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1、Welcome to YOUR FIRST PART START TO FINISH 2 Another way is to choose START, , MECHANICAL DESIGN, , and then PART DESIGN. . 3 There are a few different ways to begin a Catia session. . From the start- -up screen, , choose FILE, , NEW and then PART. . 4 THREE DIMENSIONAL PART GENERATION IS VERY EASY
2、AND FOLLOWS A LOGICAL PROGRESSION WHEN YOU KNOW HOW TO USE A FEW ICONS going from THIS to THIS to THIS Is as easy as 123! Catia is “WINDOWS” based and ICON drivenSomething most of us are already used to. 5 This is the first screen you will encounter on the way to making your part. There are a few pr
3、imary choices you will make here that determine the outcome of your part Firstly, choose which plane that you wish to sketch in. Then, pick SKETCHER from the toolbar on the right. The PART TREE always tells you where you are. Notice at the top it says PART1 and at the bottom it is waiting for you to
4、 do something with PartBody. . Part tree To keep it simple, pick the xy plane” when beginning a part. This will help you to draw in a familiar plane. 6 Now you are in SKETCHER. From here you pick an icon from the PROFILE toolbar and Click-and-Drag that shape in the sketcher environment. Notice the P
5、art Tree reflects the fact that you are working on Sketch1. This is the PROFILE toolbar. These shapes are easy to use and the icons are self explanatory. This square was drawn using the square icon in the sketcher environment. At this point you are just roughing in the shape. The exact dimensions wi
6、ll be added next if needed. 7 To CONSTRAIN, or dimension a part, first click on the line to be done as shown herepicked This is the CONSTRAINTS toolbar Defined in dialog box Normal constraint Auto Constraint Animate constraint Click the line and click on Normal Constraint for the dimension to appear
7、double click to change the dimension that appears Once you have all of the required parts dimensioned, you are ready to go into 3D mode Exit Sketcher Click EXIT for Catia to leave the sketcher mode and enter 3D modeller Constraints are used throughout Catia and can be demanding. A later chapter will
8、 be devoted just to them. 8 Once you enter the 3D environment, the part profile you were working on takes on an isometric orientation as seen here. This is the SKETCHER toolbar from which you can choose a process of building your 3D modelhere we have chosen PAD Once PAD is chosen, the PAD DEFINITION
9、 pop-up will appear. From here you define the TYPE and LENGTH of the pad. You can also choose to mirror the pad or reverse its direction from here. Pad icon Notice that not all of the icons shown on the shortened SKETCHER toolbar are active. This is because some other variable must be satisfied for
10、Catia to allow its use. We will cover all of the icons and their uses later. 9 9 The pad definition box will cause the limits that have been selected to be applied in a wire frame representation first. Now if you click on APPLY and then OK, your wire frame will finally become a solid 3D model. Notic
11、e that on your PARTS TREE, pad1 has been added BEFORE sketch1 that was already there. This is all part of Catias hierarchy system. Congratulations! Your FIRST 3D part! 10 11 BASIC DRESS- -UP FEATURES LESSON II : DRESS UP FEATURES 12 Although technically not a Dress-Up Feature, POCKET is a tool that
12、is used often. Unlike HOLE, the feature to PUNCH must be defined in SKETCHER mode since it is user defined, not just a hole. pocket 13 The first thing to do is pick the face that you want to pocket the void through, then pick Sketcher Line is picked 14 In Sketcher, pick the proper shape icon from th
13、e Primary toolbar, and sketch the shape ON THE 3D PART represented in sketcher. Once this is done, EXIT sketcher to return to 3D mode Notice that the shape that will eventually become a hole in your part is represented in the part tree as Sketch2 Sketched circle 15 This is how your part will look on
14、ce you have returned to 3D. The sketch you made will appear flat on the face you chose. If it is not orange, choose it to make it active and ready for pocketing Now click on POCKET from the Sketcher Based Features toolbar Notice that in our 3D part the sketch we made was not orange immediately when
15、we returned to 3D mode. NO PROBLEM.we just need to either pick it manually from the object we are creating, or directly from the parts tree. sketch pocket 16 With POCKET picked, the POCKET DEFINITION input box will appear. Input the desired information and Catia will show you a dashed line sketch of
16、 your pocket. If all the information is correct, push APPLY and hole will appear in 3D, then push OK to make it permanent. Notice POCKET1 is active on the action tree. 17 From TYPE, you can enter a dimension or constrain the depth of the punch by choosing up to next”,”up to last”,”up to plane”, etcu
17、sing the arrow. Depth is where you enter the dimension for the depth of your pocket. Click on Mirrored extent to mirror” or send your pocket in both directions. Since Catia automatically sends your pocket in the most logical direction, if you want it to go the other way click on Reverse Direction. .
