This short tutorial gets you started creating a cube with Pro/ENGINEER. To create geometry that is created by projecting a two-dimensional section at a specified distance normal to the sketching plane. Part, the default file type, is selected. Learn how to use a graph to drive dimensions in a Variable Section Sweep. This short tutorial gets you started creating a sphere with Pro/ENGINEER. is an axis symmetric shape that is created by revolving an open or closed section view by a specified angle around a central axis. Part, the default file type, is selected . Learn how to use a graph to drive dimensions in a Variable Section Sweep. Creating Freeform Features from Section Strings. .. We first released the tutorial for Unigraphics 18 and later updated for NX 2 of new customer needs and design variables to be improved, which are identified by the NX, Pro -E, CATIA and SolidWorks are high-end modeling and designing Download pdf.
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Download the tutorial file here (musicmarkup.info) before begin. 1. Extract the Click the sketch icon proe wildfire variable section sweep dashboard sketch icon . musicmarkup.info offers exclusive tips and tutorials for Pro/ENGINEER (Pro/E , wildfire, wildfire , Wildfire , Wildfire ). Download the example file here. TUTORIAL: Pro/E Wildfire Variable Section Sweep – Multiple Trajectory . The file type added in this musicmarkup.info option will be listed at the top of the list. ProE Fundamentals - Ebook download as PDF File .pdf), Text File .txt) or read book online. for a sweep, variable section sweep or swept blend. They can.
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These guidelines are not meant to be complete or exact in every language-technical detail. We value expressiveness and uncompromised performance.
The rules are not value-neutral. The rules are not precise to the point where a person or machine can follow them blindly. The enforcement parts try to be that, but we would rather leave a rule or a definition a bit vague and open to interpretation than specify something precisely and wrong.
Sometimes, precision comes only with time and experience. Design is not yet a form of Math. The rules are not perfect. A rule can do harm by prohibiting something that is useful in a given situation. A rule can do harm by failing to prohibit something that enables a serious error in a given situation. A rule can do a lot of harm by being vague, ambiguous, unenforceable, or by enabling every solution to a problem.
Also, suggest an improvement. Enforcement of all rules is possible only for a small weak set of rules or for a specific user community. But we want lots of rules, and we want rules that everybody can use. But different people have different needs. So, we need subsetting to meet a variety of needs. But arbitrary subsetting leads to chaos. We want guidelines that help a lot of people, make code more uniform, and strongly encourage people to modernize their code.
We want to encourage best practices, rather than leave all to individual choices and management pressures. The ideal is to use all rules; that gives the greatest benefits.
This adds up to quite a few dilemmas. We try to resolve those using tools. Each rule has an Enforcement section listing ideas for enforcement. Enforcement might be done by code review, by static analysis, by compiler, or by run-time checks.
A rule can be part of several profiles, or none. For a start, we have a few profiles corresponding to common needs desires, ideals : type: No type violations reinterpreting a T as a U through casts, unions, or varargs bounds: No bounds violations accessing beyond the range of an array lifetime: No leaks failing to delete or multiple delete and no access to invalid objects dereferencing nullptr, using a dangling reference.
The profiles are intended to be used by tools, but also serve as an aid to the human reader. We do not limit our comment in the Enforcement sections to things we know how to enforce; some comments are mere wishes that might inspire some tool builder. Also, we assume that the rules will be refined over time to make them more precise and checkable. A rule is aimed at being simple, rather than carefully phrased to mention every alternative and special case.
Such information is found in the Alternative paragraphs and the Discussion sections. If you feel that a discussion is missing or incomplete, enter an Issue explaining your concerns and possibly a corresponding PR. This is not a language manual.
It is meant to be helpful, rather than complete, fully accurate on technical details, or a guide to existing code. Files created automatically, and files you save without directing them elsewhere, are stored in the working directory by default.
If you have other files open in session, but not displayed, you can click In Session from the Look In list to open them. You can add frequently accessed files or folders to a Favorites directory. Use the Preview button on the File Open dialog box to show a graphic representation of a selected file before you open it. Options in the New dialog box When you click OK, the new file opens and the default datum planes appear in the main window.
The menus and options are configured for the selected type. Use Save a Copy to save the file to a different name. To show version numbers in the Open dialog box, click the Commands and Settings icon and then click All Versions from the menu.
You can then open whichever iteration you want.
Unlike a conventional Windows Save As command, Save a Copy leaves the original file open and active after the save operation. The first iteration in a backup directory starts at 1, regardless of the number of iterations in the working directory. You can clear old versions only, leaving the latest version intact, or you can clear all versions. You can change the default system of measure. With practice, this will become automatic. You will also learn which visual elements you need to show or hide and which display mode, orientation or magnification, you will need to best accomplish any task.
