When you use CAD programs, you typically create a part once but edit it many times. Design for change, also known as design intent, is at the core of most of the modeling work that you will do in SolidWorks.
This chapter starts with some very basic editing concepts, which you may already have picked up if you have been reading this book from the beginning. It also contains a summary of best practice techniques for modeling parts and a set of model evaluation tools that can help you evaluate parts. I placed these evaluation tools in a chapter devoted to editing because the create-evaluate-edit-evaluate cycle is one of the most familiar in modeling and design practice.
Rolling back a model is one of the first and simplest things you will do when examining a model. It simply means using the Rollback bar to look at the results of the design tree up to a selected point in the model history. The order in which you create features is recorded, and if you change this order, you will get a different geometric result.
You can use several methods to put the model in this rolled-back state:
The Rollback bar, which typically appears at the bottom of the FeatureManager in SolidWorks part documents, enables you to put the part into almost any state in the model history. Rollback is not the same as the Undo command; it's the equivalent of going back in time to change your actions at a particular point and then replaying everything that you did after that point. Figure 12.1 shows the Rollback bar in use. Notice how the cursor changes into a hand icon when you move it over the bar.
When you use a sketch for a feature such as the Sketch Driven Pattern command, the sketch is left in the design tree, in the place where it was created. However, most of the other features—such as extrudes—consume the sketch, meaning that the sketch disappears from its natural order in the FeatureManager and appears indented under the feature that was created from it. Consumed sketches are sometimes also referred to as absorbed sketches.
To show features in their natural order instead of their consumed order, use the Show Flat Tree option (use Ctrl+T shortcut), accessed by right-clicking on the name of the part at the top of the FeatureManager, under the Tree Display selection, as shown in Figure 12.2.
In genealogical family tree diagrams, the parent-child relationship is represented with the parents at the top and the children branched below the parents. In SolidWorks, parent-child relationships are tracked differently. Figure 12.3 shows the difference between a genealogical family tree and the SolidWorks design tree.
You can display the parent-child relationships between SolidWorks features, as shown in Figure 12.4, by right-clicking any feature and selecting Parent/Child. This helps you determine relationships before you make any edits or deletions, because you can see which features will be removed or go dangling (lose their references). Also, the Dynamic Reference Visualization (DRV) is helpful in showing both parent and child relationships (however, as shown in Figure 12.4, it does not indicate that Sketch6 is a parent of Cut-Extrude2). You can turn on the DRV through the menus at View ➢ User Interface ➢ Dynamic Reference Visualization.
When SolidWorks puts the child feature at the top, it is, in effect, turning the relationship upside down. In the SolidWorks FeatureManager, the earliest point in history is at the top of the tree, but the children are listed before the parents. The SolidWorks method stresses the importance of solid features over other types of sketch or curve features.
For example, you create an extrude from a sketch, so the sketch exists before the extrude in the FeatureManager. However, SolidWorks places the sketch underneath the extrude. This restructuring can become more apparent when a sketch (for example, Sketch1) is created early in the part history and then not used to create a feature (for example, Extrude5) until much later. If you roll down the FeatureManager feature by feature, you arrive at a point at the end of the design tree where Extrude5 appears and Sketch1 suddenly moves from its location at the top of the tree to under Extrude5 at the bottom of the tree.
This scenario may cause a situation where many sketches and other features that are created between Sketch1 and Extrude5 are dependent on Sketch1, but where Sketch1 suddenly appears after all these other features. This can be difficult to understand, but it's key to effectively editing parts, especially parts that someone else created.
The main point here is that SolidWorks displays many relationships upside down. You need to understand how to navigate and manage these history-bound relationships.
To get around difficulties in understanding the chronological order of features when compared against the relationship order of features, roll back a model tree item by item or to work with the Flat Tree option.
Take an example such as a loft with guide curves. If you create the guide curves first, and then you create the loft profiles by referencing the guide curves, the loft automatically reorders these sketches when they display under the Loft feature such that the profiles are listed in the order in which they were selected, followed by the guide curves in the order in which they were selected. This is shown in Figure 12.5. This restructuring can be confusing if you want to go back and edit any of the relationships between the sketches. The order in which the sketches are displayed is not the order in which you created them. You can find this example in the downloaded files for this chapter under the filename Chapter 12 Loftwgc.sldprt
.
