SOLIDWORKS, Part 12

Hello Everyone! For this post, I have made a CFL Lightbulb and briefly go over the techniques to accomplish this.

First the body of the lamp is created by revolving a closed sketch geometry on the Front Plane.


The diameter is about 1.5 inches so the top line was dimensioned at .75 inches in anticipation of the revolve. Fillets are then later added to smooth out the edges as you can see in the picture. Next we proceed to create the base piece where the threads will be created. Create a new sketch with two opposing circles on the top face of the body. Dimension them about .4 inches from the origin and extrude upwards just a tad bit, and extrude downwards using Direction 2, utilizing the 'Up to Next' extrude option. 


To achieve this I sketched a circle on the bottom face of the body and extruded it to an arbitrary distance while checking the Draft button in the Extrude Property Manager in order to create a 2 degree inwards taper. I finished the base off with a smooth bottom Fillet. Notice how base is a different color. This is done by unchecking the Merge Faces feature in the Property Manager, so that the extrusion creates a new solid body. We officially have a multi-body part. A different material is then subsequently added to the body and the base, hence the contrasting colors. Next, lets add the thread. 


Notice that before I have made the actual thread, a helix was made to wrap around the base which will serve us our Sweep Path for when we cut the thread. In order to make this helix, first create a plane offset from the bottom face of the body. Make sure to offset the plane at a distance around where you want the top of the thread to end. In this case, it should be just a little bit below the body. Once you have created your offset plane, create a New Sketch on it, then click Convert Entitites on the Sketch Toolbar. Notice how a sketch of a circle is created perfectly around the edge of the base. 


Now once you have done this, exit the sketch you created. Select the circle and click Helix under Curves in the Features Toolbar. I used a pitch of about .125 inches and set it to 6 entire revolutions. Make sure to check the Taper Helix option in the Helix Property Manager and choose the same value that coincides with the value of the Draft option you used to extrude the base. In this case 2 degrees inward. Click the checkmark and you should have a helix like the one above. After you have made your helix, create a new 3D sketch. Now select Convert Entities and select the helix. Exit the sketch. This turns your helix into a fully defined 3D sketch. Next I'll show you how to make the actual thread. 


Click on Reference Geometry on the Features Toolbar. Then select the bottom point of the helix and then click the helix curve. This will create a plane perpendicular to the curve and coincident with the bottom point. Click the OK then proceed to create a new sketch on that plane. Sketch a circle away from the helix and dimension it to about .1 inches. Next select the center point of the circle and while holding down ctrl, select the helix curvature. Add a Pierce Point relation on the Sketch Property Manager. Once you have done this, the circle should be aligned with the bottom of the Helix like in the picture above. Exit the sketch and select Sweep Cut from the Features Toolbar. Select the circle for your profile and the helix for your profile path. You should see a preview like the one above. Click OK, and voila! You can fillet the edges of your thread if you want. 

Now lets add the bottom contact piece. After you created your thread click the bottom face of the base. Create a new sketch on it. Draw a circle and then extrude it outwards a small distance. Draft it about 30 degrees for the taper. Click ok. Select Dome and click the top face of the newly created contact. Play around with the distance and options until you have a nice smooth dome you are content with. 


Now lets work on creating the 3D curve where you'll actually be sweeping your bulb. Create a new sketch on the front plane and draw a centerline down the middle to the origin. Starting from the bottom, create a horizontal line followed by a vertical line. Then draw a two point spline from the top to the centerline. Dimension it something like in the picture below. Add a horizontal and vertical sketch relation to the spline handles as depicted below. 


Next select Revolve Surface from the Surfaces Toolbar and select the open sketch profile. The preview should look like the image below. 

Now once you have created this fine piece of construction, open the display pane and check the Transparency option so that you can see through it as so.  

Now let us create a new sketch on the top face of the body. Draw a centerline starting at the origin and extending outwards. Next, draw a line diagonal to it like in the picture below. Add a midpoint relationship between the newly created line and the origin. Dimension it to 45 degrees. Exit the sketch. 

Create a new sketch on the Front Plane. Draw a line coming up from the origin and dimension it about 1.125 inches as so. 

 

We now have the entities we need to do a surface sweep. Select Surface Sweep from the Surfaces Toolbar. Select the bottom line as your sketch profile and the vertical line you just created as your sketch path. You should see this preview. 


Now click the drop-box under Orientation Style in the Surface Sweep Property Manager. Select twist along path. Define the twist using turns and enter a value of 6 turns. This is what you should see in your preview. 


Click OK. 


You should have something like this now. Now here comes the fun part. You can make this easier by selecting the Front View. Once you've done that, under the flyout menu under Convert Entities in your Sketch Toolbar, select Intersection Curve. Select the two faces as shown in the picture below. Click OK. 


