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SolidWorks 2012 Essential Training
Richard Downs

SolidWorks 2012 Essential Training

with Gabriel Corbett

 


In this course, author Gabriel Corbett shows how to create manufacturing-ready parts and assemblies in SolidWorks 2012. Beginning with simple 2D sketching and the software's sketch-editing tools, the course provides step-by-step instruction on building 3D geometry from 2D sketches. The course covers creating complex 3D objects with the Extrude, Revolve, Sweep, and Loft tools and shows building complex assemblies by mating individual parts together into robust assemblies and structures.

The course shows how to cut and revolve holes into parts and use the Hole Wizard tool to generate industry standard holes like counter bores, counter sinks, and taps. Best practice for designing parts is emphasized throughout the course as well as methods for creating parts faster and easier using equations, mirroring, and patterning tools. The course wraps up with generating manufacturing-ready drawings complete with an itemized Bill of Materials. As a bonus feature, Gabriel shows how to photo render a final design. Exercise files are included with the course.
Topics include:
  • Starting a new sketch
  • Adding and removing relationships
  • Dimensioning a sketch for specific size attributes
  • Setting system options, units, and templates
  • Drawing polygons
  • Drawing circles, arcs, and splines
  • Creating offset geometry
  • Moving, copying, and rotating elements
  • Working with planes, axes, and the coordinate system
  • Using Revolve and Loft to create 3D objects
  • Trimming with the Revolve, Loft, and Sweep cuts
  • Creating smooth and angled corners with fillets and chamfers
  • Designing with sketch blocks
  • Working with subassemblies
  • Creating threaded parts
  • Integrating Excel to manage design tables
  • Adding dimension notations to a drawing
  • Rendering an image of a part or assembly

show more

author
Gabriel Corbett
subject
Prototyping, Product Design, CAD, 2D Drawing, 3D Drawing
software
SolidWorks 2012
level
Beginner
duration
7h 2m
released
Mar 07, 2012

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Introduction
Welcome
00:03Hi! I am Gabriel Corbett and welcome to SolidWorks 2012 Essential Training.
00:09In this course, we'll look at the methods and tools for creating
00:13manufacturing-ready parts and assemblies along with detailed drawings and bills of materials.
00:18We'll start with the basic sketch tools to create two-dimensional sketches
00:21that will become the foundation for 3D objects.
00:25Next, we'll look at modeling 3D features by extruding or revolving sketches into 3D parts,
00:30followed by creating more complex objects using the Sweep and Loft tools.
00:35Then we'll create holes and cuts as well as uniform standard hole sizes using the automated Hole Wizard.
00:44We'll explore the best practice for putting parts together into assemblies and building robust structures.
00:50Finally, we'll see how to create drawings to relate the final parts and assemblies to a manufacturer
00:54complete with an itemized bill of materials and drawing notes.
00:59Now, let's get started with SolidWorks 2012 Essential Training.
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Using the exercise files
00:00 If you're a Premium member of the lynda.com Online Training Library,
00:04 or you're watching this tutorial on a DVD-ROM,
00:07 you have access to the Exercise Files used throughout the title.
00:11 After you download the files, I would recommend saving them to the Desktop here,
00:15 or to any other location that might be easily accessible.
00:18 Double-click on that and you can see we have all the chapters laid out by chapter
00:22 and I can go and double- click on any one of those
00:24 and you see we got a bunch of different files in each chapter.
00:27 They're all labeled by the Chapter Title plus the Movie Number;
00:30 so Chapter 14, movie number 1 and this is made up for this assembly,
00:35 as well as some different parts that go up and make that assembly up.
00:37 We're going to use a -1, -2 type of naming convention to categorize these types of files.
00:43 I just want to go back to Ch 20 (Chapter 20) here.
00:45 In this chapter, we're actually using different folders for each chapter and movie,
00:49 and click in here you can see we've got a bunch of different files here as well as we have drawings.
00:53 So SLDDRW is a drawing file.
00:56 So make sure to pay close attention to what that extension is.
01:00 If you're not a premium subscriber to lynda.com, you don't have access to the Exercise Files,
01:05 but you can follow along from scratch with your own assets.
01:08 So let's get started.
01:10
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1. Touring the Interface
Launching SolidWorks for the first time
00:00 SolidWorks is the world leader in 3D solid modeling.
00:03 The software uses a set of simple building blocks and helpers
00:06 to assist you in designing the next great product.
00:09 Let's go over the opening of the software and then tour the interface.
00:12 I'll highlight the main areas of the interface in the work environment.
00:16 Let's get started. On the Desktop, I can see an icon for SolidWorks 2012.
00:21 We're using the 64-bit version; double- click that, it opens up the software.
00:25 It's the first time running it, so we have the option to activate the product now or we can do it later.
00:29 So I'll click on the Later tab and Finish.
00:34 That opens up the environment.
00:35 On the right-hand side, we have the Resources tab.
00:38 We can open new documents, we can go through some of the Tutorials;
00:42 the What's New and Introduction to SolidWorks.
00:45 On the bottom side here, we can see links to User Groups,
00:49 some of the technical alerts and news, what's available,
00:52 and what's going on in the world of SolidWorks right now.
00:54 This is a fly-out tab, so if I click in the environment, it goes away;
00:58 if I click back over here, it'll show up.
01:00 If I'd like to continue to keep this out,
01:02 I can click on the little pin which will hold it out.
01:05 I have tabs here. So the next tab down is the Design Library.
01:09 Inside of there, we're going to be able to store snippets of sketches or
01:14 parts that are going to be used later in our design.
01:17 We have the File Explorer below that and that's going to be very similar to Windows Explorer,
01:21 so we can open files on the regular Desktop or anywhere in the file system.
01:26 The View palette, we don't really have any views to open right now,
01:28 but it's where we would start our drawings from.
01:32 Following that would be Appearances and Scenes.
01:34 So if we want to render our part or color the part in or change the appearances of the material,
01:39 we can do that and drag these into the environment, which we'll cover later.
01:44 The final thing here is the Custom Properties.
01:46 Inside of there, we're going to have what would be putting our part number,
01:50 our revision materials and any documentation we want to put about our part, it'd go in there.
01:56 So I'm going to close that little pin.
01:59 On the upper left-hand corner of the screen, you notice we have SolidWorks tab
02:02 and we have this little fly-out window, if we go over this little icon here.
02:06 And if we want to keep that out, I can click on the pin
02:09 and that will keep that File > View tab available.
02:11 To open a new document, we need to click on either the New icon here
02:15 or we can go under File and New or Ctrl+N; click on that.
02:19 That opens up our New Document window and we have three available options here
02:24 which would the Part, Assembly or Drawing.
02:26 If you don't happen to see this, you could be on the Advanced tab,
02:28 which is going to have almost the same thing.
02:30 Click back on Novice, click on Part, click on OK and that's going to open up our New window.
02:36 This is our main drawing environment here.
02:38 On the left hand side is going to be our Feature Manager.
02:41 Feature Manager is going to hold all the features we create in our part.
02:44 We start with three fundamental planes;
02:46 Front Plane, Top Plane, Right Plane and notice that as I mouse over each one of those,
02:50 they highlight on the screen.
02:51 If I'd like to continue to see that plane, I can click
02:55 and there is this little icon that pops up called the Show icon.
02:58 It looks like a pair of goggles. Click on that and that continues to show,
03:01 and notice the icon changes from black-and-white to color.
03:04 I can do the same with the others if I wanted to see those.
03:07 Turn all three of those on so we can see that.
03:09 To move the view around, I can always hold down the middle mouse button and spin that environment.
03:15 Same thing if I scroll with my mouse in or out; it'll zoom the view.
03:20 On the upper portion of the screen, we have what is called the Ribbon bar
03:24 and this is similar to many other softwares out there, and what you'll see is different tabs.
03:29 So if I click on the corresponding tab, I get a different ribbon tool palette
03:33 that will pop up and I have a variety of like five here,
03:36 but I can right-click on any one of them and it will show me the available
03:40 tool tabs that I can put up here. So I can quickly add Mold Tools,
03:44 or same thing, I can take away Sheet Metal, for instance, to change that around.
03:47 So the two we're going to be working with most are going to be the Sketch and Features tabs.
03:53 Other than that, if we need to open documents or close documents,
03:56 we have a quick shortcut which is on the keyboard.
03:59 If we hit the R key, it pops up a little window which is the Recent Documents.
04:03 So if we wanted to go and open this part here, for instance,
04:06 click on that and now I have that part open.
04:09 We have a couple of documents open now.
04:10 So if I go up to the Window tab, I've got a few different choices here
04:14 as far as how to look at that.
04:15 One of my favorites is Tile Horizontally which makes the two documents that are open tile.
04:19 Now if I had four, it would put four on the screen and so on.
04:23 So if I had 20, it would put 20 on the screen, but they'd become very small,
04:26 and it's hard to look at; so keep that in mind.
04:28 Then if you want to open any one of these documents, just click on the Maximize;
04:31 it brings us back to full screen.
04:33 You should now understand where most of the tools and options are located
04:36 in the software and how to navigate the 3D environment.
04:40
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Accessing and customizing the Ribbon
00:00 The Ribbon bar was introduced to SolidWorks several versions back.
00:03 It allows the user to have much more screen real estate versus
00:07 having all the required toolbars turned on.
00:09 It's configurable and dockable.
00:11 As I covered in the last movie, we can click on the various tabs below the Ribbon
00:15 to change what icons are available to us.
00:17 By default, we have these four here.
00:19 We can add or remove different tool tabs to the Ribbon.
00:23 Click on Weldments, it adds a new tab, so then if I click on Mold Tools,
00:27 for instance, it's going to add it there.
00:28 That Ribbon bar we can move around the screen if we need to.
00:31 By clicking anywhere up here, I can drag it out.
00:34 Notice I drag it out, I could just place it in the Desktop if I want,
00:36 I can place it on another window if I wanted to or I can dock it.
00:40 So I can dock it back to the original location at the top.
00:43 I can come over here and I can dock it to the right or dock it to the left, your choice.
00:46 If you do that, it just places it there.
00:50 You've got the same available tabs.
00:52 Drag that back out. I prefer to have it on the top and it docks.
00:57 We have a lot of other tool tabs that we can bring out as well, or toolbars.
01:02 I can right-click here, anywhere in that gray area and it will bring up these available toolbars.
01:07 So one that I happen to like and use a lot is, if you go down here to the Tools tab,
01:12 it's going to pop out that little toolbar.
01:14 Now sometimes it will drop it here in the middle of the screen,
01:16 sometimes it will dock somewhere.
01:18 So just kind of look around your screen to maybe where that originally got dropped.
01:22 Now I can drag it and dock it over here. I like to put it on the right hand side.
01:26 It gives me a little more real estate, and then I have those tools available
01:30 and that always stays there.
01:31 I can also go ahead and add Tools to any one of these Ribbon bars to customize it to my liking.
01:37 So if I click on, for instance, the Sketch tab, if I right-click on it,
01:40 at the very bottom, I can say Customize, the CommandManager,
01:44 and the first screen that comes up is the Toolbar tab and notice that's exactly what we had before.
01:49 So if I want to add or remove toolbars, I can do that here as well.
01:52 Under the Commands, we have all the commands that are available in any one of these sketch tabs.
01:59 So, like for instance, if I go to Sketch, these are all the sketch tools that are available.
02:04 Only a subset of those is available in the actual ribbon.
02:07 So if I'd like to add something to that, I can just drag it over.
02:10 So, one that I like to use a lot is called Sketch Picture.
02:12 I'm just going to click on that and drag it.
02:15 Wherever I drag, it's going to drop a little icon on the screen for us to use to quickly get to it.
02:20 You can add as many as you want, and the same thing is you can click on one of those and remove it.
02:24 So I don't want it.
02:25 So I'm going to drop it back there and I can, same thing, reorganize my icons as needed.
02:31 Click on that and we're good to go.
02:33 The Ribbon bar is a very helpful interface for getting tools quickly and with less clutter on the Desktop.
02:38 It can be modified with your favorite tools and dock to one of three locations to suit your layout needs.
02:44
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Touring the shortcut bar and identifying essential keys
00:00 All the functions and commands to design in SolidWorks are available
00:04 in the Ribbon Bar, various menus, and the toolbars.
00:07 However there is a group of commands that are used often that can be assigned to the keys on the keyboard.
00:12 We should be driving SolidWorks with two hands, the right hand on the mouse,
00:15 your left hand on the Escape (Esc) key, the Shift+Option+Command and Spacebar.
00:19 Let's go over those.
00:22 We haven't totally covered the drawing environment yet, but I am just going to
00:24 jump into the Line Command and just throw a couple of lines on the screen.
00:28 Notice while I'm drawing a line my icon changes to a little pencil with a line under it.
00:31 I can drag things around and then move around in the environment.
00:33 As I continue to drag out lines, I stay in that command.
00:36 If I want to cancel out of that command, hit the Escape key and I go back to my original pointer.
00:44 If I click over the Line Command, notice I have a L showing up in parentheses,
00:48 that means there is a shortcut for that command and if I just hit L on the keyboard
00:52 it jumps into that command. If I hit L again, it jumps out.
00:55 So jump in, draw a line, hit L again, turn it off.
00:58 It can also add different commands to the keyboard shortcuts.
01:02 To do that I can right-click on any one of these tabs, go down to the Customize Manager again,
01:08 and I have a tab at the top called Keyboard, and the one I want to assign is,
01:10 notice I have just about every command in SolidWorks available to me.
01:15 There is quite a few, but the only one I am looking for is Circle,
01:17 so I'm just going to search for it here, which is circle, and my Center Point Circle is
01:22 the one I'm looking for, and if I just type-in a C, it's going to give a shortcut to that command.
01:28 Now if you have something else that is assigned to that same key it's going to say,
01:32 hey, do you want to overwrite this?
01:34 And if you do, that's fine. Click OK.
01:36 Now if I type C, I jump right in the Circle Command, draw a circle and it stays
01:41 in the Circle Command so I can continue to draw circles.
01:43 Once I'm done, I can hit C again or the Escape key to get out of that command.
01:47 A few other commands here is, if I hit the S key, that's predefined as the Shortcut Bar,
01:53 so the same tools I have available up here, I can actually have
01:57 have it right there in my screen wherever my tooltip happens to be.
02:00 So it's here or here, it just pops up. It's right next to you.
02:03 Your tools are available right next to you.
02:04 Same thing with right-click, anywhere you are on the screen, I can right-click
02:09 and get a full listing of available tools that I can use.
02:13 Once again this is also customizable.
02:15 You can do so just at the very bottom of the screen, Customize Menu.
02:18 The last thing I'm going to cover in this movie is the Option and Tab.
02:22 So if I hold down Option and Tab, I can click to the different available screens that I have open.
02:28 So if I need to go back to the File Manager to grab something,
02:31 I can jump back into SolidWorks quickly.
02:34 And we also have the views we can look at and those are under the Spacebar.
02:40 If I hit the Spacebar, I get the Orientation, it pops up, notice I get Front,
02:44 Back, Side, Isometric, and this allows me to switch between those views.
02:48 Before I actually do that, I'm going to jump into a different window which is available
02:53 because of the part that I've already designed, and I can spin around
02:55 and look at it, but if I want to look at it for instance in the Front view or the Right view,
02:59 I can hit the Spacebar and say click Front. Notice it turns to the Front view.
03:04 Hit Spacebar to the Back, spins it around. Left.
03:08 If I click on the Isometric, it gives it kind of an elevated view from the side
03:13 and I get a couple of those Trimetric and Dimetric as well.
03:16 Just a couple of different views at different angles and elevations. Okay.
03:21 And then the last thing here is the R command which will open up Recent Documents
03:24 so you can quickly grab any of the documents that you've been using in the past,
03:28 I don't know, eight documents yet opened, we'll just pop up there. You can jump into each one of those.
03:33 Learning some of these basic keys will dramatically improve the speed and ease of working with the software.
03:38 It's the single best way to do more with less time.
03:42
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Saving, renaming, and managing files
00:00 Saving your work is essential in all software.
00:02 However in SolidWorks it's very important to understand how files interconnect.
00:06 Let's take a look at this example.
00:08 This is Assembly 1.4 and that's made up of 1.4-1, -2 and -3.
00:14 These three files are separate files in the file system,
00:16 which are linked together in this top-level Assembly.
00:20 Let's take a look at the File Structure.
00:21 In the top level here we have a widget.
00:23 This is a top-level Assembly in that is made up of two parts,
00:27 and then another subassembly and a drawing of that top-level assembly.
00:31 This subassembly here is made up of two more parts, another subassembly and a drawing,
00:35 and then these two drawings down here represent the drawings for Part3
00:39 and for Part4, and we have further structure that goes down here,
00:43 and this can be as many files as it takes to make your Assembly. Now look at Part4.
00:48 If we were to take that part and change the name without alerting the other
00:52 members of the file structure that the part changed, Assembly2 might be looking for Part4.
00:56 It wouldn't be able to find it. It can cause a problem.
00:59 Same thing with Drawing7. Drawing7 is linking up to that part and looking for that part name or number.
01:05 So changing that without alerting everybody else is going to cause a problem for the file structure.
01:09 The way it works is this. Files are linked by name.
01:13 So if you call a part, Part4, it's always going to be looking for Part4
01:17 in the associated path or directory.
01:19 So make sure the path is correct and the directory you're saving it in is complete.
01:23 If you, for instance though take a copy of the entire directory structure in a folder
01:27 and move it to another machine or another folder, it won't look further than that.
01:31 It's going to find the folders that are closest to it.
01:34 We have an assembly which then links to a part, which then links to a drawing.
01:37 If I were to do Save As in the file structure, it's going to change that
01:42 directory linking from assembly to the new part name back to the drawing.
01:46 Now the problem is, we have a part that's just sitting on the file structure not doing anything.
01:50 It's not linked to anything; it's the same part as this one here, it's just no longer linked.
01:56 So that's not really the ideal way to change names of files.
01:59 A better way is actually to use SolidWorks Explorer.
02:02 So let's jump in there.
02:03 This is the SolidWorks Explorer and we have that same Assembly opened up here
02:08 under just Desktop > Exercise Files > Ch 1 and we are under the Sample folder.
02:12 We've got the three files that make up that Assembly.
02:14 If I click on each one I can see it, and here is my top-level Assembly.
02:18 Now if I wanted to change any one of these names, I can right-click on it and
02:23 click on the Rename button.
02:24 Notice this file is the 1.4-3 and it goes out and searches the file structure for that Assembly,
02:32 or any linked files actually, and the only one it's finding is that Assembly which is the 1.4,
02:37 and make sure we have a Checkmark here where it says Update where used.
02:40 Now if I click here and I change it to 1.4-4 for instance, click OK.
02:46 It's going to give me a little error. It's going to say, hey, there's a problem saving this,
02:49 and the reason it is, is because we actually have that part open in the background.
02:52 So let's go back to SolidWorks and let's just save these, close them, jump back over here, click OK.
02:59 Now let's try it one more time.
03:01 This time, no problem. They changed from - 3 to -4 and everything up based just fine.
03:06 Now the other way and people will get themselves into trouble is going just to a regular Windows Explorer.
03:12 Now under Windows Explorer, I am in the same folder, I jump in that same file here
03:16 and I can see those file names.
03:18 Now I were to say, click on that and hey, let's just rename it, right?
03:21 So if I go and change this one to -5 for instance, and I save that.
03:25 It'll allow me to do that, no problem.
03:26 The only problem is, is when I go back into SolidWorks, it's not going to know which file is what.
03:31 Now SolidWorks does help out a bit and they'll say, hey, I can't find this file,
03:35 can you locate it for me?
03:36 But that's probably not the best method for going about that.
03:38 Okay, let's jump back into SolidWorks and open that file.
03:41 So if I click on R on the keyboard, it brings up my Recent Documents.
03:45 Here is 1.4. Let's open it up, and notice the files have now updated to 1.4 and -2 and -4.
03:51 So there is no longer a -3.
03:52 It's been replaced by -4 and we don't have any extra files just floating around in our file system.
03:57 So that is a nice little update on that, and it's the best way to change files.
04:02 We can also do some saving and backing up in SolidWorks.
04:05 If I click on the Options tab on the top of the screen, under the System Options,
04:09 about three-quarters of the way down, there is a tab called Backup/Recover.
04:13 Now I can automatically recover data for each one of my files if the SolidWorks
04:18 were to crash for instance and I can do it in a certain interval.
04:21 So 10 minutes seems like a long time, so I'm going to change it to 5
04:24 and then wherever I'm saving this at, this is kind of the default and that's fine.
04:29 If I go down here to Backup, I can save backup copies of my document.
04:33 By default 1, I can change this to 3 for instance, and that's going to save,
04:36 the last three times I save that document, it's going to put that in a folder.
04:41 I've got a folder called C:\Backup here.
04:44 Using that folder, you can change it to anything you'd like.
04:47 I'd actually recommend not saving it on your C drive and saving it to a server
04:51 or an external backup drive, something along that lines that can make sure that
04:54 if this computer were to crash that you'd still have those files.
04:57 Just a little housekeeping here is, if you're saving multiple copies of each file,
05:01 you can get a lot of files in this one folder.
05:04 So automatically every 7 days here this would remove the older backups and
05:08 make sure you're not adding too many files to that directory.
05:11 And the last thing here is just if you work on a document, you want to have a
05:14 reminder telling you every certain amount of minutes to save your work.
05:17 It's definitely advisable.
05:18 SolidWorks in general is a very amazing software and you can do amazing things with it.
05:23 But along the way, just make sure you're saving your work.
05:25 Naming files correctly the first time is really the best way to make sure that
05:29 you don't get into trouble with losing files and having issues like that,
05:33 and it's going to be a lot less clutter and a lot better designs.
05:37
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2. Introducing the 3D Workspace
Understanding the 3D world
00:00 Sketches are the fundamental building block in all SolidWorks features.
00:04 But before we can start sketching, let's learn about the drawing environment and
00:08 navigating in the 3D workspace.
00:11 All sketches start on a face or a plane.
00:13 In the beginning we don't have any faces, so we're stuck with the three fundamental planes.
00:17 We have the Front Plane, Top Plane, and the Right Plane.
00:20 If I click on any one of these, I can show it by clicking on the little Goggle icon or Show.
00:26 Once that's shown, I can also show the other ones if I need to or want to,
00:31 and I'm going to spin this user environment around just by holding on
00:34 the middle mouse key to spin the environment.
00:36 I can also zoom in and zoom out just by scrolling with my mouse.
00:41 The Origin is what we want to tie most of our drawings into.
00:45 Somehow it links to that center of our part.
00:49 And I can move that environment around also down here with this tria,
00:51 which is the lower left- hand corner of your screen.
00:53 You can double-click on any one of those and spin it around.
00:56 I can see this a little better if I open a different part.
00:58 So I'm just going to jump into some parts that are open here, open this one up,
01:04 and double-clicking that spins that around.
01:06 I can see the right side, spin it around this way, spin it around that way,
01:11 a bunch of different ways I can look at that environment.
01:13 This is very similar to what we learned earlier with the Spacebar.
01:16 By clicking the Space, I could get the Orientation up, I'll go to Front,
01:21 or Trimetric or Isometric View.
01:23 It's a nice way to look at the environment.
01:25 On the top of the screen I have several commands that I can use.
01:28 The very first one is Zoom to Fit.
01:30 Now for instance, I might have had this drawing over here or
01:33 somewhere out in the Drawing View that didn't make a lot of sense over here.
01:36 If I click on Zoom to Fit, it's going to bring it right into the center of the screen so you can see it.
01:41 If there's something I'd like to look a little closer at,
01:43 I can use this one here, which is the Zoom to Area,
01:46 and then just drag a little box around the area I'd like to look at.
01:49 Click OK, it zooms right in.
01:50 The next one is Zoom Previous View.
01:54 So if I click on that once, it takes me to the last View.
01:56 I can continue to click on it to all the different views I've been in.
02:00 The next one is very interesting.
02:00 It's called the Section View.
02:02 I can click this part here.
02:03 Click on Section and it's going to slice it in half.
02:06 By default using the Front Plane to section that part.
02:10 I can also use for instance, the Top Plane and drag things around in it,
02:15 or the direction I want to use.
02:16 Drag it up here, you can see as you're going through that part, dividing it up in different features.
02:23 I can also click on the Right Plane, there it is.
02:25 I can also change the angle or the distance from one of the planes
02:29 to something else to make it so it doesn't change things.
02:33 Once you're happy with what that does, you can click on OK,
02:36 and now you've got a nice Section View of that part.
02:39 Further along here we've got View Orientation, which is a lot of what we just looked at.
02:43 You can look at the top, so just multiple ways you can look at the same things.
02:47 Display Style. Right now we're looking at it in a shaded mode, [00:02:510.84] so I'm going to turn that Section View off, and I'm looking at this thing in shaded.
02:54 I can go and change it to non-shaded, or non-edges, just wireframe, see-through...
03:01 There are a lot of different options here as far as how you want to look at that environment.
03:05 Also notice this is in gray. If I want to change the color, I've got this Edit Appearance.
03:11 I've got a lot of different materials over here I can use on the right,
03:14 so I can assign now a certain material like a glass one with that, or I can just add a color.
03:19 So over here if I just say I want this thing to be red, I can click on the red,
03:22 click OK and now that material or that color has been added to that part.
03:26 You should now understand how to interact with drawing environments
03:28 in all the relative planes and the axes.
03:31 The three fundamental planes are where all drawings start from, so get started there,
03:35 select your plane, start your sketch and build your model.
03:38
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The six steps used in almost all modeling features
00:00 Modeling in SolidWorks is repetitive.
00:02 We use the same six steps over and over and over
00:05 to generate the features required to build a model.
00:09 These six steps will help you to remember the basic workflow.
00:12 Let's take a look at them: The Six steps of Modeling.
00:14 First, select a face or plane;
00:16 number two, start a sketch on that face or that plane;
00:21 draw the geometry you're going to use;
00:23 next, tie that geometry into the origin;
00:26 add a relationship to control it;
00:27 and then create the feature.
00:28 Let's go ahead and try these out.
00:31 Starting with a new part, when you're first into the environment,
00:34 I have to start a sketch on a Face or a Plane.
00:37 To do so I have these three fundamental planes here on the left-hand side:
00:42 I have the Front, Top or Right.
00:42 I'm going to choose the Top Plane here and then go into the Sketch and start a new sketch.
00:48 Notice as I click on that, it spins that plane around.
00:51 So I'm looking straight at it; that's also considered normal too.
00:54 Step two, start a sketch, we're done with that.
00:57 Step three, draw the geometry.
00:59 I'm going to start with a rectangle. Just draw it out.
01:03 The size doesn't matter right now; we're just putting some geometry on the screen.
01:05 I'm going to add a couple of holes as well, so I'm going to go in here
01:08 and grab the Circle Command and just place a couple of holes on the screen,
01:12 location doesn't really matter.
01:14 Next is, let's tie all of this geometry into the Origin.
01:17 Here is the Origin in the center of the screen.
01:19 We want to tie the two circles in the square so they're relational to that center point.
01:24 To do that, I'm going to use a little bit of construction geometry.
01:26 There's a thing called a Centerline, and I can use that to do that.
01:30 I'm going to grab that upper corner here, drag a line down to the bottom right-hand corner there,
01:35 and then I'm going to click on that origin,
01:37 hold down the Ctrl key and grab that line.
01:40 Once I select those two, it gives me the ability to add a midpoint relationship.
01:45 Do that and notice it snaps to the center point.
01:46 Now I've got these two circles out here that I need to do the same thing too.
01:51 I'm going to start another Centerline.
01:53 This time, let's start the Centerline off to the left-hand side of the screen here,
01:57 and notice as I get in a horizontal-relationship to the origin, it gives me this little helper line.
02:01 Click here, drag it across to the other side and snap.
02:04 I'm going to select that origin again,
02:07 and this time I'm going to hold down Ctrl and select the line.
02:09 As soon as I let go of Ctrl, it gives me the option of the Midpoint or Coincident relationship.
02:15 I'm going to choose Midpoint which makes that line
02:18 so it's always on the midpoint of the origin.
02:21 Now I can grab these circles, drag them directly over the points and let go.
02:27 Now we've got a relationship that combines these two circles and makes them origin-centric.
02:31 I'm going to add one more relationship here that just has this circle here,
02:36 that circle there, and they're going to be equal.
02:38 Now we're going to get more into relationships and how we add them,
02:41 delete them, and change them in future chapters.
02:43 I just wanted to give you a quick walkthrough them so you see how they're used.
02:46 The last step is creating the Feature.
02:47 What we're going to do now is Feature > Extruded Base/Boss. Click OK.
02:51 As soon as I do that, it turns it into an Isometric type view,
02:55 and gives me this little handle I can drag up or down.
02:58 Drag that up. It gives me a representation of what it's going to create.
03:03 I can also drag the arrows down to create a feature in another direction as well.
03:08 As soon as it looks the way you want, click OK and you have your first feature.
03:13 By remembering these basic steps, the modeling process will be easier to understand and more straightforward.
03:18 Keep in mind the repetitive nature of all features.
03:21 The inputs and outputs will be different, however the steps will be the same.
03:24 In conclusion, let's step back and take a look at the Word document with the six steps.
03:30 I recommend printing this out, putting it in your cubicle or in your desk
03:33 to help you remember the six steps for your next modeling feature.
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Starting a new sketch
00:00 Almost all features in SolidWorks start with a sketch.
00:03 Sketching correctly and effectively is the key to be a proficient designer.
00:07 In the six steps of solid modeling we covered the basics.
00:11 However, let's get in a little more depth here.
00:13 Let's pick either the Front, Top or Right Plane.
00:15 I'm going to choose the Top Plane. Select that Plane, make sure you're in the
00:19 correct sketch tab and then click the very first icon there under Sketch.
00:22 As soon as I do that, I'm looking at that plane, head-on, and I'm in the Sketch environment.
00:27 I'm just going to throw a little sketch up on the screen here.
00:29 I'm just going to use the Rectangle Command, I'm just going to draw it out here.
00:32 I'm going to use that Centerline we covered earlier,
00:37 and then I'm going to click on that origin, hold down the Ctrl key and grab that line.
00:41 Once I select those two, it gives me the ability to add a Midpoint relationship.
00:44 So I have that first design here, I can still move it around a little bit if I need to.
00:49 Once I have my first sketch, I have a couple of options.
00:53 If I want to get out of that sketch and go to something else, or delete that sketch,
00:56 I have these two icons on the upper right-hand corner.
00:58 The first one is called Exit Sketch.
01:00 What that's going to do is just going to draw me out of that sketch,
01:03 and it's going to drop it over here on the left-hand side of the screen.
01:05 The sketch is still there, but now it's grayed out.
01:07 So I don't have the ability to edit the sketch at all.
01:09 I just have it listed here as Sketch1.
01:12 If I want to get back into that sketch, I can just click on it and you'll notice I get
01:15 this little in-context menu box that pops up, and the very first thing is Edit Sketch.
01:20 Next one is Sketch Plane.
01:21 I can suppress the feature.
01:23 There's a bunch of things I can do here: Show Edit, Normal To,
01:26 but the first one I'm looking for is called Edit Sketch.
01:28 Click on that, now I'm back in the environment that I can modify this sketch around.
01:33 The second one here is Cancel, and it's just going to delete you out of that,
01:37 so most time you want to use the red X because that's going to not save any of your work.
01:40 Once you have what you like, what I'm going to do now is,
01:42 I'm actually going to turn this into an Extruded Feature.
01:46 Now we're going to cover Extruded Features in future chapters.
01:48 So I'm just going into the very basic command of extruding a feature,
01:51 just to give us the ability to draw on a few more faces.
01:54 So I'm just going to drop that Extrude Feature there.
01:57 So now we have a block we can start continuing our model on.
02:01 I'm going to say Sketch, and this time instead of choosing one of these three planes here,
02:05 I'm going to choose the Face.
02:06 This time I'm going to choose this face here and I'm going to start a sketch on it.
02:09 If I click on the Spacebar, I get the option of Normal To.
02:12 That way I can spin it around and look directly on it.
02:14 So I'm going to use the Circle Command,
02:17 and I'm just going to put a circle right there in the center,
02:19 and because I want to be Origin- centric, I'm going to use the Centerline.
02:22 I'm going to tie-in from the origin to the centerpoint of that circle.
02:28 Once I have that, I have the ability to go ahead and extrude it out again if I wanted to and create a feature.
02:33 The Feature Manager is the main interface for controlling your model.
02:36 All features and their sketches are listed in order of creation.
02:40 By selecting a feature we're able to access the sketch and their properties associated with it.
02:45 Each feature is independent of the others,
02:46 however many features are built upon and related to the previous features.
02:50 Notice the two features here; we have feature 1, our Boss-Extrude1 and Boss-Extrude2.
02:56 Under each one of those features is the sketch that created it.
03:00 If I want to modify it or change any of these features,
03:03 I can either change the sketch that makes it or the feature that drives it.
03:07 The sketch itself changes the size or the shape of it.
03:11 The feature itself is really the length of the Extrude or the Cut.
03:16 There are a few other options that we can put in here and we'll cover those later.
03:19 But you think about it as related but independent. The sketch can be anything you want.
03:24 So if I go back and I change that sketch and I make it smaller,
03:27 the feature doesn't care it's smaller.
03:30 Now the feature extrudes the exact same length but the sketch changed.
03:34 Same thing if I go back to that same sketch, click on Normal To it,
03:39 and I add a little bit to it, put one more circle out here.
03:42 Get out of that and then guess what happened?
03:47 It just added one more circle to that Extrude feature.
03:51 The Feature Manager over here looks exactly the same.
03:53 The only thing that changed was that underlying sketch, and we just added one thing to it.
03:56 So we can always go back and change or modify each one of those.
03:59 To get into that mode, we click on the sketch we want to change,
04:02 click on Edit Sketch or click on the Feature itself and change that entire Feature.
04:09 The Feature Manager is user's main interface for working with a model.
04:13 Understanding the key aspects of the interface is an essential skill
04:17 to being proficient in SolidWorks.
04:19 However, sketching is the most important aspect of design and the key to a good SolidWorks feature.
04:25 Take the time to think through your sketches and develop simple and effective layouts.
04:30 Look for symmetry, use construction geometry, and add relations.
04:34
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3. Basic Sketching Tools
Sketching lines and center lines
00:00 The Line tool is the most common tool in our arsenal of Sketch tools.
00:04 It's simple to use and easy to understand.
00:07 To get started, let's click on the Sketch tab, make sure we've got a Sketch button up here.
00:11 Then, we have to choose a face or a plane.
00:13 Notice we don't have any faces, so we must choose one of the planes.
00:15 I'm going to choose the Top Plane and click on Sketch.
00:18 Once we're in the Sketch environment, we're going to jump in and grab the Line tool.
00:22 The Line tools are what we're going to use to create most of geometry in our model.
00:27 So we're going to use the click- click method to get started with that.
00:30 So I'm going to click once where I want to start,
00:32 and then notice as I move my mouse around the screen,
00:35 I get this little length indicator, telling me how long that line is.
00:39 As I get close to the horizontal here, notice it pops up with an angle of 180 degrees
00:44 and if go up here, I get like 135, 90, and then somewhere over here,
00:51 we've got a 45, 0 and I've got a length.
00:53 If I didn't want any of those, I just figure out where I want to end my line,
00:58 click one more time, and it stops.
00:59 As soon as I've created my first line though, I get these like helper lines,
01:03 the little yellow lines on the screen and I can use those to create geometry
01:07 that it's going to automatically add a relationship.
01:09 So notice if I click here, I would automatically add the relationship of
01:12 being perpendicular to the first line I created.
01:14 I don't really want to do that, so I'm just going to click out here.
01:17 Once I'm done creating lines with this command, I want to exit out of it.
01:21 To do that, I hit Esc. It takes me out and I'm back to my regular selection cursor.
01:26 The other thing we might want to use in SolidWorks is Construction Geometry.
01:30 Now Construction Geometry is not actually used for creating models.
01:34 It's really just for laying things out, so that we have lines and
01:37 things that we can use to tie things to the origin or tie objects together
01:41 without actually using that geometry to create that feature or that solid.
01:45 So, to grab Construction Geometry, we're going to use what's called a Centerline Command.
01:50 Now, the Centerline Command and Construction Geometry really is the same thing,
01:55 just they're calling it Centerline but we can use it as Construction Geometry.
01:58 So I'm going to create a line from this endpoint by clicking there.
02:02 Click again on the other side.
02:03 I've got my first Construction Line. Hit Esc, and turn off that command.
02:08 Clicking on that line, notice over here on the left-hand pane is the Line Properties.
02:13 One of the things that is turned on is for construction; I'm using that line for construction.
02:17 If I were to turn that off, it would turn it back into a regular line.
02:21 Same thing as I click on a regular line. I can go back, and turn that one to the construction.
02:25 So I have the ability to switch between one and the other.
02:27 Keep in mind though, only the real lines are actually going to be used;
02:31 construction lines are only there just as these helper lines
02:33 to help things lay out in the correct fashion.
02:36 We have the ability to move these lines around.
02:38 If I select the center of the line, I can drag that line in and out
02:42 to change the shape, but notice the orientation doesn't change.
02:45 If I want to change the orientation, I click on the endpoints of any of the lines.
02:48 That way, I can drag those points around to change that shape; so click on the endpoints.
02:53 Grab the line, I will grab the end point.
02:55 I'm going to jump back in the Line command right now and I'm going to start a new line here at the top.
03:01 So I'm going to click once, and once I drag it out here, I'm just going to drag it on the horizontal.
03:04 If I were to drop this line right here, it's going to create
03:08 what's called a horizontal line, an auto-relationship.
03:09 Let's go ahead and do that.
03:12 As soon as I do that, it drops this little green box right below that line.
03:15 That means it's attached to that line.
03:17 If I mouse over it, it highlights the line and it shows
03:20 this is a horizontal line and now it has that relationship, saying so.
03:23 If I didn't want that there, I can click on just the green box and I can hit the Delete key. It drops it out.
03:28 If I wanted it again, I can always go back, and I can add that in again.
03:32 We're going to cover relationships more in the future, but just so you know that
03:36 if you're drawing, that's one of the things that's going to pop up over and over again.
03:40 Coming back here, grabbing another line here, same thing with the helper lines.
03:45 We've got the same option with the vertical.
03:46 If I go and create other lines here somewhere, those helper lines are always going to pop up
03:51 and allow me to continue to draw at right angles and
03:54 it's going to start adding horizontal or vertical relationships as I go.
03:59 The Line tool is the basis for most sketches in SolidWorks.
04:02 Although, it's simple to use, it's also one of the most powerful building blocks
04:05 in the SolidWorks tool library.
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Using the Circle tool
00:00 The Circle tool takes us to the next stage in sketching.
00:03 From the Circle tool, we also get the basis for arcs.
00:06 There are several methods for creating circles in SolidWorks
00:09 and the most basic is the Center Point Circle.
00:11 To get started, click on the Sketch tab, start a new sketch, and let's pick a plane.
00:15 I can go up here, and grab the Circle command, and notice there's a little dropdown next to it.
00:21 So I have two options; I have the Perimeter Circle or the Center Point Circle.
00:23 Let's pick the first one.
00:25 I'm going to go ahead and click right on the origin, and then drag this out.
00:29 Notice a little heads-up radius button I can see there.
00:32 It tells us exactly what size that circle is going to be creating.
00:34 Now, my second click is going to drop that on the screen.
00:37 Notice my cursor is still the Circle command.
00:40 So anywhere I drag-and-drop a circle or a two-point click,
00:44 I'm just going to continue creating circles.
00:45 To get out of that, go ahead and hit Esc, and change back to my regular cursor.
00:49 If I want to move these circles around the screen.
00:51 I can click on the center point of that circle to drag it around the screen,
00:56 or I can click on the perimeter of it to change its size.
00:59 Go over here, I can drag this one around, change this one's perimeter.
01:04 The circle in the center though has got this relationship that was added.
01:07 So if I try to grab that center point and drag it around, it won't let me.
01:10 It says cannot drag.
01:12 And the reason is, we have this coincident relationship that's locking us to that origin.
01:16 If I don't want that, I can always click on that, hit Delete.
01:20 Now, I have the ability to drag that around the screen.
01:22 If I want to add that back in, I can click on that center point of the circle.
01:26 I can hold down Ctrl, select the origin, and I can re-add that relationship, bring it back there.
01:32 We're going to get more into relationship in the next chapter.
01:34 However, I just want to make you were understanding what was actually happening there.
01:38 If I don't like a circle, I can always click on it, and hit the Delete key. Take it away.
01:43 If I want to add it back, I can just grab it up here, drag it out again.
01:46 Drag one of these circles and I drag it over on top of the other circle.
01:50 Notice as I get close to it, it highlights the circle it's going to drop it on,
01:53 and it also says, a proposed relationship it's going to add.
01:57 So notice if I drop it on here, it's going to add a coincident relationship to that circle.
02:01 Let go, notice it adds that relationship; there it is!
02:04 What that means is now I'm locked onto the outside of that circle.
02:07 I can spin it around, I can drag it out, drag it in, but it's locked onto the base circle.
02:12 This circle over here, grab. I can drag it around. Same thing as I highlight over that.
02:17 But notice there are these four little points around that circle.
02:20 So if I actually snap this on one of those points,
02:24 not only does it add a coincident relationship, but also a horizontal relationship.
02:28 So now there are two.
02:30 Now, I cannot spin that one at all, but I can drag it in and out.
02:33 So I have a relationship added to both of those circles.
02:37 If I don't like any one of those, I can always click on it,
02:39 I can right-click on it if I want to and I can say Delete,
02:41 or I can just click on the circle itself, hit Delete, get rid of it.
02:45 I have the ability to move these things around.
02:48 The next type of circle is the Perimeter Circle, and I'm going to go up here and grab that circle.
02:53 What that's created from is a series of three points.
02:56 So I already have some points I can kind of pull out of the sketch that we already have.
03:00 So I can click on like the point here, I can click on a point here, and maybe like the origin;
03:05 those three points and it creates a circle through those three points.
03:08 If I just want to place three points out here in the Sketch environment,
03:13 I can also create a circle through those.
03:15 Grab the Perimeter Circle, click here, click there, and click there,
03:20 and it creates a circle through those three.
03:21 That's a Perimeter Circle and by changing any one of these points, [00:03:265.73] and dragging it around, I can also affect how that circle looks and shapes.
03:29 Notice it gives me those three automatic relationship thing;
03:32 that circle is linked to those three points.
03:34 The Circle tool and the Line command are the two sketch entities needed
03:37 to build almost all geometry in SolidWorks.
03:40 Mastery of these tools is essential to being proficient in SoildWorks.
03:44
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Adding and removing relationships
00:00 Relations are what take simple sketch entities to the next level.
00:04 Relations can control size, location, and equality between sketch elements.
00:09 Relations are a core function of SolidWorks and understanding how they work is essential.
00:14 Let's take a look at these four lines on the screen.
00:16 You think about what creates a rectangle or what creates a square?
00:19 Is this a square or a rectangle? Probably not.
00:22 So let's take a look and see how we can convert this to being a rectangle or a square.
00:26 We're going to do so using relationships.
00:30 If I click on this first line here, notice it highlights.
00:33 If I hold down the Ctrl key, I have the ability to select the adjacent line.
00:37 As soon as I release the Ctrl key, I get this little pop-up window here giving me a bunch of options:
00:43 Horizontal, Vertical, Collinear, Perpendicular, Parallel, Equal, or Fixed.
00:51 These are a bunch of relationships that I can add to these two lines to control how they interact.
00:57 Notice, I also have those exact same Relationships over here on the left-hand side.
01:01 So to create this into a rectangle, we probably want to add a relationship
01:05 that has a perpendicularity between those two.
01:08 Click on this first one and notice what happens, it changes the way they interact,
01:11 and it's given us this little Relationship Indicator showing
01:14 there's a perpendicular relationship between these two.
01:16 Now if I highlight over that little green box, notice the two related lines highlight.
01:22 But we still don't quite have a rectangle, do we?
01:24 So let's try again on the other side.
01:26 So let's click on this first line here, hold down Ctrl, select the next line and
01:31 add that same Perpendicular Relationship.
01:33 Well, it's getting closer, but it's still not quite right.
01:37 So the third one we're going to add is going to actually turn this into a rectangle.
01:40 So I'm going to click here, hold down Ctrl, select the next line, and go ahead and say Perpendicular.
01:46 Now we've got a rectangle, we can drag it out, we can move it around;
01:49 we can play with this rectangle.
01:51 But it's not horizontal; it's not a horizontal rotation.
01:54 It's kind of rotated out in some angle here.
01:56 So I can then add one more relationship here to the top.
01:59 I can say this line here is Horizontal, and now I've got a rectangle that's quite controlled.
02:04 We don't quite have it linked to the origin yet; that would be the next step,
02:08 but we can obviously go ahead and add up one more line here,
02:12 which would be a construction line, which is not used for the geometry, just to help us lay it out.
02:16 I'm going to add another relationship here as far as this line.
02:19 I'm going to hold down the Ctrl, select the origin,
02:21 and this time I'm going to say, I want this to be right in the Midpoint of that line.
02:26 Now as I drag this rectangle around, it's linked to the origin and all these
02:31 relationships are constantly active controlling the shape of the object.
02:37 If I don't like one of these relationships, I can always just click on that relationship and hit Delete.
02:42 Notice if I delete the relationship, the lines don't move, they stay exactly where they were.
02:47 However, if I click on this line now, I have the ability to start wiggling this
02:51 thing around and it's going to start violating this being a nice rectangle.
02:55 So if I want to fix it again, I go back here, add that relationship one more time,
02:59 and I'm back to where I was.
03:01 Sometimes when you're looking at these drawings, you can see a lot of these relationships.
03:05 It makes it hard to kind of see what's going on, or you might be not seeing them at all.
03:09 To show or hide these, you can go into the View Command, click on View and
03:13 go down here to Sketch Relations. Hide them, and you can back and you can say Show them.
03:19 Adding and using relations can be a huge time saver
03:21 and make your sketches easier to update and simpler to understand.
03:25 Relationships are used throughout SolidWorks and an understanding of how they work
03:29 is the most important thing in SolidWorks.
03:32
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Understanding relationship types
00:00 We've covered some of the basic relationships, now we're going to go a little more in-depth
00:04 and cover all of the relationships that we can possibly add to sketch entities.
00:09 To get started, we're going to start with Coincident.
00:11 Coincident is probably your most common of the sketch relations, and what that means is
00:16 it's going to have one point just touching another or one line touching another line.
00:20 So the origin is here, if I would like to make a Coincident Relationship between the two,
00:24 I click on the point, hold down Ctrl, select the other point that I would like to make that related to.
00:30 As soon as I let go, it gives me the three options that would be available,
00:34 the three relationships that would make sense in that situation.
00:38 So the first one would be either Horizontal, Vertical, or Coincident.
00:42 So Coincident, and that just moves down there and locks on to that origin.
00:46 It gives us this little reminder box in green showing that the relationship has been added.
00:50 Now I can move that line around.
00:53 So one side of it is connected but the other side is still free.
00:55 I could connect this point and this point in the same manner,
01:00 but instead of holding down Ctrl and selecting the two points,
01:03 I can just click on that and just drag it over.
01:05 As I drag it over, notice it snaps on to that point,
01:09 which produces the same type of relationship and locks those together.
01:13 So that's a Coincident Relationship again, but notice it doesn't
01:17 give us the little green box, because it's an implied relationship this time,
01:20 because I was just saying these two points are not connected.
01:22 So Connected and Coincident are very similar.
01:25 This line over here, I can drag around.
01:30 So we're going to look at a few different of the other relationships we can add to this.
01:34 First one would be just Horizontal.
01:36 So I'm going to actually drag this down a little bit easier here so you can see.
01:41 So if I were to just make this line straight on the Horizontal,
01:46 it would automatically snap to the Horizontal,
01:49 but not necessarily give you that Horizontal Relationship.
01:51 Notice it gives a white box, means it's implying a Horizontal,
01:54 but it's not actually going to add that relationship.
01:56 If I do want to add a relationship to make this Horizontal,
01:59 just click on the line and say Horizontal.
02:01 Now it adds a green box with a Horizontal Relationship
02:05 and now this line can't do anything besides be Horizontal.
02:07 I'm going to draw another line here.
02:09 Notice, if I draw it correctly in the Vertical, it adds that Vertical Relationship.
02:16 If I draw another line kind of off at an angle here, and I want it to be Vertical,
02:19 I can select the line and then just select Vertical; it does the same thing.
02:25 Notice here, this also added a relationship.
02:28 Notice the 1 following the relationship; that mean it's just a pair.
02:33 So you're just looking for 1 matches 1, 2 matches 2, 3 matches 3 and so on.
02:37 So if I highlight that relationship, the two pairs match up.
02:42 And notice, what it's saying is the endpoint of this line here is Coincident to this line,
02:47 even though they're actually not touching. So let's move it around.
02:50 The next one we're looking at is Perpendicular; we covered this a little earlier.
02:54 But say these two lines here, we can say select one of the lines,
02:58 hold down Ctrl, select the other line,
03:00 now we have a whole bunch of options we can use.
03:02 So I'm going to pick the Perpendicular one and that just adds that right angle to that corner.
03:06 I could still spin it around, but it continues to maintain that relationship.
03:10 Parallel is the next one, I'm just going to add one more line over here.
03:14 To add Parallel Relationship I'm just going to select the pair by holding on Ctrl,
03:18 selecting the two objects, and clicking on Make Parallel.
03:21 And no matter what I do, I can move these things around, those are always going to be parallel.
03:27 Equal is the next one, so I'm going to use this pair of lines here,
03:30 select this line here, hold down Ctrl, select that line there,
03:33 add the Equal Relationship; now they are the same length.
03:35 If I move these things around, I can notice these little helper lines will pop up
03:39 if I want to arrange these in some manner, if I'm going to create some kind of an object
03:44 or a sketch to be extruded or turn it into some kind of geometry.
03:48 The last one is Fixed, and Fixed is very useful if you want to kind of constrain a point or a whole line.
03:54 So if I just want this whole line here, if I add this little anchor to it
03:57 that says Make Fixed, it just means this line can't really move.
04:00 I can still drag the ends of it, but the line itself, it can't move.
04:04 I can't move this line up and down and I can't drag it.
04:06 But I can change the length of it still.
04:08 If I got rid of that one and I just added that Fixed Relationship to the end,
04:15 then just that side of the line won't move, so I can't grab this one.
04:18 The same thing if I created another line here, just off in space;
04:23 actually get rid of that, add a Fixed Relationship just at the end of it.
04:27 Now I have something that I can drag around, but it's going to be fixed at one end.
04:32 Learn and use relationships in your designs.
04:34 They make for simpler sketches with parametric attributes.
04:38 They are a fundamental part of SolidWorks and give the designer
04:40 the added power beyond basic pen and ink sketching.
04:44
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Dimensioning a sketch to define specific size attributes
00:00 Now that we've learned the Line and the Circle Command,
00:03 let's go ahead and create a part using those and we'll learn also
00:06 how to dimension that part and put it all together.
00:09 So to get started, let's just start a sketch.
00:11 I'm going to choose the Top Plane.
00:13 We're going to make a little bolt link in this Part,
00:15 so it's going to start off with a Centerline,
00:17 so we obviously want to tie everything to the origin.
00:19 So I'm just going to start a line here, snap it across here,
00:22 and then I just want to make sure it's centered on the origin,
00:24 so I'm going to select the origin, hold down Ctrl, select the line,
00:28 and I'm going to say I want this to be Midpoint.
00:31 Then I'm going to grab the Circle command, which we already learned, center point circle,
00:35 I'm just going to snap it to the endpoint here, click once, drag it out, click again.
00:39 Same thing down here, click on the point, drag it out, click again.
00:42 Now these are not the exact same size, so let's go ahead and add a relationship,
00:46 which we just learned about, so let's click on the top circle,
00:49 hold down Ctrl, select the other circle and let's say these are Equal.
00:52 Now we're going to make the outside of the link.
00:55 So that's going to be made up of two more circles and two lines.
00:59 So I'm going to grab that circle again, click on the endpoint, drag it out,
01:03 and do the same thing down here, click on the center point, drag it out.
01:06 Same thing; let's make these both equal.
01:09 Now use a couple of lines to connect these two together.
01:12 I'm going to snap to that quadrant here, drag a line down here to the quadrant here,
01:17 hit Esc; it ends that one segment.
01:19 Grab that line again, up here, grab that quadrant,
01:23 drag down here to the next quadrant and end.