The Rollback tool is located on the RMB menu. Simply right-click a feature, and select either Rollback or Roll To Previous. If you are already rolled back and you right-click below the Rollback bar, you can access additional options to Roll Forward and Roll To End.
Editing any feature other than the last feature also serves to roll back the model while you are in Edit mode. As soon as you rebuild the feature or sketch, SolidWorks rebuilds the entire design tree.
The Tools ➢ Options ➢ View setting for Arrow Key Navigation enables you to use the up- and down-arrow keys to manipulate the Rollback bar. Under normal circumstances, the arrow keys control the view orientation, but after you have moved the Rollback bar once using the cursor, the up- and down-arrow keys control the Rollback bar. The left- and right-arrow keys have no effect on the Rollback bar.
Part Reviewer is a tool within SolidWorks that helps you examine the feature history of a part. You can find the Part Reviewer under Tools ➢ SolidWorks Applications ➢ Part Reviewer, or as one of the icons in the Task pane on the right side of the SolidWorks window, as shown in Figure 12.6.
The controls at the top of the Part Reviewer window are, from left to right:
The small window under the controls is for the feature name that is currently under review. The pencil icon enables you to edit that feature, and the eye icon will hide the feature.
The large window under that is for comments. Comments can be added to each feature or sketch to help anyone who has to work on the part after you to understand anything that might need to be explained about the feature.
Feature order can make a big difference in the final shape of a part. For example, this order:
gives you a very different part from this order:
The results of these different orders are shown in Figure 12.7. (The part is split and partially transparent for demonstration purposes only.) You can view this part in the download material for this chapter, under the filename Chapter 12 Reorder.sldprt
.
On the part in the example shown in Figure 12.7, it is fairly simple to reorder the Shell feature by dragging it up the design tree. As a result, the well created by the Cut feature is not shelled around (to create a tube) if the cut comes after the shell. Also, notice the effect of applying the fillets after the shell rather than before it. The corners inside the box are sharp, while the outside corners have been filleted. When you apply the fillet before the shell, fillets that have a radius larger than the shell thickness are transferred to the inside of the shell.
When you are reordering the features, a symbol may appear on the reorder cursor that says that you cannot reorder the selected feature to the location you want. In this case, you may want to check the parent/child relationships to investigate. Sketch relationships, sketch planes, feature end conditions, and faces or edges selected for features such as shell, patterns, and mirror can cause relationships that prevent reordering. Also, remember that the Flat Tree display can be used to overcome some of these issues.
If two adjacent features are to swap places, it generally does not matter whether you move one feature up the design tree or move the other one down. However, there are isolated situations that are usually created by the nested, absorbed features discussed earlier, where one feature cannot go in one direction, but the other feature can go in the opposite direction, achieving the same result. If you run into a situation where you cannot reorder a feature in one direction even though it appears you should be able to, try moving another feature in the other direction.
There are times when, regardless of which features you choose to move and which direction you choose to move them in, you are faced with the task of moving many features. This can be time-consuming and tedious, not to mention having the potential to introduce errors. To simplify this process, you can put all the features to be moved into a single folder and then reorder the folder. Keep in mind that you cannot skip parent features, and you can reorder the folder only if each individual feature within the folder can be reordered.
To create a folder, right-click a feature, or a selected group of features, and select Add To New Folder. Folders should be renamed with a name that helps identify their contents. You can reorder folders in the same way as individual features. When you delete a folder, the contents are removed from the folder and put back into the main tree; the contents are not deleted.
You can add features to or remove features from the folders by dragging them in or out. If a folder is the last item in the FeatureManager, the next feature that is created is not put into the folder; you must place it in the folder manually.
The combination of the Flat Tree display and the Dynamic Reference Visualization can help you quickly answer many questions about parent/child relationships within a part.
The flyout FeatureManager resides at the top-left corner of the graphics window and is automatically displayed if something like the PropertyManager covers over the space where the FeatureManager is usually displayed. The PropertyManager goes in the same space as the FeatureManager and is sometimes too big to allow this area to accommodate both managers in a split window. Figure 12.8 shows this arrangement.
