FOREWORD.

 

If I’ll try to show what this book is, I’ll be putting myself between a rock and a hard place, so instead I would rather show what this book is not.

First and foremost is not a scientific compendium of elaborate formulae, footnotes and referrals, theoretically discussing the fundamental laws and principles of solid modeling.

Second, it is not a step by step check-list taking the reader through all the intricacies of Solid Modeling. Such a thing is feasible only for a specific software package at a time, and we don’t want to be particular about any package.

Third, is not a compendium of “all things 3d”.

And in general, is not a book you read in bed at the end of a long day at work.

On the other hand, it will surely make you sleepy if you read it in bed!

OK, we saw what it isn’t.

Let see what it is, or rather what is intended to be.

Is supposed to be a guide into the field of solid modeling for people intending to learn the ropes just right now as well as people who are already “in”, using it (the 3d modeling software) but did not have the time to learn the ropes.

We know that there are a lot of people in both these categories out there.

And no blame is cast on any of them; we know too well that a lot of people in the field were forced into using very complex tools (like solid modeling) without having time to learn the fundamentals. The need to get to speed is always prevalent in such cases.

From his own experience, the author knows that a lot of people already using Solid Modeling Software have gotten there without being asked. Somebody else made the decision for them.

        I mean, if the “management” decided that Solid Modeling has to be implemented by the end of the year, you got your share of headaches scrambling to learn it on the fly. Unless you rather quit and go to a company that still uses drafting boards.

Learning on the fly gets you someplace, but is very probable that the basics were never properly learned. Exactly like in math, if you didn’t grasp too well the fractions, you’re bound to be lost in calculations when the “calculus” starts, because you’re missing the fundaments.

This book comes close to be a “take me by the hand” guide, but for very good reasons doesn’t go totally there.

The reasons are that –as we mentioned before- due to the specifics of each commercial software dealing in this subject matter, it is impossible to get into a unique step by step routine. Each software dealing with solid modeling has its own set of tools and commands, each requires more or less steps to accomplish a simple task like sketching, so, unless the author would have gone mad and tabulated each step according to each software, like here:

 

 

 

 

Software     Work plane                  Sketch                                  Feature

 

XXX              already set                         click to sketch                                Pick after sketch        

YYY               chose WP                          start after choosing feature              chose before sketch

ZZZ              chose and confirm              chose 2d or 3d sketch                      after sketch ready

                    orientation

              ….                   …..                                  ….

Besides, more likely the author would have gotten in trouble with the software producers for favoring one package against another.

For these reasons, this book has taken the aspect of a brush-up guide for the fundaments of Computer Aided Design with emphasis on 3D.

 We tried very hard to explain for all levels of knowledge on what foundation 3D resides, and what are the minimal prerequisites to get to a good comfort level while working on a model.

To return to the main thread, we tried here to brush up some forgotten (or never well known) basic notions about elements of geometry as used in conjunction with solid modeling: coordinates, position, point, planes, axes, and so on. These are the fundaments.

They should be enough to make the reader more comfortable when navigating through a maze of work planes or when having to create a new one from scratch.

For instance, if you knew that a plane could be defined by only three points or a line and a point, you’ll get to create a custom plane in a jiffy, even if it is skewed and offset like hell.

And as we mentioned before, we can’t show in this book command by command or mouse click after mouse click sequences needed to create a solid model. It will be as large as an encyclopedia, and not universal, not two software have many things in common.

We did, however, went through a lot of trouble explaining how to create all the features used in solid modeling, from sketch to the finished solid.

Here is what the reader will find in this book:

 

Chapter one.

(16 illustrations)

a short practical introduction to the basic geometric notions like:

point;

line;

origin;

position;

ordinates;

vectors;

systems of coordinates;

planes;

projections;

axes.

 

Chapter 2.

(16 illustrations)

Another short and practical brush-up for the following notions:

Work plane;

Work axis;

Sketching tools;

Solidifying tools;

Open loop profiles;

Power of smart dimensioning.

 

Chapter 3.

(72 illustrations)

Dedicated exclusively to “how to” create Extrusions, with lots of examples.

