:44earlier video that affect some of the settings I use frequently.
04:49The arrow at the bottom of the navigation bar brings up a list of tools that you might
04:52want to have readily available on the navigation bar.
04:56The ones that I want to call out are Projection and view Styles.
05:02These are two items I called out in the Settings video that I switch back and forth between
05:07on a regular basis during my design process.
05:10I can either switch from Orthographic to Projected view, or I can change the style of the model.
05:16Perhaps I want to see this model shaded with hedges turned on.
05:20I might even want to see an artistic view of this model, maybe in a watercolor.
05:26You'll notice that as I change these visual styles, those are applied to the model, and
05:30navigation happens as it normally would, just with a different view style.
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Using the browser
00:00The next user interface component we want to talk about is the browser.
00:04The browser is essentially a lens into what is being shown on this graphic screen.
00:09In this case, we are looking at an engine assembly, and we can tell that from within
00:12the browser we have Engine.iam listed at the top of the tree.
00:17Below that, we have things that are specific to this assembly, things like the parts.
00:21This Engine Block, for example, you'll notice as I highlight it in the browser, it also
00:25highlights in the graphics window. This is a bi-directional link.
00:29If I select on something like this Heat Sink, you'll notice that it highlights down here in the browser.
00:34This is a nice way to be able to find components within the assembly.
00:37You notice that not all items are visible, some are hidden deep within the assembly.
00:42For example, the Piston Shaft is actually hidden inside of the assembly, inside the Engine Block.
00:48But as we hover down this list, you can see certain items highlighting.
00:53It's important to understand that the browser is connected to the graphic screen, because
00:57in certain cases, I might need to interrogate my model a little more closely.
01:01For example, let's say we needed to see how the piston works in this model.
01:10We can select things in the graphics window and hide them so that we can interrogate things inside the model.
01:15In this case, we can see that the piston works, but we have a problem now.
01:19On the screen, we don't see those parts.
01:21If we want to turn them back on, we actually have to use the browser in conjunction with the graphics window.
01:27Here you can see in the browser the things we made hidden or not visible have now become
01:31grayed out, and we can right-click on them and select Visibility to bring them back to
01:37visibility in the graphics window.
01:39So once you've hidden something in the graphics window, you are going to need to use the browser
01:42to actually return that to its original state.
01:49Now, as I mentioned, here we are looking at an assembly, so we've got things like Parts and Assemblies
01:56and even if you expand the Engine Block, for example, you can see the constraints or the
02:00rules that tell this model how they're assembled, or how they're connected.
02:07The browser is very context-sensitive to what is being shown on the screen because it's
02:11actually a representation of the same thing.
02:14For example, if I actually double-click on any part in this model, what's happened here
02:20is I've begun editing a part.
02:22When I did that, the browser changed significantly.
02:25I'm still viewing the Assembly.iam file,
02:28but you'll notice that the Engine Block is now highlighted, and it's got a focus to it.
02:33If I expand that, it's as if I've opened this part on its own, but now I see the Engine
02:39Block listed, and instead of other parts, I actually see features that make this component on.
02:45I see Extrusions, I see Work Planes, I see Lofts, I even see Mirrors, Holes, and Fillets,
02:51these are all the modeling operations that we'll learn about later in this course.
02:55But it's important to show that the browser is a direct link to that which is being shown
02:59on the graphic screen.
03:01To return to the Assembly, I simply click the Return button, which is like going up a
03:06level back to the Assembly, and now I am returned to seeing parts in assemblies.
03:11So, the system will automatically adjust based on what types of things and actions you are doing.
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Using the ribbon bar
00:00Now that we have an understanding of the navigation tools and browser, we can look at the Ribbon bar.
00:05For those who have used the Microsoft Office applications, the Ribbon bar should become
00:09immediately familiar to you.
00:11You may also recognize it if you've used AutoCAD or Revit because like the navigation tools,
00:15they're part of a common interface.
00:18This may help you become more familiar as you switch between applications as well.
00:22Like the browser, the Ribbon bar is very context-sensitive.
00:25Right now, we're looking at an assembly, therefore we see the Assemble tab.
00:30But if we were to switch and view a part file by double-clicking on an item in the graphics
00:36window, you'll notice that the Assemble tab becomes invisible or is removed from the Ribbon
00:42bar, and it's replaced with tools that are more likely to be used in part modeling.
00:47In this case, we've been moved to the 3D Model tab, and we have things like Extrude and
00:52Revolve and features that we'll cover later in the course.
00:56Like the Microsoft Office applications, there are certain times when the Ribbon bar will
01:01present new tabs based on the actions you're taking in the application itself.
01:06For example, in the part modeling environment, if we were to create a new sketch, you'll
01:13notice that a new tab is presented.
01:15It's highlighted in green to indicate it that it is a temporary tab and will only be visible
01:19when you're doing a specific action related to sketching.
01:21It will automatically be turned off by the system when we are finished.
01:25If I were to hit Finish Sketch, you'll notice that the tab is removed and replaced back
01:31into the part modeling environment.
01:33I am going to use the Undo button on the Quick Access Toolbar to remove that sketch from the model.
01:38We don't really need it in this case, and I am going to go ahead and return to the Assembly.
01:43Within an each of these tabs that you see on the screen, tools are gathered in an organized
01:48fashion within panels on each of the tabs.
01:51In the Assemble tab, you have the Component panel, Position panel, iParts and Assemblies, things like that.
01:58Under the Inspection tab, we have Interference and Measure, things you might use to inspect.
02:03So just like the Office applications, the tools are both gathered by tab and are gathered
02:07with similar tools within that panel.
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Using the Quick Access Toolbar
00:00Now that you have an understanding of the Ribbon bar, I want to talk a little bit about
00:03the Quick Access Toolbar.
00:05It's a simple toolbar that can be very useful as you begin your design process.
00:10It's located directly above the Ribbon bar in the Application Title bar.
00:14What used to be blue empty title bar space now has useful tools in it, and it can be
00:18very handy as you become more proficient with the product.
00:22The one unique thing about the Quick Access Toolbar is it's taking tools that are not
00:26specific to a tab, whether it's the Assemble tab, or the 3D Model tab.
00:30Here, we are storing application items like the Application menu, the File > New button,
00:37the Open or Save button, and the Undo and Redo.
00:40But we go beyond that and even put the materials and appearance options on the Quick Access Toolbar.
00:46The other nice thing about the Quick Access Toolbar is as you become more familiar with
00:50the features of the product and commands in the product, you can actually customize that,
00:54which we'll cover in another movie.
00:56But the nice thing is because the tabs don't switch, you can easily place commands there,
00:59and get to them as needed without having to switch tabs frequently.
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Customizing the toolbars
00:00Now that we have an understanding of the Ribbon bar and Quick Access Toolbar, I want to talk
00:04a little bit about how to customize those items.
00:06Now, I wouldn't recommend going in and customizing everything right out of the gate. I think
00:11it's important that you understand what the tools are, where they are located, and use
00:15them for a bit before you make a decision to actually start customizing the interface.
00:20The last thing you want to do is, by mistake, think that you're not going to use a feature,
00:25customize the interface, and forget that, that feature even exists.
00:27What I am going to do is begin editing a part, because I think there's a specific location
00:33in the part editing environment that is a valid place where you might want to make a
00:36change to the interface.
00:39On the 3D Model tab, you'll notice different panels, Sketch, Primitives, Create, and Modify, for example.
00:45You'll notice that the Create and Modify panels both have a small dropdown arrow next to the label.
00:51This indicates that there are other commands that are similar to the ones in that panel
00:55that are just being hidden from the interface, and the Create panel is a good example of this.
01:00Say, for example, my company--while we do use Extrude, Revolve, and Loft--perhaps we
01:05don't emboss things on our parts. Instead, we make decals.
01:10By default, the Decal command is actually hidden in the Expanded panel, but it might
01:14make more sense in my design environment to swap those two items around.
01:19To do this, we can simply right-click on any command, and select Move to Expanded panel.
01:26And now you can see under the Create panel, we have Decal and Emboss both located in
01:30the Expanded panel.
01:31I'm going to right-click on Decal, and select Move to Main panel, and I have essentially
01:36swapped those commands.
01:38While it might not seem like a major thing, if you've never used the Emboss command, you're
01:42going to find that it speeds your design process.
01:45Similar to the Ribbon bar, the Quick Access Toolbar is an excellent place to put commands
01:49that you use frequently.
01:51For example, when I'm editing parts, I often want to view the work planes, and work features
01:58that have been created for this part.
02:00I can get to those from the view tab under the Visibility panel by selecting Object Visibility,
02:06and I can turn on all my work features.
02:08And while that might seem scary, that's part of the reason I am bringing this up.
02:11There are certain places where I want to see these work features and other places where
02:15I don't, so I often want to turn them on and off on a regular basis.
02:21Because of this, I actually put my Object Visibility command on my Quick Access Toolbar
02:26by right-clicking on it and selecting Add to Quick Access Toolbar.
02:30Now, you'll notice when I return to the 3D Model tab, the Object Visibility functionality
02:36remains on my Quick Access Toolbar, and it works in the exact same fashion.
02:40Now, when I return to my Assembly environment, I have a similar issue, the same as I mentioned.
02:47I use work features in both my part modeling and my assembly modeling environment.
02:51So I could also make this change in the Assembly modeling environment as well.
02:55I can select Add to Quick Access Toolbar to place the command on the Quick Access Toolbar
03:00in the Assembly environment as well.
03:02This makes it a lot easier to access commands that I use on a regular basis.
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Using the Marking menu
00:00The last interface component that I want to talk about is the Graphics Window and the Marking menu.
00:04Now you saw a glimpse into the Graphics Window when we were talking about the browser.
00:08It's essentially the gray area of the main component on the screen where your models
00:11and drawings are shown.
00:13The Marking menu is essentially a component of the Graphics Window.
00:17By right-clicking anywhere in the Graphics Window, you can bring up the Marking menu.
00:21The Marking menu is essentially just our right-click menu, but with a twist.
00:26Rather than just listing commands like you'd see in a traditional right-click menu, in
00:30Autodesk Inventor, it's very context-sensitive.
00:33The most common commands are gathered in a circular pattern around the top of the right-click menu.
00:39It's important to remember that the Marking menu is very context-sensitive.
00:44Very much like the Ribbon bar and browser, it will change based on the environment you're in.
00:48In this case, we are in an Assembly file, so you see things like Create New Component,
00:52Place Component, Constrain, things that you would use commonly in the Assembly environment.
00:58If I double-click and begin adding a part and right-click again, now you see things
01:03like Fillet, Extrude, Revolve modeling actions that we'll learn more about in a later movie.
01:11Again, even further, this continues on into things like temporary tabs.
01:18In our sketch environment which we talked about in the Ribbon movie, you'll notice that
01:23we have a temporary tab and here's where I use the Marking menu the most.
01:27You'll notice, as I move around the Marking menu at the top, a highlighting action takes place.
01:34Once I find an item is highlighted, I can left-click on it to launch that command, and
01:39now I'm able to create rectangles.
01:41The important thing about the Marking menu beyond just where things are located is understanding
01:46how you can access this menu.
01:48While so far I've right-clicked and simply selected an item from this list, that doesn't
01:53really improve things too dramatically over a standard right-click menu.
01:58Where things become useful is once you understand where these items are located within this
02:02pattern, you can launch the command by using a right-click drag action without actually
02:08having to launch the command.
02:10So, if I want to create a line, for example, which is straight to the top of this pattern,
02:15I can right-click and drag my mouse up, and release my right-mouse button to launch the Line command.
02:22If I right-click, and hit Cancel, I can then launch another command.
02:27I know that, in this case, a 2-point rectangle is up and to the right.
02:32I am going to hit Escape to get out of the Marking menu, and now I can right-click and
02:36drag up into the right, and launch the Rectangle command.
02:39So, for those commonly used commands that you access on a regular basis--once you get
02:45the hang of where they are in the Marking menu--it's going to save you a significant
02:49amount of time. Rather than returning always to the toolbar, you will be able to launch
02:53these commands from the right-click menu or possibly not even bring up the menu in the first place.
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3. Sketching
Introducing sketching
00:00Now that you have an understanding of the interface, it's time to begin working on the
00:03first step in building a 3D model, that is sketching.
00:07Sketching is the foundation of all modeling in Inventor.
00:10At the most basic level, if you can sketch a rectangle then you can build a 3D part.
00:14Perhaps, it won't be the most interesting part, but it is a part nonetheless.
00:18Within a sketch you build intelligence into the model by adding dimensions, constraints,
00:22and formulas to define how the part can change over time.
00:26The best way for you to understand this is for me to show you.
00:29I'm going to create a New Part File and walk through a few basic steps of taking 2D geometry and
00:35creating 3D features or parts out of that.
00:38It's not important that you understand each of these steps.
00:41Only that you understand the connection between sketching and part modeling.
00:44We'll get into the details of each of those as we move forward in the course.
00:48I'm going to begin by sketching a basic rectangle and extruding that.
00:53This should give you at least an initial feel for what 2D shapes turn into when you apply
00:59a 3D modeling action to them.
01:01In this case, I'm going to go ahead and extrude, and this rectangle can become a cube.
01:08Next what I'm going to do is I'm going to create a new sketch, and this time I'm going
01:12to sketch a simple circle.
01:18When I finish my sketch, I can now apply a modeling action to it to create a 3D shape.
01:25When applying the modeling action, I do have the ability to add material like I'm doing
01:28in this case, or I can always go back and Edit--or choose to do this in the first place--
01:35and change things to a Cut to remove material from this model.
01:41So the shape can either be a positive or a negative.
01:46And it's your choice as a designer to determine which makes most sense in your design.
01:52I'm going to go ahead and create another part to show a little bit more advanced functionality.
01:59This time I'm going to combine the two items that I just created.
02:02I'm going to go ahead and create a rectangle, but I'm also going to combine that with the circle.
02:11Now the size doesn't matter right now, we'll get into those details later.
02:15But what's important here is I can combine multiple sketch profiles in order to create that 3D shape.
02:22Here I can select a rectangle and the circle to get a new more complex 3D shape.
02:29Now it's also important to understand that it's not just extrusions that we're going to be doing.
02:34If I undo that extrusion, the same shape that I drew to extrude, I could apply a revolve action to that.
02:41It's a similar function where I select what profiles are going to be used, but in this
02:45case the modeling action allows me to select an axis.
02:49With this axis selected, you can see that I get a very, very different shape from just
02:54adding extrude to that.
02:58Based on this, you should have a basic understanding of the connection between sketching and part modeling.
03:03The shapes you sketch become 3D features.
03:06That can then add and remove material to define what your part looks like.
03:11Not only can you sketch different shapes, but you can apply different modeling actions
03:15to those shapes to meet your design needs.
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Working with origin geometry
00:01In this video we're going to focus on the origin geometry.
00:04In the previous video, you watch me create a few basic features, and you may have noticed
00:08the Origin planes being used to start each part.
00:11The Origin is essentially the center of the universe within any part or assembly.
00:16And while it's called the Origin, it's actually made up of three planes and three axes that
00:20all intersect at a center point.
00:22I'm going to start a blank part file so that we can better understand the origin geometry.
00:27When creating a new part, the very first feature is always going to be a sketched feature.
00:32And in order to create that sketch you need a flat surface.
00:35But in a brand-new part file, there are no flat surfaces and the origin geometry provides
00:40that drawing surface.
00:42The Origin can be found in the browser under the Origin folder, and when you expand it,
00:47you can actually see the three planes and three axes, and the Center Point that make up the Origin.
00:53Now by default the origin geometry is not visible.
00:56I'm going to rotate into a home view isometric and make those visible so that you can better
01:01understand where they are and how they work.
01:04To turn on the visibility of a plane or an axis, or any of the origin geometry, simply
01:09right-click on it in the browser and select Visibility.
01:12You can also use standard Windows selection convention, such as selecting an item further
01:17down the list to gather a group of items.
01:20But once they're selected, you can right-click and select Visibility to enable them all at once.
01:26Now as I rotate, I think you'll get a better view of how these planes interact.
01:31If I hover over one of the planes in the browser, you'll see it highlight in the graphics window
01:35just like you would in any other part or assembly within Inventor.
01:39Again, the browser is linked to what you see in the graphics window.
01:43As I hover down, you can see the XZ Plane is now highlighted, and here's the XY Plane.
01:48The axes are actually the intersection between two of the Origin planes.
01:52The X-axis, for example, is the intersection of the XY Plane and the XZ Plane.
01:59The Y-axis is an intersection of the XY Plane and the YZ Plane.
02:04Now that we know what the origin geometry is,
02:07I'm going to go ahead and turn it off--or make it not visible again--by selecting each of
02:12the items and unchecking Visibility from the right-click menu.
02:16The reason I'm doing this is because in Autodesk Inventor 2013, a new feature was added that
02:22makes it less important to turn on and off the visibility of the origin geometry.
02:27When you're creating a sketch, the system now temporarily makes visible the origin geometry
02:33so that you can select your sketching plane, and it will automatically hide those items--
02:38or return them to their hidden state-- after you've made your selection.
02:42So here I'm in the Create Sketch command.
02:44You'll notice in the browser that these items are visible, they're highlighted, they have
02:49color to them, and I can simply select one of the planes in the window to create my first sketch.
02:55And you'll notice that the origin geometry in the browser has been returned to its hidden state.
03:00Now I'm going to go ahead and create a rectangle and extrude that to show you how to move forward from here.
03:10You'll notice, again, in the browser the origin geometry is all hidden.
03:14I can go ahead and collapse that, because after I've created my base feature, my first
03:19feature of my part, from that point forward any new sketch will actually use a face on
03:25the model to continue the sketching process.