The flyout FeatureManager enables you to select items from the design tree when the regular FeatureManager is not available because it is covered by the PropertyManager. It usually appears collapsed, so that you can see only the name of the part and the part symbol. To expand it, click the plus icon next to the name of the part in the flyout FeatureManager.
You can use the flyout FeatureManager in parts or assemblies. However, you cannot use the flyout FeatureManager to suppress or roll back the tree.
You can access the settings for the flyout FeatureManager by choosing Tools ➢ Options ➢ FeatureManager ➢ Use Transparent Flyout FeatureManager In Parts/Assemblies.
You may prefer not to work with the flyout FeatureManager because it interrupts your workflow by covering the regular FeatureManager with a PropertyManager; this inhibits your access to items you may have to select from the FeatureManager, such as features and reference planes. If this is the case, you can use the detachable PropertyManager instead. Detaching the PropertyManager removes the need for the flyout. I often dock the detachable PropertyManager where the flyout FeatureManager would go or even use it undocked on a second monitor. The main advantage of using the detachable PropertyManager instead of the flyout FeatureManager is that with the detachable PropertyManager, you don't have to relocate features in the FeatureManager that were already in view.
Figure 12.9 shows the difference between the flyout FeatureManager on the left and the detachable PropertyManager on the right. My preference is clearly the detachable PropertyManager. When you use the PropertyManager, you don't have to go hunting for features that are listed right in front of you when you do something that opens a PropertyManager. You can put the PropertyManager on a second monitor, in the graphics area, or outside the SolidWorks window. This works best on a wide-aspect monitor or multiple monitors.
You may ask, “What's the difference?” The difference is that when you do something like edit a sketch plane, the current state of the FeatureManager is covered and replaced by the PropertyManager. You may have had the new plane you wanted to use in view. Especially with long FeatureManagers, in both parts and assemblies, when the flyout appears, you have to again scroll to find the plane that was right in view. However, if you use the detachable PropertyManager, I think you will find it an improvement over the flyout.
To detach the PropertyManager, just display it by editing a feature, then pull the PropertyManager tab out of the FeatureManager area into the graphics window and release it. You can allow it to float or dock it with one of the available docking icons.
Selection Breadcrumbs is a tool that helps you see what you have selected. Any particular item may be characterized in many ways. For example, if you select a face, it is possible that you are selecting a top-level assembly, a subassembly, an individual part, a body, a feature, a face, and so on. The Selection Breadcrumb identifies exactly what is selected. It will display whether you have made a selection from the graphics window or the FeatureManager. If you have selected multiple items, the Selection Breadcrumb displays only the first item selected. It may display parents and children of the selected item, and the selected item is always highlighted in light blue within the breadcrumb. Breadcrumbs are displayed in the part document, but have more utility in assemblies where mates are involved. We will revisit breadcrumbs when we start working with assemblies in more depth.
The breadcrumb itself is displayed in the same area as the flyout FeatureManager, and is shown in Figure 12.10.
The display of Selection Breadcrumbs can be controlled at Tools ➢ Options ➢ Display ➢ Show Breadcrumbs On Selection.
Breadcrumbs not only show information; you can select individual breadcrumbs to make sure you have the proper level of entities selected. For example, if you have selected a face of a fillet, but you want to select the Fillet feature, first select the face. When the breadcrumb appears, you can select the feature name. Breadcrumbs also display child features, such as sketches or planes. Pressing the D key will move the display of the breadcrumbs to the location of the cursor.
This section summarizes the best practices for modeling parts. Best practice lists are important because they lay the groundwork for using the software, which is helpful for new users and users who are trying to experiment with the limits of the software.
Only after you respect the rules and understand why they are so important will you know enough to break them. However, best practice lists should not be taken either too lightly nor too seriously. They are not inflexible rules, but conservative starting places; they are concepts that you can default to, but they can be broken if you have good reasons.
To a great extent, best practice rules are a function of CAD administration, but if you are a CAD user, you need to be aware of these suggested rules as implemented by the company for which you work. The purpose of best practices is to standardize procedures so that everyone at your company can work on the same models without needing to reinvent methods or guess how something was done. If all users at your company are CAD experts and never create models others can't edit, then you don't need best practices. If you have a mixture of users with high and low skill levels, then everybody needs to be trained up to a defined level and model according to your best practices. Best practices need to be defined most for the most difficult tasks. It can be tempting to try to define everything with best practices, but in the long run, you will find it more practical to limit your best practices to only what's necessary and make sure everything else is covered in training.
