Introduction to SOLIDWORKS | Justin Flett | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Introduction to SOLIDWORKS

teacher avatar Justin Flett

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

37 Lessons (2h 40m)
    • 1. 01 01 Course Introduction

      1:12
    • 2. 01 02 What you should know

      0:36
    • 3. 01 03 Using the exercise files

      0:44
    • 4. 02 01 SOLIDWORKS Terminology

      7:30
    • 5. 02 02 User Interface

      3:17
    • 6. 02 03 Navigation Tools and Viewing Options

      2:46
    • 7. 02 04 File Types

      2:46
    • 8. 02 05 Creating your first part file

      4:06
    • 9. 03 01 Creating a sketch

      2:48
    • 10. 03 02 Sketch Tools

      4:05
    • 11. 03 03 Sketching the bracket base

      4:36
    • 12. 03 04 Relations and Dimensions

      7:56
    • 13. 03 05 Additional Sketch Options

      3:20
    • 14. 04 01 Extruding a Sketch

      5:13
    • 15. 04 02 Creating a Second Extruded Feature

      7:00
    • 16. 04 03 Extruded Cut

      5:15
    • 17. 04 04 Hole Wizard

      6:46
    • 18. 04 05 Reference Geometry

      7:59
    • 19. 04 06 Patterns

      6:08
    • 20. 04 07 Fillets

      3:58
    • 21. 05 01 Introduction to Revolves

      3:16
    • 22. 05 02 Revolve Sketch and Symmetry

      7:07
    • 23. 05 03 Revolve Command

      2:06
    • 24. 06 01 Sweep

      4:37
    • 25. 06 02 Loft

      4:43
    • 26. 06 03 Shell

      2:49
    • 27. 06 04 Draft

      1:49
    • 28. 07 01 Creating a Drawing

      4:31
    • 29. 07 02 Adding additional views

      3:55
    • 30. 07 03 Adding Dimensions and Annotations

      3:31
    • 31. 08 01 Creating an assembly

      6:55
    • 32. 08 02 Adding Mates

      7:48
    • 33. 08 03 Inserting fasteners using the Toolbox

      3:58
    • 34. 08 04 Explode Views

      2:58
    • 35. 08 05 Assembly Drawings

      6:20
    • 36. 09 01 Final Outputs

      4:52
    • 37. 09 02 Next Steps

      1:11
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

599

Students

--

Projects

About This Class

In this course we will learn the fundamental tools and concepts for the SOLIDWORKS engineering and design software.  SOLIDWORKS is one of the largest computer aided design (CAD) softwares globally used across numerous industries including manufacturing, automotive, aerospace, defense, medical devices, robotics & automation, consumer products, construction, and many more!  

This course will run through the core concepts and tools available within SOLIDWORKS to help us design and build any parts, drawings, and assemblies we may require for our specific projects. 

We will start by getting comfortable with the user interface and work-space of SOLIDWORKS, move onto creating our first sketch and design our first parts.  Once we have learned a number of the core part design tools we will introduce drawing tools to generate technical or engineering drawings required to manufacture our parts.  Finally, we will learn assembly tools to help us design and build our assembly projects that contain multiple components.

By the end of this course, you will have a strong foundation of the SOLIDWORKS fundamentals required to create and design your very own projects!