03:28Here we'll go ahead and create a circle that's similar to what we did in the previous video.
03:32I'll finish my sketch, and I can extrude that.
03:36But for this feature, I've not used the origin geometry.
03:39Instead, I've used a face off of one of the previous features I've created, and that process
03:44will continue as we move forward with part modeling.
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Understanding constraints
00:00In this movie we want to focus on Sketch Constraints.
00:03As we move closer to sketching, it's important to understand what constraints are and how
00:08they help build intelligence into your sketches, and in turn, your parts and assemblies.
00:13It's important because Inventor will automatically apply constraints during the sketching process.
00:17And if you don't know what constraints are, you could easily become confused or frustrated.
00:22A constraint by definition is something that confines or restricts within prescribed bounds.
00:28What that means is constraints are essentially rules that tell sketch geometry how it can
00:33and can't move, how big it can be, or how it is to react in relation to other sketch geometry.
00:40In Inventor sketch constraints come in two flavors, Dimensional and Geometric.
00:45Dimensional constraints are just that, dimensions that tell a piece of geometry exactly how
00:49big it needs to be, and we'll cover dimensions in a later movie.
00:53In this movie we'll focus on Geometric constraints.
00:55I've created a simple practice file that will help you quickly understand how geometric
00:59constraints are used to control sketch geometry. To begin we need to edit the sketch.
01:05You can do that in a few different ways, and I'm going to walk you through each of those,
01:08because depending on the scenario you may need to use one or the other--you'll learn
01:13that over time--but at least I want to make sure you understand each of those options.
01:17The first option and the one I use the most, is selecting sketch geometry on the graphic
01:22screen and using the Heads-up display to edit the sketch.
01:27That will rotate you into a normal view to the sketch, and you can begin the editing process.
01:31I'm going to finish this sketch and show you a couple of other ways to do it.
01:36Another way would be finding that sketch in the browser, right-clicking on it, and selecting
01:41Edit Sketch from the right-click menu.
01:44That also rotates you into a normal view and prepares you for editing the sketch.
01:49The final way, which is also a very common way, is to double-click the Sketch icon in the browser.
01:56By doing that you activate the sketch environment, and you're ready to edit the sketch again.
02:01Normally I would not say that you have to look at sketch constraints when you begin
02:06editing a sketch, in most cases you're going to be the one creating the sketch, in that
02:09case you already know what constraints have been applied.
02:12In the case where you're getting a file from somebody else or an exercise file for this
02:16course, it's important that you look at what constraints have already been applied so that
02:21you don't try to duplicate that after.
02:24To view the constraints that have been applied, make sure nothing is selected in the graphics
02:28window by hitting Escape on your keyboard.
02:31This will make sure nothing is selected, that way when you right-click you have a specific
02:35context menu that allows you to show all constraints.
02:40Now when I do that a bunch of stuff happens.
02:42Well, in this case it really is just showing me the constraints that are here, which is
02:46what it's supposed to do.
02:47But in this case at this point we've only applied fixed constraints, and these are constraints
02:52I applied in order to make this file work the way it's supposed to.
02:56So, because we're not very interested in those lock constraints we're going to temporarily hide those.
03:01I'm going to right-click in the Graphics window and select Constraint Visibility.
03:06This will bring up the list of all the constraints and allow you to temporarily disable some
03:11of the viewing of those items.
03:13Now it's important to remember, after you apply this, that you've turned it off. When you're
03:18done, if you think you're going to need that moving forward, turn it back on.
03:22I've seen many cases where people said that their constraints aren't working come to find
03:26out that they have really just turn off the visibility. So it's important that you remember
03:30that Constraint Visibility is available from the right-click menu in the Sketch environment.
03:36The next item I wanted to show, which is very helpful to those who new to Inventor, is the
03:41option for Show All Degrees of Freedom.
03:44This shows you what degrees of freedom are available to any piece of sketch geometry
03:48based on the constraints that have been applied already.
03:52In this case, no constraints have been applied.
03:54We've hidden the fixed constraint, but the geometry that's been created doesn't have
03:58any constraints at this point.
04:00We're going to begin by adding a horizontal constraint to the first item here.
04:06We're going to go to the Sketch tab, under the Constrain panel, and select the Horizontal constraint.
04:12Now when you hover over an item in the Ribbon bar you will get an option that shows you
04:17tool tips. These tool tips are little more advance than what you might get in a typical application.
04:23When I hover over and pause for a moment I get an initial description of that item, and
04:29if I pause a little bit longer I get a full description and in some cases even video of
04:34how to apply these items.
04:38Once you've launched the command you can simply click on a piece of geometry to apply that constraint.
04:44You'll notice that the sketch geometry is now horizontal, and it's also changed color.
04:49The color is important here, because it's providing information.
04:53It's telling you that this item is fully constrained from a geometric standpoint.
04:58The arrows that remain are actually telling you that a dimension is required to provide an overall size.
05:03I am going to get out of this command by right-clicking and selecting Cancel.
05:08You could also do this by hitting Escape on your keyboard, and I'm going to right-click
05:12again to add a Dimension.
05:13Now we're not going to get into the details of dimension, but I'm going to apply one simply
05:17to show you what happens when it's fully constrained.
05:20In this case, all of the degrees of freedom are removed, and if I returned to my right-click
05:26menu and get out of my Dimension command, I can then right-click again and select Show
05:30All Constraints one more time, and you can see that the horizontal constraint has been applied.
05:37By hovering over that icon you can also see the geometry highlight which tells you what
05:42pieces of geometry are included with this constraint.
05:46To continue, I'm going to go ahead and hide all my degrees of freedom, and I'm going to
05:52Hide all my constraints. This will help just clean up the interface.
05:57We can move forward, and we'll circle back and look at the constraints once we've applied to each of them.
06:01As we continue forward the next constraint is a Vertical constraint.
06:05Again, we're not going to touch all the constraints, but the key constraints that are most used
06:10in design are going to be covered.
06:11I am going to select the Vertical constraint from the Constrain panel and then select the
06:15line to apply the vertical constraint.
06:18You'll notice again the color changes and at this point I'm ready to move to my next constraint.
06:23I could hit Escape to get out of this command, but that's not required.
06:27Next I can actually move to the Collinear constraint which is here on the top of the
06:31Constrain toolbar, and that will automatically cancel the Vertical constraint and begin the next command.
06:38In this command rather than selecting a single line, you need to pick two pieces of geometry.
06:43One item to start with and a second item that you want to make collinear.
06:48This will put the two pieces of geometry in line with each other.
06:51The next constraint is a Concentric constraint.
06:54By selecting each of the circles you have the ability to lock the center points so that
06:59they will always remain connected. The next constraint is the Tangent constraint.
07:05By selecting the circle and then the line you'll add a rule that make sure that line
07:10will always remain tangent to that circle.
07:13And the final constraint is the Perpendicular constraint.
07:16If we want these two lines to be perfectly perpendicular--or 90 degrees from each other--
07:21I simply select each of these lines while in the Perpendicular constraint command, and
07:26you can see that those two items are now locked at a 90 degree angle.
07:29I am going to hit Escape on my keyboard to get out of the Constrain command, and we will
07:34right-click in the Graphics window and select Show All Constraints again, and now you can
07:39see the constraints that we've applied to these pieces of geometry.
07:43Again, hovering over any of these items will allow you to see which pieces of geometry
07:48are included in the constraint.
07:51In this case, in the tangent you see both the circle and the line highlight, in the collinear
07:55constraint both lines highlight.
07:57Now the reason that's important is perhaps I added this collinear constraint by mistake,
08:02or it's no longer needed, it's very simple to remove constraints as well.
08:06When I hover over either of these items, it shows me the geometry that's contained in this constraint.
08:12I can left-click to select the constraint-- indicated by the highlighting in red--and then
08:17I can right-click and select Delete from the Marking menu.
08:20You'll notice that the colors change to represent that this item is no longer fully constrained,
08:25and I could apply some other constraint if I chose to.
08:28Hopefully at this point you have a solid understanding of what constraints are and how they work
08:33to control geometry in a sketch.
08:36We'll cover constraints a little bit more in each of the following sketch movies, but
08:39it's important that you have a solid understanding from this point.
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Drawing with the Line tool
00:00In this movie, we're going to focus on drawing with the Line tool. And the time is finally
00:04come to begin creating sketches that will turn into 3D parts.
00:08We'll pull together all the things we've learned up to this point to begin creating our first part.
00:13We'll start by creating the starter mounting plate.
00:15I have the assembly of the engine opened so that we can get a feel for the part we're
00:19going to be creating.
00:21In this case, it's located right here on the back of the engine and attached to it is the
00:26starter cover, which covers the mechanism that will be used to start the engine.
00:31To get a better look at this part I'm going to right-click on it and select Open so that
00:35it appears in its own window as if I've opened part file by itself.
00:40This should allow us to see a basic overview of what this part looks like and the components
00:45that we're going to begin sketching.
00:48Now in this case, the most important part is the base, the large rectangle that everything attaches to.
00:55Whenever I'm creating parts I like to try to start with the most significant piece of
00:59the geometry and build from that.
01:02To begin, I'm going to start a new sketch file, I'm going to go ahead and close these
01:05part files and the assembly file, because we don't need them to move forward.
01:10From the Ribbon bar I'll click New and select Standard part.
01:15With an empty file we need somewhere to sketch from, and you can remember from the origin
01:19video that when creating a sketch Inventor will present the origin geometry and allow
01:24you to select a plane to sketch on.
01:26In this case, I like sketching my base features on the X, Y plane, so I'm going to left-click
01:31on that and the sketch will become enabled, and I'm ready to begin sketching my first part.
01:36Now reality is this is about the Line tool, but more than the Line tool we'll be talking
01:41about the heads-up display.
01:43I mean creating a line is as simple as left-clicking once and left-clicking again to create a line,
01:50that's not so much important.
01:51What's important here along with creating the line is the heads-up display, the constraints
01:56that are being applied, and how to add dimensions on the fly as needed.
02:01So to begin I'm going to right-click to bring up the marking menu, and I'm going to select Create Line.
02:07When I do that the heads-up display appears and shows me the coordinates of where my cursor
02:12is located in relation to the center point which was projected to this sketch.
02:17As I move closer to the center point, you'll notice that my coordinates began to approach zero.
02:23When I get to the center point the icon or cursor will snap to the center point, a green
02:29dot will indicate that a coincident constraint is going to be created, and you'll notice
02:33that the coordinates are at 0, 0. This is a good practice.
02:37I'm going to go ahead and left-click to start this from the center point and locking sketch
02:41geometry to this center point is a good habit to get into.
02:46The reason for that is once you've locked to the center point, the remaining sketch
02:50geometry that's created is much more predictable.
02:53As you add dimensions and constraints you know where things are going to grow from,
02:58and that's the center point you lock to.
03:00Now that I have selected the starting point, the heads-up display changes and gives me
03:04some good information about what's next.
03:07Not only am I selecting the last end point of this line, but you'll notice the dimensions have appeared.
03:13I have a length dimension and an angle dimension.
03:16You'll notice that the length dimension is highlighted in blue as if it's ready for text input.
03:21I know that this part is 1.575 inches square, so I'm going to type that on my keyboard,
03:27and you'll notice those are input into the dialog box.
03:31If I hit tab on my keyboard a couple of things happen.
03:35First I switched to the angle constraint where I could type in a dimension value for that,
03:39but more importantly the 1.575 length dimension has received a Lock icon next to it.
03:46This indicates that I have manually input some value there. And as I move my cursor,
03:51no matter where I move it, you'll notice that that line is locked to that point.
03:56If for some reason I made a mistake you can always hit tab to return to that, type in
04:01a new value, hit tab to accept it, or if I hit tab to return to it I could hit Spacebar
04:08to clear it, and I'm actually back to not applying an actual dimension.
04:13I am going to go ahead and enter it in this case, because I think it's important that
04:17you see how dimensions can be applied while you're sketching, but also because as we move
04:22forward I'm not going to use the dimensions, and I want to show the difference between the two.
04:28Now that I am ready to select my end point as I hover near Horizontal another thing happens.
04:33You'll notice near the end of the cursor a Horizontal icon indicator has appeared.
04:38This lets me know that Inventor is ready to automatically apply a horizontal constraint,
04:41and if I left-click you'll notice that the line is purple as opposed to green, which
04:47if you remember from our previous sketch movie, indicates that this line is fully constrained,
04:52and the reason for that is we have a dimension and the horizontal constraint locks it into position.
04:58I am now ready to continue with the Line command.
05:00You'll notice that the command is still active and in this case it's using the end point
05:04of the previous line to begin this line.
05:06So now all I need to do is select an End point here, and as I hover near Vertical, again, a
05:12Constraint icon or Glyph shows up near the cursor.
05:15It also shows up near the original horizontal line, and in this case it's applying a Perpendicular
05:21constraint as opposed to a Vertical constraint.
05:24The reason for that is once geometry is created Inventor prefers to use existing geometry
05:30to create constraints as opposed to just applying a horizontal or vertical constraint.
05:35In this case, that works for me, I'm going to leave this to be perpendicular, but in
05:39this case I'm not going to add the dimension, I'm going to use that length dimension as a reference.
05:44I'm going to get it to roughly 1.5, and I'm going to go ahead and left-click to end that line.
05:50The next line I create is going to be the horizontal line that runs across the top of the square.
05:56You'll notice as I hover around the Graphics window, and I get near where the midpoint
06:01of the bottom line is the heads-up display shows me an Alignment indicator.
06:05This isn't going to add a constraint specifically to lock it to the midpoint, but it's a nice
06:09way to let me know exactly where I am in the sketch environment.
06:13In this case, I do want to go ahead and move all the way over to the end above this center
06:18point, and you'll notice that Inventor is ready to apply a parallel constraint based
06:23on the icon shown in the heads-up display.
06:26If I don't want that, say for example, I really want this to be perpendicular to the
06:30line here, I can simply hover over that or scrub over it, and that will become the active
06:37piece of geometry that Inventor uses for reference.
06:40In this case, now I'm looking to apply a perpendicular constraint to the previous line and at any
06:44point during the sketch process I can select any piece of geometry to make that be active reference point.
06:50I'm going to go ahead and let it apply the parallel constraint, I'm going to left-click
06:54to end the line and then I'll finish it off by left-clicking at the center point or where I started.
07:00I am going to right-click and hit Cancel to end the command, you'll notice here one unique
07:06item in this sketch, and that's that the horizontal line at the top is actually green, which means
07:11it's unconstrained or under constrained.
07:15To review let's go ahead and right-click and select Show All Degrees of Freedom.
07:19Here you can see that the line is allowed to move up and down, but it is not allowed
07:24to move to the right or left.
07:25We know that this sketch geometry is still unconstrained because we did not apply that
07:29dimension to the vertical line on the right.
07:33We'll get to that in the Dimension movie, but for now we'll go ahead and hide all the
07:37degrees of freedom and continue on with our sketch.
07:39I am going to go ahead and launch the Line command one more time, and this time we're
07:43going to use the existing geometry to create the overhang that will define part of the
07:47starter cover that attaches to this piece.
07:49I am going to left-click on the line to begin our new piece of geometry.
07:55I'm going to left-click again to find its end point and then I'm going to return to
07:59that original line again and left-click just to define the basic shape of our overhang,
08:05and in the next movie we'll look at how to dimension that.
Collapse this transcript
Dimensioning a part
00:00In the previous movie, we learned how to draw with the Line tool.
00:03During that movie, we created the sketch that you see on the screen, and we are now ready
00:06to add dimensions to define the overall size.
00:09To begin, we need to get into the sketch environment, and we can do that by double-clicking the
00:14sketch in the browser to edit that sketch.
00:16You will notice that the Sketch tab is displayed, and we are now in the editing environment,
00:22and we are ready to add our dimensions. Inventor only has a single dimension command.
00:27It can be found on the Sketch tab under the Constrain panel or through right-clicking
00:32to bring up the Marking menu, and selecting the lower-left position.
00:37We know that the plate on the screen needs to be perfectly square.
00:40So we need an overall height dimension. There is a couple of ways to add this.
00:43I am going to show you both ways because both are valid, and depending on the type of sketch
00:47geometry you've created, you may select one over the other.
00:51While into the Dimension command, we'll start by switching the bottom horizontal line followed
00:55by the top horizontal line.
00:57We can move our cursor off to the left to where we want our dimension placed, and we
01:01can left-click again to place that dimension.
01:04After placing the dimension, an Edit dialog pops up, and allows you to enter an exact
01:08value for this piece of geometry.
01:12You can now see that the dimension has been placed, the geometry has changed color to
01:16indicate that it's fully constrained or dimensioned, and we could move forward.
01:19I am going to go ahead and undo this using Ctrl+Z on my keyboard, and show you another way.
01:25The first one, I selected two different pieces of geometry.
01:29This time, I'm going to enter the Dimension command, and select just the single vertical line.
01:35Then when I move my cursor to the left, I get the same dimension I had last time but
01:40I had fewer clicks to do it.
01:42Placing that dimension again, I can enter the 1.575 value and hit Enter, and essentially
01:48have created an identical dimension. So, either way is completely valid.
01:51The reason you would choose one over the other would be in a case where you don't have a
01:55single vertical line defining the height.
01:57For example, if I were to create two different rectangles here, maybe I am making an L bracket
02:05of some sort, and now I enter the Dimension command.
02:09There's no single line or piece of geometry that defines the overall height.
02:13In that case, selecting the bottom horizontal line and top horizontal line is the only way
02:18to create the overall dimension of this geometry.
02:20So, depending on the type of sketch you're creating, either is completely valid and they
02:25create identical sketches.
02:27It's just a matter of you selecting the one that you need for your design.
02:30I am going to get out of the Dimension command by hitting Escape on the keyboard.