A new 3D-sketch has automatically been created. Hide the last swept surfaces to observe what just happened. In the image below, only the last surface sweep was hidden. You should now have something like this if the conversion of the intersecting surfaces was successful. 


Next let us add the top section to this twisting helical path. In order to do this, select Spline on Surface from under the Spline tool in the Sketch Toolbar.  


Sketch a spline like the one above by clicking one of the top endpoints, the center of the dome, and the opposite endpoint. You now have a 3 point spline created on the surface of the top dome. Add an equal curvature relation to the newly created spline and the two opposing helical curves. Click View, then Temporary Axis, then create a coincident relationship between the middle spline point, and the center axis like the one pictured above. Next, lets finish the bottom half of the 3D-curve. 


Create two, two point splines connecting the bottom points of your curve to the center of the extruded circles of the main body. Add an equal curvature relationship between each of the splines and the conjoined curvature. Then, select the bottom spline drag handles one by one and select Along Y axis, to make them vertical as so. Drag them upwards to about the height above. Exit the sketch. Now hide the revolved surface to get a better view of the 3D-sketch.


Pretty cool huh? Now select one of the faces where the 3D-curves meet the body. Create a new sketch on it. Sketch a circle to and dimension it about .3 inches. Select the center of the circle you just created and while holding down ctrl select the curve and add a Pierce relation. the center of the hole will align perpendicular to the curve. Now exit the sketch. 

Finally, select Sweep Surface from the Surfaces Toolbar. Select the sketch containing the circle as the sketch profile and the 3D-curve as the sketch path. This is what you should see. 


Click ok. You are finished. Great job! 



I went a little further and added material to the bulb itself from the materials library. I used white light for a final rendered image looking like this. 


Now time for me to go to bed. Lights out! Hope everyone enjoyed. 


SOLIDWORKS, Part 11

Hello again everyone!

Today we have made a pocket knife by assembling a pivoting blade and handle which houses the blade. In order for us to have made this knife. We started off by making the body of the handle as so..


The sketch was not yet fully defined in this image, but always make sure to fully define your sketched to satisfy your design intent. A good way to fully define splines is to use the Fix relation for the spline handles.We then extruded this 2D drawing and added a few more features to finish the front piece of the handle.

As you can see, we basically made another sketch on top of the front face and used Extrude Cut in order to add square like holes for gripping and aesthetic purposes. Now for the back piece of the handle. 
We made a new sketch on a plane offset about 1/10 an inch from the back of the front face to create the back part of the handle. The bottom of the handle is identical in symmetry to the front so we use Convert Entities on the Sketch Toolbar to replicate the bottom geometry, then we subsequently use a splines to construct the top. Notice how we changed the view to 'Hidden Lines Removed' in order to better sketch on top of our front section. Once we have played with our spline to satisfy the shape we want, we use Extrude Boss/Base to create the solid. Here it is..


Next we use Extrude Cut to cut more features into the back of our handle. We also use Fillets to smooth out the outer edges of the handle. Once complete we came up with this..

Now lets add a nice cosmetic piece to the round hole in our handle. 

As you may have already guessed, we easily created this by sketching a circle on the bottom face of the top piece of the handle, and proceeded to extrude it outwards using the Draft feature to add a slight taper. Now we dome the top for a nice rounded face. 


Now lets add the finishing touches. Here we make this sketch by making a new plane slightly above the domed round piece. 

Finally, we used Extrude Cut and Fillet to smooth out the edges.


Once we have completed this pocket knife handle. We construct the blade. 

With our blade constructed and our handle finished we finally assemble the two parts. There is a hole that get drills through the blade that allows it to pivot across a pin that transverses the handle and blade. This is done later in the assembly drawing using New Part in your assembly drawing. Where you can make a part within the assembly, in this case the pin. Sometimes it is useful to make new parts within your assembly because they allow you to gauge your design intent while being able to keep the other components in mind. This is useful if you are winging a part and don't have exact measurements and dimensions to design off of, as in the case of this knife. 


And now for a full open blade. 


In order to assemble the three parts (remember we made a pin in the assembly drawing), we use what are called Mates. More will be covered on Mates later on. Finally we assign material to the blade and handle and do a final render. 


Thanks guys. Hope you like it. Remember, always work with the blade away from your body. 













SOLIDWORKS, Part 10

Greetings everybody!

It's been awhile since I've posted but today I have a new part. I basically took my micrometer, calipers, and scale and measured out my favorite flash light in order to accurately model it in SolidWorks. Here we have a Rayovac LED 2AA 'Indestructible Flashlight' as they call it. One of their best and affordable rugged models.


Some of the key aspects in modeling this particular Rayovac flashlight is making accurate measurements and determining how to effectively translate them into your model using some of our primary SolidWorks features.