Experienced users change view settings from operation to operation and from minute to minute. This returns the part to a default orientation in the center of the graphics window.
Viewing control icons 1. Redraw current view 2. Spin center 3. Orient mode 4. Zoom In area 5. Zoom Out 6. Recenter 7. Orientation dialog box 8. Saved View list Spin Modes When you spin the part, you can use the default part axis to spin the view, or use a spin center that you place by clicking anywhere on the part. When the default spin center is displayed, the model spins around it when you drag the middle mouse button.
If you turn the default spin center off, you can use the same drag motion to put the spin center anywhere you put your pointer. You can see the two spin modes at work in the illustration below. On the left, the spin center icon has been selected. The spin center is displayed and is used to pivot the model. On the right, the spin center icon has not been selected, and the spin center is located at the point where the user clicked the top edge of the model.
Middle-click to cancel Zoom mode. Additional specialized controls are available in Orient mode. The pointer changes to a black movement spin center and a triangular or square vector handle is constantly visible. Right-click and choose one of the following controls from the Orient mode shortcut menu: Dynamic The usual spin, pan, and zoom controls. Anchored Movement is anchored around a specific point. Click once to determine the anchor point, then move the mouse as usual.
Delayed The view changes after the vector handle is moved and released. This avoids constant repaint for large assemblies. Velocity Movement continues as long as the mouse button is pressed, even though the mouse drag has stopped. Right-click and choose Exit Orient Mode to exit Orient mode completely. Every model has certain standard views stored within it by default: Front, Left, Top, or Bottom, for example.
The view called Default fits the model in the window in a 3D orientation. Use the Saved View icon to quickly change to a saved view. With the dashboard, you can use a logical sequence of setups and parameters to define new geometry features or redefine existing shapes. Task-specific dashboards appear at the bottom of the graphics window whenever you create or edit a feature in a part. The dashboard guides you through creating geometry intuitively from left to right. The lower half of the dashboard groups the required inputs in the proper sequence.
The upper half lets you fine-tune the variable properties. The next illustration shows the Hole dashboard active and defining a coaxial hole. The Hole Dashboard Placement Panel On the top: Slide-up panels determine placement references, and other variable properties.
On the bottom: The basic requirements for the feature hole type, diameter, start and finish references. The two main display modes are shaded solid and lined. There are three types of lined display. Each shows the outlines of the model in increased detail. Shaded Shows the model as a solid. No hidden line Does not show lines behind forward surfaces. Hidden line Shows hidden lines in ghosted tones. Wireframe Shows front and back lines equally. Wireframe and shaded displays Datum Display You can globally display or hide datum planes, datum points, axes points, and coordinate systems as needed at any time during an operation.
You can hide an individual datum by selecting it in the Model Tree and using the Hide command on the right mouse button shortcut menu. Datums clutter the work area and can cost in redraw performance, so it is good practice to hide most datum objects until you need to see them for action or reference.
The filter works together with preselection highlighting.
As you pass the pointer over the design, objects under the pointer highlight as eligible for selection. To simplify selection further, the filter automatically sets to eligible objects when you are prompted to select during an operation.
When you are prompted to select a specific entity type, the filter offers selections valid only for that type. When the filter is on the default smart setting, all objects are eligible in a hierarchy.
For example, you can select a feature and click again to "drill down" to its component edges or surfaces, as shown in the next illustration. Preselection highlighting is optional. Preselection Highlighting Selection Lists An alternate way to isolate an item for selection is to pick it from a list.
The list is generated from all items that are under the pointer at a given time. To show the list, place the pointer over the area containing the item you want to select, and choose Pick From List from the right mouse button shortcut menu.
The Pick From List dialog box opens. The order of features is the sequence in which features appear in the Model Tree. When you add a feature it is appended to the bottom of the Model Tree. At the simplest level, ordering is an organizational tool.
You can drag the feature up the tree to place it with a parent or other related features, even if the feature was created after the parent. You cannot order a child feature before a parent feature. At another level, reordering existing features can change the appearance of the model. Drag the arrow up the Model Tree to temporarily suppress features.
Suppressing a feature temporarily removes it from the model, both physically and visibly. For display simplification only, you can use the Hide command on selected features from the Model Tree.
However, you might want to temporarily suppress a feature, for example, in order to try another one in its place.
Or, the feature could be causing problems that you must adjust for elsewhere. Now select Suppressed Features under Display. When they are shown, you can select them, right-click, and choose Resume from the shortcut menu to return them to the model. After a brief discussion of 3D datum planes and axes used to locate solid features, you'll learn how to start solids as 2D outlines, or sections, in Sketcher.