Meet Your Teacher

Teacher Profile Image

Justin Flett

Teacher

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. 01 01 Course Introduction: solid works is a global leader in three D solid modelling software. Use throat, numerous engineering and design industries. All right, I'm Justin Foot and welcome to Introduction to Solid Works, 2018. I've been working with sold works as a mechanical engineer and designer across numerous industries for over 10 years, and I'm currently a professor within the faculty of Applied Science that shared in college . In this course, we'll take a look at generating some CAD designs from scratch. First, we'll learn the basics of the software and how to generate simple three D parts well, then look into creating some engineering drawing files and finally will learn how to generate assemblies and some final outputs that are common within industry standards. By the end of this course, we will have a strong foundation of the solid works fundamentals and will be able to quickly and efficiently generate parts, drawings and assemblies. Now let's get started with introduction to sold Works 2018 2. 01 02 What you should know: There are no major prerequisites for this course. However, a general understanding of computers and the Windows operating system may be beneficial, of course. The solid work software will also be required to run through the files and exercises and note that this course is an introduction or fundamentals course, and thus it is directed to those who have no previous solid Ricks experience. That being said, even those with extensive sold Rex experience could use this course as a nice refresher. 3. 01 03 Using the exercise files: included with this course are a number of solid works, solid part, so a draw, and so it assembly files that will follow along with the course videos. Here we can see the exercise files are broken up into various course chapters, and for each section we have a begin and end file. I encourage you to run through these exercise files while following along with the course. If you're viewing this course on a mobile device or you don't have access to the exercise files, that's OK, and I encourage you to still fall along with the course. Now let's get started. 4. 02 01 SOLIDWORKS Terminology: let's start off by defining some of the most commonly used solid works terminology. So it is a solid modelling software, which means that geometric solider generated in a three D workspace and these will contain all geometry and surface information. This means that mechanical properties can also be determined, such as mass properties, center of mass properties, center of inertia and much, much more solid. Ricks is a feature based software, which means that our model is made up of individual elements called features. We have sketched features, which are based upon a to D sketch. Yes, I have applied features that are created directly on the solid model. Take a look at my bracket here, for example. We can see on the left hand side that it's actually broken up into a whole bunch of different features or elements. I can take a look at each of these elements one at a time. If I'd like to see that my bracket was actually built up kind of piece by piece. Using these features all take a look at me, my first element here, I can see that this piece was built up off of just a simple two D sketch. But we also have applied features such as fillets and champers and so on that are applied directly to our geometry and don't actually require their own sketch. Celebrex is also a Parametric software, and this means that the dimensions and relations used to create the features are stored within our model. This enables quick and easy changes and edits. So, looking back to my bracket here, you see all the information used to create this will still be held within the model, and I can very easily make edits or changes through these models. So it works is also fully associative, which means that we can generate parts, drawings and assemblies with the soldiers software, and each of these files are associated to each other, meaning that they reference each other. So here, of course, is my heart model. But I can see that this part is also used in a engineering drawing or manufacturing drawing , and it's also being used in a assembly as well. And since these are fully associative means that if I were to change this bracket in any of these files, that scene change would be applied throughout all the referenced files So let's just change the height of my bracket. Here is an example, and the same height should now have been changed in my part file and in my drawing file, a swell. Finally, we have the concept of design intent and design. Intent is something that I will refer back to very frequently throughout this course. It is a very important topic, and what design intent is essentially the plan on how to build our model most efficiently for our own specific requirements, for example, is the speed of the design or the ability to easily make revisions more critical for your specific design. Again, let's jump back to our bracket example here and we can see that I have two fairly similar designs here. So I've just built this bracket twice in two very different manners. It's important to note that with pretty much any solid works or modeling component, there's multiple different ways to come up with your final part. So if I were to build this part, or if you were to build this part, they may look the same in the end, but may have been built fairly differently to get that final result. So Let's take a look at my first example on the left hand side here and see that this I built up with a whole bunch of simple features so we can see it's built up of 123 678 It's about nine features here and each of those air fairly simple sketches. Have you take a look at our first sketch? Just have a simple tooty sketch building that and so on, so kind of piece by piece by piece, whereas on the right hand side, you can see pretty much have the same model. But I've built this up in Onley three features, Really? So maybe I save some time on the feature generation but actually had to create a fairly more complicated sketch here. So depending on your exact requirements, preferences or design intent, maybe one of these approaches would have been better than the other as an example that see , on the left hand side, maybe I want to change the number of holes I have in my circular pattern. So right now I have six holes in a circular pattern here. The bill want to change that to say, five. The example on my left. I've created a circular pattern feature for this, actually, So I'd be very simple to just jump into that making edit and change from 6 to 5, Let's say and now we have five holes in our circular pattern. However, on the right hand side, I actually didn't use a circular pattern feature here, but instead I threw in all of those holes within one more complicated sketch. So it may not be as easy for me to make that change. Perhaps it was a little bit faster for me to design or build in the first place, But now, if I have to make a change later on, instead of just making a change to that circular pattern feature, I might have to jump into this more complicated sketch, maybe delete all six of those holes in that circular pattern and re sketch. The five more holes give specific angles and so on, so it wouldn't be as simple a process to make that change. So, as you can see, there just is an example. There's a whole bunch of different ways you can come up to the same solution, but maybe some of those methods are more efficient than others. And it's up to your own design intent for what? Your requirements, maybe to decide which is the best approach for you again. I'll refer back to this very frequently throughout the course. 5. 02 02 User Interface: The Soldier X user interface is similar to many Windows based software's in that it has menu pull downs such as my file dropped Down at it and so on, and I could see a number of commands in there, like File, new file, Open file save and so on. It's also important to note that being a Windows based software, my hot key shortcuts also worked. So, for example, control EFS will save control, P to print and so on. Another similarity is the ribbon bars. So I have a number of ribbons features, sketch evaluate and a number of others. And each of these ribbon tabs holds a whole number of commands or tools that will be learning through this course. These ribbons and commands are what we call my command manager and then next. Probably the largest portion of my user interface is the three D workspace. So here's where I'm actually seen my three D model, the bracket, in this case, and I can navigate at it and pretty much design our entire three D components and assemblies within this three d workspace. Some other critical components of our user interface are the side panels and additional tool burgers. So if you take a look on the left hand side, we'll see a number of side panels here. Probably the most important will be the feature tree, and the feature tree is essentially just a list of all the features that were used to generate my model. There's also a number of other panels we have a property panel configuration appearance will get into those later on us. Well, also, on the right hand side of my screen, I have what I refer to as the task pain, and this is just a number of additional side panels and tool buyers. I'd say these aren't used as frequently as my left hand side panel or my feature treat, and by default they're actually pinned or hidden. However, if I just click on any of these icons here, let's say the appearance panel it will automatically pop up, and now I have a number of appearance options. So, for example, if I just wanted to change in appearance quickly, I could make whatever changes required here. And of course, there's a number of other panels here, Resources tab or have a number of tutorials, and so on design library. I can take a look at my toolbox. We'll take a look at that later on as well in the course, and then once we're happy or finished with my side panel again, I can just click anywhere in the three d workspace and it will jump back to be hidden or UNP in state. 6. 02 03 Navigation Tools and Viewing Options: the most commonly used navigation tools within solid works are held right within your mouse gestures. For example, scrolling in or out with your mouths middle scroll wheel will zoom in or zoom out, clicking down on the most scroll wheel and moving the mouse will rotate your objects and doing the same while holding control will pan your objects. In addition, toothy navigation tools. We also have a bunch of viewing options, and a number of those viewing options could be found right at the top of our workspace here . So we have a zoom to fit. We have, ah, zoom window. One of the most commonly used options will be view orientation, and that will jump me to the specific views that I'd like, for example, front view or if I want to jump to a top view, that's nice. Hovering over each of these views will give you a preview of the view you will jump to. Maybe I want to jump to top view. You can turn off this view. Selector Cube. That's kind of the cube here, showing around my object. It's up to you. You can turn this on or off to fit your own preferences. What this does it gives you the ability to slut on the specific faces to jump to that view as well, so I can jump to front view, jumped to write few top view, whatever it might be. So maybe I'll jump to write view here. Additionally, a hot key or shortcut for my viewer intuition is the hitting. The space bar will automatically open up my view, orientation commands and my view in Cube. Some other commonly used viewing options would be the displaced style and hit the display style here and choose whichever style I'd like to use to display my models by default. In most cases, you'll see shaded with edges being changed this to shaded without edges or hidden lines, visible or wire frame or whatever your preferences, maybe, and a number of other viewing options that you can play around with here. 7. 02 04 File Types: solid works has three unique file types that you can generate. No, but you using and learning about these throughout the course. First we have the solid part file, and that's just a single part or component like this bracket we see here. Once we've generated our solid part files, we can also create a drying file and this week, only a solid drawing. And it's its own unique file as well joined files used for manufacturing purposes and so on . Finally, if we want to put a number of components or parts together into an assembly, we can also generate a solid works assembly file. So in this case, for example, we have about four or five unique parts within a single assembly. So let's just take a quick look at how this might look in R File Explorer. So here we can see the three different file types for a fairly simple project in this case , my bracket assembly. So I have individual part files, and the extension of that is a dot s L D p R t. So I can see my bracket, a bass and a shaft, and these are my solid works part documents I also have drawings for each of these individual parts. So I have my bracket, my base and my shaft saw a drawing document. And the extension for this is a dot s L D D R W. I also then have an solid works assembly file. The file extension for this is Dr S L D A S M. And we could see this is a solid works assembly document. I can also, of course, create drawings of my assemblies. So I also have one more drawing a bracket assembly drawing, which is the drawing of my finished assembly again, these air all referencing each other and fully associative. So for a simple project such as this, I'll actually have eight or nine unique files that all need to be packaged together properly. To have my complete package for medium to large size projects, you can get up to 500 or even mawr components. Once you include all the parts saw the dry ends, all the assemblies and so on 8. 02 05 Creating your first part file: Let's learn how to create our very first part file in solid works. Once we have opened the soldier exhaust where the first thing I want to do to create a new part is just go to the file, drop down and hit new. This will jump me into my new solid works document window and you can see here fairly clearly. You have three options. Of course. You can create a part file and assembly file or a drawing file, depending on what you're looking to generate here. Of course, for us, we're going to start by generating apart. Then later on, we're gonna get to drawings and assemblies so I can just click on my part file and say, Okay, I can also take a look in the advance tab, nor is depending what you used last. You may be in the novice or the advanced tab, so just click on the advance tab here to see what that looks like, and we get a slightly different looking interface here. And if I want to jump back, I can just hit the novice tab within the advanced stop. You just have a few more options. So it shows each of the individual templates that you may have, but again, it's just a part, an assembly or a drawing. So in this case, we'd like apart. An important thing to know about templates is that templates essentially will hold all of your settings and options, so the default part assembly draw template here. These comes standard with your default install of solid works. But if you're working with a specific company, let's say they may have their own unique templates that maybe have different settings or options for part or assembly files or different settings or options for a drawing file. Very commonly, a company would have their own title block, for example, within the drawing file and things like that. But in this case, we'll just jump to the default solid works part template and say, OK, and now here is my brand new part. I'm in the part design interface here. Of course, it's just completely empty. You can see my work spaces empty. There's nothing in there yet because we're gonna have to build up our first component. The first thing when starting a brand new part, I would say, would be to define your units So do I want to build this part in millimeters or inches? And I can do that just by jumping down to the custom drop down or the units drop down here and I can change it to whatever I see fit, maybe millimeters centimeters, Whatever it might be this case I'm gonna choose I ps for inch pound second, so that will be in inches. And once I've defined the units, maybe even before I get started I like to save my filed right at the start, so I'm just gonna go to file, save as. And maybe I'll just rename this to Bracket. And once I'm happy with the name again, notice it's saving as the default dot s l. D Pierre to your the part file, and I can hit safe and notice that this should have renamed my feature treat to the new bracket name as well. I think this is kind of a best practice to save your parts out. As soon as you start them. Just in case your machine shuts down or there's any crashes or anything like that, you won't lose too much information. It's important in solid works and in any cad modeling software, I like to say save early and often just in case anything goes wrong. 