01:25 Now we can get out of that line command by either hitting Esc or double-clicking.
01:29 One thing we haven't covered yet but we will in the next chapter,
01:32 I'm going to give you a preview of, is the Trim command.
01:34 Now, the Trim command is just going to allow us to trim out
01:36 these extra parts of the circle that we don't want.
01:38 So I'm going to grab the Trim and I'm just going to trim out through these,
01:42 through these, through these, and through those. So now we have what we call as the link.
01:47 Notice I can drag this around to change size, both in and out of here.
01:51 Notice there is no dimensions though, so now we're going to learn about dimensioning a Part.
01:54 My hole to hole center here should be 4 inches.
01:58 So I'm going to add the dimension.
02:00 Click on the Smart Dimension tab, come over here, our cursor turns into a dimensioning icon.
02:04 Now I can grab that line, drag it out, and click the end where I want to place that dimension at, click here.
02:11 Notice it gives me the name of the dimension automatically and then the length.
02:14 If I want to change that I can change it here, Length, and notice now it says the Length@Sketch1.
02:19 Now I could make that anything I really wanted to and just keep something that's descriptive.
02:25 Type in 4.0 here in this box, click on the green check mark.
02:28 It says accepting the dimension, and now it modifies the size and shape of that
02:32 and gives us that 4-inch dimension.
02:34 I can drag this around just by clicking it and dragging it, and let's tie it together now.
02:37 I can still move the other parts of this, but I can't change that length.
02:43 A couple more dimensions we want to add, so go back up here, grab the Smart Dimension Tool.
02:47 We can either click on the Radius here or this distance from here to here, so let's just do that.
02:51 So I'm going to click on the first item, notice it gives me the 4.00,
02:54 and then drag over here and select the second item we want to dimension to,
02:57 which now gives a dimension between those two items.
03:00 Over here I'm going to say 2.0.
03:03 That brings that in a little bit and now these circles need to be adjusted.
03:07 I can always drag these in and out to get them close to the right size,
03:11 and then I'm going to go ahead and add a dimension there.
03:12 So I'm just going to click on that circle, anywhere on the diameter of it,
03:16 drag out a dimension, just click wherever I want to place that dimension,
03:19 and I'm just going to say 0.75.
03:23 Notice the lines have been changing color.
03:26 When we first had the lines drawn, they were all blue,
03:28 which means they are under- defined or undefined sketches.
03:31 As they turn black, that means they are fully defined.
03:34 So notice all the lines in the sketch are now black.
03:37 That means they are fully defined, they know exactly what they are,
03:39 and I can click on any one of these things and try to drag it around,
03:41 nothing is going to move, it's a fully defined sketch.
03:44 Now if I were to cause a problem, for instance I went up here and I add an additional dimension,
03:51 it says, do we want to leave this driving? So I'm going to say Yes.
03:54 Notice what it does to our sketch, it turns it all yellow and says,
03:58 we have Conflicts, the whole sketch is conflicting here, because I'm defining it twice.
04:03 I'm saying down here it's 2 inches across and then I'm saying up here the Radius is 1 inch.
04:08 So SolidWorks actually doesn't know which one to use.
04:11 So it says, these two conflict, and it highlights everything in yellow that's causing a problem.
04:16 Notice the two circles in here are still black, they're not in violation.
04:19 So I can either delete this or I can delete this, either one of them will solve the problem.
04:24 This is fully defined and it's back.
04:25 Now if you do something that turns everything red, which is a major violation,
04:30 it means that not only is it a conflicting dimension,
04:32 but it's also actually causing the sketch to fail, that's when you're really in trouble.
04:36 And the same thing happens is, it's going to highlight all the items in red
04:40 who might be causing the trouble, so you need to delete or change those items
04:43 to get back to a state of having a fully defined sketch in black.
04:48 The next step here is to turn that into a 3D Part,
04:50 and we're just going to skip ahead and give a Preview of the Extrude command.
04:53 I'm going to drag this out a little bit, we're going to make it a half-inch thick,
04:57 just type in 0.5 over here, click on OK.
05:00 This movie combined the Line, Circle, and Centerline commands.
05:04 We also learned and used relationships together to create a usable part.
05:08 We also got a first look at the Trim and Extrude commands.
05:12 Dimensioning is very important in SolidWorks and make sure to fully define your sketches
05:16 with no blue lines, no yellow lines, and definitely no red lines.
05:20 Now we have a complete Part and this Part will be used later in the course.
05:25
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Setting system options, units, and templates
00:00 Understanding how to modify basic system options is essential to getting the correct results out of the software.
00:06 Templates are the starting point for parts, assemblies, and drawings.
00:10 We're going to create our own template to use in the rest of the course.
00:13 Right now I have a new part, there's nothing in it quite yet,
00:16 and we want to go in and change some of the options around.
00:19 So each part we start with always has a starting template it uses.
00:24 On the top of the screen, we've got a couple of things up here;
00:27 the very end one is called Options.
00:29 If I click on that, get this window that pops up.
00:31 I have my General options here, I have Drawing options as far as
00:34 how I want to look at things, a lot of things you can go through here;
00:38 some of the colors of the background, the sketch, the displays.
00:41 But this is more system-wide options, this gives more document property.
00:45 So click on this other tab here, that's going to give us Drafting Standards:
00:48 How we want to look at that? Arrows, the Fonts, the Leaders, the Dimensions.
00:53 How we want these to show up when I start drawing these on screen? How's that going to look?
00:57 Detailing, What do we want to actually show on our parts? Do we want to show a grid?
01:02 Units is one we're going to probably use a lot.
01:04 Do we want to input our dimensions in millimeters or in inches or centimeters or meters or miles or however
01:11 we want to use or input those dimensions and then how many decimal points do we actually want to use.
01:16 So I'm right at, you see there is two, I could enter three or four depending on what I want to change that to.
01:22 If I change these things, it actually was based upon a standard, so that's an ANSI standard.
01:28 Now I'm changing this to an ANSI-MODIFIED standard because I'm changing the tolerance of those inputs.
01:33 That's fine depending on what kind of design you're working with;
01:36 you might need more or less precision.
01:38 A couple of other things down here, we can look at like Image Quality,
01:43 just how you want to see those things on the screen.
01:45 Once you have everything kind of set up exactly the way you are,
01:47 you just click OK and that goes away.
01:50 Now we have Part7, which is an open Part.
01:52 I want to save out these changes I made though to this template
01:56 to be my starting point for every new part I'm going to get started with.
02:00 I don't want to have to go up there and change it for millimeters to inches each time.
02:03 So to do that, I'm going to go to the File menu . Under File menu, I'm just going to Save As.
02:08 When we Save As, by default, it says Save As type Part which is here.
02:14 But I don't want to save this as a part, I actually want to save this as a part template,
02:18 which is the third one down Part template. So it's prtdot.
02:20 Once I've got a Part template I can name it out,
02:25 I'm going to name my Part template here, lynda2.
02:30 And then where do we want to save these Part templates at?
02:31 Now you can save this anywhere you would like.
02:34 I have a folder on my C drive which is called SolidWorks Data and you probably have one similar.
02:39 I'm going to click in here and I already have one template, I'm just going to have one more,
02:42 so one of two, and you can have as many templates as you want.
02:45 So you can turn things on and off, change units, change features,
02:49 change the look of your start point and just save those out
02:53 as a variety pack of different templates you might be using.
02:54 So click on Save, that just saves it as a template.
02:57 Now there's one more thing we need to do to kind of hook this up.
02:59 When we start our files off it actually goes and finds that template that I want to use.
03:03 So I'll go back up here to Options, and this time we're going to be in the System Options tab.
03:08 We want to go down here to file locations.
03:11 Click on File locations and document templates that's what it's asking for,
03:14 where are these templates stored at right now.
03:17 We need to add a path to wherever that folder is we just saved our template at.
03:21 So click on Add, go ahead to C drive which is where I saved this at,
03:27 and I saved it in SolidWorks data and that's all I need.
03:30 You notice it adds C:\SolidWorks Data as a path to our template.
03:33 Once we're happy with that, click on OK, it saves that out.
03:38 Now when I go start a new Part, I'm going to go to New,
03:42 and notice we're in what's called the Novice window here.
03:44 There's a basic part that's being used each time.
03:48 When I click on the Advanced tab, I actually have a few more options as far as where I want to start my Part from.
03:54 So here is the basic Templates here installed with SolidWorks,
03:57 and then each of these new tabs up here are the paths that I'm going to add.
04:01 So notice I added that last path here; SolidWorks data.
04:03 Here's lynda1 and lynda2, my two user- defined templates that I can start from.
04:07 I'm going to pick lynda2, click OK and that starts up my new Part.
04:10 So this has all the changes that we've already made. I'd just like to go back up here, take a look.
04:15 So we can change the inches, we could put three place decimal.
04:18 Those units or option changes will automatically propagate through.
04:21 Creating a template configured with all the options that you want to use in your design
04:26 will save you time and help you focus on the design,
04:28 versus constantly having to modify system options on a Part-by-Part basis.
04:32 Create templates in all your most common Part types.
04:36
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4. Relationships and Sketching Tools
Sketching rectangles
00:01 The Rectangle command is nothing more than four line segments and some relationships auto-created by SolidWorks.
00:06 There are several types of rectangles preloaded into SolidWorks tools.
00:10 We can use them or we can create our own.
00:13 Depending on the tool we use, the relationships are added differently.
00:16 The Rectangle is a nonessential command since it can be created with just four line segments,
00:21 however it's a huge time saver.
00:23 Let's jump into SolidWorks and create some rectangles.
00:26 I'm going to go into the Sketch tab, start a new sketch
00:29 and we're going to select the Top Plane to start sketching on.
00:34 So if I click on the Rectangle tab, there's a bunch of options here.
00:38 There are five different types of rectangles on the little dropdown arrow.
00:41 The very first one is the Corner Rectangle.
00:43 Let's go ahead and check that one.
00:44 Corner Rectangle is created by creating a start point and then an end point.
00:49 So we're going to start at the origin.
00:50 Click once, drag it out, and notice as I'm dragging,
00:53 I get this little heads-up display of the X and Y size of that rectangle.
00:58 Get to the size I want, click again to place the second part of that rectangle.
01:02 Notice as I created that rectangle, SolidWorks automatically adds some relationships for us.
01:08 We've got a vertical, a vertical, and a horizontal and a horizontal relationship
01:12 that have been pre-added by SolidWorks that defines those lines.
01:16 Now I can just add a couple of dimensions to define the shape.
01:20 So I'm going to type in 12 there and for the dimension from this line to this line, I'm going to type in 10.
01:27 Now I have a fully-defined rectangle that's a two-point Corner Rectangle.
01:30 Now, if I'm looking in SolidWorks and I'd like to get rid of whatever I'm drawing on or working with,
01:34 I can drag a rectangle over a section, highlight the whole thing,
01:39 and then hit Delete to get rid of it.
01:40 The next one is going to be the Center Point Rectangle. So, click on that.
01:44 Center Point Rectangle is created much the same way but this time it's going to start
01:48 at the origin and when I drag it out notice it's located now on the center point
01:52 where I clicked and then I'm grabbing that upper right-hand corner.
01:56 Same thing, it's giving me a heads-up display of exactly the size I'm using.
01:59 So click there somewhere.
02:00 Now, we've got a nice rectangle. I can drag it around to change its size.
02:04 It's very similar to the first rectangle we created,
02:08 in that it's got a vertical, vertical, horizontal, horizontal, auto-relations,
02:12 but we've also got these two center lines that were added and
02:15 we've got some coincident points saying that these lines are in the center points
02:20 or the coincident point to that origin locking it on there in the center.
02:24 I can drag this around and I'm going to go ahead and add a couple more dimensions.
02:29 Click there, click there and the third click is going to be where you want to place the dimension.
02:33 Type in 30 and go over here and click again.
02:36 This time I'm going to type in 18, click OK.
02:40 There's our fully- defined Center Point Rectangle.
02:42 I'm going to highlight this.
02:43 One other thing as far as highlighting is if I highlight from the upper left-hand corner
02:47 and drag it onto the right-hand corner, what that does is it's a selective highlight.
02:51 See nothing is actually highlighted because I haven't fully gone around that line.
02:55 As I drag a little further down, still nothing.
02:59 However, if I come from the bottom right to the upper left, anything it touches will automatically highlight.
03:04 So it's a little option there as far as how you want to highlight.
03:07 If I select everything it automatically works. Let's get down.
03:10 The next one is 3 Points Corner Rectangle.
03:12 I'm going to start at the origin again, and by the way, I don't need to start at the origin,
03:16 I'm just doing that because I always want my designs to be origin-centric.
03:20 So I'm going to click at the origin. This time I'm going to drag out a line.
03:23 It gives me that dimension and also the angle that I'm pulling that out at.
03:27 Click here and then my third click is going to define the width of the rectangle there.
03:34 And notice the relationships that were added here.
03:36 So I've got a perpendicular. I've got a parallel relationship.
03:40 Notice the 4 and 4 mean those are a pair.
03:43 I've also got another perpendicular down here and then a coincident meaning that rectangle is locked on to origin.
03:49 If I didn't want it locked on the origin, I can just click on that coincident, delete it,
03:53 and now I have the ability to drag that around and move it around somewhere else if I wanted to.
03:57 That's the 3 Point Rectangle. Let's delete that.
04:00 The next one we're going to grab is the 3 Point Center Rectangle, which is very similar.
04:06 This time I'm going to click on the origin again, drag out at the angle,
04:09 and this time it's very similar to the Center Rectangle but this time it's at an angle.
04:15 And notice the relationships that were added are different now.
04:18 I've got the ability to now spin this, which we didn't have before.
04:22 Now if I want to define the angle this is at, I'm going to add a construction line from the origin
04:28 just kind of out here and notice I'm adding in it as a horizontal line, so it's defined.
04:33 Notice, it's horizontal.
04:34 Now I'm going to add a relationship that says from that horizontal line to
04:39 some other line on the rectangle, which I'm using that bottom line.
04:42 I can define that angle now. I'm just going to type in 35 degrees.
04:45 It defines that rotation.
04:47 Now we're going to go and add a few more dimensions to define that shape.
04:51 So I'm going to click on the far side here to this side here and then place that dimension.
04:55 This time I'm going to type in 100 as far as the length and the same thing on the width.
05:01 Click on this line, click on that line, third click is me placing it,
05:05 45 and there we go, fully defined rectangle at an angle.
05:09 Now, if I wanted to change any one of these dimensions,
05:12 I would just double-click on it, type in a new dimension and it automatically updates.
05:16 Same thing with the length.
05:17 Change this to 80, click OK and there it is.
05:21 Select all of that, delete, and we're going to jump onto our last Parallelogram.
05:26 I'm going to start at the origin again, drag out a line.
05:30 This time, I have the option to change the angle and the height. Place it here.
05:34 Now I'm going to define this angle here between these two lines.
05:38 So I'm going to click on the first line, go over here,
05:41 click on the second line and place the dimension.
05:44 I'm going to type in 50 degrees for that one.
05:46 Now I'm going to define a couple of dimensions and notice I've got a few options here.
05:51 I'm going to dimension either from the top to the bottom,
05:53 which would be a hard dimension, or I could dimension from aligned at an angle.
05:59 As I move that dimension around, it keeps following me around.
06:03 So either I have the direct height here or if I go aligned with this edge, it'll give me that dimension.
06:09 So depending where you place these dimensions, it will define the shape a little bit better.
06:13 And then same thing over here, I've got still one degree of freedom here.
06:17 If I click on this bottom line here, I get 77, but if I didn't want that type of dimension,
06:23 I could dimension, for instance, from this point here to that point there.
06:27 Now, this is an option that if I have it here, it's going to give me this overall length.
06:31 However, if I start moving it this way, now I've got the kind of unaligned dimension,
06:36 or if I get over here, I'm going to give a height again and I've got a lot of different options
06:38 of where I'm going to place that dimension to define the length of that part.
06:41 I'm going to type in 100 and click OK.
06:44 We've got a fully defined part.
06:46 Rectangles can be created in many different ways.
06:48 However, any way you create them, they're still just four lines and several relationships.
06:53 Use them to save time and learn from the way the SolidWorks applies
06:57 those relationships to use in your other designs.
07:00
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Creating arcs in a sketch
00:00 Arcs are a segment of a circle and can be created in much the same way.
00:04 Arcs do need more information than a circle, because you need to define where
00:08 the beginning and ending points are, in addition to the center location and the radius.
00:12 Let's jump into SolidWorks and create some arcs.
00:16 The Arc command is directly below the Circle command, and if I click on the
00:19 arrow next to the Arc icon I get the three options here;
00:22 I've got the Centerpoint Arc, the Tangent Arc, and the 3 Point.
00:25 So let's just go through those in order.
00:26 So Centerpoint Arc is very similar to a Centerpoint Circle.
00:30 I'm just going to click on the centerpoint to start off.
00:33 Define the radius of that circle or the defining circle,
00:37 and then wherever I start my click at is where I'm going to start that arc at.
00:40 Notice I can drag this around to define that shape.
00:44 So as I move around that circle or move on the other direction, I get that shape,
00:49 and it has a couple of helper lines that will pop-up and snap to the horizontal for instance,
00:53 or something else like that, depending on how we want to define it.
00:56 So I'm just going to go over here and click here.
00:58 The problem with an arc is it's just floating out in space, right?
01:01 I can grab these endpoints, I can drag it around a little bit.
01:04 So I don't really have a good way to define everything about this arc.
01:08 So if I put a Dimension on here, I know the radius of it, okay, that's fine.
01:11 So I can type in a 75, for instance, great.
01:15 But still the endpoints are just floating around.
01:17 We know it's tied to the centerpoint, which is great.
01:19 Those are the two pieces of information that we'd define a circle with.
01:22 Now we need to go ahead and tie these ends in.
01:24 So my favorite way to do this would be to use some centerlines.
01:27 So I'm going to go from the origin out to one of those arcs, double-click, and start one more.
01:33 Now I've get kind of a definitive attachment to the centerpoint.
01:37 And now I can put some dimensioning in here, so I'll dimension from line to line
01:41 and I can define how many degrees I want that arc to go through.
01:44 For instance, I'm going to type in 130 and there it is.
01:47 But notice they're still undefined, or I can still spin this thing around.
01:51 So I could say something like this line I want to be Horizontal,
01:54 so I'm using those relationships again to define it.
01:57 Now I look at everything here, it's a fully-defined sketch,
02:00 everything has got a number or dimension or angle.
02:02 So if we want to change any one of these things, we can obviously just type in a new number.
02:07 It's going to change, but it's fully- defined at this point. Okay.
02:09 Let's delete that and jump on to our next arc. This is the Tangent Arc.
02:15 Now Tangent Arc is a special condition that needs to start from a straight line.
02:20 It needs to be tangent to something.
02:21 So before I actually can get into this command, I'm going to hit Esc,
02:24 get out of that, and I'm going to create a line.
02:26 So I can either use our regular line or a Centerline,
02:29 so I'm going to use the Centerline here, start from the origin, drag it out,
02:32 and I once have the line defined, now I can use that Tangent Arc to start from that,
02:37 and now it's tangent to that line segment, so I can drag it out,
02:41 move it around any way I want, get to the point I like.
02:44 Notice it gives me some helper lines as far as the angle and the radius, drop that on there.
02:49 And notice I stay in that command, depending on where I go.
02:52 And I can continue with that Tangent Arc from another arc.
02:55 So if I click on the endpoint here, I can still be tangent to that first arc and continue on,
03:00 but the thing about Tangent Arcs is that we always need to start from some other type of item to be tangent to.
03:06 I can define this a little better by giving it a dimension, as far as a radius.
03:11 I'll type in 100 inches here, and now we're going to need to some more information.
03:16 We need to have a dimension here, I'll type in 140.
03:18 Now we have a fully-defined arc besides that endpoint, right?
03:21 So we don't know how far this is going up here, so we need to define that.
03:26 And I'm going to use that same method I used before, just using the centerline,
03:30 snapping it to that endpoint, now I have the ability to kind of drag that around.
03:34 Now, I can define this in multiple different ways.
03:37 I can add a Relationship or a Horizontal, or I can it give it an Angle if I wanted to.
03:42 So say like 20 degrees from the Horizontal, and that'll define that arc for us, that's a Tangent Arc.
03:47 Okay, let's delete that.
03:49 The last arc here is a 3 Point Arc, quite simple.
03:54 We're going to pick on the centerpoint again,
03:57 and my second place is going to be what I want to snap to, so I'm going to snap up here.
04:01 Notice it's just giving me a length at this point in time.
04:04 Then my third click is defining how much that's going to arc out,
04:07 and now I'm getting some more helper lines as far as the angle that I'm at
04:10 and the radius that I'm at as far as that shape.
04:12 So that third placement is going to drop it here.
04:16 Now, I can define this a lot of different ways.
04:17 I can move the arc itself or the endpoint or either one of the endpoints or the centerpoint.
04:23 So we have a lot of control with this one.
04:25 But it's also a lot of degrees of freedom, and I need to tie down to make this a fully-defined sketch.
04:30 So to get that point, I need to get the Centerline.
04:33 There's a lot of different ways to do this, I'm just doing one of the ways.
04:36 I'm just going to click on the origin and I'm going to snap to the endpoint here.
04:39 I'm going to throw a dimension on there, so I'm going to type in say 380.
04:44 I'm just going to define the length of that it least.
04:46 Now, I still have the option to move this arc around, so I need to add a radius.
04:50 So I'm going to say 280 on that one.
04:52 Now, it's got its width across and its radius defined, but we need to still define as far as maybe an angle.
05:01 So to do that we can just grab just another Centerline and just use this as a line,
05:06 that's a horizontal line here to place a dimension between the two.
05:10 Let's give it 25 degrees, for instance.
05:13 Now that defines the angle that it's at, the radius and the width between the two points.
05:19 Now, if I didn't want that one here, I could have defined this as from this point to this point
05:23 and a Vertical Relationship as well, say like 340, and that would work as well.
05:27 So a lot of different ways to define these shapes, we just need to make sure we're tying those two edges together.
05:32 I'm going to do one more last thing here as far as a way to lay things out.
05:37 So I can actually use circles.
05:38 I'm going to start with a circle here and I'm going to start with a circle here.
05:41 I'm going to make these circles touch.
05:44 So I'm going to say this circle and that circle,
05:49 and I'm going to add a Tangent Relationship where they touch.
05:52 So I can actually use these as helpers though.
05:54 I select both of those, I'm going to turn these into For construction geometry,
05:58 and then I can actually place some arcs on those.
06:02 I can say from this part of that circle here to this part of that circle here.
06:06 I'm using those construction circles as kind of my guides for creating my arcs
06:12 and the construction circles will not be used.
06:15 I'm only going to be using that arc right there.
06:17 I'll do a couple more just to illustrate it.
06:19 So I'll click on this point here and I'll click on that point there,
06:23 and then I'll snap to that circle diameter, so that I can use these as a placement
06:28 or a starting point for the other creation of geometry.
06:32 I'll start with that guy, Tangent Arc here, and then I can snap to this point here
06:35 and possibly make this arc here, hold down Ctrl to that arc there, and make that Tangent Arc as well.
06:42 So now that's going to flow into here.
06:44 Now let's add one more 3 Point Arc to go and connect these two together and then snap to that.
06:50 So now I have a nice guide curve just dependent upon these two circles.
06:55 If I go ahead and I define some sizes here of like 240 for this one, 200 for that one,
07:02 and we need one more thing that's going to tie these together as far as where the location is,
07:07 so I'm going to use my friendly construction geometry in two more dimensions here.
07:13 So on this line here 200 and this line here.
07:17 Uh-oh, this is what we don't want to have, right?
07:19 So if we said we have a dimension, we're saying we're having conflicting sizes,
07:23 that's actually already been defined, because we gave it a Horizontal, and so therefore we're fully-defined.
07:29 We used these two construction circles to actually lay out a series of arcs.
07:33 We used 3 Point Arcs and one Tangent Arc to lay that out.
07:36 Arcs are helpful for creating smooth flowing shapes and appealing aesthetics.
07:40 They are just segments of a circle and sometimes starting with a circle
07:43 is a good way to define location for completing arcs.
07:47
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Drawing splines in a sketch
00:00 Splines are the ultimate free-form curve tool.
00:03 Smooth flowing shape and wild curves are the result.
00:07 However, be careful. Splines are very difficult to relay on drawings
00:12 and manufacturing is more of an issue.
00:13 Sometimes the best choice is to use a spline as a layout sketch for traditional arcs
00:18 to get the best of both worlds.
00:20 Let's jump into SolidWorks and create some splines.
00:23 The Spline Tool here, click on that.
00:24 Now splines are created through a series of points.
00:27 So if I click on the origin, for instance, my very next point is going to be
00:31 where my curve is going to bend, so I'm going to click here.
00:35 Notice as I now control the endpoint of that, and if I'm close or far,
00:40 depending on how far away I am, that shape is going to change,
00:44 so it's going to be defined through a series of points.
00:46 Generally, my finding is that, if you put less points, it makes it better.
00:50 So I'm going to put a point down here, and notice as I change that, the entire shape changes.
00:56 As I drag that through, it's controlling not only the point that I'm dragging,
01:01 but also the rest of the curve and that shape.
01:04 And then further away from it, it does a lot of different motion changes and stuff like that.
01:09 As I get closer to it, I make a more sharp curve at the end,
01:12 and one more click down here.
01:13 It's going to continue that way as I click and drag points.
01:17 As soon as I hit Esc, it stops that last segment of the line.
01:20 Now I can click on any one of these points to define that curve.
01:24 So I can click on this endpoint here and drag it around if I wanted to,
01:27 same thing over here, you can click on that point and drag that around, drag this one around.
01:32 Now notice as I'm dragging these around, I get these couple of arrows that kind of pop-up right here.
01:35 Now these are control handles, so I can drag these out a little further,
01:41 I can push them in, I can twist, change the shape using these controls,
01:46 and I can pull them in and out or go to the other side.
01:48 Notice I have one of those at each one of my starting points,
01:53 so this is a direction vector, and how much it influences.
01:57 So the longer that arrow is, the more influence it has on that curve;
01:59 the shorter it is, the less, and the same thing with the angle or the vector that's starting it.
02:04 So that's the control points.
02:07 If I select this entire spline, under the Tools Palette, up here,
02:12 I can go down and I have a whole bunch of tools that I can use to control that spline.
02:16 So I can add Tangency, I can have Curvature, I can insert Points,
02:21 I can Simplify, a lot of times you have too many points.
02:24 I can actually get rid of some of those points and make it a little bit smoother curve.
02:27 I can show the Curves, I can show a Control Polygon.
02:30 I'm not going to go through all of these . A couple of them I am going to show.
02:33 I'm going to show this Polygon.
02:34 That's the shape that now I can drag this around more as like a Polygonal shape
02:38 that I can grab these control points here and move these things around to define it inside of those.
02:43 And the same thing, now these vectors are kind of attached at the beginning and end
02:48 along that polygon and through these points, so each one of those points that we have there.
02:53 Same thing if I want to go select that line, and I can go to the Spline Tools,
02:57 and go in here and I can insert another point.
03:00 So if I wanted a point right here, for instance, now I have a little bit more control
03:03 to drag that part of that spline around.
03:07 If I take this spline and I try to go manufacture a part from this or use this out to dimension it,
03:13 you can think about it, it would be very difficult to define where this,
03:17 and I could try to put some dimensions on here.
03:19 I can dimension maybe from this point to that point, which would be fine.
03:22 But how do I define the shape out here, how do I define this section of that curve?
03:28 Those are going to be very difficult to relay on a drawing to anybody else.
03:32 And same thing, if it goes out to manufacturing, you're trying to machine this part
03:36 or bend this part or something like that, that's going to be very difficult to relay.
03:39 So the last thing I'm going to show here is an overlay of regular arcs.
03:43 I'm going to place this originally as a construction.
03:47 It's going to be our Helper Spline.
03:49 So I'm going to take a 3 Point Arc now.
03:52 I'm going to start here, and I'm just going to kind of drag this out.
03:55 Then I'm going to use my little 3 Point Arc to define that shape a little bit
03:58 or get close to that shape if I wanted to.
04:01 If this is not the right shape, which looks like it's not really right here,
04:04 I can actually start with a line here, start with a line, and then we'll use more of like a Tangent Arc.
04:11 So here's my arc and I'm going to place that along that line.
04:14 Then I can continue placing those arcs along that spline and then use it kind of as a helper.
04:21 Now, it's not going to be exactly the same, but we can make a bunch of short arcs
04:26 that are going to be very, very similar to that spline shape.
04:30 As you can see, I've got kind of a curve here, and then I can go in here
04:34 and fine-tune those a little bit, and I can drag them closer to the line or I do like a best fit.
04:39 So you're not going to get exactly the same shape as a spline,
04:41 but depending on how much time you want to spend on it,
04:43 and how you want to move those little curves around to define that shape,
04:46 you can get a pretty nice shape to define your spline, and then each one of those arcs
04:51 can be defined with a radius, a centerpoint, and a starting and endpoint.
04:56 Splines have many great features and are wonderful for smooth curves and complex shapes.
05:00 However, use them with caution.
05:02 Dimensioning, defining, and building parts that were designed with splines can be very complicated.
05:09
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Sketching polygons
00:00 Polygons are any shape with three or more sides.
00:03 The Polygon tool allows you to choose the quantity of sides and the method used to define the shape.
00:09 Let's jump into SolidWorks and get the Polygon tool.
00:12 The Polygon tool is directly below the Arc tool.
00:15 As soon as I turn at tool on, I get an option over here on the left-hand side.
00:19 First off, I can create this just for construction if I wanted to.
00:22 How many sides do I want on my shape, and do I want an inscribed or
00:26 circumscribed circle to define that shape, which we'll cover in a second,
00:29 and then my XY location of the center point, the diameter of that circle, and the angle.
00:34 I'm just going to start right here at the origin.
00:37 Click once, drag it out.
00:38 Notice I get the diameter of the inscribed circle and I get the angle that it's going to be built at.
00:43 So I'm going to drag it right over here, I'm going to drop it.
00:47 Notice, SolidWorks adds a lot of relationship directly to that shape as soon as I create it,
00:52 but it doesn't define the angle or the size.
00:54 If I want to do that, I need to add may be a centerline here or a construction line,
00:59 and I'm going to snap that endpoint, we'll then control to the midpoint of this line,
01:05 which then defines that shape so it can't spin.
01:07 Now I can just still make it bigger or smaller.
01:09 Now I need to define that shape.
01:11 I can do it two ways; one I can define the size of the circle,
01:14 or I can just dimension from any one of these points or faces.
01:18 So I'm just going to define from this side to that side, and type in 8.0.
01:24 Now I've got a fully-defined octagon that has all the relationships that are pre-added.
01:29 Now if I wanted to create that same shape, but using just line segments, it's quite a bit of work.
01:33 I need to make them all the same length, or I have to define the angles,
01:36 or I have to do some type of a patterning feature like they've done here.
01:40 It's going to be a lot of work.
01:41 So the Polygon feature does save us a lot of time.
01:43 Let's go ahead and delete that and create a couple more.
01:47 Jump back into Polygon tool. This time I'm going to try not an eight-sided,
01:50 but let's do a six-sided and this time, we're going to do a circumscribed circle
01:55 and I'm just going to place it out here.
01:56 As soon as I place it, notice, I still have the control over here on the left,
02:01 so I can change its XY locations, its diameter, its angle.
02:06 I have the ability to move all these around while I'm still in that Edit Polygon mode.
02:14 Notice now we have a circumscribed circle.
02:18 We have this circle in the outside that's defining that shape.
02:21 So if I now place that circle, I can drag it around outside,
02:24 and I can also define that size of that outside circle.
02:29 Just type in 8.0, change that around, and I can drag this thing around now.
02:33 I can spin it around and if I wanted to place like a relationship,
02:37 maybe fix that center point, I can spin that around somewhere I want it to go,
02:40 or I could make some dimensions that would define this shape.
02:43 Just like all things in SolidWorks, we always want to make it not just floating in space;
02:47 we want to tie it into something; where is it?
02:50 So I'm going to use that Centerline.
02:52 I'm going to come out here and maybe use some rectangular coordinates to that point.
02:56 So now I have two dimensions that I can put in there to define
03:00 how far it is from the center point or the origin and how high above it.
03:06 Type in a couple of those and the last thing we need to do is define its rotation.
03:11 So we can do that in multiple ways and one of the easiest ways, which would be like a bottom edge here,
03:15 I can say this is horizontal and notice now everything turns black.
03:19 It's fully-defined and notice exactly where it is.
03:21 I can pull some of these dimensions around just to make it a little bit more clear
03:24 where we're at and of course, I can always change any of these things to move that shape around.
03:30 Now if I had this shape fully-defined and I wanted to actually change that shape,
03:35 I can click on it or actually right-click and I can come down here to Edit Polygon.
03:39 As soon as I do that, I could have the ability to change how many sides are on that shape,
03:44 change it to a bunch of different things, maybe a triangle this time.
03:47 Click OK and now I have a triangle with all the same dimensions,
03:50 so I can go back and edit and modify those things as needed.
03:55 The Polygon tool is easy to use and saves a lot of time over creating shapes with just the Line command.
04:01 It also allows the user to later edit the polygon without changing
04:05 and re-adding relationships and/or dimensions.
04:09
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5. Sketch-Editing Tools
Trimming and extending portions of a sketch
00:00 The Trim and Extend tools allow the creation of complex shapes in building geometry that combines with other shapes.
00:07 The Trim tool has various modes that it can operate it.
00:10 The most powerful of those is the Power Trim Command.
00:13 This should be your Go-To tool for modifying sketch elements.
00:16 Let's jump over to SolidWorks and start up the Trim command. Trim is here.
00:20 If I click on the dropdown arrow here, I also have the option to get Extend Entities. Click on Trim.
00:26 Power Trim is my favorite. But we're going to come back to that one.
00:29 So we're going to start here with Corner Trim. Select that one.
00:32 Corner Trim is going to keep the two items you click on, and trim off the other ones in that corner.
00:37 So this time, I'm going to click, just a regular left mouse click.
00:40 Selecting the first item, you then come over here and select this second item,
00:44 and notice it's going to trim off those two legs that were hanging off.
00:49 Continue down here, do it one more time.
00:50 Click on the first line, click on the second line and it's going to
00:53 trim off entities that are hanging beyond that.
00:56 Trim Away Inside; I'm going to pick the two bounds that we're going to trim too.
01:00 So I'm going to pick this side here, that side there,
01:04 and then all you do is just go and click on the items we want to remove.
01:06 So I'm going to click here, here and here.
01:08 Notice as I'm doing that it's adding those relationships,
01:12 that's making this point coincident to that one.
01:14 Trim Away Outside is very similar. I'm going to pick the two bounds,
01:18 this one and this one, and now we're going to start trimming these outside lines,
01:23 and notice as I trim one, it trims the other side as well.
01:30 Then Trim To Closest is going to trim away legs that kind of extend past something.
01:34 So I have this line here that's cutting through that circle and I just want to trim that away.
01:39 So I just cut that and slice it off.
01:41 Same thing over here, I might want to cut off any dangling lines or
01:44 something like that that might be going past your part, it's a great way to do that.
01:48 Then my favorite one is a Power Trim, click on that.
01:50 Now Power Trim is a little bit harder to understand how actually it works, but it's quite powerful.
01:54 Power Trim starts with the line.
01:55 So we don't actually want to start on top of any one of these other lines or entities.
02:00 We want to kind of start off here in the space where there is just pure white space.
02:03 So I'm going to start down here.
02:04 I'm going to start drawing, and notice as I start drawing, it creates a kind of little sketch line of where I'm drawing.
02:09 Anything that little sketch line actually cuts across, it's going to trim to,
02:14 so watch I'm going to trim this little first entity here and trims it away.
02:16 Come over here, it's going to trim off the end there.
02:20 Come up here, go around I can trim off the top, trim off the bottom.
02:24 I come through here, I can trim these out.
02:26 As long as I continue to hold that left mouse button down, I can continue to trim
02:29 and you can see the path of where I've gone through to trim out entities.
02:33 As soon as I'll let go, it hides, that trim path I was using,
02:36 and all those entities have been trimmed.
02:37 At the Top here I'm going to go back to Extend Entities.
02:40 Now Extend takes a line and continues it on to the next thing that's going to hit.
02:46 So if there's nothing for it to hit, it doesn't run the command.
02:48 Let's click on this line here. As I go over it gives me a little preview.
02:53 If I extended that line, what would it actually do?
02:54 It would extend it to the next thing it's going to run into.
02:57 Same thing over here, it's going to extend that line out through over here where it would hit.
03:01 Click on over here, you can extend that one out, click on anyone of these and
03:03 you can see what's going to happen, when I extend it out.
03:06 It even works on arcs. So we click on here, it's going to continue that arc down.
03:09 So we'll just click here, extend it out, now it touches here.
03:12 Click on this one, it extends it out over there; click on this one, it extends it out over here, very similar.
03:16 Same thing over here, and we can keep doing this many different ways
03:19 to connect to these lines together to build a part.
03:22 The Trim tool is an essential tool for building complex shapes in the sketch environment.
03:27 By leveraging the Trim and Extend commands,
03:35
03:39 we can rapidly modify existing geometry and take your sketches to the next level.
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Creating offset geometry
00:00 By offsetting geometry, we can save a huge amount of time
00:03 and have the ability to create slots and rectangular holes, with a simple line sketch.
00:09 In SolidWorks, I have a rectangular box on the screen and if we want to draw another box around that
00:14 for instance, we could go ahead and use the Rectangle command and draw it out and dimension it.
00:20 We actually have a much easier way to do that.
00:22 I just select anyone of the entities or the line segments that make up that shape.
00:26 Click up here and I'm going to use this thing called the Offset Entities.
00:30 What that's going to do is, it's going to take that line segment, and it gives me a couple of previews.
00:34 This is a two-way, so I'm going to turn that off.
00:36 This is just a one-way and you notice, if I type in that number here,
00:41 I can adjust how far I want to offset that geometry.
00:45 Now I can use one line segments or all the line segments and that's where you can choose it here; Select Chain.
00:51 So if I only chose just that one, I can also change the Direction,
00:54 so I can move it either inside or outside of the box.
00:56 I could select the entire chain or do the entire box.
00:59 I can choose Bi-directional to bring it inside as well, so you've got a lot of options here.
01:03 So I'm just going to choose the one side, I'm going to type in 0.4 and click OK.
01:07 Notice it creates a new box. It made the base construction if I want it to,
01:11 that's one of the options that we had there.
01:13 Then it gives me this dimension here.
01:15 So if I change that dimension, it adjusts the entire box.
01:20 So when I change it to 0.1, it changes that dimension all the way round.
01:23 So it's using this base geometry to create a new box.
01:27 Now we can do this in a lot of different ways.
01:29 We can do it with circles as well, I can create like a base circle.
01:32 I can go in here to Offset Geometry, it creates an offset.
01:36 Type in, do we want a base construction this time? No.
01:39 Then I've got the two circles and I can just control with that one dimension here, it makes it really handy.
01:44 Now if we wanted to create a slot for instance, I'm going to delete these two.
01:48 I'm going to jump just right over here to that Centerline command.
01:52 I'm going to drop a centerline here just by clicking.
01:55 Then I'm going to add one relation to it saying the center point of that
01:59 is that midpoint, there it is.
02:00 So now as I drag this up and down, I can control it.
02:04 Now we're going to actually remake a part we made it earlier,
02:07 which is a link part, and so we're going to do that.
02:09 Instead of creating a circle on the top or a circle on the bottom, and connecting the two lines,
02:13 I can actually use the Offset command to do that.
02:15 So I'm going to select that line, and I'm going to click on Offset.
02:17 So notice it gives me just a way offset right now.
02:20 I can say it's Bi-directional, now it's going to both ways.
02:22 Notice I have this Cap ends thing here checked on.
02:25 So I can either cap them with Arcs or Lines, my choice.
02:28 So I'm going to use the Arcs, and then I'm going to give it a dimension here of 1.0.
02:33 So now that gives us that nice shape that we had before.
02:37 Instead of creating a circle, a circle and two line segments,
02:40 and then trimming them out, I got everything in one shot.
02:42 I'm going to add two circles here, one, two.
02:48 Add a relationship between the two by Holding down Ctrl, selecting the pair, say they're Equal.
02:53 Add a couple of dimensions. I think we had a 0.75 in this one from before, 0.75.
02:58 Notice they both changed because they're equal.
03:00 Add a dimension here, which is 4 inches, 4.0.
03:02 We have fully-defined sketch with only three dimensions on it,
03:06 which is exactly the same part we did before but quite a bit easier.
03:10 The Offset command is a quick way to use existing geometry to create secondary sketch entities.
03:15 This is a perfect choice for quick slots and basic clearance sketches.
03:20
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Moving, copying, and rotating elements
00:01 SolidWorks provides nice set of tools to deal with modifying sketches.
00:04 We can select the whole sketch so we can move, copy to a new sketch, or rotate around a point.
00:10 These tools are very handy, if you're using imported sketch elements like a block or doing sketch-wide changes.
00:16 In the SolidWorks window, we've got a toolbar called Move Entities,
00:21 that allows me to select the entire object, get that window, pop it back out here,
00:27 and then I'm going to say Start Point, I'm going to start from here,
00:31 and then it just attached to my Tool tip now and I can drag this around anywhere I want.
00:35 So maybe I just want to snap that on to the origin, and there it goes.
00:38 Now notice when I do snap onto the origin, it actually doesn't add a relationship.
00:43 So we need to go and do that ourselves if we want that to be locked on here.
00:45 You might say, well, why would I want to use the Move Entities versus just dragging this thing around on my own?
00:51 The reason for that is it treats it as a one complete object.
00:55 So if I grab something, it actually changes the object shape or size.
00:59 If I just want to move this thing as a whole, that's where you might want to use Move Entities Command.
01:06 The next one there is Copy Entities. So I can just select everything I have here.
01:09 Start Point must be there and then copy is going to take exact copy of that and I can drag it around.
01:14 And once again it's attached to my tool tip, so wherever my point of my cursor is
01:19 is where I'm going that one corner of that part.
01:22 So I can copy those and I can continue to do that if I wanted to.
01:25 I can select both of those items for instance.
01:27 Go up here and do Copy Entities.
01:30 Take a point from where I want it.
01:31 Drag it from that, and I'm copying two at the same time.
01:33 So you can do that multiple times.
01:35 I'm going to go ahead and undo that a couple of times, back to my original one.
01:39 Now I'm going to go ahead down here to Rotate Entities.
01:42 So with Rotate, I'm going to do the same thing.
01:44 I'll select everything there, and then a Point of Rotation.
01:47 So I'm going to pick this upper corner here.
01:50 And then what I can do is I can drag this around or I click on the Angles to adjust that.
01:56 So if I'm happy with that, I click Ok and there it is.
01:59 Once again it created all those entities and treated them all as one whole there.
02:03 Let's go back and then Scale Entities, select everything by moving over it.
02:10 Scale about a point.
02:11 I'll pick this lower corner here and then notice it just scales that shape.
02:14 For now I'm giving it a 0.5 Scale Factor.
02:17 I can continue to just bump that up and make it twice the size,
02:19 or twice as small depending on what you want to do.
02:21 You could even copy it. So if I want to copy it, it's going to keep the original
02:24 and make a scale copy of this. So your choice there.
02:27 Once you're done say OK and there's your new shape.
02:30 I'm going to go back again just using Undo command and the last one here is Stretch Entities.
02:36 What that allows us to do is take a portion of the thing, and kind of stretch it out.
02:39 So by doing that I'm going select some Entities to stretch.
02:42 I'm going to pick this one, that one and that one.
02:45 Stretch it to about. I'm going to say this point here.
02:47 If I hold down that left mouse button, I can drag this around and kind of
02:52 change the shape by stretching it out if I wanted to.
02:55 As soon as I'm happy with this I will just click again and let go and it just stretches that out.
02:59 These tools focus on working with an existing sketch and making Sketch-wide changes.
03:04 If modifying individual elements, it's probably better to just work with
03:08 constraining relationships to get the shape you're looking for.
03:12
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Erasing, undoing, and redoing actions
00:00 The all-powerful Eraser.
00:02 Sometimes it's better to start with a clean sketch or to remove selections of the sketch.
00:07 We already know how to erase a single element, by selecting the element and pressing Erase,
00:13 or selecting it from the Feature Manager and hitting Erase.
00:16 However, what if we want to select multiple entities?
00:19 We've two circles on the screen here.
00:20 We have couple of ways to do so.
00:23 I can select any one of these entities just by clicking on it, hitting Delete and it's gone.
00:27 I'm going to bring that back by hitting Undo.
00:31 Or I can also click on that entity and then right- click and click on Delete. That got rid of it as well.
00:36 Bring it back. Next what if I want to select these two entities together?
00:41 What if I have more than two? What if I have two hundred or two thousand?
00:45 I could select each one, hold on the Ctrl and select the next one, and multiple select that way.
00:50 But if we have several hundred or more items to do, that's not going to be very feasible.
00:55 So we can use the Window select, and there are two ways to do that.
00:58 If I go from the upper left-hand corner to the bottom right-hand corner,
01:01 everything I'm going to select in there will be highlighted.
01:05 Notice the two objects turn to a light blue color showing you're highlighted.
01:08 Then over here on the left-hand side, it says the Select Entities are Arc3 and 4,
01:12 and we have some relations that we could add to those if we wanted to.
01:15 If I wanted to just select one of these items though, I can mouse over from the left to right over the first one,
01:23 and that highlights the object, because it's fully contained by that.
01:25 However, if wanted to select anything that touches my box, I can go from the lower right corner to the upper left corner.
01:34 That would go around those and it would select it.
01:36 Notice they both are selected even though I only caught that bottom corner of the top circle.
01:41 So that changes the way the selection property works.
01:44 We also have a thing called a Selection Filter and I can turn that tool palette on
01:49 by clicking anywhere up in the right -hand corner, if I click on right,
01:52 go down here, and I'm going to grab a thing called the Selection Filter, which is right there.
02:01 Notice that has turned on a toolbar I have on the bottom of my screen here.
02:05 So if I have a lot of entities that I'm looking to select or find,
02:09 I can Filter them out using the Selection Filter.
02:12 So I can say only Vertices, only Lines or Edges, only Faces, or only surfaces,
02:17 a lot of these things we don't have in here quite yet but only axes or planes or points.
02:22 So you've got a lot of choices here.
02:24 But one of the thing happens to be Circles, or Center marks. A lot of things we can select by.
02:29 So if we had a point here, I'm going to put a bunch of points on the screen, for instance,
02:36 and I put the Selection Filter on.
02:38 I say here I'm just going to select Points, and then I go ahead and I select things.
02:43 The Circles are not selected at all, it's only the points that are selected.
02:46 So that's Selection Filter for you. Now Undo.
02:49 We want to undo what we did, and get rid of those circles here.
02:52 I have the ability to undo things here.
02:54 I also can look here and I can go back in time all the different things that I had.
02:58 So I can go back here and Undo all four of those points at one shot by just going back four clicks on my mouse.
03:05 Also there's a limitation on the undo, so you can only undo a certain amount of actions back.
03:10 So you can't take it all way back to the beginning.
03:13 You've got a limit of a certain amount that's feasible at least,
03:15 and if you exit the sketch it's going to not allow you to go back into it to change it.
03:20 Getting back where we were, if I'm going to turn that Selection Filter Off, to where I was.
03:24 If I exit that sketch, I also have the ability to work with that sketch as a whole over here in the Feature Manager.
03:29 So if I didn't want that entire sketch I could just click on it and hit Delete.
03:31 That's going to take off the entire sketch and I could just operate on it as a whole in that same environment.
03:37 Sketching is the fundamental building block in SolidWorks,
03:40 and removing sketch elements is almost as useful as creating them in the first place.
03:45 Simple sketches are best and multiple sketches across multiple features,
03:49 oftentimes make for a design much easier to work with.
03:53
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Mirroring part of a sketch
00:01 Mirroring in the sketch environment is very powerful.
00:03 However, you should try to limit sketch mirroring to a second resort to mirroring actual features.
00:09 The Mirror command needs to know two things.
00:12 Number 1, what do you want to mirror?
00:14 Number 2, what line do you want to mirror these entities around?
00:18 We start by making a centerline.
00:19 In SolidWorks, you can see I have three centerlines already created
00:23 and I have a little triangle that we're going to mirror around.
00:26 The Mirror command is right up here; Mirror Entities.
00:29 As soon as I click on that, it asks me two things.
00:31 Whenever I see a box like this that's highlighted in blue,
00:34 it's asking me what are the entities that I'd like to mirror?
00:37 I want to go ahead here and select that entire triangle and
00:40 notice it says it breaks it down by lines, so line 2, 3 and 4,
00:44 and then what do I want a mirror about?
00:46 You'll notice there's little check mark here; it's the copy.
00:48 So I can either copy it or just completely move it.
00:51 So Mirror about. I'm going to choose this item here and notice it gives me
00:56 a mirrored kind of representation of what's going to happen.
00:58 So if I say, ok, that item is now going to be copied to that side,
01:02 if I turn this one off, this will no longer be there, it'll now just be on left-hand side.
01:07 So let's try that, click OK, and we have two items.
01:10 Now these are mirrored copies of each other.
01:13 So if I move one, the other one moves, right there. They're mirrors of each other.
01:18 So anything I do to one, it's going to always happen to the other one as a pair.
01:22 Let's make it a little more complicated this time, let's do mirror again, click on Mirror.
01:25 What do we want to mirror?
01:25 I want to mirror these items here, which is the original triangle we did.
01:31 I want a mirror about this; I want to mirror over here.
01:34 It's going to drop that same triangle down that here at around this axis versus that axis.
01:40 Click OK and same thing.
01:43 Now what's interesting about this is if I change one they all change, because it's mirrored twice.
01:48 This item here is mirrored across this way and this was mirrored again over here.
01:52 Let's make it really fun, and let's Mirror one more time.
01:55 Mirror Entities, and this time I'm going to choose all these entities here,
02:00 and this time I'm going to copy those or mirror those around this centerline here.
02:03 It's going to drop all these down here another time.
02:07 Click OK and now I have a pretty complicated mirror situation here.
02:11 As I move one, they're all going to move around, so you can really get yourself
02:14 a pretty complicated sketch going on here using the Mirror command.
02:17 It's a very powerful command.
02:18 The problem is I generally try to keep my sketches extremely simple
02:22 and do more of the mirroring in the Feature Manager and the features themselves,
02:27 than making it very complicated sketch that is then harder to deal with in the future.
02:31 But it is a very powerful command;
02:32 if you need to, it's definitely available to use.
02:35 Like I said earlier, try to keep your sketches simple and use feature mirrors as a first.
02:40 However, the Mirror command has some nice time -saving benefits in the creation of sketches.
02:46
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Creating repeating patterns in a sketch
00:00 Much like the Mirror command, preference should to be given to using
00:03 Feature Level Patterning versus using the Patterning tool in sketches.
00:08 However, the tools work much in the same way.
00:11 We have three main questions to answer.
00:13 Number one is, what do we want to pattern?
00:16 Number two is, which direction do we want a pattern in and at what angle?
00:20 And number three is, if we want a pattern in a secondary direction, which direction and at what angle?
00:26 Let's jump over into SolidWorks.
00:29 We've got a rectangle here and up here we have a Linear Sketch Pattern tool.
00:33 We also have to dropdown with the Circular Pattern, which we'll do in a second here.
00:36 So let's select Linear Sketch Pattern, and predefined here,
00:40 I already have my X and Y axes selected by SolidWorks.
00:44 So what I need it to go to is at the bottom of the screen here,
00:47 I can click on the Entities to Pattern link and select those items.
00:50 I'm going to select those four sides of that rectangular shape there,
00:55 and then I'm going to jump over here to the Spacing.
00:57 Right now it's only 0.1. I'm going to change it to 2.0.
01:00 As soon as I do that it spaces this out, and then I'm also going to give it a few more of these patterns.
01:04 So I'm going to do five this way.
01:06 I also have the ability to change the angle these are patterning at, so I can keep changing this up and down.
01:12 Notice the Orientation of the boxes don't change; just the patterning direction does.
01:18 If I want to go in another direction, notice this is all grayed out at this point in time.
01:22 The only thing that is not is it has a 1 in there.
01:24 As soon as I change that to a 2, these all become real entry boxes here,
01:29 so I can go and change the spacing between the two of those.
01:31 I can add a few more if wanted to.
01:34 And then I can also change the angle to control how that pattern works.
01:40 I'm going to space them out, just a little bit more and click Ok and now we've got that pattern.
