What's New in Creo 8?

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we'll be going through creo 8 and for the old dogs out there like me this is probably version 36 but uh what we'll be covering today broke it down into several different sections usability productivity um model based definition detailing additive and subtractive manufacturing and then also generative design and simulation so we'll cover those topics today uh let's start off with uh usability so some things have changed in korea um they've actually shaded the datum planes and also the menus that will pop up uh depending on the feature you're using you'll have something for options and properties and things like that you can detach those menus and move them elsewhere on the screen so i wanted to go through a real quick example um first of all i'm just going to make a part from scratch here i just want to kind of highlight something here so i'm going to turn on our datum planes so you can see in creo 8 the datum planes are shaded and this actually kind of helps a lot to kind of more highlight the datum plane um especially if it sticks out a little bit beyond the part so you can see exactly where that plane is and how it intersects with the part but one of the things i thought was kind of interesting i'm going to go over here for a second is that you can color the datum planes and again going back to the old days um the datum planes were kind of in the old old days were yellow and red and you could only see that when they were on edge and you could tell that there was a positive side and a negative side and creole and proe has always had a positive and negative side but you notice they've kind of made them the same color so it was really not real obvious but what i'm going to do here in creole 8 is i can change their colors so i'll say make the positive side green and the negative side red so now we look at now the planes are green and if i spin them around on the other side you can see that they're red so the reason it's getting the the positive and negative directions is basically from our coordinate system right so positive x is this way so the plane pointing in that direction is green and that's really how it kind of works itself out but um well this is kind of useful a lot of times i kind of lose your bearings if you're working with a symmetrical part and you're spinning around and working on you're kind of wondering which side am i looking at um using the different colors like this can kind of help you a little bit to figure out exactly which direction you're looking at your part from so the other thing that i mentioned as well is that we can kind of detach the menus so one of the things that i'm going to do here is we have a you know this isn't going to be a weld presentation but um we're going to kind of use this weld as an opportunity to show this so you can see we have our location menu that pops up here and we have intermediate here i can take this and just move it over maybe move that down here i can maybe take options and move that maybe down in this corner so now i can kind of have multiple aspects of this particular feature on the screen at the same time i don't have to click through different menus to access them so in this particular example you know nothing fancy but we'll say you know let's make make that really five welds make a change like this now one thing that's interesting about this let's watch this as i finish the feature now we're back here if i ever go back and say i want to redefine this weld the menus come back where i put them and again it makes it real easy for me to kind of customize the the interface of a particular feature and it will always look like it's if i want to send them back to where they were there's a little button here first one just closes it but this one says reattach it to the menu so i can just kind of do that and so now next time if i go back to this particular feature and say let's redefine it just pops up the first one right for location but everybody else is still intact again i can move them around later on so let's go back to our powerpoint here so i'll be kind of bouncing back and forth between the powerpoint and doing little demonstrations the next thing that they've been added is uh in the model tree is something called a design tree and uh this comes in really useful a lot of times if you're doing a lot of surfacing and things like that um you can group things together that's really what its purpose is uh so that you can kind of maybe the way it was modeled isn't exactly the way that we would want to group different things together you know everything that has to do with the seat of this product that i'm designing i can put all those surfaces under a folder called seat and you know it might not have been modeled that way i might have imported some features and then copied them later on in the model tree and then done some other you know merges and trims and you know it could be spread out throughout the whole model tree so this kind of helps organize things and makes it a little bit easier to understand a model how it's organized and then also if it's somebody else's model you call up you can kind of see how things are put together there's also another thing here that's been added called a snapshot and basically what it shows you is the untrimmed surface you could do this before a couple of revs back where you can make a copy of the surface and then you could say untrim it right and that was a couple of pics and you know not a lot of people went through that but now you can just pick on a surface and say show me the snapshot and i'll show you that surface in the untrim you know before it was modified type of fashion so we'll take a look at that uh take a look at that right here let's minimize this guy and um let's take a look at let's see if we can find our guy here i'll call him up so here's the feature that we want to work with um as i mentioned before it's a new type of tree so we have you know our layer tree we can turn that on and again we can take the layer tree and kind of pull it off if we wanted to or reattach it but over here is the design tree so i'm going to turn that on so the design tree captures a couple of things out of the box um we can see that it captures quilts captures