1 How to Build a Game Console David Hunt, PE Covering: Drafts Fillets Shells Patterns o Linear o Circular Using made-for-the-purpose sketches to define reference geometry Using reference geometry as a sketching surface for ribs Picking up existing features to use for alignment of new features As always, I will include on-going thoughts about design intent. To begin: First, as always, I strongly recommend turning on your base planes (FRONT, RIGHT, TOP).
2 Now, open a sketch on your preferred plane. I m going to do it on the FRONT plane. And put a CENTER POINT RECTANGLE with the center point on the origin. And dimension it as you see fit. I m going with 6 inches by 4 inches.
3 And exit the sketch, do a BOSS-EXTRUDE but add a DRAFT of 4 degrees: What this is doing is that as the shape is extruded out to 0.6 inch, the walls are canted inward by 4 degrees. Let s take a look at a close-up of a side view so you can see this:
4 This is an especially critical thing when designing with plastics. DRAFTS help the plastic part be ejected from the mold. So now let s add FILLETS on the corners; these radii are 0.5 inch: And now round the edges of the front face. There are three ways you could do this: 1. Choose one edge, and count on TANGENT PROPOGATION to carry the feature around. 2. Choose all the edges individually 3. Choose the face, which automatically does all the edges on the perimeter In this instance, I recommend 3. Why? Because when you choose the face:
5 The Design Intent is clearer. Also, if you edit the base feature, picking the face is a lot more robust than picking an edge. In this case I used a FILLET radius of OK, so, now to shell out the solid to create the shell. Pick the back face, and then hit the SHELL feature command:
6 I will use a thickness of 0.08 inch. And hit the green checkmark and, shelled part:
7 Now center the part in the display window. Use a CENTER POINT RECTANGLE, sketching on either the front or back of the part. Again, dimension it as you see fit. Make sure to pin the center point of the rectangle to the vertical plane to keep it centered and the window symmetrical. When you do the EXTRUDE CUT, make sure you use Through All:
8 Would a BLIND feature work? Sure. But what is your Design Intent? To go through the whole shell thickness, right? So put that intent in! Now, think along with me imagine you did the default kind of feature, a blind hole. And you did it.08 inch, which would go through but later on you changed the thickness to.10. All of a sudden the window that went through, would not. Now, let s get some button holes in there! Spin around until you get a view of the outside face, and then open a sketch on that outside front face. Why the outside face? Design Intent. The hole is going to be on that physical surface, so you should sketch the hole there. Put a round button hole on:
9 And dimension it. Note that there are many references to use to dimension the location of this button. Why did I use these two, i.e., vertically to the center plane but horizontally to the edge of the flat face? Design Intent. Understanding that a thumb needs to reach this from the side, I need to keep it close to the edge of the part. Thus, dimensioning it from that side maintains that closeness if the panel size changes.
10 Exit the sketch and do an EXTRUDE CUT. Again, do it Through All. So now we need to create a row of these buttons. First, go to the FEATURE tab and click LINEAR PATTERN. You ll notice that there are a lot of things we need to do here. The first thing to be done is to pick the direction of the first patterning. Hover over an edge or line in the correct direction, then pick it. You ll see a little arrow showing the direction the pattern will go.
11 In this case we do want the hole to be patterned in that direction, so we re fine. Otherwise, hit the toggle button to flip the direction to the one you want the pattern to go in.
12 Note: I don t have access to this model anymore, so I can t show you, but this is a perfectly fine way to do a linear pattern. But after my initial go-through of this I found you can actually use the reference planes, i.e., FRONT, TOP, RIGHT normal directions, as a directional indicator for a pattern. I recommend this. The reason is simple: edges have the potential to change while the base planes, being there from the beginning, are immutable. By using one of these planes normal directions as the anchor you are essentially eliminating the chance that an edge could be shifted somehow and thus alter your pattern by accident. Next, if you want to make an array, not just a one-row pattern, click the second direction. In this case, pick an edge that is perpendicular to the first. (Note: Patterns do not have to be done with perpendicular curves!). Again, you can use another reference plane (assuming you are doing a pattern at right angles but even then, you can create a direction plane for a pattern using reference geometry only, so you eliminate the chance that model changes will screw up your pattern directions; in fact, if you do this, I strongly urge you to use the rollback bar: go to the very beginning of the model, build your basis for the pattern, and THEN roll forward again to create your pattern. Now, we need to pick the feature we want to pattern. Use ZOOM in and out to grab the circle you just made. If you ve been renaming your features, this should be easy to verify that you ve done it correctly. Remember, preview is your friend. Here s a mess right now.
13 Now, use the feature creation panel to define the pattern in both quantity and spacing. I am doing a 3 X 2 array:
14 Which gives a preview of this: The preview looks good. Hit the green checkmark and proceed with the LINEAR PATTERN. This looks good. Now, we need to MIRROR this to the other side. On the FEATURES tab, click MIRROR.
15 So, the first thing that it s going to ask you for is the plane or face to use as the mirror plane. Remember how we created this thing with the original rectangle centered at the origin? This was to take advantage of the existing planes to create planes of symmetry Design Intent! So pick the Right plane. Then, zoom in and pick a circle of the pattern. Make sure that in the FEATURES TO MIRROR area it grabs the linear pattern. And as always, remember that preview is your friend:
16 Hit the green check mark. So now we want four arrow buttons in the center in a circular pattern. A circular pattern is like a REVOLVE feature; it needs an axis around which to revolve the feature being patterned. There is none in this case so we need to create one. The way to do this is with reference geometry. But here s some Design Intent concerns. Do we want the center of the pattern, that revolution AXIS, to be a controlled distance away from the centerplane of the console, the TOP plane? Which would then make it independent of where the display window is? Or do we want it to be dependent on the display window so that if that size changes, the center axis remains a constant distance from the bottom edge of the window? Or do you want to center it between the bottom of the window and the edge where the panel flat face changes to a radius? That s up to you to decide. Me, I m going with the last option (as the hardest one!).