01:45 Now these are all patterned off this original seed part here.
01:48 So if I were to change this part, they all change together.
01:52 It's kind of like the Mirror command, if I change one, they all change.
01:54 It's a pattern of this original seed.
01:57 Now I'm going to just undo this whole pattern and go back to original
01:59 and then we're going to do the Circular Pattern.
02:01 So the Circular Pattern is, we have a couple of questions to answer as well.
02:05 What do we want to pattern? That is going to be this rectangular box.
02:07 Where do we want a circle or, rotate it around? That is going to be this point here,
02:12 so jump down here, pick on Circular Pattern.
02:16 The first question is what is our center of rotation? Click right there.
02:21 Point 21 is where we're going to rotate around.
02:22 I'm going to jump down here to the Entities to Pattern,
02:25 and I'm going to pick these four parts of that box.
02:30 You could see a little preview of what it's going to be doing.
02:32 Now I have other questions to answer over here. Where is the center point of this?
02:36 What are the XY coordinates?
02:37 How many degrees do you want to circularly rotate this thing around?
02:40 By default, it's giving a 360 with an equal spacing.
02:43 I could change that to 180 and only go halfway around.
02:46 So I've got four of these and half of a circle patterned around.
02:51 I could change that to 90 if I wanted to and you can see
02:54 how that is changing around there and I can continue to add more and more.
02:59 So I can continue to kind a put a lot of pieces in there or just a few, depending on what I want to do.
03:04 Same thing with Equal Spacing. I could change that. I can change the spacing between them.
03:08 I can put a radius in there.
03:09 I can change the diameter that I'm spacing these thing out on.
03:13 I can start pushing this thing out a little further if I needed to, or the angle I'm going to go through.
03:17 So a lot of options here for a circular pattern.
03:19 Once you're done and have enough items that you want in there, click OK and there's your circular pattern.
03:25 Following along with the simple sketch methodology, we don't really want to overuse this tool.
03:31 However, in certain situations, it does come in very handy.
03:33 The steps to follow are simple as selecting the objects, choosing the directions,
03:38 or the center point of rotation.
03:40
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Using construction lines to place features with precision
00:00 Effective use of construction lines and construction geometry
00:03 is the key to being an effective and efficient designer.
00:07 Many times sketches can be fully- defined without even a single dimension.
00:12 By tying your sketch geometry into existing geometry, we build powerful sketches that are dynamic.
00:18 Let's consider the case of two holes that need to be equally distanced from the centerline of a part.
00:24 Let's take a look.
00:25 This part here we want to add a hole on either side of the existing part.
00:28 So what I'm going to do is I'm going to click on the top face here,
00:31 I'm going to click on Sketch, I'm going to start a brand new sketch,
00:33 and then I'm going to hit the Spacebar so I'm going to get the Orientation window and click on Normal To.
00:37 Now I'm looking directly down on that part.
00:39 Now I want a hole here and I want a hole here.
00:42 Before I do that, I'm going to draw a few lines.
00:44 Now we have not covered the Extruding command yet,
00:49 but we'll be just giving a brief demo of how that's going to work.
00:52 So to start off, I want to click on the origin, I'm going to drag a line up,
00:55 make sure it's got a vertical orientation, click here, double-click,
00:58 and then I'm going to create one more line right above it.
01:00 Make sure that one has got the horizontal relationship. Now I'm going to click on this line,
01:06 hold down Ctrl, select that endpoint, and then I'm going to say I make this mid point.
01:11 So now I have a line that's connected and on the center.
01:15 Now I can go ahead and I want these holes to be kind of in the center of these ears here.
01:21 To do that, what I can do is add another construction line from the upper corner here in the upper right
01:27 to this little point here and then I can drag this line here to the midpoint of that line.
01:33 Now notice these lines are now fully defined, I can't drag this one or anything else.
01:37 They're all tied together with purely construction lines.
01:40 Now let's go ahead and put the circles in there.
01:42 So I'm going to go click on here, click on the midpoint of that, draw the circle.
01:47 Click on this point here, draw out a circle, and let's just go ahead
01:50 and add an equal relationship between the two, so they're the same size.
01:53 The last thing we need to do is add a dimension just to define the size of the circle,
01:58 I'm going to go to 0.75, and there's our two circles fully-defined,
02:03 and they're defining context of the other parts and the other geometry around them.
02:06 Now what makes the sketch geometry so powerful is that if this base part changes,
02:11 these holes will automatically adjusted the correct locations. Let's take a look.
02:14 I'm going to go ahead and show you a little bit of a head here and do an extruded cut for a hole.
02:20 So this is very similar to an extrude, but extrude cut which we'll be doing in a few chapters.
02:24 I'm going to go ahead and click line, I'm going to say Through All, so it cuts the entire part.
02:29 I'll OK and there is my two holes, it goes through the part.
02:32 Now what we want to do is we actually want to go and change this base part.
02:36 So you notice, we have two features, here and here.
02:39 I might look at the sketch underlying the Boss feature which is Sketch1.
02:42 Click on that, and let's say Edit Sketch.
02:45 Now looking at this, it's undefined;
02:47 all the sketches are blue, we don't have any dimensions at all.
02:49 So let's go ahead and add some dimensions to it.
02:51 I'm going to click and click from here to here, add a dimension of 12 from the top,
02:56 add a dimension from here this bottom line, add dimension of 4, click OK
03:03 and I add another dimension here of 4, click OK, and then the last thing we need to do
03:07 is from the bottom of that to the bottom of here and we're going to say 4 as well.
03:11 So now we have a fully- defined sketch that's changed.
03:15 So as soon as I exit out of this, guess what?
03:19 The holes are in the perfect location, we didn't change any of the dimensions.
03:22 If I go back and I look at the sketch to define where they were, it's because those centerlines,
03:27 or those construction geometry, automatically scale and move to the right size,
03:31 because they're tied in to the sketch that was based below it.
03:34 Building good construction geometry is the single best way to make better sketches
03:39 and to leverage the power of the dynamic capabilities of SolidWorks.
03:43 Always try to think through how your sketch will behave and try to minimize excess dimensions.
03:49
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6. Reference Geometry
Working with planes
00:00 When a new SolidWorks Part is opened, we have three predefined planes to start building our model.
00:05 To start a sketch we need to choose a face or a plane.
00:09 So what happens when we need a plane other than the ones that are located at the origin?
00:13 Lucky for us, SolidWorks has given us the ability to create planes where we want.
00:18 Planes are infinite and in all directions, so there are no perimeter boundaries.
00:23 In order to create a plane we need a series of three points, or a line and a point,
00:27 or an existing plane and a distance.
00:30 I have this Top Plane highlighted here . I can highlight it by just clicking
00:34 on the goggles and toggle that on and off.
00:36 So that's the first plane and we're going to create a plane directly above this plane.
00:40 New planes are created under the Reference Geometry tab here.
00:43 If I click on the Down Arrow, I've got options of Plane, Axis, Coordinate System,
00:46 and we're just going to pick that first one, Plane.
00:49 As soon as I start a plane, notice over here I've got a bunch of options;
00:54 I have a First Reference, Second, and Third Reference.
00:56 If I pick another plane like this existing plane here, I don't need any other references;
01:01 all I need is that plane and then a distance away from it.
01:04 These planes extend infinite directions; there are no boundaries at all.
01:08 What I see here is this little box, it's just representation.
01:11 I can actually drag the planes to make them bigger or smaller.
01:14 So if I select this first plane here to create,
01:17 notice if I spin the world around a little bit here in my environment,
01:20 I can see that here is my beginning plane and then here is my existing plane.
01:24 I can change the distance by just typing this in.
01:28 So above that Top Plane I'm creating a new plane.
01:31 That looks kind of like a sheet of plywood or a big rectangle here.
01:34 As far as bringing up above the height, I'm saying 2 inches above,
01:37 and I can also just flip that to the bottom side if I wanted to.
01:40 And I can ask how many planes I want.
01:42 I can add multiple planes if I wanted; they're all spaced off at 2 inches at a time.
01:46 I'm just going to create the first one, choose Mid Plane and flip it.
01:50 Flip it a different direction. I can do a lot of different things.
01:52 I could play around with that. But we just want the distance.
01:57 Notice Second and Third References are not included in this one.
02:00 As soon as I click OK, it gives me this new Plane here.
02:03 If I click on that Plane, notice I've got these little handles all around the outside, little balls around the corners.
02:09 I can grab any one of these things and just drag it around to make the plane bigger.
02:12 This really means nothing; it's just there for us to see the plane easier.
02:17 This plane really does extend in all directions and into infinity.
02:20 So we can have the plane as big as we want or as small as we want,
02:23 it doesn't really matter, just we can drag it around or move it around in our environment,
02:26 just to make it some more visually appealing and easy to work with,
02:30 to find where that plane is, that's all those guys are.
02:33 So that is the first type of plane, which is an offset plane from an existing plane.
02:37 I'm going to flip over here to my second example, which is pretty much the same thing.
02:41 I've got the Top Plane turned on, and this time I've actually got a sketch here, so I've got Sketch1.
02:47 Inside that sketch I have just this one line, so I will open up that sketch,
02:51 take a look, it's just a sketch, it's an undefined line, with a dimension from the origin.
02:57 And then on my second sketch here, I've got another construction line.
03:02 So those are two things I have, just to kind of lay things out.
03:04 Now, I don't necessarily need to use these.
03:07 I could be making a plane from other geometry that might be having my model,
03:11 but since I don't have any, I've just created those two to define this plane,
03:15 so I'm going to click on Plane.
03:16 For my First Reference this time, I'm going to choose that line, there it is.
03:19 Notice as soon as I pick that line, look what I get, I get this plane kind of coming up here,
03:24 at a little bit of an angle, it doesn't actually know where it is.
03:27 So to find this thing I've got to kind of spin it around so it touches another point,
03:31 and here is a point I'm going to use that's at the very top of this thing.
03:34 So I pick that, now that plane is defined through that line and through that point,
03:39 so that's all I actually need to define that plane here.
03:42 And I don't need the Third Reference, because I'm actually picking up three points,
03:45 because I'm getting two from that one existing line.
03:48 As soon as I choose that, click OK and we're good to go.
03:51 Next we're going to add a plane through three points.
03:54 So the points we're going to use are going to be slightly different than what we had before.
03:58 So I'm going to click here and create another plane on top of this existing plane.
04:02 So I'm going to say Reference Geometry > Plane.
04:05 This time instead of picking Lines or Planes, I'm actually going to pick just Points.
04:09 So I'm going to pick a point here, I'll pick a point here, pick a point here,
04:12 and now I have a new plane off at an angle created off of that existing Plane.
04:19 Now I could have just chosen that entire line if I wanted to, or a point,
04:22 but sometimes you just have like vertices you might be using to pick points,
04:25 so now I'm using all three of those References and they are all coincident to that point.
04:30 Click OK, and I've got a next reference there.
04:32 Those are the three different ways to create Planes.
04:34 So then here's an example of how we can use planes and we're going to be doing a lot more
04:38 with planes later, but this is a quick example of just showing how they can be used.
04:42 This part here has got a couple of holes that we've added to it at angles that are nonstandard,
04:47 and we've created three different planes here to go ahead and to create that.
04:51 The very first plane is actually just a Top Plane and I'm showing that there.
04:55 So what I'm going to do is I'm going to use the History Bar and I'm going roll this way back
04:58 to the very beginning, and I'm going to see just the Top Plane.
05:01 On that Top Plane I went ahead and created this Boss-Extrude.
05:04 Now obviously we're going to cover Extrude in more depth in the future,
05:08 however, the underlying sketch is just a simple rectangle.
05:12 Then, I create a sketch down here;
05:14 I can highlight it showing just a line on that same Top Plane.
05:19 Then I create one more sketch with a vertical line here.
05:24 What I want to do here is I want to create a plane through that line and through that point.
05:28 Now we saw that a little bit earlier as far as how to create that plane.
05:31 So what that's going to do is going to create that plane there, off at this angle.
05:35 And that's defined if I were to change the height of this line here,
05:39 it would obviously change the angle of that plane and how it intersects to the block.
05:44 You can see it's also cutting through that block a little bit too.
05:47 My first cut is just going to be a sketch cut at an angle here.
05:50 So what that's created by is creating a circle on that plane.
05:54 If I hit the Spacebar, I can look at Normal To it.
05:56 So I'm looking straight down that block; it's a perfect Circle here.
06:01 It's being cut into that part through it.
06:05 And it's undefined right now, so it's just going to be cutting through there.
06:08 I can always go ahead and define that later with some dimensions.
06:13 And then next we're going to do another plane and then do another cut here.
06:15 So I'm going roll forward again . I'm creating a plane this time
06:19 off of this corner of the base block and this line here.
06:24 So we've got a plane that aligns between those two, as you can see.
06:27 And then on that plane I create a sketch and a cut at an angle,
06:31 so that sketch is just another circle, cutting across that part,
06:35 right in that kind of the middle of that block.
06:37 And what we're doing is a cut there and I'm using a special part of the Cut feature,
06:42 which is called the Mid Plane Cut, and I'm just extruding it to make sure it cuts through everything,
06:49 just a little bit past the ends there, so it's a Mid Plane Cut,
06:52 which we're going to be covering in Chapter 7.
06:54 Clearly a lot of these tools we have not covered yet,
06:56 I just want to give you the value of planes and give you a glimpse of
06:59 some of the new tools I'm going to be covering, like the Boss-Extrude, Extrude Cut,
07:03 and some of the other plane features you might be using in the future.
07:05 Planes are the foundation for sketches, and in order to build complex features
07:10 or higher-level features like lofts and sweeps,
07:12 we need to understand the basics for creating new planes.
07:15 There are up to three reference values used for creating planes;
07:18 however, you can use as little as one, depending if you're choosing Points, Lines or Planes.
07:23 For instance, a line already has two endpoints, so that counts as two references.
07:30
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Placing and using axes
00:00 Anytime we're building revolved or rotated geometry, we need an axis of rotation.
00:05 We can create an axis by selecting intersecting planes, lines or points.
00:10 Axes are also very useful for building assemblies.
00:13 The first one I'd like to create is actually between these two planes.
00:16 So I'm going to click on the Axis command, and the one I'm going to choose is Two Planes.
00:21 Pick that one and notice I see already a dashed line here where the two planes intersect
00:26 and that's exactly where that axis is going to go.
00:29 So I'm going to pick Front Plane and the Right Plane
00:32 and right there it generates a preview, click OK and we've got axes;
00:36 the first axis there which I'm calling axis number 6.
00:41 Okay, the next axis we're going to go ahead and create is going to be
00:43 between these two points here, and I've already laid those out as a sketch.
00:47 So if I take a look at that sketch here, it's just on the right plane,
00:52 and I really just put two points on that plane.
00:55 So we'll go back up here to Axis.
00:56 This time I'm going to pick two points, pick that point, pick that point,
01:02 and pretty easily we've got another axis. There it is.
01:04 This one's called Axis7.
01:08 Okay, continuing on, we've got it one more time here;
01:12 on line or edge. I've got these rectangular blocks over here
01:16 and I'm just going to pick any one of these edges to create another axis.
01:18 So I'm just going to pick this one here, and it just drops that axis just along that edge.
01:23 Click OK, there it is.
01:27 Okay, one more time, we're going to grab one more;
01:30 Cylindrical or Conical Face, click on that.
01:32 This has already got a nice cylinder on the outside.
01:35 So, if I just click on that, it just will automatically drop an axis in the center of it.
01:39 But actually, before I do that, I'm going to cancel that.
01:40 Anytime you have a revolved or even a round feature,
01:44 SolidWorks actually adds an axis in the center there for you.
01:47 So if I go up here to View, and say Temporary Axes,
01:50 I can actually see there's already an axis in there, and those would be very useful
01:54 especially if you have holes or something like that in your trial line.
01:56 But if I didn't use that, or didn't want to use that, I can hide that and
02:00 use that Reference Geometry > Axis > Cylindrical Face, click on the outside face,
02:04 and there is my axis. There it is.
02:07 And the very last one would be Point with a Face or a Plane
02:12 and I'm going to go ahead and turn on one of these planes first.
02:16 So the Top Plane, I'm going to show, so I can see it.
02:19 Now I'm going to use that plane and this point here just to create another axis.
02:23 So I'm going to come up here to Axis, select on Point and Face/Plane
02:27 and the plane I'm going to choose is this one,
02:30 and the point I'm going to choose is this one right here, and there it is.
02:32 So it's just making a vertical axis that's normal to this plane through that point.
02:37 So those are all the different types of axes that we can create.
02:41 The ability to create axes allows us to define the center line of rotated features
02:45 and aids in constructing assemblies.
02:48 Leverage axes to define the center of your design and to help build complex revolved geometry.
02:53 We'll be seeing more of axes in Chapter 7 when we do Revolves,
02:57 as well as in Chapter 11 when we start building assemblies.
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Working with the coordinate system and individual points
00:00 Sometimes we need to work with our model using a different coordinate system that was defined.
00:05 It is very useful for measuring the center of mass or for other physical properties.
00:10 Coordinate systems can also be very useful for assembling parts.
00:12 We're also going to learn about applying points to models, and how to define them.
00:17 Looking at this part, we've actually looked at this part in previous movies,
00:21 and I'm going to use this to define some points in our new coordinate system.
00:23 First off, let's click on Reference Geometry, let's click on Coordinate System.
00:26 Now, by default, our coordinate system is based right at the origin.
00:31 But, if I want to place a new coordinate system, I can just click on Point to define that.
00:35 Notice I've got an X, Y, and a Z, and I can align any one of these axes to that.
00:39 So with X axis, I'm going to just place it along a line.
00:41 So you can use any line that happens to be close to where you're drawing from.
00:45 So I'm going to use the X axis. Now that's pointing in that direction.
00:47 I can also flop and rotate it to the side if I needed to.
00:51 And for the Y axis, that same thing, I can go in and say, I want the Y going in this direction,
00:55 or I can change the direction there.
00:56 Then Z is going to kind of always be the third.
00:59 We don't really need to define it, but if we wanted to, we could add that in there as well.
01:03 Once I have that defined, it shows up there.
01:06 I've got the axes there, and then I can go over,
01:08 and under the Tools palette, which if you don't have it, you can just click up here,
01:12 right-click anywhere and show the Tools palette just down here.
01:15 Tools, I already have it showing, so I don't need to turn that on.
01:18 Here is the Tool, and the first one here is like a little balance, and that's the Mass Properties.
01:22 So I click on that, and this little window here is going to show me some of the mass properties of this.
01:27 Now over here I don't have any material defined, so that's probably what we would need to do first.
01:30 So I'm going to cancel that.
01:32 I'm going to go over here and I'm going to define our material real quick,
01:33 and you can do that just by clicking on it, with your right-click actually,
01:37 and let's just change this to Plain Carbon Steel.
01:40 Select that, and that's going to change this material,
01:43 and the look and feel of this part to being a steel part.
01:47 It changes the visual appearance as well as all the physical properties.
01:50 And then I come over here to Mass Properties, and this is all based upon the real density of steel,
01:56 the mass, and I also get the center of mass based upon this part with a bunch of things here.
02:02 Now I can go up here to default and I can change which coordinate system I'm working with.
02:06 So if I click to Coordinate System3, I get a center of mass here and here.
02:10 If I click on the default, notice this goes back to like x = 0, z = 0
02:16 because it's right there at the origin.
02:17 So I'm allowing myself to calculate the center of mass, the moments of inertia from a different point.
02:24 Okay, let's spin it around. I'm actually going to change this from Carbon Steel
02:30 to maybe ABS, or we can change it to Brass for instance.
02:35 So you can see how you change that around and it also changes a lot of the physical and visual properties.
02:40 I'm also going to delete this Coordinate System right now, because we're not going to be using it.
02:43 Now we're going to go ahead and put some points on this.
02:47 So under Reference Geometry, I can select Point. There are a couple of different ways to do this.
02:50 So the first one is called Center of the Arc, so I'm going to select that.
02:54 Now I have a couple of arcs to use.
02:55 I'm going to say I like this one right here.
02:57 If I select that, it just drops a point right there in the center.
03:00 Pretty handy, so there's a new point.
03:02 One more, I'm going to go up here to Reference Geometry, click Point,
03:06 and this is going to be Center of Face.
03:08 Pick that one, grab a face, for instance this face over here, pick that face,
03:12 it drops it right in the center of that face and now we've got Point17.
03:15 Pretty nice. Add a few more, this time with the Point > Intersection.
03:20 Now you need two curves to use this one.
03:22 So I drew two little lines up here at the top, and notice I have a curve one, and I have curve two.
03:27 As soon as I do that, click, it drops a point right at the intersection.
03:31 And a little further, do Point > Projection.
03:34 This means we're going to project from an existing point down to a face or a plain.
03:39 I'm going to pick maybe this point here, and I'll pick like this face here.
03:43 That's going to project that point all the way down here.
03:46 It's actually inside of that cylinder a little bit,
03:49 but you might have some occasion, you might need a point in there, and there it is.
03:53 Okay, and then the very last one here is under Reference Geometry > Point, and it's a series of points.
04:01 So you can lay out a bunch of points along one edge.
04:03 So for instance, I'm going to use this edge here.
04:06 Actually I'm going to get rid of this, and I'm going to pick this edge here.
04:11 Notice I've got a bunch of points now evenly distributed across that edge,
04:17 where I can put them at a certain distance that it's going to be going through,
04:20 like we'll make that distance longer or shorter.
04:22 I can adjust that. I can change the distribution or the percentage.
04:25 There's a lot of different things I can do here to lay out those points and how I want them.
04:29 So I want them evenly distributed and I can change how many I'm putting on there;
04:33 click OK and those are my new points.
04:35 SolidWorks provides a nice feature to redefine the local coordinate system used in our model.
04:42 In fact, you can assign multiple coordinate systems based upon your needs and switch between them at will.
04:47 The Points are very handy little helpers. They'll allow you to define sketches as well as build assemblies.
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7. Building 3D Geometry
Extruding a sketch into a 3D object
00:00 Let's get into the solid aspects of SolidWorks.
00:03 Until now we've learned how to create sketches and to work with sketch geometry.
00:08 Now it's time to take those sketches and turn them into a 3D solid.
00:11 The first of these commands is the Extrude command.
00:14 The requirements are a close sketch region on a Face or Plane and then selecting the Extrude Feature.
00:20 In SolidWorks I have a rectangular shape and a circle just drawn out here.
00:25 Notice there are no dimensions on them quite yet.
00:27 But we're just going to use them to demonstrate the Extrude command.
00:30 So, so far with this Sketch I'm going to jump up here to Features tab,
00:34 Click on Extrude Boss/Base.
00:35 As soon as I do that, I get this little arrow that pops up here,
00:40 and I can drag this up or down actually to find that shape.
00:44 I get this little ruler there showing me exactly how long that is.
00:48 It's kind of a rough estimation.
00:49 It's better to actually type in over here on the left-hand side the exact length we want.
00:54 We have a few options as far as how we want to extrude this shape.
00:58 The first one here is where do we want to start from?
01:01 By default it's going to pick right where you drew that sketch at on that plane.
01:04 Alright, we have a plane shown here under the Top Plane,
01:07 I'll just highlight it there, so it's showing us right where we drew it.
01:10 But I can also start from a Surface or from a Vertex or from an Offset.
01:15 So we don't have any surfaces or vertexes right now, but we'll click on the Offset.
01:19 As soon as I do that I can just type in a number here,
01:22 and notice how that block kind of moves up a little bit.
01:24 I can also flip the direction of offsetting.
01:28 So I can flip it between the two and change that number around a little bit.
01:33 So that's Offset, but I'm going to change it back to the regular Sketch Plane.
01:36 For Direction, by default it's Blind, so that whatever number we type in here,
01:39 as far as 8 inches, it's just going to go those 8 inches up.
01:43 I also have a few options here.
01:45 Up To Vertex, if I had a point somewhere, if I wanted to just extrude it
01:48 up to that point, that's the option I would choose.
01:51 Same thing, if I had a surface that I wanted to extrude this thing up to,
01:54 it would continue to go until it hit that surface.
01:56 Offset From Surface is the same thing.
01:58 So if wanted to be up to the surface, but a certain distance away, that's what I would choose.
02:03 Up To Body, if there was another body in my model, we could actually do that
02:08 and we're going to do a few of these in a few minutes here,
02:09 and then Mid Plane, Mid Plane actually would put that Sketch Plane right in the center of my block,
02:16 and then as I change that, it expands in both directions.
02:18 We have the option to add draft to our features.
02:21 So notice if I click on a Draft here, it drafts it in both directions from the Sketch Plane.
02:27 If I had only Blind going in one direction, it would just draft it in that direction.
02:31 Then I can change the Draft angle, I can draft it outwards if I wanted to or inwards,
02:36 a bunch of things I can do there.
02:37 Direction 2, if I click on that, just allows me to expand that block in the secondary direction.
02:44 I can draft just that one side if I wanted to, draft both sides if I wanted to.
02:48 I could change different angles if I wanted to, a bunch of things there.
02:51 I'm going to turn Direction 2 off.
02:53 Thin Feature turns this into more like a Sheet Metal part.
02:56 So instead of actually filling it in, it actually uses to create two different shapes here,
03:01 and I can change the thickness of how much I want to do that.
03:05 So now I have kind of like just the profiles, and I even have the option to cap the ends of it
03:10 to create like a block, and I can fill this in now, so I've got this kind of a solid filled block.
03:18 The Select Contours is the last option down here.
03:21 Now if I didn't want to extrude all this stuff, I just wanted a portion of it,
03:25 you know I wanted maybe just one half of this block, I could select that and it would just extrude
03:30 that one-half with a little half circle cutout of it, that's a real handy feature.
03:35 And also if you didn't have a fully-enclosed sketch and there were some extra lines in there
03:40 and SolidWorks didn't actually understand what you wanted to extrude,
03:44 it would automatically go into the Selected Contours Mode and say what of these things do we actually want to extrude out?
03:50 For right now, we're just going to turn off the Thin Feature
03:52 and we're just going to turn this into a regular block, then we click OK,
03:55 and there is our first official 3D solid.
03:59 The 3D solid is made up of two things ; one is the Extrude Feature itself.
04:03 So if I want to go back and change how much we extruded or add draft or
04:06 something like that, I would go and click here under the Edit Feature.
04:10 There it is, so I can go back and change it, so instead of 9 inches, maybe I want 8 inches.
04:14 Click OK, it's going to drop it down a little bit and there we are, okay.
04:16 But if I actually wanted to change the shape, I'd actually have to click on this
04:20 little Plus (+) sign here and that is going to open up the underlying sketch.
04:24 Now the sketch geometry is where the shape is defined.
04:27 Click on that and then in the in- context window here, I click on Edit Sketch.
04:30 I'm going to hit the Spacebar and click on Normal To so I'm looking straight at it.
04:35 I can move these things around, so if I drag this around, I change the shape a little bit, make a long rectangle.
04:40 As soon as I exit out of the Sketch, the shape changes, but the Extrude is exactly the same.
04:46 It just took whatever shape I had and extrudes it 8 inches.
04:50 Let's go back to the Sketch again, this time let's play with it a little bit and
04:56 actually take this rectangular block here and let's take this circle and pull it to the outside.
05:00 Alright, let's see what happens. A completely different shape, look at that, because the
05:06 circle is now the exterior boundary and the square rectangle is now the interior boundary.
05:11 So it just changed it around.
05:12 Now I can also go back to this sketch and start adding some things if I wanted to.
05:16 I'm going to happen to add just four circles around the perimeter here,
05:21 and I'm just throwing them in there just to illustrate this.
05:23 Of course if we were making this for real, we would like to fully-define those sketches
05:28 to not have any blue and all fully-defined sketches.
05:32 From there we're going to click OK, and notice what happens here.
05:37 It automatically just adds those four holes to our design.
05:40 We're going to continue on with this block here.
05:43 I'm going to click on this inside face here.
05:45 I'm going to create a new extrude.
05:46 So I'm going to click on the Sketch, draw a little sketch.
05:50 We're going to pull this circle over here in the corner, there he is.
05:53 Then I'm going to click on the Features > Extrude tab and it's going to extrude it out a little bit.
05:58 So by default, we can extrude a certain amount of inches, so we've got 9 inches in here.
06:02 Let's go through a few of these other options here.
06:04 Through All, click on that and notice it goes all the way up to the end of the part, there it is,
06:09 but it's sticking through a little bit and it's aligned with the end of that feature.
06:13 If I go to Up To Next, it's going to go the very next thing it finds,
06:18 so it finds the inside of this rectangular shape, so it's going to go up to that.
06:22 Now if I were to change that size of that rectangular hole,
06:24 it would automatically update and go to the next face it found.
06:29 Up To Vertex, if I have any point or line or intersection, I can select,
06:34 I can pick like a corner from here or here.
06:36 I can even go in and turn on other sketches.
06:40 If I want to click over here and show that sketch, so here is the underlying sketch we had before,
06:45 and maybe I'll go up to like the center point, see that with center point there,
06:49 snap to that and now I've got a shape that's going to go up to the center point,
06:53 that's the vertex I'm choosing.
06:55 I'm going to go Up To Surface. This one's kind of cool. Pick that surface.
07:03 So now it's extruding up to that surface.
07:05 Now it wouldn't make a lot of sense here because we already have that filled in,
07:09 but the next one here is Offset From Surface and now I can actually pick that surface
07:15 and pick how much I want to offset from it and I'm just going to type in like 0.1 for instance there,
07:23 and let's flip the direction, and now I can just expand that out a little bit.
07:28 And now notice it follows that same shape of the outside of this part
07:31 and I'm extruding a little bit past there and you can just do that a little bit with your Reverse Offset
07:36 and then how much you want to offset, so it just keeps that same shape.
07:39 And then the next one here is Up To Body.
07:42 We don't have any other bodies because it's a single body part right now,
07:45 so we can't do that, but it will do exactly the same thing as Up To Next,
07:49 so we just go up there and find it.
07:50 Then Mid Plane we've already done; we're just going to go kind of in both directions there.
07:54 Let's go back to Blind, Through All, a couple of different options.
08:02 Of the four main solid Features, Extrude is the most common and easiest to use.
08:07 The Feature itself is very simple; however, it builds on the complexity of the underlying sketch.
08:12 There are a variety of end constraints that you can assign to the features that affect how it builds its shape.
08:17 The Extrude command is the building block that is the most used for model creation.
08:22
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Using Revolve to create 3D parts around a circular axis
00:00 Much like the Extrude command, the Revolve Feature creates geometry from a sketch.
00:05 However the Revolve requires one more ingredient, the axis of rotation.
00:09 Once you have a sketch, the next element is a centerline, an axis or an internal line of the sketch.
00:14 This is the feature we're going to create; it's a revolved bottle,
00:19 and to create that shape we need a sketch and a centerline and then the Revolve Feature.
00:23 So I'm going to jump over here to another sketch I have open.
00:26 This is kind of a sketch of the profile of bottle.
00:29 Notice it's one enclosed perimeter and the way I created that was just
00:34 a series of lines and arcs with some tangency relationships added to them.
00:38 So I'm just going to show you how to create that real quick.
00:40 Jump over here, create a line, come up here to the tangent arc.
00:47 Click up here to line. Now I could easily use the Shortcut Bar if I wanted to,
00:53 but I'm just showing you by going up to the simple mouse icons,
01:01 and I'm just going to continue these.
01:02 Notice as I am creating the shapes, it's automatically adding some tangency.
01:07 Notice that it didn't add it here though, that's a problem.
01:09 So it's still like not working the way I want it to.
01:11 So I just click on the pairs, and hold down Ctrl, select the two items, and say Tangent.
01:17 So now if I move this around that tangency stays.
01:21 I can move any of these things around to get that shape that I want, I can move it in and out.
01:25 So as long as I have that tangency, then I have a nice fluid motion that
01:29 I can move these lines around and contour that shape to however I want.
01:33 So that's how you'd kind of go ahead and create that shape and just continue around,
01:36 with just a bunch of series of lines and arcs and we could probably come in here
01:40 and start defining that with dimensions or some construction geometry.
01:43 I'll delete that for right now.
01:45 So here is our shape and we're just going to revolve that around.
01:50 Notice I have a little centerline down here which it's going to revolve around
01:53 or I can actually use just the centerline of the part.
01:55 So I'm going to click on Features and Revolve, and the very first question,
02:01 notice it gives this little arrow, it says, what do I want to revolve this thing around?
02:05 And there is my centerline of the part or I can use this little Revolve axis,
02:09 click on that, and notice it just spins it right around for us
02:13 and we go down here to Direction1 and it says, how do we want to spin this thing around?
02:17 By default it's giving you just a blind, so blindly it's going to spin this thing around in 360 degrees.
02:21 I could change that if I wanted to, say like, 45 degrees,
02:25 and then my profile just shows it only revolving it for 45.
02:28 There are some other options in here.
02:30 If I had a Vertex Up To, I could spin this around until it actually hit that point,
02:33 same thing if I had a surface, I could spin it around until it actually
02:37 encountered that surface, or even offset from that surface.
02:40 Mid Plane is the last one here and that will just put the sketch right in the center of that extrude.
02:45 As I expand that out, it expands it equally in both directions.
02:48 I'm going to go back to Blind for a second here.
02:51 I also have a Direction2.
02:52 If I click on that, now it's also going to go in the other direction in the same way.
02:56 So I've got 60 both ways, but if I wanted to change the angle,
02:59 it went through on one side more than the other side, I have that ability to do that.
03:03 And same thing I can change one way to go Blind and the other one to maybe go up to a Vertex
03:07 or a Surface or something like that, so a lot of different options here I can use.
03:12 The Thin Feature, if I wanted to make this like a hollow shape,
03:14 I could go ahead and turn Thin Feature on and go through some of the options in here
03:19 and pick up the thickness I wanted to use.
03:21 You might have a little bit of an issue with a part like this, especially when you have small curves,
03:24 if you try to turn out Thin Feature on, you have to make sure that the thinness of your feature
03:27 is actually smaller than the curve you're going to be using.
03:30 And then the last thing here is Selected Contours . So right now we only have one enclosed shape.
03:38 So if we wanted to break this into sections or maybe just do like the top section
03:43 or the lower section, I have to go back to that sketch and modify that, so let's go try that out.
03:47 So I'm just going to cancel this for right now.
03:50 Click on Spacebar, click on Normal To, so I'm looking straight at it.
03:53 I'm just going to go back to the Sketch tab here and I'm just going to say, add a couple lines.
03:56 So I'm going to section this off here and one more line up here.
04:04 So now I have three independent close boundaries, that one, that one and that one.
04:09 Now I go back to the Revolve command.
04:12 Notice as soon as I get into Revolve command, it doesn't actually know which boundary I want to use,
04:16 so it goes ahead and turns the Selection Filter on.
04:19 Notice my icon has that little Selection Filter icon next to it.
04:22 So as I move over each one of these, it highlights the area that's the enclosed boundary.
04:27 So I can choose any of these or all of these or any combination.
04:31 So I'm just going to pick the very top one here and I'm going to go pick
04:35 that axis of rotation that's right here and click OK and then I'm just going to
04:39 give that very top piece a little Hershey's kiss look and shape
04:44 and you can always go back and edit this feature again and continue adding on.
04:47 So you might say, I'd like to add the next section of it and there is a little bit taller one,
04:53 or you can go back here and continue and add the whole shape just by selecting any one of these things
04:59 or I can just remove one of these just by selecting it here and hitting Delete and getting rid of it.
05:03 There is my whole shape, defined out as a Revolve Feature with the Selected Contour Option.
05:10 The Rotate command is one of my favorites, and more than likely will be one of yours.
05:14 With a simple sketch and an axis of rotation, we can build elaborate shapes with just a few clicks of the mouse.
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Using Loft to create a complex shape
00:00 The Loft command again builds on all the other features then it needs the sketch.
00:04 However, the Loft command actually needs at least two sketches and can have many more.
00:08 All the heavy-lifting in creating lofts is spent setting up the correct planes and sketches.
00:13 If that was not enough, we can even add guide curves that are independent sketches.
00:17 The Loft command is one of the most powerful modeling tools in SolidWorks.
00:21 If you need to create complex shapes in one feature, this would be the command of choice.
00:26 In this video we're going to cover the basics of this command.
00:29 However, if you're working with complex shapes, this command might require a little further study.
00:33 In SolidWorks I have a rectangle here with rounded out corners and it's created on the Top Plane.
00:39 So you should be fairly comfortable with creating that.
00:41 Now what I want to do is I want to add another plane up above this.
00:45 So I'm going to click on the Reference Geometry, click on Plane.
00:47 Now my first reference is just going to be this Top Plane here.
00:50 So I'm going to click on that and it's going to give me a distance
00:54 and I'm going to just type in a distance here of 3.0.
00:55 It's going to move that plane up here, I'm going to move it around so you can see
00:59 it's just placing another plane up above, click OK and there is my Plane.
01:04 Now I want to create a sketch on this new plane.
01:06 That's why we put it there.
01:08 Click on that Plane, click on Sketch, start a new sketch.
01:11 Instead of doing that, I'm actually going to just draw a little circle right there on the top.
01:14 I can always click on the Spacebar to go to Normal To that if I wanted to, drag it out.
01:19 I can add some dimensions if I wanted to, but I'm just going to leave it as is for right now.
01:23 I'm going to exit out of that sketch now, so now I have two independent sketches:
01:26 Sketch1, Sketch3, and then I have this Plane that I created that sketch on.
01:31 Now if I wanted to move this sketch up or down, I actually move that plane up or down,
01:36 and that would affect where it lies.
01:38 To create the loft, what we're going to do is just go over here to Features and go to Loft.
01:43 So we've got a couple of choices here in the beginning, so profiles are the two shapes we're going to use.
01:47 So we've got this rectangle and this circle.
01:50 So instead of choosing them from the actual window here, it's better to actually choose the sketches as a whole.
01:57 I have the top level expansion bar here.
01:59 So I can click on this little Plus (+) and it expands out my tree.
02:03 So I'm going to pick my first Sketch1 to be the bottom, and then Sketch3 is going to be the top,
02:08 and notice as soon as I do that, it actually creates the Loft Feature for me between the two.
02:12 Pretty nice, click OK and there's my first loft.
02:15 Now I'm going to hide that sketch here, so it just makes a little cleaner looking.
02:20 Here is my shape.
02:23 Now I have the ability to kind of go back and change this around a little bit,
02:26 so let's go back into that Loft and notice that the two sketches now are underneath that Loft Feature.
02:33 So I can change either one of those or I can go back and change the Loft itself.
02:36 Okay, so below this is the Start/End Constraints, so I can click on that
02:41 and when I start my loft off, which we start on the bottom piece here,
02:45 I'm going to click on and I can either do a Direction Vector or a Normal To Profile.
02:48 So Normal To Profile actually will make this so it's facing straight up when it comes off that sketch
02:54 and then it starts curving in to hit the other sketcher.
02:57 So if I click OK, I get a nice kind of more organic shape, it flows nicely there,
03:03 and if I do it again, I go back in here and I add the Normal Constraint to the End Constraint here.
03:11 So I go back to Normal To Profile, then I get a shape like this.
03:15 I also have the option to use a Direction Vector and I would have to go ahead
03:20 and put which direction I'd like to actually move this in,
03:24 so I'm going to just use the Normal To Profile, but if I did need to contour
03:27 that shape a little further, I could do that.
03:29 So that's Start/End Constraint, I'll click OK, so you can see how my shape is
03:33 kind of evolving here as I want to change it around, I can go back to that one more time.
03:37 We have got a few different things down here as far as options,
03:42 as far as showing the preview, merging the resulting if I was working with adding a loft
03:46 to another part of this right there, I can choose either merge together
03:49 or just keep it as separate features and separate bodies and closing out the Loft,
03:53 Show preview and then Merge tangent faces,
03:56 these are all just kinds of things you can turn on and off to define that.
03:59 The next big thing here is going to be guide curves and it's how we can actually contour that shape.
04:04 Right now the shape is defined just by these Direction Vectors.
04:07 But if we wanted to kind of smooth this to a different direction
04:10 or work with something else, we could use the guide curves.
04:13 Now we're going to be going through guide curves in the next movie, so stay tuned for that.
04:18 Click on OK. We're going to end out that feature and there it is.
04:21 The Loft command is definitely one of the most powerful commands in SolidWorks
04:25 and the creation process can be time-consuming.
04:27 However, the concept is fairly straightforward and the complexity really lies in
04:32 building the appropriate sketches and trying out the shape.
04:35 Lofts can be very simple to extremely complex.
04:39 Make sure to review the sketching and plane movies to really feel comfortable with the Loft command.
04:45
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Refining a loft shape with guide curves
00:00 Now that we have learned the basics of creating Loft commands features,
00:04 we're going to go ahead and take these things to the next level.
00:07 We're going to use this starting sketch here as our layout for creating
00:11 a mouse-like shape or about half of a mouse-looking profile.
00:15 And we have got a few things to lay this out with.
00:18 We've got a basic layout on the bottom which is a sketch, that's just created on the Top Plane,
00:24 had to show that so I just drew that out, and I go inside of that sketch.
00:27 I can see that we did a couple, both lines here and overall, and it's not fully-defined yet,
00:36 cause we're still working with that curve and that shape, but we're just kind of
00:39 laying out some of these spaces and putting in some of these construction lines.
00:42 Okay, once I have that shape, I'm going to go ahead and build a couple of planes at the two ends.
00:49 So to do that, I just start a plane, an Offset Plane from the Front Plane,
00:54 and I just snapped it to this point here, and the same thing on the other side,
00:57 I just snapped it to the point here to create these two planes.
01:00 The STARTING_POINT of this thing is just a single point.
01:03 If I open that sketch, it really is just one point.
01:05 I've just gone up here to point, dropped it right there and that was it.
01:11 Get out of that sketch.
01:12 The END_POINT, same-same, it's just a single point.
01:15 The PROFILE is a sketch that's just created on the Front Plane
01:20 and that just controls the shape of the mouse.
01:24 I can move things around if I wanted to, but notice it just starts at the origin,
01:27 comes out here and it snaps to that layout sketch
01:30 and then it comes up with whatever shape we want up to the top here.
01:33 So that's the PROFILE, the END_POINT;
01:38 now the LOWER_GUIDE is just a straight line that's going to control the shape,
01:42 so it just flows along the bottom edge,
01:45 and then the UPPER_GUIDE is the shape of mouse over we're going to contour.
01:48 And the last Guide Curve we're going to use is actually the original layout here
01:52 and that's going to be controlling the bottom profile on the outside edge.
01:56 So let's go ahead and see if we can't - and by the way the LOWER_GUIDE here
02:03 as well as the UPPER_GUIDE were both created on the Right Plane, so if I show that,
02:07 you can just see how I started on the Right Plane and did both of those sketches on that.
02:10 So I'm just going to hide that for right now.
02:12 Okay, so let's jump into the Loft command in our Profiles.
02:18 So we're going to start on this side and we're going to progress this way,
02:23 and so my very first sketch I'm going to use is actually starting right here
02:26 and instead of picking it from the Graphics window, I'm going to go ahead
02:29 and expand out the tree and I'm going to use this one called STARTING_POINT.
02:34 Now I renamed my sketches and you can just click on sketches
02:37 and rename them to anything you want; same thing with planes.
02:39 So we just made it a little easier to look at.
02:41 So STARTING_POINT is my very first, followed by PROFILE and notice as soon as I
02:46 pick those two, there they are, it shows me a preview of what I' ll actually get here.
02:50 So I'm just going to start with a small point and then go to that PROFILE.
02:56 Now I have an END_POINT, coming at the back to the end and notice as I
03:00 add an END_POINT, now that shape changed a little bit more, a little more curvy.
03:03 It's not quite what we're looking for, right?
03:05 We kind of want this to be more smoothed down and flowing better.
03:10 So that's where we want to use those Guide Curves.
03:12 Now I just want to point this out as well is if you have a profile in the wrong order,
03:15 that's why you have these little arrows here, so you could change the END_POINT
03:18 to move it up or down depending if you got these in the wrong order.
03:22 In the Guide Curves, we're going to start with LOWER_GUIDE, that's just going to constrain that,
03:27 so that, it pulls that shape along that bottom edge,
03:31 make sure it's a nice sharp edge and then our UPPER_GUIDE is just going to change
03:36 the shape so it flows along that upper shape, so we're going to take a look at that there.
03:40 As soon as I click on that UPPER_GUIDE it drags the shape out to flow along that Guide Curve.
03:45 And then the last curve is just going to be one here where we're going to drag the
03:48 bottom edge of that out to that outside guide, and that one is the original layout sketch we use.
03:53 As soon as we do that, it brings it out and we've got a nice shape that kind of
03:59 flows very nicely and ends these two little points.
04:03 Once we have that, we have pretty much a complete shape, looking pretty good.
04:07 Click on OK and there it is. Pretty nice!
04:12 Now I was going to show a couple of things that will help us to analyze our shapes,
04:18 And we click up here under View, we can click into the Display and we get these things
04:24 called Curvature, Zebra Stripes, and we can use either one of these things to actually
04:28 look at what that shape looks like and see how much curvature is actually being applied here.
04:33 As the color changes, you can see it's a little Sharper Curve or a Smoother Curve.
04:37 I can turn either one of those one or both on at the same time,
04:41 turn the Curvature off. I'm going to turn on Display and Zebra Stripes, same thing.
04:46 So if you had something that was a sharp line or a cut or something like that,
04:50 the stripes wouldn't be as smooth, so you can kind of just analyze what kind of shape
04:54 you've created and how much curvature, things like that you have applied to it.
04:59 So there's just couple of things that you can to analyze your shape
05:02 and just to smooth it out a little bit, make sure it's looking well.
05:06 Okay, now that I have the shape complete, I'm just going to continue this off.
05:10 I'm going to jump ahead a little bit.
05:11 I'm going to teach you guys just a little about the Mirror command.
05:14 So I'm going choose the Mirror.
05:15 It's just going to be a solid mirror, and I'm going to pick the Mirror Face
05:17 which is going to be this face here and I'm going to mirror that entire feature over.
05:21 Click OK and that finishes out that shape so we get it complete now.
05:25 As you can see this is kind of the start of a computer mouse
05:32 and we might want to maybe add a few more curves in there,
05:34 something like that to change that shape a little more to get a little bit smoother,
05:37 but overall it's looking like a good start.
05:40 As you can see lofts can be very complicated and can be made from many planes and sketches.
05:45 Each Guide Curve and Shape must be on its own sketch.
05:48 So laying them out is what takes all the time.
05:51 However, once you have it complete, you have the opportunity to build something amazing.
05:56
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Using Sweep to create wire and pipe shapes
00:00 Sweeps allow for the creation of tubes, hoses, wires or any other object
00:05 that has a constant profile formed into a shape.
00:08 Think of a wire hanger.
00:10 The wire size stays the same, however we can form it into any desired shape.
00:14 The requirements are a profile and a path.
00:18 The profile is a shape that is constant.
00:20 For a hanger, the profile is just a simple circle.
00:23 The path is the final shape that we want to build.
00:26 This requires two separate sketches defining both the profile and the path.
00:29 In SolidWorks I have a finished hanger here, that's already defined as one Sweep.
00:35 To build that, it starts from two sketches.
00:37 So let's jump over here, here is the beginning sketch.
00:40 So here is our Sketch1 just created on the Front Plane and we define out the shape
00:44 of what that is, and we should know how to use most of these commands here.
00:48 We're just using arcs, lines, arc, lines, and just lay it out with construction geometry.
00:54 From there we want to create a profile.
00:56 Now the profile, we need to have it aligned to the endpoints of one of these,
01:01 this endpoint here or this endpoint here. So I can create a plane at the end of one of these points.
01:07 I'm going to choose this one here.
01:08 By using the Reference Geometry, create a plane, and my reference here is just going to be that endpoint.
01:14 I want the plane touching that point, and then my second reference is actually just going to be that line.
01:18 So pick that line and now I have a plane that's perpendicular to that endpoint
01:26 and perfectly aligned with it, a nice way to create a little plane.
01:30 Click OK and there it is.
01:32 Click on Sketch, start new Sketch, and we're going to choose that plane to draw our sketch on.
01:36 And we just want a simple circle right here at the end of that.
01:39 There is our circle, just draw it out and we can add a dimension.
01:44 So I'm going to pick like .25, like one of those plastic hangers.
01:50 Click OK and exit out of that sketch.
01:52 I'm going to hide this plane just to make it easy to see.
01:55 So now we have two separate sketches ; Sketch1 is actually the path and
01:59 Sketch2 is the profile. There it is.
02:02 That's everything we need to create a Sweep.
02:05 So let's go in here under Features and click Swept Base/Boss.
02:10 The first question, notice the available icons here and it shows the profile
02:14 which it just basically shows a little circle which just makes it handy
02:17 that we happen to have one, there it is.
02:19 So we're going to pick that out of the tree.
02:20 It's always better to pick things from the tree than from the actual Sketch environment.
02:26 And secondly, is going to be the path, and that's going to that Sketch1.
02:29 As soon as I click on those two it gives me a preview
02:32 of what it's going to generate and how we want to go though there.
02:35 We've got some other options that we can click on down here too if we wanted to
02:37 as far following the path or twisting along the path,
02:40 a bunch of things that we can do to make this a little more wild.
02:43 We can also use Guide Curves similar to Lofts to actually change that shape
02:46 if we wanted to not keep it going exactly the same profile as I went through that shape.
02:51 You can get quite complicated doing that, but it's done much the same way.
02:54 Start/End Tangency, same thing, so right now we're starting with None,
02:58 but we can make it follow the path or tangent to the path,
03:00 if we wanted to, just change the shape a little bit as far as how it's actually
03:05 going to be dragging that one profile along that path.
03:08 And then the last thing here is, we could turn that into a Thin Feature,
03:10 but we've got to make sure we get fairly thin wall,
03:15 and that would make it a very thin tube here.
03:18 So if we wanted to create like a thin tube to or a hose or something like that,
03:22 we could use the Thin Feature to create that, very simple way to do that.
03:25 Right now we're not going to do that.
03:26 I'm just going to click on OK, and there we go.
03:31 Wire hanger, quickly create it with the Sweep.
03:34 Now Sweeps can be used to create wires, like these hoses, this is just obviously a 2D shape,
03:40 but we could actually jump into 3D and create a 3D sketch if we needed to,
03:44 to have a wire or a tube going in all kinds of different directions if we needed to,
03:48 or spinning around in a helix if we needed to,
03:51 and we'll learn how to make a helix in the next few chapters.
03:54 Swept shapes are easy to create as long as you have the correctly defined profile and path.
03:59 The complexity of this feature is based upon laying out the sketches correctly.
04:04 Spend the time to think through how you want the shape to be created
04:08 and the best way to build planes and their corresponding sketches.
04:12
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8. Removing Material
Using Extruded Cut to trim parts of a 3D object
00:00 Extrude Cut command is basically the same as the Extrude command,
00:04 except now, we're cutting with the feature.
00:07 The requirements are a closed sketch region on a Face or Plane, and something to cut through.
00:12 Let's start by selecting a face and drawing a simple sketch.
00:15 In SolidWorks here I've got a simple block that we're using kind of as our layout,
00:19 and demonstrating to cut through, and I've created a sketch on that plane here.
00:24 So I'll pick the end of the part, click on Sketch,
00:27 and I just have a real simple circle that I drew.
00:31 Now, we could draw a lot of other things on here if we wanted to,
00:33 but there is our sketch on that face, click OK.
00:35 Once I've got that sketch drawn out, I'm going to use this sketch here,
00:39 so Sketch2 is what we're going to use to cut through things.
00:42 Extruded Cut icon is right here; click on that.
00:46 Much like the Extrude Command, the first thing is where do I want to start cutting from?
00:50 So Sketch Plane, wherever I drew that shape originally is where my default;
00:55 I can also push it off to another surface, I can pick a vertex, or we can offset it.
00:59 So if I wanted to, I'm going to start cutting somewhere inside of the part here or something like that.
01:06 So I didn't actually start here, I kind of started in the middle here.
01:08 That would make a nice little offset.
01:10 But, we don't quite want that right now.
01:12 So let's go back to the Sketch Plane.
01:14 So by default, we just start with Blind, so it's just blindly cut.
01:17 So it's going to put 3.9 inches.
01:19 That's how far we're going to cut.
01:20 So click OK, and there it is.
01:22 There is our cut feature; it just starts at the circle, just cuts it through and it cuts 3.9 inches.
01:27 If I want to go in here and measure that, I can say measure from this face here
01:31 to that face there, and there it is, normal distance is 3.9.
01:33 So that's my cut distance I cut.