 

Chapter 4.

(47 illstrations)

Dedicated exclusively to “how to” create Revolved features, with lots of examples.

 

Chapter 5.

(34 illustrations)

Dedicated exclusively to “how to” create Sweeps, with lots of examples.

 

Chapter 6.

(23 illustrations)

Dedicated exclusively to “how to” create Lofts, with examples.

 

Chapter 7.

(19 illustrations)

Dedicated exclusively to “how to” create Shells, with examples.

 

Chapter 8.

(16 illustrations)

Also dedicated entirely to “how to” create Helix features.

 

Chapter 9.

(25 illustrations)

Dedicated entirely to the creation of Ribs in Solid Modeling.

 

 

Chapter 10.

(35 illustrations)

This chapter will be shared among lesser features as: Fillet, Chamfer and Surface Draft.

 

Chapter 11.

(69 illustrations)

Here we put everything together and create Assemblies.

 

Chapter 12.

(15 illustrations)

Here, we go back from 3 dimensions to two: Drafting from models.

 

Chapter 13.

(10 illustrations)

If you’re superstitious, don’t touch it, it is mainly quizzes.

 

Chapter 14 (and last, thanks God)!

(7 illustrations)

Deals with editing: how to edit sketches, features, part browsers.

 

 

 

 

                     CHAPTER ONE.

 

 

                 BASICS OF THE BASICS.

 

 

I’m calling this chapter the “Basics of the basics” because in it we will cover the first elements on which we will build our knowledge; these are elements essential to the art of three dimensional design and drawing. And even beyond.

Some will argue that nowadays, the software you will likely use to design in 3d does not require you to know all these basic elements in detail. And that is true to a point, but there are times when you have to solve a tricky situation to which your software does not provide an easy solution. If you find yourself in such a situation and you don’t know your basics, you will be in pain.

What I’m conveying here is: it is not strictly necessary for you to know what the definition of a point or a plane is in order to create a model; with modern software you just pick your work plane and go. But, if you need to create an out of ordinary work plane and you don’t know what defines a plane, you’ll wish you knew the basics, or be left fishing.

On the other hand, there will always be a lot of people out there craving to know how to do solid modeling but not having the slightest idea about these concepts. True, you can open the software and little by little, through trial and error, you’ll succeed in creating a model, but your knowledge is very shaky. If you are faced with a problem that involves the knowledge of the fundamentals, you’re lost, because you never knew them.

In any event, either you knew the fundamentals or you just want to know them, here is the opportunity to brush up or to learn something new.

So, the best place to start is the beginning, as though you never heard any of these ideas before.

The elements from which we build our solid modeling knowledge are, in no particular order, the following geometric entities:

-point

-origin

-position

-ordinate

-vector

-projection

-work axis

-work plane

-sketch

-feature.

        About the last entry, FEATURE, there are some fine points to emphasize:

This word is used in 3D modeling in three different situations, describing three things very tight related, such as:

 1) Feature is the tool that allows the designer to transform a sketch into a simple solid or a part of a more complex one.

For instance, to obtain an extrusion, you have to use the feature (tool) “extrusion” in order to obtain an extruded solid. This is also called a “feature” if is only a part of a solid.

 2) Feature is also (as we just said above) an element of a model, obtained from a sketch thru one of the features (tools for solidification) available.

 3) Feature is in the third place the name of the operation through any sketch is transformed into a solid element.

        To recap: using a feature (tool) we obtain a feature (solid element) through a feature (operation).

Some of these elements are used all the time, others are used only now and then.  But one way or another they are used, and to brush up on them is not going to hurt anybody.

 

POINT.

The most minute of all, the point is an element of geometry we need to know in order to be able to define other elements like: direction, distance, line, center, and plane. One is inclined to say the point is the very base of geometry.

The point is defined in The Webster Dictionary as:

“An element in geometry having only a position, but not size, shape, or extension”.

Let try to find a few examples of points:

The intersection of two or more lines creates a point, because it has a position (at the intersection), but no other attributes.

The center of a circle is also a point, positioned “at the center”.