02:33I am going to delete this geometry because we don't need it.
02:37I just wanted to show you a sample of where you could use both types of dimension.
02:41We are now ready to dimension our overhang.
02:43The overhang is found on the right, and you can see it because it's the only item that's
02:46still green, meaning it's still unconstrained.
02:48We are going to start by adding a dimension to locate the top of the overhang.
02:54I am going to start by selecting the top horizontal line because that's what I want the base dimension to start from.
03:00Now, rather than selecting the line, I can hover over and select the vertex where it meets the square.
03:07I can then place my dimension just like I did in the previous dimension, left-click
03:11to place that on the screen, and enter a value of 0.212.
03:16Hitting Enter on the keyboard accepts that value, and we're ready to continue on.
03:20We're still in the Dimension command, and I need to dimension the position of this overhang at the corner.
03:25So, I am going to go ahead and select the top horizontal line again, and this vertex at the corner.
03:31Again, I'll place my dimension, and in this case, I am going to enter 0.404.
03:36Now, we are almost finished dimensioning the sketch.
03:39But the next dimension we need is an angle dimension.
03:42As I mentioned, Inventor only has one Dimension command.
03:46I want to dimension the angle between this line, and this line.
03:49To do so, I simply select each of the lines, and you will notice after I select the first
03:53line, if I hover near the second line, an icon pops up near the cursor, indicating an
03:58angle dimension is going to be applied.
04:00Simply left-clicking again, and moving my cursor to where I would want to place the
04:04dimension, you will notice that I've created an angle dimension.
04:07Now, before I place this, I am going to move my cursor to a few different locations.
04:11You'll notice that based on where my cursor is the dimension value will change to indicate
04:16the angle of the two lines at that location.
04:20Once I find the specific dimension I want to place, I can move my cursor to where I
04:25want to place the dimension and enter a value.
04:30The final dimension we need to create is very similar to the previous few that we've created,
04:34we want to measure the overall distance from the far-left side of the square to the vertex
04:40on the corner of the outcrop.
04:41I am going to go ahead and place that up near the top of the screen, and enter 1.88 for that value.
04:48At this point, we've completely dimensioned our sketch.
04:50You can tell that because all the geometry is the darker of the two colors that I have
04:53in my color scheme, in this case, purple.
04:56And we are now ready to finish the sketch and begin part modeling.
Collapse this transcript
Creating parameters
00:00In the previous movie, we dimensioned this Sketch.
00:03While it's completely dimensioned, and we could move on to part modeling at this point,
00:08I wanted to step back for a second and explain some things that are happening in the background.
00:13Because this is an introductory course, I think it's important that you understand some
00:16of that background nuance that's taking place so that you better understand things as you
00:20are learning and moving forward.
00:21We are going to go ahead and edit this sketch by double clicking on it in the browser.
00:26What I want to talk about is Parameters. Inventor is a 3D Parametric Modeling system.
00:31What that means is the dimensions that are created are actually just representations
00:35of parameters that the system is keeping control of in the background.
00:40You might've noticed when I was placing dimensions in the previous movie that each dimension,
00:45in the Edit dialog box, has a name.
00:47If you double-click any dimension, you can see this.
00:51In this case, we are editing dimension d0.
00:54You can see in the title bar here, if I close this dimension, and I double-click the next
00:59dimension, you'll see d1 listed.
01:01Now if you've been following along in creating parts and sketches along with me, your dimension
01:07names might be slightly different, and that makes no difference.
01:10You can change the name, and I'm actually going to show you how to do that as part of this movie.
01:14So if you see a different dimension than what I'm seeing on the screen, or a different dimension
01:18name more specifically, that's okay. You don't need to worry about that.
01:23What's important here is because they each have names, you can do special things with them.
01:28For example, d0, d1, d2, those are not very meaningful.
01:33They are really just a way for the system to keep track of the dimensions that are created.
01:38This square would make much more sense if the dimension name was width and height.
01:42So, for example, the very first dimension, the d0 dimension, if I wanted to give this
01:47a name that meant something to me, I can actually hit the Home button on my keyboard and in
01:53front of the dimension, actually place a name. In this case, I am going to call this width.
01:59Now you'll notice as I type everything is in red which indicates something is wrong,
02:03and I purposely stopped here so that you could see that.
02:06Just because you see red, doesn't mean that you can't make things work correctly.
02:10In this case, what it's telling us is it needs an equal sign, or you could remove that,
02:14and it would go back to normal, it just needs a value.
02:17But what I've done here is I've typed width= and some value.
02:21This is a way to name your dimensions on the fly.
02:24Now you won't always do this--and especially in an introductory course, it's not necessarily
02:28needed--but again as your things get more advanced, and as you start creating more complex
02:34designs, naming your dimensions can be very handy.
02:37I am going to go ahead and hit Enter here, and it looks as if nothing has changed.
02:41But if I double-click that dimension again, you will now see it says Edit Dimension : width
02:46and then we're back to seeing the exact value of that parameter.
02:50This is exactly what we want.
02:52The reason for that is we can then use that name in other dimensions.
02:57For example, right now the two dimensions that define the overall size of the square
03:03are not related in anyway.
03:05If I double-click this dimension and change it to 2 and hit Enter, my square is no longer
03:10square, and that's part of what's powerful about a Parametric Modeling System is the
03:14ability to build rules and intelligence into the models so that when something changes,
03:19it always will, you have to do less work in going back and changing your model.
03:23I am going to go ahead and double-click this dimension to edit it, but in this case I am
03:27going to do two things at the same time.
03:29I'm going to name this dimension and also give it a value.
03:34So in this case, this is the height of the square.
03:35I am going to name this height. I am going to make it equal some value.
03:40I could enter some value.
03:43In this case, I actually want to enter the name of the other dimension, which is width.
03:47I want the height and width to always be the same.
03:50This will ensure that my plate is always square, regardless of what value I enter.
03:55So in this case, I am going to enter width, and you'll notice the red goes away because
04:00now I have a valid expression, and I can hit Enter on my keyboard.
04:04Now something else happened here when I hit Enter.
04:07The dimension changed a little bit.
04:09If I double-click it, you'll notice that it says Edit Dimension : height and the value for it is width.
04:17So what the system is doing is it's taking the value of this width dimension down here
04:21at the bottom, and it's entering that value in.
04:24The other thing it did was it indicated that a formula or an expression was controlling
04:29this by entering in fx: in front of the value in the dimension.
04:33But it doesn't change the Dimension value, it just indicates that something is driving
04:37this dimension or controlling this dimension other than a solid straight value.
04:42When you rename things, and you start getting a little more advanced in your dimensioning,
04:47there's going to be times where you want to see all of the names of things or all of the
04:50expressions driving these dimensions. To do this, you can change the Dimension style.
04:57With nothing selected on the screen, if you right-click in the Graphics window, you have
05:02an option in your right-click menu which is Dimension Display.
05:07And under this flyout menu, you have a few different options, you have Value, Name, and Expression.
05:12Those are the three I want to focus on.
05:14Tolerance and precise value are more advanced, and we won't be covering those in this movie.
05:18Right now, we have Value selected.
05:20If I select Name, you'll notice that all the dimensions change to show the name of the
05:26dimension rather than their value.
05:28You can see that we have our width dimension down at the bottom, we have our height dimension
05:31here on the side, you can see the name the system gave to the other dimensions as well.
05:36If I go back and right-click again and go back to my Dimension Display, I have the option for Expression.
05:43Expression is a little more valuable in the sense that it shows you both the name and
05:47the value or the formula that's driving or creating the value.
05:51So, for example, here at the bottom, we have width=1.75.
05:55Over on the right, we say height=width, and we can very easily see the width value right
06:00here so that we get a better understanding of what the system is doing and how this is
06:04actually controlling the size of the model.
06:07Now to go a little further, I am going to go ahead and go back to my Dimension Display
06:11as Expression by right clicking on the screen, selecting the Dimension Display and returning
06:16to the Value option.
06:18The next step in Parameters that really adds even more power to the system itself is the
06:22ability to create formulas.
06:25While technically, height = width is a formula, we can get a little bit more advanced.
06:29If, for example, we were to change the overall size of our square, let's say it's 1.75, you'll
06:37notice that our overhang gets squished--I know not a very technical term--but you see the result.
06:44The reason for that is the overall width of the square is not related to the overall width
06:50of our overhang at the same time.
06:52So let me go back to set this to 1.575, and we are back to proper proportions.
06:58There is a couple of ways we can handle this, and this is a really important thing to keep
07:03in mind while sketching when you get to a point where you are going to start using parameters and formulas.
07:08Just because you have an overall dimension that you want to see on a manufactured part,
07:12doesn't necessarily mean you need to create those same dimensions while modeling the part,
07:16and I'll show you what I mean.
07:18In the case of this 1.88 value, we actually know that there's going to be some distance
07:25from the edge of the out hang to the side of the square, plus the overall width value.
07:31I'm going to edit this value, and I'm going to enter width +, the difference between the
07:381.88 and the 1.575, which is actually .305.
07:44When I hit Enter, again the overall size doesn't change, but what's important here is I built
07:49into the sketch intelligence that says always make this value at the top, the total width
07:57of this square plus .305.
08:00So if, for example, now when I change this dimension to 1.75, the outcrop moves with
08:07the overall size of the square, and we don't have to change proportions.
08:11Now another concern I have is back to what I mentioned that the dimensions you use in
08:16the overall modeling, might not be the exact same dimensions you use in manufacturing. And
08:21the reason for that is I could cancel this and actually delete this dimension and simply
08:28add a dimension to this outcrop to define .305.
08:34What I've done here is created the exact same physical result in two different ways, one
08:38using a formula, and one just selecting a different type of dimension.
08:43This is the power of a 3D Parametric Modeling System, and it shows the importance of the
08:47designers sitting behind the computer itself.
Collapse this transcript
Creating circles and rectangles
00:00In this movie we're going to focus on circle and rectangles.
00:03Now, because this is the last movie in the sketching chapter, we're also going to bleed
00:07a little bit into part modeling as we create the geometry to sketch on.
00:11It's not important that you understand everything from a part modeling aspect, because we're
00:15going to cover that later, but I think you'll start to see how sketching and part modeling
00:19are connected as we move through this video.
00:22We're going to begin by extruding this base plate that we've been creating over the previous movies.
00:27We're going to right-click and from the Marking menu select Extrude.
00:30We can then select the two profiles that we created and give them an overall Height of .125.
00:37We can hit Enter on the keyboard to accept that value and our initial base feature has been created.
00:42You can see it here in the browser as Extrusion1.
00:47Before we continue sketching we need one more item added to this part, and that's a fillet.
00:52We're going to fillet each corner.
00:54We're going to start by selecting this first corner and the Heads-Up Display will present
00:57a Fillet and Chamfer option.
00:59We're going to select Fillet, which is the rounded corner, and we're going to work our
01:04way around the parts, selecting each corner edge.
01:06You can select through the part, so I can get to this vertical edge in the back simply
01:10by selecting through the part.
01:12And once I've selected all four corners, I'll hit the check box to accept those.
01:16We've now created our base feature that we're going to build from, and we can begin looking
01:20at circles and rectangles.
01:22But before we do that I'm going to switch back to the faceplate, which is the completed
01:25part so you can see where we're headed.
01:28In this case, you can see where the base plate is located here, we're going to go ahead and
01:32create circles for these bosses on each corner.
01:36We're going to create a circle for the boss in the center.
01:38We're going to create the center hole, and we're going to create a rectangle that locates
01:42these holes around the main boss.
01:45We'll switch back to our part and continue along the way.
01:49We're now ready to being sketching circles.
01:51We're going to start with the boss in the center of the part.
01:53To do that, we're going to select the top face and from the Heads-Up Display select
01:58Create Sketch on the far right.
02:01A couple of things happened, we rotated so that we're looking normal to the view.
02:04We're straight down on the sketch.
02:06And you'll notice the yellow lines were projected from the edges of the part below.
02:10We're going to leverage this projected geometry to create the center boss of our part, and
02:14the reason for that is this boss needs to be perfectly centered in the middle of the base plate.
02:19To do this, we're going to start by Creating a Line--which we learned about in a previous
02:23movie--and we're going to start our line at the center point that was projected from the part.
02:28You'll notice as we hover near the center point a green dot appears, which indicates
02:32a coincident constraint is going to be applied.
02:35We can then hover the end of the line near the center point on the opposite corner, left-click
02:39to lock that into place.
02:41We can hit Escape on our keyboard to get out of the command, and you'll notice we now have
02:45a line that's locked to the center points and the dark purple color indicates that it's
02:49permanently constrained.
02:51The next thing I'm going to do, I'm going to select this line, and because we're using
02:54this simply as a construction piece of geometry, we're using it just to create a midpoint that
02:59we can lock to, select that line, right-click, and the Heads-Up Display has changed to indicate
03:06things I can do this line.
03:07I could turn it to a Centerline, I could Delete it, or I could convert it to a piece of
03:11Construction geometry. That's what I'm going to do.
03:15And after doing so you'll notice the display changes a bit.
03:18It's now a dashed line, and what that indicates is that it is construction geometry, and it
03:22will be ignored when creating modeling features.
03:25All it's there for is so that we can center our circle or our boss on the midpoint of this line.
03:31From the Marking menu I'm going to select Circle.
03:34I can now hover near the midpoint of this line.
03:37Again, I get the green dot to lock the center point to the midpoint.
03:40I'm going to left-click to place and begin to drag my circle out.
03:44Now, you'll notice the Heads-Up Display for a Circle is showing a Diameter dimension.
03:49In this case, I know we need a radius dimension.
03:52So before placing the circle, while I'm in the middle of the command, I can right-click,
03:57and I do have an option to change to Radius.
04:01If at any point you need to switch back, you can simply right-click while you're in the
04:04middle of the command and switch back to a Diameter, it's just a toggle back and forth.
04:09In this case, I'm going to go ahead and right-click one more time because I do want that Radius
04:13value, and I'm going to enter .413 as my value.
04:17I'm going to hit tab on my keyboard to accept that, and then I'm going to left-click to place the circle.
04:22I've now completed the sketch, and I can right-click in the graphics window and select Finish Sketch
04:26from the Marking menu, or I can go to the toolbar and select Finish Sketch at the far
04:31right, both do the exact same thing, and it's a matter of preference.
04:35From the Marking menu I'm now ready to extrude the circle I just created.
04:39I can select that circle on the screen and enter a value of .315 for its Height, hitting
04:45Enter on the keyboard will accept that value, and the boss is created.
04:49Now, it's a little hard to see because of the coloring.
04:52I'm going to use my Visual Styles, which we turned on in the navigation tools video, and
04:56I'm going to turn on my Shaded with edges option.
04:59This allows me to see the top of the boss a little more clearly and will help as we
05:02continue along sketching.
05:04The next thing we need to do is add the bosses around each corner.
05:08I'm going to sketch on the same face again.
05:10It rotates into a Normal view, but this time you'll notice something happened.
05:15If I orbit a little bit, you'll notice that this sketch actually runs through this part.
05:23Now we're ready to create our circle bosses in each corner.
05:26I'm going to use the Marking menu to access the Circle tool, and in this case I'm going
05:31to use the projected geometry to completely define these bosses.
05:34I'm going to hover over the center points of the fillets to lock my center point of
05:38the circle to that, and I'm going to hover up near the edge of the part to get another coincident constraint.
05:42I'm going to left-click, and you'll notice the circle that's created is automatically purple.
05:47The center point is locked to the fillet and the outer edge is locked to the edge of the part.
05:52This completely defines the circle, and I don't have to add any dimensions. If the fillet
05:56underneath changes, the circles will also update.
05:59I'm going to work my way around and repeat that process for each of the corners, and
06:04we'll be ready to extrude our bosses.
06:10With those completed, I can hit Escape on my keyboard to get out of the Circle command,
06:14and I can right-click and select Finish Sketch from the Marking menu.
06:18Now we're ready to extrude those bosses.
06:20I can right-click on the Marking menu and select Extrude.
06:23I can select each of those bosses that I just created, and I can give them an overall Height value of .16.
06:32Hitting Enter on the keyboard accepts that value and the bosses are created.
06:35Next, I'm going to create the center hole that goes through this boss.
06:40To do so, I'm going to start a new sketch by selecting that face and from the Heads-Up
06:44Display select Create Sketch again.
06:47Now that we're in the sketch environment, the Marking menu has my Sketch Tools again,
06:50and I can select Circle.
06:52I'm going to lock it to the center of that part, and I'm going to give it an overall value of .5.
06:59I'm going to hit tab on my keyboard to lock that in.
07:02But you'll notice that it remembered the Radius that we used previously.
07:05While I'm in this command, before I place it, I can right-click and again select Diameter,
07:10and you'll notice it maintains the .5 that I entered, but changes it to a Diameter dimension.
07:15Left clicking places that, and I'm ready to finish the sketch.
07:21With that circle created I can right-click and select Extrude from the Marking menu.
07:25I can select the circle that we created, and I'm going to select a Through All option for this extrusion.
07:30I'm going to select the check box in the Heads-Up Display to accept that, and we now have a
07:35hole that goes all the way through the part.
07:39The final element we're going to cover are the holes that surround the boss.
07:42Just to refresh, if I switch back to the base plate, you can see them surrounding the boss
07:46here and here, there is four total.
07:50We're going to switch back to our part, and we can being a new sketch on that face.
07:56Now here we notice something happens that's a little different than we've seen before.
08:00While we get the projected edges, if I orbit a little bit, you'll see that this sketch
08:04actually cuts through the part a bit.
08:07In order to help with visibility while sketching, you have the ability to right-click in the
08:11graphics screen and select Slice Graphics. You can also hit F7 on your keyboard.
