AUTODESK INVENTOR EVERY BUTTON EXPLAINED! Part - 3D Model - Modify panel

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[Music] arie chief welcome back to this self-inflicted torture of a series that I've decided to commence or I'm gonna go through every single button in order desc inventive and explain what it does me and in this video we're looking at part mode the 3d model tab and then the modified panel are gonna go through every single one of these buttons and explain what they do time stamps will be in the description of the video and in the pin commencing jump straight to a button of a particular interest and also please note that I'm not doing this with the intention that you follow me along this is not a tutorial per button it is simply a reference for somebody to jump to a button and see a demo of what it does that's the only purpose of this video it's not a guide or a tutorial per function and also please do get subscribed with the notification button turned on if you want to be notified when all future videos in this series are done and released onto the channel I'm first on the list on the panel is the hole command you wouldn't believe this made but it makes holes I know you'd thought it what it turn up for the books that is so it drills a hole through your model which is essentially a circular cut which you can't do by drawing a circle and extruding it through if you were confused as to why there's something that does the same thing it can be done a circular hole can be done with an extruded circle but with the hole command you get the added benefit of including metadata into the hole such as thread type hole size standard class thread Direction all that kind of stuff which is plugged into the feature and can then be called upon withdrawal Iran using a whole note so although the end result will look like something you can do manually you do get a bit of extra information by using the hole command so with 20 19 invent it 20 19 you'll get this palette when you start the hole command anything earlier you'll get a different looking dialog box but the way the hole command works are pretty simple you tell it where you want the hole to be which is normally gonna be on a flat face you can't put holes on uneven faces but it requires extra work features and just a bit of extra work but you can select the face and then you go through the rest of the features here and start defining the type of whole light you want so you can have a thread hole at the threaded hole tapped hole clearance hole there's a whole different types of hole tight like counterbore countersink spot face then it'll change and update the preview and you can go through and configure how you want it to be to pay it's entirely depends on what it is you're going for and then you can define the size down here and then it updates the preview once you ready to go you just click OK and there's your whole thread on it the thread is just a picture it's just a bitmap it's not actually grooved there is an add-on you can get called cool orange thread modeler I do believe I've done a video on that but it was a few years ago now and it will change the pictured thread to be a grooved thread but there's your hole mate next up on the list we're going to be looking at a fill it fill it is contrary to the name it's got nothing to do with fish it's all to do with creating rounds on edges getting rid of sharp corners for those health and safety reasons so say for example okay anything in your room right now there is not a razor-sharp edge on it it's either got a beveled edge or a very small or even some cases significantly sized fill it slosh around on it so you would do that in Inventor using this a fill it button here once that launches you get a dialog box which has evolved all the time and it's got quite a lot of functionality in it so you can start just by picking the edges that you want to put around on and inventor is really good at it providing feedback delivering good indication as to what it's gonna look like if you were to commit to the fill it so based on the size we've got here which is 0.25 hook and increase that to 1 mil for example you can see it's gonna put a 1 mil radius around on those edges we've got different types of phillips as well you can have a variable radius fill it so you can maybe start it at 1 mil and then it'll go up to 2 mil and then back down a warm meal and that would be a variable radius fill it you've got different types here you can have a smooth g2 filler which you can just about it changes through the the contour of the fill it as it comes away from the original edge it's either gonna be tangent or it's gonna be following the g2 smooth algorithm and in 2019 we've got this inverted Filat here which will do a backwards fill it which is quite nice we've also got face Phillips and full round Phillips as well there are other options available to you once you're done with that you click OK and then there's your rounded off a fill it which as per pretty much every other modify command that we're going to do you'll end up with a bra as a node here defining the fact that you've done a fill it and you can go back in there at any point and change the radius or the type of fill it at your leisure your may that's fill it's in a nutshell and as for sham firm a well sham for works in a very similar way to fill it whereas instead of placing a rounded solution on one edge it creates a straight beveled finish on to an edge with shampoo you don't get as many customization options as you do with fill it but it still gets the job done if you've got a relatively recent version of inventor as well when you pick an edge you'll get a realistic preview of what its gonna do so there's a 1 mil a chamfer put onto the the edge that I've just picked if we look at its side on you can see what it's doing a server round it's a straight beveled finish and then you can modify the size using this variable here you've got a updatable preview in the the main graphics window and you can modify the distance and angle