Chapter 14 Solutions: Parametric Modeling With Autodesk Inventor 2020

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well hey there everybody so today we're going to work on chapter 14 and uh per the instructions we're going to not only make parts we'll then assemble it and then do some drawings as well so this is probably going to be a long video even though it's only going to be actually two chapters since i used to ebook i can't really rotate this so i've actually pasted that in a word document make this a little easier and it's not listed but clearly this part is metric so we'll open up the metric template and i suppose we will start with the base plate since it's the top left there and we'll do a uh front view draw on this profile here it looks like we have a overall width of 130 i use that as a jump off point see it goes down now unfortunately that line was not where i wanted it but that's fine okay so what there was a gap in there too sad day okay we'll just trim off the excess here in that 136 and i think we will use this center point of this line here as our location for the origin plane move that back where it should be and while we're here i'll just go ahead and do some cleanup i'll do some co-linears um 50 60 that's 16 16 48 and our gaps are both four so then we can say that this line equals this line and the same for these bottom two looks like we are missing i'm gonna undo that we're missing a perpendicular constraint here before i drew in that rectangle um and then we need a height it looks like it's going to be 12. okay so we can go and extrude that both ways it looks like it's going to be 78 so we're going to plug that in next we'll need to add these four holes since we have to do fields and holes and they're both going to be cutaways we'll just do uh one on each side here and then extrude it and cut it because we would have to do two features regardless but definitely of the mind of work smarter not harder here instead of having to do all these holes and then fielding them another command we'll just go about it this way okay and they are 12 and 10. okay i guess to collect a mirror twice but i'm not a fan of that double mirror so we'll set these to equal each other reject this bottom edge since it's the only one left and just for a little cleanup i'm going to change these projected lines to construction so they're not so visible all right so i got it trimmed and we'll just go ahead and you know unfortunately actually since i changed those lines uh i've changed it back you won't see him up there instructions okay so choose this area and that area cut it through all the ways we can do a mirror or a plane it'll be mid plane okay that appears to be it for that one so that's basically we'll go ahead and make a folder and save it you know what we should probably make a naming scheme in case these are the same so let's go with will assembly [Music] base plate how's that okay all right so next we'll do um the bracket here so let's do have to say what you want to do first here kind of thinking the bottom one just because it's low hanging fruit so yeah let's go with that one um we'll do a top view i'm just throwing some kind of random shape like this i always do fillets there okay so the overall width is going to be 78 and we'll do the same thing we'll take the midpoint of this line make a coincidence then it is 37 [Music] for the height in this view so then we can add in our fillets which are 12. we'll actually 10. and i think that given probably using this in assembly i'm going to extrude downwards you know honestly i'm not very happy with the view choice that i've had though i'm looking at this [Music] this is going to be our front view so our other part should actually be sideways i think that i'll actually go back in here and delete our original constraint to the origin point just to make sure we don't have an extra piece of geometry there i'm at this point that was originally there we project that origin and we will rotate it doesn't really matter the base point oops should have been 90. okay and since these are symmetrical it doesn't matter uh which orientation happened and you could have done 270 done 180 and it would have 9075 so don't worry too much about that as long as you know you know which one should be where it'll be fine after that you'll have to add back in a vertical constraint and maybe some more let's check and see i'm still going to use that same line for our origin point make sure it's fully constrained and there we go okay so now we need to draw on this plane we're going to make this portion here so we've got circles that are 20 and 20. they're 48 from kind of hard to see actually it almost looks like you're saying to that phillip really be 51 here this won't be 40 because it's a radius circle okay now we'll draw on our lines to make tangent what in the world i wasn't wearing i was clicking okay trim and it looks like it actually touched the corners oh be careful if you have that property sometimes where it flips in this case actually horizontal needed it's going to be extruded 10. it looks like it's going to be extruded too inwards as well so what we'll do is go ahead and reject this little circle here match it up to equal the one we've projected and go ahead and extrude two more but we need our little hole as well all right so now we can add in this little triangular portion here we'll use the middle uh plane to intersect with everything xy i'm just going to generically draw a triangle address last graphics okay so it is 32 by 20. so we'll make these collinear and extrude 15 symmetrically just so you can see that's kind of what we're looking at sorry about that mouse is in the way all right so now we just need a lot of phillips spot face holes just forgot about those i believe they are let's see 24. ah okay so they are concentric i'd bad mouth my head for a minute i was thinking that they weren't symmetric and i was getting very concerned usually your circles are always going to be uh evenly distributed of course concentric to the other circles all right so weird it's just too selected but weird okay so we'll just press on we have two times diameter of 10 spot face that was weird but the whole command seems to default to the previous used so silly let's see what passes through there i don't really know the screw size i mean we know it's obviously around 10. [Music] oh there it is 15. i was wondering i knew it had to be somewhere okay since it doesn't give us a value for our spot face we really don't necessarily know i'm getting some kind of error here with our points oops there we go as it's using previous settings we were having a uh issue with the sizing okay so we can put it back at two millimeter i think that more or less it's just saying use the default here but let's kind of look at it and see if it looks visually similar yep looks pretty close to me let's roll with that okay so now we can do all our fillets and they are radius of three i don't know why the whole command didn't used to be so finicky but really it's like you basically just gotta tell it what to do it used to be you could kind of just roll the defaults if you were unsure and it would you know just make life great for you but no longer why you do this autodesk telling me i guess we've got builds all around basically so we're missing an edge yeah okay then we've got them around this loop and it looks like here as well hopefully this doesn't say it's unable to compute some of these right there whenever you know it's starting to get ugly that looks like it this part stays the way it is okay so there's that and just to make sure earlier you know we saw that 48 dimension i want to make sure it is 48 you know it's never so convenient that you can just another thing they changed is the measure tool used to be a lot more effective but you know so what we