bodies right there's multiple bodies in this particular uh product that i'm working on and then these are the folders that i can create to kind of organize things so we can kind of see here organize it into like a housing there's a glass on the front there's a button on the top and some other supporting documentation so ways of be kind of grouping what we would see over here which might be spread out all in different areas so for instance let's kind of expand this out we can see we have different quilts here we have the housing stuff here so i'm going to go in and say let's take a look at some of these quilts so one of the things i mentioned you can say i'm going to right mouse button and say show snapshot so it shows me that particular surface i can go to this one say show me the snapshot here we can see it's added it shows me the second one and i've kind of made a little map key so i can pick on a surface and just hit the map you know show me show me those to turn these off you just click in the graphics area and they go back away but we can kind of see those surfaces before they were trimmed but these are part of the surfacing that would define this outer body so i'm going to grab these guys i'm just holding my control button down i'm going to say let's drag them under this driving surfaces of the housing so you can see we've kind of organized it there and so now they're all organized under one heading all the surfaces that have to do with the outside of this we also see over here is that we also have a folder for buttons so we have the body of the button here and we also have a surface if i click on that we can kind of see the surface of it here i'm just going to grab both of these as well and just drag them under the folder that i made for button so now they're all organized under the button folder something else that we can take a look at a couple of surfaces here i'm going to take a look we can kind of see that these little grooves have been made from these surfaces so i'm going to go over it's part of the housing so i'm going to say let's make a new folder for that and we'll kind of rename this grooves and i'm going to grab this quilt and drag it into there so now our grooves folder that i made is made up of all of that and then i can take this and maybe include that with the outer body because those grooves do sit on top of the outer body so now they're all kind of organized you notice i'm making kind of a little sub-assembly of surfaces here again totally independent of the order in which they were created another thing that i can do let's take a look just kind of finishing this up there's a couple other quilts that i haven't messed with yet um you know we have one here for you know the glass and then also just the cutout for that particular glass so we could take these here we have our glass over here and i'm just going to grab these and drag them down into their surfaces so now everything's organized you know so i've taken all the bodies and all the quilts and kind of organized them in a nice kind of a model tree in a way that we can kind of get at things one of the things we can also look at and kind of make use of this um show snapshot is we're going to kind of see the progression of how this outer part was made so i'm just going to say show the snapshot of this um the next thing it was doing done was extend it out here and there's another extend i can see it here then we'll kind of merge those together so i'm just kind of saying show snapshot at every one of these and i can kind of play through exactly how this thing was built again i'm just using my little map key here to kind of build our part and so now we can see the outside surfaces and how it came about another thing with this as well is that if i do pick on a particular surface it cross highlights over here in our tree you know not only in the model tree but obviously in our design tree as well so you can see that everything kind of is organized together now so that's the design tree it's actually pretty useful tool i think you'll find it again especially if you do a lot of surfacing or if you have a lot of a lot of bodies a lot of multi-body designs if you're starting to use that more remember that came out seven creo 7 this is actually going to be a real useful tool for things like that so going back to our powerpoint here the next thing i want to talk about is some usability they've added for holes we can create a sketch and we'll put holes at the vertexes or at the midpoints of that sketch um also we can do lightweight representations people didn't use that real often it would only work with certain holes but basically you represent the hole just as a circle on the surface or as a point so that would make it really lightweight the reason you do that is maybe if you're using rivets and you have like hundreds or thousands of holes in something um you can reduce that so the regeneration times and things like that would be reduced and um we also uh have improved some of the threat handling but let's let's take a take a look at um at this so let's close this guy out so here we have a part and i've created a sketch here and i've created them right here so it's a little octagon and what i want to do is put some holes on him so i'm just going to right mouse button say let's make some holes so holes get put in in a number of different ways three different ways you can put them on sketch points so i actually made some sketch points just kind of randomly pick some points in this sketch just along on each leg of this octagon and it's putting holes at each one of those i could say put the holes at the vertex of our octagon so we've got our eight holes here or i could say at the midpoint so any straight line at the midpoint of that line and we can see those there and i can mix and match them right so i can have it at the midpoint and at the vertex but um this allows us to go in and actually kind of create a pattern we'll just say let's make this like a through a hole but um it allows us to make a pattern here and again as with all patterns if i were to go in here and pick an edge on something and say let's make a chamfer there now i can come in and say pattern that and obviously it's going to pattern so it's a pattern like any other but it's just based on a