The intersection of three or more orthogonal planes is a point too.

The beginning and the end of a line are each a point.

 Hence, a line can be defined by two points. And so we already covered the line as well.

 

 

ORIGIN.

The word origin is taken here in the sense of the point of inception, the point from which we define relations with other points.

The origin can be situated anywhere in space, the only condition for it to exist is a location.

The center of the earth, the origin of spatial computations, has a unique location, the center of the earth.

The North Pole also has a definite location.

The intersection of the Equator and the Greenwich meridian defines another location that is in fact the origin of the coordinates governing global navigation.

No confusion there, all these points are very precisely located.

Remember: an origin is the starting point for a system that helps to define or locate other points in space.

Most of the time, we use the word ORIGIN to indicate the intersection of the three work axes (and planes too) at the left-bottom corner of our work sheet, but we must be aware that this is only a convention and an origin can be situated wherever we deem it necessary.

THE WORK AXES.

These are the workhorses in our field, for they determine almost everything: orientation of the work planes, direction of plus and minus, degrees of freedom, even the ORIGIN, which is always located at their intersection.

Well, depends on what we look at first, like the egg or the hen. Some people will argue that the Origin determines the position of the three axes, which is also true.

Better let the Einstein-s of this world decide this one, for us, it works both ways.

And we must thank whoever decided that only three of such elements are enough to do our work. One more and everybody would have gone nuts.

By universal convention, it is established that the three axes of the system are intersecting perpendicularly on each other at the origin, and extend in both sides of the origin.

A)   The X axis goes towards the right (east) for positive values and left (west) for negative values.

B)   The Y axis, goes up (North) for positive values, down (South) for negative values

C)   The Z axis goes away from the plane formed by x and y for positive values and stabs the x-y plan for negative values.

Here, a note has to be added:

If the reader is more comfortable with indicating directions by using the dial of a watch, then: 12 is North, 3 is East, 6 is South and 9 is West.

Also, the above arrangement for the three axes is only one of many ways it is conventionally represented, you may see them turned upside down and inside out, and it doesn’t matter. This is the plain vanilla flavor.

This is the most common representation of our basic system of coordinates.

Take a look at Fig.1.1, and try to visualize and better, memorize, this concept which in my humble opinion is the bible of 3D. If you don’t assimilate this foundation block now, you’ll most likely suffer from an ulcer latter.

Fig.1.1 The three work axes.

 

PLANE.

 

A plane, according again to our trusty Webster source, is:

“A flat surface that wholly contains every straight line joining any two points on it”. Well, it’s like scratching your left cheek with your right hand, very straightforward, isn’t it? Anyway, it’s an earful.

Let tray an easier approach;

A PLANE is to be considered as a flat surface –like a flat sheet of paper- made from infinity of lines glued parallel to each other. This is not to say that the lines must be only parallel to each other, no, they can be intertwined or interlaced as to create a fabric like surface, but without thickness. Since the points don’t have any dimension, so do these infinite lines. Hence, the plane is also

 a-dimensional, A PLANE HAS NO THICKNESS, and no boundaries, goes to infinity in all the directions.

What are the ways of defining a plane, what makes a plane different from others?

A plane is uniquely defined by any one of these:

- 3 points;

- a line and a point;

-a closed surface.

Let ponder the first notion that a plane is defined by three points:

Take a pencil and a small piece of cardboard and keeping the pencil with the point up, try to make the cardboard stay put on it. If you have a lot of patience, maybe you’ll find the center of gravity of the cardboard and succeed, but most of the times you will need at least two other points to hold that cardboard in position.

Now take two pencils and try the same trick, the cardboard will tip one way or the other and fall.

If you now have three pencils standing tips up and lay the cardboard on all three of them, the piece of cardboard will rest comfortably on these three points (it may even thank you). This is why all the chairs and tables and cabinets, etc, have at least 3 legs, it is the minimum required to obtain a supporting plane.

Now, if you move just one of the resting points a tiny bit up or down, the plane readjusts to lay on all three points again and in the process becomes a different plane, defined by one new point and two old ones. Imagine how many times you can do this without duplicating a plane? If you can imagine Infinity, you’re good!

