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PDMS equi guide v 0 2 v.0.2
• .. spelling errors, inconsistencies and y monkeys in the forest • Made it possible to select several of GMM by dragging a selection of stuff stuff.

Henrik Landström |


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The primitives are composed of PDMS. It is important to understand how the primitive elements are made up of PDMS, read on because in a couple of primitives, a suggestion box and cylinder, and skim through the remainder of Design Reference Manual, Part 3, paragraph 5.2 on page 45 to paragraph 5.2.12, page 57. Also check out the Getting Started with PDMS.pdf page 37-47 to get some information on the PDMS in large. PDFerna include manuals in which PDMS is installed. There are also lots of other manuals, which, although they can be difficult to understand with lots of information.

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Henrik Landström |

Repetition: Viktigt

• The element's position and orientation element s depends on the hierarchical structure. • An element's position and orientation is element s relative to its owners.

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Repetition: Exempel hierarki










It owns B, ie C, retains its position relative to B



A rotation and all it takes to follow.

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Repetition: WORLD

• • •

At the top of the hierarchy are WORLD also abbreviated as / * WORLD, It is the WORLD who owns everything. One can use to move or rotate the elements and have total control of relative position.

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Repetition: Site, Zone, Equipment och Subequipment

• Underworld are Sites which owns the zones in our case takes Equipment Sites, zones, that can be Sub-equipment

• These elements can be described as administrative elements, which it uses to divide its data base into logical parts.

• For example, a hot Site Equipment, which owns two zones, called Floor 1 and Floor 2.

• The zones are then Equipments that can be called things like pump-345, Tank 43, Tank-56, etc.

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Repetition: Name

• • • •

You can name the elements Name must be unique Name type with one / first. Ex, / TANK-1 It is customary to just name the specific elements, such as nozzles / nozzle to get their names on the drawings. The names you then give such a pipe is usually in the f form / Equipment Name / Subequipment Namn/Stus1 just to name must be unique.

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Repetition: Good stuff
• • • • • • • • • • CE is an abbreviation for Current Element which refers to the element you have marked the moment. Or had, in dialog boxes tend to read a series of CE ... due to the element you had selected when y you opened the dialog. p g All of PDMS can be done in about 34 different ways Do not use 'x' in the upper right corner to close the dialog boxes, use [ pp g g , [Dismiss] or [ ] [Cancel] ] The "simple CAD" you use X, Y and Z. The PDMS is also EAST, NORTH, UP, or abbreviated as E, N, U. For negative values exist WEST, SOUTH, DOWN or W, S, D. It does not matter what you use, you can even mix the terms, ex. X, N, U WEST 40, Y-500, Z 500. Memory Rule to tie up the bag: NEW YORK. NORTH = Y In the main text used x, y and z You can not undo something you did (almost ...)

Henrik Landström |

Repetition: Navigation in space

If you want to see the 3D view in a specific direction, right click anywhere y p , g y where there is an element, and you may choose from several versions of a pop-up menu. Zoom to Entire Draw List to see everything you have in the Draw List Look> Plan and Isometric to get special views, such as straight North, or ISO 3 You can also change how the controller should work, if it is rotating or panning as you want. Tip: Have mittenknappens function on Rotate and then to pan, click the center button in the direction you want to pan so centered view where you clicked, clicked so continue to click over to the side ...

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Henrik Landström |

Förklaring av vanlig knappar i huvudmenyn
Navigation Level. How deep hirarkin you want to make an elements

The gauge View the shoulders Vi h h ld of the CE

Navigate between elements you had selected earlier


Save Add to Drawlist Remove from Drawlist Remove CE Create / Modify List Selecting Active List Modify Orientation Explicit Position

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Explanation of the layout and expression
Orientate > Rotate During the truck text refers to the navigation of th menus, even then, up menus such as th righti ti f the th h the i ht click with your mouse. Dialog, dialog, window, etc aimed at precisely those that come up. H Here marked with a bl b d k d ith blue border. Textbox refers to the rows where you can enter text, then entering text start changing the text line color. Help Graphics, axes, visual elements aimed at those elements that are drawn when performing commands. Here marked in green. Checkbox, or check b Ch kb h k box, referring t b f i to boxes where you can ti k an h tick option. Dropdown List, or drop-down menu, aimed at multiple-choice lists. li t "Wrt" means the text wrt which stands in the dialog box and also the text box associated with that particular wrt [Enter] Text between [] refer to a button. Often it is meant also to press the button.

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This box is assigned Command Line code out, performing the same function as menus,> root by about 45 z


Navigation Level
Here we have started a string to show the function of Navigation Levels.

When building with primitives, would be in 90% of cases, putting navigation on Level Elements . Navigation Level: Equipment is active in the Navigation Level: Elements election, dropdown list. Although we have solid list and now affects only the cylinder. cylinder CE to highlight everything by using graphic green "box".
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Förväntat resultat

Henrik Landström |

Nu åker vi!
Start by creating a base structure. Create > Site with any name or ignoring it.

Create > Zone with the same name ngivninsregel that Site. g g

Create a box. box Create > Primitives In the Create Primitives dialog box select the Type Drop Down List, List [Apply] Complete the following attributes. ”Y-length” 800 ”X-length” 1700 ”Z-length” 200 Leave the rest of the values untouched untouched. [Ok] Now it comes up a box, hopefully .... 14

