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【分享】Top down design guide

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发表于 2002-1-30 19:55:11 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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引用自PTC公司,是English的
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2
发表于 2002-1-30 20:01:03 | 只看该作者
3
发表于 2002-1-31 12:47:12 | 只看该作者
哪个版本的?
4
发表于 2002-1-31 19:23:06 | 只看该作者
20
5
发表于 2002-2-1 16:05:16 | 只看该作者
转贴
I. Introduction – Background on MMT
  
Often times when creating a complex product, the designer will create the parts using complex surface geometry.  As a result, they create several parts that contain numerous features involving different surfacing techniques.  The end result is that they have several parts that all must mate together perfectly.  This in itself is not necessarily difficult to do.  However, when the design changes, they must go back to each individual part and change the geometry.  After each part is changed, they go back to the final assembly and verify that everything mates up correctly, which can prove to be very difficult at times.  Some examples of this type of situation include products like, cellular phones, remote controls, and other plastic parts that must mate up correctly.
The solution to this problem is what many advanced Pro/E users call the Master Modeling Technique (MMT).  Rather than have multiple parts with different feature configurations, why not have one single model (master model) that drives the overall design of the product?  By doing this, when any design changes are initiated, the user only has to update one model.  Once they change the master, all of the other parts update accordingly.
The process itself is fairly simple.  First of all, the user creates the master model of the outside surfaces of the complete product.  In the case of a cellular phone, the user would create the front bezel, the back plate, battery, and any other outside surfaces.  The model itself would only be the outside surface geometry, not any solid components.
The next step is to create “blank” parts for the various components that make of the cell phone.  The blank parts are usually just start parts that have default datums, standard views, and any other parameters that a company wants in all of their parts.
Once the blank parts have been created, they are assembled into a “master” assembly.  Also, the master model is placed into this assembly.  This is not the final assembly, but merely a “working” assembly for adding geometry to the various components.
Next, the user would go back to the master model and begin publishing geometry.  Publishing geometry is the process of making geometrical features such as surfaces, datum curves, and points available to other Pro/E parts.  So when they go back into the master assembly, they can modify each individual component and use the Copy geometry function to copy the published geometry.  Now each component contains references to the master model.  If the master model changes, the components change as well.
Now that each component contains the copied geometry, the user would then create the solid model from the surface geometry and any other detail items like bosses, holes, etc.  At this stage, the user has all of the components they need and they are solid, ready to be manufactured.  The final step is to create a new top level assembly with the solid components.  The nice thing about having this top-level assembly is that the components can be moved and tested for interference and motion without affecting the overall surface geometry.
Any design changes are now done to the master model.  Once the master model is changed, the user pulls up the master assembly and regenerates, thus passing down all of the changes to all of the components.  This type of design philosophy makes changes and modifications to products very easy and predictable.
6
发表于 2002-8-13 14:16:31 | 只看该作者
这我知道 ,谢谢!!!!
7
发表于 2002-8-17 10:34:24 | 只看该作者
来晚了,不能下载,哪位好心人能给我发一份吗?谢谢了!!!
ly12880475_cn@sina.com.cn
8
发表于 2002-8-25 16:52:30 | 只看该作者
我有2000i2版本的教材,
9
发表于 2002-8-25 16:56:09 | 只看该作者
2
10
发表于 2002-8-25 16:59:17 | 只看该作者
3
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