have here is 48 to the start of the philip the way i got that was obviously a radius matter where if it's a radius it's always going to be that value so we knew it was 3 here so i took 48 and added it to that 3. okay so anyway now that we've wasted plenty of time talking about it let's save it it's going to be called the bracket let me use that same name and scheme i'll just change the name to bracket all right let's see where's part two okay the wheel so we'll do the wheel next then you know i did realize though we need to put some materials on these for them i'll actually use materials all right so cast iron naturally they put it backwards confuse people iron cast and also cast iron all right let's do the wheel naturally this is going to be a revolve so we're just going to draw the profile and it's actually pretty basic um no phillips except for on the inside so just draw roughly this little shape here dang it every time i tell you i wish there was a little more snappiness though on the uh the lines for real it's a bit of a pain when you're trying to draw on sometimes it just gets crooked and then you don't get all your constraints and suddenly life is very very difficult okay so we have a diameter of 100 so here's our starting point and that is supposed to be my very very accurately drawn center line may be hard to tell but that's what i was going for all right so center point constraint to origin point let's make this horizontal we will make the endpoints of the center line aligned to the edges of our will center portion for lack of a better term and then we'll set our diameter of 100 and it's hard to see but looks like we've got 24 and 36. all right move this little guy big guy out of the way and okay i just get free value here and surprise surprise it's slanted to guys that trick okay so delete this and um perpendicular that wouldn't be safe we can fix it if we need to now let's just put an angle on there just to give it a kind of a template that's miss perpendicular here there we go all right so it is 5 to the vertex is what it's trying to imply there we feel it vertex so now we can say that this portion is horizontally aligned to this portion uh this line is equal to this line this line is equal to this line this line is equal to this line because i believe they are they are uh this line's vertical with a 50 width and a 10 went width and a 38 width that backwards this one's 50. and this one's 38. alright so it says we're missing one dimension um i'm not really seeing a blue up there it is okay we need one colon here we go all right so we'll revolve this and then we have no philip designations i don't think okay so r3 and we have it here here and then of course on the other side the same so here and here i'm gonna double check there there okay and rinse and repeat so let's change that material to cast iron you know i guess we could talk about this but um some of you may be wondering why is there two that is because this is the material browser selection options this is the appearance browser selection option so basically if you look to the left you have the material option here and then the browser and then the appearance option in the browser so that's the easiest way to keep up with it uh the only difference is i can have this part set to be made of whatever material i want but i can make it visually appear however i want so i could call this diamond plate and it would be the density and volume of dilate then i could change this to be see through color and it would still be the heaviest diamond plate you'll play with the materials in order to give designations for the actual densities but the appearance is more something where if you want to see it in a certain way you can have a little fun so anyway so this is will and then next we have the axel boy this is a doozy isn't it okay so i think we'll just do all this in one sketch and revolve but just since it's such an easy part we put the chamfer in here get all fancy yeah i'd say it's pretty close just draw a random line through here and trim off the rest okay we have an overall 78 and then the other portion is 55. all right and then we have 20 and 24. undo i'm going to put this perpendicular in that did something crazy oh we lost our champ for earlier how did that happen oh i see okay so let's just shift this over a little bit it didn't have room to breathe so it collapsed in on itself all right so now i'm gonna do my center line wait you so we'll do vertical constraints to the endpoints again technically you know the center line wouldn't think it matters but i like it to be tidy you know you don't want to just hanging out being all ugly better than it just matches up to the part it looks like you're mean something there there's intent when you're drawing them you know you always want to look good on paper so 20 and 24 unfortunately because i did that you can't really do much about seeing it so for now as a placeholder we'll just go ahead and put in our dimensions and ignore the terrible chamfers all you got to do is just move them back in place unfortunately inventor is you know very smart flexible so now we can go in and constrain our center point that bottom line to the origin point we can put in our chamfer values which are 35 by 2. and we'll squeeze this in right here i guess technically you could have set this one equal to the other one would have also been fine all right so we're missing something probably this line yeah okay so basically what we need to do is say that these lines equal each other in order to make the part symmetric so now that we've got that go to revolve make the material sae eleven twelve i have a film we won't be able to find that but we can look and see i'd be lying if i said i even know what that is okay so this is a great example though you don't see something immediately you can search for it so let's try 11 12. results perfect okay so let's see if there's just an sae also nothing okay let's see so this is our material library it's gonna be a metal there's really nothing for metal iron because you know obviously that cast okay so i guess we'll just look through here and pick something then i don't know let's look at google real quick so it's called sae 1112 it's probably just some random alloy maybe pop in material okay so hold drawn still [Music] i guess this is what you would use when you're using a high temp you know like something if you're in alaska any ultra cold material that could withstand you know negative 100 degrees or whatever probably just negative 40. okay yeah so we'll just use some kind of cool stills those neat but don't waste all day looking either so we have stainless steel definitely aluminum you know what just do still high strain flow alloy does that be quite too able to use in cold weather i don't know but what's that high strength low alloy there we go good stuff okay we'll save that as axel click on one of these and steal that first part again so now we've got it all let's go ahead and assemble it so many parts [Music] the different ways to go about getting all these you can go in and do what i did there and just click on the name hit ctrl c to copy click into the assembly uh viewing window and hit paste ctrl v paste it in you can also choose to place and choose like manually navigate to it and choose a part obviously uh the downside of whichever one you place first is it's always going to ground it you'll see that pin so first things first unground it as soon as you place that in and then if you're having problems seeing kind of like mine where the edges aren't clear probably need to put it on shaded with edges makes it a little bit easier on the eyes okay so we'll copy in the rest that's my preferred way you know and you can even go in and open multiple at the same time too depending on what you want to do you're doing a place and we need two