Transcripts
1. 1.1 Introduction: Welcome to the CAD
inventor tools and Basics for beginner course. First of all, thank you
for purchasing the course, and I hope it proves to be valuable to you in
your CAD career. The purpose of this
course is to teach new to beginner level users
of inventor to better understand and
utilize the tools in all areas of inventor
providing you with a great learning
foundation to build upon and further your CAD knowledge
and engineering skills. I'd also like to point out that even though this course is created solely with the Autodesk inventor
product in mind, and all the skills you
learn during this class are transferable among three D
modeling and CAD programs. I'm not just saying
this as a way to advertise the
class in any way. The reason I say this is because I myself learned these skills on Inventor and found
it easy to pick up other software such
as solid edge, solid works, blender,
too DCAD, and sketch up. Speaking of myself,
hi. I'm Jordan. And I've been using
CAD programs in a professional environment for a total of seven years now. That is my entire working life, and I'm also autodesk certified. I have a background
in many fields, including engineering
and architecture. So the rationality behind me telling you this is
because it should help you build
some kind of faith within the knowledge that
I have in the system. So here is the course guideline, and this will
explain what skills you'll learn
throughout the course. As you'll be able to
see, we start off with a brief explanation regarding the equipment you are using and changing the
settings accordingly. This helps the
software run the best it can on the device
that you have. Once we've looked at
that, we can look at the inventor's user interface and how to go about operating. And after that, we move on
to using the software in the two D space to
draft up lines and shapes and then
further manipulation of these sketch lines. While still on the topic
of two D sketches, we will get into the
different constraint tools available and the use of sketched dimensions
in clever ways. Then we'll move on to the three D space
within the program, finally creating a
basic model and adding different features like
fillets and hampers. Once you have a model created, you'll now need to
know how to turn that into a annotated drawing. For that, you'll
want a drawing board of unique to your needs, and then we'll move
on to learning about the annotation
tools and techniques. Here, I'll show you
tips for keeping your drawing clear and
readable for engineers, machinists, or whoever else it could be that ends up
reading your drawings. Finally, I'll show you
more advanced tools used for creating drawings that require more
attention to detail. So yeah, that covers everything that you can
expect out of this course. And now we can move on to our next lesson
where I'll explain the different roles
that use and apply the broad range of tools
that CAD has to offer.
2. 1.2 What can Autodesk Inventor be used for?: Hello, and welcome
back. Many times, I have been asked, What is CAD? And what can you do
within the software? Personally, I use
the software day to day in my daily job
to design things from shop fronts and
spiral staircases to laser cut parts and
house floor plans. I mean, this right here
is something that I made using CAD and is just one of the
simpler things to show. What can be done with CAT. In the program, I'll
create drawings. I can then pass
to our shop floor where the manufacturing
process can begin. Here, they'll follow the instructions
I've set out for them, so the desired product
meets all prerequirements. But this isn't the
only application for CAD programs like inventor. Autodesk Inventor is a professional three D CAD or computer aided
design software that can be used for a
variety of purposes, including product
design and development, manufacturing, and then digital prototyping
and so much more. Overall, inventor is
a versatile software that can be used by engineers, architects and designers across a whole wide range of
industries to create accurate, high quality technical
drawings and designs. Although inventor
is versatile and capable of use in
different workspaces, you'll begin to find that
its most effective use is in the engineering sector
as the program is heavily geared towards
many engineering concepts. To begin advancing your
CAD career further, complete this course and
develop your base skills. You'll be able to build
upon these skills as you use the software more
and more in your own time. Further courses that delve
deeper into subjects can be found from the other creators on this site or other sites. You can also expect
me to put out more courses in the future if
this one is received well. So keep applying for more courses and
learning more and more about the different
characteristics within this CAD
software and others. Soon, you'll have an
extremely employable skill to add to your future CVs. Hopefully, the skills
you learn here get you that job that you've
been eyeing up recently. That's enough talking for me. Let's get into the
actual CAD software.
3. 2.1 What settings and hardware should you use?: Hi, and welcome to our newest lesson on setting
up Autodesk inventor. Throughout this lesson, you
will learn how to adjust your inventor settings to
best suit you and your PC. To begin with, you're going to want to identify what sort of graphics card and CPU inside
of your PC or laptop. To do so, simply hold your Windows key and
press X at the same time. This will display a menu for Windows related
tasks such as the task manager and
also the device manager. So within this menu, you want to find the device manager
option and click it. Here you'll find a list of devices that make up
your computer setup. The list of devices
here is actually the physical hardware
within your PC. If you built your own PC, you should know
something about this. If not, then don't worry. We'll have that sorted. Within this list, you want to find the display
adapters dropdown. Click on that drop down arrow. The name of the graphics
card is found here, and now you can search up to find out if it's very
powerful or not. I recommend using the website,
www.userbenchmark.com. Your CPU and graphics card limit how well you can
perform tasks and card. So having decent equipment
will take you a long way. Compare your graphics
card to a GTX 1070 as this is what I am
using as you can see here. If yours proves to be better than mine, then that's great. As I can work on
big cab projects just fine using the
equipment that I'm using. If your graphics card turns
out to perform worse than my GTX 1070, then don't worry. As I'm going to show you what
seconds to adjust to better suit your equipment and therefore
make inventor run well. So to begin comparing your
graphics card to mine, you need to first find
your graphics card in the device manager window under
the display adapters tab. Come to the user
Benchmark website, compare in the top
right and then GPU, which stands for
your graphics card. Your first option is going to be my graphics card, the GTX 1070. Make sure you're not
clicking any variations, just the standard version. On the second side, what
we're going to be comparing against is going to be the
name of your graphics card. So if you happen to have a
RTX 40 70 and click that, you'll see that the RTX 40
70 is 139% better than mine. And because it's better
than my graphics card, you know that it's going
to work very well because I do a lot of card work
on this graphics card, and it runs just fine. So after you've done that, and you know if yours
is better or worse, you'll have a good idea
of what you need to change in order to get
the best out of inventor. Now we're back into Invent. And when you find your way
back over to the home screen, you will automatically be here when you first
launch the application. And if you're not already here, then the home button at the bottom of your screen
should be available, and this will take
you right here. Search for the applications
Options button found at the top of the home
screen under the Tools tab. Once clicked, you'll
with a menu with many, many tabs along the top. Application options but maybe in a slightly different
place for you if you're not using the same
version as inventor as me, as you know, I'm currently
using venner 2023. Now, I'm not going to go into a massive amount of detail
within these menus. As you can see, there is a lot of different settings
to mess around with. I do encourage that you take a look at these menus yourself and tinker with the set ins to find what works best for you. But I only recommend doing
this once you develop an understanding of how your workflow is within the system. For now, the two most important
tabs for beginners here are the hardware tab
and the curls tab. First, we'll have a look
at the hardware tab. And this relates back
to your graphics card, what we're just learning about. Within this tab, you'll find a few tip boxes you can select. The top option is quality, and it's only worth
running if you can plan to create a realistic
render using the software. But since we're not
touching on that today, I recommend using the
performance option if your equipment
isn't very powerful. I have selected the conservative
option, as you can see, as this works well for the PC, the arm running, and handles
most tasks fairly well. Now, the reason I'm
stressing about this so much is because
on bigger jobs, it helps to reduce the amount of time spent staring
at loading screens, which could be used more
time and effectively. If your computer stops
to load something and it takes 2 seconds rather
than 5 seconds, then over time, every time you're looking
at a loading screen, you're saving 3 seconds. And this tends to build up. Another thing worth
mentioning here, before we move on is
that you should fully update the drivers for
all the parts in your PC, as this also helps to
reduce loading times. In order to update your drivers, you'll have to have
a look at what your hardware is and
find out where you can download the correct drivers for your hardware online. So once again, head back over to your device manager and
find out the name of your graphics card
so that you can then find out best
drivers for it. You should fullly
update the drivers for all the parts in your PC, especially the graphics card. Studio drivers work better
for CAD than gaming drivers. This isn't a necessity, though, and should only be done if you understand
what you're doing. In order for you to date your
drivers to studio drivers, you'll have to have
a look online, and this will be
different depending on what hardware you are using. Now, onto the colors tab. Once it's tab, you'll met
with a small screen used to indicate what settings will look like when you're in the
modeling environment. A play around with the settings until you arrive at
something you like. I recommend using
the light setting as this is what I'm using, and it'll make it easier
for yourself to follow. If you're a beginner, then I
highly recommend doing this, as the different colors
may confuse you. Using a darker background, such as dark or deep blue, might be a bit of a better
idea for somebody who is spending a lot of time
looking at their screen, as darker options tend to reduce the amount of
strain that we have on. And this is why we use the dark options on
Twitter and our Instagram. Just because it's cool because
it's better for our eyes. But have a play around with
different color schemes. Find what works for
you. Like I said, I'm using the light theme. And you can also move
into the drafting side. You design side is your
modeling environment and your two D
sketch environment. And the drafting, which is
the button underneath it, is the environment where you put together your
engineering drawings. And yeah, once again, you can change all the colors
inside of here. It doesn't change too
drastically here, but yeah, something
you can customize. That covers everything in regards to setting up
your inventor for now. We'll move on to
the next lesson.
4. 2.2 Inventor File Formats, File Organisation and Changing Units: Hi, again. Today, we are going
to learn how to manipulate the measurement units across different files in
Autodesk inventor. Here, I mean, older version of CAD at the top, you'll see, I have Autodesk inventor,
professional 2020 open. You can set up a default unit across all of your
future files here by clicking this code
to the right of your four file
buttons. Click that. You configure default
template file. Here you can choose between
imperial measurements, inches or metric measurements. The better one, in my
opinion, millimeters. Also, in this screen, your drawing standard is found. These acronyms may not
mean an awful lot to you, but don't worry as
I've got you covered. Anti here is American standards. BSI is British standards, DIN or Din German standards, and I don't really know
about the other ones, but this one here ISO is
the international standard. I'm going to stick with BSI because that's
what I work too. Now, what these different
standards do is they change the default
drawing template that shows up when you open a drawing file. I've
already got it open. Here it is. And
this border here, this is what changes when you
change your default file. And I believe this
is so that you meet different standards of
the different countries or even the
international standards. Currently, this doesn't
matter all too much to us. As towards the end
of this course, I'll be guiding you through
creating your own template, so there is no need
for a default one, as you'll have your
very own custom one. As I said before, all of this only applies to the
old version of CAD. And if you happen to be
running a newer version, such as Inventor
2023, like myself, then all of the units
of measurement are selected on a file
by file basis, meaning that you can use one
file with imperial units and then immediately switch over to another file
using metric units. Your unit of measurement here is selected when you create a
file using the new burn. As you can see, under each
of these little pictures, the units are stated, such as millimeters and then. This is the metric
measurement systems and the imperial ones. Now, I'm going to
stick with my metric. Now, if you wanted to change the units of
measurement in a file that you've probably already
got something going in, you don't want to
restart a new one and, you know, redo everything. What you want to do here is much like the older
versions of CAD. This works between the newer
ones and the older ones is open up your modeling space
like I have them already. I opened up a new part and
my millimeters version. To change the units, you're going to come to this
tools tab at the very top. After you've entered
this, you're going to want to find document settings. And here we have a small menu
with a few tabs at the top. And in here, we're
going to find the Units and then we're going to take a look around at some of these. In the drop down boxes, you'll have your
units of choice. So select the ones
that you like. I've already got
it how I like it. And you'll click Apply. And
then you'll close it down. You will be happy to hear that your inventor is now completely
set up and ready to go, which means that you can start building your models
and creating sketches. Whenever you like
now. This brings us to the end of this section, and now we'll be
talking more about the inventor's user interface
and navigating that. So now your preferred
measurements are selected, we can learn about the different file formats
and how I would personally organize my files within the Windows
file explorer. Here I have a file dedicated to the creation of a Rubis cube. With all of the drawings, all of the PDFs and
assemblies, parts. We've even got a
presentation in here and a PNG file with a
rendered image. As you can see, it's all pretty tidy. I can
see everything. I've just explained it
to you very quickly. That is because it is
nice and organized. Within Autodesk
inventor, the users tend to use multiple
file types for saving, opening and sharing designs. Each of the different
file formats serves a different unique way of transferring designs across other CAD software
outside of inventor. This proves to be
very important in our current day as not
everyone is using inventor. The native files for inventor are part files. That's
these ones here. And if file go into the
properties of this one you can see that this has
an IPT file extension. We also have assembly files, and this has an IAM
file extension. And then, lastly, we
have drawing files. This has an IDW file extension. Another one worth noticing
is the presentation file, and this has a dot
IPN file extension. I'm not going to
cover that one right now, but just so you know. These three, the part assembly
and drawing files are the most common inventor
files and should be saved together under one
folder, as you can see here. These are all under one folder, which is dedicated
to one project, which is my rubs cube here. The reason we keep
them all together is to keep all the
files linked together. When files are linked together, they automatically update when a change is made in one
file that affects another. Such as a drawing of a model
that has been changed. When exporting copies of
these files to other formats, I recommend starting
a new folder inside of these projects
for rarely needed files. So here, I'm going to make
a file for step files. That is because we can take our part files and export
them to step files. That is so that we
can send them over an email to someone who might
also need these models, and then they can open it on a different software
other than inventor. So I would create them
and store them in this step file just to keep it tidy and out the
way of everything else. For now, I'll delete that because there's no
need for me to have it. You may also notice that I have all my files organized by type as this neatly bunches similar files together
making for easy navigation. To do this, click on the type category at
the top of your file. So I'll press data modified
and it'll jumble it all up and organize it by
the data was modified. But now I'll go by type
and you'll see here that all of the file types
are bunched together nicely. When exporting your
drawings to PDFs, I typically keep them among the rest of the files,
as you can see here. This is because they're highly versatile and very
commonly used. So I like having
them at easy access. By keeping your files organized
with a system like this, you save time and also keep
track of what's where. Now we know how to
keep our files neat, Let's talk about the file types available to us an inventor. This is a native file type
for Autodesk inventor parts, which represent individual
components of the design. Then we have inventor
assembly files. This is a native file
for inventor assemblies. This is a native file format
for inventor assemblies, which represents collections of parts or subassemblies together. Then we have inventor
drawing files, IDW. This is the native file format for Autodesk inventor drawings, which are used to create two D representations
of three D designs. And then we have
the presentation, which I talked about earlier, the IPN file extension. And this is the
native file format for inventive presentations, which are used to
create animations and interactive visualizations
for designs or such as an assembly that's been
put together exploding or separating so that you can see how it's
supposed to go together. This might be useful for somebody who's dealing with
your designs and needs to know how it all goes outside of the native file
formats as shown here, we have other formats such
as the IGES file format, and this is a neutral file for exchanging three D designs
between different CAD systems. This provides a high level
of geometric detail. Next, we have the
step file format, and this is another
neutral file format for exchanging three D designs. After that, we have
the STL file format. This is a widely
used file format for three D printing and
rapid prototyping, which represents three D
designs as triangular facets in order to create your full on model out of just triangles. Allowing it to be
exported over to another three D
modeling software as triangles where it can interpret them and then make the
model again out of that. As you learn more about
these exporting systems, you will find that the
different exporting file types are better suited for
certain applications. And by understanding
these file formats, you'll be able to save, open, and share your designs
with others using Autodesk inventor
and other softwares.
5. 3.1 Workspaces and the Home Screen: Hi, and welcome to
this new lesson. In this lesson, I
intend on teaching you the inventor user interface
and how to navigate between the different workspace environments using
the home screen, of which is first displayed
upon starting up inventor. Knowing how to use the
home screen properly is the first step to become
an inventor power user. To begin with, we'll start somewhere that's likely
familiar to you and within most programs on today's computer.
That'll be the file bun. You'll find that located at the top left hand side of the
screen, colored in orange. Under the file bun, you may find common functions such
as creating new files, saving them, opening them, exporting them,
and printing them. These are all pretty
typical functions, and I assume that you already
know how to use these. So I'll come out of
the file and show you the inventors
user interface. You can see, the
bulk of the screen is made up of the
recent files directory. What this does is display all of your most recently
opened cab files all in one area and organized by the location of
the file saved. Double clicking on any of
these will quickly open the file without
requiring you to find it in the Windows
File Explorer, and this just makes
for easy access and saves you a lot of time. So make your way back to
the home screen using the home button in your quick
access bar at the bottom. There are two different ways to view your recent
files directory, and that is with these
icons in the top left. Here we have a list view showing lots of files
in a compact manner, whereas this is a grid view, offering you the ability to see a preview of the file before
committing to opening it. The main differences between
these is that this view here obviously shows the
thumbnail and helps for a better understanding of what it is you're
trying to open, whereas the list view
gives you more details on where it's located
and it's date modified. On the left hand
side of the screen, we have the open new button, which I've mentioned before. Pressing the open but will
open the file directory, granting you the choice to open specific files saved
onto your device. Coming out of there and
taking a look at the new bun, the Nu but will generate a brand new file in one
of your given workspaces. Each different workspace
environment is also saved as a different file extension to help distinguish
between one another. As you can see, IPT, IAM, IDW, IDWG and IPM. File extensions
are just a string of letters after your file name, which help the
computer understand what type of file it is
that it's opening up. The first of the workspaces
is the file part displayed as a cube and allowing you to sketch and
create three D models. This is typically where you'd
start off your project, creating and refining
your design. After that, the next
is the assembly file. This is displayed as three blocks stacked
on top of each other, where multiple part files can be imported, constrained,
and arranged. After that, we have
the drawing files displayed as a
square filled with more squares or more
accurately a drawing of your assembly file here. As you can see, the
three squares are on a drawing with different
views at the top and side. In these drawing files, you are put inside of
a two d paper space. And within this space, you create drawings derived from your three dimensional models found in your pass
and assembly files. The last of the environments is the presentation space as shown at the bottom
of this list. Within this presentation space, you were allowed to take an assembly and arrange
and move the parts in a predetermined way in order to better demonstrate
the information that you're trying
to pass along. Presentation files are displayed as this cylinder going
into a hole here. You'll find that in
each of these sections, you'll have access to
multiple measurement types and international standards, especially among the drawings because of the
different borders, as I might have said
in a previous lesson. So when you come to
making your own part, you're going to want to
select your desired file and then open it to
generate the new file. Always ensure that
you're creating one with the measurements
that you would like. After creating a file, the way back to the home
screen is the same as normal using the home
button at the very bottom. Now we're back at
the home screen. You can see that along
the bar at the very top, you have the applications option which gives you access to the big menu filled
with many tabs and all the settings
you could ever want to change right there. Feel free to change any of these options to better
suit your situation. Closing out of that, and if you look further down the bar, you also have the choice
to create macros. If you feel that may be useful
to you or if you're doing a repetitive job that requires the same action
over and over again, here you'll be able
to create a macro. In order to help you
get that done faster. Previously, we touched
on what settings to change to suit your hardware that is within the hardware tab. I encourage you to
explore the settings. I'm also going to encourage
you to do the same here as you might stumble upon
something very useful to you. The home screen is
designed to provide a user friendly and
efficient interface for accessing and managing
projects and inventor, so make sure to use it
to its flest capability.
6. 3.2 Camera Movement and the Model Browser: Hi. Welcome back.
In this lesson, we're going to go over
the user interface that you'll be using
inside of the part files. Most of what I'll
teach you here, it's also transferable over
to assembly files also. So now we can access all the different files which are covered in the last lesson. We now need to figure out
how to use them properly, and it's here that will cover the key elements in these
environments while also enlightening you to the
different ways you can navigate these workspaces
effectively begin with, I'm going to open up a part file by selecting a recent file or by selecting the new button and then pressing the unit of
choice among these cubes. If you have a completely
blank file like me, we're going to
create a cube here so we can use it as a
frame of reference. To do that, we're going to press Start sketch at the very top. Then we're going to select
a plane of our choice. Personally, I'm going to
use this X and Y plane. Now that we're
inside of a sketch, we can find the rectangle
tool at the very top left, once again, and for now, we're not going to
get precise with it. We're just going to
place down a rectangle. To place down your rectangle, you want to click
one time to place your first corner and then click another time to place
down your second. After doing that, you can press escape to put your tool away. You'll notice that
the coordinates near your cursor will
disappear after doing so. This is a good way
of knowing that your tool is gone and you are
no longer drawing anything. So once you have your
rectangle in place, you can finish the
sketch by pressing this big green rectangle at
the end of your tool bar. And now we're going to click on the extrude button
in the top left. This is the first in
the create tab and your most simple three
D creation tool. And it should auto select your rectangle as it's
the only thing there. Now, we're just going to
press Okay to confirm. And now we have our cue. The reason we did this is for our frame of reference
so that we can move around and understand
our camera movement controls a little bit better. So now we have our model. Let's talk about the different features inside the part file. The first basic camera
movement tool is panning, and this can be achieved by pressing in your scroll wheel. Here you'll see that I've got a little hand arrows around it showing that I am
panning right now. And then we just move our mouse around while holding
down the scroll wheel. This might be a little bit
hard to do with certain mice, but definitely the easiest
way to go about panning. The other way that we
can go about panning around is in this side
bar on the far right. Here, you'll see that
it's got the pan option. You click on that. And now you don't have to
use the middle scroll wheel. You can just use your left
click and move around. Once again, you press escape
and you can get rid of it. To zoom the camera, we can use the scroll wheel and
move in and out. Alternatively, we can use
the side bar once again. We can click this. And then we'll highlight the area
that the screen will fill. You'll notice that it is a
rectangular shape that you're highlighting because
this will be the full size of your screen. The next camera
movement option we have available to us is
the orbit tool. You can orbit your model using the view cube
in the top right. Here you can click on
a predetermined view. And you can track it around
for more complex angles. Alternatively, I would use the F four key and
left click to orbit, as this is the quickest
way of doing it, and it's what's become
most fluent for me. Another more obscure way of orbiting is using the shift
key and middle click. Once again, it's
the same outcome, just a little bit more of an awkward way of
getting into it. I recommend that you decide which way you plan to
orbit your model now, whether that be
dragging this around using F four or shift
and middle click. As the more that you learn
to use this function, the better you'll become with it and you will also become fluent. Personally, I recommend
using the F four technique, but some keyboards might
not have your F four. Key, so use the viewfinder
in the top right. So now we know how to move the model around and
see all the features. Now, what I'll
teach you is how to access these features and
make changes to them. To do so, we can use the
model browser or model tree, as I sometimes end
up calling it. The model browser is
used to manage and organize the different
features of a part. These features are
made up of sketches, and then a tool is applied to create a derived three D body. This extrusion one
here is a feature, and here's the sketch, and then the extruded
tool was applied to it to create
our three D body. To select a feature,
simply left click on it. This will highlight the
corresponding component in three D model and highlight the text of blue. As
you can see here. The model browser
displays the features of the current part in
a tree like structure. You can expand and collapse
the different levels of the tree by clicking on the plus or minus symbols
next to the components. After expanding the tab
for our first extrusion, our original sketch can be
altered by double clicking it. Further options can be
chosen by right clicking it. Of those further options, the most useful I believe
at the following. Right clicking on the
sketch and then making it visible means that
you can then re use this sketch for other tools, such as maybe a
second extrusion. This saves you from recreating
the same sketch again, also saving you
from wasting time. Right clicking on any feature and selecting
suppress feature will temporarily undo this feature and any that fall below
it in the tree structure. As you can see, this can be reverted by right clicking again and pressing the unsuppressed
features button. Just like that. Any feature in the
browser can be double clicked to edit its values
in the pop up menu. So I'm going to take this cube, make it ten mil, take it from ten mil
thick to 30 mill thick. And that update is just there. If we move out of the part
file that we currently have back into the home and then
create a new assembly file, here, you'll see that
everything looks very similar. Because of this, the majority of the tools function
in the same way. The presentation
aspect of Invena also takes place in
the same environment. The last of our
workplaces available to you is the drawing
space or paper space. Here you're restricted to only zooming and panning around, as you're only in a two
dimensional environment. And I'll just quickly
show you that. So that should cover
all the movement and user interface within all
the different part files.
7. 4.1 Creating a Sketch and Basic Sketch Geometry: Hi. Welcome back. In
this inventor lesson, we're going to cover
the two D sketch tools and how to use them efficiently. During this lesson, I'll go over every important tool here, which happens to
be most of them. To get started doing
anything inventor, you'll need to create a sketch. To start at two D sketch. You're going to need
to find the start two D sketch button
in the top left. This should be the first
button in the toolbar. Once pressed, you'll be greeted with a funny
looking shape, which won't mean much to
someone who doesn't understand. But to explain, each of
these three planes are known to indicate the
X, Y, and Z axis. As you can see, it's written
on the planes when you hover this is similar to a
graph of your X and Y axis, but with your added third
dimension known as the Z. Select any one of these axes to begin drawing your sketch. I typically select
the X and Y plane, but this may change
depending on what you're creating and the
orientation of your model. After selecting
one of the three, now you're sketching
on your chosen plane in a two D surface. Select the line tool from the top using the hot
key on your keyboard. Hot Keys help to increase
your efficiency when working in all programs
from word to cad, so try your best to
learn and use them. Start by selecting
your datum point, which is the small
yellow.in the center. Upon placing the first
point of the line, you can then click
again elsewhere, and a line will be created in the shortest distance
between the two set points. You can see. Now, you might see these two input fields hovering around your line when
you're creating it. And you might also find that
when I try to select it, it just runs away from
me. I can't click it. These two input fields
are used to set the length and the angle of your line that
you're creating. The way to access
these input fields is by pressing the tab button, and this allows you to
cycle between them. Now, simply choose
your relevant box and then input your number. Press Tagain to change
over to the angle, and I'll set it to 120 degrees. And now I've got two
locked input fields, as you can see, with the
locks inside of the fields. After entering your details, press Enter and the
line will be created. Typically, when you've input
at an angle such as this, dotted line will be created, and this is known as
a construction line. This shows the angle of which the line you have
drawn is relative to. So this is 30 degrees
away from here, as shown but the dimension. Moving along the tool path, the next tool is
the circle tool, and this one is self explanatory and uses the same technique
as the line tool. So to begin with,
you're going to click on your circle tool
at the very top. Alternatively, you
can right click an empty space and click the center point circle
for quicker access. Selecting the tool,
you can click where the center of
your circle will be. I'm going to choose
this part here, and this will define
where the center of your circle is going to be. After that, we can then define the diameter of our circle
with typing in your input. I'm going to make it 20
millimeters and then press Enter. Here you'll see that the 20 millimeter circle
has been created. You still have the circle
tool out at the moment, so the way to get rid of
that is by pressing escape. It's worth knowing that the
diameter of your circle is the overall length from top
to bottom or left to right. And this is set at 20
mil, like I did before. The radius of the circle is halfway through,
and that's ten mil. That's from the
center to the edge. And this is also shown
with this line earlier, which is a coincidence. A perfect circle will maintain a consistent radius
throughout all of it. So this one here will
have a radius of ten.
8. 4.2 Group Selecting: Now, if you haven't already picked up how to delete lines, then your screen is
probably looking a little similar to mine, as you can see, of all the
lines and circles everywhere. So now I'll show you
how to delete before your page becomes totally
full of random geometry, and that's what we'll
do before moving on to the rest of our tools. Hovering over a line will
change the color of it. Mine changes to green, but this can be changed in seconds. Once it's turned green, it's indicated that it can
be selected with a click. After clicking,
it will change to another color when your mouse moves away. Mine turns to blue. This display is the line
is selected and you can now delete it with the
press of the delete key. Make sure you're pressing the
delete button found above the arrow keys and not
the backspace button. This is a fairly
common rookie mistake, so don't feel bad if you
catch yourself doing it. These things become a habit
with time using the software. As we will say,
practice makes perfect. Now, this works well if you only want to delete one
line at a time, but you might have many
things that you need delete. The quickest and
easiest way to delete multiple lines is
to zoom out and hold down the left
click and holler everything you need to get
rid of and then press delete. When highlighting, the keene among you will have noticed that the selection box changes color depending on which
direction that you drag it. When you highlight from
the left to the right, the box is colored red. To highlight lines like this, you'll need to fully engulf what you're selecting
within the box. And here's an example.
As you can see, the top line is fully
engulfed within the box, whereas the line to the right isn't
entirely inside of it. And here you can see that it is only the top line that
has been selected. When dragging from
right to left, the box appears green and
doesn't rely on your selecting the entire line as anything inside of the box
will be highlighted, whether it's fully
within the bounds or just a small part. Now you know how to select
and delete elements. Well, carry on looking
at your available tools.
9. 4.3 More Sketch Creation Tools and Command Variations: Hey, and welcome to
our next lesson. Today, we're going
to carry on covering the two D sketch creation
tools at your disposal. Since we've already covered
the line and circle tool, our next tool is the RC. To begin using the
TD creation tools, once again, you need
to be within a sketch. To do so, go to the top left and click the Start two
D sketch button. And then we're going to click
on your preferred axis. I'm going to click the X and Y. After that, we're going
to click the Arc tool in the top left and
specify your first point. This is where your
starting point will be. Your next point is where the
end of your arc will be. This can be clicked in
place or decided using the coordinate system
accessed by clicking tab. So after I've placed
my first point, I can move my mouse around and then choose where to
place my second point, or I can decide that
it's going to be 20 millimeters away
at 20 degrees, and now it's locked
in place, and I move my mouse and
nothing happens. I can then click my
left mouse button or enter to confirm. After specifying the start
and end of your arc, your radius value
is then required, and that's what you see
here. Type in your number. Press Enter or move your
mouse around and click. Personally, I'm always
going to type in a specific number here as it allows for a higher
level of accuracy. So I'll do 20 again. And as you can see, because
I typed in my values, a lot of different construction
lines and dimensions appear helping display just
the values that I put in. Sometimes the arc tool
can be confusing. So look at it as creating
part of a circle. The first two clicks decide
the start and the end, and the third
decides the radius. Radius is the circle
center to its edge. What's created is a section of a larger circle,
as you can see. Now, that covers the ctol. So I'm going to delete
the geometry have, and now we're going to move
on to the rectangle tool. And this is found just to
the right of the ctol or by right clicking and finding it
in your quick access menu. The standard two point rectangle creates the shape from
corner to corner using similar methods to what we have previously mentioned
and provides a fast way to create oblong shapes without drawing
all four lines yourself. If you take another look at the rectangle tool
in the top left, you'll see a drop down w, much like many other tools in the tool bar, such
as the line tool, which when opened displays multiple ways to create
splint type lines. This drop down arrow gives
you access to different ways to create rectangles and
similar shapes such as slots. The most useful tool
here that I have found is the two point
center rectangle, as it flows better in
my design process. This is because when
using this tool, the center is defined first, and after that, the dimensions for the length and the
width are applied. This method helps to
keep the sketch centered around the yellow dot,
which is our datum point. And I'll just show
what I mean by that. So here's our datum point. And now using the two
point center rectangle, I can place the center on our datum and ensure
that whatever size rectangle we make it will always be centered
around our datum, and this is very
useful down the line, a very good habit to get into. This is because it helps
keep everything tidy in the future and ultimately
reduces workload. Another very useful tool in the rectangle drop down
is the slot variation. I recommend using the slot
overall tool, this one here, as it's the least
confusing to beginners and requires the least math
to accurately dimension. To use this tool properly, define the length of the slot with the first and second point. Then change the width of your
third click or third input. As always, you can
press tab to access the input fields to create
more specific geometry, just like I've just shown you. This information
regarding slots will prove useful to anyone
designing shafts, as they commonly use
slots in their design.
10. 4.4 Fillets, Chamfers and the inserting Text boxes: Hello, and welcome to the next portion of
our course where we'll go over Philips hampors
and in certain text boxes. So the next tool on
our list requires you to already have two straight
lines sketched already. So if you're following
along at home, draw two lines perpendicular
to one another. That's two lines at a
90 degree right angle. Once you've done this, select the Fillet tool next
to the rectangle tool. The fillt tool turns
this hard 90 degree turn into a rounded edge
controlled with a radius. To achieve this, type in the radius desired
into this spot that appears and then click the two lines that you want
round corner to be between. This works for
lines at any angle. Not only 90 degrees. This also works for conjoining two lines that aren't currently
joined together. As you can see. Upon
creating the fillet, you may have noticed
that you see a dimension appear within your
sketch displaying the radius of your fillet. Double clicking this allows
you to open a menu and edit the value making for
quick and easy changes. Doing it this way
helps save time rather than having to redraw
the whole thing again. Something else worth noting
is when your fillet is made, a small dot will
appear in the middle, as you can see here, marking the center point of your radius. Which is demonstrated
through this circle, as the radius is only a
portion of that circle. Within the drop down menu for the Philip tool back at
the top on the tool bar, the only other tool that we have available to us is
the Shafer tool. A Shamfa is essentially
taking a cut out of a corner typically done to remove sharp edges
in production. Shafer's work
similar to Philips, meaning they also require
two existing lines. Once again, they don't
interconnect and aren't required to be
at a 90 degree angle. Upon selecting the ShamfTol, a menu similar to the
Philip tool will be shown. Here you can select one of
the three different ways to use the tool indicated in
these rectangles here. The value specified is the distance from the corner
where the Shamf begins. As you can see here,
this is a two mill gap between the edge of where
it was and now where it is. Upon hamper creation,
two dimensions appear. The dimension with FX next to it is driven by
the other dimension. This means that if you'd
like to change this feature, double click the
non FX dimension to change both the
distances at once. The second Shanfer option
in our pop up menu, is the unequal distance ShanferUsed the same
way as the previous. You'll notice the
second input box to add your second input. So rather than having an
equal distance this time, we can de to go for a
non equal distance. And there's my four and my five that I've input at the top. The third champ option requires an angle input and
a distance input. When you create this
type of chamfer, you might find that
the angle is being applied from the wrong line
or in the wrong direction. This can be fixed by selecting your chosen lines in
the opposite order. That covers everything to
do with the ShaforTol, so we'll move along to
our text input tool. The text tool functions like a textbox in any other software. Select the tool and
simply click and drag to create the
bounds of your textbox. After this, your text
formatting menu will appear, allowing you to make whatever
changes you would like. I typically leave it how it is and only ever change
the font size. When you're changing
the font size, make sure to highlight the
text that you plan to change. To exit the menu, press Okay, or hold control, and then press Enter for
the keyboard shortcut. The other text option found in the drop down menu for the text tool is
called Geometry text, which uses sketch
shape geometry to guide your written text to get an understanding
for how this works, clear your workspace and
place a circle of any size. Use the geometry
text tool and select the circle. Type your text. And change the font
size to easier, see it. After exiting out the menu, you should have an arch
and text like this. I haven't found too many
uses for this type of text. I usually use your
standard text box, but nonetheless, it's
always good to know. So that covers almost everything
inside this create tab. In the next lesson,
we'll talk about projecting geometry and
how useful it really is.
11. 4.5 Nodes and Projecting Geometry explained: Hello. In this lesson, I'll explain nodes, points, and project and geometry. I'll quickly touch
on the point tool, which is found underneath
the text button, which we covered in
the last lesson. This tool allows you to add snapping points along
lines or nodes. A node is a point on a line. There is one at the start, the middle and the
end of every line. These are the default nodes, and if you would like
to place one yourself, this is when you would
use the point tool. So select it and then click
anywhere on your line. And now you'll see
that we have a little center mark that's
been put in place. The position of the
point can then be defined by pressing
D or selecting the dimension tool and then
creating a dimension to constrain the point in relation
to the sketch geometry. This can be changed simply by entering into the dimension. Putting your numbers in.