Following is a list of suggested best practices:
If you're the CAD administrator for a group of users, you may want to incorporate some best practice tips into standard operating procedures for them. The more users that you manage, the more you need to standardize your system.
SolidWorks users have traditionally been taught to build each feature linearly, on top of the one that came previously. It turns out that this is not a great idea, especially as the parts become more complex. When each feature is dependent on the one before it, all the features must be solved in a particular order, and if one feature fails, so do all the features that come after it. This also slows down the rebuilding process.
Rather than using a linear daisy-chain modeling scenario, you should base features on entities that are less likely to fail or change in such a way that dependent downstream features also fail. In earlier chapters, I suggested that you make sketch relations to other sketches when possible instead of model edges for this very reason.
The aim of these techniques is to help you organize the references between features in a part (and eventually in assemblies) such that you can make changes that you didn't plan on originally without breaking references, causing errors, and requiring a lot of model repair.
The underlying problem here is the dirty laundry that the history-based modeling paradigm has swept under the rug for decades: it doesn't handle changes in design intent very well. Experienced users are familiar with the scenario of making a seemingly simple change and seeing the FeatureManager light up with red Xs and exclamation marks (a lot of errors)—or trying to delete one little feature, and the software insists it must also take 15 other more important features with it.
In essence, you need to keep track of your references. If you sketch on a face, the feature that created the face becomes a reference. If a corner of your rectangle picks up an edge created by a fillet, then that fillet is part of the parent/child arrangement for the sketch. As your individual parts become more complex, the way these models react to change becomes more and more important because each change can potentially cost you more and more time. You will learn about the consequences of being too free with in-context relations in Chapter 20, “Modeling in Context”.
It's one thing to make models quickly the first time. Edits should take less time and not require a lot of rework. So how do you avoid this apocalyptic scenario with design for change?
This better approach has been visualized in different ways. One technique calls it horizontal modeling or a “wide tree” approach, where instead of a long chain of features, you have a list of features all based on the initial planes and sketches such that there are only a couple of parents (and no grandparents). The rules for this type of modeling are such that no references to 3D geometry are allowed—only references to the stable reference geometry and initial sketches are allowed. To learn more about this technique, you can begin by reading Evan Yares's article on 3D CAD World:
Another approach is called resilient modeling, where there is a specific method for different types of features. Features that require parents (such as non-sketch fillets or extruded text) come at the end of the tree. Resilient modeling was created by Richard Gebhard, and he has a set of training videos and other information at his web presence at:
What if a handful of sketch and plane features were used to centralize control of all the rest of the features? What if every feature, to the extent possible, related back to these “skeleton” features? Features such as fillets, shell, and draft by design require selections from solid geometry—but other features, such as any feature created from sketches, could be made with only reference to those original skeleton sketches and planes. The parent/child relationship would look very different for a model made in this way. Instead of looking like a long staircase, this tree would look more like a tree that gets wide very quickly. There would be fewer “generations,” but each generation would be more populated. The main upshot of this is that if any feature fails, the dependent features that fail should be minimized.
The first thing to notice is that errors in features at the top of the tree do not cascade down the tree as they do in the “stairstep” model. Second, it is always much easier to find how a model is constructed, because all the reference geometry used to build it is set up in the first few features. This scenario also has the potential to make better use of multithreaded processing because the logic is less linear and more parallel.
Proper design for change is a discipline that you need to make sure you follow with every model, every day. It is easy to get sloppy and take the easy way out, referencing model edges, sketching on 3D faces, but unless you are making very simple parts and get everything right the first time, this will come back to get you at some point.
You can use evaluation techniques to evaluate geometry errors, demonstrate the manufacturability of a given part, or to some degree quantify the aesthetic qualities of a given part or section of a part. I discuss evaluation techniques here because the design cycle involves iterations around the combination of create-evaluate-edit-evaluate functions. I discuss the following techniques in this section:
Many of these techniques apply specifically to plastic parts and complex shapes, but even if you do not become involved in these areas of design or modeling, these tools may help you to find answers on other types of models as well.