of these so i'm gonna paste it twice what we do now is one our sim was actually positioned like this and that this is going to be our basis ring everything ties into this so we're going to use it for constraining to the origin so it's called the base plate find the planes in here so we'll do the yz or the base plate to body of inventor well i forgot it does that little pink sound i'm used to not working with the audio on so that threw me off so anyway we'll keep going do x y to x y keep it on flush for these solutions and last but not least we'll do x z to x c okay so now when you pull one this part doesn't move like the other ones do so you know that's how you know you've fully constrained that part is it just won't reposition itself so now i'm going to go through and there's multiple ways you can constrain these parts i'll actually constrain these two differently to give you some ideas but you can constrain this part the space then you can choose i'm actually going to close this for a minute so i can find what's what i don't advise constraining anything else to the main assembly origin the reason being is if you deleted those constraints you could move everything fully assembled together if you constrain all the pieces together if you constrained everything to the assembly origin for whatever reason things changed you would have to redo every constraint so i highly advise you just basically constrain one part to that original assembly origin and just close that folder and forget it exists so now uh i'll continue going on with this constraining of bracket by doing a plane to plane again to locate it you know at this point you're gonna have to be a little model uh make sure it doesn't flip on you like it did there for me and then i'm going to actually have to manually constrain this space to this space make them flush now when i tug on this part it doesn't flow and you can see you know we've got a tiny little gap there so let's flush on this end as intended okay so i'll move this guy i'll show you a different way to constrain the other bracket there's many different ways always for these things it's all about how you want to actually approach it so this one i will choose an insert i will choose the circle here so now what we've done is we've made the two circles tied into each other both in location and the actual axis so the only thing i would need then is to give it an angle to lock it in you could also do a mate here as well but angles are more flexible and obviously that's quite a bit quicker but it's kind of a bad habit to say that this corner this corner match because what if they you know the whole part doesn't match you know it's actually better to do the constraining using planes like in this example over here um so now we will constrain the wheel i'll put this little dude in in a minute and what we want to do is make sure that this is centered with the actual base plate since again that is what everything is located based on pull it back down a little bit what i will say is the axis of this wheel is in line with the axis of the actual bracket so now it should only spin but you really cannot tell what it is as you can see now looking at the planes they're not aligned like they used to be so then if you want to make it not spin you would go ahead and do a um angle constraint i like this option right here it's pretty great directed angle and you're just basically saying you know like i want it like this or i can say 90. i'll spend at 90. i do 270 135 it's pretty great but we'll just put in zero now although you cannot tell it's not spinning then i can actually constrain axle to the wheel more or less so we'll do an axis again choose axis of the wheel and then i'm going to expand that axle folder choose the plane that cuts it in half this way i will choose the wheel wherever it is i'll choose that one all right so now this guy also ends so we need to do the same thing [Music] and you know in this case since you're kind of expecting it to spin with the uh the wheel if you want it instead you could actually just make it a mate that way when you spin the wheel it would spin this too because they would always be in line with each other but uh you know there you have it that would be a will looks like one a little bit obviously it would be like a uh industrialized version all right so now i'd like to collapse these down i'm done go ahead and save it and we'll just take that name and delete off excess our next step is to make view reps of all these uh these parts that we have in it so we have four parts right 4k so go ahead and make a bunch of view reps here the reason for this will become more clear later but basically we activate a layer we choose whichever part we want we right click it choose isolate you could also turn off the visibility of each one by one but this is quicker lock that view go back to master which is just regular you know model or you can go to each part i'm just going to go through and do this one by one so i'll now oscillate the bracket i'll lock this view i'm going to jump to view three oscillate wheel lock it again [Music] and then i'll isolate the axle lock it oops i hit a wrong button there what i hit oh man i copied it to level detail if you do that just go in and expand this level of detail and just delete whichever one you made [Music] so what did i do this for basically when you're in your bom you're trying to tie things together you need to uh be certain that your bom actually matches and the only way to do that is to have these view representations because if you just paste the part in as is it's not going to be able to account for it in the bom and that's a real problem so this is the less than ideal but only real solution for that problem is to they're all in one drawing to make view reps okay so what i went through and did is i clicked each one to turn it back on saw what it was named it accordingly now we'll go back to master save it and we'll fire up some drawings here figured out there's so many more metric templates than there are imperial but it's fine i'll go ahead and make two because i know we're gonna have uh i believe we can get rid of that now yeah we're going to have assembly and detail drawings so now we'll have a base view something like that then we'll do a parts list basically to go through what's happening here so i choose parts list i choose a view and then it's kind of going to have all these defaults and those are great so we can just go ahead and hit okay and it's going to pop up that annoying prompt place your view or oem so then it's going to have your counting of stuff here and the defaults on these aren't great but we're not going to pick those right now but eventually i will expect y'all to have different columns into one show and they'll actually be populated by editing the eye properties of the actual parts themselves so like you'll once you get them making these you'll actually go through and fill out the eye property descriptions and stock members and anything else we may have and then when you get back to your drawing later it'll actually automate and pull that information over into your bom so it's going to be a lot of tedious work on the front end but it'll solve a lot of the problems you'll have on the back end with your actual drawings so anyway make this one our detail drawing [Music] and it's going to prompt you to save all the stuff that involves the uh drawing which is every part and all the assemblies so we'll go ahead and do that and then we'll open up our other one yes make sure we can change these later but we'll see so we'll save it change that to assembly drawing save close all this extra junk now since we saved it it's not going to prompt us to save everything again thank goodness so now we're a little more lean so we'll jump back to the detail drawing this is going to be the