And then pressing enter. Points become very useful when in the three D model
section at the top. But for now, we're not
going to cover that, and I'll tell you more about
it once we get onto it. Moving back into the sketch
zone or the sketch tab. We'll move on to our final
tool in the create category. We're going to take a look
at the projected geometry, a very useful method used for adding preexisting model
edges to a sketch. For me to show you
how this works, we're going to need
a three D feature. And since we haven't begun
learning the three D yet, I'll keep it very basic. Using the tools that I've taught you about, create a rectangle. Press the finished
sketch at the far right. The finish sketch button has a big green arrow on it and can be found at the very far
right of the toolbar. After finishing the sketch, the camera will pan
out and change angle. Now, you've done this, change
to the three D model tab at the top and use the first
tool, the extrude tool. It should automatically pick up on what shape wants
to be extruded, as it is only viable
sketch available. Input your extrusion length using distance A,
and then press Okay. Now we have a three D
model to sketch on. Press the SK or start a
two sketching the toolbar. Select an edge to sketch
upon, and then click. Now you're drawing on
the face of your model. You may want to add lines
relative to the model's edges, which means you would need to redraw the lines around
the model edges. Thankfully, we have the
project geometry tool. Select the tool
and then click on the model to project its
edges to the current sketch. This is extremely
useful for getting the edges from a complicated
shape to your sketch. From here, you could begin
designing your next features. So let's say I wanted
a ten mill hole, 20 mill in from the corner. Okay. We'll make
it at mill hole. And now we can go from
the edge nice and easy because we projected the
geometry onto our sketch. If you finish your
sketch and look towards the left hand
side of your screen, you'll be greeted
by the model tree. This list shows all the
features in your model from every extrusion to every sketch and
plane, as you can see. It's here that shows
your progress. So if you want to make
changes from past features, come over to the feature you would like to change
and double click. Here I'm going to change
the length of my extrusion. I double clicked in the
pop up menu that appears, and I'm just going to
change my distance A again. I'm going to change
to seven this time. And now you can see that
it has shrunk down 15-7, and the sketch has actually followed the face along with it. This now covers
everything inside the create section
inside the sketch tab, and we're now going
to move on to the modifier in the next lesson. So before we move on, enter your model tree and highlight everything
you'd like to delete. I'd like you to delete
everything so we have a clean blank slate to work off. Click on your extrusion, and if you sketch
like I did as well, hold Control and then
click that, as well. After that, you can
press the delete key and then enter, and it
should all be gone. If it doesn't work, you
might be pressing backspace. Don't worry to find the delete key, and
it should be easy.
12. 4.6 Sketch Modification Commands: Hello. And today, we're covering the sketch modification commands within the sketch
area of our part. To get into the sketch for you, press S or begin the sketch
par and select your plane. Now that we're back
within the sketch view, we'll take a look at the modification
section for sketches. This can be found
at this part of the tool bar just
after the create. The first tool is the move tool, and this is yet another
self explanatory one. I'm sure you can
guess what this does. That's right. You
can move stuff. So if I draw some geometry down here and grab
the move tool, I can quickly move stuff around. To begin, draw yourself a shape. And then once you have,
click the move tool in the top and select the lines
that you'd like to move. I like to use the right to
left green selection box, as it's easiest since it doesn't require you to be so precise
with your selection, making things a bit faster. Click the red arrow in the pop up menu to
define a base point. I recommend selecting a
base point attached to the selected lines as it makes more sense when moving
them into a different area. So make sure that you find
a node on the object, as this will make
it easier and don't make your base point off
the object like that. And now you see I'm
moving it around, but I'm not actually
connected to the geometry. If you're trying to break
geometry such as this square, a pop up box might appear. Letting you know you're going to break constraints between lines. Press Enter or yes to carry on. Now select where you want
to move your lines to. And if you only select half of a shape, the shape
will break into two. So make sure you select
the entire shape if you want to move it all.
That covers the move tool. It's a pretty simple
one. The next tool works very similarly to the move
tool, and it's the copy tool. That's just below the this works exactly the same
as the move tool, except the original lines
will remain in place, and you can then place multiple
copies with your mouse. Once again, choosing a sensible
base point makes using this tool much easier with the snapping features
found in Autocad. As you can see, now that I've selected a node on the
corner of this shape, I can easily snap it
onto other geometry, and it's a lot
more controllable. That's everything on
the copy command. Once again, it's a
very simple one. So the next tool is the rotate tool just
underneath the copy command. The way the rotate tool
works is that you will select your desired lines
that you'd like to rotate. Selecting the same
line twice will actually deselect it,
so watch out for that. After selecting your lines, you're going to want to
choose a base point, the same way described
as previous tools. The base point represents where you'll be rotating around. So if I select here,
you'll see that this geometry is rotating
around this center point, which you can also see as a black line from the
center point to my mouse. The angle of rotation
can be inputted in the pop up menu or by moving
your mouse and clicking. Once again, ensure you type in your specific number to be
more precise with your work. Right here, doesn't really matter too
much as I'm not really aiming to do anything other than demonstrate
how the tools work. The next tool available
to us is the Trim tool, and that's just next to the
move command at the top, as we've jumped up to the
top of the modifier section. Trim tool is very useful, and anyone who's
used two D Autocad before knows this already. Select the trim tool or press Shift and X
together for the hot key. You'll see that the trim
tool has been selected by the plus that you can find
right next to my cursor. So if I come out of it,
shift and X, there's a plus. Press trim, there it is again. Otherwise, you can also
look at the tools at the top and you'll see the tool you have selected highlighted. To use the trim tool, select the trim tool,
or use the hot key. And then it does
exactly what it says, and it removes an
excess line depending on where another line
is passing through it, cutting off the end, like so. The way you use the trim tool, rather than highlighting
is you draw a line, and any geometry that
happens to be in the way of this line is
then cut or trimmed. This tool quickly tidies up sketches after you've
done constructing them. After the trim tool,
we have its cousin, the extent tool,
just underneath it. This is virtually the same tool, except you're
adding extra rather than taking away, as
you can see here. This tool is found
below the trim tool or by pressing Shift
and X once again. But this time,
because as before, shift and X brought
us the trim tool, if we hold Shift, you can see that
we're now extending the line at the top up here, and that's how we get the hot
key to the extending tool. The way the extend tool works is that the line will not
just extend into a void. You need to make sure that there is a line for it to reach. Otherwise, it simply won't work. Our next tool is the split tool found just
underneath the extent tool. This also works like
the past two tools. Any single line with another
line passing through it can be split into two separate
lines using this tool. I've personally never had
a reason to use this tool, but this may be helpful
to someone watching. As you can see, when I
hover over this line, the other line that is
intersecting it has created an X. And once I click, this big line has now separated into
two separate lines. Next up is the scale tool, and this is another two step
tool like copy and move. A top tip for two step tools. Once your targeted
lines are selected, you can quickly move
to the next step by holding right click and
drawing a line to the right. This serves as a
quicker way than moving your mouse up to the pop up menu and pressing the red arrow. Anyway, with the scale tool, a base point will be where the selected shapes
are scaled from. So this lighter blue line is my current selected geometry, and if I place my base
point at the bottom of bit, you'll see that I can grow
that line or scale it, whereas the base point
remains in place, as you can see with
that lock there. Move your mouse around close to the base point to get an idea of what this process is doing. You can now click to confirm the scale or type in a
scale factor in the menu. A scale factor of two will double the size
of your sketch. I've just placed
down a ten by ten square to better help
demonstrate this scale tool. After highlighting it and
then placing my base point, I can now put in a
scale factor of two, and this takes the
square to 20 by 20. A scale factor of two will double the size of your sketch, and a scale factor of
0.5 will half the size. This also means that
your original sketch has a scale factor of one. As you can see, we're
back to our ten by ten. So a ten by ten box with a scale factor of two
becomes a 20 by 20 box. I hope that clears up
what a scale factor is. Moving along our menu
to our next tool, we have the stretch command. Once again, this is another
very versatile tool. The stretch tool uses two steps
selection and base point. The selected points
at the end of the lines and the lines
themselves can be moved. Connected lines will
stretch to stay connected, keeping a closed loop. So on our square, we currently
have connected lines. So if I decide that I'm going
to stretch this end of it, I'll highlight this
part of the square, choose a base point,
which I'll make the top. Yes. And now I'm able
to stretch it around. And you'll see that the line I didn't highlight isn't
being stretched, and the rest of the geometry is following around and
staying connected. Otherwise, if we
have geometry that isn't connected and we
use a stretch tool, you'll see that the lines
will cause a break. When the lines stay
connected like this, this is known as a closed loop. It's very important to know
when working an inventor. Closed loops are
necessary for turning a two D sketch into
a three D model. They're also exactly
what they sound like. A loop that has no
openings or breaks, therefore, a closed loop. The reason we need
a closed loop when creating three D models
is because we can't have a open loop and then
extrude this out because there's no specific
area that is defined here. Personally, I use
the stretch tool quite a lot at work when
I'm designing windows. I find that I can design the window at a smaller
scale quite easily, and then after that, I can simply stretch it to
be its actual size. Moving on to our next tool, we have the offset tool. And what this tool does is
it creates another line, a set distance away from
any selected geometry. With a single line, this simply creates
another line, a set distance away. So find the offset tool just
underneath the stretch tool or by pressing O as the
hot key on your keyboard. Click on the geometry
you'd like to offset, and then you can move
your mouse around and click or input your number. Inputting your
number will create a dimension between
the two lines, which you can edit
in the future. Whereas if I was to
use the offset tool on the line and didn't
input a dimension, I don't get the dimension
between the lines. What's special about the
offset tool is that with closed loops in
rectangles and circles, you can create bigger shapes
with the same qualities as pre existing shapes or
smaller shapes, as you can see. This proves to be even more powerful when you start getting
into more complex shapes. So I'll just do a little
abstract thing right here, and then I'll trim all the inside lines so
that we only have an outside line. Just like that. Oh, miss a bit. And then
offset, and as you can see, is keeping all the
characteristics of this abstract
art I just made. This proves to be very useful, and I recommend remembering it. The offset tool is
hard to explain, but very intuitive once you have used it once or twice
on different shapes. It's worth noting that a ten millimeter square
with an offset of 1 millimeter will result
in a 12 millimeter square, as it will be extended by 1 millimeter in every direction. As you can see, we've got a
12 mill line across here now. A useful way to use
this tool is to remove the center of a
part to reduce its weight. This is done by
offsetting inwards rather than outwards and then
removing the inner shape, leaving you with a frame
thus reducing weight. So I'll just quickly show
you what I mean by that. So I'll enter a sketch, quickly put down a square, and extrude it so that I
have a model to work with. So now we have our model. I'll just create a
sketch on this plane, project the geometry so
that I have the edges. And then after
that, I can offset these edges in by two mill, and then extrude this smaller
square all the way through, creating a frame like
I mentioned before. Another thing worth mentioning and something that I
didn't quite cover before. With the complex shapes, you might notice that certain details will be lost to keep the offset consistent. As you can see, this
little square portion at the top has been removed just to keep a consistent offset line. Now, that covers just about everything inside this
modifier section. So join me in the next lesson where we'll go over
this pattern section.
13. 4.7 Pattern Based Duplication: Hello, and welcome back
to the final section within this module,
the pattern section. Within this section, you have three different ways to effectively copy
and paste elements. Let's start with the
miratol as it's the quickest to explain and probably
the most useful as well. So the tools that
we're covering here in the pattern section
in the tool bar, these three here, and we'll
start with the miratle. To begin using the mirror tool, you're going to need geometry
you intend to mirror. And what's known
as a mirror line. Before you even click
the mirror tool, decide what's being
mirrored and where? Once you've decided, draw a vertical line halfway
between the two locations. So I'm going to mirror
this square right here, and what I'm going to
do is I'm just going to mirror another one so that
it's right next to it, and it's equal size square. So I'm going to select
the mirror tool. Highlight all my geometry. Go to the red arrow in the pop up box, known
as mirror line, and then I'm actually
going to select some of the geometry in my shape. And you don't have to use
the geometry in your shape. You can also create another
line outside of it. But for now, I'm just
going to use this. And as you can see
after I've confirmed my mirror line and the objects
I would like to mirror, my mirror image appears. If I plan to have a ten mil gap between
these two mirror images, I can draw my mirror line
in the center of the two. And this one is five away
from my mirrored object. So on the other
side of this line, it will also be five
mil away from it. Something worth noting is that when creating
your mirror line, you can ensure that it
is vertical by pressing tab to get to the
degrees input field. Here you can input
90 degrees to create a vertical line that
is definitely straight or we can input zero degrees, and this will create
a horizontal line. That's perfectly straight. This means that when you mirror, you don't end up with strange
angles, such as that. Now, this is obvious, but when the line is
only just on the wk, when the mirror line
isn't perfectly straight, you may not notice
that the mirrored creation isn't quite straight, and this can massively affect the results
of your drawing. So to reiterate the mirratonOce you click the mirror button, you can select your
mirrored elements. And then you can right, click, press Continue or click the mirror line button and
then select your mirror line. After that, you can press
Apply or right, click, and press Okay, and this will
create your mirror image. As you can see, when
I click on this line, I just use as my mirror line, a lot of constraints
can be seen, something that will cover
in the next lessons. But for now, I'll
just let you know that these are mirror
constraints and ensures that each of these squares remain mirrored
in relation to this line. This means that any
dimensional changes made to one side will translate
to the other side, also. So if I decide to stretch this rectangle to be
a little bit taller, the other one will
also move with it, as you can see, and this goes
for the other side, too. So that covers the mirror tool. We'll move on to the
next pattern tool, which is the rectangular
pattern tool. Used to copy and paste elements multiple times in up
to two directions. To begin using the tool, press the rectangular button and highlight the geometry
you'd like to repeat. So I'm going to use
this square once again. Now, right click and
press Continue or press the red arrow found under direction one
in the pop up menu. The next line you click
defines the axis, your copy and paste
will be on and can also be a line from the
geometry that you're copying. So I'm going to click
this on the square. And you can see the
direction has been chosen. I can flip the direction using this arrow within the
direction one category. All the work for this tool is done within this little menu. The input box next
to the three dots, as you can see here
will be the quantity of copies including
the original. So putting two in here will only create one copy,
as you can see. Putting in three will give you two copies in the original. The next input box
below is there to specify the distance between each copy and this direction. Speaking of direction, the
direction of the copies can be switched the other way using the red and
black arrow button. This process is then repeated again for the second direction. So, for example,
the 50 and mill you can now see there's a bit of distance between
the two of them, and then I'm going to
specify my second direction, and I'm going to ask
for five copies. And now you can see I'm
forming a grid with all these squares
down here rather than just copies of
the original square. Once everything looks
correct to you, can press Okay or once again, right click and then press Okay. And this will
create it all. You can quickly change the parameters for this
tool using the dimensions, and it will update all of them. Now that just about covers everything for the
rectangular tool. So we'll move on to the final tool in our pattern section, and that is the
circular pattern. This one is also very similar
to the rectangular tool, except it creates copies
around a circle or a radius. So I'll just quickly put down some circles and radiuses
because without it, it's going to be
pretty difficult. Select the circular pattern tool and highlight the features
you want to copy. Right click and press Continue or press the red arrow
in the pop up menu. After that, you can decide
which feature to copy around. I'm going to use this
arc at the moment. If you haven't already, you
may need to press Escape and close the tool to add a circle in the center of
your desired copies. After selecting
your circle or arc, faint versions of your
selections will be shown. Changing the number in
the first input box will change how many
copies there are. Next input field should say
360 degrees as a default. This can be changed
to whatever you like below 360 degrees. And the number of copies
will be evenly distant around the center circle for the amount of
angle inputted. So if I reduce the amount of
triangles I have hit to ten, so there's a bit of
space between them. And then I change it to 180, you'll see that it is only occupying 180 degrees
of this radius. If I change it to 250, you can see that it's
going 250 degrees around this center circle. The reason you can't go
above 360 degrees is because once you've hit 360 degrees, you've
done a full circle. It's okay in the menu to confirm the location
of these copies. Once again, you
can quickly change how the circular tool functions using the dimension
that appears with it, and this will work the
same as if you were doing it inside the pop up menu. That covers all of
the tools within the two D sketch environment used to create and
manipulate lines. As mentioned earlier,
the next lesson will inform you in
regards to sketch constraints similar to
the mirror constraint we have already seen. I look
forward to seeing you there.
14. 5.1 Dimensional and Geometric Constraints: Hello, and welcome
to the next portion of the course where we'll be going over the
sketch constraints available to you in inventor. And some scenarios, you may find the constraints
used for length. The constraints can be
found inside of sketches. So if you make your way
inside of a sketch, and here you'll see
the constraint tab at the top in our tool bar. And each of these buttons
inside this tab obviously is a different tool that can be used play around
with constraints. Personally, the way
I see constraints is as rules that certain parts
of geometry must follow. This means that when you make a change to your sketch
design later on, the rest of the part will remain similar to your
original design idea. Constraints inventor you
to control the behavior and relationships between
components in a design, geometry and sketches and
parts within assemblies. Constraints are a key aspect
of creating accurate, reliable designs that makes
specific requirements. The types of constraints we
have available to use within sketches and parts are geometric and
dimensional constraints. Other mating and
fixing constraints can be found in the assembly
portion of this software, which I will talk about
in later lessons. To begin with, the geometric constraints are used to control the relative position and orientation of components
within a design. For example, you might use a coincident constraint to ensure that two components
are aligned exactly. I'll just show you
how that one works. This here is the coincident
constraint at the very top, the first of this grid here, and I'm going to
select the end of that line in the
center of this circle, and now they can coincide
with one another. And when I move
it around, you'll see that they remain coincident. Other very useful
constraint tools include the parallel constraint, which is this one here just
underneath the last one. And if I select my two
lines, they remain parallel. And now I cannot make that not parallel without
breaking the constraint. And you'll see that
it's adaptive, too. So everything updates together to make sure your
rules still work, even with your design changes. And that's why it's so important
to make sure you apply your constraints before you
make edits to your design. When working with
geometric constraints, you can highlight
lines and you can see the symbol for the
constraint is shown. Working with geometric
constraints, after highlighting geometry, symbols appear displaying what constraints are
currently affecting it. As you can see here, I've
got a parallel constraint, and that matches
this one at the top. Outside of geometric
constraints, we also have dimensional
constraints, and dimensional constraints
are used to control the size and shape of
components within a design. For example, you might use a distance dimension
to control the size of a part or a radius dimension to control the shape of
a curved surface. By using constraints,
you can create designs that behave in a predictable
and consistent way, even when you make
changes to the design. This makes it easier
to iterate and refine your designs and helps to ensure that your designs
are always accurate, reliable, and meet all of
your design requirements. To quickly show you how the
dimentical constraint works, you can click on the
dimension button at the top here or press D
to get to your hockey. After that, you can
click on the geometry, and a dimension will be
created between them. Now you can press a
scape to come out of it, and now you just know how far away it is or you can double click back into it and then change the number
inside the field. This isn't just used to measure the distance between
your geometry. You can also use it to edit the distance between
your geometry. As you can see, look,
I just went from nine mil to 15 mil
between these two lines. And I can also
control the size of this circle if I
decide to put it 30, it now cannot change size. If I put down another circle, you'll see that I can
easily change its size. Very important to
constrain your models, and it ensures that the pre
existing design requirements set by clients remain in place throughout
the design process. So even throughout
the multiple changes the model is bound
to go through, all of the important
relationships remain consistent. For this reason,
adding constraints roughout your sketches
helps to keep them flexible as only
the important parts of the sketch remain true, while the rest of it
is free to modify.
15. 5.2 The Dimension Command and Tips: Welcome back. In this lesson, we're going to be covering
the dimension command and diving into its capability. To do so, you'll need to be in the two D sketch environment. In the last lesson, I explain
the different types of constraints and general
uses for the constraints. Before I talk on each specific constraint tool and its use, it's important that I
teach you about the most versatile of constraint
tools, the dimension tool. This is not only used to pull dimensions from
your sketch geometry, but it's secondary use
within a sketch is to set the distance
relative to geometry, also known as a
dimensional constraint. In order to access
the dimension tool, you can click the
tool at the top here or you can press the hot
key D for faster access. Now, before I start
using this tool, I'm just going to
quickly put down some geometry that I
can influence with it. Hee, I've drawn myself
a little face here, and I'll use that with
the dimension command to get a better understanding
of its function. So, like I said, before the
dimension tool is at the top, or use Hotkey D
for faster access. When using the tool, press
an element such as a line or a point and then place the dimension nearby
to change its size. So now I've placed it
down with my first click, I can change it with my input. Keep the dimension
close and in a place that clearly represents what
it is that it's measuring. This is for your own ease. So as you can see, this clearly represents that this line
here is 25 millimeters. But if I decide that I'm
going to take this dimension, just throw it really far away, really far away to exaggerate my it becomes difficult to
know what it's being used for. So ensure that you always
keep it nice and tidy, and I like to center them too. To move them around, you can click on the number and hold and then move it around. After closing the input
menu for the dimension that appears once you
create your dimension, you can double click back into the dimension to open
up the input field. From here, you can make
whatever changes you like. To constrain a certain distance between two pieces of geometry, select the tool and then
target the two elements. So I'm going to choos the
top and bottom line here. A dimension will appear
between the two. Now place the dimension
where you want it, and from there, you can
change the distance. Now you can see I've made
the head a bit longer. Oh, I can bring it back down to be the same
size and square shape. As you can see, when these lines have a dimension between them, their distance between
each other is constant, even when moving
the edges around. So you see I'm just going
to try and move it around. The shape remains rigid. This is better displayed if
I only have one constraint, and now you'll see that I'm
able to move it around, but the 20 stays constant. Using multiple
dimensions together helps to easily locate geometry. I'll show you what
I mean by this now. I've drawn a simple square
using the rectangle tool, and I've dimensioned it how big it is to fully
define the size. So now it's fully defined,
it will not change shape, and I can also make
sure it doesn't move by centering it around
this datum point. And as you can see, once I get all my
dimensions in there, this outside line has now become black rather than the blue for these
unconstrained one. Shows that these lines are fully defined and completely
constrained. No more constraints can
be applied to this, and you shouldn't
need to either, as they will no longer be
able to move as they're locked in place due to all the rules that have
been applied to them. Using dimensions is
useful to ensure its length and width don't
alter as we make changes. So let's say I wanted a square frame with the
bar down the center. So I'll use the offset tool to give the edges
some thickness, and then I'll draw the bar through the center
of the square. In order for me to have
this bar dead center, I would need to take
the overall width, take away the thickness
of the center bar, and then divide the remaining by two for an even distance
either side of the bar. That feels very long winded
and takes too much time. The quicker, smarter
way of doing this is to fully utilize dimensions
and driven dimensions. A driven dimension
is only there to measure a distance and will
change with the geometry, not enforcing any rules. So as you can see, I've changed this 228 driven dimension,
and I can now alter. And it will change in accordance with how big
that line has become. I can then change it back
to a normal dimension, and I can start
changing it again. You'll see that when it
is a driven dimension, you can't make changes, the
input field is grade out. So in order for us to utilize driven dimensions to get
this center bar central, we're going to place
two dimensions either side of our bar, and one of which is going
to be a driven dimension. And you'll see that it's
automatically becoming a driven dimension due to the sketch becoming
overconstrained. Driven dimensions have these
brackets around the number. Now we have a driven dimension
on one side of the bar, and we can dimension
the opposite side. You will see that the
bar still isn't central. What we need to do from here is use some more of that
dimension tool functionality. Select your normal dimension, and when the input menu appears, select your driven
dimension. Like so. What this does is tells this dimension to be equal
to the selected one. You can see that this dimension that I have open is called D eight and the driven
dimension is called D nine. These are pre created
names in the menu, and you can change
the name of them if you really want so once you've input this dimensions
name into the input field, it can and will change to a number where both sides
of the bar are equal, as this is the only way both
dimensions can coexist. Thus putting our bar right in the center with minimal
time and calculations. And there you go, you
got eight millther side, but I've done it wrong, and
I went to the wrong line. So I'll quickly
show you that again so that you can see how much faster it is to use the driven dimension
technique to get it central. So here's my normal
one, and then my driven one will
automatically generate, and then I open my
normal dimension, click on my driven
one, press Enter, and then you'll see that this
bar has been centralized. Nice and easy. And very
little map involved. This isn't the only use
for the dim tool, though. It can be used to set distances between elements,
as you just saw, and also change the
size of elements, too, such as line length,
circle diameters, arc radion much more. Just to demonstrate
that, here's a circle, and then we can change
the size of it. We can also change where the circles located using
the center point, and we can easily
manipulate its location. As you can see, the
same applies to arcs, so I'll quickly put one down. And you'll see that I can change the radius of this arc to ten, and then the same again
with the center point, I can just constrain it
to another relative area. If you ever need
to change the size of geometry, don't delete it. Add a dimension, and then
change that dimension. Not only is this
quicker, it also locks the element at
the specified value, meaning it won't
change, and there will be less errors
in your sketch. Using the dimension tool on angled lines such as this one, ensure that your cursor is close to the line
when you click again because this creates a dimension that measures the overall
length of your line. If I pull too far away, you'll see that the dimension actually appears
without me clicking. And that is the overall
vertical height of this line and the overall
horizontal width of this line. And this just demonstrates
the many different ways that the dimension tool can be
used even on stain elements. So if you want to get the
overall dimension, remember, don't pull too far
away and click nearby, and then we can
just place it where we need it and
edit as we please.
16. 5.3 Geometric Constraint Tools: Hello and welcome
back. In this lesson, we'll be going over the first of the geometric constraints. For us to do that, we're
going to need to be in the two D sketching
environment. So once again, we're
going to start a two D sketch at the top there. The first geometric
constraint of the 12 available tools up here is the coincident constraint, and this is found in the top tool bar
under the sketch tab, much like the rest of the tools we've been learning
about previously. The coincident
constraint will have two selected elements
coincide with one another, meaning there will same place. This remains a fact even when
the sketch is moved about. So here I'll put in some
geometry to show you that. I've selected the
constraint tool at the top, and then I'll select the nodes either side of these lines, and you will see
they will coincide, and I'll just do it with
the middle of this one. And now you can see
the three lines. Even when my sketch
is being moved, the rules will still apply. Now, like I just showed you, the way to use this constraint
tool is to select it from the top and then click on the two elements that
you wish to target. Find that with all
the constraint tools, you'll need a minimum
of two elements in your workspace, much
like these two lines. And without them, there isn't enough geometry to
relate to one another. After selecting your elements, they should connect with
one another and are represented as small
yellow squares. They will remain this way until the constraint is removed. The way to remove a
constraint is easy. Simply click the
yellow square and you will see your
constraints pop up. Your selected constraint will be highlighted in
this red color. So I'm going to left click it, and then press delete,
and now you'll see that both of those
constraints are gone. Covers coincident constraint. The next constraint tool is
the colinear constraint. And this is used to align the angle of one line with
another line's angle. And that's found just next
to the previous constraint. And this works not
through nodes, but through lines this
time and will ensure that all the lines selected will
have a consistent angle. And if I decide to change
the angle of that, you'll see the other one changes with it and they remain in line. As you saw before, the lines may connect after the
constraint is applied, but this doesn't mean
they need to stay connected for the
constraint to remain. The lines can be
on the same angle and also be nowhere
near each other. A bit like that. Only
constraints between certain geometry will result in a permanent yellow square. The way to access the
square for something like this is to click on the line that you
targeted beforehand. Now your constraints
will appear. You can click on
it and then press delete and your constraint
will be removed. You see that they're
no longer collinear. Moving on, we next find the
concentric constraint tool, and this tool is used to align the centers of circles and arcs. To use it, press the tool and select the two curved elements. But for us to start using this, we're going to need some
curved elements already down. So I'll just throw down
some circles and arcs. This way we can
constrain properly. So the concentric
constraint tool is used to align the centers
of circles and arcs. To use it, press on the tool at the top here to the right
of our previous one. After that, select your
two different curves. So I'll set this
circle and this arc, and you'll see both the center dots right
here or center marks will now be aligned and will remain aligned no matter
what changes you make to it. The same effect can be created with the coincident constraint. Our first tool, using the concentric constraint
that we have just used, we can click on the
two curved elements to align their center points. Whereas using the
coincident constraint, we can simply coincide the two center points and
achieve the same effect. Knowing multiple ways to do the same thing proves
to be very useful, especially in Cat as not everything tends to work out the way that
you'd like it to. So having a second option I
find is extremely useful. This constraint is
useful when creating circular parts of which require a consistent thickness
all the way around, such as circlps and rollers, because you know
the circle centers will always be aligned, meaning there is less chance of on to the next constraint tool, we have the fixing constraint, and that is represented as
this lock at the very top. What this one does
is it just locks whatever element you're using in the selected
position that it is in. This can be lines and points, and you'll find
the fixed lines or fully defined lines turn black. So if I click on that and just select something
real quick, you'll notice the whole line turns black because it
is now fixed in place. Once again, you can click on your constrained element
and your constraints will show up as these
small symbols by the side of the line and you'll see here that I have the lock. Fully constrained lines
means that they don't require any more dimensions or constraints and
will not move. Using the fixed constraint is the quickest way to
fully define geometry. Other ways include
using dimensions and constraints to relate
elements to one another. To delete a line with multiple
constraints acting on it, you need to select the
line and then select the constraint symbol that pops up to delete
just the constraint. Once again, elected constraint
glows red, as you can see, and I'll just select delete, and now it is no
longer constrained, it can be moved around. That's the fixing constraint. It's a pretty basic one and
self explaining, really. After that, we have the
parallel constraint, and this is found
on the next row down the very furthest on the left in the
middle row here. This is pretty
straightforward one. Click the tool and then
select the two lines that you want to be parallel
and remain that way. Like that. This is a good
tool for ensuring that your sketch stays a rectangle
shape after sketch edits. So, I'm changing the angle, and they remain parallel
to one another. The next tool that we
have available to us is the perpendicular
constraint tool. And once again, this requires
multiple lines to use and is the opposite to the
previous parallel constraint. Because instead of making lines flow in the same
direction as each other, this tool ensures
there is always a 90 degree angle
between the two of them. What makes constraints so
great is that it allows a sketch to update
correctly upon changes. This means that even when one of these lines
changes angle, the other will update to become
perpendicular once again. So I'll just show
you that by using this perpendicular
constraint the same way as I have
with all the others. I'll change the angle of a
line if it would let me. I'll do that using another line. I'm going to fix
that line in place. And now you'll see
that no matter what angle I change
this bigger line to, the other one will
remain perpendicular. After the perpendicular
constraint, we have the horizontal
constraint. Any line that this is
applied to will update to be horizontal and will no
longer change angle. A horizontal line is a
line that flows from left to right at zero
degrees, dead level. Onto our next tool, which is
also a very similar tool, and that is the vertical
constraint tool. And guess what this
does. You guess any line that is selected with this constraint applied to it will stand up vertically
and remain that way. A vertical line
flows from top to bottom at a dead 90 degrees. That about covers those two
rather simple constraints. Next, we're going
to have a look at the tangent constraint. This works through selecting
curve geometry and possibly a line or another
piece of curve geometry. Apply the tangent constraint, you'll select your
curved edge to begin with and then
select any other element, including lines or
other curve elements. So as you can see, I've got a tangential constraint on
this circle and this line. And when I move
this circle around, it grows smaller as I get
closer and bigger as I get further away to ensure that it remains in contact
with that line. Alternatively, I'll
select the same circle again and another one, and you'll see that this
one's actually grown in size so that we get that
tangential constraint. No matter what I
do, these circles remain in contact
with one another. I'll just clear the
workspace so that the next constraints I show you are a little bit easier
to demonstrate. To fully understand
what a tangent will do, I'm going to lock a
circle in place and then tangentially constrain
a line to a circle. This line will
remain attached to the circle unless it is
no longer long enough. Nonetheless, if this
line was to carry on, it will always touch
the edge of the circle. So if you lock yourself a
circle like this and create a tangential
constraint to it with this line and then begin
to move the line around, you should begin to
get an understanding of what a tangential
constraint is. I only recommend doing this for somebody who doesn't quite
understand what it is. Anyone who understands
what a tangent is shouldn't need to do this. The next constraint is the
smooth G two constraint, and this one I'm going
to skip as it requires the use of a splintal and we haven't touched
on that just yet. After we have the
symmetrical constraint, and this is the constraint that is made when geometry
is mirrored. The constraint itself is
what's responsible for updating the mirror image
when the original is altered. So if I create a miror line here and then I'll
highlight it and turn it into a construction line just so that we know that
it is a mirror line. I'm also going to lock it in place using the
fixing constraint. The way to apply a constraint
of this type is to have a mirror line pre created
for your target lines. This mirror line could
be one you made for this constraint or
a preexisting line. If you do happen to create
a line for this job, make sure to highlight it and format the line as a
construction line. This is so the
mirror line doesn't interfere with any
of your other tools. After selecting your tool, or symmetrical constraint, select your first and
then second line. After this, select
your mirror line of which you want your two
elements to be symmetric about. The two symmetrical lines will always share the same angle
from the mirror line, but in opposite directions. So I'll just show you
that with lines as well. Once again, you're
going to click your two elements
that you wish to be symmetric and
the mirror line, but they will be
symmetric around. So as I change the
angle of this line, you'll see the other
one changes angle also. Alternatively, I also did
it with these circles, and I'll just quickly delete
the fixing constraint. And now you'll see that
when I move this circle, they remain symmetrical
to one another, and that is the same for everything including
size and position. The last of the constraints
that I would like to touch on is known as the
equal constraint, and it is a very
useful one, too. For me to explain this properly, I'm just going to
clear my area and put down two lines,
nice and simple. I'm also going to
dimension these lines with driven constraints so that
they can change size, and this will update with it. This isn't the case for
normal constraints, as you can see, it's
just moving the line. Anyway, the way to use the equal constraint
tool is to select the tool and apply
the constraint to two elements in which you
want to be the same size. So I'll click this
line at the top first, the 176 millimeters long line. And then this one below after. And you'll see that the bigger
line has shrunk down to 161 millimeters after the equal constraint
has been applied. This can be used for line
lengths for circle diameters. I'll just show you that
quickly. There you go. And this can also be used
for the radius on arcs, which is very similar
to the circle. So after applying the
constraint to two, you'll see that the
radius dimension is equal across both of them. When selected, you'll see the equal constraint
applied to them. And what's good
about this, as with every constraint is that it
will update simultaneously. So using these constraints in conjunction with one
another can create very powerful dynamics which massively speed
up your workflow. So I very much recommend
making a habit of using them.
