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TM-2001 AVEVA Marine (12.1) Surface Rev 5.0
TM-2001 AVEVA Marine (12.1) Surface Rev 5.0
(12.1)
TRAINING GUIDE
Surface
TM-2001
www.aveva.com
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Revision Log
Date Revision Description of Revision Author Reviewed Approved
Reviewed and Approved training
17/02/2012 3.0 IA IA SK
12.1.SP2
Reviewed and Approved training
02/11/2012 4.0 IA IA SK
12.1.SP3
05/08/2013 4.1 Reviewed for 12.1 SP4 IA IA
14/08/2103 5.0 Approved training 12.1.SP4 IA IA SK
Updates
All headings containing updated or new material will be highlighted.
Suggestion / Problems
If you have a suggestion about this manual or the system to which it refers please report it to the AVEVA
Group Solutions Centre at TPS@aveva.com
This manual provides documentation relating to products to which you may not have access or which may
not be licensed to you. For further information on which products are licensed to you please refer to your
licence conditions.
Disclaimer
1.1 AVEVA does not warrant that the use of the AVEVA software will be uninterrupted, error-free or free
from viruses.
1.2 AVEVA shall not be liable for: loss of profits; loss of business; depletion of goodwill and/or similar
losses; loss of anticipated savings; loss of goods; loss of contract; loss of use; loss or corruption of
data or information; any special, indirect, consequential or pure economic loss, costs, damages,
charges or expenses which may be suffered by the user, including any loss suffered by the user
resulting from the inaccuracy or invalidity of any data created by the AVEVA software, irrespective of
whether such losses are suffered directly or indirectly, or arise in contract, tort (including negligence)
or otherwise.
1.3 AVEVA's total liability in contract, tort (including negligence), or otherwise, arising in connection with
the performance of the AVEVA software shall be limited to 100% of the licence fees paid in the year
in which the user‟s claim is brought.
1.4 Clauses 1.1 to 1.3 shall apply to the fullest extent permissible at law.
1.5 In the event of any conflict between the above clauses and the analogous clauses in the software
licence under which the AVEVA software was purchased, the clauses in the software licence shall
take precedence.
www.aveva.com
© Copyright 1994 to current year. 2
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Copyright
Copyright and all other intellectual property rights in this manual and the associated software, and every part
of it (including source code, object code, any data contained in it, the manual and any other documentation
supplied with it) belongs to, or is validly licensed by, AVEVA Solutions Limited or its subsidiaries.
All rights are reserved to AVEVA Solutions Limited and its subsidiaries. The information contained in this
document is commercially sensitive, and shall not be copied, reproduced, stored in a retrieval system, or
transmitted without the prior written permission of AVEVA Solutions Limited. Where such permission is
granted, it expressly requires that this copyright notice, and the above disclaimer, is prominently displayed at
the beginning of every copy that is made.
The manual and associated documentation may not be adapted, reproduced, or copied, in any material or
electronic form, without the prior written permission of AVEVA Solutions Limited. The user may not reverse
engineer, decompile, copy, or adapt the software. Neither the whole, nor part of the software described in
this publication may be incorporated into any third-party software, product, machine, or system without the
prior written permission of AVEVA Solutions Limited, save as permitted by law. Any such unauthorised
action is strictly prohibited, and may give rise to civil liabilities and criminal prosecution.
The AVEVA software described in this guide is to be installed and operated strictly in accordance with the
terms and conditions of the respective software licences, and in accordance with the relevant User
Documentation. Unauthorised or unlicensed use of the software is strictly prohibited.
Copyright 1994 to current year. AVEVA Solutions Limited and its subsidiaries. All rights reserved. AVEVA
shall not be liable for any breach or infringement of a third party‟s intellectual property rights where such
breach results from a user‟s modification of the AVEVA software or associated documentation.
AVEVA Solutions Limited, High Cross, Madingley Road, Cambridge, CB3 0HB, United Kingdom.
Trademark
AVEVA and Tribon are registered trademarks of AVEVA Solutions Limited or its subsidiaries. Unauthorised
use of the AVEVA or Tribon trademarks is strictly forbidden.
AVEVA product/software names are trademarks or registered trademarks of AVEVA Solutions Limited or its
subsidiaries, registered in the UK, Europe and other countries (worldwide).
The copyright, trade mark rights, or other intellectual property rights in any other product or software, its
name or logo belongs to its respective owner.
AVEVA Solutions Ltd, High Cross, Madingley Road, Cambridge, CB3 0HB, United Kingdom.
www.aveva.com
© Copyright 1994 to current year. 3
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
www.aveva.com
© Copyright 1994 to current year. 4
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
Contents
-
1 Introduction .............................................................................................................................................. 7
1.1 Aim..................................................................................................................................................... 7
1.2 Objectives ......................................................................................................................................... 7
1.3 Prerequisites .................................................................................................................................... 7
1.4 Course Structure .............................................................................................................................. 7
1.5 Using this guide ............................................................................................................................... 7
1.6 Duration ............................................................................................................................................ 8
1.7 Process Overview ............................................................................................................................ 9
1.8 Toolbars .......................................................................................................................................... 11
2 The Basics .............................................................................................................................................. 13
2.1 Opening an existing Design .......................................................................................................... 13
2.2 Closing a Design ............................................................................................................................ 13
2.3 Creating a New Design .................................................................................................................. 14
2.4 Saving the Design .......................................................................................................................... 15
2.5 Importing from non AVEVA applications .................................................................................... 15
2.6 Viewing the Model .......................................................................................................................... 16
2.6.1 View Control ............................................................................................................................. 17
2.6.2 View Options ............................................................................................................................ 18
2.7 Project Window .............................................................................................................................. 20
2.7.1 Full View Tree .......................................................................................................................... 20
2.8 Undo and Redo ............................................................................................................................... 22
2.9 Conventions ................................................................................................................................... 22
2.9.1 Axes ......................................................................................................................................... 22
2.9.2 Units ......................................................................................................................................... 23
2.9.3 Identifiers .................................................................................................................................. 24
Exercise 1 ....................................................................................................................................................... 24
3 Primitives ................................................................................................................................................ 25
3.1 Creating 3D Primitives ................................................................................................................... 25
3.2 Editing Primitives ........................................................................................................................... 28
3.3 Boolean Operations ....................................................................................................................... 29
3.3.1 Sidedness of Generalised Surfaces ......................................................................................... 30
3.3.2 Further Surface Operations ...................................................................................................... 31
3.4 Transformations ............................................................................................................................. 32
Exercise 2 ....................................................................................................................................................... 34
3.5 Creating and Manipulating 2D Primitives .................................................................................... 37
3.5.1 ......................................................................................................................................................... 37
3.5.2 Points ....................................................................................................................................... 38
3.5.3 2D Primitives (Clines) ............................................................................................................... 38
3.5.4 Manipulating Clines .................................................................................................................. 41
3.5.5 Generalised Surfaces ............................................................................................................... 43
Exercise 3 ....................................................................................................................................................... 51
4 Blending .................................................................................................................................................. 55
4.1 Blend Terminology......................................................................................................................... 55
4.2 Blend Constructions Techniques ................................................................................................. 58
4.2.1 Mitred Blends ........................................................................................................................... 58
4.2.2 Vertex Blend ............................................................................................................................. 59
4.2.3 Edge Setback ........................................................................................................................... 61
4.2.4 Variable Blend .......................................................................................................................... 62
4.2.5 Complex Blend Network ........................................................................................................... 62
Exercise 4 ....................................................................................................................................................... 64
5 Outputs ................................................................................................................................................... 69
5.1 ................................................................................................................................................................ 69
5.2 3D Curves ....................................................................................................................................... 70
5.3 Plotting ............................................................................................................................................ 71
5.3.1 Media Tab ................................................................................................................................ 71
5.3.2 Pen Tab .................................................................................................................................... 72
5.3.3 www.aveva.com
Position tab ............................................................................................................................... 73
5.3.4 Display tab ................................................................................................................................ 73
© Copyright 1994 to current year. 5
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
www.aveva.com
© Copyright 1994 to current year. 6
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
CHAPTER 1
1 Introduction
The AVEVA Marine Surface application is used to prepare hull-forms (that have been created downstream
by the Lines application) such that they can be used to create compartments. Generally speaking the main
hull-form is created in Lines and appendages and possibly superstructure added in Surface.