on the side the size of the sham for you can specify it as a uniform size or distance and then an angled bevel and yeah that's that's pretty much it for sham for its it's it's a get the job done type of a command it's not got much customization but it does it does working on the last of the Eagle there's your champers once you're finished with those it bevels the edge makes it looks it looks and in tidy so looking at shell now with a completely different model shells an interesting one it has to be strategically actioned at a certain point in a models life because the will come a point where you just can't do a shell because this may be too much detail in the model for it to actually solve and compute but the way shell works and you can only do this once as well in the models life is it takes all of the faces on a model right each one of these faces and it offsets the face internally or externally by a distance it creates a mass between those two offset faces and keep that in that only that might not make a lot of sense but it will do once you see it happening so we'll action shell and then you pick a thickness so let's offset by let's keep it as 1 mil thickness and it's automatically picked up all the phases and if we were to just click OK it looks like nothing's happened but if we do a half section view for example and then look through let's go through there so that's what it's done mate it's taken each one if the outer faces it's offset them by one mil right each one of these faces offset by one mil even this internal face here it's offset that by one mil and then it creates a solid between those two faces and then what's left is hollowed out see what I mean so that's what she'll does and the reason why you can only do this once in a models life is because there will come a point where there's just too much detail like for example if we were to try and shell something like this that just wouldn't work because yes you could possibly shell that face offset that by one mil but then you've you've got these beveled edges it'll start trying the shell the beveled edges and it just won't work it just won't work with those kind of faces so um yeah it's it has to be strategically done quite early on in the models life it's quite good for just you know hollowing out a cube to make a box for example but I'm at the same time as it's doing the shell if we're just edit this feature you can also tell it to remove a face so we can say remove say that top face and delete the face that you pick and then you end up with this quite nice hollowed out effect that looks little something like that so yeah that's shell me it's it is really nice you can have variable thicknesses as well for the faces so you can have maybe the majority of the faces is one Bell thick and then you can manually select a couple of the other faces to be two mil thick or three mil thick and you can have that variable wall thickness with the shell but yeah that's that's yeah shell may it's it's nice I haven't done much stuff on shell in the on the channel but it's got its good it's got a good few uses with it I like it and now we're gonna look at draft which contrary to the name has got nothing to do with a windy day or flatulence this is all to do with a part being pulled out of a mould to compensate for a part being pulled out of a mould it adds an angle to a face to simulate it or to compensate for it for being pulled out of the mold so the way you would work this it's like giraffe now we've got a number of different options here but I'll keep it simple you specify the pole direction using this first a fixed edge button here you specify the pole direction which is the direction that the part will be pulled out of a mold and top tip don't select automatic phase change because in most cases that doesn't work it has to be a pretty perfect part and very square in nature for that to work with very few phases but if you select automatic blending and then pick your face it's gonna automatically blend any faces that are attached to the one that you select so we selected this top face then you can see here it's adding a it's adding an angle to that face but then it's blending this lower face in with it and it's compensating for that additional angle there which is really nice so there's your draft angle so you can specify the job done I mean it defaults to 2.5 I'm know a plastic part expert so I have no idea what your typical draft angles would be but there it is and it works pretty well so we just undo you can see there's the draft angle being added to compensate for a being pulled out of the mold may a oh it's draft right next up on the panel is the thread command and this works in a similar way to the whole command in that references the same internal thread database that invent a house with all the thread standards built into it but thread doesn't drill a hole it doesn't create any extrusions or openings or anything like that it takes thread takes an existing cylindrical face whether it be an internal or an external face and it will add a thread feature to that face based on the size of the face which is quite nice so when you activate a thread command and you pick a face internal or external invent and looks and it detects the diameter of the face and when you go to the specification tab it automatically says well okay well based on the size of this you want to be going for a size 15 thread and you know he'll be all like remade Cheers thanks for that I owe you one and then you can select thread pick the external face and based on that size it's a size 25 may and it looks really nice now at this point you do always look at these and you massively dissatisfied with a look of it because that looks absolutely hideous and you want it to be physically modeled for a lot of Engineers they don't really care but it's just one of those things that it would be nice to have the option unfortunately the option to have these physically grooved isn't with invent that you have to go to the cool orange website download their free thread model