17. 5.4 Fully Defined Sketches: As you may or may not know now, before consuming a
sketch to make models, it's a good habit to
fully define the sketch. Fully defining a sketch
turns all the geometry into black lines that cannot be altered by dragging
geometry about. As this. As you can see, all the lines are black, and
I can't just drag it around. This is what we're going to be covering throughout this lesson. So if a sketch is
not fully defined, you may experience issues such as underconstrained
sketches, which can make it difficult to create accurate designs since your geometry will keep changing as you carry
on working in the file. To fully define the sketch, each piece of
geometry needs to be dimensioned or constrained
relative to one another. To fully define the sketch, each piece of geometry
needs to be dimensioned or constrained relative to
another piece of geometry. Once your sketch
is fully defined, you might find that
a change is needed. So how can you change it after defining everything already? Make changes to fully
defined geometry, you'll need to change
input in one of the already created
dimensional constraints. In order for me to demonstrate how to edit a fully
defined sketch, we're first going
to fully define the simple square sketch. As you can see, all the
lines are now black, and each side has
been given a value. Not only has each side
been given a value, but the square has also been located around the datum point. And as you can see,
when I make changes, this dimension from this
edge of the square to the center here or the datum
point moves in accordance. So so once your sketch is
fully defined like this, you might find that
a change is needed. So how can you change it after defining
everything already? To make changes to
fully defined geometry, you'll need to change
an input in one of the already created
dimensional constraints. And you'll do this by
double clicking in and changing that number, as
I've shown you before. Changed figure will also need to be congruent with the
rest of the design. Otherwise, the sketch
simply won't change. In other words, the change you're trying to make
needs to be possible while the other
dimensional constraints you're not editing
are active, too. So it would be impossible for me to have a ten in this
dimension over here, as well as a 20 on this side, as that would go against
the rules in place or the constraints in place that keep this
square a square, such as these parallel
constraints here or perpendicular
constraints here also. A fully defined sketch in autodesk inventor refers
to a sketch that has enough constraints applied
to it so that the size and shape of the sketch
are completely determined. A fully defined sketch has
no degrees of freedom, meaning that all
of its dimensions and relationships have been specified and cannot be changed without violating the
current constraints. To fully define a sketch before
turning it into a model, the entire sketch must be dimensioned and
constrained relatively. This process can take quite a while and proves to be quite meticulously when done manual
on rather complex projects. The quickest way to fully define a sketch is to use the
automatic constraints. So I'm going to
quickly, once again, just put together
a bit of a mess of shapes and then I'll fully define it so that it can
no longer be changed. So now that I have
my complex shape, it would be quite a long and
arduous process to go and manually change all of these dimensions that I can
find here, as you can see. But instead of me doing that, I'm going to escape out,
delete these dimensions. And now I'm going to use the
automatic Constraints tool. Automatic constraints
in Autodesk inventor are constraints that
are automatically applied to your
sketches based on the relationships between the elements that you
have already drawn. When you draw a line or
a circle, for example, inventor will automatically
apply constraints to control the size and the
shape of the sketch. After these dimensions
have been generated, you may find that there
are far too many. So feel free to delete a few of the unnecessary dimensions to free up some wiggle room
within your design. In order for you to apply
your automatic constraints, come to the constraints
tab at the top and click this dimension icon with
the lightning bit above it. After highlighting your
sketch, press Apply. And as you'll see, far
too many dimensions, and it's not very clean. So like I said,
feel free to delete any dimensions to free up some wiggle room
in your design. Right now, I
shouldn't be able to move the design around too much. As you can see, I'm just changing where
it is placed right now rather than changing
the size of it. But if I was to delete a
few of these dimensions, you'll start to see that the design is a bit
more malleable, but I'm just going
to reapply them. So now that I can't just drag the lines around, you
might be wondering, how can I regain the ability to once again drag
these lines around? In order for you to
do this, you're going to use the relax
Constraints button. And that's found within these constraints settings
under Relax. Simply tick on the Enable
Relax mode box and press Okay, and you'll now be in relax mode. And as you can see, I can once again make changes to the
design just by dragging. Although I don't
recommend doing this, I always recommend
changing designs by editing the dimension field. As this is a lot more
accurate and you have a better idea of what's going on, this is still good to know. Relax mode and
inventor allows you to temporarily suspend
the constraints that are applied
to your sketches. This is useful when you
want to experiment with different design options or make changes to your sketches without affecting the constraints. When in relax mode, you can move and modify
your sketches freely, and the constraint
will not be enforced. Once you're finished
making changes, you can exit relax mode, and the previously
created constraints will be reapplied
to your sketches. So while in relax mode, after dragging any of the
sketch components around, the constraints actually
change with it, meaning that once I go
back out of relax mode, all of these dimensional
constraints will have updated to fit
the new sketch. All of the pre
created dimensional constraints will have now
updated to fit the new sketch. In general, the
goal when creating sketches in inventor is to
make them fully defined. This can be quickly achieved using the automatic constraints. When using the
automatic constraints, ensure that the
design is exactly how you would like it
before doing so. By using automatic constraints, you can fully lock your sketch and no longer have to worry about it changing for reasons outside of your comprehension. This is nice as a beginner, since things might
be happening in your files that you don't
fully understand yet. Therefore, automatically
constraining the sketches, thus locking it proves to be useful and a
smart thing to do.
18. 5.5 Constraints Assignment: So now we have a
general understanding of how most of the
constraints work. We need to solidify what
we have just learned. I've made a worksheet based
off of one I found online. Download the worksheet and
work through each section. Each section uses a
different constraint tool, and some use multiple of them. The top rectangle is the one that you'll be editing,
and that's this one here. And the rectangle below is what yours should turn out like. This worksheet shouldn't
take too long, but don't worry if it
does take you while, as sometimes it can be hard
to get your head around. So quickly work through that and join me in
the next lesson of the course where we
will begin turning our sketches into
three D objects. Now, for those who might be struggling with the
constraint worksheet, I'm actually going to work
through it right now just as a guide for you in case you don't quite
understand what to do. So as I said before, the bottom one is
how it should look. I've written that here, and the top ones
we're working on. So we're going to make
this line perpendicular. And for that, we'll use the perpendicular
constraint tool and just click the two lines. Done. Moving on. Make all
three of these lines parallel. You'll see, these
are all parallel. It might not turn out
exactly the same, but all the lines
will be parallel. So we'll take the
parallel constraint tool, and we'll use that twice
on all three lines. So now we're going
to connect all these circles via a tangent. And once again,
we're going to use the tangent constraint tool. And just click on
on the circles, and that brings
them all together. This uses the same tool
again, but this time, instead of using it
on multiple circles, it's just using it on
lines and circles. Moving down to the next line. Now we're going
to make the lines coincident with
the circle center. And as you can see, this should form some kind of X
through the center there, but as I said before, it's not was going to do
exactly like that. We'll use the
coincident constraint, select our line, and
then the circle center. And then once again,
and there we go. Making all the
circles concentric, we'll use the concentric
constraint tool. As see, it's quite
self explanatory. You should be able to
do this on your own, but don't worry if you
can't the lines colinear, using the colinear constraint. You can always hover
over the constraints to learn the name of
it, as you can see. And now all those
lines have become one. Making the lines horizontal. Use the horizontal
constraint, just like that. Same again for the
vertical lines. Make sure that when you're
clicking on the lines, you're clicking on
the lines itself, not any of the nodes,
like this green.in the middle or this green
dot at the very end. You want the lines to
do it, not the nodes. On this one, we're going to make all the angles
of the triangle equal, and we're going to use
the equal constraint. And what this will do is it
will equal out the lengths, therefore, equaling
out the angles. I've just realized I've
got a spelling mistake, but I'm sure you get the point, making the circles
equal in diameter, once again, using the
equal constraint. And I've got the driven
dimensions here to show you that it's
500 millimeters. And last but not least, we're going to make
the circle centers all lined on the
horizontal plane. And the way we're
going to do this is using the horizontal to. I'm just gonna click
on the circle centers. And now you can see if
I just draw a line. They're all aligned
horizontally. And that should be all of them. You guys do that yourself, and when you're done, we'll
move on to the next lesson.
19. 6.1 Extruding and Revolving: Hello, and welcome to the
next lesson in this course. This lesson will go over
the three D creation tools available and how
each of them works. Throughout this lesson, you
may find that my explanation isn't enough for you to fully
grasp how each tool works. If you do find yourself running into this problem, first off, sorry that I didn't
provide a good enough explanation for
you to understand. But secondly, you can hover over any tool and press F one. What this will do
it will take you to the official Autodesk
inventor help page where you can
find more information about the program provided
by Autodesk themselves. You shouldn't have
to do that, but it's best you know in
the worst case scenario. Anyway, let's begin
learning these tools by creating a simple sketch
such as a rectangle. For a sketch to be converted
into a three D object, the shape cannot have any breaks in it all the way around. This creates what's known
as a closed loop sketch. After this, you can
exit your sketch by clicking the big green tick
at the end of your tool bar. The sketch will zoom out and change angle once you've exited. The tool bar at the top, has now changed to the
three D model tab. The first tool in the
tab is the extrude tool. Upon selecting this tool, it will automatically select your rectangle as it's
the only viable sketch. If there are more than
one closed loop sketches, then you will click the tool
and be made to select which of the sketches you wish to
convert into a three D model. Once you have decided
which shape to extrude, a pop up menu will appear
containing all of your options. These four orange
icons symbolize the direction you're adding
your third dimension in. The first two buttons, the first one known as default, and the second one
known as flipped, are both opposite direction. The third button equally
extrudes in both directions, leaving the original sketch in the center of the
newly created body. The final button here, is
similar to the third one, extruding in both directions, but this one gives you
control over how far it extends in either direction, providing great functionality. So as you can see, with the body that's
being created here, I just make that a bit
bigger so you can see. Over here on the right is
where I did my sketch. And with the first direction,
it comes out this way. You can flip it, so it
goes the other way. My sketch is now on this side, as you can see with
that little yellow dot because that was part of it. Then we can choose
the symmetrical one, and it went 25 out this way. And 25 mill out that way. And lastly, the most versatile of them is the asymmetrical. And now you can see
that it's coming 50 milli, and on the other side, it's 25 milli, leaving your sketch in a somewhat
central position. For now, we're not going to touch on the
advanced properties, so I'll just close
that window for you. You can name what this
body will be called. Typically, I'll just leave it as the default name, though. After you've decided what the
body is going to look like, you can just press
Okay, and there it is. It's been created. Now that covers the majority of
the extruding tool. For me to demonstrate
the next tool, the revolve tool, I'll need
to delete our extruded body. For me to revert back
to our original sketch, I'll look towards the model tree on the left hand
side of the screen. I'll right click
that first extrusion and come down to delete. I'll make sure to also uncheck this consumed sketches
and features tick box. This ensures that the sketch isn't deleted along
with our body. As you can see, there's our original
sketch steal with it. Leaving the box ticked will delete the sketch and
the body together. So, now that we have
our best sketch again, we can move along to our
next three D creation tool, and that is the revolve found just to the
right of the extrude. The revolve tool takes a
closed loop from a sketch and then revolves it around
a selected line ins sketch, producing a curved
outer edge body. Use this tool, select
the sketch desired, or, like I said before, if there is only one
closed loop available, it will automatically select it, as you can see, with this
blue hue in the center. Once our profile
has been selected, we can then move on to
selecting our axis. Axis will be a line which could be part of the sketch or
even separate from it. To use this tool,
select the sketch desired and then select a
line to revolve around. Using a line that's part of the revolving shape will create a shape with no
gap in the middle. Was selecting a line that's a distance from
the chosen shape, creates a rotation with an
empty space in the center. I'll just quickly
show you that now. And I'll just draw
a separate line. For us to revolve around,
and as you can see, I've created a bit of a
taurus or doughnut shape, which has a hollow center. After creating any of
these frilly features, you can double click on the
feature in the model true, and that will reopen
this pop up menu. When revolving,
you're not limited to full 360 degree rotations. A full rotation is default, but can be changed
by input in a degree below 360 degrees
in the pop up menu. The way to do that is
simply click inside this input field and then change it to whatever
number it might be. And now you'll see I've
got a 200 degree tan rather than your typical 360. Similar to the extrude tool, we can also change the
direction that it might go, even using symmetrically
and asymmetrically again. Ing the number inside of
this input field will limit how far the shape
rotates by your input amount. Now, that covers
everything to do with the extrude and revolved tool, and we'll cover more of these
tools in the next lesson.
20. 6.2 Further Create Tools: Hi, and welcome back. The next tool along
used for creating three D bodies is
the sweep tool. The sweep tool
requires the use of not one but two
different sketch planes. One of which will contain
the closed loop sketch, which we have already talked
about in the last lesson, and the second sketch,
which you can think of as a rail guiding the
shape along a set path. Start off by creating
a shape with a closed loop on
any sketch plane. I'm just going to
keep it simple with a rectangle with a
semicircle at the top. Sure that the datum point is in the center
of your profile. This makes things a lot
easier down the line. Exit out of this
sketch and then start drawing on a plane
that is perpendicular. So perpendicular is a
90 degree turn away. So I'll be selecting this one. Since my sketch is on
the X and Y plane, I'll be selecting
this Y and Z plane. So the reason that we centered
around our datum point before is because
now because now we can start drawing
from our datum point. So this perpendicular
plane will be the guide rail in which the
original profile will follow. So we'll start off
straight to show what that's and then we'll
add in some curves. And you'll see that when I'm adding these curves
in with the arc tool, I'm looking for this tangent
constraint just to appear. And this will ensure that once the profile
has been created, it will be a smooth
and continuous shape. Now you have a
sketch and a rail. Click the sweep
tool after exiting out your sketch.
Here's a sweep to. To begin with, select your shape sketch and
then select your rail. Press Okay on the pop up menu
and confirm your new body. Now you can drag the view cube from the top right
to see the body you've formed from different
angles or use an F like me. As I mentioned before,
the rail doesn't have to be completely straight
and can take turns. It can also follow
a curved path, too. Avoid taking sharp
turns such as 90 degree turns as this will either fail to create or will look very odd. And that's why when
I was creating this sketch three on
my second sketch, I ensured that they all had tangential constraints
between them as this kept the flow nice. That just about covers
the sweep tool, so I'll delete all of that. And then we can move
on to the loft tool. And the loft tool works
similarly to the sweep command. This tool creates a body
between the two sketches with closed loop smoothly transitioning from
one to another, meaning you can use two
different sketch shape profiles rather than one shape
profile and a guide rail. So we'll start off centering around our data
point once again. It's not as important
with this tool, but still a good habit. So we'll start with a
20 by 15 rectangle. Then we need to start create
in our second sketch. So for the loft command to work, you're going to
need two sketches. Start by create in your
original rectangular sketch, and then we need to sketch
offset from our original. To achieve this,
do the following. Head to the model tree and
open the origin folder. Here you will find three
planes and three axes. And a center point.
The three planes you see here are the planes shown to you when you click Start sketch in an
empty workspace. Hover over each plane and find which one has
your sketch on it. Once you've figured
this out, right click this plane and select
the visibility option. Now this plane is visible. So now we have our sketch
and the visible plane. We're now going to create a second plane in which
we can then sketch on. Look at your toolbar and locate the plane button at the top. Press the drop down menu and select the first
offset from plane. Now, click your sketches
plane and input a value of how far away
your sketch will be. Start a two D sketch on your newly created plane and
create a different shape. I'm going to do the circle. After you've done
this, exit the sketch. Now all your
sketches are set up. Click the of tool and
select the two sketches. Press Okay or enter to confirm. And now you should
have a shape that is transitioning between
the two sketches, changing from a
circle to a square. To tidy this up, select
the two visible planes in your model tree and right click them to make them visible. You don't need to
do this one by one. You can click your first one, hold Control, and then
select your second one. And then when you right click and change the
visibility of one, both of which will disappear as they were both highlighted. Alternatively, I'll just
turn these back on. Alternatively, the
hot key to change the visibility of
elements is selecting your desired elements
and then both holding Alt and V together
targling the visibility. So I'll just highlight my selected planes
and then Alt and V, and they turn off immediately. These are the very basics
for the loft and sweep to, as you can create
very dynamic shapes using these techniques
with rails. But since this is
only the basics course meant for beginners, I don't feel it's necessary for you to be learning
about that just yet. With that, we'll move to the
next tool along our toolbar, which will be the
Emboss command. This tool creates
extrusions into a solid body of which share
the same shape as text. Now, you might be thinking,
What's stopping me from using the extrude
tool to achieve this? The reason for that is
because the extrude tool creates totally
straight extrusions, whereas the Emboss tool allows you to wrap the lettering
to a curved face, making for a more
professional look. Also, to use the extrude tool, you would need to sketch
the letters yourself using line tools rather
than just typing it in. So this is a lot easier as
well as a lot more functional. In order to use
the emboss tool to extrude into a curved face, you're going to need a curved solid body available to you. So start by selecting a
sketch plane and then sketching a square and
revolving it. Like so. After that, find your way
to the model tree and open the origin folder
again and change the visibility of one
of the origin planes. I'm going to use the X and Y, as it actually cuts
through my piece, unlike this piece that doesn't go straight
through the center, and this one isn't facing
the way I would like. Remember that selecting and pressing dV does this
nice and quickly. Now, using the offset from plane tool found in the
plane drop down box, click your origin plane
and input a value to offset the plane to the
tangent of your curved edge. Alternatively, if you don't know the distance between the
tangent and your origin plane, we can use the
tangent to surface and parallel to plane tool in order to create
a sketch plane on the tangent of
this curve body. To begin with, we'll
click the curved edge, and then we'll click our
original origin plane. And now you'll see that
we have quickly created a sketch plane on the
tangent of this circle. I'm going to hide
the visibility of our original plane as
we no longer need that. And now we just have
a tangential plane. Now, start a sketch on
your newest plane and find the text command and then type something in the
borders of your shape. So textal and I'll come in the middle and I'll
just type in something. I'm going to make this
text a bit bigger. That might be a
little bit too big. Here we go. After
you're done typing, exit the text editor and
move your text into place. You can use dimensions to
get specific with this, although for now, I don't
think that's necessary. So now your text is
smaller than your body. Exit the sketch and
press the embostol. Start by selecting your text, and now you have
your text selected to the side of the
desired outcome is a slight step in
or out of the body and click on the
corresponding burn in the menu that popped up. So as you can see here, this creates a slight extrusion
out of the body. This burn will create a
engravement into the face, meaning it slightly cuts in, and this button is a
mixture of the two. In the pop up menu, we
can change the depth. And we can also select this
button to wrap to face. Now, this is necessary. When we're clicking
on a curved body. And now you'll see
that after I've selected all my
options and pressed o, the text has been embossed
to the curved face. I can double click into
the emboss feature within the model tree and change whatever features I like.
So I'll make it cut in. Or alternatively, I can make it come out ten times further. As you can see, you can create some
pretty cool effects here. Mess around with this
feature settings by double clicking the emboss
feature in your model tree. Now you can tinker with
the settings and the mode within the popup menu and get
it in a way that you like. Make sure that you press Enter afterwards to change
the settings. Now, that covers most of
the create tools so far, and we'll carry on talking about the other ones
in the next lesson.
21. 6.3 Understanding Consumed Sketches: Hello, and welcome back. In this lesson, we're
just going to be going over the consumed sketches, which I have spoke
about recently, but we're going to go into
detail here just shortly. So after creating
features from sketches, the sketch itself
disappears and is then replaced with a
feature in the model tree. As you can see, we currently got a sketch on the
left hand side, and once we extrude it and press okay, it's been consumed. Our sketch is now consumed
by this extrusion feature. Pressing the plus
icon on your feature, you'll discover that the
sketch is actually still accessible and available to
edit with a double click. When the sketch is found
under the feature, it is known as consumed. Consumed sketches
and Autodesk invenna are sketches that are used
to create three D models. When a sketch is consumed, it is no longer editable
as a standalone sketch. And any changes to this
sketch will be carried forward into your
previously created feature. And here's an example of
that. Consumed sketches can also be used to create complex models by using them as the basis for
multiple features. For example, you might use
a single sketch to create multiple extruded features or to create a series of
revolved features. In order to use one sketch
for multiple features, you need to first consume it with your first
feature of choice, and upon doing this, refine the sketch in the drop
down and make it visible. Now the sketch will
remain visible, and even after using the
three D modeling tool, it will grant you the ability to once again use another one. Overall, consuming
sketches is a key part of the modeling process in Inventor and allows you to build
up complex designs. During the buildup
of your model, it proves very helpful to accurately rename
sketches accordingly, because the last thing you
want to be doing is furiously clicking into one sketch after another, looking
for the correct one. This is especially true when dealing with complex models
with lots of features. In order to keep
things well organized, I recommend naming sketches
and features accordingly. This is pretty difficult
to remember to do, and I tend to forget
to do it myself. But like I said, extremely useful and you should get
in the habit of doing it. That covers everything to
do with consumed sketches.
22. 6.4 Automatic Hole Command: Hello, and welcome back. Throughout this lesson,
we're going to solely cover the automatic Hull command
and its many uses. So as you may or may
not already know, the automatic hull command is extremely useful and
allows you to create holes in your model at sizes and lengths that you'll find
in a real world scenario, such as fabrication,
manufacturing, and other forms of production. In order for us
to use this tool, we're going to need a
three D body already down. So I'll just quickly make
a simple rectangular body. So now that we have our body, we can now select
the whole tool. After selecting the whole tool, you can then place
the center point of your hole on
any flat surface. This can be placed freely, or it can be placed using
construction lines. Holes placed using
construction lines will typically be more accurate. The hole tool will snap
the node at the end of lines allowing for
an accurate placement. Once your hole position
has been chosen, a hole will be
created in the model. You're not done yet, though, as you've only placed the hole, and you'll see the pop
up menu appear again. If the pop up menu
hasn't appeared for you, double click into the feature
within the model tree. Within the pop up menu,
you have the choice to switch between the
different hole types, including simple holes,
clearance holes, tap holes. Tapered taped holes. The most commonly used hole
tool in my experience, is the tapped hole tool, as you can automatically
insert, say, a H sized hole without
the need to account for how big the hole will be
if the thread was in there. This makes creating
accurately sized holes in a real world environment
quick and easy. You should also take a look
at the other hole types, especially if you
find yourself using other not so simple holes
within your line of work. Now, I'll show you the
tapped hole options, and that's this
third button here. So select that option from the four buttons at the
top of the pop up menu. Below those buttons are
the seating options, and the seat is used for the fastener being
fitted into the hole. A countersink screw might
need a tapered seat to allow for a flush finish
once the screw is tightened. For that case, you'd select
the counter sint option. The other options create a slightly wider and
shallower hole, followed by your
actual hole size. I'll show you that here. You'll see that my seating
hasn't showed up just yet, because with this red
imation mark at the bottom, you'll see that the value needs to be bigger
than the hole. So I'll just make that bigger, and it should then
appear in our model. Now, that's a bit too big,
so I'll make it like that. And now you'll see we
have our tapered hole, and then with the other holes, I'll show you the
other seating method, and we'll just use
the clearance gap. So the red is six. And if you hover over the
red exclamation mark, you'll actually see
the value of which the hole is taken up and what
it needs to be bigger than. So mines that 4.917 number,
so I'll make it five mil. You can also increase the
depth of these holes, and that's done using
this input field here. I'll do that five again. It changes five
to ten so you can easier see. So
there's our seating. If I come around and create some more holes and take
away the seating options, we're left with just
our thread options. And your whole type in the
threads part of the menu, refers to the different standards
available in the world. Choose the one you
would typically use. If you don't know which to use, use the ISO standards as that as the
international standards. After selecting your
type of standard, you can come to the
next box below, and this is the box that
will decide the size, and this one is obvious. So since we're using
a tapped hole, this is M 6m7m8. This will change the size of the hole, but don't
worry too much. As within Autodesk inventor, rather than creating
an actual thread, it more or less paints an image of a thread
around the hole. As you can see, it may look
like there's a thread there, but it's actually
just painted arm, which you can see
from certain angles. The only reason you would change this setting is to
make annotate in the hole using a whole dimension easier during the
annotating process. Another niche part of
this tool is you're actually enabled to change
the direction of the thread, allowing you for
left hand threads. Once again, I don't find
this too useful, though. If I open up the holes again, we can move down into
the behavior section, and you'll see three
or more buttons at the top of this section. Each of these defines how you will change the depth of
your hole being created. The first is the most
simple and is inputted by your distance manually using your input field
to the bottom here. The next button will
automatically create the hole all the way through
the part to its very edge. And here you'll
see at the bottom, only the length of thread
can be decided here. So if I make that five, you'll see that the hole goes
all the way through, but the thread is
only five mileep. The final option here
is the two option, allowing you to select a face to be the limit for the
depth of your hole. So upon selecting this option, you'll be prompted
to select the face. Your hole will so if my
hole starts on this side, I want it to reach that side, you'll see that it goes
all the way through. The final section of the bottom, if I come to this
distance command, helps define the
length of the hole, the length of the thread within the hole and the drill point. Input your desired value into the field to change
the properties. And that just about covers everything to do
with the hole tool. So now we'll talk
about the filllet tool and have a very versatile
command in the next lesson.
23. 6.5 Modifying a 3D Model: Hello, and welcome back
in today's lesson. We're going to be
covering more of the features used to modify
your three D models. And to begin with,
we're going to start with the Fillet tool found just next
to the whole tool that we covered in
the last lesson. So after selecting
your Fillet tool, you are greeted
with a pop up menu, and here you can input your radius for the fillets
that you'd like to create. Once your radius has been
added into your field, you can select your model edges that you'd like the
radius to be applied to. What this will do
is turn them into smooth curves rather
than hard corners. Also known as fillets.
When using this tool, ensure that all of
your radius are selected at once to
keep your model tree tidy and to ensure that all your fillets are
neatly under one feature. You see that when I select
this fillet one on the edge, all these fillets
are shown at once. Whereas if I was to just
click here one by one, come back to the
fillet and do that, it would also be slower,
but as you can see, I'll have multiple fillets under multiple features,
and we don't want that. We want it nice and tidy. Have all your fillets of the same size under
the same feature. This also means once they're
all the same feature, you can change all their
sizes at the same time, too. I can make them all one, and I don't have
to click through all the features
like I showed you before to change them all. And that would also
take a lot of time. So it's something else to
talk about and fill in, if I just make the bigger
again so I can show you. If for some reason, select a line, you don't
actually want to be filleted, you can hold down
the Shift button, and then the blue line that shows where the line would
have been before the fillet, and that actually
unselects the fillet. So hold Shift and
click the easy. After that, it should return
to its former pointy edge. This tool is not the only
way you can create a fillet. A fillet can be created
using a sketch, too, and I'll show
you how to do that. I'll delete these fillets, too, so that you don't
get confused between them and also the
holes while I'm at it. So, to create a fillet
in another way, you can use the sketch tool. So start a sketch
on a flat face or a plane in line with the edge
that you'd like to round, draw the radius onto the corners after you've decided how far that you'd like
the radius to be. So I would like this to be five mill deep and then
five mil deep. Now, if I place a
circle that's in line with both of these, and trim it, I can now extrude this profile in the corner
all the way to the end, using the two command on
the extrude, this one here. And then press Okay.
And then I'm given exactly the same feature as if I was using the
fillet command. The only difference with
this is that I'd have to go into the sketch to
make any changes to it. And also, it's not as quick. It's not as easy. So make sure you're using
the fillet command. Only reason I will show
you how to do that using the sketch tool is
because it may be more useful to you if you
find yourself working on more complex models where the fill command isn't working quite the way
you'd like it to. The next tool is a similar one, and that is the Shafer tool, and works in a similar way. Because it is a similar feature and it can also only
target model edges. To use the tool, select the Shafer tool and
input your distance, then click on the edge that
you'd like to set back. The distance value you
input defines how far from the original point
your cut begins and ends, and I'll show you
that with a sketch. So as you can see, that's five mile either side
from the original. You might find that having equidistant chamfers
aren't very versatile, so I'm not going to show you how to create an
uneven chamfer, too. Double click into your Shamfa in the model tree to reveal
the pop up menu once again. Click on the bottom most button among these
three on the very left. Now you're presented
with not one but two different input fields which control the vertical and horizontal distance
on your chamfer. So I'm going to make this 110, and that one can remain at two. And now you'll see that
I have an uneven chamfer with two mill at the
top and ten mil down. We can always alternate these two if it didn't come out
the way you'd like it to. And this type of chamfer is just a lot more
versatile and allows a lot more control
than what you're used to using using
the equidistant one. That covers just
about everything to do with the Shampa tool, and we'll move along
to the next tool that we have available to us. And that is known
as the shell tool. And this can be used to
hollow out your part, leaving just its
walls and the base. This is great for creating
containers of sorts. So to use it, start
by clicking on the shell tool found
underneath the hamper tool. And before selecting a face, change the thickness
in the input field. You'll see the ghost box
inside your part changed size. This faint image displays what area of your part
is being hollowed out. So change your thickness to
edit the wall's thickness. So I'm just gonna make this
two, that seems a bit better. When you have it set
up how you'd like it, click a face on your model. Now, you should see your parts inside removed and a wall
remaining around it. Three buttons inside
the pop up menu. I used to change
where the walls are located in relation to
the original model. So the original option, we're cutting out of the inside and leaving some remaining. With this second option, original model is the
hollowed out area, and walls have been applied to the outside using the
thickness command. And the bottom option
is a bit of both. So if we're using a
ten mil thickness, we will have five mil of our
original model remaining, and that is that
blue rectangle here, and then five mill
created on the outside. Out of these three options, I'm always going to use
the inside command as our original model
stays the same shape, and it simply just takes a
cut out nice and quickly. Very simple to use and simple
to understand that way. No need to faff around
with the other settings. The next tool is the draft tool, and is used to create a similar sloping effect to
the Shafer tool. The draft tool is used by
selecting two different faces. The draft tool will slope away from the
first selected face, this top one on the selected
second face, this side. And I'll just changed this to 50 degrees so you can get a better idea of what
you're looking at. Clicking on the pull
direction arrows, this red and black arrow in the pop up menu will
swap from cutting into the model like that into adding onto the model,
like it originally was. And you can interchange this for however you'd like the
model to turn out. The draft angle, as I've
already showed you, can be changed in
this input field. And once again, you
can just type in whatever number you'd like to get the model
how you would like. Alternatively, you can drag this orange arrow to create
an angle that you would like. As you can see in the
input field here, it does move an
increment of five. So if you want it to
get very precise, you could do 42.5 degrees, but that's only possible
using the input field. I typically type in the angle of the draft,
so it's precise, but pulling on the arrow can be well used in situations
where you know how you want the model
to look rather than its exact angle and dimension.
That covers the draft. We can now move on
to the next tool, and that is the
thread tool if we move to the top of the
modified section once again. And this tool is used to create a thread image on your model. But for us to use this,
we need a circular face. So I'm just going to
create a cylinder. The thread image is
applied to curve faces and cannot be
applied to flat faces. As you can see, I
clip the flat face, and it's just applying
to the curve form. And like I said
before, what this does is it simply just paints on the image of a
thread and doesn't actually change anything about your model, only how it looks. Besides adding the thread
visual to your model, the drawings created showing
the thread will also have an incomplete
circle on the drawings, which is exactly how
a thread should be represented on a
engineering drawing. So the main practical use for you using this thread
tool is to make sure your later
produced drawings are accurately
representing your model. Use the thread tool,
your model will need a circular body for
the thread to be applied to, similar to a bolt. After clicking the
thread tool and selecting your circle geometry, use the pop up menu
to change the threads athetics including the
designation and handedness. Below these are more
important behavior tools which affect the
depth of the thread, which is how long
the thread will be applied to and the
offset of the thread, which refers to the
amount of material between the threads beginning
and the end of the body. The small orange button
next to your depth input is a toggle for full
length threads. Next tool that we have is the
thicken slash Offset tool. And this works similarly
to the offset tool in the two D sketch environment we covered in previous lessons. Using this tool and
selecting a face then shows the dotted green
line offset from the body, signifying the size of the
body extra to be created. So that's one mil extra created. If I change it to 50, you'll get a better idea
of what's going on. This doesn't only
work on flat faces. This can also work on curved
faces, as you can see here. After input in the
amount of thickness that you'd like to
be added or cut, this can be changed
from creating material to cutting
it by changing the direction inside of the Boolean section
within the pop up menu. For the next tool, I'm going to skip to the Delete Face tool. This tool deletes a face
or faces on your model. I've never needed to
use this tool before, and don't think you
should have to either. Click on the Delete
Face tool and then select the face that
you want to delete it. After doing so, you should be able to see inside your model, and a very thin wall
will be created. Like I said, I've never
found a use for this, but feel free to use it
if you find it necessary.