9. 03 01 Creating a sketch: Now that we've started our first new part, let's take a quick look at the feature treat. It's over in the left hand side. I have my feature treats fairly empty, obviously, to start here but up the topic and see the top level of my part. It's been renamed to bracket and saved and not too many features yet, as I haven't really started building my component. But I do have a front plane, a top plane and a right plane, as well as a origin point within my three D workspace. So these planes and origins are pretty much the building blocks for the beginning of my components and any new part that you create. We'll start with these three plans and your origin point. So generally the first step to creating our new part would be to create a sketch. So let's say I'm looking to build that bracket component. The first stuff I might do is jump into my sketch tab, and my first option on the left hand side is to create a sketch. Now, when starting a new command that maybe Hammond use before it can be useful to read the props. So notice As soon as I hit the sketch button, I was jumped into this property manager and I've gone into the sketch property, and it's asking me to select a plane on which to create a sketch for the entity. So this is saying is for me to start my sketch. I need a flat surface or a piece of paper in a sense, and that could be one of my three planes here. So let's say I wanted to start sketching on my front surface or my front plane. I can just click on whichever playing I'd like, So I'm going to grab the front plane here. As soon as I clicked on that front plane, I jumped normal to that front Plainview, and I'm now within a sketch. So how can I tell when I'm within a sketch? I can see down at the bottom here that I have editing sketch. I can also see on the left hand side that I've created this new sketch one and finally up in the top corner. I have ah couple of new icons that weren't there previously. This is to cancel out of a sketch without saving with the Red X, or to leave a sketch with saving with the top icon here 10. 03 02 Sketch Tools: now that we've created our sketch, let's take a look at using some of the sketching tools so all the sketching tools will be held under the sketch tab, and I have a number of tools I can use here. Let's start with the most frequent might just be the line tool, and l is the hot key shortcut for that. But I just click on the line command and notice that I'm automatically thrown into the insert line property panel here, and I can choose from options there, or I can just draw directly into my workspace. So to draw a line, I just click once for the start point and click again for the endpoint. So there's my first line. Noticed that as I continue on, I didn't leave the line. Commend, and in fact, it's assumed that you're going to draw multiple lines that will be connected and not just a single line. In most cases, ever. If I only won a single line, I can just hit the escape key to jump out of the line command, and now I just have that single line drawn. But if I'd like to delete that line, I can just click on it and hit the delete key. And let's run through that once more, so we'll go to the U. N Command notice. I have the pencil icon on my most cursor now, indicating that I'm drawing a line and click wants to start click again to finish and maybe click again at another line and another line and another line as many lines as I see fit. It also notice that you make you see here those yellow temporary axes, so those were just there to help guide our drawing. So if we want to go say parallel to our last line or normal or perpendicular to our last line, we just hover over and will jump straight to those yellow temporary axes there. So again, I can just draw as many line segments as I'd like. And then once I'm finished with my sketch hit, the Escape key can also just hit controls ed to undo any of this or delete each entity, click on each entity hit delete. I can also box select. So if I just click and drag anywhere in my workspace here, I can select whatever I'd like with a box. Select and then just hit the delete key to delete all those lines there. The other sketching tools work in a very similar manner. So let's say we want to draw a circle. I can describe the circle Command and slightly different here. We have a couple different methods to generate our circle. So we have a center point radio circle as well as a three point circle, so depending how you prefer to generate your circles. You have a couple options and you can just click which everyone's best suits you. So let's try center radius. So my first click, it kind of indicates it to us in this figure here. But my first click will be my CenterPoint, and my second click will be my outer radius. And again, Once I'm finished drawing circles, I can just hit the escape key. Let's just try. The rectangle is well and again. We have a number of different methods to generate my rectangle, the one I most frequently uses either corner, corner or center corner. So again, the figure kind of explains it to us, which is nice, but we have a 12 corner, so first click will be my bottom left corner. Next click will be my top corner, and I can change this to center corner. So now my first click will be the center of the rectangle, and my second quick will be some outer corner of the rectangle and all of the other sketching tools work in a similar manner. 11. 03 03 Sketching the bracket base: we're going to try and recreate this bracket component. So first, let's see how this bracket was built. You can use the rollback bar on the feature tree here, and I can just click and drag that to roll back or forward to whichever features I'd like. This is nice. Is it kind of shows a history of how this component or any of your components were built. You kind of move backwards and forwards through time to see how your parts were built. So I'm gonna roll back all the way to begin in to see just the very first feature. So fairly simple piece here looks like it's just ah extruded u r n shape and that see which sketch was used to create. This is gonna take a quick look at the sketch here and here we have our general sketch looks like a fairly simple sketch, kind of a combination of a rectangle and a circle or a couple lines in a circle or a narc. So now that we have an idea of the sketch for Amy in towards, let's see if we can build this sketch in our new part file, so he's jumped back to my sketch here. I'm just going to I'm gonna start by just deleting all of this. I'm gonna use box select, grab everything here and hit the delete key. And I'm going to try to sketch out that you or end shape. So there's a few different ways I can approach it. I can try. Maybe, ah, line command in a circle or a line in an arc or rectangle in a circle on Doesn't really matter which way you approach it. It's gonna come down to your own preference is what you think is the most efficient methods and so on. So maybe in this case, I'm going to start with a few line commands and then at a circle or on our cat the top. So I'll start with my eye line command. And I know the shape is something like this and notice here again and yellow. I'm seeing these temporary relations, so that little yellow rectangle with line going down that's that's what we call a temporary relation. And that's telling me that right now this line is vertical. As soon as I move it to be not vertical, I lose that relation. But as I go to awards a vertical line, it jumps into that relation. So if I want the line to be exactly vertical, I can click to place. And now I have a vertical line. Similarly, I can go about my temporary access here as I do. You see another temporary relation coming in here this time a yellow rectangle with a horizontal line icon that's telling me I have, ah, horizontal relation, and that is in fact, what I want here. But I'm actually gonna draw off a little bit just so I can show how to add relations after the fact as well. And then again, maybe I want this guy vertical. But again, maybe I'll do it slightly off so I can show how we can add these after the fact as well and had escaped to finish off my line command and then the top. I had a semi circle or an arc closing it off. So to try to use the art command, just click on Arc and ah, bunch of different methods. Aiken, try here, boast off. Then I used the three point arc, but again, it's gonna come down to your own preferences So with the three point arc, it's going to be point number one to start the art point number two to finish the ark and point number three to throw in the radius can you can see as you move it kind of jumps into place. So it looks like this would probably be the park that I'm looking for. But again, maybe I'll just throw it off a little bit so I can show how to add some relations after the fact. Once I'm happy with my ark and hit the escape command. And here we have the general shape of my bracket base sketch. 12. 03 04 Relations and Dimensions: after sketching out the general shape of our bracket base, we want to finish it off. Using relations and dimensions, I generally start off throwing in the relations and then finish it off with dimensions. Let's take a look at some of the relations of this sketch. If I click on my left most vertical line here, just clicking on that opens up the line properties of that line, and you have options for existing relations and the ability to add relations. I could add a vertical or horizontal relation, but it already has an existing vertical relation, and I can also see that with this green vertical line box here. So let's take a look at adding some additional relations. If I click on my bottom line, for example, I don't see any relations coming in any green boxes or any existing relations throwing up in this box, so I might want to add a relation. I can make this line vertical or what I actually like in this case is horizontal, so click horizontal knows that line has automatically jumped. Horizontal added the horizontal relation. I can hit the green check to finish this off, and now, when I'm clicking on this line, I should see that green horizontal relation showing. Similarly, Aiken do the exact same thing on my right hand side line here on Grab This. And in addition to popping up on my line properties here, relations will also pop up within a pop up shortcuts. So as soon as I click on the line here, I have some pop up shortcuts here, and I have relations there as well, so I can again make straight from here. Horizontal or vertical is just maybe a little bit faster or more efficient way to do our sketching and design. So I'm going to say I make vertical and that line should automatically jump to vertical. And if I click on it again, I should see the vertical relation coming. And now, finally, I might just need to finish off this arc it the top. So I think I want these to be tangent, so to include a tangent relation actually need to multi select both the line and arc and tell them to be tangent to each other. So I congrats this line, for example, and multi select the Ark, so I just want to hold down the control key to multi select and now notice. I have both of these entities. Both the line and the Arcor highlighted and I have a tangent relation available and click Mick, Mick Tension. And now that has made my Arc tangent to my line. And then I just want to do the same on the other side. Grab the vertical line, hold the control key and multi Select the Ark and again add that tangent relation. Now everything looks good. I can click on my art here. I see my tangent relations coming up in the green boxes here. Now I have the general shape looking good, which I've done throwing in a few relations, and I might just want to finish it off with some dimensions. Give it some exact sizing. So for all my dimensions, I'll just go to my sketch tab and smart dimension and smart dimension tool. Very easy to use. You just click on whatever entities you'd like to dimension. So let's say I want to dimension the height of this sketch or this line here, so just click once on the line. It gives me that dimension, and I click again to place that dimension wherever I'd like in a place on the outside here . And as soon as I placed this modify box pops up and this is where I can enter in that dimension. So I'm gonna say maybe two inches just type in two and hit, enter or hit the green check and that my dimension has changed and it's automatically resized to two inches there. And what's nice about the smart dimension is that the dimension will change automatically based on whichever entities I'm selected on. So, for example, if some selected on a line, it will give me, ah, linear dimension. But if I select on an arc or a circle, it gives me radius dimension. So just click on the Ark here, and maybe I want this radius value to be 1.25 Now I have the general shape and have relations and dimensions given it's looking pretty good. Is there anything I'm missing or any dimensions of relations I'm missing here? How can I tell or how can I see? This is one thing that is very important is if a sketches under defined or fully defined. So if I just look down year, I can see that my sketch currently is under defined. So that means is that essentially it's missing something neither dimension or a relation. Something hasn't been yet defined. Once everything is given, everything is defined. This will change to fully divine and the color of my sketch actually change from ah blew to a black. So how do I see what I'm missing? Because maybe right now it's a little bit difficult to see exactly what dimensional relation I'm missing. So what I like to do whenever I'm missing anything is click and drag on whatever is blue and maybe just click and drag any on anything blue and see what changes. And so here we can see it looks like the shape is pretty well defined. It doesn't seem to be changing shape. Too much looks good to me. The only really thing that is changing when I click and drag is my location of where this actual sketch is so generally you want to tie down your sketch, and where you'd like to tie that down is somewhere to the origin. Generally, you'd want to tire sketch to your origin in some way, in whichever way seems most efficient to you. So in this case, maybe I want my sketch starting from the bottom left corner. So I'm gonna tie this bottom left corner to my origin point. And how can I do that again? It's sister relation. Second multi Select Aiken, grab the origin point. Hold down the control key to multi select and grab my lower left point. And again, I have a couple relations. I have horizontal vertical. I also have coincidence. That means gonna be right on top of each other. That's the one I'm looking for. So I'm gonna try and make coincident here notice. Now, my sketch has jumped right into the corner of the origin there, and it looks like my sketch has turned from blue to black, indicating it's fully defined. And also, it's telling me it's fully defined here. So now I have all the dimensions and all the relations required to fully define this sketch 13. 03 05 Additional Sketch Options: Now that we have finished our sketch, we might want to jump out of sketch mode or jump back to part mode again. Remember, I'm still in a sketch again. See that by editing sketch down here and by the icons in my top right? So I have two options. I can hit the Red X, but that will jump out without savings. Or maybe that's not what I want in this case, where the other icon will jump me out and save whatever sketching changes I made. So that's just click this button here and now. I've jumped out of sketch mode, so I no longer see those icons I no longer see editing sketch down below. But I do see sketch for or three or two or whatever number of sketch it may be that you just created. If I want to change the name, I can rename that if I just slow double click on the sketch for me, I want to rename this to something else that's a bracket base sketch or something like this just to give. It may be a better definition of what that exact sketches. So as I add sketches, they will populate my feature tree and eventual be using these sketches to generate some additional features like extruded and cuts and so on. But let's just take a look at a few additional sketching options. I might have say, I want Teoh. Jump back into the sketch or edit or change this sketch. I can just go back to my sketch click on the sketch, and I have a bunch of pop up options here. The 1st 1 is at its sketch, So if I click on the edit sketch icon there, I've jumped right back into my sketch mode. Aiken, see those icons and editing sketch and so forth. And if I ever want to edit or make changes, I can just delete odd or change any value. So maybe I want to increase the height from 2 to 3 here. So you just double click on that dimension and change from two inches 23 inches and hit the green check or enter. And now I see I've changed my sketch and and I couldn't jump out of the sketch. Then there's my new updated and saved sketch. Some other options may be I want to change the plane that I've drawn this sketch after the fact. So remember I drew this up in my front plane, so I should see it directly on my front plane, but maybe I want to change it to top or right or some other plane. So again, I could just click rate on my sketch here, and the option just beside Edit sketch is at a sketch plane so I can choose Edit sketch plane. And right now it's front. But if I hit the drop down here, I can change it to any of the other plans. Maybe I want this to be on my top plane instead and hit the green check to say OK and now notice. I still have my same sketch, but it's been changed on to my top plane instead of my friends complain. 