one with the bom the other one will not have a bom so we're just going to simply bubble each item you know it's kind of frowned upon but i would prefer you guys doing this we work in you know 2020 so people actually like isometric views you know it's great because you can see a lot more depth that you couldn't elsewhere so we're going to bubble everything in the isometric view i'm not trying to make these perfect or anything so you know you do you and if you're thinking oh well it's kind of hard to see that pin here well you know you can you can bubble them somewhere else too it's a little redundant sure but you know sometimes it is hard to tell and a little more feedback would be appreciated so nobody's going to judge you there see if i detail these for instance like yeah sure no one probably needs it but at least it's there i can go from here but some people may not be able to and then you know you could also do this you could move it over at the arrowhead set it to be i don't know why these are squished but oblique and then you know it kind of says like kind of says this generic area here is that pin axle actually i'm going to move it in it's kind of gross way out there okay so since the detail drawing the only thing you really need to do is more or less say this is where things line up so we're not gonna go too deep in it we'll just say actually i'm gonna do a center line here as well we'll just extend it out sometimes you know an inventor you don't have a lot of choice on your edges that you have so the only thing we'll put is like locations at the top then you know like constraint wise there's really not much to say besides like this is flush so i guess you could say it's roughly this wide uh you know like maybe they want to know the whips here for some reason i don't really know like what would be the point so i'll just do these edges too really just about all you really need is just basically like generic overalls so i would give a height here too it seems silly but now sometimes the center marks make it away and if they do you may just have to pull them back super annoying but vinner's pretty notorious for that so if you're having that issue just uh go wiggle and pull back when you're done all right so you're probably thinking man that's it no it's totally not so i actually need a sheet for each uh part i think there were four so now we're gonna do another base view and then you see it's got our assembly pulled again so we don't need to search we're going to actually choose in this view rep column if you notice all these representations we were talking about those view wrap position wrap level detail i need to go through and pick one of our parts i believe the first was face plate double check yeah so blue base plate and make sure you check this associative box what that does is it keeps the part up to date if something is to change i forgot earlier to put in our view label so let's go back to the other one do that let's give it a scale and uh we'll do something like these views here scale is really kind of small too so we're actually going to change that something like that's a little better all right so wheel assembly now granted you guys are going to be using all caps but i don't have to so that's pretty cool okay so in our constraints and constraints are center marks and dimensions i wrap these up as quick as we can you know what let's put on hidden lines on all these yeah okay we'll leave this one as solid though that gives a lot more information about what's going on there we'll do the same for this one believe the isometric is um solid so now we kind of need to put in our center lines i always love a top view like this where you can just dimension everything i'm not actually going to put the uh dimensions here and here and vice versa well you know what we may as well i was able to say because really it's understood that they're concentric so you really don't need it but you know sometimes people may not be sure so we'll do quantities of these for x rex reposition the view label in a minute i think i'll just move these roughly in line with each other actually okay i think that's it okay so one thing we're missing still is a bubble like how do i know that base plate is tied into that parts list so i have to have a bubble here so now i know if i go and look here item one is this the whole reason we did the view red because it won't count for which item it is if you don't do it that way the view reps would actually just show that they're all item one instead of saying what it actually is and you'll see that with the next one that actually does account for what's going on now part two is the wheel make sure you check that box turn on your view label let's do one 9.5 again just do an iso here and rotate this because i should have done this view now this is a great time to do a section view because it's a solid part that's so we're going to just choose the view draw a line pull it some way now we've got this wonderful wonderful view and now i can detail okay i should have actually kept that word doc open earlier so we'll position this around a little bit better do something like this fine it's not great but it's fine okay move the view down a good bit remember use all caps i'm gonna have one view label on i will go ahead and put my bubble before i forget it i believe yeah okay so we need to rotate this when i change my view rotation i didn't rotate this so make sure you do change it to this position with the bubble center mark center line and let's dimension this bad boy you can dimension it however you want as long as you get every single detail in there i'm just going to dimension it like the book just since that's the likely way that you'll go about it yourself i don't think we'll be able to get this dimension without some struggling so we'll probably have to manually do a sketch to show that it's the vertex what you'll do is you'll click the v sorry to sketch reject the geometry these two lines what we'll do is continue along those paths of those lines if it's hard to get it right just draw like a random line and then just make it collinear here that's a bad example because it form its own perpendicular constraint there but i'm gonna draw a random line and then i'll make a collinear [Music] trim then we'll make this um well you know it's really not very visible but i guess we will click on and choose properties it's grabbing the section view every time there we go just right clicked in chess properties okay so let's try try dashed that's kind of crap i like dotted god it sounds like a good idea it's really terrible too okay yeah we'll just keep it and make the line white or we'll change the color make it more gray there we go not abundantly clear but i want it to be because you don't want to cause me a confusion either so all right so let's see what else we're missing here okay so we also need this width here we already have it okay so we need this width and what i'm going to do is terrible as it looks pull it off the model it's more clear you can you know see it here and just jump over um i think that's about it for this one let's double check the drawing okay so we do need one more thing after we adjust this view label back up we need to fill its note i don't use leader text you know typically if you click and then you move around the top three right click after you click around you cop and it makes no but what you can do instead is actually choose leader text and double click and it'll uh it'll just make a very easy to manipulate label so using later text is great there i'll probably make it a bit bigger though then i can double click it let's make it six millimeters all right and i copied that in case we have another one to detail with the fillet on it let's see part three is the bracket they have got some bullets so we'll go ahead and paste