24. 6.6 Quickly Editing with Direct Edit: So now we've covered a
bunch of the create tools. We'll move away to a much better and much more versatile tool known as the direct Edit tool. This command right
here is amazing for making changes on the fly
to pre existing designs. I very much encourage you to learn the ins and
outs of this tool. If you work in an environment where people give feedback on designs and you
need to immediately change the model
in multiple ways. So for us to use
this, once again, we're going to need an
actual model to work with. And I'm going to make this one a little
bit more complex as it's a very useful tool and can probably make use of all
these strange shapes. So here's my shape. And to use a direct edit tool, would find it at the top here. And unlike the other tools, this one doesn't
have a pop up menu. This one has this sort
of strange options menu. To activate the
direct edit features, you're going to need to
click the direct button at the right hand side of your modified tab alarm at the top. Now, a bunch of buttons are going to appear of your model. Each of these buttons
on the top row represents five of the
different modes available. Move size, scale,
rotate, and delete. So it's basically like
five tools in one. From these five, I believe four of them are very
useful to most people, and two of which I couldn't
live without. Guess what? The delete one is
useless, again, as we can delete objects in many other ways than
using this tool. So, the most used modes
here is the move command. Now after choosing move, you can select faces, edges and vertices,
as you can see, by all these little
nodes that appear. Upon selecting your face, you can then pull or
push on the orange arrow extending or
shortening the model. To moving the arrow, a
input field will appear, allowing you to accurately
type your dimension, rather than pulling the arrow
to your desired length. Press Enter to confirm
your direct edit, and remember you can use
the minus numbers, too. So I'm going to use minus
five here and cut that away. Something very much
worth remembering is that the input field does
not appear straight away, and you need to move the arrow ever so slightly
for it to appear. So let's say that I'm met with a model that
needs to be pulled diagonally rather than
a basic X and Y axis. In this situation,
we can make use of the locate button found in the settings of the
tool, and that's it. The locate tool snaps the three axes of arrows
to a model feature, allowing for the
angles and geometry of the model to define how the
direct edit tool functions. So to locate, we need to already have clicked a face or feature, and then we can click
on Loc and select. A different point of axis. So now you'll see it's
not your typical pot Z. We've got some diagonal
axis going on here. And remember, this front face is the one that we currently have selected, and if I move this angle, you'll see that it's
extending outwards in relation to the diagonal location that we
put at the start, and this is where it is
this little silver ball. And that's coming
out 30 degrees or 30 millimeters, and
that's diagonally. So it's not actually coming
out 30 entirely horizontally, but this is just in
relation to the rest. Allows us to move
geometry diagonally. It can also be used to
move a diagonal face vertically or
horizontally without altering its length to do this. You need to select the diagonal face you would like to move. And then locate onto another
face on your axi of choice. So we'll click here. And now, as you can see, the length
of the face isn't changing. It's just moving further away. So get another direct edit tool and also the locate part of it, because it can be very useful and also opens up
a lot of avenues in which you can carry
on using this tool in more and more ways more
than you could ever know. The next mode in the direct
edit tool is the Solis com. Used on a flat face, it functions the same as the
move tool, as you can see. But when used on a
circular or curved face, you can quickly change
the radius sizes. All the tools here function
by selecting faces, pulling the arrow, and
then typing in the number. This technique helps to keep your model dimensions
as round numbers. A common design mistake is
increasing a circular face by 5 millimeters in
order to change from a ten millimeter
circle to a 15 mil. So for me to demonstrate
this properly, I'll draw a ten mil circle. So the problem that
I'm representing here is that we want to take this ten mil
circle to 15 mil. And the way we're
going to use this is added button and the size
mode within the butter. So I'll click the
face I want, and if I want it to be 50 in mill, you make it five
mil bigger, right? Not quite. Because if I
measure this for you, you'll see that the five
mill extension that you've done actually happens
all around the circle. So the original ten
mill that we have here, we get in five mil here, and then we get five
mill at the bottom, too, which actually gives
us a 20 mil circle. See that. And we don't
want a 20 mile circle. So when we are making direct
edits on circular faces, remember that it is being
offset or shall I say, extended on every direction
of the circular face. So you actually
want to put in half the amount that you
expect to put on. This is similar to working with a center love if that's something that
you've done before. That covers the size mode
within the direct edit tool. The next tool within
the direct edit is the scale command, and this one is fairly basic. After choosing scale mode, you can then click the body and alter every length at once. The final size of the body depends on what your
original model is like. Applying a scale
factor of two using this input field will double the size of your
model or two exit. A scale factor of one
remains the same size, and putting in 0.5 will half
the size of your model. And so, a non uniform
option is available here, allowing you to scale the
model set amounts for each axi rather than
one amount for all, that's done with this
dropdown box it. So This is a very
confusing tool to use, and I would recommend
messing around with it if you can't find other ways to create shapes like this, but there are easier ways
using sketches and extrusions. So if we move on to the final part of direct
edit tool to cover, it is the rotate mode, giving you power to make
a face rotate along your chosen point and
then letting the computer regenerate the model with a new design change implement it. So I'm going to turn this circle into a
square real quick. And this should help
show it better. In order to use the rotate mode, you need to select the point
that you'd like to rotate. The point that you
apply the tool to is critical as it becomes the
center point of your rotation. A similar more complex
looking arrow system will appear buffer as it's
just as easy to use. This right here
is used to rotate the chosen feature
in every direction. So once I start messing
around with it, you can see the point that I
selected is now the center of this strange
axis arrow system, and the model can be altered Simply click and drag the slices around, and the model follows. Once again, after pull
in your greeted with the input field box giving you the choice to type
your desired angle. Press Enter to confirm, and the model
automatically updates.
25. 6.7 Pattern Driven Feature Duplication: Hello, and welcome back.
In the previous lesson, we discuss the direct edit tool and all the tools that
come along with that, and that actually
covers everything that I'd like to cover
inside the modifier tab. So now we're done with
the modified tab. We're going to quickly take
a look at the pattern tab. The pattern tab is found two sections over
from the modified tab and contains the
rectangular circular mirror and sketch driven buttons. To begin with, we're going to start with the rectangular tool, and this can take a
shape and then duplicate it across a rectangular
grid pattern. This can be very useful
when adding a feature in multiple places you only need
to create the feature once, and then after that, you can
just duplicate it elsewhere. To use the tool, come to the pattern section and then click on the rectangular button. After that, you're going
to select the feature that it is that you'd
like to duplicate. So now that you've chosen
what you need to duplicate, you now need to define in what direction the item is going to be duplicated and how far away it's
going to be located. The way that we select, which direction is
going to be duplicated, we have these two direction
arrows found in the pop up. After selecting the
direction one arrow, we can then click on one of these vertices or model edges, and you'll see an arrow
has been created. This arrow can be flipped
using the flip button just next to the arrow that
you used to select it. And after selecting it, we can then decide how many copies
we'd like to be made. Currently, there
are two being made. You can see that with
the green frame in place showing where the next
one's going to be created. So I'm going to put
three, and currently, they're all 10
millimeters apart, but this is a 50
millimeter cube. So if I did them 50
millimeters apart, you'll see they line
up quite nicely now. But if you want to
gap, we'll do 75, and now they will
have a 25 milligap. So that's the rectangular
duplication tool. As you see, I've only
got this cube selected. When using these pattern
duplication tools, you can also select
multiple features at once. And this can be done
by holding shift in the model tree or this
can also be done. I just click on the
feature as well, and then press an OK update
all your duplications. Don't forget that there is
a second direction tool. The second direction
button can be used to add yet another ax to
this and is controlled in the same way
with your number of duplications in the
top input field and then the distance
between them. In the bottom. Now
you see I've built up a grid of all these different
features duplicated. This pattern duplication
tool can also be used to duplicate features that aren't adding to the model. So I'm going to select this box that has been
cut away from the model, and I'm going to
choose the direction using the red arrow
underneath the directm one in the pop up menu to
select an axis where I can then duplicate this
box 30 millicross. And now you'll see
I have another cut, so it's not just used
for making mass. It can also be used
to take away mass. Now, everything I just
told you applies to most of these pattern
driven tools. So I just know that they carry
across all of the tools. The only difference
between these is what patterns they follow. Next tool is just another way of creating copies of features. The difference is
whereabouts they're placed. This time, the duplicates will be arranged in a
circular pattern, meaning we are using the
circular pattern tool. And since you know how to
use the rectangular tool, this one should be pretty easy. After clicking on
the circular tool, select the features
you wish to duplicate. So once again, I'm going to click on the cube, none
of the other bits. Now find the second Rad arrow in the pop up menu named
Rotation axes. Found here. Select a model edge
or circular face. Upon doing so, duplicate
wire frame models will appear showing where
they will be placed. You can now mess with
the settings to better suit your needs or
press Enter to confirm. So currently, this
square is rotating six times all the way around
this axis on this circle. So if I just confirm that, you'll see that it's
a bit of a mess. I've actually created
a bit of a star. But if we decide to do this in a way that's a bit more
easy to understand, we'll take all of these little cylinders
that come off it, and we'll rotate it around
the top left cylinder. And now you'll see that we have the same star
pattern because these original four here are all being duplicated in circles around it. So here's the other
four. There's one. You can see one here.
As you can see, it's just been
duplicated a lot of times in a way that's
somewhat confusing. If I change it to
four, there you go. It's a bit easier to understand. Once again, even with
the circular tool, to change how many
duplicates are created, locate the placement
portion of the menu and change the default six
UL to what you want. So I'm going to change
it to two. You also have access to changing how
far around the circle, the copies will be
created by changing the angle of degrees in
the input field below. So if I do 180 now rather than all being created
all the way around, it is only being created
180 degrees around the axi. Like I said, very similar
to the rectangular tool. Next tool, which is the sketch driven
pattern arrangement tool is used in conjunction with a separate sketch to define
where duplicates are placed. Because of this, the tool
is a lot more dynamic, which can make it hard to
incorporate into your workflow. This doesn't mean you
shouldn't try using this tool, as it's very powerful,
which I'll now show you. For you to use this tool, you'll need to begin with a model body already created such as this rectangle or a
feature in the model. That, create a sketch plane on the two D sketch using the point tool to mark
your destinations. So I'm going to delete
these three cylinders and keep these sketches. And then, instead of
having these circles here, I'm going to add points where I'd like my
duplications to be. And I know it's hard to see, but if I highlight them, they go. You'll see that I actually
have a point there. Next tool, which is
the sketch driven pattern arrangement tool is used in conjunction with
a separate sketch to define where
duplicates are placed. Because of this, the tool
is a lot more dynamic, which can make it hard to
incorporate into your workflow. This doesn't mean you
shouldn't try using this tool, as it's very powerful,
which I will now show you. To begin using this tool, you will need a
model body already created or a feature
in your model tree. After that, create
a sketch plan, and on the two D sketch plan, use the point tool to mark your destinations for where
your copies will be placed. The great part about
having the destination specified by a sketch
means you can be precise and pinpoint
exact areas rather than relying on a circular
or rectangular pattern layout for
your features. If you happen to have more than one active
sketch available, you may need to select a
point from the sketch you want to use so I'm just going to use I'm going to turn the visibility on for the sketch that I would like to use. And in this sketch, I have points available to use for me. So I'm going to use
my sketch driven one, and it's already selected
the only visible sketch. And now I can select the features that I
would like to duplicate. And as you can see, it's picked up on the points
that are in the sketch, and the features
are automatically duplicated in place with them. As you just seen, adding another
point to the sketch will automatically update and add the feature there as well
upon exiting the sketch. Now, if you happen to have
two sketches active at once, like I have on this
side and this side, your points won't
automatically be picked up on. So you'll need to
select your feature first and then come to
the placement red arrow, and then we can
select our sketch. After that, it's automatically
picked up on the points, and we can press Okay again. Another advantage to using
this command is that if you decide an edit to the feature
placement is required, you can simply open up
the dot down box in the model tree and double click into the sketch consumed
by this command. Any changes made
inside the sketch will automatically
update in the model after exiting the sketch. Last of the pattern
section is the miratle. And this is exactly the same as using the two D sketch miratle. But rather than using lines in a sketch as
your mirror line, you'll be using model edges or planes in the three
D environment. To begin using the mirrortle, you're going to need to
know what you're going to mirror and where you would like the mirror image to be located. Once you've figured
this out and you know what you want and
where you're going to need to create or to find a plan of which
to mirror around, the mirror line will
be an equal distance from your original
body and its copy. So I'm going to use the
offset from plane tool. And if I want this
cube that I'm going to be duplicated
to be 20 milliway, I'm going to put the plane at ten milliway as this ten mil gap will be duplicated either side. So the way I'm going to do it is click on the mirror tool, and then I'm going
to select all the features I'd like to duplicate. Right click and press
Continue or select the red arrow mirror plane and then select the
plane I've created. Now, you'll see the mirror image created in a green frame. I can then press Okay in the
menu or by right clicking. And you'll see there's my 20 mil gap between them because the plane
is only ten milliway. As you can see. And
all the features on this cube have also
been mirrored across. As you'll see, this is no
longer on the right side, it's on the left, and the same goes for the cutout at the top. Alternatively, we can create mirror images without
using the planes. We can select our features and then come to
our mirror plane. Now, we don't actually have
a plane to choose from. But as you can see,
when I hover over the edges of this cube
or faces of this cube, I can select it, and then that can be used
as our mirror line. Meaning we can create two bodies here that almost look as
if they are connected. Typically, I would
only ever use this for creating copies of features. Once again, the mirror
tool is very easy to use and also very easy to
incorporate into any workflow. So make sure that
you learn it well. It's worth mentioning
that duplicate parts change direction
after being mirrored. So that covers the last of the patent tools, and
in the next section, we'll begin going in depth
in using the planes to get the full use of the
patent tools you just learned about
and a few others.
26. 6.8 Creating Parts from a Drawing: Hello, and welcome back to our first assignment
of the course. In this assignment,
we're going to be going through the
drawings that I have created beforehand and actually recreating them in
Autodesk Inventor. And this should
hopefully help you gain a better understanding of how to not only
read drawings, but also how to
create them yourself. So make sure that you download
the zip file from online. And that will have all of the drawings that we're
using here today. And this is just
a look at some of the drawings or all of the drawings that
we'll be using here. And all these parts
together come together to make your common
workshop vice. Pretty straightforward.
So, like I said, make sure that you
have the drawings downloaded before you start. Now, in order for us to
begin creating our model, we need to start up a part file. And just so you guys know all of the dimensions inside this
drawing are millimeters. Ensure that everything that you're doing is in millimeters. So to begin with, we're
going to start off with this adjustable jaw. And this is one of the more complicated of the
drawings we have here. So, to begin with, we're going to start with
the main bulk of it, and that's going to be the
actual vice part of it. I'm going to select
our rectangle, our central rectangle, known
as the two point center. And I'm just going to create the overall size of the grip. So that's 120 milli by 115, as you'll see on the drawing. So now we have that.
I'm going to press E to quickly move over and extrude. And we can see on the drawing that it's 55 millimeters thick. And that's the
start of our vice. It's very simple to begin with, but we'll crack down into
the details as we go, so don't worry about
that. Trust the process. So now we're gonna
chisel away at the side to start getting
our details in there. As you'll see, I just use
the project geometry bone to give ourselves a
nice edge to our part. That just makes
things a lot easier. So I'm going to use
a rectangle here, and I'm just going to
cut away in this shape, and then I'm going to size it. So I know this is 80
mil and 50 in mil. Now I'm going to extrude this. I'm going to flip it around. I'm going to change it to cut, which it automatically does
when you flip it around, and then I'm going
to select two. Move the model round and
click on the other side, and you'll see
that it's extruded all the way to the up side. Right, click. Okay. And
then we can move along. So now you'll see that
we're building up a little bit of that shape. And we'll just keep
building on that. So we'll do the
length of it now. And to do that, we're going
to start from this face. Once again, projecteometry. It's a very good
habit to start doing. And we're going to be creating a 50 by 50 square off of this. So I like to just put
the square down and then type in everything myself
just easier for me, and I feel like I
have more control. And now I want this
to be central. So rather than figuring out how far everything
needs to be, I'm just going to put
down two dimensions. You'll see that one turns
to a driven dimension, and then I'm going to select
my non one and tell it to be the same size as the
driven one. So D 11. Now you'll see they've
evened out because that's the only way that both the rules can actually work at once. So that's now central,
my 50 by 50 square. I'll extrude once again. And this time, according
to the drawing, this wants to be 220
mil, just like that. So as you can see
on the drawing, there is a hole in the bottom of the
model that you'll see, and this starts just 3
millimeters away from the edge. And once again, we're
going to want to project our geometry
so that we can create the dimension between our new sketched
geometry and our part. We can also see that
this square stretches all the way along to 18
mill away from that, and the 3 millimeters actually assists
all the way around. So we'll just show that.
And now you want to extrude this and flip it as this will turn
it to cut mode, and this cuts into it by
47 on our 50 mil block, leaving us with another
three mill wall, which is just what we want. So, since we're cutting
through it at the moment, we'll do a hole that
goes through it. So we'll need to make our way
to this side of the model, start a sketch on this face, as always, projecting
that geometry. And we'll see that there is
a ten mil diameter hole. Cutting through all the way to this cut that we just made. So I've just got to put that ten mill diameter
hole on there, and now I'm going to locate
it where it needs to be. That's 20 mil, and this wants
to be central once again, so I'll use the same
trick once again. The less thinking
I do, the better. So that ten mill
hole is gonna cut through all the
way to this face. That's that hole, but that's
simply not everything. There's also a bit of
a counter ball to it. So we could have done this
with the hole tool as well, but sometimes with
simpler holes like this, it's just easier
to do it manually. So you'll see that when
I use project geometry, it's actually showed the
hole as well this time, and I can quickly find
the center and then put my 15 mil hole
over the top of it. And we can see that is ten mil deep on the top
view in our drawing. So now we've got a little
bit of a counterbll there. So that just about covers
everything except from the actual vise grip itself and the little protruding pile
we have around our hole. This is a 20 mill diameter, and we're just going
to select that, and we can see on
the top you once again that it's five
mill that it sticks out. Okay, so we're getting
somewhere now. As you start to add in
your different details, it will begin to look
like the actual thing. Something I also recommend
doing for beginners, especially is actually naming
your different extrusions. As this helps keep track of what everything is and
what's going on and can make it a bit easier to
go in there and edit things if you find that you've done something wrong
along the lines. So I believe it's time we start tackling this curved
structure at the top, and I'm going to use M for the measure tool to measure
what we currently have. And it will see we've got 55. All I did was press
M and then select my two face I'd like to measure between, it's just a
quick measurement. So because I have 55, I already know that it is the correct thickness at the top. I now need to know.
How long it is. I can do this again with the M, and I can see that it's 120. So I actually need to cut away from this rather
than add it to it. The bulk of this is
going to be 90 mil. I'm just going to centralize that the same way
as I have been. And now I can use the parts that I didn't
draw to cut away. And according to the draw room, we should only have
15 mil remaining. So if I do two and do
it to here, it says 55. Now I'm just gonna come
in here and do -15. And ensure that you get rid
of the millimeters units, as that can sometimes mess with the system or has done
for me in the past. So there you go. Now
I'm left with 15. Now, the quick way of
creating this curve, rather than coming onto here and then drawing
it in ourself, is just to use the fillet tool. So use the fillet
tool at the very top, you'll see that
the radius is ten, and we're just going to
click on both our sides that need fillet. And now that we've done that,
right, click Okay, done. Nice. So, for the final
parts of our model, we need to add in
our curved edges, as you can see around
here and at the bottom. And then we're also going to
add in our holes, as well. And this is so that we can
secure the jaw to the vice. We'll start with the Phillip
tool once again and just put that big 40 mill
radius on the top there. And then we've got another ten mill radius at the
bottom here, too. And now you're starting to
see it all come together. We'll add our holes in. So we're going to
start sketching that face, project our geometry. And then, rather than putting
a six mill hole in ourself, we're going to use
the whole tool. So we're going to use
the points tool to create our holes rather than
drawing our holes ourselves. So the way we're going to do this is we're just
going to put in some lines that help us define where the points will be.
Just something simple. Anything will work
as long as you end up with the points
in a precise place. So we'll see that it's
25 mil from the side, 25 mil from the side. This wants to be central, and you can see that
it's already got a central constraint on it because it's turned
black straight away. Because I've actually
drawn the line from this green node here rather than this yellow one to
another green one. And that knows that it needs to stay that way and stay central. We'll use our point tool here
and we'll put it in place, and now we'll come
to our whole tool. This should automatically select our points, as you can see. And we can look on
our drawing and see that we have a six hole. So we'll change that
using the size. Then we can change the length
of the hole at the bottom. I set both of these to ten, and that will change
the length of the hole and the amount
of thread in the hole. So now we have an M six hole, ten mill depth, and I'm just
double checking the drawer, and I can see that
that's correct. So okay. And now you'll see
that we've actually got a proper hole with a thread in there rather than just
a blank blind hole. Now, unless I'm
missing anything, that does seem to be
just about everything. So we'll move on
to the next part. Thankfully for
you, our next part should be a little bit easier. So we'll open up
a new part file, make sure that you
control S or file, save your last part. I don't need to. I've
already got it made. And then we'll move
on to our next part. And what we're going
to use or create, should I say, is the handle bar. And this is very easy. So hopefully you shouldn't have any trouble with this one. So we'll start with our sketch, and then we'll put
down our first circle, and that's going to
be six milldiameter. Extrude that out. That's going to be the
overall of 130 mil. Nice and easy. No, I'm going
to use my origin plane. You'll see that when I extruded, I used the symmetric
direction because now that I can use the origin
plane as a mirror plane, something will cover
in the later lessons. So now I'm going to
create a sketch here, project my geometry, eight
mil diameter circle. This wants to go that
direction by five mil. Now, instead of recreating
that on the other side, I'm just going to use
the mirror feature, select my feature, right click, continue, select my
plane, right click. Enter. Brilliant. So now
we're done with that. We won't be needing
that anymore. We'll turn the visibility off. And now we'll pull
out the fill it to set our radius to 1 millimeter, and then we're just going
to select all edges. And just like that,
we've already done it. Okay, so now we've
finished the handle bar. We're going to be moving
on to the fixed jaw. This is another
fairly simple piece. So let's get straight to it. To begin with, we're
going to start a sketch, and we're going to get
our two point rectangle. This is how I start most things. It's just a very easy
way to get going. And we're going to do
120 mil by 38 mil, as this is the main
bulk of our body. Now, what you may
have seen is we switch between these two fields. In order for you to do that,
you need to press tab. So, type in the number you like, and then press tab, type in the number you like.
And there you go. I don't want to place that, though, so I'm
gonna pres escape. Anyway, back to this.
This is our general body. You'll see from the drawer
and that's the size, and then we're going to do a symmetrical
behavior extrusion, and you'll see that
the main bolt of the vice jaw is actually
eight mill thick. Now, what I'm going
to do is I'm going to take away the material
that isn't necessary. So I'm going to start a
sketch, project the geometry, and then create
another rectangle, and I'm going to
make sure that it spans all the way
to the other side. That way, it will
already be constrained. And you'll see that with
the black lines and also these little logos that
appear or icons, shall I say? Now, I'm going to use the
dimension tool by pressing D, and I'm going to select these two lines and make sure that it is three mill between them because that is what
the drawing calls for. Now I'm going to select
the bottom area. Since we already
have our eight mile, we're going to be
taking away filed mill. So that leaves us with
a three mile here. And now, if you look
at the drawing, that looks pretty similar.
We're on the right track. Anyway, onto the holes, we're going to start a
sketch on the front face, and then we're going to
place a construction line. Now, you don't always have to place a actual
construction line. You can just place
a normal line. But if you wanted
to turn it into a construction line,
that is how you do it. You have to highlight
the line and then press on construction at the top here near you
finish a sketch green tick. The reason that you might
want to turn it into a construction line is because when using your
three D model tab, these tools won't work with
the construction line, but not always necessary. Wait. I'm going to select the point tool and
put it on our line, and then I'm going
to dimension them 25 mil away from the edges just
like the drawing calls for. And that should leave us
with a centers of 70. And as you see, there it is. Now, all I'm going
to do is I'm going to put a six mill hole on either of these and press E to extrude both of them
all the way through. So I'm going to select
both of my holes, and then I'm going
to press flipped. This will automatically
turn it to cut. Then you can do two to
go to the other side, or you could just type in a number that's a lot bigger than what
it is you need to do. Make sure there's
nothing behind it because it will cut
through this as well. Anyway. Here we are. That is
the majority of our part. But you'll see that there is a counter sink in the vice jaw. And this just allows for
the head of the screw or bolt to seat nicely and
flush within the vice jaw. So in order for us to do this, we're going to use a chamfer. And we know that the thickness of the material is three mill. So I'm going to put
in three mill here, and then I'm just
going to click on the edges on the correct side, the front side, and
then right click o or alternatively,
okay, in the menu. And now that is our part done. So now that we've
done this part, we're going to move
on to the Vice shaft. And this is the last
of the simpler parts, and we're going to
finish up on one of the more complicated parts
just to finish strong. So, as usual, we're
going to create a new part and begin the same
way we would with a sketch. I can't use a square this time, although I would like to,
we're going to use a circle, and we're going to start
creating this part from the left side
over to the right. And you'll see what I
mean by that in a moment. But it's always a
good idea to have an idea of how you're
going to create a part. So circle on the Daton
point at 15 mil diameter, and now we're going to
extrude this by 50 mil. So that makes it the head of it, and now we're going
to do the rest of it. And what I mean by
the rest of it is this thread length,
notated here. So I'm going to project my geometry as
usual, get a circle, place it in the middle, and
you'll see that it calls for a ten dimension. Now, an ten dimension
for those who do not know is a
ten mil dimension, but it is with a thread on it. And as you may know,
with a thread, have a lot of divots
inside of it, and it's not just
one uniform profile. So the reason it says ten is because it requires
to be threaded. Now, in CAD, you can just
keep it as 10 millimeters, and then we can apply the
thread feature afterwards. So back to creating it, this needs to be 250 mill long. Okay. Brilliant. So that
gives us the main body of it. We're just going to add in
the little details now, starting with the Shamfors. So use the Shampa
tool at the very top and select a small number. I typically use 1.5, and if it isn't specified
on the drawing, then I would also use
1.5 if I was you, and we're just going
to go around and apply the Shafers to all
the areas that need it. But you'll see that I've
made a mistake here, and this one doesn't need it. And once again, just hold shift
and select the blue line, not anything else,
the blue line, and that would take
the feature away. P to finish, and there you go, or you shan't fitter in place. Lastly, or not lastly,
penultimately, we need to create a circle that we can
extrude through this body. Now, you cannot create
a sketch on here, so we need to get
creative with our planes. We will touch on this
later in the course, but for now, just follow along and we'll show
you how it's done. I'm going to use the
origin plane that cuts through the center at
the orientation that I want. I'm then go to start a
sketch on that plane, and here you can press F seven, and that will cut your model
in half through that plane. This isn't necessary, but
definitely clears things up. Go to clip the circle again, and I'm going to put
in a six mil circle. Now, this isn't centralized. It's not even in the right
place. It's nowhere near. So I'm going to
use the dimension tool between the center of the circle and the edge of our shaft so that I
can dimension ten mil. Now, I'm going to take the
overall dimension here. I'm going to project
all the geometry so that I can actually
dimension between them. You'll see this non projected
side, I can't click. That's why it's so important. So the projected side, the yellow edge to the center, and then I'm going to
make that this dimension. So for me to make
it this dimension, I'm just going to click it. You'll see that it's
now called D 11, and that's because this
dimension is called D 11. And then we're
just going to type it and divide it by two. And that will simply
just take this dimension and divide it what? Simple. Anyway, that circle is now in the place
that it needs to be, and we can press E to extrude, and we're going to
do it both ways. This is very important because if you don't
do it both ways, you're just going to
create a hole at one side. I'll just show you how
that works real quick. So look now we've
just got a hole on one side because I started
from the center on this plane, but I only extrude
in one direction. That's why it's
very important to make sure you press
the symmetrical one. This cuts both ways, and then you'll have a hole all
the way through your put. Anyway, that's done
with that plane, so I'm just going to turn
off the visibility there. And last but not least, we're going to go to the
thread tool at the very top, and we're just going
to click it here. You can specify all the
different stuff that you like, but it's not really necessary. You can actually change the length or the
depth of your thread, but this isn't necessary here. We're just going to use the
thread tool, click on that. Okay, and done. Nice and so that
covers that part, and we'll move on
to our final part. Our final part is going
to be the fixed jaw. And like I said, this is
not one of the simple ones, and I'm sure you can figure
that one out for yourself. And the way we're going to start building out this
shape or this object, it's three model is we're going to start with
the main body of it, and then after that,
we're going to move on to the base here, and then we're going to do
this sort of front area, the actual clamping
part of the vice. After that, we'll get into the details of the central part and add it in the holes and the fillets. And
things like that. But like I said before, it's very important to have
a plan of attack. Without it, you'll struggle. So, to start a new part, come to your home, new
standard part in millimeters. I'm going to start a sketch and place down my favorite
two point rectangle. So, the main part of
this body looks to be a combination of all
these numbers here at once. Now, you could calculate
it, add it all together. Or well, first off, you could look at this number here because that is the
combination of all of them, but I'm going to show you
another way of attacking this. So the way that I would do this is I would figure out the
width that it needs to be, and that is 100 shining
on the drawing. And then this is 130
shining on the drawing, but I'm going to show you
how to do it another way. So using the string of numbers that we
pointed out earlier, we can do 15 plus
50 plus 30 plus 35. And then press Enter. And
you'll see that's down to 130. And it's actually using the
function inside of there. Something that is very useful
and cannot be found in many other CAD programs,
I find, anyway. So make the most of that. It makes your life
so much easier. So that's the main body of it. We're going to extrude
symmetrically, and it needs to be 70 mil thick. And that makes the start of
it, and that's our block. We're going to come
to the bottom, and we're going to start
creating our base. The base of it is 130 by ten, and you can assume
that it's going to be centralized around
the block body. So 130 tab, 110, just like that. E to extrude, and
I'm going to select the outer edge of
and then the inner. And on the drawing
this is calling for an eight mil base plate. Okay. So you'll see that we actually started
to get somewhere now, and now we're going to start creating the clamping
part of the voice, and that will go not there. Go delete that sketch. That will go on the front here. So, to begin with, obviously, we're going to project geometry, and then we're going to place
down a two point rectangle, and we know that it's going
to be flushed with the top, so you'll see that I'm putting my cursor on the very
corner and moving it away. Do you see that line being
formed? I haven't drawn that. That's just showing that it's sticking on that
horizontal plane. So create it off the edge
and then move it over here, create it off the edge, and that's just a good
starting point. Now we can dimension it and
become a lot more accurate. You'll see that this
wants to be 35 mil tool, and overall is 120 mil. Now, obviously,
this isn't correct, and we're just going to use
the same trick that I've been using for quite a while a
few times here as well, is we're just going to
take the two edges, except that that's
a driven dimension, and then have them drive one
another. So that's that. We're gonna extrude
it. Make sure that youll all the
rectangles available. Otherwise, you'll only have
half the part being made. And this wants to be ten mil. No, not ten, 15 mil thick. Bank. So now you'll see that we're actually
getting somewhere. To begin with, I
think we're going to tackle the base plate and
add in the details there. So in the drawroom, you'll see that these holes are there to allow the vice to
be bolted down to a table. We need to start a
sketch and create the material for the holes to be put through as they're
not currently there. I'm going to place a point where the hole is going to
be on both sides, and I'm going to dimension it at ten mil away from the edge, and I'm also going
to dimension it so that it is in the center. Once again using the same trick. And then, rather than
doing all this twice, I'm going to create a
mirror line ahead of time and tad it into
a construction line. So that's where our
hole is going to be, and we can see that
the diameter of the material around
the hole is at 18 mil. Now we're going to add in a
whole diameter at eight mil, and you'll see that this isn't
actually connecting to it. So we're going to take a line on the edge of our circle, and we're just going
to bring it in. And we do that on both sides. Now we can use the trim
tool to trim away that. And we're left with
a bit of a tap. Now, you'll see on the
drawing that there is a ten mil radius fillet
connecting the two of them. This is something
we'll tackle after the fact with a three
D model fillet tool. Alternatively, you
could draw it, but it takes a lot
longer to draw things. Now, you may run
into a problem like this where you're extruding
in the wrong direction. As usual, use your
behavior tools or just use two and select the face that you'd like
it to flush up with. Nice and easy that way. Okay.
So, like I said before, we're going to use
our fillet tool, set it to 10
millimeters in radius, and we're going to select
our edges we'd like. And now that is looking
identical to the drawroom, but we only have it on one side. So I'm going to create a plane in the center of our block. Even though we've
already got one now, I'm going to show you another
quick way of doing it. So we're just going
to use the drop down button on the play tool, and we're going to come down to mid plane between two planes. And what this does is it just creates a
center line, really. We're going to select the left and right hand
side of our block, and now we have a central plane. Nice and easy. Click the mirror tool,
select the features. That you'd like to duplicate. Come to the mirror plane arrow, select your mirror plane,
and then press Okay. And now you'll see
that we've got a nice symmetrical part. And you'll find
that when you make changes to mirrored parts, they actually mirror
over as well. So it can become very useful to you if
you're making a lot of changes to parts in your work or wherever
you may be doing it. So now we have the base. We're going to add the holes
into our clamping surface. What we're going to do
is start our sketch, project geometry, and
create a center line. Going to turn this to
a construction line and add our points. Once again, we're going to dimension our points
from the edge. This is going to
be very similar to the jawed part that we did because these parts
are meant to link up. So these features will be
almost exactly the same. This hole can be made using
the hole tool, though. And that's why I've
used two points. So we want a M six hole
with ten mil deep, which is what we
already have selected, so we can just press Okay, and there's our two
holes already created. Remember to double check your work with the
measure tool by pressing M. And just click what it is you'd like
to measure between. This has selected the center of the circle and
the top of this. That is the top and
the bottom done. We just now need to
tackle this middle area. And this is arguably the most confusing part of
it all, but to begin with, we're going to just
create a square that just passes through the
center of this part. So we're going to project
our geometry as per usual, and then we're going to
put down a rectangle. This rectangle wants to
be 50 mil by 50 mil. So now our rectangle is down.
We're going to place it. And once again,
we're just going to use the dimension tools, but to begin with, I'm just
going to drag it up in a place that's a bit more similar to where
it needs to be. This wants to be 50 in
mil from the bottom here and obviously central. And guess what? Going to
do the same thing again. This is why I preach
that you learn how to do this and do
it as often as you can, because it's just so common. So now I'll extrude this
part all the way through. I'm going to use the two
command to be precise rather than cutting
through more than I need. And that is our whole. Now we need to
start building up. Inside of there, but we're gonna have trouble
seeing in there. That's where our F
seven key comes in, and we can cut through to our sketching plane,
nice and easy. We're going to open up the
sketch, press F seven, and then we're going to place
it down another rectangle. Now I'm going to
project my geometry. And here, I'm going to be building up this
part in the middle. So, this chunk calls to be
25 mil wide and 50 mil long. And this sits central. Right, so I'm going to drag this rectangle in a place so it's somewhat near
where it needs to be, and then I'm going
to add my dimensions to once again center it. Just like that. Now we're
going to build up the block, and that wants to be 35
millimeters tall, okay? And then last but not least, we're going to start putting a hole through the
middle for it. Now, what this wants to
be is actually a hexagon. Now, you could draw
a hexagon yourself, but this just takes a long time. So we're actually going
to use the polygon tool. And the way this works
is you select the amount of sides that you want to
put down at the top here. And then we treat
it like a circle. So there's our center, and we're just going
to put anything down because we're going to
dimension it afterwards. So our six sided hexagon will allow us to
put a nut in there. And from here to here, we
want it to be 16 millimeters. We also want it to be flat, so I'm just going
to create an angle here and change it to
zero and delete that. So now I actually have
something that I can use. Now, I'm get a dimension
from the bottom to the center at 20 millimeters and centralize it once again. You'll see there that my hexagon decided that he wanted to tilt, so I'm actually just gonna keep that zero mil dimension
between them. So in the drawing, it says that this wants to be 48 mil deep, which leaves two
mill at the end. And that's just so the insert that we put in there doesn't
pop out at the very end. So the exit hole here wants
to be 14 mill in diameter. So I'm actually going
to click on the face inside of our premade cut, and we're going to
project the geometry and get ourselves a
nice center line. This allows us, I'm going to turn it to
a construction line. This allows us to get the center point of our center line, and we're going to put
down our 14 mill hole and extrude that through
the remaining that we have. And that is two mill in the other direction,
just like that. And that concludes that B one big thing that I'm
actually missing out there, and I'm going to
use the fillt tool. I'm going to change
it to 50 mil radius. I'm just going to put this
curve on the back here, and that brings it all together and makes
it look all nice. That covers all
of the parts that we have for our vice here. And once you've
done all of these, hopefully you can
do it on your own. If not, obviously, you
can just follow through this walk through that
I'm doing here for you. And in the next assignment, we're going to be going through and constraining all these parts together to create a
full vice assembly.