sketch for making holes going back to our powerpoint um this is a new capability as well and it's it's kind of bleeding in the way i look at it from some existing technology that's been around in creole forever a lot of times if you do an assembly feature you know do an assembly cut through multiple parts the assembly file itself is is pretty much empty there's no geometry in it just a bunch of pointers to all the parts that are in that assembly but as soon as you do assembly cuts any of the parts that are affected by that cut get copied into that assembly file and so then you got pointers and geometry in those so the assembly file gets larger well this is one thing that you can use um called inseparable assemblies in creo 8 and what that allows us to do is basically embed other parts into the main assembly and this would be good for purchase parts you know i buy this hydraulic cylinder and i don't need all the individual components if i just had one assembly file that had all the parts in it that's really all i need for my assembly and then to place it in there so this is going to allow us to kind of merge parts into an assembly and they're all held in that assembly file at that point you can actually get rid of all the individual part files if you wanted to because they're no longer needed right they're embedded into that assembly so let's uh let's take a look at it as an example of that let's see here here's our uh example that we have here if i take a look at this guy i'm going to kind of move up open this pattern a little bit it's made up of different sub assemblies right different sections here and there's a couple of plugs right that go on here and right now they're all individual components if i look at one of these plugs and open up it's made up of a lot of individual parts that are inside of this what i want to do is kind of talk a little bit about this inseparable capability so i'm going to pick one of these sub assemblies this one plug right here and a right mouse button on it and i'm going to say inseparable assemblies so we can either embed that means take apart and embed it into the assembly we can say make inseparable so we do that kind of at the assembly level we'd say take everything that's in this assembly or sub-assembly in this case and merge it into that sub-assembly file and then we can also say make separable which is kind of going the opposite direction so it's not a one-way trip so i'm going to say make inseparable so basically merge all these components that we see highlighted there in green into that sub-assembly file so by doing that it says you can go into advanced tells you a little bit about what it does it can affect some of the things that you might have created in that assembly level because no longer is it going to be an assembly it'll be a single part basically so you know with everything you do there's always another impact that it can make but the description of what potentially could happen is here but again if we're just using purchase parts and we're just kind of trying to get them a little bit organized so we only have one file to deal with and it just shows up in the bill of materials as a single file and that's a good thing so i'm going to say let's go into advance and take a look at how it looks at things so here it has all the files in the assembly you notice it's not messing with any of these but when we do get to our our plug it's starting to embed all these parts into that plug that we have here and we can see that and we do have two plugs so we'll see that happening twice here so that's what it's doing and watch the names change over here you see how their names are listed out here it's just called you know amp plug and things like that and i say okay as soon as i expand it out and look at their individual parts they have a different icon next to them now that they're embedded they have the name of the original part and then the assembly they're embedded into after it right in with the little carrots on either side so it's letting me know that these parts you know not only visibly by the icon but also by word by description name that is showing me that they're embedded in there and even from a top level i could come over here to our main top level assembly and just under operations i can also do it from here and i can say make inseparable and so in this case it's gonna if we take a look it grabs everything so everything that's in this model tree is getting embedded into the top level assembly here so i'll say okay so now that has all been embedded and um if i were to say like file back it up right let's do a backup onto my desktop so with this guy um i'll close him out and let's say erase that stuff out of memory now if i say let's open it up on our desktop it's just that single assembly file right there take my word for it if i move all these windows over it's just a dot asm file sitting out there but if i go and open it up now we see all the parts are in it so now we have one nice neat assembly file a dot asm file but it's a single file that has all the parts in it so that's really the advantage of this inseparable capability is it's just taking things and merging them together making it a little bit easier for us to to work with things like this let's go back to our powerpoint here a couple of other areas that i want to talk about is in cabling some new branch and branch tape and shrink wrap has been added and then also in sheet metal multi-flat walls have been added make it real easy to continue using a definition that you have for a flat wall anywhere else on the part and then this is really kind of interesting it's called the geodesic curve and typically a point between or yeah a line between two points is a straight line but what this will do is it'll say on a surface and it will follow that surface and then if there's any bosses or holes it will go around that so it won't necessarily be a straight line it'll stay on the surface and then go to the second point so this is some technology we saw in the spark analysis right where we might have electricity traveling along a surface and it has to go around certain things so this is what it does it finds the shortest distance between two points while avoiding obstacles so it'd be kind of interesting to see how people use