that on there all right and man this thing's got a lot of detail i'd like to typically place the views in the position they are in the model so i'm not going to rotate that at all i think i will rotate it to the other side actually okay so just like how they detailed it we're going to flip it to our back view here that way we can have this useful view and i really hate having a top view like that but let's see look we position it this way yeah it's fine we'll actually commit to it all right so i want you guys to all do this but if you notice we've got these incomplete edges everywhere it's because we need tangent edges turned on so when you're sitting on your view thing like after you double click this view the display options enable tangent edges what that'll do is it'll show all these goods that we need it might be a bit much but at least you can see what's going on better i turned on hidden lines again we're going to scale this up pretty good okay name it bracket and let's do a projected view and get that iso in there that we'd like so then it's just detailing again if we put on our center marks uh so many center marks we need center lines so make sure you get all of them pretty easy to miss them okay so we have 48 actually i did a bad wrap there make sure you're choosing the center line just because i like to be safe i'm going to add in this extra one of 61 and we will put in this one which we'll have two times beside it these make sure you don't grab the midpoints like i almost did there um let's do this dimension 12 here as well this might be tough to detail as well um we'll probably do a sketch again as much as i hate to keep doing these sketch is really like not an intended thing but you have phillips like this you really don't have much of a choice because you know the only way to have them in there would be like to dimension it ahead of time and then like suppress the feature or suppress it add it in you could also you know have like a pre-drawn sketch annotation you pull in or a model annotation but you know if you wanted to just purely detail you don't have a lot of options so just draw this line i could go linear then we can trim it then we basically just have this line um we'll make it gray again so remember just hover over right click gray alright so where are those values so we just had a width in the height ah sonic again we'll get there too okay that's fine so double click sketch to edit project this edge this edge linear all right same deal slap in our dimensions and we'll need a width of that quantities but you know what these are actually special i forgot about that okay it's time to talk about the hole in the brakes man so notice when i click the home thread and i click here it gives us this information we have a 10 diameter hole that is basically minus the okay so basically it's through all but it's the difference of this portion in that portion and then we've got the actual spot phase 15. so it's more or less saying is this portion is 10 uh but the spot face is 2. so i need to add the quantity and before i forget but i was thinking about this so basically if you use the whole and thread command it'll actually fill out all this and if you don't like the way it's laid out you can actually edit the quantity note or you can type or add here obviously it's cool when it automates it so don't mess with the actual pieces of you know pulls dimensions still i see we're missing four dimensions you know never be scared to reposition things to make it look better no quantity needed here since obviously there's really just one [Music] and last but not least the axle [Music] i think we can go a little bigger uh you know what since all the other other ones are 1.5 we'll uh we'll keep this one the same so now we need our center mark and we'll just do a center line actually i like the bisector a lot it's pretty convenient but balloon it's kind of ironic but the one thing you can do if you want these to be sorted certain ways you can go into your vom you can choose the a to z option to sort by you can choose part number to sort it's up to you um i don't know how they were actually done in the book but if you know for instance that you want something to be a certain item you could say uh let's do it like they have it so base plates one will is two brackets three i think i was typing in wrong place okay so i'm gonna clear those baseplate was one wheel is two bracket three axle is four so now i can choose sword choose by item i'll sort them to match the actual book so now when i go to the last page here black ideal we have the actual last item here so basically as you go through these sheets that you see we have sheet two is item one cheat three item two sheet four item three and so on you know you see the lightning bolts that means you need to update so there's this button up here to do so the only reason they're updating is the actual bom item number was updating on their end so um this one's pretty basic we just need our widths and then we will do i guess we'll dimension it here i was kind of tempted to do the other one over there but because of the chamfer it's not as clear we'll dimension these and if you notice it doesn't include the diameter symbol so we're going to edit those add in the diameter symbol oh yeah and then we'll add the chamfer so just like the whole command there's also a chamfer command so i'm going to choose an edge and an edge and click in place then i'll just make sure to go to the front of all this jargon and type in 2x for the quantity that we have all right so now we'll reposition everything it's still a little small though i think we'll size this one up even though you know to be a little bigger the other ones it would be very hard to see for somebody so we'll size this one up to match so that does look better and if you notice our dimensions actually for the most part kind of proportionately scale with it it's not perfect but it works out pretty good so now we'll move it around make it look a little better presentation wise now if you go through and look we've got each item detailed so now you would fill it out and then update your bom items match i'm not going to nitpick that too much for this one all right so now for the assembly part we're going to actually have to go back into the uh model when i was showing you two different ways to constrain earlier um it's really just to show you different methods but you actually won't be able to do the exploded model with part constrained how it is so we're going to delete the constraints that exist and constrain it how i would prefer to constrain it anyways so we'll go ahead and expand these folders back out strain that face to that face strain the plane to the plane and then constrain these two faces okay so now we've done that and for whatever reason this isn't our home view so i'm going to set this view to be my home view and i can hit the home button it actually will position it back where it should be okay so now that we've done that uh we're going to make exploded views and in the book it shows a different method but it really doesn't work well so we're going to do is do a new position representation now i know we've been doing view representations but now we're going to actually change the way things are located for the sake of an explosion so exploded you so it's still active so what i'm going to do is i'm actually going to leave this part where it's at and i'll move the other ones away what we're going to do is go and find the constraints that locate it so for instance this part uh it touches that face there so i can right click and choose override i can choose a value i could say like 100 millimeters and what it'll do is it'll actually relocate it that's a little big so i'm going to slowly one time click it let's choose 50. it seems better so then i'll do the same i'm