1 00:00:00,000 --> 00:00:05,712 2 00:00:05,712 --> 00:00:08,260 >> ANSEL DUFF: All right, hi, everybody. 3 00:00:08,260 --> 00:00:09,140 My name's Ansel. 4 00:00:09,140 --> 00:00:13,260 I am, as you know, a senior in mechanical engineering in [INAUDIBLE]. 5 00:00:13,260 --> 00:00:15,260 Today, we're going to spend a little bit of time 6 00:00:15,260 --> 00:00:18,220 reviewing how to design a part from scratch 7 00:00:18,220 --> 00:00:21,690 and how to ensure that it will suit the needs of whatever its application may 8 00:00:21,690 --> 00:00:22,190 be. 9 00:00:22,190 --> 00:00:26,210 >> So today, we will first design this little lens support. 10 00:00:26,210 --> 00:00:28,310 I have a couple of them printed out here. 11 00:00:28,310 --> 00:00:33,710 And I have one actually attached to the mount that I just sat down right here. 12 00:00:33,710 --> 00:00:38,790 And this just holds up a lens like so, mounts onto some 13 00:00:38,790 --> 00:00:42,470 rails-- I don't have enough hands to hold this-- just like that. 14 00:00:42,470 --> 00:00:45,940 So we'll go over how that was designed, and then 15 00:00:45,940 --> 00:00:48,260 move on to another part, which is an iPhone 16 00:00:48,260 --> 00:00:51,260 dock, which I've displayed here, in orange. 17 00:00:51,260 --> 00:00:53,760 We'll go over how to CAD those, how they were designed, 18 00:00:53,760 --> 00:00:57,510 how to take measurements, and how to ensure that this won't tip over, 19 00:00:57,510 --> 00:01:00,030 for example, or this won't buckle under loads. 20 00:01:00,030 --> 00:01:02,320 >> All right, so before we get started, I just 21 00:01:02,320 --> 00:01:06,060 want to talk about some overarching design principles 22 00:01:06,060 --> 00:01:08,387 when you're designing a part from scratch. 23 00:01:08,387 --> 00:01:10,220 Much like when you're writing code, you want 24 00:01:10,220 --> 00:01:13,590 to be very explicit in what you tell the computer. 25 00:01:13,590 --> 00:01:16,490 You never want to leave anything ambiguous. 26 00:01:16,490 --> 00:01:18,914 Luckily for us, in SolidWorks, when you sketch something, 27 00:01:18,914 --> 00:01:21,080 all the lines are blue when you initially draw them, 28 00:01:21,080 --> 00:01:24,686 and they become black once they're constrained in three dimensional space. 29 00:01:24,686 --> 00:01:26,810 So if you have a sketch with some blue lines on it, 30 00:01:26,810 --> 00:01:29,726 you know that you need to fix some of those things before you move on. 31 00:01:29,726 --> 00:01:33,680 It's just like a sanity check before you make a picture out of a sketch. 32 00:01:33,680 --> 00:01:37,270 >> So like I said, you want to be really explicit in how 33 00:01:37,270 --> 00:01:38,871 the sketches are defined. 34 00:01:38,871 --> 00:01:41,120 The way that it works is you start out with one point. 35 00:01:41,120 --> 00:01:43,590 SolidWorks gives you an origin in three dimensional space. 36 00:01:43,590 --> 00:01:44,610 And that point is fixed. 37 00:01:44,610 --> 00:01:47,750 And it will always be there and will never move, ever, ever, ever. 38 00:01:47,750 --> 00:01:50,380 So you base your whole sketch around this one point. 39 00:01:50,380 --> 00:01:54,032 And then you relate every line to either the origin or another line 40 00:01:54,032 --> 00:01:55,240 that's related to the origin. 41 00:01:55,240 --> 00:01:58,365 So I know this sounds a little abstract right now, but once we get started, 42 00:01:58,365 --> 00:01:59,730 it'll be a little bit clearer. 43 00:01:59,730 --> 00:02:03,430 But just like I said, make sure that everything is black, 44 00:02:03,430 --> 00:02:05,730 everything is completely defined, before we move on 45 00:02:05,730 --> 00:02:08,270 and you won't run into problems later. 46 00:02:08,270 --> 00:02:11,400 >> Another thing that I'm really big on is putting a lot of emphasis 47 00:02:11,400 --> 00:02:16,370 on making sure that you design your part for scalability such that you can tweak 48 00:02:16,370 --> 00:02:20,540 it later if a measurement is a little bit off with no negative consequences 49 00:02:20,540 --> 00:02:21,360 or effects. 50 00:02:21,360 --> 00:02:24,240 And the way do we do that is we add a lot of relations. 51 00:02:24,240 --> 00:02:29,670 So for example, when we define this part, we have two parallel faces here. 52 00:02:29,670 --> 00:02:32,190 Well, we told SolidWorks that they are parallel, 53 00:02:32,190 --> 00:02:35,050 and you can draw two parallel lines, and SolidWorks 54 00:02:35,050 --> 00:02:36,560 will snap your lines to a grid. 55 00:02:36,560 --> 00:02:39,290 But unless you explicitly tell it that these lines need 56 00:02:39,290 --> 00:02:43,640 to be parallel, maybe later on down the road when you try to extend the top 57 00:02:43,640 --> 00:02:46,690 or maybe extend the base, if you hadn't added that relation in, 58 00:02:46,690 --> 00:02:50,520 everything can become a mess. 59 00:02:50,520 --> 00:02:52,890 >> So let's get started here. 60 00:02:52,890 --> 00:02:56,062 And if at any point you have a question, please feel free to interrupt me. 61 00:02:56,062 --> 00:02:57,020 It goes without saying. 62 00:02:57,020 --> 00:02:59,290 But we'll get started. 63 00:02:59,290 --> 00:03:04,680 So SolidWorks comes with tutorials that teach you the syntax of the GUI. 64 00:03:04,680 --> 00:03:07,080 I think it would not be an efficient use of our time 65 00:03:07,080 --> 00:03:09,290 to go over which buttons to click. 66 00:03:09,290 --> 00:03:12,910 So I'll go very slowly today and walk through every step that I'm taking. 67 00:03:12,910 --> 00:03:15,680 But just know that if you feel lost or confused, 68 00:03:15,680 --> 00:03:19,220 there are tutorials that explain exactly what I'm doing here 69 00:03:19,220 --> 00:03:21,070 but on a little bit of a lower level. 70 00:03:21,070 --> 00:03:22,820 And I'm going to put a lot emphasis today 71 00:03:22,820 --> 00:03:24,627 on adding relations to everything. 72 00:03:24,627 --> 00:03:25,960 I'm going to go over that a lot. 73 00:03:25,960 --> 00:03:26,795 You guys are going to get sick of it. 74 00:03:26,795 --> 00:03:27,836 But it's super important. 75 00:03:27,836 --> 00:03:31,019 And you'll see down the road that if we want to tweak a dimension, 76 00:03:31,019 --> 00:03:31,810 it's really useful. 77 00:03:31,810 --> 00:03:33,650 So we'll get started here. 78 00:03:33,650 --> 00:03:34,940 We'll select new. 79 00:03:34,940 --> 00:03:36,690 And we're going to design a part. 80 00:03:36,690 --> 00:03:40,500 SolidWorks has three different types of files you can have. 81 00:03:40,500 --> 00:03:42,410 There are parts, assemblies, and drawings. 82 00:03:42,410 --> 00:03:45,900 Assemblies are just multiple parts with relations, 83 00:03:45,900 --> 00:03:48,690 so the parts are related to each other in three dimensional space. 84 00:03:48,690 --> 00:03:52,730 And then, a drawing is a document that you might send to a machine shop 85 00:03:52,730 --> 00:03:55,640 or whatever to actually manufacture your part. 86 00:03:55,640 --> 00:03:59,140 >> So we'll start with a part here and click OK. 87 00:03:59,140 --> 00:04:00,690 Now, we have a blank canvas. 88 00:04:00,690 --> 00:04:03,810 So we're going to start out with this. 89 00:04:03,810 --> 00:04:06,810 And what we first are going to do, and this is true for every part, 90 00:04:06,810 --> 00:04:10,750 is we need to create some sort of stock, some sort of material. 91 00:04:10,750 --> 00:04:15,340 And then, once we have the material, we can extrude these web features. 92 00:04:15,340 --> 00:04:18,540 I even wrote CS50 on the front of it, and then a hole in the bottom. 93 00:04:18,540 --> 00:04:21,200 So first, let's start out. 94 00:04:21,200 --> 00:04:25,320 We're going to select Sketch over here, and then Sketch again. 95 00:04:25,320 --> 00:04:28,100 And SolidWorks prompts us with three different planes. 96 00:04:28,100 --> 00:04:31,390 You can add planes later on down the road when you're designing your part. 97 00:04:31,390 --> 00:04:35,440 But we're first going to have these three orthogonal planes. 98 00:04:35,440 --> 00:04:38,220 And we will select top plane right now. 99 00:04:38,220 --> 00:04:39,130 Oops. 100 00:04:39,130 --> 00:04:41,350 That was not the top plane. 101 00:04:41,350 --> 00:04:43,700 Just go back here and-- 102 00:04:43,700 --> 00:04:46,040 >> There's always this tree that is floating around here. 103 00:04:46,040 --> 00:04:49,080 And this allows you to select features of your build or planes 104 00:04:49,080 --> 00:04:50,334 or any relations. 105 00:04:50,334 --> 00:04:51,500 And then, the part material. 106 00:04:51,500 --> 00:04:53,410 So we're going to sketch on the top plane. 107 00:04:53,410 --> 00:04:54,650 So we hit top. 108 00:04:54,650 --> 00:04:56,304 And we are normal to it. 109 00:04:56,304 --> 00:04:57,720 And then, here's our origin point. 110 00:04:57,720 --> 00:05:02,960 So let's just make some sort of shape here. 111 00:05:02,960 --> 00:05:05,340 We know that there is going to be a curve on the bottom 112 00:05:05,340 --> 00:05:06,700 and a curve on the top. 113 00:05:06,700 --> 00:05:11,550 So this is actually designed to fit onto this piece here. 114 00:05:11,550 --> 00:05:14,915 This is actually a lens support that was given to us by our production team. 115 00:05:14,915 --> 00:05:16,420 And it wasn't tall enough. 116 00:05:16,420 --> 00:05:19,890 >> So the purpose of this part is actually to just extend this a little bit 117 00:05:19,890 --> 00:05:23,359 by-- we'd chosen two inches, what we measured. 118 00:05:23,359 --> 00:05:24,400 And it will just bolt on. 119 00:05:24,400 --> 00:05:26,816 There's a hole that already existed in the bottom of this. 120 00:05:26,816 --> 00:05:28,960 So we know that we want the width of our piece 121 00:05:28,960 --> 00:05:30,950 to be the same as the width of the support. 122 00:05:30,950 --> 00:05:34,500 And then, we want the radius on the bottom to be the same as the radius 123 00:05:34,500 --> 00:05:36,740 here so that it fits nice and snugly. 124 00:05:36,740 --> 00:05:40,980 And then, we'll add a hole on the bottom that we can bolt it onto it. 125 00:05:40,980 --> 00:05:45,070 >> So we're just going to start out with the footprint of this feature, which 126 00:05:45,070 --> 00:05:46,090 is just this base. 127 00:05:46,090 --> 00:05:51,790 It's like a rectangle, but with curves on the top and bottom. 128 00:05:51,790 --> 00:05:54,962 I don't know if I can make this stand up. 129 00:05:54,962 --> 00:05:57,670 So to do that in SolidWorks, we could start out with a rectangle. 130 00:05:57,670 --> 00:05:59,870 But that won't be exactly what we need because we 131 00:05:59,870 --> 00:06:02,220 need a curved face on the top and bottom. 132 00:06:02,220 --> 00:06:04,340 So I just selected line over here. 133 00:06:04,340 --> 00:06:07,620 And now, when you see the pencil tool moving around now, 134 00:06:07,620 --> 00:06:09,280 that means that we are ready to draw. 135 00:06:09,280 --> 00:06:11,700 So we're going to start at the origin. 136 00:06:11,700 --> 00:06:13,390 And we're going to draw vertically. 137 00:06:13,390 --> 00:06:17,110 >> You'll notice that as the line becomes vertical, it'll snap to vertical. 138 00:06:17,110 --> 00:06:20,860 And you see that this little yellow box right to the bottom right 139 00:06:20,860 --> 00:06:23,800 of the pointer, that means that SolidWorks is automatically 140 00:06:23,800 --> 00:06:24,920 adding a relation for you. 141 00:06:24,920 --> 00:06:28,100 So that's the theme of today, what are the relations. 142 00:06:28,100 --> 00:06:31,830 So when we click this, you'll notice that it's black 143 00:06:31,830 --> 00:06:34,250 because SolidWorks knows that it's a vertical line 144 00:06:34,250 --> 00:06:35,830 and it began at the origin. 145 00:06:35,830 --> 00:06:38,550 But the endpoint is blue because we didn't tell SolidWorks 146 00:06:38,550 --> 00:06:39,950 how long the line is. 147 00:06:39,950 --> 00:06:43,450 So we're just going to make another one of these. 148 00:06:43,450 --> 00:06:46,170 In fact, I'll even draw it purposefully off vertical 149 00:06:46,170 --> 00:06:47,930 so that we can add the relation in. 150 00:06:47,930 --> 00:06:50,690 >> You'll notice that it automatically wants 151 00:06:50,690 --> 00:06:53,460 to add another line from the endpoint of the first line. 152 00:06:53,460 --> 00:06:57,194 So if you just double click like I did here, we have another line. 153 00:06:57,194 --> 00:06:59,110 If you just double click, it will cancel that. 154 00:06:59,110 --> 00:07:02,320 So we can hit the green arrow. 155 00:07:02,320 --> 00:07:04,237 I'm just going to delete this. 156 00:07:04,237 --> 00:07:06,070 On most keyboards, there'll be a delete key. 157 00:07:06,070 --> 00:07:10,320 But on a laptop keyboard, you have to hit the function key and then delete. 158 00:07:10,320 --> 00:07:14,430 So we select it, and hit function, delete, and it goes away. 159 00:07:14,430 --> 00:07:16,660 So we need to add the relation telling SolidWorks 160 00:07:16,660 --> 00:07:18,630 that these lines are, in fact, parallel. 161 00:07:18,630 --> 00:07:20,540 So I select one. 162 00:07:20,540 --> 00:07:24,110 And then I'll hit the Control key, hold it down, and select the other. 163 00:07:24,110 --> 00:07:27,850 And then this dialogue box pops up right near our cursor. 164 00:07:27,850 --> 00:07:30,330 So we have a couple different options here. 165 00:07:30,330 --> 00:07:33,854 >> We can make them both vertical, make them both horizontal, parallel. 166 00:07:33,854 --> 00:07:36,270 In this case, making them parallel and making the vertical 167 00:07:36,270 --> 00:07:37,710 will accomplish the same task. 168 00:07:37,710 --> 00:07:40,162 But we can just hit parallel. 169 00:07:40,162 --> 00:07:42,370 And then, we're going to add one more relation, which 170 00:07:42,370 --> 00:07:45,290 is we're going to again hold down Control, select both, and tell 171 00:07:45,290 --> 00:07:47,500 SolidWorks that they're the same length. 172 00:07:47,500 --> 00:07:48,750 Cool. 173 00:07:48,750 --> 00:07:53,230 So now, what I'm going to do is add what's called a center line. 174 00:07:53,230 --> 00:07:55,370 >> So if we hit the line tool and the little arrow, 175 00:07:55,370 --> 00:07:56,940 this drop down will pop up. 176 00:07:56,940 --> 00:07:59,090 And we have the center line option. 177 00:07:59,090 --> 00:08:03,110 You'll know that something is a center line because it's dashed. 178 00:08:03,110 --> 00:08:04,610 It's not a solid line. 179 00:08:04,610 --> 00:08:06,750 So let's draw one in. 180 00:08:06,750 --> 00:08:10,780 And we need to tell SolidWorks that this is going to be horizontal. 181 00:08:10,780 --> 00:08:11,760 Cool. 182 00:08:11,760 --> 00:08:16,330 >> So this is just going to be the baseline upon which we will make sure 183 00:08:16,330 --> 00:08:20,090 that these, like this one, isn't too high up. 184 00:08:20,090 --> 00:08:24,100 So it seems to have already did that automatically. 185 00:08:24,100 --> 00:08:25,970 But just to be safe, we'll make it explicit. 186 00:08:25,970 --> 00:08:30,430 So if we select this point here, and then again, holding down Control, 187 00:08:30,430 --> 00:08:33,460 select this line, we have the option of making them coincident. 188 00:08:33,460 --> 00:08:35,470 So we'll select that. 189 00:08:35,470 --> 00:08:37,830 Do that again one more time. 190 00:08:37,830 --> 00:08:40,320 And now, we know that these lines are the same length. 191 00:08:40,320 --> 00:08:41,230 They're parallel. 192 00:08:41,230 --> 00:08:44,330 And they start on the same-- this will become a plane, 193 00:08:44,330 --> 00:08:47,250 but it's a line for now. 194 00:08:47,250 --> 00:08:50,510 >> AUDIENCE: So is it the second one you clicked 195 00:08:50,510 --> 00:08:54,750 on that is made coincident with the first one, or is it-- 196 00:08:54,750 --> 00:08:59,170 >> ANSEL DUFF: So both lines have endpoints that are coincident with this line. 197 00:08:59,170 --> 00:09:02,370 So since everything is really simple right now because it's orthogonal. 198 00:09:02,370 --> 00:09:05,189 >> AUDIENCE: Is one always moved to the other? 199 00:09:05,189 --> 00:09:05,980 ANSEL DUFF: Oh, OK. 200 00:09:05,980 --> 00:09:07,850 Yeah, so it's the order that you click it. 201 00:09:07,850 --> 00:09:11,100 So if I had clicked the point and then the line versus the line 202 00:09:11,100 --> 00:09:12,990 and then the point, yeah. 203 00:09:12,990 --> 00:09:16,890 But luckily, the origin is a fixed point in space. 204 00:09:16,890 --> 00:09:20,370 So now, we need to define their length, which 205 00:09:20,370 --> 00:09:23,250 we can do by clicking this smart dimension in the upper left. 206 00:09:23,250 --> 00:09:27,130 And then, select something that we want to dimension. 207 00:09:27,130 --> 00:09:31,380 So this is probably one of the most important things in design, 208 00:09:31,380 --> 00:09:34,040 dimension all of your pieces. 209 00:09:34,040 --> 00:09:36,780 This is how you tell the program how tall it's 210 00:09:36,780 --> 00:09:41,620 going to be, what the radius is for the top and bottom curved faces, the depth, 211 00:09:41,620 --> 00:09:42,682 and so on and so forth. 212 00:09:42,682 --> 00:09:44,890 And that's all done through the smart dimension tool. 213 00:09:44,890 --> 00:09:48,660 >> So if we click on the line, this little arrow pops up. 214 00:09:48,660 --> 00:09:52,740 And this can tell us once we click, we get a prompt wherein 215 00:09:52,740 --> 00:09:55,540 we can type that we want this part to be 2 inches tall. 216 00:09:55,540 --> 00:09:59,160 We had measured, and 2 inches seemed like it would be plenty of space. 217 00:09:59,160 --> 00:10:00,770 So we hit 2.00. 218 00:10:00,770 --> 00:10:01,860 2 is also fine. 219 00:10:01,860 --> 00:10:03,050 Hit Enter. 220 00:10:03,050 --> 00:10:06,460 And then, you'll notice that both lines are now 2 inches tall. 221 00:10:06,460 --> 00:10:10,174 >> Now question, our first line is completely black. 222 00:10:10,174 --> 00:10:12,090 It has two black endpoints and the line itself 223 00:10:12,090 --> 00:10:14,350 is black because it's completely constrained 224 00:10:14,350 --> 00:10:15,760 in this two dimensional plane. 225 00:10:15,760 --> 00:10:17,640 But this line is blue. 226 00:10:17,640 --> 00:10:19,250 Why is that the case? 227 00:10:19,250 --> 00:10:21,030 Why is that line blue? 228 00:10:21,030 --> 00:10:24,902 We've told SolidWorks that it's parallel to our original line. 229 00:10:24,902 --> 00:10:26,860 AUDIENCE: How far it is from the original line. 230 00:10:26,860 --> 00:10:28,280 ANSEL DUFF: Exactly, correct. 231 00:10:28,280 --> 00:10:30,591 So here's where we need to measure. 