27. 7.1 What's a Plane?: Hello, and welcome
to the next segment of the course revolving
around planes. Here we'll go over
what they are, the different types of planes, and which ones to use to
best suit your application. But first, what is a plane? A plane is a flat two
dimensional surface that can be used as a reference for creating and positioning three D objects. A plane can be created
in several ways, such as by selecting three points in space
by aligning with the face of an existing
three D object or by using predefined planes. Once a plane is created, it can be used as a sketch plane to create two D sketches. Or as a reference plane for positioning and aligning
three D objects. Planes can also be modified
and adjusted as needed. To begin with, you'll find the
plane button at the top of the screen to the left of the patent tools we covered
in the last lesson. By clicking the plane button, you can now place one of the many model features
and sketch lines also. Just select the plane tool and then the geometry you'd
like it to line up to. After selecting the face,
you want it to line up to. You then have the
option of clicking another separate vertice
or by selecting a point. After defining where
the plane will be it should then appear as an orange square within your model space. At the moment, this plane seemed pretty useless because
it's not doing much. To make use of the
plane you've created, start a Toti sketch and click
the newly created plane. Now we have created a sketch an orientation based
off of our model. And with the sketch created, we can apply our three D
creation tools such as Extrude, that we also covered previously. So currently, this
may seem obsolete, as we can simply
start a sketch on the model face rather than needing to place
down a plane first. But the beauty of
having this option to sketch on planes
is that we can now create features at all kinds of funky
angles and directions. How you might be
thinking? Well, click on the drop down box
on the plane bun and take a look at all of
the different ways to define angles and
distances for planes. Because of the sheer amount
of options available, you should always
be able to create a model feature the
way you want it, no matter how peculiar
that angle might be. So to reiterate, before
we dive into these, planes are used to
create sketches. At axes we typically
wouldn't be able to access. And as with all the sketches, we can apply different
creation tools to achieve a variety of results. So if you click on
the dropdown box, you will see the 12
different ways to create a plane using
different model features.
28. 7.2 Origin Planes: In the last lesson
I described what a plane is and why
it should be used. But before we start
creating our own planes, we need to teach ourselves about the non user created planes, which are automatically
created at the start. Previously, in this course, I have actually touched on this, but now we're going to
go into it into detail. So these can be accessed in the model tree on
the left hand side. And if you click the plus
on the origin folder, you can right click any of the planes and change
its visibility. Alternatively, you
can left click to highlight and press
OlTV for the hockey. You can hold shift or control to highlight multiple
planes at once. These three planes
that you find under the origin folder are known
as the origin planes, which are centered around
the yellow datum point within the first
sketch you made. Since your planes are aligned
with this datum point, it makes sense to also align
your sketches with it, too. The reason behind you
doing this is because then your origin planes could then
be used as center lines. So as you can see,
this plane here is in the center of our cube,
and so is this one. And that's because I centered
this cube, originally, if I go to open
the first sketch, it's all centered around
this yellow datum point, which keeps everything
nice and tidy. If I delete this part
and show you what a part looks like that isn't
centered around the datum, So right now, I've created a part that isn't centered
around the datum, and you can see this
because the planes aren't central to the cube, other than this plane, which is based on the
feature I created. So I'll just make sure
that one isn't as well. So for me to align this
part around the datum, we need to edit this
original sketch which is being used to
create this feature. Now written here, we
need this yellow datum to be central to the
rest of this square. So if I change the dimensions of the square to be 20 by 15, after turning off
those origin planes, I can use the dimension tool to select the datum and then
the edge of the square. I can now use the
dimension length and divide it by two to ensure
that it is in the center, and then I can do the same
thing for the other dimension. This ensures that
this data point is central to the rest
of the sketch. And now you'll see after I turn these planes back on that
they are all central. By this one, which means I need to change the
behavior so that it is a symmetrical extrusion rather than coming one way or
the other from the plane. It is now evenly spread. And you'll see I have
center lines all over. And that's the
importance of using origin planes as center lines
around your datum point. So now that we have
centered our origin planes, mirroring features becomes
much easier and faster. As we don't have
to define a plane, we can simply use
what we already have. And I'll show you how
that works real fast. So I can mirror this cut
out to the other side of the cube simply by using our already created planes because they're
centered perfectly.
29. 7.3 Placing and Using Planes: Hello, and welcome
back. So now that we've covered our planes and
our origin planes, we can now get into creating our own using this drop
down at the top. To begin with, once again, I'm going to need a
model to work with. So I'm just going to
quickly throw together a So the first scenario
I had come across while using inventor and
other programs is needing to start to create a sketch
on a curved surface. So I'm actually going to change this so that it is
a curved surface, and then I can properly
show you how that works. So, I'm no longer able to start a sketch on
this curved plane. As you see, it actually
clicked on this flat one at the back because the
curved one isn't an option. If I wanted to extrude
a hole through here, then it's going to be
difficult for me since I'm not actually able to draw
on that surface. So the way that we're going
to start sketching on a curved surface is to create a plane on a tangent
to this surface. To place the plane on the
tangent of the circle's face, you need one of the tangent
tools from the drop down. The tangent to surface and
parallel to plane Optron is easiest to use in combination with the model's origin planes. To create the plane, you're
going to need to change the visibility of
the origin planes, which I showed you in
the previous lesson. Click on all three of them
while holding Control, right click and
then press V. And now you'll see we have
all our planes visible, and we can now go back to our tangent to surface
and parallel to plane. And I can click on the curve
face, as you can see here. And then I'm going to be selecting the plane, it
will be parallel to it. So selecting the
central one will create a parallel plane at the
top or at the bottom. And the same goes for
this vertical plane. It creates it on the side. And after I click, now, you'll see that I've
actually created one after I get rid
of our origin planes. And now I can start a
sketch on the tangent of this curve face and actually
be able to interact with it. This technique is most used by fire when
it comes to planes. Hence why I feel it's
necessary to cover this one first rather than
order of the list. So now that I've done that, I
can move back to the top of the list and start tackling
these in a bit more order. The first in this list is the offset from plane tool and you can create a plane offset
from a flat face on a model. After selecting the tool, choose a face and then input your distance
into the field. This tool can also be used
on another plane as well. As you can see, this
is because flat faces and planes are seen as the same thing in the code
of Autodesk Inventor. This tool can be used
in conjunction with the origin planes to create another way of creating
a tangential plane. I selected my original
origin plane, and then I created an
offset plane from it, the radius of the circle. And now I've got
one on the tangent. So the next plane that
I'd like to cover is called mid plane
between two planes. This does what it says
and creates a plane in the middle of two
planes or faces. Use the tool, select
midplane between two planes, and then click the two faces that you'd like the
center plane for. So if I select these, I'm going to get rid of
the other planes first, actually, just so it's
not so confusing to see. So my midplane
between two planes, I'll then select this
face and my next face. And now you see, I've got a nice center plane
in between the two of them. And that's mainly what I
like to use this one for. Is creating planes in the center as this works perfectly
for mirror and features. Our next commonly
used plane command is the angle to
plane around edge. This tool is used to create an angled or tilted plane on
the edge of a specific face. To create the plane, you
must first select a face, and I'm currently
not able to do this as I don't have a
straight edge anywhere. So once again, I'm
just going to delete what we have and make
a nice simple square, and then I'm going to
put a curved face on it as well for down the line. Here we go. So the angle
to plane around edge tool. This tool is used to create
an angled or tilted plane on the edge of a specific face. To create the plane,
you must first select a face and then
a edge of that face. The plane will be
angled around the edge that you choose. So
I'll select this one. After selecting the edge, you'll be prompted with
a input for the angle. This is currently
set at 90 degrees, and you'll see that
when I move this arrow, the degrees changes
at the same time. It's helpful to move the
arrow so that you know, by adding to this number, the angle of our plane
will move up this way, and by taking away from our input field, it will
move the other way. This isn't necessary,
but helps to get your bearings for what the
plane's actually going to do. So I'll set this at 50 degrees. This isn't the most
commonly used plane tool, but I find that I do use
it every now and then, and it's very useful
to know about. The next tool below is known
as the three points plane, and this isn't used too
often, but it's good to know. In the rare case, you
actually need to use it. This command takes three
points from three corners and then creates a plane
that intersects all three of those points,
as you can see here. This can be used to
create planes at typically different
angles than normal. So right now, I would be able to create
this plane the same way as I did previously
with the angled tool. But what's great
about this tool is I can select a whole range of different ones and come out with a pretty funky angle plane. And that just demonstrates
the versatility of this tool. Our next plane we
have available is the two Cplaner Edges tool.
In the drop down menu. And this is used in a
somewhat similar way, allowing you to define
a plane's angle using models edges
rather than points. So as you just seen, I'll simply select two points or two edges, and the computer
will do the rest, and it will line up the plane across these edges I selected. This tool makes for more predictable and
manageable planes. So due to the nature of a model's edges being
longer than points, this tool makes for
more predictable and manageable plane angles. Like I said, to use
the tool, select it, and then you want to select two edges on your
model. Nice and easy. So if we move along
to our next ones, we have the tangent tools. And once again,
we'll take a look at the tangent to surface
through point tool. And this allows you to create tangential planes
spoken about earlier. To make this tool
work, you're going to select a curved face,
and then a point. Points can be found where lines intersect or at the
centers of lines. The last of the
plane placing tools we are going to touch on is the normal to axis
through point. I know the name doesn't
make too much sense, but if you look at the
picture for this option, it might make a little
bit more sense. Now, to explain where this
tool is most effectively used, you're going to need to
create a sketch with a line in it that's going to be perpendicular to where
your plane will be. So I'm going to start a sketch, and let's say I want a
plane that ends up there. Now your line is placed. You can accurately move it
with the dimension constraint. So I can decide that
I want this to be 135 degrees and then 15
millimeters away from it. Once it's where
you would like it, exit the sketch and then select our plane tool normal
to axis through point. First, you're going to click
on your newly created line, and then after that,
we're going to click on our point at the
end of the line. And then you'll see that
our plane has been created in relation to our sketch
rather than our model. And this means that we
can then just start creating planes basically
anywhere we like, because we can draw
wherever we like, and we're not restricted
by the model's geometry. This type of plane is useful when you get into
three D sketches, something that I may cover in the future if this
course is received well. The remainder of these
plane creation commands can easily be figured
out on your own, now knowing these basics. So once again, I
encourage you to mess around with the commands
you don't yet understand. This is the end of the planes
tools that I'm covering. So therefore, the end of
this portion of the course, and we'll move on
to creating and constraining assemblies
in the next portion.
30. 8.1 Placing Parts into an Assembly: Hello, and welcome to the next
module within this course. In this part, we're going to cover the assembly environment. Now, for us to get in the
assembly environment, on our home screen, we'll
press the new burn, and then this design
here or this icon, these three blocks represents
the assembly environment. I'm going to go with the
standard millimeters. After creating this file here, you can insert your own
parts that you've created and then constrain them
relative to one another. Since this environment
is used to build up multiple of your user created
parts to make an assembly, you're going to need
a few parts already made and saved into a
file that you can access. When in the assembly space, you can access your file
browser by pressing on the place bun at the top
left hand side of the screen. After clicking, your file browser appears in
the middle here, allowing you to navigate
your device's storage. Find the inventor part file you wish to place,
and then click on it. After doing this, you
can then click Open to place it into
the assembly space, or you can double click
the part as I just did. Once the part can be seen
in the assembly space, move your mouse to drag
the largest part of your assembly first and grounding the part
so it cannot move. The way we ground
our part, because now that it's in
the environment, I can just drag it around this isn't something you want when you're linking
everything together. So your biggest part, typically,
you want to ground it. And what grounding does is ensures that the main body
of your assembly does not move and remains in
one consistent place for the constraining phase
of your assembly buildup. Now, the way that
we ground it is we click on it and
I can press G, or you can make your way down to the word ground
it and click it. Pressing G is just
a quick now you'll see that even when you try
to drag it, it won't move. And when you hover your cursor
over the grounded part, there is a pin, as you see, and that is showing
that it is grounded. Grounding a part, much like everything else
in this software, can be achieved
within the model tree using the same method
as I just said. You'll also notice that
there's a black.in brackets to symbolize that a part has been
grounded in the model. Now you know how to place
your own parts into the environment using
the Place tool. We now need to know
how to place in commonly used parts
such as nuts or bolts. Now, firstly, you could
model this yourself and then store these component parts
in a neatly organized folder, but the better way
of going about this is to use the
content center. And the content
center is found in every copy of Autodesk inventor. You may find that yours doesn't have the
content center if you opted out of downloading it when you downloaded inventor
in the first place. But for those of you that
do have the content center, to access the content Center and its many pre created parts, use the drop down menu
found on the place button. Inside of the content center, you have another
tree type storage. This is used to organize
parts among their families. Any standard commonly used parts can be found around these menus, meaning you don't have to waste time modeling it for yourself. And it also means that they will be accurate.
They will be right. If you make it yourself,
there's always the opportunity or the chance
that it will be wrong. So trust what's already there, and it's so much quicker, too. So once you've located what
you want, so I want a bolt, a countersunk bolt,
and I want it to be this standard of
bolt right here. Double click on the put. Now you can see a transparent
version of the pt. Move it where you
would like it to be and then left click again. Upon doing this, a pop
up menu will appear, showing the many variations
for the part you have placed. So now we have different
types for this bolt. We can also look at the
different sizes we have available to us and then the
length of the bolt, as well. So I'll do a ten
bolt at 25 long, and we should get an M ten bolt at 25 millimeters
wide, just like that. And now since we have decided
what sort of bold it is, we can just click
it in as many times as we feel necessary
without having to go through again and select all of our
different variables. Once you've finished putting
down all your bolts, you can right click
and press Okay, and you will then be back to your original mode and
able to drag parts around. The benefit to using the content center parts is
that all the parts are adaptive and can be changed quickly using the pop up menu. Otherwise, we would be
forced into modeling every single variation
for the bolt ourselves. So that covers how to
use the content center, and in the next lesson, we'll start constraining
parts together.
31. 8.2 Assembly Constraint Commands: Hello, and welcome back. In this lesson, we're
going to start going over the assembly
constraint commands, and now we know how to
place in our own parts and the other pre created
parts such as bolts and nuts. We now need to use the
constraint command to create some rules relative to the form factor of each part. So when I say form factor, I'm referring to the size
and the shape of our parts, and it's just a nice
easy way of saying that. To begin using the
constrain command, you're going to want to
click on the Constraint tool at the top of your tool bar and take a look at all these different types of constraints we
have available. The first of the selection
is the make constraint. And as you can see in this
image we have selected, the first face you click will
connect to the second face. So now that I've
selected the Td, you shouldn't have
to select anything. I automatically
selects this mate tod. The first face that I click and the second face connected
to one another. When you hop over the face of your choice with this type
of constraint selected, a cross hair appears, and you can see that
where my cursor is. The arrow protruding from the face signifies
its direction. After selecting your first
and your second face, the connection is made and can be understood
better when looking at the smaller image and
also taking note of the arrow directions when selecting the face
of your models. You'll see in this image the cursor that we had.
I'll show it again. So the cursor next to the
axes that's on my cursor, and then you've also got the
axe that's in the image, and you'll see that these two arrows are
opposing one another. So when I select that,
these two arrows are opposing each
other and connect. Once you've selected the faces that you want to
connect together, and the connection that is being previewed to you looks
how you'd like it, click Okay or apply on the menu. Or alternatively, much like
many of the other tools, you can right click
and press Okay here. If the model hasn't
updated to the changes, ensure that the glasses
box in the menu is ticked. And that can be found just here. And this just shows the preview of what's going to
connect to what? Constraints, similar to
sketches can be found in the model tree under the
part that they're effective. Here you go, you
see the mate that I've created between
these two parts, and that will show up in both of these parts in
the model tree. Here you can right click to suppress and delete
these constraints. And you can also left
click or double left click to change the distance between these two
constrained faces. So I can add a 20 millimeter
gap between the two of them. And now, wherever I move this, that 20 mil gap will
remain the same. Applying multiple constraints
between two parts can begin to overconstrain the model to the point where both requested
constraints cannot be fulfilled at the same time. In this case, an error
message will be displayed. So with my current 20 mil
constraint between here, and then if I also ask for
these two faces to connect, I can do that, but it
stays 20 mil away. So if I try and create the same constraint
again at ten mil, it's going to have a
problem doing that. So this is the error message
that I'm talking about. For this constraint
to be fulfilled, I need to delete
my previous one. And that way, the ten mil
constraint can then take over. So moving back into the
constraint tool itself, the next version of
the mate tool found in this solution tab is known
as the flush constraint. The constrained
parts can still be dragged around after being
mated to one another, but now the parts will act accordingly under the rules
that you have placed on them. Once again, parts that
have been grounded cannot move under any circumstance
other than being ungrounded. To ground parts right cluck the model or name in the
tree and then press G to quick perform the action or find the grounded option in the
menu and simply press that. It's always a good idea to have what I would
call a base part. This is typically
the very foundation the assembly is built on. By grounding this part, the entire assembly
can't be dragged around. Just the underconstrained parts, meaning they need more
constraints to be fully defined, such as this part here,
as I can still drag it around that is underconstrained and need more constrained. So if I'm going to come
to my constraint tool, you can click at the
top here or you can press C for the shortcut, and that's what I've been doing. I'm then going to move to the flush solution in this part. I'm going to make this
face and this face. No, wrong one, this
face and this face. Flush. Right click and Enter. And now you'll see
that these two faces are completely alarm
with each other. And we've also got the
bottom of this pup and the top of this face
flush with one another also, and then the ten millimeter
constraint here. And as I said before, this can all be
found on the left side in your model tree. And from here, changes can be
made for quick alterations. But now you'll see this is no longer able to be dragged
because it has been constrained and secured in all
three axes, the X Y and Z. So the next constraint that
we're going to take a look at is the angle constraint,
and that's this one here. The easiest of the
options to use of these three is the
first of the three. As this only requires two phases of selection and an angle input, the preview is very
helpful ensures that you don't commit to what
could be the wrong command. You may find that you have selected the wrong faces to
achieve your desired outcome. So figure out how
this angle tool works before diving
into the other two, as I still find them
confusing to use. And I've been using this
program for quite a while. Sometimes you may need
to use multiple types of constraints to get the
assembly how you'd like it. So the way that I would use
this angle tool is I'd select the two faces so I'd like
to relative to one another, and currently it's
at zero degrees. So if I set this to 90, I can see that it's
flipped 90 degrees in the anticlockwise direction. And what's so great
about the preview is that it allows us to
see what has happened. I've turned it off. I've changed the angle, and
nothing has changed. So now I don't really have any idea of where
it's going to go. But clicking on the glasses
gives me a good idea. And here you'll see that
I've put a 57 degree or 33 degree constraint
between these two parts. So moving on to the
next constraint tool, this requires you to
have a curved face. So if the model you're
using doesn't have one, open it up by right
clicking and selecting the open and then
create a curved face. Alternatively, you could
open up the content center. Come to the shaft parts
and then bearings. Select any of the options
and place the bearing. It doesn't matter
which you choose. There's all bearings around. Thus, having around face. So I'll press the C hock key to open up the constraint
tools quickly, and then I'll find
the tangent command, which is the third
one along shown as a circle and a rectangle. Once again, choose
your two faces, and with this command, one of which needs to be a curved face. So I'll select this
one and then this one, and you'll see the
previews been created. I'll press o. This part will always remain in
contact with that edge, since it's a
tangential constraint. This command also works
using two curved faces. Our next tool in the
constraint command is called the insert tool. And that's represented it. The insert tool utilizes axes. So when I hover over
parts of the model, a green line and
arrow is depicted while also highlighting the
feature driving the axis. So as you can see, I've
got my green dotted line here with the arrow at the end showing which way
that's flowing, and it's also highlighting
the feature of my model, which is this circular part, which is driving this
axis to be created. After selecting, the
arrow remains visible, further helping you visualize the constraint you're
about to make. Select your second part, and then your preview
will be shown. Right click, press Okay. Then your constraint
has been created. After the constraint
has been created, drag one of the
parts to understand the full range of movement
permitted by this rule. The difference between
these two options in the pop up menu
is fairly simple. Option one opposes the
arrows in your selection, whereas Option two flips
it the other way around. And since we're only
operating on the one axis, whatever you're trying
to achieve can then be achieved within
these two directions. So that covers just about all of the basic constraints
that you have available, and you should be able
to do an awful lot with just that that
I've told you. So now you are equipped with the knowledge required
to constrain any model, no matter how
complicated it may be.
32. 8.3 Constraining Parts to Create an Assembly: Hello, and welcome back. Now that we know how to get into the assembly
environment, how to constrain things, we're now going to take the vice parts that we made before, and we're actually
going to constrain them together and make a vice, as you'll see just hit. And real quick before we start, make sure that you
have downloaded the PDF that shows a
fully assembled vice. That way you can reference this when you're
putting it together. So, let's get started. To begin with, we need to press new and open up a assembly file, and then after that,
we're going to go place, and we're just going to
place down all of our parts. At the same time, I held
control and clipped them all, and then I just pressed Enter, and I could put them
all down at once. And that saves me
going back and forth. It's just a little
bit of a timesaver. So you may see that my parts are colored and look a
bit different to yours, but this shouldn't affect
anything as all I've done is I've changed the
appearance of them using this drop down
menu at the top here. Feel free to do that yourself if it makes it easy for
you to follow along. But anyway, we'll get
straight into it. After that, I've right clicked this main part, and
I've grounded it. You'll see the dot on
the far left side, and that just shows
it's grounded, and I can't move it anymore. So now we're just going
to start building things off of this
main component. Also, we're going to need a
second one of these jaws, so I'm going to
press Control C and Control V and put
another one down. Now, I'm going to attach
this jewel to a fixed block, and I'm going to press C
to get to my constraints, select the backside of this, and that needs to be mating
with the front side of this. Right click and apply. Now I'm going to make these
sides flush at the end. That way, it'll sit on properly. And then I'm going to take the top or the bottom of this lip and make that
to the top of the vice. And now that should sit
on there quite nicely, and you'll also
see that the holes have lined up so we
can put our screws in. Right. Now we're going to do the same thing for
the other jaw. So all the same process again. Now, you'll see this
is upside down, but after I apply my mate there, it sorts itself out, and then
my flush mate at the end. Now that should be on
aligned quite nicely. Now we're going to put
together our handle pieces. So the way for us to do
this is we're actually going to open up the origin
planes for this part, and we're going to
get the central plane and make it visible with right clicking,
opening the menu, and pressing V. Now
I'm going to constrain the central axis through
this whole apply. And now I'm going to select this origin plane and
make it visible, as well. I would like to make these
two origin planes together, meaning that this
bar will always sit central inside of the other bar, since
it is a handle. So, this didn't work by
pressing on the mate solution. So we're going to use
the flush solution, and you'll see it's jumped
over, and that's worked fine. And now you'll see that when
I actually spin this part, the handle follows along with it and also copies its orientation. Now the handles
all put together, we're going to start
putting it together. So to begin with, we need our thread to
oh, no, no, sorry. Before we do that, we're
going to start putting in our content center parts. So come to the top left, drop down menu and place
from content center. I'm going to show you how to get to it from the very start. So we're looking for egg nut. So we're going to fasteners and then nuts. It's a hex nut. And then we're looking
for the Din 1479 nut. This is because it
is a longer nut and is what our vice is
designed to handle. Now we have our nut here, we're going to press left click and our pop up menu
showed up here, allowing us to choose between
our different thread sizes. So our thread on this
bar up here is ten. So we want an ten nut. I'm just going to place one
down and we only need one, so right click and ok.
And that will be that. We've got all we need.
So now we need to put this nut into our
nut shaped hole. The way we're going
to do this once again by pressing C and using our same mate constrain to
just constrain the edges. Now, you'll only have
to do two due to the shape and nature
of this object. So now when I move it around, it will remain in the hole.
Obviously, it can slide out. So now we're gonna take the backside of this
nut and we're going to constrain it to the
back end of our housing. Now when we try to drag it, it shouldn't move anywhere, and that's because it
is fully constrained. It's actually got this little
dot next to it on the part, showing that it's
fully constrained. And that's why being grounded shows the same dot because that is essentially
the same thing. It can no longer move. So now our nut is in there, we're going to use
our content center once again to put in the screws. So now we need to put bolts into the draw in order for
our connection to be made, since we don't actually have these magical connections in real life that will
hold these together. So we're going to go to our
content center once again, and we're going to
come to the fasteners, open up the bolts menu,
countersunk after that. And then we're going to be
looking for the CNS 4558. After that, we're going
to click it down, and that should bring
our pop up menu up. This is a screw at ten mil long. Okay. And we want two of
these. So there they are. And that was a lot faster
than actually going out your way to make it yourself.
And that's why we do that. So we're going to
take this middle axi, and we're going to
do that by pressing constraint and just anywhere
on a curved surface, and you'll select it,
and then we're going to put it into our hole,
the axis in the hole. Now, you will see that the bolt is in the
wrong way round. In order for us to solve this, we're going to come to the
solution and press opposed, and this flips it
around nice and easy. The bolt is now in there. It's on the axis
that it needs to be, but it can slide in and out
and through the material, which obviously
isn't what we want. So, as usual, we're
going to go constrain, and we're going to press
our flush solution, take the face of the bolt and the face of the jaw
and apply there. And now that should be
in there pretty well. And then, of course,
we're just going to do the same thing again
for this other bolt. Now I did forget
that we actually have four of these
bolts to place. So instead of going into
the content center again, I'm just going to copy
and paste this same bolt, and that's just an even
faster way of doing it. So knowing your options is very important because
it allows you to move faster while you're
working. So here we go. I'm just going to
go through and add our constraints in
the same way as we did our first, two, and three. Take your time when
you're doing this, as you'll actually save time in the end if you make
sure you're pressing all the right things rather than trying to be fast
and messing it up. So now we have three
distinct parts, and firstly, we're going to move on to our bar and thread with
the handle through it. This wants to be actually
facing the other way. So a quick way of turning a component around
is by selecting it and we can select the handle of it as well. And
then pressing G. We'll have a little
axis appear here, and we can just grab
the edge right here. You'll see my cursor actually changes as I
move to the edge there, I'm just going to bring it
round and then press escape. And now it's a
little out of whack, but if I just move
this, it should update and be in the position
that it needs to be again. So now it's in a bit more of a similar position to where
we want it to end up. We can then constrain it
into our nut and apply that. And now we want to constrain this very end right
here so that it sits flat against this face So you'll see that it's
not actually in that hole. That's because this hole
isn't in line with this axis. So, in order for us to do that, we're just going to do it the same way as we did
with everything else and just make those two
axes together and apply. So now it's starting to look
like it's coming together, but as you see there, it's moving all over the shop,
and we don't need that. So we're going to
make the top of this to the top of our hole. And now everything lines up
the way that it needs to. And we've got our content center placed parts in there as well, as well as our handle
following around our adjustable part of voice. So that is the
assembly of the voice. To go one step further, we can ensure that these no longer collide
into one another. The way that we're
going to do this is we're going to select
our two jaws here, and we're gonna
press right click and we're going to
enable contact set. So this should stop them from phasing through one
another as you're seeing. But the way for us to
fully activate this, you can see on the pat
tree that the jaws have the contact set enabled with this icon to the
left of their part. But for us to fully
turn on this function, we need to come to inspect and then activate
contact Solver. Now, when I move these
into each other, they won't go past each other. Unless I pull really far and it will just
clip through it. So there you go. That
is how you put together all the parts that
you've already made and create a adjustable
workshop box. So that's everything to
do with this assignment. And in the next
module of the course, we will be moving on to the
drawing section of CAD, and there we can start
putting together our own border and
our own drawings.
33. 9.1 How to Open and Store a Drawing File: Welcome to the next
installment of this course and the next area of the
program that is inventor. That would be the drawing space, and the drawing space is found underneath the assembly
space where we use. Here in the drawing space, you can import the models that you've been making and annotate them easily using the next
set of drafting tools. For the time being,
we're going to set up our own custom border, unlike the standard border. Before learning about the tools. So to get into the
drawing space, you're going to need to open up a drawing file by
pressing new and then selecting a drawing file in the unit of measurement
that you're commonly using. So I've selected
millimeters here. Not all versions of
inventor will have you open a drawing file this way with all these different options has recently changed
in the past few years. This is Autodesk 2023, but older versions will have
four boxes in the homepage. That would simply be part assembly drawing
and presentation. And here you would want to
click on the drawing button. But that is for older
versions of CAT. So upon opening the
drawing template, a standard border is assigned to you based on the
type of standard you picked when
setting up the program at the beginning in
the first lessons. We're going to create
our own unique border in this next this border that
we currently have works if you just want
a drawing quickly and isn't being shown
to any customers. This is because this
drawing border has none of your business
contact information or if you're not
drawing for a business, then you'll want
your own details on the drawing so others can contact you with queries related to the
drawing, if need be. So it's worth noting that
when you save a drawing file, you should save it alongside the part it will be
showing in a folder. This helps keep
everything tidy and ensures that all your files
stay linked correctly. So what I mean by that
is similar to my vice, all of my drawings here. These are my drawing
files are saved alongside all the parts and
my assemblies and my PDF. This is because when all of the files are in
the same folder, they link to each other and can update based
off of one another. Whereas this doesn't happen if they're not in
the same folder. I recommend setting
out project files by grouping all the
parts, assemblies, and drawing files
together, and then adding another folder inside for
copies or superseded files. So here you'll see
I've got old versions or superseded files. And then if I was
going to make copies, I'd just create a new folder and name it copies, and then
I'd save them in there.
34. 9.2 Designing a drawing border (Follow Along): So to begin making
our own border, we need to get rid of this one. To do that, come over
to the model tree and right click and delete
the drawing border. So that's this to
follow and right click and delete,
and that's gone. And you're text in the bottom
right, so that as well. If you can't find these,
you might have to expand the sheet one
at the top here, and then your drawing
border and title block should be able to be
found from there. So now we get to put our newly learned two D sketch commands to use while designing
our drawing border. This should help solidify the knowledge in your
memory while further gaining experience using each
of the two D sketch tools. So before you start
drawing in your border, define the page limits
with a rectangle. And the way we're
going to do that is we're going to start our sketch. Now, it's just going to
immediately work because there's no three D models to select or planes
that we need to select. There is only one place we can start a sketch,
and that is right. So, start your sketch, and we're going to
get a rectangle, and we're just going to define
the edges of our border. And you'll see that the
corners actually do snap so we can snap to
opposite corners here. It does snap easier
when you zoom in, although it doesn't
appear to be snapping on this corner until
I've zoomed in a lot. So make sure you zoom in a lot so that you
can get that snap. Now that we have a rectangle along the border, we can start. So this border
allows us to sketch geometry off of the page
extents as if it were a line, meaning we can snap lines
to the edge of our page. And also, we can find
center points on our page, too, and that's the
screen dot here. So we're going to interact with this using the offset tool. Press the OHC key or select the offset tool
and interact with the rectangular border
you have just drawn. Define your drawing border by clicking or
typing in a value. When doing this,
it's important to keep in mind that
the inner space here is where your model views and dimensions are going to be. So allow lots of room to smut. So here I'd recommend only doing a small border as it leaves
us a lot of working space, I'm going to use 20 mil, and now I'm going to
delete that dimension. Don't worry about
dimensions appearing. After using tools like offset, they'll disappear once you're
done designing our border. Use the dimension tool
to select the height of our bordering rectangle and
create a driven dimension. So here, we're just
going to click that, and we're going
to right click it and make it into a
driven dimension. This dimension is visible to us, so we can use it in formulas so that we can equally
space our drawing zones. But it's not actually driving anything and can be modified. So we're going to sketch
multiple lines of which we will use to break up each
zone in our drawing. Keep these small, but big enough to identify
when you need to. So I'm going to just cut it
down into four zones here, which means I'll
need three lines. I'm going to draw
these at 15 mile. Feel free to do it however
big that you like, and then I'm going
to use the copy tool to just copy and paste
this down a little bit, save me drawing it over and
over again. So three lines. They're not equally spaced right now, and
we've got one, two, three, four areas here
along our left hand side. I am also going to use this locking constraint to
select our outer border. I'm just going to do that
for all the edges here. And this is so that it just
stops running away from us. Now when I drag it, it
should stay in place. So now the lines
are in, we need to equally space them along
the height of our drawing. To do this, we'll write a formula that will
do the maps for us. So I'm going to put in
my dimensions first, but to begin with, I'm gonna press D to get my
dimension tool. I'm just going to pull
these out to the side and line them up nicely
so they're easy to read. And now that all our
dimensions are in here, we can start using these
to equally space them. So we know that each of these areas needs
to be a quarter of our driven dimension or our overall page space on
the right hand side here. So if I click into this
dimension and then use this dimension as
our starting point and then use divided by four, you'll see that it is now at that dimension
divided by four. Now instead of doing this
over and over again, I'm just going to
click on this one because that rule is
already in there, and then I'm just going to
do that for all of them. And this is a driven dimension. So it's already the
correct length anyway. So that's them equally spaced. So now that our vertical
side has been done, we're going to move on
to our horizontal side, and I'm just going to create
four zones there again using exactly the
same technique. Two, three. Three lines, four sections. And this last length here will always be
a driven dimension, as it will already be fully constrained just based
off these three here. But we're going to put it in as a driven dimension
just so we can see the distance here
and ensure that it is equal to the
rest of our zones. And as you can see,
they're all equal now. After doing this,
you're going to have a messy dims everywhere. So take a moment to tig them up and move
them off the paper, similar to how
I've done so here. Now you can carry on doing the same process for the
remaining edges. Or you can make a massive time save using the mirror tool to automatically place the rest. To do this, you're
going to want to create a center line down the
center of the page. This is also going to want to be done from left to right, as
well as up to down. Make sure that the line is in the dead center and
completely straight, as this will affect how the
mirror geometry turns out. The green node on your line indicates the
centers of the line. So if you're creating a line from the center to the center, you know that it is
completely straight. So now your lines are in place. Select the mirror command at
the top and press on all of the lines on one edge or highlight them for a
little bit faster. After that, we're going to then select our mirror
line from the menu, and that is going to
be in our center. Click and Okay, and now you'll see on our
right hand side, we have got the mirror
image of the left, which is a lot more quicker than just drawing them
in like we did before. And as you'll see,
they are just in the same with the top
and bottom side too. Much faster using
the mirror tool, ensure that you learn that and incorporate it into
your workflow. So once you're done
creating your border lines, we can delete these
mirror lines. Feel free to number each zone. So the way we're
going to do this if we're going to use
the text command, and we're just
going to click, and then I'm going to do one, but the one is too small. So we're going to
open it up light our number and change the size. I'm going to do it to ten mil. Now that's a bit more
of a readable size. So now I'm just going to copy that over Control C, Control V. And you'll see that another one has been
created right next to it, and I'm moving it over
to our next zone. And you'll see that there
is a dotted line that is showing that our two text
boxes are actually aligned, which is obviously
exactly what we want. Now I'm going to
change this to two and then copy and paste, again, select the two that has spawned a little higher and then
move it. Make it three. Don't worry if it's not completely in the
center at the moment, as we're going to add some
dimensions afterwards that should help center it up and ensure that
everything's looking nice. Also, just because
there are dotted lines doesn't mean that it is
aligning with the textbox. It could be aligning with, say, lines or other geometry. So ensure that it is
actually lining up to what you want before you let
go and leave it there, just a quick double check
that's worth doing. So now we've got one,
two, three, and four. I'm going to do the same thing along the left and
right hand side. But this time, I'm
going to do A, B, C, and D. And this is
so that I can refer to certain zones as A one. Or B four. Otherwise, with just numbers, it wouldn't be as
easy to understand. So A, I'm gonna make
that capital A. And I'm going to copy this
down using the copy tool, which is a bit quicker, but
nowhere near as precise. I'm just going to
change the numbers. Letters. Right. So now we
want to centralize these. So the way I'm
going to do this is I'm actually just
going to draw a line, and then we should have a
green center node appear, and I'm just going
to eye it really. I'm going to make sure
that this green node here is on that line, and that way, I know
that it is central. Now I know that one's central. I'm just going to draw
a straight line down and move these over
onto the line. You see that I'm actually
clicking on the dot, which is actually
the placement point of this text box
and moving it over. Now when I try to move the text, the line moves with it,
which isn't what we want. So now I know these are
all aligned vertically. This one is aligned centrally. I'm just going to do
the same thing as I did before and align these. You may find it easier
to lock this line, then we can actually
move it side to side, and it will make it
a little bit easier. Now, for the sake
of the tutorial, I'm not going to ensure that these are totally
perfectly center, whereas I recommend that
you do that for yourself, as if you plan to use this drawing border for the
rest of your drawing career, then I'd imagine that
you'd like it to be at least correct or, you know, as close to
perfect as it can be. So now that one's in
a place that I like, I'm going to draw
a line from it to the right at a straight edge. You'll see the two lines that are appearing over
my degrees input, showing that it is a straight
edge when I move my mouse, you'll see they disappear, and they're back again because
it's completely straight. I'm going to lock this
so that it cannot move. And I'm going to put in
my lines here so that I can find the center points
between each of these zones. Now they're there. I'm
going to put my lines here, and you'll see that
two is off center. The threes pretty close, and the four is way
off center also. So now that all our
lines are in place, I'm just going to firstly
drag the place point onto our locked line and
move over the two so that it is somewhat central
and then delete my guide. One's pretty central,
deleting the guide. Three's almost central. Just go to firstly put the place point on the locked
line and then move over. That's close enough for me. Delete that and same
again over here. Now, when you're
done with that, make sure to delete that locked line. And now we have some
nicely spaced zone titles. So the miratal doesn't
work for the text boxes. So if you actually want to title the rest of
these zone edges, then feel free, but for
the sake of the tutorial, I'm going to skip this for now, but I do recommend
that you do this. So now the border is in
the next detail to focus on are the different boxes
you find on these drawings, such as the revisions table to show what revision
the drawing is and the changes made in the revision and who made
the revision on that day. You can add this revision
table anywhere you feel fits on the drawing
border, but just as you know, this is typically found in
the top right corner or along the bottom conjunction with the other drawing details that we'll get onto pretty soon. So I'll be placing mine in
the top right corner just by using a rectangle and then
dimensioning it to size. Always keep in
mind that you need room to have your drawing
and annotations in it, so don't make anything too big. So now my revision box
is a reasonable size. I'm going to separate
the box into four different areas once again. Each area here is for the revision letter that is the date of the drawing change, the initials of the person
who made the change and the description box
in order to make note of the changes that were
made within this revision. Some companies also use a
change number box, too, so if that's you, you're going to need to
add another box also. So same technique
as I used before, and I use a lot because it is
such a powerful technique. So I'm just going
to dimension here, and then I'm going to
ensure that they're all even the same
way as I did before. The potted by four,
and then these are going to be driven
from this one. Easy. And now we have a revision box. So, press T or the text command in order for us to add headers into each box. So I've put down
one of my headers, and I'm going to use
the copy tool in order to ensure that the
headers are in a consistent position
across all of the boxes. So what I've done is I've
selected the textbox, I'm going to press Continue. I'm going to click a
common base point. And this is going
to be the top left of each of our squares. So you'll see that I felt in exactly the same
position because I'm using a
consistent technique. So we've got the revision box, which is where we'll
put our letter in. We're going to
have the date box, which will simply be the date
of the day of the change. Then we're going to
have our notes box, and then we're going to
have our description box. And lastly, we're going
to have our initials box, and this is just so that we can tell who made the changes. Your font appears too big,
unlike what I've got here, then you may want
to double click into the text editor
and change the size of it to allow room for the data that
needs to be inputed. So now that our revision
table is complete, we can move on to the boxes that occupy the bottom line of
our drawing down here. In these boxes, we
have info such as drawing numbers and standard
machining tolerances. I recommend creating a
layout similar to mine here, and I'll just open
one up for you. I recommend creating
one similar to mine here after you've inputted
all of your headers, changing the box
sizes to better fit the info and leave room for these details to be
added in the future, ensure your lines
are aligned to keep your drawing border from looking scruffy and unprofessional. As you can see, this line
here aligns with that one. The title here is
bigger and not aligned as it is the main part of the title block used to
identify the drawing. Don't have to do it in exactly the same way as you see here, but a total of around
about ten boxes should be added here as this is the amount needed
to put in all of these different titles
such as approved by date, drawing by scale, draw a
number title revisions, and this machine intolerance is known. I'm just
going to close that. I'm going to start drawing
in my title block now, and I'm actually going
to open up that PDF and just have it open in my
screen for reference. So I'm going to start
creating this border. I would like the
overall length of this border to be no more than half the
length of my page, which at this point
is just here, and I'm going to
make sure that it is no bigger than 100 tall. That's a good sized
border, in my opinion. And now I'm just gonna use
the rectangle to break this down into smaller boxes. I'm just going to select
nice round numbers. This rectangle's 100 by 50, and just go to rinte
and repeat and create something somewhat similar to what it is that I
showed you before. And if you're following
along at home, I recommend that you copy
something similar to this. This is what I have been using basically
throughout all of my career and has never
done me any wrong. Now I'm moving on to
my title block here, like I showed you before,
and this just doesn't look like a big enough
space for the title block. So rather than start it again, I'm just going to take
this overall length, and I'm going to up it to 500. Then I'm going to
take this rectangle and bring it back down to 100. Now, our title block is looking a little bit of a more
useful size to us. And then I'm going
to make sure to put in this little top box, as well. And that's quite important, and I'll show you
about that later. So now that we have
our ten boxes in, we need to start labeling them. The first box is going to
be the approved B box. And once again, we're
just going to select our text tool at the top or by using the hot key T. I'm going to click
on the top left, and I'm going to type
in approved box. Now I'm going to move this
somewhere appropriate. I'm going to ensure that
the text is big enough. I'm going to set
mine to five mil, still a little bit too small, so I'm going to
go back in there. I go to double it, go ten mil. That's far too big.