1.1 Aim
Over the next two days the participants will learn the basic functions to control the graphical view, creating
geometry such as curved surfaces and solids. The participants will also learn how to prepare a hull-form and
attach appendages to it.
1.2 Objectives
To understand the purpose of Surface and its role in the AVEVA Marine concept.
To familiarise the User with the graphical user interface and the basic Surface concepts.
To understand the generation of 2D and 3D primitives.
To be able to manipulate surfaces and primitives using Boolean functions.
To be able to generate output in the form of drawings and offset tables.
1.3 Prerequisites
The course is a combination of classroom lectures and demonstrations and practical hands on examples.
The training course is divided into 4 half-day sessions, of 3 hours duration each. Each session or group of
sessions consists of up to three parts.
Presentation of concepts
Demonstration by trainer
Practical examples for the students
Menu pull downs and button press actions are indicated by bold dark turquoise text.
Information the user has to Key-in 'will be red and in inverted commas.'
Additional information
Refer to other documentation
System prompts should be bold and italic in inverted commas i.e. 'Choose function'
Example files or inputs will be in the courier new font, colours and styles used as before.
www.aveva.com
© Copyright 1994 to current year. 7
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
1.6 Duration
2 days
www.aveva.com
© Copyright 1994 to current year. 8
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
www.aveva.com
© Copyright 1994 to current year. 9
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Graphical Interface
Command
Line
Window
Output
Graphics
Window
Toolbar
Tree
Menu bar
www.aveva.com
© Copyright 1994 to current year. 10
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
1.8 Toolbars
Standard
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
View
Line
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
www.aveva.com
© Copyright 1994 to current year. 11
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Surfaces Solids
1 2 3 4 5 6 7 8 1 2 3 4 5 6
1. Plane 1. Block
2. Cylinder 2. Pyramid
3. Cone 3. Cylinder
4. Sphere 4. Cone
5. Torus 5. Sphere
6. Cover loop 6. Torus
7. Cover loop with holes
8. Mesh
Transformations Query
1 2 3 4 5 1 2 3 4 5 6 7
1. Scale 1. Properties
2. Translate 2. Vertex
3. Rotate 3. Distance
4. Reflect 4. Minimum Distance
5. Blending 5. Crossings
6. Contents
7. All Frames
Operations
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
www.aveva.com
© Copyright 1994 to current year. 12
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
CHAPTER 2
2 The Basics
2.1 Opening an existing Design
To close a design use File \ Close or click the close icon in the top right hand corner of the graphics
window.
If multiple graphics windows are in use for one design, File \ Close will close all associated windows
whereas using the close icon, each window must be independently closed to close the design.
If any changes have been made to a design, the system will prompted with the ‘question Do you wish to
save design <design name>?’. One of the following buttons must be pressed:
www.aveva.com
© Copyright 1994 to current year. 13
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
www.aveva.com
© Copyright 1994 to current year. 14
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
AVEVA Surface Manager is an application that enables users of AVEVA to import non AVEVA hull forms
and other surfaces for use in AVEVA applications. AVEVA Surface Manager is able to import IGES, STEP
and SAT file formats as well the native AVEVA formats DML. AVEVA Surface Manager can release an
imported hull form directly to the AVEVA DABACON database, thus making it accessible to the AVEVA
applications. It can also convert one file format to another which enables IGES files to be converted to SAT
and therefore imported into the Surface/Compartment module. Another important function of Surface
Manager is the ability to analyse surface geometry to ascertain if surface geometry created in third party
applications is suitable for use in AVEVA.
www.aveva.com
© Copyright 1994 to current year. 15
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
To view a model in different orientations, click the required icon on the View toolbar. If a particular
orientation is set then the toolbar icon will appear „depressed‟.
2 3
1
4
8 5
6 7
1 2 3 4 5 6 7 8
www.aveva.com
© Copyright 1994 to current year. 16
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
A graphics view may be controlled interactively via the mouse (or alternatively using the arrow keys) to
rotate, zoom and pan.
2.6.1.1 Rotation
To rotate the contents of a graphics view, place the cursor at any position in the graphics window; then hold
the LMB down whilst moving the mouse (a cursor will indicate the current mode).
Moving the mouse forwards and backwards rotates the model contents about an axis parallel to the screen
horizontal. Moving the mouse left and right rotates the scene about an axis parallel to the vertical axis of the
design.
2.6.1.2 Zooming
To interactively zoom a graphics window, hold down the Ctrl key and the LMB, move the cursor up the
graphics view to zoom in and move it down to zoom out.
To zoom in to a given area, use the zoom in icon from the View toolbar (or pop-up menu item Zoom In).
While holding down the LMB, drag a rectangle around the required zoom area.
To zoom out from a given area, use the zoom out icon from the View toolbar (or pop-up menu item
Zoom Out). While holding down the LMB, drag a rectangle around the required area. This area will become
the centre of the new window. The zoom scale factor will be determined based on the relative sizes of the
original window and the indicated area.
To interactively pan the model, hold down the Shift key and the LMB, then drag the cursor in the direction it
is required to pan the model.
To reset to the graphics view enabling all the contents to be seen, use the reset icon from the View
toolbar (or pop-up menu item „Reset‟).
www.aveva.com
© Copyright 1994 to current year. 17
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Display panel
Global CS displays the position of the global origin and the orientation of the X, Y and Z axes.
Axes displays the Cartesian axes when the view is in any of the orthogonal planes.