232 00:10:30,591 --> 00:10:32,340 We don't know how far this is going to be. 233 00:10:32,340 --> 00:10:34,040 How wide is this supposed to be? 234 00:10:34,040 --> 00:10:36,980 So we can hit Smart Dimension, then select the first line. 235 00:10:36,980 --> 00:10:38,420 You'll notice that it's blue. 236 00:10:38,420 --> 00:10:39,800 Then, select the second line. 237 00:10:39,800 --> 00:10:41,720 And we get this width prompt. 238 00:10:41,720 --> 00:10:42,740 So we can click it. 239 00:10:42,740 --> 00:10:46,040 And SolidWorks now wants to know how wide the part is going to be. 240 00:10:46,040 --> 00:10:46,790 But we don't know. 241 00:10:46,790 --> 00:10:48,510 So we have to measure. 242 00:10:48,510 --> 00:10:51,540 So we take our part, and we use a pair of calipers. 243 00:10:51,540 --> 00:10:53,650 And we're going to just measure the width here. 244 00:10:53,650 --> 00:10:59,020 >> So calipers are a really precise way of measuring any dimension, really. 245 00:10:59,020 --> 00:11:03,170 They have two measuring prongs, I guess. 246 00:11:03,170 --> 00:11:06,380 There's one on the bottom that can measure externally. 247 00:11:06,380 --> 00:11:08,041 So you'll clamp down on something. 248 00:11:08,041 --> 00:11:10,790 And then, there are two prongs on top that can measure internally, 249 00:11:10,790 --> 00:11:12,910 like the diameter of a hole, for example. 250 00:11:12,910 --> 00:11:17,190 So calipers are typically good to about a thousandth of an inch, 251 00:11:17,190 --> 00:11:20,430 meaning that each tick on the front face here 252 00:11:20,430 --> 00:11:22,790 represents one thousandth of an inch. 253 00:11:22,790 --> 00:11:26,200 Typically, engineers will speak saying thou. 254 00:11:26,200 --> 00:11:27,830 It's slang, almost. 255 00:11:27,830 --> 00:11:30,450 Saying a part is 80 thou thick. 256 00:11:30,450 --> 00:11:32,640 It's like, this is 80 thousandths of an inch, just 257 00:11:32,640 --> 00:11:34,860 some lingo to cue you guys in on. 258 00:11:34,860 --> 00:11:37,920 >> So since they're so precise, the first tool, 259 00:11:37,920 --> 00:11:40,660 or the first step when using calipers, is you open the prongs up. 260 00:11:40,660 --> 00:11:44,940 And then you wipe them to eliminate any gunk that 261 00:11:44,940 --> 00:11:47,490 will change your measurements. 262 00:11:47,490 --> 00:11:48,520 And then, we close them. 263 00:11:48,520 --> 00:11:50,210 And we ensure that it is zero. 264 00:11:50,210 --> 00:11:51,960 I'm not sure if you can see all that well, 265 00:11:51,960 --> 00:11:55,620 but once they're closed, the needle lines up with zero pretty well. 266 00:11:55,620 --> 00:11:57,620 So we don't need to adjust anything. 267 00:11:57,620 --> 00:12:00,040 So now, we open them up. 268 00:12:00,040 --> 00:12:03,730 We're going to clamp down. 269 00:12:03,730 --> 00:12:07,870 And I'll try my best to hold it up here. 270 00:12:07,870 --> 00:12:11,210 >> There are inch indications on the actual stem 271 00:12:11,210 --> 00:12:12,850 of the caliper, every tenth of an inch. 272 00:12:12,850 --> 00:12:17,610 And then, there are hundred ticks, thousand, so 1/10 of an inch 273 00:12:17,610 --> 00:12:18,110 all around. 274 00:12:18,110 --> 00:12:21,000 So we clamp down here. 275 00:12:21,000 --> 00:12:23,280 And we see that it's just past the one inch mark. 276 00:12:23,280 --> 00:12:26,090 And it goes to four ticks past. 277 00:12:26,090 --> 00:12:31,920 So one inch plus 4/1000 is 1.004 inches. 278 00:12:31,920 --> 00:12:34,820 I suspect that whoever designed this part designed it to be one inch, 279 00:12:34,820 --> 00:12:37,970 and then the anodizing added two thou on each side, 280 00:12:37,970 --> 00:12:42,198 so 1.004 inches is our measurement. 281 00:12:42,198 --> 00:12:45,054 >> AUDIENCE: How important was the vertical height measurement 282 00:12:45,054 --> 00:12:46,429 that you originally talked about? 283 00:12:46,429 --> 00:12:49,064 284 00:12:49,064 --> 00:12:51,730 ANSEL DUFF: This is kind of the specificity of this part itself. 285 00:12:51,730 --> 00:12:54,550 But you'll notice that there's a bolt holding this in. 286 00:12:54,550 --> 00:12:59,250 Two inches was more than enough when we were 287 00:12:59,250 --> 00:13:01,300 talking about how tall this part should be. 288 00:13:01,300 --> 00:13:03,008 It only really needs to be about an inch. 289 00:13:03,008 --> 00:13:05,010 We just held a tape measure up and eyed it. 290 00:13:05,010 --> 00:13:07,010 So we added another inch just for safety. 291 00:13:07,010 --> 00:13:11,430 And if it is too long, this can slide down and accommodate that extra height. 292 00:13:11,430 --> 00:13:14,390 So two inches was not measured that accurately. 293 00:13:14,390 --> 00:13:19,120 We just kind of eyed it knowing that it could be adjusted and accommodated for. 294 00:13:19,120 --> 00:13:22,800 So we'll enter in 1.004, hit Enter. 295 00:13:22,800 --> 00:13:24,690 >> Cool, now both lines are black. 296 00:13:24,690 --> 00:13:25,750 We're good to go. 297 00:13:25,750 --> 00:13:30,130 So now, we need to put in an arc here and an arc here. 298 00:13:30,130 --> 00:13:33,740 Spoiler alert, this is just kind of another specificity of this part. 299 00:13:33,740 --> 00:13:37,070 They are the same radius because it's just an extender. 300 00:13:37,070 --> 00:13:41,002 So if you had made the top radius and the bottom radius different, 301 00:13:41,002 --> 00:13:42,960 you might be able to accommodate a larger lens. 302 00:13:42,960 --> 00:13:44,210 But that wasn't our goal here. 303 00:13:44,210 --> 00:13:47,400 So we have no idea how big this radius was. 304 00:13:47,400 --> 00:13:50,200 But we knew the lens that it was trying to accommodate. 305 00:13:50,200 --> 00:13:53,610 So much like we had just measured the width using our calipers, 306 00:13:53,610 --> 00:13:57,560 we will do the same thing, if I can get them, for our lens here. 307 00:13:57,560 --> 00:14:04,840 >> So I'm just going to open them up wide here, fit them around the lens, 308 00:14:04,840 --> 00:14:07,180 don't press too much because it's rubber. 309 00:14:07,180 --> 00:14:09,400 We don't want to deflect it. 310 00:14:09,400 --> 00:14:16,890 And we see this 3.465 is the width. 311 00:14:16,890 --> 00:14:20,000 So that 3.465 is going to be the diameter 312 00:14:20,000 --> 00:14:23,020 that we are going to make these radii. 313 00:14:23,020 --> 00:14:27,214 We're going to go over here and select the arc tool in our shape plane. 314 00:14:27,214 --> 00:14:30,380 Hit the drop down, you'll notice there are a couple different types of arcs. 315 00:14:30,380 --> 00:14:32,890 We're going to use center point arc, which 316 00:14:32,890 --> 00:14:37,150 is us defining the center point and then two endpoints. 317 00:14:37,150 --> 00:14:39,440 >> But as you can see, there's also a tangent 318 00:14:39,440 --> 00:14:41,560 and three point arc option available. 319 00:14:41,560 --> 00:14:45,920 So let's go here and just hit a center point arbitrarily. 320 00:14:45,920 --> 00:14:48,270 And then, let's draw it here. 321 00:14:48,270 --> 00:14:51,430 And I'm going to purposely go past what we need. 322 00:14:51,430 --> 00:14:54,960 So everything is blue here, and that's because we 323 00:14:54,960 --> 00:14:57,960 need to somehow make this point be completely 324 00:14:57,960 --> 00:15:02,390 between these two and some specified distance away. 325 00:15:02,390 --> 00:15:05,330 So let's add in another center line. 326 00:15:05,330 --> 00:15:07,865 Just going to draw it vertically. 327 00:15:07,865 --> 00:15:11,620 SolidWorks again snaps to vertical. 328 00:15:11,620 --> 00:15:16,350 If you're ever wondering if in fact this is vertical, if you select it here, 329 00:15:16,350 --> 00:15:19,450 you'll get all the relations on a line listed in this box. 330 00:15:19,450 --> 00:15:20,880 >> So we see vertical, too. 331 00:15:20,880 --> 00:15:24,080 That's telling us that the line is in fact vertical. 332 00:15:24,080 --> 00:15:27,560 I have the option turned off right now to show relations. 333 00:15:27,560 --> 00:15:31,190 Relations are shown by this little green box with some symbol. 334 00:15:31,190 --> 00:15:33,062 In this case, it's a vertical line. 335 00:15:33,062 --> 00:15:35,020 They can get kind of cluttered, especially when 336 00:15:35,020 --> 00:15:36,640 you have a lot of features happening in your drawing. 337 00:15:36,640 --> 00:15:38,330 So I just to turn them off. 338 00:15:38,330 --> 00:15:41,515 But if ever you need to know the relations on a line, an arc, 339 00:15:41,515 --> 00:15:45,090 a point, what have you, just select it, and then there's a list here. 340 00:15:45,090 --> 00:15:47,720 >> So vertical was done by SolidWorks. 341 00:15:47,720 --> 00:15:50,910 We added in the parallel to the second line. 342 00:15:50,910 --> 00:15:53,740 Equal radius, equal length was just us telling 343 00:15:53,740 --> 00:15:55,640 SolidWorks these are both the same length. 344 00:15:55,640 --> 00:15:59,730 And then the distance was specified by this one inch. 345 00:15:59,730 --> 00:16:00,520 Cool. 346 00:16:00,520 --> 00:16:05,290 So we will add in the center line, can extend it down. 347 00:16:05,290 --> 00:16:07,360 And then, we need to tell SolidWorks that it 348 00:16:07,360 --> 00:16:09,650 is equidistant between these two. 349 00:16:09,650 --> 00:16:12,390 So I'm going to add in another center line here. 350 00:16:12,390 --> 00:16:15,260 351 00:16:15,260 --> 00:16:18,990 >> And you'll notice that it's coincident on both of these. 352 00:16:18,990 --> 00:16:22,880 But we have no way yet of saying that this line needs 353 00:16:22,880 --> 00:16:25,000 to hit the midpoint of this line. 354 00:16:25,000 --> 00:16:26,820 So we can add in a point. 355 00:16:26,820 --> 00:16:28,440 We go over here and select Point. 356 00:16:28,440 --> 00:16:30,100 Looks like a little asterisk. 357 00:16:30,100 --> 00:16:32,480 Then, as we move it along this line, you'll 358 00:16:32,480 --> 00:16:35,730 notice that there is that yellow box in the middle of it. 359 00:16:35,730 --> 00:16:38,110 And when we hover over the box, the symbol 360 00:16:38,110 --> 00:16:43,210 goes from those three lines in this little yellow box to just two lines. 361 00:16:43,210 --> 00:16:45,960 And that's SolidWorks's way of saying, this is the midpoint. 362 00:16:45,960 --> 00:16:48,790 So we make a line there, make a dot, rather. 363 00:16:48,790 --> 00:16:50,820 And in our relations box, it says midpoint. 364 00:16:50,820 --> 00:16:52,750 So we know that's in the middle. 365 00:16:52,750 --> 00:16:55,870 And then, hit the green check. 366 00:16:55,870 --> 00:16:59,600 Undo the point box, because it'll just continue drawing points every time you 367 00:16:59,600 --> 00:17:01,004 click, which we don't want. 368 00:17:01,004 --> 00:17:02,420 So this point is already selected. 369 00:17:02,420 --> 00:17:05,069 Now, we're going to make this point and this line coincident. 370 00:17:05,069 --> 00:17:06,680 So hold down Control. 371 00:17:06,680 --> 00:17:07,819 Select this. 372 00:17:07,819 --> 00:17:09,240 Select coincident. 373 00:17:09,240 --> 00:17:10,349 And you're good to go. 374 00:17:10,349 --> 00:17:11,974 Sometimes, I'm just going to undo that. 375 00:17:11,974 --> 00:17:13,990 Sometimes, when you have these two selected, 376 00:17:13,990 --> 00:17:15,819 that little box doesn't pop up. 377 00:17:15,819 --> 00:17:18,060 You can always just pop over to this left plane, 378 00:17:18,060 --> 00:17:20,510 or left pane, rather, and then hit coincident, 379 00:17:20,510 --> 00:17:22,520 and it'll have the same end result. 380 00:17:22,520 --> 00:17:23,260 Cool. 381 00:17:23,260 --> 00:17:27,950 >> So center lines are black if they're partially defined. 382 00:17:27,950 --> 00:17:30,895 The end points in this are blue because we haven't defined its length. 383 00:17:30,895 --> 00:17:31,770 But we don't need to. 384 00:17:31,770 --> 00:17:34,780 It's not really relevant. 385 00:17:34,780 --> 00:17:37,870 So now, we're going to put the center point of our arc on this line. 386 00:17:37,870 --> 00:17:38,870 So we've selected it. 387 00:17:38,870 --> 00:17:40,370 Again, hit Control. 388 00:17:40,370 --> 00:17:41,570 Select the line. 389 00:17:41,570 --> 00:17:42,970 Make it coincident. 390 00:17:42,970 --> 00:17:47,110 Now, we know that this arc is going to be symmetric to the lines. 391 00:17:47,110 --> 00:17:50,490 And now, we're going to make the endpoint of our arc 392 00:17:50,490 --> 00:17:52,440 and the endpoint of our line coincident. 393 00:17:52,440 --> 00:17:55,800 So I just was holding down Control, selected both of those, 394 00:17:55,800 --> 00:17:58,500 and I hit merge in the left pane. 395 00:17:58,500 --> 00:18:03,270 And now, we have a completely symmetric arc on the bottom. 396 00:18:03,270 --> 00:18:05,530 >> So we need to have another one up top. 397 00:18:05,530 --> 00:18:08,250 I'm going to highlight this just by clicking on it. 398 00:18:08,250 --> 00:18:12,810 And then hit Command C, and then move the mouse away, Command V. 399 00:18:12,810 --> 00:18:14,260 And now we have another one. 400 00:18:14,260 --> 00:18:19,730 So again, we need to add all of our relations just to mirror this up top. 401 00:18:19,730 --> 00:18:24,380 And select it, or select this center point. 402 00:18:24,380 --> 00:18:31,130 Hit Control, select this line, make them coincident, cool. 403 00:18:31,130 --> 00:18:32,980 I want to just move through this. 404 00:18:32,980 --> 00:18:37,840 All I'm doing now is I'm just going to merge all the endpoints. 405 00:18:37,840 --> 00:18:41,420 And then one last time. 406 00:18:41,420 --> 00:18:43,140 Cool, so now we have two arcs. 407 00:18:43,140 --> 00:18:47,030 >> But we need to tell SolidWorks that they are of the same radius. 408 00:18:47,030 --> 00:18:53,540 So we'll select them both and say equal. 409 00:18:53,540 --> 00:18:54,600 Cool. 410 00:18:54,600 --> 00:18:57,850 And now, we will finally define their radius. 411 00:18:57,850 --> 00:19:03,000 So I believe we said-- I don't remember what the number was. 412 00:19:03,000 --> 00:19:04,356 I think it was . 413 00:19:04,356 --> 00:19:07,500 3.465. 414 00:19:07,500 --> 00:19:11,120 Yeah 3.465 was our diameter. 415 00:19:11,120 --> 00:19:13,460 But you'll notice that we're defining the radius. 416 00:19:13,460 --> 00:19:20,730 So what we're going to do is say 3.465 divided by 2. 417 00:19:20,730 --> 00:19:24,470 The dimension box can understand algebraic expressions. 418 00:19:24,470 --> 00:19:28,862 You can use parentheses, multiplication, division, et cetera, et cetera. 419 00:19:28,862 --> 00:19:30,570 So that's all we're doing here because we 420 00:19:30,570 --> 00:19:33,290 need to divide the diameter by 2 to get the radius. 421 00:19:33,290 --> 00:19:34,059 Hit Enter. 422 00:19:34,059 --> 00:19:36,100 We're fully defined, we'll notice that everything 423 00:19:36,100 --> 00:19:38,330 is black except for this center line. 424 00:19:38,330 --> 00:19:40,142 That is fine, doesn't need to be. 425 00:19:40,142 --> 00:19:41,350 So now we have our footprint. 426 00:19:41,350 --> 00:19:44,760 We have the platform that we will extrude to make the solid. 427 00:19:44,760 --> 00:19:47,730 Then, once we have the solid, we can add all the other features. 428 00:19:47,730 --> 00:19:51,210 The hole in the bottom, this webbing to save a little bit of material, and then 429 00:19:51,210 --> 00:19:53,810 this bridge in the middle that says CS50. 430 00:19:53,810 --> 00:19:57,430 >> So we're going to exit this sketch, and we're going to extrude it. 431 00:19:57,430 --> 00:20:00,200 SolidWorks is based on sketches and features. 432 00:20:00,200 --> 00:20:03,160 Once you've created a sketch and everything is completely defined, 433 00:20:03,160 --> 00:20:05,540 you can exit the sketch and make a feature out of it. 434 00:20:05,540 --> 00:20:07,331 In this case, we're going to extrude, we're 435 00:20:07,331 --> 00:20:09,470 going to create material from the sketch. 436 00:20:09,470 --> 00:20:13,490 But when we do the hole, you'll see that we create a sketch for the whole 437 00:20:13,490 --> 00:20:15,400 and then make an extruded cut from the hole. 438 00:20:15,400 --> 00:20:19,240 So if we go over from the top left and hit Exit Sketch, 439 00:20:19,240 --> 00:20:22,540 we go to features pane, only most everything is grayed out. 440 00:20:22,540 --> 00:20:25,090 But we do have the option to extrude boss base, which 441 00:20:25,090 --> 00:20:26,490 is what we're going to select. 442 00:20:26,490 --> 00:20:30,040 >> Once we hit this, you'll notice that the solid actually comes out. 443 00:20:30,040 --> 00:20:32,510 SolidWorks has some default, maybe a tenth of an inch, 444 00:20:32,510 --> 00:20:34,230 but we'll define the height. 445 00:20:34,230 --> 00:20:36,209 So we hit extrude boss base. 446 00:20:36,209 --> 00:20:37,750 Now, you'll notice that it's a solid. 447 00:20:37,750 --> 00:20:40,770 And we need to define the depth, this d1 over here. 448 00:20:40,770 --> 00:20:45,740 So again, we're going to measure the height using our part here. 449 00:20:45,740 --> 00:20:49,010 We want the height to be the same height as the arm 450 00:20:49,010 --> 00:20:53,560 here that the part came on so that it looks clean and does overhang. 451 00:20:53,560 --> 00:20:54,990 There's no need for it. 452 00:20:54,990 --> 00:20:58,390 >> So again, with our calipers, we just measure here. 453 00:20:58,390 --> 00:21:01,276 This is pretty similar to what we did before and wiggle it 454 00:21:01,276 --> 00:21:03,650 around a little bit, make sure you have nice, firm grasp. 455 00:21:03,650 --> 00:21:06,770 This is made out of aluminum, so it's not going to deflect at all. 456 00:21:06,770 --> 00:21:13,710 And we see that it is 0.751. 457 00:21:13,710 --> 00:21:15,100 Awesome. 458 00:21:15,100 --> 00:21:18,850 So we'll just type in 0.75. 459 00:21:18,850 --> 00:21:21,200 And now, we have our solid. 460 00:21:21,200 --> 00:21:25,180 So this is what will become the lens support itself. 461 00:21:25,180 --> 00:21:27,430 We have a couple more features to add in. 462 00:21:27,430 --> 00:21:31,330 >> So before, we were sketching on the top plane. 463 00:21:31,330 --> 00:21:33,490 But now, we can sketch on any plane of the solid. 464 00:21:33,490 --> 00:21:36,010 Or we could create our own plane using what's 465 00:21:36,010 --> 00:21:38,840 called reference geometry, which is not necessary right now, 466 00:21:38,840 --> 00:21:40,540 but could be later. 467 00:21:40,540 --> 00:21:42,180 So let's just select this plane. 468 00:21:42,180 --> 00:21:45,180 And then we're going to hit-- you'll notice that this little box pops up 469 00:21:45,180 --> 00:21:47,010 when you move the mouse around. 470 00:21:47,010 --> 00:21:49,760 If you lose it, it's always available on the top here. 471 00:21:49,760 --> 00:21:53,420 There's this web of a box with a little arrow beside it. 472 00:21:53,420 --> 00:21:56,430 You'll notice that there is a plane with an arrow coming out of it. 473 00:21:56,430 --> 00:21:59,370 If you click this, this will make the view that you're looking at, 474 00:21:59,370 --> 00:22:02,400 the computer's view, normal to the plane you've selected. 