just basically going to override a bunch of values to move them we'll save 50 here as well minus 50 since it went the other way then basically to move over and up got a student blowing me up bear with me i think if i choose modify override it may skip that dialog box yeah okay cool so choose modify over a little quicker that's the wrong one there alright so now it's kind of starting to look exploded um [Music] we will do what we got here i don't know if this one will work we'll try to do it modify override 50. it did okay cool minus 50. if i choose the right one that would help minus 50. what the french toast i think that's actually constrained to the axle yes okay so how is this wheel constrained this is one of those things we just got to look and see what you did you know [Music] so we have mate there [Music] angle that's weird okay whatever doesn't change whether they do 50 or minus 50. not be the problem let's go back did i delete a constraint earlier wow i must have okay my bad there everybody now we have that locked in again let's go back to the exploded video see actually it updated already so we've got our wheel i think i'm gonna leave it like that actually that's not bad um we'll move this part out of course this one might be kind of tough um you know what we'll do is we'll just actually shift it over 50 let's do minus 100 okay and what we'll do is we'll shift this one further over so let's do -150 yeah that looks good okay now what we'll do is lock that exploded view apparently you can't so we'll just go to master then what we can do in our uh not a detailed drawing it's done so i'm actually just going to save and close it this one we can do a drop down for position red choose explode view really since this is the way it is i see no point to even have any other really um let's see what would it look like we kept one view it's not bad but you know i don't really see a point it would actually be better to do a presentation i have like the lines that connect but since you guys haven't got into that yet in the book try to make you just blindly work through it so we'll just do an isometric view we'll do a parts list based on that view then it'll just be ballooning this is uh one cool thing is assembly user or assembly drawings are very easy to recreate you know it's kind of just getting creative finding the places given in another class you'll be doing a lot of assemblies and we will going through how to make assembly views and filling out all this bom data but you've already got plenty to do in this class you know so that's pretty much going to be it for this one and let's just jump in and see what's next here on the docket and i like switch to there okay so we've got a boss assembly and quite a few parts it looks like try to keep this short i'll probably just uh be like the placement for everything and then let you guys do the rest from there on the detailing y'all obviously know how to detail so this one's going to be inches sorry about that my allergies crazy lately all right so that's our front view so we're going to draw this portion it looks to be really straightforward just like a block that's my last line lose something like that okay so what do we have to work with we got 5.25 here let's start hopefully that'll scale it and it did good good alright so we got 1.25 1.5 for a radius 2.625 to the center of that circle it's too tall here three to here i'm not drawing the uh ground portion yet so and i suppose we'll actually just locate this bottom line the center of it the origin nothing crazy we need a tangent and this center point is aligned to that edge so we'll set the center point to be coincident to the line and that's it fully constrained prefer when you have an overall value but sometimes you're not given that so you just gotta work with the house give you three and a half go ahead and draw these little uh tabs on here on all four sides i didn't realize there's a note actually so slots cut through entire base good do know okay and it's cast iron let's go ahead and do that before we forget i don't think there's more than one option iron gray the only reason i know that that's what we should choose is actually because uh we were in the material browser earlier the only option it showed for metal iron was this one so make sure you choose an iron gray here so now we go back to the sketch make our little feet huh i actually didn't mean to snap that tangent but i'm not sad about it class graphics if needed to see what i've projected so this portion [Music] is 0.5 from the very end six two five three seven five locate it center it up and we're missing one more dimension here that is going to be 0.625 from the center to the edge oops i clicked so we have the same thing over here instead of drawing that entire thing again i am actually just going to mirror it so i believe it was 0.375 but we'll double check so i'll go ahead and mirror that across extrusion 2 mirror plane fuzzy extrusion 2 airplane x y but you know what actually this one should also have mirror one okay i've got our four tabs so now we need to add in this little portion and that cutout so i think that we will draw the circle first really hard to see i didn't notice beforehand but it appears we're actually gonna need two features here which is kind of unfortunate that's weird i've never seen them a different color like that huh actually really strange i'd like to know what that's about it's gotta be new 0.625 ah this one's a radius all right so we'll trim this extrude this one's going to be to that base and this one's going to be a cut that same face turn the sketch back off and let's do that final piece a little cutout i'll tell you what you can't see a thing over here your best to try to follow and make sure you're seeing that as perpendicular as you go all right so reject the bottom edge if it's not already trim all right so it's a little wonky but let's just kind of shift it to be closer put in a co-linear set this to equal this one to center it i need to take the center point and align it to the projected center point and that'll fully constrain it now i can extrude it through all and cut it sometimes it's finicky and it won't let you do both ways but we got there in the end all right so let's save that it's going to be vice assembly based next we've got the jaw i believe yeah we'll do a side view here which is really that's going to be our front view but we're going to draw that side okay so it's going to be roughly something like this and a random part just get a little closer i like to try to imply any constraints you never know what it's going to be like i'm looking at these ahead you know okay so i do know this is going to be coincident though all right so we've got overall high of 3.75 if you add everything up there gonna grow a lot um we've got a radius of 1.5 and it's aligned to that line they give you a dimension to the rest of it so we've got 1.375 1.75 wide down here what am i missing first of all i want to move and put this point here get a little goofy thing but okay there's what i'm looking for looking for this edge okay so it's 2.75 to here there we go all right cool cool it's not tangent as you see so we will extrude it and overall width of 3.5 and then we'll cut off the rest there all right so gonna generically draw these you know actually i wanna mirror the other a lot less work it's 1.25 overall whip so i'll just do a dimension that's 1.25 divided by two slap in some co-linears box itself is 1.75 then we have a box in our box we need to draw seven five to here i read that wrong 0.1875 and the same here let's see what else what else lead 1.25 here and this is co-linear that all right so cut through all both ways getting finicky with that if you have problems both ways do like i did there and just give it what it wants and say the direction didn't matter i don't