> new box xle 1700 yle 800 zle 200
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Create Pyramid
Create > Primitives (if you close the dialog) ( y g) In the dialog box choose Create Primitives now Pyramid of Type dropdown list, [Apply] Create a Pyramid with the following attributes y g ”X-bottom” 1700 ”Y-bottom” 800 ”X-top” 1650 p ”Y-top” 750 ”Height” 50 [ ] [Ok] [Dismiss] But ... where did the pyramid go? [ ] Press [F8] for wireframe or wireframe view. Zoom in on the box with the mouse's scroll wheel. [F8] again to return to solid graphics. Sure you see some extra lines inside the box? The pyramid has thus ended up inside the box. Why? Both times we created the elements we provide positional attributes untouched. Now is both the box and the pyramid with its P0 (P-Point 0) to position North 0 East 0 Up 0 0, 0,
> New smolder xbot 1700 ybot 800 xtop 1650 ytop 750 hei 50
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Move : Moving up the pyramid
The first box has a height of 200 (Z-length) and the pyramid has height f h a h i ht of 50 (H i ht) (Height).
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Then want the pyramid will be on top of the box, we need to move up the half box height + half the height of the pyramid. Thus the pyramid on 200 / 2 + 50 / 2 = 125th Click on the pyramid. Position Move > Di t P iti > M Distance. Move window plotted and a co-coordinate system is rendered, inspired by the P0 of the pyramid 1) Check th t th N Ch k that the Name so it says something th t starts thi that t t with PYRA. Is there anything else you would not pyramid selected when you pressed Distance from the menu. If so, click on the pyramid, so it will be CE and then th press th [CE] above the [Apply]. Let's Name to the b th [A l ] L t' N t be something with PYRA early Change the "Direction" text box to the U, or Z, enter U, Up, or Z, press into the text box, write a d finish with o , p ess o e e bo , e and s [ENTER] Change the "Distance" to 125 [ pp y] [Apply] 16


3) ) 4)
> by z 125
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GMM: Graphical Model Editor - Move
Do not use menus and dialog boxes or typing in commands you can use the GMM. Moving down the pyramid 125 in the same way you moved it up. Start by GMM on the button with a yellow ball and four small arrows. When GMM is enabled closes some other commands to work, it is as impossible to measure. 1) Press the pyramid. Both the box and the pyramid will be marked by green and purple and a help / editing-coordinate system pops up. From start to affect the GMM entire equipment, so start by right-clicking on the pyramid or box and choose Edit Equipment. Now you can change individual elements equipmentet owns 2) Press again on the pyramid. You get only the selected element is highlighted green. Right-click on the purple Z-axis and select Enter Value. A Move Selection dialog box appears. Enter 125 in "Z" text box and finish with [OK]. Note that there is a [Preview] also if you want to see what will happen ...



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GMM: Continued • The GMM can move (move) "straighten up" (align) (move), and rotate in a more "modern" way. In addition to filling the world in the Enter the Value you can draw in the shoulders and arches to move / rotate the element in the step step. To change the "step" so you go into the Selection> Set Increment. Use Letter man GMM, there is a [UNDO] button, which can act sometimes. Will demonstrate more examples to come

• • •

Henrik Landström |

New Box, Move
Let's make a new box with the following attributes, you have forgotten where to press, scroll back a few pages. ”X-length” 200 ”Y-length” 400 ”Z-length” 170 Now we also change the position from the beginning so we do not have to look for the new box inside the first. It does so by filling out a position in the three "Position" text boxes. To figure out how high up we'll be putting the box, or rather, the box P0, we expect a little math: Big box height / 2 + pyramid height + new box height / 2, which gives 200 / 2 + 50 + 170 / 2 = 235 To complete the 235 "position"-up text box and the [OK]


> new box xle 200 yle 400 zle 170 at z 235 Man kan även utföra beräkningar när man skriver in kommandon.
> new box xle 200 yle 400 zle 170 at z (200 / 2 + 50 + 170 / 2)

Viktigt med mellanrum mellan siffrorna och divisions samt additionstecknen annars blir det fel
Henrik Landström |


Measure : Measuring
Now the new box is moved to the edge of the foundation. The end result g should be a distance of 350 mm from edge to edge. We begin with the gauge. Click on the icon that is circled in the picture. Now you g the Measure dialog with y get g Positioning Control box, which can be loose somewhere on the screen or sit it up in the main menu, among the other buttons.

The status line above the graphic display, you can read display what you have your mouse over and it's end or start on the measure to choose. Very important and useful information.



To measure, press the left mouse button on the element you want to measure from, and then release the mouse button when one is above the portion of the element you are interested. Then select the items you want to measure and release the mouse over something interesting ... g

In order to filter the type of points, edges, or elements that should be selectable using, and each of the elements you select checked Positioning Control toolbar. 1) During Ppoint-dropdown list, choose which elements should be placed through the filter. Let it stand at Ppoint 2) The Snap-drop-down list, select each of the chosen marker is stuck, for example, in the middle of a line, but leave it on the snap.
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Measure: Measuring cont.
Now we measure. measure First choose the P-Point 1 for the small box. Since P-Point one of the big box. box Now fill the Measure dialog on the computer. "Distance" ~ 785 9 Distance 785.9 "Relative Offset X: 750 "Z" -235 Are the dimensions that you should get get.

There is relative offset X is interesting. See explanation below
P1 small box "Relative Offset X"

”Z” Z P1 ”Distance” P1 big box

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Move : Infront
We will move the small box of 750 mm. In d t I order to make the move, we can now do on a myriad of diff k th d i d f different ways. t We look some
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We have previously used the Position> Move> Distance and could do so again b filli i th age of th "Di ti " X i by filling in the f the "Direction" and "Distance" 750-350 = 400. But we will not do. We will do in a way that makes the whole measuring exercise unnecessary. Sign in to Position> Move> Distance, to pick up Move-Window ". Fill in the "Direction" E (which is the same as X) and "Distance" 350, i.e. the distance we want b t th di t t between th edges. the d 1) 2) Change the first drop-down list from, presumably, Only, to In front P-Point i the P P i t in th second li t d list.

Now click on P1 for the big box, [Apply] and the move is complete .... ... Or? Check the distance, measure. It is wrong to 100mm ...