Working CS displays the origin and orientation of the current plane in which 2D primitives are
created.
Silhouettes for analytic primitives, spheres, cones, cylinders, etc, displays the silhouette of the
primitive as seen in the current view orientation.
Mesh displays a parametric mesh for surfaces and solids. No of Mesh Lines controls
the number of mesh lines per body.
Principal curvature displays a grid of tufts indicating the two principal directions of curvature and their
relative magnitudes. Curvature Sampling Grid - controls the number of tufts per
body. Curve Magnification - tuft magnification factor.
Curve Curvature for curves, displays tufts indicating the inverse radius of curvature at equally
spaced points along the curve. Curvature Sampling Grid - controls the number of
tufts per span. Curve Magnification - tuft magnification factor.
Curve Edge Points for curves, displays the start and end points of all curve segments.
Curve direction displays an arrow and segment numbers to indicate the start point and direction of
2D and 3D curves.
Modes Panel
Rotation enables constant view rotation when mouse button is released earlier than 0.3 of a
second after last movement.
www.aveva.com
© Copyright 1994 to current year. 18
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Cropped allows the User to define a Bounding Box for the display, by specifying X, Y, and Z
limits in the Cropped panel of the dialog
2D Grid displays a grid of points using U and V fields. Enabling the 2D Grid also enables
“Snap to Grid” functionality by default. If you don‟t want to Snap, then you must
disable the 2D Grid.
Slice displays a slice through the model, slice positions for each orthogonal view are
given in the Slice Position panel‟s X, Y and Z fields.
Slice positions can also be changed interactively in a graphics view (if in slice mode) by ‘dragging’ the
slice plane. The slice planes are displayed as horizontal and vertical red lines. Place the cursor pointer
over a line, then while holding the LMB down drag the line to the required position. Double clicking on a
line will open this Modes page, to enter exact positions.
Drag with pointer objects can be translated in any Orthogonal View by dragging with the
cursor.
Transition Steps this will move the model a defined number of transition steps between the
current view and any new view orientation selected. This can be useful for
product demonstrations when a smoother rotation is required.
Rotation Sensitivity controls the sensitivity of model rotation in the graphics window.
Zoom Sensitivity controls the sensitivity of interactive zoom in the graphics window.
2.6.2.3
Layers On Panel
The current layer is set using the current layer icon from the Standard toolbar.
The Layer dialog can also be accessed by double clicking the
pane in the status bar.
Alternatively, the User can toggle layers on and off by clicking on the relevant
numbered buttons.
www.aveva.com
© Copyright 1994 to current year. 19
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
The project window has three tree structure type views, the Full View, Compartment View and Container
View, the last two only being relevant for Compartment.
The full tree view shows all objects in the project and
allows the User to change object attributes, for
example to change the layer of an object, select the
object LMB then RMB to obtain the drop down menu
and select Modify Layer.
Curves as well has surfaces can be released to the Dabacon database thus making them available to the
HULL application. Before a curve can be released it must be associated with a particular surface. To
associate a curve with a surface the curve is selected from the curve tree and from the dropdown menu Set
Surface is chosen and from the resulting list the required surface is selected. As with all geometry the
Design checkbox must also be check before release is possible. It is not possible to associate a curve
directly with the envelope but it is possible to associate it with the bare hullform that is used to create the
envelope.
www.aveva.com
© Copyright 1994 to current year. 20
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
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Properties… List geometric properties of an object such as volume, surface area etc.
Faceting… www.aveva.com
Allows the setting of faceting attributes of individual objects.
Assign to Envelope If any internal surface or compartment has lost its connection to an
envelope it will be marked red and the “assign to envelope” option will be
enabled.
Topology Lists in the output window the components that were used to create an
object.
Copy to… Copy an object and then change the purpose of the copy i.e. a surface to a
bulkhead of the current envelope.
Change to… Change the purpose of an object i.e. a surface to a bulkhead of the current
envelope.
The Full View tree can be used for drag and drop operations. Look for the drop image, , on buttons
and lists to see where this is available
Every time an operation is carried out in Surface, the state of the model at that point is recorded in the model
history. The User can therefore roll backwards and forwards through the model states, to undo or redo
changes.
To undo the last change, press the undo icon on the Standard toolbar. Each time it is pressed, the
previous step will be undone.
To redo the next step, press the redo icon on the standard toolbar.
Rollback steps cannot be skipped, the User can only move sequentially through the model states.
The current position in the rollback sequence is shown at the right hand end of the status bar
, the number before the slash is the current step and the number after is the total number
of steps.
To clear the current rollback history, press the clear rollback icon on the Standard toolbar.
2.9 Conventions
The default conventions for axes and units are obtained from the project when a new Surface design is
created. For a given design, these can be changed at any time by the User.
2.9.1 Axes
Default convention
To alter the current settings, use the Axes page of the Options dialog. Press the axes icon on the
Standard toolbar to open the dialog on the appropriate page.
Origin panel
AP Aft perpendicular
FP Forward perpendicular
Midships LBP/2
X =User specified x value
Direction panel
Positive Y panel
2.9.2 Units
Default convention
To alter the current settings, use the Units page of the Options dialog. Press the axes icon on the
Standard toolbar (or alternatively, double clicking the pane in the status bar) to
open the dialog on the appropriate page.
Current panel
The current input and output units, Metres, Millimetres, Feet (decimal) or Inches (decimal).
Stations panel
X Axis panel
Y Axis panel
Z Axis panel
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For the current units and axis units the number of Decimal Places to work to, can be specified. Hence
values in dialogs are only displayed to this specification and any entered numbers are truncated to this
precision.
2.9.3 Identifiers
Identifiers are used throughout Initial Design for compartments, bulkheads, decks, cargo types, etc. In
Tribon M2 and M3, there are stricter rules regarding the make-up of identifiers, mainly due to the increased
use of XML for data import/export. Identifiers should conform to the following rules:
Note that the length restriction only strictly applies to certain parts of the program. Usually identifiers longer
than 8 characters, will be acceptable.
Exercise 1
1. Set Twin Screw as the active project then start Surface\Compartment and open the design
TwinScrew. Examine the model in various projections.
2. Using the View Options dialog for the graphics view, display only layer 100, turn off the display of
boundaries and silhouettes and shade the model.
3. Examine the model in various projections. Open further views and set to different projections and
switch on Slice mode.
4. Use the Full View tree to change the colour of the surface Hull to green.
5. Try zooming, panning and rotating using both the mouse and arrow keys.
7. Close the TwinScrew design without saving changes and then shutdown Surface\Compartment.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
CHAPTER 3
3 Primitives
Surface contains functions for creating and manipulating 2D and 3D primitives. These primitives can be
combined with a hull-form modeled in Lines to create appendages such as bow thrusters, anchor ways,
fairleads, rudders, etc.
In addition some basic geometrically based structures, such as semi-submersibles, can be directly created
in Surface from primitives.