know it seems to be occurring sometimes there's that and then we need to extrude on this little tip here we've got oh it's not through a hole that's interesting [Music] so we'll do two features here that's fine so it's a radius of 0.75 and it tells us nothing about the location so we have to assume that it's in line with that edge and i guess if you're feeling froggy you could um trim this you have to make sure here to choose two and choose that next face that way you get that perfect union then we're gonna project this we'll just do a point this time that way we can use the whole command which is always easier when you have depth and things of that such so let's see we have 0.75 at a depth of 5.5 and as i mentioned you know it likes to keep these old settings and it's just terrible i don't know what the deal is with that is what it is so make sure you go in here and if you're having that problem make sure you type in inches with it 0.75 and then 0.5 kind of just reluctant here i'm gonna hover it's gonna tell me there we go okay so i've got that that's it yeah so that's the jaw huh then we've got keys i guess we need to draw these little lads here it actually gives us some information also before that let's change this material to iron gray say it again make sure that this was yep okay now i'll make those keys and what it's given there is like some information not only about the size but actually the constraining location for it so that's good to know for whenever it comes time um i'm gonna draw everything on the same face match this part so [Music] we'll do a uh a front view of this too i guess except because it's just a rectangle you can use the two point rectangle and it's going to be 0.1875 high one two three one point three one two five wide which this direction and then 1.75 long all right so then our extrusion is 0.3125 basically 5 16. okay so i just call that one key all right now we've got the screw i suppose we'll just do one big revolve on that one all right so i guess we'll just draw a generic kind of barbell shape and extend trim let's go ahead it might break it we'll we'll see i just want to go ahead and move that to the origin point okay i know if you see but there's a little extra in there that's why i like to draw it out in space and move it is because you can't really see because of these lines so keep that in mind all right let's make sure it's still recording okay so overall width of six and a half we have 0.5 on one side and one on the other and now seems like a good time to go ahead and draw on our center line i'll i'll resize it in a minute for now i'm just going to leave it as it is since this part's touching got going on here strange let's check that again nothing different okay that's cool sometimes life is a mystery so this one equals this one oh it already knows they're culinary wouldn't you know i didn't even apply that constraint that doesn't say that they're equal to each other but they clearly are what's even more strange is i could have swore i located this a minute ago it's all good i'm gonna undo this crap this is hot garbage okay so once you have no center line change the line that exists to a center line i've got to keep it separate for a reason but obviously it's going to be difficult so on the center wherever it may be you can strain it to the origin now we'll put in the 0.75 and the 0.625 i don't think it'll let you do revolve without turning i guess it will if it's a object line still learning experience for all of us okay so now we need a chamfer 0.0625 45 and if you read this note as we've been going along basically it's saying that ends flat and uh talks about some training again basically this part has a chamfer we do need to change material to alloy steel i'm called steel alloy yep so we'll go ahead and do that hole though i'm sure that's what most people are curious is how do you get that um oh like that you just draw on the plane draw a circle extrude it out nothing crazy obviously you've got to locate it that part can be kind of crazy but it's 0.5 and then the size is 0.375 unattended i hate when i jump like that but that is actually a problem that inventor has more so than solidworks all right champ time all right so i chose their face and uh edge and that appears to be it okay so that is called generically screwed so next we have handle rod and let's see what it says about that so the handle rod was that little thing that came through here it's talking about again how it was constrained um and then basically the rest is on us but i realized now i probably forgot to give a material i did it to the key so let's uh take that alloy still okay so making sure we got all of them since uh really missed that a few times handle rod okay doesn't really give us any information about it so i guess we'll draw this one just on the front plane we're just gonna do a basic extrusion that size is 0.375 [Music] okay so it's gonna be five long i believe it said alloy steel as well yeah all right open so that is called handle rod or so many parts next up handle knob constraining info again um i'm just gonna draw the part so i don't commit to the same view as or the same positioning as the other one but i'm going to do a revolve so we'll draw it from this view it looked like i had champers i'll double check but we've got 0.75 overall diameter 0.625 chamfers of 0.0625 by 45. an extra two in there gonna grab the values from the other ones that we did all right and we've got a hole it's only partially through it i guess i could have done another view but i'm just doing it here so it's 0.375 at a depth of 0.5 and the way i'm going to locate this is i'm actually going to um choose the end of this face so that whenever we're constraining to the rod we can just constrain to the plane in case it's hard to see it may not be but kind of just a little preventative here it's a still alloy obviously we're gonna leave that middle portion open so this one is asking for the axis which is suddenly grabbed okay now we'll save it as handle knob okay cool okay so now i can go ahead and constrain this bad boy a lot of parts i'll tell you you know in the future when you're really drafting you'll have way more but for the sake of a video quite a few all right so it's weird i never use that okay let's grab them all and one quick go class assembly stuff place it on one big old glob also the perk of doing it that way is it doesn't ground anything either so that's kind of nice so obviously the fixture for this entire assembly is uh the base so that's what we're going to constrain to the origin so too busy just going to yz z x z x z x y x y okay so that one's pretty straightforward as mentioned before uh if your view style like mine doesn't have edges by default please for your own sake add those okay so let's see what's related to what here obviously we know these all share the same axes that part's a given but we had some random notes in here go ahead and constrain this one pretty easy key fits in flush blah blah blah okay copy that and 3d mouse settings aren't great i just uh never set up this inventor after i got it so weird it doesn't look like it has a material since it fits perfectly i can just kind of lazily constrain the faces together like y'all saw me do have to worry about doing planes and all that good stuff and somewhere over here it's out in space yeah see the faces are aligned now but they're just really far away getting warmer and this one i need to change the solution to mate before i miss the selection okay what are you doing here what are you doing to me okay i see what happened somehow i grabbed the wrong face earlier so i want to go in and delete that or rather it looks like i made instead of a flush it should be a mate as you see when i flip it now it's oriented the right way flush man i mean just laggy i can't believe i was like okay