So we'll go for 7.5. Still a little bit too big, and I'm going to go and
settle for 6.5 maybe. Yeah, that looks
like a good size, so I'll stick with that. Also, it's a good
practice to ensure that all of the letters
are in uppercase. So turn on your
caps lock for now. And now we have a text box in. We can use the copy tool to keep a consistent position for
these headers because the last one we want is
a header that's here and one that's clipping through there and one that's not quite. One's right in the center.
What we want is a nice, uniform, tidy looking drawing. Since this is an
engineering drawing border, everything needs to
appear professional. So obviously, they're not
all gonna be approved by. I'm going to turn this
one below into date. Colon. This one here will
be machining tolerances. This typically, as I'll
show you on this PDF, is your specified tolerances for the factory that
you're working in. So for now, you could
just copy them on. This would be a pretty standard machine
intolerance for a factory. But if you find that you're working somewhere and you
want to be completely short, then ask and find
out. And here you go. So I actually need machine
intolerances at the top here. I'm just going to put that in. And make sure it all
fits just like that. So after we've done that one, we can move on to the drawn by and ensure that
everything is in full caps. Below that, we're going
to go to scale Kylon. This is our title box, as we discussed earlier. And underneath that is
our drawing number, and I promise we're
nearly done here. And this is our revision box, which we're just gonna call rev because we don't
have much space. And this will just be
our revision letter, we'll tie with our revision
boxes at the top here. And I'm actually going to change the size of these, as well, because now that I'm
looking at it from afar, they're kind
of hard to read. So I'm gonna settle
these to 5 millimeters, and that seems to be
a reasonable size. Brilliant. Now we're
starting to get somewhere. So all our boxes
are filled here. The next box is very important, though, and that's
this one on top. This is known as the
projection sketch symbols, which is meant to explain how
your drawing is typically displayed in relation to each
of the drawing projections. Once again, pulling up my
standard drawing border. This is what I'm talking about. And with the target on the right hand side rather than this parallelogram and
the box on the left, so vice versa, this is meant to indicate a first
angle projection. And this means that
your top view should be located under
your front view. As you can see, this
top view is above it. So obviously, the opposite
what I just said. When the target is on the left and the box
is on the right, such as you can
see here, this is known as third angle projection, and it's a lot simpler to
understand hence why I use it. Your right hand side view will be to the right
hand of your model, and your top view will
be above your model. Meaning the view on the
right is the right side, and the view on the top is the top side, pretty
self explanatory. And the drawings just seem
a lot more intuitive. I would do is I would sketch something that looks
similar to these. It doesn't have to be perfect, but as long as you have
something similar, people should get the idea. I'm going to start it in the
center, draw some circles. And then I'm going to
put my lines for it. So we're going to
start, I don't know, five mill away.
Same on that side. I'm just going to draw
these together like that and highlight the little
lines and delete them. So we're just left
with the big line. And the same goes for just here, five mill down, five mil up. And connect them together,
delete the small ones. Now, here, my symbol
has gotten too far up, so we're just going to bring it down in a more central position. So there's our target. Now we need to draw a parallelogram. Now, this one should
be a lot easier. I'm just going to start with a rectangle that
is the same size, and I'm just going to
take these corners, come in here and delete
all the restraints. And now I should be able to move these corners up like so,
and these corners in. And now you'll see that we have a pretty similar looking setup
to what I have in my PDF, although we would like for these lines to be a lot thicker, so we're just going
to highlight them. Using the Control pattern, we're going to select
all of our lines. And then we're going to right
click, go to properties, line weit, and I'm just
going to up this to one. Now, obviously, you would
center that in the drawing, but I already have
my own border, and I'm just showing
you how this works sure that you're
polishing off everything. But now, as you can
see, if we compare this border to the border
in these drawings, it is looking pretty similar. The only difference
I would say is this revision box
at the very top, and I would probably stretch
that out and make it smaller and just so
that it looks similar, and it's a little
bit more usable. Something else worth putting
on your drawing border? I haven't seen a lot of other
people do is placing in a remove all sharp
edges and burs note. The reason I'm doing this is because when I create drawings, I create drawings
for manufacturers. The reason this
note in the corner of your drawing is very useful, as it helps to cover
you if someone gets hurt while making something
that is that you've drawn. Adding it directly to the
border also means that you don't need to retype it for every drawing you
make saving time. And that's also why
I've tucked it in at the very top left
because here we know that it's very
unlikely we're going to have any of our models, our model views and dimensions that will impede on this area. Adding your note, you should be about done with your border. Now's the time to make any
changes you would like, as we're about to save
it as a blank template. You can open it every time you go to dimension or drawing. So now your border is created and filled with the
info that suits you, you can finish the sketch
and then name the border. The border won't
show straightaway. To add the border, open the border folder in the moditory and double click
the border we just made. So I'm going to finish
the sketch as we have. And I just noticed
that this isn't actually in the border. It's just a text
that I've put down. So the way I'm gonna
do that is I'm gonna double click
into the border, put some text in the top corner. I'm going to paste
what I just copied. And now it is one with the border and
will always be there. So, we've finished our sketch. We've got our note in there.
We're gonna name the border. So I'm just gonna name it
something similar to me. My name is Jordan Keech, so I'm going to
put in JK border. And this way, I just
know that it's mine. So now that our
borders finished, I'm going to save it as a
blank slate. Somewhere else. I'll save it in my Cad folder. So you'll see here that my border is actually
already there, and I save it as one AA
and then the name of it. This way, you can
always have it at the top of your files
when you saw it by name. You'll see here that
it's at the very top. I also recommend saving this file somewhere
easy to access, as you may need a
so there you go, one AA, my name,
and then template. And that way it always
appears at the very top. So now, when you want
to start a drawing, you're going to double
click onto our template, and then you're going to input your view, you're
going to do what you like. And then once you're
done, you're going to make sure that you
don't just press Save. You want to save as. This way, you create a new file, naming it, whatever
you like to call it. And the one a a
template remains. And that way, when you're done, you don't open up the template and your old drawings on there. You just have a blank
file ready to go again. So that just about covers everything here for
creating your own border. So I'll see you in the next lesson where we
will touch on placing and manipulating drawing
views to clearly show important details
in your sketch. I look forward to
seeing you there.
35. 10.1 Placing and Stylizing a Base View: Hello, and welcome to
the next section of the course titled placing and Manipulate in drawing views. Now we have our
own drawing board containing all of the
relevant information. We can now begin turning
our models into drawings. To start off with, you're
going to need to have access to a model
assembly or a part. The way that you
have access to this is you're going to
need to save the part. That way we can then import
it into our drawroom. Once you have a part saved, I'm going to use
our Vice assembly, which was part of
our last assignment. We're going to save it and then come over to
our drawroo border. From here, to place your base, you're going to locate the base button in the
top left of your screen. This is the first of the
tools in your tool bar, and alternatively, to press in this base
button at the top, we can right click
and press base here. Your most recent model
that you accessed with these tabs at the bottom of the screen will now appear here. And as you can see, that
is my Vice assembly. Now your model view
is on the drawing. This can be dragged to where
you'd like to have it. You will also notice
this view cube located to the upper right
of your newly placed model. Orientate the cube to change the viewing angle so you can properly view your
model details. And this is done the same way as in the three D
model environment. Within the pop up menu
that appears under style, there are three different boxes. Each of the boxes depict a
different drawing style. The first box shows
a wire frame cube. As you can see, and displays the hidden
edges in your model. And you can see this because this shaft isn't actually
visible in my model. As you can see in the
actual model here, but in the drawing, it is
displayed as a dashed line. And that's just how the
style is represented. The hidden edges in your
model that typically wouldn't be able to be seen are now
displayed as dash lines. The next box that
we have available is hidden line removed, and this one displays the
model the same as before, but doesn't display
the hidden edges. Very much similar
to our actual model in the assembly space. This style helps clean
up your drawing, making it easier for
others to read for critical information and also ensures that it's
a simplified view. The third box that we have
available is the shaded box. And if I click into it, you'll see that this
just applies all of the materials that
you have applied previously in your assemblies,
and your part files. And I typically use
this when I'm creating an isometric view in the corner of my drawer
and a bit like that. When you're dimentioning
the drawing, it's always a good idea to ensure that you don't
have your shaded on, and then you have your
hidden lines viewable. You also want to
create a view that is straight on to the object rather than isometric or diagonally. This is because it
just makes it a lot easier to interpret
and also dimension. So not only is it
easier for you, but it is also easier for the
people reading the drawing. The last box can be toggled, and we'll work in conjunction with the other two
styles mentioned. When this box is toggled, your model will be shaded and now displays the
colors of your model. I'd typically use
this shaded style and an isometric view
of my model as it easily displays
different features that lines alone wouldn't
show as effectively. Further down the menu, you can see a light bulb
underneath your scale. This is another toggle box, and when this is toggled, your model view will be labeled. To change the text
within this label, you can double click on
your label or you can press the pencil icon
next to the light bulb. Typically, I will leave
this label as hidden, as I would like to
create my own labels or just not have labels at all. Double clicking back
into our model view, you can see that the scale
of your model can be defined using a ratio
inside this scale field. For those who may
find this confusing, a helpful tip is to use your scroll wheel while
hovering the scale. So you want to click into it and then use
the scroll wheel, and now you'll see
that different ratios are being applied
to the model view. This helps you get a
good understanding of the general size
you'd like on your page. And then from there,
you can refine the ratio 4.5 rather than four, or maybe you want to get really refined a bit and make it 4.85. And you'll see that this will change the
size of the view. That just about
covers everything in regards to the
base view command. So now you're able
to place a view of your model and set an
orientation, style, and scale. In most engineering drawings, multiple views are
required to show all the details and
features on a model. So in the next lesson, we'll go into detail on
how you can recreate that.
36. 10.2 Projecting Aligned Views and Setting out a Drawing: Hello, and welcome back. In this lesson, we're going
to be going into detail on projecting aligned views
and setting out a drawing. So that's just a fancy way of saying that we're
going to be creating multiple views based
off of this one that we already have that we
created in the last lesson. So, in order to place the second view that's aligned
with your base, you're going to use the
projected view tool, and that's just found
at the top left here. To create your new view, click the button
there, projected found next to the base button. And after selecting your tool, you can click on the view and
then move your mouse away. You'll see that in
whatever direction that I move away from my
original base view, a different view
will be created. The projected view created is dependent on the
direction of your mouse. A diagonal selection results
in an isometric view. Linear up, down, left and right selections result in turning the model 90 degrees in
the direction decided. Once the direction
that gives you the view you're looking
for has been found, simply click again and your projected view
will be placed. This is very similar to
the previous base tool, but has its benefits and therefore a reason to
create views this way. So now that I've clicked, my rectangle is in place, I can right click
and press Create, and now my view will be placed. Alternatively, there
is a second way of creating these
projected views. I'm going to first delete my
view in the way I do this, and I'm going to hover
over my view and this dotted rectangle that appears around it, I'm
going to click it. And now when I move
my mouse away, you'll see that the rectangle
actually remains there. That way, I know that this
is actually selected. You'll also see
in the model tree here, that it is highlighted. So I'll click it, press delete, and now I'll get hit with a
Are you sure I'll press Okay? And now the second
way I can create a projective view
is double clicking into my original view and then treating it the same
way as I did before. But this time, rather than
pressing right click and okay, I can do it in the menu. Just a little different
way of doing things. But the main reason as
to why you would use the projected view
is because you can create many views
at the same time. And this helps to save time. If you find that you
are moving that fast, that using this tool will
actually help you save time. But typically, I just double click in and create
my views this way. For basic model drawings, you will be typically
setting out using three different views
and an optional fourth. This will be your base view
and then two projected views, one of which will be placed
either above or below, and the next projected
view will be placed to either the
right or the left. This arrangement
provides multiple views covering everything
on the model. And you may have
remembered that I also mentioned a
optional fourth view, and this is the isometric view that I've spoke about before. But this isn't the angle
I'm quite looking for. So what I tend to
do is I'll double click in and then create it on the bottom left hand side or the diagonal left
and then press Okay, and then I'll grab this by the dotted rectangle and
drag it to the top right. And that just makes for a nice isometric view that I won't use
the dimension from, but gives the reader
of the drawing a good idea of what it
is they're looking at because sometimes the
lines alone can be difficult to interpret for
more complicated models. You've already seen, I
usually change the style of this fourth optional view
into a shaded one for the same reason as I just
mentioned being that it just helps to understand what it
is that you're looking at. After confirming
the drawing views, you might want to change the line weight properties
because right now, for me, this is too thick,
and I'll show you how. I like to make the line
weights on my drawings to be slightly thinner than
the default line weight. To change the line weight,
highlight your views. When you highlight your views, start your selection below where the top of this
rectangle is because fully encompassing this
dotted rectangle with the highlighting box
will actually highlight the entire view rather than
the lines inside the view. So start it below And ensure that you haven't
selected any of these. If you have, simply hold
Shift and then click on it, and you'll see that it's been removed when you move
your mouse away. So now that you've selected
all the different lines, I'm also going to do
that for this one here, but I didn't hold shift there. So to add to your
selection, hold shift, and that works for
many programs, not just Autodesk inventor. So now that I have all of my
different views highlighted, I can right click on one of the lines and come
to properties. Now I'll have my line weight, and I can change
this to 0.18 mil, which is my preferred
line weight, and that just makes
for a nice thin one and cleans up the
drawing in general. I typically recommend using
thinner lines as it's much cleaner and provides clarity when many lines are
close to one another. So that covers the basics
for creating and placing views and will be the majority of what you need when
creating drawings. In some scenarios,
you may need to use other tools to
create specialist views. Thankfully for you, that's the next lesson,
so I'll see there.
37. 10.3 Further Drawing Views (Section, Detail and Break): Welcome to the next portion of the course in
the drawing space. Previously, we covered how
to place and manipulate simple drawing views
so that every angle of your model can be accessed
in the paper space, thus allowing you to
dimension the view. In this lesson, I'll show you how to create drawing breaks, section views, and
detailed views. To begin with,
you're going to need a model view in
your paper space. Once we have this base view, further more advanced tools
can be applied to it. So for now, I'm just
going to delete all these extra views
because they're unnecessary. And I'll make this
one a bit bigger. The first of the
tools we're going to use is the brake tool. Found at the top of the page. This command is pretty
self explanatory as it creates a break in between
two sides of your model, allowing us to shorten the
drawing view considerably. After selecting
the brake command, click on the view
you wish to shorten. As usual, a pop up menu appears. The first thing to take
notice of within this menu is the orientation portion
in the bottom left. Between these two buttons, you can control whether
your break is going to be vertical or horizontal. After choosing that,
select where your break begins and ends on your model. So I'm going to click here and here and you'll
see that it is shortened and there is
now a break in the model. Typically, you wouldn't use a break on a model
view such as this. You would typically use it, or I have typically used it on shafts that are too long
to fit onto the page. So I'm just going to place another view of the handle put, and I'm going to delete
this one for now. As usual, I'll scale
it appropriately, and I will reduce
the line weight, ensuring that I don't highlight
the box around the view. So now we have
something to work with. I'm going to use the brake tool, click on the view to select it, and now I'm going to create
a break from here to here. And now the drawing view
is shortened considerably. Now, this doesn't
affect the dimensions, as this is still 248 mill long. And even after
removing the break, you'll see that it
is still the same. So this is typically used just to save space on a drawing. So still on the brake tool, if you find that after your
brake has been created, and it's still not quite what you'd like it to be thin out, as you can still make changes to it without deleting it
and starting again, try dragging the brake lines towards one another to
reveal more of your model. So I've dragged that left
one over the right one, and you'll see that it
shows more of the model. And now I've run out of
model to show in the brake, so it's showing me
this error message. So when I pull these
brake lines apart, you'll see that it then begins
to hide more of the model. And you can just tune this to whereabouts you'd
like the brake lines, but slowly moving it along. The last thing to know
about this command is that you can change the
appearance of the brake lines, as well as the
distance between them with the pop up
menu that appears. So this pop up menu obviously appears
when you first start, but you can also access it by double clicking on
the brake lines, and the pop up menu
will appear again. As I just mentioned,
the gap can be changed, so I can make that 50 mil big if I wanted to, even
though you never would. Or you could reduce it down to a more sensible five mil gap. The amount of these diagonal
lines in the center of it can also be altered by changing the amount
of symbols in it. Although typically one
break is more than enough. The next drawing
manipulation tool in your arsenal is
the section tool, and this is used to only view a section of your drawing
via cutting it in half. This is often used to
display details hidden inside of the model since they cannot be seen
from the outside. For example, a drawing for a
locking mechanism would need a section view as the
important details are hidden inside of its casing. So if I had a model of a lock, all the important
parts are actually inside where the
locking mechanism is, not the outer
casing of the lock. And that is where you would definitely use a section view. So, so once you've decided which of your views
is being sliced, select the section
tool at the top in the toolbar and then select
the view you'd like to slice. Now, you need to draw a
line across the entirety of the view and then Richlk
to confirm and continue. I recommend keeping
the section line straight as it keeps it simple
for the sake of clarity. Now we have continued. We can move our cursor away from the line and out the way
of the original view. And after that, left click and place our new section view. Once again, this is aligned. So if I was to move
this base view, it moves along with it. The arrows in the section line display which
side of the line, the section view is depicted. So as you can see
here, the arrows are pointing to this
side of the model. Therefore, it's this side of the line being
shown in our view. So to better display
just how this works. I'm going to create
another one through the center of the
majority of our material. The arrows in the section line are on the bottom pointing up, which goes to show that the
top part of this model or everything above
the section line is what's being viewed in
our section view here. Section views are often used in manufacturing and also
architectural situations. And a very important part of drawing and
drafting in general. So getting a good
grasp for how this works is of the
utmost importance. Not all of our section views
have to be straight lines, as you can not only
draw them at a angle, but you can also draw
with multiple lines, too. A corner can be removed
from your model by creating a right angle
cut before continuing. Similar to this. So that
covers the sectured lines. The next view is extremely useful to myself when
creating drawings at work, as I find I always have a
use for a detailed view, and that covers
what we're doing. Next, a detailed view. A detailed view is
used to magnify a specified zone defined with a typically
circular boundary. Much like the previous tools, we can find it in the tool bar, and we also need to then
click our chosen view. Now we have we can select
a point on the drawing, which becomes the center
of our detailed selection. So I'm going to select the
very end of our handlebar. Clicking once we'll
create the center of our circle and then moving
our cursor away from this, we'll define the radius and
diameter of our circle, and then clicking again will then create
our section view. After that, we can move
our mouse away and out the way of our original
view and place it down. Now you'll be greeted with a circle which creates the
boundary for our section view, and then our section
view itself. These automatically create
labels for themselves, and these can be removed by just double clicking
into the label, highlighting everything
and deleting it. This can also be the case for just changing it to whatever you'd like
to change it to. But once you get rid of this label, you
can't get it back. So make sure that if
you are deleting it, you don't want to
lose it forever. Looking to change the
shape of your viewport, you can only change
it to a square view. This is done by right
clicking on the circle you made and then selecting
edit detail properties. From here, a menu appears letting you change
between fence shapes, and you're also able to put a boundary around the detail
that you have created. So I typically like to go for the circle
boundary around it, and then display the
full detail boundary, and then I like to keep a
circular fence around it. So I'll press Okay,
and once this updates, here you'll see that
circle has been created, you'll see that this is just
a bigger version of that, because that's
exactly what it is. Just like any other view,
you can double click into it and make changes the same way you would
with any other view. And lastly, with
this detail view, you can actually create a
display connection line as well to show the correlation
between the two images. Although typically
I wouldn't do this. I would just stay
with my labels, which I've already deleted. So now we know how to create a drawing layout
using standard views, as well as using detailed views, such as the break
section and detail view. Know everything we need to
know to not only create parts, but constrain them together, too, to create an assembly. And we've also just
learned how to lay out a drawing to include
all its vital features, so it can then be
dimensioned or annotated. In the next part of the course, you'll carry on using
your Vice model to now create your own
layout drawings for it. Then it will be ready
for dimensioning, so it can then be produced in the future by someone
reading your drawings.
38. 11.1 Dimension Tool: Hello, and welcome
to our next lesson where we will be talking about the use of
the dimension tool within the drawing space. Before you can
dimension anything, you're going to need a
drawing view to annotate. We covered this in
the previous lessons, so check that if you're
a little bit confused. So I'm just going to
quickly paste down this little practice part
that I've made previously. Now that I have my part down, a drawing view in place, I can begin annotating. And to begin annotating
your model views, switch your tool bar at the top to the annotate tab at the top. There are quite a lot
of intuitive tools available at your disposal here. So I'll take you
through a few of the fundamentals which apply
to all of these tools. The first and most versatile of these tools is the
dimension tool. This works the same as the sketches back
in the model space, except you can no longer
change the sizes of geometry, using a dimension
when annotating. It is purely there to show the distance between
the two lines. Any line that you
select will create a dimension of which you can
place with a second click. So here, I've clicked this one, and now with the second click, I can place it down and
it remains in place. After placing down
the dimension, you'll find that you're still
actively using the tool, meaning there is no need to
click the dimension button again in the top left to
exit the dimension tool, simply press the escape key. Like I said before,
this is the most versatile and therefore the
most used of these tools, so it's good to know about using the hot key D to quickly
dimension things. Another way to use a dimension
tool is to hover over the end of a line to reveal
a green or yellow node. As shown here, after
clicking the node, the end of the line
will be selected. Now find another node
and press that one. To create a dimension which measures the distance
between them. Before placing your dimension
with a third click, you can once again move your mouse around in
different directions. Vertical and horizontal
dimensions will be created, making it easy to pick the exact measurement
you're looking for. If you happen to
want the shortest dimension between
the two points, then you want to
position your cursor in between the two points so you get this straight
dimension between them. Also it may seem obvious, but I'll point out anyway, the dimensions that show
here in the drawing are directly correlated
to our model. So if I have a dimension size of 80 millimeters diameter
in the middle here, it will be exactly the
same on this drawing, and that doesn't
matter what size scale you decide to pick or change to. Because of this, in
the event that you need to change the
dimensions displayed here, you will need to
open up your model and then physically edit it. Upon doing this, the drawing
will automatically update, and I'll just quickly
show you that. So now my whole is smaller. The dimension has actually gone pink because it is no
longer linked to the model, but I'm just going to use
the nodes to put it back. And now you'll see that the
drawing has updated with it. This works a lot more fluid with non circular features such
as this rectangular base, if I was to direct
edit this end. You'll see the drawing
model update as well as the dimensions would too if
I selected the correct side. But I'm just going to go
back through and remove all these features and
come back to the standard. Practice part. So
let's get back to the dimension tool again,
using the D hot key. We have seen how this
command functions when selecting a single line, but how does it work in
different scenarios? Well, I'll show you. The dimension tool can
also be utilized to create angular dimensions between two different non
colinear lines. Simply put that just means two lines that aren't flowing
in the same direction. As you'll see, these have a 90 degree correlation
to one another. To create the angle dimension, what you're going to want to do is select your first line, making sure that you're not
accidentally clicking on the green nodes at the ends or in the
centers of the lines. And then you want to
select your second line, once again, avoiding
any of the nodes. Now your lines are selected. You can place your
dimension however close or far away
that you would like. In a complicated drawing, there may not always be room for your angular dimension
to fit properly. So taking the dimension to the outside, like
I just showed you, will create an external angle, which will have more
paper space for itself, making it easier to read. The dimension tool
has the potential to create a radius dimension
when clicking on arcs. Every radius dimension
will automatically place a R in front of the value
to better display is, in fact, a radius dimension. This works for not only
arcs, but circles also. You'll see when you
select a full circle that it is not a R that's
placed in front of it, and that is the symbol
that we use for diameter. Before we move away
from this command, I'd like to let you know
about a function within the dimension tool
that I have found very useful over my
years in this software. When placing
dimensions in series, you'll be able to quickly align its placement by hovering
over nearby dimensions. So what I mean by in series is dimensions one
after the other. And now I want this dimension to align with the other one. I can just hover over
the Avoid and you'll see this yellow line appear
or this yellow node. And now a dotted line is created
between the two of them, and I can just
simply click down, and now my dimensions will
all be nicely aligned. This is something that you
would have realized for yourself through day to
day use for the software, but it's good to know
about it early as I saves you from having to place
and then align your dims, which can take a long time depending on what it
is you're working on. The remainder of the tools
in the dimension category of the toolbar have their
own uses and can sometimes be used to speed
up the annotating process. But I find that sticking to
the standard dimension tool achieves the same results
in a more manageable way. In the next lesson,
we'll talk more about the tools that you can find
at the top of this tool bar.
39. 11.2 Text Box Varieties and Drawing Symbols: Another highly
important tool for annotating is the text tool, as this is your only way to type text and make notes
regarding the model. This functions the same way as any other text editor in
this program and can be quickly accessed
using the T hot key or by selecting the text
button at the top here. Use the leader text tool to place text with an
arrow attached to it. The first click will create
the point of the arrow. Other subsequent clicks
will add bends to the line, and double clicking
will finish the arrow, allowing you to access
the text editor. When placing your arrow, ensure that it clearly shows what it is that it is
meant to be pointing at. This seems obvious
but can quickly become obscure when there's too much going on
on your drawing. Moving on, the
welding annotation is placed in the same way as the leader text
and allows you to create professional standard
welding bead dimensions. After placing this dim and attempting to edit its contents, you may be left confused as to what all these symbols
mean in this menu. So ensure that you fully
understand how to read and write welding annotations
before placing any of these as instructions for
someone to follow at work. Further down in the symbol
section of the toolbar, located at the top here, you can see a cluster
of small buttons. The first single line of
this bunch can be used to create a dash line between
two selected points. And this functions in exactly
the way you'd expect it to. Upon selecting where you'd
like your line to go, you can right click
and press Create, and then you're going to want to press escape because you will still be in this line
or center line to. After placing your line, you can then decide how long that you would like it to be by dragging the node
at the end of it. The nodes that aren't
at the very end of it decide what angle the
center line placed at. This newly placed
line can be used as a anchor point for
creating dimensions, something you may find
useful down the line. So for now, I'm just
going to delete a bunch of these dimensions because it's starting to
get a little bit crowded. The next button in this cluster is called the center
line bisector, and is represented as the three lines, as
you can see here. This tool functions similarly, but has one key difference
in that instead of creating a line connecting
between two points, it generates a center line between the two points
that you select. This works perfectly
for creating a mirror. Like I said, I would
usually use this to indicate a mirror line
showing that my model is symmetrical as a dash
line down the center of a drawing shows that both sides are a mirror
image of one another. Another useful symbol, similar to our center line
is the center mark, which is the next
tool in this cluster. This is displayed
as a plus sign, and after being selected and
used on a circle or a arc, the center mark is then placed. I mostly use this tool to mark the centers of holes
that are to be drilled. With the center mark, a
dimension can be created from the model edge to
the circles center, displaying where the hole
needs to be created.
40. 11.3 Sketching onto a Drawing: The last thing that I'll touch on here today is the ability to sketch in this environment directly onto your
drawing views. To start a sketch here, locate the sketch tab at the very top, changing the toolbar over to the same one you use to
start your three D model. Click on the Start
sketch button or use the S hot key and click into the drawing view you'd
like to sketch on to begin. Sketches can be
directly applied to your drawing views or directly applied to
the paper background. When sketching a drawing view, you'll find that the
sketch geometry will follow your views around
when it's relocated. Was a sketch that is
directly onto the paper will remain in place when your drawing views
are relocated. Another thing of note is
that sketches created in a drawing view
will automatically be scaled to the model view, meaning a 20 millimeter
line sketched here is equal to 20 millimeters
sketched in the model space. So since we know that this is a 80 millimeter diameter hole, if I was to place another
80 millimeter hole, you'll see that it
is exact same size. And this also applies when
you change the scale. You'll see that the sketch on the drawing view
has scaled with it. This is not the case when sketching straight
onto the paper. When creating a sketch
in a drawing view, you're able to snap
onto the model edges. Whereas, if the sketch is created a blank space,
you're unable to. This can be pretty helpful
when you're trying to figure out what it is
you need from apart, and just doing a two D
sketch to begin with can be a great way to prototype
just what it is you like, and then you can move into the three D environment to turn it into a
somewhat real thing. The best part about being able to sketch in the
drawing space is that your dimension tool can snap onto this
geometry, too. I found this useful to
know when I'm running into trouble annotating the exact
dimension I would like. What I would do is I would come into the sketch
in the drawing view, zoom in extremely close to where I would like the
dimension to start, and I'll place a small line so small that you
can barely see it. Now I'd be able to create a dimension off of
that sketch geometry. Typically, you should avoid
doing this at all costs, as it isn't the
proper way of doing things and will eventually
lead to mistakes. As sketches here don't
update with the model. Nonetheless, it's very useful
when utilized correctly, but only use it if you
absolutely have to.
41. 11.4 Making a Drawing Package and Setting Out: Hello, and welcome back to the
next lesson in the course. In this lesson, we're
going to be making a drawing package
and setting it out. And the drawing package is just the combination of all the different
drawings together, including the fully
assembled model in the draw. To begin, we're going to
want to create what is known as a top level drawing. A top level consists of the full assembly.