A special tab called Evaluate appears in the CommandManager; this tab has much of the functionality that is discussed in this chapter. Plus, the Tools menu has conveniently located several evaluation tools under the Evaluate option, as shown in Figure 12.11. You can use the commands on this tab to evaluate parts in several ways. Some focus on plastic parts or thin-walled parts or symmetric parts, and so on. Most of these tools are from the Tools toolbar and are also are found on the Evaluate tab in the CommandManager.
Verification On Rebuild is an option that you can access by choosing Tools ➢ Options ➢ Performance ➢ Verification On Rebuild. Under normal circumstances (with this setting turned off), SolidWorks checks each face to ensure that it does not overlap or intersect improperly with every adjacent face. Each face can have several neighbors. This option is shown in Figure 12.12.
With the setting selected, SolidWorks checks each face with every other face in the model. This is a better check than with the setting off, but it greatly increases the workload. The switch is deselected by default to prevent rebuild times from getting out of control. For most parts, the default setting is sufficient; however, when parts become complex, you may need to select the more advanced setting.
If you are having geometry or rebuild error problems with a part and cannot understand why, try turning on the Verification On Rebuild option and pressing Ctrl+Q. Ctrl+Q applies the Forced Rebuild command and rebuilds the entire design tree. Ctrl+B, or the Rebuild command, rebuilds only what SolidWorks determines needs to be rebuilt.
If you see additional errors in the design tree that were not there before, then the combination of Verification On Rebuild and Forced Rebuild has identified problem areas of the model, and the features that caused the errors failed. If not, then your problem may be elsewhere. You still need to fix any errors found this way.
Check is a tool that checks geometry for invalid faces and other similar geometry errors. It is also often used to find open edges of surface bodies, short edges, and the minimum radius on a face or entity. I usually apply the Check tool before selecting the Verification On Rebuild option. The Check tool points to the specific face or edge geometry (not features or sketches) that is the cause of the problem. When the Check tool finds general faults, the locations it points to may or may not have something obvious to do with a possible fix.
Much of the time, the best tool for tracking down geometry errors is the combination of experience and intuition. It is not very scientific, but you will come to recognize where potential problems are likely to arise, such as those that occur when you attempt to intersect complex faces at complex edges, sharp or pointy geometry, and geometry or faces that vary significantly from rectangular with 90-degree corners. Figure 12.13 shows the Check Entity dialog box.
Evaluating complex shapes can be difficult. A subjective evaluation requires an eye for the type of work you are doing. An objective evaluation requires some sort of measurable criteria for determining a pass or fail, or a way for you to assign a score somewhere in the middle.
One way to subjectively evaluate complex surfaces, and in particular the transitions between surfaces around common edges, is to use reflective techniques. If you look at an automobile's fender, you can tell whether it has been dented or if a dent has been badly repaired by seeing how the light reflects off the surface. The same principle applies when evaluating solid or surface models. Bad transitions appear as a crease or an unwanted bulge or indentation. The goal is to turn off the edge display and not be able to identify where the edge is between surfaces for the transition to be as smooth as if the whole area were made from a single surface.
With all the RealView functionality in SolidWorks that emphasizes reflective finishes and backgrounds that emphasize the reflections, sometimes the RealView Appearances and Scenes are all you need to employ reflective evaluation techniques. Chapter 5, “Using Visualization Techniques,” covers all the display information you need to make the most of RealView Appearances and Scenes.
Zebra Stripes can be activated in three ways: by choosing View ➢ Display ➢ Zebra Stripes from the menus or by clicking a toolbar button on the View toolbar, or via the context/RMB menus. Zebra Stripes place the part in a room that is either spherical or cubic, where the walls are painted with alternating black and white stripes (although you can change the colors and the spacing of the stripes). The part is made to be perfectly reflective, and the way the stripes transition over edges tells you something about the qualities of the faces on either side of the edge. Four conditions are of particular interest:
The Zebra Stripes tool can only help you identify c0, c1, and c2, and only subjectively. This feature is of most value between complex faces. Figure 12.14 illustrates how the Zebra Stripes tool shows the differences between these three conditions.
