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Skeleton sketch
Skeleton sketch









skeleton sketch

With Inter Part, if its like in-context, you always have to make reference to the assembly. Some parts could be synchronous, but they would be ones you don’t want to drive from the master model or master sketch. Why use Master Model and not something like Inter Part (in-context)? I think with Inter Part you’re still stuck with an ordered only workflow. I know ST4 has some multi-body capability, but I don’t want to get into massive work-around mode if we don’t have to. The problem with this is that we might end up needing ST5 with all of its multi-body glory to complete what we start. This method starts out intensely multi-body, and transitions to individual parts, then to assembly modeling. Splits can happen by sketch or surface body. Except the split feature might have to be an ordered feature. This is the technique I use most, and I think it is compatible with a Synchronous way of working. The second is to model the major shapes in a single multi-body part, and then split it all out to individual part files. Alarm clock housing modeled as a single part, then broken into individual parts where the detail is added, then re-assembled in an assembly. I think we established earlier that this can be done through Family of Parts, which would seem to work well. I don’t see a way to use a sketch to drive Synch parts. One problem I see with this is that it is going to turn into an Ordered workflow. If you could just have a stand alone sketch by using something like an external block that could be shared between parts, that would be great. The way I really do it would be to start a sketch in a part, and then put the part into several individual parts.

skeleton sketch

In practice I don’t really do it that way. This could also be called skeleton or master sketch. The first is where I use a sketch in the assembly, and model parts around the sketch, such that the sketch drives all of the individual parts. Portions of the sketch are used directly or copied parametrically to actually drive features.

#SKELETON SKETCH SERIES#

Series of sketches used as a master sketch to layout a Batmobile in SW. I have two different techniques that I call Master Model techniques. If I learn something up front, then I still learn it, and avoid the public embarrassment. It’s true that you learn more through failure than through success (by which measure I should be pretty smart by now), but it might not be the best idea to actually plan to fail. It affects the workflow throughout the rest of the project, so getting it wrong off the bat would mean a lot of “learning opportunities” later on if you know what I mean. Regardless of the specifics of the project, this is the type of decision you have to make early on in the process. Before embarking on this design project, I want to make sure I understand the Master Model techniques available in Solid Edge.











Skeleton sketch