01:36 I can obviously just section this in two, to show you how it would look.
01:39 I'm going to go in and look at that part.
01:41 Let's go back to that feature.
01:44 Instead of Blind, we can say, Through All.
01:47 So if we want a hole, it just automatically cuts through everything there
01:49 that's in front of it, click on that.
01:50 That's going to give us that nice hole through everything.
01:53 Okay, go back again; instead of Through All, Up To Next.
01:59 Now Up To Next is just going to find the next face that completely
02:02 cuts off that sketch region and end there.
02:05 So no matter how thick the section was here, it's always going to cut all the way through it.
02:08 Click OK, and we've got a nice little hole.
02:10 Okay come back here, Up To Vertex.
02:16 Now I can pick any point or vertex to stop the cut.
02:22 So I'm going to pick like this point here,
02:24 and notice that point is aligned with the end of the sketch, click OK.
02:27 That's actually only going to cut a little half-moon section up here,
02:30 because it only goes up to this point here when it does that cut.
02:32 I'm going to go back to it, Up To Vertex; next one will be Up To Surface.
02:39 Up To Surface, I could say I want to cut up to this surface here, or this surface here.
02:43 It's going to cut all the way up to there, and not through the next one.
02:47 Alright. So it's a nice way to cut up to there.
02:52 Over here, we're going to go to Offset From Surface.
02:54 This is kind of a neat one, so I can pick, I can face like this as my surface,
02:58 and put in something like a 0.25.
03:03 What that's going to do is going to bring from this surface
03:05 we're going to move a quarter-inch back from it.
03:08 But it's continued to cut using that surface. So click on OK.
03:11 If we look down in that hole, you can see it's at an angle.
03:14 I'm going to section it just so we can see it a little easier.
03:16 So you can see it actually followed the contour of that original face here or the surface,
03:21 and then just brought it back a quarter-of-an-inch; really handy.
03:27 Up to Body; we don't have any other bodies.
03:29 We only have the one body we're cutting through at this point in time.
03:32 But if we had another body, we could actually have it cutting through this body up
03:34 until it encountered the next body, and then Mid Plane is the last one here,
03:38 and you can see as it cuts both directions,
03:41 now we have nothing over here to cut, so it doesn't really make a lot of sense in this application.
03:45 But you can see we can cut in both directions and it's just fine, we have got a hole at the end.
03:49 So that is the Extrude command.
03:52 Now, we have a couple of other options here.
03:55 I'm just going to go back to Blind.
03:56 We can go in obviously two directions if we wanted to if we had something else over here,
04:00 and we also have Selected Contours.
04:03 So right now, we only have that one shape, but just like we did in the past is if we wanted
04:06 to cut something else, we could totally do that, and I'll just give you an example of that.
04:10 If I cut this away and I say Through All, it ends up with just those sections inside of there, kind of a cool thing.
04:18 So it's cutting where everything else besides the sketch we had
04:22 and it's actually cutting and creating three separate pieces and now we've kept all three of those bodies.
04:25 I'm going to go back, so we don't have that, and then the other thing here was we can add draft.
04:31 So if I put Blind, I can add some Draft to it and as we go through these parts
04:36 or select Through All, you can see how that draft is creating a drafted hole,
04:42 that starts big and get smaller as it goes.
04:45 Much like the Extrude command, the Extruded Cut is straightforward and easy to use.
04:50 It is one of the most used commands, and there is a variety pack of options
04:53 that make this a very handy feature.
04:56
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Trimming with the revolve cut
00:00 Creating a revolved cut is exactly the same as creating a basic revolve.
00:05 However, this time we need something to cut and the features act a little differently.
00:09 This command also builds on plane creation and sketching skills.
00:13 So make sure you're up to speed.
00:14 In SolidWorks here we've got a piece of hexagonal stock that we created already
00:18 and we're going to take this profile here and we're going to
00:22 spin and rotate this around and cut the end section of this off.
00:26 This would be very similar to something we would do in a like a lathe or
00:30 turning operation in a machine shop to actually prepare this maybe for threading.
00:35 So let's take a look at the features it go in here.
00:38 The original piece of hex stock I'm going to hide just for a second,
00:41 so we can just look directly at that sketch.
00:43 So here is the sketch profile, it's really just a bunch of lines,
00:47 and we've tied to the outside of that hex stock, came in here with a 45,
00:50 straight section, a little thread relief and come back out here.
00:55 We have a centerline we're going to rotate around.
00:56 Go back and I'm going to show this hex stock again and let's go take a look at that Sketch2.
01:02 So here's our sketch, and I'm going to hide that block one more time, so we don't see it.
01:06 So there're the inputs we've put in there to define that shape.
01:10 Now this could be anything; it's just basic straight lines that just create this shape,
01:13 but we have added a bunch of angles and distances to define where they're all going to go to
01:18 and you can see we have some Perpendicular Relationships here and some Coincidents,
01:21 so we're kind of snapping onto the outside of that hex stock on this upper corner.
01:26 We're snapping again to that outside of that hex stock over here.
01:29 And then we're using what's called double dimensions up here.
01:33 Double dimensions are created by going over a centerline.
01:35 So I'm going to delete this dimension here and I'm going to create one for you.
01:39 So I'm going to select this line here and I'm going to click on the centerline.
01:44 And as soon as I do that watch what happens.
01:46 As long as I'm on this side of it, it stays a single dimension.
01:50 But as soon as I go over that centerline, it doubles and turns into a double dimension.
01:55 See that? As I go over that centerline ; it has to have a centerline to work.
01:59 So a line to a line won't work; it always has to go to a centerline or a construction line.
02:03 So as long as I put that in there that just allows us to input values
02:08 as a diameter versus putting them as a radius.
02:11 Once I have my sketch looking good, click OK.
02:13 Now I've got that sketch, which I want to revolve around.
02:16 I go up here to Revolved Cut, click on that.
02:18 The first question it's going to say which axis of rotation we'd like to go around
02:24 and we're going to pick that centerline.
02:25 Notice as I spin that around it's going to do a cut, click OK and there's my new shape.
02:30 I'm going to Hide that sketch and there it is.
02:34 So we've taken kind of the end of this piece of hex stock and created it in a revolve shape.
02:39 And the next stage here we might do a threading portion, something like that, to finish that end.
02:45 Let's go back to the Revolve Cut.
02:49 We have a few other options that we can look at.
02:51 By default we're just doing Blind, which is going to give us full rotation of 360 degrees.
02:56 I can always just do like half of that for instance and I'll get half of it revolved away.
03:00 That's kind of showing you how that looks.
03:04 And then also, go back in there,
03:06 I've got the options that we saw on the original revolve as Up To Vertex,
03:10 so if we had a point that we wanted to revolve Up To a Surface,
03:13 Offset From a Surface or Mid Plane, so we can just do a Mid Plane cut
03:17 from that original sketch both directions, however many degrees you wanted to cut something from.
03:22 Make sure we have a few points here, so we can say Up To Vertex,
03:27 I can select a point and it would go around there to cut that vertex.
03:31 So it makes a lot of sense, you'd be able to do things like that.
03:33 Same thing with Direction 2, if I wanted to cut in one direction and the other direction,
03:38 I can setup a certain amount of degrees that I would like to come from one or the other,
03:43 and you can see how that preview is changing.
03:45 And then the same thing with Selected Contours, if I had more than one shape there,
03:49 there where it's divided up, I could choose which part of it I wanted to use to cut.
03:52 And that's exactly the same as we've done in some of the previous features.
03:56 Once you have that, we go back to Blind.
03:58 We're just going to go on to one direction and we'll going to change it back to 360.
04:05 And there's our feature. Revolve features can do a lot with only a very simple input.
04:09 The basics are choose or build a sketch and choose an axis of rotation.
04:14 Then select the degrees of rotation and select OK.
04:17
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Trimming with the loft cut
00:00 The Lofted Cut command is very similar to Standard Loft.
00:04 It can be fairly easy to extremely complex.
00:07 In SolidWorks here, I have a base block that's been created
00:10 and I've created a sketch on the front and back faces of this block;
00:14 my front sketch here and my back sketch here on the backside here, and there it is.
00:19 To create a lofted cut, I'll just jump up here to Lofted Cut, click on that.
00:26 And for my Profiles, as we've been doing in the past, instead of choosing it from
00:30 the actual graphics window here, let's use the tree and select the first sketch.
00:34 So Sketch2 would be my first sketch and my second sketch would be Sketch3.
00:39 As soon as I do that, it gives me a nice little preview of what it's going to do as far as creating that loft.
00:45 If I click on OK, as simple as that, I've created a lofted cut through that block.
00:50 As you can see it looks pretty good, spin it around, select Cut, and now we'll slice it in half.
00:57 So we can take a look and see what that shape looks like.
01:01 From there, let's go back to that Lofted Cut feature.
01:06 And notice as I create the loft, both of those sketches are now underlying that.
01:10 So if I were to change either one of those, so let's say I went here and
01:14 I changed this from 1.875 to 0.5, click on OK, it updates and the loft updates as well.
01:20 If I want to change the loft itself, I've got a bunch of different options here.
01:27 Just like with the original loft, we can change the way that the constraints start and end.
01:32 So I can put a constraint here as far as Normal To Profile, which will then start coming out here,
01:38 click on OK and see how that changed the profile a little bit,
01:43 more of like a funnel going down there and then same thing with the End Constraint.
01:49 So I can say Normal To Profile and now it changes it to be more like a horn or an hourglass type of shape.
01:57 So I'll slice that in half, showing me how that profile looks,
02:03 just by changing the start and end constraints.
02:06 Let's go back to that.
02:09 We also have the option for Guide Curves.
02:11 So just like we did in the original loft, we can lay out some curves here to modify that shape,
02:17 and how we want that profile to change as we go from one to the next.
02:20 We can have it bulge out here a little bit or something like that,
02:24 by adding some Guide Curves, and all that would be doing is just maybe starting on
02:27 like the right plane here and drawing a curve or you can use the Top Plane to
02:31 draw some curves or you can add some other planes in there to draw those out
02:34 as we came along here as far as guiding that curve from one to the next.
02:38 A couple of other options here as far as closing it off, showing the preview;
02:41 so I'm going to turn that one off and see what it's going to look like when we get it completed.
02:45 We can also base things off of our centerline, if we want it to get a little more complex,
02:49 we have that option as well.
02:51 The Lofted Cut shares most of the same options as the original loft.
02:55 Keep in mind; you'll need a minimum of two separate sketches.
03:00 Plan out the shape and think through the process before you get started.
03:04
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Trimming with the sweep cut
00:00 A Swept Cut allows for a tool or a profile to be used to cut along a path.
00:05 The creation process is almost the same as with a regular sweep,
00:09 with the addition of needing something to cut through.
00:12 On the screen, we can see we have a rectangular block with rounded corners and
00:17 I've got two sketches here.
00:18 The first sketch is the profile of what I want to cut, and the second one is
00:22 just the path of that edge around the top of that shape.
00:24 I want to take this cut.
00:26 This would be very similar to using like a router bit to cut a top of
00:30 a piece of wood or metal or something like that to come up with some certain profile.
00:34 We can also use sweeps for creating holes or things like that where
00:38 it would be cut through channels in a part ; a lot of different options there. Okay.
00:41 So let's go and take a look at a couple of these things here.
00:44 The first sketch here, I'm going to edit that sketch and I'm going to go over and look at it.
00:49 I'm going to just zoom in here, and I'm going to turn it to wireframe, so we can see it a little easier.
00:52 So basically, I've just got some dimensions here.
00:54 You should be very comfortable with all these things here, those basic lines and arcs,
00:59 go ahead and create this and some addition of some relationships showing where
01:04 and how we created these things here.
01:06 So we're snapping to the edge of the part here with a Coincident relationship.
01:10 We've got a vertical, a horizontal. We've got a tangency relationship on this arc here.
01:15 We've got radius, a vertical, horizontal vertical, a tangency and
01:19 they're snapping to the top of that part there with a couple of dimensions.
01:23 So this profile could be really anything we wanted to, that's just where we're starting with, click OK.
01:30 Then up here, we just basically pick the top surface, choose back to Shaded Mode.
01:37 I'm just picking the top surface there, and starting a sketch.
01:40 So there's my Sketch here and on the top there, I basically create the lines that
01:46 are going to go all the way round that arc, click in the wireframe.
01:49 What I'm using here is actually if I pick that top face, I use this one called Convert Entities,
01:55 and that brings those and just copies those edges and we're going to cover that in a future chapter.
01:59 But we could also just lay out using lines and arcs to go around that,
02:03 so they just snap off the outside edges.
02:07 So there is our profile, there is our path.
02:09 Let's go ahead and create that shape.
02:11 We're going to do a Swept Cut and our Profile Sweep, we're going to pick for our profile,
02:19 it's going to be that first sketch right here, and for our path, it's that one there.
02:24 You can see it gives us a nice example of what it's going to look like.
02:29 Everything looks okay, click OK, and there we go.
02:32 You can see how that part looks, you get that nice rounded corner here,
02:39 a couple of other things, a nice decorative part.
02:40 This might be like a nice piece to start as a metal part for the base of
02:45 some machinery or some thing you might be creating. Looks pretty nice.
02:48 Underneath the Swept Cut, let's take a look;, we've got a few options here.
02:53 We've got Follow Path, as far as how you want to use that.
02:55 We've got a bunch of other options here.
02:57 We can have other curves, and Guide Curves and stuff that we want
03:01 to twist things along the path if we needed to.
03:03 So some more complex things we can look at.
03:06 Same thing with Twisting, direction vectors; we can change things along here.
03:10 The Guide Curves also, we can add-in more curves if we want to,
03:14 to control how that shape might change as it goes through the different paths.
03:18 And same thing with Start and End Tangency; this is how we're going to start from that part.
03:23 Now we're starting on a flat surface, or starting like on that front plane.
03:26 So that's not going to have much effect on this one, but we could adjust the tangency here
03:31 if we needed to, just turn it off and on, or Path Tangent.
03:35 But those are two options here, but it's not really going to change anything.
03:37 Other than that, that's pretty much the Sweep command.
03:41 The Swept Cut command can be very useful and is great for creating special features.
03:46 To create a swept cut, we need a profile and a path.
03:50 These two sketches cannot be on the same plane,
03:52 and have to have an orientation that allows the shape to be built.
03:56
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9. Refining Geometry
Using fillets and chamfers to create smooth or angled corners
00:00 Rounding or beveling of sharp corners is used extensively in product design and
00:05 SolidWorks has provided an easy-to- use interface for applying either one.
00:09 Rounding is called adding a fillet and beveling is called adding a chamfer.
00:14 The most basic type of fillet is called the Edge Fillet and
00:17 is created by selecting one or more edges and choosing the desired radius.
00:21 In SolidWorks here we have a part we're going to add a bunch of different fillets and chamfers too.
00:27 So I'm going to jump up here to Fillet and notice there is a dropdown that adds a chamfer.
00:30 Fillets and Chamfers are added almost exactly the same way.
00:32 So on a Fillet, I'm going to start with Constant radius.
00:36 My very first fillet I'm going to add is just right here at this edge.
00:38 So I'm going to select that edge, and I can put in whatever radius I want.
00:43 I'm going to leave it at 0.375, and click on OK.
00:46 I'm going to say Full Preview, showing me exactly what that's going to actually do for us.
00:51 Click on OK, and that's my first fillet. Pretty simple.
00:54 I'm going to try that again.
00:57 This time I'm going to change it to 0.25 radius, and continue to use the Constant radius,
01:02 and so I'm going to use an inside of a hole,
01:06 and there's a nice little fillet of that hole.
01:08 So you can see how that works.
01:11 Going back to Fillet, I'm going to click on the Variable radius one, which is the next one.
01:16 And on the bottom of the part here, I've got this edge I'm going to fillet,
01:19 and the Variable radius allows me to start at one side of the fillet edge with a bigger radius,
01:25 and I can change it to a smaller radius on the other side.
01:26 So I'm going to click in this box here; I'm going to type in 0.375.
01:32 I'm going to click in this box here to 0 .05, so I'll make it a little smaller.
01:36 As soon as I click out of that, it should give me a preview of what I'm going to see.
01:40 Click OK, and there's that Fillet.
01:41 I also have the option of going back to that one and changing,
01:45 do I either want a Smooth transition or do I want a Straight transition?
01:48 Clicking on that gives me a nice little straight conversion from big to small.
01:55 On the Fillets here, we're going to continue on with a Face Fillet.
01:58 I'm going to spin that part around and take a look at the other side here.
02:00 There it is, and I want a nice fillet in this edge here.
02:04 So I'm going to pick a series of faces.
02:06 So the face that I'm going to use is this face here and that face there and that one.
02:10 And then for the bottom face I'm going to pick this one. Click OK.
02:13 That's a nice little fillet in that corner for us. Looks pretty good.
02:17 Jump into Fillets some more, and this is going to be the Full round fillet.
02:21 That's a combination of three faces.
02:23 So I'm going to use this edge of the part here for creating that.
02:25 I'm going to pick this as my first face, jump into the next box,
02:29 this box, and the bottom one, I'm going to pick the bottom face.
02:32 It gives me a preview of what's going to happen, Click OK, and that's the Full round fillet.
02:37 Now, instead of creating fillets in the solid form,
02:42 we can also go back and add fillets into the sketch.
02:44 I have a sketch kind of laid out here.
02:46 I'm going to open up that sketch and click on Normal To.
02:51 So I also have a fillet command I could add to this sketch.
02:54 I'm going to jump into the sketch window and grab Fillet.
02:57 I'm just going to put in 0.25 and then just pick the corners, or you can pick a pair of faces.
03:02 I'm going to pick the corner first, and then I'll pick the pair over here.
03:05 So either way, it allows you to fillet out those corners.
03:08 As soon as you're happy with what it looks like click on OK,
03:10 and then I have filleted corners here, so when I go ahead and extrude that,
03:18 you can see that though the edges were already filleted before that,
03:21 we could add them before in the sketch or during the sort portion of it.
03:25 I'm going to switch over to the Chamfer Mode now.
03:28 So I'm going to click on Chamfer, and Chamfer is almost exactly the same.
03:31 It just allows you to use an angle or distance.
03:34 45 is kind of the default here.
03:36 So I can either pick an edge itself to Chamfer, or I can pick something like a whole face.
03:41 That's a Chamfer of the entire face; all the outside edges of something like that.
03:47 And it works the same thing with the Fillet command.
03:49 So if I wanted to Fillet or Chamfer something,
03:52 I can either pick an edge or a whole face.
03:53 So if I go up here to Chamfer and I pick this Face,
03:57 it will chamfer all these inside edges as well as the outside edges.
04:02 So all edges of that outside face will be chamfered or filleted,
04:05 depending on how we pick up and use those options.
04:09 As you can see, that's pretty much what we've got as far as our options under the Fillet.
04:13 And jump out of that, and same thing with the Chamfer, we've covered most of the things here.
04:18 The only thing we might want to look at now is if I wanted to change the angle here.
04:22 So if I change that to like a 30 degree angle, for instance, 30 degrees,
04:27 makes something like this, like the top of that part, and it changes the angle,
04:30 so it's a little bit steeper going around that part.
04:33 We can also always go back and change any one of these features to make it a little bit bigger.
04:41 Fillets are used extensively in many designs
04:44 and many times make up the majority of the features in the design tree.
04:48 This is especially true with molded plastic parts.
04:51 Fillets are easy to apply.
04:52 However, keep track of how you apply the Fillets to get the optimal design, look and feel.
04:58
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Creating repeating rectangular patterns
00:00 Patterning is one of the most efficient and powerful commands in SolidWorks.
00:05 Features, Bodies or Surfaces can be patterned and there's no limit on the number of instances.
00:11 To get started, we need to select the features and/or set of features we would like to pattern.
00:16 Next we need to select the First Direction and the Number of Instances of that pattern, then the spacing.
00:22 If we want a pattern in one direction we're ready to go.
00:25 However, if we'd like a Grid pattern, like a set of holes or a vent for instance,
00:29 we need to select a second direction.
00:33 Directions are chosen by selecting any edge or line that goes in the direction that we'd like to pattern in.
00:38 On the screen here I've got a plate, with a Boss-Extrude and
00:42 I've got one Cut feature in there and that Cut feature is what we want to pattern along here.
00:47 So I'm going to go up here to Linear Pattern,
00:49 click on OK and my first direction I want to pattern in is,
00:53 you know I can pick any edge that's going to be going in that direction,
00:56 so like this edge up here or that edge or this edge or any of those edges,
01:00 I could use or can actually draw a line here, if there's some other direction I wanted to go.
01:05 But I'm just going to go along this edge here.
01:06 So I'm going to click on that edge and there it is, so that's Direction 1 and
01:11 it's giving me a Spacing of 0. 10 which is probably too small.
01:14 So I'll give it like a, 1 inch Spacing, so 1.0 (1.00in) and then how many do I want?
01:18 So I want to go, make sure that we're going the right way and I'm going to make sure
01:26 we turned the Preview On of what we're actually going to see here, okay.
01:32 The next thing we need to do is actually select what thing we want to pattern.
01:35 So the feature that we want to pattern is that hole.
01:37 So go up here, click in the Features to Pattern and grab that hole.
01:40 Now you can see I've got three of those, make sure that I pattern one direction,
01:46 I can change the Spacing, I can change the Quantity.
01:49 Click on OK and there's our first pattern.
01:51 Now if we wanted to go in another direction, I can go back to that Pattern
01:55 and Edit it and I can go into Direction 2 now.
01:59 Direction 2, I just pick any other Vector or a Line, so these two lines might be good,
02:03 either one I could choose.
02:05 Pick that and then I want to make sure we're in the right box here.
02:10 So pick that line and as our direction vector.
02:13 And how many Instances we'd like?
02:14 We want two, and then notice as I change that, it keeps moving out,
02:19 so I get a nice little pattern of parts here.
02:23 I can continue to add more of those Instances across there.
02:29 Click on OK and there it is, just that simple, a linear pattern.
02:33 Now if I wanted to add something to this, I could go ahead and like click on the top of this.
02:36 Double-click and I'm going to go add, just a simple sketch of like a hole.
02:42 I'll put a hole just right next to this one.
02:45 There's our hole, it's a little bit hard to see but there it is and
02:50 I could define it if I want to, but I'm just going to exit out of that sketch right now.
02:53 So there's my little hole pattern and I'm going to go ahead and make a cut.
02:57 So I'm going to cut through that, Extruded Cut and we'll say Through All. Click OK.
03:02 So now I have a hole next to my other hole and if I wanted to add that to the Pattern,
03:06 it's just as simple as going to this pattern.
03:09 The problem that we have here is the pattern's first and then there's the hole.
03:12 Alright so, we actually have the ability to reorder these items,
03:15 just by grabbing that and dragging up a little bit above it.
03:18 So now the hole is before the pattern and that's called a Parent-Child Relationship.
03:23 So this hole needs to be before what's going to be using it in that tree.
03:27 So we have the ability to reorder these items here.
03:29 Now I'm going to go to the Pattern here and I'll say Add and
03:32 go down to the Features and just click on that hole.
03:35 We're going to add that hole to it and notice just like that we added something
03:39 to the pattern and it patterns it all the way across.
03:42 Patterning can be a huge timesaver and the Pattern Features can be easily adjusted.
03:46 Patterning can be done in the Sketch-mode;
03:49 however that creates large complicated sketch, that's much harder to work with.
03:54 I always recommend keeping your sketches as simple as possible and patterning
03:58 and mirroring on the bodies and features rather than sketches.
04:01 The results will be the same and there are no rules.
04:04 However, Feature Level Patterns are much easier to work with.
04:08
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Creating repeating circular patterns
00:00 The Circular Pattern is much like the Rectangular Pattern.
00:03 However, we need an axis rotation versus a direction.
00:07 We can choose features or bodies, the number of instances and the angle between them.
00:12 On the screen here, you see we've got a pipe with a piece of flange
00:16 maybe welded on there; we want to add some bolt holes to that flange.
00:20 So I've already created a sketch here to lay out my first hole.
00:23 I'm going to jump into that sketch and show you how it's created.
00:26 I'm just using a 8.25 diameter for this layout circle.
00:31 I've got it tied into the origin so that was directly vertical above the origin and I've got a size.
00:37 From there, I'm going to go ahead and extrude cut that out through that flange
00:42 and I'm going to say Up To Next.
00:43 Let's make sure it goes all the way through and there it is.
00:46 Now we want to take this feature we just did and cut and we'll revolve it around that face.
00:51 So to do so, I need an axis of rotation and that feature.
00:55 So let's go under Linear Pattern, there's a Circular Pattern, click on that.
00:59 Okay and Circular Pattern, I need to choose something to spin around.
01:03 I can actually click up here under View and say show Temporary Axes and
01:08 notice I get an axis in the center, and I also get a little one in the center of that hole.
01:11 So my rotation axis is going to be this.
01:14 As soon as I click on that, notice it gives me a pattern going around there.
01:17 Now this is going through 360 degrees and there are eight of them.
01:20 Now I could change that if I wanted to.
01:22 I could say like 180 and that way it will only pattern half way around it or
01:26 I could do 60 degrees if I wanted to, change that around as much as I wanted and
01:31 change how many of them there are.
01:34 We do want 360 for this example, and I do want 8. There's my 8.
01:39 And the other thing I have is Equal Spacing.
01:41 So if I didn't have Equal Spacing, I could change the degree between each one
01:45 and however many I wanted.
01:46 So if I change the degrees, I keep going around and around here.
01:49 But for this one, we're going to use Equal Spacing.
01:52 Here's the features to pattern, so inside of there we already have that feature selected but
01:56 if we had multiple features that we wanted to continue to pattern around here, we can choose those there.
02:00 We also have the option to Pattern Faces or even Bodies, but we're not going to that in this example.
02:06 Instances to Skip, if I wanted to remove one of these,
02:10 I could just click on one of these little purple dots to remove those from the pattern
02:15 and notice they show up here as far as 2 or 3.
02:17 We want to bring it back to select it here and hit Delete,
02:20 which will take it out of that box and bring it back to the screen.
02:23 Okay, it gives a nice example of what we want to do.
02:27 Click up here, close that up and click OK and there's our pattern.
02:31 Now the pattern is quite easy to change as well.
02:34 I can just click back on it.
02:36 I can add more holes, remove holes, or whatever I need to do.
02:40 So it's very easy to go back and change and also I can go back and change that original sketch.
02:45 If I change that size from 1 inch to .875, make it a little smaller.
02:47 It doesn't matter, the pattern continues to use whatever that original feature was to pattern it around.
02:58 The Circular Pattern, by far, is my favorite feature in SolidWorks.
03:00 It is simple to use and the results are awesome.
03:04 Play around with the various combinations of instances, angles,
03:08 or either simple bolt holes or wild creative patterns.
03:11
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Mirroring objects
00:00 Mirroring is the best way to double or quadruple your efficiency.
00:04 Look for part symmetry; if the right- hand and the left-hand side look the same,
00:08 let's mirror it, save yourself some time and make better parts.
00:13 In this example, we're going to take a look at this block.
00:15 It's got four holes in the corners; it's pretty straight-forward.
00:18 We've got a Boss feature, created from one Sketch.
00:20 Let's jump in there and take a look.
00:22 Now there's nothing technically wrong with this; everything is fully-defined and black,
00:28 there's dimensions, and it looks pretty good.
00:30 However, we can be a lot more efficient in our design if we think through a few of these.
00:35 Look at these dimensions here, three-quarter of an inch (0.75),
00:37 three-quarter of an inch over here, and here.
00:39 We're using that same dimension four times.
00:41 Any time you're seeing a dimension more than once in your drawing it's too many.
00:45 Let's go ahead and delete those, delete, and delete, and delete.
00:49 Let's go ahead and add an equal relationship so this one dimension here controls all four.
00:58 Select Ctrl, select all four of those, by holding down Ctrl and say Equal.
01:01 Now all four of those are controlled by this one dimension here.
01:06 Same thing over here, 1 inch, 1 inch, 1 inch, and 1 inch.
01:09 We're using that to space this off the corner of the part. Why do it?
01:12 Let's delete this, delete that, and delete that one.
01:15 I'm going to now add a Centerline, just from this edge of the part or that
01:23 little spacing to there and then add a relationship that says this center point here,
01:27 hold down Ctrl and select that line, is at the midpoint.
01:30 Now that controls that and the last thing we do want to do is,
01:34 we still have some leeway this way, so we want to make sure
01:37 that the spacing here is the same as it is up here.
01:39 I can do that by adding more centerlines.
01:41 Let me make a centerline out to the edge, and then one more up to the top.
01:46 I'm just going to make those two centerlines equal.
01:52 Now by just one dimension here I can control the spacing
01:55 from the edge of the part to the centerline of the holes.
01:58 I can control the diameter of the hole by this three-quarter inch in the size.
02:02 But if you look at this part, the left-hand side here is the same as the right-hand side,
02:07 the upper portion is the same as the lower portion.
02:09 So we're doing a lot more work than we need to; we're drawing four holes.
02:12 We can really just draw one-quarter of this thing, this one hole and the shape here.
02:16 So let's go take a look at another example.
02:18 So this is almost exact same part, but just one-quarter of it.
02:24 If I look at the Sketch underlying here, it's a simple hole and
02:32 we've just got a couple of these little centerlines here with
02:34 an equal relationship and a three-quarter of diameter here.
02:37 So it's very easy to change, very simple, very straight-forward, very easy to create.
02:41 All I did was create a rectangle, one hole and two centerlines;
02:45 very straightforward, very easy.
02:46 Once I have that part there, I'm going to use the Mirror Command to compound it.
02:51 Hit the Mirror.
02:51 The first question it's going to ask is, which Mirror Plane do I want to mirror over?
02:56 Now I can either choose a Face or a Plane, let's use this face here,
03:01 and then it's going to ask me, do I want a Feature Mirror, a Face Mirror,
03:05 or a Body Mirror? There's three different options here.
03:07 A Feature Mirror, which is the default, is the most common type of mirror, which would be
03:11 like if you had a hole here and you wanted to mirror it to another section of your part.
03:15 However, we want the entire part, we don't want just that hole.
03:19 We want the whole body, so I'm going to jump down here to Body Mirrors,
03:22 and the Body Mirror could be made up from one feature or
03:25 it could be made up from hundreds of features that went into to create that body,
03:27 and I can mirror all those over in one shot just by selecting that body.
03:30 As soon as I do that it gives me a nice preview, click OK,
03:34 and I've doubled the part and it's exactly the same.
03:37 Now click on Mirror one more time, this time I'm going to mirror this face here
03:40 so I'm going to select that face, and as far as the body,
03:43 I'm just going to pick this entire body here.
03:44 Click on it, and there it is.
03:47 The same part, whether we look at original part or this part,
03:52 at the end of the day, they're the same.
03:53 However, they're really not, right?
03:55 Because this part is much simpler to make, and if I want to make a change to this,
03:59 all I have to do is change that one section or that one quadrant to easily make an update.
04:04 So let's go ahead and try that out.
04:05 Click on Sketch and edit that.
04:09 Say we wanted to add one additional hole or maybe a square hole, so this time
04:12 we're just going to click on a 2 Point Rectangle, I'm going to add a square hole here.
04:18 Now if I was going to do this in the other part, I would have to add four
04:21 rectangles and I'd have to add dimensions four times.
04:24 So I'm going to say, 1.0 inches here, let's add a couple of dimensions to the edges
04:29 if I wanted to or I could even use some centerlines as well if I wanted there
04:33 and then just a couple more just to define that shape.
04:35 So I'm doing it one time versus having to do these things four times. Lay out that part.
04:45 There is my hole, there are the controlling arms.
04:47 Now I could even get rid of this one here like I said,
04:49 if I just want to make a couple of constructions going back to the edge.
04:52 Now here is the magic.
04:53 As soon as I delete or get out of this sketch here,
04:58 that square hole has now propagated across all four,
05:00 because I used that Body Mirror feature, so this entire original body was copied over.
05:06 There's my original body, I mirrored over once,
05:08 it takes everything that was originally there and the same thing over here,
05:11 everything I had originally on this side is now on this side.
05:13 So it's a very powerful feature, especially if you want to add or modify.
05:16 Mirroring is a great time-saver and it makes modifying and updating parts quick and efficient.
05:22
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Creating hollow objects with Shell and Draft
00:00 The Shell command takes a solid and turns into a thin-walled feature.
00:04 This is used a lot in molded parts.
00:06 This feature can do amazing things with just a few clicks.
00:09 Before we shell this part I want to add some draft to it.
00:13 Draft is when we add some angularity to the outside faces or inside faces of a part.
00:18 So if it's molded, we can easily release from the mould.
00:22 We generally assign this as an angle of maybe three to five degrees,
00:26 and sometimes as low as maybe a half degree, depending on the circumstances of the molded part.
00:30 So to add the draft angle let's go ahead and click on Draft.
00:34 We're just going to use the basic type, which is the Neutral Plan Draft
00:39 and the Draft Angle is specified here.
00:42 This is going to be how much the part is actually going to angle in,
00:45 from the top side to the bottom side, as it progresses through the draft.
00:50 The Neutral Plane is going to be the face where we start that draft from.
00:53 I'm going to click there.
00:54 And then I'm going to pick on the Faces Draft.
00:56 I'm going to pick this face, that face, that face,
00:58 spin the part around and grab this back face here.
01:01 As I click on OK notice what happens.
01:05 The top of the part, if we look at the side of the part here,
01:08 the top is skinnier and now it gets wider as it gets to the bottom.
01:11 That's exactly the opposite of what we wanted.
01:13 We want it to be skinnier at the bottom and wider at the top.
01:15 So let's go back to Draft and click on this Reverse Direction.
01:21 And notice that's going to now make the bottom of the part slightly skinnier.
01:25 That'll make it easy to pull that part out of the mold and makes that little bit easier to work with.
01:30 Now we're ready to turn this part and do a shelled part, but before we do that
01:34 we just need to add one more little Fillet on the top corner here.
01:37 So let's just go ahead and grab a 0.25 Fillet and grab any of these edges and select that chain.
01:43 Fillet out top of that part and now we're ready to shell.
01:46 Inside the Shell command, it's going to ask us for how Thick we would like to
01:51 make those walls and number two, what faces we would like to remove.
01:56 So right now I'm just going to remove just that top face.
02:00 Click OK and there it is.
02:02 We've got our first shelled part including the Draft Angle we added to the outside of that part.
02:06 I'm going to section that part in half.
02:10 Take a look here; we've got a nice uniform wall thickness throughout the part.
02:14 Let's go back and play with the shell command a little bit.
02:20 This time I'm going to go and add some more of these faces to be removed.
02:24 This time I'm going to select in here and I'm going to and add this face now.
02:29 Click OK and that's going to remove that and take it right down to the base.
02:31 So any face I select it's going to remove it from that shell feature.
02:36 Go back one more time.
02:37 This time I'll remove this Edge over here, this Face over here.
02:42 And now I remove that as well and we've got a nice uniform wall thickness part,
02:45 which I can remove any faces I'd like to make a part that'll be very easy part to mold.
02:51 Shelling a part gives us the ability to quickly create a part with uniform wall thickness
02:55 and is an amazing tool for building complex parts.
02:59
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10. Blocks
Working with reusable sketches using blocks
00:01 Imagine that you spent all day working on designing the cutouts for a
00:04 motherboard on a new computer case.
00:07 If you'll be using that same motherboard in other designs, why not create a
00:10 block to be able to easily reuse that sketch geometry?
00:14 Blocks are independent, non-solving sketches that can be used in a variety
00:19 of ways in SolidWorks.
00:21 The most common would be to copy a sketch to be used elsewhere in your design.
00:26 By creating a block, all of the entities in the block become frozen and can be
00:30 manipulated as a whole.
00:32 We can save blocks for later use, as well as open blocks in the SolidWorks format
00:36 or any AutoCAD format such as a DWG or a DXF file.
00:41 To insert an existing block, we first need to locate it on our file system.
00:44 In SolidWorks, the first thing what we like to do is actually add in the Blocks toolbar.
00:49 To do that, go up here in the right-hand side in the gray area and right-click
00:53 and come down here to the Blocks toolbar.
00:55 Just turn that one on.
00:56 Notice it drops it here. I want to place it right up here in this upper corner.
01:00 The first one would be to make a block, which we'll do in the next movie, and then
01:03 the second one here would be to insert a block, so I'll click on that.
01:07 As soon as we click on that, we get the option to go ahead and browse to that
01:11 block. And in my file system, I have it here, under Exercise Files, and we're in
01:17 Chapter 10, and then we have Blocks.
01:20 So I have a bunch of different blocks here we can play around with.
01:22 And then what we're going to use is this last one here called VGA-Cutout.
01:24 So go ahead and click on that.
01:27 Notice as soon as I open that block, it actually attaches to my cursor and then
01:32 where I drag my cursor around,
01:33 I have the ability to place that block.
01:34 Now I'm just going to place it one time and then once we place it one time,
01:38 it continues to stay attached to the cursor.
01:40 I can place it again and again throughout my design.
01:45 Also, while I'm working with it, I have the ability to increase its size or scale
01:50 factor, so I can scale the block.
01:52 I can also rotate this block by typing the stuff in.
01:55 So I can place another instance of that same block.
01:58 It's the same block; it's just this one has a rotation and a scale
02:02 factor applied to it.
02:03 As soon as I'm done with that, I click on OK, and there are my blocks.
02:06 Now you could see underneath that sketch, I've got a bunch of different ones
02:10 here that are placed.
02:12 Now if I go in and edit one of these blocks, so if I click on the block itself,
02:16 I can add relationships to them, like Horizontal or Vertical to orient it.
02:20 We can then also place dimensions to place it in our sketch.
02:24 I can also click on Edit.
02:25 So if I edit this block, notice all the sketch entities now become active and I
02:31 can go ahead and maybe add a dimension.
02:34 So right here it says 0.152. I'm going to change it to 0.25.
02:37 As soon as I do that, look what happens.
02:40 Not only does this one change, but so do all the other ones.
02:44 Now even though these are smaller, they're not scaled. This is 0.25, and
02:48 that's scaled 2.3 times.
02:51 So anything I change in this one is going to change all the other blocks and so,
02:54 the same thing if I change any one of the other ones.
02:56 They will all be changed exactly the same way.
02:59 So if I edit that, notice that 0.25 now is part of that block.
03:03 So we've edited the block as a whole and then we've copied it throughout the design.
03:07 We can also go back and add other blocks if we want to, by just clicking here and
03:12 selecting more blocks to bring them in.
03:14 Just go to the same Exercise Files, grab those blocks, and here's a bunch of
03:18 different things that we can take a look at.
03:19 So we can snap things on to bring in like an AngleSlot or a Drill.
03:24 Now here's another block I can just place anywhere I want.
03:27 So you can have as many blocks as you want. And then each one these blocks can be
03:31 operated on over here.
03:32 If I right-click on it, I can edit the block. I can save the block out.
03:36 If I change that block at all, I could then save it as a different name, back to
03:39 the file system, which can be then used somewhere else.
03:42 I can even explode a block.
03:43 So if I click on, say, this one here, if I didn't want this to be a block anymore,
03:48 I can just right-click on it and I can say Explode.
03:51 Now that turns that back into regular geometry.
03:55 Notice this dimension change as well, because it applied that scale factor.
03:59 Now anything I do here to change this around, it's no longer a block, so it's
04:02 not going to affect the other items here.
04:04 If I wanted to turn it back into a block, I could, and
04:06 save it back to the system. And we'll learn how to create blocks in the next movie.
04:10 Blocks allow the designer to reuse sketches.
04:13 If you have designed the perfect connector cutout, why sketch it out every single time?
04:17 Save yourself some time and create a block and then reuse that asset
04:20 throughout your design.
04:21 SolidWorks can leverage AutoCAD files, if you're working with other systems, and
04:26 turn them into usable geometry as well.
04:28
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Creating blocks
00:00 Reuse of sketches is one of the best ways to save time and be more efficient in SolidWorks.
00:06 Creating blocks is as easy as selecting the elements and choosing Make Block.
00:10 We can then use that block in other sketches.
00:13 On the screen I've got some cutouts for a motherboard, and we've got like a DVI
00:19 and HDMI and some USB ports, Ethernet ports, some audio jacks that have all kind
00:23 of been laid out here.
00:25 Now I can take this and turn it into a block and we can easily reuse this data in
00:29 another sketch or another feature.
00:32 To do so, let's make sure we got the block toolbar turned on. If we don't, just
00:35 right-click in the gray area and make sure the Blocks is turned on.
00:39 And then the first thing here is called Make Block.
00:41 Click on that. It allows us to go here and select which items I want to include.
00:45 So I'm just going to window around all these, select OK, and notice it gives
00:50 us all the entities that are going to be there.
00:51 The next thing is Insertion Point.
00:54 So click here and it's a little manipulator.
00:56 I can just drag this around. I am just going to snap that to my origin right now.
01:00 That's going to be cut on the tool tip when I import that block.
01:02 Once you are happy with what you have selected, click on OK, and there it is.
01:07 We have got now Block1-1, and we can now manipulate this and move this around our
01:12 sketch if we wanted to, or we can go out and save it out for file system. So
01:16 let's right-click on that, Block1, and say Save Block. And I have a folder called
01:25 Chapter 10 in Blocks, but you can really save this in just about anywhere you
01:28 want on your file system.
01:30 In fact, sometimes I would recommend, if you're using blocks in an organization,
01:33 and you have a certain cutouts or different features you might want to share
01:36 throughout your organization, put it on file server, call it blocks, and then you
01:40 can use it any way you like.
01:42 So I will just go ahead and just say New and save it out, and there it is.
01:48 So now I have a new block that's saved out to the file system, and I'm going to
01:51 now go open up this file here, which is 10.2. And this is just a sheet of material
01:59 that we are going to add that block to it to make a cutout.
02:01 So let me click on that Top Face, click on Normal To, and I am going to start with Sketch.
02:06 As soon as I am in the sketch, I am going to go over here and say Insert the Block.
02:11 And I'm going to Browse for block and it happens to be on the Desktop, under
02:15 Exercise Files, Chapter 10, and inside Blocks and there it is, the new file we
02:20 just saved. Click on OK.
02:22 Then as soon as I do that, it attaches to my cursor.
02:26 I can drop it anywhere I want.
02:27 I am just going to put it in the center here. And I could add more if I wanted to,
02:31 or just hit Escape to turn it off.
02:32 Now I can add some dimensions, so I am going to dimension from this edge to
02:36 that circle. And I want to dimension one more from there to the bottom to place
02:42 that, and notice as I'm doing these, that the whole block is moving as I am
02:47 changing those dimensions.
02:48 It's operating on it as a whole.
02:50 As soon as I am happy with my dimensions, everything looks good,
02:52 I am just going to go ahead and go to Features > Extruded Cut, spin it around and
02:57 can see what's going to happen there. And I am going to say Through All and click on OK.
03:01 We have just added that connector cutout quickly to another sheet, and there it is.
03:06 By creating blocks we can save a lot of time.
03:09 Blocks can be saved to a central file server and used throughout your
03:12 organization, or saved to your local library for easy access.
03:16 Additionally, if you are working with imported data, like AutoCAD files or
03:20 exported files from graphics programs, blocks can make it easy to get those files
03:24 into SolidWorks, and easy to work with.
03:27
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Designing with blocks
00:00 Blocks can be used to lay out mechanisms. Then the sketch serves as a skeleton
00:04 to build the parts.
00:06 Take a look at this example.
00:08 What we have a sketch here with the mechanism for like a forklift-lifting device;
00:13 it's more of a four-bar mechanism here.
00:15 And so what I can do is I can turn each one of these elements into a block, and
00:20 we can see how they operate together. Let's try it out.
00:22 So this first section here would be like the lifting mechanism. Let's go ahead
00:26 and select all those items there, and we're going to say Make Block.
00:30 As soon as I do that, just click OK. Now we have a block there at that front
00:33 section. It turns gray. I have Block14-1.
00:37 These two mechanisms are the two lines here. Click there, click there, select
00:41 those, and say Make Block.
00:43 Now we need to make an independent block of each section of our design.
00:49 So this one and this one are going to be in another section.
00:51 I am going to say Make Block, click on OK. This little wheel here, we're
00:58 going to turn that into a block itself, click OK and then the line here and just
01:03 say Make Block, so they are all independent blocks.
01:06 Then we need to tie a few things down. So the points we don't want to move we want
01:10 to add a relationship, like an anchor, so just fix that end point and we'll fix that
01:14 end point there, and let's also fix the centre of that one so it doesn't move.
01:18 Let's see what happens.
01:19 Notice as I move this thing around, this block actually move the entire
01:25 mechanism. Let's treat it as a whole, so you can actually layout and see how this
01:29 things comes down here, how these mechanisms are going to start moving around.
01:33 Now I can go back and edit this blocks to change the way the linkages are,
01:37 where there endpoints are fixed at, to change and modify that shape.
01:42 We can add on things like, say we add like a line here, maybe it would be like a
01:46 rack and pinion drive
01:47 for instance. And I'll say this is going to be a vertical line, and then let's go
01:52 ahead and make that a block.
01:53 And we can add maybe a traction relationship, so I'll click on there, hold down
01:57 Ctrl, grab this, I'll say Traction, which is kind of cool mate property.
02:03 I need one more thing here. We have got to continue and make sure that's at Vertical.
02:06 As this thing moves around, notice that it goes up and down as a
02:10 traction mechanism. It's pretty cool.
02:13 Once you've worked on your design a little bit and you have it kind of laid
02:16 out exactly the way you want, we can use this layout as a skeleton for actually the real parts.
02:21 So I'm going to say exist that sketch right now.
02:24 All those blocks, by the way, are under Sketch1. And we were on the Front Plane, so
02:28 I'm going to back to the Front Plane. I'm going to start another sketch this time.
02:32 Part of my sketch now is I'm going to use these two elements from that to create
02:37 a part. So I'm going to click on this one, hold down Ctrl, click on that one, and
02:41 I'm going to use this thing called Convert Entities.
02:43 Now we haven't seen Convert Entities yet, but what that does is it inputs
02:47 geometry from behind into our current sketch. So I will just click on Convert
02:52 Entities and it just brings those two lines into my current sketch.
02:54 As soon as I have that, I'm going to also use this Offset Entities command and
02:59 select those two, and let's say Offset.
03:02 And we did this a little bit before with creating a slot, and I'm going to just
03:05 take this lines and use the Cap ends with the Arcs and offset it a little
03:09 distance here, click on OK.
03:11 Then I'm going to go ahead and turn that to a Feature. Click OK and you can see,
03:17 that would be the first item, part of our mechanism.
03:21 We can use these different items here that we're going to be creating, or these
03:24 different sections, to go and actually create the mechanism to build an assembly.
03:28 But as I move these things around, it will automatically be the skeleton that
03:31 will derive that shape.
03:33 So I'll go ahead and again create another boss down here if I wanted to and
03:37 continue on with this. It's a great way to layout mechanisms and kind of see how
03:41 things are going to work to help you visualize.
03:44 Using blocks to lay out mechanisms is a great way to think through design and
03:48 rapidly modify the mechanism.
03:50 Just remember that each section must be its own block and to relationships.
03:56
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11. Assembly: Putting it All Together
Understanding the tools for beginning a new assembly
00:00 Now that we can build parts, the next step in the design process is to assemble
00:04 the parts together to create your product.
00:07 You can think of parts like LEGOs and the assemblies as connecting the parts
00:10 together to build your creation.
00:13 Parts are the building blocks;
00:14 assemblies are the combination of parts. And we can combine other assemblies
00:18 together to create sub- assemblies into a top-level assembly.
00:22 Parts, assemblies, and sub- assemblies can all have drawings.
00:26 The Assembly environment is very similar to the Part environment, with its own
00:29 specialized set of tools.
00:32 To get started with assemblies, we need to get into the Assembly environment.
00:35 There are several ways to start assemblies, and the easiest is to open the part
00:39 we would like to be at the base of our assembly.
00:41 Choose this part wisely, since this part will be fixed and the other parts
00:45 will be added to it.
00:46 For example, if you're building an engine, it would be wise to start with the
00:50 engine block and then attach other parts to it, like the pistons and valves.
00:55 Starting with the piston would still work, however the assembly process
00:58 would be a bit odd.
01:00 To get started with assemblies, let's click on the New dialog box up here or
01:04 click under File > New, and we get the New Document window pops up. And we've
01:08 been using the part and now we're going to use the assembly.
01:10 So just make sure that assembly is highlighted there and then click on OK.
01:14 As we go into this, it's going to bring up the dialog box on the left that says,
01:18 Begin Assembly, and if we had open documents, they'd be here.
01:21 Unfortunately, nothing else is open, so let's go back and open something up, or
01:25 we can browse for it here.
01:26 But before I do that, I am just going to cancel that and I am going to hit R key
01:29 on my keyboard to bring up some recent documents.
01:31 So here is the part we want to begin an assembly with, and then jump over to
01:36 that window. And again, let's go back to that same Insert Component window right
01:40 here, and now notice there are documents listed.
01:42 So if I click on OK, that imports that block into my new assembly, and
01:48 notice the part here, and if I click on the plus, it opens up the entire tree of that part.
01:55 Assemblies and parts both have planes.
01:57 Inside of here, I've got the three planes. I am going to go up here and say View >
02:01 Planes and make sure I see them.
02:03 And then I've got the planes in the assembly, I am going to show those as
02:06 well. Show, Show, Show.
02:09 And notice those planes are kind of laying right on top of each other.
02:12 And this block is centered right at the origin.
02:14 Now, if I wanted this block to be able to move around, notice this little F in
02:18 the front of its name.
02:19 That means it's fixed.
02:21 If I right-click on it, I come down here to Float, that's no longer there.
02:24 But there is a little minus sign. That means it's undefined as far, as its location.
02:28 So now if I move this thing around, you can see that these are the planes of the
02:32 assembly itself, and then these are the planes that are inside of the block.
02:35 So those are owned by that part itself.
02:38 And as we add other parts to this assembly, we are going to have the same thing.
02:41 Each part is going to have its own series of planes, and then the assembly itself
02:45 has got its own set.
02:46 Now let's take a look up here at the Assembly toolbar.
02:50 If we have a component selected, I can go back and edit that component.
02:53 So I can either edit the part in its own environment or in the context of the assembly.
02:57 If I would like to add other components to my assembly, I can insert it here.
03:01 Or I can just go into window and I can just drag and drop components in, which
03:05 we will cover in the next movie.
03:07 Mate is how we connect two components together with a series of commands we can
03:11 go through, and I will cover that in the next few movies.
03:13 We have options for doing linear or circular patterns, mirroring components, a
03:18 lot of different ways we can start adding components on the next level here.
03:22 We can have smart fasteners like bolts and nuts like that we'll auto-create.
03:26 We can move components around just by clicking on them.
03:28 Or if we are not in that command, I can just grab that component, and with my
03:33 left mouse key, just hold it down.
03:35 If I want to spin this component around, I can click on it with my right mouse
03:38 key and I can spin it around, just holding down your right mouse button.
03:44 Most of the other world environments, they are the same; if you hold down the
03:47 middle mouse button, you can spin the world around, and you can zoom in and zoom out as well.
03:53 And then of course these buttons up here still work the same.
03:55 So Zoom to Fit, Zoom to Area, Previous View, and Section View all still work the
03:59 same as they did in the Part environment.
04:02 We can add features that are only available in the assembly, like if you had two
04:07 parts would be welded together, then you might add a hole through them, that
04:10 would be an Assembly-level feature.
04:12 We can add reference geometry here, just like we could in parts, as far as
04:15 planes and axes and things like that
04:16 that might help us to lay things out.
04:19 Once we start assembling things together, they can move, so we can do some
04:22 studying of how they are going to move or create some animations.
04:26 We can add bills of materials and we can explode things out, so that we can
04:30 see how they would be assembled together, and then that can be brought into a drawing later on.
04:34 Once you start to assemble parts together, you really start to realize the power
04:39 of designing in a 3D modeling environment.
04:41 Your computer becomes a virtual prototype environment.
04:45 By assembling the parts together, we can see most of what we would in real
04:48 life and save ourselves a lot of time and see things we may have overlooked
04:52 while building the parts.
04:54 This ability will save countless hours and dramatically reduce the amount of
04:58 prototyping that is necessary.
05:00
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Identifying steps in creating an assembly
00:00 In this video we're going to cover the steps to assemble parts together.
00:04 The first step is to make sure we have the required parts in the assembly.
00:08 You don't need to bring all the components in at once; however, sometimes it
00:11 speeds the workflow to have the major components available.
00:15 Secondly, aligning the parts close to their desired location will help to
00:18 connect the parts together.