The available types of 3D primitives and the parameters required to define them are shown below. Certain
primitives can be generated in two forms, either as a solid object or as a surface object. All 3D primitives
are generated at the global origin.
To create a primitive simply select the relevant sub-menu item from either the Surfaces or Solids menu (or
appropriate toolbar icon). Enter the appropriate shape parameters and then press OK.
Plane ( Surface)
Shape Parameters
X Length 10
Y Length 5
Notes
Not Editable
X Length
Y Length
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Block (Soild)
Shape Parameters
Length 20
Width 10
Height 10
Height Notes
Editable
Length
Width
Pyramid (Soild)
Shape Parameters
Top Height 5
Radius Base Radius 5
Top Radius 1
No. of Sides 4
Height Notes
Base
Radius
Editable
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Cylinders
Shape Parameters
surface:
5
Length
1
Radius
210
Rotation Angle
solid:
Length 1
Radius
5
Length
Notes
Solid is editable.
Radius
Rotation
Angle
Cone
Shape Parameters
Top surface:
Radius Length 5
Base Radius 3
Top Radius 1
Length Rotation Angle 210
solid:
Base Radius 3
Base Top Radius 1
Radius Length 5
Notes
Solid is editable.
Rotation
Angle
Sphere
Shape Parameters
surface:
Rotation Angle
Radius 2.5
Arc Angle 90
Rotation Angle 235
Radius solid:
Radius 2.5
Notes
Solid is editable.
Arc Angle
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Torus
Shape Parameters
Rotation Angle Arc Angle end
surface:
Major Radius 10
Minor Radius 2
Arc Angle Start -45
Arc Angle End 90
Rotation Angle 210
Arc Angle start
Minor Radius solid:
Major Radius 10
Major Radius Minor Radius 2
Notes
Solid is editable.
It is possible to edit the definition of solid primitives, such as the block, pyramid, cylinder, cone, sphere and
torus illustrated above. This provides an alternative method to transforming (e.g. translating) an element to
the required location.
Open the Primitive Definition dialog by selecting the element in the Full View tree and then selecting the
„Edit…‟ menu item from the tree‟s pop-up menu. The Name: of the selected element is displayed at the top
of the dialog.
All primitives are initially generated with respect to the global origin.
Shape Parameters - These parameters control the shape and change depending on the primitive type (the
relevant shape parameters are given above).
Position - X, Y and Z values are entered to modify the location of the primitive in relation to the global origin.
Rotation - Used to change the orientation of a primitive by entering the rotation angles (in degrees) about the
X, Y and Z axes. Remember these relate to the primitive's initial (generated) orientation at the origin and that
rotations are performed in the order X, Y and Z.
The definition of a primitive is lost when either a User initiated boolean operation is performed on it or if
the primitive is transformed by reflecting it. Once the definition is lost it can no longer be edited.
Once the required changes have been added then press Modify.
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In order to combine primitives to form a complex shape, “boolean” operations are used. These are accessed
using the Operations toolbar or menu.
The boolean operations are generally performed on two selected objects; the resulting object will keep the
name of the first selected object, with the addition of a sequential number if necessary.
The main operations are listed below and are illustrated using a block and a sphere.
Primitive Volume
If the sphere is picked first (“surface to keep”) then the block, resultant is shown
Volume 57.268
below.
Picking either the sphere or block first (followed by the other) has the result, shown
Volume 182.27
below.
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Solid Intersection Activated by selecting „Operations \ Solid Intersection‟ or the icon on the
Operations toolbar. (Generates an object from common part of both objects.)
Picking either the sphere or block first (followed by the other) has the result, shown
Volume 8.187
below.
The above examples use solid primitives, however generalised (or “open”) surfaces can be used for boolean
operations. When a generalised surface, e.g. a plane, is used, the sidedness (either single or double) of the
surface influences the result obtained.
Single sided surfaces – appears shaded on one side; the other side is opaque (objects behind the surface
will be visible). The shaded side can be reversed (i.e. the surface normal flipped).
Double sided surfaces – appear shaded on both sides (effectively theses are sheets of zero thickness).
In boolean operations involving a surface, the sidedness and direction of the surface normal controls which
part of the first picked surface is kept or removed. For subtraction say, using a single sided surface the
results are illustrated below:
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If a double sided plane were used, then the sphere would remain unchanged, as the plane is an infinitely
thin sheet.
To control the sidedness and direction of a generalised surface, there are three functions available via the
„Operations‟ menu or toolbar.
„Single Sided‟ or - converts a double sided surface into a single sided surface.
„Double Sided‟ or - converts a single sided surface into a double sided surface.
Two other useful operations relate to the intersection of two selected objects. These operations are
illustrated below, using the block and sphere and are also accessed using the Operations toolbar or menu.
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Imprint Activated by selecting „Operations \ Imprint‟ or the icon on the Operations toolbar.
Imprint can be best understood as an intermediate step between intersect and the full boolean functions
such as subtract and unite.
Instead of creating the intersection curve as a separate object, it is imprinted onto the faces of the two
selected objects, as can be seen by viewing the objects separately
Picking either the sphere or block first (followed by the other) has the result, shown below.
The imprinted faces are sub-divided at the intersection and the resulting faces can be manually
manipulated.
3.4 Transformations
As has already been seen, it is possible to move objects by dragging in orthogonal views. This is a quick
way to approximately position an object but it is not suitable to accurately position an object. Also mentioned
was the ability to edit the definition of some primitive objects, which includes the position and orientation.
Surface provides various transformation operations via the „Transformations‟ menu or toolbar to accurately
position general objects. Each opens a dialog with various methods, which are described below. Once a
dialog has been opened, first select the required method (setting the appropriate values), and then press the
relative button (Translate, for instance) to activate the interactive picking of the object to transform.
Scale
Geometrically scales an entity by the given factor, relative to the global origin.
Translate
The three methods all move an object a relative displacement defined either by:
specifying the distances in the 3 axis (X, Y and Z) directions – Relative.
the vector defined by two selected vertices - Vertex to Vertex.
the vector specified by a single vertex and an absolute (X, Y and Z) - Vertex to Coordinates.
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Rotate
The five methods all rotate the selected entity the specified Angle (in degrees) about a defined axis, either:
one of the global axes X, Y or Z or
by two selected vertices (Between Vertices) or
a vector and origin point (Vector). If not specified explicitly (using Start Point), origin point is defaulted to
(0,0,0)) for the vector.
Align
Moves the selected object by the displacement (including translation and rotation) resulting from the
alignment of one line with another. This functionality is accessed from the menu bar via
Transformations\Align. See 4.44 of the User‟s Guide.
In addition, using the Copy & Repeat option, a copy of the object is created and then transformed, as many
times as requested (each time using the last created object as the start point).
