Today I will go through initial set-up for ID in Solidworks 2005.

(We can figure out some work arounds for earlier versions as we go along for those with earlier versions) When you use SolidWorks it initially feels as if you are drawing with crayons or something. You free-form draw a thick blue-lined circle wherever you want it with no constraints (very unsettling for those used to pure parametrically driven models). What a novice program! It even looks like crayon. However, the simplicity isn't indicative of an underpowered program, but of intuitive interface. If you want an unconstrained circle somewhere, SW won't argue with you, but go with the flow. You can soon learn a whole palette of tools that allow very complex geometry in very few steps. However, Solidworks out of the box does not show all the tools that I use on a consistent basis. I will show you how to customize the layout for ID purposes. This is what I see when I initially open Solidworks. There is not a whole lot to look at. This is because the interface subtly changes depending on the type of edited document

Type Ctrl+N to create a new document. Click on Part. The opening screen will not look like the one below. I have removed all the commands and toolbars, so that I can start out fresh, and only show common commands. To remove a toolbar click on the edge of the tool bar and drag it out into the display area. This makes the toolbar a standalone dock-able window that you can close out.

Click Tools -> Customize. A dialog box opens up that looks like this. Click the following options within the toolbar options. This opens up the toolbars with commonly used commands

Next drag and drop the new toolbars into the grey areas surrounding the display area to clean up the display. Arrange the toolbars as you deem logical. Your screen should look something like this:

Click Tools--> Customize.We still don’t have all the commands that we need. . Add the commands that I have circled in the menu to the sketch toolbar on the right of the screen by dragging and dropping Scroll down to Features Category and drag and drop the extra commands. I will explain what most of these tools do later in the tutorial. A dialog box opens up that looks like this. and in the scrolling Category menu go to Sketch. Go to the Commands tab.

. but dont worry things will get a little more exciting the next few days. It is very important to think about how you are going to model an object and your overall strategy before you actually start using Solidworks We went over some house-keeping today.You can also optionally remove commands that you rarely use by dragging and dropping them into the display window. This might be tedious. only during customization You should end up with a screen that looks like this (minus the doodles) Tomorrow I will go over the modeling strategy that we will use. This does not work during regular use.

This can make the surface quality difficult to control.Here are some approaches that we can possibly take. We will probably have a hybrid of Approach 2 & 3 taken to another level This is not the mouse we are planning to model just a quick stand in to show some basic modeling techniques . Approach 1 has the disadvantage of having a degenerate point where all the isoparms come together.

It is composed of surfaces that are later knit.Over the next few days. This kind of method is what is referred to as a "top down" assembly. I will try and break down how to make this mouse. shelled and split into various components. My sketch shows a crease in the mouse. The actual construction method turned out to be a variant of Approach 2. I decided not to model it because first it would have taken a little longer to think through and explain and second-it wasnt looking all that good These are the underlying surfaces to model .

Drag handles will appear that will allow you to scale the jpeg to the 120 mm construction line. zoom and dolly the camera. The default constuction planes are not actually views. This line will be used as a reference to scale the background bitmap 5) Double click the bitmap. These curves are then used to create geometry.The following part deals with inserting backgound bitmaps to use as underlays. Refer to Solidworks documentation to learn more to pan. It is useful to crop each view as close to the bounding envelope as possible. Inserting Background Sketches: 1) Click Right plane. The default construction planes are the Right. position the highest point of the sketch over the sketch origin by dragging and dropping . Also the curve formed at the interface of the red part and the grey plastic is important. Solidworks uses flat planes called construction planes to create flat curves (2D sketch). I used Photosop to crop out the different views. Front and Top plane. 2) Insert >Sketch. So we will define the character line by means of a 3D curve (3D sketch). Insert a cropped view of the mouse in the right hand view. Designers used to Rhino and Alias can be confused by the construction planes. to start a sketch on the Right plane 3) Within the sketch Insert>Picture to insert a background sketch. 4) Draw a line that passes through the origin. and dimension the line to 120 mm.

It is convenient to position the jpegs so that the baseline passes through the origin. Sometime it is more useful to have more than one view of the model .Repeat the previous procedure on the Front and Top Plane.

right . 1)insert>3DSketch 2)in the right view use the spline tool to trace over the bitmap.Creating the 3D sketch: In addition to 2D sketches. which are splines with control points that can move in three axes. (Hint: Hit Spacebar to get default views like left . They are very useful to define character lines/ bone lines of a product. Similar to Rhino and Alias you can move the control points in the Top View to match the bitmap. SWX allows you to create 3D sketches. top etc:) . It defualts to create a flat curve in the Right Plane.

Solidworks Rant Time: The spline functionality is still not fully implemented. Renszu will shortly be hosting a file with the starting curves that we can work through . The curves will just be a little heavier because you use control points to define curvature rather than the spline handles Tweak the curve to match your sketch lines.lets continue with the mouse. The spline control handles of 3D sketches are VERY buggy unless you constrain them horizontal. eventhough you cannot use spline handles to the same degree in 3D that you can in a 2D sketch they are stiil a big leap over 3d splines in 2004. vertical or tangent to a construction line. You have just defined a 3D character line! Awright.

. This is done by editing the Start Constraint to "Curvature Continuous" in the drop down menu. but the side section curves are created with curves that are tangent to the trimmed loft surface. You will see a trimmed surface loft and a bunch of curves. Start editing the loft so that it is curvature continuous at the top. I wanted to start with just curves.This is what you should see when you open the file. The side section curves are also constrained to pierce the 3D character line that we previously created Start a Loft between the Edge of the Trimmed Surface and the 2D sketch "Plan View" All required sketches should be in the folder "Sketches for the Main Surfaces" which is nested in the history tree.