08:16What that does is temporarily slices the graphics away from the part so that you have better
08:21visibility of the sketch you're creating.
08:23Again, if I hit F7 on the keyboard, you'll notice it toggles back and forth.
08:28It's a simple temporary visibility enhancement that allows you to see things that you're sketching on.
08:32Now, I'm going to rotate back to a Top view so we're looking normal at this view, and
08:37we can begin with our Rectangle command.
08:40Because we're in the sketch environment, we could bring up the Marking menu, but you'll
08:44notice that there is a Two Point Rectangle in our Marking menu.
08:47In this case, I don't want the rectangle that's defined by two corners.
08:51I'm going to go up to the Sketch tab, to the Draw panel, and find the Rectangle command.
08:57The Rectangle command has a split button, and if I select the dropdown option I have
09:01different types of rectangles that I can create.
09:04In this case, I want a rectangle that's a Two Point, but one of those point is a center
09:08point, because of that I can select the center of this boss which was projected to our sketch.
09:14And as I start to drag you'll notice that my square or rectangle is locked into the
09:20center of that part.
09:22I'm going to use the Heads-Up Display to create dimensions on the fly.
09:25In this case, .716 is the Width of the rectangle.
09:28I'm going to hit tab on my keyboard to switch to the other dimension and enter .716 one more time.
09:34I'm going to hit Enter on my keyboard to accept those values, and you'll notice the rectangle
09:38is created, it's locked to the center of the circle, and it's fully constrained, indicated
09:43by the purple geometry.
09:44I'm going to get out of my Rectangle command by hitting Escape on my keyboard, and I'm
09:49going to make one more change.
09:51Because this is construction geometry, I'm only creating this rectangle to locate the
09:55center of holes I'm going to create.
09:56I'm going to hold Shift down on my keyboard and select each of the outer edges of this
10:01rectangle, and with them selected right-click and change to Construction Geometry.
10:06I'm going to hit Escape on my keyboard to make sure nothing is selected now, and I'm
10:10ready to finish this sketch.
10:13From the Marking menu I'm going to select Finish 2D Sketch, and I'm ready to create my holes now.
10:18From the Marking menu I can right-click and select Hole and in this dialog box you can
10:23see that I'm ready to select the center points.
10:26I can select the center point of these circles by clicking on the corners of the rectangle
10:30we just created, and I've now located each of those circles.
10:35In this case, the Diameter of the hole is .08, and I'm going to select the check mark to
10:40accept that value, and I've created my holes.
10:43Now, because we're going to cover holes and other things around part modeling in future
10:47movies, we're going to stop here.
10:49At this point we've seen how to use circles and rectangles, and we've started to look
10:53at a little bit of part modeling as we prepare for that chapter.
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4. Part Modeling
Introducing part modeling
00:00In this chapter, we are going to be covering part modeling.
00:03Up to this point, we've learned about the interface, we have learned how to sketch geometry,
00:06we have even learned a little bit about part modeling along the way.
00:10Now we are ready to dive into the details.
00:12On the screen is the part we are going to be creating throughout this chapter.
00:15I am going to use my Visual Styles icon to enable part edges.
00:20I have selected that from my Navigation bar which we added earlier.
00:23But if you didn't add that, you can access it from the view tab, under the Appearance
00:28panel, the Visual Styles button. All you do is simply select Shaded with Edges.
00:33This simply lets you see the edges a little more clearly and better understand the part.
00:38On the left in the browser, you can see the features that have been built to create this part.
00:43The browser is essentially a view into what you're seeing on the screen.
00:46So, if I hover over Extrusion 1, it will highlight in the graphics window as well.
00:51As you slowly work your way down the list, you can actually see how the part was built piece by piece.
00:57Because Inventor is a history based modeler, each feature you create is added to the browser,
01:01and each subsequent feature is added below that in the browser.
01:05If you look at the bottom of the browser tree, you'll notice an End of Part icon.
01:08This icon can actually be moved to essentially go back in time, and see how this part was built.
01:14I often use this to interrogate models that others have built in order to learn how they're
01:18doing things, perhaps slightly different than myself.
01:21I also use it to double-check my own work just to remember how a part was built.
01:25If you left-click on the End of Part icon and drag up the browser tree, you have the
01:30ability to locate that at any position.
01:32By releasing my mouse button, essentially, all features beyond the End of Part are suppressed--
01:38or temporarily turned off--and I can see this part at its very first base feature or Extrusion 1.
01:44I can then take the End of Part icon, and drag it down below Extrusion 2, and you can
01:49see a new feature is displayed in the graphics window.
01:52If you work your way down the model, you can actually see how this part was built over time.
02:00Now, we are going to build this part from scratch, and we are going to cover each of these items.
02:04But in the first movie covering extrusion, we'll create the first eight excursions.
02:08Now, this might seem a bit repetitive, but part modeling is.
02:12It's important to understand how to sketch, and connect that with modeling features like
02:15extrusion to build a complex part.
02:18Overall, the process is fairly simple, but in the end, the part might be much more complex.
02:23Hopefully, this helps you understand how part modeling happens and how the browser is connected
02:27to the graphics window.
02:28We will be using both throughout this chapter to learn how to build this part.
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Creating a base extrusion
00:00The first part modeling feature we're going to focus on is extrusions.
00:04On the screen, you'll see the part that we're going to build throughout this chapter.
00:07I'm going to roll the End of Part icon back to just below Extrusion 8.
00:11On screen, you'll see what we should end up with at the end of our extrusions.
00:14We're going to go ahead and create each of the eight extrusions that make up this part.
00:18When I begin part modeling, I like to look for the biggest or most pronounced feature,
00:22or the item that has the most things attached to it as my base feature.
00:26That way, I have something solid I can build out from.
00:28In this case, I see it as being this cube, and that's where we're going to start.
00:32I'm going to start a blank file to begin this process.
00:35From the Application menu, you can select New > Part to create a blank part file to start from.
00:42I'm going to create a new sketch by right-clicking and selecting New Sketch from the Marking menu.
00:47Because this is the base feature, the origin planes are displayed, and I'm able to select
00:51a plane to sketch on.
00:53Now, because this part is overall fairly symmetric, I'm going to draw my initial rectangle in
00:59a specific type of way so that we can leverage the origin planes as we model things throughout this chapter.
01:05I'm going to start with the Rectangle command, but I'm going to select a specific type of rectangle.
01:10I'm going to use a Two Point Center Rectangle.
01:13By doing this, the first point I select is considered the very center of the rectangle,
01:18and as I drag out, my heads-up display allows me to add dimensions to this.
01:21In this case, this cube is going to be 0.692 in width.
01:26I'm going to hit tab on my keyboard to move to the next dimension, and enter 0.757.
01:31I'm going to hit tab on my keyboard again, and then Enter to actually create the rectangle.
01:35You'll notice by using the heads-up display and the center point origin that was projected
01:40to the sketch, I was able to fully constrain and lock this rectangle down just using the heads-up display.
01:46I'm now ready to create my first extrusion.
01:48I'll right-click and select Finish Sketch, and I return to the modeling environment where
01:53I can then right-click and select Extrude.
01:55Now, I know this extrusion has a height of 0.518, and we're going to extrude it to a distance.
02:01But before we do that, I wanted to talk a little bit about the heads-up display, and
02:05the other things you see on the screen.
02:07You'll notice the heads-up display here near my cursor, but also on the screen, you'll
02:11notice the Extrude dialog box which is hidden.
02:14Clicking on the dropdown arrow exposes the dialog box that actually controls this.
02:19It's up to you whether or not you use it. I prefer to use the heads-up display.
02:22But while you're learning, it might be worthwhile to actually use the Extrude dialog box.
02:26When extruding, there's a few different options that you need to input to determine the geometry that's created.
02:32You have to pick a profile, which we did right when we started.
02:34If there's only one profile in a sketch, the system automatically selects that profile for you.
02:39The next option is Output.
02:41In this case, we're actually creating a solid model, the other option is Surface, but we
02:44won't be covering that in this course.
02:47Because it's the base feature, we have limited options here.
02:50These buttons that are grayed out in the center are options for Join, Cut, and Intersect.
02:55But we'll cover this in later extrusions.
02:57By default, the very first base feature is creating a new solid, and that's checked by default.
03:02Under the Extends area, we have the ability to select different types of termination.
03:07We can say extrude to a distance, extrude to a specific item, or between two items.
03:13We have the ability to enter a distance, and then also a direction.
03:16Now that we've seen this, I'm going to go ahead and collapse this and return to the
03:19heads-up display because all the same information is available in the heads-up display.
03:23You have from the dropdown menu a Distance, the option to select to a specific point or
03:28face, or between two faces.
03:32We have the ability to select our profiles which again was already done for us.
03:35We have the ability to select whether we're going to do solid or surface.
03:39In this case, we have Join, Cut, and Intersect, but because it's our base feature, we're going
03:43to create a new solid. We have our directions.
03:46And in this case, because its symmetric part, and we used the center rectangle, I'm going
03:50to actually use Symmetric.
03:51This will allow me to perfectly center this part so that we can appropriately use the
03:55origin planes in future extrusions.
03:58And last but not least, we have the option to cancel this command or accept the inputs.
04:03In this case, before I actually accept this input, I'm going to set the corrected dimension,
04:08in this case, 0.518.
04:09I'm going to hit Enter on my keyboard to accept that part, and now we have our first base
04:14feature which you can see in the browser.
04:16When we hover over it, it highlights in the graphics window.
04:19Now, before we continue, I'm going to do a couple of other things.
04:22I'm going to turn on my Visual Style to show shaded edges.
04:26I'm also going to reorient this model a little bit from the view Cube standpoint so that
04:30it's in the proper orientation for continuing.
04:35I like to have my XY plane as the flat surface and Z pointing straight up.
04:40Once I have the orientation set, I can right-click on my Home button, I can set Set Current view
04:45as Home, I'm going to fit it to the view, and I'm going to select the Right view, and
04:50change that to represent the Front view.
04:53I can do that by right-clicking on the view cube, selecting Set Current view As and then Front.
04:59When I click my Home view, I now have the model in the proper orientation to continue.
05:04This is really a personal preference, but I think it's worthwhile for everybody to get
05:08used to how to reorient the model to fit their design preference.
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Creating multiple extrusions
00:00Now that we have our BaseExtrusion, we're ready to continue on.
00:03The process from here on out does begin to get a little bit repetitive.
00:06So I'll make sure to call out all the actions that I'm taking, and more specifically, call
00:10out any new actions that will help you better understand the Extrusion process.
00:14To begin, we need to create a sketch on the top face of this part.
00:17We can select that face and use the heads-up display to create a new sketch.
00:21We know that this boss needs to be centered on the part.
00:24In order to do that, I'm going to create a line, I'm going to lock it to the midpoint
00:28of one of the projected edges, and I'm going to actually enter its dimension here in the heads-up display.
00:33In this case, it's going to be .319 from the edge.
00:36I'm going to hit Escape on my keyboard to get out of the command, and I'm now ready
00:40to create the circle that will create the boss.
00:42From the Marking menu, I can select Circle, and I can lock the center point to the end
00:46of the line I just drew by left-clicking on its endpoint.
00:51We know this circle needs to be .419 in diameter.
00:54I'm going to enter that into the heads-up display and hit Enter on my keyboard to create
00:58that dimension and the circle at the same time.
01:01We can now finish this sketch, and we're ready to make our second Extrusion.
01:04From the Marking menu, I can right-click and select Extrude.
01:08I can select the circle we just drew, and in the heads-up display I'm going to enter a value.
01:13In this case, this boss needs to be .278 tall.
01:17Now in the previous Extrusion, we chose to make it symmetric, in this case however we
01:21can just use Extrusion to a distance, which is actually the default for the command.
01:25With that value entered, we can hit the check box and our Extrusion is created.
01:29You can see it here in the browser.
01:30Next, we're going to use that Extrusion that we just created as a starting point for the third Extrusion.
01:35We're going to select the top face, create a sketch, and this time we're going to create
01:39a circle, lock it to the center of the previous circle, and set its diameter to .462.
01:48Hitting Enter on the keyboard accepts the entry and creates the circle.
01:52Now we can finish this sketch, and we're ready to extrude again.
01:56Right click to bring up the Marking menu, select Extrude, and this time you can select
02:00both circles that were created.
02:02The first one was from the Projected Geometry and the second one was the one we created.
02:06We want to extrude both of those.
02:08Now you'll notice the Extrusion is facing in the wrong direction.
02:11In this case, we want to make a little lip on this boss.
02:14To change the direction from heads-up display, we can simply select the direction icon and
02:20select the opposite arrow that is being displayed.
02:23You'll notice when we do this, it changes to a cut operation.
02:26You can tell this from the red preview which indicates that material is going to be removed.
02:31In this case, we want to actually add material.
02:34So from the heads-up display, we can choose to join material.
02:38The next problem we have is that it's remembering the .278 that we used in the previous Extrusion.
02:43In this case, we need to change this to .128.
02:47You'll now see that we have a lip, it's the proper dimension, it's the proper height,
02:51and we can now hit the check mark to accept this, and we have our third Extrusion created.
02:56The next several Extrusions are going actually take place on the bottom of this part.
03:00We can use the ViewCube to rotate to be able to see the model from below.
03:05We can right-click and from the Marking menu, select New Sketch and then select the face
03:09on the bottom of the part.
03:11It rotates into a normal view so that we can see the sketch, but this one's going to start
03:15a little bit differently.
03:16We're going to return to our Home view, and we're going to project the circle that we
03:21created in the second Extrusion to this sketch.
03:24The reason for that is we know they're identical, we know that they're perfectly aligned in the same diameter.
03:29So rather than create a completely new sketch, we're going to add intelligence by telling
03:33the system that we want to project an existing piece of geometry into the sketch, and by
03:38clicking on that we can then rotate around to look back at our sketch, and you can see
03:43the new piece of geometry has been created.
03:46We can get out of that command, and that's all we need to do.
03:49Because the geometry was projected, it's actually being controlled by another feature.
03:53We can simply finish the sketch, use the Marking menu to launch the Extrude command, and select that circle.
03:59In this case, we know the distance is .404.
04:01We'll enter that, and we'll hit Enter on the keyboard to accept that value.
04:05We now have Extrusion 4 listed in the browser, and we're ready to continue on.
04:10The next two extrusions are an extension of this one.
04:13We're going to start a new sketch from the Marking menu, select the bottom face that
04:17we just created, and we can create a new circle to represent the lip on the bottom of this part.
04:24In this case, it's .485 in diameter, I will enter that on my keyboard and hit Enter, and
04:30we're ready to finish this sketch.
04:32With the sketch finished, we'll return to our Marking menu and launch the Extrude command,
04:37select both profiles, and in this case extrude them to a depth of .033.
04:41Hitting Enter on the keyboard accepts, and we have another Extrusion.
04:45We have one final Extrusion on the bottom of this part.
04:47The process is identical.
04:49We're going to create a new sketch, select the face we want to sketch on, from the Marking
04:53menu, we're going to bring up the Circle command again, walk to the center point, and this
04:58time we're going to create a circle with a diameter of .390.
05:03We can finish the sketch and from the Marking menu, again launch Extrude and select the
05:09circle we just created.
05:10This time we're going to extrude to a distance of .345.
05:14Hitting Enter on the keyboard accepts that, and we can return to our Home view and see
05:18where we stand in with this part.
05:20The final two extrusions we need to create are actually going to be created on the backside of the part.
05:24I'll use my ViewCube to rotate into a better view for this, and we can start a new sketch.
05:29I'm going to select the face I want to sketch on, in this case we're going to use some geometry
05:34to center this part.
05:35We're going to create a line and connect it from corner to corner on the projected edges.
05:39We're going to finish that command, and we're now ready to add our boss.
05:44We're going to right-click and select Circle from the Marking menu, we'll lock to the midpoint,
05:48and we'll set the dimension for this to be .45.
05:51Hitting Enter on the keyboard creates the geometry.
05:54We can then finish the sketch, from the Marking menu, launch the Extrude command and select
06:00the circle we just created. This actually brings up a good point.
06:04Now while I was selecting that, because I didn't turn that line that we were using as
06:08construction into construction geometry, the Extrusion command is finding that, and it's
06:12creating closed profiles because of it.
06:15So rather than accept this, we're going to hit Escape, we're going to go back and edit
06:19the sketch by selecting a piece of the geometry, and from the heads-up display, select Edit Sketch.
06:25At any point when you're doing extrusions or any other modeling action, if you find
06:29that there is a piece that you need to make changes to, you can always return and make edits.
06:33I'm going to select that line, right-click and select Construction, and then finish the sketch.
06:41This time when we launch the Extrude command, the command is actually ignoring that line,
06:46making it very simple to select the extrusion that we need.
06:49In this case, the extrusion needs to be to a depth of .09.
06:52We'll hit Enter on the keyboard, and we've created our Extrusion.
06:56The final extrusion builds off of the one we just created.
06:58We'll select the face on the model and use the heads-up display to create a new sketch.
07:03Next, we're going to draw another circle, and we're going to give it a dimension of
07:08.548, hit Enter on the keyboard to create that, and we're going to finish the sketch.
07:14For the final extrusion, we need to select both profiles, flip the direction by selecting
07:20the opposite arrow that's being displayed, set the operation from Cut to Join, and adjust the dimension.
07:26In this case, it's going to be .027.
07:29Hitting Enter on the keyboard accepts our entries, and we can return to our Home view
07:33to look at our final part.
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Creating a cone by revolving
00:00In this movie we are going to be focusing on the Revolve feature.
00:03To refresh, I have the Carburetor Housing open so that we can see the features we're going to be creating.
00:08In this movie we're going to focus on the Revolve and the Extrusion that are extending
00:12from the right side of the part.