00:20 In this assembly, I have a block and I am showing the planes of both the
00:23 assembly and the part.
00:25 Now, most of the time when you bring in a new part, your beginning part you
00:28 are going to start with, they are going to be automatically aligned together on the origins.
00:33 In this case, we don't have that.
00:34 So what I am going to do is I am going to mate the two together, and we are
00:36 going to cover the Mate command in the next few movies.
00:40 Click on Mate, and I am going to click on the origin of this one and the origin
00:42 of that one, and they are just going to slide together. And it says Coincident
00:46 and it says Align axes, and that's what we want.
00:49 Click on OK, and now those two parts are mated together exactly on those.
00:52 So if I click on the part and try to drag it out, it's not going to move,
00:56 because it's now locked to the origin.
00:58 I am going to now hide those planes so that I don't have to see them, and I am
01:03 also going to hide the origins.
01:04 We can always turn those on or off depending on how many mating parts you have,
01:08 if they are going to come in handy or not. Okay.
01:10 So now we have one part in our assembly, but it's going to be a fairly boring
01:13 assembly if we only have one part in it.
01:15 So let's go get some more parts.
01:17 Two ways to do this.
01:18 Number one is insert components.
01:20 If you look here, we've got three components that are currently open.
01:24 If there are more components, they will all be listed here, or I can actually
01:27 go out to the file system here and click and browse to find a component that's
01:30 not currently open. And then once we have something we like, we can click on
01:34 it and just click OK.
01:35 The problem with this is a lot of times it adds it right to the origin, if I were
01:38 just to click, but notice it's now stuck to my tooltip, so I can also drag it
01:42 and drop it anywhere on the screen if I'd like to.
01:45 But if I click on just OK, it will just put it right at the origin.
01:47 Sometimes that part will actually be hidden inside the other part.
01:51 So instead of doing this, I am going to go ahead and cancel that.
01:53 The way I prefer would be to click on the window and I am going to say Tile
01:58 Horizontally or Tile Vertically.
02:00 So that's going to open up all the windows that are currently open, and if I
02:03 wanted to add more windows, I just click File > Open and go grab a part that's not
02:07 currently open, click on OK, and then once again, Tile Horizontally. Now I have
02:11 all those parts open.
02:13 These are the parts I want to put into this assembly here.
02:15 So I can just click on this part, hold down my left mouse button, and just drag it right in.
02:20 Same thing with this part here: just drag it right in.
02:23 This is the part we originally had in our assembly.
02:26 I am just going to click on that and just drag one more of those in.
02:29 I don't really want this one yet, so I am not going to add that one in.
02:32 Once you're happy with what you have in there, click on the Expand button. And I
02:35 am going to take a look at my assembly.
02:38 I can move these parts around
02:39 if I hold down my left mouse button, click on the part and drag it around.
02:44 If I hold down my right mouse button, I can spin it around to change its orientation.
02:49 I also have the ability to spin the world environment around exactly how I did
02:53 with the parts, by holding down the middle mouse button to spin things around.
02:56 And then I can also zoom in and zoom out just by using the scroll on the mouse.
03:02 Up here I also have Move components, so if I click on Move component, I can just
03:06 click on a component, drag it around.
03:07 Or I click on Rotate component to spin that component around.
03:12 I really don't use those commands because they're both available just by
03:16 clicking on a component, with your left mouse button to move it, or your
03:19 right-mouse button to rotate the component around. And I can do that with all
03:24 the components here to moving them around.
03:25 Now, if I wanted another one of these components, I can hold down Ctrl and I can
03:30 drag another component out.
03:31 The neat thing about that is it actually copies it in the exact orientation
03:35 that it starts from.
03:36 So like this component here, I am going to rotate it around a little bit, and
03:38 then I am going to Ctrl+Drag to show that.
03:42 So see it's coming out in the exact orientation as the one it copied from.
03:45 So it's really handy if you are just adding a bunch of more parts or hardware or
03:48 screws or something like that.
03:50 You want to add a bunch of them to your design without having to drag and drop them.
03:53 It's a real nice way just to copy those parts.
03:56 We want to mate these things together here.
03:58 In our next movie we're going to learn how to do the mates, but right now let's
04:01 just get them into the orientation.
04:02 So I am going to hold down my right mouse button and spin this part around, and
04:05 then I am just going to kind of put it right up above here so we know that that
04:08 part is going to go down in that hole.
04:10 In one of these, we're going to spin that around like this, and I am going to
04:14 spin my world around by holding down my middle mouse button and just drag it
04:18 over here. So it's going to be close by.
04:20 We are going to put this on top of there, so those are going to mate together.
04:24 And if I spin it around, I can move these things a little bit more, so get them
04:27 close to where they are going to be.
04:29 Having it perfect is not essential here;
04:31 we're just getting them close to what we're going to be working with when we
04:34 start mating these parts together.
04:36 The steps led out in this video will be repeated in every single part in every assembly.
04:40 Getting the parts laid out well will help to get your model assembled quickly
04:44 and with less errors.
04:45
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Mating parts together in an assembly
00:00 Mating parts together is the fundamental skill of working with assemblies.
00:05 Mates are very similar to sketch relations.
00:07 We choose two or more faces, planes, lines, or points and then choose how
00:12 they will be connected.
00:13 The most basic is a coincident mate.
00:15 This is basically just saying the two items are touching. Let's take a look.
00:19 In a window here we see we've got a block, which is at the origin, which is
00:24 our first part there, and then we've got two more parts that we've added into this assembly.
00:29 And so we're going to jump into the very most basic mates.
00:32 To get started, let's click on Mate.
00:33 As soon as I open that up, notice the first window here is the Entities to Mate.
00:39 So anything I'm going to select in here is going to automatically start mating things together.
00:43 We also have these standard mates here like Coincident, Parallel,
00:46 Perpendicular, Tangent, Concentri,c and some distances and angles, so we can put in there as well.
00:52 By default, SolidWorks is actually going to find out which mate is going to be
00:56 the most appropriate when we select our pair.
00:59 So we always have to pick a pair, a minimum of two things to create a mate.
01:03 So for example, I'm going to come down here and I'm going to pick the outside of this boss here.
01:08 Now you can pick an edge, you can pick a point, you can pick a face, you can
01:12 do a lot of different things, but it's always better to pick faces versus edges
01:17 or edges over points.
01:19 The bigger they are the harder they are to break.
01:21 So I'm going to go ahead and select that face there--notice it highlights--and
01:25 then the face that I want to be going around that.
01:27 And we are going to have a concentric mate, so these two faces are going to be concentric.
01:32 So if I click on this face here notice what happens.
01:35 That moves into position and now by default that selects hey, this is probably
01:40 what you're looking for is Concentric Mate, because I've picked two concentric
01:43 circles or two concentric faces.
01:45 Once I click OK, that mate is now established.
01:49 So if I click OK, it'll turn it off, or it continues to stay active.
01:53 The Mate window stays open, so I can continue just to pick pairs of faces to mate together.
01:58 If I pick this face here and I pick this face here, it creates another mate, and
02:04 this time it chooses Coincident because it's saying you're picking two faces
02:07 that can be easily coincident. It makes sense.
02:10 We could also change that to Parallel or distance if we wanted to as well,
02:14 but SolidWorks just assumes one, and you can always change it to something
02:18 else if you'd like to.
02:19 Once you're happy with that, you click on OK, and then I'm going to close that Mate window.
02:23 Now notice this part here. It's got a little spacing up there because we
02:27 mated the front of this face, put that face there. And I can spin this part
02:31 around right now, still because we notice this little negative or minus sign
02:35 in front of that part.
02:36 That means the part is not fully defined yet.
02:38 Now I'm going to click on that part here and I'm going to show its right plane,
02:43 and then I make sure to turn on Planes so we can see them.
02:45 Then I am going to go ahead and hide these other planes here, so we don't see
02:48 those while we are mating things together.
02:50 So I mean you can always turn planes on and off just like that, to easily see
02:56 where they are, and planes are a really great way to mate and we're going to go
02:59 and cover those in a future chapter here.
03:00 So now while I move this part around, you can see that that plane's
03:03 spinning around, right?
03:04 There are no degrees of freedom if we were to lock that plane down.
03:08 So for instance, I'll say like that plane there and I'll mate it to like the
03:12 outside of this and I'll say these are actually going to need to be parallel.
03:15 As soon as I do that, let's look at this part.
03:20 Notice it used to have a minus sign in front of it and now it doesn't.
03:23 That means it's fully defined. So most items we're going to need a minimum of
03:26 three mates to fully define their location.
03:29 Now you don't have to have fully defined parts; that's fine.
03:32 We might want this thing to be able to spin around here and that's fine.
03:35 But just keep that in mind. If you see a little negative sign there, that means the
03:38 parts are not fully defined, but now it is, right.
03:40 So we've locked the plane, so the orientation, we've got the face, and we know the
03:44 location, where it is.
03:45 Let's try a couple of more here.
03:48 This time this is kind of like a small screw or a representation of a screw
03:51 without the threading and things like that in there.
03:54 Make sure we want to put that in to the hole.
03:55 We also have this angle or the chamfer that we're going to mate to this
03:58 other chamfer here.
03:59 So we have a bunch of different Mate options.
04:01 So first let's get into the Mate window, let's click on the outside face, and
04:06 click on that, and then we're going to spin around, and this is the other face.
04:09 So the best way to think about mates is to say it out loud.
04:12 You say, I want the outside of this screw and the inside of that hole and
04:16 that's you mate pair. As soon as you pick that pair then move into position and now that's mated.
04:21 Once you have a mate now these things can move around.
04:23 So I can drag this up and down, but the mates are always going to be established here.
04:30 And if you look at the mates over here at the very bottom of our Feature
04:33 Manager, I can expand that box out by clicking on the plus and then I've
04:38 got all the different mates, and I can click on them to highlight them and
04:41 they'll show the pair that's being mated together.
04:44 That last mate we did, which is Concentric Mate,
04:46 if you didn't want that one, you can just hit Delete and delete that mate.
04:50 Now I can move this thing around anywhere I wanted to.
04:53 To put it back, just go Mate, select that pair, select that, and there we go.
04:59 We have a couple of more mates we're going to add to this.
05:01 So this time I'm going to pick this face here.
05:03 Pick that face there, come up here and I pick that face there, and I'm going to say Coincident.
05:08 All right that brings that down into the hole.
05:11 So we've got a nice mate here.
05:13 And in fact, if we think about those mates making, those two coincident, we
05:17 actually don't need the mate before that.
05:20 This one here, it's redundant.
05:21 All right, because by making these two faces here coincident it actually just
05:25 establishes both the location and depth that's going to be in there and the
05:29 concentricity, all in one shot.
05:30 So if I got rid of this one here, I can just click on it and hit Delete,
05:33 it's not going to hurt anything to have it there, but I can now only spin this
05:38 part; I can't move it up and down or I can't move it right or left.
05:40 All right, so it's fully defined.
05:43 And notice I'm using faces; I'm choosing faces to mate things together.
05:46 So, the priority of mating is number one, most powerful thing would be choosing
05:52 the fundamental planes, right because the planes are always going to be there.
05:55 They start there when you start your part.
05:56 So if you mate a plane to another plane, it's going to be the most solid mate you can choose.
06:01 Secondly would be faces.
06:03 If I pick entire face to mate to something else, that's probably going to stick around.
06:07 Whereas if I pick an edge to mate something else, if I were to chamfer that edge
06:11 or radius it or just something else of that, as soon as that edge is no longer
06:15 there, that mate's going to fail.
06:16 And so let's try a couple of failed mates.
06:18 Now notice this part here.
06:21 We've got the back of this part.
06:23 Right there I can select that part, by grabbing the back of the part.
06:26 Now I am going to say that back of that part, let's mate that together with this face here.
06:30 As soon as I do this, it's going to say hey, both of these are already fully
06:34 defined, but I'm going to say it doesn't matter. I'm not going to put it on
06:36 there. I'm going to say okay.
06:38 But it's going to warn you hey, we can't do that. It's going to cause errors.
06:43 But if were to change something in these parts to make one of these mate faces
06:48 go away, it would change the way this is mated together.
06:51 So I'm going to open that part here, and I'm going to go and I'm going to select
06:55 that top face, and I'm just going to draw a rectangle over it, and I'm just going
07:03 to cut a little bit away.
07:04 I'm just going to trim off just a little bit of that, make it a little thinner.
07:06 So now I have changed that part.
07:08 When I go back to that assembly, it says update the thing, and then I say OK.
07:14 And now look what happens. It says we got all these red errors. It's just saying
07:18 hey, this Coincident Mate can no longer do because that face is no longer there.
07:22 All right, it's moved in. We chopped off that face.
07:26 It's highlighting the two faces or the two parts that actually made up that mate pair.
07:30 So we've got this part here, and it's showing that mate again is in there, and
07:34 each part itself has the mates that are assigned to that.
07:38 So the mates that are inside the part are the exact same mates that are down
07:40 here; they're just listed twice.
07:42 This is all the mates in entire assembly, and these are the mates that only
07:46 apply just to that part.
07:47 All right, so if I go ahead and I delete that mate here, click OK, it fixes all the mates.
07:52 But now the problem is is that's free-floating.
07:55 Move it in now. So I need if we go back and re-mate that to fix it, and there it is.
08:04 These basic Mate tools will help you build your models.
08:07 When building mates, try to choose items that are stronger versus weaker or
08:10 easier to break. For instance parts start with three fundamental planes and
08:14 we cannot remove them.
08:15 So if you mate two planes together, there's no way to break that mate.
08:20 However, if you mate a corner point of your part to something else, anything
08:23 that changes that point will break that mate.
08:26 Try to think about the easiest and most robust way to mate parts.
08:31
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Matching part sizes accurately in the parametric prototyping environment
00:00 The most powerful benefit of using solid modeling is to virtually create objects
00:05 and assemble them together in the computer.
00:08 This allows us an opportunity to foresee potential problems way before the first
00:12 prototypes are made.
00:14 An added benefit is we can directly generate the files needed to produce rapid
00:17 prototypes like SLAs, FDM, or 3D printed parts.
00:22 On the screen here, we've got a block and we've got this little washer-looking
00:26 part, and we're going to assemble them together.
00:28 So number one, we've got a mate already established here, and I am just going to
00:31 delete that mate, so we can re- add it and that mate is right here.
00:35 I am just going to find it in the tree just by highlighting over each pair.
00:38 Then I want to get rid of that one there. I am just going to go back and
00:41 re-create that to review.
00:43 So right now, these parts are free-floating.
00:45 I can move it around a little bit. And I am going to click on this outside face
00:49 here, select mate, and take that inside face there, and it's going to give us a
00:54 coincident mate. Highlight it up, and click OK, and there we go.
00:58 Now I can bring this part in and out, drag it in.
01:01 So I've got that degree of freedom.
01:02 So a couple of things I see. So I bring this closer together here.
01:05 So if I start mating it up, I might overlook this, but I think I wanted these to
01:08 be a slip fit, but not quite that loose, right.
01:11 We want it to slide over that, but not to be so sloppy like that.
01:15 And secondly, I want to mate this back face here to the back of that washer.
01:19 I am going to click there and I am going to pick that mate.
01:22 You can always pick the pair first, so you can save that face, hold on Ctrl,
01:26 select the other face, like that.
01:29 Then select mate, and then it just automatically puts that pair together, and it
01:32 pre-highlights them both.
01:33 It makes it an easy way to select things.
01:35 Once you have it look good, click OK, and now let's mate it together.
01:40 So now this part is stuck on there.
01:42 Two things we want to go back and edit. Number is is this hole is too big
01:46 for this shaft. And number two, we want to thicken this up so it's the same
01:51 length as this boss here.
01:52 So we're going to do that two different ways.
01:54 Number one is I am just going to click on the part. I am going to go Open part.
01:57 We get this in-context dialog when it pops up anytime that we just click on a part.
02:01 And so just click on with a left-click. It's going to pop up an open part.
02:05 We can open it, we can edit it in context, we can hide it, we can change
02:09 transparency, we can suppress it-- a lot of things we can do here.
02:12 We're just going to do the very first one called Open part.
02:13 That's going to open up that part there. Delete this little sketch here, and
02:19 we're going to go and click on that sketch, and we're going to edit it, just like
02:24 we did when we changed the parts around.
02:25 And now I have got a 2.25 and that shaft we had in the other part, let's go find
02:30 out how big that shaft is.
02:31 So before I go and change this, let's go back to the assembly and take a look.
02:35 We're editing the part, so it's hidden for right now.
02:39 But, I am going to go ahead and I am going to show the Tools palette down here
02:43 and the tools right here, and they show up on the side.
02:47 Now, I am going to go back and actually get out of that sketch here. That part
02:52 is going to come back.
02:53 So before we do that, let's go back to the assembly and update the part,
02:56 and I am going to use the Measure command.
02:58 That's part of the Tools palette.
03:00 So I click on the Measure and then I am just going to click on that face.
03:03 It says okay, here is an Area, here is a Diameter, here is a Perimeter, and the
03:06 Diameter is what we're looking for. So it's 2.0.
03:08 We can do a little inspection to figure out what's going on.
03:11 So now, we have a 2-inch diameter.
03:13 So I am going to go back to that part now, go back and edit that sketch, and I
03:18 want a slipfit, so I am going to change this to like 2.005.
03:20 So we're going to make it a 5000th of an inch larger than a 2 inch, so it's going
03:25 to give us a 5000 slip fit. Click OK, modify that.
03:29 The way I have it designed here is the 1 inch over, so it's going to change that
03:32 outside diameter too.
03:33 So I am going to click OK.
03:34 We go back to that assembly, and notice that part automatically updates, and now
03:39 it just slides over that shaft.
03:42 The next thing we want to do is we want to change the thickness of this washer, so
03:45 it's the same length.
03:47 To do that, this time I am going to use an in-context editing technique.
03:50 So I am going to click on the part, and I am just going to say Edit part.
03:53 Now, I am editing in context to the assembly.
03:56 So I am going to go back to that part, and notice over here in the tree, it
04:00 highlights it in blue.
04:01 I can go back in here, and now I can actually change any of the features that
04:04 when we created that part.
04:05 So I am going to click on that and say Edit Feature, and right now it's using a Blind Extrude.
04:10 So instead of Blind, I am going to say Up To Surface.
04:12 And the surface I am going to choose is actually part of the block, not the part
04:17 itself, so it's a different piece. And as soon as I click on that, it changes it
04:21 so it's actually related now to the base block that it's on.
04:26 Click on OK and then when I want to get back into editing the assembly, I click
04:30 on that, and notice the washer has now changed. It's in context of this and it
04:35 just allows us to quickly and rapidly adjust parts so they fit together well,
04:39 all in the computer.
04:41 Prototyping in a computer is fast, economical, and easy.
04:45 Leverage the power of SolidWorks and the variety of tools that are available to
04:48 build, compare, and analyze your designs.
04:52
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Working with subassemblies
00:00 Just like we can combine other parts, we can also assemble other assemblies.
00:05 The tools are the same.
00:06 All we need to do is drag a few subassemblies into a new assembly.
00:11 To get started, I've got four parts here.
00:13 And what I want to do is I want to combine this part, this part, and this part
00:17 into a subassembly, and then we are going to add that subassembly to this tray.
00:21 And we can actually add multiples of that.
00:23 If you think about it, if I didn't create the subassembly, I would have to
00:26 add this part, then add that part, and then the third part, and each time we
00:31 want to add it to a new little slot here, a little hole, we are going to put that in container. Let's get started.
00:36 I'm going to open up this part here, and I'm going to say, one easy way to
00:40 actually start an assembly is actually start right from the part.
00:43 Let's say File > Make assembly from part.
00:48 What that does is it just drops that part right into the assembly, selects
00:52 it over here, and just click OK, and there it is. Just quick way to get into a new assembly.
00:58 To assemble that together, let's go back here and tile our windows jorizontally
01:00 so we can see them all.
01:01 Now I want this part here, so I'm going to drag in, and then I want the cover and
01:06 I'm going to drag that in too.
01:09 So that's my subassembly.
01:09 We are going to use a couple of techniques here to mat these together.
01:12 One of the ways I'm going to do that is I'm going to turn on the Temporary
01:16 Axes, so each one of these has an axis in the center of it, because they are
01:19 all revolved parts.
01:20 Okay then we will click on Mate, and I'm going to mate together this axis here
01:25 with this one here.
01:26 That just puts that cone inside of our container here, so we can move it up and down.
01:32 Then I will use one of those Coincident Mates, so I'm going to say the bottom of that container.
01:36 Then I'm going to spin it around and pick the bottom of this part. It puts that right in the
01:40 container. And let's put the cover on.
01:42 So I will select that axis there and select the axis here. That brings the cover
01:47 directly over the part.
01:48 I can still move up or down. And then I'm going to pick like this little edge here, spin
01:52 that around, and grab the bottom of that and mate those together.
01:56 All right, so we have done a little more mating practice here.
01:59 Now that we have mate all these together, we have assembly9,
02:02 so I'm going to go out and save that.
02:04 You got to make sure you save here subassembly before you can import it
02:07 into another assembly.
02:08 So I am just going to call that 11.5. Save that out.
02:13 So now we have an assembly. We are going to now put into another part.
02:16 So let's go back and take a look at all the things we have opened.
02:19 So this part here is the 11.5-1. I'm going to open that up.
02:24 It's just a part, right, so we want to put that into an assembly itself.
02:27 So I am going to go File > Make assembly from part, and I'm going to start with
02:32 that part there. There it is.
02:33 Okay, now I am going to start dragging in other parts or other assemblies.
02:37 So I'm going to Tile Horizontally again.
02:40 Now I could drag individual parts on if I wanted to, but I can grab this entire assembly.
02:45 And instead of grabbing it from the actual graphics window here, I'm going to
02:48 grab the icon over here in the tree, drag it all the way up here, and then you
02:52 can see the assembly comes into the other assembly. This is assembly10.
02:55 So now I have a subassembly inside of another assembly, so it allows us to
03:02 bring that. And then inside of that subassembly, I can see I that's made up
03:04 of these three parts.
03:05 And then I can continue to do that.
03:09 Here is that part, or that subassembly, and I can just drag it up to this new assembly.
03:13 Keep dragging them in as I need them.
03:15 So I can drag as many as I want to.
03:17 That's definitely going to be a huge timesaver versus having to bring each one of these
03:21 parts in and then assemble all three of those together for each single item and
03:25 then put it and assemble it together.
03:28 Now that we have some items in here, we can start mating them together.
03:31 So we know that this little inside face here and the outside of that part are
03:37 going to be mate it together, and probably the inside bottom there and bottom of
03:42 that container are going to get mated together.
03:44 And so that's my first mate, placing it right there on the tray.
03:49 So I can have those mates that apply on an assembly level as well.
03:53 So you can see, here are my different assemblies, and there is the icons
03:55 little bit different here.
03:56 This is a part icon and the subassembly has a little green corner to it
04:01 showing that it's actually an assembly and then that's made up of these individual
04:04 parts that go back in there.
04:06 And then the mates themselves can apply right there, and those are applying
04:10 on the assembly level.
04:11 So we are affecting these directly. And also if you open up that assembly, you
04:15 can see the mates in each one of those there.
04:17 They go up and make that part up. And as soon as you add mates to like a part of
04:23 this, you get another little folder called Mates in assembly10.
04:25 It's going to show you the mates that you have added to control that assembly.
04:30 Let's go ahead and just do a couple of more here, just to get the rest of them in there.
04:34 I will click on there, click on there. It's going to bring those together.
04:36 Click on the bottom there, spin it around, click on there. These are just
04:41 rapidly adding Coincident mates or Concentric mates, and let's do the same thing over here.
04:45 Click over here, click over here, and then it just brings them together.
04:49 You can do it in different orders too.
04:50 So I can go select this one here and put that one there.
04:54 The next thing I'm going to show is what's called a Multi-Mate. And we have a
04:57 bunch of items that have already mated to the same face,
05:00 we can use this. And notice this little like lightening bolt on the corner of
05:04 that thing. Anytime you see a lightening bolt what that just means, it's going
05:06 to make things rapid and faster.
05:08 Once I click on that, the Mate Selection, so this is the item that's going to be in common,
05:14 so the common one is going to be this one here, so that face and then the items
05:18 we want to mate to there.
05:19 So I want both the bottoms of these. I'll just click there and click there.
05:23 And then in one shot it does both of those mates at the same time, pretty handy.
05:27 By assembling one assembly into another, it automatically becomes a subassembly.
05:32 We can continue to nest assemblies into other assemblies.
05:35 The tree structure can be assembled in any way you want, with as much
05:38 complexity as needed.
05:40 However, best practice would be to assemble the parts in the same way you
05:44 would in real life.
05:45 Look for a series of parts that would be repeated, and then combine them
05:50 together into a subassembly to be put into the top-level assembly.
05:54
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Patterning in assemblies
00:00 In this movie, we are going to cover patterning.
00:02 We are going to do linear patterning as well circular patterning.
00:05 Now, patterns can be made from individual parts or subassemblies or even
00:09 top-level assemblies.
00:11 You can pattern just about anything you like.
00:13 If we look at this example here, this is one we finished in a previous movie,
00:17 and we kept adding individual subassemblies to this, and adding relationships.
00:22 And you can look down here, we have got a lot of relationships we added to
00:25 locate each one of these little jars.
00:28 And instead of doing all that work of adding a new one in, mating it up to all
00:33 the different references, we've got a bunch of holes here that could take quite
00:36 a while. But think about if we had hundreds of holes that we needed to put jars
00:40 in. That would really take a long time.
00:42 So instead of doing that, why don't we go ahead and use a pattern instead?
00:45 So what I am going to do is I am going to click and hold down Ctrl and just
00:48 select those three right there, and I am going to get rid of those.
00:50 I am just going to hit Delete and Yes to All.
00:53 Now I am going to select that one.
00:55 Keep in mind, this is a subassembly, so there's actually three parts inside of here.
00:58 I can either pick one of the parts individually or I can pick the whole
01:02 subassembly, no problem.
01:04 Click on the Subassembly and then click up here under Linear Pattern.
01:08 So Linear Pattern works almost identical to patterning in the part level.
01:13 First thing is which direction do we want to pattern in? And I am going to
01:16 select any edge going in that direction. I am going to pick that edge there.
01:21 And then it's asking you the spacing between the parts, and I believe it's 4
01:25 inches here. And we're going to say how many we want. There it is.
01:30 So as soon as I click on 2, there we've got our next pattern there.
01:34 You can see we've got all three parts in there. And it's easy as just going 1,
01:38 2, 3, 4. More patterns, so we've got 5 across that way.
01:42 And then same thing with direction 2, pick that top edge, and like I said, you
01:45 can pick any edge going in that direction.
01:47 I can pick this edge back here if I wanted to, or you could even draw a sketch
01:51 if you wanted a pattern going in a different direction.
01:53 I am just going to pick this edge here and put the same spacing of 4.0 and then take a look.
01:59 Notice we're going in the wrong direction. I can just flip that with the arrow
02:03 here, and there we go.
02:05 So we've got 3 going that way, 5 going that way,
02:07 and just that quickly we've established our pattern.
02:11 Now, if we wanted to remove an instance from there, first off, in here, we've
02:16 got the components we're Patterning, which is that of subassembly, and then
02:18 down here in Instances, if we click in this box, it gives me this little purple dot on each one.
02:23 If I want to get rid of any one of those, I could just randomly remove some of
02:27 the items if I wanted to, and they show up here as far as a matrix level,
02:31 third row second column, fourth row second column, kind of thing.
02:35 So if you want to bring them back, just delete them out of this box here, and
02:39 then they'll pop back in.
02:40 Click on OK, and there it is. Just that quickly we've got a nice linear pattern,
02:45 laying up all these parts.
02:46 And we've got a very simple tree here.
02:49 We've got the original base and then we've got that subassembly.
02:52 And then below Mate, notice that in the Mate we only have two mates in
02:54 this whole assembly. Pretty cool!
02:56 And then the linear pattern here and all those new parts under there.
03:01 And if I wanted to, I could actually suppress that entire thing to hide them
03:05 all. If I wanted to I can bring them all back, and I can also go in here and edit that.
03:10 I can change the spacing if I wanted to or remove certain items out of that group.
03:14 A lot of power in one simple command.
03:17 Click OK, and there we are. Okay.
03:19 Now I am going to jump over to the Circular Pattern, and I have a file open here
03:24 called 11.6-2. And this is just a plate.
03:28 Now, what we want to do is we want to Circular Pattern this one around, so
03:31 I've got one quarter of an enclosure kind of laid out. I just want to take that,
03:36 instead of having to make it four different times, and then assemble it
03:38 altogether, it makes it real easy just to go ahead and pattern that around.
03:42 For circular patterns what we need is a axis of rotation.
03:46 So before we can pattern things around, I need to add that axis in.
03:49 It's the same way we've been doing it before.
03:51 I am going to go up here to Reference Geometry and I'm going to say we need an Axis.
03:56 And the Two Planes method is probably going to work out best for us.
04:00 And I am going to pick the--let's see what we've got here. We've got the Top Plane and
04:04 the Right Plane. Those are the ones that are intersecting here for us.
04:08 So that's going to be right in the center of that shape.
04:11 And you have to pick these planes dependent upon how you drew your original sketch.
04:14 So this one was drawn on the Front Plane so that's why we have to pick that pair.
04:18 So just take a look at it in the Drawing view to make the correct selection.
04:22 Click on OK, and now we've got an axis to view around, and I am going to make
04:25 sure we're viewing our axes.
04:27 There it is, and there is our part we want to move around.
04:30 So, same thing, under Linear Pattern, there is a thing called Circular Pattern.
04:34 And let's just simply jump into this.
04:35 The first question it's going to ask me is, what axes? There it is.
04:40 And then second one is, what's the component we want to pattern? I am going to select it here.
04:44 I always try to select things from the tree versus from the Drawing window.
04:48 So I am going to pick that pattern there, and notice you can see a
04:50 little representation.
04:51 Right now it's giving us a 15 degree and there's two of them.
04:52 We probably prefer to have equal spacing, so it's going to put on the other
04:56 side, and we actually want 4.
04:58 So as you see, as we add those up, it just adds one more, adds one more, spin around.
05:03 And same thing, we can always remove an item if we wanted to take one of those
05:07 out of the grouping, but we don't in this case. Click on OK, and it's as simple as
05:12 that. We've generated a circular pattern of these parts,
05:15 and we can do that with as many parts as we want.
05:17 And we can also go back, just like we did with the linear pattern, and then
05:21 here are the parts. We can suppress these if we didn't want to see them for a
05:25 second, bring them back.
05:26 We can edit this pattern here, just by clicking on the Edit feature, and we
05:31 can change things around a lot of different ways here if we wanted to change
05:34 it through different angle or a certain amount of instances we wanted to put in there.
05:38 So a lot of power, again, in a very simple-to-use command.
05:42 So there you have it for the linear pattern and the circular pattern.
05:46 Patterning can save a lot of time and provides an easy way to modify the spacing
05:51 and quantities of parts or subassemblies.
05:54 If you find yourself adding more than a few of the same item to your assembly,
05:58 maybe a pattern can help out.
06:01
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Downloading pre-made parts from the Internet
00:00 One of the best ways to build assemblies is to not build the parts at all.
00:04 Standardized parts can be downloaded from a variety of web sites for your use
00:08 in your assemblies. Let's take a look.
00:11 The first web site I was going to show is 3D Content Central, and this is owned
00:14 by SolidWorks. And you can upload brackets and cylinders, hardware and bunch of
00:19 companies who do a lot of these type of products too.
00:22 And you can look at some of these companies, who they are, and you can browse
00:26 and search for items you might be looking for, download them into your model very quickly.
00:30 Next thing I'm going to show you is MiSUMi, and this is a configurable website,
00:35 so you can download all types of the products for mold designs and automation
00:39 components, press die components.
00:41 You can take a look at some of these.
00:43 We have like automation like linear motion, like shaft, bearings.
00:46 Go on the web site, configure the product exactly the way you want, and then
00:50 download it, maybe into custom machine and things like that based upon the
00:54 input data you give them.
00:56 Up here, another one called GrabCAD. There is all types of really neat models
01:00 that have been uploaded here.
01:01 They use SolidWorks models as well as models from other different companies in
01:05 3D formats like STEP and IGES that are uploaded here as well.
01:08 And then if you have some neat models you've developed, you can upload them,
01:10 share them with the community as well.
01:12 PEM Engineering, so they make PEM hardware like the captive fasteners, this
01:16 is very common in sheet metal type parts, but it can be used in machine parts as well.
01:20 You can search for a part number here, download the cad model, bring it right
01:24 directly into SolidWorks.
01:25 And the last one I am going to show you is McMaster-Carr.
01:28 And this is a great resource.
01:29 It's kind of like the world's best hardware store online, and you can download
01:33 the parts quickly here.
01:34 And if you order the parts, they normally show up in less than a day a lot of
01:37 times. It's a really great resource, and there is also some really good
01:40 information as far as technical data about the hardware and the materials that go into it.
01:44 So I am just going to download one socket and cap screw here.
01:46 So, notice how I can select which one I want.
01:48 I am going to pick that style right there.
01:50 Not all of their components have a download, but a lot of them do, so I'm going
01:54 to go over here and pick this socket head and go down to a size I am looking
01:59 for. I am looking for, say, 1/2"-13 and once I find the type of hardware, it gives
02:05 me a couple of options as far as what type. I am going to use Stainless Steel
02:09 and I got a choice of 316 or 18-8 and I can pick the length.
02:13 So say like this one here, it's a 1"1, so if I click on that item right there,
02:16 notice I get a few options here.
02:18 I get a CAD download, I get the catalog page or I can bookmark it.
02:21 Click on CAD and I get a picture of the drawing--it's pretty nice--and then I
02:26 can download it on all types of formats: IGES, PDF, SolidWorks,
02:30 STEP files. And then I can also get the technical drawings as an AutoCAD drawing or a PDF.
02:34 So I lot of times would download both the 3D SolidWorks file as well as like
02:38 maybe a 2D-PDF or 2D-DXF drawing, just so I can keep that as a reference in
02:42 maybe a reference folder I might design.
02:44 Pick the 3D SolidWorks, click on Save, and it says, open the file up, click OK,
02:49 and it's going to say Read-Only. That's great, and there it is, just that quickly.
02:53 I downloaded a file off the Internet and now I can take it, this little
02:55 component here, and save it out to my local directory and use it in my assemblies.
03:01 Downloading CAD models can save a lot of time,
03:03 and many times you will get an even better model.
03:06 If you're working with standardized components like hardware or off-the-shelf
03:09 items, make sure to check on the Internet.
03:11 You will be surprised at what you find.
03:13
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Working with pre-made parts bundled with SolidWorks Professional and SolidWorks Premium
00:00 If you have SolidWorks Professional or Premium, you have the option of using the Toolbox.
00:05 The Toolbox provides millions of hardware items that can be quickly added to your assembly. Let's take a look.
00:11 Here is a part that we've got four holes in, and these could easily be created
00:15 with a Revolved Cut, or we could use the Hole Wizard, which we'll be learning
00:19 about in Chapter 13.
00:21 And what we want to do is we want to add some hardware to this assembly.
00:23 To do so, over here in the Library we've got the Design Library, and notice
00:28 we've got the different blocks and then you have this thing called the Toolbox.
00:31 And notice it says it's not quite added in yet,
00:33 so we want to either click on this link here to add it in, or come up here to
00:36 the top and say Tools, and at the very bottom of that, say Add-Ins.
00:40 This also gives us a way to add in a lot of different features in SolidWorks.
00:45 We've got FeatureWorks, we've got the 3D rendering package, which is
00:48 PhotoView 360, we can use the Motion, the Routing, Simulation. And then down
00:52 here we've got Toolbox--we want to turn that one on--as well as Toolbox Browser.
00:57 And then if you want those items to show up automatically during startup, just
01:01 click and turn them on over here.
01:02 And once you are happy with that, click OK and that adds that in.
01:05 And then over here back in the Library, now we've got the Toolbox. And notice
01:09 it gives us this little window that says Toolbox is currently installed on this computer.
01:12 If you want to use it just for one user, that's fine; however, if you are
01:16 working with a group of people, it's best to have Toolbox installed on a server
01:20 or a community machine that everybody can access the same Toolbox files.
01:24 So I am going to click down here and look at some of the items that are available.
01:27 Click on the Inch Folder, and you can see there is Bearings, there is Bolts,
01:30 there is Screws, there is Bushings, O-Rings. You've got a lot of neat things you can add in.
01:34 So let's just take a look at Bolts and Screws for right now.
01:36 And what type of Screws, there are Countersunk Head if we want. And maybe we
01:41 want a Countersunk Bolt. And once we grab that, we're just going to pull it out
01:45 to the window and let go.
01:47 As soon as we do that, it's going to ask us, how do we want to configure
01:50 that bolt or that screw?
01:52 So first is what Size we want. We've got all kinds of different sizes here, and
01:55 I am going to start with a quarter 20 (1/4-20).
01:58 And what type of Drive we want, so it's a Slotted, that's fine.
02:02 And how long do we want to have it? So I am going to pick like three quarters of
02:04 an inch (0.75) and notice it changes on the fly for us.
02:07 And come down a little bit further, and how do we want it to display? Do we want
02:10 Cosmetic Threads and make it look a little fancier, or Schematic to actually
02:15 put the threads on?
02:16 This might look nice to have that in there.
02:18 However, it's going to add a lot more data to your model, so a lot of the times
02:22 you don't want to add all that extra weight to your models, so just maybe
02:24 Simplified is the easiest way to go.
02:26 And then click on OK, and that's going to build that model.
02:30 Notice it attaches to your Tooltip.
02:32 So now if I want to go place this, I can just click anywhere I want to place
02:35 one, or I can actually automatically mate these together.
02:38 And if I hold down Tab, it will actually flip it upside down so I can change the
02:42 mating orientation, and I can just drop it right in the hole.
02:45 Same thing over here. Go over the hole. It just automatically will find a mate for you.
02:49 Hold down Tab, it's going to lock into the hole, and click OK.
02:52 So it's an easy-to-place hardware, and we can literally add millions of
02:56 different styles and configurations of hardware to our model just that quickly.
03:00 When you are done, hit Esc, and that turns that off, and now you've got these
03:03 holes in there, and you can see they've mounted in there.
03:06 And then if we want to go and work with this part here, we can just use our
03:09 standard mate techniques we've already used, use the right mouse button, spin it around.
03:12 We can click on Mate, grab the outside of that, grab the inside of this hole,
03:16 mate those together,
03:18 and then maybe bring that top of the screw here to the top of the part.
03:22 Something like that, it's a really easy way to Mate.
03:25 So you can do it both ways.
03:27 If we are using a lot of hardware in our design and we are sharing it on the
03:30 server, that's great, but what if we want to send our design to somebody else,
03:33 maybe a manufacturer, to build those parts?
03:35 We want to make sure that that hardware is included with that assembly, because
03:39 right now it's stored in a different location.
03:40 So I am going to go up here to File > Pack and Go. If I click on Pack and Go, it's
03:46 going to go out and find all the items that are part of this assembly.
03:49 This is a brand-new assembly so I haven't saved it yet, so we probably want to
03:51 save it first. But it's called Assembly Two and then it's made up of
03:54 11.8-1, and then this new countersunk bolt that we just found.
03:58 And you can see where it is in the folder, its name, and then where it's being
04:02 saved to, and then a lot of other information here. In this folder, you can
04:07 go see where it's located at.
04:08 So first off, this one hasn't been found because we haven't saved it out yet, so
04:12 let's go ahead and do that before we go any further.
04:14 So let's cancel this, let's go File > Save As, and we are going to save it right
04:19 here. We are just going to call this one 11.8, and click on Save, and that's
04:24 going to save that. Now we have 11.8 assembly.
04:26 Now, let's go back to the Pack and Go.
04:28 Now you can see it's saved out correctly.
04:31 And then in the folder, we can see where it is, so it's in Ch 11. That's great.
04:35 And then this one here, notice it's in a different folder.
04:37 So we want to make sure we have a folder that has all the items in one.
04:40 So we can click here and find out which path we might be using for that, and you
04:44 generally don't want to save it into the same folder you're already in.
04:46 Choose a different folder to save it to, and it's going to copy all those items
04:49 and put it in that folder, so you have a second copy of it.
04:52 The other great thing you can do is click on Zip the file out.
04:55 So if I want to just take all those files and put it in a new folder and zip it
04:58 up, this is the way to go.
05:00 And by the way, that's also a great way just make a copy of your design at any
05:03 one stage you are at. You can just make a zip copy, have everything in there,
05:07 and then any time you want to come back to an older version of your files, they
05:10 are all in that zip file, which also makes it really easy to email out or put on
05:13 a FTP server if you need to send a lot of files.
05:15 A couple of other things on the top here. If we have drawings, which we haven't
05:19 covered yet, we can also include those.
05:21 We can include simulation results, as well as a few other things in that package.
05:25 So it's really a great way to add everything up and make sure that there's
05:28 nothing missed from that design.
05:29 Once you are happy with it, click on Save and we are good to go.
05:35 Toolbox is a great way to quickly add hardware to an assembly.
05:38 If you are working with others or sending the files to a manufacturer, make sure
05:41 to use the Pack and Go Wizard to pack those files up so they are in a nice ZIP
05:46 file and all the files are included.
05:48
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12. Advanced Mates
Mating parts with coincident, parallel, and distance mates
00:00 Mates are very similar to sketch relations.
00:02 We need a minimum of two parts and an idea of how to connect the parts.
00:07 Much like relations, we have all the basic ways of aligning parts, for example,
00:11 Coincident, Parallel, Collinear, Distance, and a whole bunch more.
00:15 Coincident is the most common of these mates, and attaches two items together by
00:19 touching the selections.
00:21 In general, most parts will acquire three mates to fully define their
00:24 location and orientation.
00:26 So we have got an assembly here with just one part in it, and I am going to go
00:29 ahead and just tile horizontally and just drag a couple of additional parts
00:33 into that assembly. Okay, there it is.
00:35 I can move these parts around, get them oriented kind of the way we are going
00:41 to start assembling. So we will start with this part here.
00:44 We will click on the mate, and my selections here, I am going to choose this face here.
00:49 So I want to mate this block down to that face.
00:52 Now, first I am going to show you what not to do, or what's going to maybe
00:55 cause some problems.
00:56 If I just pick like this point, this corner of this block, click OK, it's going
00:59 to move that and make it touch.
01:01 Here is the problem though: as I move this thing around, it's touching, but if
01:06 we look at the part itself, only that one point is touchin. So I can have the
01:10 block that's inside of there, I can spin this thing around, there's a lot of
01:13 things that can happen.
01:15 But that part is really not very constraint, just really just that point that's
01:19 touching and everything else is just wiggling around.
01:22 So let's go ahead and delete that mate.
01:24 Hit Delete. The next Mate is going to be a line point.
01:29 So I am going to hit Mate, and I am going to choose this line here on the
01:32 edge and that face.
01:34 So now it's going to bring that edge down to touch.
01:37 And now what we are going to have is kind of like more of a hinge type of mate.
01:40 So it's going to rotate around that point, but it's really not locking it down.
01:43 So those aren't quite as powerful mates as if we picked the whole face.
01:47 So I am going to go back and undo that and cancel that.
01:50 So take a look at the mate, so there is no mates now, we are free to move around.
01:53 Let's go back and mate that face here to actually the entire face, and now that
01:58 brings that all the way down and constrains it in, in at least two dimensions.
02:01 Now, this block moves around or I can drag it around the screen if I needed
02:05 to. Let me start adding some additional mates here.
02:07 Let's take a look, go down to Mates. Let's go down to Parallel.
02:11 So Parallel is going to mate just two faces that are parallel.
02:14 Now, we can use lines as well, but like I said, lines are just not as powerful
02:18 as the full faces are, or surfaces.
02:20 So let's pick a whole surface versus a line.
02:22 Pick that surface there, and there is a face here, and those are going to be parallel.
02:28 So now in Parallel, we still move this thing around; it just blocks the
02:32 orientation so they are aligned at least, so you can move it in and out.
02:35 Now that we have a parallel relationship. I can move this around, and if we add
02:40 another mate, this time we can go to Perpendicular.
02:43 Now, Perpendicular would actually add almost the same thing.
02:46 So Parallel and Perpendicular, but I pick a different pair, so I pick this face
02:49 here and that there.
02:51 So I will pick this and--hold on, we have got too many things chosen.
02:55 If I select too many things, I can always go in this box and hit Delete to take them out.
02:59 Pick there, pick there, and say Perpendicular, and that's going to be fine.
03:05 Now, we have two mates that are actually doing the same thing:
03:06 we have a Parallel and a Perpendicular.
03:09 And the reason I added those-- you can see Parallel here and the
03:12 Perpendicular there--as long as they don't violate each other, there is not
03:15 going to be any problems.
03:17 But really, these are redundant. They are doing almost exactly the same thing.
03:20 So we can get rid of either one of those and it won't cause any problems.
03:23 The blocks still lock down.
03:26 Go back to the Mate, and this time I am going to put in a Distance.
03:30 So down here, as far as Distance, I can type in a number, and I can choose a pair.
03:34 So I say this face here, that face there, and we give it a number. Or I can
03:38 change that number, say like 2.0.
03:40 I am just going to span that out.
03:43 It's not going to give you a hard number of distance, it's going to place that
03:45 block at a certain place, right up along that other edge now.
03:50 Those are our basic mates.
03:51 Let's spin this thing around over here on the other side, and let's take a look at this pair.
03:55 So I am going to do a Mate here, let's just say this face here, click on Mate.
03:59 And by the way, I can pre-select these two faces, so I can pick that one, hold
04:02 down Ctrl, spin it around.
04:04 Let's select that other face first and then notice I get this in-context pop-up
04:09 window and I can click on Mate right there and it mates those together.
04:12 Now, we want this to kind of be in here first. And right now it's kind of at a
04:17 different angle, so let's play with a few of the other ones.
04:20 So one of the mates we can do is an Angle Mate.
04:22 So I can say like this face here and that face there, and I can choose an angle, so 30 degrees.
04:29 And if I change that, notice that block, it starts moving around.
04:32 I can change that angle, adjust to that face, and I can zoom in, zoom out, so I can
04:37 adjust that to an angle if I wanted to.
04:39 And I can also flip the direction, the other side if I needed to, and you can
04:43 change the alignment by flopping it to the other side if you wanted to as well. Click on OK.
04:47 But that's not the orientation we're going to need to get that in there, so to
04:50 fully define this thing, let's go back, cancel out of that.
04:53 Let's go to Mates, let's delete that angle.
04:55 If you ever want to change or modify or delete a relationship or a mate, we
05:00 can go down here and just click on it and then say Edit that feature, and we
05:04 can go back and change it.
05:05 We don't necessarily have to delete it and then reapply it; we can just go ahead
05:08 and go back in and edit that feature or that mate. Click there.
05:13 But in this case, I actually do want to get rid of this, so I am going to hit
05:16 Delete and there it goes.
05:17 So to bring this in here, first I have got to save this into to this block here
05:21 and mate it together with the end of that.
05:23 And then we have got our relationship.
05:25 We can slide this up and down, and we are probably just going to go ahead and
05:29 use another coincident mate here to just lock these two together.
05:32 All right, there it is.
05:36 These mates will handle most parts with flat sides.
05:39 As you get used to the Mate tools, you will see the SolidWorks generally chooses
05:43 a mate based upon the selections you make.
05:45 You still have the option to change the mate; however, it gives you a
05:48 good starting point.
05:49
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Mating parts with tangent and width mates
00:00 In this movie, we're going to cover the Tangent mate and also the Width mate.
00:04 The Width mate is a great tool to center one part within another.
00:08 Many times, when there is not a plane to work with, or some other easy, center-
00:11 aligning feature, the Width mate can solve the center alignment.
00:14 You can even handle the case with uneven sides or angles.
00:18 But first, let's take a look at the Tangent relationship.
00:21 So we will click on Mate, and I've got this part here.
00:24 We are going to make that so it actually rolls or slides around the outside of this part here.
00:28 That's where we are going to jump into this Tangent relationship.
00:31 So first, I am going to select the pair.
00:32 If I click over here on this face and click on this face here, by default,
00:37 SolidWorks thinks what we want is a Concentric mate, and that would be fine for
00:41 some circumstances and I would add that.
00:43 But if we didn't, we can actually go right next to it, and it's a
00:46 Tangent relationship. Click on that one.
00:48 Notice it pushes it out and just makes the two faces tangent to each other.
00:52 Click on OK, and then we have the degree of freedom.
00:54 I can actually roll over this part right around there.
00:57 These two faces we are going to be touching.
00:59 I have two circles here, but if we had, like, a wheel and you wanted to roll down
01:03 the road or something like that, we could attach the wheel to a tangent
01:06 relationship along the track and I could easily move it forward or backwards. Or
01:09 we can have things that roll around and things like that with tangent.
01:12 So it makes it really nice.
01:13 The second case we are going to look at is the Width mate.
01:17 Now, I've got this part here that's locked in there.
01:19 I am going to click on that part, and we are going to expand it out.
01:22 Now you look in here, we've got the mates, and this thing's got three
01:25 mates attached to it.
01:26 It's got that side there, and it's got this one here.
01:29 So I am going to delete these two here, that one, and that one, just by hitting
01:34 the Delete key on my keyboard by selecting the mates.
01:36 Now we should be able to move around.
01:38 Now these happened to be the exact same size, if you look at them, but what if we
01:43 went back and change that part?
01:45 So let me go back and open this part here, and let's go back and edit that
01:49 sketch. And as you can see, we've got a part that's a little bit bigger.
01:52 So I am going to change this one to 1.25, and we'll change this one to 3.25.
01:59 Now this wedge is a little bit smaller.
02:02 I am going to go back into that assembly, and you can see there is a
02:06 little space there.
02:08 If we were to go and make a mate between like this edge and that one or that face
02:14 and that face, now the parts are here.
02:16 But if we wanted to--for instance, you can use a Coincident mate, so we will
02:20 hit this face here.
02:22 Now the problem is, is well, we've got this gap here at the top, right, and
02:26 that's not really what we want.
02:27 We want things more symmetrical if they are going to fit inside there.
02:30 Obviously, that's not going to work out as far, as that mate there.
02:33 So Coincident, let's get rid of that one.
02:34 What we do have is a thing called a Width mate.
02:37 It takes care of this situation for us.
02:39 I am actually going to delete this other coincident relationship right now too.
02:43 So I can still move this out here.
02:45 So a Width mate looks for a pair.
02:46 So I am going to Mate, and that's actually under, not our Standard Mate palette,
02:51 but if you look under here, we have a thing called Advanced Mates.
02:53 So Advanced Mates has got a bunch of different mates we are going to look
02:56 at. And keep in mind, there's also a thing called Mechanical Mates down here,
03:00 and we've got things like Cams, Hinges, Gears, Rack Pinion, Screws, Universal Joints.
03:05 These are more advanced mates that we are really not going to cover in this
03:08 course, but I just want to let you know they are there if you need to take a
03:10 look and try to play around with those.
03:11 Let's go back to Advanced Mates, and we are going to cover several of these, but
03:16 right now we are just working on the Width mate.
03:18 When I select Width mate, it gives me two choices.
03:20 It says one, the first thing I want to know what are the Width selections?
03:24 I am going to spin this thing around.
03:25 I want to pick this face here and this face there.
03:29 So basically, we want two pairs, so basically what's going to fit between those
03:34 two faces, and then my Tab selections is going to be the tab on this side and I
03:39 am picking on this side as well.
03:40 And let's say it's going to make the distance between these two faces and these
03:45 two faces exactly the same.
03:46 I am going to click on OK and that mate the lines.
03:49 Now notice, as I move that in there, it's the same distance between the spacing here
03:54 and that spacing there.
03:55 Click on OK. Then I can go ahead and maybe add that relationship back at the end here,
03:59 just so you can see it a little better.
04:02 So it handles the case of always fitting that perfectly between the two faces.
04:06 Now what's even cooler about this feature is if I go back and I change this
04:10 part, right now those outside edges are aligned.
04:13 If I were to change this to like 2.0 and click on OK, the part
04:18 drastically changes.
04:19 If I go back over here to the assembly, it updates. Guess what?
04:23 The Width mate has no problem with it. It says, "No problem. I can handle that. I
04:27 can figure that out for you."
04:28 So even though these faces are not parallel at all, it still finds the best fit
04:33 and puts it directly in the center between the two.
04:35 The Width mate command is very handy.
04:37 It can solve mate problems that would otherwise lead to lower-quality mates.