Generally mirroring the bodies (as opposed to Faces or features) is the most straight forward because the computer does not have to calculate too much information If at any point the sketches become annoying or too busy CLick View>Sketches to toggle . This can get a little squirrelly along the center line because the guide curves at the rear and front (Rear Section of Side Profile and Front Part of Side Profile ) along the center-line are cut (convert entities) from the Profile Sketch. Use the secondary history tree in the modeling window to pick the right sketch To create a smooth connection along the center line click the guide curves and choose Normal to Profile to make the loft smooth along the center line.Define the loft a little more with guide curves. Mirror the surface bodies along the Right Plane.

origins etc: I have toggled sketch visibilty so that I can choose the edges of the surfaces to define a planar surface Use the bottom edges of the lofts to define the bottom planar surface Knit all the surfaces together to create a Solid. Check the box that says "Try to form a Solid" (the process is similar to creating a closed polysurface in Rhino) This will give the model mass properties and gives you the ability to use solid modelling tools on the model .visibility of Sketches. curves. You can do the same thing with planes.

If you click on any faces that will create an opening in the shell because those selected faces will not be included in the final shell. So in this case Dont click on any faces because we are interested in keeping all the surfaces Fillet the bottom edge 2mm .Shell the solid to give wall thickness of 2mm.

Created an extruded surface with the 2D sketch that defines the material break between the two colored plastics. Pick the surface Cut the part Pick the Bodies that you want to keep from the resulting bodies . This will be used to split the solid body into two bodies along the character line that we defined earlier Split the body using the extruded surfaces.

Fillets are cool from an engineering perspective they eliminate stress risers at sharp edges. . Fillet the top edge. and allow for easier ejection from tooling. Fillets also make your final renders look good because they catch light well.Go to the Solid Bodies folder and pick the top part of the mouse and hide it You can see the wall thickness now that you can see inside.

Hide the bottom and fillet the edge of the top component Create an extruded surface to split the top component again. .

In hindsight it would have been better to combine all the splits in to one command You can change the color properties of any object by right clicking on it and going to color .Split the model with the extrude.

.body features (as in the case of the scroll wheel.5 mm offset from the inner walls of the opening. Offset the sketch plane from the sketch plane by about 5mm (this option can be found in the first drop down menu). Create the extrude . Extrude the mouse wheel and in the Direction1 and Direction 2 options set them to offset from surface. Uncheck the box that says merge result.Cut extrude the opening for the mouse wheel. Most times this is preferred but sometimes you might might to makuse of multi. SWX by default tries to chunk features together into one solid mass whenever Solid features are used.

Pick the three consecutive faces of the cylinder to create the fillet .This fillet is a full round fillet.

Finally got a few hours this morning to streamline the Solidworks file and make sure all would work well. That is one of the advantages of a sketch. If you wish to interactively move curves without entering a sketch that is possible too. It is somewhat difficult to find solidworks instruction specific to ID and creating organic shapes. This weekend I think I will be traveling but as soon as I can stay still we can go through how to use the deform tools. but the major modelling is done.yeah things have been really crazy the last few weeks. i still have to do the deformed revolves on the sides of the mouse. I agree with you about how "stable" SWX is. This mouse is not an extremely difficult model but demonstrates some possibilities . Thanks sixfish. Putting together a tut is hard work! pls expect the files tomorrow.

Photoworks is the rendering add-in for Solidworks. I had to hide the Extruded Surface from the tree manager in order for it not to show in the graphics area. Thanks. but it can be coaxed to produce very nice renders figured it out. It comes with Solidworks Professional.Thanx for the encouragement Renszu. . I will try to post the complete info before the weekend starts.It is good to see that you made it through the tutorial. Norah. Parel. After doing the split command. i had a family emergency that has knocked me out for the last 2 months. It's a very nice ID-based surfacing tutorial for SW. Select the Extruded Surface as the trim tool geometry. Photoworks is not the best rendering system in the world. The fillet2 surface is because I filleted the sharp edge on the Extruded surface. This saves you from creating two fillets later. Sorry that I have not posted more info on the deform command.

I figured out how I wanted the ribs to look like in the sketch in the folder "Rib sketces" Extrude a surface that goes past the outer surface of overmold This creates a rib that you can lay onto the surface of the overmold .

So we will have to make copies of the revolve.Create a 3D sketch and create intersection curves between the surface extrude and the outer surface of the overmold. . as you can see there are four ribs to be mapped by means of the deform tool. (Hit Esc after you create the curves to back out of the intersection command) The curves in green are the curves on the surface of the overmold that you want to map your gripping ribs to.

This is so that we can use the centerline of the Revolve sketch as an initial curve (Ignore the surface extrude . and then Solidworks interpolates the change in geometry from the change between the Initial and Target Curves . The initial curves map to your geometry. You can hide it) The Deform tool uses curves to map your geometry to curves. Do not specify a displacement (all the copies will overlap and look like one revolve even though there are 4 bodies).Use the Copy/move Body Feature to make 3 copies of the revolve.

When you are performing the deform command. there are 4 deforms performed t omodel each rib Mirror the grippy bodies to the other side . As you can see in the tree. hide all the revolved bodies except for one. This makes it easy to select the body you want to work on.

When I said I add DOF in photoshop . I was talking about Depth of field. Here is a progression to give you an idea of what Rensu was talking about Norah. and the FIlter>Gaussian Blur. and blurs. which is also the rendering engine for Solidworks office.Combine all the grey parts into one Solid body Max has a better interface with Mental Ray. As you can see you dont really have to go to the effort of doing a depth cue render if you already have a picture in your minds eye of what is farthest and nearest to the viewer . I approximate what that looks like by using feathered selections. Renszu-Photoworks does have the capability of z-depth rendering. You can even uses the raw render below and the depth cue rendered image to approximate DOF.