Transformations can be performed on editable primitives and the definition is updated. Except reflecting
or aligning which will remove the definition. So these transformations should not be performed on an
object for which the definition needs to be retained. As objects are transformed and the model overall
dimensions increases it may be necessary to reset the graphics window. This can be done by a RMB
selection on the graphics window and selecting Reset from the dropdown menu.
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Exercise 2
1. Using the project tool create a project in the Surface project group and call it “ Semi-Sub”. Set “Semi-Sub”
as the active project then start Surface\Compartment and create a new design named “MySub”.
2. Use solid 3D primitives, transformations and boolean operations to create the simple semi-submersible
structure shown below.
Starboard View
Radius 2.5
Bow View
Radius 1.25
12.5
Radius 0.25
Radius 0.5
12.5
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Shaded View
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2D primitives are mostly used in Surface to general surfaces, such as formed surfaces, swept surfaces etc.
3.5.1
All 2D primitives are defined in a plane referred to as the Working Coordinate System .
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3.5.2 Points
Point
2D primitives in Surface are referred to as clines. The types of 2D primitives that can be generated are;
Line
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Arc
Ellipse
NACA
4 digit NACA series aerofoil designation.
N
Length of the NACA curve.
Size
Number of points used to create the curve.
No. Points
If checked an upper aerofoil section is
Upper generated otherwise.
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Spline. Select then digitise points freehand, ending the selection by pressing the space bar.
Curve Name Prefix User defined prefix to which a sequential number will
be added in order to create the curve name for
subsequent splines.
Polyline. Select then digitise points freehand, ending the selection by pressing the space bar.
Curve Name Prefix User defined prefix to which a sequential number will
be added in order to create the curve name for
subsequent polylines.
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Functions are also provided to trim, fillet, offset and join 2D primitives.
This function trims two clines at their intersection point. Select the clines by indicating the
Trim segments that it is required to be kept. If the clines do not intersect, they will be
extended to the intersection point.
2) Select trimming
curve
1) Select part of
curve to be kept
Fillet This function constructs a radius fillet between two clines, the clines need not intersect.
It can also create a fillet at the vertex of a curve.
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Split This function splits a cline or 3D curves at a X,Y or Z value or a general surface. If not using
the All options once the curve or curves have been selected the space bar must be pressed.
If the surface option has been selected a surface must be picked after the curves have been
chosen.
Method
Parameter
Join joins two indicated clines that have touching ends. The resulting object takes the name of the first
selected curve.
Reverse reverses the direction of an indicated cline. Used in conjunction with the view option “curve
direction”.
Sometime it is useful to make a 3D curve copy of a 2D curve, to do this type COPY CLINE3D into the
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The following worked examples illustrate some of the methods of creating 2D curves and the surfaces that
can be created from them.
Use the WCS dialog to set the 0 buttock plane as the working coordinate system.
In the graphics view, use the Workplane View icon from the View toolbar, to set the orientation of the
view to the current WCS.
Change the WCS to the 0 section plane, note that the 2D Cline view automatically changes orientation. Create a line by
coordinates. Create a line by coordinates.
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Select Curve & Path then indicate first the ellipse, which is the swept curve and then the line, which is the
sweep path.
Switch shading on to view the surface. By default the sweep curve is always normal to the path, selecting
Rigid will keep the initial orientation of the sweep as it moves along the path.
Two formed surfaces will be illustrated, a surface formed from two curves, and a surface formed from more
than two curves.
Create a NACA curve using the data shown. Enter the data and press OK. www.aveva.com
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Surface TM-2001
Change the WCS to waterline 5 and create a second Naca curve as shown.
Use the Arc dialog to create an arc, by digitising three points. Select 3 Positions and press Arc then digitise
a start middle and end position of the arc.
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Surface TM-2001
Set the WCS to section 5 and digitise a second arc approximately as shown.
Use Surfaces \ Interpolated \ Formed and indicate each of the curves in sequence starting from the last
curve generated.
As an example of an extruded surface, we will create a part of a cambered deck that includes a radius
gunwhale.
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Surface TM-2001
Create a line tangent to the arc and passing through the end vertex of the first line. Select Vertex/Curve
Tangent and press Line. Indicate the end vertex of the horizontal line then the arc.
The three primitives must now be joined to produce one curve. In order to join the primitives, their start and
end points must be oriented in the same direction.
To check this use View Options \Display from the ordinary graphics window and select Curve Direction.
The start of each element is indicated by the number 0, and the direction by the arrow. From this it can be
seen that the arc is defined in the opposite direction to the lines. It must therefore be reversed. Use the
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Surface TM-2001
When joining a curve made up of multiple segments, it is always necessary to indicate the first segment.
Select Extrude, enter 30 in the Distance field as shown. Press Create and indicate the curve.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
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본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Exercise 3
This exercise involves the creation of a bow thruster tube and its inclusion into the design AM001. First using
the project tool we must set the current project to Tanker in the Surface project group. Open
Surface/Compartment and open a new design and name it AM001. Select File\Hull Form then select the
hull-form tid001 from the list and press Use.
The first five steps involve creating the thrusters tube cylinder and obtaining its intersection with the hull
envelope surface.
2. Create a surface cylinder, length 40 metres, radius 1.2 metres and rotation angle 360 degrees.
4. Translate the cylinder 175.2 metres along the X axis and 2.75 metres up the Z axis.
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Surface TM-2001
5. Intersect the hull-form and the cylinder to create an intersection curve, select first the hull-
form then the cylinder.
The next sequence of steps involve creating an intersection curve that will be the outer edge of the fairing
plate.
6. Create a surface cylinder, length 40 metres, radius 1.55 metres and rotation angle 360 degrees.
7. Rotate and translate it using the same parameters as for the first cylinder.
The two intersection curves will be used as the inner and outer edges of the bow thruster fairing plate. In
order to construct the fairing plate, the inner curve will be translated inboard along the tube and a formed
surface created from the two curves.
9. Use the full view of the project tree to delete the outer cylinder CLN1, as it was only needed to create the
intersection curve.
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Surface TM-2001
10. The inner curve must be moved –0.35 metres along the Y axis, set the translation dialog to the
appropriate settings. Drag and drop the 3D curve from the project tree onto the translate button or
click on Translate and select with the cursor.
11. When creating a formed patch, the resulting surface may deviate slightly from the original curves.
Therefore the outer edge of the fairing plate may not completely intersect the hull form. To avoid
this, translate the outer curve 0.001 metres along the Y axis, using drag and drop or click on
Translate and select with the cursor.
12. Use Surfaces \Interpolated \ Formed, and then select first the inner curve then the outer
intersection curve. Switch off the Hull-form from the tree, and switch the shading on in the graphics
window. Depending on which curve you selected first, the formed surface could be the wrong way
round. Use the Reverse Face command to ensure the orientation is correct.
The remaining steps will create the finished thruster and include it in the hull-form.