> move x dist 350 infront idp@
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Move : Infront cont.
.. Wh the di Why h distance 2 0 and not 3 0 as we wrote i ? 250 d 350 in? When PDMS performs Movement: Infront so deleted it from P0 of the element that moves. And since the box has an Xlength of 200 i 100 which i f ili l th f is hi h is failing. We fix this by moving the little box back 100th Either by changing the "Distance" to 450 in Move-window, or at a slightly f t way ... li htl faster

Infront is the distance

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Move: Clearance
Another method you can use to move the box at the y Position>Move>Clearance Move backward (ie in-X or West) boxen740 or 870 by any means. Then go into the menu Position>Move>Clearance
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Please enter the following in Movement window g ”Direction” E ”Clearance” 350 1) Infront ) 2) ID P-Point [Apply] Now select the P1 on the big box. Now the move is completed, Measure the distance true. That is true because the PDMS calculates the move by using something called Obstruction Volume, ie the volume element takes up.

> move x clear 350 infront idp@
Henrik Landström |


WRT: Referens-nummer, New Pyramid
Let's create a pyramid that will be the front legs of the pump. It should have the following attributes ”X-bottom” 200 ”Y-bottom” 400 ”X-top” 130 ”Y-top” 400 ”Y ” ”Height” 190 Before we press [OK], we will look at the line "WRT" with its textbox. t tb Wrt mean With Respect to, which means it is the element that is "wrt" which are used to derive the starting point for calculating the position and orientation when th pyramid i created. iti d i t ti h the id is t d A number are already completed, and there is reference number of the elements that will take the pyramid when it is created. That is, the i th equipment th t we h i t that have created primitives i so f t d i iti in far. GRN is a unique number that each element has in a project. Although the element is later deleted, the reference number will never b used i th project. be d in the j t

Henrik Landström |

WRT: Referens-nummer, New Pyramid, forts.
Select the "WRT" number (with =) and copy it [ ( ) py [CTRL + C]. ] Select a box Paste the code in the Command Line>, and press [Enter] Now highlight the equipment has the reference number we g g q p entered. Now type in the Command> q ref PDMS will respond with a new line in Command Window Pane. Ref = 12345/76891 You can do this on any element. Try it! y y Select the small box and ask for the box ref code, then copy number (with =, but the text Ref) Copy in, [Ctrl + V], ref number in the "WRT" text box for the pyramid. [OK] The new pyramid is now in the little box! This is because PDMS is now derives pyramid position from the box.
> New smolder xbot 200 ybot 400 xtop ytop 130 400 190 hei item at x 0 y 0 z 0 = wrt 12345/67891 Or easier to avoid typing the whole 'item at x 0 y 0 z 0 wrt = 12 ...' you can Instead, write 'at = 12345/67891' to directly pick the position of the reference element> new smolder xbot 200 ybot xtop 400 130 400 ytop hei 190 at = 12345/67891


Henrik Landström |

WRT: Referens-nummer, New Pyramid, forts
Since the pyramid is higher than the box then a bit of the box, pyramid to stand out from the box at both under and upper side. Move it up so that the pyramid is in contact with the Great Pyramid. Box height 170, the pyramid height of 190, divided into two gives 10 So the pyramid is moved up 10th

P0 for both the box and the pyramid
Henrik Landström |


Change the attributes of the radiator
Modify > Attributes y to pick up Modify Attributes window. Now, just click on the attributes you want to change. An alteration dialogue box will then up and you can enter a new value and Quit with [OK] When you made all the changes you want, and finish with [Apply]

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Change the attributes of elements with Command>
Select an element Ask PDMS with Commnad> q [Enter] and PDMS respond in the Command Window with a whole bunch of different lines of information. information Compared to Modify-Attributes-box we get this up many more attributes to work with.

Pressing one of the lines in the Command Window the window so the line will automatically be printed in the Command Line> t e Co a d e Now you can change the line, and finish with [ENTER] and you have changed the element's attributes. Example. p Press row Xlength 200mm. Change to Xlength 5200mm instead [ g g [Enter] ] Now the box was great, change it back by again clicking on the line Xlength 200mm, then again in Commnad Line> text box and [Enter] to reset the box to its original shape. Then it is practical to run a> q [Enter] before you modify any element, as you will then have the original state saved in the Command Window Pane.
Henrik Landström |


Move: Command Line> with formulas
Now we will move off the pyramid, there will be 700 mm py , between the pyramid and box. Mark pyramid Command Line> by-x (700 + xbottom / 2) [Enter] The pyramid is in place. When using the Command Window> to enter commands, you can use the attributes directly without knowing what value they have. Therefore, instead of remembering what xbottom is, or PDMS question about it by typing > Q [Enter] or > Q xbottom [Enter] to ask to use the attributes directly in the command. Again, it must be between the team on both sides of the g division sign.

Henrik Landström |

Mark pyramid py Press [Display Aces on CE] So will Define Axes box up and using graphics in the form g of a coordinate axis is shown with the origin at P0 for CE. Now you can see just how X, Y, and Z is for CE. With the "Size" you can change how big shoulders should be. Bent "Cardinal Directions" for how to replace X, Y, Z out towards E, N, U. q p Mark equipmentet we build in and choose Select> CE in the dialog's menu, now plotted on the axes at the origin of equipmentet. Note that X, Y and Z in the same direction as the pyramid. To close the dialog box, use the Close button> Remove Axes to remove the axles. Do you use [X] or Close> Retain Axes so they stay. Do you happen to close the [X] you must open up the [X], dialog again and now select Close> Remove Axes.