04:41 This is an advanced mate and it does take more system resources,
04:44 so only choose this option when simpler mates will not work.
04:49
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Mating parts along a path
00:00 The Path mate is very handy when you want a part to move along a specific path,
00:05 specified by a sketch.
00:07 And to saw how it works I've got a plate here, and on the plate I've created a
00:11 sketch on the top plane to define my path. Then I've added in this little cone here,
00:17 and in the bottom of my cone I've added a point.
00:19 Now you could also use the Origin, but in case you didn't have the origin right
00:22 at the bottom of the part, you can always add a point or some type of a sketch to tie into.
00:26 So I want to make sure I go and View > Points.
00:31 So my first mate, so I'm just going to say, at the top of this plate here, and
00:34 then I'm just going to spin around. I'm going to grab just the bottom of that
00:37 part there, and let's do a typical coincident mate.
00:41 Now I've got that plate there with the cone on top of it, and this can
00:47 slide around now.
00:48 So now what we want to do is we want to lock this cone onto that path.
00:52 To do so, I am just going to click on Mate and then come into not the Standard
00:57 Mates but beloe that, the Advanced Mates. We have one called Path Mate.
01:02 A Path mate is pretty simple to set up.
01:05 The first question it's going to ask is I need a vertex on my point.
01:08 So I am going to use that point right there, and then in my Path Selection right
01:12 there, I'm just going to choose that path.
01:13 As soon as I do that, it's just kind of brings that point over and lays it right
01:17 on top of that path. And just to point something out is this point has to be
01:22 right on the bottom of that part.
01:23 If it was in the middle of that part for instance, it would violate that mate
01:27 because you've already made a Coincident Mate with the bottom touching the
01:29 top of that plate here.
01:31 That definitely needs to be on the bottom or on edge or something like that.
01:34 Click on OK, and now we've got that mate set up. And as I grab this part here, we
01:40 should be able to drag it along that path.
01:44 It just smoothly slides along that path. You can go anywhere you would like to take it.
01:50 The Path Mate provides a nice way to move parts along a fixed length and path.
01:55 With a little preparation, the Path mate can provide some very handy advanced
01:59 motion for your assemblies.
02:01
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Mating parts by aligning planes
00:00 When we start a new part, we have three planes and an origin as a starting point
00:04 to construct a new part.
00:06 None of these can be deleted or modified; therefore, if I use this to mate parts
00:10 together, they are unbreakable mates that are easy for the computer to solve and
00:14 provide for automatic centering.
00:17 As long as we design origin-centric, this type of mate will be perfect.
00:21 There are a few things to make creating mates like this easier.
00:25 We're going to start by viewing the planes that are going to be used as the mate pair.
00:29 So I have this block here, and I am going to click on the Plus to open up
00:33 this dropdown. And I want to see the Front Plane, and notice it shows up
00:38 here in the Right Plane.
00:39 So those show up. And then I'm going to do the same thing for the cone, click
00:44 down here to the Front Plane, and show that one, and then go down to the Right
00:47 Plane, and show that one.
00:48 Now if for some reason you are not seeing these, you can always go to View and make
00:52 sure we have Planes turned on; if I turned that off, they just hide.
00:55 Go back to View > Planes and it show up.
00:57 So you don't need to turn on all the planes, just the ones that you are really
00:59 going to be using your mate pair.
01:01 So our first mate, we're just going to use a Coincident Mate, just to put the
01:05 cone on top of this block.
01:07 Select the top of that block, select the bottom of the cone, and that just makes the
01:12 first mate pair there.
01:13 So now we have a cone who is sliding around on the block.
01:17 I am going to place it right here for now.
01:21 My next mate is going to be just picking this pair, and we're just going to use
01:24 the Standard Coincident Mate like we've already learned.
01:26 So I'm just going to select that plane here and that plane there, and they come
01:32 together. And then same thing now we have got another degree of freedom
01:34 back and forth this way.
01:36 So just go ahead and pick that pair, so the Right Plane there, and the Right
01:40 Plane there, and notice those come together. Pretty simple to do, as long as you
01:44 can see those planes.
01:46 Now these planes being made together makes for a very, very powerful mate because
01:50 these planes are there from the very beginning when we created these parts.
01:53 So if I completely change these parts, those plane mates won't fail.
01:57 There is nothing to fail about them because they are the fundamental building
02:00 blocks for that model.
02:01 They are also quite easy for the computer to solve, and it gives you automatic
02:05 symmetry. It puts it right in the center of that part.
02:08 Keep in mind, when you're designing though, make sure we are origin-centric; we
02:10 have got the origin in the center of our part. That way everything will
02:13 automatically align. It makes for building assemblies very easy.
02:17 Plane mates are the strongest type of mates, and by using them, you can build
02:20 almost unbreakable assemblies.
02:23 In small assemblies this might not seem like a big problem; however, as your
02:26 model grows, having failing mates can cause a cascade effect that can really
02:31 make for a bad day.
02:33
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13. Hole Wizard
Getting started with the Hole Wizard
00:00 The Hole Wizard provides a quick way to generate a variety of standard size
00:04 holes for screws, tapped holes, counterbores, and the ability to easily change
00:08 from one style or size to another.
00:11 Let's have a block open up here and we are going to add some holes to that.
00:14 So the best way to use a Hole Wizard and the Hole Wizard is located here under
00:18 the Features and Hole Wizard.
00:19 And before actually opening the Hole Wizard, select the face first and then jump
00:23 into the Hole Wizard.
00:24 Okay, you have got a bunch of choices here.
00:27 So starting at the top here, we have got what type of holes; we've got
00:30 counterbored holes, we have countersunk holes, we just have simple holes here.
00:33 We have tapped holes, pipe tapped holes, and then you can actually make a
00:37 customized or a legacy-style hole by changing and putting the values yourself.
00:41 Below that, we've got our Standard, which we are going to cover in the next
00:45 movie, but you have got a bunch of different types of fasteners and holes that
00:49 we can select from to choose those type of fasteners, but, your most standard
00:53 probably would be ANSI Inch or Metric, let's choose that one.
00:57 And then from there we have got a variety pack of types of screws.
01:00 So we've got all these different things we can put in there as far as
01:03 counterbored holes for these types of screws, so binding head screws,
01:08 heavy hex bolts, pan heads, you get all these little choices down here,
01:12 socket head screws.
01:13 So I'm going to pick like a socket head cap screw for instance.
01:15 Don't want to get down here to Hole Specifications as it is going to ask me
01:18 the size and the fit.
01:20 So with the size I'm going to go down to pick like a standard size, let's pick a
01:24 big one to just make it easy to see.
01:26 So say like 1 inch and then a normal fit, or you can choose close or loose,
01:30 depending on how tight you want to make those fit tolerances, and if you click on
01:34 Show custom sizing, it's going to tell you what the actual values are.
01:37 This comes in really handy because most people don't know off the top of their
01:40 head, exactly the size hole I should be putting in my block, for a clearance
01:44 hole for that screw, or the size of the head of the screw or the thickness of the
01:47 head of that screw to make a nice counterbore, so most people are not going to
01:50 have that information off the top of their head.
01:52 So SolidWorks has a nice, table lookup to pull these values, and these are your standard
01:56 values, and if I change the values here, you'll notice that a couple of these
01:59 numbers will change depending on if we want a loose fit or a tight fit, as far as
02:03 the through hole there.
02:04 End Condition, come down here a little further, we've got Through All, we have
02:08 Blind, Up To Next, these are the same as kind of our extrude cut choices.
02:12 All right, so if I only want a hole a certain amount of inches deep I can
02:15 choose Blind, I can say Through All to make sure it continues to go through the
02:18 part no matter how thick it is, Up To Next, Up To Vertex, Up To Surface, so
02:21 a lot of that kind of repeats there.
02:23 So I'm just going to choose Through All for this one, and then you get an
02:26 option of Head clearance.
02:27 If you want it to be a little bit of more space above, countersink this screw a
02:30 little bit deeper than it would really need to be.
02:32 You can also add some countersinks to either the front side or the backside
02:36 or under the head countersink or far side countersink, just by clicking these
02:40 little tabs, these little checkmark boxes on, and we can adjust the way that this is.
02:44 Now keep in mind, anything that we fill out in here, these values are going to
02:48 propagate through to your drawings.
02:50 So make sure you fill it out correctly here -- it's a common error is the
02:53 End Condition, right?
02:54 Instead of Through All they say Blind and give it 20 inches, well that shows up
02:59 in your drawing as this hole is 20 inches deep, or your part only might be a half
03:03 inch deep, and it clearly goes through it, but you don't really need a drill
03:06 hole 20 inches deep.
03:07 So sometimes there is a little area for confusion.
03:09 So if you do want to go all the way through the part, it's best to check here Through All.
03:13 Once you've gone through and picked all these different choices out, then we
03:17 click on this tab here at the top which is Positions.
03:19 Now the way that the Hole Wizard will work is it just relies upon the Point
03:23 command, here is a Point command up here.
03:24 And so anywhere I place a point, it's going to put that hole.
03:27 I will click here on that face and notice it gives you a visual representation
03:31 of where it's going to be placed, and any where else I place a point, there it is,
03:34 it's just going to keep dropping those holes.
03:36 If I hit Escape, it will turn that off or I can go up here back to the
03:39 Point command and just unselect it.
03:41 Now if I've got a point on here and I want it, I can just make sure I turn the
03:44 Point command off first and then go and select that point and hit Delete and
03:47 just remove that point there.
03:49 I can also -- while I am in this mode, I can hit the Spacebar and look straight
03:53 down on these parts, I can move these things around.
03:55 I can use dimensions to dimension them out to the edge, to define where they are. All right,
04:03 as soon as I do that, notice the point turns black, the other ones are still
04:05 blue, so these are still moving around.
04:07 I can snap them to something like the origin, and then it's fully-defined with a
04:11 little relationship so we can add relationships to them.
04:13 Then we can also use construction geometry to draw in the Hole Wizard.
04:19 All right, and I will make a little rectangular box here.
04:24 Then I can drag those points and snap them over here to the corners.
04:27 Now if I want to add a few more, you just go back to the Point command, drop a couple on there.
04:32 Now here is one thing that doesn't work.
04:33 If you actually have a point already and you try to click on top of it, you
04:37 can add that point.
04:38 But it doesn't necessarily always link together with that point.
04:41 So it's sometimes easier actually just to drag an existing point over another
04:45 point so it snaps on there, so kind of create that geometry first.
04:48 I've got one extra one almost deleted there, and there we go.
04:51 So we can move things around and then we can use this construction geometry to
04:54 layout that part, so I will put 2.0 there and 2.0 there, just so we have a nice
05:03 fully defined sketch, all the lines are black and we are doing good.
05:06 So now you can see, there's all the holes, there are multiple different ways we
05:11 define where their locations are, and as soon as we are happy with that, we just
05:14 click on the OK checkmark and there they are.
05:17 So there's our holes placed on the part.
05:19 We can see on the back side they go through there and it's all fully-defined in
05:23 just the standards we chose to create this part, and notice there's a little
05:26 cheer from the top edge.
05:28 We can easily go back and modify this.
05:30 Notice it just tells us, counterbore for 1 inch Socket Head Cap Screw.
05:33 You can always go back to this feature, jump back in here and I can easily
05:37 change, okay, I didn't want a 1 inch, I only wanted a half-inch.
05:40 Click on that and they all update just that quickly, so it's easier change
05:43 from one to the next.
05:45 The Hole Wizard is based on points, because a location of a hole is
05:48 defined by a point, to add another hole, all we need to do is add another point to our sketch.
05:53 To change holes, we can just select a different style and all the holes
05:56 automatically change.
05:58
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Understanding hole types and standards
00:00 The Hole Wizard can create everything from tapped holes, to countersunk,
00:04 to counterbored holes.
00:05 There are a lot of options and it's best just to go from the top, go
00:08 through them one at a time.
00:10 To get started, let's choose a face and then select the Hole Wizard, so I am just
00:13 going to choose the top here, and jump right into the Hole Wizard.
00:16 Now we've already covered the first one, which is counterbore, we also have countersink.
00:20 If I click on Countersink, we've got a few things that change here.
00:22 We get at what degree we want to use, so we have 100 degree screws or 82
00:27 degree screws, and Oval Head or Socket Head Countersunk Screws, we've got a lot of choices here.
00:32 And notice if I change over here to like Metric, for instance, a different
00:36 standard, then I get a subset and type of spec that those are going to
00:41 be built to, so for instance Metric screws are normally 90 degrees versus the 82 or 100 degrees.
00:46 So choosing a different standard definitely will modify the options that
00:49 are available to you.
00:50 Same thing for Metric, I get M2 through all of my different metric sizes in here.
00:54 If I go back to inch, I get 100 degrees or 82 degree screws, and then I get all
01:01 my standard screw sizes that I can go ahead and put something in for us, so
01:04 I'm going to put like a half-inch screw.
01:06 This is countersunk screw, and End Condition I've got Through All, the same
01:10 choice that we had before, and then we can also do head clearance.
01:13 So depending on which type of hole we are adding these options are going to change.
01:18 Simple hole, if I could click on that one instead, I've got a bunch of options
01:21 here as far as which standard I want to use.
01:23 The Type, which would be All Drill sizes, Fractional Drill sizes, Helicoil
01:28 sizes, Letter Drills, Number Drills, Pipe Tap Drills, and this is really popular
01:33 one here, Screw Clearances.
01:34 So if you are just going to add some holes to one part they are going to
01:37 obviously screw down to another part with some tapped holes, you can use Screw
01:40 Clearances which will then provide the right spacing around that fastener.
01:44 So if I pick like a quarter-inch screw, the normal fit is going to be a little
01:48 bit bigger than a quarter-inch to give it a little bit of clearance, and just
01:51 gives you the recommended size for that. Same thing with the condition and I can
01:55 also countersink the near side of that hole if I would like to, there's a bunch
01:58 of different options there.
02:00 Tapped holes is another one that's really important here, and so we've got the
02:03 Type Tap, which is the Bottoming Tap or a Straight or a Through Hole, exactly
02:07 the thread size I am trying to tap to, so I can pick like a half 13.
02:11 I can put the custom sizing if I needed to, or the degrees of how I want to drill the hole.
02:16 Here's the End Condition and it asks you, if you take a look at this picture really
02:19 quick, it's actually not the very tip of the drill, it's actually to the full
02:24 diameter of that drill, so it's right before it tapers down to the point;
02:27 so keep that in mind when you are choosing that.
02:30 You have this little link here which automatically figures out the correct
02:33 distance, so if I say I want a one-inch thread depth, the hole that needs a
02:37 drill is going to have to be deeper than that, and the method they are are
02:40 using is you go Blind Hole.
02:42 So if I change this to like 2.0, when I go back up here, this will automatically
02:46 link together to specify the right size and depth hole.
02:50 Now you can obviously change this and if you wanted to put something in custom
02:53 in here, you might want to unlink those so that it doesn't automatically change,
02:56 but you want to make sure you're at least drilling a little bit deeper than your
03:00 tapped hole, and obviously the deeper the better to make it easier to put that
03:03 tapped hole in there.
03:04 You can always go back and reset the values.
03:07 And there are options here, this is how we want to show this on our part,
03:11 because it's actually not going to cut those threads for us, it's just going to
03:14 give us a representation using a dashed line with this method here.
03:18 We can also just pick just a hole, so it's just going to put a hole in, which is the
03:21 correct size for the drill that you would use to then tap the hole afterwards.
03:25 This is showing the correct size hole with a cosmetic thread and this is showing
03:28 it with the thread section completely removed.
03:31 So I generally would not recommend this one, it's either going to be this one or
03:34 this one, would probably the best bet, and my favorite spot is to keep the
03:37 cosmetic thread showing where that is.
03:39 And you can give it a thread callout, and these are some of the things that are
03:42 going to show up on your drawing as well.
03:43 So I think with a thread class you can pick a 1B, 2B or 3B thread to designate
03:49 that on your drawing and you've got a few options here.
03:52 And then the last major thing here is going to be your Pipe Tap, so same thing,
03:57 what type of Pipe Tap do you have, the size of the Pipe Tap hole, and your
04:00 different input values here.
04:02 So that's how you go ahead and add a hole to a different part.
04:06 I am just going to put a Straight Pipe Tap, let me go to Tapped hole, I am going
04:11 to make it half 20, and then I am just going to click on here and just put a one
04:14 tapped hole, so we could see it and if we go in here and look, you can see the
04:18 bottom of the hole there and you get a little cosmetic thread.
04:19 Now the other thing I was going to touch on here is go up to Options, click on
04:23 Options, it's under System Options, Hole Wizard/Toolbox, and you can see
04:28 where we are pulling this data from.
04:30 So different organizations if you have a lot of people using the Hole Wizard or
04:34 the Toolbox we can set up custom features or holes or hardware in there, and so
04:39 it's going to be pulling it from a certain location.
04:41 Right here we are just going the C Drive, so if I want to go configure that, I click on that.
04:45 And these are my Toolbox Standards and I also have the Hole Wizard standards, so
04:50 I will click on the first page there which is Hole Wizard, and these are all the
04:53 standards that I can display.
04:55 So if I am not in Japan for instance, I am not using that type of hardware, I
04:59 can turn that off and so it won't show up in my book.
05:02 But you've got a lot of different countries here and then specific companies
05:06 like Helicoil and some other companies that are making specialty hardware that
05:10 you might be using to put into your design.
05:12 So if you do want to use those or if you are trying to use the standard that you
05:15 don't see there, it might have been turned off, you can go ahead and just turn
05:18 that back on then and they will show up.
05:19 Let's make sure you click up here and you save what you have done, and then that
05:23 will show up over here in your Hole Wizard.
05:25 If you are done with that click on OK, cancel that out and we're back to where we were.
05:30 The Hole Wizard provides a lot of functionality and many options and types of holes.
05:35 Make sure to review all the options in the interface, since these would be
05:38 shown on the drawing.
05:40
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Positioning holes in layout sketches
00:00 We can create sketches to drive the Hole Wizard in the wizard interface or we
00:04 can predefine a sketch to place the holes.
00:07 We can also use the 3D Hole option to place holes on different faces and
00:11 at different angles.
00:12 We've got a part here and we defined two layout sketches on it, so here's our
00:16 original Boss, and we've got a sketch here, which is on the top plane, so it's
00:23 kind of in the middle of that part.
00:24 And then Sketch3 here is another little sketch on that top face.
00:28 So we're going to use those to place our holes.
00:30 We're going to go into Hole Wizard, click on OK.
00:32 Now in the past, I said to pre-select a face right before we start the Hole Wizard.
00:37 It makes it easy just jump right in.
00:39 But in this case, when we want 3D holes, we don't want to do that.
00:42 So we're going to go here and select a counterbored hole, three-quarter
00:47 inch looks good, normal sizing, and instead of going Through All, let's just say
00:50 Blind, and 3 inches is fine.
00:53 Near side countersink, that all looks great.
00:56 Click on the Positions,
00:57 now as soon as we click on the Positions, I get this option for 3D Sketch, right?
01:00 And that's what we want. All right, and
01:01 if we just make some holes on one face, we wouldn't choose that option, but
01:04 since I want to place these holes all the way around the outside and on
01:07 different faces, I do want the 3D Sketch.
01:09 So click over there.
01:10 Now notice my cursor gives me which plane I'm operating in, so the XY plane,
01:15 and it gives me the option to go start placing some points and notice the Point command is active.
01:20 Now there's one thing interesting about SolidWorks is, if you actually try to
01:23 click on an existing point, it gives you a little error.
01:27 So just place the holes right next to the points you want to be on.
01:31 And then same thing as I go over a face like this, I can click there and click there.
01:36 Notice those are angling themselves to be perpendicular to that face or
01:40 normal to that face.
01:41 Same thing over here, I am going to just place these holes right next to where I
01:46 want them and same thing in the end, place the holes, and then on this top
01:51 face, I can actually snap right to those points.
01:54 Okay, so then I hit Escape and now I'm out of the Point command and now I
02:02 have the option, I can just drag these points around, and I'm just going to snap
02:05 those points right to those endpoints of these lines.
02:09 And you can see how that's coming together, snap to there, snap to there. All right!
02:16 So we're really just building points on multiple faces of this part.
02:21 So with one feature we can add all of these holes.
02:24 It's pretty powerful.
02:25 I'm just going to drag them over right to those points and notice as I'm
02:31 dragging them over, they are becoming black which means they are going to be
02:35 fully-defined, I know exactly where they are.
02:38 And that one I didn't get, so snap it again, there we go, and one more time.
02:43 And notice I've got relationships turned off, so I'll go to View > Sketch
02:47 Relations, so they show up for a second there, but they hide right away.
02:51 So once I have all those points defined where they are, I can just click on OK,
02:55 and there it is, it places all those holes in one feature. All right!
02:59 On multiple faces, on curved faces, notice we're pointing towards the
03:03 outside face of that, we get some type of a normal relationship, and same thing
03:07 over here on the sides.
03:08 So this is very powerful, especially if you've got a lot of points to place on a
03:12 part, but the best way to do this is actually to do these layout sketches.
03:16 Now if I went and changed one of these sketches, these are just kind of
03:19 undefined sketches right now.
03:20 So I can just drag these things around.
03:22 If I wanted to, I can drag these out or closer to the faces and move this stuff around.
03:27 Soon as I go back and get out of that sketch, notice the holes, their locations
03:32 are defined by the endpoints of these lines and that's how I am defining that,
03:35 same thing with this other sketch here.
03:37 Even though all the holes are created with just that one feature, I'm using two
03:41 separate sketches to define where their locations are.
03:44 Click on that and notice those will automatically move out based upon those sketches.
03:49 So it's very powerful and a nice way to add a lot of holes to one part
03:53 just using one feature.
03:55 And if I needed to, I can always click back in here and easily change this, say
03:59 like to a 1-inch hole, they all automatically update and just that quick to go
04:03 from one type of hole to the next.
04:05 I can even go to say we have a different size hole, I could change this to a
04:08 tapped hole for instance.
04:10 Click OK and there it is.
04:11 Just easily changed from tapped hole to counterbore or countersink hole, any
04:15 options I want, I can easily change between the two.
04:18 By using a separate sketch to drive the Hole Wizard, we can have a dynamic
04:22 feature that will adapt to the driving sketch.
04:24 We also have the ability to create holes on multiple faces all in one feature.
04:30
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14. In-Context Modeling
Linking sketches to other parts
00:00 The real power of SolidWorks starts to shine when you link one part to another.
00:05 If we think about assemblies as a whole, instead of individual parts, we can use
00:09 one part to drive the other.
00:11 Think about a jar and a lid.
00:12 Wouldn't it be nice if we made the jar bigger that the lid would
00:15 automatically change size to fit?
00:17 We can, and we could do so much more.
00:19 Now we've seen this part before, we're going to go ahead and modify this assembly.
00:23 If you've got two parts in an assembly here and what we're going to do is we are
00:27 going to modify the base of this part.
00:28 So right now, if we open up one of these parts, File > Open, take a look at it,
00:34 let's look at the sketch real quick, and inside there you can see, we've got all hard
00:37 numbers, we've got a three-inch diameter here, which is a double-dimension
00:40 because it's going to across this centerline here.
00:42 We will go back to the other part, same thing as I have got all hard dimensions
00:47 here showing exactly the size of that part, so this is the dimension we are
00:51 going to change here, it's the 3-inch dimension.
00:51 So if I change this dimension here to 4 inches, it should get bigger.
00:57 If I go back to my assembly, notice we've got a problem.
01:01 The lid didn't change size, so I'd have to go back and physically change the
01:05 size of that lid to match so, change this to 4.0 and then everything should
01:11 be fine, in that situation go back to the Assembly, and there it is, so
01:15 everything looks fine.
01:16 But wouldn't it be a lot better if we could actually just link this lid to the size
01:20 of the base, so if I change the base size that lid would automatically change.
01:23 So instead of having to go back to the individual parts to do that, we can
01:26 actually do that right here in the assembly.
01:28 So I am going to click on the lid part here, and notice, the first option is
01:32 Open Part, but the second one here is called Edit Part.
01:34 So we are going to be editing this part now in context to this sssembly, and
01:38 notice it changes to a blue color and I can expand it out, and I have all the
01:42 same features and sketches I do in the individual part.
01:45 So the sketch here for that Revolve1 is the one that actually controls the size,
01:50 so that's the one I need to edit.
01:51 When I click on that I'm going to say Edit Sketch, hit the Spacebar and click on Normal To.
01:55 Then I can see this four-inch diameter here, and you can see it kind of in
01:59 context to the other part too which makes it really handy.
02:01 So what we want to do is delete this four-inch dimension.
02:05 By doing that, now I have the ability to kind of drag the size of this lid out
02:09 and move it around, and that's what we want.
02:11 We want to give it a degree of freedom that we want to control by linking to another part.
02:15 Now notice up here in the upper left-hand corner, there is a thing
02:18 called No External References.
02:20 Make sure that's not turned on, because if that's turned on it will not let
02:23 us link to another part, and sometimes you don't want to be able to link your
02:26 part together, you just want to be able to change it without adding links,
02:28 but in this case we do want to add a link or reference to another part which is the base here.
02:32 So to do that, I can either drag this point here and have it snap on to this
02:37 corner, but that's probably not going to be the best method for doing that
02:41 because what if I want to be able to move the lid up and down, that wouldn't
02:43 allow me to do that.
02:44 So instead of doing that, I am just going to make a relationship here that says,
02:47 hold down Ctrl, select the two, I am going to say Colinear, outside of the base
02:52 and the outside of the cover will be colinear.
02:54 So now notice they both become all black and fully-defined, so it knows
02:59 exactly what size it is.
03:00 Now I am going to exit out of that sketch and then exit back into the assembly.
03:04 Now you are thinking nothing changed.
03:06 Well they didn't, but how about if we go back and change the base part now?
03:11 So here is our part, I am going to physically change this part by changing this to a 6 inch.
03:15 So now that part changes, and when I go back to the assembly, we are hoping that
03:19 the lid changes size too.
03:20 So here we go, there is the lid, it didn't change quite yet, but it says
03:23 Models have changed. Would you like to rebuild?
03:25 Yes, and there it is, pretty nice.
03:28 So now anytime we change the size of the base, the lid is automatically going to
03:31 resize and change shape.
03:33 Now we've only added one link to another part.
03:35 There can be hundreds of links to other parts.
03:37 You can make a very, very complicated assembly that has parts that are changing
03:41 size and related to all types of different parts.
03:44 Keep in mind though, it's best practice to choose one part which is going to be your
03:47 driving part and then have most of the other parts linking to that part.
03:50 So you just have to change one part and the other parts will change.
03:53 You can get yourself into a little bit of a problem if you have a circular
03:56 reference when you have one part referencing another one, and then that one
03:59 comes back and references the beginning part so try to avoid the circular
04:02 reference and try to stay with one part as your driving part and other parts
04:06 linking to it to control their size.
04:08 External references can generate highly -automated assemblies that really show
04:12 the power of SolidWorks.
04:14 Best practice is to have one main driving part and the others reference it.
04:18 It is possible to create a circular reference so make sure you think through how
04:21 your design is laid out.
04:23
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Linking to layout sketches
00:00 Much like linking to other parts, we can have a layout sketch that drives a series of parts.
00:06 SolidWorks has a built-in layout function, and we can also use standard
00:09 sketches to layout designs.
00:11 To start using a layout we need to create a layout in the Assembly Mode of SolidWorks.
00:16 In this example I've got a layout made for this part here and I have got a
00:20 sketch for the next part that we're going to be putting in there.
00:23 Now you can tell we are in the Layout Mode, because if you look at the very top
00:26 of the tree you can see this little wooden four-bar mechanism, that means we
00:29 are using a layout.
00:30 So if I right-click on that I can go down to Layout and I can take a look
00:34 at that layout sketch.
00:36 So it's a pretty simple sketch here, but basically i've just kind of octagonal shape
00:39 here of one-quarter of an octagon, and then I've got a couple of the lines
00:43 here laid out for a little rib we are going to add to this to design.
00:46 I've got to mention here that's driving the outside of that part.
00:49 So if I go back and exit out of that layout, now by the way to get into the
00:54 original layout when I start a new file, under Assembly click on OK, it gives me
00:59 the option right when I start a new assembly, do I want to create a layout?
01:02 If I did click on that, it would just drop me directly into that on a Sketch
01:05 Mode in the layout portion of SolidWorks to start just sketching out what our layout is.
01:10 Now the nice thing about layouts, you don't need to worry about overlapping
01:13 lines, or have a complete sketch, it doesn't really matter because none of these
01:17 entities are actually going to be directly used for creating geometry, or an
01:21 extrude or something like that.
01:22 It's just the layout for that and then we are going to convert those entities or
01:26 link to them in our other sketches.
01:28 So I am going to go back to the part I have open, which is here, and we're
01:32 going to go ahead and add-in this new part.
01:34 So adding a new part, we can do it in several different ways, one of them is we
01:37 can just go start new part and then drag and drop it into the assembly, and then mate it up.
01:41 We always want to have our parts fully mated before we start working with them
01:45 in context to these other parts, that way they are not going to move around and
01:48 the sketches won't be skewed.
01:49 So the second way would be to actually go to Insert Components, and under there,
01:53 is a thing called New Part.
01:54 So if we click on New Part it's going to allow me to actually put a part, it's a
01:58 virtual part inside of this assembly.
02:00 Before we do that we want to make sure though that we save out our assembly.
02:04 So under File, do a Save As or Save, to make sure you've got a nice
02:08 filename saved to that, because that new part is going to be saved
02:10 underneath that filename.
02:12 So I go to Insert Components > New Part, you'll notice it dropped a new part here
02:16 and I just click on OK, and this is a virtual part, it's just in this assembly,
02:19 it's not saved anywhere on the file system right now at all.
02:21 If I want to edit that part I can just click on it and go to Edit Part, and what
02:26 we want to do is, create this little rib here, and to do that I am going to go
02:29 down here to find the corresponding plane that would match up.
02:33 So probably the Front Plane in this situation would work, that way it's on the bottom of
02:37 this part and we're going to go under Sketch, and start a new sketch there.
02:41 Hit the Spacebar, which is then going to make it, I am looking down on the part.
02:44 So I've got these entities that are from the layout sketch, and I am going to
02:48 use those to layout my design.
02:50 Now these two down here I can just convert those directly over, so I am going
02:53 to click on Convert Entities, just by selecting the two, hold down Ctrl and say Convert Entities.
02:58 Those just bring those from the layout sketch directly into this sketch.
03:01 Then we've got the line command and I am just going to start from that end point
03:05 and drag it up here.
03:06 I don't want to go all at the end, I just want to come to the inside, and I am
03:09 going to snap to that intersection, I am going to come over here and snap to
03:12 that intersection and then the last one, all the way down here and snap there.
03:15 So I am just snapping to that underlying sketch and leveraging some of
03:19 that layout geometry.
03:20 Once I have the shape I want, I can say, okay, I want to go down to a feature
03:24 and notice we're in the Assembly Mode so some of the tool palettes are in a
03:27 different order here, Boss Extrude is over here now, and we're going to type in
03:31 half of an inch, 0.5 and click OK.
03:34 So now we've just added this part to this assembly and notice we are still in
03:38 the Editing Mode, so I want to go back to assembly, I click here, now I am back
03:42 into the Assemble Mode and I have got a couple of parts here.
03:45 Now this part here is a virtual part, if I want to save that out to the file
03:48 system I can right-click on it and I can say Save Part (in External File),
03:53 here it is, and that will actually save it out to the file system, but I don't
03:56 need that quite yet.
03:57 Now what I am going to do is, I am going to go back to that layout sketch and I
04:00 am going to change the layout, and hopefully these parts are going to
04:02 automatically adjust, so let's go try that out.
04:04 Go down here to Layout, and instead of 24 I am going to click on 36.
04:09 Click on OK, you can see that sketch automatically adjusts, go back and the part
04:14 should rebuild, and notice both of those two parts have now adjusted to that new
04:18 layout sketch, so that sketch is driving both of those parts.
04:21 Now I've created a circular pattern already with the Circular Pattern command,
04:26 and I've got the parts rolled back a little bit here, so I am just going to roll
04:29 it forward, and I am going to go, we'll take a look at that.
04:32 So now I have the outside in the pattern, but I don't have this new part, so I
04:36 am going to go and add that in, and select Components to Pattern, I tap
04:40 the first one, I am going to add that second one in, there it is.
04:42 Now I have all four sides of that thing complete.
04:44 And I am just going to back one more time and see if we can change that layout.
04:50 We're going to go, look at the part straight on and I am going to drag this up a
04:55 little bit and change that to 48.
04:57 And so you can see the layout sketch expands out, so as you go back, all those
05:03 parts are automatically driven, and you can see the circular pattern
05:07 automatically updates as well.
05:08 Layouts can be very helpful to give the ability to drive a large amount of parts
05:12 from the same layout.
05:13 It also creates a clear order, what's driving what, just by changing one
05:17 single sketch.
05:18
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Using the Hole Wizard in context
00:00 We have already learned the power of the Hole Wizard.
00:03 Now let's take it to the next level by linking the location of the holes to another part.
00:07 In order to do this, we need to edit a part within the assembly.
00:10 Then we simply open the Hole Wizard and choose a reference point in another part.
00:14 Let's give it a shot.
00:15 I've got base plate here, and notice there's no holes in it, and then I've got a
00:19 plate that has four counter board holes and then over here I've got a little
00:24 socket head cap screw that we'd like to install.
00:26 Problem is before we can install it we need to add some tapped holes in this plate
00:30 and we want to add those in context.
00:32 We don't have to memorize what whole spacing was here, we just want to place
00:35 them directly underneath where these holes are.
00:37 And this thing by the way is still floating around.
00:39 We haven't locked this down at all either.
00:41 So let's go ahead and edit this part in the assembly.
00:44 To do that let's click on the part and over here it shows up highlighted.
00:47 And if I left mouse click it, I can say File Open Part or Edit Part and Edit
00:52 Part is what I'm looking for, click OK.
00:54 And notice everything turns blue meaning that we're editing within context of
00:58 the assembly and I'm going to pick this top face to use the Hole Wizard on and
01:03 I'm going to click on Hole Wizard and then come down here to a tapped hole and we
01:08 want a tapped hole through and half 13 is the size we're looking for, and I want to
01:12 just say Through All.
01:13 And I am going to make sure we got all the correct things filled out here as far
01:18 as thread class 2B and we'll add a little nice near side countersink.
01:21 I am going to jump over here to Positions and notice as soon as I do that I get
01:25 a little point on my cursor and because I have Point command turned on, that's the
01:28 default for being inside of the Hole Wizard.
01:30 Now I'm going to hit the Spacebar, click so I'm looking directly down through here.
01:34 Now I can snap to any points here in context.
01:37 So I'm going to right in the center of this hole and notice as I go over the
01:40 edge of these holes it gives me four little quadrants and the center point.
01:43 So I'm going to snap right there, pretty easy to put these in context.
01:46 I just go over here, snap and notice it doesn't show me that center point till I
01:50 actually mouse over the edge and then it pops up.
01:53 Okay and last one here.
01:55 Now those holes have now been added in context.
01:58 As soon as I'm done adding holes, hit Escape.
02:00 Turn that Point command off.
02:02 I got four holes in context and the Hole Wizard, I click OK and then click OK again and go back.
02:08 Now notice just that quickly I've added those holes to the assembly, they
02:11 show up below here and I'm going to go ahead and add a relation here or mate this together.
02:17 I am going to say that external there with this here, and then I think the inside
02:22 of this, the bottom of that with the bottom of the fastener.
02:26 All right, now what I have is a plate and I just have one of the socket head cap screws installed.
02:32 You can se there it is in the bottom, I've the tapped holes and here's the power of that.
02:35 So whereever I want to place this plate now I can drag it over here and watch,
02:39 as soon as I click on rebuild, the holes automatically will follow that plate to
02:44 wherever it's going to be.
02:45 So you need to move things around and click on the rebuild which is that
02:48 red light green light.
02:49 And then it just rebuilds the assembly, brings the part over to where it's new location is.
02:53 And so wherever I put these parts, the holes are automatically going to
02:57 follow as well as any other mate references I have like a fastener or
02:59 something like that.
03:00 So that's using the Hole Wizard in context.
03:02 Using the Hole Wizard in context is a great time saver, and using this technique
03:06 can be a nice design improvement.
03:08 To create a mating hole pattern we don't even need locations or spacing.
03:12 All that info is received from the attach part.
03:14 If the attach part changes, the corresponding holes update and life is good.
03:19 Changes are inevitable.
03:20 And the more self-solving you can make your model in the beginning, the more
03:24 your model will pay dividends in the end.
03:27
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15. Creating Threaded Parts
Calculating values for creating a threaded part
00:00 SolidWorks has several ways to represent threads including the Hole Wizard
00:05 and cosmetic threads.
00:06 However, if you really need to create threads, we need to use a swept cut to
00:10 actually cut those threads.
00:12 This can be time-consuming and adds a complex feature to your model.
00:15 As with all sweeps, we need a profile and a path.
00:18 The profile is just a 60 degree triangle and the path is a helix.
00:22 Now for the hard part.
00:24 We need to input the correct values into the helix and the profile sketch to get
00:28 the correct thread when finished.
00:30 Let's look up the thread data from the Machinery's Handbook or any other
00:33 threading reference.
00:34 The size thread we're going to use is a 1-inch 16.
00:38 Before we go and look that up though, I'd like to cover how we got to this stage
00:41 in this bolt creation process.
00:43 So I am going to roll back using the history bar at the beginning and I just
00:46 have a piece of hex stock just created with a simple hex sketch, extruded that out.
00:50 And then the next one here is going to be the revolved cut and we did something
00:54 very similar to this in an earlier movie.
00:56 Click on the sketch and I am going to take a look at how it looks.
01:00 Now from here, I am going to go around here, we've got a little lead-in to the thread.
01:03 This is a section that's going to be threaded, we have a little thread really for
01:05 the backside and then just finish it off as far as the outside shape.
01:08 Now these values here, this value here in particular, this is going to be our
01:12 major diameter for our thread and this is what we're going to look up this
01:15 value to input into the sketch.
01:17 So then we just do a revolved cut on that and we're back to the stage we're here.
01:20 Then what we're going to do here is just we're going to do a revolved cut to
01:23 just trim off the top of the bolt, make it look right, and then we're going to
01:27 create this sketch here to actually cut those threads.
01:30 Okay, so let's jump over to the Machinery Handbook.
01:33 So this is a Machinery's Handbook and it's a very common reference, and if you
01:37 don't happen to have one, you can always buy one from Amazon or Barnes & Noble
01:42 or any major bookseller out there.
01:43 And this is the digital copy version so I have a PDF of it and I can look
01:47 things up quite easily, or if you might have the paper copy, that's just the
01:50 same to look things up.
01:51 So we're going to first look at the thread profile.
01:53 So here's a standard unified thread profile and it's a 60 degree profile.
01:58 If you notice, everything is based upon the P, and the P is the pitch.
02:02 And so pitch means 1 divided by the threads per inch and we're going
02:07 to calculate that out.
02:08 And what that means is what a pitch is, if I turn the thread or the bolt one
02:13 turn, how far does that progress.
02:15 That's what the pitch is.
02:16 Okay, you can see most of the values here are based upon the pitch.
02:19 The pitch line is a 0.5P and the basic pitch diameter is what we're going to be
02:24 looking up from the table, and you can see that everything here is laid out
02:28 based upon the P. So thread pitch is 1 divided by the threads per inch or TPI.
02:33 In this case, we have 16 threads per inch and so that's going to be 1 divided by
02:37 16 which equals to 0.0625.
02:41 Now let's go over and take a look at the table.
02:43 So here's the table and we're going to look at the 1-inch 16 thread, and we're
02:48 going to look at the 2A variety of that.
02:50 As you can see, external threads have a major or a max and min diameter kind of laid within.
02:56 So in this case, we have a max diameter of 0.9985 and a min diameter of 0.9891.
03:03 So if I average those, I get .9938.
03:05 The next column there would be the pitch diameter.
03:08 In this case, we have a max of 0.9579 and a min of 0.9529.
03:14 Average those and I get 0.9554.
03:17 Those are the values we're going to be using to put into our sketches.
03:21 Back in our sketch, let's just review inside of the sketch here we used for
03:25 revolve, this value here, this 994, that's our first value we calculated.
03:30 If I double-click on that you can see it's exactly the number I told you. It's 0.9938.
03:34 It's a four-place decimal, so when I click OK, it's actually rounded down to a
03:38 three-place decimal.
03:39 Okay, that's my first input value, that's going to give the major overall.
03:42 Even though it's a 1-inch thread, most of the time those are slightly undersized
03:46 for the actual nominal value it's calling out for like the 1 inch.
03:49 Okay, and next is going to be this profile sketch and I am going to open that up
03:55 and let's take a look what's inside here.
03:57 This 0.955, if I double-click on that, that's the same value we came up with
04:01 for the pitch diameter.
04:03 So that's 0.9554 and that's what we're going to input into the equation.
04:07 It's a triangle here with a 60 degree triangle and here is the pitch line that
04:12 we defined and we're going to input that value.
04:14 Before I do that, I am actually just going to show how to create this just real quick.
04:17 So I am going to delete all that and we'll start from the beginning.
04:20 I am going to start with construction line, I am then going to snap it right to
04:23 the end of that bolt.
04:24 Here it is, bring it out, and then I am going to continue on with just a regular line.
04:29 I am going to draw a triangle.
04:33 One more construction line in the center there and let's start at that point, I
04:36 am just going to drag it out and I am actually going to cut it short there and
04:40 then I am going to add a relationship.
04:42 So I am going to say that point, hold down Ctrl, select that line, and I am
04:45 going to say Make Midpoint.
04:46 Now I am going to add some relationships and some dimensions, so I am going to
04:51 say this is a 60 degree triangle, which we know from thread profile chart.
04:56 And I don't want this sticking out too much further than the outside of my bolt,
04:59 so I am actually just going to make another little construction line and then I
05:02 am going to merge these two points together.
05:04 And the next line we need is a little center line and this is just between
05:10 the two outside edges, and make sure you don't snap that to the midpoint or anything.
05:13 We just want this to be able to move in and out, so it's a construction line we can move.
05:17 Now this is the pitch line, it's actually half the pitch line, so what I want to
05:21 do is input that value.
05:22 So I am going to click on that line and come out here.
05:24 Now I can use this input bar here to actually calculate things out for me.
05:28 So as I remember from that table, the pitch is 1 divided by the threads per inch.
05:33 I'll type in 1 divided by 16 or 16 threads per inch.
05:37 And then from the profile sketch we saw earlier, it's actually divided by 2, so
05:41 I am going to divide it by 2.
05:42 And I can do all that in one calculation right here in just the input bar.
05:45 Click on OK and that solves it out for us giving 0.031.
05:49 The last piece of information we need here is the pitch diameter.
05:53 Now we calculated it as 0.9554, so let's go input that value now.
05:57 I am going to click on this center line here.
05:58 From this center line, I am going to click on this little point here and notice
06:01 if I go across that center line, it turns into a double dimension.
06:05 So I can actually input exactly the value I calculated.
06:07 That's what I want to do.
06:08 I am going to type in 0.9554, click on OK.
06:13 Notice my sketch is now fully defined.
06:15 I've got all of the lines are black and so I am pretty good.
06:18 Now in the next movie we're going to create the helix and then finish out the
06:22 cut by doing that revolved sweep to cut out that profile.
06:25 It takes a bit of work to create real cut threads, so I would not recommend this
06:29 option for all situations.
06:30 However, if you're going to rapid- prototype your parts or just want real threads
06:35 to look visually correct, this is the option.
06:38
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Using a helix sweep path to create a thread
00:00 The next step in the thread creation process is generating a helix that will
00:05 guide the Cut tool.
00:06 To do this, we need to draw a circle that will be the size of the helix.
00:09 Let's get into the Helix tool and get started.
00:11 Before we do that, you can see on the screen this is exactly where we left off in the last movie.
00:16 We have a profile of the shape of a 60 degree triangle, which we're going to use
00:20 a helix to drive around this part to cut the threads.
00:24 So now we need to create the helix.
00:25 So I'm going to exit out of the sketch, and you can see that sketch was there
00:28 and now we're going to go --
00:29 I'm going to make sure we are viewing sketches,
00:32 so we can see where that sketch is, and now we're going to go ahead and create a helix.
00:35 To do so, I need to say Insert > Curve > Helix.
00:39 Once I do that, the first part of creating a helix is I need to select a face for
00:42 playing, I need to draw a circle that's going to be the size of that helix.
00:46 So I'm just going to pick the very front of this bolt.
00:48 So I am going to click on that, I am going to click on the Spacebar, Normal To
00:52 it, I am going to use just this outside edge here.
00:54 I could either draw a circle myself or just click on that outside edge and covert it.
00:59 So bring that entity into the current sketch.
01:01 Notice if I do that, it just brings that sketch here.
01:03 As soon as I exit out of this, it's going to go directly into the Helix tool,
01:06 and sometimes it's a little hard to figure out exactly where you are because
01:08 there is no little window that tells you do this or do that.
01:11 So it's going to make you draw a circle and as soon as you exit out, it's going
01:14 to go into the Helix Tool. Okay,
01:16 so we have a couple of different ways to define a helix.
01:19 First one is Pitch and Revolution, but we can also do Height and Revolution,
01:22 Height and Pitch, Spiral, a lot of things we can do.
01:24 But we're just going to leave default one there.
01:26 Now the constant pitch is what we want and here's the pitch, right?
01:29 So I got to that number by just using the Input Bar to do the calculation, I say
01:34 1 divided by 16 threads per inch, and that's what the pitch is.
01:38 And we are spinning the correct direction, if we are going the wrong way, we go this way.
01:43 So if we can always flip that one way or another and then I can figure how many
01:46 revolutions it's going to take me to get down to the base of this thread. Okay,
01:49 now the other thing that is very important is notice this start angle here.
01:53 We want to make sure we're starting our helix right at that sketch.
01:57 So if I zoom in here, notice this little start arrow is right at the same level of that sketch.
02:03 It's a little bit hard to see on the screen, but that's going to be
02:06 starting right there.
02:07 So I could adjust this angle to make sure that that start point is right at the
02:11 same plane as where I drew that sketch, so make sure you do that.
02:14 If it's over here, some like that, it's going to give you an error, and then
02:17 make sure we're going either clockwise or counterclockwise to make sure we're
02:20 doing the right type of thread, either right-hand thread or left-hand thread.
02:23 Once all that looks okay, click on the check mark, there it is, and we can verify
02:27 our thread, just by zooming in making sure that it looks way it's supposed to, I
02:32 am going to spin it around.
02:33 Okay, so now we have a profile, and we have a path, and we are ready to do the swept cut.
02:38 I'm just going to click on Swept Cut, and for the profile, I'm just going to
02:42 zoom out a little bit here, and I'm going to pick that first sketch.
02:45 That's going to be our profile sketch, and then our second one is going to be our path.
02:50 We're using that Helix as our path.
02:52 As soon as I click on that, it gives me a little preview of what it's going to
02:55 look like, as far as cutting down the line there, and all the other options we
02:58 just leave them as their defaults.
02:59 Click on OK and there it is.
03:02 We've cut those threads and you can see how they look, they're pretty nice.
03:06 So that's a real cut thread on a part, and this is part of the standard, part of
03:11 the Machinery Handbook, as far as those input values and we can use the same
03:14 exact method for any size thread.
03:16 It's a 60 degree thread or if you needed to create an ACME screw thread or some
03:20 other shape thread profile, it's really just a matter of changing that 60
03:23 degree triangle to whatever thread profile you might be using, and just make
03:27 sure you got the correct pitch diameter and that overall outside diameter of
03:30 your thread correct.
03:32 The Sweep tool can be used to make a variety of shapes and a thread profile
03:36 is just one of them.
03:37 The key point to remember in creating threads is that the process will be
03:40 the same each time.
03:41 So make sure to use good thread values from a table.
03:44 Also, make sure to specify the correct thread in class on your drawing.
03:48
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Understanding internal and external threads
00:00 The process to create internal threads is the same as with external threads.
00:05 However, there are a few subtle differences that we will review.
00:07 First off, let's open up 15.3-1.
00:11 This is a simple part with a hole that we want to thread.
00:13 Take a look at the screen here, I can see that I am actually sectioning this in
00:17 half so I can easily see the part we're going to be working with.
00:19 And if I go back and turn that off see the hole, and I created this hole
00:23 just with a revolved cut, and we did that right here in the Front Plane, and my
00:27 sketch just looks like this.
00:29 Okay I've got just a rectangle with a little chamfer added to the upper corner
00:34 there with 45 degrees, and giving it 100,000 chamfer, and then this value here is
00:40 the 0.939 is the value that we looked up from the Machinery Handbook, and if you
00:45 didn't catch the movie at the beginning of this chapter where we did that, we
00:48 are going to do it again in this movie to look that internal diameter up.
00:50 So we are going to go ahead and do that right now.
00:54 Okay, and the thread size we are creating is a 1-16.
00:57 And we are using an internal thread this time so we are going to go look up these values.
01:02 As you can see, the diameter has a max and min value, and we want to kind of
01:06 shoot right for the middle of those, that would make sure that it's not too big,
01:09 too small, we are right in the middle so we have a little leeway either way.
01:11 As you can see the max diameter is 0.946 and the min diameter is 0.932, and so
01:18 if we average those out, we get 0.939.
01:20 And on the pitch, which is the next column over, we get a minimum of 0.9594 and
01:27 a max of 0.9659, if we average those we get 0.963.
01:33 So those are the two values we are going to use as our input values in our sketches.
01:36 Back here at the sketch, you can see that diameter value, there it is, that
01:40 0.939, that's where that gets input.
01:42 I am going to exit out of that, and now you can see that we've got a start of
01:46 another sketch here, and I am going to put the Section View back on so we can
01:50 see easily in there.
01:52 So let's go back in the sketch here, take a look what we have got.
01:55 Now, very similar to the external thread sketch, we have got a little 60 degree
01:59 triangle here, and we have got it snapped on to the inside of that hole, and we
02:03 have got this pitch line here, and this is the pitch divided by 2.
02:07 And I got to that number just by saying 1/16/2, and if you don't remember where
02:13 this value came from, but in the beginning of this chapter we covered how to get
02:17 those values and how to look those values up from the Machinery Handbook. I'll click there,
02:22 and the other piece of information we need is this pitch diameter, and that's a
02:25 value we just looked up in the table, so it's 0.963, just type that in, attach
02:30 that to the little construction geometry there, and that's all we really need to
02:34 create that profile.
02:36 Click on Exit Sketch, accept that, and now we need is a helix.
02:39 I am going to go up here to Insert > Curve > Helix/Spiral.
02:45 And the first question it says is, please select a face or plane to draw a
02:48 circle, and I am going to pick just that top face, and I am going to hit the
02:51 Spacebar to look straight down on it.
02:53 Now, it doesn't actually tell us this, and right now there is no other dialog boxes
02:57 open and it makes it slightly confusing, but all it's really looking for is
03:00 a circle and then as soon as we exit out of the sketch, it's going to jump
03:03 into the Helix command.
03:04 I am going to grab the Circle command here and I am going to snap my circle out
03:09 and make it so it's attached to this, and if it didn't automatically add that, I
03:13 can just go ahead and add a relationship here, and let's say, Make Coradial.
03:16 It's the exact same size, it fully defined as black.
03:20 And since we are done with that, we will click on OK, and as soon as we do that
03:23 it will jump right into the Helix command.
03:25 So we have got a bunch of ways we can create helix.
03:28 First one will be Pitch and Revolution, we have got Height and Revolution, few
03:31 different options, I am just going to use the first one.
03:33 Now, we are using a Constant Pitch, and then the pitch here is the same thing.
03:37 So 1/16 or 16 threads per inch, that's where you can put that value.
03:41 And then if our threading was going in the wrong direction, I could just reverse
03:44 it, so depending on how you have it drawn out.
03:46 And then the same thing with Revolution, if I want to go little bit
03:49 further, it's fine.
03:50 As long as we go past the part, everything will work just fine.
03:52 And then this is the start angle, and that's very important, we have got to make
03:55 sure that we start our helix right on our sketch.
03:59 And if I change that value a little bit, see how that start point is moving around.
04:02 We want to make sure those both start exactly at the same location, otherwise
04:06 you will have errors.
04:07 Once you have that, click on OK, there is our helix.
04:10 So now we have a profile and we have a path and we are ready to create the Swept Cut.
04:15 Our profile is going to be Sketch4, and notice I am selecting from the tree
04:19 here, I can always get to that tree by hitting this little plus, open it up
04:22 and see what's in that tree.