The top cap that is removed to insert the batteries is not included in this drawing because it is a separate part that needs to be added onto the final assembly. The model was started from the very top with the threaded end that accepts the cap to be screwed on. The main features used were Extrude, Revolve, and Extrude Cut. 



 As you can see from this close-up angle. Some cosmetic features were added to smooth out the edges, such as Fillets. The brand name 'Rayovac' was sketched onto a construction line which lied on a plane adjacent to the handle, and then subsequently scribed onto the handle using the Wrap feature.



Once all the fillets were completed, the final touches came into play. Textured rubber was assigned to the flashlight head which houses the bulb, and a nice black powder coated finish was applied to the aluminum-titanium alloy which makes up the base of the flashlight. A transparent yellow glass finish was used for the bulb cover to simulate yellow light. 


Here are the flashlight specifications. I would recommend this flashlight to anybody, it's fantastic. 

Model: DIY2AA-B
Features and Benefits:
  • High performance LEDs and 2 modes: 100 Lumens, 18 Lumens (energy saver)
  • Beam distance: 149 meters, 56 meters (energy saver)
  • Battery run time (alkaline batteries incl.): 15 hours, 35 hours (energy saver)
  • 30 Foot Drop Test Performance!
  • Rubber head and tail cap – shock absorbers; aluminum titanium alloy - toughness
  • Impact resisting internal engineering; “protected” tactical tail cap switch
  • Ergonomic design with thumb area built in
  • Designed for maximum durability + simplicity
  • IPX4 water resistant
  • Lifetime guarantee
  • (2) AA Rayovac alkaline batteries included




SOLIDWORKS, Part 9

Greetings again fine folks!

Here is the compressor to be housed in the turbo.


The primary features used in constructing this are the Loft, Circular Pattern, Revolve Cut, and Revolve features. As you can see the compressor fins are constructed using two rectangles offset above each other and at an angle to each other. Then a 3D Sketch is created to create the curvature along the path that intersects them. The Spline sketch tool is used to accomplish this. The bottom fin is constructed in a similar manner. Once the two fins are completed we use the Circular Pattern feature to created the circular array of fins centered across the central axis. 

Impellers are designed like this in order to suck air from the top and force them down the curvature of the fins into the turbo volute. When spooling it can achieve from anywhere to 80,000 to 200,000 rpm, creating significant amounts of pressure. 


1060 Aluminum Alloy is designated to the part and a final rendering is done. 



SOLIDWORKS, Part 8

Greetings everyone!

For this turbo housing we have used most of the features we have previously discussed, along with the Loft feature complemented with a sketch using 3D Sketch.


This turbo was made by using the Loft Feature, along a tapering cylindrical helix. I will cover more on how to accomplish this later because it can be a little daunting, especially if you are new to using the Loft Feature. 

From here the taper is clearly visible. 

Above is a section view of the turbo using the Top Plane. This main housing is used to house the turbo compressor or impeller, if you will. We have assigned '1060 Aluminum Alloy' to the turbo and used Photoview 360 to accomplish a final rendering. 


Notice how there is debossed text on the output of the turbo volute. This is useful to imprint company logos and model types. We will cover more of how this is accomplished later. 






SOLIDWORKS, Part 7

Greetings again folks!

Here is another part using most of the features we have discussed so far. 


To construct this part we have implemented most of the our basic features. An important aspect of constructing this part is the Mirror feature, which was used to construct the 'wings' which contain the handle, as it were. Using the Mirror feature saves a lot of time and hassle and is truly one of SolidWorks most indispensable features. 

To construct the handlebar that spans across the 'wings', we made a reference plane that cut through the middle of the drawing and sketched our circle. Subsequently, we used the Extrude feature to extrude it in two different directions. In the Extrude Property Manager, for both directions, we select Extrude to Surface, so that our extrusion does not overlap the material. 

Now for this specific part I decided to assign a material to it. I decided to go with Chrome Stainless Steel. You can easily assign material to any of your parts by right clicking in Materials under the Annotations folder in the Feature Manager Design Tree, and clicking Edit Material. You can choose any material from the various choices and select apply to designate it to your part. 


With the material applied, if you have the Photoview 360 add-on, you can select Final Render, from the Photoview 360 Menu found on your menu bar, to view a nice smooth final rendering of your part with applied material. 
 

SOLIDWORKS, Part 6

Hello folks!

Here is another part example with several key SolidWorks features implemented into the design.

Aside from the Rib, Extrude, and Extrude Cut features, we have also used the Linear Sketch Pattern and Circular Sketch Pattern, to sketch the holes on the base and top respectively.  Notice that we have also used another Reference Plane to construct the top portion of the part.


Here we can see it from the top view port.