> Axes at ce Deletes with> axes Delete Are you just hide your shoulders, there> axes off resp> axes on
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Orientator> Rotate, or hot key [Modify Orientation] and Rotate dialog box comes up with an auxiliary rotational axis of P0 on our CE. 1) Make sure it says PYRAMID ... after CE-drop-down list, do not do it: select the dialog in the Cursor> Elements and select the pyramid. Change the "Direction" to X, [Enter], now drawn through the shaft on. Note the "WRT" text box, which now shows the ref number for CE

Help graphic visualizes around which the rotation will occur. You can move the center point by, typing away in the East, North, Up text boxes. Or choose Cursor> P-point to place the center point for the rotation of another P-Point, or any of the other options in the f f Cursor Place rotations axels center in P0 for the CE, by entering 0 in the East, N th U E t North, Up again or select C i l t Cursor> El Element. t Enter "Angle '45. Change the "Direction" to U, [Apply]
> Root by about 45 z
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Rotation of Movement
Right-click the empty space in the 3D view, Look> Down and it should g py p , look like the image on the right. Pick up the Rotate dialog box again in the pyramid, and we can see that the shoulders, of course, be redrawn because we have rotated the py pyramid. We will now move the pyramid in the X direction with the Command Line> >by x 1000 [Enter]
.. And now moved to the pyramid in the X direction, right? The Th pyramid is now where the bl pyramid is in the i id i h th blue id i i th image But the X-direction is of course rotated, should not The pyramid have ended up where the green is? No. Since the element's position and orientation Depends by its owner, then a move in the X position pyramid where the blue is because by If you write the> village x 100 so using PDMS owner X-direction, ie equipments. Select Position> Move> Distance when you have the pyramid As CE. So you see that using the graphics plotted as equipments orientation. Cl i t i t ti Close the window [Di i ] th i d [Dismiss]

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Rotate and Movement cont.
X equi Here equipmentets X, Y axes drawn into the p q p , picture to clarify. Backtrack pyramid> by x -1000 [Enter] To move an element in accordance with its own orientation requires the use of > By 1000 x wrt ce [Enter] Now move the element in an X direction which is derived from the elements it has as CE. Bring out the Move-window, Position> Move> Distance. There is not anywhere to enter a "WRT" element. element Instead you have to set the direction of angles, in this case it will be. Y equi "Direction" N45E, or X45Y. "Distance" in 1000 [Apply] Return the pyramid again. Tip: It is always easier and faster to make movements that contains only the distance and direction to the Command Line>

Henrik Landström |

GMM: Rotation
Activate GMM by clicking on the y y g yellow ball Right-click on a primitive, choose Edit Equipment Click on the pyramid. py Now you can drag the frames to rotate the element of the steps that are predefined in the Main Menu Selection> Set Increment, You can also just as when you move with GMM, right click on an arc and select Enter Value The shoulders and the part of the arch y have y p you your mouse over a lighter color. Try these also:

1) Right click on an arc, Align with the Direction so you can pick a direction from another element of the axis associated with the frame you selected. 2) Right click on the part of the arc, Orient Point To order CE automatically rotated around so that the axis belongs to the bågdelen chosen is directed against selected elements Reset the pyramid to orientation by using the Align with the Direction of the bågdelen that here the X-axis and pick the right direction from one 35 long side of the big box,


Henrik Landström |

New Cylinder, Z-axis
Create> Primitives and select cylinder y Complete the following attributes "Height" 550 "Diameter: 450 Change the "Z Axis Orientation" to X (in the green mark) "Z-Axis This determines the orientation of the cylinder z-axis when it is created. Unchanged is the direction of U, therefore up, and we had left it had created standing cylinder as shown in Create g y Cylinder window. As we change the Z-axis to X, the cylinder to lie down immediately. [Ok]

> New cyl 450 dia hei 550 ori z is x
Henrik Landström |


Move Clearance, Cylinder
Now the cylinder is moved. It should lie with one g y game to 75 mm from the top surface of the base and 250mm in from the base edge.

Position>Move>Clearance ”Direction” U ”Clearance” 75 Clearance Onto the first drop down list ID Cursor in the second dropdown list [Apply] then press the pyramidal element in the base base. Using the same dialog box ”Direction” X Direction ”Clearance” 250 Infront ID P-Point
> move z clear 75 onto id@ > move x clear 250 infront idp@
Henrik Landström |

[Apply] and choose P0 on the big box. [Dismiss]


GMM: Align
First, move the cylinder back,> by x - 500 or> by x-500th Thus, one can have , y , y y , a negative or negative axis
Then we do exactly the same move as with before, but with GMM. Activate GMM and select Edi E i A i GMM, d l Edit Equipment cylinder li d

First we move GMM handles from P0 to P1 Right P1. click on the Z axis, Move Handle> Align with Feature Now is not the CE to change position but only position, handle .

Click the P1 of the cylinder, it can be tricky to find it try cylinder it, to rotate the view a bit and try again until it clicks into place. Now based GMM handles from P1.

Henrik Landström |

GMM: Align, cont
Now we will move the h dl as f as the game N ill h handles far h should be. Right click again on the Z axis, Move Handle> Enter Value. 250 [OK]

Now we will move the cylinder. Again, a right-click on the Z axis, Align with Feature

Now the cylinder and hand tagn start go around and move on when you mouse over a valid point, line or surface. Click on any valid at the end of the box box. Now the cylinder in place.

Henrik Landström |

New Dish, Connect
Create dish, through th C t menu C t a di h th h the Create ”Diameter” 500 ”Height” 200 ”Radius” ”R di ” 200 Leave everything else so that primitives are created inside the big box We ill W will move th new dishes t th right place on th cylinder with the di h to the i ht l the li d ith Connect feature. Start with Connect> Primitive> ID Point Now select two P-Points, only one of the CE and then a point on the elements to put together with CE. You h Y choose b h ldi d by holding down th l ft mouse b tt and th release it the left button d then l when you are above a P-Point, the cursor changes when the appearance of a thicker square with a cross in. 1) At the bottom left corner is calling for what should be done, and when you hover over something to get information about what it is for some P-Point


> new dish dia 500 hei 200 radi 250
Henrik Landström |


Connect forts.

1) Now select the bottom P-Point on the dishes first P Point 2) Then click on the P-Point 2 on the cylinder Now, a dialog box up, and the cylinder is moved. Read and answer the question correctly it is then the cylinder in place Move the cylinder in the X direction, then try the second option, Connect.


