Learn how to alter individual actor BOM properties to give manual BOM numbering.
- [Instructor] Now, let's take a look at generating some bill of materials within Composer. Whenever working with bill of materials, the first thing I like to do is jump into the window tab, and turn on my BOM tree. Then you'll notice I get a new tab here called BOM, and you'll see as we build our bill of materials, this will start to fill up with our bill of material items. This is just useful as I can keep track of my bill of materials while I'm generating it.
So now, let's take a look at the manual method of generating bill of materials. There's a few different methods we'll take a look at, but perhaps the simplest would just be the manual method. So to generate my bill of materials in a purely manual method, I can just grab whatever items I'd like to add to the bill of materials. Let's say, click on my propellor here to start, and then if I navigate over to my properties panel, I actually have a property called BOM ID.
So by default the BOM ID for all of my items will just be blank, but I can throw in whatever BOM ID value I'd like. So for my propellor, let's say give a BOM ID of one. Notice as soon as I finish that, you should see my propellor coming into my BOM tree with the BOM item I just gave, and the quantity number as well. Similarly, I can just go through this for all the items I'd like to add to my bill of materials, one by one, in the same manual method.
So maybe I'll just grab my motor here, jump over to the BOM ID property, and give it a ID of two, and just the same, maybe I'll box select my four screws here, navigate over to the BOM ID, and say three. And now it looks like within my BOM tree I can see all those items I've just thrown in. Now, that being said, I probably want a BOM table to come into my view as well, so I can do this by just navigating to the home tab, and under the visibility section, I have a BOM table check off.
So I can just check this off to turn my table on, and as soon as I check off my BOM table there, you'll see that my BOM table will automatically generate and appear in my view. Now the BOM table itself is a collaborative actor, so again I can click on this and change whatever properties I'd like. You can also resize and move this around. One thing you may notice, is that by default, I'm going to try to resize this, or move it slightly, I want to move it over to my left hand side, but you may notice that by clicking and dragging or trying to resize, I might struggle to do this at first, and that's because if I take a look into my properties, by default I actually have some placement properties already put in.
So you can see here that my default placement position is at the bottom of my screen, and it's taking up 25% of my screen. So I can change this of course, maybe increase the size I'd like to take up, or I can change the position, maybe instead of at the bottom, I want to throw it over to the top, or the left, whatever it might be. Or of course I have the option of free, this is generally what I'll throw it into, and now I have the ability to just click and drag to resize and move.
And once I'm happy with something like this, and again I have a whole number of properties that I can control as well. So maybe I want to increase the text size, so I can just click to drag to increase the text size here. And just fine tune the position, and now I have my bill of materials table coming into my view as well. Now the final step with the bill of materials, I might also want some call-outs, or some balloons coming in as well.
So on my call-outs and my balloons, again, a collaborative actor, so I can just jump into my author tab, and right beside label, I have a call-out button. So these work very similar to labels, except specifically for our bill of materials, and they'll call out those BOM ID numbers we just gave. So I can click on my call-out or my balloon, and then again, as I hover over components, they should grab that BOM ID number that I gave.
So I'll click on my propellor, and then place my first balloon, and just do the exact same for my motor, and my screws. Once finished, then I can hit the Escape key to jump out of that command, and now you can see I have a bill of materials table, with balloon call-outs. Once happy with all of this, I can jump back and create a new view, or perhaps update my existing BOM view here.
So just a right click update.
- Composer terminology
- Creating your first view and image output
- Changing actor and background properties
- Using the transform tools
- Inserting explode lines
- Adding textures
- Working with a Bill of Materials (BOM)