The second way of defining a plane is by indicating a line and a point.

If we go back at our experiment with the pencil and cardboard and try to balance the cardboard on the length of a pencil this time, we’ll find that it is possible but tough. The 3d point is not truly defined yet.

But if we lay the cardboard on the pencil held horizontally and sustain one of its edges with a finger or another pencil, the cardboard is happy again and won’t fall. The horizontal pencil is our line, while the other is our point. A plane is defined by a line and a point as I said before.

The same idea with moving the point up and down applies here too, with the same magic results; there is infinity of planes that can be created this way.

The third way and the most obvious is the closed surface, like a circle, square, rectangle, triangle, etc.

If we take our tired cardboard and lay it on the mouth of our coffee mug, it will happily stay there forever if we don’t remove it to drink the coffee.

Why? Because it lays on a closed surface, the circle defined by the mouth of our mug. We said circle because, from personal experience we saw that square mouthed mugs are very rare.

Again, the three ways to define a plane are: 3 points, a line and one point, and a closed surface.

A line and an angle will do the trick too, but is a duplicate of the second axiom.

And again, remember: the plane has no thickness, I can stuff a zillion planes in the space of a thousand of an inch, maybe more if I get very motivated. And I’m not different from him or you!

And the plane stretches to infinity in all directions.

Don’t forget these, please.

 

THE WORK PLANES.

 

These are our workhorses, we use them constantly; as a mater of fact, you cannot start working on a solid model until you do not select a work plane first.

They follow the same principles established for planes in general; what make them work planes is a simple convention, yet another one governing our field of mechanical engineering, the one that establishes the three planes defining the Cartesian system:

 

1) The x-y plane, also called the paper plane is the plane lying flat on the drafting table and on which the top view of a part must reside. Or, the surface of the screen on the computer running your drafting software. This is the plane “you look at”, either because is laid on the top of your desk, on the computer’s screen or hung on a wall like a map.

Maps are conventional representations of geographical entities, and they also are governed by conventions: North will be always on top of a map, south at the bottom, east to your right and west to your left. Maps are also divided in little squares of a grid, which facilitates the location of any point on the map by the number of squares from south to north and west to east.

As your x-y plane hangs from the wall, or lays flat on the table the origin is located at the left-bottom corner of the grid.

This is the universally accepted convention for an x-y work plane, it is the plane you do your work on, having its origin on the left-bottom corner.

Take a look at Fig. 1.2.  You’ll see that the XY plane is in fact stretching in all directions to infinity and the origin is located somewhere arbitrarily in the middle of it. So, then, why say that the origin of this plane is at the left-bottom corner? Because, in most usual conditions, the only part of the XY plane we ever use and see is the positive portion, bordered by the positive Y and positive X axis.

The reality is, as we said before the plane stretches all the way to infinity in all directions.

 

 

 

 

 

 

 

 

Fig. 1.2 the X-Y plane.

 

 

 

 

 

 

 

 

 

 

 

2) The Y-Z plane, is defined by the y and z axis, as shown in Fig. 1.3

 

 

 

 

 

 

 

 

 

Fig. 1.3 the Y-Z plane.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

3)    The X-Z plane is defined by the x and z axes and Fig. 1.4 depicts this plane.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Fig. 1.4 the X-Z plane.

 

 

 

 

When added together in one picture, the three planes will look like Fig.1.5 below. The picture doesn’t show the entire extent of the planes for clarity, shows only the most used part of them, but remember, they stretch all the way to infinity, wherever that is.

 

 

Fig.1.5 The 3 work planes.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

To get a clearer picture of this, you can imagine yourself standing in a room, your feet on the X-Z plane, facing the X-Y plane, and having the Z-Y plane at your left. Again, this is only one of the ways the 3 planes could be oriented in relation to the World coordinate system.

 

Fig. 1.6  A more intuitive way to look at the work planes.

 

 

 

 

 

 

        

 

 

 

 

 

 

SYSTEMS OF COORDINATES.