> conn idp@ to idp@
Henrik Landström |


Connect forts.
Connect > Primitive > Explicit p Now we directly choose which elements you want to move to the CE. It can be seen in the lower left corner, with a call ..

Click on the cylinder. When it is done it will get a dialog box and a cocoordinate system is drawn on the dishes. Now you can select the drop down lists, which are P drop-down lists Ppoints you want to put together. Test a few different options. Help cordinate systemet plotted constantly on in order to be able to see where the P-Pointsen sits. Choosing the right P Points P-Points [Apply]

> conn p2 to p1 of id@
Henrik Landström |


Copy > Offset
If you want to copy the multi-element patterns, or just create patterns a single copy you use Copy with Offset Select the large cylinder Create> Copy> Offset

"Object" CE dropdown list used to select a new CE which Object you want to use the Copy. There is a ref number next to the drop-down list, that is what will be affected. You can also choose from the list of Pickering - then you get after you press [Apply] to select the items you want to use the Offset, one or more. When not affected CE, unless you also select it CE it. List - has an active list, you can select the list and then affects every element in the list. "To" CE "drop-down list aimed at each of hirarkin you want the element to be placed in another equipment, for example.

Henrik Landström |

Offset is used to change the speed from calculating the th new position. iti Either write something in yourself, or use one Offset menu Select Off t f S l t Offset> from Element> Point to Design El t P i tt D i Now we will first select the offset from one medium to a P-point. 1) S l t th fi t pyramid, th t i f Select the first id that is from El Element t
1 2

2) Select the P-point, ie to Design Point

Now estimated offset and will be like the blue line shows the example.

One can of course change the "WRT" to determine the origin of Offest-calculation assumes. Change the "Offset" to "X" -400 and 0 on the Offset X 400 rest. Select "Axes" text box and type in the World [Enter] to reset everything. Now create a copy, [Apply]
> new cyl copy pre by x -400
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Command Line> Copy and Pre
To make a copy of the cylinder used> new cyli copy pre We look at the line,> new cyli it is used all the time to create new elements. > Copy is new, but does exactly what it sounds like a copy, but the command must have something to copy from thi t f > Pre Pre's new means previous. Previous, or previous, is to position the elements in the hierarchy. Look at the example the tree on the left. CE is Cyli one, write it now in> pre order PDMS backing up a step in the hierarchy and box1 is selected. When entering> new cylinder to create a new cylinder but attributes created during CE. Thus, in the example, between 1 and cyli cyli 2, but cyli 2 will automatically change its name to cyli 3 and the new cylinder, the name cyli second Select the cylinder in the model. Enter> new cyl [Enter] in the Command Line Select the new cylinder, and enter> q, so we will see that the diameter and height are zero. Now enter> copy pre [E t ] and the new engine will copy all properties f N t > [Enter] d th i ill ll ti from th the element above the tree.
Henrik Landström |


Navigation in the hierarchy with the Command Line>
There are lots of commands to navigate the tree using the Command Line> g g We assume that cyli 1 CE. > Next jumps to the elements during CE = cyli 2 > First Member jumps to the first element = dish 1 > Load member the last element of the hierarchy pyramid = 2 > Pre 3 jump three steps up (from smolder 2) = cyli 2 > Next two skips two steps down (from cyli 2) = box 2 > Pre 2 Cyl jumps up two cylinders (from box 2) = 1 cyli > Smolder 2 jumps to the second pyramid (from cyli 1) = smolder 2 > Owner jump to the owner = equi 1 >4 jumps to the fourth member of the Equipment = cyli 2 And a host of other commands to make bigger jumps in the hierarchy that we are not looking at now. 46
Henrik Landström |

Navigation in the hierarchy with the Command Line>
Being able to navigate the hierarchy of text commands are not really necessary necessary. The important thing to remember is > Pre Good to also know are two commands used in previous examples > ID @ Now you are able to select an element in the 3D view > Idp @ Now you can select the P-Point. Example > New copy-id cyl @ > By x 400 @ id wrt > At pos idp @

Henrik Landström |

Modify Attributes
Let's change the attributes are on the copied cylinder. On one g p y of the ways Modify> Attributes >Q Change the diameter to 400 and Height to 40.

Now, the new thin cylinder is moved toward the major. Do it yourself, but any method. GMM Connect function Measure and then Move Do you feel uncertain on how to do, go back and read on.

>conn p2 to p2 of pre
Henrik Landström |


Create multiple cylinders
Create new three new cylinders with sizes and positions as shown below.

Diameter 200 Height 100

Diameter 100 Height 100 Diameter 100 Height 200 49
Henrik Landström |

New small cylinder
Now we will start doing the small cylinders that go around the large cylinder. Start by creating a new cylinder inside the large diameter of 50. You can either use the Create> Copy> Offset or Command Line> > New copy pre-cyl dia 50 Then we move up the small cylinder, then move up the new cylinder so its center lies in the surface of the large cylinder. Use any method here also. Maybe> by z.. or Move dialog box with the distance large cylinder diameter / 2. Or Movement and Onto

> New copy pre-cyl dia 50 > Z move onto pre p

Henrik Landström |

Copy Rotate
Highlight the narrow cylinder g g y Copy and Rotate dialog box, open the Create> Copy> Rotate. It has a lot in common with Copy> Offset Help Graphics in the form of a rotation axis plotted. To move it you use Cursor> Element or> PPoint, Point depending on where you want to place the shoulder. Then you can as the Copy window, use the Offset menu to move the axis of rotation as you want. Intersection menu is also used to move the axis of rotation, this may be choosing two elements and seda placed shoulder in the latter elements brypunkt. Although this is "wrt" which works just like the Copy> Offset. y Select, Cursor> Element Click on the large cylinder.