475 00:22:02,400 --> 00:22:03,650 >> So we hit that. 476 00:22:03,650 --> 00:22:06,460 And we have the plane that we're going to sketch on. 477 00:22:06,460 --> 00:22:09,921 So if we go over to the sketch box over here we hit sketch, 478 00:22:09,921 --> 00:22:12,670 SolidWorks is going to say, I don't know which plane to sketch on. 479 00:22:12,670 --> 00:22:13,960 Which one did you intend? 480 00:22:13,960 --> 00:22:15,711 And it won't even let you sketch anything. 481 00:22:15,711 --> 00:22:16,918 It won't let you do anything. 482 00:22:16,918 --> 00:22:18,800 That's why there's this error message. 483 00:22:18,800 --> 00:22:19,830 So we hit the x. 484 00:22:19,830 --> 00:22:23,282 We need to select the plane first and then hit sketch. 485 00:22:23,282 --> 00:22:24,240 Now, we're going to go. 486 00:22:24,240 --> 00:22:26,300 It didn't give us any errors or warnings. 487 00:22:26,300 --> 00:22:31,060 So all we're going to do in this case is really just to find some webbing. 488 00:22:31,060 --> 00:22:33,860 And then, I made a little bridge to say CS50. 489 00:22:33,860 --> 00:22:35,770 We can keep that in there. 490 00:22:35,770 --> 00:22:38,560 So one neat little feature that we can do 491 00:22:38,560 --> 00:22:42,480 is we can unhide the sketch that we made for the footprint 492 00:22:42,480 --> 00:22:44,960 and use all those geometries in this sketch. 493 00:22:44,960 --> 00:22:48,090 So in our feature tree, we have this boss extrude one. 494 00:22:48,090 --> 00:22:51,020 And then, I hit the little plus arrow underneath it. 495 00:22:51,020 --> 00:22:52,960 And sketch two pops up. 496 00:22:52,960 --> 00:22:55,702 So we can-- it's always a good idea to label things, 497 00:22:55,702 --> 00:22:57,160 just like when you're writing code. 498 00:22:57,160 --> 00:22:59,090 You want to appropriately label your variables 499 00:22:59,090 --> 00:23:00,880 so that it's clear how you're using them. 500 00:23:00,880 --> 00:23:02,630 It's the same case in SolidWorks where you 501 00:23:02,630 --> 00:23:06,190 want to label all your features so that you know exactly what they do. 502 00:23:06,190 --> 00:23:11,062 >> So if you select a feature and then hold your mouse down over it, 503 00:23:11,062 --> 00:23:12,520 it prompts you to rename something. 504 00:23:12,520 --> 00:23:15,320 So we'll call this base. 505 00:23:15,320 --> 00:23:20,940 And then, same thing here, we'll just call this sketch base. 506 00:23:20,940 --> 00:23:25,570 So by default, once you've exited a sketch, it becomes hidden. 507 00:23:25,570 --> 00:23:28,620 But you can change this just by hitting this. 508 00:23:28,620 --> 00:23:33,370 And then, this little box will pop up with a pair of glasses. 509 00:23:33,370 --> 00:23:37,790 And you hit show, and now we have everything back. 510 00:23:37,790 --> 00:23:39,921 You can see that there are endpoints here. 511 00:23:39,921 --> 00:23:40,420 Cool. 512 00:23:40,420 --> 00:23:47,160 >> So now, what we can do is we will sketch-- we can just hit line here 513 00:23:47,160 --> 00:23:52,630 or even I'm going to just select all these entities, again, 514 00:23:52,630 --> 00:23:55,140 by holding down Control. 515 00:23:55,140 --> 00:23:58,320 And I'm going to go up here to offset entities. 516 00:23:58,320 --> 00:24:01,920 So we want to add some wall thickness. 517 00:24:01,920 --> 00:24:05,350 And that can be done by just taking the base footprint, 518 00:24:05,350 --> 00:24:08,190 and then offsetting entities on the inside. 519 00:24:08,190 --> 00:24:10,550 >> So then, we'll specify the depth. 520 00:24:10,550 --> 00:24:14,050 So SolidWorks, by default, goes for the outside, apparently. 521 00:24:14,050 --> 00:24:17,230 You could see this yellow line around the base of our feature. 522 00:24:17,230 --> 00:24:20,680 So if we just hit reverse, now it becomes inside, which is cool. 523 00:24:20,680 --> 00:24:23,010 A tenth of an inch sounds fine. 524 00:24:23,010 --> 00:24:24,020 We hit the green arrow. 525 00:24:24,020 --> 00:24:26,190 And we have our dimension down here. 526 00:24:26,190 --> 00:24:31,730 Now typically, if we're defining this part to be like a load bearing part, 527 00:24:31,730 --> 00:24:34,190 I guess technically it is varying the load of the lens. 528 00:24:34,190 --> 00:24:36,505 But the plastic that we're using to print these 529 00:24:36,505 --> 00:24:42,900 is actually pretty strong, so we're just going to guess on the wall thickness. 530 00:24:42,900 --> 00:24:48,670 A tenth of an inch is plenty, probably a third of that is really required, 531 00:24:48,670 --> 00:24:50,940 but we'll just add a little bit more for rigidity. 532 00:24:50,940 --> 00:24:53,740 >> If we were designing it to be a part on, say, a race car, 533 00:24:53,740 --> 00:24:56,890 we would run it through a computer simulation called Finite Element 534 00:24:56,890 --> 00:25:01,740 Analysis, FEA, wherein the computer meshes up our part into arbitrarily 535 00:25:01,740 --> 00:25:04,170 many little mesh segments. 536 00:25:04,170 --> 00:25:07,940 And then, we subject it to loads and fixtures like saying, 537 00:25:07,940 --> 00:25:13,960 don't let the base move, but subject the top curved face to a load of 150 538 00:25:13,960 --> 00:25:15,440 Newtons normal to it. 539 00:25:15,440 --> 00:25:18,040 Or I guess it's a curved face, it can't be normal to it. 540 00:25:18,040 --> 00:25:21,250 But downward, and then it will tell you when the part will fail 541 00:25:21,250 --> 00:25:24,260 and which areas of the part are under the most stress. 542 00:25:24,260 --> 00:25:25,920 It's overkill right now. 543 00:25:25,920 --> 00:25:30,080 But we'll just eye it, a tenth of an inch is plenty. 544 00:25:30,080 --> 00:25:31,450 >> Cool, so now we have all this. 545 00:25:31,450 --> 00:25:38,000 And we're going to add in another centerline to bisect this part here. 546 00:25:38,000 --> 00:25:39,440 Just the same procedure as before. 547 00:25:39,440 --> 00:25:41,273 I'm going to start to go a little bit faster 548 00:25:41,273 --> 00:25:43,350 because this is becoming a little repetitive. 549 00:25:43,350 --> 00:25:44,510 We'll add a point. 550 00:25:44,510 --> 00:25:46,140 That is the midpoint here. 551 00:25:46,140 --> 00:25:47,990 In fact, this is even unnecessary. 552 00:25:47,990 --> 00:25:52,870 >> We can just draw the centerline from the midpoint. 553 00:25:52,870 --> 00:25:54,230 So we find it. 554 00:25:54,230 --> 00:25:55,670 That yellow box pops up. 555 00:25:55,670 --> 00:25:57,930 So we hover over it. 556 00:25:57,930 --> 00:26:00,200 Draw it across again. 557 00:26:00,200 --> 00:26:05,130 Now, we have this line is bisecting this line. 558 00:26:05,130 --> 00:26:08,110 This vertical line here. 559 00:26:08,110 --> 00:26:12,560 >> So again, we can offset entities. 560 00:26:12,560 --> 00:26:13,720 We want to. 561 00:26:13,720 --> 00:26:18,740 We're going to create the bridge on which we will later extrude cut, CS50. 562 00:26:18,740 --> 00:26:20,280 We want to add some thickness to it. 563 00:26:20,280 --> 00:26:24,440 So we hit offset entities, and by default, it adds a line on one side. 564 00:26:24,440 --> 00:26:27,670 But if we just hit bidirectional, there's a little check box down here, 565 00:26:27,670 --> 00:26:29,120 it adds two. 566 00:26:29,120 --> 00:26:30,890 And let's make this a little bit thicker. 567 00:26:30,890 --> 00:26:36,050 So say 0.15, maybe even a little bit more than that. 568 00:26:36,050 --> 00:26:41,960 So this is 0.2 inches on each side, so 0.4 inches in total. 569 00:26:41,960 --> 00:26:46,035 Can move the dimensions out of the way so that we don't clutter the drawing. 570 00:26:46,035 --> 00:26:47,950 That looks good. 571 00:26:47,950 --> 00:26:49,810 >> Typically, when you're dimensioning a part, 572 00:26:49,810 --> 00:26:53,840 there are seemingly infinitely many ways to display all the dimensions 573 00:26:53,840 --> 00:26:55,310 on your sketch. 574 00:26:55,310 --> 00:27:01,490 In the interest of not cluttering it, it's nice to move your dimensions away. 575 00:27:01,490 --> 00:27:04,850 And there are other rules that kind of follow, 576 00:27:04,850 --> 00:27:07,420 like you don't want them to crisscross or overlap, 577 00:27:07,420 --> 00:27:08,980 because it becomes ambiguous. 578 00:27:08,980 --> 00:27:10,450 But this is good for now. 579 00:27:10,450 --> 00:27:12,040 So hit the green arrow. 580 00:27:12,040 --> 00:27:13,900 Now, we want to add in this webbing, which 581 00:27:13,900 --> 00:27:17,030 we're going to do in the same way with offset entities. 582 00:27:17,030 --> 00:27:18,350 >> So we hit center line. 583 00:27:18,350 --> 00:27:24,400 And I'm just going to draw two x's in here on the top and bottom. 584 00:27:24,400 --> 00:27:25,552 Here is one. 585 00:27:25,552 --> 00:27:26,885 do the same thing on the bottom. 586 00:27:26,885 --> 00:27:30,390 587 00:27:30,390 --> 00:27:32,590 And you'll notice that all of these lines 588 00:27:32,590 --> 00:27:36,070 are black because all of the points, all their endpoints, 589 00:27:36,070 --> 00:27:37,170 are completely defined. 590 00:27:37,170 --> 00:27:37,990 So that's cool. 591 00:27:37,990 --> 00:27:40,000 We don't need to add any more relations. 592 00:27:40,000 --> 00:27:46,370 And let's select them and hit offset entities again. 593 00:27:46,370 --> 00:27:49,792 And that ought to do it. 594 00:27:49,792 --> 00:27:53,190 You can only do one at a time, which is fine. 595 00:27:53,190 --> 00:27:56,130 Offset entities, whoa, that looks crazy. 596 00:27:56,130 --> 00:27:58,940 597 00:27:58,940 --> 00:28:02,750 I accidentally selected more than one thing. 598 00:28:02,750 --> 00:28:05,432 Offset entities, that's weird. 599 00:28:05,432 --> 00:28:07,342 Don't know why it's doing that. 600 00:28:07,342 --> 00:28:10,110 601 00:28:10,110 --> 00:28:14,150 Hm, didn't expect that. 602 00:28:14,150 --> 00:28:15,380 That's fine. 603 00:28:15,380 --> 00:28:17,480 We will just do it by hand. 604 00:28:17,480 --> 00:28:21,270 >> So we will add in-- I'm just going to draw in some lines 605 00:28:21,270 --> 00:28:24,010 here that we will add relations to in a bit. 606 00:28:24,010 --> 00:28:29,860 607 00:28:29,860 --> 00:28:33,710 So we want these lines to be parallel to this line. 608 00:28:33,710 --> 00:28:36,200 So we just hit make parallel. 609 00:28:36,200 --> 00:28:40,880 Then likewise, on the other side, cool. 610 00:28:40,880 --> 00:28:43,880 611 00:28:43,880 --> 00:28:47,533 And we'll just make the endpoints match. 612 00:28:47,533 --> 00:28:49,497 >> AUDIENCE: All of these varied thicknesses, 613 00:28:49,497 --> 00:28:51,461 is this just experience and insight? 614 00:28:51,461 --> 00:28:53,916 Or is there math that's behind the choice 615 00:28:53,916 --> 00:28:56,862 of these thicknesses for the structural integrity? 616 00:28:56,862 --> 00:29:00,690 >> ANSEL DUFF: Yeah, so right now, I'm just kind of going off of instinct 617 00:29:00,690 --> 00:29:03,330 and eyeing it, guessing. 618 00:29:03,330 --> 00:29:06,640 We had made a version zero prototype. 619 00:29:06,640 --> 00:29:08,140 It's around here, and clear. 620 00:29:08,140 --> 00:29:11,010 And I had guessed a tenth of an inch, and I 621 00:29:11,010 --> 00:29:14,030 had the idea to just print one, a dummy, try it out. 622 00:29:14,030 --> 00:29:18,510 Maybe modify a couple of the dimensions, and then go for the actual part. 623 00:29:18,510 --> 00:29:20,150 But a tenth of an inch was fine. 624 00:29:20,150 --> 00:29:23,830 If we wanted to be really a bit more thorough, what we could do 625 00:29:23,830 --> 00:29:26,730 is we could calculate the axial stress under which it's 626 00:29:26,730 --> 00:29:29,700 placed from the weight of a lens. 627 00:29:29,700 --> 00:29:33,260 >> A great engineering practice and one that is upheld universally 628 00:29:33,260 --> 00:29:35,590 is to design in a safety factor. 629 00:29:35,590 --> 00:29:38,287 So let's say this lens weighs three pounds. 630 00:29:38,287 --> 00:29:39,120 I just made that up. 631 00:29:39,120 --> 00:29:42,210 But if we weighted this lens, and it weighs three pounds, 632 00:29:42,210 --> 00:29:46,630 and you design your part to be able to sustain three pounds, 633 00:29:46,630 --> 00:29:49,940 but buckle after that, then that's not really great practice 634 00:29:49,940 --> 00:29:52,752 because there's going to be impulse when you pick the camera up. 635 00:29:52,752 --> 00:29:54,710 This will experience greater than three pounds. 636 00:29:54,710 --> 00:29:57,560 So you always want to design your part for greater 637 00:29:57,560 --> 00:29:59,320 than it will actually ever experience. 638 00:29:59,320 --> 00:30:03,490 So typically, a safety factor of two is fine for something like this. 639 00:30:03,490 --> 00:30:06,000 But honestly, at a 1/10 of an inch wall thickness, 640 00:30:06,000 --> 00:30:08,260 this probably has a safety factor of like 15. 641 00:30:08,260 --> 00:30:11,030 So right now, we're just going off of instinct. 642 00:30:11,030 --> 00:30:14,470 >> But if we were to do it out of a material that's 643 00:30:14,470 --> 00:30:17,320 a little bit easier to work with, like aluminum or steel, 644 00:30:17,320 --> 00:30:20,650 we could calculate the stress and then compare that 645 00:30:20,650 --> 00:30:25,277 to that material's yield stress or ultimate stress. 646 00:30:25,277 --> 00:30:28,110 AUDIENCE: Does this kind of plastic such numbers associated with it? 647 00:30:28,110 --> 00:30:29,600 Or is it [INAUDIBLE]? 648 00:30:29,600 --> 00:30:30,600 ANSEL DUFF: No, it does. 649 00:30:30,600 --> 00:30:33,390 So what we're using out of our 3D printer 650 00:30:33,390 --> 00:30:36,500 is PLA filament, which is like a bioplastic. 651 00:30:36,500 --> 00:30:39,550 And although I haven't personally looked these up, 652 00:30:39,550 --> 00:30:43,910 I know there are figures available for yield stress and yield 653 00:30:43,910 --> 00:30:47,790 sheer associated with this plastic. 654 00:30:47,790 --> 00:30:51,040 We did not design for that because it's actually hollowed out. 655 00:30:51,040 --> 00:30:55,260 The MakerBot software processes honeycomb, and it adds it in. 656 00:30:55,260 --> 00:30:57,660 So it's not completely solid. 657 00:30:57,660 --> 00:31:00,240 So those calculations would be faulty. 658 00:31:00,240 --> 00:31:03,350 They would not be accurate, unless we made this completely solid. 659 00:31:03,350 --> 00:31:06,330 But it would take days to print in that case. 660 00:31:06,330 --> 00:31:11,850 So just in the interest of time, we let the hollowing happen and test. 661 00:31:11,850 --> 00:31:17,040 >> So now, we're just going to tell SolidWorks 662 00:31:17,040 --> 00:31:19,460 that these are the same distance away. 663 00:31:19,460 --> 00:31:21,120 So there are two ways of doing this. 664 00:31:21,120 --> 00:31:25,310 One way is to go to Smart Dimension and dimension both of these lines 665 00:31:25,310 --> 00:31:26,950 and to make them the same number. 666 00:31:26,950 --> 00:31:29,450 That's not a great practice because down the road, 667 00:31:29,450 --> 00:31:33,000 if we find that this webbing is too thin, we would have to go 668 00:31:33,000 --> 00:31:38,450 and change eight dimensions just for one fundamental property, right? 669 00:31:38,450 --> 00:31:42,200 >> If we said that these webs are buckling, let's double their thickness, 670 00:31:42,200 --> 00:31:44,810 you don't want to have to go in and modify eight dimensions. 671 00:31:44,810 --> 00:31:46,240 It's like when you're writing code, if you're 672 00:31:46,240 --> 00:31:47,950 going to be using the same number over and over 673 00:31:47,950 --> 00:31:50,710 and over again, you define a constant at the beginning of the file, 674 00:31:50,710 --> 00:31:52,120 and then use that constant throughout. 675 00:31:52,120 --> 00:31:54,580 And then, when it's time to change it, you only have to change one number. 676 00:31:54,580 --> 00:31:56,030 It's the same principle here. 677 00:31:56,030 --> 00:31:59,210 So our constant is adding relations. 678 00:31:59,210 --> 00:32:01,990 >> So we'll dimension it one time. 679 00:32:01,990 --> 00:32:09,450 So we'll go Smart Dimension, we can go 0.05. 680 00:32:09,450 --> 00:32:14,770 And I'm making this half of our 100 thou thickness 681 00:32:14,770 --> 00:32:17,595 because there'll be two sides to it. 682 00:32:17,595 --> 00:32:22,100 So we define it once, and then we add center lines to make the relations. 683 00:32:22,100 --> 00:32:24,480 So we go here. 684 00:32:24,480 --> 00:32:25,360 We make two. 685 00:32:25,360 --> 00:32:27,970 And then, we're just going to make these equal length. 686 00:32:27,970 --> 00:32:29,505 The dimension will be taken care of. 687 00:32:29,505 --> 00:32:33,652 So highlight both, make them equal, and now this line is black. 688 00:32:33,652 --> 00:32:34,610 So we'll do that again. 689 00:32:34,610 --> 00:32:38,250 690 00:32:38,250 --> 00:32:41,230 Just going to go a little bit faster. 691 00:32:41,230 --> 00:32:44,810 >> You'll notice that when I'm hovering the mouse over the line, it becomes orange. 692 00:32:44,810 --> 00:32:46,250 And then, I click. 693 00:32:46,250 --> 00:32:50,630 You can be sure that the line is-- these two lines are coincident. 694 00:32:50,630 --> 00:32:53,370 They meet at this end point because it was highlighted orange 695 00:32:53,370 --> 00:32:55,170 when we selected it. 696 00:32:55,170 --> 00:33:00,740 So make these parallel, likewise for this piece. 697 00:33:00,740 --> 00:33:04,680 We're going to do the same thing with our center lines, zoom in a little bit. 698 00:33:04,680 --> 00:33:12,330 699 00:33:12,330 --> 00:33:14,230 Just select these. 700 00:33:14,230 --> 00:33:16,530 Selected a face there, that's why it turned blue. 701 00:33:16,530 --> 00:33:20,410 >> And I'm going to go back to the original and make them all equal. 702 00:33:20,410 --> 00:33:25,390 So we dictated the length of this with this dimension, 0.05 inches. 703 00:33:25,390 --> 00:33:28,695 And because we made these all equals, SolidWorks just figured the rest out. 704 00:33:28,695 --> 00:33:33,695 705 00:33:33,695 --> 00:33:36,260 I'm trying to think. 706 00:33:36,260 --> 00:33:39,340 >> One option is we could take all these, in fact, 707 00:33:39,340 --> 00:33:40,840 we probably didn't even need this x. 708 00:33:40,840 --> 00:33:41,881 And we could mirror them. 709 00:33:41,881 --> 00:33:43,270 You could manually redraw them. 710 00:33:43,270 --> 00:33:46,230 But it's a bit redundant because the features are the same. 711 00:33:46,230 --> 00:33:49,390 So what we will do is-- actually won't be 712 00:33:49,390 --> 00:33:51,720 able to mirror it because these are not mirror images. 