04:24 So I am going to pick Sketch4 for my profile, and then for my path I am going
04:27 to pick just that helix.
04:28 Soon as I do that, it gives me a nice preview of what's going to happen, and I
04:31 click on OK, and there's our threaded cut.
04:35 You can see it does a pretty nice job, and you can always turn the Section View
04:39 off to see the full part.
04:40 See down there, bend it around, perfect!
04:43 Whether you are creating a 1 inch thread or a small thread, a 4/40, something
04:47 like that, the process is going to be exactly the same, just the values are
04:50 going to be slightly different.
04:52 Threading is used extensively in product design and development.
04:55 Having these basic skills is essential.
04:57 The threads we created were standard 60 degree threads,
05:00 however the same technique can be used to create Acme, Ball Screw, or really any
05:05 other type of threads.
05:06
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16. Equations and Design Tables
Using equations in refining sketching
00:00 Equations are awesome and in SolidWorks 2012 they got even better.
00:05 Equations allow you to drive an unlimited number of sketch values from one variable.
00:10 If we later want to change the size all we need to do is to update that one
00:13 value and all the linked values change.
00:16 Think about a quarter inch hole that was used across multiple features and sketches.
00:20 If we wanted to change that hole to a three eighths of an inch hole all we need
00:23 to do is edit the equation and all the holes update.
00:26 Otherwise, we would need to open each individual sketch and modify those
00:30 values independently.
00:31 In the Graphics view here we have one quarter of a part that looks very
00:34 similar to some things we've done in the past, and I am going to drive this using equations.
00:38 So I am going to go up here to Smart Dimension and I typically would have just
00:42 clicked over here and clicked on maybe this centerline dimension, and input a
00:45 double dimension here.
00:46 And if I do input this, notice I just type in the number and it's the value I get.
00:51 It is a little pop up that says, "Start with = to create an equation."
00:54 So if I do that, let's try it out, = now I can link to various different like
00:59 equations, like sin(), cos(), and tan(), or I can even link to file
01:03 properties, like the Mass, the Density, the Volume, Surface Area, I mean all
01:07 kind of things you can do here.
01:08 Or we can just start typing a variable name out here, so as soon as I start
01:12 typing something like length, L-E-N-G-T-H.
01:16 Then I get this little pop-up saying, it's going to create a global variable.
01:19 As soon as I click on OK, all right it says create a new variable, call this and I say Yes.
01:24 And now it gives me a chance to input what that value is supposed to be.
01:27 So I am going to type in 12 and then click OK.
01:30 So now, not only I have created a variable called Length, I have also assigned a
01:35 value of 12 to it and you can tell I have a little sigma in front of here that looks
01:39 like kind of like an E, that means that it's linked to an equation.
01:43 And the Equation Editor is in the Toolbars palette.
01:46 So if I don't have this toolbar opener here which is the Tool palette, I can
01:49 right-click here and make sure that I go down and grab the Tools palette
01:53 which is right here.
01:54 I happen to have it already on, so I am not going to turn it on, but that's
01:57 where you get the Equation editor.
01:59 They are also show up over here, under Equations and then you got values
02:02 they are linked to.
02:03 Okay, so let's go on and add some more.
02:06 Now we can continue to add things in the input bar or we can go back to the
02:10 Equation Editor itself and open these values up.
02:12 Now I've got a bunch of values I can put in here, so I can say something
02:17 like Width and then give it a value and type in 8 and then it equates out to something.
02:24 You can even give it some notes, type it over here and we can then just continue
02:28 on this way and we'll try a Height and let's give it 2, so we can just start
02:34 inputting values like this that we are going to use in our design and we can use
02:38 things like Hole, and you can write anything you want here.
02:41 You can fill this whole space with a paragraph if you wanted to describe your
02:44 variable but you probably want to use something that's short and sweet
02:47 that's easy to remember and just to type in, and let's go give it like a .75, and
02:54 we can continue here to as many values as we want and then notice down here
02:57 also we have these equations that are set up so we are saying D1@Sketch1 is
03:01 equal to that Length value.
03:03 So we can add more like that as well.
03:04 So I click on OK, now we got a bunch of values that are in there, so now we
03:08 just got to go link them to it.
03:10 So click on this sketch dimension and then click here, across that centerline
03:14 value and this time if I want to link that to something, hit the equals again
03:19 and now I got these global variables, they are already assigned, I can just go
03:22 grab one of those, right.
03:23 I want the width this time and say Width and click OK, and just inputs that values.
03:26 Okay, I have got a few more that I can input here, I can say this value here, we
03:32 want a dimension on that and I can say equals again and just go grab that
03:37 hole size, click on OK, there's that hole.
03:42 We don't have a value for these lines here quite yet, so I can just input it on the bars.
03:47 So I can say, this is going to be equal to space maybe.
03:51 Okay and click OK, it's going to create a new global variable and then we are
03:55 going to change the value here to 1, click OK and now that links those values
04:00 and adds that global variable.
04:02 Now once we have got all these values here, everything is equation driven.
04:05 I don't actually need to ever come back to this sketch, right, everything here
04:08 is all linked value.
04:10 So I am going to go and now create this feature and extruded it, and I am going
04:14 to type in like 1 inch, now there is my Extruded Base/Boss and there is my part.
04:19 Now, notice I put in a value there.
04:20 If I want to, I can also double-click on this and you can see all these values
04:25 that are input that are there.
04:26 Now even that one inch value there, if I want to double-click on that,
04:29 I can link that as well, I can say = global variables, and this time I change the Height.
04:33 So I can link all of those, okay and click on OK, and hit rebuild and there it is.
04:41 Now if I want to change this part around I can go right here to the Equation
04:45 Editor, here is all the values and I can just go ahead and change any of these that I want to.
04:50 I am going to change this one to 8 inches and I am going to this one to 4
04:55 inches, and I am going to change this one to 1 inch and let's change those holes
05:00 to .5 inches and the spacing we'll leave the same.
05:04 Click on OK, and you can see that the part changes automatically.
05:10 Everything is just updates and if didn't update you can just hit rebuild
05:13 to refresh that part.
05:14 But everything automatically changes quickly.
05:16 If I go back to that sketch you can see those values are now input from those equations.
05:21 It's a really easy way to go and leverage those values.
05:24 Now I'm using this as just one sketch, but I could be creating sketches on all
05:28 types of different faces and creating a very complex part.
05:30 If I was using a half-inch hole for instance, I could link to that half-inch
05:34 variable over and over and over again through multiple sketches through multiple features.
05:37 If I change one thing, they would all update.
05:39 So it's a very, very powerfully way to go about that.
05:41 When I go back to the Equator Editor here, I have a few other things I can do.
05:45 Notice I've got some values that are kind of linked here and I can display where they are.
05:48 I can also import and export these values.
05:51 So if I am using these type of things over and over again, I can export all
05:55 these values to an equation in just a text file.
05:58 So equation.txt, I have a Chapter 16, I am just going to drop in there,
06:01 and these are all the values that I am exporting out of there and I can hit
06:06 Export and there they go.
06:08 And then notice down here, I have got a file that's linking to this external file
06:11 that's driving these equations.
06:13 So if I go back into the File System, inside of that folder, notice I have got
06:17 this equation.txt file.
06:20 If I click on it I can see a Preview of it, I can actually right-click on it, I
06:23 can say Open with and something like Notepad would be good.
06:26 And you can see it's just a simple text file that says Length is equal to 8, and
06:30 there are all these other values that are linking to what they are, so I can
06:33 continue as long as I keep that same format, I can start adding values here or I
06:37 can take this and I import it to another file that I might be using length, and
06:41 width, and height and hole diameters already and then I just can update those
06:44 values to what they need to be.
06:45 So that links those values out to the system and makes it really handy and you
06:49 can see that value there, import that same file or a different file, if I wanted to use
06:53 different equations in my design.
06:55 Design reusability is a great timesaver and using equations in your
06:59 designs makes it easier to make changes and allows others to easily
07:02 understand your input values.
07:04 In SolidWorks 2012 they made it very easy to create equation values in the input
07:09 bar, so integrating them into your design is easy and efficient.
07:13
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Working with complex calculations
00:00 The Equation Editor gives us the ability to create equations based on
00:03 variables and input values.
00:05 Equations can use the results from other equations as their input values and
00:09 some very complicated dynamic values can be calculated.
00:12 These values can then easily be linked to sketch dimensions.
00:16 In this part here we've got just a simple layout and we're going to add some dimensions.
00:20 So I'm going to add dimension from this right-hand side across the centerline
00:24 to create a double dimension, and I am going to create a global variable here, so
00:27 I am going to say equals, I should call this one L, and I click OK, and I am
00:32 going to create a global, say Yes, and then it gives us the opportunity to
00:35 type in that value, so I'm going to click on in that box here and type in 12 and click OK.
00:42 So now we got a value, global value called L, which is now equal to 12. Okay,
00:45 so another dimension over here, this time I'm going to make another equation,
00:50 I'm going to say equals.
00:51 Now what I'm going to do is, I'm going to grab this value down here and I can
00:53 add anything into this bar just by clicking on it, into any value that's
00:57 available, so click on that, and notice that it gives the name of that value and where it is.
01:01 If you mouse over it, it'll tell you the length of it, which is 12, and then
01:04 I can do something else to that, so I can start doing some math functions, so
01:07 I'm going to divide it by 4, and that's going to give you what you are inputting
01:10 there and click OK, and click OK, so then there is your value of 3, and I'm
01:15 going to define some of these lines here and dimension right there, so this is 1 inch right now.
01:21 So I'm going to take this value here.
01:23 So I'm going to say equals that value there, and divide it by 3 to get the 1
01:28 inch and then make it slightly small, so I'm going to subtract 0.125. Okay,
01:32 click OK, and there is that value and then the last one is going to be this hole
01:36 here and we can do some interesting things here to say, I like this value here,
01:40 and say times, we can use some functions in there if you wanted to, like the sin
01:43 of 30, for instance, plus 0.125 maybe, and we can continue on here, make a
01:50 very complicated equation.
01:51 And anything else we wanted to add in here, if we needed to, we can just click on
01:55 a plus or minus sign, and just go grab that value, it's going to automatically
01:57 add that in, so I can say like minus and click on this value here, it's going to add it in.
02:02 If all of a sudden that's not what you want, you can just backspace out of that and
02:06 remove it out of there, click OK and that's my value and there it is.
02:10 So now all these values are linked together and then if I want to go ahead and
02:15 if I need to change any of these things or modify how they operate I can go
02:18 into the Equation Editor and I can take a look and see some of the values here,
02:22 here's the equations that are linked to this, they're cascading.
02:26 So if I change L, all these other values are all cascading down from that.
02:30 So if I change L which is 12, notice this is D1, so D1@Sketch1 divided by 4
02:36 is the second value here.
02:38 So obviously if L changes, this value is going to change, and then this value
02:41 below it is going to change based on that value, so you can get a quite
02:45 complicated cascading effect in equations.
02:48 And you can also just add complicated equations here, so say like something
02:51 like G, I can grab values from in here, so I can say like there or I can
02:56 type in values that I have already created list global variables are linked to
02:59 them, so I already got a global variable called L I can link to here, or I can
03:02 just type it out, I can plus another L if I wanted to, there's my other L and
03:07 click OK and there it is.
03:09 So once I've got everything put in there I can give some comments to what we're
03:12 doing and you really can create some pretty amazing equation-driven parts, and
03:17 let's just go try to change a part here, let's just make a Extrude, I am going to drag it
03:22 up 2 inches for instance, and I got that part equationed out now.
03:29 So I'm just going to go back to that equation and this time instead of 12, I'm
03:32 going to change this to 24, click on OK and then everything automatically
03:39 updates, the hole updates, everything changes in that part if I go back and take a look.
03:42 Here all the values are, and they have all been calculated and updated based
03:48 upon those equations we used.
03:51 Creating dynamic equation-driven models in SolidWorks is easy, and it's a
03:55 great tool to figure out complex shapes that would otherwise be very difficult to
03:58 calculate or draw.
04:00
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Integrating Microsoft Excel to manage design tables
00:00 Within SolidWorks we can use all the power of Microsoft Excel to drive our parts
00:05 and to create various configurations of the same part.
00:08 To get started we need a base part that we're going to drive.
00:11 Let's get started with 16.3-1, this is just a block with a hole in the center.
00:16 We are then going to link the values to drive the size with a design table.
00:20 Let's take a look at the underlying sketch here, and take a look at some of the values.
00:25 Pretty simple sketch here, it's outlining a few things, and notice if I
00:29 double-click on any one of these dimensions, here is the value.
00:32 So I can actually overwrite this value or the name of this.
00:35 So I am going to type in here just capital W for the width.
00:38 Over here I am going to double-click and say, this one is going to be the
00:42 height, so just H. This one here I can make it hole, so I can change it to
00:48 anything I really like.
00:49 Then over here I am going to change this one to radius, and there it is.
00:55 If I double-click back on that, notice now its Radius@Sketch1, so those are the
00:59 values we are going to input into our table to drive this part.
01:02 Click OK, and those values have now been updated.
01:05 And go back to the extrude and then you can see here the extrude is, I am just
01:11 extruding it one inch, so that makes it pretty simple to understand,
01:14 and it's saying D1, so that's dimension one in that extrude. Click OK.
01:20 Now, we haven't really played with many of these other tabs here at the top of
01:23 the screen yet, so the first one is the Feature Manager, the next one is the
01:26 Property Manager, and then followed by that is the Configuration Manager.
01:29 Now, if we have a part and we want to make some small modification to it, I can
01:33 always go here and I can right-click and I can say Add Derived Configuration, or
01:37 if I click on the top one I can say create a new configuration, or Add a
01:41 Configuration to that part, so then I could go in and maybe change the size of
01:44 the hole to be a smaller hole.
01:45 And you have two configurations of the same exact part.
01:48 Now, we could do that directly or we can use Microsoft Excel to drive a table
01:53 and create the configurations for us.
01:55 So to do that, let's go up here to say Insert > Tables > Design Table.
02:00 The Auto-create is just fine, we are going to use that as the default, and click on OK.
02:06 And as soon as I do that, it actually opens Excel in the background and then it
02:09 asks us which values we want to import into Excel to be driven.
02:13 Now, if we just wanted to change the length of the extrusion, we could use this
02:17 one here, which is just that D1 we looked at, and right now that's one inch,
02:20 so if we wanted to have a bunch of different lengths of this piece
02:23 with a bunch of different values, we could just drive that.
02:25 If we want to drive all the values, we need to select all these.
02:27 Hold down Ctrl, select all those and click on OK.
02:30 What that does, it makes a little window of Excel inside of SolidWorks.
02:35 You notice it's the default configuration, and here's those values that we input before.
02:40 So if I want to add another configuration, all I need to do here is just name
02:43 it, so I'll say like C2 for configuration 2, and type in some values, so I am
02:48 going to say, type .5, type in 10, 5, 2, and I will extrude it 2 inches.
02:56 Those are those values, and I can keep going if I want to and type in some more values, C3.
03:00 And if I only want to change one or a couple of these values instead of having
03:03 to type them all in, I can use the Excel command, which is just Fill Down, and
03:07 select over all those windows, and hit Ctrl+D for Fill Down, and that just
03:12 copies those values down, then I can just change the ones I want to change.
03:15 So I could say this is maybe 12 inches and I want to extrude it 8.
03:19 And if I want to I can name this anything I want.
03:21 I can add a configuration named Bob, for instance.
03:23 It doesn't really matter, you can name your configurations anything you want.
03:27 And use that same technique of Fill Down, so Ctrl+D. And do a couple more
03:33 things here, we'll change this to 8 and we'll change this one to 12.
03:37 So if you do add another configuration, we have got to make sure that we
03:39 fill in all the values, otherwise it's going to give us an error.
03:42 So as soon as we've got all the values filled out the way we want, we click
03:45 anywhere in here in the graphics window, outside of Excel, click there, and it's
03:50 going to say, it created these configurations for us. That's great! Click on OK.
03:53 If I go over here to the Configuration Manager, you can see these are the new
03:58 configurations that have been created.
03:59 So we are still on the default, but if I want to go and look at my new
04:01 configurations, I just double-click on them, double-click on that and, wow,
04:05 we've got a much bigger part now.
04:07 You can see how that rapidly changes that part's shape and size.
04:11 Double-click on this one, makes a small part, and bunch of different options
04:16 here we can take a look at.
04:17 So it's pretty neat what you can do with just changing those values.
04:21 The part really is the same type of part, just the input values have changed.
04:24 Now, if I want to go back and edit the table or change things around, under
04:28 the Tables tab here, and keep in mind we are under the Configurations tab, not
04:31 the Property Manager.
04:32 Configurations Tab > Tables, and then here's that Design Table.
04:36 So if I want to change that table, I can right-click on it and I can say Edit
04:39 Table, which will bring up that same little window.
04:41 Or I can say Edit the Table in a New Window, which actually opens up the full
04:45 version of Excel, click on that, and there it is.
04:48 It's going to ask us, these are some configurations, click on OK, and I am
04:53 going to jump over here to Excel, open it up, and expand out these windows so we can see it.
04:58 And under the View Tab, I just want to make it a little bit bigger.
05:01 So you can see the same table is now open in Excel and we can add more
05:07 configurations if we wanted to.
05:08 We can also use the power of Excel here to figure things out for us.
05:11 So I can say this row here and I can Fill Down, Ctrl+D, and I am going to
05:16 change this one to Gabe.
05:19 Now, if I want to drive some of these values dynamically, for instance, if I
05:22 want to say this value here, maybe this hole, I want to make it half the size of the width.
05:27 So I can actually just say equals and the input bar here is just exactly as
05:32 Excel would work, and say this value here divided by 2, and click OK, and
05:36 that's completely fine.
05:38 We can use all the power of Excel.
05:40 In fact, if we skip either a column or a row;
05:42 we can go out here and calculate some values out.
05:45 I could say this cell is equal to that cell, plus that cell, minus that cell,
05:52 and divided by this cell, whatever you want to put in here, and just create some crazy values.
05:57 So we don't probably want to put a negative number, but whatever you calculate
06:00 out, you can go ahead and use any values you want in Excel to go calculate
06:05 these values and fill them out, so you can really come up with some very
06:07 powerful equations.
06:09 And we can go up into Excel and use their Equation Editor and all the lookup
06:12 tables and values, concatenate, a lot of real powerful things inside of Excel
06:16 that we can use to fill out our design table.
06:19 Once we've got these things looking good, we can go in and easily create new
06:22 configurations, but keep in mind, when we do create configurations, make sure
06:26 that we are making values that make sense.
06:27 Like here the width of the part is 10, the height is 12, and then here's that hole.
06:31 Well, what happens if I make this hole like 24, for instance, and I make this
06:35 thing four inches tall? Let's try it out.
06:38 Soon as I am done with this, I am going to click on Save and close that down,
06:43 and then it says in SolidWorks we've now got a new configuration, click on
06:47 OK, jump over here back to SolidWorks, and there is our new configuration called Gabe.
06:50 And watch what happened, I made that hole bigger than the part, double-click on it.
06:56 Now, we've got a completely different looking part, even though the values
07:00 really just changed, it's the same part with different values, but now this
07:03 circle is on the outside of this rectangle, so we've got a completely
07:05 different looking part.
07:06 So keep in mind that some of those values, by changing them you might end up
07:09 with different parts.
07:10 And also, if you made, for instance, like a radius here bigger than this length
07:14 if this line here or something like that, that would give you an error saying
07:17 this configuration couldn't be built.
07:19 But still we have all the other configurations still there, just
07:21 by double-clicking on them.
07:23 And if we wanted to build an assembly from one of these, I can drag them
07:27 directly from this Configuration window into a new assembly, and each one of the
07:31 configurations will be operated as a separate part.
07:33 Using Excel and design tables allows you to create a collection of similar parts.
07:38 This comes in very handy if you're working with something like a bolt.
07:42 They look about the same,
07:43 however, they are different sizes and different lengths.
07:45 The features are created the same with different input values.
07:49 If you have a design that looks similar to the bolt example, design tables
07:52 would be a good choice.
07:54
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Making assemblies using part configurations
00:00 We can create assemblies from configurations of a part.
00:04 We're right here where we left off at 16.3-1, and we have several configurations of
00:09 this part that have been defined with a design table here, and we can go modify
00:13 those values in the design table and Excel if we want to, you can double-click
00:17 on any one of these to get different input into that shape, and you can rebuild
00:23 it to get different sizes. Okay,
00:25 so I can go ahead and build an assembly using these.
00:28 So I'm going to say, let's start with this configuration here, which is Gabe,
00:32 which is my name, and I'm going to say, make an assembly from that, so Make
00:36 Assembly from Part, and notice I got that one there and then put it in.
00:41 Now what might seem funny is I'm going to go ahead and create an assembly
00:44 of all the same part yet they are going to be different, so let's click on Tile Horizontally.
00:49 Notice down here we have those display states, if I double-click on one my part will change.
00:55 I can grab it from the Excel window here or from here and drag it in.
00:59 Notice, there are the same part, it's just different configurations of that same
01:03 part, let's double-click on one of these other ones, drag it in up here as well.
01:07 So I can actually take every single configuration of this part and put it into
01:14 this assembly, so there is all bunch of difference ones.
01:17 All the same part, notice they're all exactly the same file name and the
01:21 different values, but they are different configurations of that part, so notice
01:24 it's Gabe, Bob, C2, C3, and the default configuration that are all in there.
01:28 So there's different configurations of the same part, and I can create
01:30 assemblies as I would anyway else, I can also add other components to this
01:33 assembly, it doesn't really matter, so you can actually have a complete
01:36 assembly using just one part.
01:39 Makes a lot of sense if you're going to create like a railing or something like
01:41 that, you have pieces of rectangular tubing, they are in different sizes, but
01:45 really the shape is the same or very similar.
01:47 So you can have a big tube at the top, a big tube on the bottom, and then
01:50 smaller tubes from maybe with the pickets or the other parts, I can move these
01:54 components around and adjust them.
01:56 If I click on a component here this little in-context window pops up giving
02:00 a bunch of options.
02:01 If I go to the very end of this there is Component Properties, click on that,
02:05 take a look inside here.
02:06 It gives me those configurations of that part and notice the C3 is highlighted.
02:11 If I were to change this to C2, it would just change that part, so I can easily
02:16 change from one part, or one configuration to the next, inside of this Assembly
02:20 window just by clicking on a part, selecting the Component Properties and
02:23 choosing which configuration I want solved.
02:26 So right now it's the Bob one, I can go down here to C3 or Gabe, change that
02:30 around just by clicking those, hitting update and it changes that part to something
02:34 else, so it's very powerful what you can do.
02:36 So Microsoft Excel inside of SolidWorks there are these real great powerful
02:39 features for creating configurations, and then those configurations again can be
02:44 used in assembly or in other parts to create very complex parts, and you can
02:47 also use all the power of those equations to solve very complicated and
02:51 cascading part calculations to really build some amazing things.
02:56
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17. Part Drawings
Working with drawing templates
00:00 A sheet template is the border and size of a drawing.
00:03 Making or choosing a template is important to relay the correct information
00:07 about your part as well as your company.
00:09 A sheet template will have a block tolerance, the projection type, the units,
00:14 and the scale of the drawing.
00:16 This is a part we're going to make a drawing for.
00:17 I have a couple of different ways to do that.
00:19 I'll just start a new document here, I'll click on New, and notice from the
00:23 Novice tab here, I've get my standard Part, Assembly, and Drawing.
00:27 If I click on this drawing here, it's going to use my default template, or I can
00:30 click over the Advanced tab to get more drawings and templates that I might have
00:34 already established, but I don't have one of those yet.
00:36 So let's click on just Drawing under the Novice tab and click OK.
00:40 So when I do that, it gives me a listing of the sizes of standard drawings that
00:43 are preloaded with SolidWorks.
00:44 If I click through the different ones here, you can see the drawing size changes, the
00:48 width and height change, and I get a bunch of different options here.
00:52 I can go through different standards and see your ISO or a whole bunch of different ones;
00:57 I can click on here that will change.
01:00 I'm going to use the ANSI C-size drawing.
01:04 So that gives us a lot a real estate to draw out our parts, as well as smaller
01:08 block down here, so it doesn't take up half the page like some of the AMB sized drawings.
01:12 The nice thing about the C-sized drawing is it's the same ratio as a regular
01:17 8.5x11 sheet of paper.
01:19 So when you print it out, it fits perfectly on a regular sheet of paper and it looks nice.
01:23 Now, also down here, this is the Templates menus and make sure we're seeing that
01:28 sheet format and click OK.
01:30 This just opens up a very basic sheet template, and right off the bat it brings
01:34 up over here, which file do we want to incorporate into a drawing.
01:38 Any documents I have open right now, which show up right here.
01:41 So I think they'll be listed here.
01:42 If I don't have one, I can just click on Browse to go find the document I want
01:45 to make a drawing from.
01:47 Once you have the drawing you like, click on Next and we get an option for some views.
01:51 Notice if I bring my mouse over here into the window, it gives me whatever
01:54 view I have selected.
01:55 If I change that view, I can pick which view I want to start my drawing with.
01:59 I can also create multiple views if I wanted to, but this time, I'm just going
02:02 to pick this top view and just drop it on the screen. There it is.
02:08 Again, so I right click, and then as soon as I've placed the first view, it
02:11 automatically puts a projection style on, so I can project out to look at the
02:15 right hand part of this drawing or the top view of this drawing or even
02:19 isometric view if I go to an angle.
02:20 Notice if I move around that part, all these different views are available, so I
02:24 can just keep adding views until I'm happy with what I got.
02:28 And as soon as I am done with views, I just hit Escape and it turns that off.
02:31 If I have like an isometric view or something like this, I can drag it around.
02:35 These views here are linked with that little line, so I can move them in and
02:38 out, but I can't them move them up and down. All right, and
02:40 same thing over here.
02:41 I can move it up and down, I can't move it right or left, and then this view here
02:44 controls both of those.
02:45 So they're all kind of linked together.
02:46 Now, I can start putting dimensions and annotations on here if I wanted to, but
02:51 also, let's go and take a look at the block down here and take a look at what we have.
02:54 And if you read through some of this and it says, this is the sole property of
02:58 insert company name here.
03:00 So this is really just a starting point for you to go and create your own
03:03 customized template that has your company name, your tolerances you want to use
03:07 in your parts, and notice these are all blank right now, the material to finish,
03:11 all those information is blank for you to fill out.
03:14 Now, some of these things you want to incorporate into your template yourself
03:17 and some of them you wouldn't. You don't want to necessarily make the material
03:20 part of your template unless you're making all of your parts out of exactly the same material.
03:24 Same thing with finish and things like that.
03:26 And things like the drawing number or the revision, we want to make those so
03:29 they can link back to the part itself and gets either the drawing number, the
03:34 part number or whatever number we want to show on the drawings here, and we can
03:38 make these links that go back and it grabs the part name or the revision.
03:42 So, before we go ahead and make changes to the drawing template, let's go and
03:46 find out where they're located at and how to access them.
03:49 So I've created a drawing template in the Chapter 17 folder.
03:54 So I'm going to tab over to that folder here and open this one up.
03:59 So now you can see over here, I got the C- drive and under there, I've got a folder
04:02 called SolidWorks Data.
04:03 Now, SolidWorks more than likely installed this folder for you when they
04:07 installed SolidWorks, and inside of this folder is your information as far as
04:12 your toolbox or your browser for the different styles of Hole Wizard and things like
04:16 that, and you can also place things like drawing templates in here.
04:19 You can make a folder called drawing templates if you wanted to.
04:21 You can organize this folder however you want.
04:23 But it's right on the C-drive, it's easy to get to, and you can put a lot of data here.
04:27 So that's where I recommend putting your sheet templates.
04:30 Now, over here, I've got a Chapter 17 folder that came with your exercise files, and
04:35 I'm going to go and select these four documents.
04:38 The first one is a drawing template.
04:40 I've got a picture of the Olive Oil company logo, I also have a DWG of the same
04:45 logo and then I have just the sheet format.
04:47 So you need both a drawing template and a sheet format, and I'm going to copy
04:51 those over to that folder there.
04:53 Now, in SolidWorks, I need to go and link to where that folder is.
04:58 So go back to SolidWorks here and we're going to go back to this drawing, and
05:02 go up to System Options here, and when I get to System Options, I go down here a
05:06 little bit, and I get File Locations. And in File Locations I've got a bunch of
05:10 different options as far as where all these files are located and things like that.
05:13 But right now, it's already on Document Templates, and this is where it's
05:17 looking for those default templates, or those document templates that we're going
05:20 to start from and inside of these places would be part templates, assembly
05:25 templates or drawing templates.
05:26 So we want to go, add a new link to that C:\SolidWorks Data folder.
05:29 So, I'm just clicking on Add and I'm going to go in here to the Computer > C drive
05:36 and scroll down to SolidWorks Data and that's what I want.
05:39 So Click OK, it just adds a C:\ SolidWorks Data, and that should be good to go.
05:45 And then also just before we get out of this, I want to point out that up here
05:48 under Default Templates, it also lists which template is going to be used when
05:52 you just click on that Novice tab as far as part, assembly, or drawing.
05:56 These are the templates that are going to be automatically pulled in.
05:58 So I can go change those paths to whatever my latest and greatest newest
06:02 template is for each one of those.
06:04 And I can and save out a new template anytime I want.
06:06 Save it to your favorite location like C:\SolidWorks Data, and then change this
06:11 path to it so you can just grab that every time you start a new file, you don't
06:13 have to go and change it each time.
06:15 So once I'm happy with that, I'm going to add the C:\SolidWorks Data to my path,
06:19 click on OK, and there it is.
06:21 So, let's go ahead and try a new drawing out this time.
06:24 But I'm going to go back and actually go to the part.
06:25 So here's the part, and before we actually do this part here, I'm going to back
06:31 to this drawing here and just cancel that one so it doesn't interfere.
06:35 So don't save that one.
06:36 Now from this part here, I'm going to go up to File > Make Drawing from Part.
06:41 That pulls a lot of that data and it already knows which part we're using and
06:44 everything else like that.
06:45 Click on Make Drawing from Part, and as soon as I pull this up, it gives me this
06:48 option here of the different sheet formats as well that I could import in.
06:53 Or if I hit Escape out of this and cancel that, I can go to the New tab here and
06:58 under the Advanced tab, I've got this new template I just made.
07:02 So if click on that one,
07:04 notice I get that new template I made, and this is a quite a bit nicer
07:07 template than the original default and I've customized it to this company that we're using.
07:12 So you can see on the left-hand side here, we got the Model View that has a file
07:16 we have opened, and I click OK, and the same questions I can just place that
07:20 directly on my drawing and now I have what I need to do and I can place a couple
07:24 of other views here real quickly and then I can go, click Escape, and then I can
07:29 move those around to make them, so they look nice in the drawing.
07:32 Now, I've got this sheet format that's pretty established as far as I've got a
07:36 picture in here, I've got some company information, and I've got some tolerance
07:41 information placed in here as well. A lot of information that might be good to
07:45 relay to the customer.
07:46 I also have a revision block that I've pre-added in here.
07:49 Down here, I've got a time and date stamp, which you may or may not want, and outside
07:54 of the drawing, I've actually placed the path to where that file is.
07:58 It doesn't actually print on the drawing because it's directly outside of the
08:01 border of it, but what happens is sometimes you're looking for where this file
08:04 is, and it gives you a nice little link to where to go find these files and
08:08 that's the file location of where this part itself is, and it's going to change
08:12 depending on, obviously, where you have stored on the file system.
08:15 So if we want to go and make some changes now to the template itself, I can go
08:19 here and I can right-click and say Edit Sheet Format, and we're going to be
08:25 right-clicking anywhere that is not a part, so Edit Sheet Format.
08:28 As soon as I do that, now I get blue lines on my drawing.
08:31 So these are standard sketch lines, so I can add circles and squares and
08:36 rectangles and lines as much as I want to change this around.
08:38 I can click on lines and move them up and down.
08:42 I can adjust things if I wanted to.
08:44 I can click into a text box like this, double-click it and I have the ability to type or
08:50 change the font or change the size, change the formatting how I want to align these things.
08:55 So each one of these is just a text box that has some information in it and a
08:59 font and a size, and same thing down here, I can just keep going round and
09:03 round changing things as we want;
09:04 a bunch of different ways we can go ahead and do that.
09:08 You might want to incorporate a picture into your template.
09:11 The best way to do it is go under the Sketch tab and I've got this Sketch Picture, and by
09:16 default Sketch Picture doesn't show up in SolidWorks and we did add this in an
09:19 earlier movie, but I'm going to go ahead and show you how to do that again.
09:21 Customize CommandManager, and go up here to Commands, and we're going to go down to the
09:27 Sketch toolbar, and then here's all the available Sketch tools that we can put
09:32 into this folder over here.
09:33 So if I wanted to add a sketch to it, I'd just click on Sketch, drag and drop it in here.
09:37 But I already have one so I don't really need to that.
09:39 And the same thing with any other tools you ever wanted to add.
09:41 You can always drag and drop them in. If you don't want in there or you just drag
09:44 it back out and put it back in the palette here. Click on OK.
09:47 So, once I have that, I can click on it and it's going to ask me to go look
09:50 for a file. And here's the file that I put in there, which is that logo and we'll click on OK.
09:54 As soon as I do that, it's going to place it in the drawing.
09:58 It's kind of big so I've got to zoom out to go see it.
10:00 So right now it says Transparency none, I want to actually say, From file which
10:03 then says it's a clear background.
10:06 And I can define the size of that file so I can just drag it up and down, and I can
10:10 move it anywhere I want.
10:11 Once I'm happy with where it is, I'll click on OK and it just places that file.
10:15 So, I'll say, I've moved it down here.
10:17 That's how you'll place an image in your sheet format.
10:19 Any other changes you want to make here as well.
10:22 We can go ahead and add notes as well just by using the annotations and we're
10:26 going to be covering that in the next few movies.
10:29 Once you have all these changes made, go back out of the sheet format and then
10:33 we might want to make these updates. And notice this is obviously going over the top of my part.
10:36 So this probably -- we don't want to place that
10:38 there, we'd probably have it down here.
10:39 I just want to give you an illustration of how we can easily place an image in the drawing.
10:43 But once we have one that we really like, we can go up here and say
10:46 File > Save Sheet Format, and we already have one called TWOTREES, and I don't
10:52 want to replace it right now, but if you did, this is what you'd call it, or you can
10:55 also name it something else as SheetFormat2 or TWOTREES2 would be another sheet
11:01 format, so you can actually choose one or the other depending on what type of
11:04 drawing you're making, and a lot of times, you'd make one that would be like a
11:07 metric one and one would be an English unit one, so we could have the block
11:11 tolerances changed depending on what type of part you're making and other
11:14 standard sheet format templates, or art templates, or drawing templates we'd use
11:18 would be something like changing the units.
11:20 So, if you're making drawings in metric, you'd have a metric template and it
11:24 have one in English units as well, and then the block tolerance would
11:28 automatically match that same thing.
11:29 So you can have as many templates as you want to define your drawings.
11:33 I've already got that saved,
11:35 so I'm going to say Cancel and there it is.
11:37 SolidWorks has some built-in templates that can be easily customized.
11:41 Spending a few minutes and setting up your default templates will put a
11:45 professional polish on your drawings and make sure you're relaying the correct
11:48 information about your parts.
11:50
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Setting up drawing options and sheet properties
00:00 There are many different standards and drawing options that can be modified.
00:04 Once these options have been set, we can save the drawing templates so these
00:07 options will be the defaults.
00:09 To get started, let's open 17.2-1 and make a drawing.
00:13 I am going to go under the File menu and since I already have a part open, I can
00:16 use this Make Drawing from Part.
00:18 And notice I get the template that we just created in the last movie, and also
00:22 you see the tabs here at the top or just the other templates that are available.
00:25 So I am going to pick that TT template for the Olive Oil Company and click on OK,
00:30 and that's going to open that template in the background here.
00:32 It also brings up this pretty handy little window on this side.
00:34 It gives me some views that I can just drag and drop in.
00:37 So I am going to grab that Top view and just bring it right in.
00:40 Okay, there's our view, and then automatically as soon as I create that view, it
00:44 turns on the projection views, and I can just go ahead and make cool
00:47 projections of that same part.
00:48 When I am done, hit Escape, turns that off and I can just move some of these
00:52 around to lay them out on my sheet a little better, they look nice.
00:55 Let's go ahead and add a few dimensions now, just so when we do change some of
00:59 the options, we can see how those dimensions are going to change when we make
01:04 those option changes. I am going throw one up here, and then one over here.
01:11 Okay, so there's a few different views here and maybe I will do one on the
01:15 thickness of the block over here.
01:17 Okay, let's go up now and change some options.
01:20 So under the Options tab here, click on that and under Documents Properties, we
01:25 have got all these different choices here.
01:27 The very first one is the Drafting Standard, and we looked at that before and
01:31 right now we are on ISO-MODIFIED environment, we can change to ANSI or anything else.
01:35 If I change this, it's going to change all the styles and fonts and methods
01:40 for laying things out.
01:41 So if I change to ISO for instance, go back here, and I click on OK, notice all
01:46 these views changed, all the annotations, now they are aligned with the leader
01:51 in a vertical orientation here instead of horizontal.
01:53 And this way doesn't look quite as nice in my opinion, but you can modify this
01:58 to however you want to have your drawings look, and same thing if probably
02:01 the fonts a little bit small.
02:02 So I might want to go back and modify some of the stuff to go and change that around.
02:05 So go back to Options, go back to Document Properties and I am going to change
02:10 this one back to ANSI, and then let's go through some of these options.
02:14 So first one there is a little plus mark, I can click on the Annotations.
02:18 So any kind of notes we are going to be placing in our drawing is going to be defined here.
02:22 The font, the size, the style and everything else is defined here.
02:27 So right now we are using 12 point, I'd maybe change that to Points 18,
02:32 click OK, and now notice it says, I have deviated from this standard, that ANSI
02:38 standard, now we are in ANSI-MODIFIED standard.
02:41 Okay, that's fine with me.
02:44 And we have got a couple of different type of arrows.
02:46 We can do a lot of things here.
02:48 Then we jump down to Balloons. When we start making assemblies how do we want
02:51 our balloons to look?
02:52 Same thing with Datums, we can change everything, the Leader style, the font
02:56 width, the line width, I mean a lot of stuff here.
02:59 Geometric Tolerancing, same thing, go into Notes, we can change the font again,
03:04 the style, the Services Finishes, Weld Symbols.
03:07 We go down to Dimension, we got another plus mark, we can click on here, we
03:11 can change the Font directly for those as well, so maybe I will makes these 22.
03:17 You can make whatever fits your drawing best, and then a lot of different things
03:20 for Dual dimensioning, your Primary precisions, your Dual precisions,
03:24 Fractionals, if you are going to be using those, how do you want your arrows to
03:27 look, you know if you want like a bigger arrow or a longer arrow.
03:29 I can adjust all the size of the arrows and change them to my preference, and
03:34 different zeros, we have standards.
03:35 So then come down to our Angles.
03:37 How do we want our Angles to show up?
03:39 How do we want the Text position? Do we want to kind of be on the circle there, aligned
03:43 horizontally, a bunch of choices.
03:45 Arc Length same thing, Text positions, big one, how do we want the font to be laid out?
03:51 Chamfer, so we can really control almost everything about how our drawing is
03:55 going to look by going through some of these different options here. With
03:59 something like the Diameter or Radiuses, we can establish here, how do we want
04:03 the Text position to be?
04:05 Same thing with Hole Callouts. We've got Linear dimensions, how do I want them to look?
04:09 And these are the ones that I change a lot.
04:11 This is my favorite one here in the middle, it's just horizontal text, that way
04:14 you have to turn your head sideways to go and read all the different values.
04:17 Ordinate values here, Radius, Centerlines, how do we want these marks to look?
04:22 If I go down here to a couple of Tables, View Labels, Virtual Sharps.
04:29 Virtual Sharps is something like if you have two lines intersecting, how do
04:32 you want that to look?
04:34 So they do that a lot in sheet metal when you have a bend and you want to have
04:37 a Virtual Sharp showing where those two edges might come together.
04:40 As far as Detailing, this is a pretty handy one here.
04:43 So first of all we are showing what do we want to show by default, and then over
04:47 here we have this auto insert which is really nice.
04:50 So by default, it can automatically add center marks for holes and that can save
04:55 you a lot of time if you are using that. Same thing with automatic centerlines,
04:58 or automatic balloons if you are working with assemblies.
05:02 Dimensions marked for the drawings, so a lot of things that we can just
05:05 bring in automatically.
05:06 And then yes, sometimes you might want to have different templates for different
05:09 types of options, so for instance, if you are working with sheet metal and you have a
05:12 grid pattern with a lot of holes in it, bringing in center marks may not be the
05:15 best choice because sometimes they can make your drawing look very cluttered and
05:18 then you have maybe a few hundred center marks to go get rid of.
05:21 So depending on which type of part you are working with, you might or might not
05:25 want these things turned on.
05:27 You can have a Grid to lay things out if you want, you can set the spacing here.
05:30 Units is probably going to be the one we're going to use the most.
05:32 We are going to go and say what unit system do we want to use?
05:36 The most common will be millimeter or inch, pound, second, and then what are our
05:40 decimals points that we want?
05:41 Do we want a two point, a three point, a four point, and so on.
05:44 So we can define all those right there and then same thing if we have dual
05:47 dimension, if we have different angles things like that, we can change these
05:51 around, so you know two or three place decimals will probably be the most common
05:55 ones you are going to see.
05:57 And we'll go down a little further here, you've got different types of
06:00 lines you have in your drawings, we can go through those, the different
06:03 styles, we can have Dashed lines, we can have a bunch of different things we
06:06 can establish here and we can actually load new ones if we wanted to or save custom ones.
06:10 Same thing with Line Thicknesses, these are our standards, and Image Quality, this is
06:14 another one that's important.
06:15 If you have a big drawing and it looks kind of more like an octagon than a
06:20 circle, at that point of time, so if we have a low resolution, and it starts
06:23 turning into more like a multi-sided shape versus actually like a circle.
06:27 But the higher you go here, also the more system resources you are using.
06:30 So you want it somewhere in the mid range here would probably be fine unless you
06:34 really want to show something very accurately and you have a little more time to
06:37 wait, you can do that, and same thing you got a little slider you can do for
06:41 Wireframe as well. And then the very last one here, Sheet Metal, and if you are
06:45 making drawings for that which we haven't really covered sheet metal yet, but it allows
06:47 you to insert bend line information and things of that nature.
06:51 So anyways, those are all the system options.
06:53 You can see there is quite a bit of stuff that you can go ahead and change to
06:56 modify your drawing.
06:57 So once you have gone through here and made a bunch of modifications and got
07:01 your drawing so it's really looking good, you want to go, get back to your
07:04 drawing and make sure then once we have made all those changes, go back here and
07:09 make sure you go to File > Save Sheet Format.
07:12 And save that sheet format or overwrite your existing format, that way the next
07:16 time you open that drawing, it's going to be using that new sheet format and
07:20 same thing with property.
07:21 So that's the sheet format which is going to be the location of all the
07:24 note changes, and then the other one we need to make sure we change is the
07:28 part template, and most of those system options are actually located in the part template.
07:32 So there is two files, there is a sheet format and there is also the part template.
07:37 So we need to save both of those and just go save that part template.
07:40 We go to File > Save As, and as far as the Drawing, we need to go down here to
07:47 Drawing Templates and you can see we have a template here and we can go up to
07:52 the C folder, go down to SolidWorks Data and there is that TT.Drawing template,
07:58 that's where all that data stored in.
08:00 So if I overwrote that file that would save that file out.
08:03 But keep in mind, we don't want to have any views like this in our drawing when
08:08 we save that drawing template out because then those views will automatically
08:11 show up the next time we make a drawing.
08:13 So when we do work with a drawing template and go out and save those options out, we
08:17 want to go back and just open up a blank drawing and make the changes to the
08:21 template, make the changes to the sheet format, save those out and that way
08:24 when we open it again, everything is looking perfect, and we can just get
08:28 straight to drawing.
08:29 Saving your options as the defaults in a drawing is the single best time
08:33 saver in SolidWorks.
08:34 More than half of the new users that I encounter don't know this and don't make
08:38 these changes and have to go back and modify their sheet format or drawing
08:41 options every single time they are making a drawing.
08:43 This could be very time- consuming and it's really not necessary.
08:47 Save that sheet format, make those options changes and you will be on your way
08:50 to being a better designer.
08:52
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Choosing the correct projection angle: first angle vs. third angle
00:00 In this movie we're going to cover the differences between a first angle and a
00:04 third angle projection.
00:05 In the United States, the most common projection is called third angle.
00:09 In Europe, and most of the rest of the world, first angle is the norm.
00:12 To change from one to the other it's really just an option click away.
00:15 However it's important to understand what the differences are, and how the
00:19 projections look different.
00:21 This part here is the same part we've been working with, but I've added a little
00:24 polygon on the side and a triangle, so we can see which side we're working with.
00:29 I'm going to go make a drawing from this,
00:30 I can say Make Drawing from Part, and use that same template we've been using.
00:34 Click on OK and it pops up over here and I'm going to click on that top view to
00:38 bring it out, and I am going to make a projection on the right and one on the left,
00:42 one at the top and one on the bottom of this.
00:44 So as you can see we've got the front view here and then on this right hand
00:49 view I've got the little polygon here, the hexagon, and on the top I've get the triangle.
00:53 Now if I want to change different styles of projections, I can
00:56 right-click anywhere in the Drawing view, so if I right-click here and then
01:00 come down to Properties.
01:01 Inside of Properties I get a bunch of information here,
01:04 the name of that sheet, the scale of that sheet that I'm using, here's the sheet
01:08 format that I'm using for that, and then up here is the projection style, first
01:12 angle or third angle.
01:13 So right now I'm using a third angle projection because we set this drawing sheet up.
01:16 Now if I change over to first angle and click OK watch what happens to that
01:20 drawing, I'm just going to move it over here, so that you can see.
01:22 Click OK and now the hexagon here moved to the other side and the triangle
01:27 moved down to the bottom.
01:28 Now did the part change?
01:30 No, the part is exactly the same part as it was before, but the projection style changes.
01:35 So, keep in mind if you change from one to the other, your parts are going to
01:38 look completely different.
01:39 So if somebody is expecting a part to have the right view on the right side of
01:44 your part and it's actually on the left, you might get the wrong part
01:47 manufactured when you send your drawings out.
01:50 So make sure that if you in the U.S. you're using third angle projections.
01:53 If you're using first angle projections, hopefully you're in Europe or Japan or
01:57 somewhere like that whose using that as their kind of standard type.
02:00 And a lot of times in your block down here, you'll write in first angle or
02:05 third angle projection.
02:06 So it's very clear to whoever is making a part or working with your drawing, the
02:10 style of projection that you're using.
02:12 It can be a big stumbling point especially, when you are first setting up your template.
02:16 If you overlook that, you're drawings might look quite a bit different from the
02:19 parts you're going to be getting, if they're expecting a third angle and you're
02:22 producing a first angle drawing.
02:24 Even though it might not seem that important, one of the most common errors on
02:27 new SolidWorks drawings is using the wrong projection type and confusing vendors.
02:32 It's a quick thing to check and it makes sure that you're getting the right
02:35 projections and the right parts.
02:38
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Adding model views to a drawing
00:00 In this movie, we're going to learn to add different sheets to our drawings as
00:03 well as adding additional sheets to continue on our drawings.
00:06 This is the same part we've been working with and I am going to click on
00:09 File > Make Drawing from Part,
00:11 and use that basic template we've been working with, and I am just
00:14 going to add that top view here.
00:16 Okay, there's our top view and we can add a couple of projections if we want.
00:19 We've got some options when we do add these.
00:21 So if I click on any one of these, I can actually change those options and
00:25 notice, it's the view that I am using here, which I can always change if I wanted to.
00:28 Go down here, I can see how I want to display that.
00:32 You can do Wireframe, you can do it with the hidden lines removed, and notice if I
00:36 click on one of these things, all those views change.
00:39 Now you can do them individually, but I am changing the base view so these other
00:42 views are automatically updating as well.
00:44 I can change it to a Standard one here, I can do the Shaded Mode with edges, I
00:47 can do it with without edges.
00:49 Now sometimes these type of views look really nice.
00:51 I mean, you can see a view and you can do some projections of it and it looks
00:55 all shaded and nice, like you used to in SolidWorks.
00:57 I am going to caution you against these a little bit.
01:00 When you work with views like this, a lot of times drawings are around for a
01:03 long time and they're photocopied, they're faxed, there's a lot of things that
01:07 happen with drawings.
01:08 And a view like this just turns into a big black blob here in the upper corner
01:12 when you start copying that file.
01:14 So I would caution you against trying to use those types of views.
01:17 The Hidden Lines Removed is probably the best, best bet for that or
01:20 showing where those files are as hidden lines are visible.
01:22 So either one of those will work just great for your views.
01:25 We also have the sheet scale or the scale of the drawing.
01:29 So notice this part here.
01:30 Sometimes you're working on a drawing and running out of space, you can take that
01:33 isometric projection and you can make it smaller. All right,
01:35 so you use a custom scale and scale that down smaller.
01:38 And if I do, I probably want to put a little annotation down here that's
01:41 noting what the scale is because I have a scale down here in the drawing
01:44 telling me what size it is.
01:45 So if I am making something that's a different scale, make sure we're noting that.
01:49 And then once you're happy with what you've got there, you can click OK and
01:52 there's your different views.
01:54 Now if we're working with maybe an outside vendor and you want to have a part
01:57 like this, maybe if it's laser cut first, and then maybe some secondary
02:01 machining or something done on it, you might want to send a file to them for laser cutting.
02:04 So I am going to show you how you create another view for that, so I can add a sheet.
02:07 If I add another sheet here, I can just add more views if I needed to, and you
02:11 need to have a model in your view.
02:12 So to do that, I am also just going to go, select that same model that we were
02:16 using before and throw it out here.
02:19 Now we already have that view but if we want some other different views, we can
02:22 throw this in here as well, something like an auxiliary view.
02:24 So if I had maybe a cut at a certain angle or a hole at some funny angle and I
02:28 needed a view to look at, you would ask me for an auxiliary view.
02:31 I need to go pick an edge.
02:32 So there's no specialty edges on this part here,
02:35 it's just a rectangular part with a hole in it.
02:37 So I don't really have an edge to pick from this, but I just want to show
02:39 you that's available.
02:41 Same thing with up here; Standard Views.
02:42 Those with 3 Standard Views it would automatically add.
02:45 The Model View is just going to tell me it's going to add a part.
02:47 Projected Views, we've already done, we'll just pick the base view and then it's
02:50 going to give you those projections.
02:51 Okay, the Section Views, if you want to slice this in half, I can slice it
02:56 wherever I want to place it and then place that new view.
02:58 It's going to give you a section view of that and those are aligned together as well.
03:01 So it shows you what it's going to look like.
03:03 A Detail View, it's going to allow me to zoom in on a certain section and make
03:08 it bigger so I can detail that a little bit easier.
03:10 I'll break out a section if I want to slice halfway through something to go get
03:14 a little more detail, as far as what's inside of a part, I can use that.
03:18 If I have a long part, I can break it and pull together so it's a lot smaller on the drawing.
03:23 I can crop a view so I am closely at it and then I can also use this
03:26 Alternate Position View.
03:27 So if you have something like a pair of pliers, you can show it in the closed
03:30 position as well as the open position.
03:32 So a lot of things you can add as far as the drawings.
03:34 Okay, now what we're going to do is go ahead and add another sheet and we're
03:38 going to place a Model View on there so we can go ahead and use that to send
03:42 to maybe a laser cutting company or a water jet company who could cut these parts out for us.
03:47 So I am going to click on New Sheet and notice I get that sheet here, and we'll click
03:50 on the Model View and I am going to grab just that top view. And there it is.
03:54 So that's exactly what I want to cut.
03:56 However, I don't want to have the rest of this border and everything on there.
03:59 I want to go and get rid of that.
04:01 So I am going to right-click here and say Properties, and I am just going to say
04:04 Display sheet format and just turn that off.
04:06 Now notice this little image you have on your sheet format.
04:09 It might not have disappeared.
04:11 Sometimes that's an issue in SolidWorks that it's not disappearing when you
04:14 are hiding the sheet format.
04:14 So to get rid of that, let's just say Edit Sheet Format, click on it and, hit
04:18 Delete and it takes it out. Go back. All right,
04:21 so now we have pretty much exactly what we want.