00:15This time rather than starting by sketching on a face in the part we're going to return
00:19to the origin geometry, which we spoke about in an earlier movie.
00:23When we created the base extrusion, Extrusion1, we took special care in how we created that
00:29extrusion, we used the center-point rectangle, and we extruded in a symmetric way in both directions evenly.
00:35Because of that our Origin Planes are located directly in the center of this part, and now
00:39we are able to use them to create the Revolve feature.
00:42If you open the Origin folder in the browser and hover over the planes you can see them
00:46highlighting in the Graphics window.
00:48We're going to start by sketching on the XZ Plane.
00:51Once we've selected in the browser the heads-up display allows us to create a sketch on that plane.
00:55I'm going to use my view Cube to rotate the model into a view that I prefer, and we're
01:00ready to begin sketching.
01:01One of the things you'll notice is we're sketching in the center of this part.
01:04In order to get better visibility of this sketch we're going to right-click in the Graphics
01:08window and select Slice Graphics. You could also hit F7 on your keyboard.
01:13That temporarily removes the top-half of the part so that we can clearly see what we are sketching on.
01:18To begin creating the geometry for the Revolve we're going to project one of the edges from the existing part.
01:24In the Sketch tab you can select the Project Geometry button, and we'll select the edge
01:28on the right side of the part.
01:30You'll notice the yellow line is created because that geometry is now projected into the sketch
01:34and available for use.
01:36Because it's projected geometry it is linked to the edge that it was projected from.
01:40If this part were to change this line would change with it.
01:43To start creating our geometry we'll use the marking menu to select the Line command, we'll
01:48lock the initial point of the line to the midpoint of the line we just projected, and
01:52we'll draw our basic shape.
01:55We'll complete the shape by connecting back to the projected edge that we just created.
02:00Now that the shape is complete we can begin dimensioning.
02:02I'm going to zoom in a bit so that we can clearly see what we're working on.
02:05I'm going to right-click to bring up the marking menu and enter the Dimension command.
02:09I'm going to select the first line we created and give it a value of 0.322.
02:14Hitting Enter creates the dimension and updates the geometry.
02:17You notice the geometry did change a little bit, but that's okay because the important components remain.
02:22What's important here is that the lines stayed connected to the projected edge so that we
02:26can create a close profile for our Revolve.
02:29Now we're still in the Dimension command we'll select the endpoint of the shape and the horizontal
02:34line that we originally created, and give it a value of 0.252.
02:40That locates where the end of the shape touches the projected edge, and we can finish by providing
02:45a height to the end line. In this case, we're going to enter 0.163.
02:49We now have all the geometry we need, it's been fully constrained and fully dimensioned,
02:53and we're able to finish the sketch and start the Revolve command.
02:57From the marking menu you can right-click and select Revolve, and because there was
03:02only a single profile, the system automatically selected that for you.
03:06You'll notice in the heads-up display it's moved to Axis.
03:09The system is now looking for you to select an axis to revolve around.
03:13We're going to select the original line we created as the center-point for this Revolve.
03:17The default settings for the Revolve are very similar to Extrude.
03:21If we wanted to we could add material through Join, we could cut material away with the
03:26Cut option, or we could create an intersection between two solids with the Intersect option.
03:31Because the default is Join, and that's what we want to do, we'll leave it there.
03:34Similar to the Extrude command we do have different termination options.
03:38We could choose to select a specific angle, we could also grab the arrow on the heads-up
03:42display and adjust that angle.
03:45Simply by dragging on the screen you can see the angle adjusting in the background.
03:49For this specific revolve we actually do want the full revolve, so we'll go ahead and select
03:53the Full option to completely revolve 360 degrees.
03:58Because the preview looks the way we want it to we can simply click the check mark to
04:01accept the settings and create our Revolve.
04:05As I mentioned earlier in this movie we were going to create two features, the first is
04:08Revolve and the second is an Extrude.
04:11Similar to the way we started the Revolve, in this case, we're going to use the origin planes again.
04:16By hovering over the planes in the browser we can see in the Graphics window what they
04:20look like and select the proper one.
04:22In this case, we're going to select the XY Plane, and we're going to use the heads-up
04:25display to create a new sketch.
04:28Similar to the one when you were creating the revolve part of the geometry is in the way.
04:32We're going to use F7 on our keyboard to slice the graphics away to begin this sketch.
04:37We're also going to project an edge that we're going to use as a starting point.
04:41From the Sketch tab we're going to select Project Geometry, and we're going to select
04:45the end of the revolve we just created.
04:47The extrusion we're about to create needs to be centered, and we're going to use a line
04:51to lock it to the midpoint of the projected geometry we just created.
04:55In this case, we know that the center of the circle needs to be 0.168 inches away from
05:00the projected edge, enter that into the heads-up display and hit Enter on our keyboard.
05:04We can then hit Escape on our keyboard to get out of the command, and we can use that
05:08geometry that we just created to center our extrusion.
05:11We're going to right-click and from the marking menu select the Circle command.
05:15Lock the center of the circle to the endpoint we just created and enter a diameter of 0.175
05:20for the size of our circle.
05:22Hitting Enter on the keyboard will accept that, and you'll notice that all the geometry
05:25is fully constrained.
05:26We can now finish the sketch because we're ready to extrude.
05:30Now when we finish that command the Slice Graphics went away because it allows us to
05:35select geometry through the part, we can still launch the Extrude command and hover over
05:39where the circle is inside the part to select that profile.
05:43By default, the value entered is one inch, which is a little too long for our design.
05:47In this case, our extrusion actually needs to be 0.375 inches long, and I'll enter that
05:53into the heads-up display, and we're ready to extrude this.
05:57Simply checking the check box will create the feature, and let's go ahead and use the
06:01Visual Styles to enable the edges.
06:04So you can see a little more clearly what our part looks like.
06:06We've now completed the Part Extrusions and the Part Revolves, and we're ready to move
06:10on to other features within this model.
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Creating holes
00:00The next feature we're going to look at is the Hole feature.
00:03Inventor has two different types of features.
00:05Sketch features, like the Extrude and Revolve, and Placed features, like the Fillet and Chamfer.
00:11The Hole feature actually falls in the middle because you can use either method to create holes.
00:15This part requires four holes to be added.
00:17The first one is a flat bottom hole, the next two run completely through the part, and the
00:22final one is a threaded hole.
00:24While creating the holes I'll use both the Placed method and the Sketched method so that
00:28you can see how each work.
00:30They both create identical geometry so it's up to you as the designer to determine which you prefer.
00:35The first hole we're going to create is on the back of the part, and it's concentric
00:38to one of the earlier extrudes we created.
00:40To create the hole we're going to use the marking menu by right-clicking in the graphics
00:44area and selecting the Hole command.
00:47Within the Hole dialog box there is a bunch of different options that let you build intelligence into the hole.
00:52In a lot of cases if you were simply going to create a through hole you could draw a
00:55circle and extrude simply cutting material away, but you'll lose some of the intelligence.
01:01This becomes more important as we get to things like threaded holes, but even on this first
01:05hole we have an option that simply extruding wouldn't allow us to do.
01:09We can choose the type of endpoint, perhaps we're going to use a drill, perhaps we're
01:13going to have a flat bottom hole.
01:15The Hole dialog actually allows you to determine which you're going to use and build that into the Hole geometry.
01:22Within the dialog box there is a Placement option, within that dropdown list you have
01:27a few different options, From Sketch, Linear, Concentric, and On Point.
01:32In this case, we're going to create a concentric hole.
01:35By selecting the Concentric option some of the dialog changes because the type of input
01:39required for this hole also changes.
01:42Inventor tries to walk you through the dialog box as you go.
01:45After we've picked Concentric it automatically highlighted the Plane option because it wants
01:50to know what plane you want to place the hole on.
01:53If we hover over the face on the model and left-click you can see a preview of the hole
01:58is created, but at this point it's not concentric.
02:00In the dialog box you'll notice that Inventor already moved us to the Concentric Reference.
02:05It's now asking what face or what circle we'd like our hole to be concentric to.
02:09By selecting the circular edge on that face the system aligns the center points, and you
02:15can see that this hole is now perfectly aligned to go through this part.
02:18The hole however is not required to go all the way through.
02:22Within the dialog box we have different types of termination.
02:25This hole isn't a Through All hole, it actually has a distance.
02:29Within the Termination dropdown you can choose Distance, Through All, or to a specific face.
02:34Here we're going to select a specific distance, and by doing so we're enabling other features within the dialog.
02:40By selecting a specific distance the Drill Point options have become enabled.
02:45We're going to go ahead and select the Flat drill point and then we can turn our attention
02:48to the depth and to the diameter.
02:51This hole is required to be 0.417 in diameter and only go to a distance of 0.663.
02:58As we update the dialog box, you'll notice the preview on the screen is also being updated.
03:03If we orbit you can see that preview, the red indicates that we're cutting material away.
03:09At this point the hole looks correct, and we are ready to accept these entries.
03:13We can either hit OK in the dialog box or click the OK button in the heads-up display
03:17to accept this entry and create our first hole.
03:20You can see that the hole has been placed in the browser at the bottom of the tree.
03:24The next hole we'll be creating is on the top of the part and is a Through All hole.
03:28Again, from the marking menu we can right-click and select Hole.
03:32I'm going to go ahead and create this hole as a concentric hole.
03:36So from the Placement menu I'm going to select Concentric option, and Inventor automatically
03:40jumps and asks what plane I'd like to place my hole on.
03:42I'm going to go ahead and select a face on the top of the part.
03:46It now wants to know what edge or what cylindrical face to become concentric to.
03:51I'm going to go ahead and select the cylindrical face around the top of the boss, and I'm going
03:56to set the diameter to 0.375.
03:58By doing so the preview shows that the whole fits within the face that it's been placed
04:03on, but you'll also notice that it remembers the previous settings we had, including a
04:07flat bottom drill point and a termination to a specific distance.
04:11As I mentioned this was a Through All hole, so rather than terminating a specific distance
04:15I'm going to select the Through All option.
04:18By doing so you can see the preview update and the hole extends completely through the
04:22part, because this appears the way we wanted to we can simply click OK in the dialog box
04:27to accept that entry, and if we orbit, you'll notice that the hole goes completely through
04:31the part, intersecting the previous hole that we created.
04:34This is exactly what we want, so we're ready to continue to our next hole.
04:38As I mentioned earlier in the movie there are two different ways to place holes, using
04:42the Placed method which we've used on the first two holes and through a sketch which we have not done.
04:48Since the last hole was a Through All hole and the next hole we're creating as a Through
04:51All hole, I'll use this opportunity to use the Sketch method for this hole.
04:55To begin we start just like we were creating an extrusion.
04:58We'll right-click and select New Sketch, pick the face we want to sketch on, and the edges
05:03from that face are projected to the sketch.
05:06Because it's a cylindrical face, and we know we want it centered we have a perfect center
05:10point to start from.
05:11All we need to do now is finish this sketch and launch the Hole command.
05:15From the Marking menu select Hole, and you'll notice that our Placement option in the dialog box has changed.
05:21Because there was an unconsumed sketch at the bottom of the tree the system automatically
05:25defaulted to use that sketch.
05:27If we wanted to we could change that option, say for example, back to Concentric, but
05:32in this case we do want to leverage that sketch.
05:34The system automatically asks what center points we want to use, and we can simply click
05:39the center point of the projected circle to create our hole.
05:42Last, we need to set the diameter for this.
05:45It remembers the previous diameter, but in this case we wanted to check 0.268 as our
05:50size for this hole.
05:52It's set to be a Through All hole so we're ready, and we can click OK to accept these settings.
05:57If we rotate around a bit you can see that this part goes all the way through, punching
06:01a hole in the bottom of our flat bottom hole that we initially created.
06:05This is exactly what we expected and what we need for this design, so we can return
06:09to our Home view and prepare for our final hole.
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Creating a threaded hole
00:00To create the final hole, we'll begin the same way we did in the previous holes, by right-clicking
00:05and selecting Hole from the Marking menu. Rather than using the Linear Placement option
00:09that has defaulted in the dialog box,
00:11we're going to return to our Concentric option. It automatically jumps forward and asks us
00:15what Plane we want to place the hole on, and I'll select the top of this boss.
00:19Now you notice it has picked up the previous diameter so that when I'm asked to select
00:23the Concentric reference I can't select the top of this hole or the face of this boss.
00:28Typically we would just simply change the diameter to a smaller size so that it fits
00:32on that face, but in this case we're using a threaded hole.
00:36So what I am going to do is move to the bottom of the dialog box where we can define what
00:39type of hole is being created.
00:41By default, it starts with a Simple Hole, you also have the option for Clearance Holes,
00:45Tapped Holes, or Tapered Tapped Holes. For this design we need to create a Tapped Hole.
00:51By selecting this option an entirely new section of the dialog box has been enabled.
00:55Below you can see Threads, these are the Threads listed in the engineering handbook so that
01:00you don't have to look this up.
01:02We know that the size of the hole that we're creating is going to be drilled with a number
01:06eight drill type.
01:07By selecting that the Designation for the Threads automatically changes to 8-32 UNC
01:13which is appropriate for our design.
01:15We also have other options, but because the default is what we need, we'll leave it as it is.
01:20Now that we've set this option you'll notice that we have the ability to select that Concentric Reference.
01:25But because we had to move to this section, we do have to tell the dialog box we're ready
01:29to make that selection.
01:31You'll notice that the plane has already been selected, and because that's the case the
01:36icon has changed to a white.
01:38Anything red in the dialog box indicates that there is input required still, so by clicking
01:43on the Concentric Reference icon I am telling the system I'm ready to make that selection.
01:48I can then hover over the cylindrical face or edge to walk that hole into position.
01:54Now we are almost ready to continue.
01:56The one remaining component that we haven't talked about was the type of termination.
02:00As I mentioned when we were starting this hole, this hole does not go all the way through the part.
02:05But if we rotate a bit you can see from the preview that in its current state it's expected
02:11to run all the way through the part.
02:13The way we can fix this is through the Termination options.
02:16We've used Distance already, we know this isn't a Through All hole, and we're going
02:20to use the To option.
02:22What this allows me to do is select a specific face that I want that hole to terminate on.
02:27By selecting that face, you'll notice that this hole does not continue all the way through
02:31the part, and we can click OK to apply these settings.
02:34If we rotate back to a Home view and zoom in a bit you can actually see this hole has
02:39thread representations built-in to indicate that it is a threaded hole.
02:46As we rotate around you can see that the hole extends through to the first face, but it
02:50does not continue through the entire part.
02:53At this point you've seen a few different ways to create holes and should have a solid
02:57foundation of how to create them and why the dialog box adds so much intelligence when creating holes.
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Using placed features
00:00The next set of features we'll be looking at are the Placed Features Fillet and Chamfer.
00:04These are Placed Features because they do not require a sketch, but instead require
00:08a part edge to be created.
00:10Fillets and Chamfers at their most basic level are quite simple, but as parts become more
00:15advanced, can add an additional level of complexity when editing or changing parts.
00:20Because of this, it's good practice to save Fillets and Chamfers to the end of the part
00:24modeling process like we've done in this part unless the design absolutely requires it.
00:30Creating Fillets and Chamfers is quite simple, by selecting any edge on the part the heads-up
00:34display provides two different options. One being the Fillet, the rounded O corner, and
00:39the other being chamfer, the one that's sliced off in a flat surface.
00:42We're going to start by creating several Fillets.
00:45Once we select the Fillet option the heads-up display changes to show a preview of our result.
00:50We can then continue selecting edges that we want to Fillet and the preview updates
00:56to show that change.
00:58The heads-up display also provides a simple way to change the radius for the Fillet.
01:03By left-clicking and dragging on the arrow, you'll notice the radius changing on the screen.
01:08Releasing the mouse button updates the preview so that you can see the result.
01:12If, for example, you get some type of warning or see red, it's an indication that the Fillet can't be solved.
01:18As long as you release the mouse button and can still see the preview and then it will
01:22be able to solve the Fillet and place it on your model.
01:24In this case, the 0.125 radius that we have here is perfect, and I'll go ahead and accept
01:29these settings by checking the OK box in the heads-up display.
01:33We can rotate around the model a little bit, and you can see the rounded edges have been
01:36applied to the model.
01:40The design we're creating actually calls for Chamfers, so in this case we're going to delete
01:45the Fillet from the browser and return to the state it was at previously.
01:51We can now create Chamfers in the exact same way, I'll walk through the process one more
01:55time so you have a better understanding.
01:57By selecting any part edge, the heads-up display gives you the option to creating other Fillets or Chamfers.
02:03This time I am going to create a Chamfer, it looks nearly identical to the Fillet rather
02:07than being rounded it's simply sliced off at an angle, and I can continue selecting
02:12edges in the same way I did when I created the Fillet.
02:15Again, I get the same heads-up display option for clicking and dragging my arrow to see
02:19a preview, and in this case the 0.125 is perfectly fine for the design so I'll go ahead and click
02:25the OK check box to apply these settings.
02:28Now as we rotate the part, you can see that the Chamfer has been applied to the model.
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Editing part features
00:00Now that we have a completed part, I wanted to step back for a minute and talk a little
00:04bit about editing those features. The one constant in design is change.
00:08After completing a part like this, it's common practice to create a prototype or an initial
00:13part, maybe do some analysis or testing, and determine whether or not the design works.
00:18More often than not, it turns out that changes need to be made.
00:21The beauty of Autodesk Inventor is that you can go back and make changes to any of the
00:25sketches or any of the modeling features that you used to create this part.
00:29In the browser, you see the list of features we've created, Extrusions, Revolves, Holes, and Chamfers.
00:35The sketched features, which are indicated by the plus symbol, show both the extrusion
00:40or the modeling future that we created, and the sketch that was used to create that.