14. 04 01 Extruding a Sketch: Once we have finished our two D sketch well, now want to add some depth or thickness? Turn this into a three d component. So I want to jump into my features tab, and the first option I have is the extruded boss or bay. This is the future that will probably use most frequently, and this extrude a sketch in one or two directions to create a solid or essentially adds thickness or depth so I can click on extruded boss or base. And again, I'm going to read the prompt that it's telling me. It says either one of two options. Select a plane on which to sketch the feature or to select an existing sketch to use for this feature. So if we haven't yet created a sketches where we just Concrete's a brand new sketch and then extrude that or in this case we already have a sketch, do we want to use option to select in existing sketch so I can just click on the actual sketch and this will jump me right into my boss? Extrude command is our first real look into the property manager, and here's where I have ah whole bunch of different options or properties that I can control. Most important here would be the depth or the thickness value. So maybe I want this to be 0.1 inch. Or I can increase this depth and you can see a preview of my extrude getting thicker and thicker. And this case, I'm gonna throw in a value of quarter inch, and I also have direction, and I can flip that direction so the material right now is come in out of the screen or I can reverse that direction. So it's going the opposite direction. Once I'm happy with these options, I can just hit, enter or hit the green check to finish off my extreme. Now we can see we have our first three the feature. And if I take a look at my feature tree, I see my boss extrude feature. You might also notice that I seem to have lost my sketch, but if I expand that feature, there is my bracket based sketch. It is just being used for my boss extreme feature. Similarly, just like I renamed my sketch, I can rename features as well so I can slow double click on this boss extrude one and just give it a better name or descriptive name. Let's say bracket base by default. All the features will just come in extrude one extrude to extrude three and so on. But maybe you can rename these just to help organize your feature Trian your components if you prefer to do this. So now again, just like we could edit our sketches. We can also add it, our futures. So maybe I want to increase or change the depth so I can just click on my feature now, and the first option I have there is to edit the feature click at it. Future just jumps me right back into the properties panel, and I can say OK, instead of 1/4 inch. Maybe I want 1/2 inch depth again. Hit the green check or enter to say okay, and additionally, I can also still change that sketch. So if I want to change the general shape or size, I can click on either the sketch or the feature and hit at its sketch That jumps me back into my sketch. Maybe going to reduce that height of three back to two inches hit. Enter change the radius, make whatever changes I'd like. And then, once I'm finished, jump back out of that sketch notice. It is automatically changed my feature and my three d component. Another way to make a quick and easy edits is just double click on any modeler sketch, and some dimensions and properties will automatically pop up so I can make these edits in three D as well, if I'd prefer. So maybe I want to increase that height back up to three. Ah, just double click from here. Change back up to three and it enter Noticed that just hitting enter or the green check there actually didn't seem to change my model, and that's because it has to be rebuilt. Now. If I'm seeing this stoplight icon, it means I need to rebuild or regenerate my three D model. And I can do this by just hitting thestreet ah, plate icon or the hot key of control be. And as soon as I hit that it should regenerate or rebuild, you see the size change to increase the height from 2 to 3, and I'm no longer seeing those rebuild icons in my feature tree 15. 04 02 Creating a Second Extruded Feature: Now let's say I want to create the second feature of my bracket in this case, the bottom boss extrude here. So this will be my second feature again. Just another boss extrude and take a look at the sketch that was used to generate this. It should just be a fairly simple sketch. Just direct angle here with some depth given. So let's jump back to my current part. And now what I want to do is add a sketch, just a simple rectangular sketch and extrude that as well. Up until now, we've been creating sketches on one of the existing plane. So a front plane, the top plane or the right plant. But in addition to this, I can actually create a sketch on any flat or plane or surface. So what I could do is, instead of choosing one of those three planes, I could click on any of these flat faces to create a sketch. So in this case, what might make sense is I will click on the bottom face of my component thus far and create a sketch on that face again. I can navigate up to my sketch tab and say, create sketch Justus we did before. Or maybe a faster option is just click directly on the face or plain and make use of those pop up bars again. So we do have edits sketch that will jump me right back into the original sketch. But just below that, I have sketch or create a new sketch. So I click on this. I now automatically created a new sketch again. Remember, I can tell by seeing the editing sketch here and my sketch icons up in the top, right? And it looks like I have you created this new sketch called Sketch Six. Now I'm sketching on this face, but usually when sketching, I want to be normal or perpendicular to that face. So again, remember our navigation tools. What I usually do is hit the space bar, which will jump open my View Cube or my orientation window, and I can grab whichever orientation I'd prefer in this kiss. Probably my bottom view. Now, from here, I can just draw my rectangle so I'll just go up to my rectangular drawing commands. Probably want to throw in my relations at the start rather than after the fact. If I can again just to be more efficient and increase the speed of my design time so I can actually start right on this corner and noticed that a relation is automatically going to be placed there. I can see that in the yellow rectangle there, so I'll start my rectangle here and draw it. I probably want it on this corner and somewhere about here, quick to finish off that rectangle and then hit escape to jump out of my rectangle command . And now it looks like I have the majority of my sketch already complete here again, I've seen that it's under defined, so I'm missing some dimensions or relations so I can click and drag on any of the blue components to see maybe what I'm missing. So I'm obviously missing the total length of this rectangle as well as the width. So I need to throw in a few dimensions or relations here for one. Maybe I congrats this corner point here and multi select the corner of my existing bracket piece, and I want to relate those or make them coincidence. As soon as I make that coincident, you'll see some of my lines turning black or being fully defined. And now again, if I click and drag to see what's still under defined, it looks like it's on Lee the height of this bottom portion. So now I've thrown in all my relations. Maybe I just want to throw in a dimension. So I'll jump up to my sketch tab, Smart dimension, and I want to give this line here a dimension or length that maybe I'll say I want this to be 2.5 inches. Once I'm happy with that, I can jump out of the sketch if I'd like and then extrude or I can actually extrude right within a sketch. So if I jump over to the features tab and again extrude that sketch like I've automatically jumped in straight from my sketch into my boss extrude feature, and it's given that same depth of 0.25 that I was looking for, notice that within this three D preview now, maybe I don't want to be in a normal view because I can't exactly see which direction this thickness is going, and I can't see you exactly what's happening very well, So maybe I just want to rotate my view slightly make sure everything's looking okay. It actually looks from the preview here that my thickness is actually extruding downwards when maybe I want extruding. So again I could just hit the reverse direction if needed and hit the green check to say OK , notice that there's some overlap here between my current extrude and my previous extrude, but as long as I have emerged, results turned on, it will merge any overlap into a single solid piece. If I turn that off, it will become too unique. Pieces that are meshed over top of each other or not merged into a single solid. So in this case, I just wanted to be one single solid bracket so I can hit, merge, result and hit the green check. And now you can see I have two features. Maybe I want to rename this feature slow DoubleClick and rename it bottom base and maybe edit. This increased the thickness as well, so I mean, I can click and hit at it. Feature anyone. Increase that from 0.252 half a niche and say OK 16. 04 03 Extruded Cut: The extruded cut command is very similar to the extruded boss command, except it removes material instead of adding material. All want to start by creating a sketch. In this case, let's say I want to cut a hole through the center of my bracket Here is going to start a sketch on my front face of the bracket. So click on that face and choose create sketch. I might want to jump normal to that bracket. So all hit the space bar and change my view. Orientation to the front view. And then I just want to sketch a circle. So again I'm within a sketch. I can see the icons in my right hand side. I've created a new sketch called Sketch Seven, and now I'll just go to my sketch tools to circle, and I want my circle to be dead in the center of this bracket arc from having troubles jump into that center point. There's one little trick, Aiken dio, and if I just hover over any arc, the center point of that arc pops up, and now I can jump to that center point, and that relation of the coincident point will automatically be put in place. So now I can click, wants to start my circle click again to finish my circle and hit escape to jump out of my circle command again, I've seen that it's blue and it's under defined. I have to give a dimension or a radius to this value, so I'll jump up to my smart dimension, cook on the circle, and I'll give a diameter of Let's a one inch and hit Enter Now we've completed my sketch. It's looking good. Everything's coming in black. It's seen fully defined. So now I can create my feature. So jump over to the features tab. So far, we've only been looking at the extrude Bosc Ament, but I have a whole number of other feature commands. Probably the second most commonly used feature will be the extruded cut, and it works very similar to an extrude, except it removes material instead of ads material. So this hit extrude cut here can automatically jumps me into my extrude cut property Manager shows a preview whenever in the three D preview. I like to now change my orientation a little bit so I can see exactly what's going on, and it looks like it's cutting about halfway through my bracket, and that makes sense because it looks like it's cutting 1/4 inch depth through my half inch bracket so I can change this depth to half a niche and just double check. But that should be going through my entire bracket now. Also notice. Within my properties, I have a few different and conditions. So if I hit my end condition, drop down. So far, we've only been looking at blind, which just goes blindly in one direction or the other. But we have a number of other options as well. One that might be, ah, good option in this case would be through all or through all, both. So through all, we'll just go through everything in that one direction and through all, both would go through everything in both directions. So I can say through all here and you can see now it's going through. All this could be useful again, looking back to design intent. Now, let's say if I change the thickness of my bracket from half an inch to 3/4 of an inch, the whole will still go through the entire bracket and not just half a niche through the bracket, giving me a partial hole. So let's finish this off, hit the green check and say, OK, looks like I have my whole going through the entire component now and I have Ah third feature and extrude cut again. Remember, each of these should have their own sketch within, and we can rename the sketches and the features as required. But what's important here again, jumping back to that design intent since I used through all for my extra cut. If I were to change the thickness here, let's say I'll change my thickness from half an inch to a full inch. My whole should still be going through all. Since it's not a specific value of 1/4 or 1/2 inch, it's just going to go through my entire model. So this is a good example of where design intent can really drive your design to create a more efficient component 17. 04 04 Hole Wizard: sold works has a very powerful feature called Whole Wizard, which is used to generate industry specific and industry standard holes such as counter bores and counter sinks, threaded holes and so on. So if I just go to the features tab right beside my extrude cut, I have the whole wizard. So again, this creates holes based on pre defined standards, so I can click on Whole Wizard there and jumping into my property panel, have a whole bunch of whole specifications options. First, I will define the type of whole I'd like to create and then all define the position of where I'd like to place those holes. So for type these air all industry standards So we have counter bore counter sink, just a standard hole threaded hole and a whole bunch of other whole types. In this case, I'm going to run with a counter board, and then I could choose these specific standard I'd like maybe ansi inch anti metric B s. I higher. So whatever our standards, maybe in this case I'll say anti inch. Then, after defining the standard, I want to define what type of counter borehole I'd like to generate and I have a whole bunch of options I'm gonna choose. Suck it had caps, crew And then, of course, a bunch of sizing and fit specifications. So if I want to change the signs, maybe I want 1/4 inch, half inch whatever it might be. You going to use the number eight in this case and can change the fitting and also do custom sizing or custom fitting as well. If I wanna change to get exact specific values may be slightly outside of industry standards. This case I'll just use the standard. So I'll turn custom sizing off. And then I have pretty much defined all the specifications for my whole. So now I want to define the position, so I'll switch from tight two position Tamp there once of my position again, I can read the prompt here, let's just say and select the faiths for the whole position. So let's say in this case I want to throw my to counter bored holes down on the bottom face of this bracket. So click once on this face, and now you can see a preview of the counter bored holes that I'm gonna create here. So maybe I'm going to throw one in about here and maybe one in about here. What's more, within the position tab here, I can also dimension right within my whole wizard if I'd like. So if I just go to my sketch tub and smart dimensions, I can throw in dimensions here a swell. So just measure from the center point of my whole to my outer edge. Maybe I'll say that's 1/2 inch in. Same for my center point to my left, Most Ege say about 1/2 inch is well, and maybe just the same for my second hole. So now I'm just fully defined the dimension of these to counter bored holes. And again, just as within a sketch, I see the fully defined down at the bottom, and my points have turned black instead of the blue. Finally, I fully defined the position of my holes and all the specifications of the specific counter borehole, so I can just quick the green check to say OK, now here my to counter bored holes that I've just thrown in there within a single hole feature or whole wizard feature. Let's expand that to take a look at my feature and the whole wizard feature actually holds two sketches that were kind of automatically generated for me. So the first sketch in my whole wizard if I just go to edit that sketch So as we can see here, this is really just the position that I defined just a second ago. So I can either define the position initially when generating these holes or after the fact , by jumping into the first sketch within my whole wizard. And now, if I want to make any changes to the sketch, I of course, could do that as well. The second sketch of my whole wizard is actually the whole profile of that counter board. So this second sketch you're really never gonna want to even open. But you're not gonna want to open or change or edit or anything like that. But just a show. I'll jump into this second sketch going to edit sketch, and here is my specific sketch. Now. I didn't draw this. This is a pre defined standard that's solid works has created for me. So based on that specific counter bored hole that I've created, this is the profile for that counter board so generally you wouldn't want to edit this sketcher customize anything in here. That's where you would use those custom settings within that whole wizard property. So I just jump out here. So just the important thing to note is your whole wizard will be comprised of two sketches , the first being just the positions which you can alter and change if you'd like, and the second being the actual whole profile that generally you wouldn't want to change. Of course, if you do want to change the whole, I could just jump into that feature hit edit feature. And maybe I want to change that counter bore to, ah, counter sink and that we can see my whole previews have changed to a counter sink or whatever it may be. 18. 