this in various ways but that should be interesting so let's um let's close this guy out and let's call up our let's start with our cabling here so here's an example of a couple of harnesses that we have here and we can kind of talk a little bit about some of the new things that have been added so i'm going to go into cabling and we'll we'll go working on this first harness this top one that we have here and what we want to do here the two new features that were added so branch tape so basically we're going to before we'd always add tape was always along a single set of cables right you wouldn't be able to do you'd have to do a burn tape here and tape here and then look kind of bad so what we do now is we can put tape on and where it branches off basically so i'm going to use branch tape and it's easier to do it when it's in center line display but i'm just going to say let's go add some branch tape right at this intersection you know how far along each leg do you want it to go again i can enter in that value and then say okay so if we take a look at it here it's kind of made it the same color so let's take this guy and redefine him i'll use a different different color spool here so here we can see in black so this is the the tape that it made coming up and again it's taking that 16 point whatever down here but i can kind of control the length of that the next one is similar to that but a little bit different so it's over here on this second harness and in this case we're going to add this feature called a stiff shrink and what i think it's doing in the background it actually kind of puts a little axis on there it's kind of using that along capability and what it does is it forces all the wires that are along that axis to be bunched together so here they're all kind of bunched together that's great but up here they're starting to spread apart a little bit and so that stiff shrink wrap will kind of force them to kind of bunch together up until the end of it so let's let's put it in you can kind of see how it works so i'm going to say let's add it in again right here and you can kind of see this is that little axis that i was talking about um so i'm going to say let's let's give it a length instead of this let's say 40 millimeters or something like that and so now the things will be all bunched together from this point out to this point if we say okay we can kind of see that if we display it as thick you can see how it's forced these back together so that they would fit inside of this so that's kind of what the stiff shrink would go the other thing i was talking about is for sheet metal so i'm going to go in and say let's use this definition and let's also add it maybe right there and there so you notice i can just keep using the same wall in different locations on the on the part and as well i could pick it down here you notice that it automatically creates a nice miter cut between everything there so i'm continually using a pre-defined wall just applying it elsewhere on the part if we come around maybe to this side i'll kind of do something similar we'll just say let's make a flat wall i'll say along this edge and that edge in this edge and that's like way too big so kind of drag it down a little bit but what we can see is if we look at the corner here you notice i had moved one of my menus over here one of my options so it's visible right down here the corner i can start making changes to it i don't have to go up here and pick miter cuts but i can go under here there's different displays so here's if it's tangent we have kind of an open section here if we wanted to change that to closed it'll seal it up and then we could also just say let's just have it ripped or it's just ripping the material so again real easy capabilities here in sheet metal just making a lot easier to create flat walls on parts throughout the part going back to our powerpoint here another thing that was added is in render mode uh we're using keyshot right to do that there's the ability of it now to use the graphics card the gpu to do the processing and that's what graphics cards do right they have hundreds of processes where your laptop your desktop might only have you know two or four or eight or something like that um the gpu could have hundreds of processors that means it goes really fast and if you do have an nvidia card it can use that graphics card so there's a couple of config options here one for advanced rendering mode and by default it's set to auto so basically it will use a graphics card if there is one otherwise it will use the cpu but you could hard code it in say neither gpu option or the cpu option and then there is denoise and that's basically when you're using the graphics card i have it render faster and it just makes the whole process go quicker when it's leveraging that here's that denoise button in fact if you see this and it's not grayed out that means you got a good graphics card right because it recognizes it because automatic is there and it's sniffing around you see you got a graphics card you can turn that on so let's um let's take a quick look at that we'll do it maybe with this guy so i'll turn on rendering and so here's our our part and here's the denoise button so if i select that now it's just going to make it a little bit quicker it just sharpens up a little bit faster as i'm orienting this part around but again it's doing this on the graphics card if i've shown you my task menu or um you know basically the performance um you would see that the nvidia card that i have is is working out it's working right now as i'm zooming in and zooming out whereas before it'd be the cpu that would be doing that so we'll kind of close this out let's go back to our powerpoint so the next thing we want to talk about is model based definition and detailing so um one of the things for the g d and t advisor so that's sort of like a spell checker for putting on a model based definition uh you know gd t symbols and things like that it would tell you if something wasn't correct or you forgot to add a um tolerance or something like that and you could double click on it you'd give you like a little message down here and it bring you actually to the the chapter and verse in the book of you know this is why you need this but um so now i was