Henrik Landström |

Copy Rotate cont.
Make sure that the "Direction" is E, or X. , "Number of Copies" 18 "Angel" 20 [ pp y] [Apply] [Yes] if it is true. Remember to adjust the camera so y j you have a good view of your model before you press [Apply] because you can not rotate or zoom the Confirm window is up. Angle is the angle between each copy center. Number of Copies, is of course, the p number of copies.

Henrik Landström |

New box, with position
Create a new box from the menu. ”X-length” 130 ”Y-length” 400 ”Z-length” 100 This time, we specify a location for the box when we create it. Fill in the "Position" ”West” 500 ”North” 0 ”Upp” 590

This means of course, that the new box P0 will be placed in the specified position, which is derived from the element that is in the "WRT" text box. Nothing we change to this because it is equipmentets ref code. q p

> new box xle 130 yle 400 zle 100 at -x 500 y 0 z 590


Henrik Landström |

Would you change for example the Y-length of the box from y g p g 400 mm to 200 mm so the box will change symmetrically. 100 mm "disappear" on each side. If you want to delete only "100", etc. on one page, or for that matter, add 50mm to use Stretch / Trim The new box as the CE. Modift> Stretch / Trim> and we are six different options to choose from, we will go through on the next page. When you select an option a window will pop up where you can enter how far you want to grow or shrink the element side. You enter a negative number to shrink. g

Commands for the Stretch / Trim specific function calls. For example, > callac isttpp startar Stretch/Trim > To P-Point >callac istidp startar Stretch/Trim > ID P-Point t t St t h/T i PP i t

Henrik Landström |

Stretch/Trim forts.
All sides Grows all surfaces as much id G ll f h ID P-Point, you may choose a P-point and the surface of P-points is affected. To P P i t T P-Point, you select only one P P i t on the CE and th a P P i t l t l P-Point th d then P-Point you want the first P-Point has to be pulled out to. To Pliner You choose first a P-Point on the CE and then one Pliner which you want the first P-Point has to be pulled out to. P Point

Clearance is the precedent to clearance, rather than specifying how far you move something, you enter the game you want to have between elements.

Try them all on the new box is in the air, except the two with Plin, as we do not have any elements with Pliner.

Then use the Stretch / Trim to place the box on the pyramid.

Or make a entirely new box and place it on top of the pyramid.

Henrik Landström |

Rotate, New Cylinder
Create a new cylinder. cylinder ”Diameter” 400 ”Height” 130 Put it up in 1500, so it is not located inside any other elements either 1500 elements, either. Now we will rotate the cylinder so that it "stands up". Orientate>Rotate Rita's not the axis of rotation inside the cylinder, well-Cursor> Elements and click on the cylinder.

Fill in ”Angle” -90 Angle 90 ”Direction” Y [Apply]

> new cyl dia 400 hei 130 by z 1500 > rot by -90 about y
Henrik Landström |


Explicit Move
Select Position> Explicity, or hot key. Explicity key Positioning Control box comes up with Explicit Position dialog box, and using graphics rendered up as a box around CE


1) Here is the element that we have selected and the punk, "Date", that position is calculated from. In the dropdown list you can select different PPoints. 2) "Position" is how far to move the CE in the various directions. directions "WRT" text box as usual. Try typing the owner instead of the World [Enter] [Enter], then the cylinder owner, ie equipmentets ref numbers up instead In the Select menu you can choose a new CE menu, CE, Pickering, or to select multiple elements.

Henrik Landström |

Explicit Move forts
Press the mouse pointer on an item, drag around the various points and lines without dropping. Note that in the upper status line it says what you have the mouse pointer above. Release the mouse when you are on vertexten which is marked in the picture (the box is located on a pyramid) A vertex is a corner point. Now, using graphics to be redrawn with the origin at , gg p g the point we have chosen. What also happens is that the "position" in the Explicitdialog is also updated with the coordinates. g p The practice now, is that you can change yourself in the dialog box, ex change Up to 550 and press [Enter] Now is rendered using the graphics on and shows the new position.

Henrik Landström |

Explicit Move forts.
Now press the mouse button down on the cylinder and the release of its PPoint, which is marked with a pink square in the picture. Again rendered using graphics and position variables are updated. Note the "up" value, to be the 450th Now select the P-Point, which is marked by the black square and is owned by the box. The position is changed, and Up is now 440th Change it to 450, press [Enter] [Apply] [Dismiss]

Henrik Landström |

Now we have a game between the y g yellow cylinder edge y g and the new cylinder. We can easily use the Stretch / Trim fix the game. But instead, we complicate things by using Pins, not because , p g y g , it is practical in this situation but just to go through them. Pins, are using elements that you can use to remember or mark the positions and directions. p There are 10 pieces you can use Pins have no place in the hierarchy p y Select the outer cylinder. > Pin 1 at ce [Enter] [ ] [F8], there will be a small arrow with number 1 starting from P0 of the cylinder. > Q PIN1 [Enter] So we will see Pin 1's attributes in the Command Window

Henrik Landström |

Removes a Pin by typing> PIN1 off off. Notice. It goes well with and without spaces between the pin and number. Command Command> Pin 7 copies idp @ [Enter], then press the [Enter] outer P-Point on the cylinder. This will copy the PPoint's attributes to Pin 7, which then has the same position and direction ... > PIN2 at p1 [Enter] creates a Pin in the P-Point 1 and the direction of U, which is the direction of a Pin by default. Change the height of the cylinder to cylinder 245 and is growing equally on both sides. Now, the cylinder may be the right place if we just moved back P-1 Point to the place that pin 2 has (or in this particular example, it is fine with the P-Poin1 it a bit thicker cylinder parts to Pin 2) > Pos p1 at PIN2 [Enter] or Explicit Location dialog box, change the date to P-1 and Point and press the pin second Now the cylinder in place. Close to Pin 2 and 7 It did not click on the Pins with GMM.
> Move Along PIN1 dist 400 Moves CE 400mm in the direction of the pin 1 is > Move PIN2 dist 600 Moves CE and Pin 2600 mm Pin 2's direction

Henrik Landström |

New Nozzle/Stuts

Nozzle, or nozzles as it is called in Swedish (the text will nozzle to be used), is special compared with other primitives, since The nozzles are connected to the specification lists and directory information. To create a nozzle goes into the Create> Primitives and choose where Nozzle [Apply] Create In Create-Nozzle dialog press the Attributes to select the type of nozzle you want, and its dimension. Leave the "Specification" in what now appears. Change "Nominal Bore" to 80 if it g g goes, it depends on the sizes in the selected "Specification" and the [ pp y] , p p [Apply] Nozzle Specification box Change "Position-Up to 1000 in order not to get nozzeln amid all other gemometri. [Apply]
You can create nozzles with> new nozz ... but then you have to just know what The specification is called and it is not practical ...