Notice how, on the Contact-only model, the Zebra Stripe lines do not line up across the edge. On the Tangent example, the stripes line up across the edges, but the stripes themselves are not smooth. On the Curvature Continuous example, the stripes are smooth across the edges. The part shown in Figure 12.14 is a surface model and can be found in the download materials under the filename Chapter 12 Zebra Stripes.sldprt
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The RealView Graphics display is available only to users with certain types of video cards. To see whether your card supports RealView, consult the system requirements on the SolidWorks website.
RealView causes reflections that can be used in a way similar to the reflections in Zebra Stripes. Rotate the part slowly, and watch how the reflections flow across edges. Instead of black and white stripes, it uses the reflective background that is applied as part of the RealView Scene.
Model curvature can be plotted onto the model face using colors, as shown in Figure 12.15. The accuracy of this display leaves a bit to be desired, but it does help you identify areas of very tight curvature on your part. Areas of tight curvature can cause features such as fillets and shells to fail.
Deviation Analysis measures how far from tangent the surfaces on either side of a selected edge actually are. For example, the edges shown in Figure 12.16 are found to be fair, but not very good. I prefer deviations of less than 0.5 degrees. Often, with some of the advanced surface types such as Fill and Boundary, SolidWorks can achieve edges with less than 0.05 degree maximum deviation.
Although Deviation Analysis helps to quantitatively measure how close to tangent the faces on either side of the selected edge are, it doesn't tell you anything about curvature, so you must still run Zebra Stripes to get the complete picture of the flow between faces. Both tests must return good results to have an acceptable face transition.
Using the Tangent Edges As Phantom setting is an easy way to evaluate a large number of edges visually. This function does not do what the Zebra Stripes tool does, but it gives you a good indication of the tangency across a large number of edges very quickly. Again, it represents only tangency and tells you nothing about curvature continuity, nor does it give you as detailed information as the Deviation Analysis; it only tells you whether SolidWorks considers the faces to be tangent across the edge. Several releases ago, SolidWorks widened the tolerance of what it considers to be tangent, which is both good and bad news. It's good because features that require tangency will work more frequently, and it's bad because if fractional tangency degrees matter to you, “close” is not close enough. If you use Tangent Edges As Phantom as an analysis technique, you should follow it up with Deviation Analysis to find out how close you actually are.
I have never seen this function deliver false positives (edges displayed as tangent when in fact they were not), but I have seen many false negatives (edges that display as nontangent when in fact they were). Figure 12.17 shows a situation where the edges are displayed with solid edges, but Deviation Analysis shows them to have a zero-degree maximum deviation.
The measure of tangency has some tolerance. Users cannot control the tolerance, nor does the documentation say what it is. If SolidWorks says two faces are not tangent at an edge, you can believe that, but if SolidWorks says that the faces are tangent, you still have to ask how tangent. That is the question that Deviation Analysis can answer.
Another tool that is fairly new is the Geometry Analysis tool. You can find it in the Tools menu or the new Evaluate tab in the CommandManager. It's an extremely useful tool for troubleshooting problematic geometry. The PropertyManager, shown in Figure 12.18, allows you to look for several specific items:
These specific types of geometry typically cause problems with other features, such as shells or fillets. If you are having difficulty with a feature failing for a reason that you can't explain, use the Geometry Analysis tool to point out potential problem spots. This is not a tool that will do your job for you, but it will give you useful information to help you do your job better with less guesswork.
The Geometry Analysis tool is available only with SolidWorks Professional and higher.
The Performance Evaluation tool (formerly called Feature Statistics) has been used previously in this book to measure rebuild times for individual features in parts. You can find it either in the Tools menu or the Evaluate tab of the CommandManager.
Performance Evaluation lists the rebuild times of each individual feature in a part. This is useful for researching features, benchmarking hardware or versions of SolidWorks, and developing best practice recommendations for different tools and techniques. Figure 12.19 shows the Performance Evaluation interface.
Overall, I don't recommend relying heavily on the data the Performance Evaluation tool provides, not because it's inaccurate, but because rebuild time is not always the best way to evaluate a model. You can certainly use the information, but you also need to keep it in perspective. A feature that takes a long time to rebuild but gives the correct result is always better than any feature that doesn't give the correct result, regardless of rebuild time.