04 05 Reference Geometry: Now let's say I want to create this rib support feature here again. There's a number of different ways that this can be created, but let's take a little bit. But let's take a look at how it was created in this specific case. Jump over to my box extrude three. That's my support component. And take a look at the sketch that was used to create that. So it looks like I just have, ah, simple triangular sketch here. But the thing to note is where it's located. Looks like it's right in the middle of my component on some given plane. So here we're gonna learn about reference geometry in order to create plains where we may not necessarily have the default front topper right plane. So it's jumped back. Teoh my bracket that we started from scratch here, and I want to do the same. Just add that support peace here. So what I would want to do is start a new sketch, just a simple triangle on a plane that's going straight through the middle of my piece. So let's check my existing plans and see if one of these exist front plane. That's not exactly what I'm looking for have a top plan. That's not what I'm looking for. And I have a rate plane, so the right plane is in the correct direction. But it's on the right hand side of my component, not cutting dead through the center as I'd like to. So in many cases you'll have to generate some reference geometry to help you with your designs. And that's anything that you may be able to reference to help build or design your projects . In this case, it's a plane that is not one of our given three default planes. So I go into my features tab and jump over to reference geometry by that dropped down. You have a whole bunch of different reference geometry options. You can create planes, you can create axes, you create coordinate systems and a whole bunch of options. I would say most commonly you would create planes and maybe axes as well. What s since I jump into the plane? It automatically jumps me into my planes property manager, and it's asking you to select references and constraints to create a new plane so we can create a plan in solid works. The same way we can create any plane mathematically. So, for example, two lines or two edges of just grabbing at cheer and an inch here, two lines or two edges would define a plane. Three points would define a plane. So if I grab a point here, the point here in a point here that would also define a plane so any way you can define a plan mathematically, you can also define a plane in solid works here. Some of the more simple examples. It's just Teoh. Grab a existing plane or surface. Maybe I want to grab this face and just do some offset value given face, and then I can offset it some distance, whatever it may be. So in this case, maybe what I could do is use my existing side face or even grab one of the existing plans. I'll grab mine right plane, and then I think I could do is just try offset it until I get it dead in the center of my part. And that would generate the plane that I'm looking for. That's one method that I could approach and it would work. However, I'd have to find the exact distance And if the distance changes, it might not stick exactly where I'd like it to and everything like that. So I have another option as well. Whenever I'm trying to get a plane right in the middle of something or dead in the center of to existing planner faces, what I can do is actually just grab those two faces. So, for example, if I want it right in the middle of this face, and then this face would be my second reference, I have each of those faces as one of my references, and now you can see it's automatically created what's called a mid plane so it generates a new plane right in the middle of those two faces. So now I didn't have to calculate any distances. If this part changes, dimensions in the mid plane will still be exactly in the middle, and this is probably just a good option for me in this case. So they had the green check finish it off and I have a new feature here in my feature tree , called a Clean and Again just is everything I can rename this about, like tell this rib plane or support playing or something like this. So the the main take away here is that you congenital eight, which ever referenced geometry required to help you with your design. Now, of course, that we have our plane. It would just be a simple process to create a new sketch on that plane. And I think click on the plane. Say, create sketch. Jump Normal too, if I'd like and just sketch out my triangular shape and then throw in whatever dimensions I may require me. I'll throw in the height, let's say 1.25 inches and maybe an angle to throw in an angle dimension. I just click on the first line and then the second line to find the angle between those two lines. Maybe I want to throw this into your 45 degrees now. I'd like Teoh extrude this so I jumped to my features command skin Just gonna be a standard extrude and I like to take a look at the three d. So just rotate slightly here and actually what we want here, the slightly different type of extrude. I want this rib support to be dead in the center. So right now it's just extruded into my right hand side. What I actually prefer is it to be extruding on both sides equally. And if I chip, if I take a look at my direction and conditions, I actually have an option for that. So right now it's just blind in one direction. I hit that dropped down again. We've taken a look it through. All but one that's commonly used again is the mid plane. And so what mid plane does it extrude equally on both sides of my sketch? Zoom in. Here you can see it's extruding a total of 0.1 inch, but it's divided on either side of my sketch book. It would be 0.5 inch on either side. Maybe I want to increase this lately saying Teoh point two inches and hit the green check to finish off. And now I have my new ribbed support feature 19. 04 06 Patterns: Now let's take a look at how we can generate at this circular hole pattern. This was created by first just generating a simple whole within extrude cut feature. And then we add an additional feature called a Pattern or a circular pattern, in this case, to pattern this whole as many times as required. Let's take a look at how to do this to our bracket. The first thing will want to do is just create a hole on our front face, so I'll click on my front face and create a new sketch. Maybe I want to jump normal to that sketch so hit space bar and jump normal to my front view, and then I just want to draw a circle and we somewhere about here. Then I want to finish it off with relations and dimensions, but I can also make use of here is construction lines. So if I go over to the line command, if I just hit that drop down, I also have something called a construction line or ah, center line, and these could be used again as reference points or to help you dimension and relation your drawings so I can use the center line here. And maybe I want to say, Jump straight from the center of my circle up to the center point of my other circle. And now I've drawn a center line. So what I mean by this is I can add relations to this center line or geometry line. So it's just being used to help me with my drawings but won't actually be used to construct anything or add or remove geometry. It's only there to help me finish off my sketches. So now, for example, it Aiken doas Aiken, grab this construction line and I can say make this vertical so we can see my smaller circle jumps exactly vertical to my larger circle. I can also maybe dimension, that lines are through in a smart dimension, and such as this will be the radius. Now, between the two center points of my circles, maybe I want to give a value. Ah, 3/4 of an inch and finally, I just want to dimension the smaller circle itself. I'll say maybe 0.2 inches or something like this. And now it seems to be fully defined. My sketches come in and black, so it looks like I'm good to go. So I jumped into my features tab and here I want a whole so I'm not gonna do extrude. But I'm going to do an extruded cut and maybe rotates. I can see what's going on, but most likely I want to link it to the thickness. So give the exact value. Or maybe even better than that. It's safe through all and hit the green check for Okay, so now I'm finished my first circular hole cut, but what I'd like to do is pattern this about my main hole cut. So in my features tab, I have an option called linear Pattern. But if I hit that drop down, I have a whole number of patterning of commands and patterning options I can run through. Probably most frequently used will be the linear pattern and the circular pattern. So let's start with Thesiger Killer pattern. How pattern in works is now. We've jumped into our properties here for a circular pattern to pattern this component we need to define the direction we'd like to pattern about. And what feature or aspect or element do we actually want a pattern. So for direction you congrats, any axes or any circular edge? So in this case, if I wanted to pattern about this circle, let's say I could grab this circular edge or circular face. And now I need to define which feature I'd like to pattern so down below. I see features and faces. I want to click on this, features to pattern and then grab the specific feature I'd like I have two options here. I can actually click in the three d component, the exact feature. Or sometimes, if it's hard to grab, I can actually hit the drop down here to jump into my feature tree and go to the exact feature I was looking for. In this case, it would be my last cut that cut extrude, too. And if I click on that, I should see it jump into my features to pattern, And I can now see this preview coming in as well. Finally, I can play around with some of the settings Aiken do individual spacing or equal spacing about that circle. I can say, Do I want a pattern? About 360 degrees or 180 degrees? Eso increase or decrease the number in my pattern. Maybe I want three holes, four holes, five. In this case, let's say we want to six whole cut up to finally, I can just hit the green check to say OK. 20. 04 07 Fillets: We're now almost completed our bracket component. And maybe I'll just do some final touches here like some fillets or champers. So if I just go to my features tab, I confined the Philip Command. And if I hit the drop down, I have the option of either a fill it or a champ for command. This case, let's take a look at the fill it. And again, remember, Philip and champers are applied features as opposed to sketch features, so we don't actually need any specific sketch to apply these features. We can just use existing edges or existing portions of my model to add these fillets and tempers. So I just click on Philip here. I will jump me into my Philip Properties. I have a whole bunch of Philip Properties I can run through, but pretty much all I have to do here is click on whatever edge I'd like to fill it. So maybe I'd like to around these two corners click that edge and this edge. And maybe I would also like to fill it this edge here, and maybe this edge here so you can see a preview of the fillets that will be applied there . And now once we've decided what we'd like to fill it, we can just add our fill it size. So maybe I want to change the size of my fill it here to quarter inch Phillips, something like that. Also note. As time savers, there's lots of options for Philips. For example, if I just click on a face instead of an edge that will fill it all of the edges that are on that face in addition to that, if I grab any edge, also get these pop ups that can be helpful. And this guess I don't have, ah, overly complex part. But you can imagine a component that maybe you want to fill it 200 edges. You wouldn't want to grab each edge one by one by one, so you can use this pop up to help you grab, say, for example, all 42 edges in this case, instead of selecting one at a time. In this case, I actually just want my two corners and my inner edge here. So I have a list of all the edges that I'm filling in here, and I can add or remove, delete and clear this as well. So take a look at each of these edges. Edge number five was this hole here, and I actually don't want that one. So I can just right click on it and say, Delete or just hit the delete key and that would remove that. Fill it from my edge. So I think I'm happy with my Phillips here, just the two outer corners and my inner edge, and I can hit the green check wants happy. And now I have my Phil. It'd features again. All of those fillets can actually come in as one individual feature. I could have done each of those Phillips one of the times I could have done the one corner than the next corner and then the two inner edges so I could have broken it down into four individual features. Or since they're all the same, they were all that quarter inch fill it. I actually threw them all into one single feature, and it will come down to your own design intent or your own preferences, which is the best approach for you 21. 05 01 Introduction to Revolves: Now let's look into generating this shaft component. This shaft is a great example of a revolved feature or ah, revolved component. And I'd say there's two main components that will be using our building. Most frequently. Those would be are extruded components and features, as we've already looked at and our revolves. So Revolved feature differs slightly than our extrude and that the extrude we create a two D sketch and then extrude material in one direction. Normal to that sketch, whereas with a revolve, we still define a sketch. However, we revolve that sketch about some access of revolution, so there's a few steps that will run through in generating revolts features. First will select a sketch plain and generate a to D sketch, just as we have been. Up until now, however, will also want to create a center line, and this could be just a standard line or a center line. But this is what will use as our access of revolution. Next will jump into the revolved command, and here will specify the access of revolution and the angle of rotation. And then finally, the sketch will be revolved about that specific access. So just a few things to overview. When it comes to revolves, a revolt features created by rotating a to D profile sketch about an access. The profile sketch can use a sketch line or a center line as the axis of revolution. And finally, the profile cannot cross this axis of revolution. So if we take a look at my shaft component here, for example, I have a revolved feature, and almost the entire shaft is created in this one feature. As if I take a look at the sketch here we can see here is my specific center line, and here is my two D profile. The two D profile is being revolved about that center line. To generate my part of my future, I jump into the revolved feature itself just to take a look. Here again, we can see there is my profile sketch, and it's revolving about this centre line here. We can define how far we'd like to revolve it. In this case, it's revolving all the way around 360 degrees, but we could say Revolve it 90 degrees, and now we see it's just 1/4 off my shaft and I can increase this and to see my profile rotating around that center axis. In this case, of course, we did want the full 360 degrees. 22. 