17 So first, open a sketch on that front face. Next, start a CONSTRUCTION (CENTER) LINE from the sketch entities. Hover over the bottom of the window edge, at the center, until the center point of that edge pops up. Click on that. Now, come down and away from vertical, and hover over that flat-to-fillet edge until it pops.
18 Click on that, then hit ESCAPE to get out of the line command. Next, click on the POINT sketch entity: Yes, that little asterisk. Again, hover over the centerline you just drew near the middle. The center point of that line will pop up. Click there to place the point. And hit ESCAPE to get out of the POINT command.
19 Now, click on the centerline and add a relation to be vertical. Or make it co-linear with the vertical RIGHT plane. Your choice. And then exit the sketch. And rotate the part so you can see it at an angle. Since you have not used the sketch to create a feature, you will see the sketch visible: Now go to REFERENCE GEOMETRY, and use the pull-down arrow and pick AXIS. Make sure to hit ESCAPE to not have anything in the feature tree selected.
20 And pick the POINT AND FACE/PLANE option: Pick the POINT and the front face. You should see this:
21 And hit the green check mark to create your axis. Now before we go any further, go turn off the sketch visibility: Just to unclutter things. Note: If I move or redimension that window, that axis will move to remain centered between the window s edge and the other edge. Remember, Design Intent.
22 Now, start a sketch on the front face of the part to make a circular array of buttons. Note that I deliberately put this sketch off to the side of the centerline RIGHT plane so as to see it better and because there are a bunch of relationships I want to put in. Also, please note the vertical construction line I made, anchored to the top line s midpoint.
23 Now, make the sides equal. Then make the two lines forming the point equal, and then also set them to be perpendicular.
24 NOW you can make the centerline you drew co-linear to the RIGHT plane. And add dimensions to fully define the feature. Notice that I dimension the feature to the AXIS I created. Now, do an EXTRUDE-CUT to form the hole. Hit ESCAPE to deselect the feature. OK, time for the circular pattern. Go to the LINEAR PATTERN feature and click the down arrow:
25 Click on CIRCULAR PATTERN. The first thing it will ask for blue window! is the feature(s) to pattern. Zoom in and select the arrow-shaped EXTRUDE-CUT you just made. OK, now zoom out a little to see the whole part again. In the feature creation window, click in this pane which is used to select the AXIS around which the feature will be patterned.
26 Now click the axis you just made. Note that right now the pattern is telling you that it will create a pattern of 4, equally spaced around the full 360 degrees. Side note: Experiment with this. What happens when you change the number of feature instances? Look at the preview. Same thing with unchecking the EQUAL SPACING toggle. What happens (just try it to see!)?
27 OK, back to 4 around 360 degrees. Remember, preview is your friend! Looks good. Hit the green checkmark. By the way, don t forget to hit SAVE every few minutes!!! And just to clean up the view, turn the visibility of the AXIS you created off.
28 So, one more thing to do: reinforcing ribs on the back. Click on the inside face of the part: Create a reference plane parallel to this one. I ll set mine to be.35 inch offset.
29 Now, open a sketch on that plane and make the view straight on. Draw a vertical line between the holes, like this: First, Design Intent. I want this rib to be centered between the holes, regardless of how I adjust my hole spacing. Make sure you re clear of anything; hit ESCAPE a couple of times.
30 Now, zoom in so you are close to two holes and can see them clearly: Now, click on LINE to create a centerline / construction line. And then, without clicking, hover over one of the hole edges. And move to the 3 o clock position (or 9 o clock if you re on the other hole):
31 Start your line at the point that pops up at 3 o clock, and draw a horizontal LINE to the blue line. Hit ESCAPE to end the LINE command. Repeat for the other hole. And then set those two construction LINES to be equal in length. That line for the rib will now always be centered between those two holes. More: that Design Intent is clear to anyone who looks.
32 Ribs are an odd feature. You do NOT need to fully define the sketch. Exit the sketch and click on the RIB feature: What RIB does is it takes the sketch entity you ve made, and projects AND extends it until it meets a part. So pay attention to the direction note the arrow of how the RIB will be created.
33 Also, set the thickness of the rib: A tidbit about PLASTICS DESIGN: Ribs need to be thinner than the wall into which they run, or there will be sink marks. A good rule of thumb is that the rib should be no more than 80% the wall thickness at the point where it meets the wall; ideally, more like 60%. Adjust the thickness of the RIB to 80% of.08 and hit the green checkmark. WHOOPS! Got the direction wrong. But I did this deliberately so you could see how important the direction of rib formation is.
34 Edit the feature; starting with this, click the other button: To
35 This is another good place to play with this feature to see what happens. Flip the direction. Flip the material side. (You may get an error this is because you re asking Solidworks to extrude a RIB into infinity. Think about that as you play with variations of rib direction.) Hit the green check mark to create the RIB. And turn off the visibility of the plane you used to unclutter the model.
36 Mirror that RIB to the other side, just like you did with the LINEAR PATTERN: DONE.
SolidWorks 95 User s Guide Disclaimer: The following User Guide was extracted from SolidWorks 95 Help files and was not originally distributed in this format. All content 1995, SolidWorks Corporation Contents
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