The Curvature Comb is a graphical tool that you can apply to a spline, circle, arc, ellipse, or parabola to indicate the curvature along the length of the curve. You cannot apply a Curvature Comb to a straight line, because a straight line has no curvature. The height of the comb indicates the curvature. Curvature is defined as the inverse of radius (c = 1/r), so that as the radius gets smaller, the curvature gets bigger.
Figure 12.20 shows a Curvature Comb applied to a spline. Notice that the spline continuously changes curvature. An arc has constant curvature.
When the comb crosses the spline, it means that the direction of curvature has changed (concave up to concave down, for example). When the comb intersects the spline, it means that the spline at that point has no curvature.
Surface Curvature Combs are also available from the RMB menu over a surface (although you may need to use the double-arrow expander at the bottom of the menu to see it). This helps you visualize the curvature along the UV curves of the face, as shown in Figure 12.21.
You will encounter many types of errors in SolidWorks. Improper installation and even bad computer hygiene can cause errors that might look like bugs in the software. Software bugs can cause errors that look like training issues. Operator errors can cause problems that are very difficult to sort out. I don't have the space in this book to go into all the possible errors and how to work around or fix them, but I will focus on feature-related errors that happen in the course of working on models.
When you get an error in SolidWorks, figuring out what caused the error and how to fix it is the goal of troubleshooting. Error messages appear in several places, including in message boxes in the graphics window, in the taskbar, in tooltip bubbles next to the PropertyManager, and in small symbols within the FeatureManager window.
Chapter 3, “Working with Sketches and Reference Geometry,” discussed sketch colors and troubleshooting errors in sketches. You can apply much of what you learned from troubleshooting sketches to troubleshooting features in parts. The FeatureManager displays yellow triangles with black exclamation marks that point out some sort of warnings. A warning means there's a problem, but the feature hasn't failed. The red circle with an X in it is a failure symbol, and it means that the feature doesn't create any geometry.
Figure 12.22 shows a portion of a feature tree of a part from which a feature in the middle of the tree was deleted. Unless you are very careful about how you set up your part, a deletion of this kind will result in lots of errors.
Notice the tooltip balloon in Figure 12.22. Many users get into the habit of clicking out of any sort of warning or error message. You shouldn't be afraid of errors. After you know how to deal with them, you will think of errors as a tool to help you investigate your model. The first thing you should do with an error message is read it. Eventually, you'll be able to recognize error messages and their meanings very quickly.
This error message says, “Could not find any surfaces to extrude up to… .” This means that you have lost the “top to surface” end condition on an Extrude feature. This is because the feature was deleted or possibly renamed in a Trim or Knit command. You may know the cause of errors, or you may not. If you inherited this part from someone who did not explain the state of the model to you, you might have to figure it out yourself. Most of the time, it's not difficult to figure out what's going on, especially with a little practice. If there's one thing I can guarantee you, it's that you are going to get a lot of practice evaluating errors.
When you inherit a model with errors, the first thing you should do is look for the error highest in the tree. Because of the nature of the history-based feature tree, errors always cascade down. When you make a change that causes errors, these errors will be lower in the tree than the change. Special situations can arise where a change causes an error up the tree, but they are rare. Again, the Flat Tree display and Dynamic Relationship Visualization should help you understand these situations.
Here are some common error messages and what they are really trying to tell you:
Many more types of errors exist, and rather than going through an exhaustive list, which would require another book of its own, I would like to impart to you some guidelines to help you find a useful answer. I hope you only have to figure out an error once, and you will remember it the next time you see it. Here are some general guidelines for troubleshooting errors with causes that aren't obvious:
For most errors, a rational reason exists. Belief in supernatural forces is not likely to be useful when troubleshooting errors in SolidWorks. If you're using very common features such as extrudes and cuts, and you run into errors, it's very unlikely that you've found a bug (although bugs in sketches are quite common). Generally speaking, the more traffic a feature sees, the less likely you are to find bugs with it. Sometimes, just determining whether the problem is with the software or with something you're doing is the toughest thing to troubleshoot. In general, users are far too eager to assign blame to the software.
Some errors have the Don't Show This Again box. Don't get in the habit of checking that box unless you are very familiar with the cause of the error and how to fix it. Missing an existing error is much more costly than acknowledging redundant errors.