05 02 Revolve Sketch and Symmetry: So let's start sketching the profile for that revolved feature of my shop. Gonna start just as I would in any case will jump to maybe the front plane. I want to create a sketch on that front plane. I can use the pop up and just hit sketch. I have automatically jump to normal to the front plane there, and I'm gonna start with my center line as my access of revolution. And I'm going to start to write on my origin here, and I'll just draw my center line over to the right escape to finish that off. Now what I'm also going to introduce here is the concept of mirroring or symmetry within a sketch. If we look at that shaft, we notice it's a very symmetric component, as in my left hand side is pretty much an exact mirror of my right hand side. It looks exactly symmetrical about that Centrepoint there. So, using this symmetry, I'm going Teoh, actually, try Teoh Onley sketch out huh of this component and then mirror it about that symmetrical line. We'll just jump back into my sketch here, and if I want to mere, let's say I'm going to also add a center line that will be my mere in line right about here . So essentially, what I'm looking to do here is sketch out the profile of only about half of my whole shaft and then mere the other half. So let's get started. Remember, this is my access of revolution, and this will be my access that I'm going to use for smearing. So I'm gonna start just with lines here, and I know that that shaft has ah, hole in it. So I'm actually not going to draw a right over my center line or my access of revolution, but I'm gonna draw above it, and that gap will be a whole Once I revolved this profile right here. You know, the general shape was just something like this. This, this and this. Let's say now if we can think about what will happen when we revolve this profile again, remember, were revolving this profile about this access, so we should see it will give us kind of that the general shape of my shaft with a hole in it of whatever this gap sizes here. Now, let's just try to finish this off with, um final dimensions and relations. Look over to my sketch. Smart dimensions. First, maybe I want Teoh Dimension, the total distance or radius of my shaft. So sketch from this line to my access of revolution line. That's about 1.6 right now. So it changed that, but also noticed when using center lines, I have the ability to actually measure a radius or diameter. If you think about this, this will be revolved once I'm finished with it so I can use this. This would be my radius once it's revolved, or if I just hover my mouse down below the centre. Access. Now it gives me the measurement to some blank spot here. But that's where the end of my revolution will be once the profile is revolved, so that would be, in a sense, my diameter after the revolved. So whether you want to dimension radius or diameter, that's up to your own personal preferences. Here I'll just use diameter just to show how it can be done. I'd like to be one inch and then just throw in a number of other dimensions, so maybe the whole I want the diameter to be half a niche and the thickness here between this edge and this edge. Maybe I would like to be 0.1 to 5 inch and I want my total length of my shaft. Do you be, Let's say, eight inches. So again, remember, I'm going to mirror this. This is only half of my chef, so I'll save half of my shaft. Should be four inches, and then that's they. My hub here will be one inch in my hubs. Year will be one inches well, so now it looks like this is more or less fully defined. I'm seeing everything coming and black seeing the fully defined down below and kind of see Now if I would rotate this about my access of revolution, I would start to see that shaft form. But now again, I've only sketched out half of the shaft, so let's see how we could mirror this since I know it's symmetric. So in my sketch commands, I have a mirror entities option, and you can mere both on the two D side of things or the three d side of things. So I could revolve this first and then mere my three d component as well. We're gonna run through just a mere entities within a sketch here and then going to my mirror properties. It asks me the entities I'd like to Mir and what I'd like to mere about in this case, I can grab all of my entities one by one. Or I could just do a box select here, Gramp. All of the lines there should give me a list. All of all the lines. But hopefully I've bought, selected correctly there. And then what do I want to mere about? So in this case, I want to mere about my center line or construction line here. Soon as I click this axis now I can see that my sketch profile has been neared Exactly about that access and I can hit the green check to say OK, and now I have my whole shaft sketch profile that I just want to revolve about this center access 23. 05 03 Revolve Command: to revolve. This sketch is a very similar procedure. Teoh extruded All just navigate to my features tab and great beside Extruded Boss Base, I have revolved, Boss based. So I am just click on the Revolved Command And now I've opened the properties within my revolve command here and we'll have to define is just the access of revolution as well as the direction or the angle of revolution. So again, my access of revolution will be my center axis here. And as soon as I click on that axis, you can see the preview of my revolved feature coming in now. So essentially, what's happening here is the profile sketch that I've drawn out is being revolved about that center access again. I can change the direction or I can change the angle. So instead of going all the way around, May I want to start at one degree. You can see here. It's just kind of a sliver of that profile. And as I increase that you can see it starts to revolve more and more about that center access. Of course, I can reverse the direction if I'd like hit my drop down to use. Ah, couple additional options, but in this case, we do just want blind and we do want the full 360 degrees, and then I can just hit the green check to finish off my REVOLVE command. Now I've created my revolved shaft component here. It's a bit more complicated component than our simple extrude. You can see I created this shaft in pretty much a single feature, and I could just finish it off with some fillets or champers. Additional holes, whatever else may be required. 24. 06 01 Sweep: we're now going to take a quick look and introduction to a number of additional tools and commands within solid Ricks. I'd say by far the vast majority of commands being used will be extrude cuts and revolves. But there's also a large number of additional, maybe more complex commands and will run through some of those quickly here. So we'll start off with the sweep command and just going through my features. I have my extrude. I have my revolve. I have my cut. I also have, ah, something called a sweep here. So what a sweep does it sweeps a closed profile or a sketch along an open or closed path to create some solid feature. So what I mean by this is it will push or sweep some sketch or profile about a particular path. So I've already drawn up. Ah, simple path here. And let's say I wanted a circular profile to be swept along this path, generating, say, some piping or something like that. That would be a good use of the sweet command, so just run up to sweep here. In general, all need both a profile and a path, but I do have two options within a sweep. I have a sketch profile so that will sweep any sketch about my path. Or I also have a circular profile and that I don't have to sketch anything. But it would just sweep a specific circle about that path. Let's try these circular profile here first. Then all I have to define is the path. So click on my path sketch here and you can see it already. But it has now swept a circular profile about that path. So here I just see some to being or something like this. And of course, I can increase the diameter of my profile here. My circular profile and now I have some to mean swept about this path, so this works easily. Four circular profiles. But I can also do the same with any other profile I'd like. So maybe I want to sweep a rectangle, for example. In that case, I just have to sketch out that profile. So just close out of this sweep here and I'll have to sketch a rectangle. The key here is you'll want your profile to always be normal or perpendicular to some portion of your path in touching that path. So in this case, wouldn't make sense to drawn on the front plane. But the right Blaine might work. It looks like it's exactly normal here on this point. So let's try us creating a sketch on the right plan on. I'm just going to sketch a simple rectangle if I just draw my rectangle often space year that will fail in the sweep because it's not touching my path in any form. So what I want to do is have it connected or related to my path in some way. Maybe the bottom corner. I'll say, do a little rectangle like this. And so now that rectangle should be dead on my path, which means it should be able to sweep along that path. So I jumped to my features. Now jump into a sweep, and now, instead of circular profile, I want to do sketch profile, and I can use my rectangular sketch as my profile and then define my path. Of course, the same path here and now you can see my rectangle or square has been swept about that path. I'm just hit the green check when I'm OK and you can see I've created some to bean or piping or something like this, with a rectangular cross section. Notice if I take a look at my sweet feature. If I open that up, it should consist of two separate sketches, the path itself and the profile that is being swept about that path. 25. 06 02 Loft: the loft command adds material between two or more profiles to create a solid. So let's take a look at to generating a left command in a start with my top plane, Let's say, and if I want to add a few other planes was just a slightly above a few inches above this top plane. We're gonna go into reference geometry and add some planes, and I could just do a offset plane than, say, offset of maybe five inches. And I can actually create multiple planes at once. If I'd like just one offset of five inches or two or three, whatever it might be. In this case, let's just say two additional planes and at the green check to say OK, so now I have these two additional plans can also show or hide any of my current plans and grab the top plane here. If I want to show it, I could just hit this eyeball icon to show or hide a specific plane. So now I have these three planes here, and I'm just going to do three random profile sketches on each of these planned and loft thumb, which essentially will merge the profiles and ad material together. So let's start with maybe our top plan. Just click on the top plane, say, create a sketch and maybe I'll just start with a circle right in the middle here and finish off that sketch. Similarly, I want to draw to other sketches two other profile sketches on my two other planes here so I can just click on playing three. Create a Scotch and I can go normal to, or I can actually draw at an angle if I'd prefer. Usually it's best to go normal, too, but in this case, I'm gonna draw an angle just so we can see all three profiles at once. Now maybe I want to jump into, ah, square profile and again, I can do it dead in the center. Or I can move it over a bit, and the Loft command will do its best to merge material between the two profiles. Oh, do something like this and finish that command off. So when I have these two profiles and then finally I'll create one more sketch on my plane for on Let's try something like a polygon and ah, something like this and finish off that sketches will. So now I have three sketches, all on different planes, all kind of normal to each other. If I try the loft command, it will try to merge or add material between these profiles. Let's jump over to loft and within the loft properties have a whole number of properties. I can play around with defined tune and tweak my loft. But first, tonight's a most important would be defined the profiles. So I'm gonna start with, say, my circular profile here, and then I want to loft up to my rectangle and you can see already here. It started to merge those two profiles, and I continue and I can continue and add as many additional profiles if I would like So I'm just gonna jump up to this hexagon here and now You can see I have a very kind of complicated shape, so lost and sweeps aren't used as often, but they may be used to generate more complicated shapes used in, say, consumer products or something like this conditions. This you have a number of guide curves and options to fine tune your loft command, and one that might be important to is thes connection points here. So these green dots are what we call connection points. And I can just click and drag any of these and that kind of controls the twist or how my objects are being merged. And once we're happy with this weekend, hit the green check to finish it off. And here is what our lofted shape would look like. So again, fairly complicated shape, but more of a natural, free flowing, something you might see in consumer product design or something like this. 26. 06 03 Shell: the Shell Command removes materials from a solid to create a thin walled feature. Shell Command is very useful in, say, plastics design as enclosures or plastics generally required to have specific, thin walled requirements for manufacturing. I can just click on the shell Command, and here I have a number of options within my shell properties. First and most important would be the thickness. What is the wall thickness I'd like to define? It's a 0.1 intermediate 0.2 inch here, and I usually like to put show preview one. So then I can see how my shell will actually look, or a preview of what I'll get once finishing this commit. And let's just try finishing this off now. I finished my shell command. I can't really see any difference here. But I do see a feature in my feature tree here with the shell feature, and if I click on it, it looks like in fact, it did shell out. It looks like this is just a hollow component now, so I can double check that by using a section view. So within my viewing options, I have the section view ability so I can just click on section View here, and I have ah, whole number of options and settings. I can change in my section view properties here, but I can just click or pull these arrows to section my components. So here we can see what's happening. In fact, it did shell out it hollowed out my object, and in that object, it looks like at that 0.2 inch wall thickness for all of my walls. But let's say I also wanted to remove one of the faces may be removed the top face. That is also possible to me right within that shell command. So I'm gonna jump back to my shell feature and go to edit feature, and I also have the ability to remove specific faces. So you just click on whatever faces I'd like to remove, Click on my top face and this side face here again. It shows the preview, but let's finish it off to take a look. So here now we can see my component has been fully shelled. All the walls should be that point to thickness, and I've also removed my top based on my side face again. This is very useful for plastics designs and things like this 27. 06 04 Draft: the draft command tapers models faces by a specified angle. This is used again commonly in plastics, designed as you'll generally want a draft angle to help remove components from, say, an injection mold. So the draft command can draft individual faces one at a time where you can select multiple faces. But an additional option is you can apply draft right within your extrude commit. So if I jumped into my extrude command here and I'll just say at it, feature an option right within my extrude command is to add draft and click draft to turn this honor off, and now I can apply some draft angle. Let's take a look at the draft angle here you can see as I increase this angle, you should see my outer wall faces start toe angle in again. This is generally used in plastics or metal castings when our walls have tohave angles so they can be removed from our malts. Let me go through in that for degree draft angle here and hit the green check to say OK and you can see now I have a thin walled feature that also has a draft applied, so it should be able to be injection of more than notice that that draft angle is applied to all of those X treated faces. So my right and my left face, as well as my back in my front faces here. That angle has been applied to every extruded face. 28. 