713 00:33:51,720 --> 00:33:55,030 714 00:33:55,030 --> 00:33:55,720 Whoops. 715 00:33:55,720 --> 00:34:01,750 >> So what I was thinking is this bulges out, and this bulges in. 716 00:34:01,750 --> 00:34:03,910 So this is concave and this is convex. 717 00:34:03,910 --> 00:34:06,720 If they were both convex or both concave, 718 00:34:06,720 --> 00:34:09,679 you could highlight all of these, mirror them about the center line, 719 00:34:09,679 --> 00:34:11,670 and then everything would be taken care of. 720 00:34:11,670 --> 00:34:14,159 But if we were to do that, this line would 721 00:34:14,159 --> 00:34:16,451 translate to being a convex line down here. 722 00:34:16,451 --> 00:34:17,659 But we need it to be concave. 723 00:34:17,659 --> 00:34:18,960 So that's no good. 724 00:34:18,960 --> 00:34:22,710 We'll just draw it in by hand. 725 00:34:22,710 --> 00:34:26,400 Adding in the cross of our center line. 726 00:34:26,400 --> 00:34:28,199 Great. 727 00:34:28,199 --> 00:34:31,510 Go back, select actual line, can zoom in. 728 00:34:31,510 --> 00:34:34,420 >> In SolidWorks, you can just zoom by scrolling on your mouse. 729 00:34:34,420 --> 00:34:37,489 And then, the middle click, so if you have a mouse with a jog wheel, 730 00:34:37,489 --> 00:34:39,800 if you hold down that jog wheel, that will 731 00:34:39,800 --> 00:34:42,659 allow you to change your view orientation. 732 00:34:42,659 --> 00:34:46,250 Some mice, like mine here, they do not come with jog wheels. 733 00:34:46,250 --> 00:34:48,980 It's a touch pad on top effectively. 734 00:34:48,980 --> 00:34:53,060 So I've configured my mouse using a program called Magic Press, which 735 00:34:53,060 --> 00:34:57,020 is a free Mac preference program to be able to just hold 736 00:34:57,020 --> 00:35:00,330 two fingers down onto it and move the part around for view. 737 00:35:00,330 --> 00:35:05,056 So if you're using a Mac and running a Windows virtual machine like I am, 738 00:35:05,056 --> 00:35:08,580 I've seen a lot of people with the same Magic Mouse, 739 00:35:08,580 --> 00:35:10,550 I would recommend Magic Press. 740 00:35:10,550 --> 00:35:12,040 It's free. 741 00:35:12,040 --> 00:35:16,300 So you can make these parallel. 742 00:35:16,300 --> 00:35:17,590 Oops. 743 00:35:17,590 --> 00:35:18,970 Not what I want. 744 00:35:18,970 --> 00:35:21,300 >> So sometimes, when you're working at an obscure angle, 745 00:35:21,300 --> 00:35:23,750 it can be kind of hard to see the relation. 746 00:35:23,750 --> 00:35:26,950 So we're just going to select this little box here and then go back 747 00:35:26,950 --> 00:35:28,700 to the normal. 748 00:35:28,700 --> 00:35:31,700 And that'll make everything a lot easier to look at. 749 00:35:31,700 --> 00:35:33,747 So sometimes, the part will be really far away. 750 00:35:33,747 --> 00:35:36,330 If you want to zoom in and have it fit your screen if you just 751 00:35:36,330 --> 00:35:38,944 hit F on your keyboard, that zooms in. 752 00:35:38,944 --> 00:35:41,610 You can see it's kind of far away because these center lines are 753 00:35:41,610 --> 00:35:43,220 a bit longer than they need to be. 754 00:35:43,220 --> 00:35:52,340 But if we just shorten these down a bit, like so, and then hit F again, 755 00:35:52,340 --> 00:35:54,392 now zoom in. 756 00:35:54,392 --> 00:35:55,730 So we make these parallel. 757 00:35:55,730 --> 00:36:00,260 758 00:36:00,260 --> 00:36:01,970 Awesome. 759 00:36:01,970 --> 00:36:05,350 Do likewise here. 760 00:36:05,350 --> 00:36:08,590 >> And then, we'll add in those little support structures, 761 00:36:08,590 --> 00:36:14,422 these center lines to dictate the depth or the thickness of these lines. 762 00:36:14,422 --> 00:36:16,380 You'll notice that when I'm drawing, SolidWorks 763 00:36:16,380 --> 00:36:18,120 creates that yellow dashed line. 764 00:36:18,120 --> 00:36:21,030 That dashed line is normal or orthogonal to the line 765 00:36:21,030 --> 00:36:24,140 that this line that we're drawing started on. 766 00:36:24,140 --> 00:36:26,190 So if you follow that dashed yellow line, 767 00:36:26,190 --> 00:36:30,141 you can be sure that it is in fact orthogonal. 768 00:36:30,141 --> 00:36:31,080 We'll do it again. 769 00:36:31,080 --> 00:36:33,980 770 00:36:33,980 --> 00:36:37,650 >> Just for good measure, we can double check 771 00:36:37,650 --> 00:36:42,500 once we're done sketching just by selecting a line, 772 00:36:42,500 --> 00:36:46,800 and all the relations come up here, perpendicular, awesome. 773 00:36:46,800 --> 00:36:50,960 We'll make these all equal length. 774 00:36:50,960 --> 00:36:51,760 Select them all. 775 00:36:51,760 --> 00:36:54,676 Then, we're going to go back to the original line that we dimensioned. 776 00:36:54,676 --> 00:36:56,850 Select that, hit equal, and then we zoom out. 777 00:36:56,850 --> 00:36:57,980 These lines are all black. 778 00:36:57,980 --> 00:36:58,890 Cool. 779 00:36:58,890 --> 00:37:02,170 >> So we are ready to exit our sketch and cut out these webs. 780 00:37:02,170 --> 00:37:06,017 So we hit Exit Sketch notice that the sketch is still highlighted here 781 00:37:06,017 --> 00:37:07,850 because we're going to do something with it. 782 00:37:07,850 --> 00:37:11,470 Now, if I go to Features and I hit Extrude Cut, which is now an option, 783 00:37:11,470 --> 00:37:13,220 it's going to freak out because it doesn't 784 00:37:13,220 --> 00:37:16,340 know which sketch we're going to use as the base. 785 00:37:16,340 --> 00:37:18,540 So leave that. 786 00:37:18,540 --> 00:37:19,370 We can hide this. 787 00:37:19,370 --> 00:37:21,180 We don't have any need for it. 788 00:37:21,180 --> 00:37:23,106 >> So we select the sketch that we just made. 789 00:37:23,106 --> 00:37:23,980 We can even label it. 790 00:37:23,980 --> 00:37:28,670 We'll call it webbing, or just web sketch. 791 00:37:28,670 --> 00:37:31,020 Now that it's highlighted, we can extrude 792 00:37:31,020 --> 00:37:33,450 it, which is-- we don't want to create material. 793 00:37:33,450 --> 00:37:36,130 We want to cut material away. 794 00:37:36,130 --> 00:37:39,040 So we'll go and we'll use an extruded cut. 795 00:37:39,040 --> 00:37:42,140 So now, there are a lot of geometries happening in our sketch. 796 00:37:42,140 --> 00:37:47,320 >> We need to tell SolidWorks which pieces, which triangles and rectangles we 797 00:37:47,320 --> 00:37:48,370 want to cut. 798 00:37:48,370 --> 00:37:51,250 So if we go down here and we hit Selected Contours and highlight 799 00:37:51,250 --> 00:37:53,000 this box, it becomes blue. 800 00:37:53,000 --> 00:37:56,200 And then, you can click on different parts. 801 00:37:56,200 --> 00:37:59,360 I'll just click on everything we want gone. 802 00:37:59,360 --> 00:38:02,120 And it will cut everything away that is highlighted. 803 00:38:02,120 --> 00:38:05,840 So there's the option now of how deep do we want to cut. 804 00:38:05,840 --> 00:38:07,052 We could cut partially. 805 00:38:07,052 --> 00:38:08,760 We don't have to cut all the way through. 806 00:38:08,760 --> 00:38:14,470 We could do like 0.751 divided by 2. 807 00:38:14,470 --> 00:38:16,745 This will cut halfway through. 808 00:38:16,745 --> 00:38:18,294 You can see in the preview there. 809 00:38:18,294 --> 00:38:19,460 But that's not what we want. 810 00:38:19,460 --> 00:38:20,950 We want to go all the way through. 811 00:38:20,950 --> 00:38:23,830 >> So this little dialogue box, we just click. 812 00:38:23,830 --> 00:38:27,520 And select Up To Next, and that'll cut all the way through. 813 00:38:27,520 --> 00:38:29,272 Hit the green arrow. 814 00:38:29,272 --> 00:38:31,730 And our sketch is still highlighted, but if you click away, 815 00:38:31,730 --> 00:38:33,480 now we have the webbing done. 816 00:38:33,480 --> 00:38:37,270 So you'll notice if you look kind of closely at this part 817 00:38:37,270 --> 00:38:39,380 that the corners are rounded off internally. 818 00:38:39,380 --> 00:38:41,290 That's a feature called a fillet. 819 00:38:41,290 --> 00:38:44,480 What a fillet does is it eliminates what are called stress concentrations. 820 00:38:44,480 --> 00:38:48,210 If you have really sharp points at any place in your part, 821 00:38:48,210 --> 00:38:53,210 whether it's made of some composite or steel or aluminum or what have you, 822 00:38:53,210 --> 00:38:55,600 really sharp points can cause stress concentrations 823 00:38:55,600 --> 00:38:57,220 when they're subjected to loads. 824 00:38:57,220 --> 00:38:59,190 >> So if we were to really push this part, it 825 00:38:59,190 --> 00:39:01,860 would likely break at one of these really sharp nodes. 826 00:39:01,860 --> 00:39:03,630 So to combat that, we use what are called 827 00:39:03,630 --> 00:39:06,560 fillets, which is just really gentle rounding in there. 828 00:39:06,560 --> 00:39:08,500 So we go to this fillet feature. 829 00:39:08,500 --> 00:39:10,970 We have a dialogue box. 830 00:39:10,970 --> 00:39:14,390 I find it helpful to select this full preview option. 831 00:39:14,390 --> 00:39:18,470 And all we have to do is just click on a line, and it creates a fillet for us. 832 00:39:18,470 --> 00:39:21,131 So it defaulted to having the radius be a tenth of an inch. 833 00:39:21,131 --> 00:39:22,130 That's a little extreme. 834 00:39:22,130 --> 00:39:27,220 So we'll do maybe 20 thou. 835 00:39:27,220 --> 00:39:28,320 That's a little small. 836 00:39:28,320 --> 00:39:29,769 Split the difference, say. 837 00:39:29,769 --> 00:39:30,810 Not split the difference. 838 00:39:30,810 --> 00:39:33,670 Let's do 50 thou. 839 00:39:33,670 --> 00:39:34,740 That looks good. 840 00:39:34,740 --> 00:39:37,420 So now, we're just going to select all these other fillets. 841 00:39:37,420 --> 00:39:45,880 842 00:39:45,880 --> 00:39:47,760 Kind of just fly through this. 843 00:39:47,760 --> 00:39:55,300 844 00:39:55,300 --> 00:39:58,330 >> So once we complete the part, I'll go back and show you 845 00:39:58,330 --> 00:40:02,655 how painless it is to modify a dimension. 846 00:40:02,655 --> 00:40:05,280 Like I said, it's helpful to print out kind of a dummy version, 847 00:40:05,280 --> 00:40:06,950 test it, see if it's strong enough. 848 00:40:06,950 --> 00:40:11,970 Maybe you want to make the letters larger or something of the like. 849 00:40:11,970 --> 00:40:13,685 Oops, I selected a face accidentally. 850 00:40:13,685 --> 00:40:16,090 We don't want that. 851 00:40:16,090 --> 00:40:18,522 Select this line, one more time. 852 00:40:18,522 --> 00:40:19,480 That was the wrong one. 853 00:40:19,480 --> 00:40:22,490 If it's hard for you to deselect that line, 854 00:40:22,490 --> 00:40:25,740 you can go over to the box here that's listing everything, right click, 855 00:40:25,740 --> 00:40:26,630 and then say delete. 856 00:40:26,630 --> 00:40:30,890 Do not say Clear Selection because that'll delete every line, 857 00:40:30,890 --> 00:40:34,070 unless that's what you want to do. 858 00:40:34,070 --> 00:40:37,420 Cool, just one more to god. 859 00:40:37,420 --> 00:40:38,745 Oh, missed a couple at the top. 860 00:40:38,745 --> 00:40:43,390 861 00:40:43,390 --> 00:40:44,916 All right. 862 00:40:44,916 --> 00:40:49,065 >> AUDIENCE: There's more up top, the left triangle at the top and bottom. 863 00:40:49,065 --> 00:40:52,280 >> ANSEL DUFF: Oh, god. 864 00:40:52,280 --> 00:40:54,050 That is code red. 865 00:40:54,050 --> 00:40:56,000 All right, now we have our fillets. 866 00:40:56,000 --> 00:40:58,105 Now, it looks a little weird. 867 00:40:58,105 --> 00:41:00,230 They look a little bit bigger than they need to be. 868 00:41:00,230 --> 00:41:06,490 So if we want to adjust that, let's just label this web fillet. 869 00:41:06,490 --> 00:41:11,940 We can right click on this, and this box pops up, and we hit Edit Feature. 870 00:41:11,940 --> 00:41:13,720 And we just have to change one number. 871 00:41:13,720 --> 00:41:19,020 Let's do maybe say 30 thou. 872 00:41:19,020 --> 00:41:21,020 And they become smaller and get the green arrow. 873 00:41:21,020 --> 00:41:24,390 So if we wanted to change all those features, there were a lot of them, 874 00:41:24,390 --> 00:41:26,910 you just had to change one number. 875 00:41:26,910 --> 00:41:28,680 And that's really helpful for us. 876 00:41:28,680 --> 00:41:31,880 >> Something that I've not yet done is save my part, not a bad idea 877 00:41:31,880 --> 00:41:32,880 during the middle of it. 878 00:41:32,880 --> 00:41:34,250 We'll just hit Save As. 879 00:41:34,250 --> 00:41:40,260 We'll call it lens support 2, since I've already made one. 880 00:41:40,260 --> 00:41:45,270 And now, we want to just add in letters, and then we're ready to go. 881 00:41:45,270 --> 00:41:51,290 >> So to do that, we're going to make ourselves normal to this plane again. 882 00:41:51,290 --> 00:41:54,226 Now that it's selected, we can go and sketch on it. 883 00:41:54,226 --> 00:41:55,850 And now, we're going to add letters in. 884 00:41:55,850 --> 00:41:57,900 So part is actually upside down. 885 00:41:57,900 --> 00:42:00,577 This probably wasn't a good face to sketch on. 886 00:42:00,577 --> 00:42:01,910 I'm going to sketch on this one. 887 00:42:01,910 --> 00:42:06,960 888 00:42:06,960 --> 00:42:10,400 So sketch, SolidWorks has a letters feature. 889 00:42:10,400 --> 00:42:12,620 But we need to orient the letters in space. 890 00:42:12,620 --> 00:42:15,171 And that's done, again by making a center line. 891 00:42:15,171 --> 00:42:17,420 In case you haven't noticed, that's kind of the theme, 892 00:42:17,420 --> 00:42:22,320 to make center lines for anything you might need it for. 893 00:42:22,320 --> 00:42:27,500 >> So for now, let's just add a Smart Dimension from this line. 894 00:42:27,500 --> 00:42:30,365 We'll say 0.01 inches. 895 00:42:30,365 --> 00:42:31,240 I'm just eyeing that. 896 00:42:31,240 --> 00:42:33,364 We're going to go back and change that in a second. 897 00:42:33,364 --> 00:42:35,870 But for now, it just constrains this line in space. 898 00:42:35,870 --> 00:42:36,370 Cool. 899 00:42:36,370 --> 00:42:38,340 So now, we go to our little font feature here. 900 00:42:38,340 --> 00:42:40,700 It's that big A. So we just hit that. 901 00:42:40,700 --> 00:42:41,520 That's A for Ansel. 902 00:42:41,520 --> 00:42:44,000 So we type CS50. 903 00:42:44,000 --> 00:42:44,570 Cool. 904 00:42:44,570 --> 00:42:47,280 But we need to type the curve that it's going to sit on. 905 00:42:47,280 --> 00:42:49,880 So just click on that line, awesome. 906 00:42:49,880 --> 00:42:51,330 Now, it's a little bit small here. 907 00:42:51,330 --> 00:42:52,955 We want to make it a little bit larger. 908 00:42:52,955 --> 00:42:54,960 So by default, it uses the document font, 909 00:42:54,960 --> 00:42:58,140 which is just defined in some property list somewhere. 910 00:42:58,140 --> 00:43:00,560 >> So we'll deselect that, hit the font button, 911 00:43:00,560 --> 00:43:02,710 and make this a little bit bigger. 912 00:43:02,710 --> 00:43:04,840 I like to use this units option because it 913 00:43:04,840 --> 00:43:07,860 allows you to specify the height in inches. 914 00:43:07,860 --> 00:43:11,530 So I believe before we had made this bridge 0.4 of an inch high, 915 00:43:11,530 --> 00:43:17,070 so perhaps making the letters 3/10 of an inch tall, it'll look big. 916 00:43:17,070 --> 00:43:18,660 That's pretty good. 917 00:43:18,660 --> 00:43:20,439 Get the green arrow. 918 00:43:20,439 --> 00:43:21,730 Make this a little bit smaller. 919 00:43:21,730 --> 00:43:26,350 Let's halve it, so we could go divide by 2. 920 00:43:26,350 --> 00:43:29,687 And then, we'll just drag this dot over to where I think it looks good. 921 00:43:29,687 --> 00:43:32,512 922 00:43:32,512 --> 00:43:33,970 This is what we call a code orange. 923 00:43:33,970 --> 00:43:35,553 The letters look a little bit too big. 924 00:43:35,553 --> 00:43:37,660 So we're going to select them. 925 00:43:37,660 --> 00:43:41,210 Go back to font, and let's make them a quarter of an inch tall instead 926 00:43:41,210 --> 00:43:42,742 of 3/10. 927 00:43:42,742 --> 00:43:47,130 Make them a little smaller, move them into position. 928 00:43:47,130 --> 00:43:47,630 Cool. 929 00:43:47,630 --> 00:43:49,680 That looks pretty good. 930 00:43:49,680 --> 00:43:58,470 We'll add a couple, say, maybe bigger there. 931 00:43:58,470 --> 00:44:01,760 >> SolidWorks is really interpretive in this dimension box. 932 00:44:01,760 --> 00:44:04,710 I had mentioned before that you can use algebraic expressions. 933 00:44:04,710 --> 00:44:07,040 But let's say we wanted to be in millimeters. 934 00:44:07,040 --> 00:44:11,140 We could say make this 5 millimeters, and it will understand it. 935 00:44:11,140 --> 00:44:13,600 So it'll automatically convert it to inches. 936 00:44:13,600 --> 00:44:20,070 So 5 millimeters, SolidWorks tells us, is 0.19685039 inches. 937 00:44:20,070 --> 00:44:21,700 So we'll go back to inches. 938 00:44:21,700 --> 00:44:25,810 We'll say 0.07 inches. 939 00:44:25,810 --> 00:44:27,730 My program is set up to default to inches. 940 00:44:27,730 --> 00:44:30,550 Everything we do in the States is in inches. 941 00:44:30,550 --> 00:44:33,560 But if you want to convert something, there's no need to go to Google 942 00:44:33,560 --> 00:44:36,390 and convert it because SolidWorks will do it for you. 943 00:44:36,390 --> 00:44:40,450 >> So this is just about centered. 944 00:44:40,450 --> 00:44:44,490 If we really wanted to be very, very precise, 945 00:44:44,490 --> 00:44:46,510 we could measure the width of the letters 946 00:44:46,510 --> 00:44:49,840 and then center it against the center line of the piece. 947 00:44:49,840 --> 00:44:51,640 But that's kind of overkill here. 948 00:44:51,640 --> 00:44:54,590 We'll just visually center it for now. 949 00:44:54,590 --> 00:44:56,637 That looks almost there. 950 00:44:56,637 --> 00:44:57,970 We'll drag it over a little bit. 951 00:44:57,970 --> 00:45:01,071 Sometimes, when you want to drag a point by a very small amount, if you 952 00:45:01,071 --> 00:45:03,820 click on it and try to drag it a little bit, it won't do anything. 953 00:45:03,820 --> 00:45:08,260 So it's nice to move it far away, and then come back close to where you were. 954 00:45:08,260 --> 00:45:10,980 >> So hit F to bring us back out. 955 00:45:10,980 --> 00:45:12,500 That looks pretty good. 956 00:45:12,500 --> 00:45:13,900 We'll hit the green arrow. 957 00:45:13,900 --> 00:45:16,690 Oh, wait a minute, somebody said in the back. 958 00:45:16,690 --> 00:45:18,100 The sketch is still blue. 959 00:45:18,100 --> 00:45:19,770 So what are we going to do? 960 00:45:19,770 --> 00:45:22,500 You'll notice that we have put all the letters on this line. 961 00:45:22,500 --> 00:45:26,795 But we haven't constrained them in this dimension, left to right. 