always gd t advisor i always worked on individual parts but now you can work on assemblies as well so you can constrain parts in the assemblies and if you need to create some other dimensions or notes or something like that you can pop out of the gd t advisor go into um annotations add the things you need and go back to gd t advisor without ever exiting it so that's kind of the important thing too is they can kind of stay in that mode you know checking things and still go out and create some other things as well and there's also some control in there for for uh getting mismatches and things like that if there's some extra text in there or something that isn't um to standard you know it can go in there it'll first of all highlight it for you but then it can actually you can click on and say okay update it the way it should be and it would remove the unwanted information as an example another thing with uh model based definition is they use the word semantic complaint and semantic just means if i have a symbol or a node or a g and t and it's pointing to a surface that surface is a reference if i could pick on that gd t i could just say show me your references and it would highlight that surface for me which is great right so there's a relationship between the note that you see and the surface that it's affecting or it's referring to and in this particular case you've always in the past if you use multiple surfaces you just hold your control button down big surface surface surface well now you can use rule based type of things so surf and bounds loop surfaces intense surfaces so if you need to grab a lot of surfaces it just makes it a lot quicker to do so just gives you that ability to do things like that and then also in detailing there's new sketching tool and so again we're kind of bleeding in some technology from other applications in this particular case it's from creole layout but this is using the sketching tool there and again this makes it a little bit easier to create drawings if you've ever sketched in creo detail um you'll know that it's not fun so let's um take a look at so here i've called up a drawing and we're going to go into sketch and so you notice the menu has change right so now we have different things that we can sketch you know rectangles and circles and ellipses and things like that like you'd see in any other sketch watch when i go in here let's kind of zoom in on here i'll say let's make a rectangle you notice it's automatically dimensioning now from you know that the side and the bottom of our borders and we could say let's make our part like this and that i don't know let's maybe make a line so i could say let's create a line here we go over to here let's make it like two inches and then we'll kind of click that and we'll go off at an angle and we'll say maybe uh let's say the angle is 45 come on bill but the thing is that we can go in and create this information as we're creating it we're getting numbers we can put in those numbers and then kind of continue on we'll keep that the same and maybe make this at 45. and then continue on so it's a lot easier to create two-dimensional geometry should we need to do that uh in the sketchy with this new kind of interface and like i said they're borrowing this from creole layout so uh you know it's not anything that was reinvented and actually it kind of gets rid of another there's like about four or five different sketchers throughout the the creole applications and so that just got rid of one right because now two of them are sharing the same one so that's always a good thing as well let's go back to our powerpoint here and we'll talk about additive and subtractive manufacturing so this is kind of interesting added to manufacturing against this 3d printing but in the past you you define a volume and you say okay fill this with a lattice you know come some kind of structure and you could have you know lots of different types of cells that would make up this lattice one other and you could change the density you could say along this edge i need it you need more lattice structure because it needs to be stronger here well one of the things it'll do now is that if you ran an analysis a structural analysis whether in creole simulate or creole simulate live and when you create the lattice you could say look at this analysis this structural analysis i made and make the lattice according to that so where the areas of high stresses it would put in more elements or more of these cells and where there's low areas it would put in less so it's actually building according to the results of structural analysis to make sure that there's more of an even distribution of in this in my description of stress you know throughout the park so it's kind of a smart way of what ptc calls simulation driven lattices another thing and this in creo 6 i believe when they added this build direction and you can see i wanted and this is for kind of optimizing a part in a 3d printer and so how do i want to look at it do i want to minimize its footprint do i want to minimize its height do i want to minimize the number of uh you know structures that need to support this so there are different things you could look at and you could pick any one of those and do it also now in creo 8 you can use all of those so you can take all those different ones assign a weighting to those and it will look at all of them and optimize your parts position in the 3d printer taking into account all of those things so it's really kind of a nice easier way of kind of optimizing you know the printing of the part and also and this would be under the heading of subtractive manufacturing or what in the old days we just called manufacturing but uh in creo 5 they came out with a 3-axis high-speed machine and so now in creo 8 it's updated to 5-axis high-speed machining and then there's also um auto deburring sort of looks at all the hard edges on a part and creates a tool path to drive a tool along those and then additionally there's also some conversions from 3d milling it'll be you know you have a part fixtured it will use um three axis milling on that part and if it had some undercuts or it had to use five axes it'll switch to that so you don't have to re-fix your re or reorient your part again you need a machine that can