07 01 Creating a Drawing: Once we're finished with our bracket part design, we might want to generate an engineering drawing for this so I can just go to the file drop down, and I have make drawing from part and make assembly from part. In this case, we're looking for a drawing, so I'm going to choose make drawing from part, and my new solid works document window will automatically pop up. Then give me any number of drawing templates I may have in this case. I only have the solid works default template called to draw, so I'll choose this template and say OK, and this will automatically jump me into my drawing file to add specific fuse to a drawing . I have, ah, a couple of different methods to do this. One of most commonly used is, within this view palette tab on my right hand side panel. If for whatever reason, I'm not seeing this stab, it could just be that it's pinned or un pin. So again, I can just navigate over to my right hand side and click on the view palette. This should show me all of the views for my specific part, and I have to do here is click and drag to add those views. So maybe I want a front view and just grab my front view, click and drag. And once I've thrown in one view, I'm automatically going to be thrown into the projected view command. So this means that as I move my mouse, projected views will automatically pop. But and depending where I move my mouse, that view may change to a specific projection. Top left, right bottom, whatever it may be. In addition to my front view, I want a right to you and maybe a top U. So I'm happy with my views. I can just hit the green check to finish off my view commands, and I can reorient or move these views just like click and drag. So maybe I want to clean up my views a little bit, too. You just click and drag slightly and throw in something like this. Say maybe I want to throw in one more view, maybe a three D view as well so I can jump back over to my view palette tab. Take a look for any three D views I might have. And here I have isometric view and just click and drag my isometric view and placed This may be here as I'm throwing in views, you may notice my property panel also pops up on my left hand side and I have a number of settings and options. I can change here. So for one, I can change the specific view if I'd like Maybe I want this to be a friend for you, but in this case, I was looking for an isometric view. But you have all the options, their front few, right, You top view, whatever. It may be an isometric view. And in addition to this, maybe I want to change the display style. My default is just coming in as hidden mines removed. Maybe I wanted with hidden lines shown. Or maybe I want it with shaded with edges. I can also change any scaling if I'd like here. If I want to resize it, I can say maybe use custom scale and make this instead of one toe to maybe one toe one, it's gonna become larger or 125 gonna become quite small. But in this guise, maybe I do just want the sheet scale the 1 to 2 scaling size and hit the green check. When I'm happy with that. The alternative option. If you don't want to use the view palette or if you want to throw in views of, ah, different component, you could go to the view layout tab and hit either standard three view or model view. And here you could just browse for whichever file you'd like, so I can browse to the specific solid part file I would like and then start throwing in those specific views. 29. 07 02 Adding additional views: Let's say I want to change these size of this sheet or the format of this a drawing sheet. We can just navigate over to my left hand side that showing all of my sheets and all my drawing views. What I want to do is right. Click on my specific sheet and navigate over to properties. Now my sheet properties has showed up, and I can change the sheet format or size to whatever I may have available here. So, for example, if I want a size sheet or be size sheet c d. Whatever it may be, I notice these air just thesis ALIT works standards or defaults. If you're working a specific company, they will most likely have their own custom sheet formats and templates as well. So this case, I'll just use the B size of the solid works default and I'll say, applied changes. Now we can see my sheet size has changed from a A to a B, and it's now 11 by 17. And maybe I'll just reorganize, click and drag to move some of these views around to fit my be size sheet A little better now that we've changed our sheet size. Let's take a look at adding some additional views, so add any specific views. Aiken, Go to thieve you lay out began my standard three viewer, my model view projected view to throw in my original views. But let's take a look at maybe adding a section view or, ah, detailed view here so I can just use thesis in view command pretty much click wherever I'd like to cut through my section. Maybe I'll try to go straight through the middle of my bracket here and click the green check to finish it off. And now you can see my section view coming in, noticed the direction of my A arrows or section line here, and I conflict that direction if I'd like. And now my section line is coming in the opposite direction. I can also change the name if I'd like. Right now, it's just a but I could give it a specific name or change the letter. Whatever it might be, we'll keep it a for now, and you have a whole bunch of additional properties that you can customize and change to suit your specific needs. This case will just keep with some of the default and maybe on a place my section view about here click to place. And once I'm happy, I can hit the green check to finish it off. So just a simple is that I've created a new section Line A and a new section view section A . Similarly, I can navigate over to my view layout tab and detailed view. And here maybe I want to just add a detailed view into one of my hole locations. Here you just click to start, and I'm just drawing a circle of what I'd like to detail. Well, do something about this size, and now you can see there's my detail and my detailed view and again, a number of properties I have the ability to change if I'd like can change the name can change the profile or just click to complete and hit the green check. So now I have added a section view and a detailed view to my engineering drawing 30. 07 03 Adding Dimensions and Annotations: once throwing in all of our drawing views will probably want to adds dimensions and annotations. So the majority of the annotation and dimension commands will be under my an adaptation tab here and very similar to when I was sketching and modeling. I have a smart dimension command. You can use smart dimension, and it's just the same. We can just click on any entities we'd like to dimension say the total height tear convention from the bottom edge to the top edge beauty width of my component and whatever other dimensions may be required. In addition to this, we have a number of annotations we can use. Some commonly used annotations, for example, would be a center mark. I can just go up to the center mark command again. Feel free to read the prompts whenever you're first starting a new command. But to manually select or insert a center mark, we just select some circular edge Ah, slot or an art. So I just tried to select my circular edge here, for example, and notice my center mark automatically comes in. Once finished the command. I can just hit escape and center line works quite similarly, I'll just click on centerline here, read the prompt. If I'd like to manually insert center lines, I can select two edges or any cylindrical face. So, for example, in my section view here, I know that these faces are circular faces, so you can just click either the two edges or just click right on the cylindrical face. And my center lines come in doing just throwing a couple more smart dimensions here and then one other important things and note within drawings is ability to use whole columns. So remember that we used a special command called the Whole Wizard to generate this counter bored hole here. So what's nice about using the whole wizard instead of just say extruded cut, I can now use what we call a whole column. So if I go up to the annotation stab, I have a whole collard option here and then with the whole color, I just click on any hole in my component again. It has to be generated with the whole wizard, but let's try and my counter bored hole here, and, as you can see, it automatically throws in all of the whole. Call out information and symbols in a single click. So I didn't have to throw in the GED anti symbols here, for example, to indicate that this was a counter bore with a specific maximum hole size, minimum hole size and depth. It actually knew all of that from the whole wizard information. If you generate these whole features in a more manual methods, they just using your own extrude cuts or something like this, you wouldn't have the ability to add that whole call out automatically. But of course, you could dimension and add in those notes manually if you'd like. 31. 08 01 Creating an assembly: Now that we have created a few components and some drawings of those components, we may want to put all of those parts together in an assembly, So there's a few different ways I can start an assembly. First, I can go to the file drop down, and just like I made a drawing from a particular part, I can also choose make assembly from part. But note that that's going to make my assembly from the specific part I have open. So in this case, my bracket, if I want to start my assembly with a different part, for example, I could also just go instead file new. And when my new solid rex document window pops up, I can choose instead of part or drawing. Of course, In this case, I'll choose the assembly template and say OK, and now this has generated my new empty assembly file and I can browse to whichever file I'd like. I have my begin Assembly Command prompt over here and by default is gonna show you any open documents that you already have opened within solid works. In this case, this is my bracket file, but I want to choose anything else I can just hit Browse Now This, of course, will open my Windows Explorer, and I can choose whichever files I'd like to start or create my assembly Now. Generally, it's best to start your assembly with the very first component as your base component. And what I mean by based component is usually something that's maybe not moving. Or maybe the main portion of the assembly, just something that's going to be kind of your reference point or your base point. So let's say I'm generating this kind of bracket roller assembly here in this case, what might be a good choices, maybe not necessarily the bracket or the shaft, because those aren't really unlocked down necessarily. But maybe like a base plate or something like that would be a good option as my first component to throw into my assembly. So I grabbed my base component here and say open, and now you can see automatically. I can throw in this base component anywhere in my assembly. Now, another hint or best practice, is to throw this again dead in your origin. It just helps for referencing information later on, but right now I can't exactly see my origin. So if you can't see your origin, you can just go up to your viewing tools. And this eyeball icon here again, was to hide her show. Ah, number of different options. If I hit that drop down, I have a whole number of options. I can hide our show here, and one of those should be the origin. So if I click on the view origins there now, I can see both the origin of my component and the origin of my parent assembly level. So what I'd like to do is probably lock those two origins or put them right on top of each other. I can do that by hovering my mouse over the origin. And that would jump both the origins in place or my preferred method is that just go up and hit the green Check on my begin assembly command that will also automatically jump my origins into place. No, it So now we have the beginning of our assembly, noticed the user interface again, has changed slightly, but looks fairly familiar to our part mode user interface. The main change we may notice is again are ribbon tools of change slightly and my commands have changed slightly. But also, my feature tree has not turned into what we call an assembly tree. So it's slightly different, the icon here slightly different, indicating that it's in assembly and not just a part, and then within that assembly will show me all of my parts. If I expand those parts, then I can see the features that were used to build those specific parts. So here, let's just take a look at throwing in some more parts or components into this assembly. So this gifts, I probably want, Ah, a few of those brackets and maybe my shaft component. So to insert additional components into an assembly, I just go to my assembly tab and the insert components Command and again just pretty much the exact same steps we just ran through. I'll just browse to any other components I'd like maybe now throw in some brackets and place my brackets wherever I'd like. So now, in this case, for anything other than my very first component, I probably wouldn't want to just hit the green check because I don't actually want my brackets to be locked in the origin as well. I want them to be assembled on my plate in the end of the day for any other components. Aside from your first component, I like to just kind of place them often. Space may be near to where you're hoping they'll go in the end. So I place it somewhere about here and then can just repeat that process. Alternatively, if you want to grab all of your parts at once, I can do that. So maybe I want open to at one second. Just hold the control key and say open. Give me a list of all those parts in this list here and now I can pick and choose whatever I'd like. It's kind of important here is to pin the command if you'd like. So right now, if I just place a single component, hit the green, check this command will disappear. But if I pin my command now, I can insert a whole bunch of components and the command will stay active. So what I'd like to do is at one more bracket minute, I'll place it over here and now you can see my my command has stayed on and I can place many more brackets, if I'd like in this case, I just want the one. And then maybe I'll move over to grab my shaft and I can insert the shaft. Us? Well, and once I'm finished with all that, I think that's all the components I really want. For now, I can hit the green check to finish off the command again. Take a look at my assembly tree. I have my assembly file with it. Looks like four parts within it to brackets a base in a shaft. 32. 08 02 Adding Mates: mates are used to position two components relative to one another. So once we've thrown in, all of our parts here will usually want to add mates to place them. Right now, if I take a look at my parts, Aiken, click and drag any of my components, my bracket, my shaft and they're just kind of floating in free space right now. One exception. There is my base or the first component you add by try to click and drag that notice. I'm not able to, and it's telling me the component is fixed. That's because I put this in as my first component and remember, I tied it down to the origin so it's fixed to that origin right now. Taking a look at my assembly tree here. I also see an F beside my base part that's telling me it's fixed, and if I'd ever like to float this or unfixed it for whatever reason, I can just right click on the fixed component and choose float. Alternatively, if I want to fix a component such as this currently floating bracket, I could right click on that bracket and click fix so you can fix or float things as needed . But for now, let's try to throw in some mates toe help position are components. So the mate command is up in my assembly tab and I have made here and click on that command and take a look at the properties. The first thing that asks me for are the entities to mate. So let's see what we'd like to mate or position here. They will start with the coincident or a flush mate. So when I could say is maybe I want this bottom face of my bracket So I'll click on that bottom face to mate with, or be flesh and coincident with the top face of my base. So I'll click that top face notice. You see, some movement occurred there. I have a pop up here. I can hit the green check from the pop up. It looks like it's automatically added a coincident May. Or I can look over to my side panel here and see the same thing. Here's my two faces. I've just selected sold works has automatically guessed that I'm looking for a coincident made here just based on this being too flat surfaces. It's made the guests that coincident is probably what I'd like. And then when I'm happy with that, I can hit the green check. That's a sold works, guesses the correct mate. Probably 95% of the time. But if you're ever looking for a different mate, I can just change that. Of course. So maybe I didn't want coincident. Maybe I wanted parallel or some distance mate or something like that. So I could just change that here as well. Of course, if I'd like this because I did want coincident so I can just hit the green check and they hit the green check once more to finish off that mate. Now what I like to do is try to move this component around again and now notice it's changed slightly, so I can still move it. But notice it's always flusher, always coincident with that face here, I might also notice over in my assembly tree, I have a new drop down called mates and I can expand that and that will show me all of the mates that I've created in this assembly. Right now, I've only created the one coincident mate here. I can rename this again as Well, it kind of shows me a preview of what exactly is made it with these orange and purple highlights here. And of course, if I want to delete this, Aiken, just hit the delete key or if I want to add it, I can just right click and say, Edit, feature just like any other feature. Maybe I want to make some changes or whatever it might be this case. I'm happy with that meat. Let's just try to throw in some more. So maybe I also want my holes to probably be aligned. So again I can go into my make command, grab whatever entities I'm trying to make here, in this case, maybe this cylindrical face to say this cylindrical face. Now it looks like those two holes have aligned and it didn't grab a coincident mate, but it looks like it's automatically guest a concentric