or application it's a little plugin for it in a video on it made ages ago and that will convert the pictorial thread into a physical grooved thread if that's something that you want but not everybody does this has all the metadata programmed into it for when you place it into a drawing and it'll call off a whole note or a thread note based off of the thread properties that you've programmed into the thread feature maze that's thread reach and in this next one we're gonna look at two commands in one go we're gonna look a combine and delete face in one operation because they tend to work nicely together so combined is a tool that allows you to perform a subtraction you can take two solid objects and use one as a tool body to remove it its shape from another object so basically what I've done is I've saved this pod that we've just been working on to a file called plug and I've modeled up this just big block and what I'm going to do is use derive which we looked at in the last video maybe and this inserts a body into a body it's like an xref it inserts a part into a pot so if I derive the plug into this pot you can see it puts it into the middle here and it's intersecting through my solid like that and then i can use combine to subtract this from this and I'll leave a plug shaped opening inside this block it works quite nicely so you select combine the base is gonna be this the tool body is gonna be this and then you say I want to cut click OK and then you get a plug shaped opening inside your model and it's it's like it is like your two bodies and it's like a subtraction or a union is it might be called in some cases and obviously the elephant in the room is this it's left this internal face here and that is because there's a massive hole running through here so that solid entity of that opening there that's been left as this here and that's when you use delete face mate so you can say delete face then just pick that face and say heal it up if you don't say heal up it does this which doesn't look very good so here to say heal up any irregularities that might left be left over and then there you go that's delete face and you've now got a perfect plug shaped opening which you can then you can then make it look like you'd intended to do it all along that's pretty nice and the good thing about this and using drive part is that it's all nicely adaptive so if we go back to the original plug and let's change the size of it and it probably best to change something like this one here so it's a visibly obvious change let's change that to 30 so it's significantly different in size there we'll go we'll save him off and then we go back to our drive part you can see the little flash of lightnings there it's saying I this plug you would you'd arrived in your model has changed needs are dated so you select update watch what happens to this whole when I click update boom there you go opening has been updated that's that's really nice I do like that that's combined for a subtract of a body and then delete face in addition it delete face though you've also got this option here called select lump or void delete face will pick like a face like that and all it removes if they don't don't do that for making boxes by the way that's not a good idea you shell for that but you can't use delete face for deleting faces but lump avoid will pick if there's like a floating entity if there's like a floating bit of solid in your model then lump or void will remove that I don't have one here so I can't show you it but that's what a delete lump or void will do base that's combined undelete face working together in perfect harmony our onto one of my favorite tools and one of my personal favorites is thicken / offset I do loves this one you can do all kinds of crazy creative things with thick and offset it's used it's it works almost like shell in that it takes faces so say these three faces here and it offsets them and then creates a solid in between the offset so it's like extending faces in a kind of way so if you select thick and offset pick these three faces here you can see what it's going to do it's offsetting them all by this distance here which is one changed our to mil click okay and then there you go that's the thick and it's thickened those faces and it looked sad looks pretty it's pretty easy do that just really quickly gives you this nice extra bit of material rather than having to go editing original sketches and whatnot so that works quite nicely but in our example we can use it even more creatively so this here is an exact plug shaped opening right remember we we slide the plug in here as a tool body and subtracted it so there's absolutely no wiggle room in here whatsoever for the plug so you might want to put a tolerance in there and you can use thick and / offset for that so can say activate thicken go to more select automatic faced chain which automatically selects the faces that are attached to the face that you click which is the thing in there as you face China for some reason doesn't pick this bottom one I don't know why so we'll pick the bottom one and then rather than offset inwards which would mean the plug wouldn't fit in there anymore you can go the other way by say one Miller for example and click OK and on face value it looks like nothing's happened but if we do an undo and see it's offset those faces by one mil and that gives us a bit more wiggle room for the plug that's gonna be slaughtered in there so that's quite nice I do likes me some thicken right that's one use for it another use for thicken is for creating fancy solids out of services for example so I've done a separate video on the free form tools couple years ago but I'll eventually cover them in this series but if we drop a plane say on here and maybe bear I don't care what the size is let's say one why does it do that why does the cursor jump to the end of the millimeters suffix that's really annoying but never mind right 70 it's incredibly annoying it's done right and look that as a defect on another day right okay