13. Using Unite select the cylinder then the formed patch.
14. To create both sides of the bow thruster tunnel, now Reflect in the Y plane, using Copy and
Repeat to leave the original unaltered, and then Unite the two to create a single body.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
15. In the full tree R.M.B click the hull-form, and choose Set as Envelope, at which point the hull-form
will move from the Surfaces area of the tree to the Envelopes area.
16. In the tree R.M.B click the envelope hull-form, and select Edit.
17. Add the thruster surface to the Appendages list of the dialog, either by dragging from the tree, or
RMB. click on the empty list in the dialog, and select Get.
18. Highlight the thruster surface in the Appendages list, make sure the type is set to Negative, and then
finally select Modify to remove the thruster surface from the hull-form.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
CHAPTER 4
4 Blending
Three types of blending are possible in Surface, these are, round blends, chamfer blends and vertex blends.
Currently, chamfer blending only works for plane and conic surfaces. Blends can be applied to edges and
immediately generated or for complex examples they can be applied as attributes to edges and vertices,
then the complete network generated in one operation.
Round Blend a round blend refers to the surface produced by rolling a ball of
constant radius, along and edge, while keeping the ball in contact
with the faces to either side of an edge. It also refers to rolling the
ball around a vertex while keeping the ball in contact with a face and
an edge adjacent to the vertex. The curves formed from the point of
contact between the ball and the faces, are referred to as “SPRING
CURVES”.
Constant Radius the radius of a blend is constant along its length. The blend surface
Blend is represented by a tube or a pipe.
Variable Radius Blend the radius of the blend varies. The radius at any point along the
edge is obtained by allowing the radius of the rolling ball to vary
linearly as it moves along the edge. The radius is specified at the
ends of the curve.
Chamfer Blend a chamfer blend refers to the ruled surface swept out by a line drawn
between the two contact points of the ball.
Vertex Blend a vertex blend occurs where all the edges meeting at an internal
vertex are to be blended. The edges do not have to have identical
blend radii nor does the vertex surface have any smoothness
requirements. Internal vertices that are not explicitly blended with a
vertex blend are handled in different ways as discussed later.
Setback setback is the distance that vertex blend extends along an adjacent
edge from the vertex. Setbacks can be calculated automatically or
they can be assigned manually. The User can set them
automatically then check the values and alter them manually if
required.
Cross curves cross curves are the curves that form the boundary between the
blended edge and the vertex blend. These can be perpendicular to
the edge, or the difference between the setback value at each spring
curve can be specified.
Bulge the bulge factor is a number used to control the shape of the vertex
blend surface. The default value is 1 and may vary from 0 to 2.
The curves formed from the point of contact between the ball and the faces, are referred to as
"SPRING CURVES".
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Surface TM-2001
The blending function dialog is accessed by the blending icon on the Transformation toolbar.
Variable create a variable radius blend that varies linearly along the edge
between the two given values, allow the end radius to be set
attach Attach a blend attribute to an edge. The blend will only be created
went the edge is fixed
Attach attach an edge or vertex blend attribute. The blend will only be created went
the edge is fixed
Bulge controls the amount of curvature in the vertex blend, enter a value between
0 and 2.
Surface uses the attached blend attributes to generate a separate surface with the
same shape as the blend would be if it was fixed to the surface.
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Surface TM-2001
The following worked examples will be used to illustrate the different blend construction techniques. The
examples refer to applying blends to edges of a cube. Create a block of dimensions 10 x 10 x 10 as shown,
using the solid block dialog.
A mitred blend is the result that occurs if the User specifies the blend
(Round with a radius 1 in this example), then choose the Blend now
radio button then press Apply and selects a sequence of edges that
meet at a vertex,
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Surface TM-2001
The User should then fix the edges by pressing Fix and selecting
the edges.
If a blend is required at a vertex there are a number of conditions that need to be fulfilled first.
Each edge connected to the vertex must have a blend attached to it.
All the edges must have setback attached to them at the same end of the edge as the vertex is
positioned.
The setback is set either for each edge separately using the Edge tab of the dialog or setback is set for the
vertex where all edges will be given the same setback value (this is using the Vertex tab). For a single
vertex these two approaches should not be mixed i.e. there can not be a mix of vertex setback and edge
setback used for the same vertex.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
This example starts in the same way as the previous example by attaching a chamfer blend to
each edge connected to the vertex.
The next step is to attach a vertex blend to the vertex, the Attach and Auto radio buttons are
selected then the Apply button is pressed then the vertex is selected with the cursor. Choosing
Auto means that the setback is set automatically and selecting Attach means that a blend will
be attached the vertex. Note that once the setback has been chosen it‟s extent is indicated
along the edge by colouring that part of the edge green.
Final press the Fix button and select the vertex with the cursor, the blended surface should
appear. Notice the difference between this blend and the previous one.
In this example again the setback will be set at the vertex but this time using the Setback function which
allows the setback to be set explicitly.
This example starts in the same way as the previous example by attaching a chamfer blend to
each edge connected to the vertex.
The next step is to attach a vertex blend to the vertex, only the Attach radio buttons is selected
then the Apply button is pressed then the vertex is selected with the cursor.
The next step is to attach setback value to the vertex, only the Setback radio buttons is selected
and the value of the setback is entered in box as shown. Then the Apply button is pressed then
the vertex is selected with the cursor.
Final press the Fix button and select the vertex with the cursor, the blended surface should
appear. Notice the difference between this blend and the previous one.
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Surface TM-2001
In this example setback is attached to the edges not to the vertex. When setting the setback to an edge it is
possible to set the setback to the start of an edge or the start and the end of the edge.
Went applying the setback the Apply button must be pressed and the edge selected using the cursor, the
start of the edge is the end of the edge that is nearest the cursor pick.
Setting setback to start of edge Setting setback to start and end of edge
Set the setback for the start of each edge, give each edge a different setback use values 2, 4
and 6. Make sure that the start of each edge is at then vertex.
The next step is to attach a vertex blend to the vertex, only the Attach radio buttons is selected
then the Apply button is pressed then the vertex is selected with the cursor.
Final press the Fix button and select the vertex with the cursor, the blended surface should
appear. Notice the difference between the lengths of the setbacks.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
If it is required to have a variable blend on an edge simply select the Variable tick box and supply a value
for the radius at the other end of the edge.
Unfortunately at present it is not possible to define the start and end of an edge with respect to variable
blends so it is necessary to fix the blends at various stages to see which are the starting end of the edges
then if necessary do a rollback.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
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Surface TM-2001
Exercise 4
2. Set the WCS to Section 0 and assign the graphics view to be in Workplane orientation. Display a
0.25 by 0.25 grid in the view.
If the grid is hard to see, use TOOLS \OPTIONS\COLOURS and change the colour of the grid to black.
3. Create a line using the Position/Position option and indicate the grid points at U,V coordinates 1,1 and –1,1.
6. Create four more lines as shown, these form the front of the anchor way.
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Surface TM-2001
7. Use SURFACES\INTERPOLATED\FORMED, create a formed patch using the top two lines. If
necessary reverse the surface normal of the formed patch so that it points away from the anchor
way.