support that obviously but it can switch then to a five axis machine to finish uh finish up the part if it needs to so it's kind of a nice little transition to that so the next thing i want to talk about is generative design and simulation so first of all simulation live when it started with fluids right and that was like last release so creo 7 it was doing it in a transient state but now um it the default is a steady state so as the fluid has reached a steady state going through or around some some product we can take a look at that at the steady state moment and we can also redefine the probes right where they are on the part and what they are sampling and then in the ansys simulation so ansys uh the merger with ansys in creo was 702 so it wasn't the beginning of creo 7 but the next the second release after that uh what we can see is that we can starting to add in like mesh control will show up in the model tree and diagnostics um for um creating elements and things like that that type of information is starting to be made available and then additionally it automatically will grab the ansys license to run that so we're going to see a lot more things happening in this particular product as it matures and as uh you know ptc puts more and more hooks into the ansys capabilities and pulls them out into the interface and into the model trees and you know design trees and things like that that we have in uh in creole this next one's pretty interesting so this is generative design um it's also referred to as gto for the muscle car guys it's not a pontiac but what it is is generative design optimization and what we'll allow us to do is define some areas that we want to have in a part and then we'll build the rest of the geometry around it and it'll look at it in certain ways is this going to be a cast part is it a 3d printed part is it a machine part and it kind of builds it according to those those types of needs so let's take an example take a look at an example of that because it's actually really kind of neat so i'm going to call up our assembly here and so here i have some different bodies out here so we're going to make use of bodies a lot in generative topology design but we have some areas here called preserved right so you can kind of see these separate bodies and these definitely need to exist in our part that we're going to be creating so this part is going to be fastened down here by you know in four locations and there's a couple places here and they look like they're coaxial so it might be you know an axis or a rod or something going through these but we need this type of geometry in our part no matter what and in the past with the generative topology we have to create kind of a box around this and we say okay now whittle this box away and you know kind of connect up all these areas that i do need um together and then try to remove you know a lot of material and it would kind of go at it with a dremel tool just remove things but in this case now with uh with creo 8 and if you go over here to to generate design um it will allow us to create this geometry this envelope geometry on its own it'll create it for us so one of the things you see in here there's a lot of icons out here and this is it basically runs off of it's sort of a combination of structural analysis and uh you know general design because we need this part but it's going to be you know fixed in these areas right so that's what these icons represent so we can just go over here and say you know we have constraints and we can pick on these surfaces that's what was done here so these were already set up for us in this example and then down here there are some loads right so there's a load pushing up on it and there's some loads pushing it over uh to the left here so it's going to be kind of a lifting kind of a force on here so design a part that connects all these together and then kind of distributes the load between them so what we do is we have our included parts so we just basically say let's pick in the geometry that we need so let's say the included parts that we need in our model tree here let's kind of take this a little bit bigger we're going to say you know this guy and this guy so i'm going to pick all of these that we're looking at and i'll say okay as soon as it has that it builds the geometry around it so now it's got geometry all the way around it and now we'll start removing this material leaving this but we also can put in information um because you know this these are going to be holes and probably something needs to go through here we want to make sure that the material on the outside out here is removed as well so that would be under the heading of exclude geometry so there's some other information that we have over here that we've sketched and this is going to say remove this materials let's kind of do a boolean on this big blob that it's created here because we want to make sure it's a nice clean path down here and then going through those holes so that we can put a bolt through there so we're basically saying do not um kind of remove this material from here so if i take this guy we'll go into our exclude and i'm going to pick you know these guys as well and say okay so it kind of does a boolean subtraction and we can kind of see it's cut it out in these different areas it's also cut like a little hole through here so now we have a nice clean face going right up to here and then we have this surface it's definitely going to be here the blue stuff and then we have a gap between there and then it comes out the other side so we're kind of generally picking the areas that we want to have open and the areas we want to keep and based upon this it's going to go in there and start to do its its study so we can say let's add some design criteria so basically we worked our way down here we said you know preserve geometry exclude geometry we had our loads and constraints on there and we can go into our design criteria now and when it's done making this part how much do we want it to weigh right so we could say um you know let's make it like one and a half kilograms so add that in there and then there are different kinds of constraints and i kind of referred to this earlier of what these constraints could do but when we're removing material what