Which I have open here. So that'll be the full
assembly of this vice, including all the
different parts on it, included in a parts list, and then the crucial dimensions for assembly and how
it all fits together. So in order for us to begin making this top level drawing, we need to have this assembly already made, which I have here. So what I'm going to do is I'm going to open
up my drawing file. And since the Vice assembly is the last file that I had open, I can just right click
and click Base View, and it should be the
assembly that gets shown. So what I'm going to do
is I'm going to place a full assembly view and
I'm going to have it so it shows all the hidden lines so that all of the parts inside
of the assembly are visible. After this, I'm also
going to create a isometric view with the
same base view command. I'm going to put that
on the top right. And this is only here because it better displays how
the assembly will look in a real live
situation since you won't actually be able to see through it, you
know, obviously. I'm also going to shade this top right one
for the same reason it's just going to
look a lot more realistic and it gives you a reference point to work with. Then I'm going to reduce my
line weights as I always do. So now that we have
our two views in here, we're going to want to find
the Annotate tab at the top. And then click on
the Parts List tool, and that's found just here. After you clicked on
the Parts List tool, click on your full assembly
view and press Okay. And now a rectangle
wants to be placed, so I'm just going
to move that out the way and place it
off of my drawing. So now I have my parts list. I'm just going to shrink
all the columns down, and I'm actually
going to get rid of the description part of it. So the way I'm
going to get rid of the description box is
by double clicking into the parts list and
then right clicking this description tab
and column chooser. Now I can select the
description and say remove, and I can also add any
that I might want. But for now, I'm just
going to stick with item quantity, and part number. Also the hex nut
or what is this? Yeah, that's the bolts.
That's these bolts here. They have a very particular
name, but for now, I'm just going to be
doing six by 12 because there's no need for me to be
so specific at the moment. I'm also going to follow
that up with an LG afterwards with just a
shorthand for saying long. There you go. That's a
nice little parts list of which I'm going to
drag into the corner. And now we have a
nice parts list. So now that your
table is in place, find the balloon
tool at the top, and then create a leader
pointing at each of the parts. So I've clipped my Bling tool, and now I can select this
part of the vice, this part. I can select the jaw,
and I'll take that part. Make sure to double
click to make sure you don't create multiple
bends in it like that. We don't want to be
doing that. And just ensure that you pick
up every single part. So I have one, two, three, four, five, six,
seven available. One, two, what's three, three is my M ten. That'll be this. Four is
my shaft piece. Got that. Five, yep, six jaw, and seven is the bolts, like we said about earlier. There it is, yep. So
seven is our final part. And now we have each
of our parts inside of our full assembly labeled up and coinciden with a parts list, which would also have a parts number given that you
actually have one for it, whereas I don't, so I'm just
going to leave it how it is. So what we have here is known
as our top level drawing. So now that our
table is in place, and we have our balloons pointing at all
the correct parts, and we haven't missed any out. We can now create
a part drawing for each of our individual parts. Before that, though,
we need to save as this drawing to ensure that we don't save
over our border file. So if you wanted to save this, don't press save because it will still be saved over
your template. You want to press Save As and
give it a different name. That way, when you open up
your template file again, you'll have a blank template, not a top level assembly on it. So, to begin with, I'm just going to
delete this because I don't need to keep this around. I have a PDF available to me, of which I made beforehand
in a similar style. So, to begin with, we'll create a drawing for the most
simple part first, and that is this
handle part here. So what you can do
is you can come into your file explorer and you
can open it up that way, or you can come to
your full assembly, right click it and press open, and then you'll have it
open automatically for you, and it doesn't have to be open beforehand for that to work. Alright, this is our part, and now we want to create
a drawing for that part. So I'm going to
open up my border. It should be blank if you save Azed it rather
than saved it. And now I can right click
and place my base view. The only views that
I'll be needing for this part is a
long ways view and then another isometric view
to better show how it looks, which I'm going to
stop repeating now. And once again, as always, go to hold control to
make multiple selections. I'm also going to ensure that I don't select this dotted border. And if I do hold control and
click it to deselect it, now I just have the
lines selected, I can rightly go to
Properties and change this to 0.18 or whatever line you think works for you,
but that works for me. And then, of course, I'm
going to make this shaded. Now, that's just a bit
of a habit that I've gotten into and something that I do every time I
start a new drawing. I also want this to be
a little bit bigger, so I'm going to make it 0.75. So when you're doing your
dimensions on your drawer, I need to start by adding
the vital dimensions such as the overall length and the diameters for
each part of the B. And I'm just going
to click D to get to my dimension tool in
order to do that, or you can come to annotate
at the top and find it here. You may notice that when I'm
placing down my dimensions, I'm aligning them you'll
see that it is being aligned when this yellow dart comes out the side
of the dimension, and now you arrow
from this dimension and that dimension
overlap one another. And that just makes
it look a lot tidier. I'm also going to
add a overall note here in four capitals because I do everything
four capitals when I'm drawing as it's just
easier and clearer to read. So now we have our
overalls we're going to add in our diameters, and that is for both this end nub and also the central butt. I'm going to move
this out the way, and then I'm going
to add my radius. Now that is just about all
the dimensions that I need. I'm also going to add
a center line down the middle using the center
line tool at the very top. And this just shows that
it is a symmetrical bar. Now, this should be all the
dimensions that I require. But if you have a
feel that you don't know if you have all the
dimensions that are needed, then you can mentally
go through what processes this bar would be going through on
the center lathe, in this case, in order for the machinist to take a bar
and turn it into this part. So just mentally go
through it and think of what dimensions they would need in order for
that to happen. Now, not everybody has the
experience to do that, but if you happen to know
how the part would be made, this is a huge advantage. That should be
everything that we need for this Vice handle. I'm just going to delete
this rather than saving it, whereas you should save as, not save, save as,
and then rename it. That way, when you
reopen your template, you get a fresh border, which is obviously what
we're looking for. But now that we have
done the Vice handle, we can move on to
the shaft piece. This is another
fairly simple part and is pretty similar
to the handle. So, as usual, I'm going to
open the part file using either our full assembly
to right click and open it or go through the file browser and
find it that way. But once we've opened it, we can come to the
drawing and place our BseVew now that we
have our base view, I'm going to scale
it to a nice size. And after that, I'm
going to create an isometric view towards the bottom left because this
gives me the view I like, and then I'll just drag
that to the top right. It's still too big, so
I'm going to do one, two, three, so that it's
half the size it is, and shade and once again, just taking away all
those line weights in the same way that I've
showed you forehand. Now we're going to
start adding dimensions to our Vice shaft part. And because we have
a hole in this one, what we're going
to want to do is apply a center mark to it and then also a center line down
the center of our part. And that way, we can
define the center of the whole using our center mark, and then of course,
the center of the whole part, pretty
self explanatory. But the reason that we
do this is because now I can define just where about
the center of that hole is, and I can also get dimensions from the very center
of the part to the edge. Now, you'll see that the
dimensions here are overlapping, so I want to grab it,
just move out the way, and then I'm going
to realign it again. That way, they're readable. Anyway, with any hole, we want to add our
dimension to it, but we're being given
a radius dimension. So the way that I'm going to add a normal dimension
to this circle, similar to these ones instead of a radius dimension is I'm just going to press the dekey to
open up my dimension tool, and then I'm going to select
these two center marks here. And then, as you'll see, when I hover over
these intersections, a green node appears. I'm going to select both sides, and I've got a normal
dimension from it, similar to anything
else that I've used. This isn't just any dimension. It isn't just 6 millimeters. We want to add our
diameter mark, so I'm going to double
click into the dimension, press left on my keyboard, and then I'm going
to press up here, which will add our
diameter symbol. Alternatively, you can hold
Alt and then press 0216, and this is the lt code
for the diameter symbol, and we'll work anywhere, including the likes
of, say, Google. I can do it here
as well. So that covers about the hardest
dimensions on there. Now we're just gonna have
to add in the rest of them, which are pretty simple and
obvious to think about too. If you don't know where
to put the dimensions, there should be some
PDFs available to you, of which will show this, which is my finished drawing, which I've done previously. But it is in your best interest to understand how
the part is made and also how to best show the dimensions because
in the real world, you're not going to
have another drawing to take a look at. So get your practice in now while it doesn't
really matter. Then when it does
matter, you'll have all the practice in the
world, and you'll be flying. So that's everything for
the vice shaft part. Once again, save it. Save as. Don't save it. I'm just going to
get rid of it and open up another border. So, now moving on
to the final parts, we are going to need a few
more views as the parts are a bit more complicated than the others that we've
already covered. To cover every angle, I'll apply the strategy I
typically use when working. And that'll be your
original view, a side angle, and then
a plan view also. So I'll just quickly
open up one of our parts and then
I'll show you that. So to begin with
showing this technique, I'm going to use the jaw part as it's one of the simpler
parts we have available to us and should give you a better idea of what
it is I'm doing here, although I'm not going
to need the top view, which is this one here, which I would normally
put up there, as I should be able to cover everything with just these too. And then, of course, I'll
have my third isometric view. Just to show what it
is we're looking at. As usual, we're going to get
rid of the lime weights, and then I'm going
to shade in the isometric view at the top right. I'm going to start
adding my dimensions in all of the overall
dimensions to begin with, and then I'm going to start
looking at the features such as this bend and the
thickness of the part. I know that it's three milk. Also just going to put
in a five mil here. And now the holes are our next feature that
we would like to tackle. So we're going to put center
marks in both of these and then a center line
through this one, and that just shows whereabouts
the hole center is. Now we need to
dimension it so that whoever's reading the drawing
knows exactly where it is. And you may find
that I'm not getting this input box showing up
when I'm using my dimensions. That is because when I
put my dimension down, I'm pressing escape immediately, and that just stops
it from showing up. And that helps you do
things a lot faster. So that's a little
protet for you. Anyway, this is a
centers dimension, and there's a lot of different
ways to write centers, and I've seen it written
in many different ways, but this is the way
that I tend to go for. And then we're just
going to add in our final dimensions to fully detail whereabouts
everything is, and then we're going
to add our diameters. I degree right here to show
how much of a bend it is. Clearly, you can see
it's a 90 degree bend, but it's always better to show what it is exactly
that way we know, and nobody's guessing
at anything. I'm going to do the same for this countersunk hole, as well. So that should be
everything for that. Now remember, when you're
doing your drawings, you would fill out all of your different boxes with
your text tool. But as I'm only showing
you for a demonstration, I'm hoping that it
is not necessary. Anyway, I'm going to delete
it. You should save as it. I'm going to keep repeating that because when you've
done this border, it makes a lot more
sense to save as it. That way you can
just immediately get in there and open up a fresh one and just keep
at it nice and easy. Anyway, so now we've
done the vice handle, the shaft piece, and the jaw. We're moving on to some of the more awkward pieces or should I say more
complicated pieces. So now we're going
to tackle this part, which I have called
the fixed jaw. And as usual, I'm
going to open it up, come to my drawing and
start placing in my views. So now I'm going to show you the strategy in which I use to cover every angle I
typically use when working. So what we're going to want
is our original view here, which I'm going to flip around, so it's this side facing us. Then we're going to want
a side angle of it, a top angle, and then our isometric view.
Now, this isn't the top. I've just realized, so I'm
going to place them at the bottom as this will
show it from top down, and then I'm going
to place the bottom left because that gives
me the view I like. I'm just going to delete this one because
I'm not needing it. Gonna scale this down. One to three will do. Drop
that in the top corner, move this over here to the top, and just rearrange it a little bit so that everything
fits nicely, and there's room for
dimensions around it. Also, something worth
noting that I just did by accident is if you somehow lose your drawing and can
no longer find it anymore, you can double click
your middle button, your middle mouse button,
your scroll wheel, and it will automatically zoom everything to the
extent of your screen, which is very useful when
you are doing the drawing, as you may be moving around and zooming
in to do your bit. And then when you
want to look at the drawing as if it
was in real life, you can just double click it and everything moves into a
centralized position. So as usual, I'm going to add my shade to the isometric view, which is purely there to
help you visualize the part, and then I'm going
to come through, and I'm just going to select all of the lines
without the boxes. Right click properties,
scroll down twice 18, and now they're all in
a nice line wait for. So to begin with, I
like to put in all of my whole centers as well
as my center lines. This way, when I
begin dimensioning, I don't have to mess
around with any of this. It's already there, and I can just carry on and be
as quick as possible, which happens to be quite
useful when you're doing CAD. As the quicker you go,
usually the better you are, so keep that in mind. Anyway, now that I have
all of my center marks in, No, not this one. So that should be all
of my center marks. Now I'm going to move on
to the overall dimensions. So I'm going to start with our
main view here. That's it. I'm also going to scale it
down a little bit because it looks like I don't have any
room between these views. So if I've got one to two,
I'm just going to make it one to 2.1 to 2.2, and that'll just drop it just a little bit and provide a little bit of
room between them. So what I'm going
to do is I'm going to apply my center marks
and then my center lines, as this will help guide me through the
dimensioning process, then I'm going to start
with overall dimensions for different
features on the part, such as this jaw holding part, and then I've got the
base at the bottom here. Then after that, I'm
going to go into the complex features
of it and start adding in my smaller dimensions. And once I've done that
to every single part, I should have a fully
finished drawing. Now, I'm just going
to speed this up so that you're not
watching me draw all of this. It's also worth
noting that there's no point in showing the same
dimension multiple times, so I'd always try and
avoid doing that. Mm. So as you can see, I've added in all
my dimensions now. And if I was to compare that against the one
I've done previously, it's pretty similar,
almost exactly the same. And that just shows me
that I've done it right. So, as usual, you should go to the file button
and then save as. That way you can keep
all of your drawings. As usual, I'm not going to, and then I'm going to open
up another drawing border and tackle my final part, which is the adjustable jaw. And once again, I'm just
going to time lapse this as there's nothing really for me
to comment on that I haven't already touched
on with the previous parts. Okay. So that there
is my final part. And now that I have all of
my different drawings saved, which you should do,
save it and then name it and also fill out
your title block. But now you should
have a bunch of drawings that look a little
something like this. So there's my top level, as I called it, and then I
would have my different part. Here, you'd have a part number, which I'm just going to
make one up right now. So it's CNO one. And then I would come
to my Vice Draper, and I would name it CN one. And then that would be in
the drawing number box. But if you wanted to add
in your custom numbers, you'd want to keep
your description box, and that is what we
removed earlier. That way we can still
refer to it as a vice jaw, not just CNO one. Anyway, that should just about cover everything
that we have here. And just about rounds
off the course. So thank you. First off, and if
you'd learn anything, please while get in touch, let me know. I hope to
hear from you soon.
42. 12.1 Piston Head Parts: Hey, and welcome back to a bit of a bonus
section for the course. And it's going to be about modeling this here
four stroke engine. In this module, we're
going to be modeling this four stroke
engine bit by bit and then creating the
drawings to go alongside it. The main reason for
doing this is to solidify anything that you
would have learned so far, while potentially picking up on some of the smaller details that I do while I'm modeling that I don't particularly
mention directly. And you'll pick up on those as I go through the
modeling process. And obviously, by the
end of this module, you'll have your very own
four stroke engine model. And honestly, it's a
pretty cool model. And you can see that it's
actually functional, as well. I'll show you how to do all of this in the next few lessons. So, to begin with, what we're going to do is we're
going to break it down into these three
different parts here. So, as you'll see, these
are all made up assemblies, except from the
crankshaft itself. So to begin with, we're
going to start with this piston head assembly. And the way that we're going to assemble this together
is, of course, by creating this piston ring, this piston pin, and
this piston hat. So what I need you
to do is to go into EU Domi and download the PDF. For the drawings for
each of these parts. The only parts that we're
going to be looking at the moment are
the piston ones. So you're going to need
the piston head PDF, the piston pin, and the
piston ring PDF open. For now the rest
can just be closed. So, let's get started. Obviously, to begin with, we're going to need to start up a new part in millimeters. You can set it up in whatever
units that you'd like, but I would suggest using millimeters as all my
drawings are in millimeters. And if you don't
use millimeters, then you're going
to have to convert between imperial
and metric units, which will just slow down the entire process,
a massive amount. Anyway, when I look at these
drawings with you today, I'm actually going
to be going and speaking out loud
what it is that I'm thinking and how
I would go about modeling this if I was
just given this at work. So, looking at this part here, the Piston ring, it is
simply just a ring. There's very few
dimensions to it. So the way that I would do this is I would
draw two circles, the inner and the outer
of the ring at 73 and 80, and then I would extrude
it up by the four mil. And that's simply it. So
we'll just quickly do that. What I'm going to do is start a sketch and then put it onto this X Z plane because that is the plane that is horizontal. And due to this view
cube at the top, depending on which
of these planes that you decide to pick will correlate to the orientation
picked with this view cube. So I'm going to pick
this bottom one. I selected this plane
because I would like for the top of the piston ring, this view that we're looking
at in the center here to be the top of the view cube. So as you can see, we've got the top right
here on the top right, and now I can start drawing
in, as I said before. So I'm going to do
my 73 mile circle. And then you could do the
offset command by 3.5. As you can see here,
or you could just draw another circle at 80, and then I'm going to
press E to do and Extrude, select that outer profile. And then my direction is
going to be symmetrical. And then obviously it's
going to be a foml in depth. Now, the reason that I selected a symmetrical direction is because I would like the body to be created either
side of the sketch. This way, the origin plane remains in the
center of the part, whereas if I was to
change the direction, the origin plane is
no longer centered, and therefore means when I want to create a
plane in the center, I would have to manually
put it there rather than just using
the origin planes. So that is our first part
very easy, the piston ring. And what you're going
to want to do is just save this into a file where you're
going to save all your parts for the four
stroke engine assembly. This way, they're all nice and tightly together and
easily accessible. So I'll name this
the piston ring. Anyway, moving on to the next drawing that we have
another very simple one, it is the piston pin. So looking at this, once again, it is a cylinder of types, and it is a 40
millimeter diameter pin. So what I would do is I would create this
circle detail here. I'd draw my 40 millimeter
diameter circle. I would extrude it by 75 mil. That way we would have a square
from this point of view. And after that, I would then apply my five millimeter
Shamvas to either end. And then that would be exactly
the same as this drawer. So I'll show you how I do
that in CAD right here. As always, you're going to
want to open up another part. And then we're going
to begin sketching. This time, I'm going to
select the Y Z plane. This doesn't make a huge
difference in the end, but it does save
you a little bit of time because as I
mentioned before, now my top view is the top view, and I haven't got to
come to this view cube, right click and set a
different top or front. It's just already there for me. Anyway, I'll start
on the Y Z plane. I'm going to place down the 40 diameter circle that
I mentioned before. Eat or extrude, and then
once again symmetrically, so I can ensure my origin
plane is centered, and then by 75 mil. Now we have that rectangle
that I spoke about before, and all we need to do now is add these hampers onto the
corners, and we're done. And obviously, we've got
ourselves in our Shamptol, so we'll set the distance to five mil and then
select our two edges, and that's it. We're
done with this part. Brilliant. So we're
gonna save it. Call it a piston pin, and then
we're going to move on to last but definitely not
least the pist and head, which is by far the most complicated component
of these three. So I'll break this down
for you bit by bit, and we'll get this
done together. So looking at this part, once again, it is
another cylinder. So what you might be
thinking is, Jordan, let's just draw 80
millimeter diameter circle and extrude it by 85. And that would leave
us with a cylinder the size that we want to use. But there is a much
better way of doing this. It's easier, it's clearer, and there's less chance of
you making any mistakes. And that is by using
the revolve tool. So you'll see this
center line in the center of the
drawing view right here. What we're going to
do is we're going to basically just
draw everything to the left of this
center line and then we're going to revolve it
around said center line. And what this will
do will ensure that we get this top radius
on the piston head, as well as this
detailed part here, as you'll see in the top right, we want to create grooves in the piston head for
our piston rings. Something to note
is that the grooves are exactly the same
size as the piston ring. So, you know, take a
mental note of that. Anyway, so what
we're going to do is draw everything to the left of the center line
and then revolve it, and we should end
up with something pretty similar to
our end product. And then we'll just
have to do a few more bits after that, but we'll deal with
that once we get to it. For now, I'm going to
start up a new part and then select one of
the vertical planes. And now I need to
start looking at how I'm going to draw this
so that I can revolve it. So, I can see that it's 85 mil tall and 80 diameter circle. So I'm going to start
with my 85 mil tool. And I know that it's going to
come out by another 40 mil. So what I've done is I've
drawn my vertical line. You can ensure that
the lines vertical by pressing tab and
typing in 90 degrees. Or without doing that, you can see this little
vertical constraint being shown in that small box to the lower right side of
my cursor right there. So I've drawn my vertical line, and I've put a dimension
between that and the center, and I'm going to set
that at 20 since this is half of Oh,
wait, no, sorry. I'm going to set that at 40
since this is half of the 80. After that, I want to be creating this
detail up the side, and I know that this starts
from 80 mill up to the top, and then I can make
my way down with the features using these numbers in this detail view right here. So I know that it's 80 mill up and that there is a
radius on the very top, a 200 millimeter radius on
the top of the piston head. So I'm simply going to select
my arc tool, selective end, position the arc so that it is bending in the direction
I would like it to, and then type in
my number at 200. So that's the very top of it, and I know the very
top is at 85 mil. And I know the bottom of
that radius is at 80 mill. So taking another
look at our drawing, we now want to start
putting in our cuts. We're going to start by
going six mill down, and we're going to come in
down and back out again. That's our general shape.
That's the shape that we want. Now we just need
to dimension it to ensure that it is in the
correct positioning. So press D to get
your dimension out, and then we can just place in our dimensions to ensure that everything is to the
size that we would like. So let's take a look. Six mill down, 3.5 million, four mill down, and
back out again. And then we can see that this repeats itself two more times. So what can we do? We could use the rectangular
pattern tool. So I'm going to
select that highlight the features or the geometry that I would like to duplicate, and then I'm going to
select the direction. This line will do. And then I
can see with the arrow that it's trying to duplicate
it in the wrong direction. So I'm going to flip it. Now you can see that we've got a gray rectangle that's
been put in place. This is at ten
millimeter spacing. So if we were to press Okay, we can see that there is a ten millimeter spacing
between the top of this rectangle to the
top of that rectangle, which does leave us with 6 millimeters between it just
like the drawing calls for. But I've only got one. So to do that properly, we're going to take
the rectangle tool, continue, select our direction, ensure the arrow is
facing the right way, and then we're going
to type in three to ensure we get the correct
amount of features at 10 millimeters
distance from the top of this rectangle to
the top of the next. And that will leave
us with six mil since this is a four mill
high rectangle. So that is our shape now. So as you can see,
we've got our radius. We've got our cutouts. And if we were to
revolve this now, we should have something it's similar to what
we're looking for. So what I've done
is I've pressed R, and now I just want
to select my profile, and my profile isn't
selecting for some reason. So I need to make sure
that I come back into the sketch and ensure
that it is a closed loop. And it's because I've missed
off the bottom line here. And you'll see once
I've drawn that in, this top part has
actually turned black. So when I undo, it's
going back to purple. I draw it back in,
and it's gone black, showing that it's fully
constrained and ready to be used. So I'm going to press,
select my profile, ensuring that I don't
select these rectangles. If for some reason, these rectangles are being
included in your selection, you can try and hold
shift to get rid of them. If that doesn't
work, and it just gets rid of the entire profile, you're going to need to go
back into your sketch and ensure that it is a
closed off a loop. So that's our profile selected. Now we're going to
select our center line right here, and you'll see. Now we're getting
somewhere. It's starting to look a little bit
like our drawing. And the majority of the
features are already on there. Perfect. So the next
part that we're going to tackle or the next feature
of this part is the hole. As you'll see on view A, elevation A, we have a hole that cuts through
the entirety of the model. And also has somewhat of a offset kind of
feature on the inside. And this is best
shown on the model itself as the drawing doesn't do a very good
job of showing this. As you'll see, we've got a offset feature that
holds the pin in place, and this is extruded out
to the body of the piston. So we need to ensure we
include that as well. But before we do the circle, we don't have our own
piston head hollowed out just so the quick and easy way of doing this is starting
a sketch on the bottom, projecting the geometry, and then we're going to take
a look at our drawing and find that it is a
six millimeter wall on the side and also on the top. So what we're going to do is we'll take the offset
tool by pressing O, offset it by six mil, and then I'm going to
press E to extrude. As we can see, on
this drawing here, the inside is shown
by this dotted line, and that stops once we
reach this top cutout. And the top cutout is six mill down from where
this radius ends. So with some simple math, we can see that it's going to be an extrusion of 80 minus six. Now, that is a very
simple calculation. Obviously, I equals three or 74. But you can just put
in 80 minus six. And when I click
on my extrusion, when I click on my profile, I will set the direction
to be the direction into the piston head and then ensure that the output
is selecting cut. Whereas if I was
to create or join, then nothing would happen. So cut to make sure
I cut into it and then ensure the distance is
set correctly and press okay. Now we have it hollowed out, we can begin to look at the circle cutout that I
mentioned just a moment ago. So one thing or two things
to take a look at before we start doing it is the size of the circle and where the
circle is positioned. As you can see, we have a 40 millimeter diameter circle
with the center of the circle at 27.5 millimeters from the
bottom of the part. And we also know that
this circle is in a centralized position because of this center line that
we have on the drawing. So we can't start a sketch
on a curved surface. And that's why we like to have our origin
planes centralized. So, to show you what
I mean by that, we're going to change the
camera view so that we can see all of our origin planes
here as we ho over them. And once you find the plane that is correct for you, we're
going to click it. Right click, visibility, and now we can start our
sketch on this plane. Before we begin to
draw anything on this, we can press F seven to
cut down to the plane. So you'll see that
the model completely cuts in half when
I press F seven, and this makes it a lot more a lot easier and clearer
to see what's going on. So now we're going to
start our drawing. And as I mentioned before, it's going to be a 40
millimeter diameter circle. And this circle center will be 27.5 mil from the
bottom of the part. So, now that I finish that
sketch, what I'm going to do? Before I start extruding
is I'm going to press F seven again so that
I can see the rest of it. And this way, when
I press Extrude, I can see with a better
clarity just what's going on. So I want to cut through, and you'll see that it's only
cutting in one direction. So now I'm going to want
to press symmetrical. And now you might see a problem in that it's not
cutting all the way. So, as usual, you could just
type in a really big number. If that's what you
wanted to do, you could set it up to be 999. Or 99 for that matter,
and it will cut through. But as a good practice, it's always good to use the
through all measurement as this keeps things
tidier and it's just a better overall
way of doing things. So now we have cutout. Now we need to start working on the internal part that I showed
you before on our model. So we want to start
putting in this ring. Now the way that I'm
going to do that, taking a look at
the drawing is I'm going to find my origin plane, which will be the center line, and then I'm going to
create another plane, 25 millimeters away
from that origin plane. Then we'll have a start
point for S outset ring, and I'll extrude this to the
face of the piston ring, and that should create the
feature we need on one side. After that, we'll mirror
it using the origin plane, and then we'll have it
symmetrically on the other side. So let's get into it, and I'll
show you how that's done. As I mentioned, we're going
to want to come to the plane, drop down menu and select
offset from plane. Select origin plane. And then, as I said, we're going to type
in 25 millimeters. And this will be the
starting position for the feature
we're talking about. So for now, I'm going to
turn off the visibility of the origin plane just so we can clearly see
what's going on. And then I'm going
to start my sketch on the plane that
we just placed. Then because I know
that I want my ring to be 48 millimeters
in diameter, we could just put in a circle at 48 diameter and then put
it somewhere near the center, but that's not exactly precise and that's not really
the way of an engineer. So now I've used the
project geometry tool to add this circular
cutout to the sketch, as you'll see, when I move
the camera view around, it's a bit easier to see. So it has taken this geometry and applied
it to the sketch. Now I'm going to press F
seven to cut to the plane, and then I'm just going
to delete this circle. And what I'll do is instead
of drawing a circle myself, I know that this circle is 40 millimeters because
that's how big it was cut. So now I need a 48
millimeter circle around it. That will be offset of four mil. Now, you may be thinking,
why is it four mil? Why is it not
eight? Because when you are creating a circle, this 4 millimeters is
applied all the way around, meaning that the
formal is on the left, and it is on the right. So only half as much
needs to be added. So once we have our four
mil applied right here, we're going to
press F seven again so that we can see the
rest of the model we'll extrude with E. We're going
to select our outer profile then I'm going to change
my view so that I can get a better view
of what's going on. I'm going to change
the direction so that it's going
towards the edge. And now you'll see that we have effectively done
what we need to do, but we're getting
these cutaways. And we could create another extrusion and
cut away at these, but there's a better
way of doing things. And that is through using
this here to next tool. So once I select that tool, you'll see a blue dotted line appear all around
the piston head. And you'll also notice that the extrusion is no
longer cutting through. And is somewhat of a dynamic
extrusion and will be a different distance depending on whereabouts it
is on this arc. In simple terms, it's
going to this wall here. And that's all we need to
know, really, so okay. And that's that
perfect on one side. So now we need to get
it on the other side. You could repeat everything
we just did and do it again, but that's long winded. And I don't do it long winded. I like it to be as
fast as possible. So as I mentioned before, we're going to mirror it
using the origin plane we started with because
this is centralized, and then I'm going
to press my miratal. I could then select the
feature on the model, but I prefer to do it
on the model tree. That way, I know
exactly what I'm clicking because as you'll see, I'll get a lot of
different selections very quickly as I just move my
mouse around a little bit, so I like just to be short
and use the model tree. Now I've selected the
feature I'd like to mirror. I'm going to select
my mirror plane, which is this origin plane. And then I'm going
to press Okay. And as you'll see, we've now
almost finished our part. We only have one more
thing left to do, and that is this cutaway. So the way that I would look at creating this feature
here is, of course, once again, using a
similar cut feature like we just for the whole. But this time, it's going to
be using a different sketch, and we also won't need to
create anything on the inside. So what I'll do is I'll create my sketch on the central
origin plane once again. And then using this
detailed view here, I'll create my geometry, which will mimic this curve. And then I will extrude symmetrically and cut through
either side of the object, and then that will
be this piston head done and we can move
on to assembling it. So in order for me to do this, I'm going to open my PDFs on
my other screen so that I can get an idea of the
size of each dimension. So once we've got our correct
origin plane visible, we're going to start our
sketch on this plane. After that, I'm going
to press F seven, and this will cut through
the model to the plane. And then I'm going to
start taking a look at our drawing and we'll
see that we've got a 15 mil tool by 40 mil wide gap with radiuses
of ten mil and 35 mil, with a three mill tool
vertical involved, as well. So this is where I'm going to start creating this geometry. So I'll add my 15 mil vertical, my three mill vertical, for some reason that
hasn't drawn vertically. And then I'm going to start constraining these
about one another. So I know this is 20
mil from the center, and I also know that I have
a 35 mil radius circle, which I can access by
typing 35 times two, because a 70 diameter circle will always have a radius of 35. And then I can do the same for my ten mil radius by
creating a 20 mil circle. So now that I have both
my circles in place, I'm going to draw a small
line at the top here, and I'm just going to set that
to be, say, 3 millimeters. After that, I'm going to
create a dimension between the end node of that line and
our center line right here. And then I'm going to select three mill and
press divide by two. And this ensures that our
three millimeter line is always central to this line. You also have the
option of highlighting said center line and turning
it into a construction line. This way, when you decide to use your three D model
features at the top, this line won't play a
part in how that works. So it's just something
to be aware of. So now that we have
our geometry in place, I'm going to be
moving the centers of set circles into a position that somewhat resembles
what it is we're going for. And that is basically it. It's a three mill up into
our ten mill radius, into a 35 mill radius, and then it flattens
out, and then it's going to do the same
thing on the other side. You see that on
the drawing here, up ten, 35, and then same
again on the other side. This won't do, with it all
being under constraint. So what we're going to do, we're going to constrain the line to this circle using
the tangent constraint. And then we're going to do the very same thing to this
top line to a bigger circle. And then we're going to
do the same constraint between our two circles. And now, you'll see that we're
starting to get somewhere, and it's starting to
look like our drawing. So what I'm going to do is I'm going to pull the center
of this circle so that it is to the left hand
side of our center line. This way, I know that our
flat at the top is in use, because if I decide I'm going to pull it to
the right hand side, you'll see that it's not
actually being used. You may also notice
that it is no longer attached to the top of our line. So we need to apply a
constraint to the line and the top of our 15
millimeter center line. That way, we know
that our cut is definitely going to be
in the correct position. So like I said, the
big 70 mile circle is going to be on the left
hand side of our center. And then once we've
reached a point that we believe to be pretty
similar to our drawing, we're going to put
out the trim tool. Now, you could do
it at the top here, but I like to use shift and X, and making my way from
the bottom to the top, I'm just going to trim
away anything needed. Now, you'll see that as
soon as I try to trim that, it's trimmed the entire circle. So I'm going to press Control Z, and I'm going to apply
more constraints. So the top of this line wants to be constrained
to the circle, and now you'll see that
everything has gone black showing that it's
totally constrained. Now I'm going to
pull up my trim tool and I'm going to trim away everything that's needed all
the way up to the top pit. And you'll see we've
only got a small portion of this flat, but as long as we
have a portion of it, then we're good to go. So I'll use the trim tool to
get rid of everything else. And then once everything
nice and trimmed, I'll press escape
and just delete the rest as if it
was any other day. The same goes for
this line at the top. I'm actually now going to delete these dimensions, and
I'm going to trim. So that we only have the
portion we need right here, and then I'll trim the rest. So now we have the
small portion of flat, a big 35 mil radius into
our ten mill radius, into our three mill vertical. So once we have
everything in position, we're going to pull out
the miratal ensuring that we get that small
part of a straight line. Then we're going to
select the rest of our geometry, right click, continue, and we're going to do about our center
line and press Okay. So now we're looking at
something very similar to the drawing so all we have to do is press F seven to show
the rest of the model, and then we're going
to finish sketch. Once we've done that,
we're going to extrude it, select our profile,
which is in there. You might not be able
to see it, and then we're going to cut through all in a symmetrical way so that it cuts both
sides. Press Okay. Get rid of your
central origin plane with the visibility command. And now you'll see that we
have finished our piston head, our piston pin, and
our piston ring. Now we need to move in to
assembling our piston head, and I'll see you in the
next lesson for that one. But before we do
that, ensure that the piston head has been saved
amongst your other parts. So I'll see you in the
next lesson where we will be putting together
the piston assembly.
43. 12.2 Piston Head Assembly: Welcome back to the next
portion of the course. In the last part, we put
together the piston head, the piston ring,
and the piston pin. Now, in this part,
we're going to be doing the piston head assembly. So in order for you
to start doing that, you need to open up
a assembly file. Then you can right click
and place a component in. And what you're going to
want to start off with is the piston head.