Form
between
10. Add a 0.25 metre radius blend to the top and bottom edges of the forward face.
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Surface TM-2001
Open the design VM001. To use the Anchor Way design, use File\Import \ Insert DM and locate the
file Anchor_way.dm in the project directory.
The anchor way will now be rotated and translated to position it in the correct place in the model. Zoom in to
the global origin where the anchor way is located.
14. Translate the anchor way 178 metres along the X axis, 5 metres along the Y and 14 metres along
the Z axis.
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
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해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다.
CHAPTER 5
5 Outputs
The main output form Surface is the hull-form itself but other useful outputs from Surface are drawings and
offset tables.
In order to generate these, it is necessary to draw a range of orthogonal curves and possibly generate
various 3D curves such as the FOS and FOB.
5.1
Orthogonal curves are drawn using the model cuts dialog accessed by pressing the model cuts icon
from the Lines toolbar.
Diagonals
Name Prefix for diagonals, prefix that will be added to
a sequential number to generate the
curve name.
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Surface TM-2001
5.2 3D Curves
The 3D curves that are usually required for drawings and offset tables, are those associated with patch
boundaries, such as the FOB, FOS, knuckles, etc. Normally these curves can be released to Surface from
the AVEVA Marine Lines module but if some of the data has come from else were they may not exist.
To create these curves, the relevant patch boundaries must first be copied to curve objects. Use the detach
edge icon from the Lines toolbar and indicate the patch edges that should be copied to curves. Press
the space bar to terminate edge selection.
As any one curve, such as the FOS, will normally be defined by several patch edges, the individual curves
must be joined to form a single curve.
Multiple curves can be joined at a time, if selected in sequence. Press the SPACE bar to indicate the end of
the selection. Use the join icon from the Lines toolbar, select the first curve segment then the adjacent
curve. Use join again and select the combined curves then the next segment. Repeat this until all curve
segments are joined.
When joining curves, it is useful to show the direction of each curve and the curve segment numbers. Select
Options from the graphical display window RMB. menu and check options Curve Direction and Curve Edge
Points.
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All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Depending on how a curve was created there can be very short curves that are difficult to see. If there is
difficulty joining two curves it may be worth zooming in to where they appear to join to see if there is indeed
as short curve joining them that has been overlooked.
An alternative to using a combination of the Detach Edge and Join functions is to use the Extract curve
function. The function is found under the Line menu Line/Extract curve. Unlike the Detach function the
Extract curve function attempts to detach a chain of adjacent edges then automatically join these edges
together. The function has some built in intelligence when it comes to deciding which edges to include in the
curve but there may be occasions then the function may need to be used in combination with the Join
function if the curves is too short. It may also be necessary at times to use the Line/Split function to split the
curve if it is too long.
5.3 Plotting
The plotting in Surface allows the User to arrange the drawing and check the layout before generating the
plot. To access the plotting dialog, press the plotting icon on the Standard toolbar.
Through the Media tab one can define general attributes of the drawing such as the size of the paper used
in printing, whether the drawing will have a boarder etc. The Pens tab is used in conjunction with the target
plotter. The rest of the tabs are used to define specific viewports on the drawing, a viewport for example
could be set up to show the waterlines at a particular scale in a selected region of the paper. It is important
when entering data into the Position and Display tabs that the correct viewport in the Viewports list is
highlighted. The Preset tab sets up a number of predefined viewports that can then be modified by the user.
Media Specifies the paper size, A0…A4 or User defined Width & Height.
Width
Height.
Information Tables Specifies a table to be included into the drawing by selecting it with the
appropriate radio button then selecting include tick box.
Drawing
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Include the Drawing information table into the drawing.
© Copyright 1994 to current year. 71
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All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Frame table Include the Frame table information into the drawing.
GPs Include the General Particulars table into the drawing.
Hullform Characteristics Include the Hull-form Characteristics table into the drawing.
Title Title of the table that has been included
Media Position Specifies the location and Justification of the selected Information Table
Character Size The width and height of characters in the selected Information Table
Apply create a generic plot file for the current drawing arrangement. This file
must then be processed through the Plot utility.
Once a drawing has been configured it is possible to save this configuration by clicking the Save button, the
information for the drawing set up will be stored as a macro file in the appropriate Dat directory of the current
project. At any time it is possible to Load the same macro file to recreate the set up.
Pens
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본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
The Position tab is used to arrange the Viewports within the drawing. It is important to remember to first
select a viewport from the list.
Controls the contents and the appearance of the Viewports. Select a Viewport from the list.
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© Copyright 1994 to current year. 73
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본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Layers use the Layer selection dialog to choose which layers to display in the
viewport.
Reflect
reflect section and waterline views about the Z and X axes
respectively.
Numbers if checked the grid values are placed around the outside of the grid at
the U & V increment values given.
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© Copyright 1994 to current year. 74
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Press the loftbook icon on the Standard toolbar. The output units and the X axis coordinate units
depend on the settings of the Units tab on the Options dialog, menu item Tools\Option\Units.
Cross the curve type that will form the columns of the table.
With the curve type that will form the rows of the table.
Layers for a selected cross/with combination, select the layers containing the curves to be intersected.
Cross.. select the layers for the cross curves.
With.. select the layers for the with curves.
Echo if checked print the cross/with combination in the status line as the intersections are calculated.
Show if checked show the intersection points in the active graphics display window.
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© Copyright 1994 to current year. 75
AVEVA Solutions Limited and its subsidiaries.