962 00:45:26,795 --> 00:45:28,920 So the way we do that, this is the point that we're 963 00:45:28,920 --> 00:45:32,340 moving that dictates all letters, we will fix this point in space. 964 00:45:32,340 --> 00:45:33,352 And it will not move. 965 00:45:33,352 --> 00:45:35,060 So in our pane left here-- in fact, we'll 966 00:45:35,060 --> 00:45:37,439 deselect it-- we click on this point. 967 00:45:37,439 --> 00:45:39,980 This point dictates how the letters are placed left to right, 968 00:45:39,980 --> 00:45:41,010 like I had mentioned. 969 00:45:41,010 --> 00:45:42,170 >> Select this point. 970 00:45:42,170 --> 00:45:44,420 We see all the relations over here, it's an empty box. 971 00:45:44,420 --> 00:45:45,030 Nobody's home. 972 00:45:45,030 --> 00:45:46,550 We hit fix. 973 00:45:46,550 --> 00:45:47,400 Boom. 974 00:45:47,400 --> 00:45:48,470 Oh my gosh. 975 00:45:48,470 --> 00:45:49,190 What happened? 976 00:45:49,190 --> 00:45:51,430 We have over defined the sketch. 977 00:45:51,430 --> 00:45:55,250 So what this means is you have multiple relations, 978 00:45:55,250 --> 00:45:58,170 multiple dimensions referring to the same entity. 979 00:45:58,170 --> 00:46:01,235 So for example, if we had made two lines parallel, 980 00:46:01,235 --> 00:46:05,770 and then we added a dimension up top to say that these lines are one inch 981 00:46:05,770 --> 00:46:09,580 apart, then we add another dimension at the bottom to say these line are two 982 00:46:09,580 --> 00:46:12,520 inches apart, SolidWorks is going to scream at us and give us the same 983 00:46:12,520 --> 00:46:16,220 warning because you can't-- both dimensions are referring to the same 984 00:46:16,220 --> 00:46:17,290 entity. 985 00:46:17,290 --> 00:46:19,020 Somehow, we have done that here. 986 00:46:19,020 --> 00:46:24,290 >> So we can let's just rebuild it. 987 00:46:24,290 --> 00:46:30,080 If at any point you want to rebuild your sketch, or you change a dimension 988 00:46:30,080 --> 00:46:33,330 and it didn't take, if you just hit this little stoplight at the top here next 989 00:46:33,330 --> 00:46:38,220 to the mouse, hit that, SolidWorks will process it. 990 00:46:38,220 --> 00:46:42,290 >> So this sketch has a little yield flag next to it, 991 00:46:42,290 --> 00:46:43,820 which means something's wrong. 992 00:46:43,820 --> 00:46:46,410 So if we right click and hit what's wrong, 993 00:46:46,410 --> 00:46:48,190 we get a really unhelpful error message. 994 00:46:48,190 --> 00:46:49,760 This sketch is over defined. 995 00:46:49,760 --> 00:46:55,140 Consider deleting some-- so that didn't tell us anything new. 996 00:46:55,140 --> 00:46:56,450 We'll go back to sketching it. 997 00:46:56,450 --> 00:46:57,960 And what happened? 998 00:46:57,960 --> 00:47:00,330 >> Oh, we can't fix it in space because it's already 999 00:47:00,330 --> 00:47:03,630 defined to be 70 thou off of this line. 1000 00:47:03,630 --> 00:47:13,625 So if we just delete this and refix this point, it should be fixed in space. 1001 00:47:13,625 --> 00:47:17,590 1002 00:47:17,590 --> 00:47:23,770 So I know the letters are still blue, but they are fixed in space. 1003 00:47:23,770 --> 00:47:25,130 That I'm sure of. 1004 00:47:25,130 --> 00:47:27,990 So we'll just move on. 1005 00:47:27,990 --> 00:47:31,299 >> Now, we're going to cut these letters into the material. 1006 00:47:31,299 --> 00:47:33,590 If we wanted to, we could cut them all the way through. 1007 00:47:33,590 --> 00:47:35,960 But that might compromise our part structurally. 1008 00:47:35,960 --> 00:47:40,240 Not really, but it's not really great practice to add an aesthetic feature 1009 00:47:40,240 --> 00:47:44,290 or have an aesthetic feature be structurally compromising. 1010 00:47:44,290 --> 00:47:48,100 So we'll just cut them to be maybe 10 thou deep or 100 thou, 1011 00:47:48,100 --> 00:47:49,820 depending on how it looks. 1012 00:47:49,820 --> 00:47:52,470 So we highlight our sketch. 1013 00:47:52,470 --> 00:47:54,950 We'll label it because we're good people. 1014 00:47:54,950 --> 00:48:00,630 1015 00:48:00,630 --> 00:48:02,480 Computer froze for a second there. 1016 00:48:02,480 --> 00:48:06,960 We'll call this letters sketch. 1017 00:48:06,960 --> 00:48:09,890 And now, we will do an extruded cut. 1018 00:48:09,890 --> 00:48:12,030 And we can change how deep they go. 1019 00:48:12,030 --> 00:48:15,370 >> So right now, they are halfway through. 1020 00:48:15,370 --> 00:48:16,700 That seems a little much. 1021 00:48:16,700 --> 00:48:18,926 Let's do 200 thou. 1022 00:48:18,926 --> 00:48:23,390 1023 00:48:23,390 --> 00:48:24,780 That looks pretty did. 1024 00:48:24,780 --> 00:48:26,200 Hit the green arrow. 1025 00:48:26,200 --> 00:48:29,890 And we are cooking, ready to go. 1026 00:48:29,890 --> 00:48:34,510 So there are a lot of things that could be the next step in our manufacture. 1027 00:48:34,510 --> 00:48:36,290 We've completely designed a part. 1028 00:48:36,290 --> 00:48:39,089 We can build it in varying ways. 1029 00:48:39,089 --> 00:48:42,130 But what we first want to do is double check that all of our measurements 1030 00:48:42,130 --> 00:48:42,789 are right. 1031 00:48:42,789 --> 00:48:44,580 It's very painless to change the dimensions 1032 00:48:44,580 --> 00:48:45,780 when you're in this build state. 1033 00:48:45,780 --> 00:48:47,680 The part is completely defined, and you just 1034 00:48:47,680 --> 00:48:50,920 have to change maybe a number here or a number there. 1035 00:48:50,920 --> 00:48:54,040 But it's not that fun to build it and then measure it or try 1036 00:48:54,040 --> 00:48:57,284 to fit it and realize that you messed something up. 1037 00:48:57,284 --> 00:49:00,200 We're not actually going to manufacture this part right now because it 1038 00:49:00,200 --> 00:49:01,783 takes a very, very long time to print. 1039 00:49:01,783 --> 00:49:05,730 But we would go back and double measure everything. 1040 00:49:05,730 --> 00:49:09,320 Measure twice, cut once, and ensure that everything is correct. 1041 00:49:09,320 --> 00:49:12,550 Let's hypothetically say that we messed one of the measurements up. 1042 00:49:12,550 --> 00:49:14,440 >> Let's say that the webs are too thin. 1043 00:49:14,440 --> 00:49:17,430 They were buckling and we want to make them thicker. 1044 00:49:17,430 --> 00:49:20,200 It was kind of a pain to add in all those dimensions before, all 1045 00:49:20,200 --> 00:49:23,420 those relations, and make all those lines of equal length. 1046 00:49:23,420 --> 00:49:25,680 But now, if we want to make the webs thicker, 1047 00:49:25,680 --> 00:49:30,170 we can just go-- oops, forgot to label this guy. 1048 00:49:30,170 --> 00:49:34,600 We'll call this web cut. 1049 00:49:34,600 --> 00:49:36,752 And this is letters cut. 1050 00:49:36,752 --> 00:49:39,350 1051 00:49:39,350 --> 00:49:42,637 >> You'll notice that we have a very neatly organized tree. 1052 00:49:42,637 --> 00:49:45,720 In fact, if we're going to make this part, we want to learn more about it, 1053 00:49:45,720 --> 00:49:47,360 we need to define its material. 1054 00:49:47,360 --> 00:49:51,870 So in this material box, we'll right click, and then hit Edit Material. 1055 00:49:51,870 --> 00:49:55,639 And SolidWorks gives us a very long list of things that we can choose from. 1056 00:49:55,639 --> 00:49:57,680 Let's say we're going to make it out of aluminum. 1057 00:49:57,680 --> 00:50:01,450 We'll do 6061 P6, that's a tempering rating. 1058 00:50:01,450 --> 00:50:03,822 We'll hit apply, close. 1059 00:50:03,822 --> 00:50:05,030 And now it's out of aluminum. 1060 00:50:05,030 --> 00:50:06,850 It looks slightly brighter. 1061 00:50:06,850 --> 00:50:08,260 Doesn't really do much for us. 1062 00:50:08,260 --> 00:50:13,240 >> But it allows us to measure some really interesting or cool aspects 1063 00:50:13,240 --> 00:50:16,010 about this part specifically being made out of aluminum. 1064 00:50:16,010 --> 00:50:26,810 For example, if we go to the Evaluate tab and hit Mass Properties, 1065 00:50:26,810 --> 00:50:30,750 we see that the part weights 0.09 pounds. 1066 00:50:30,750 --> 00:50:32,750 Volume is not going to change based on material. 1067 00:50:32,750 --> 00:50:36,230 But weight is dictated by which material you use. 1068 00:50:36,230 --> 00:50:37,860 It's pretty cool. 1069 00:50:37,860 --> 00:50:41,490 If we were to run a stress simulation, the material that you choose 1070 00:50:41,490 --> 00:50:44,310 will drastically alter the results. 1071 00:50:44,310 --> 00:50:45,790 So that's pretty cool. 1072 00:50:45,790 --> 00:50:48,270 >> If we wanted to make it look different, we 1073 00:50:48,270 --> 00:50:52,960 could pop out this tab here just by hitting these double arrows and right 1074 00:50:52,960 --> 00:50:55,790 click here and say appearance. 1075 00:50:55,790 --> 00:50:59,490 And then, we can change to make it blue, whatever you want. 1076 00:50:59,490 --> 00:51:01,740 And then, in a final render, if we wanted 1077 00:51:01,740 --> 00:51:07,780 to make an actual render of this part, we can choose its surface finish. 1078 00:51:07,780 --> 00:51:09,960 So a lot of times, you'll design your parts. 1079 00:51:09,960 --> 00:51:14,660 They have this flat gray or flat black aesthetic to them. 1080 00:51:14,660 --> 00:51:18,700 But that just lightens the load on SolidWorks 1081 00:51:18,700 --> 00:51:21,860 so that you're not using superfluous graphics power 1082 00:51:21,860 --> 00:51:23,819 to render your part while you're designing it. 1083 00:51:23,819 --> 00:51:25,610 But if we did want to do a render, we would 1084 00:51:25,610 --> 00:51:27,230 have to define the surface finish. 1085 00:51:27,230 --> 00:51:31,570 So let's just say that it's polished aluminum for now. 1086 00:51:31,570 --> 00:51:33,690 Notice that polished aluminum pops up over here. 1087 00:51:33,690 --> 00:51:34,940 Hit the green arrow. 1088 00:51:34,940 --> 00:51:36,920 Cool, that took. 1089 00:51:36,920 --> 00:51:40,280 And let's just change this thickness of these webs. 1090 00:51:40,280 --> 00:51:44,950 So all we have to do is go over to our very neatly organized feature tree. 1091 00:51:44,950 --> 00:51:46,560 And we see web cut. 1092 00:51:46,560 --> 00:51:48,100 Expand that. 1093 00:51:48,100 --> 00:51:49,680 Click on the web sketch. 1094 00:51:49,680 --> 00:51:51,730 And then, we're just going to change one number. 1095 00:51:51,730 --> 00:51:56,760 >> So let's change it to instead of being 50 thou on each side, 1096 00:51:56,760 --> 00:52:01,740 so 100 thou total, let's make it 80 thou total. 1097 00:52:01,740 --> 00:52:02,240 Cool. 1098 00:52:02,240 --> 00:52:04,851 You see the webs got a little bit skinnier. 1099 00:52:04,851 --> 00:52:05,350 Awesome. 1100 00:52:05,350 --> 00:52:10,280 So we just changed all those features just by one number. 1101 00:52:10,280 --> 00:52:11,630 We changed the thickness. 1102 00:52:11,630 --> 00:52:14,960 SolidWorks automatically recalculates the fillets to make them fit. 1103 00:52:14,960 --> 00:52:17,690 It changes all the geometries. 1104 00:52:17,690 --> 00:52:21,100 And it works because we had defined them to be all symmetrical 1105 00:52:21,100 --> 00:52:24,100 and all defined off of one dimension. 1106 00:52:24,100 --> 00:52:26,260 Like I said before, it's analogous to defining 1107 00:52:26,260 --> 00:52:27,945 a constant when you're writing code. 1108 00:52:27,945 --> 00:52:30,510 >> AUDIENCE: Does it work if you use any TrueType font, 1109 00:52:30,510 --> 00:52:34,330 or are you limited to what they [INAUDIBLE]? 1110 00:52:34,330 --> 00:52:36,450 >> ANSEL DUFF: It works off of your system font, 1111 00:52:36,450 --> 00:52:43,080 so if we go back to our letters cut, we had just gone with the default font. 1112 00:52:43,080 --> 00:52:48,800 If we hit Edit Sketch, zoom in a little bit, double click on the letters. 1113 00:52:48,800 --> 00:52:51,995 If I can do that. 1114 00:52:51,995 --> 00:52:53,675 Take a second to trace them out. 1115 00:52:53,675 --> 00:52:57,520 1116 00:52:57,520 --> 00:52:59,050 And hit Font again. 1117 00:52:59,050 --> 00:53:00,660 So we have a list of fonts here. 1118 00:53:00,660 --> 00:53:02,090 And those are system fonts. 1119 00:53:02,090 --> 00:53:04,720 If you want a specialty font, and it's not on this list, 1120 00:53:04,720 --> 00:53:08,010 you're going to need to install it on your system. 1121 00:53:08,010 --> 00:53:10,760 Just a little bit of Googling around on how to do that on Windows. 1122 00:53:10,760 --> 00:53:14,946 >> AUDIENCE: Also, does this thing know what font size or changes are not 1123 00:53:14,946 --> 00:53:17,072 going to be [INAUDIBLE]? 1124 00:53:17,072 --> 00:53:17,780 ANSEL DUFF: Yeah. 1125 00:53:17,780 --> 00:53:24,110 So the question was how do we know how thick or thin to make the fonts? 1126 00:53:24,110 --> 00:53:27,310 How will the machine be able to handle really thin features? 1127 00:53:27,310 --> 00:53:30,020 So of course, it's going to vary from machine to machine. 1128 00:53:30,020 --> 00:53:32,350 But just by reading the spec sheet of our printer, 1129 00:53:32,350 --> 00:53:35,580 we know that it has a resolution of about 4 thou, four 1130 00:53:35,580 --> 00:53:36,750 thousandths of an inch. 1131 00:53:36,750 --> 00:53:41,300 So we want to make all the features be well beyond that. 1132 00:53:41,300 --> 00:53:45,200 So if you were to make a font that was, say, 10 thou tall, that's 1133 00:53:45,200 --> 00:53:48,260 like two sheets of paper, you wouldn't be able to read it obviously. 1134 00:53:48,260 --> 00:53:50,965 But just hypothetically, if we wanted to make 1135 00:53:50,965 --> 00:53:54,692 a font that was on the order of the accuracy of the machine, 1136 00:53:54,692 --> 00:53:55,650 it would look horrible. 1137 00:53:55,650 --> 00:54:00,270 So in our case, we know that we're well beyond the accuracy 1138 00:54:00,270 --> 00:54:03,220 of the machine in terms of the ratio of the height of our font, 1139 00:54:03,220 --> 00:54:05,650 or even the thickness of any feature in the font 1140 00:54:05,650 --> 00:54:08,530 to how accurate the machine is capable of being. 1141 00:54:08,530 --> 00:54:10,130 >> So we're in the clear here. 1142 00:54:10,130 --> 00:54:13,600 But if hypothetically you were using a machine that 1143 00:54:13,600 --> 00:54:18,616 had an accuracy of maybe 250 thou, like a quarter of an inch, 1144 00:54:18,616 --> 00:54:20,740 then our font would look really crappy because it's 1145 00:54:20,740 --> 00:54:25,632 on the same order of how accurate the machine is. 1146 00:54:25,632 --> 00:54:27,590 Another thing that we need to pay attention to, 1147 00:54:27,590 --> 00:54:32,540 and this is specific to 3D printing, is how thick are our layers going to be. 1148 00:54:32,540 --> 00:54:36,620 So I'll go over to MakerBot settings in a little bit and we can play with this 1149 00:54:36,620 --> 00:54:38,620 and talk more exhaustively about it in a second. 1150 00:54:38,620 --> 00:54:41,540 But the way that the 3D printer works is it 1151 00:54:41,540 --> 00:54:44,590 extrudes filament in a very fine thread almost. 1152 00:54:44,590 --> 00:54:47,520 And if we make the thread or the filament strand really, 1153 00:54:47,520 --> 00:54:51,194 really large, then it's going to look kind of blotchy and not 1154 00:54:51,194 --> 00:54:52,610 that clear when we actually print. 1155 00:54:52,610 --> 00:54:55,750 >> So again, just as a rule of thumb, you want 1156 00:54:55,750 --> 00:54:58,280 the size of your fonts or all the features 1157 00:54:58,280 --> 00:55:01,430 to be well beyond the order of the thread size. 1158 00:55:01,430 --> 00:55:05,400 1159 00:55:05,400 --> 00:55:06,970 Yeah, so Exit Sketch. 1160 00:55:06,970 --> 00:55:07,540 And it takes. 1161 00:55:07,540 --> 00:55:12,480 If we were to change the font, again, we can just hit this. 1162 00:55:12,480 --> 00:55:15,110 And it will recalculate it automatically for us. 1163 00:55:15,110 --> 00:55:16,870 So we'll go font here. 1164 00:55:16,870 --> 00:55:18,490 Choose Comic Sans. 1165 00:55:18,490 --> 00:55:19,580 Great, looks atrocious. 1166 00:55:19,580 --> 00:55:21,030 Hit the green arrow. 1167 00:55:21,030 --> 00:55:22,040 Exit the sketch. 1168 00:55:22,040 --> 00:55:25,581 And you'll notice that it still looks so bad. 1169 00:55:25,581 --> 00:55:26,080 Wow. 1170 00:55:26,080 --> 00:55:26,970 I can't even look at that. 1171 00:55:26,970 --> 00:55:28,136 I'm just going to undo that. 1172 00:55:28,136 --> 00:55:30,090 Great. 1173 00:55:30,090 --> 00:55:33,540 It will recalculate all the curves and make the cut. 1174 00:55:33,540 --> 00:55:34,830 >> So cool. 1175 00:55:34,830 --> 00:55:35,740 We are good to go. 1176 00:55:35,740 --> 00:55:37,272 So now, the next step. 1177 00:55:37,272 --> 00:55:39,480 You're going to want to grab a Snickers at this point 1178 00:55:39,480 --> 00:55:40,960 because we've been working for a while. 1179 00:55:40,960 --> 00:55:42,460 It's a good idea to take a breather. 1180 00:55:42,460 --> 00:55:44,870 So what is the next step in manufacture? 1181 00:55:44,870 --> 00:55:45,850 We could 3D print it. 1182 00:55:45,850 --> 00:55:47,360 We could mill it. 1183 00:55:47,360 --> 00:55:48,916 Those are the two popular options. 1184 00:55:48,916 --> 00:55:50,790 If we were to mill it, we would have to write 1185 00:55:50,790 --> 00:55:53,800 what's called G code or CAM, which is going to take a while, 1186 00:55:53,800 --> 00:55:55,620 and we're not going to do. 1187 00:55:55,620 --> 00:55:59,180 All that does is it tells a tool, like an N mill, which is basically 1188 00:55:59,180 --> 00:56:01,950 a fancy drill bit, where to move around this piece 1189 00:56:01,950 --> 00:56:03,560 to create all these features. 1190 00:56:03,560 --> 00:56:05,650 Some things are impossible to do with a mill. 1191 00:56:05,650 --> 00:56:11,200 >> For example, if we go to our fillet here, should be in web fillet, 1192 00:56:11,200 --> 00:56:15,490 and we suppress that, which is done just by hitting this little downward arrow, 1193 00:56:15,490 --> 00:56:16,787 all the fillets go away. 1194 00:56:16,787 --> 00:56:18,370 We have all these really sharp points. 1195 00:56:18,370 --> 00:56:21,230 This is a horrible design practice, and you should never do this. 1196 00:56:21,230 --> 00:56:25,460 But hypothetically, if you did want to design a really sharp corner in here, 1197 00:56:25,460 --> 00:56:30,140 you could not create that corner with an N mill of finite diameter. 1198 00:56:30,140 --> 00:56:34,330 You cannot have-- you can conceptualize it as a fancy drill bit. 1199 00:56:34,330 --> 00:56:37,220 You can't have a drill bit moving around and just 1200 00:56:37,220 --> 00:56:41,750 bumping off the bottom of that corner node and leaving a very hard corner. 1201 00:56:41,750 --> 00:56:43,180 That's just impossible. 1202 00:56:43,180 --> 00:56:45,780 >> So those are things to be aware of. 1203 00:56:45,780 --> 00:56:48,370 And when you create CAM, those will all become apparent. 