You'll then see how to add the z-dimension to create 3D objects. At the end of this chapter, you'll find a step-by-step sequence describing how to create a 3D block. Be sure to read this chapter carefully before you start the exercises.
Datums, Axes, and Coordinate Systems When you start a new part, three datum planes and a coordinate system are added for you. The datum planes are automatically named Front, Top, and Right. The coordinate system indicates the x-, y-, and z-axes. The positive z-axis is perpendicular to the front datum plane. If you orient the datums so the Front plane is flat to the screen, the z-axis is perpendicular to the screen.
Datums can be actual points, planes, or curves, but they have no value for thickness. You will create and place them frequently for a variety of uses in both Part and Assembly modes.
Like solid features, datums are added to the Model Tree as you create them. You can rename them to better describe their purpose after they are added. You can use datum points separately or combine them into a patterned array that behaves as one feature. Coordinate systems are points that define an x-, y-, and z-direction.
Each part that you create is based on a coordinate system, and you may use coordinate systems within parts or assemblies to define the direction of other components. Coordinate systems are used, for example, in cabling connector parts to define the direction that an autorouted wire or cable will exit the connector.
To redefine datums, you can select them from the Model Tree, then right-click and choose Edit Definition from the right mouse button shortcut menu. You can also add datums on the fly or in the middle of other processes.
Datums that you add to create specific features remain with the feature's section, and are not displayed in the 3D model. You will use it to create most of the geometric shapes you use in a part.
The associative details, such as geometric constraints or relations between dimensions, that you build into a sketch, or section, act as a foundation for all other additions and edits to follow. The more you can foresee areas of potential change to the design, the more associative detail you can build in to handle the effects of the changes. If you don't build in the required intelligence to handle future edits, you will have to spend time fixing problems as they arise.
After the 2D outline is defined with x and y dimensions, it is given a z dimension, or depth, to make it three-dimensional. You literally "sketch" an imprecise or exaggerated 2D profile of the part you want to create.
Sketcher adds weak dimensions, complete with arrows and witness lines, as you draw. When the sketch is finished, you enter the precise lengths, angles, and radii strong dimensions as needed. The section is then regenerated to the real values. Geometry may be constrained to grow or shrink with the size of related lines. There is no need to count grid lines or use on-screen rulers, as you would with a simpler drafting program.
Use a combination of geometric constraints described later and dimensions to define a section with as few rules as possible. As you apply dimensions or constraints, the new ones may conflict with existing ones, or a constraint may already exist. When this happens, the conflicting dimensions or constraints are listed in Part Design Basics 36 Sketcher Tools a dialog box. You can delete the ones you don't need or want to replace, ensuring that your sketch is not overdimensioned and that constraints do not conflict.
The basis of Sketcher geometry tools are the line, circle, and arc creation functions common to most drawing programs. These are arranged on a toolbar to the side of the graphics window. Fly-out menus from the side of an icon mean there are more varieties of the same function to be used. If you move the pointer over an icon, a Tooltip explains its function.
Sketching Plane and Sketcher References One of the first things you identify in setting up a sketch is the sketching plane. This is the surface on which you will draw.
A sketching plane may be an existing part surface, or it may be a datum plane. The selected plane or surface is rotated flat to the screen in Sketcher.
You can use the usual rotation commands to rotate the sketch in 3D space for inspection, but usually sections are laid out flat, as though on a 2D drafting table. When the sketching plane is established, Sketcher needs existing planes and edges from which to dimension the new section. By default, Sketcher automatically selects two reference planes or edges, a horizontal and a vertical, to start a sketch. As you add to the sketch, you may need to add more references.
Added edges are marked by a colored, dotted line. Adding or Editing Dimensions When your sketched outline is finished, it will be dimensioned with default weak dimensions. As pointed out before, these are the dimensions that Sketcher adds automatically when you draw. They are displayed as gray lines. Because you are just sketching, they will not be the exact placements or values that you need. To enter strong values for a single dimension in Sketcher, click the weak dimension value itself and type directly into the text box.
The dimension is then converted to a strong dimension, shown in normal line width, and the line or angle is adjusted to the new value. If Sketcher hasn't automatically given you a dimension or angle you want, you can use the Add Dimension icon on the Sketcher toolbar to add one, and then enter a value for it.
Sketcher Geometric Constraints Constraints work with dimensions to define a section. A constraint states that one line has a definite geometric relationship to another. For example, if you wanted a line in your new section to be parallel to and equal in length to an existing line, you could add those two constraints to the line in the section, rather than entering new dimensions.