do you want to keep in mind what kind of rules do we want it to follow so there's different constraints here so there's a build direction right so if that's a 3d printed part you know what direction is the build direction so it kind of organizes things that way here's a parting line right so if we're creating this as a casting or a forging or plastic part you know we'd have a split line and uh you know we'd have draft on that and then here's a linear extrude that is if it's a machined part what i'm going to do is i'm going to say let's do planar symmetry so we want this to be a symmetrical part as you can tell it's kind of laid out that way so we're going to say let's use the the right plane so that's right down the middle here so whatever you do on one side of the plane do the exact same thing on the other so we end up with a symmetrical part another thing i could do is and i have to say what is this material made of if i'm going to say it weighs a kilogram and a half i have to say what it's what the material is so here i'm going to say let's just make a aluminum part here we'll say okay so now we've got really everything defined right we went through our preserved our excluded material put in our loads and constraints we said build it according to this and uh you know that the study design is you know how it's the fidelity thing right what element size do we want because it's going to tessellate this model right and and then start removing material and then how many iterations do you want to go through to find the result but we're going to say let's optimize this guy right now and so now it's going to start building and you know with creole it's always had the little spinning wheel down here but now it has something over here telling you it's working on and even up here in the upper right hand corner it's telling you it's optimized so you're going to definitely know when it's finished doing what it's doing but you can actually see it building the geometry here um as it's reducing it the the total mass down to uh a kilogram and a half um you know roughly you can see it's 1.533 kilograms says optimization is finished and we can see on the component here we could even go in here into display and we can say let's look at you know we can see the von mises stress here so obviously the stress can be high here where it's being held in place but we could also take a look at it from the standpoint of displacement and again the back end is going to move we could say let's animate that a little bit and we'll kind of speed it up a little bit here let's say play that so we can kind of see it moving so again it's sort of a combination of structural analysis and and not structural analysis but just you know kind of geometry creation in order to get us what we want here so this gives us our design and again you know we didn't really say build it for it to be a casting or anything like that so it's made this kind of webbing in here so this is kind of the part that it's um come up with and come back over here and we could go make some other changes to it you know we've got it down to the to the you know correct weight that we wanted it to be in and you know that's pretty much set up but um let's go over to our design tree over here let's say let's redesign this and let's go in and add in here's something called minimum creases so what it's doing is any sharp edges or sharper type edges we're going to say let's change this and let's use maybe like six millimeters i'll say okay we could say now optimize it according to that so what that's going to do is kind of round it off a little bit more so it's going to have to generate some new geometry but it's also going to get rid of that little webbing those little holes that we had back here because those are kind of sharper more curvature so it's going to make this a little bit more organic in shape it's still going to weigh that one and a half kilograms that we're asking for but um it's going to look a little bit nicer now so here it's down to the 1.56 and still optimizing a little bit and so there's our new part so we can say generate this design and in this case we're going to say so a lot of these there's other packages out there in the world that do this type of thing but what they do is they give you tessellated geometry because that's what it's doing right it puts a lot of elements on here and it starts removing them uh you end up with a bunch of little triangle surfaces and you have to work with that it's a real pain because it's not a real surface so what we do that's different is we use a freestyle feature we can read in this tessellated information and make it a surfaced model so that's what i'm going to do here is say let's generate that surface model and now i have real surfaces that i can work with not a bunch of little triangular shape entities so this is going about putting that freestyle feature on our part and when we're finished we're gonna have a fully surfaced part that uh you know that we can start using so this is kind of the kind of the future of design where we put in the criteria that we want and then we let the software decide what it looks like and then we can tweak it we can keep going back and redefining it you know it's it's creole right so we can always go back and make changes to things change the material change uh you know different loads things like that one of the things too is that this does not stop you from working while this is generating its design you can still go and do other creole stuff i didn't do that i probably should have went in and started doing something else but it doesn't lock the cpu but here we can see our new part um and so this is it this is what it came up with again you can kind of see the original geometry it is keeping that but then it's kind of building in a network to kind of support that that supports the loads that we had you know previously defined and uh moving forward so this is generative design
Info
Channel: EACPDS
Views: 1,225
Rating: undefined out of 5
Keywords: creo, CAD, ptc, Creo 8, product design, designer, designs, subtractive manufacturing, productivity enhancements
Id: ZoBWlX_15m0
Channel Id: undefined
Length: 47min 13sec (2833 seconds)
Published: Mon Jun 28 2021
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