Solidworm,Solidworks boundary surface butt cracks and hogbacks tend to have small dihedral angles and influence the shape over a large area. The airplane fuselage had the nasty problem visible several inches from the centerline. This is apparent when curvature combs are turned on when creating the surface. Curls and tits tend to be very small and vanish with the CAM software, but persist in solidworks to prevent thickening the surface.
I get the best shapes by defining the boundaries of a surface with relatively low order curves, usually a 3rd order spline projected on another spline or a conic. This produces a higher order 3D curve that is controllable. When the corner conditions of these curves is correct very nice surfaces are possible. The big goal is controllable smooth and accurate geometry.
GW3D conic surfaces do generate nurbs surfaces. These are nearly conics in one direction. I have never seen a butt crack, hogback, wrinkle, ripple or tit feature from one of these surfaces. I have seen a tiny ribbon defect very near a singular point. I suspect that this is due to one curve not exacly intersecting the other. The fact that singular points usually form excellent terminations of the conic surface is amazing.
The solidworks conic curve sketch item is useful. My complaint is that a boundary surface with entirely conic profiles does not produce conic intermediate shapes. It will produce butt cracks and hogbacks. These nasty shapes can be somewhat rounded with a normal to profile edge condition. The boundary surface is a trimmed nurbs surface that has very high order shapes at the edges and sometimes gaps. It takes some skill to detect minor surface geometry errors, curvature combs, curvature, and zebra stripes. They are not ignorable in the final product.
Conic curves a nice because they are completely defined in various useful ways. The form that I use the most is the two points with two slopes and rho. GW3D gives 15 choices on how to define the conic curve. I use conics often instead of two point splines because they are easier to control.
Some other GW3D shapes are useful. The blend surface does very delicate fillets but it will make a ruled surface suitable for a wing skin. Without sags that can happen with a SW loft. The blend surface is nicer than SW fill for complex shapes. It is fussy as the corners must be correct or no C2 for you. I have heard that the GW3D for 2013 includes a cone spline. There is a mirror feature that can mirror curves, something forgotten by SW.
SW splines can become very tricky to control. Moving one handle should not move others. The tangent to a line or circle should stay tangent. What is a Sw spline and why do they need relaxation? Adobe style splines work better.
Ok, I have an issue regarding inspecting for Concentricity on samples of extruded tubing. The inspection callout at inspection says to use the following formula; (thinnest wall/thickest wall)*100. Is it just me, or does this formula tell you nothing beyond how close % wise the two measured values are? not to mention the fact that the measurements are taken from only two points on a small cross sectional slice of the tube. Since, if I am not on crack, this formula tells you nothing about how concentric the tubing is, what would you suggest as using for a physical determination of concentricity on an incoming goods inspection? I would expect runout as being the easiest to physically measure. Opinions, thoughts?
@csauve, SolidWorks is a prismatic and NURB modeler, just like NX (Unigraphics). It models prismatic surfaces from planes, circles, ellipses, and cones. Complex surfaces from splines are NURB surfaces.
This is not fair to compaire traditional surface modeling with tsplines what is standard in Inventor 2016 or 2016 but when you have Npower Power Surfacing for Solidworks then tsplines has no chance in form of speed and easyto use If you want a fair test try both 3D CAD programs with traditional surface modeling and my opnion is with traditional surface modeling is Solidworks better as Inventor
Since the era of the mainframe, 3D CAD design has enabled manufacturers to digitally store designs and optimize workflows. Large corporations adopted technical design solutions such as AutoCAD, Intergraph, and Unigraphics in the 1980s, while these were surpassed in the 1990s by newer offerings such as SolidEdge, Inventor, CATIA, and SolidWorks. This new generation of tools tapped into the opportunities of graphical user interfaces and more advanced spline-based surfacing methods.
A mathematical point does not occupy any space, and since a spline is based on points and a NURBS surface is based on splines, NURBS surfaces are abstract volume-less shapes. Since we want to 3D print an actual object and not just a virtual one, all Surface Bodies need to be converted into Solid Bodies. Then, the solid body is converted into a mesh format.
Pro Tip: The sinusoidal curve was created by choosing Equation Driven Curve under splines in the sketch tab. This allows designers to input XY functions that directly generate a spline. For an advanced option, it is possible in SolidWorks to set up a set of variables and drive these using Excel worksheets.
Lines joining the centers of each of the 6 cross-sections (polygons in sketches, used for obtaining 3D models) were created to enable the further qualitative and quantitative estimation of designed 3D models. The center of each cross-section was the point which was the center of the rectangle described around the grain contour (Figure 3). A three-dimensional sketch was created in SolidWorks, and then a spline was applied to join all the cross-section centers to obtain the line (curve) passing through the center of each cross-section of the model. The position of the spline inside each 3D model and three views of the spline for each of the models are shown in Figure 9 and Figure 10.
I've been trying to export certain things in my scene as a cad file (like dxf or dwg) but so far nothing. I know dxf is an ASCII format but I couldn't crack it (like I did with fbx). and I've found some resources but they are for the newer versions of .net than what unity tends to use. where can I start or what should I do? any ideas?
DXF file is a good choice to export your cad data. It supports many types of curves (lines, arcs, splines,...etc) and also facets and it is in ASCII format. The DXF format can be relatively confusing at the first glance, but it is actually relatively simple. A DXF file is mainly consist of 6 sections (HEADER, CLASSES, TABLES, BLOCKS, ENTITIES and OBJECTS) and each entry (whether an integer value or a double value) is started with a group code (which by itself is an integer).
Building Nodes is a fairly new Blender add-on, but the developer spent quite some time cracking the code of procedural buildings using Sverchok nodes (another add-on we'll cover in a minute) before approaching this project as a totally new node system. To use it, you first define the basic shape of the building with simple box modeling and then refine the style and attributes with the nodes. There are currently 5 available building styles to work with and I have my fingers crossed that more will be added in the future.
You can see above because TPU is like a rubber it has amazing bending toughness in dealing with bending compared to a material like PC or Nylon 12CF. This can be seen when you compare bending TPU to PC, PC will crack and break under very little deflection compared to something like TPU. Nylon 12 at 30% has excellent bending toughness, Diran at 12% has good bending toughness.
The IZOD Notched impact test measures the capability of the material to withstand a suddenly applied load (impact) without cracking or permanent deformation. Tough materials like Diran typically have good impact strength, as can be seen below the addition of the mineral content in Diran has given the material the ability to withstand more than double the impact energy of plain nylon. This is especially important for tooling applications where the tools are subject to impacts during forming.
Not really, I have rarely had to wait 20 mins for a regen, usually itmeans something else is wrong. Seriously, I feel very comfortable with rebuilding/rearranging featuresin Pro/e.Now, I am very concerned how IronCad will ever do this if ever and it isa must IMO.How could you not have a REDEFINE when relationships exist? Do usersmake everything perfect the first time, no, no one does.This is an issue I have with MDT, it cracks me up that the users have tostart over again if relationships fail, they're screwed. There are notools available to patch the failed relationships! That is, if arelationship fails all related features are lost, not good at all.VDS, luvs their philosophy of NON-history choice, I do not agree. Iused SolidDesigner(ME30) a bit and I thought it was cool but also aroyal pain IMO(a**). What's positive about history based modelers is,if for some reason you do have to change the model drastically you havefeature history there to refer and rebuild your model and all is notlost with your intent. Non-history modelers remind me of pottery, throwallittle bit on and take allittle bit off and throw it away if it doeswork.With a History based modeler, if you put it together, you know how totake it apart and put it back together, very similar to mechanicaldesign in general. 2b1af7f3a8