Place that in there. Then you got to place
two more components, one being the pin
that we've made, and then the other
one being the ring. If you'd like to orientate your model before you put it in, you can right click
and rotate it in a specific direction,
X, Y, or Z. This is pretty difficult to
understand to begin with, because you'll be
pressing just any old one and you don't know
where it's going to go. So it's a little bit
of trial and error, but eventually, you
get the hang of it. So yeah, place your
final ring in there. So even though we're going to be putting in
three rings here, we're only going to need to use one because we're going to be using a duplication pattern. But to begin with, what
we're going to do is we're just going to ground
our main part here. So I'm going to
click it and press G, and we're going to ground it. So now that won't move,
and our other parts will be around this part,
since it's not moving. But before I carry on putting
these parts together, what we need to do is we
actually need to open up these parts and just
give it a different color. So you can open up
these top menus here and just change it
to whatever you like. You can also open up
your other parts, and you can use just
the color wheel here, so we can just change it to
orange, if we so please. But if we're going
to use it that way, we have to actually select
the faces beforehand, and then we can change it
to whatever color we like. Not that I didn't actually
select this face on the back, so it hasn't changed color. The reason we do this
is so that we can actually distinguish
the difference between these two parts because once they're actually
assembled and together, everything looks
exactly the same. So to begin with, we're
going to be using this pin and slotting
it into our hole here. Pull out your constraint tool by pressing C or using
the menu at the top. And we're going to
select the central axis, which you'll find by just hovering your cursor
over a curved face. That'll then select the axes
going through the middle. And then the same thing is
going to happen when you select this curve face on these outer circles
of the piston head, and I'll constrain
these together, right click and do a ply. And now our piston pin is
constrained to the axis. It will move along the axis. But it is always going
to remain on that axis. So that's now in
line with the whole. Now we want to align
them centrally. And the way that I always do
this is through opening up our origin planes and making them visible via the model
browser on the left here. And I'm just going to do
that for both of the parts. And that way, once I have
both my origin planes, I can pull my constraint
that once again, select the flush solution. And then just select
my two planes. The flush solution didn't
work so I'm going to use the mate solution. Press Apply. Now, you'll see when I
try and move this pin, all it's doing is rotating, as you can see with this
origin plane there. So that way I know it is
constrained in place. So I'm done with these
origin planes now, so I'll just hold control, select the both of
them, right click and press V to toggle
the visibility. Now, you could just
press the minus to close up your whole model
tree or a different way of doing this is by
right clicking into the model tree menu and then selecting collapse
all from this menu. And that just closes it all
up, makes it nice and tidy. So that's the pin
inside the piston head. Now what we need to do is apply our piston ring into
our grooves here. So, as usual, we're
going to select the axi in the middle here
by selecting the curve face, and then we're going to
do the same thing inside one of our groups and
apply that constraint. Now we'll see the
same with the pin. It's on the axes, but
it's still movable. So what we want to do is
constrain it in place, so we know that this face
wants to be against that one, and we can constrain that, and now it will just be
rotating once again. So, like I said, at the start of this lesson, we only have one of
the rings available. So the way that we're
going to use this or duplicate it is by using the pattern
feature at the top here. And what we're going to do is after we've selected
our pattern feature, we'll select the component we're going to use
the feature on. And then we're
going to move over to the rectangular
part of this tool. Now, this isn't usable
for me right now. You'll see when I use
my column direction, I can't actually select any ok, there's some little ones out and about all around the model, but none in the direction
that I want to go. I'm going to create a axes. And the way I'm going to do
this is simply just clicking the normal axes feature or tool and then select the
top of our piston head, and that will just create an axis straight
down the middle. And that way, when we
use our pattern tool, we can go to the
rectangular version again select our component
with this top right arrow, which will be our piston ring, and then our column will be the axes that we just selected. So now you'll see that
it's starting to create a second piston ring,
but it's going up. So we want to go
down into these two. So we're going to flip
the direction like so, and we're going to change the distance between
them to ten mil, because the bottom of this ring, bottom of that ring is going to be a ten
millimeter distance. And we're going to want to
have three of these rings. So we'll just change that
to three and press Okay. And that is our piston
assembly done and complete. Now, I would suggest
that you pick some colors that um probably
a little bit more suitable. But for the purpose of
this video and providing clarity between the two objects,
this will do just fine. So join me in the
next lesson where we'll start doing the
Piston Connector rod.
44. 12.3 Piston Connector Rod: Hello, and welcome back to another lesson in the course where we're going through and designing our very own
four stroke engine very similar to this
one that we have here. By the end of this
module in the course, you should have yourself
an assembly very much like this one and makes for
very good practice. So the topic today is the
piston connector rod here, and this is not just one part. This is a subassembly
within our full assembly. And this is made up
of these two parts, the piston connector rod, you'll see on the left hand
side in the model tree. And then we've also got the connector rod
cap also you'll find on the left hand
side in the model tree. So let's just jump right in. Obviously, to begin
with, we need to download the drawings that I should you should be
able to download from the UDM website where
you're watching this. So make sure that you have these downloaded that way you can
follow these drawings along, or you could follow along the video and build it that way. Nonetheless, it should be
a very good exercise in building these parts and also building,
sorry, not building. Following drawings because this is a very important part in a lot of jobs that I've
been a part of where you take drawings and you
make the model out of that. So enough of all that, we're
just going to jump right in, and we're going to start
with the connector cap. This is the smaller of the two, and this way, it'll be a
nice easy way into it. So to begin with, we're going to start a brand
new part as usual, and it's going to be a
standard part in millimeters. Everything that I've
made is in millimeters, not in the imperial system. And we're going to
begin our sketch. So, looking at our drawing, the first thing that
we're going to be building is this circular part, this semicircle, and
we can see that it has a R 45 on the outer edge
and a R 30 on the inner. So that means that it is a 90 millimeter diameter circle
all the way around, including the part that's
not actually there and a 60 diameter circle
on the inside. So we'll just quickly draw that in with two circles right here. So we know we want a 91, and then we know we want a 61. And because we're not going to be using the top half of it, we're going to
take our line tool and then chop it in half. So this section here is what we'll be
using to begin with, and that'll create
that semicircle. So select the bottom
portion of the circle, and we're going to change the
behavior to be symmetrical. And according to the drawing, it is 50 mill wide. So we're going to put
in a 50 mil extrusion. And that is the start. The next part of the
model that we'll be touching on is this body here, which houses the holes so that the two parts
can be screwed together. So taking note of the geometry, it is 120 mil wide by 20 with ten mill
radiuses on either side. So to begin with, what
we're going to is we're going to start a sketch
on one of these faces, and then we're going to
draw in the slot command. So I'm going to select
the slot overall, and I'm just going to draw it off of the part to begin with, then I'll move it
over once I'm done. So I'm going to press
tab and press zero. That way, I know it's
locked at that degrees, and I know that it's
120 mil overall. Now, once we've got this
center dotted line in there, we can start controlling the
overall width of the part. So taking another
look at our drawing, we can see that it
is 20 mil wide. So that gives us 20 mil wide. And because it's 20 milwide, we actually have
a ten mil radius kind of built into this shape. So now we have the shape we
and put it onto the part. So our yellow dot here in the very center is
what we'll be using, and we're going to be using
our constraints to take the center of this and line
up with the center of that. And that is pretty much it. I'm just going to double
check that everything is the same distance away using
the dimension command. And as you just seen, they're both five mil out from the edge. And then I'm going to
take my extrude tool after finishing the sketch and change the behavior
so that it goes down, but it automatically changes
to a cut in these scenarios. So what you're going
to want to do is change it to a join. And that way, we're making material rather
than taking away. Now what we need to know
is how deep does it go. Taking a look at it,
it goes 50 mil deep, which is already there,
so that's brilliant. So now, it's starting to look a little bit like the part want. A few things that
we need to consider before doing this is we need to add our fillet
here and our holes. And then we also
need to get rid of this center part because clearly that's not there
in the drawings. So to begin with, what I'm going to do is start a sketch on that center part and then
select project geometry. That allows me to
highlight that area there, and then I'll use
the extrude tool and cut away that material. Feel free to put in
whatever number you like that's bigger
than the 20 mill, or you could do it the
proper way and go through all or even two and then
select the other side. As always with CAD,
there are many, many, many different ways of
doing the same thing. So it's always good to
know different ways. That way, in
different scenarios, you have different
tools at your disposal. Anyway, here we are looking
like we're getting somewhere. Now we're going to add a
fillet around the edge. I'm going to use a three
mile fillet on this side, and then on this
side, and okay that. And last of all, we
need to put in holes. And the way we're going
to do that is using the whole tool and we know that we need eight
mill diameter holes, and I'll be adding a
thread to this as well, as you can see in the drawing. When you have these two lines next to one another on a hole, this is actually representing the outer diameter
of the thread, as well as the inner
diameter of the thread. So in order for me to
put these holes in, I'm just going to start a sketch in the same
position that I did before and project
geometry on both sides. Now, when I project geometry, you'll see whether we
have two little nodes that have been created in the
centers of these circles. And what I'm going to do
is I'm going to select the point com and just
click on both of these, and that will allow me to
start the whole command, and it will automatically
select both of these. And I'm going to select my isometric profile at
a size of eight mill, and then the designation
could be whatever you like. It doesn't really matter here and also ensure that it
goes all the way through, and the direction is, of course, in the
correct direction. Now, when you press Okay, you should have a nice
threaded hole. Basically, we're
done with that part. Apart from one final
little detail, which is this hampor here that I failed to
pick up on before. And that is simple enough. What we're going to do is just come to the bottom of our part, select the Champol, change
our distance to 1.5 mil, just like the
drawing states, and we're going to select this loop, and that will apply a
nice chamfor to it, given us a nice, clean finish. So that is the piston
connector rod. Sorry, that is the
piston connector rod cap completely finished. And what you want
to do, of course, is save it as you always would, along with the rest of the parts you plan to use
on this assembly. But I've already
done this before, so what I'll be doing
is just deleting it. Now that we've covered the
Piston connector rod cap, we can move on to this part, which is the connector rod. So, as usual, you want to take a look at the drawings that
you will have downloaded, get familiarized with them. And then we can move on
to actually making it. So, as usual, we're
going to start up a standard part in millimeters
and begin sketching. To begin with, we're going to
start with the top circle, as well as this
bottom half circle because these are
the same distance. They're both 50 mil, as you can see on this view
of the drawing. That way, we can
do both of them at the same time and
save some time. So before we start
drawing anything, we need to know the sizes of it. So this has a 50
mil outer diameter, and a 40 mil inner I will
start off by just doing that somewhere up here with
a 40 mil and a 50 mil. And then we're going
to take a look at our bottom semicircle, and we can see that
it's got R 30 and 45. So once again, that is
the same as before. R 30 means a 60 diameter, and R 45 means 90. So now that we have the
two circles in place, we need to move them
so that they're actually in the correct spot
in relation to one another. Because right now
they're sat at 196, whereas what they need to be is 250 as displayed on the
drawing from center to center. So I'll change this
dimension to 250, and now I know that they're in relation to each
other, correct. Before we finish that sketch, as we did before with
the previous part, we're going to draw a line through the center
of this circle. That way, when we use
the extrude tool, we can select just the top
half, and at the same time, we're going to select the
outer ring of these circles, change the direction to
a symmetrical behavior, and then input the 50 mill
as shown on the drawing. And here. So now we've got something that
looks a bit strange. We're going to be moving
on to the next part. And the next part of it that
we're going to be doing is the stem that connects
between the two. And as you'll see, we've got
ten degrees between the two. And what we're going
to do is we're just going to start a sketch on this plane in
the center here. So open up your origin
folder and turn on whatever plane it is that is in the center
of it like this. Right now, mine is the X Y, but when you start at a sketch, dependent on the axis
that you picked. That will change. So
find the correct one, right click and press V. Now it is visible and I
can start a sketch on it. So in order for me to
draw the stem down, I'm literally just going
to start by drawing two lines that are roughly
the correct shape. And then what I'll do is I will use my constraints in
order to get them correct. Before I do anything, I'm going to create a construction line, and I'm just going to
join the two centers. That way, I have
my center point, and I know that's correct. I'm also going to lock that in place so I know it
doesn't change. And then I'm going to create a five degree angle between both of the
lines and the center. And as you've seen,
this piece of geometry didn't actually fully
connect to the outer ring. So what I'll do is I'll use my make constraint and select the top of the
line and the outer ring, and I'll do the same
for the bottom here. Now, as we currently
see, this isn't correct. So in order for me to do this, what I'm going to
do is I'm actually going to create a
point at the end. That way I have
something to select, and I'll do the same
for the other one. And this way, I can easily
select the pair of them, even though on this one, it's letting me select it easily. That one is not. So I want a constraint that is
completely horizontal, like so, and I'm going to
put in a dimension of 20. Lastly, I want to
ensure that both of these are somewhat in
line with one another. So we'll take our horizontal
constraint at the top here, and then we'll constrain
those both points. So now we have a stem that is symmetrical and we can
begin extruding it. But before I begin
to extrude it, I just want to double check
that they're symmetrical, using the dimension tool, as you'll see, both
ten, so perfect. And I'll begin my extrusion
using that point. And if I take a look
at the drawings, I can see that it wants
to be 20 mill thick. And as usual, when you're
doing this extrusion, you want to do it on
the symmetrical plane. That way, with
this orange plane, you can see here, it
will come out ten mil this side and
ten mil that side. Now I'm done with that plane, so I'm going to just turn off the visibility and
keep things tidy. And the next part
that we're going to be doing in this is we're going to be applying
radiuses here. And it's important that
we do these beforehand, because as you'll see
at the bottom here, the radius doesn't actually
carry on the whole way because it gets cuts off by the next part that
we'll be going to do, which is the body that
holds the screws. So make sure that you do the
fillets before you move on. And the way you're
doing that is with the fillet command
with a radius of 50, and we're just going
to select where the stem connects
with the other parts. So now we're getting somewhere, starting to look
like what we want. We're going to take a
look at the drawing and find out what
we need to do next. So the next part that we're
going to be doing is the body at the bottom here that
houses the screws. We're going to take a
look at the geometry and much like the piston
connector oder cap, it is going to be
exactly the same. This is because
both of these parts are made to mate
up to one another. So you can take a
look at the drawings and ensure that you got
all the dimensions correct or you can go from your memory from what you
remembered from what we did just 5 minutes ago. Just like before,
I'm going to create a slot using the drop down from the rectangle
tool and press tab, ensure that it's zero degrees, and I know that it's 120
mil total and 20 mil wide. After that, just like before, we're going to constrain
both of the centers, and now we have it in
the perfect place. I'm going to extrude
it by a total of 40 mil rather than
50 mil this time. And I'm also going to
ensure that it goes the correct direction
with the correct output. So now we're getting the
housing for the screws done. As usual, we're going to take out that
center part because this part needs to be hollow and we'll do that by
starting a sketch on it, projecting the face, and then extruding it using
the cut command. And that way, we have a
nice hollow center there. The next part of this
we're going to touch on is the holes in the centers, and this is exactly like before, and we'll do it in exactly
the same way using the projected geometry and then placing our points
on the centers here. After we've done
that, we can finish the sketch and pull
out the whole tool. I will automatically
select the pair of them, and all our details for our whole have been carried
over from our last part. That way, I know they're
already correct, and we'll match up with
our other part here. So now that the holes are in, we'll take a look
at our drawings, and we can see in these
drawings that much like before, we have a fillet between the
main body and this collar, as well as the hamper. So before I carry
on moving on to this webbing p or
this cut into it, I'm going to apply those. So much like before,
I'm going to take a three mill fillet and apply
it to both sides of the pt. Make sure that you're
picking up both sides because it won't do
it automatically. So there's one of our fillets. And instead of creating
another fillet that will appear in the model
tree, much like this. I'm going to delete that one and just double
click into the one I made before and then carry on
selecting different edges. That way, they're all compiled
into one fillet tool, and this is achievable because they're both
the same radius. But other fillets
can actually be added if you were
to press this plus, and then we can start
creating multiple of different fillets in the same
fillet on the model tree. And I know that might be a
little bit confusing to hear, but if you're watching, then
I'm sure you understand. So as I mentioned
before, lastly, we're going to want to
put in our cuts here, and this is to ensure that the part remains
somewhat light weight, taking away the excess material
that is unneeded because the strength within this likely mild steel part
should be enough. So, as you'll see here, we have a ten mil offset
from the outside, and the way we're
going to do this is by starting a
sketch on the face, and then I'm going
to project geometry. So rather than just taking my offset tool by
pressing O and doing ten, you'll see that nothing's
going to happen because it's selecting
all of the yellow line. What we're going to
do is drawing a line between the ends of
both the radiuses, like so, and then we're going to do the same from the top hoo. And now that we have that, I'm just going to fill in the edge. And now we should have a black
line all the way around, and I can select the offset
tool and do ten mil. Now, that is the shape. We're going to use
our extrude tool, and we're going to cut in by five mil as indicated
on the drawings. So I'll take the extrude tool, change the direction, and then change in
distance to five mil. Brilliant. So now it's looking like
we're getting somewhere, but it's not on the other side. So just like before, we're going to come back
into our origin planes, select the correct plane, make it visible, and then we're going to take the mirror tool. So now that I have the
mirror tool selected, I'm going to select the
extrusion in question, which is cut out, and you'll see that is highlighted with
the blue dotted lines there. And then, now that we selected all the features,
we'd like to mirror, we're going to select
the mirror plane, which is the plane we just
made visible and press Okay. And almost like magic, we have the feature
mirrored on the other side. So now I'm done with the plane, I'm going to make it invisible again just for clarity of mind. And lastly, but not leastly we have to add the fillets
into these webs. Now, this isn't important, but it does clean
up your part and make it look like a
professional piece. So I always encourage
you to do so. So the last fillets that
I'm going to add in, once again, three mill fillets. I'm just going to
round the corners of each side of this web. And as you'll see just here, you don't actually
need to be able to position your camera so
that you can see the line. If you know that it's
there, you can find it just by hovering your
mouse where it would be. And that way, you don't
have to constantly reposition your camera
in order to do it. And this is also possible
on the backside, but I wouldn't really recommend doing it this way because
it makes it a lot harder. It's always better to
have a look at what you're doing that way you
have a better understanding. So there's our three
mill fillets in there. If we take a look, it's
starting to come together. And the last fillet
that we'd like to add is this external one. As you'll see that
it's not just a hard cut edge like
it is right now, we've got another fillet
which smooths it in. So once again, I'll
get my fillet tool, and I'll change this to 1.5 mil and select that outer
edge on both sides. And there you go. That
is the final part. So the next thing that we're
going to do with this is obviously save it in the folder with the
rest of your parts, and then we'll come
into a assembly in order to fit
these both together. So now that we've finished
both of our parts, we need to open up assembly
file in the homepage. So as usual, new, and then we're going to come to our standard
millimeter assemblies. Obviously, our assemblies are these three blocks
here and create. So you get a right click
and press place component, and then we're going
to go and find our parts that we want to use, and we're going to use our cap and we're also going to
use a connector rod. So place those both in, and now that we have them here, I'm going to ground
the main piece by right clicking and pressing G. Now I'm not able to move
it unlike this one. And your biggest problem
you're probably seeing right here is the fact that this
one is the wrong way up. So I'm going to do
is I'm going to select the part
and press G. Now, what this does is it just lets
me move it however I like. And rather than trying to figure out how to constrain
it the wrong way up, I'm just going to move it, so it's roughly the
correct way up. You'll see that
it's, you know, not exactly on the correct plane, but this makes it a lot
easier to work with. So we'll take that,
move it down, and then we'll press C or our
constrain at the top here. And we're going to create
a constraint between both the surfaces that are
supposed to abut one another. Now I'll apply that constraint. Now I'm going to take the
centers of both of these holes, and you'll see that
I've got the centers cause the blue dotted line will appear through the center of the hole rather than the
edge of it, like so. And then I'm just going
to select the same thing on the other one. Apply that. Now we have a somewhat
correct part, but it still spins around
because we haven't done the same to the
other hole here. And now that we've
done the same, we have our finished assembly
right here or sub assembly. So save this into your file
with the rest of your parts, and then we'll
start moving on to the next parts in order for us to create our
four stroke engine. I look forward to
seeing you there.
45. 12.4 Crank Shaft: Hello, and welcome back
to the next lesson. In this lesson,
we'll be going over how to create the crankshaft, which is this part
right here for this four stroke
engine assembly. If you haven't already,
make sure you download the PDF so that you
can see the drawing, and this is what we'll be
creating the model from. Before I even begin
modeling, though, I'd like to just point out
a few things that are on this drawing that you probably would like to know
before modeling with it. So the first very
obvious one is, what is this line here? That line right there is
known as a section line. And they can be shown
in many different ways. I haven't seen too many drawn in this way, but
more often than not, it will be a dash line
with some sort of arrows or lettering at the
end going through your model, and then you'll have a view,
which is this over here. It shows the part exactly
where the cut is. So this view, as
you can see with the diagonal lines
going through it, it shows that it is actually
cut through that piece. So, yeah, that's
something that you just want to know about
before you begin. So if we're going to begin modeling this crank
shaft right here, we're going to need to open up a brand new part as always, so, open up your
part in millimeters, and then we can
begin drawing it. So start your sketch. And what we're going
to do is we're going to model it
from left to right. And something you'll see
throughout this lesson is this is a bit of a mirroring
master class and what I mean by that is we will be using and abusing
the mirror tool because the majority
of the buildup of this model is the same
part over and over again. So why would you create it over and over again when you
can just mirror it? Anyway, like I said, we're going to be starting from
left to right. So we want to create
a 60 diameter circle that extrudes by 100 mill, and make sure that you start that on the datum point there. I've pressed E to quickly
start my extrusion, and I've changed
the direction away, and that is 100 mil. So now we have our
very first part, which is this right here. Now we're going to do
the next part over, which is 80 millimeter
diameter circle 40 mil long. So I'm going to start
my sketch and then create a circle on the same
center point at 80 mil. And then once again,
we'll just extrude it, ensuring the correct direction. And I'm going to put that at 40. Now we're getting somewhere. So the next part of this, which is arguably
the hardest part, but isn't really that
hard is creating this almost duck
foot shaped part. And the way we're
going to do this is by using this section view, as I mentioned before,
obviously, to begin with, you want to start your
sketch in position, then I'm going to project
the geometry so that I can use this yellow
line around the circle. So taking a look at this part, we can see that we
have a big circle here that has actually been cut. It's just this portion of it. This radius is 80. So 80 mil radius, of course, means a 160 mill diameter because that is
double the number. So this will make up
the top edge right here of that duck foot shape,
like I mentioned before. And then we're going
to be moving on to the bottom portion of this, which is a circle with a center 44 mil away from the edge
with a radius of 35. So with a radius of 35, we know that we have
a 70 mil circle. And I'm going to use
my constraints in order to vertically
constrain these two. That way, I know that
they will remain in line no matter
where I drag it. And lastly, I'm going to use the dimension tool
to ensure that both of these
centers are 44 mile away, flight the drawing. So now we have the top
arc and the bottom arc. Now we need to create these lines that connect
between the two. And we can see
that these are set 15 degrees away from
the center line. So for us to begin, what
we're going to want to do is just draw
in a center line, and we'll use this with
construction line. So click that symbol
at the top there, and then we're just going
to draw in center line. Now turn off your
construction line, and we'll begin just by
drawing in two lines that are roughly in the
position that it needs to be. And from there, we can just
begin constraining them. And I'm going to
constrain the edges of these lines to the
edges of the circles. And now that we have them looking somewhat
as it should do, I will take my dimension tool
and just constrain these at 15 degrees away
from the center line. And now you'll see
that we're actually getting the shape that
we originally desired. So what I'm gonna
do now is pull out the trim tool by
pressing Shift and X, and I will trim all of the
parts that don't make up the surrounding edge of our part you'll see that I've
got a little bit of inconsistencies right here. So what I'm going to do is pull out the tangent command and make sure that both of
these lines are on the tangent of this
bottom circle. So now it's a pretty
tidy looking sketch. I can finish the sketch. Take
a look at how far it is, and that's 50 in milk. Press E to extrude,
and once again, I'm just going to select it, all the faces that are necessary. And type in at 15 mil. Brilliant. So that is actually
the majority of the piece. As you can see, it is
repeated over and over again. So let's get to
it to begin with. We're going to have
to draw in our bottom portion of the shaft right here, and that is once again a 60
millimeter diameter circle at 50 mil long. The only difference with this is that it is in a
different position from our center on our
big central circle, as you can see here. So where we're actually
going to be drawing this is within the center point
of this bottom circle, and we'll just click
on that datum. Create a 60 mil circle and
then extrude it by 50 mil. So now we need to once
again replicate this part. And like I mentioned before, we're going to be using the
mirror tool because we don't want to have to redraw and
extrude all of this again. This would just be for a much quicker creation
of the part. So to begin with, we're going to have to create a
plane to mirror from, and we're going to
use a mid plane. Since we know this
feature of the model wants to begin here, we need to find the midpoint between here and other parts. So that'll be these two faces. And now that we have
the plane in place. I can select my miratal and select the feature
that I want to use. Right, click. Now that I'm
selecting the mirror plane, I will select the mirror plane I mentioned before and press Okay. So now that's there, nice
and quick, nice and easy. I'm going to right
click and press V to make that plane invisible. So now that we've
finished this feature, we need to move on
to the next part, moving over to the right, and that is 80 millimeter
diameter circle at 40 mil, which is something that we've
already done over here. So you could draw it again, but this will be ever
so slightly faster. So I'll just mirror that. And you'll see that
I've created a plane from this face and this face because that is the end of the feature
we're trying to copy, and this is the start of
where we want it to be. So I'll select my
miratal and once again, just duplicate this
feature the same way I did before. And there we go. That's the next part done.
As you'll come to find out there is a lot of copying
and pasting in this one. Now we have actually
reached a part which looks the same when you
look at it from this view. But if you take a look at
our three D view right here, it's actually upside down. So the way that we're
going to be doing this is, of course, just by
copying and pasting it. That way we don't have to
redraw the whole thing again. So I'll open up
the sketch that I did before and just copy it, and then I'll begin my new
sketch on this face and paste. Now, you'll see that it is
actually the correct way up. You know, the bigger
side is on the top, whereas we want
it on the bottom. So we're going to
take our rotate tool, highlight everything, and then select our center
point right here. Yes. And then you could
try to do your mouse, but it's a lot easier just
to come into your input here and change it
to 180 degrees. And now that's been flipped
all the way around. We can use the extrude tool. And once again,
we have our part, and I know that it wants to
be 15 mil and there it is. So now to our next part, it is another 60 mill circle. And once again,
this is just going to be the same
process as before. We're going to project the geometry so that we can
get our center point here, and then we're going to
create our 60 mill circle on that center point and extrude
it by a total of 50 mil. So now you see we're
starting to get somewhere, and we actually have
all the parts B one last piece to just
mirror the rest of it. So looking at our model, we've got two up, two down,
two more down, two up. So once again, of course, I'm just going to
mirror my parts, and I'm not going to
be explaining this so much because we've already
done it two or three times, and we're going to be
doing it a few more times. Taking a look at our
three D model again, we have the same feature again after this 80 mill
diameter circle. Now, once again, you could mirror it or you could
just draw it in, ensure that if you do
draw it in that you project the central point here, and that way, we can ensure that when we draw in our
80 mile circle, it is actually central. So like I mentioned before, we've got two more
the point down. So what I'll do is
pull out the mirrtal. And what I'm going to do select these two faces that being
this one and this one to get the center point
of the feature we just created because we want to duplicate this part right here over onto the other
side of our shaft here. So ensure that you're selecting all the parts that
you want to mirror, continue, select your plane, and then make it visible
once you're done. So now we're moving, and we get in there quickly. Lastly, we've got two
more the point up after another 18 mil shaft. So I know that my chef
wants to be here, and that one that we're trying
to copy finishes there. So we'll come between
the two of them, get a mirror plane
in the center, and then we're just
going to mirror it and make our plan invisible. Now, I don't feel the need
to mirror everything. Although it is a lot faster, if you take the time and learn to sketch all of these
different parts, then you're only
going to be building that muscle and getting better at creating
your own sketches. Nonetheless, mirroring
is ten times faster, and I do recommend doing
every chance anyway, we got our last two
that want to point up. And what we'll do
is take a plane, and here's two that
are pointing up. We want to come from the end of that point to the start of
where it's going to be, and then we're just
going to mirror all the parts that
are necessary. And make it invisible. And I understand that I'm repeating myself
quite a lot here, but this part is a lot
of repeating itself. So now we're at a point where
we have all of this here, and we just need to finish off by creating this final part. And as you can see in the
isometric view right here, it is once again another 80
mill shaft at 40 mil long. And then we have our
big 180 mil disc on the end in order to
mount the crank shaft. So firstly, let's get that
80 mil shaft in there. You see the problem
here is that if I try to mirror a part that
was already mirrored, it's going to actually mirror both the part
that you selected, as well as the part that it
was originally mirrored from. So if you run into this problem, it might actually
be more helpful to just draw it in as I did
with the previous one. And like I said before, pull out your project geometry tool
and get that center line, that central shaft in order
to get your center point. 80 mile circle, 40 mil long. And that leads us on
to the final part, which is this mounting
disc at the end. And as you can expect, that is central to
the center point. So I'll pull up the
project geometry tool, project that geometry, and
then draw a circle at 180. I'm going to extrude this, ensuring that I select all
of the relevant faces, and I know that this
wants to be 15 mil, so ensure that you
change that correctly. And lastly, we need to put in
the holes around the edge, and this will be
a little bit more different from what
we've been doing so far. And with these holes, we can see that this one here in particular is 65 mil away
from the center point, and it is a 15 mil hole. So I'll start my sketch on
here, project my geometry. And then I'm just
going to put in a 15 mil hole and
use my constraints. I'll use my horizontal
constraint between the two center points
to ensure that it remains horizontal and then my dimension to to
ensure that it is a 65 millimeter gap between the two centers as
shown on the drawing. Lastly, we need to create
multiple of these. So I do suggest coming in and just counting
how many are necessary, one, two, three, four,
five, six, seven, eight. That's eight holes,
and now we're going to be using the circular
pattern command. We're going to
select our geometry, and then our axis will
be the outer edge. We're then going to change the
amount of copies to eight, and that will give
us eight circles evenly spaced around it. Lastly, we're going to
take out the extrude tool, click on all our circles. And then change the direction so that we're taking
away material, and that way we have
all our holes in it. So that is basically
the part complaint. The only difference
is we need to add in all our fillets along our shaft. And the way we're going to do that is just by one fillet tool, we had a five millimeter fillet and we're just going
to run through. And on all of these
circular shaft parts, we're just going to
add in our fillets. And now that all the
fillets are in there, it's looking very good, and that actually
concludes our crankshaft, ensure that you save it in a folder with the
rest of your parts. That way, when it
comes to assembling all the parts, it
is a lot easier. Nonetheless, I won't be saving this because I've
already done it. But if you join me
in the next lesson, we'll be putting together all of the parts that we've made for the four stroke
engine and putting it together to create an
assembly much like this one. I'll see you there.
46. 12.5 Four Stroke Engine Assembly: Hello, and welcome back
to the final portion of the four stroke
engine assembly. This portion of the course
obviously goes through the modeling of all of the
parts that you can see here. And in this portion, what we're going to be
doing is taking all of them and putting
together our assembly, just like the one you can see right in front of you right now. So to begin with
come to the home and start up a new project, and that is going to
be assembly file. So create that with millimeters, and then you can go to the
top left here and place, and we're going to start
placing in all of our parts. So we're going to want to use four of these connector rods. So place in four. That way, we're not. We don't need to come back
and do that again. And then we need four of
the piston heads as well, make sure that they're
orientated correctly with the pin facing the same way as the holes in the
top of these rods, and then we're going to want
to place in a crankshaft. As always, you can
right click and rotate your X Y or Z axis. And this way, you
can place it in the correct orientation and
it saves you a lot of time. So now we have all of
our parts in here. What we're going
to start with is by grounding this crankshaft, and we're just going to build
everything off of that. So, to begin with, I'm going
to constrain the centers of all of our holes in our rods here to the crankshaft shafts. And we're just going
to be doing that by pressing C and using
the make constraint, taking the center axis of these and just doing it straight
onto there, like so. I'm going to do that for all of the connector rods on all
of the shaft placements. Now that they're
on there, you can see they're not exactly aligned. So I'm going to take the edge of our connector rod and just butt that up to the
wall either side of it. And that way, since this has
been designed in such a way, they will fit in
there nice and flush. So I'm just going to
do that for all of them. And now we've
got them in there. We just need to put
in our piston heads with exactly the
same methodology, and we're just going to be doing that all four of
them once again. But the problem, I'm sure
you can see already, is that these parts
are not sitting central to our connector rods. And the way that we're
going to fix this is actually by opening up
both of these parts. And now that we have them open, I'm going to get to
my origin plane, and I'm going to
make it visible. The origin plane that
you need to select is the one that cuts through
the center of this pin. And then the same in regards
to this connector rod, it needs to cut
through the center. And that way, now
that we come back into our model or our assembly, you can see that the
planes are now visible. And what we're going to do
is take our constraint, our flush constraint,
and I'm just going to flush up all of our
different planes here. And that way, as you'll see, once I'm done here, all
of them now sit Central, which is obviously the
look that we're going for. So now that I've done
with these origin planes, I'm just going to make
them invisible again. That way, they're not
showing up in my assembly, and that is basically
the part finished. But you probably want it to spin much like my
other model here. But right now that's
just not going to happen because the
crankshaft is grounded. If I unground it and
try and spin it, it just moves the whole part. So in order for me to get the
spinning motion to happen, what we're going to be
doing is, first off, we're going to be
taking a look at my other model and just showing that it's not
just the spinning. We're actually keeping
these piston heads all in the same line, because if we don't do that, then it would just
stay above it, and they'd be moving
side to side, which isn't how an engine works. So let me just show you how to maintain these
in the position. So moving back over to our
model that we're doing now. What I'm going to do is use a axe on the center line of
all of our piston heads here, so I'll just do that
for all four of them. And then I'm just going
to ground all of them. That way, when
these pistons move, the axes won't move with them, so they'll just move up
and down along that axis. I'm also going to make these invisible for the time being because there's no reason
for me to see them. So now that we have
the piston heads constrained to the axi, we're going to do the same for the center of our
crankshaft here. The same thing goes,
we're just going to ground it and
make it invisible. So now the model should be
able to spin quite freely. So now that we've added in all our axes and grounded them, the parts are free
to move around them, but the axes themselves
cannot move. So if I just make all of
these visible real quick. You'll see them all in action. There they are, and all of our parts are happy to
move along the axis, but the axes themselves will not move from where
they are positioned, allowing us for a
nice rotating effect. So that is the end of our model. That is your very own model. And if you would like to get
some nice views of this, then I would recommend
going into view, choosing a realistic style
turning on perspective, and this makes it
look a bit more real. Make sure you turn
off all the things that aren't in the real
world such as these axes. And then what I'm going
to do is I'll turn on shallows and reflections
and then ray tracing. And what ray tracing
does is actually simulates the rays of light. And that way, it
gives you a very nice looking final image, as you can see, right
there, looking very good. Thank you very much for
taking part in my course. And I hope that you've
learned something from it. If you found it
good, then please feel free to leave a review. It goes a very long way for me, and I do very much
appreciate it. But yeah, thank you very much for taking part in the course, and I'll see you
in the next form.