1204 00:56:48,370 --> 00:56:51,530 But just things to be aware of. 1205 00:56:51,530 --> 00:56:53,590 Luckily, the 3D printer is really cool because it 1206 00:56:53,590 --> 00:56:57,110 can create really obscure geometries and really obscure fixtures. 1207 00:56:57,110 --> 00:57:01,630 So we're in the clear here, but it's nice to think about those things. 1208 00:57:01,630 --> 00:57:06,500 So one last thing we want to add in is a hole on the bottom. 1209 00:57:06,500 --> 00:57:10,050 Like I mentioned before, there's a mounting hole in our piece here. 1210 00:57:10,050 --> 00:57:11,730 And that's how we bolt it in. 1211 00:57:11,730 --> 00:57:14,940 >> When I made the version zero, I did not CAD in that hole. 1212 00:57:14,940 --> 00:57:18,170 I just went and took a Sharpie and held it up and marked it 1213 00:57:18,170 --> 00:57:19,140 and drilled it by hand. 1214 00:57:19,140 --> 00:57:22,098 That was kind of a pain, and not really excited about doing that again, 1215 00:57:22,098 --> 00:57:23,430 so we'll just CAD it in. 1216 00:57:23,430 --> 00:57:29,280 So here's a really exciting time because we need to add in a reference plane 1217 00:57:29,280 --> 00:57:34,250 because, shock, you cannot sketch on a curved face. 1218 00:57:34,250 --> 00:57:35,500 Something that you cannot do. 1219 00:57:35,500 --> 00:57:36,380 This face is curved. 1220 00:57:36,380 --> 00:57:38,280 We had provided it with a radius before. 1221 00:57:38,280 --> 00:57:39,690 I'm going to move this dimension out of the way. 1222 00:57:39,690 --> 00:57:40,710 You cannot sketch on it. 1223 00:57:40,710 --> 00:57:44,810 >> If we select it and try to hit sketch, oh my gosh, 1224 00:57:44,810 --> 00:57:46,810 cannot sketch on a non-planar face. 1225 00:57:46,810 --> 00:57:49,870 Wow, good thing your buddy Ansel told you about that. 1226 00:57:49,870 --> 00:57:53,240 And he also taught you how to create a reference plane. 1227 00:57:53,240 --> 00:57:55,090 So we select this. 1228 00:57:55,090 --> 00:57:59,430 We hit Reference Geometry, Plane. 1229 00:57:59,430 --> 00:58:02,410 Now, we have a plane that is tangent to our face. 1230 00:58:02,410 --> 00:58:04,805 Or maybe we don't. 1231 00:58:04,805 --> 00:58:06,162 That's not good. 1232 00:58:06,162 --> 00:58:08,960 1233 00:58:08,960 --> 00:58:11,190 I don't know why it's doing that. 1234 00:58:11,190 --> 00:58:17,540 1235 00:58:17,540 --> 00:58:23,040 >> So we need to-- if we were to just select this face and create tangency, 1236 00:58:23,040 --> 00:58:26,790 the plane could be at infinitely many angles 1237 00:58:26,790 --> 00:58:30,140 while still being tangent to that face. 1238 00:58:30,140 --> 00:58:34,240 So we need to constrain it again using a second plane. 1239 00:58:34,240 --> 00:58:36,420 So I had selected the side of our face here. 1240 00:58:36,420 --> 00:58:40,050 And SolidWorks defaulted to perpendicularity. 1241 00:58:40,050 --> 00:58:44,620 But you could select that yourself, and it would give the same result. 1242 00:58:44,620 --> 00:58:48,220 >> So all we've done is just define this plane 1243 00:58:48,220 --> 00:58:51,530 that is tangent to our bottom face here but then 1244 00:58:51,530 --> 00:58:53,670 orthogonal to the side of the part. 1245 00:58:53,670 --> 00:58:56,000 So when we create our hole, our hole is going 1246 00:58:56,000 --> 00:58:58,165 to extrude normal to the plane, which is going 1247 00:58:58,165 --> 00:58:59,790 to be parallel to the side of the part. 1248 00:58:59,790 --> 00:59:00,740 That's what we want. 1249 00:59:00,740 --> 00:59:05,260 If we were to create tangency on a different plane, 1250 00:59:05,260 --> 00:59:09,230 then perhaps the hole would be at an angle, and nothing would line up. 1251 00:59:09,230 --> 00:59:12,000 So this is a nice, simple example for us. 1252 00:59:12,000 --> 00:59:15,960 So we just hit normal to, now we're normal to the bottom of the part, 1253 00:59:15,960 --> 00:59:20,850 and now we can go through the same procedure of CADing up a hole 1254 00:59:20,850 --> 00:59:23,170 and extruding it. 1255 00:59:23,170 --> 00:59:26,530 >> So again, we'll just create a circle here. 1256 00:59:26,530 --> 00:59:30,480 A better idea would be-- we're not technically sketching 1257 00:59:30,480 --> 00:59:33,804 right now, which is why SolidWorks just yelled at us. 1258 00:59:33,804 --> 00:59:36,470 It's kind of like your mom, yelling at you to clean up the room. 1259 00:59:36,470 --> 00:59:39,520 So let's sketch here, add in some center lines. 1260 00:59:39,520 --> 00:59:43,454 1261 00:59:43,454 --> 00:59:45,370 I don't know why it doesn't want me to sketch. 1262 00:59:45,370 --> 00:59:48,240 Oh, we forgot to select the plane that we're going to sketch on. 1263 00:59:48,240 --> 00:59:56,060 So let's rename our plane bottom plane, hit Sketch, make a center line here. 1264 00:59:56,060 --> 00:59:59,210 Something that's really cool is even though we're normal to this 1265 00:59:59,210 --> 01:00:02,420 and we haven't unlocked or unhidden any sketches, 1266 01:00:02,420 --> 01:00:06,260 SolidWorks will still allow us to create a sketch that is making relations 1267 01:00:06,260 --> 01:00:09,210 to features of the part that we did not tell it to do. 1268 01:00:09,210 --> 01:00:12,520 >> So you'll notice, when I hold the pencil over the corner 1269 01:00:12,520 --> 01:00:16,330 here, that little orange bubble pops up. 1270 01:00:16,330 --> 01:00:19,310 We can create a relation to the corner of the part. 1271 01:00:19,310 --> 01:00:22,300 But we didn't tell SolidWorks that we want it to do that. 1272 01:00:22,300 --> 01:00:24,580 So I think that's super cool. 1273 01:00:24,580 --> 01:00:27,180 So we'll just make a center line up top here. 1274 01:00:27,180 --> 01:00:29,528 Make another one down the center. 1275 01:00:29,528 --> 01:00:33,300 1276 01:00:33,300 --> 01:00:33,800 Uh-oh. 1277 01:00:33,800 --> 01:00:37,480 1278 01:00:37,480 --> 01:00:40,300 I did not do it off the midpoint. 1279 01:00:40,300 --> 01:00:42,360 That is offensive. 1280 01:00:42,360 --> 01:00:44,170 All right, go down the middle here. 1281 01:00:44,170 --> 01:00:46,852 1282 01:00:46,852 --> 01:00:47,851 >> It's vertical. 1283 01:00:47,851 --> 01:00:48,350 Cool. 1284 01:00:48,350 --> 01:00:50,580 It's all black, so we're good to go. 1285 01:00:50,580 --> 01:00:53,470 We'll make a circle. 1286 01:00:53,470 --> 01:00:56,350 And dimension its diameter. 1287 01:00:56,350 --> 01:01:02,577 I'm just going to arbitrarily say 0.10 inches, a tenth of an inch. 1288 01:01:02,577 --> 01:01:05,660 Everything's bolted together, so we don't have anything to measure off of. 1289 01:01:05,660 --> 01:01:11,640 But we would, if this were threaded, you could stick several different screws 1290 01:01:11,640 --> 01:01:14,190 in there and then just find which matched. 1291 01:01:14,190 --> 01:01:16,200 But it's not just a clearance hole. 1292 01:01:16,200 --> 01:01:18,430 So there are two different types of holes, 1293 01:01:18,430 --> 01:01:22,180 threaded or tapped holes, that will accept threads, accept a screw. 1294 01:01:22,180 --> 01:01:24,080 And those will not be able to move. 1295 01:01:24,080 --> 01:01:25,680 That's how you bolt things together. 1296 01:01:25,680 --> 01:01:27,900 Or there are clearance holes, which are larger 1297 01:01:27,900 --> 01:01:30,020 than the biggest diameter of the threads. 1298 01:01:30,020 --> 01:01:32,620 >> And that allows threads to just pass right on through. 1299 01:01:32,620 --> 01:01:36,020 So the way our fixture works here is that we 1300 01:01:36,020 --> 01:01:38,400 have a clearance hole in the metal. 1301 01:01:38,400 --> 01:01:40,980 And then, another clearance hole in the part. 1302 01:01:40,980 --> 01:01:44,360 And then, just a nut on top. 1303 01:01:44,360 --> 01:01:48,700 You could go in and measure with calipers using the interior prongs here 1304 01:01:48,700 --> 01:01:50,020 what the diameter is. 1305 01:01:50,020 --> 01:01:52,830 But everything's bolted together, so we're not going to do that. 1306 01:01:52,830 --> 01:01:55,460 We'll just set it at 1/10 of an inch arbitrarily. 1307 01:01:55,460 --> 01:01:58,090 Then, you would measure this height. 1308 01:01:58,090 --> 01:02:02,500 I'll just set it at 0.250. 1309 01:02:02,500 --> 01:02:03,880 >> Again, this is arbitrary. 1310 01:02:03,880 --> 01:02:07,640 But you would ideally measure that and be good to go. 1311 01:02:07,640 --> 01:02:08,910 So hit the green arrow. 1312 01:02:08,910 --> 01:02:10,270 Exit the sketch. 1313 01:02:10,270 --> 01:02:11,220 Sketch is done. 1314 01:02:11,220 --> 01:02:14,620 Now, we're going to make it into a feature by hitting extrude cut. 1315 01:02:14,620 --> 01:02:18,880 We want it to only go through the first layer, so we hit Up To Next. 1316 01:02:18,880 --> 01:02:20,300 Hit the green arrow. 1317 01:02:20,300 --> 01:02:20,989 Now cool. 1318 01:02:20,989 --> 01:02:24,030 So another cool thing, I'm just going to hide this plane because it's not 1319 01:02:24,030 --> 01:02:25,363 doing anything for us right now. 1320 01:02:25,363 --> 01:02:28,300 1321 01:02:28,300 --> 01:02:31,390 >> So another cool thing is that we did not tell SolidWorks 1322 01:02:31,390 --> 01:02:33,980 how deep we wanted that hole to be. 1323 01:02:33,980 --> 01:02:37,460 We just said Up To Next, which means that there are many, many layers here. 1324 01:02:37,460 --> 01:02:41,100 There's one, two, three, four, five layers that it could have cut through. 1325 01:02:41,100 --> 01:02:44,690 But just by saying Up To Next, it knew to only cut through the first one. 1326 01:02:44,690 --> 01:02:49,510 If we were to say Through All, hit the green arrow, 1327 01:02:49,510 --> 01:02:50,810 it sketches through everything. 1328 01:02:50,810 --> 01:02:53,430 You can see daylight on the other side of it. 1329 01:02:53,430 --> 01:02:54,580 That's not what we want. 1330 01:02:54,580 --> 01:02:56,080 So Up To Next. 1331 01:02:56,080 --> 01:03:00,230 There are a lot of options here, but Up To Next is what we want. 1332 01:03:00,230 --> 01:03:00,730 Cool. 1333 01:03:00,730 --> 01:03:04,550 So now our part is completely done, and it is time to machine it. 1334 01:03:04,550 --> 01:03:08,070 So like I said, we're going to step through doing this 1335 01:03:08,070 --> 01:03:10,600 with MakerBot 3D printer. 1336 01:03:10,600 --> 01:03:11,980 But you can do it with anything. 1337 01:03:11,980 --> 01:03:14,100 So we'll go here. 1338 01:03:14,100 --> 01:03:17,640 We're going to save our part as a .stl file. 1339 01:03:17,640 --> 01:03:23,940 So we do Save As, lend support to, and select .stl. 1340 01:03:23,940 --> 01:03:24,650 Hit Save. 1341 01:03:24,650 --> 01:03:27,300 I'm actually going to save this in my Downloads folder. 1342 01:03:27,300 --> 01:03:28,394 Hit Save. 1343 01:03:28,394 --> 01:03:29,310 SolidWorks prompts us. 1344 01:03:29,310 --> 01:03:30,700 Do you want this to be an STL? 1345 01:03:30,700 --> 01:03:31,440 Hit Yes. 1346 01:03:31,440 --> 01:03:31,940 Cool. 1347 01:03:31,940 --> 01:03:35,900 And now, we are ready to fire up to MakerBot desktop application. 1348 01:03:35,900 --> 01:03:38,028 >> So let's do that. 1349 01:03:38,028 --> 01:03:41,840 1350 01:03:41,840 --> 01:03:43,890 All right, ready to go. 1351 01:03:43,890 --> 01:03:48,175 So at this point, I always like to view the plate from the top. 1352 01:03:48,175 --> 01:03:49,930 It's nice to be on top. 1353 01:03:49,930 --> 01:03:51,640 So we'll just go here. 1354 01:03:51,640 --> 01:03:52,162 Add file. 1355 01:03:52,162 --> 01:03:53,620 We're going to go to our downloads. 1356 01:03:53,620 --> 01:03:58,520 I think we called it lens support 2. 1357 01:03:58,520 --> 01:04:02,500 So here we go. 1358 01:04:02,500 --> 01:04:05,000 Open it up. 1359 01:04:05,000 --> 01:04:05,965 It is on our platform. 1360 01:04:05,965 --> 01:04:09,500 1361 01:04:09,500 --> 01:04:13,095 >> So this is kind of an impractical way for us to print the part. 1362 01:04:13,095 --> 01:04:16,230 If we zoom in a little bit here, you'll notice 1363 01:04:16,230 --> 01:04:19,360 that the arc is touching the base. 1364 01:04:19,360 --> 01:04:22,470 So the 3D printer is going to try to figure out a way to print this. 1365 01:04:22,470 --> 01:04:24,950 But it's going to freak out unless you add supports to it. 1366 01:04:24,950 --> 01:04:26,590 But that's kind of a headache. 1367 01:04:26,590 --> 01:04:31,020 >> The easy way to do it is just to select turn. 1368 01:04:31,020 --> 01:04:33,930 The part is selected because it's highlighted in yellow. 1369 01:04:33,930 --> 01:04:41,370 Turn, and then we're going to want to go-- whoops. 1370 01:04:41,370 --> 01:04:43,320 We're just going to push it back 90 degrees. 1371 01:04:43,320 --> 01:04:44,560 Hit Lay Flat. 1372 01:04:44,560 --> 01:04:46,830 Lay Flat ensures that its bottom face is touching 1373 01:04:46,830 --> 01:04:49,460 the bottom face of the build plate. 1374 01:04:49,460 --> 01:04:50,780 And we're good to go. 1375 01:04:50,780 --> 01:04:54,630 So our maker bot is not right now connected 1376 01:04:54,630 --> 01:04:56,190 to the network for some reason. 1377 01:04:56,190 --> 01:04:57,520 But that's OK. 1378 01:04:57,520 --> 01:04:59,584 We can just hit Export Print File. 1379 01:04:59,584 --> 01:05:00,875 It'll take a second to process. 1380 01:05:00,875 --> 01:05:03,580 1381 01:05:03,580 --> 01:05:05,540 >> And you can put it on a flash drive and then 1382 01:05:05,540 --> 01:05:08,150 plug that flash drive into the printer. 1383 01:05:08,150 --> 01:05:13,530 So it's a good idea sometimes to mess around with the settings. 1384 01:05:13,530 --> 01:05:17,310 When you first open this box up, it'll say-- it has a couple presets. 1385 01:05:17,310 --> 01:05:19,300 Do you want low resolution, high resolution? 1386 01:05:19,300 --> 01:05:22,390 But we can actually change these at a much more granular level. 1387 01:05:22,390 --> 01:05:26,550 So I'll just walk through a couple of these parameters and what they mean. 1388 01:05:26,550 --> 01:05:32,040 >> Infill is percent of the volume of the part is being actually printed. 1389 01:05:32,040 --> 01:05:35,510 So if infill were at 100%, everything would be printed. 1390 01:05:35,510 --> 01:05:39,200 It wouldn't do any null hollow features, no honeycombing. 1391 01:05:39,200 --> 01:05:41,030 It would print a completely solid part. 1392 01:05:41,030 --> 01:05:42,820 It would take an eternity. 1393 01:05:42,820 --> 01:05:46,430 So we will set it as 15% here. 1394 01:05:46,430 --> 01:05:49,070 I think the default that MakerBot comes with is like 10%. 1395 01:05:49,070 --> 01:05:50,990 But 15% is fine. 1396 01:05:50,990 --> 01:05:54,690 If you print the part and then try it out and it buckles or breaks 1397 01:05:54,690 --> 01:05:57,440 or it seems kind of weak, then you can just bump that number up 1398 01:05:57,440 --> 01:05:59,000 and it'll be a lot stronger. 1399 01:05:59,000 --> 01:06:01,560 The plastic filament itself is actually pretty strong, 1400 01:06:01,560 --> 01:06:03,610 so just bump that number up. 1401 01:06:03,610 --> 01:06:04,910 It'll make it a bit stronger. 1402 01:06:04,910 --> 01:06:07,450 >> Number of shells is how many shells on top 1403 01:06:07,450 --> 01:06:10,660 of the honeycomb, how many layers on top of the honeycomb it prints. 1404 01:06:10,660 --> 01:06:13,260 I set it to five to give it a nice finish quality. 1405 01:06:13,260 --> 01:06:17,950 And then, layer height is the diameter of the thread that is being extruded. 1406 01:06:17,950 --> 01:06:21,970 So right now, 0.2 millimeters, a fifth of a millimeter 1407 01:06:21,970 --> 01:06:23,100 is what it's printing at. 1408 01:06:23,100 --> 01:06:28,170 But I think it goes all the way down to, wow, a hundredth of a millimeter. 1409 01:06:28,170 --> 01:06:28,870 That is tiny. 1410 01:06:28,870 --> 01:06:35,550 So that will take-- if we set this to 100% infill with five shells 1411 01:06:35,550 --> 01:06:40,465 at 0.01 millimeter layer height, hit Save Settings, and then Export Print 1412 01:06:40,465 --> 01:06:44,130 File, you'll see the expected time is going to be huge. 1413 01:06:44,130 --> 01:06:47,990 We'll just let it process because I'm curious to see how large it would be. 1414 01:06:47,990 --> 01:06:54,510 >> I think this part using 15% infill, 0.2 millimeter layer, and five shells 1415 01:06:54,510 --> 01:06:56,115 took about two hours to print. 1416 01:06:56,115 --> 01:06:58,240 But you can see it's even taking a really long time 1417 01:06:58,240 --> 01:07:04,250 to prepare and to create the actual MakerBot file for it. 1418 01:07:04,250 --> 01:07:07,840 >> So something that's MakerBot about specific is that from this desktop 1419 01:07:07,840 --> 01:07:11,510 application, it will export in a .makerbot file format. 1420 01:07:11,510 --> 01:07:14,000 That is only file format that the machine will accept. 1421 01:07:14,000 --> 01:07:17,170 If you try to give it an STL, it will freak out, maybe explode. 1422 01:07:17,170 --> 01:07:21,890 So always a good idea to export in a .makerbot file format. 1423 01:07:21,890 --> 01:07:23,820 So that's going to process. 1424 01:07:23,820 --> 01:07:30,270 >> In the meantime, let's just hop back to SolidWorks here and look at our part. 1425 01:07:30,270 --> 01:07:33,580 So this was kind of a nice example of a part 1426 01:07:33,580 --> 01:07:37,770 because it allows you to design for something that already exists, right? 1427 01:07:37,770 --> 01:07:41,210 We had to measure all the supports that already exist. 1428 01:07:41,210 --> 01:07:43,230 In reality, there are a lot more considerations 1429 01:07:43,230 --> 01:07:46,120 that you need to take into account for when designing a part. 1430 01:07:46,120 --> 01:07:51,270 For example, I won't do an in depth demo of this little phone dock, 1431 01:07:51,270 --> 01:07:53,830 but there were a couple more considerations 1432 01:07:53,830 --> 01:07:55,330 that we needed to take into account. 1433 01:07:55,330 --> 01:07:57,329 >> So you'll notice that when the phone is sitting, 1434 01:07:57,329 --> 01:07:59,340 and I'll try to give you a side angle there. 1435 01:07:59,340 --> 01:08:01,170 When the phone is sitting in the dock, it 1436 01:08:01,170 --> 01:08:03,990 is kind of raked back by a little bit. 1437 01:08:03,990 --> 01:08:05,540 I think I set that at 15 degrees. 1438 01:08:05,540 --> 01:08:06,900 That's somewhat arbitrary. 1439 01:08:06,900 --> 01:08:11,100 But as it's raked back, the center of gravity of the phone 1440 01:08:11,100 --> 01:08:14,760 is going to be displaced from its base meaning that, 1441 01:08:14,760 --> 01:08:19,260 if when designing the part we had just cut it off and not had this back panel, 1442 01:08:19,260 --> 01:08:22,370 but it was only this much, then when we put the phone in, 1443 01:08:22,370 --> 01:08:23,850 it would've just toppled over. 1444 01:08:23,850 --> 01:08:26,880 >> That's because the center of gravity of the whole part 1445 01:08:26,880 --> 01:08:30,490 of the phone, the heavy part, would extend proud of the base. 1446 01:08:30,490 --> 01:08:33,090 And it will create a tipping moment, and it'll fall over. 1447 01:08:33,090 --> 01:08:38,550 So a way to combat that in design is to just make a quick mock up 1448 01:08:38,550 --> 01:08:41,580 of your phone, which will take like two seconds. 