there we go there's our faces and then what we can do is we can create a nice wavy creative shape is something like this I mean I don't know what I'm doing I'm just making this up as I go hello I didn't mean to pick that one up but it doesn't matter let's pick that up it's just so we've got something that would be pretty impossible to make out of standard sketches there you go there's like a cloth looking thing click finish' freeform and you end up with a thin-walled surface with no mass so if you want to convert that into an actual solid the only real way to do that is using thicken pick your surface specify distance how thick do you want it so zero one mil we'll keep it as one mil click OK and then we can turn off the free forms visibility and there's your as if they can solid that's really nice I do love thicken you can do all kinds of crazy creative things with it and once you've got your solid made-up but that's now that is now a genuine solid that can be you know fileted and jumpered and whatever else you know it's really nice dude loves me some thicken my splits that's gonna be a hard one it demonstrate because it has millions and millions of different uses in all kinds of different scenarios and circumstances but essentially it takes a tool body or a face or a plane or some kind of dividing entity and it will create a split line for either just to split a face in half or to trim a solid so I'll do a couple of examples of this so let's float a plane above here by saying you know 30 mil cover it but will so we'll do a 2d sketch on here and what I'll do is I'll just do a simple arc from there to there we'll keep it simple and then we'll extrude that arc down through there right so that's sort of like a think about as a guillotine it's like a razor blade going through the solid at the moment it's not doing anything it's just sitting there floating in space but that's what we can use to split this solid so we'll turn off at this one here activate split and there's a couple of different split techniques so one would be to say right this is the split tool and we just want to split the face so the first option here is split face click that face click OK and it's now broken this top face so the bottom face is still one continuous full face but it's split the top face in it too why the hell would you do that well you can change the color now of this this half to be I don't know bronze and then this half could be something else so that's a good way of dividing faces up so you can apply different painted finishes to different areas of your model but another good way of utilizing this is for FAA so if you need to apply a point load to a specific area of the faced with Fe a it just asks you to pick a face so if you would apply say mm Utahns of force to this face it applies it evenly over the entire face whereas if you split the face it applies the 2,000 Newton's of force to just this region here that's another reason why you'd use a spit so if we undo that I'll show you another way you'd use split and that is to trim off areas of your model so you can say split and then you can activate this one here which is trim solid use that as the split tool and it's gonna trim everything on that side of the of the tool then you click OK and it trims it off like that and then you can disable this come here to say well that we should be able to visibility has trimmed this solid off so that's the split tool it's got a it's got many many more uses than just those but those are a couple of examples of where you would use this split tool moving on to direct is command with not the best name it doesn't give you any indication and the name as to what it does but it's a quick and dirty way of making modifications to your model where you might not have the ability to change sketches and parametric features so for example if someone sends you a model from another cut package it won't come in with features like this it'll just have holes openings and faces and that kind of thing direct edit allows you to pick a face for example we can select this face here and then you can drag another face down by whatever distance you want and then it makes those direct edits without having to go into sketches and whatnot and change things and it works with pretty much pretty much anything so again as long as director Blair automatic blending is enabled it'll fix anything that's associated to that face that you're moving so that's one reason you'd use direct editing it's for when you don't have parametric's available to make modifications do you model but if I go back to this one here that we're working on earlier we'll do a split we just looked at back in the last section we're gonna use this one of your split solid we're gonna split this solid enough using this split tool and that it's not trimming it it's not splitting the face it's actually splitting the solid into two solid bodies so we've got solid bore now we've got solid or solid to solid three in this case but then you can use direct edit to pick up the solids that one there and you can divide it out and move it around with us so you can take entire bodies and move them around part space using direct edit so that's that's that's what you'd use that for and now we're on to the commands that Autodesk have deemed to be so infrequently used that they're only worthy of being on the expandable puddle and hidden away so we're looking at move bodies this one here is almost that there's probably some nice uses for it but it's almost been superseded by this one here but move bodies does something very similar to what we've just done in the last section actually it takes an entire body and it will move it based off of x y&z coordinates so you can say move that body by negative ten on the x axis which is that axis there so it's gonna move it along by tamil that's something that you could have done using direct edit I placa select apply and then it's moved it you do have a few extra options here this is quite sneaky hidden away here but you've got this little drop-down and