Constraints are represented on the screen by small symbols on the constrained line. In the next figure, the radius of the right circle is constrained to be the same as the radius of the left circle. The two center points are constrained to be equidistant from a centerline. Thus, you only need to dimension the original, left circle.
The right one will mirror it automatically. Part Design Basics 38 Constraint symbols in Sketcher R constraint symbols indicate radii of two circles are equal. Use the Constraint palette to apply geometric constraints in the Sketcher tool.
Going from Section to 3D When a section gains depth, or a z-dimension, it becomes a 3D geometric entity called an extrusion. The extrusion may add or remove material. In other words it may be a solid, or it may be a cut. For an example of a solid, imagine a 2D circle extruding outward to create a cylinder. An extrusion created as a cut removes material from any solid it passes through. For example, a bolt hole through a plate may be a circular section placed on the surface of the plate as a cut, and extruded through the plate.
An extrusion must be defined as a solid or cut when created otherwise it stays a 2D sketch , although the sketch may be used for both a solid or a cut. Depth can be added directly to a section, or the section can be revolved, where the depth of the cut or solid is added in degrees around an axis, as shown in the next figure. Left: Extruded protrusion. Just select the feature in the graphics window or in the Model Tree, then right-click and choose Edit Definition from the shortcut menu.
Features created in Sketcher mode do not necessarily need to be redefined in Sketcher mode. You can select a feature and use commands in 3D mode to change the value of any dimension defined in Sketcher mode.
This is called direct modeling and is the recommended way to edit models as they progress. Click the Sketch tool button on the Feature toolbar.
The Sketch dialog box opens. The Plane collector box is highlighted in yellow. The highlight means it is active, waiting for a sketching plane. Click the Front datum plane in the graphics window. The datum plane name appears in the Plane collector area and the highlight moves to the Reference collector.
The Right datum plane appears as the default reference. Click Sketch to accept the default sketch placement. The Front datum plane rotates flat to the screen, and the Sketcher drawing tools appear on the right-side toolbar. Click the Rectangle tool in the Sketcher toolbar, and drag a rectangle to fit into the upper-right quadrant.
It doesn't matter now what the zoom factor is or how long the sides are. As you drag the rectangle, you'll see the H and V horizontal and vertical constraints are active by default for a rectangle. As you stretch the rectangle, watch for small L symbols to appear near the sides. These are length constraint symbols, showing that the lengths of the marked sides are equal. When these are visible, click to complete the rectangle, then middle-click to exit the tool. Note The numeral next to the L symbol shows which referenced sides are of equal length.
If two or more lengths were equal within the section, they would be marked L2. Rectangle section position and dimensions Constraint symbols mark horizontal and vertical lines.
L constraint symbols show side lengths to be equal. A weak dimension is added. Now you should have a square with one side showing a dimension with witness lines, as shown in the previous figure. Double-click the dimension itself to edit it, enter 10 in the text box, and press Enter. The section rescales itself.
All the constraints and dimensions required for a square of 10 units are present. You can now complete the section. Click the Check icon at the bottom of the Sketcher toolbar to finish the section and return to 3D mode. The rectangle appears in 3D with a yellow arrow pointing up to indicate the extrude direction.
Use the middle mouse button to rotate the view and inspect the direction. Adding depth to the extruded section Use a drag handle or enter a value in the dashboard Depth text box. Summary 4. Double-click the depth handle text box and enter 5, then press Enter, or enter the value directly in the dashboard text box and press Enter.
You can also drag the depth handle directly on the model to the desired value. The shape is regenerated to the new dimension. Click the Check icon on the dashboard to complete the feature and return to the work area.
The solid is complete. After a feature is created and saved, and the tool is closed, it can be undone as a single item. The default and maximum setting is In this chapter you ll start the hands-on process of building the eight parts that make up the cell phone model. Before you start the exercises, you should be familiar with the selection tools, the zoom and pan controls, and the basics of using Sketcher.
All of these items are covered in the previous chapters. The instructions for each part begin with a table that lists the techniques used for that part. The first time a technique is introduced, you are given detailed instructions. If the technique is used again in another part, you are only given any additional instructions you ll need to use it in that instance. If you need to review how to use a technique, use the table to find the previous section that covers it in detail.
When you have created all the parts, you will proceed to add them to an assembly and output some detailed mechanical drawings. It is centered on horizontal and vertical axes formed by the intersection of two of the datum planes. You'll learn how to quickly mirror drafted lines in Sketcher, so that mirrored halves are constructed and constrained to always be proportional.
You'll also learn how to add round features to edges.