1449 01:08:41,580 --> 01:08:43,310 We'll just make a new part. 1450 01:08:43,310 --> 01:08:46,050 Make the fastest mock up of an iPhone. 1451 01:08:46,050 --> 01:08:50,170 So let's make a rectangle on the top plane. 1452 01:08:50,170 --> 01:08:55,490 Here, create, define these. 1453 01:08:55,490 --> 01:08:57,364 Just going to measure quickly with calipers. 1454 01:08:57,364 --> 01:09:00,370 1455 01:09:00,370 --> 01:09:10,010 The width is 2.308. 1456 01:09:10,010 --> 01:09:24,260 And then, the height is 4.880. 1457 01:09:24,260 --> 01:09:29,760 And then, the depth, this is the number that everybody cares about in tech, 1458 01:09:29,760 --> 01:09:32,300 0.30. 1459 01:09:32,300 --> 01:09:37,870 I have a screen protector on it, 0.303. 1460 01:09:37,870 --> 01:09:39,130 >> Cool. 1461 01:09:39,130 --> 01:09:39,802 Extrude it. 1462 01:09:39,802 --> 01:09:43,910 1463 01:09:43,910 --> 01:09:48,830 And then, I'll add some fillets. 1464 01:09:48,830 --> 01:09:51,798 It's a little bit trickier to measure the fill diameter. 1465 01:09:51,798 --> 01:09:54,214 You can use a gauge, but I don't have one on me right now. 1466 01:09:54,214 --> 01:09:59,318 1467 01:09:59,318 --> 01:10:01,890 We'll just eye it, and that'll be fine. 1468 01:10:01,890 --> 01:10:10,050 1469 01:10:10,050 --> 01:10:12,180 That looks about right, just visually. 1470 01:10:12,180 --> 01:10:15,990 This is like a dummy phone that we just made in like a minute. 1471 01:10:15,990 --> 01:10:22,280 So we'll save this as iPhone dummy. 1472 01:10:22,280 --> 01:10:28,300 1473 01:10:28,300 --> 01:10:32,190 And now, we can create an assembly with our dock and measure 1474 01:10:32,190 --> 01:10:35,400 how far the middle of our phone is from the base. 1475 01:10:35,400 --> 01:10:39,426 So I had mentioned before that we create parts, assemblies, and drawings. 1476 01:10:39,426 --> 01:10:41,300 Drawings are not really something that you'll 1477 01:10:41,300 --> 01:10:44,310 mess with unless you're designing parts that will be made out 1478 01:10:44,310 --> 01:10:47,120 of house at a machine shop or what have you. 1479 01:10:47,120 --> 01:10:50,530 And it's a little bit more involved to properly dimension a drawing 1480 01:10:50,530 --> 01:10:54,020 and make sure that every dimension is clear. 1481 01:10:54,020 --> 01:10:57,190 And you also have to add tolerances, and that gets a little bit more 1482 01:10:57,190 --> 01:10:59,350 involved, so we'll just kind of gloss over that. 1483 01:10:59,350 --> 01:11:02,490 But let's say we want to make an assembly with the phone dock that I've 1484 01:11:02,490 --> 01:11:04,900 already designed and our dummy phone. 1485 01:11:04,900 --> 01:11:06,930 >> So we've already saved this. 1486 01:11:06,930 --> 01:11:08,590 Let's go up to File. 1487 01:11:08,590 --> 01:11:10,880 Make Assembly From Part. 1488 01:11:10,880 --> 01:11:14,090 And then, we're going to hit Add and iPhone dummy. 1489 01:11:14,090 --> 01:11:17,510 Also, nice to just select this graphics preview. 1490 01:11:17,510 --> 01:11:20,020 That'll show you the actual part itself. 1491 01:11:20,020 --> 01:11:27,520 And then, insert another component will browse for the iPhone dock, CS50 dock. 1492 01:11:27,520 --> 01:11:28,880 Cool. 1493 01:11:28,880 --> 01:11:32,430 So now, it's a nice sanity check just to double check 1494 01:11:32,430 --> 01:11:35,210 that the phone will actually fit in the dock that we've designed 1495 01:11:35,210 --> 01:11:37,180 and how it will look. 1496 01:11:37,180 --> 01:11:40,670 So let's make this face coincident with the bottom of this face. 1497 01:11:40,670 --> 01:11:44,890 And these relations are all handled through what are called mates 1498 01:11:44,890 --> 01:11:47,400 in assemblies wherein you have two parts, 1499 01:11:47,400 --> 01:11:52,090 and you need to join them by a list of defined joining features. 1500 01:11:52,090 --> 01:11:58,130 >> So for example, we need to put our phone which is being currently blown up, 1501 01:11:58,130 --> 01:11:59,220 call you later! 1502 01:11:59,220 --> 01:12:02,350 In a dock, and we need to say that the bottom face of our phone 1503 01:12:02,350 --> 01:12:06,190 is coincident with the inside bottom face of the dock. 1504 01:12:06,190 --> 01:12:08,230 And then, this will be centered inside. 1505 01:12:08,230 --> 01:12:12,180 We've given a little bit of a tolerance so that it's not a super tight fit. 1506 01:12:12,180 --> 01:12:14,440 And that will completely define it. 1507 01:12:14,440 --> 01:12:16,640 We'll make these two coincident. 1508 01:12:16,640 --> 01:12:23,020 Select mate up here, and it defaults to coincident, but it's inverted. 1509 01:12:23,020 --> 01:12:27,210 So if we just hit this little button down here, it'll flip it. 1510 01:12:27,210 --> 01:12:30,920 We hit the green arrow. 1511 01:12:30,920 --> 01:12:33,560 So looking good. 1512 01:12:33,560 --> 01:12:37,617 I've actually forgotten what the tolerance was on the spacing. 1513 01:12:37,617 --> 01:12:39,700 Like I said, I gave it a little bit of extra space 1514 01:12:39,700 --> 01:12:41,750 because it doesn't really want to be a tight fit. 1515 01:12:41,750 --> 01:12:44,340 So what we can do is measure the difference between them 1516 01:12:44,340 --> 01:12:45,590 and then split the difference. 1517 01:12:45,590 --> 01:12:48,210 >> So we can use the measure tool in SolidWorks. 1518 01:12:48,210 --> 01:12:50,502 We go up here to evaluate, measure. 1519 01:12:50,502 --> 01:12:52,710 Little tape measure comes up and that annoying window 1520 01:12:52,710 --> 01:12:54,700 in the middle of your part. 1521 01:12:54,700 --> 01:12:58,580 And we're going to select these two faces, they're highlighted in green. 1522 01:12:58,580 --> 01:13:01,960 And their distance is 2.36 inches. 1523 01:13:01,960 --> 01:13:05,070 So I think we said 2.36. 1524 01:13:05,070 --> 01:13:06,190 We'll remember that. 1525 01:13:06,190 --> 01:13:09,680 This was 2.308. 1526 01:13:09,680 --> 01:13:13,390 So we'll just split that difference with space. 1527 01:13:13,390 --> 01:13:13,890 Whoa. 1528 01:13:13,890 --> 01:13:16,830 So we got a mate. 1529 01:13:16,830 --> 01:13:18,570 Select these two faces. 1530 01:13:18,570 --> 01:13:19,690 Coincident. 1531 01:13:19,690 --> 01:13:22,040 Whoa, gotta add a little bit of space in there. 1532 01:13:22,040 --> 01:13:25,620 So it was, I think, 2.36. 1533 01:13:25,620 --> 01:13:31,700 We'll make this in parentheses to be clearer, minus 2.308 divided by 2. 1534 01:13:31,700 --> 01:13:33,630 That's splitting the difference for space. 1535 01:13:33,630 --> 01:13:34,522 Good to go. 1536 01:13:34,522 --> 01:13:36,730 But if we eye it, it looks like the phone is actually 1537 01:13:36,730 --> 01:13:39,210 extended in this direction beyond the dock. 1538 01:13:39,210 --> 01:13:40,945 So we just need to flip it. 1539 01:13:40,945 --> 01:13:42,420 It made very little difference. 1540 01:13:42,420 --> 01:13:43,800 Can't really see all that well. 1541 01:13:43,800 --> 01:13:44,960 Hit the green arrow. 1542 01:13:44,960 --> 01:13:50,860 And then finally, we'll make this back face coincident to the back there. 1543 01:13:50,860 --> 01:13:54,480 >> Realistically, there's also a tolerance for, you can see there, 1544 01:13:54,480 --> 01:13:55,560 space in the front. 1545 01:13:55,560 --> 01:13:57,144 We could split that difference. 1546 01:13:57,144 --> 01:13:59,310 But it's just the same procedure, so it's redundant. 1547 01:13:59,310 --> 01:14:02,920 Cool, so let's look at it from the side. 1548 01:14:02,920 --> 01:14:04,220 Mate is still selected there. 1549 01:14:04,220 --> 01:14:08,170 1550 01:14:08,170 --> 01:14:11,480 >> If we were to draw a line normal to this in the middle, 1551 01:14:11,480 --> 01:14:14,950 you'll actually see that the center of gravity of the phone 1552 01:14:14,950 --> 01:14:16,670 is somewhere in this region. 1553 01:14:16,670 --> 01:14:18,150 It's in the middle of the base. 1554 01:14:18,150 --> 01:14:22,300 We purposefully extended the base well beyond where the center of gravity 1555 01:14:22,300 --> 01:14:25,430 falls such that it will be able to sustain a tipping moment, 1556 01:14:25,430 --> 01:14:27,800 like when you place your phone in the dock. 1557 01:14:27,800 --> 01:14:29,970 You don't have to do it super gently. 1558 01:14:29,970 --> 01:14:30,980 You can just put it in. 1559 01:14:30,980 --> 01:14:32,280 It doesn't fall over. 1560 01:14:32,280 --> 01:14:35,930 >> If the distance between where the center of gravity falls on the base 1561 01:14:35,930 --> 01:14:38,570 and how far we extend the base back was really small, 1562 01:14:38,570 --> 01:14:42,260 it would take a very, very small tipping moment to actually tip it over. 1563 01:14:42,260 --> 01:14:44,920 So that would just be very impractical because you 1564 01:14:44,920 --> 01:14:47,190 would have to very delicately place your phone inside. 1565 01:14:47,190 --> 01:14:52,400 So I just added maybe a quarter of an inch or half 1566 01:14:52,400 --> 01:14:53,770 inch beyond what we needed. 1567 01:14:53,770 --> 01:14:56,954 I did not calculate the required tipping moment to take this over. 1568 01:14:56,954 --> 01:14:58,620 I think that might be a little overkill. 1569 01:14:58,620 --> 01:15:02,631 >> But physically, that's how it would be done. 1570 01:15:02,631 --> 01:15:03,130 Cool. 1571 01:15:03,130 --> 01:15:04,930 So now, we have this assembly saved. 1572 01:15:04,930 --> 01:15:09,010 You could make a more detailed iPhone if you wanted dimensions. 1573 01:15:09,010 --> 01:15:12,590 I had made this little extrusion for the Home button, 1574 01:15:12,590 --> 01:15:14,880 and this is iPhone specific. 1575 01:15:14,880 --> 01:15:17,360 But if your phone's in the dock, you can just 1576 01:15:17,360 --> 01:15:20,610 turn it on without having to take it out and look at all the text 1577 01:15:20,610 --> 01:15:26,270 messages that you're getting or SnapChats, my preference. 1578 01:15:26,270 --> 01:15:32,280 >> So another assumption, viewers at home might be thinking, Ansel, you idiot! 1579 01:15:32,280 --> 01:15:37,670 You assumed that the phone was uniformly distributed mass wise, 1580 01:15:37,670 --> 01:15:44,090 like that mass inside the boundaries of the phone is uniformly distributed. 1581 01:15:44,090 --> 01:15:45,200 That is not the case. 1582 01:15:45,200 --> 01:15:47,370 But I think that's a fine assumption. 1583 01:15:47,370 --> 01:15:49,200 So we can save this assembly. 1584 01:15:49,200 --> 01:15:53,132 We'll call it iPhone in dock. 1585 01:15:53,132 --> 01:15:53,840 We're good to go. 1586 01:15:53,840 --> 01:16:00,590 >> So you can create really complicated or ornate, involved assemblies 1587 01:16:00,590 --> 01:16:02,260 from many, many parts. 1588 01:16:02,260 --> 01:16:07,100 Just know that each part has a certain number of fixtures and lines associated 1589 01:16:07,100 --> 01:16:07,600 with it. 1590 01:16:07,600 --> 01:16:09,720 So if you have an assembly with a lot of parts 1591 01:16:09,720 --> 01:16:12,890 and you want to move it around and measure and do a lot of things, 1592 01:16:12,890 --> 01:16:17,900 it can become laggy depending on how powerful your computer is. 1593 01:16:17,900 --> 01:16:22,440 Just something to be aware of that will happen. 1594 01:16:22,440 --> 01:16:25,940 >> So that is kind of an intro to CAD. 1595 01:16:25,940 --> 01:16:30,530 The takeaways, I would say, are definitely add relations everywhere. 1596 01:16:30,530 --> 01:16:32,880 You will kick yourself in the rump if you don't. 1597 01:16:32,880 --> 01:16:39,090 It's very painful to go back later and change redundant dimensions. 1598 01:16:39,090 --> 01:16:40,310 It's useless, right? 1599 01:16:40,310 --> 01:16:44,490 You always want to dimension everything such that you dimension one number, 1600 01:16:44,490 --> 01:16:46,450 and then add relations from that number. 1601 01:16:46,450 --> 01:16:47,710 That's a huge takeaway. 1602 01:16:47,710 --> 01:16:50,960 Just being clean, just like when you're writing code, being clean and labeling 1603 01:16:50,960 --> 01:16:51,600 everything. 1604 01:16:51,600 --> 01:16:58,980 Labeling your features-- you'll notice that when we made this little lens 1605 01:16:58,980 --> 01:17:00,710 support, everything is labeled. 1606 01:17:00,710 --> 01:17:03,960 If you don't make this in house and you ship it to somebody, 1607 01:17:03,960 --> 01:17:07,420 most places, maybe 95% of machine shops or whatever, 1608 01:17:07,420 --> 01:17:09,920 will take a SolidWorks part file, you don't even 1609 01:17:09,920 --> 01:17:12,710 have to make drawings for it, you just send them this file. 1610 01:17:12,710 --> 01:17:15,710 And they'll be able to get every measurement they need off of this file. 1611 01:17:15,710 --> 01:17:19,590 And it's a lot easier for them to work with if everything is neatly organized. 1612 01:17:19,590 --> 01:17:21,180 You can even add folders. 1613 01:17:21,180 --> 01:17:25,460 We can select the bottom feature, hit Shift, or rather hold down Shift, 1614 01:17:25,460 --> 01:17:26,524 and select the top. 1615 01:17:26,524 --> 01:17:28,440 And everything in the middle becomes selected. 1616 01:17:28,440 --> 01:17:32,090 And then right click adds a new folder. 1617 01:17:32,090 --> 01:17:34,245 We'll call it awesome folder. 1618 01:17:34,245 --> 01:17:36,820 1619 01:17:36,820 --> 01:17:39,412 And now, everything is in a folder. 1620 01:17:39,412 --> 01:17:42,120 Things like that, just making everything very neat and organized, 1621 01:17:42,120 --> 01:17:43,990 another takeaway. 1622 01:17:43,990 --> 01:17:46,360 >> And then ultimately, being very explicit. 1623 01:17:46,360 --> 01:17:49,410 So there are relations between something that you've already defined 1624 01:17:49,410 --> 01:17:52,100 and other things that are related to it, but then there 1625 01:17:52,100 --> 01:17:53,420 are also dimension relations. 1626 01:17:53,420 --> 01:17:57,070 So it's really important to be explicit and make sure 1627 01:17:57,070 --> 01:18:00,470 that everything in your sketch is completely black before you move on. 1628 01:18:00,470 --> 01:18:04,450 So at this point, I'm going to open the floor up to questions, 1629 01:18:04,450 --> 01:18:06,950 and we can start to talk a little bit more about that. 1630 01:18:06,950 --> 01:18:10,480 And then, once questions are done, I'll show you the render process pretty 1631 01:18:10,480 --> 01:18:15,070 quickly wherein we can generate a really realistic looking image of this. 1632 01:18:15,070 --> 01:18:19,890 When you're looking at this in CAD, it just looks kind of a dull gray blob. 1633 01:18:19,890 --> 01:18:24,010 But when you do a render, it will be very, very realistic looking. 1634 01:18:24,010 --> 01:18:25,620 So questions? 1635 01:18:25,620 --> 01:18:27,970 >> AUDIENCE: MakerBot stuff? 1636 01:18:27,970 --> 01:18:30,145 >> ANSEL DUFF: Any other questions? 1637 01:18:30,145 --> 01:18:36,334 The MakerBot is, no fault of our own, actually, no, it's 1638 01:18:36,334 --> 01:18:37,500 definitely fault of our own. 1639 01:18:37,500 --> 01:18:40,230 We have lost a couple sheets, the tape sheets on the bottom. 1640 01:18:40,230 --> 01:18:45,446 So once we get those in, we'll be able to print again. 1641 01:18:45,446 --> 01:18:46,494 >> AUDIENCE: [INAUDIBLE]. 1642 01:18:46,494 --> 01:18:47,660 ANSEL DUFF: Oh, what's that? 1643 01:18:47,660 --> 01:18:48,542 Oh, yeah. 1644 01:18:48,542 --> 01:18:50,750 I thought you were talking about the actual MakerBot. 1645 01:18:50,750 --> 01:18:52,500 76%, wow. 1646 01:18:52,500 --> 01:18:54,486 It's going so slowly. 1647 01:18:54,486 --> 01:18:57,420 I thought you meant can we print yet. 1648 01:18:57,420 --> 01:18:59,378 AUDIENCE: You put together the tutorial online. 1649 01:18:59,378 --> 01:19:04,474 Does that include the best resources for people to remember what to click 1650 01:19:04,474 --> 01:19:07,684 and how to do some of the things you went through today? 1651 01:19:07,684 --> 01:19:08,350 ANSEL DUFF: Yes. 1652 01:19:08,350 --> 01:19:12,120 So there is-- the MakerBot tutorial, is that what you're referring to? 1653 01:19:12,120 --> 01:19:14,830 >> AUDIENCE: The one you put on the website. 1654 01:19:14,830 --> 01:19:16,960 >> ANSEL DUFF: Yeah, this one. 1655 01:19:16,960 --> 01:19:18,990 So this is MakerBot specific. 1656 01:19:18,990 --> 01:19:21,830 This is not SolidWorks specific. 1657 01:19:21,830 --> 01:19:24,870 I hope that this video will be available in high resolution 1658 01:19:24,870 --> 01:19:30,890 as a reference to the syntax and the GUI associated with SolidWorks. 1659 01:19:30,890 --> 01:19:36,000 But the tutorials, I think, are super helpful as far as getting started goes. 1660 01:19:36,000 --> 01:19:42,430 So when I hit New, or even use a hot key for that, but if we go to File, New, 1661 01:19:42,430 --> 01:19:45,470 we get this prompt box where we would typically select part. 1662 01:19:45,470 --> 01:19:48,090 But if we hit this tutorials box, then we 1663 01:19:48,090 --> 01:19:50,720 are venturing into the world of the tutorial. 1664 01:19:50,720 --> 01:19:57,090 >> So this is how I learned SolidWorks, was doing a bunch of these tutorials. 1665 01:19:57,090 --> 01:20:00,380 In fact, if you take CS 51, which is kind 1666 01:20:00,380 --> 01:20:04,120 of the intro to computer and machine design class, 1667 01:20:04,120 --> 01:20:06,800 they will require, I think, the first p-set zero 1668 01:20:06,800 --> 01:20:08,594 is doing all these tutorials. 1669 01:20:08,594 --> 01:20:09,510 They're super helpful. 1670 01:20:09,510 --> 01:20:10,410 They're quick. 1671 01:20:10,410 --> 01:20:13,730 You follow along in your own time. 1672 01:20:13,730 --> 01:20:15,612 They're a good way to learn the commands. 1673 01:20:15,612 --> 01:20:18,320 I know I was starting to go a little bit quickly towards the end. 1674 01:20:18,320 --> 01:20:21,759 >> AUDIENCE: Do they have cheat sheets or PDFs you've come across? 1675 01:20:21,759 --> 01:20:23,300 ANSEL DUFF: Yeah, so there is a page. 1676 01:20:23,300 --> 01:20:25,690 I'll put it on the staff site. 1677 01:20:25,690 --> 01:20:29,690 There is a page with a bunch of hot keys for SolidWorks. 1678 01:20:29,690 --> 01:20:31,840 SolidWorks is also super configurable. 1679 01:20:31,840 --> 01:20:34,450 Like, you can change just about everything. 