00:45When you create the modeling feature, the sketch gets consumed and linked to that modeling feature.
00:50Say, for example, our first change was to go back and make a modification to the original base sketch.
00:56If you hover over the extrusion in the browser and right-click, you have the ability to edit
01:01the sketch that's driving it or the feature itself.
01:04We're going to start by editing the sketch.
01:07When you do that, Inventor put you back in the sketch environment, and you can make changes
01:10to the sketch as if it were the first on you are creating it.
01:14If we double-click a dimension, we can change its length to 1 and the geometry updates.
01:20If we finish the sketch, the model geometry updates to reflect that change.
01:25We could also go back, and make changes to the feature itself.
01:28If you right-click on the feature in the browser, rather than selecting Edit Sketch, we can edit the feature.
01:34Here, you can see we have the option to reset any of the settings that were used when creating this feature.
01:39Rather than Symmetric, we could change the direction of this extrusion.
01:43Now I am not going to make that change because I know we specifically picked Symmetric so
01:47that we can use the origin geometry to create other features in this model.
01:51However, we could change the height of this model.
01:54We could change it to 1 inch as well.
01:56By applying these changes, the model immediately updates.
01:59One of the things we'll notice is that because this part got bigger, this boss didn't change, but it needed to.
02:05If you remember, when we created this boss, we dimensioned it from this edge of the part,
02:11and it's maintained that relationship. That boss is Extrusion 2 in our browser.
02:16If we hover over it and click the plus symbol, you can hover over the sketch just
02:20to quickly review that sketch.
02:21In this case, I can see the 0.319 here, and I know this is something I want to change.
02:26Instead of making the change from within the browser, this time I want to show how to use
02:30the heads-up display to make this change.
02:32If I select this face in the graphics window, the heads-up display provides two different options.
02:38Just like in the browser, I have the ability to edit the extrusion, or I have the ability
02:42to edit the sketch.
02:44By clicking Edit Sketch, I get the same result as if I would have selected Edit Sketch in
02:48the browser, I am returned to the sketch environment, and I am able to make changes to this geometry.
02:52I am going to go ahead and change that 0.319 to 0.6 to accommodate for the change that
02:58we made in the base extrusion.
03:01By finishing the sketch, you will notice a couple of things happen.
03:04The boss and everything attached to it moved, but not only that, if we rotate, you'll notice
03:10that the boss on the bottom also moved to reflect that change.
03:14If you remember, when we created this bottom boss, we projected geometry from the top boss,
03:20and that intelligence and relationship has been maintained.
03:23If I select this boss down at the bottom and edit its sketch, you will notice there are
03:27no dimensions, but the lines are yellow indicating that things were projected.
03:32Because those two things are linked, the updates are automatically maintained for you.
03:36I am going to go ahead and finish this sketch, and let's look at this model a little more closely.
03:41If we orbit around, there is one item that I knew was going to happen, and that is when
03:46we change that boss, the distance or depth of this hole has become an issue.
03:53Just like a sketched feature, we can go edit placed features as well.
03:57In this case, I am going to select the face of this hole, and the one option I'm offered
04:01is the ability to edit this feature, or edit this hole.
04:04Because it's a placed feature and not driven by a sketch, the Edit Sketch option is removed.
04:09By clicking on that option, we're returned to the Hole dialog, and we have the ability
04:13to make changes to this feature.
04:15We could enter a new distance, but rather than that, I am going to rotate around to
04:19the left side and use the heads-up display to make this change.
04:23I know that this hole is required to pass this boss that we just made a change to.
04:27I am going to select the arrow at the end of the hole, and use the preview to actually
04:30see where this hole needs to end.
04:33At this point at 0.9755, I can see that it's passed the boss, and I can accept those changes,
04:39and review them in the graphics window.
04:41If I orbit around, you now see that the hole extends past the boss, and the hole that created
04:46through it and the model is complete.
04:49Now that we've made changes, I think it's important that you understand that at any
04:52point in time during the design process, you are going to run into times where change happens.
04:58That's expected and Inventor is purposely made for that.
05:01At any point in time, feel free to return to your browser or to your heads-up display
05:05to make changes to features to ensure your parts meet your design requirements.
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5. Assemblies
Introducing assemblies
00:00Up to this point in the course, we've learned about the interface.
00:02We have learned how to sketch and model parts and the time has come to look at how to assemble the parts.
00:08Autodesk Inventor is a tool for digital prototyping, which means we have the ability to test how
00:12or parts fit and function in a digital format before manufacturing anything.
00:16By assembling your parts and testing their function in the software, you're able to find
00:20many mistakes and design errors before spending any time or money on manufacturing parts.
00:25In this chapter we're going to focus on the process of connecting parts together with assembly constraints.
00:30On the screen you can see a portion of the engine assembly, I've selected a handful of
00:34parts so that we can learn how to create and manage constraints and test some of the moving parts.
00:40Here you can see by clicking and dragging on the crankshaft we can actually see how
00:44the piston moves within the engine block.
00:47By the time we complete this chapter, you should have an understanding of how constraints
00:51work and be able to begin assembling your own parts.
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Placing components
00:00In this movie we are going to begin creating our assembly file.
00:04The first step in creating an assembly is to place components into an assembly file.
00:09We can do this by starting a new assembly file.
00:11If we go to the Getting Started tab under the Launch panel, we can click New to bring
00:15up the Create New file dialog box.
00:18Earlier in the course we talked about file types, and if you remember we do have the
00:22ability to create a couple different assembly types.
00:25We have Weldments, and we have Standard assemblies.
00:29Because we are not creating a Weldment we are going to select Standard.iam and click
00:32Create to begin a new assembly file.
00:35On the screen you can now see our blank assembly file.
00:38An assembly file is essentially just a container that holds the individual parts that are going to be assembled.
00:44To begin placing parts into this assembly, we have two options.
00:47We can go to the Assemble tab under the Component panel and select Place, or we can right-click
00:53in the Graphics window and select Place Components from the marking menu.
00:58In the Place Component dialog box you see our exercise files.
01:01We are going to start by selecting the engine block.
01:04The reason for this is the engine block is the main component of this assembly.
01:08Everything attaches to it.
01:10So it's the most important component and makes the most sense to start from.
01:14With the engine block selected, we can click Open to place this file.
01:19Now by default Inventor will automatically place that first component for you.
01:24If you notice, as I move my cursor I do have the ability to add additional versions of
01:28this component, but in this case we don't need that,
01:30so I'm going to right-click and select OK to complete the place process.
01:34Now that our component has been placed in the assembly, you'll notice that we do have
01:37the work planes turned on from this part.
01:40We don't need that for the assembly, so I am going to go ahead and go to the view tab
01:43and under the Visibility panel select Object Visibility and uncheck All Workfeatures.
01:49This turns them off. I can always return to turn them back on when needed, but they're out of the way now so
01:54we can begin our assembly process.
01:57The other thing I am going to do while I'm on the view tab is turn on my ambient shadows,
02:00just so I can see little depth in the model.
02:05The other thing you might notice is the engine block is laying on its side.
02:08I am going to quickly reorient the view cube so that we can have a better visibility of
02:13this model and prepare to place the remaining components.
02:17To do this, I am going to orient the model into an isometric view that I prefer.
02:22I am going to right-click on the home button and from the Set Current view as Home menu
02:30select Fit to view. This resets my default isometric view.
02:34Next, I am going to click on the view that I feel should be the front view.
02:37I am going to right-click and from the Set Current view as menu select Front.
02:43Now when I click my Home button, my model is an orientation that makes sense to continue the assembly process.
02:50With the engine block placed into the assembly you can notice that the browser has been updated
02:54to indicate that a part has been added to this assembly.
02:57If I hover over it, you can see a highlight in the graphics window.
03:01The other thing I want to call out here is the fact that there's a pin icon next to this.
03:05The pin icon represents the fact that this component is grounded.
03:09The first component in any assembly file is going to be a grounded component.
03:13We can always change that, and I'll show you how to do that in a minute, but if I click
03:18and drag on this part, you'll notice that I get the pin icon indicating that this part
03:22cannot move because it's grounded.
03:24We are now ready to place another component into this assembly.
03:27I will right-click in the Graphics window and select Place Component.
03:32This time from the Place Component dialog box, we are going to select the crankshaft,
03:35we will click Open to place that, and as I move my cursor the part follows, and I can
03:41find a location that makes sense, left-click, and place that component.
03:46Now you will notice I do have the ability to place the component a second time.
03:49I am going to go ahead and do that just so I can show you what the process is to remove
03:52it and explain a little bit about what that does.
03:56Now that I'm finished placing components, I'll right-click and select OK.
03:59In the browser you will notice we'll have two crankshafts, Crankshaft:1, and Crankshaft:2.
04:05These are identical copies of each other in this model.
04:08If I were to change one of these part files, both would update in the graphics window.
04:13Because I don't need the second crankshaft, I am going to right-click and select Delete,
04:17but before we move on, I do want to talk about how we can place components from the browser itself.
04:22Now that we have the crankshaft in the browser, if for some reason we did need a second one,
04:26we could simply click and drag from the browser into the graphics window, release our mouse
04:32button, and place a second version of that item. Notice we have Crankshaft:1 and Crankshaft:2 again.
04:37This is the same as placing the component twice, but you don't have to use the dialog
04:41box to do it the second time.
04:43Once you have the parts in the browser, you can simply drag from the browser to make copies of them.
04:48This will save time if you need to do that.
04:50Let me go ahead and remove that by right- clicking on it and selecting Delete so that we only
04:55have one crankshaft here. We are ready to place our next component.
04:59I am going to right-click and select Place Component again from the marking menu, and
05:03this time, rather than selecting a single file, I am going to go ahead and select the crank
05:08arm, hold my Ctrl key down on my keyboard, and select the faceplate, the piston pin,
05:14the piston shaft, the piston, and the pulley shaft, all in one selection set.
05:19We left out the crankshaft and engine block because they're already in the assembly.
05:23With those selected I can select Open and Inventor arranges the parts in an organized
05:28fashion and allows me to place them all at once.
05:31With those parts placed I can right- click and select OK to complete the process.
05:35You will notice all of the remaining components in the browser do not have the grounded pin next to them.
05:41If from the graphic screen I click and drag on a part, you'll notice that they're floating in space.
05:47If I need to ground one of those components for any reason, I can right-click on it in
05:51the Graphics window and select the grounded option from the right-click menu.
05:55By doing so, you'll notice that the piston shaft now has a pin next to it, and if I click
06:00and drag on it in the graphics window, I get the pin icon again.
06:04At any point I can ground or unground components as needed, and there will be times while you're
06:10assembling simply things that it makes sense to do that temporarily.
06:12I am going to unground that shaft, because I don't need to have it grounded.
06:17I just wanted to show you the process. By doing so, we can now move it again.
06:23With all our parts placed into the assembly, we are now ready to continue with the assembly process.
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Creating and managing constraints
00:00Now that we've got all our components placed into our Assembly file, we are ready to begin the assembly process.
00:06Before we begin, I wanted to talk a little bit about the different ways to create constraints.
00:10Under the Assemble tab in the Position panel, there are two different options I want to
00:14call out, there is the Constrain option and the Assemble option.
00:18The Constrain option is the default way to create constraints in Inventor; the Assemble
00:22option is a slightly more advanced version of that, that allows you to create multiple
00:26constraints in a single action.
00:28I don't recommend this option for those who are just starting out with Inventor.
00:31I think it's important for everybody to understand what constraints are, how they work, how to
00:35edit and manage those constraints, and once you have that solid foundation, then you can
00:39begin exploring the Assemble command.
00:41In this movie, we are going to focus on a couple parts that we'll use to explain how
00:45constraints work and how to edit and manage them.
00:48Once we have that foundational understanding, then we'll move forward with assembling the remaining parts.
00:53The parts we're going to be focusing on are the Piston Shaft and the Engine Block.
00:57I am going to zoom in a little bit on those so we can get a better view.
01:01Now I am going to launch the Constrain dialog box and begin the constraint process.
01:06Within the Place Constraint dialog box there is a few different settings you need to understand.
01:10First is the Type Section.
01:11There are four major types of constraints in Inventor: there is a Mate constraint, an
01:15Angle constraint, a Tangent constraint, and an Insert constraint.
01:19For this video, we are going to focus on the Mate constraint.
01:22It's the most commonly used constraint, and once you understand how it works you'll have
01:26a solid understanding of how the other constraints work as well.
01:29Next is the Selections area.
01:31The whole purpose of constraints in the first place is to assemble two parts together, or connect those parts.
01:36The Selections set area allows you to see whether or not parts have been selected.
01:40A red arrow indicates that nothing has been selected and Inventor is waiting for an input.
01:45A white arrow indicates that a selection has been made and Inventor is ready to continue.
01:50Next we have the Offset section.
01:51This allows you to determine the distance between two faces or two objects that you
01:55have connected with a constraint. We'll go over that in a moment.
01:59The Solutions area allows you to select between two different solutions of the same type of constraint.
02:04For example, in the Mate constraint, you have a Mate option, and you have a Flush option.
02:10I'll show those in a minute, because once you see, it's very easy to understand.
02:13To begin, the system is ready for the first selection.
02:16We are going to select the center axis of this part by hovering over the part and left-clicking.
02:21After making that selection, you'll notice that the Selections set has changed a bit,
02:25we now have a white arrow on Selection 1, indicating that the selection has been made and Inventor
02:29is ready to continue at that point.
02:30It also move to Selection 2 and is waiting for us to pick an input.
02:35For that item, we are going to select the center component of the Engine Block, and
02:39you'll notice that we receive an audio indication that the constraint has been made, and we
02:43get a preview of the constraint result.
02:45At this point we can Apply the constraint and continue on, or we can select OK to apply
02:50that constraint and close the dialog box.
02:52That's what we are going to do in this case, because I want to show you what actually just took place.
02:56If we left-click and drag on the Piston Shaft, you'll notice that as I move my cursor right
03:01and left, the component spins, and it can move up and down, but it remains locked to
03:06the center axis of the Engine Block. That's exactly what the constraints do.
03:10They're rules that tell parts how they connect and how they can interact with each other.
03:14The problem we have here is the part is upside-down, and that happens from time to time and
03:19is perfectly acceptable and expected.
03:21We are going to go a head and use the Marking menu by right-clicking and select the Constraint
03:25option to bring up the Constraint dialog box.
03:27We are now ready to create a second constraint here.
03:31This time rather than selecting the axis, I'm going to select the bottom face of the
03:35Piston Shaft and the top face of the Engine Block, because I want those two parts connected.
03:40Now you'll notice from the preview the part has remained in the Engine Block but now it's
03:44been flipped over and positioned properly.
03:48If I zoom in a bit and orbit just a hair, you can see that these two faces are touching each other now.
03:54This is a point I want to show you the two different Solution options.
03:57Right now we have the two faces touching each other.
04:00The Flush option allows me to just flip that option over, and if I zoom in a bit you can
04:05see the two faces are perfectly flushed with each other.
04:08Again, you can toggle back and forth between these to see the result.
04:11I do want to go ahead and continue with the Mate constraint, so I'll go ahead and leave that as it is.
04:16The next item I want to mention before we continue on is the Offset.
04:21The Offset in the dialog box allows you to determine how far apart the two faces are.
04:26For example, if I enter .25, you'll notice that the preview updates to show that result,
04:32if I make it .5, that moves up even further.
04:36In this case, I do want to go ahead and leave it at zero, so I'll return that, and now I
04:40am going to click OK to accept that constraint and close the dialog.
04:44Now that we have the part constrained, I am going to rotate it around and show you one
04:48more time what just took place.
04:50If we left-click and drag on the part, it now will rotate, but it won't move up and
04:55down because the bottom of the Piston Shaft and the top of the Engine Block are connected,
05:00and the axis of the Piston Shaft and the axis of the Engine Block are locked together.
05:05Now you'll notice as I move this around we do have an Exhaust port down here, and this
05:09is important, because if we rotate around to the other side, you'll notice that there
05:13is corresponding Exhaust port on the side of the Engine Block.
05:17In the Piston Shaft component, you'll also notice that there's a little notch here.
05:23As we drag the component around, you'll notice a little notch on the top of the Engine Block.
05:28The purpose for that is to align the two components so that the Exhaust Ports match up.
05:33So the final constraint we need on this component is an axis-axis constraint between these two components.
05:38I am going to right-click and select Constraint from the Marking menu, and this time I'm going
05:43to select the axis on the Piston Shaft and the axis on the Engine Block, and those two
05:48components align, and now I can select OK, and that constraint is created.
05:54This time if I go to click and drag that part I get a no-go symbol, essentially it's telling
05:59me that there is enough constraints on this, that it's permanently positioned, and the
06:02only way I can move it at this point would be to remove a constraint or edit an Offset.
06:09Now that we've created a few constraints, let's look at the browser to see what's actually happened.
06:13If we expand the Engine Block, you'll see a couple of things.
06:16You see some hidden work planes and then you see the constraints that have been applied to the Engine Block.
06:22Let's zoom back in on the Engine Block so we can see this in the Graphics Window.
06:26If you hover over the first Mate, you'll see that it highlights in the graphic screen.
06:30This is the Mate between the axis of the Piston Shaft and the axis of the Engine Block.
06:35Because there are two components involved in this constraint, sometimes you might want
06:39to find the other half of that constraint or what part is contained in that other half of the constraint.
06:44To do that, you can right-click on the constraint in the browser and select other half, and
06:49you notice the browser expands the Piston Shaft part and highlights the other half of the Mate constraint.
06:55This is just a nice way to find out how components are interacting with each other, and it comes
06:59in handy if you ever run into a problem and you need to interrogate the model a little bit closer.