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본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
Frame 39 40 41 42 43 44 45 46 47
Position (m) 23.4000 24.0000 24.6000 25.2000 25.8000 26.4000 27.0000 27.6000 28.2000
Frame 48 49 50 51 52 53 54 55 56
Position (m) 28.8000 29.4000 30.0000 30.6000 31.2000 31.8000 32.4000 33.0000 33.6000
Frame 57 58 59 60 61 62 63 64 65
Position (m) 34.2000 34.8000 35.4000 36.0000 36.6000 37.2000 37.8000 38.4000 39.0000
Frame 66 67 68 69 70 71 72 73 74
Position (m) 39.6000 40.2000 40.8000 41.4000 42.0000 42.6000 43.2000 43.8000 44.4000
Frame 75 76 77 78 79 80 81 82 83
Position (m) 45.0000 45.6000 46.2000 46.8000 47.4000 48.0000 48.6000 49.2000 49.8000
Frame 84 85 86 87 88 89 90 91 92
Position (m) 50.4000 51.0000 51.6000 52.2000 52.8000 53.4000 54.0000 54.6000 55.2000
Frame 93 94 95 96 97 98 99 100 101
Position (m) 55.8000 56.4000 57.0000 57.6000 58.2000 58.8000 59.4000 60.0000 60.6000
Frame 102 103 104 105 106 107 108 109 110
Position (m) 61.2000 61.8000 62.4000 63.0000 63.6000 64.2000 64.8000 65.4000 66.0000
Frame 111 112 113 114 115 116 117 118 119
Position (m) 66.6000 67.2000 67.8000 68.4000 69.0000 69.6000 70.2000 70.8000 71.4000
Frame 120 121 122 123 124 125 126 127 128
Position (m) 72.0000 72.6000 73.2000 73.8000 74.4000 75.0000 75.6000 76.2000 76.8000
Frame 129 130 131 132 133 134 135 136 137
Position (m) 77.4000 78.0000 78.6000 79.2000 79.8000 80.4000 81.0000 81.6000 82.2000
Frame 138 139 140 141 142 143 144 145 146
Position (m) 82.8000 83.4000 84.0000 84.6000 85.2000 85.8000 86.4000 87.0000 87.6000
Frame 147 148 149 150 151 152 153 154 155
Position (m) 88.2000 88.8000 89.4000 90.0000 90.6000 91.2000 91.8000 92.4000 93.0000
Frame 156 157 158 159 160 161 162 163 164
Position (m) 93.6000 94.2000 94.8000 95.4000 96.0000 96.6000 97.2000 97.8000 98.4000
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© Copyright 1994 to current year. 77
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
INDEX OF CONTENTS
All output for this loftbook given in Metres
Principal Dimensions
Frame Table
Frame 0 is at position 0.000
+--------------+------------+
| Frame Number | Spacing |
+--------------+------------+
| -10 | 0.750 |
| 35 | 0.900 |
| 180 | 0.700 |
+--------------+------------+
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© Copyright 1994 to current year. 78
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
+------------+------------+------------+------------+------------+------------+
| Frame | Waterline | Waterline | Waterline | Waterline | Waterline |
| | 1.000 | 2.000 | 3.000 | 4.000 | 5.000 |
+------------+------------+------------+------------+------------+------------+
| 6.67 | | | 0.000 | 0.000 | |
| | | | 0.000 | 0.000 | |
| 13.33 | 2.045 | 2.842 | 3.321 | 3.504 | 3.541 |
| 20.00 | 4.277 | 5.516 | 6.309 | 6.913 | 7.457 |
| 26.67 | 6.337 | 7.955 | 9.154 | 10.134 | 10.996 |
| 33.33 | 8.943 | 10.692 | 11.952 | 13.010 | 13.848 |
| 39.17 | 11.663 | 13.301 | 14.517 | 15.394 | 16.052 |
| 44.72 | 14.182 | 15.646 | 16.626 | 17.297 | 17.842 |
| 50.28 | 16.251 | 17.481 | 18.230 | 18.744 | 19.114 |
| 55.83 | 17.792 | 18.759 | 19.292 | 19.608 | 19.799 |
| 61.39 | 18.759 | 19.459 | 19.785 | 19.933 | 19.992 |
| 66.94 | 19.271 | 19.782 | 19.958 | 19.998 | 20.000 |
| 72.50 | 19.519 | 19.925 | 20.000 | 20.000 | 20.000 |
| 78.06 | 19.612 | 19.977 | 20.000 | 20.000 | 20.000 |
| 83.61 | 19.621 | 19.986 | 20.000 | 20.000 | 20.000 |
| 155.83 | 19.621 | 19.986 | 20.000 | 20.000 | 20.000 |
| 161.39 | 19.582 | 19.953 | 20.000 | 20.000 | 20.000 |
| 166.94 | 19.405 | 19.844 | 19.956 | 19.986 | 20.000 |
| 172.50 | 18.972 | 19.530 | 19.702 | 19.792 | 19.863 |
| 178.06 | 17.921 | 18.556 | 18.824 | 18.975 | 19.120 |
| 184.64 | 15.970 | 16.657 | 17.003 | 17.243 | 17.454 |
| 191.79 | 13.075 | 13.812 | 14.227 | 14.540 | 14.820 |
| 198.93 | 9.272 | 10.058 | 10.563 | 10.958 | 11.305 |
| 206.07 | 5.215 | | | 6.416 | 6.977 |
| 213.21 | 1.713 | 2.283 | 2.607 | 2.791 | 2.909 |
+------------+------------+------------+------------+------------+------------+
+------------+------------+------------+------------+------------+------------+
| Frame | Waterline | Waterline | Waterline | Waterline | Waterline |
| | 6.000 | 7.000 | 8.000 | 9.000 | 10.000 |
+------------+------------+------------+------------+------------+------------+
| 6.67 | | | | 1.868 | 4.391 |
| 13.33 | 3.687 | 4.159 | 5.147 | 6.749 | 8.371 |
| 20.00 | 8.089 | 8.920 | 9.833 | 10.748 | 11.632 |
| 26.67 | 11.841 | 12.597 | 13.266 | 13.879 | 14.433 |
| 33.33 | 14.537 | 15.148 | 15.707 | 16.212 | 16.652 |
| 39.17 | 16.638 | 17.157 | 17.611 | 17.999 | 18.323 |
| 44.72 | 18.292 | 18.664 | 18.967 | 19.212 | 19.405 |
| 50.28 | 19.379 | 19.569 | 19.706 | 19.809 | 19.886 |
| 55.83 | 19.905 | 19.954 | 19.975 | 19.988 | 19.998 |
| 61.39 | 20.003 | 20.000 | 20.000 | 20.000 | 20.000 |
| 66.94 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 72.50 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 78.06 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 83.61 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 155.83 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 161.39 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 166.94 | 20.000 | 20.000 | 20.000 | 20.000 | 20.000 |
| 172.50 | 19.911 | 19.945 | 19.969 | 19.983 | 19.992 |
| 178.06 | 19.248 | 19.361 | 19.460 | 19.546 | 19.619 |
| 184.64 | 17.655 | 17.847 | 18.028 | 18.199 | 18.360 |
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© Copyright 1994 to current year. 79
AVEVA Solutions Limited and its subsidiaries.
All rights reserved.
본 교재는 대한조선학회 선박설계컨테스트 참여자를 대상으로 진행되는 교육 교재로
해당 목적외의 사용, 편집 및 외부유출이 금지되어 있습니다. AVEVA Marine (12.1)
Surface TM-2001
6 Exercise 5
Using distance from origin as the X axis units, draw sections 0 to 70 every 5 metres and store on layer 1.
Use detach edge and join to create curves for the flat of bottom, flat of side and transom. Store these on
layer 5.
Dimensions in red are media size and positions of the views on the paper.
Dimensions in blue are the extents of the views in the ship coordinate system.
Use a grid based on the stored curves and add numbers to the grid border.
Ensure that only the layers with the relevant curves are drawn in each view.
Create an offset table with intersections for curves/sections, waterlines/sections and buttocks/sections.
Output as a text file with 80 columns and single line spacing.
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