whatever so save always good to say periodically you've got a good point going i think we do so let's grab that name let's see what else we have here so it's got the slots fitting flat edge is flush with the recessed seven five face of the jaw i believe it's saying it just basically fits in this hole yeah okay so we can go ahead and constrain man i've gotta top that sensitivity a little bit don't do what i did there the second selection was the center point it should be face inside of there but you don't see that green dot okay so now you can then do axis constraint now it just spins and that's a all right so let's see what else we got here so the way it wants it is it wants everything locked so let's see how that is oriented at 30 degrees as well so we'll want to commit to that based on that note there so this is going to be an angle constraint like we were talking about earlier that is going to require i don't necessarily have to use planes but i sure would use them to be safe here um what was that one called okay so turn on the angle constraint we're going to choose the horizontal plane for the key and then basically the horizontal plane that cuts through the hole naturally because that part isn't constrained it looks a little goofy but if you're looking at it i think it's supposed to be angled the other way let's check angle down to the left so we'll do either 330 or minus 30. we'll fix the gel in a minute this should do it just doing a uh axis constraint here okay so now like it still spins but uh a little more effectively so now what we can go ahead and do is take the jaw center plane and constrain it to the center plane of the um i'm guessing base is what it was called yeah base is such a common term but i'm really not a huge fan of it honestly it's just so generic i thought you can get more information you know but it's fine okay so we've got this guy copying another one of these and then we'll constrain the axis to the axis and you know we can actually go ahead and put these little caps on and we're going to use an insert for this one do the same for this side basically as long as you choose that inner edge you're pretty good to go i granted they spin freely but it's really hard to tell what you can see but you know for the sake of how it's covering in the book we'll uh constrain these two a lot of times like in the workplace you're probably not gonna even bother this is one of those things that it just takes more memory and you know it's not gonna affect anything if it spins but for this sake we're gonna we're gonna keep this true to now you know the book has it i think we're done with the screw so i'm gonna pull it out close the jaw down handle rod there we go we'll do an angle undirected the same constraint again but for the other side there's the other handle knob it is okay so now we have non-moving those only thing we do is locate this and i believe it just has a center but um still check i was just arbitrarily offset awesome okay so the handle is aligned with the screw so that the outer edge of the upper knob is two inches from the central axis what's trying to say this face to the center should be two so try to do that same thing and just say two there we go so the only thing that should happen is we can still move this freely i don't think it gives us any um location on the jaw flat surface of the base and the jaw opening is set to one and a half inches okay so he wants one and a half between the teeth here if you will i guess jaw in this case here we go now nothing moves very very nice assembly if i do say so myself then i'm just going to right click up here and hit collapse all children to um collapse all those one quick move and then i'll set up the drawing and then i'll let you uh do the rest you know as far as the uh the rest of the work goes you know the detailing having a lot of lag though for sure let's see what the top view would look like let's just check it out something like this you never know what views you'll need i really like the top view a lot but we're actually going to keep all four views yeah so make sure you've got your view label on on it device assembly be like me and nothing's wrong [Music] and i've already forgot something this is where we did the v reps again this default if it gives that to you that's so annoying there's a reason you have master okay so we've got one two three four five six seven parts so one two three four and seven okay so when i miss one face handle handle knob screw and that might be good actually okay so go in here double click on each one right click isolate lock her down the same just go throughout and do each one if you notice you can also do it in the browser so if you you know don't want to go through and try to actually find out which one's which you can just you know pretty much match the words which is what i'm doing here to save a little more time we're just trying to scan around for each one and last but not least let's screw okay and remember always go back to master before you're done that's one of those things that's just um consider it shopkeeping you got to do it alright so got six of these so we need to have seven sheets total so sometimes we make that go ahead and put in our parts list yep good stuff and uh let's number these like in the book again let's see we've got aces first and then jaw is second one screw his third handle rod and that handle knob i miss one ah the key missed the key that got okay so three i'm live sometimes okay four five and six okay so now we can do the uh sort by item number okay i guess we got base jaw key screw handle rod handle knob good stuff so now i want you to place those in that same order so base first and let's see probably just get away with these two views here oh no that's right we've gotta we need to front view here too part's got a lot of detail a lot of detail make sure you know after you get done detailing to put your bubble gotta have it and let's see the jaw was next let's see kind of think what you need here you might not even need uh all your views here wrong way yeah actually i would just say delete that view so anyway you go through uh do the same detail everything bubble it etc just like before i'm not gonna make you watch for 30 more minutes you know for me to do that make sure in this one to locate the handle locate the teeth in reference to each other everything should show actual positioning that's the intent for the detail drawing so you know obviously you would need your inch and a half you would want your 30 degree angle uh your positioning from the center everything it told you that was relevant you'll actually need and you may have to um be creative to show these teeth for instance you know like as you call it the key and how it aligns stuff like that so try to capture all of that bubble where necessary to show everything and uh yeah once you get done you'll go back to your assembly and you'll do the um position reps making an exploded view and then just like before you'll go through and find whatever constraints and you'll modify over item type in a different value i know what i offset there but something happened basically yeah you'll proceed and do the same thing there until you have an exploded part and then in a assembly drawing you place that exploded thing above it so that's pretty much it i'm gonna save this out and then i'll i'll call it done here yeah make sure you hit yes to all to save always and don't ever leave in the position rap thanks for watching everybody
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Channel: Cory Allen
Views: 1,278
Rating: 4.6666665 out of 5
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Id: kuByHAGw3wI
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Length: 123min 2sec (7382 seconds)
Published: Sat Nov 07 2020
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