Henrik Landström |

New Nozzle/Stuts forts.
Here we have a new nozzle, but it does not look like much. This is because we , did not specify a height where it is created, as is customary. Change the height of the menu Modify> Attributes and fill in 200, or Command> hei 200 [Enter] to nozzeln as CE. [ ] The black lines in nozzeln are renderings of the holes, which are not rendered, to see the holes you go in to the main menu Display> View Control. Select your 3D View, then [Settings]. Since entertainment tab, where we have a small box to tick "Holes Drawn". Check it, and [OK] Close all dialog boxes. g

Pressing the [Background], you can choose the background color you want 63
Henrik Landström |

Position Nozzle / Steer
Reorient nozzeln any means to-X. y GMM, Command> or with menus and dialog boxes. Position the nozzles then P-Point 2, in the center of the cylinder, thus P-Point 0 as shown below. Make up your own wise way: GMM, Command>, Explicit or any kind of move-dialogs

Henrik Landström |

Positionera Nozzle/Stuts forts.
Copy a new nozzle that is a copy of the first. Postitioneran it a bit above the first, to more clearly see what is happening and be able to choose P-Point 2nd Rotate nozzeln so it points upward.

Change the height to 300 and position it in the same P0 as the first nozzeln.

Henrik Landström |

Sort Hierarchy
1) Now our hierarchy like the image, all elements are owned by the equi first ) y g , y q

What we are trying to do is to sort it by creating three subequipments and divide the geometry of the Court. It is easiest to build in subequipments from the beginning. Through this exercise we'll do a couple of different ways to move around the elements without having to click on them one by one. g y Create a new equipment and rename it to / PUMP-AA1 Then create three subequipments named the following q p g / PUMP-AA1/FUNDATION / PUMP-AA1/BODY / PUMP-AA1/NOZZLES Now it should look like in picture 2) )

>new sube /PUMP-AA1/FUNDATION osv..


Henrik Landström |

Sort hierarchy, Include

Stand with SUBE / PUMP-AA1/BODY as CE Go to Modify> Hierarchy> Include You can navigate the Include dialog, but the "Members" box can be a bit difficult to use and it is just as easy to walk around in the hierarchy in the Design Explorer. Try clicking on an element in the Design Explorer, so updated Include dialogue, too. If you could not stand / ... BODY beside [CE] to select the right subequipment and then press the [CE] Next to the [Include] is a dropdown list, change it from CE to CE Members. Select the equipment that holds all the elements we have built Then press [Include] 67 Now move all elements from the onamnade Equipment as subequipmenten / PU ... / BODY
Henrik Landström |

Sort hierarchy, Include

Markear now subequipmenten / PUMP ... / FUNDATIOn and press [CE] Change the dropdown from CE to Members Identified [Include] Now you are asked by PDMS to choose the elements you want to move. Select the big box and the pyramid above. If you happen to go wrong so you just have to click again on a red color elemetn to deselect Exit with [ESC]

> include <ref-nummer or name of the element, or ID @>
Henrik Landström |


Copy sub-equipment
We would now be able to make a move to include the two nozzle to the right subequipment but we will subequipment, krånlga to it by making a copy of subequipmenten / body and then remove all elements from the addition nozzle. Stand by / PUMP ... / BODY as CE Make a copy of the subequipmentet, and now all the elements are also copied to. Create> Copy> Offset, "Number of Copies 1 and "Offset" to 0 to keep the position Offset Number Copies" Offset position. Or > New SUBE copy pre [Enter] Remove subequipmenten we did called / PUMP ... / NOZZLES to make the name available, and name since the renewed hijacked subequipmentet to that name. Modify> Name or > Name / PUMP-AA1/NOZZLES [Enter]

Henrik Landström |

Delete Members
To take now to remove all elements except Nozzle should p we use the Delete> Members> Selection. The beauty of this dialog is that you can select multiple items by clicking on one, hold down the [Shift] and click on y g one and all elements in between are highlighted. So mark as much as you can, and press [OK], so we put up a dialog box for each item where you may answer if you really want to delete, press [Enter] a bunch of times until the issue disappears. Now remove the rest of the primitives that are not Nozzle.

> delete <type> example> delete box to delete the CE removed if there is a box
Henrik Landström |


We will now make the tiles under the feet of the pump pump, and to make room for it, we will move everything in / PUMP.. / BODY and / PUMP .. / / NOZZLES subequipments. One can move up the subequipmentsen, and all the elements they own are of course, but it can sometimes be impractical to have subequipments who do not share the position with his dedicated equipment. This is so that if you like we did before, to copy or move elements between the different, their relative position in the world is changing. Therefore, we use this function with lists. Lists are a powerful tool to select multiple elements with specific criteria and then work with them. Press the [Create / Modify Lists] button. Lists / Collections window will then up

Henrik Landström |

List cont.
To add items in a list, you must first create a list by adding a list to th list. li t t the li t Press the Add> List and you get the Create List dialog box, enter a "Description" on the list, ex. element removal, relocation li t or assdfgg. l ti list df The name is used only to identify the list if you have multiple Now select subequipmenten / PUMP ... / BODY and th f N l t b i t d then from the menu Add> CE Members. Do the same for / PUMP.. / NOZZLES. Now, the list is filled with all elements except the big box with its pyramid. Now enter N t by z 50 in the text box to the left of the [Action] button Then press [Action], and now will PDMS to execute the command b z 50 f each element of th li t d by for h l t f the list.