07:03The next item we have is this Mate here.
07:06This is the Mate between the top of the Engine Block and the face on the bottom of the Piston Shaft.
07:11Finally, we have the last Mate we just created, the axis between the pin and the corresponding
07:15notch on the Piston Shaft.
07:17At any point we can go back and right-click on any constraint and make some edits to it.
07:22For example, if we wanted to update the offset, we could go back and hit Edit and change that after the fact.
07:28Here we have a .05 offset, we can set that to .25, and you see the preview updating as well.
07:34In this case, we don't want to make that change so we'll leave it at zero, but you can always
07:38go back and make changes.
07:41Now that we have a solid understanding of what constraints are, what they do, how we
07:46can edit and manage them, we're ready to move on and continue assembling parts.
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Assembling parts
00:00Now that we have a solid understanding of what Constraints are, how they work, and how to manage them,
00:05we can continue assembling parts. Before we get started, in the previous movie we heard
00:09an audio indicator, and we saw a preview when a constraint was applied.
00:13A lot of times people find the audio indication a little disruptive during the design process,
00:18so I am going to show you how to turn that off for this movie.
00:21If you go the Application menu and select Options you can make sure this Assembly tab
00:27is selected, and there's a check box that says Constrain audio notification we are going
00:32to unchecked that so that we can disable that notification.
00:35We still get the preview so we can see the constraint, but the noise won't distract us during the process.
00:41Now we are ready to begin constraining parts.
00:43I am going to right-click and bring up my Constraint dialog box from the Marking menu,
00:47and I am going to constrain the Crankshaft to the Engine Block.
00:50I am going to that by selecting the center axes of the Crankshaft and a center axis that
00:56runs to the center of the Engine Block.
00:58I am going to select OK to apply that constraint and close the dialog box, and we can now see
01:05the Crankshaft slides through the center of the Engine Block, and it rotates, but it's
01:10always locked in position.
01:13Next we are going to look at assembling the Crank Arm and the Crankshaft together.
01:17Again, from the Marking menu will select the Constraint option and here we will zoom in
01:21and select the inner axis for the end of the Crank Arm and pan over and select the Cylindrical
01:27Face on the Crankshaft. Now you can notice we get the preview, but no audio indicator,
01:33and we can continue on.
01:35I'm going to go ahead and apply this constraint, and we are ready to move to our next constraint.
01:40Before we do that, I'm going to go ahead and cancel this dialog box.
01:43From time to time, it's always a good idea to get out of the Constraint dialog and just
01:47double check some of the motions.
01:49You can see here that my parts are starting to work right together, but they are not quite there.
01:54The next company to take is to constrain the two faces between these two parts.
01:59From the Marking menu, I'll select the Constraint option, and this time I am going to select the face
02:03of the Crankshaft and rotate around and zoom in a bit and select the face on the Crank Arm.
02:09The two faces are now touching each other. If I zoom in from the right, you can see that
02:14there is 0 Offset between the two.
02:16Before I apply that constraint, because in the real world these parts are not going to
02:20be rubbing up against each other perfectly, I am going to add a very small gap between the two pieces.
02:25I am going to enter .005, and you can see it update on the screen, and that looks perfect.
02:31So we are going to a go ahead and hit OK to apply the constraint, and now we can now zoom
02:36out and begin assembling our next components.
02:38In this step we are going to go ahead and connect the Piston Pin to the Piston Head.
02:42So I'll right-click to bring up my Marking menu and select the Constraint option, this
02:47time I am going to select the Cylindrical Axis through pin, and I'm going to zoom in
02:51and select the Axis to hold that pin belongs in. You can see the preview, and that looks right.
02:56I am going to go ahead and click Apply to accept that, and if you notice, the end of
03:01the pin is curved. This is because it's going to be pressed into the Piston head, and we
03:05need to make sure it's properly aligned.
03:07So we are going to select the axis on that curved edge and then the axis on the Piston
03:12Head, and the two Parts become connected. If I click OK, we can see the result.
03:18If I click and drag on the Piston Head, these two components move as one now because they
03:22are properly constrained together.
03:24If I were to click and drag the pin, the same action occurs.
03:30Now we are ready to a symbol the Piston Head to the Crank Arm.
03:33Let's zoom back out and rotate into a view where it will give us our best ability to do the constraining.
03:39And I'm going to drag the part so that these two components are near each other, just to
03:43make the selection process easier.
03:45I am going to right-click to bring up my Marking menu and select Constrain again, and this
03:50time I'm going to select the center axis for the Crank Arm, and I am going to select the
03:54center axis of the pin.
03:57I'm going to hit OK to apply those two constraints and test motion again.
04:02If I click and drag the piston head you can see that it rotates around the Crankshaft,
04:06which is what we want it to do.
04:08But it is able to float along the axis of the Crank Arm, and this is exactly what we want.
04:13The actual piston position is going to be defined by the center of the Piston Shaft.
04:17We can go ahead and apply that constraint now so you see what I mean.
04:20I am going to right-click and bring up my Marking menu and select the Constraint option,
04:24this time we will select the axis through the Piston Head and the axis to the Piston Shaft.
04:29You'll notice that the two are perfectly aligned now, but it's slid away from the Crank Arm,
04:34and that's okay at this point. Let me show you what I mean.
04:37If I hit click OK to apply that constraint and close the dialog box I can left-click
04:42and drag on the Crankshaft, and as that component moves you can see the Piston moving up and
04:46down in the Piston Shaft.
04:48So we are almost there, but we still have a couple more constraints to finish.
04:54Now we are ready to add the Pulley Shaft to the Crank Arm. I am going to drag this component
04:58down so it's a little bit closer to where we need it to be, and we'll rotate around
05:01so that we can see from the other side.
05:03I like positioning the components a little bit closer just to make selections easier from time to time.
05:11Now we have the components rotated in the proper position, and we can right-click to
05:15bring up our Marking menu and select the Constraint dialog.
05:18We can now pick the face of the Crank Arm, rotate around and get the Front Face of the
05:24pulley arm, and you can see them snap into place with each other.
05:27I am going to apply that constraint, and now I have got the faces touching, but I don't
05:33have the parts aligned properly.
05:34I am going to select the center axis of the Pulley Arm and the center axis of the Crankshaft
05:39to properly position the two components.
05:42I can hit Apply and cancel this dialog box to double check my work.
05:49If we zoom in a bit, we notice there is one thing I forgot.
05:53I forgot to add the gap between the two faces. That's okay, though.
05:58I can always go back and edit that constraint.
06:01One of the nice features of the Assembly environment is the ability to right-click on a part and
06:05select Find in Browser. This isn't so important when you only have a few parts,
06:10but once you get 100 parts into a browser, it makes it very easy to find things very quickly.
06:15Now that I found the part in the browser, I can expand it and look for the mate we just
06:19created, here it is Mate 11.
06:21I am going to right-click on it and select Edit, and we can now enter our Offset.
06:27From the preview, you can see that now we're matching on both sides, and this is appropriate, so
06:31I am going to hit OK and continue on.
06:35The last component we need to assemble is the Face Plate we created during the Part Modeling chapter.
06:40We'll go ahead and bring up our Constraint dialog box from the Marking menu, we'll select
06:45the top Face of the boss, and we can rotate around to select the backside of the Pulley Shaft.
06:52In doing so, you can see the preview puts these two faces together, and that's the way it's
06:56supposed to be so we are good there.
06:58We're going to go ahead and click OK to accept that and close the dialog box. At this point, we
07:03are nearly complete with our Assembly.
07:08The last item we need to do is Align the Face Plate with the Engine Block, but we are going
07:12to do that with an Insert Constraint in the next movie.
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Understanding the Insert constraint
00:00At this point, we've nearly completed our Assembly.
00:02The last step in the process is to align the faceplate to the engine block properly.
00:07We're going to do that with the Insert constraint.
00:09If we right-click in the Graphics window, we can bring up the Constraint dialog box from the marking menu.
00:13Now up to this point we've used the Make constraint, and in the Type section of the dialog box
00:17we want to switch to an Insert constraint.
00:20Now an Insert constraint is essentially a shortcut to creating two Make constraints.
00:24Let me show you what I mean.
00:26We're going to make our first selection on the faceplate.
00:29We want to align this hole with the hole on the engine block.
00:32What you'll notice is if I hover over this hole, two items are highlighting, the edge
00:37of the hole, and the access through the hole.
00:39I am going to go ahead and make this selection by left-clicking, and we'll rotate to find
00:43the corresponding hole on the engine block.
00:46The hole we selected on the faceplate should align with this hole on the engine block.
00:51By selecting that edge of that hole, you can see from the preview that the holes are now aligned.
00:56Not only are the holes are aligned, but the two faces are also touching.
01:00If I click OK to accept this, the dialog box closes, and we can test our function by left-clicking
01:07and dragging the faceplate.
01:09You'll notice we're rotating around the axis of the hole, and if we rotate a little bit
01:13further up you can see that the faces are actually touching as well.
01:17So essentially we've created two Make constraints in one action by using the Insert constraint.
01:24The final stuff here is to add one more constraint to align one more hole on the faceplate to
01:29one more hole on the engine block.
01:31We're going to do that by right-clicking in the Graphics window and bringing up our Constraint
01:35dialog box from the marking menu.
01:37This time, rather than using the Insert constraint, we're going to use one more Make constraint.
01:41We're going to select the access through the hole on the engine block and the access through
01:45the hole on the faceplate.
01:46By doing so, you can see that the preview is showing that the parts are properly aligned,
01:51and we can click OK to accept this and close our dialog box.
01:55We're going to click on the Home button to return to our default Isometric view, and
01:59now we can begin to test the motion of this part.
02:01If I left-click and drag on the crankshaft, you'll notice that the piston is moving up
02:05and down in the piston shaft.
02:08The problem is that you can't actually see that very well.
02:10One of the nice things about the Assembly environment is the ability to turn the visibility
02:14of parts off, but also to enable and disable parts, and they provide slightly different functionalities.
02:21Turning off the Visibility simply removes the part from the Graphics window, but disabling
02:25the part offers something else.
02:27If we right-click on a part in the graphics window and uncheck Enabled, you'll see that
02:32the part has become clearer or ghosted, and in the browser the icon has changed to a green
02:37color to indicate that the part has been disabled.
02:40What this means is that I can't select the part in the Graphics window, but we can still
02:45see a ghosted image of it so that we can understand the context of the assembly.
02:49We're going to also do this with the piston shaft by right-clicking on the part and un-checking Enabled.
02:54And we now have a pretty clear view of the parts inside the model, but we also have a
02:58view of the context in which those parts exist.
03:02If we left-click and drag on a crankshaft now you can actually see the motion of the
03:06piston in the piston shaft even inside the engine block.
03:10The beauty of this is we're actually able to test the function of our parts before we actually manufacture anything.
03:16This allows us to find design mistakes before we spend any time or money manufacturing any of these parts.
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6. Drawings
Exploring initial drawing creation
00:00Now that we know how to create parts and assemblies, it's time to talk about how to document your designs.
00:05In order to get a part or an assembly manufactured, you're almost always going to be required
00:10to create a drawing for manufacturing.
00:12To create a drawing, we're going to start by hitting the New button found in the Getting
00:16Started tab under the Launch panel.
00:19Because IDWs are the default drawing format in Inventor, we'll select the standard.idw
00:24file type, and Inventor will configure our initial drawing for us.
00:28Here on the screen you can see our initial drawing sheet.
00:31This represents the piece of paper that your views are going to be printed on.
00:34On that sheet you can see a border has been added, and also a title block, and just like
00:40parts and assemblies, the browser represents what you are seeing on the screen.
00:44On the left you can see that Sheet 1 has been created for us, we have a default border that
00:49has been added, and a default title block.
00:52Above that in the browser you have a folder called Drawing Resources.
00:56This is where Inventor stores all of the things that you can add to the sheet and also some
01:00preconfigured sheet formats that could help speed the drawing creation process.
01:06Sheet formats are preconfigured layouts for drawings.
01:09For example, if you're going to create parts that are very similar all the time and that
01:14require the same types of views, you can lay out all your drawing views, select the sheet size,
01:19lay out the title block and border information, and save that configuration to the sheet format.
01:25That way the next time you go to create a drawing you can use a sheet format to automatically
01:30pre-configure all that information. Next we have Borders.
01:35As I mentioned, when you create a new drawing, Inventor is going to configure a border for
01:39you based on the sheet size.
01:41If you don't like the default border that is being used, you can create your own, or
01:45in this case I'm going to just delete the one we have, and it's removed from the Graphics window.
01:50If I simply want to replace the drawing border and have Inventor preconfigured for me, I
01:55can double-click the default border in the browser.
01:58It preconfigures everything and replaces that drawing.
02:01I'm going to go ahead and remove that border one more time and show you another way to insert a border.
02:07Rather than just double-clicking, you can right- click on the default border and insert a drawing border.
02:13This allows you to configure the zones that are laid out in your border to meet your design needs.
02:18I'm going to go ahead and leave the default settings, and hit OK, but I want to point
02:22out where the zones are.
02:24For example, if I'm working on a complex drawing, and I wanted to have somebody review a specific
02:29piece of information on the drawing sheet, I can help them locate the piece of information
02:33I'm looking for by telling them to look in zone D4, for example.
02:38You can see here D represents the rows, and 4 represents the columns.
02:43If I tell somebody to look in zone D4, they're going to look in this area of the drawing
02:47for the information we're discussing.
02:52If the default borders don't work for you, you can right-click on the folder and select
02:56to define a new border.
02:58In most cases you're not going to do that, and if you do, I would highly recommend speaking
03:03with your CAD Manager because often companies have predefined borders, predefined title
03:08blocks, and predefined sheet layouts that are used on a regular basis in the company.
03:13Next, we have Title Blocks.
03:15By default, Inventor creates a couple of different title blocks for you based on the standard
03:19you select during install.
03:20In this case, we selected ANSI and two default title blocks were created for us.
03:25I'm going to circle back to title blocks in just one minute. Before I do that, I'm going
03:29to talk about how to edit the sheet.
03:32One of the things you might need to change with the sheet is the sheet size, and this
03:36is where the title blocks and sheets are connected.
03:39If I hover over the sheet in a browser and right-click, I have the option to edit this sheet.
03:44I can change the name of the sheet, perhaps I want to name it to reflect the information
03:48that's on the sheet, or I could change the sheet size.
03:51Say, for example, I wanted to print this on an 8.5 by 11 sheet of paper, which is represented
03:57by the A sheet size.
03:59I could select A from the list and hit OK and my sheet size changes and my title block
04:05is updated to indicate the new sheet size.
04:08The one thing that didn't change was the physical size of the title block in the drawing sheet space itself.
04:14We have the ANSI-Large title block listed, and it's physically a little bit larger for larger sheets.
04:20I'm going to go ahead and remove that from the drawing, and I can return to the Title
04:24Blocks folder and double-click my ANSI A to insert the smaller title block, and you can
04:30see that it now takes up less space on the sheet.
04:33Again, just like Borders, Title Blocks can be configured as well, but I highly recommend
04:38talking to your CAD Manager to make sure that you are following common standards for your company.
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Placing views
00:00On the screen you see our completed Carburetor Housing, and we're going to use this part
00:04as we look at how to work through the process of placing views.
00:07To begin, we need to create a new drawing file.
00:10To do that we can select the Application menu, and then click on New to bring up the Create
00:15New File dialog box.
00:17We're going to go ahead and create a Standard.idw file.
00:21We'll select that in the dialog box and click Create.
00:25By doing this, Inventor creates our first sheet in our drawing for us.
00:29You can see that it's preconfigured a drawing border and a title bar on a C size sheet of paper.
00:35There are a couple of ways to begin creating drawing views.
00:38The initial view is called the Base view.
00:40You can find the Base view under the Place Views tab in the Create panel.
00:44But instead of doing that, I'm going to use the Marking menu.
00:47You can also right-click and select Base view there to initiate your Base view creation.
00:53By doing so, the Drawing view dialog box is presented, and there's a few things in here
00:57that we want to talk about so that we better understand the process and how to move forward.
01:01First, you'll notice a File dropdown list.
01:04This lists all the files that are currently open in the background.
01:07In this case, it's just our Carburetor Housing.
01:10If you didn't have a file open, you could select the Open an existing file and select
01:14a specific file from your hard drive. Next we have the Representation section.
01:18Now, we didn't create any view representations for this model, but I wanted to explain very
01:23briefly how that would work.
01:25If in our engine assembly we wanted to show a representation of the piston at its fully
01:29extended position and a view with it in its fully retracted position, we could do so and
01:34they would be listed here.
01:35We can then select one of those to create a Drawing view.
01:38Next we have the Orientation section.
01:41The Orientation section lists several different positions of our model.
01:45If I hover over the graphics window, you'll see a preview of that model in its Front Orientation.
01:50We can go back and select a different Orientation if we need to start from a different position.
01:55In this case, I want to start with the front, that works for me, so I'm going to leave that as it was.
02:00The next thing you might notice is the preview is a little small for the sheet size we have.
02:04To change that, we can go to the Scale section at the bottom of the dialog box, and we can
02:09select a different Scale for our drawing.
02:11In this case, I'm going to select 2:1, and you'll notice that the preview updates to reflect that change.
02:17The other item I'll mention is the Style section.
02:20We're not going to change this right now, but I want to call it out because we will later in the movie.
02:25The default style is to show Hidden Lines.
02:27You also have the ability to show with Hidden Lines Removed and Shaded views.
02:32We're now ready to place our view.
02:34I wanted to remind everybody that we are in our Base view command.
02:37I'm going to go ahead and zoom out a bit and position our sheet so that we can place our Drawing Views.
02:43As I move the cursor, the view follows around.