The What's Wrong box shown in Figure 12.23 gives you a list of the errors in the existing model. Some people find it embarrassing to be reminded about errors, especially if people have the habit of looking over your shoulder while you're working. Errors are in red; warnings are in yellow. The difference is between a feature that fails (red) and a feature that may just partially fail, such as a fillet that is missing a selected edge, but the rest of the edges have been filleted.
The What's Wrong box can be turned off so it isn't displayed each time the model is rebuilt. You have this option with many of the error or warning messages. Each time a message is turned off in this way, it is added to a list of dismissed messages in System Options, shown in Figure 12.24. You may come up against a situation where you want to change how you respond to a repeating warning message. This box can fill up with a lot of messages, so think twice and make sure you understand the issue before you dismiss a warning message.
SolidWorks provides a couple of automated troubleshooting tools: SolidWorks RX and Performance Benchmark. SolidWorks RX troubleshoots your system, or at least records facts about your system so someone trained in how to view the results can diagnose the problem.
SolidWorks RX is a diagnostic tool that SolidWorks provides to help support techs solve your problem or to help you solve it yourself. You can access SolidWorks RX through the Windows Start menu ➢ All Programs ➢ SolidWorks 2018 ➢ SolidWorks 2018 Tools ➢ SolidWorks RX. Figure 12.25 shows the Home page of the interface.
The items in the Diagnostics tab are things that a support tech might ask you about if you were to call with a crash problem or some other problem that might be related to general system issues. Running SolidWorks RX before calling tech support could save you time and make you more self-reliant.
SolidWorks RX has an Add-in tab that allows add-ins to be developed to extend the RX functionality. The Performance Benchmark runs your installation of SolidWorks through some automated display and rebuild exercises, and it measures the time for various operations such as zoom, rotate, and rebuild for a part and an assembly. Figure 12.31 shows the interface for the Performance Benchmark test.
This benchmark is similar to the SPECapc benchmark, which can be used across several different CAD systems. SPECapc still exists (and is available at www.spec.org
), and the SolidWorks specific portion of the benchmark was last updated in 2015. The point of benchmarks like this is to measure hardware capabilities.
The models for the SolidWorks RX Performance Benchmark are a small, stamped part and an injection-mold die set. Figure 12.32 shows the benchmark in action.
You can also submit your results to the SolidWorks website, where they are posted immediately for comparison. This is used to help people make decisions about what hardware to buy.
You can check out the compared scores at www.solidworks.com/sw/support/shareyourscore.htm
. Look through the list to see which kind of hardware receives a consistently high score and which is not represented in the top results.
You can find more information on benchmarking and SolidWorks at www.solidworks.com/sw/support/benchmarks.htm
.
In this tutorial, you will make some major edits to an existing part. You will use some simple Loft and Spline commands, and you will work with the rollback states and feature order, as well as some evaluation techniques. Follow these steps:
Chapter 12 Tutorial Start.sldprt
. Roll the part back and step through it feature by feature to see how it was made. Edit the Loft feature to create it to help you understand how the part was built. Exit the Loft command, and move the Rollback bar back to the bottom of the tree.Expand the loft, and roll back between the Loft feature and the first sketch. Click OK in response to the prompt, and then roll back to just after the spiral, as shown in Figure 12.34. You could also use the Flat Tree view by right-clicking on the name of the part at the top of the tree, and selecting Tree Display ➢ Flat Tree View.
Right-click one of the solid sketch entities in Sketch3, and click Select Chain.
Working effectively with feature history, even in complex models, is a requirement for working with parts that others have created. When I get a part from someone else, I usually look first at the FeatureManager and roll it back if possible to get an idea of how the part was modeled. Looking at sketches, relations, feature order, symmetry, redundancy, sketch reuse, and so on are important steps in being able to repair or edit any part. Using modeling best practice techniques helps to ensure that when edits have to be done, they are easy to accomplish, even if they are done by someone who did not build the part.
Evaluation techniques are really the heart of editing, as you should not make too many changes without a basic evaluation of the strengths and weaknesses of the current model. SolidWorks provides a wide array of evaluation tools. Time spent learning how to use the tools and interpret the results is time well spent.
Horizontal.sldprt
. This part uses several sketches to drive the entire part. Take a look through this part, and try to re-create one that is similar.Vertical.sldprt
, which is provided with the download material. Examine the Vertical part and try to figure out why reordering the fillets causes so many failures.