Make sure your part can be cleanly removed from the molding tool.
- [Instructor] We've gone through and created this beautiful part. Now we have to go through and make sure that we can make this part. So I want to verify that what I have designed can be manufactured using a tool called Draft Analysis. As soon as I select on it, it's going to come back and say, hey, you have to put on a materials view mode. In other words, I can't see it the way that your view mode's set up, so I want to change it. And it's going to visualize differently as soon as I go into that materials mode.
Once I have it set, I'm going to pick my part. Once I select my part, I get these beautiful colors that striate around the part. Now, something to note. It's very important to pay attention to. I'm just going to true the view up. This is my die line. This is my draft direction. If I look at the draft analysis here, you'll notice that the current direction is in Z. Okay, I know it's in Z 'cause it's saying dash one. This is the actual direction that it's analyzing to.
What I need to do is move the compass to the die line, select the compass icon, and then move the compass to the die line again. The reason why I do it twice is because if I don't move it in the first place, when I hit the compass icon, it'll set it up to a global, and if you're working on the, let's say the rear of something large like an aircraft or a car, you're going to have to zoom way out, grab the compass and move it to your part, and then zoom back into your part. So by doing it first and then clicking the icon and then moving it again, it just makes things a little bit easier.
Now you'll notice if I look in my information down here, you can see I also have something clocked over in the Y direction. So this is the true direction for my analysis. Now I'm going to double click on my draft analysis in here and go up to three because that's what I designed everything to, and you'll see all of this stuff turns red. The reason why it turns red is because it is right at three degrees. What I need to do in order to properly visualize is double click on that and just go to 2.9.
Now that I'm at 2.9 degrees, it shows everything is green. That means everything on the outside is okay. If I rotate this, you can see everything's okay. I have a little bit of red in here. Those are the hole faces, and typically those faces are just fine. Those are so thin that those really don't matter. Now when I look at the other side, I have all of these red faces on the ribs. The reason why I have those red faces on the ribs is because I did not place draft on those ribs.
Now I do need to go back and apply draft, but this is a way to verify that those faces don't have any draft. So if I hit this icon right over here, this inverts the draft direction. You can still see that they are red. Again, they're red because they have no draft. So those are actually below my 2.9 degree threshold. And I have some other options in here that I can use. If you want to, you can turn on or off the light effect. So if I turn on that light effect, we have a better visualization of the model.
And I also have another option here called running point. With running point, I can highlight over the top of a face and it'll tell me on that face what my actual angle is. As you can see here, it's zero degree. So there's no draft on it. If I go to this face, you'll see it says minus three, so now I know I have draft on it. Over here, same thing. I have three degrees. So everything checks out except for my rib faces. I'm going to go back and make adjustments to those rib faces to make sure that they actually do pull out of the tool.
- Inputting styling data (the A side)
- Defining the parting surface
- Creating the B side
- Adjusting part thickness
- Creating bosses and ribs
- Draft analysis
- Adjusting wall thickness
- Final fillets to represent the real-world shape