02:46I simply need to find the location that works best for this Drawing view and left-click to place it.
02:51In doing so, the dialog box is removed, and we're moved into the Projected mode.
02:56You can see on the Ribbon bar that the Projected command is highlighted and active currently.
03:01I'm going to go ahead and zoom in a bit, or reposition my view a bit, and as I move my
03:07cursor, you'll notice because we're now in Projected, the cursor is showing previews
03:12of what a Projected view would look like.
03:14Inventor does this on its own, because the most logical step after a Base view is to
03:18create several Projected Views of that model.
03:21All you need to do is simply move your cursor to the position you wish to place the view,
03:26left-click, and a temporary version of that view is placed on the drawing sheet.
03:30As I move my cursor up a little bit further, I get a preview of an Isometric view.
03:35I can left-click to temporarily place that, and then I can position my cursor above the
03:39Base view for a Top view, and I can left-click one last time to create a temporary version of that view.
03:45Now that I have all my views placed, I want to go ahead and create them and have Inventor
03:49actually create the views on the drawing sheet.
03:52To do that, you simply right-click and select Create.
03:55If I zoom in a bit, you can see what happened.
03:58Inventor created my Drawing Views, and because the style was Hidden Line, I can see my object
04:04lines, I can also see the hidden lines representing the holes being cut through this part.
04:09Now that we have the views placed on the screen, I want to show a little bit about how they're connected.
04:13As I mentioned, we created a Base view at this point.
04:16If I hovered over that, you can see that it highlights in red, it's also highlighted in
04:19the browser as well.
04:21It's important to remember that just like parts and assemblies, the browser in the drawing
04:25represents the things are being shown on the screen as well.
04:28If I were to hover over this Drawing view and left-click and drag, you'll notice the
04:33connection between the Base and Projected Views.
04:36As I reposition my Base view, the alignment with the Projected Views remains connected.
04:42If you need to change that, in most cases that's going to be perfectly fine.
04:46In certain scenarios you may need to break the link between the Projected view and its parent view.
04:51If you hover over one of the Projected Views and right-click, in the right-click menu you
04:55have an Alignment option, and you can choose to Break that alignment so that you can reposition
04:59it in a location that is not in alignment with the Base view.
05:03In this case, I do want to maintain that alignment, so I'm going to skip that for now.
05:07Before we move on to our next movie, I wanted to add one more item here.
05:11The Isometric view, while not connected to the Base view, is really there to give better
05:16visualization to the other three views.
05:19By having an Isometric view, people can more quickly understand the details that are involved
05:23in those other views.
05:25Earlier in the movie we talked a little bit about the Style section of the Create dialog box.
05:30If I hover over my Isometric view, right-click and select Edit view, that dialog box returns,
05:37and we can make changes to some of the initial settings.
05:40If I wanted to I could adjust the Scale for the Isometric view, but in this case I actually
05:44want to change the Style.
05:46I would prefer to have this view Shaded to better improve the visibility and understanding
05:52of what this design entails.
05:55If you zoom in a little bit, you can see that this with it shaded actually very closely
05:59represents the model that we saw on the screen in the modeling view.
06:05At this point, we've created our initial Drawing Views, and we can move forward with documenting our design.
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Creating section and detail views
00:00Now that we have our initial views placed, I want to focus on Section and Detail Views.
00:05These are slightly more specialized views, and there are not used just frequently as
00:09Base and Projected Views, but they are used frequently enough that I want to show you how to create them.
00:15Section Views allow you to slice through part so that you can properly document the inside
00:19components of a part.
00:21We're going to zoom in and create a section of this view.
00:24There's a couple ways to begin.
00:26From the Place Views tab under the Create panel, we could select Section, and you'll
00:30notice in the bottom left-hand corner the Status bar is telling us to select a view or view sketch.
00:37If I hover over the view and left-click, it tells the system that this is the view we
00:40want to create the section from, and we can continue on creating our section line.
00:46I'm going to hit Escape on the keyboard to cancel this command.
00:49The other way to do this is to actually use the Marking menu.
00:53If I hover over the specific view I want to create a section of, right-click, I can select
00:58section from the Marking menu itself.
01:00This does two things, it launches the command, and it selects the view we want to create
01:04the section from all in one action.
01:07Now that we're in this Section view command, we need to essentially draw a line that represents
01:12where we want the cut to take place.
01:14I want is part to be sectioned right down the middle of this hole.
01:18So I'm going to hover over the midpoint of this top line, and I'm going to use the Alignment
01:22Indicator to position my start point for the line.
01:25I'm going to left-click, and as I drag my cursor down below the part, you'll notice
01:30I get a perpendicular indicator at that location.
01:34This is telling me that this section line is going to remain perpendicular to the initial
01:38line that we hovered over to get our midpoint.
01:41I'm going to left-click to place the endpoint of the line.
01:44If I wanted to continue on making more sections and maybe a more advanced part, I could do so,
01:49but I'm ready actually to create this section line now.
01:52I'm going to right-click on the screen and select Continue.
01:55When I do that, the Section view dialog box comes up, and Inventor creates a preview of the view.
02:01If I drag the view back and forth across the part, you'll notice that the section line
02:05automatically changes based on the location of my cursor.
02:10I'm going to go ahead and position this off to the left and talk a little bit about the dialog box.
02:14Within the dialog box, we have the ability to make some basic changes.
02:18We can change the Label Identifier, we could change the Scale, and even the Style.
02:23In case of this section we can also change from a Full section to a specific Depth or
02:28Distance, but in this case I'm going to go ahead and leave the Full.
02:31So the default settings work perfectly for me.
02:34I'm going to go ahead and left-click to place this view.
02:38After doing so, Inventor renders it as a Section view.
02:41It also applies the hatch automatically based on the material type, it's also created a
02:47label for us, it's provided our scale, and it's labeled the section line so that we can
02:51quickly identify where the section was created from.
02:54Next, I want a little bit about the Detail view.
02:58Detail Views are created in a very similar fashion to the Section Views,
03:01so this makes perfect sense to combine the two.
03:03Say, for example, we want to get a little more detail of this lip here up from the section.
03:08To do so, we can use the marking menu just like we did with the Section view, right-click
03:13on the view, and select Detail view.
03:16Just like the Section view the Detail view dialog box is presented, and we have the ability
03:21to change the Identifier, the Scale, the Style, and a few other options.
03:26At the most basic level, the default settings are going to work most of the time.
03:29So I'm going to go ahead and begin creating my detail view.
03:33To actually create the detail view, you need to left-click in the center of where you want
03:37your detail view to begin.
03:38In this case, I left-clicked right in the middle of that lip that I want to detail.
03:43Now as I drag my cursor, I can adjust the size of the detail and the position of the label for this detail.
03:51Right about here looks about the right size.
03:53I'm going to go ahead and left-click to create the view, and Inventor creates a preview.
03:58I can now zoom out, find a position on my drawing sheet where I want to place this view,
04:03and left-click to create the view.
04:05Just like the section view it provides a detailed label, it provides a scale label, and it labels
04:12the initial detail view so that you can quickly determine where this detail is coming from.
04:17One last thing about the Detail view:
04:19Sometimes you're going to find that maybe the detail changes or the part changes, and
04:23you need to reposition this detail.
04:25You can do so by simply hovering over the detail indicator, clicking and dragging the
04:30position of that circle.
04:32By doing so, the Drawing view updates automatically to show the new position of the Detail view.
04:38This comes in handy when the part changes or if for some reason you made an improper selection.
04:44You don't have to start from the beginning. You can just reposition this Detail view.
04:51Now that I've zoomed out a bit, you can still see that my Section view is little
04:54off from a position standpoint, and I'm going to simply drag that over so it's a little
04:58further away and my views are a little bit more aligned.
05:01I'll even adjust my position of my Detail view a bit.
05:05Now I've got a nice, clean position for my Drawing Views, and I can continue on documenting my design.
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Setting basic dimensions
00:00Now that we have our initial views placed, we're ready to begin annotating our design.
00:05To start the process, we're going to select the Annotate tab in the Ribbon bar.
00:09Within the Annotation tab, you have all the tools you are going to need to document your
00:12design for manufacturing, things like dimensions and hole notes, center marks, and even symbols
00:18for welding operations and surface finishes.
00:20Now to be honest, documenting a design for manufacture takes a lot of work, a lot of
00:24time, and a lot of practice.
00:26The purpose of this movie is to provide a basic foundation of the general tools you
00:30can use to get started with the process.
00:32We're going to start with the general Dimension tool.
00:35I'm going to zoom in on my Detail view to begin this process.
00:39The general Dimension tool can be found on the Annotate tab in the Dimension panel, and
00:44it works in a very similar fashion to the dimensioning command in sketches.
00:48There are some slight differences that I want to call out, though.
00:51We're going to start by dimensioning the overall height of this lip.
00:54I'll click on the lip to select it, and as I drag my dimension out to the left, you'll
00:58notice that it changes styles at specific increments.
01:01This is an organization tool.
01:03It allows you to organize your dimensions so that while manufacturing, there is no confusion.
01:08I still left-click to place the dimension just like I did before.
01:11But you will notice the dimensions are actually disconnected from the endpoints a bit.
01:16This is standard drawing practice as you know why your dimension lines to interfere with
01:19the actual part edges.
01:21The next dimension we're going to add is to dimension the horizontal line at the bottom of the lip.
01:24I'm going to drag down to the bottom here and place my dimension, and you'll notice
01:30that we're running into a couple of different problems.
01:32First, the Detail label is interfering with our dimension.
01:35I'm going to right-click and select OK to get out of the Dimension command, and I can
01:39simply left-click and drag my Detail label out of the way a bit.
01:44If the part changes, you can move that detail label at any point.
01:47The other problem we have, if we select this dimension is you will notice because we selected
01:51the horizontal line like we might when we are sketching, it locked the dimension to
01:55the endpoints of that line.
01:57The problem is is it's hard to tell the difference between the part edge and the dimension.
02:02To fix this, we can simply grab the green dot at the endpoint, left-click and drag, and
02:08lock it to the endpoint of our drawing view.
02:10The still creates the exact same dimension, but, as you can see, there's now a break between
02:14the part edge and the dimension.
02:18We're going to get back into the Dimension command again.
02:20This time, I'm going to show you how to create that dimension without having to fix the dimension after the fact.
02:25Rather than selecting the horizontal line here at the top, I'm going to select its endpoint,
02:30and then I'm going to select the endpoint of the part edge.
02:33Now, when I place the dimension, you'll see that I don't have to go back and correct that.
02:38Based on where I selected, I've already solved the problem before it actually happened.
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Changing dimension precision
00:00On the screen you can see the dimensions that we created.
00:03One of the things you might notice is that the dimensions are only to two decimal points of precision.
00:08Now typically I wouldn't recommend jumping in and changing a lot of settings in the drawing,
00:12especially without talking to a CAD manager, because a lot of these standards are set.
00:16But I know that the precision is something that people might want to change right out of the gate.
00:20I'm going to take a minute to show you how to do this so that you can ensure that your
00:23designs are documented properly for manufacturing.
00:27To make this change, we're going to go to the Manage tab on the Ribbon bar.
00:31Under the Styles and Standards panel we're going to select Style Editor.
00:35Now there's a lot of settings here, and we're not going to through all of them, we're most
00:39specifically looking at Dimensions.
00:41Even more specifically than that, we're looking for the default ANSI Dimensions.
00:46Depending on the type of standard you've installed on your system, these may be slightly different
00:50but you're going to look for the defaults anyway.
00:53Here in the Linear section we have the Precision called out as two decimal points.
00:58We're going to simply select the dropdown list and pick 3.123, which indicates a three
01:04decimal precision, and we're going to select Done.
01:07Inventors is going to ask us to save our Edits, and when we do that you can see that the change
01:11has been reflected in our drawings.
01:13Again, I wouldn't recommend changing these settings in a commercial environment without
01:17talking to your CAD manager, but hopefully this will allow you to begin documenting your
01:21designs properly for manufacturing.
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Creating baseline dimensions
00:00In a previous movie we learned how to create general dimensions and adjust the precision of those dimensions.
00:06In this movie we want to focus on how to accelerate the annotation process by using baseline dimensions.
00:12To start this process we're going to go to the Annotation tab, and in the Dimension panel
00:17you can see along with our general dimension we have Baseline, Ordinate, and Chain dimensions.
00:22Now all three of these types of dimensions work in very similar fashion, that's why I'm
00:26going to focus simply on baseline here.
00:28I'm going to launch the Baseline command, and I'm going to zoom in on the view in the
00:32bottom corner of the drawing.
00:35Within the Baseline command, Inventor is now ready for us to select specific pieces of
00:39geometry we want to dimension in this view.
00:41I'm going to start by selecting the bottom of the part, and I'm going to work my way
00:45up through the view, selecting specific items I want to create dimensions for.
00:50Once I've selected all those items, I can simply right-click, select Continue, and Inventor
00:56will create all of the dimensions in one action.
00:58Now while placing the dimensions, it does work with the general dimensions. I do have the
01:02ability to snap to my increments for organization purposes, and here I'm going to find a location
01:08that I like, I'm going to left-click to place those dimensions, and then I'm going to right-click
01:13to actually create those permanently.
01:16You can see that with just a few clicks Inventor has created a number of dimensions in one
01:20action, which should help speed the design process.
01:24The one thing you might notice if we zoom out a bit is because we added all these dimensions
01:28in one action, they extend a little too close to the view to the right.
01:32If we were to add dimensions to this, they might overlap.
01:35To fix this, we can simply hover over the view, left-click and drag to reposition the
01:40view and the dimensions all move because they're linked to that view specifically.
01:46As you can see, the Baseline dimensioning is a great way to speed the Annotation process.
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Creating center lines, center marks, and hole notes
00:00In this chapter we've learned how to place views, we've learned a few ways to create
00:04dimensions, we've even learned how to control the precision of those dimensions.
00:08In this movie I want to turn our focus to Centerline, Center Marks, and Hole Notes.
00:13To create those, we're going to go to the Annotation tab, and under the Symbols panel you can see
00:18a few different options for creating Centerline and Center Marks.
00:21I'm going to zoom in on our front view and start with creating up general Centerline.
00:29This command allows you to simply select points in the view that you can create Centerlines from.
00:34For example, if I hover over the midpoint on this side of the part, simply drag to the
00:38other side of the part and connect to the midpoint there, I can then right-click and
00:42select Create, and I've manually created a Centerline.
00:46This can be done with any view and any geometry within that view.
00:50The other way to create a Centerline would be to use the Centerline Bisector tool.
00:56This tool allows you to select two lines and have Inventor create a Centerline between
01:01them automatically.
01:03After creating the Centerline we can get out of the command, and we can manually extend
01:08that throughout the part. The next item I wanted to cover is Center Marks.
01:15Center Marks are also very simple to create and are required in many drawing documents.
01:20The Center Mark tool is also located in the Symbols panel.
01:24After launching the command, you can create a Center Mark by simply selecting any circular geometry in a view.
01:29Inventor will automatically scale the Center Mark to meet the size of that specific piece of geometry.
01:35Now that we've created a few Centerlines and Center Marks, I wanted to turn our attention to Hole Notes.
01:41Hole Notes can be found on the Annotation tab under the Feature Notes panel.
01:45The Hole Notes command is also very simple to use, and I wanted to call out some of the
01:50benefits of using it.
01:51While we were in the part modeling chapter we created holes using the Hole command and
01:55during that process I mentioned that we were building a lot of intelligence into the model through that command.
02:01Here's where we get to see the benefit of that.
02:03When we were creating the holes, the one hole that extended off of the revolve feature was
02:08actually a threaded hole.
02:10And if I select that hole in our drawing view, you can see that the Hole Note command has
02:15pulled the information directly from the model and updated that into our drawing.
02:20In this case, it's an 8-32 threaded hole.
02:23Because it's connected to the model, if the model changes the drawing will automatically
02:27update to reflect that change.
02:29I want to turn our attention to another hole in the Section view.
02:32While still in the Hole Note command, we can select part of the circle that makes up the
02:36hole in the Section view.
02:39Here you can see the Hole Note has created a couple of pieces of information for this.
02:43It's pulled the diameter from the model, but it's also pulled the depth as well.
02:48Again, using the hole feature in the part modeling environment greatly affects the outcome of
02:53drawings that you're annotating.
02:55Rather than having to manually input this information if you had used an Extrude, the
02:59information was built into the model and is actually pulled on the fly into the drawing,
03:04and it's connected so that any updates will be reflected without any intervention.
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Conclusion
Next steps
00:00At this point you should have a solid understanding of the major components needed to get started
00:04building your own models.
00:06From here I would recommend exploring a few different web resources.
00:10The first would be my YouTube channel which can be found at www.youtube.com/johnhelfen.
00:16On this channel I have videos that further explore things like part modeling, and there
00:20are also videos that discuss more advanced topics like finite element analysis and dynamic simulation in Inventor.
00:26There are also videos of other products that are commonly used in conjunction with Inventor
00:31like Inventor Publisher and Autodesk Showcase.
00:34Another web resource worth exploring is Autodesk WikiHelp, which can be found at wikihelp.autodesk.com.
00:41The WikiHelp is an open community where people using Inventor everyday are compiling their
00:45collective knowledge on the product.
00:48And finally, I would recommend you check out autodesk.com Digital STEAM.
00:53This is a free educational site that contains everything from basic information on design
00:57principles like color, scale, proportion, and balance, to projects that range from 90 minutes to several days.
01:05As we wrap up, I want to remind everyone that Autodesk Inventor is an exciting product to
01:09learn because it allows you to explore your ideas without bounds.
01:13Not everyone has the ability to manufacture parts, but with Autodesk Inventor everyone
01:17can explore and share their ideas in a digital world.
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