This program discusses the different techniques employ in maximizing the productivity and functionality of assembly modeling. In addition, different techniques for creating freeform product design also being discussed.
TARGET GROUP
Draught man / Designer / Product Development Executives or Engineers and those who are in the designing field.OBJECTIVES
After successful completing this program, the participant will be able to:- Introduce the basic technique of capturing an assembly motion in movie file (avi format).
- Create complex mechanical joints such as belt & chain, rack & pinion as well as screw mate to demonstrate the assembly mechanism.
- Introduce to the different modeling techniques to create a family of assembly components
- Create simple layout assembly design to demonstrate basic mechanical motion in 2D sketch.
- Learn about advanced techniques to manage large assembly models
- Introduce simple project management techniques to create revised assembly models
- Use advanced technique to solve complex design problem
- Create complex product design shape bottle, hook as well as spring model.
- Evaluate and improve the smoothness of freeform design.
- Learn an innovative modeling technique for designing a drill bit model
- Produce Model by using 3D Printer
TRAINING METHODOLOGY
Classroom and practicalTRAINING PROGRAM OUTLINE
Lesson1: The Motion Manager- Motion Manager Window
- Using the Animation Wizard
- Free Motion & Drag Motion
- Motors and Motion
- Control visual effect in an animation
- Physical simulation & Physical dynamics
- Top-Down Assembly Modeling
- Stages in the Process
- Building an in-context part
- Propagating Changes
- Building Parts in an Assembly
- Introducing Assembly Features
- Smart Fasteners
- Status of external references
- Breaking External References
- Types of Fastening Features
- Advanced Mates
- Adding Mate References
- Design Library Parts
- Capture Mate References
- Smart Components
- Advanced Mate Types
- Multiple mate mode
- Summary: Inserting and Mating Component
- Using Configurations with Assemblies
- Using Configure Component
- Creating configuration manually
- Using Design Tables with assemblies
- Component Patterns
- Assembly Editing
- Editing Activities
- Replacing and Modifying Components
- Troubleshooting an Assembly
- Replacing Components Using Save As
- Controlling Dimensions in an Assembly
- Layout-based Assembly Design
- Create, edit and explode a block
- Using blocks to simulate the mechanical motion
- Creating a 3D part from a 2D block
- Gear and Pulley Motion in Blocks
- Display States Vs Configurations
- Adding, Renaming and copying a display states
- Using Display Pane to customize display state
- Selection Tool for Display States
- Open a large assembly
- Lightweight component
- Large Assembly Mode
- Using Quick View and Selective open
- Using Configuration with Large Assemblies
- Modifying the Structure of an assembly
- Tips for faster Assemblies
- Software Explorer
- Pack and Go function
- Concept of a Multibody Solid
- Creating a Multibody
- Application of multibody technique
- Local Operation
- Indent Features
- Patterning Bodies
- Using Cut to Create Multibodies
- Splitting a Part into Multibodies
- Using Split part to edit legacy data
- Introduction
- Case Study: Bottle
- Sweeping and Lofting: What’s the Difference?
- Sweeping
- Creating a Curve Through a Set of Points
- Sweeping
- The Label Shape
- Working with a Non-planar Path
- Variable Radius Filleting
- Analyzing Geometry
- Filleting the Label Outline
- Selecting Edges
- Performance Considerations
- Modeling Threads
- Using Twist
- Sweeping Along Model Edges
- 3D Sketches
- Basic Lofting
- Using Derived and Copied Sketches
- Copying a Sketch
- Derived Sketches
- Advanced Lofting
- Apply Layout Sketch for ease of complex design
- Spline Sketching
- Advanced Fillets
- Using Flex
- Wrap Feature
- Deform Feature
- Move Face and Delete Face
- Using 3D Sketch with Hole Wizard
- Creating primary Surface
- Surface Fillet.
- Creating the transition surface
- Shaders and Lighting
- Modifying a surface shader.
- Adding label
- Lighting and scene.
- Editing the render global parameters.
- Creating the background
- 3D solid texture
- 2D bump texture
- Raytracing