you can specify array which is your own edge or your own axis to move it along if it if you don't want to move it exactly along x y&z you can pick an edge you know move it along that and then we've got rotate as well you can rotate it around in axis so you can set the y-axis for example and then we can say rotate that by 90 degrees and then we want to rotate that body there and then there you go rotate it around that axis by 90 degrees so yeah you can do most of this stuff may in using direct but it's something which I think I don't know why it's still there I mean there may be an issues for it which I just can't think of off the top my head but I suspect that's something that will get retired in the future if it can't be completely superseded by this and next is a bend part again I've got a dedicated video on Bend part on the channel but just very quickly showing you what this does i've modeled a shelled box here which is turned into sort like a picture frame which is just a an extruded 150 by 75 box shelled out by two millimeters but then if I sketch on this face here what Bend part does is allows you to specify a bend line so if we put a line up here this is going to be a center line for a bend activate Bend part select a Bend line and it does this it bends the entire this again is something like shell has to be done strategically because once you get to a point where you've got too much detail this command will fail or it will have so much to do that it will just fail the computing inventor will just freeze but you can specify things like the bend angle the bend position depend radius so we can put in say a bend radius of 50 mil so you can get quite creative with this so that could be I mean that could be anything I mean that would be pretty difficult to do without using Bend part that's bending at a 90 degree angle so we can change those a 45 degrees and then click okay and it bends the model then it's kind of done you can't do it twice so you could you could draw another Bend line sort of mid plane here and going through the center line of that edge down and then Bend just this section here for example so there's you can do it more than once but it's a quite nice little tool actually I do like bend portents limited uses it has to be something curvy that you working on but it does the job quite nicely I do likes it and now for my final trick we're gonna look at copy object May which I have already done a video on a very very old video which I used it to perform a subtract copy object is very similar to derive but it gives you a few more options it's very niche made it is really niche that's why it's being sort of shuffled off under the expanded panel but I do have quite a few uses for this and if you can't get quite clever with it so the use case that I've mostly used this for is like derive I've got an assembly here made out of two parts this plug is constrained in the top of this plate and what I want is an opening in this heat sink right in this plate wherever the plug is so I wanted to cut a hole where the plug intersects with the plate and you can use copy object for that but instead of it being all done in part mode via derive you can have the cut being driven from the assembly level if you know what I mean so what we will do is we will double-click the heat plate and then would activate copy object and then ask inventor to look at where the plug is right so you pick that and it's gonna take a bounding surface of the plug and copy it into the heat sink so it's almost like a reference or wherever the plug is create a bunch of sir in the heat plate make sure the reserved associative surfaces or composite and then you get this little orange bounding surface thing here and that's like a copy like a ghost of the plug in the heat plate I hope I'm explaining this right it is really difficult to explain but I'm a click returned if we were to move the plug so we'll make sure our selection priority is on part priority pick up the plug move that and when I let go that are on a surface in the heat plate is gonna update because the the plugs been moved so that's what copy object does it creates a copy of an object in another part that's only half of the story though you'd then use another command to actually create the hole so that's not what copy object does it just does half the job so we can use something like sculpt which I'll cover when we eventually look at this panel here in this series but we can say use these surfaces or sculpt the surfaces as a cut and we need to cut them the other way so this opening here is where the plug intersects with the plate cut that and create this opening and you can see it's left again this little internal void here which we can use delete of lump or void a floating little lump there to get rid of the opening and then that's now given us a pollock shaped opening in the heat plate using a copy object and in that case a scoped so if we move that across to say there you can see that's now updating wherever that plug moves to me it's quite nice quite neat I use that's what copy object does or one of the uses for it and that'll do it then that'll do it for all of the commands on the modify panel or in part mode / 3d model table as I've invented 2019 you done good if you made it this far mate done good I thought you know everyone who subscribed thus far if you do want to see more of these videos then please do subscribe and turn on the notification thingy and so a little busier when I upload a video and yeah thanks very much man I'll see you in the next one [Music]
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Channel: Tech3D
Views: 8,228
Rating: 4.9694657 out of 5
Keywords: Autodesk, Inventor, tutorial, tips, training, guide, modelling, 3d model, fillet, chamfer, shell, draft, thread, combine, delete face, thicken, offset, split, direct, move bodies, bend part, copy object, modify panel
Id: B0nT8QFKHbU
Channel Id: undefined
Length: 28min 56sec (1736 seconds)
Published: Mon Apr 16 2018
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