1680 01:20:34,450 --> 01:20:37,300 If we go back to the main page-- I'm just going to cancel this. 1681 01:20:37,300 --> 01:20:41,300 If we go back to the main page, if you don't like this toolbar being there, 1682 01:20:41,300 --> 01:20:43,152 you can drag it and put off to the side. 1683 01:20:43,152 --> 01:20:45,610 I'll put it back up top, because I think it's the cleanest. 1684 01:20:45,610 --> 01:20:47,180 You can change just about everything. 1685 01:20:47,180 --> 01:20:50,475 If you want everything to be in millimeters, you can change that. 1686 01:20:50,475 --> 01:20:52,600 You'll notice, when we were dimensioning something, 1687 01:20:52,600 --> 01:20:56,150 let's go back here, that everything's to two decimal places. 1688 01:20:56,150 --> 01:20:56,860 That's rubbish. 1689 01:20:56,860 --> 01:20:58,134 Let's make it to three. 1690 01:20:58,134 --> 01:21:00,050 We'll go to Document Properties up here, which 1691 01:21:00,050 --> 01:21:03,270 is two icons over from the stop light. 1692 01:21:03,270 --> 01:21:07,590 Document Properties, Dimensions, and then we 1693 01:21:07,590 --> 01:21:09,290 set this to three decimal places. 1694 01:21:09,290 --> 01:21:10,050 Hit OK. 1695 01:21:10,050 --> 01:21:12,570 Everything changes to three decimal places. 1696 01:21:12,570 --> 01:21:15,280 You can customize up the wazoo. 1697 01:21:15,280 --> 01:21:20,560 >> But the biggest thing, I think the most useful user aspect of SolidWorks 1698 01:21:20,560 --> 01:21:23,540 are hotkeys, just like many programs out there. 1699 01:21:23,540 --> 01:21:26,620 I've been using them a lot, mainly holding down Control 1700 01:21:26,620 --> 01:21:30,500 to add relations, Shift to highlight multiple things, and F to fit, 1701 01:21:30,500 --> 01:21:33,867 like if we zoom out and then hit F. It fits the part in our view. 1702 01:21:33,867 --> 01:21:35,950 But there are many, many, many, many more hotkeys. 1703 01:21:35,950 --> 01:21:38,690 And I will put the page on the staff site that lists all them, 1704 01:21:38,690 --> 01:21:40,010 and they're super useful. 1705 01:21:40,010 --> 01:21:41,972 And just little shortcuts like double clicking 1706 01:21:41,972 --> 01:21:43,430 when you're drawing a line to exit. 1707 01:21:43,430 --> 01:21:46,590 1708 01:21:46,590 --> 01:21:48,242 Any other questions? 1709 01:21:48,242 --> 01:21:50,367 >> AUDIENCE: Where do you [INAUDIBLE]? 1710 01:21:50,367 --> 01:21:51,450 ANSEL DUFF: That's hidden. 1711 01:21:51,450 --> 01:21:52,860 That is hidden. 1712 01:21:52,860 --> 01:21:55,419 >> AUDIENCE: Why is the MakerBot printing that [INAUDIBLE]? 1713 01:21:55,419 --> 01:21:56,960 ANSEL DUFF: So that's actually a bug. 1714 01:21:56,960 --> 01:21:59,110 I contacted the manufacturer. 1715 01:21:59,110 --> 01:22:03,230 There's somebody with the same name at that organization. 1716 01:22:03,230 --> 01:22:09,189 >> AUDIENCE: The random one when you did the plane tangent to the hole, 1717 01:22:09,189 --> 01:22:11,272 is it then possible once you've drawn on the plane 1718 01:22:11,272 --> 01:22:14,950 to make the plane itself curve to fit on the surface? 1719 01:22:14,950 --> 01:22:18,307 What if you drew something on the plane to eventually go 1720 01:22:18,307 --> 01:22:21,736 onto the surface itself. 1721 01:22:21,736 --> 01:22:22,860 ANSEL DUFF: Great question. 1722 01:22:22,860 --> 01:22:27,690 So let's go back here to bottom plane, normal to it. 1723 01:22:27,690 --> 01:22:32,700 Sometimes after a restless night, my bottom plane is not there either. 1724 01:22:32,700 --> 01:22:34,310 But hit bottom plane. 1725 01:22:34,310 --> 01:22:35,830 We're good to go. 1726 01:22:35,830 --> 01:22:39,950 The question was, if we draw something on the plane, can it wrap around? 1727 01:22:39,950 --> 01:22:42,970 Or rather, can the plane itself wrap around to a curved surface? 1728 01:22:42,970 --> 01:22:45,220 And the answer to that, disappointingly, is no. 1729 01:22:45,220 --> 01:22:50,400 You cannot wrap a plane to a face that is not planar, not completely flat. 1730 01:22:50,400 --> 01:22:55,110 But if we did, watch, let's go back and sketch on here. 1731 01:22:55,110 --> 01:23:03,915 And we'll write, I don't know, let's write SolidWorks. 1732 01:23:03,915 --> 01:23:08,010 1733 01:23:08,010 --> 01:23:13,170 >> If we wanted extrude this here, even though we sketched it 1734 01:23:13,170 --> 01:23:18,700 on a plane that was tangent to the curved surface, it will still work 1735 01:23:18,700 --> 01:23:21,960 and it'll still take to a curved surface. 1736 01:23:21,960 --> 01:23:22,960 If that makes any sense. 1737 01:23:22,960 --> 01:23:27,860 You can make holes, any feature that you want in a sketch, 1738 01:23:27,860 --> 01:23:30,000 and then apply that to a curved surface. 1739 01:23:30,000 --> 01:23:33,800 But all the sketching has to be done on a plane. 1740 01:23:33,800 --> 01:23:37,200 Also, the nice thing about the feature tree is that once you create something, 1741 01:23:37,200 --> 01:23:40,170 it's easy to pick and choose what you want in your assembly. 1742 01:23:40,170 --> 01:23:43,710 So like this, SolidWorks looks ridiculous because it's overflowing. 1743 01:23:43,710 --> 01:23:46,870 >> So if we wanted to kind of put i on a shelf and use it later down 1744 01:23:46,870 --> 01:23:51,760 the road, we don't want it right now, if we just hit Suppress, it goes away. 1745 01:23:51,760 --> 01:23:55,319 So all I did was I left clicked, and then this little dialogue box pops up. 1746 01:23:55,319 --> 01:23:56,610 You have a ton of options here. 1747 01:23:56,610 --> 01:23:58,390 I just hit suppress. 1748 01:23:58,390 --> 01:24:00,090 >> AUDIENCE: [INAUDIBLE]. 1749 01:24:00,090 --> 01:24:02,710 >> ANSEL DUFF: If we want it gone, or rather if we want it back, 1750 01:24:02,710 --> 01:24:04,090 we just hit Unsuppress. 1751 01:24:04,090 --> 01:24:06,190 It's back. 1752 01:24:06,190 --> 01:24:08,440 So that's a really useful feature. 1753 01:24:08,440 --> 01:24:11,509 Not so much in parts, but when you have an assembly, 1754 01:24:11,509 --> 01:24:13,800 there are a couple other-- I'll go back to the assembly 1755 01:24:13,800 --> 01:24:16,170 and show you some cool assembly features. 1756 01:24:16,170 --> 01:24:22,500 So if we wanted to see how the phone how the fillets morph 1757 01:24:22,500 --> 01:24:25,320 to the fillets of the dock, we can highlight this. 1758 01:24:25,320 --> 01:24:26,750 So we go to dock. 1759 01:24:26,750 --> 01:24:28,940 Then we hit Change Transparency. 1760 01:24:28,940 --> 01:24:31,270 This makes it semi-transparent. 1761 01:24:31,270 --> 01:24:36,970 You'll notice that the fillets that we made here, there's plenty of space. 1762 01:24:36,970 --> 01:24:39,430 >> Additionally, we'll change that back. 1763 01:24:39,430 --> 01:24:44,240 You can also view in plane while moving through the depth of the part. 1764 01:24:44,240 --> 01:24:46,620 So this little count, it's like a half donut. 1765 01:24:46,620 --> 01:24:48,190 It's called Section View. 1766 01:24:48,190 --> 01:24:53,797 If we hit that, actually, we want a different plane. 1767 01:24:53,797 --> 01:24:55,204 Let's do top plane. 1768 01:24:55,204 --> 01:25:00,450 1769 01:25:00,450 --> 01:25:05,167 >> So we hit Section View, and then move this in and out. 1770 01:25:05,167 --> 01:25:06,000 Kind of hard to see. 1771 01:25:06,000 --> 01:25:07,180 We'll zoom in a little bit. 1772 01:25:07,180 --> 01:25:11,800 But this actually takes your field of view, your plane of vision, 1773 01:25:11,800 --> 01:25:13,500 and pushes it through the part. 1774 01:25:13,500 --> 01:25:16,000 So what's blue is actual material. 1775 01:25:16,000 --> 01:25:18,510 There's a phone, there's a fillet. 1776 01:25:18,510 --> 01:25:21,420 It's not that interesting for this part. 1777 01:25:21,420 --> 01:25:23,630 But this can be done in both assemblies and parts. 1778 01:25:23,630 --> 01:25:26,150 So if we go back to our lens support, then 1779 01:25:26,150 --> 01:25:30,300 hit the same thing, little half donut here. 1780 01:25:30,300 --> 01:25:31,600 It's kind of cool to see. 1781 01:25:31,600 --> 01:25:34,740 >> Sometimes, when you're designing a complicated internal feature, 1782 01:25:34,740 --> 01:25:36,970 this is really useful to check clearances, 1783 01:25:36,970 --> 01:25:40,870 as a sanity check to make sure that holes are concentric, what have you. 1784 01:25:40,870 --> 01:25:43,590 But you can just move it up and down. 1785 01:25:43,590 --> 01:25:48,615 I'm just holding it down, left clicking, and it will show you everything. 1786 01:25:48,615 --> 01:25:49,865 This can be done on any plane. 1787 01:25:49,865 --> 01:25:53,830 1788 01:25:53,830 --> 01:25:56,230 So we'll see if the MakerBot is done. 1789 01:25:56,230 --> 01:25:56,790 Oh, 80%. 1790 01:25:56,790 --> 01:25:59,150 We'll do the render and we'll come back. 1791 01:25:59,150 --> 01:26:02,660 >> So we had defined this part to be aluminum. 1792 01:26:02,660 --> 01:26:07,050 We had also defined its appearance to be gray. 1793 01:26:07,050 --> 01:26:09,490 We'll do polished aluminum. 1794 01:26:09,490 --> 01:26:13,750 So as far as SolidWorks is concerned, it's appearance 1795 01:26:13,750 --> 01:26:16,332 is completely taken care of, completely defined. 1796 01:26:16,332 --> 01:26:18,040 So now, we're going to go and we're going 1797 01:26:18,040 --> 01:26:20,490 to make a really realistic render of it. 1798 01:26:20,490 --> 01:26:23,330 It's going to look as it would in real life. 1799 01:26:23,330 --> 01:26:33,740 So the package I have enabled here is, actually, I don't have it enabled. 1800 01:26:33,740 --> 01:26:39,890 If there's something, you can pick and choose which tools are displayed. 1801 01:26:39,890 --> 01:26:43,770 >> The package that we have in our office has everything available, 1802 01:26:43,770 --> 01:26:46,950 the academic license has every feature that SolidWorks 1803 01:26:46,950 --> 01:26:49,190 makes incorporate in our package. 1804 01:26:49,190 --> 01:26:50,530 But not all of them are showing. 1805 01:26:50,530 --> 01:26:55,600 So if you want to add or subtract from this menu, just right click. 1806 01:26:55,600 --> 01:26:56,919 Nope. 1807 01:26:56,919 --> 01:26:58,960 You right click, and then you get this list here. 1808 01:26:58,960 --> 01:27:00,710 So we want Render Tools. 1809 01:27:00,710 --> 01:27:04,896 Render Tools uses an engine called Photo View 360, which may or may not 1810 01:27:04,896 --> 01:27:05,420 be enabled. 1811 01:27:05,420 --> 01:27:10,790 So to double check, we'll go to Tools, Add-ins, 1812 01:27:10,790 --> 01:27:12,710 and then we select Photo View 360. 1813 01:27:12,710 --> 01:27:13,514 Hit OK. 1814 01:27:13,514 --> 01:27:14,430 Now, we're good to go. 1815 01:27:14,430 --> 01:27:16,620 So we go to Render Tools. 1816 01:27:16,620 --> 01:27:18,122 You can do a preview render. 1817 01:27:18,122 --> 01:27:19,830 But it's not going to do anything for us. 1818 01:27:19,830 --> 01:27:23,320 So we're going all the way, final render. 1819 01:27:23,320 --> 01:27:25,960 And this will take a little bit of time to process. 1820 01:27:25,960 --> 01:27:27,444 But it'll look pretty cool. 1821 01:27:27,444 --> 01:27:35,730 1822 01:27:35,730 --> 01:27:39,380 >> So there are all these parameters on the right hand side that we can adjust. 1823 01:27:39,380 --> 01:27:43,990 The resolution, lighting, where the light's coming from, 1824 01:27:43,990 --> 01:27:46,819 the diffusivity of the surface. 1825 01:27:46,819 --> 01:27:47,860 Those are all adjustable. 1826 01:27:47,860 --> 01:27:49,420 But we're just using the defaults. 1827 01:27:49,420 --> 01:27:52,660 You can even move it around a little bit. 1828 01:27:52,660 --> 01:27:54,920 You can see it's really shiny. 1829 01:27:54,920 --> 01:27:57,419 All the fillets are glistening. 1830 01:27:57,419 --> 01:27:58,460 Oops, just lost my power. 1831 01:27:58,460 --> 01:28:01,493 All the fillets are glistening. 1832 01:28:01,493 --> 01:28:06,160 Sky is the limit as far as that goes. 1833 01:28:06,160 --> 01:28:08,920 It's pretty cool. 1834 01:28:08,920 --> 01:28:11,190 >> For some letters, and in fact a doorknob that we 1835 01:28:11,190 --> 01:28:19,220 had designed a little bit earlier, I had done a render of the door 1836 01:28:19,220 --> 01:28:21,930 handle also in false aluminum, and this is what it looks like. 1837 01:28:21,930 --> 01:28:29,675 1838 01:28:29,675 --> 01:28:31,800 There are some more advanced features with renders, 1839 01:28:31,800 --> 01:28:34,960 like you can add-- like if you were designing a battery pack, for example, 1840 01:28:34,960 --> 01:28:38,180 you can have a sticker that says high voltage or decals. 1841 01:28:38,180 --> 01:28:41,020 You can import your own decals and add them. 1842 01:28:41,020 --> 01:28:46,250 So it's very product designy. 1843 01:28:46,250 --> 01:28:50,776 85%, I'm dying to know how long this is going to take. 1844 01:28:50,776 --> 01:28:51,627 Yes? 1845 01:28:51,627 --> 01:28:53,710 AUDIENCE: You are printing something that's solid, 1846 01:28:53,710 --> 01:28:56,251 and then you have something that's [INAUDIBLE] in the middle. 1847 01:28:56,251 --> 01:29:01,230 MakerBot and SolidWorks work together and printed in a way that [INAUDIBLE]? 1848 01:29:01,230 --> 01:29:05,130 1849 01:29:05,130 --> 01:29:06,370 >> ANSEL DUFF: Great question. 1850 01:29:06,370 --> 01:29:10,330 So the question was, is there a way for us to print internal features? 1851 01:29:10,330 --> 01:29:12,830 Internal features are something that's suspended. 1852 01:29:12,830 --> 01:29:16,530 A good example is like if you were to print an A, 1853 01:29:16,530 --> 01:29:19,610 the center triangle of the A is an internal feature that's 1854 01:29:19,610 --> 01:29:20,830 completely suspended. 1855 01:29:20,830 --> 01:29:26,670 Or rather, if you were to print a hook that's overarching, 1856 01:29:26,670 --> 01:29:29,987 when the printer wants to get to the level where this part of the book 1857 01:29:29,987 --> 01:29:31,820 first starts, there's nothing holding it up. 1858 01:29:31,820 --> 01:29:33,340 It can't just print in mid-air. 1859 01:29:33,340 --> 01:29:37,880 Those are called internal features or suspended features, many names 1860 01:29:37,880 --> 01:29:39,040 for the same idea. 1861 01:29:39,040 --> 01:29:43,040 >> But the answer to your question is yes and no. 1862 01:29:43,040 --> 01:29:46,330 SolidWorks does not do anything to that extent. 1863 01:29:46,330 --> 01:29:48,820 SolidWorks is a CADing and simulation program. 1864 01:29:48,820 --> 01:29:55,235 And we can design really precise and advanced parts. 1865 01:29:55,235 --> 01:29:57,710 And even create CAM and G code for them. 1866 01:29:57,710 --> 01:30:00,210 But it doesn't really care about how we make them. 1867 01:30:00,210 --> 01:30:04,790 It only cares about us designing them very precisely and very efficiently. 1868 01:30:04,790 --> 01:30:10,250 >> However, once we've exported our part as a .obj or .stl-- side note, 1869 01:30:10,250 --> 01:30:13,703 if you have the option to choose between exporting using the file formats .obj 1870 01:30:13,703 --> 01:30:17,121 and .stl, always go with STL. 1871 01:30:17,121 --> 01:30:20,370 Once we've exported and we put it into the MakerBot desktop application, which 1872 01:30:20,370 --> 01:30:24,372 is what we're looking at right now, we have the option of creating supports, 1873 01:30:24,372 --> 01:30:26,080 printing these little support structures. 1874 01:30:26,080 --> 01:30:28,700 They're little towers that taper off at the end 1875 01:30:28,700 --> 01:30:30,340 and then hold those internal features. 1876 01:30:30,340 --> 01:30:32,946 So if we wanted to print a hook, for example, 1877 01:30:32,946 --> 01:30:35,070 when it prints this part of the hook, it would also 1878 01:30:35,070 --> 01:30:36,730 start to print a little tower. 1879 01:30:36,730 --> 01:30:39,690 And then, when the tower gets close to this base of the hook, 1880 01:30:39,690 --> 01:30:42,317 it would taper off into a really, really small plastic feature. 1881 01:30:42,317 --> 01:30:44,150 And that will support this part of the hook. 1882 01:30:44,150 --> 01:30:46,250 Then, it would just join the two. 1883 01:30:46,250 --> 01:30:48,480 >> And we do have the option of printing like that. 1884 01:30:48,480 --> 01:30:49,980 That option is turned off right now. 1885 01:30:49,980 --> 01:30:52,510 We haven't really needed it. 1886 01:30:52,510 --> 01:30:54,419 But yes, we can do that. 1887 01:30:54,419 --> 01:30:55,460 And that's how it's done. 1888 01:30:55,460 --> 01:30:55,980 You print supports. 1889 01:30:55,980 --> 01:30:58,420 And then, once everything is done, just break it away 1890 01:30:58,420 --> 01:31:00,835 and you can peel the supports off. 1891 01:31:00,835 --> 01:31:05,370 1892 01:31:05,370 --> 01:31:09,255 Any other questions, concerns, comments, remarks? 1893 01:31:09,255 --> 01:31:11,880 >> AUDIENCE: Yeah, supports. 1894 01:31:11,880 --> 01:31:12,820 Within the shapes? 1895 01:31:12,820 --> 01:31:15,796 I'm thinking like going back to the A example, what 1896 01:31:15,796 --> 01:31:19,330 if the A had something hanging down from the top? 1897 01:31:19,330 --> 01:31:22,756 Then the support is latched onto the A itself. 1898 01:31:22,756 --> 01:31:25,140 1899 01:31:25,140 --> 01:31:27,890 ANSEL DUFF: I can't say for sure without actually trying to do it. 1900 01:31:27,890 --> 01:31:29,240 But it would be cool. 1901 01:31:29,240 --> 01:31:31,460 I would imagine that they could print supports 1902 01:31:31,460 --> 01:31:36,430 that are on the side of the A that don't interfere with your part. 1903 01:31:36,430 --> 01:31:39,530 Some internal features are going to become kind of a lost cause. 1904 01:31:39,530 --> 01:31:44,240 For example, if you wanted to print a sphere with a smaller sphere located 1905 01:31:44,240 --> 01:31:49,090 internally, they're both independent, not attached at all, 1906 01:31:49,090 --> 01:31:51,634 it would probably try to print supports inside it. 1907 01:31:51,634 --> 01:31:54,800 But then, you'd never be able to remove those supports unless you cut a hole 1908 01:31:54,800 --> 01:31:56,970 and peeled them out. 1909 01:31:56,970 --> 01:31:59,720 >> So it almost takes a little bit of foresight 1910 01:31:59,720 --> 01:32:02,850 when you're designing the part and getting the part prepared 1911 01:32:02,850 --> 01:32:06,730 for print to ensure that it will be printable. 1912 01:32:06,730 --> 01:32:10,440 So like this feature, when it first imported, it was vertical. 1913 01:32:10,440 --> 01:32:13,070 That would be really challenging for the printer to print. 1914 01:32:13,070 --> 01:32:18,140 So always make sure that you lay it on its side. 1915 01:32:18,140 --> 01:32:18,980 And you'll be set. 1916 01:32:18,980 --> 01:32:30,360 1917 01:32:30,360 --> 01:32:31,720 88%. 1918 01:32:31,720 --> 01:32:33,450 We will sit here until it's done! 1919 01:32:33,450 --> 01:32:40,350 1920 01:32:40,350 --> 01:32:43,100 >> [APPLAUSE] 1921 01:32:43,100 --> 01:32:45,248