Henrik Landström |

GMM, select multiple If you just want to move up a few items you can use the GMM and select several by holding down the [Ctrl] and click on the element to move on. As usual, one must however go into the Edit Equipment

Henrik Landström |

Lists and selection
A brief look at the selection list. Empty the list of elements, Remove> All Then go to Add> Selection, and Add to List dialog box g , g appears. This is where you can do very sophisticated selection based on attributes or location in space. p A small example. Fill in CYLI in the line of text for "Selection" DIA GT 200 with "Rule"-the text line. CE in the "from Element. Stand so that / PUMP.. / BODY CE [Apply] and the list is populated, [Dismiss] to close the Add to List box. What we do now, is to ask the PDMS select all elements of type cylinder (CYLI) in diameter (DIA) which is greater than (GT) in 200 CE

Henrik Landström |

Lists and selection cont.
We should have three cylinders on the list now, y > By z 500 and the jump up two feet. > By z -500 to move the cylinders again. y y g

You can create lists with the Command Line> also it will not, we would like to elaborate on now.

Henrik Landström |

New boxes to the bone
Now create two boxes. boxes X-length 400 Y-length 600 Z-length 50 Now that we have several subequipments, be sure to create them in / PUMPAA1/BODY Place the new boxes are centered over the legs as shown. Tip. If you want to use the P-Points but are unsure of the P-Point instance, the pyramid has been down, you can choose the gauge and just move the mouse with the left button of the P-Point has so it says in the upper status line-aden what number it has . If you use GMM remember that the GMM, beginning is in the P0 of the elements of your choosing.

Henrik Landström |

Now we will create holes in the new boxes. In order to make holes or gouges in the primitives create negative primitives which will be owned by a primitive. In the box where you select what type primtiv can instead choose Solid Negative. Ask one of the newly created boxes which CE and create a negative cylinder y g y with dimensions. Diameter 50 Height 50 g Now comes the negative cylinder that is created in P0 on the box, it will also pop up in hierarchic in the box.

> New ncyl dia 50 hei 50
Henrik Landström |


Negative cont Turn on wireframe [F8] then you should see two [F8], circles in the box. Visual probably not in this picture. Go to the utilitas> Aid CE Arrow in the main menu and uncheck the "Visible" box. So, an arrow, with direction of the CE's Z-axis to render in 3D view on the basis of P0 for CE.

Henrik Landström |

GMM: Negative transfer

It moves the negatives in the same way that all elements, but it g y , requires even a right click to get down to negative levels in the hierarchy, edit box is the last level you have to click down in. We should position the negative cylinder in one corner, 50 mm from p g y , each edge. 1) After you right-clicked on the hierarchy you choose direct YX p plane with right-click and Align with Feature g g

2) Selecting the mid-point of an edge. 3) How is negative cylinder in the corner, now y can with the ) g y you Enter Value on the X and Y axes move 50 mm.




Henrik Landström |

Explicit and negative
Have a negative cylinder CE H i li d Select Position> Explicitly Change in Positioning C t l b Ch i P iti i Control box from Snap to the Mid-Point in the center drop down list. Now press a b d on th b th t N border the box that holds a negative cylinder. Now move the negative cylinder quickly and easily i kl d il > By x 50 [Enter] > By 50 y [Enter] So is it in place.

Henrik Landström |

With Mirror mirror to an element, so that , a copy of the element is created on the "other side" mirror. Have negative cylinder CE. g y Start with the Create> Copy> Mirror and Mirror dialog appears, and an auxiliary shaft and the mirror plane is rendered. p Now the mirror plane using an illustration in not quite where we want it. Press the Mirror dialog window's menu Cursor> Elements and click the box by taking the negative cylinder, or pyramid, for example, because their p p parts P0 XY plane. With Cursor menu, move the position of the mirror plane.

Henrik Landström |

Mirror cont. Help The graphics are rendered on the box. Then change the "Plane Direction 'to Y or N. Then rotate the 3D view so you can see "mirror hand", ie. h h d" i where th mirror copy will come, b the i ill because at dilaogrutan that asks if you want to keep the copy or not, you can not rotate the 3D view. Press [Apply] then [Yes] if get it right.

> New ncyl copy pre-mirror plane through x owner.
Henrik Landström |


Mirror cont.
Change the "Plane Direction" to X and run [Aplly] again for the third hole. h l Now mark the first hole that we created in the Mirror. The Mi Th Mirror-box, press th "Obj t" pull d b the "Object" ll down b which i now CE bar, hi h is marked, and select CE again. Then read the current CE, noting that the reference-remote control will high is h hi h i changed. d Press [Apply] again.

To make holes in the second box, you can of course repeat the procedure with a new negative cylinder and then Mirror. Or make a copy on the box with holes, and position in the box without holes and then remove it without holes. Another A h way i to hi hli h the fi negative cylinder, is highlight h first i li d press [Ctrl] + [C], select the box without holes and then [Ctrl] + [V]. Thus usual cut and paste. And do all four negative cylinders 83
Henrik Landström |

Equipment Origin. Färdigt!

The pump is now finished, the pump's origin thus equipmentetes position, is now in the middle of the finished pump s origin, position big box. It is more praktistk to have it either in the box, or the intersection of nozzle. To change it go to the main menu in the Modify> Equipment-Origin, where you can then choose, as P Point, P-Point, and then click on a P-Point, now is the origin moved for the Equipment. Check by asking P Point, PDMS after position on a subequipment, which no longer is 0,0,0. 84
Henrik Landström |

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