may and again, that is, in fact, what I'm looking for here. I can hit the green check here in this pop up or in my property panel, and had it once more to finish off the make command. Or I can actually continue and throw in a whole bunch of mates at once. That's why I'm staying in this pinned command and maybe take a look at how this bracket rotates. Now you see, it's changed again. Now I can still move. It causes not fully constrained. But it's tied down to that hole and tied onto my face. So the last made I'd like to throw in is probably just one more concentric mate. Between this cylindrical face and this cylindrical face, it looks like it's jumped into play a second. Hit the green check and hit the green check, and now take a look. It looks like the placement is looking OK here. And if I tried to click and drag this bracket now notice it's fully defined or fixed. Since I've told it has to be flush against that base plate and both those holes has to be lined up, that's all it needed to fully divine that bracket into place. Similarly, let's just try to do the same with my other bracket, and I'll go through a few tips and tricks to be even more efficient. I could go into my mate command and choose my entities from their However, I almost never do this as an alternative method and perhaps more efficient method is just multi selecting on entities. So, for example, if I wanted to you make my two faces together, I could just grab this bottom face and grab this top face. I'm multi selecting with the control key. Just as soon as I grab those two faces, I have my handy pump up our spot popping up again. So again, from here, I can just choose which mates I'd like without even having to jump into the make command. And this guest I did want coincident between those two faces now that has automatically generated that make command without even without me having to jump all over the place and jumping into the actual command itself. And I'll just do the same for my remaining mates. I'll grab the cylindrical face, hold control, grab this cylindrical fists and add a coincident mate Concentric mate story and take a look . Now again, it should move, as we would expect. Just want to finish it off with one final mate here and concentric again. I should have both of these brackets in place, and I can take a look at my mate folder here is growing, as we'd expect. Finally, I want to maybe throw my shaft into my bracket holes here so I can just grab maybe this cylindrical face and this cylindrical face say concentric meat. You see, once you get comfortable with this, it could be a fairly quick process. Do you want to throw it somewhere in the middle here? 33. 08 03 Inserting fasteners using the Toolbox: the Soldier X toolbox is available to premium and professional license holders, and it's a extensive library of commonly used fasteners and hardware such as nuts and bolts washers, pins and so on. So to use our toolbox, it must navigate over toothy design library. And I have this toolbox option. If it's my first time using the tool box, I may need Teoh. Add this. Since I just quick ad in now and that will load up my toolbox now, I can see a whole number of standards. So depending on which standards you're using, you can jump in to whichever hardware standards you may require. This case, maybe I'll use anti inch. And then here's all the available components. I have bolts and screws, bearings, nuts, washers and so on. So here, maybe I'm just trying to throw in some bolts into my bracket. Let's say so, going to bolts and screws and maybe I'll navigate to socket head screws on. Maybe I'll try to through in a socket head cap script. Looking through these in just by a click and drag. You see clicking and dragging will place this toolbox component, but even further than that, if I try to hover it over some existing hole, it will actually reshape and re size to try and fit that whole again. Remember, I used a whole wizard command to generate this exact counter bored hole. So since that was an industry standard whole, I have industry standard components or fasteners that should fit this whole and I can click to place. And so these are smart components. So again, the resize to fit the whole almost perfectly we can see, and they also automatically get mates threw in it. So it's actually gone concentric to that hole and flush against the top of the whole. We could just throw these in in space and add the mates manually, of course, but it's a much more efficient way if we can just throw them right into the hole. All the mates come in and the sizing comes in automatically. Remember, I used a number eight hole to generate the counter board so you can see my number eight is coming in for my bolt as well here, if I want. Of course, I can jump into the configure component properties and change in these values if I'd like so I can change the sizing. Sizing is actually correct in this case, but maybe I want to change the length. Let's see if the length of my bolt seems to go through both holes. It looks like right now the length is a little bit short, so maybe I'll just increase that length to me the quarter inch or maybe half a niche. And now it looks like it's going almost all the way through the plate, customized as required and then, once happy, hit the green check. Now that I've placed one toolbox component, I can place as many others as required, so I'll just quickly try to throw them in all the holes here, notice they'll jump straight into place. And then once I'm finished, ninth thrown in all four bolts. I can just hit the escape key or the Red X to finish off this command 34. 08 04 Explode Views: explode. Views are commonly used in assemblies as they can help show the relationship or order of an assembly of various parts and could also help show any internal components of an assembly. So to generate and explode view. It's a fairly simple procedure. I'll just go to my assembly tab and go to the Explode View Command. And once I've started that command, all it is is pretty much a click and drag to explode your components. So maybe I want to explode up my four bolts so I'll just grab the four bolts. I can either click on them within my three D workspace to grab them or use my assembly tree to grab maybe all four. And as soon as I grab any component, I'll have this triad pop up. I'll just show me which axes I can translate or explode about. So in this case, I would like to explode all for these bolts upwards in the Y direction. So just click and drag on the Y arrow here and you can see my bullets exploding up again. I can do individual components or multiple components, and now let's say maybe I want to continue on with this. Maybe I want to explode up my shaft slightly. So just grab my single shaft, explode that up in the Y direction as well, and finally, maybe just explode up my to bracket components. So grab the one and the second bracket. And again, just exploding up in the Y direction place somewhere about here. So I'm happy with that. Just hit the green check to finish off my explode command, and then we can see I've created this exploded view. Notice that and explode view is just a specific configuration. So I can always jump back to my collapsed view or collapsed state If I'd like us. Well, I can just navigate over to this configuration manager, and this will show me any configurations of the parts or assemblies I may have created. And if I just hit the configuration drop down, I have my default, and I also have this explode view. So if I just double click on the explode view that will jump me back from my explode to my collapsed configuration. So depending if I want to show my assembly as an exploded state or as a collapsed state, I have both of those options available 35. 08 05 Assembly Drawings: just as we created engineering drawings for our individual parts. We can also create drawings for assemblies. So starting from my assembly again, I'll just go to the file drop down and I still have the option make drawing from assembly, clicking on that option again. I have my new sold works document Pop up, and they're all just grab the specific template, I'd like in this case I only have the default draw template and I'll say, OK, now I see my drawing come in very similar to how it worked with parts, but now you can see in my view palette. I don't have individual part views. I have assembly views. Maybe again, I want to change from a a size sheet to a decide sheet so I can just right click on my sheet, go to properties and change from a size to be says. If I'm not seeing all of my options here, I can also just check off only show standard formats that will show me all of the formats I have available. So what I was looking for was a B and C landscape, and I can say apply changes. So now my sheet size has changed to the be 11 by 17. So again, I just want to throw in a few assembly views, old navigate over to my view palette, and I can throw in whichever view add like. But maybe I want to throw in the explode view I've just created. So again just click and drag any specific view, and I can throw in a many of uses, I'd like in this case, maybe I'll just throw in the one single explode because it looks like it's showing all of my components and how they might be assembled. This is looking a little bit small, so I'm going to try to increase this scaling. So instead of using a sheet scale, I can change the sheets scale. Or I can use custom scale and 1 to 5. Maybe I'll change, too. Went to, and that seems to fit a little bit better. There also, maybe for my assembly dry, and I want to see the colors of the shading as well, gonna change from hidden lines removed to shaded with edges. And if I'm happy with that, I can just hit the green. Check the important property and a note here is this show and exploded or model break state . So if you find that you can't find your explode view or it's not coming into the drawing, just make sure that that's checked on or checked off as you see necessary. So I just hit the green checked finish us off now in an assembly drawing. You usually don't have too many dimensions as the dimensions air generally done within the part level for the individual parts that are being manufactured. But what you might throw in is a bill materials and maybe some balloon call. It's just just show the names or properties of individual parts. So if I want to throw in, a bill of materials can navigate over to the annotation tab and all the way on the right hand side. I have tables. I hit that drop down one of the tables available to meet should be Bill of Materials, going to ask me to select a specific view or assembly to use for my building materials. This guy so I only have the one. So just click on my one assembly view here, and then I have ah whole bunch of properties that I can change and customize if I'd like. In this case, I'm just going to use TheStreet standards, older, expelling materials. So I'll hit the green check. And here you can see my bill Materials come in, males, place it in the top right corner here, right here and now I have my bill of materials. So the bill materials in this case just giving me item number, part number, description and quantity so I can see my base bracket, the shaft and my vaults as well. Here again, the bill materials is very customizable. I can change the properties. I can change the call outs. Let's say I want Teoh. Remove this description or add additional Collins and just click on a specific column and right click, and I can insert column to the right or call him to left. If I want to add even more material or even more properties. Or, of course, I can delete this table or just the individual call. Maybe I'm not worried about description, so it's gonna delete this column, and I'm only showing the item number, part number and quantity. Finally, the last step may be to insert college or balloons to show us exactly which item is which. So again, this is within my annotation tab. I have the balloon options. I could just do one by one. Click on the item, or maybe even more efficient is the auto balloon that will try to throw in all balloons in a single command. So if I try auto balloon, you can see automatically popping up. And we have a number of properties for our auto balloons here, just on where they're going to be placed in. Everything like that may be what the call it's air showing, or is it a circular balloon or ah, triangle. But in this case, we'll just use the default again and hit the green check once we're happy. And, of course, as with most options and are drawing very simple to edit and change just a simple click and drag if we want to reorganize or reorient our balloons here. So now you can see we have ah exploded view drawing with the bill of materials and balloon , Collins 36. 09 01 Final Outputs: once finished, our projects in many cases will want to do some final exports or final outputs, for example, export into PDF or D. W G d xf something like this. So this process, very simple. All I have to do is go to the file, drop down and just go to a save as and within my save as commands just the same as a standard save as by default. If I want to save ah drawing file, I would save as the solid works Troyan file here. But if I hit that drop down, I have a couple of additional options so I can save as a D x F or a D W G. Those air to very commonly used drawing files within industry could also save out as a E drawings file. That's a free, solid works viewing software. So maybe somebody who doesn't have the full fledged solid works wants to open your files. They can do so if you save out as Anne Drawings file. Or maybe most commonly would just be export to pdf. So I into ah, pdf here and I'll just save that so and here I can see a pdf of that drawing file I just created again with sold works exports. They do output smart P d efs. So what I mean by that is if take a look over in the bookmark section, it will actually break it down into individual sheets if you had a multiple sheet drawing as well as individual views. So if you have a number of views you can click zoom on any of those specific views. Another very useful option for exporting or saving out is the pack and go option. So let's say I wanted to save this solid assembly file and send it off to ah, colleague, client or manager or someone like that. If I just emailed them the solid assembly file and not any of the part files or the drawings files. It's not gonna open correctly. They're actually gonna open up the solid assembly file, and that's actually gonna be completely empty because it doesn't have the files it needs to reference. Namely, those park files drawing files, whatever it might be. So when you send off a solid works project someone you actually want to send off the entire project, all of the part files all of the assembly files, all of the drawing files. You can run into some file management issues there. And that's why I journalists just using the pack and go command so I could just go to the file, dropped down again and choose pack and go What the pack and go command Does it packages all of the rest, all of the referenced documents into a single folder or zip folder. So here, you can see, in this case, fairly small project. But all of my files, all of my drawings. If you're not senior drawings in here, you might want to check off. Include drawings. If you're doing simulations or have toolbox components anything like that, you can check those office. Well, maybe I want to include those two lakhs components. Ah, In this case, I used some bolts and things like that, and now you can see all of my referenced files should be come in and I have my assembly file I have on my part files. I have the toolbox bolt as well, and my finished a drawing file. So once happy with all of this, I can do a safe to folder or what I generally like to do is save to a zip folder, maybe browse and when happy just hit safe. So when I'm finished this if I just want to navigate to my Windows Explorer, I should have just created a new zip folder. God, a pack didn't go and I can extract that. But once I take a look at it, it should have all of those specific files that are being referenced within this project. So this is just my preferred method to package up and send off a whole project. If you're looking to send to a vendor client manager, anything like that. 37. 09 02 Next Steps: In this course, we've learned the fundamentals of solid works, including how to design and generate parts, drawings and assemblies. Some suggested next steps to help improve your learning even further would be to check out these solid works. Help drop down here. We can check out solid works, help for any definitions or commands that were unsure of or one of my favorites is solid works tutorials. Here we have a number of great free tutorials to improve our learning even further. I just click on solder extra tutorials. The editorial panel will automatically pop up right within my solid bricks, and here we have a whole number of additional free tutorials. We have everything from the basics to some or advanced techniques, and I suggest running through these details to increase your learning. Thank you very much for joining me, and I hope you've enjoyed this introduction to solid works. Course