04:23 We've got the shape that we want, just purely the lines, nothing else on the
04:26 sheet format and we can go save this out.
04:28 But before we do that, let's double- check that we're using the sheet scale.
04:31 So make sure we've got sheet scale selected and then go back to Properties by
04:34 right-clicking anywhere, select Properties, and make sure up here we've got a
04:37 1:1 scale, and third angle projection or first angle.
04:40 It doesn't actually matter here because we're just looking at the top view.
04:43 But make sure that's scaled to 1:1, otherwise you are going to get a part that's either 2
04:46 times too big, or too small or something like that.
04:48 So make sure you're 1:1, and then when you go to save this out, we're going to
04:51 go to File > Save As, and I am going to select either DWG or DXF.
04:56 If I do that, I get a couple of options here.
04:58 Just click on that and inside the Options window here, you've got a bunch of
05:01 different versions you can save it out to.
05:04 I find sometimes saving out to these older versions, like R13, sometimes works
05:08 better especially with legacy systems.
05:10 And then also export the active sheet only.
05:13 Otherwise it's going to export all of the sheets of your drawing to that.
05:16 And once you've got all these selected out, click on OK, and now I can say Save,
05:21 and I already have one there, I am just going to overwrite it,
05:23 replace that file, and now I have that version I can go ahead and send out to
05:28 any type of manufacturing.
05:29 So machine shops, laser cutting, water jet cutting, all of those types of
05:33 companies can use this type of a 2D file to cut things out.
05:37 Also, I just want to point out while we're in here, if we go back to that part
05:41 itself, if you wanted to send this as a solid file out to somebody, you could
05:45 send the native SolidWorks files, but a lot of times they're looking for maybe like a
05:48 STEP file or an IGES file.
05:49 We can do the same thing there, we can go File > Save As, and click OK, and then go
05:54 down here, we've got a bunch of options on how we can export that data.
05:57 Parasolid is a really popular one, IGES files, STEP files, but you can see
06:02 there's just a ton of things you can work with other types of software to export files.
06:06 So I'd probably recommend STEP files, as it's kind of the most common file
06:08 format you'd probably use.
06:09 And then same thing, you've got some options you can change there.
06:12 I just want to point out that that was available.
06:14 Let's go back here, here's our drawing, so we've got couple a different sheets that we're
06:17 drawing, see how it lays out.
06:19 SolidWorks makes it easy to add views to your drawings by selecting the starting
06:22 view and the various projections.
06:24 You can see we can do quite a bit with the different projection views and the
06:27 different sheet formats.
06:28 We can export files and work with a lot of different softwares and vendors.
06:32 From here, we're going to move into the next movies where we're going to learn
06:34 about adding dimensions and annotations.
06:37
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18. Adding Dimension Notations to a Drawing
Creating general dimension notations
00:00 In SolidWorks, all the sizes and features are defined in the model.
00:04 Therefore, to add dimensions, we just need to define what values we want to show.
00:10 SolidWorks can also do a lot of this for us, using the Auto Dimension command.
00:14 The tools are straightforward.
00:15 However, what's not straightforward is, understanding how to correctly place
00:19 dimensions and tolerances.
00:20 There is a lot that goes into this and we will cover the basics.
00:24 Over here in SolidWorks, we have a part defined here and we have one view of it,
00:28 and this is part of the Olive Oil Company's manufacturing process, it goes into
00:32 their machines, and we're going to go and add some dimensions to this now. Okay,
00:37 to get to the Dimension Toolbar, we have a Smart Dimension up here, at the
00:40 top, and most of the dimensioning we're going to be doing is going to be based in this one tool.
00:45 First, let's click right on that tool, and we're going to just do some basic
00:49 Dimension Expert dimensioning, and by default, we're in just a basic baseline
00:54 type dimensioning tool.
00:56 So if I want to dimension the overall part here, I'll click from this edge here
01:00 to this edge here, and then place the dimension.
01:03 So I'll do that right now.
01:04 I'll click here, and notice that if I click there, it actually gives you the
01:07 dimension of that line there, but it's really not the dimension I want.
01:10 So I want the dimension from that line over here to this other line.
01:14 So notice if I highlight that, and click it, now it changes where the
01:17 dimension is, and then my third click is going to be where I would like to
01:20 place that dimension.
01:21 So I placed it right here.
01:22 So those are the three steps to start a dimension;
01:24 pick from where, to where, and then the third is going to be where you
01:28 want to actually have that dimension show up.
01:30 Now, if I just want to dimension this side over here, I can just do a one-click
01:32 pick, and place that dimension. And that's just fine, but sometimes when you
01:37 have like a radius on the corner or something like that, it's not actually
01:40 going to pick up that full dimension, it's only going to pick up the length of
01:42 that one line segment.
01:44 So instead of placing a dimension like that, you might want to use a two-click
01:47 method, and pick on the bottom-edge here, and the top-edge there and then
01:50 place the dimension.
01:51 That way, if there's a chamfer or some other type of radius, or something on
01:55 the corner, it's not going to be affected, and you're not going to get the
01:58 wrong dimension here.
01:59 Okay, so that's a couple of different ways to go ahead and place just
02:02 standardized dimensions.
02:04 Now, I can move these things around if I need to, just by picking them and
02:07 highlighting and moving them around.
02:08 And the method I might use to, like for instance, dimension some of these holes,
02:12 is I can start -- you kind of want to pick a corner that's going to be your origin of
02:16 your dimension, so that your baselines -- this is the two baselines we're using.
02:20 So I'm going to pick from that bottom of the part, to any one of these
02:24 circles to give a dimension here, and I can continue doing that just by
02:28 clicking and placing dimensions.
02:30 Now, this is what we're going to call it is baseline dimensioning.
02:33 So we're starting from the base and we're just placing dimensions across there,
02:37 and then you can arrange them in a nice orderly fashion.
02:42 You can see that they look very nice, and the nice thing about baseline
02:45 dimensions is they're easy to move around, there's a clear defined number
02:49 between the different parts, and we're starting from this one line here.
02:52 I can do the same thing in the other direction.
02:54 I'll pick this as my baseline, and then I can go ahead and place like a
02:59 dimension here, keep going across just by clicking on the pairs of items that
03:03 I'd like to include.
03:05 And you can see as if we start dimensioning more and more items, we start using
03:08 a lot of space using the baseline dimensioning schemes.
03:11 We have to really space these out correctly.
03:13 And so if we do have a problem with minimizing our space here, we have a
03:17 couple of other options which we're going to cover in the next movie as far as
03:20 using chain dimensions and/or ordinate dimensions to put a little more
03:24 information on a drawing.
03:26 Those are your basic baseline type of dimensions, and also, before we get out of
03:30 this movie, I'm also going to cover -- if you click on these, you have a lot of
03:33 options over here too.
03:34 So there's a Precision and Tolerance, so I can pick a style.
03:38 For instance, no tolerance here, so if there's no tolerance, it uses the number
03:42 of characters after the decimal place.
03:44 So this is a three place decimal, is what we call that, so it's a point and then there's
03:47 three places after it.
03:48 So that would go down to our block tolerance here, and we've got a three
03:52 place decimal as .005.
03:54 So the tolerance there is five-thousandths of an inch, plus or minus. All right,
03:58 if it's a two place decimal, it changes the tolerance to only being a plus or minus,
04:02 ten-thousandths of an inch.
04:04 Keep in mind how many decimal places I'm showing is defining the tolerance of that dimension.
04:09 So if I didn't really need that type of dimension here and there to there, I
04:12 could change that instead of a three place decimal to a two place decimal, and
04:17 now it's going to be using the block tolerance here of ten-thousandths or, plus or minus 10.
04:19 So that's the most basic way to add tolerancing to a drawing.
04:25 Now, if I wanted a custom tolerance, I could use something here.
04:29 So I could say, I'd either want like a Basic, Bilateral, Limit, Symmetric, a lot of
04:32 different things we can do here.
04:34 So if I do like a Bilateral tolerance, that's going to give me a plus and minus, that
04:38 this feature can be bigger or smaller.
04:40 So I'm going to say this is going to be twenty-thousandths larger, and it can
04:45 only be ten-thousandths smaller.
04:49 So now I've assigned a specialty tolerance to that one dimension here.
04:54 So it's going to be interpreted differently when we go ahead and work on the drawing.
04:58 We are going to cover that some more in future movies.
05:01 Dimensioning and tolerancing is a class in itself.
05:04 We touched on the basics in this movie.
05:06 However, this is definitely an area that will require a bit more study to
05:09 be great.
05:10
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Creating chain and ordinate dimensions
00:01 In this movie, we're going to continue on with dimensioning, by adding the chain
00:04 and ordinate styles of dimensioning.
00:06 The whole purpose for dimensioning our drawings, and even drawings in the
00:09 beginning, is to relay information about building our parts to a manufacturer.
00:13 Now, in the real world, things aren't quite as perfect as they are in the computer.
00:16 For instance, if we have a hole and a peg or a pin, and it's a 2 inch hole,
00:21 and a 2 inch peg, and if we try to put those together, it's going to be a pretty tight fit.
00:25 So we need to make sure we're relaying information that's going to allow those
00:28 two items to fit together correctly.
00:30 So for the hole, we might want to make the hole slightly bigger and give it a
00:33 tolerance that's on the plus side.
00:34 So it says, it can be maybe 2.05, and maybe ten-thousandths bigger, so it gives
00:39 a little bit of play.
00:40 Then, the peg has to be a little bit smaller.
00:42 So then, when we put them together, we're guaranteed that within that tolerance
00:45 block they're going to fit together and not have any problems.
00:48 So we want to continue to relay that information when we're working with
00:51 drawings, and think about the peg and the hole methodology as far as how we want
00:55 to lay these items out, and how we want to tolerance them.
00:58 So first, we're going to start with the chain style dimension, and actually a
01:02 chain dimension is no different than a regular dimension here.
01:04 And in fact, before I start the chain, I'm just going to start with a
01:06 regular baseline dimension.
01:07 I start here, dimension here, just like we did in the last movie.
01:11 Now, instead of starting from the baseline and going to the next item, I'm
01:14 actually going to start from the last item, and dimension up here to this next
01:18 item here, and I can continue this way, up the part.
01:23 So this is what you'd call a Chain Style Dimension.
01:26 This way, you're holding from hole to hole, within plus or minus five-thousandths of an
01:31 inch, to a three place decimal.
01:32 And if that's a situation you need, you've got to make sure that these are very
01:35 accurately represented between 0.6 between the two.
01:38 Then, that would be the way to go.
01:40 So it really depends upon how you're designing and what the requirements are for your design.
01:44 You could also combine baseline with chain dimensioning by getting rid of
01:48 these and doing a chain from here, and then continue to do like a baseline
01:53 from that first hole.
01:55 So then, you're specifying a tolerance from the first hole to the other holes,
02:00 so you're holding now a different tolerance block to each one of these.
02:04 So from the first hole to the last hole, they're not going to be more different
02:08 than plus or minus five-thousandths of an inch.
02:09 Now, I know that because I'm looking at the block down here.
02:12 For a three place decimal, I've got .005.
02:14 So I've got plus or minus five-thousandths.
02:17 And maybe to the edge of the holes, we're not quite as concerned with the
02:20 distance, so I could go change this now to like a two place decimal to give it
02:25 a little bit more leeway as far as it's tolerance block, if that was okay in your design.
02:29 Generally, the larger the tolerance range you give, the easier it is to make the parts.
02:33 The tighter you make that tolerance, the more costly your parts to be made, and
02:37 the better machinery or more accurate machinery is going to be needed.
02:40 So in general, try to open them up if you can, and that's going to make things a
02:43 lot easier for manufacturing.
02:44 Okay, so now we want to look at the ordinate type dimensioning.
02:47 So if we have a lot of items across a part that we need to dimension, using
02:51 the baseline or chain dimension, you can sometimes get a lot of dimensions that are crowded.
02:55 So to use ordinate, all we're going to do is go up here under the drop-down
02:58 arrow and I'm going to go down to Horizontal Ordinate, and same thing if I
03:01 wanted a vertical one, I could choose that as well.
03:03 Pick on Horizontal, and I'm going to go and pick where I want to start that
03:07 Ordinate Dimension from, and I'm going to start from right here, which is going
03:10 to be the baseline for it.
03:11 Then I just drag it out with a click and place that 0.
03:14 Any item I click on now is going to be added in a horizontal fashion across from this part.
03:20 So I'm going to click on this outside edge here, I'm going to click on this hole
03:23 here, maybe this line here, that one there, that one there, that one there, and
03:29 the hole there, and that hole.
03:30 So you can see I can quickly add a bunch of dimensions really quick across a
03:33 part, and they're fairly compact, they don't take up a lot of space.
03:36 I can just click on there, so I get quite a bit of information with it really
03:39 quick, ordinate dimension.
03:40 And the same thing if I wanted to use a Vertical Ordinate, I could choose a
03:44 baseline over here, which is really the same baseline, so I could choose this as
03:46 my baseline and place my 0 here, and I can come in, and start dimensioning items
03:51 like that across the part.
03:52 So I can add a dimension in, same thing.
03:56 Now, you can intermix them.
03:57 Sometimes it's better if you're going to be in ordinate, just have all ordinate
04:00 dimensions across your part, because you can relay a lot of information.
04:02 But really, your choice and it depends on really how your specifications are being met.
04:06 The last thing in this movie, if you do have a special dimension here, you can
04:09 always click on that dimension.
04:11 And we can go in here and change its tolerance as well, so I can add like a
04:15 Basic Tolerance or a Bilateral Tolerance to any individual one of these, if we needed to.
04:19 And we can change the precision of each one, by the way, as well.
04:22 So I can go like a two place decimal here, and that would be just fine, keep it
04:25 like a twenty-thousandths or something like that.
04:28 The other thing is if we miss something, say we missed that one dimension
04:31 there, we can always just click back on the ordinate, right-click on it, and
04:34 say Add To Ordinate.
04:36 Also, if you have the items that are mixed up a little bit or they're not
04:39 looking perfect, you can always go here, and go to Display Options, and re-jog
04:43 the ordinate or just jog the ordinate, and move things around a little bit.
04:47 So you get a bunch of different options.
04:47 So I'm going to go to Add To Ordinate, and just add one more item to that
04:51 and then we're good.
04:52 There are various tools to dimension parts, and depending on the conditions and
04:56 the amount of dimensions, we'll determine the best dimensioning scheme.
04:59 There are no hard and fast rules about the best way.
05:01 However, best practice would be to try to relate the information in the easiest
05:05 and most direct way.
05:07
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Dimensioning holes and curved features
00:01 There are some special tools and techniques used for using the Dimensioning tool
00:04 with holes and curves.
00:06 By default, the hole dimensions relate to the center of the hole.
00:09 So let's go ahead and apply some dimensions here.
00:11 So we've got quite a few different holes on this part.
00:13 So if I dimension from an edge to a hole, notice as I go over the hole, I can
00:17 pick either the center of the hole and the outside of the hole for the
00:20 countersink, and either one, so it's going to really write to the center of the hole.
00:23 All right, so notice it just drops a dimension here kind of just hanging.
00:27 So sometimes it's nice when you're working with holes, is to add a center
00:30 line or a center point.
00:32 And so we can go grab this Center Mark here and it just allows us to do that and
00:36 some options over here on the left.
00:39 If I just place it here, it goes out pretty big, I can change that to
00:44 outside the default if I wanted to.
00:46 I can get rid of the extension lines if I wanted to.
00:48 Once I'm in that command, I can continue to just go here and add center marks
00:51 to all the different holes showing where they are.
00:54 Also when you go back to your sheet templates or sheet formats, you can actually
00:57 have it automatically add in these center marks, if we wanted to.
01:01 Oh I need one more here.
01:03 I'm going to center mark the center of this feature here and I'm going to make
01:07 it a little smaller. So there it is.
01:10 All right, so that makes a little easier to kind of say, hey, this dimension
01:12 actually is really going to the center of that hole.
01:15 Same thing with like hole to hole dimensions, I can click on hole to hole
01:17 like this and easily place that same dimension. Here it is.
01:22 Now when I have something like this, it's not actually a full hole, it's just a radius.
01:25 So then first off, we need to tell the manufacturer where the center of that radius is.
01:29 So that's one thing we've got to make sure we're giving a dimension from here to
01:33 the center of that radius.
01:34 So now it knows if we're going to go create that part where to get that from.
01:38 All right, so couple of dimensions here to lay that out.
01:41 Then we need to go in and add the radiuses in, right.
01:44 So we've got a radius here, that's going to go up to the part and
01:47 notice it gives you an R value here that's saying it's a radius, so it changes
01:51 the way it looks a little bit and then same thing up here, we need to give a
01:53 radius of that value there.
01:55 So a couple of different options and notice they're having this little leader
01:58 that drops back to that center point.
02:00 We can always click on these as well.
02:02 We can just change the dimensions if we need to.
02:05 And then we can add some specialty text here if we have some special information
02:08 we needed to add and we can also change the way it's defined or we can add some
02:11 special characters like diameter or degrees or plus or minus.
02:15 So if you do make a customized little text, you can add some of that into
02:19 changing those dimensions around.
02:22 Now sometimes we just have round features like curved features like this one or
02:25 like this one over here, and we need a dimension to them.
02:28 So if I go to dimension something like from the edge of this part here, right
02:31 to this curved feature, it's going to give me the edge or the center point of that.
02:35 All right, so we've king of got this arbitrary point out there and it's going to be in
02:38 the middle of that part.
02:39 So that's sometimes not really what we want.
02:41 So sometimes you want to make a dimension from like the outside of a curved
02:44 feature to another outside of a curved feature.
02:47 You can do that by holding down Shift.
02:48 If you hold own Shift while you're selecting, if I pick the outside edge here
02:52 and then I pick the outside edge here, notice it gives me a dimension from the outsides.
02:56 All right and I can place that dimension from the outside of a hole to an outside
03:00 of a hole, or the outside of a curved feature.
03:02 Maybe you just care about what the distance is from the base here to the top of this feature.
03:07 By default if I click on it, it's going to give me to the center point.
03:09 But if I hold down Shift and select that, then it will allow me to pick that one
03:14 curved feature and give a dimension there of what that is.
03:17 So a couple of different ways to work with curved features.
03:20 And then the same thing is true if I want to use the same command here and use
03:24 the Shift command and pick the inside of the hole, it's really dependent upon
03:27 where you pick on the hole and I get the inside dimensions, so pretty handy for
03:30 working with those types of features.
03:31 And then same thing over here, if we have like a radius in the corner we can
03:37 just easily drop that out there.
03:39 And sometimes I'll put the leader on the inside.
03:41 If I click on this little dot right here, it'll push it out to the outside so we
03:44 can adjust how that looks a little bit by moving things around and we can always
03:47 just click on any dimensions and drag them around so they look the right way.
03:51 Okay, so that's going to be hole dimensioning and using curved features.
03:56 The commands are the same for working with holes.
03:58 However there's a few simple modifiers that are not overly apparent.
04:01 This movie should give you a good overview of the tools and the techniques.
04:05
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Applying auto dimensions
00:00 In this movie we are going to continue on with our dimensioning techniques.
00:03 So first off, I want to make sure that everyone understands that this part
00:07 itself is related to this part that we designed.
00:10 So that's the actual baseline part that's in the drawing.
00:13 So if I go to this drawing here, and I add a dimension across this part, it's
00:18 a dimension of 6.5.
00:19 Notice, I can't change that dimension.
00:22 It just related back to that part which where that dimension is actually defined.
00:26 So if I go back to that part now and I open up that base sketch that created
00:30 that part, notice that dimension is that dimension right here, the 6.5.
00:35 So if I were to change that to 7.0, it's going to make that part longer, the
00:39 part updates automatically and then if I go back to that drawing, it's now seven inches.
00:44 So that just really just relates back to that drawing.
00:46 So keep that in mind while working with designs.
00:48 Okay so this part, I'll delete that for right now and we've only got the front view here.
00:51 So if I wanted to add some more views to this part, I can go up here to View
00:55 Layout and do things like a Projected View,
00:57 I could do the Bottom View here, I could do a view over here.
01:01 We could use some of those
01:02 Auxiliary Views this time by clicking on a line to project a view out at an
01:07 angle here, so I can see like that top hole maybe to mention that out.
01:11 So there's a lot of things you can do with your views -- I'm going get rid of that one
01:14 for right now, just showing you that right now is a place that you can place a
01:16 lot of these dimension on different views, make your own views, there are
01:19 different ways we want to look at things.
01:21 But I am going to get rid of that for right now, I just want to show you could
01:22 do that and that's just going to be pulling those views out.
01:25 Then what we are going to look at is our dimensioning.
01:27 So because all those values are actually stored in the model, SolidWorks
01:31 actually knows how to go get all those values and place them in your drawing.
01:34 Now sometimes it does a pretty good job and sometimes it's not quite as good of
01:38 a job, so let's see what it does.
01:39 So go under Annotations and click on Drawing Dimensions, and notice this tab up
01:43 here called Autodimension.
01:44 Now this is going to reuse a lot of the skills we just learned about.
01:48 So it's going to say, what type of scheme would you like to use dimension in
01:51 your part, do you want to use a Chain Dimension, do you want to use a
01:53 Baseline Dimension, do you want to use an Ordinate Dimension, how do you want
01:56 to apply that.
01:58 And then you can select which edge you want.
02:00 So notice, this little pink it's highlighting that edge.
02:03 So that's the edge it's going to use for horizontal dimension, it's going to go
02:06 across the part to there.
02:07 So if I go to use like a Baseline dimension, it's going to continually use that.
02:10 And then same thing over here with the vertical dimension, if I choose a
02:13 Baseline dimension here, it's using this purple edge here.
02:15 I could use this edge here if I wanted to, or a different edge;
02:18 whichever edge you wanted to use, you could change it to.
02:21 But right now, by default it's using this edge right here.
02:23 There's a lot of different options you can change here.
02:25 And then do we want it on the left or on the right?
02:28 All right, it's going to either put the dimensions over here or over here.
02:29 So I am going to put it over on the right and once we say OK, it's going to go
02:35 ahead and do it, and let's see what happens. Wow!
02:37 Look at all of these dimensions.
02:40 So like I said, it does a pretty good job but it's really not very aesthetically
02:44 pleasing to have all of these lines and dimensions and everything.
02:47 But one thing good about computers is they remember everything you want.
02:50 So every dimension here is placed, and we've learned about a lot of dimensions.
02:54 Now it's up to you to kind of massage these into something that looks a little bit better.
02:59 And some of them you might want to get rid of and put them here
03:02 to line up a little bit better.
03:03 So you can use the Autodimension technique and sometimes it works out great and
03:06 sometimes it just really clutters your drawing and makes it very hard to read
03:11 and probably take more work to actually go ahead and figure out how to move all
03:16 these dimensions to a place that's going to make sense than just putting them in
03:19 there in the first place.
03:20 But a nice thing about it is it makes sure that all of these items do have
03:25 dimensions wherever we place them, and so we got things that are overlapping.
03:28 We got a lot of things to kind of work with on this drawing to make sure that
03:32 this will start looking nice.
03:33 We are going to be working on that for a while and trying to make sure that stuff.
03:36 You can see there is a lot of dimensions to define this part.
03:39 And we are seeing some of the hole dimensions already, we've got a bunch of
03:42 stuff here that's been laid out and we are going to be learning about a few of these later on.
03:45 And same thing if we add another view of this;
03:49 we have a Projected View, I can continue to use those same techniques if
03:54 I wanted to, I can say, Annotation.
03:55 Go down here to Autodimension and I can dimension that again.
03:58 So it's going to add some dimensions here.
04:00 There's not quite as many dimensions over here.
04:02 So this time it does a pretty good job.
04:03 You just have to move them around a little bit, and these look pretty good as
04:08 far as dimensioning techniques go, and just move things around a little bit and
04:12 move these in properly.
04:14 We've got a nice way to dimension things.
04:15 And notice we have these little helper lines help lines things up and start
04:18 moving things around with.
04:19 I just wanted to show this is the Autodimensioning command, it definitely is very powerful.
04:22 But sometimes, you want to use it sometimes you might not depending on how you
04:25 want to lay out your drawing.
04:26 And sometimes if you have just too many dimensions on one area, you might want
04:29 to make anther view of that part or a backside view and maybe dimension the
04:32 holes from the front side and the other shape from the back side or something
04:35 like that, just to make it a little clear to the end user.
04:38 So that's Autodimensioning.
04:40
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19. Adding General Annotations
Creating hole callouts
00:00 Specifying holes is very common in SolidWorks.
00:03 If you use the Hole Wizard to create your holes, then you're in luck, and the
00:06 software will help you callout the holes as well.
00:09 If not, you can still specify holes with simple note changes.
00:12 So over here in SolidWorks, we're going to go and take a look at some of the
00:14 different holes that we have established here on our part.
00:18 So I am going to go up here to the Annotations and use the regular Dimension tool.
00:23 So if our dimension just a hole itself, it just gives me the outside dimension and
00:26 it just gives me a diameter symbol in front of it, it gives me the size.
00:29 That's just standard dimension tool.
00:31 We also have a thing called the Hole Callout.
00:33 So we use the Hole Callout -- actually it's going to go ahead and pull all the data
00:37 from the Hole Wizard that went and created that part.
00:40 If I click here, it's going to bring all that data out, and notice that gives me a
00:42 three times, it gives me the diameter of the hole through there, it gives me a
00:46 counter sync symbol and then the size and then the degree of the counter sync.
00:49 So all that data is coming from there.
00:51 If we look at the part behind the scenes here, that all came from this feature
00:56 here, that created that Hole Specification.
00:58 So all that, the angle, the size, the Through All condition, all that data is being pulled in.
01:02 So when you do make and use the Hole Wizard, make sure you fill this out
01:05 correctly because that's what's going to propagate through to your drawing when
01:08 you go ahead and create it.
01:08 So let me go back to the drawing, that's already there.
01:11 Now, if you didn't use the Hole Wizard to create a hole, I can still go ahead
01:15 and add a dimension or something like that to a hole and then notice, I've got
01:18 like four holes here.
01:19 So I can just go down to the text box where the dimension is and notice, it's
01:23 giving a little bit of cryptic information here like MOD-DIAM-DIM.
01:27 So, don't change that part, but we can type it in front of that like 4x and
01:30 that's totally fine.
01:32 So that's what's pulling that information back from SolidWorks.
01:34 So those are the information, and then we can also add like if we need to add
01:38 like a diameter symbol or degrees or plus or minus or something like that, we
01:41 can add special features in here as well. Or if we wanted like a counter board or
01:45 something like that.
01:46 We can add that symbol and then give it a depth or something like that, the Depth command.
01:50 You can just add those to your callout here as you go.
01:52 If you don't want them, you can just delete them out of that box there too, and we're back to where we were.
01:56 Now in some situations, this whole callout or diameter callout or something like
02:01 this is not going to work.
02:03 So these holes here are actually kind of special and since it's a little bit
02:06 hard to see those holes, so what I'm going to do is actually illustrate them on a drawing.
02:10 I'm going to use a line here and I'm going to use like a centerline.
02:13 I'm just going to kind of snap up here to above this part here, and I'm just
02:18 going to go right through all those holes and I want to make basically a section cut.
02:22 So that's what I'm going to use to section this part up in half and go up
02:25 here to Section View, which is under View Layout.
02:28 Click on Section View, and it's saying it's not going to cut away through because
02:31 it doesn't extend up here pass that, that's just fine, and there you have it.
02:35 I can cut a little section view of my model and place it over here.
02:39 I can place it on the right or left wherever I want to of how I want to look at that cut.
02:44 Typically, we'd probably put this on the right hand side here or we can click and flip the
02:48 direction that it cuts in, and so now we have it going in this direction, we can
02:52 see those holes, and it's giving you the Section B-B.
02:54 Okay, so now you can see, these holes are actually quite complicated and they're
02:58 intersecting another hole from the edge here.
03:00 So this is where you might want to go and use a detailed view, or something like
03:03 that, and annotate this out a little further.
03:05 I can start specifying the angle of the cuts here;
03:08 I can start specifying the size of the through hole, the depth, the angles, a
03:13 lot of that kind of stuff as well.
03:14 So that's a nice way to kind of specify some of the stuff that might not be
03:17 overly apparent just from the top view, so we can cut into there and take a look
03:22 and see some information.
03:23 And notice you've got a hole here too that's coming down.
03:25 So I can go and move this view around a little bit. All right, and
03:29 I can make another projected view of this part here and put it up here and
03:33 that's that hole there.
03:33 We can see it again, I can go back to the Annotations and I can use that hole
03:37 callout, and then I can go and specify that hole there and see what it's going to say.
03:43 So it's going to give you an NPT tapped hole with a near side counter sync,
03:46 there's a lot of data that it's going to pull from there.
03:47 So that's going to be that through hole there, it's going to intersect
03:49 these other holes, so you have kind of like a little port, probably some olive oil is going
03:53 to be flowing through that part and out through some NPT port here to something else.
03:58 So, a lot of things we can do with the Hole Callouts and bunch of powerful
04:01 tools that we can use.
04:02 As with many things in SolidWorks, there's a handy tool to callout holes.
04:05 The tool does most of the work for you.
04:07 However, make sure to double check your callout values make sense.
04:11 After all, it's just writing the input values from your part file if you're
04:14 using the Hole Wizard.
04:16
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Adding center marks and centerlines to a drawing
00:01 Center marks add a nice reference to a hole center or arc location.
00:05 SolidWorks has a tool for inserting these, we can also set up our template to
00:08 auto insert the center marks for us.
00:10 Centerlines can be helpful for drawing and indicating the alignment of various features.
00:14 I got a part here with a series of holes and we are going to make a drawing for that.
00:17 So let me go ahead and go up here to Make Drawing from Part and let's select
00:22 that TT one and drop it in, and I'm just going to bring the top view in, there it is.
00:29 So we have a top view of that part and we want to establish some of the holes.
00:34 First off, I am going to change a few things around.
00:35 I am going to go back to this Properties and we are going to change the scale.
00:38 So probably try 1:1, see how that looks.
00:42 It's a little bigger, that looks good.
00:44 So we can see things a little clearer.
00:46 And if we're going to go dimension all these things out then we might want to go
00:48 and add center marks.
00:50 So if I go up to Center Marks command here, which is under Annotations, or I
00:54 can click on each one of these holes and start adding the center marks, and if we
00:58 click on that little button there, you see that it just actually added a grid
01:02 for us, pretty handy.
01:04 That's something that's fairly new in SolidWorks.
01:06 So let's go back and see if we can see that one more time.
01:08 So if I go and I put a center mark in, notice here's the Center Mark, it
01:13 recognizes a pattern.
01:14 As soon as I place that first mark, it gives us this little Propagate icon here, so
01:18 it's saying that once I placed one, I am going to propagate it through all
01:21 these other things.
01:22 And notice, not only does it give us center marks, it also gives us centerlines
01:26 between all of those.
01:27 What that does is it establishes this as a grid pattern.
01:30 So we can see that these are all related, they will have the same spacing.
01:33 So over here, we do the same thing.
01:36 I can click on a hole, but this time it's not really a grid pattern. And the
01:39 reason it gave me the grid pattern is because I used the linear pattern
01:43 technique for creating this one.
01:44 This one I just laid it out.
01:46 So if I want to go ahead and establish the center marks, I have to go in
01:48 and add a center mark to each one of these items, and then go ahead and use some centerlines.
01:53 Now we have all the Sketch tools available in the drawing functions of
01:57 SolidWorks as we do when we're creating parts.
01:59 So we can go ahead and just draw a box out here if we wanted to, draw a rectangle,
02:03 and we can define the box with dimensions if we wanted to.
02:05 There is a lot of things we can do.
02:07 We can just create drawings from the beginning in SolidWorks.
02:09 There is nothing saying that we can't do that, and sometimes people do just
02:12 design things in a drawing view and just lay it out. If you have something
02:16 simple, and you need to turn it into solid, you have all that ability.
02:19 Speaking of those same tools just to lay things out inside the drawing too, if I
02:23 want to just dimensions or just put a centerline from here to here, there to
02:26 there, there to there, there to there, it's just saying, these four holes are
02:31 all related together and saying they're aligned up as well.
02:34 Then I can give a dimension from an edge to this line here and I have
02:39 dimensioned only this first hole, but it's also saying this hole is inline with
02:41 the first hole, and same thing here.
02:43 If I am going to give other dimension here from that hole to that hole and place
02:46 it and place from here to here and then from there to there.
02:50 That way we find the spacing, everything looks clean, and then it really kind
02:54 of continues that dimension line across to the next part so we can really see that
02:58 they are all part of the same team here.
03:00 One other thing I was going to show is I am actually going to get rid of this
03:03 hole view now, delete that out, delete the view and I am going to go
03:07 and try to add it in.
03:07 But this time, instead of putting all that work into it at the beginning, let's go up to
03:11 some of our options and under Document Properties, we can come down here to
03:16 Detailing, and in Detailing it says, Auto insert on view creation.
03:20 So we can say center marks for holes, center marks for filets, slots, center
03:25 marks for holes and assemblies, centerlines.
03:28 Look at a lot of these things, we can automatically add in.
03:30 Okay, so I am going to click OK, turn those on.
03:34 Now let's go and grab a Model View, that same one we have right there, and
03:39 let's take a look at that top of that part and drop it in there and take a
03:43 look at what it did.
03:44 It created a whole grid pattern for us and add all the center marks.
03:47 It didn't add the centerlines between there here, because they weren't created
03:50 as a grid pattern but a lot of that work we just did is all automatically
03:54 created just by turning those two options on.
03:57 We have a lot more options in the software option to do that.
04:01 Sometimes it works good, but sometimes if you do have too many centerlines, and
04:03 too many center points, your drawing will start looking a little messy.
04:06 So you have the ability to turn that on automatically but you've got to make sure you
04:09 have that option turned on before you insert that view into your Model view.
04:13 Center points and centerlines are great for showing feature's locations without
04:17 the need for excess dimensions.
04:18 Use these tools to link together related features and make your drawings easier
04:22 to understand and clear.
04:24
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Adding item notes
00:01 Almost all drawings have some sort of notes calling out information that cannot
00:04 be relayed in the views.
00:06 Common information is materials, finishes, extra processes, special features or packaging.
00:13 SolidWorks has a Note tool that allows us to type out notes and even has some
00:16 auto-indent and numbering functionality.
00:18 Additionally, these notes can be saved in the Design Library for future use.
00:22 I'm going to click on the Note command here and go up in the upper left hand
00:25 corner and just place a note.
00:26 I'm just going to start typing it out, and I type a 1 and I can give it a finish
00:33 or something like this that I want to finish.
00:36 As soon as I click on OK, I'm going to have the 2.0 and notice it adds the
00:41 numbering for me and auto-indents it for us and then wherever I place that
00:45 note now is going to be on my tool tip, so I can just place it somewhere else in the drawing.
00:48 If I hit Escape I can get out of that and just delete those notes and I
00:52 happen to have a note already saved from a text file, I'm going to just paste
00:55 in here, and you can paste things from any text file or a Word document
01:00 directly into Notes, pretty easy.
01:01 Then if I want to go save this note to the Design Library, I'm going to click
01:05 over here under Design Library and notice I've got some folders called
01:09 annotations, assemblies, features and this is where we have a lot of other
01:13 blocks and surface callouts and that's where I'm going to save my note.
01:16 So I'm going to say Add to Library, first I'm going to select it and then I am
01:20 going to say Add to Library.
01:21 It's going be Note<1> that's being saved, and I'm going to call this one N1 for
01:26 Note 1, okay and I'm just going to Save it in annotations and click OK and there it is.
01:31 So N1 is now in that library.
01:33 If anytime I want a new note I can just delete this one now and I can go
01:36 and grab a note and just drag and drop it in and place it on the screen, quick
01:40 and easy, very nice.
01:42 Also under the Note command is the ability to add some little boxes or triangles
01:48 and that's under this thing called Border.
01:48 So I'm going to click on Border and then click on Box and I'm going to make it
01:53 just like a 1 Character box, and notice where I place that box and I can fill out
01:57 like a number, like 1.
01:58 Okay so then have 1, and notice once I have this box here I can add a Leader to it.
02:04 So I can go to back to Leaders and I can add a Leader here, then I can then
02:08 relate this or link this back to a drawing and move it around and grab the
02:12 tip of it and attach it to like a hole or something that and then we can have a note.
02:16 So this would relate from Note Leader 1 to the first Note in your drawing.
02:20 Now let's take a look down here in the bottom right hand corner of our screen.
02:24 We have the block and we have some information that we can fill out like the
02:29 title of the drawing, number
02:30 and the revision, material, finish.
02:32 So we could just go up here and grab this Note box and start typing if we wanted to.
02:36 However, a lot of that information is actually in the part behind the scenes here.
02:40 So instead of filling this out directly, let's go back to that part and open it up.
02:45 So inside of this part here the first thing we're going to look at is the
02:48 material, and up here in the left-hand corner we have this little material box
02:51 and right now we've got AISI 304 stainless steel.
02:54 If I right-click on that, I've got a whole listing of different materials that I
02:57 can select from to quickly change that.
02:59 If I do change something, it changes the material, color, and all of the
03:03 material properties.
03:04 In fact if I go over here to the right, I click on Mass Properties;
03:07 I can go find out what those properties are, the density, the mass, the volume,
03:10 a lot of information.
03:11 Okay, so if I do want to go and change the material I can also go over here and
03:14 say Edit Material to get the full listing.
03:17 You can see we've got a lot of different types of steels, irons, aluminums, and if I pick
03:21 one of those like a steel, and I go to 304 stainless I get the mechanical
03:25 properties, I got the appearances, hatching; a lot of information and if I don't have
03:29 that in my list of Favorites I can always just click and add it, but I do have it
03:32 here at the bottom, so I don't need to add it.
03:34 Now that I have the material I've got it selected, I'm going to go up here and
03:38 add some custom properties.
03:39 So click on File Properties.
03:41 The first tab here is called Summary and I can type in the author, keywords
03:45 or comments, and some information down here about when the last time I saved this file was.
03:49 Under Custom Properties is actually where we're going to start filling out that
03:52 information we want on the drawing.
03:53 I'm going to click on Description and I'm going to call this one PLATE and then
03:57 I am going to go down here to part number and I'm just going to name it
04:01 the same as the file name, which is the 19.1-1, and then maybe Revision we'll fill
04:08 out, revision A, and then we can also link to properties.
04:14 So I come down here to like material, instead of typing it out I can actually
04:18 click on this little drop-down arrow here and link to a property value.
04:21 Notice we got a lot of different things in here.
04:23 I'm going to select the material which is the top one and notice it gives us
04:27 this Malleable Cast Iron exactly what we selected over here.
04:31 And then we're going to go down to Weight and select weight, and we'll click it
04:34 to Mass, so now we got the mass of that property as well.
04:37 So we are linking these values from the solid to the drawing.
04:41 So click OK when we got all that done and now let's jump back over to our drawing.
04:46 And notice this information is now filled out, so the description, the revision,
04:50 the drawing number, the material, a lot of stuff is filled out.
04:53 Some things aren't filled out though, like finish and drawn by or the date, so
04:57 there's actually values hidden behind there that we haven't filled out yet or dealt with.
05:02 I can look at those by clicking on View > Link > Annotation Link Errors.
05:07 And if I right-click and say Edit Sheet Format, I can actually go in here and
05:11 hold my mouse over one of those, and it will tell me which of those I'm actually
05:14 linking back to and that's kind of a cryptic notation that it uses is at dollar
05:18 prompt $PRP, which means the part and then the company name.
05:21 And I get the same thing if I go over any one of these other ones here.
05:24 So you can go see where these things link back to.
05:26 You might be saying, well it'll be really neat if I could actually make my own, and you can.
05:30 So I'm clicking on Note, I just drop a note up here.
05:34 I actually have the option to make a hyperlink here first, or I can click on this
05:37 one here Link to Property.
05:38 If I click on that, I got a couple of choices here as far as how do I want to link them.
05:42 I want to use a second one here, which is the model in view.
05:45 I'm going to click on that.
05:46 I've got all these different values, and I'm going to link to Author, but I can link
05:49 to anything I want, click OK, and it shows me what I'm actually linking to.
05:55 And once I'm happy with that I might say hey, why is it not there?
05:59 Well, we have to make sure we fill these values out back in that part or
06:02 they won't show up.
06:03 So I'm going to go back to the part now and I'm going to look at this part.
06:06 Go back to the File Properties and I'm going to fill out my name under Author.
06:13 Click OK and then go back to the drawing.
06:16 Here is the drawing, and notice there it is, my name popped up and for some
06:20 reason if it did not show up we can always go up here to Rebuild to make it pop-up here.
06:25 And notice we also have these errors showing up.
06:27 So if I don't want to view those, I can always go to click on View >
06:32 Annotation Link Errors, and make sure those aren't showing right now.
06:35 All good drawings should always have some sort of drawing notes.
06:38 Use the notes to further explain complex operations or to callout specs for
06:42 post-finishing operation.
06:45
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Drawing revisions
00:01 Revisions are best handled at the part level, and we link our drawings
00:04 to that part revision.
00:06 The custom properties of the part will generally have some revision property
00:10 that we can fill out.
00:11 From there we need to make sure our drawing template is linking to that property.
00:15 Once we have a revision, we might also want to add a revision table that says,
00:19 what has been changed and at what stage.
00:21 We have a part here that doesn't have any revision data in it at all.
00:24 So we are going to do a little review and add a revision to it. And we'll go back
00:28 here to the part and click on the File Properties at the top, and click here and
00:33 we want to go to the Revision.
00:33 That's all we are going to add to this one and we are going to add Revision A.
00:37 Click on OK, and now we have added that, let's go back to the drawing and we
00:41 should show up with Revision A.
00:43 Now we want to go up here and add a Revision table.
00:46 So anytime we are making a drawing change, we are going to put those
00:49 changes into the table.
00:50 Now most of the time when you start with a drawing table, we are just going to have --
00:53 especially Revision A, it is just going to say this is the initial release of the drawing.
00:56 So to do that, I am going to say Insert > Table > Revision Table.
01:01 These are some of the options we can use, but most of these are just the defaults, so just
01:05 click OK and it's just going to drop that table, and now I can move this table
01:09 around a little bit and we can resize it by just dragging things out and make
01:13 sure we got enough space here.
01:15 Once you have got your table looking the right way, you probably want to add it
01:18 to your sheet format.
01:19 So every time you open up a new drawing, that revision table is already going to
01:23 be there. It's already going to be formatted in the right way.
01:24 So we will go here and just snap up to the upper corner and let's bring it
01:29 in just a little bit.
01:31 There we go, it looks nice.
01:33 Okay, now we're going to add a revision. To do so, we are going to right-click and say
01:36 Revision > Add Revision.
01:39 And it goes ahead and adds that, and notice my tool tip is a little marker.
01:43 I can go and add something that the revision pertains to, but generally in our
01:46 first revision there is not going to be anything that changed because it's the first
01:49 time you are releasing the drawing.
01:50 So hit Escape to just turn that off.
01:52 Then I can go in here and edit this row.
01:55 Just because I want to make the fonts a little bit bigger and I do so by
01:58 clicking on this document font thing, and I am going to go up here to maybe 16
02:02 point, or 14 point is probably a little better, makes it a little bigger, easier to see.
02:06 Now imagine we make a change to this drawing, actually this part.
02:10 To make a change to the part, we want to sure we go and roll the revision forward.
02:13 So to do so, I am going to go back to the part, there is some part that got
02:17 changed, and I will go back up to the File Properties and make sure I am changing
02:20 this to Revision B now.
02:22 So I am going to click on that, now we have a revised part, go back to the
02:25 drawing and now we have a Revision B drawing.
02:28 So we want to make sure we reflect any changes in the table.
02:31 Let's go back up here, right-click on it again, say Revisions > Add Revision, and
02:35 it's going to give us Revision B, and notice we have that tool tip.
02:37 So now if I have something maybe like this hole down here, it has changed, I can
02:41 click and place a revision symbol.
02:44 Now I also have a zone, so I have -- if you look at these numbers here, 26 and 7 and I
02:49 have a zone b over here, or
02:50 AB so I can give it like a B7 zone.
02:54 So somewhere in this zone here that change happens and I can actually write
02:58 that number right in here if I wanted to and then I can describe what I am
03:02 changing. If I changed maybe the hole size to this from this size to that size.
03:05 We don't have to search around the drawing to figure out what's got modified.
03:10 Revisions are very important in design and even more important in manufacturing.
03:14 Each time a part is changed, the revision should be updated in the
03:17 corresponding drawing.
03:18 Failure to roll the revision of parts is a leading cause of manufacturing errors,
03:22 mostly from not being inspected or made to the latest changes.
03:27
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20. Assembly Drawings
Adding assemblies to drawings
00:00 Drawings can be made from assemblies, just like we make drawings of parts.
00:04 However, most of the time, in an assembly drawing, our focus is different.
00:08 On the part side, we show the dimensions and the finishes.
00:12 On the assembly side, we're more concerned with what parts are in the assembly
00:15 and how they're connected together.
00:17 Some of the tools specific to assemblies are balloons, builds and materials, and weld callouts.
00:23 We'll be covering it in the next few movies.
00:26 In this movie, let's get the assembly drawing started and add some views.
00:29 I've got an engine that we've designed and it's got a lot of components here,
00:33 I just want to show first before as we're making the drawings for it.
00:37 Over here in the tree, you can see we've got a lot of different items, and in
00:40 fact, we even have folders in here with even more items as far as the hardware.
00:43 We've a lot of things here.
00:45 So we're not going to get started with entire assembly drawing, and we can even
00:49 see that we've got other subassemblies built inside of here, so quite a complicated model.
00:54 Now let's look at the view here and I'm going to take this part here and click
00:57 and say Change Transparency.
00:59 I can see inside there and I can just show you that if we zoom in a
01:03 little bit, spin it around, I can move this engine around and all of the
01:07 components move around;
01:08 the engine, the pistons, the crankshaft, the valves, everything moves just like
01:12 it was a real engine and in fact, this is a scale model of an engine.
01:16 So if you hooked it up, it actually works.
01:19 Spin it around a little more, you can see all the detail here and all the different
01:22 fasteners and different features we've added together.
01:25 So, the part we are going to make an assembly drawing for of this is just a
01:29 space here, and I have that opened up, and here it is and there is the base.
01:33 You can see, here is all the parts to make that up and a bunch of
01:36 different hardware.
01:37 A couple of these are the same parts, so we got two of these, two of these, and
01:42 you got a top and then you get the hardware.
01:43 So let's go ahead and make a drawing of this assembly.
01:46 So let me go to File > Make Drawing from Assembly, and it's going to open up the
01:51 same template we've been using. Click OK.
01:54 Now over here on the right, I've got a couple of different views that we can use,
01:57 and I'm just going to choose the right hand view and just drag that into the
02:00 screen, and as soon as I do that, obviously, I'm in the Projection mode and I'm
02:04 going to just going to drop a couple more projections.
02:06 Now that I have the projections on the screen, I'm going to move things around a
02:09 little bit and lay it out.
02:12 Our focus generally when we're working in assemblies is not to add a lot of dimensions
02:16 to our parts into our assemblies.
02:18 We're really more concerned about which parts are here and how they're
02:21 connected together. So we might be detailing out the hardware, giving up building
02:25 material as far as where things are, ballooning out the different items, so we
02:29 know where each item is in our assembly.
02:32 The same tools are available for both parts and assembly drawings.
02:36 However, when we're making an assembly, the documentation should focus on what
02:40 parts are in the assembly and how they are attached.
02:43 Hardware generally plays a big part in assemblies and good descriptions
02:47 can really help out.
02:49
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Including a bill of materials
00:00 A bill of materials is a shopping list for the items that make up an assembly.
00:04 Many times this list is made up of parts that you or members of your team
00:08 design, parts from outside vendors, downloads and/or hardware.
00:13 Keeping track of all these parts and part numbers can be a big job.
00:16 Different companies have various standards, some add internal part numbers,
00:20 some just use vendor part numbers.
00:21 Hardware can be called out in many ways and it's all about the user preference.
00:26 There's no correct answer, it's just a matter of preferences.
00:29 So first off let's go ahead and add a bill of materials to our drawing.
00:33 Now we have this same assembly we we're using in the last movie
00:36 open and I'm going to go up here to Insert > Tables > Bill of Materials.
00:40 When I first click that, I get this little window on the side over here that
00:45 gives me a bunch of different options.
00:46 First one is do I want top-level only parts, do I want parts, or do I want them
00:50 indented with the top-level and the parts.
00:52 So I'm going to just use top-level, it's fine, and then I can go down here and
00:56 have a few other options as far as how I want to display these items, I can
01:01 change the way I want to number the different items of the bill of materials as well.
01:04 But I am going to just use the basic one, click on OK, and notice it gives me a
01:08 little table that I can drop anywhere on my screen.
01:10 I want to drop it just over here.
01:12 So then I can modify that a little bit, I am just going to move these things
01:15 around so we get a little bit more space.
01:18 And I can grab this lower corner and drag the table out a little bit, and notice it
01:23 has little magnetic lines that snaps to the corners.
01:27 So now I've got the item number, I've got the part number of that.
01:30 You can add a description here, you can actually fill that out here or we can go
01:34 back to the part itself and fill that out into the custom properties, and it
01:38 gives you the quantity of how many there are.
01:40 And notice the Part Number here, it starts with 2.3, then it goes to 2.2,
01:45 then 2.4, then 2.1, 2.5.
01:47 It'd be nice if we could order these a little better.
01:49 So I'm going to take 2.1 and I'm going to bring that up to the top, just drag it
01:54 up there, and I can move this one down here, right below it and just get these in
02:00 order, so 2.1, 2.2, 2.3, then 2.4.
02:02 So we can drag and move these part numbers and rows around and notice the
02:07 quantities obviously follow along with that.
02:08 If I want to add a description here, for instance, I went to 2.1,
02:12 I've got to figure out where 2.1 is.
02:16 So there's 2.2, if I mouse over that's 2.1, so this end cap is 2.1.
02:20 And I'll click on that part and I'll say say Open.
02:24 So here's my part and I'm going to go up to the File Properties here and I'm
02:28 going to add a description.
02:29 And I'm just going to call it end cap.
02:34 Once I click OK, we save that out and then when I go back to my drawing, which is there,
02:41 notice I now have a description that automatically propagates through, back to
02:47 my bill of materials, and the same thing and the same process will be used to go here add
02:53 more descriptions of different parts,
02:55 to reorder the parts and I can even go back and change if I want to delete a part
02:59 from the bill of materials.
03:00 Maybe I have something in my design that is used there just to hold something
03:04 that's really not part of the final manufacture part.
03:06 I can always delete out of row and change things around.
03:09 This is also Excel so I can right- click on here and I got a bunch of ways to
03:14 insert rows or columns.
03:15 I can select different tables, delete things, hide things.
03:19 I can format the cells, as far as the width, the height.
03:21 A lot of things we can go ahead and change here inside of the formatting for that.
03:26 Working with a bill of materials and the various parts can be a big job.
03:30 My suggestion is to make a drawing of your assembly and then insert the bill of
03:33 materials sooner than later.
03:36 That way, you can see what is listed and adjust the items on the fly.
03:40 First is waiting for the design to be complete before getting started on this.
03:45
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Adding a title block and sheet properties to an assembly drawing
00:00 Working with the title block in assemblies is almost the same as with parts.
00:04 However, now, we need to add custom properties to the assembly.
00:08 Additionally, the custom properties of the parts now show up in the bill of materials.
00:14 So this is the same assembly we looked at before and we now have a bill of
00:17 materials that we added in the last movie, and we've got one of the
00:20 descriptions filled out and notice we don't have anything filled out down here in the title bar.
00:24 So instead of using the note box and coming at down here and filling this
00:28 out, we want to actually relate all of these values back to the assembly custom properties.
00:32 We already have a nice sheet format here that relates back to those.
00:35 All we got to do is go back and fill them out.
00:38 So let's go ahead and open that assembly.
00:39 Now you can go up here to File > Open and find it.
00:42 But a nice way to do is actually to click on any one of the views, and get that
00:46 first little box and you can say Open Assembly.
00:48 It just opens that pretty quickly and get access to these files.
00:52 Now notice, inside of here, we have got as bunch of different files that go up
00:54 and make this part up, and each one of those has custom properties.
00:57 But the assembly itself also has custom properties.
01:00 Let me click up here under File Properties, and we have the Summary as well as
01:04 Custom Properties and we also have Configuration Specific properties we can fill out.
01:07 We are just going to be looking right here in custom properties.
01:10 So let&#