18、 18 Here is your part with your pocket in it. Now lets begin to DRESS IT UP Dress Up Features toolbar 19 A close up look at your DRESS UP TOOLBAR shows that it is ready to do five basic functions for you Fillet Chamfer Draft Shell Mirror DRAFT is what you use to angle the sides of your part in prepa
19、ration for possible casting processes. 20 The first thing we will do is FILLET. Pick the face that you wish to fillet, then pick fillet from the toolbar. The Edge Fillet Definition box will appear, which you will fill in with the appropriate info. RADIUS is the size of the fillet and OBJECTS lists t
20、he number of faces that you are going to fillet. The box also allows you to pick the propagation of the fillet (Tangency is the best for now). Orange means it is picked Noted on the tree 21 You dont have to pick an entire facea single edge may be picked instead. To pick MORE than one edge, but NOT a
21、nd entire face simply hold down CONTROL. Here we have chosen two different edges using the CONTROL buttonnotice the edges you choose turn red. MULTIPLE faces can be picked the same way. 22 MOUSE MANIPULATION 23 The 3 button mouse is your tool for manipulation of the parts and assemblies that you hav
22、e created. With it you can ZOOM, ROTATE and PAN your parts or manipulate the specification tree. First, place your cursor ANYWHERE on the screen To ZOOM, click and hold the MIDDLE mouse button, click and release the LEFT mouse button, then PUSH the mouse away from you to make your part smaller and P
23、ULL it towards you to enlarge your part. CLICK AND HOLD CLICK AND RERLEASE 24 ZOOM in from a small part To a LARGE part with this simple technique. 25 The next thing you can do is ROTATE your part This is accomplished by HOLDING the MIDDLE mouse button and then the LEFT mouse button while keeping th
24、e middle one depressed. CLICK AND HOLD FIRST CLICK AND HOLD SECOND 26 You can ROTATE your part in any orientation, 360 degrees in 3D. Click the middle mouse button on the section of part you want centered on the screen to change the rotational axis. 27 Another useful mouse aided motion is PANNING To
25、 PAN a part across the screen, click and hold the MIDDLE mouse button only. This allows you to move your part around the screen in a single orientation. CLICK AND HOLD 28 Your part will remain the same size and in the same orientation, but you can move it around in relation to the screen itself. 29
26、The SPECIFICATION TREE can also be manipulated. You can EXPAND and SHRINK, MOVE and ZOOM it. Note the HAND cursor on the tree. To manipulate the tree, you must first click on it. This will turn your part DARK, signaling you are ready to perform various tree functions. HAND 30 The tree responds the s
27、ame as a part does for manipulation. To move the tree, simply place the cursor near it and click and hold the middle mouse button. Now drag the tree wherever you wanted it. Here we have moved the tree by dragging it from one corner of the screen to the other. FROM HERE TO HERE 31 By using the same m
28、ouse clicks to ZOOM as you did with a part, you can make your tree larger or smaller as you need to. FROM THIS TO THIS Click and hold the middle mouse button, while single clicking the left mouse button. While holding the middle button, move the mouse toward and away from you to make the tree bigger
29、 or smaller 32 To SHRINK or EXPAND your specification tree, you simply click on the + or signs. Clicking a + opens up the tree into its individual branches. Clicking a does the reverse. CLICK HERE TO OPEN TO THIS 33 Different RENDERING STYLES give you different views of your part. The most common on
30、e is SHADING. It is chosen by clicking on it in the VISUALIZATION toolbar. VISUALIZATION TOOLBAR SHADING 34 This is the same part, but with the WIREFRAME picked WIREFRAME 35 This is HIDDEN LINES REMOVED mode HLR 36 This is SHADING WITH EDGES SHD+E 37 This is CUSTOMIZED. When this is picked, you can
31、apply materials to your part. This is useful visually, and needed when you are going to do a stress analysis. Once applied, a single mouse click can get you a lot of useful information, ie: Centre of Gravity, density, weight etc CUSTOMIZED If CUSTOMIZED is not available, , go to VIEW RENDER STYLE CU
32、STOMIZE VIEW, , and then click on materials. . To have your material apply to the part, , you must click PART BODY on the spec tree BEFORE clicking a type of material. . 38 CONSTRAINTS 52 You do your CONSTRAINING in Sketcher mode to create your part to exacting dimensions. This is the opposite of fr
33、ee-form creating we have done up to this point. 53 Pick the edge that you want to constrain, or give a definite dimension to, and then click CONSTRAIN from the toolbar. constrain 54 Another way to constrain a line on your part is to pick it and then click on CONSTRAIN IN A DIALOGUE BOX. You will hav
34、e many different ways of constraining the area that will appear in the dialogue box. The ones that you can use will allow you to pick them. Constrain in Picked line Picked point 55 The Constraint Definition box allows you to chose one or more constraints and apply it or them to the line that you hav
35、e chosen to constrain. Notice that in the definition box only the constraints that you can apply will be highlighted. 56 Now that we have clicked on DISTANCE, the distance between the two areas we have chosen will be defined. distance 57 You can apply more than one parameter picked in the Constraint
36、 Definition box. Notice here that we have picked VERTICALITY as well as distance, and that it has been applied to the vertical line. verticality 58 Another very handy thing that you will find useful from the constraint dialogue box is CONCENTRICITY. If you draw two circles, one inside the other, and
37、 had intended them to be concentric but they are not, you can make them concentric this way 59 Choose the two circles (by holding the control button) and then click on the defined constraints icon from the toolbar. 60 Click on concentricity and the two circles will do exactly that become concentric.
38、 A small symbol will occur at the centre of the circles, this is the concentricity symbol. Concentricity symbol 61 Again, you can pick more than one thing. This time we have chosen FIX as well as concentricity. Fix is the icon you click if you wish these two circles to remain concentric forever. Fro
39、m now on, these two circles will act as one and the anchor symbol will show up there. Fix symbol 62 Now you are ready to go to 3D mode and dress this sketch as you wish. Notice that all is greenthis is CATIAs way of telling you that you are ready to move on. 63 REFERENCE ELEMENTS 64 If your REFERENC
40、E ELEMENTS toolbar is not in view and not hidden, you can retrieve it from the toolbars menu seen here. 65 REFERENCE ELEMENTS play an important part in any solid modeling. Without them, you can only do work to the outermost surfaces of the part, which may not always be practical or involve a lot of
41、pre-draw planning. 66 To carve a step into your part without setting a reference plane, you are very limited as to where you can put it. You must first pick a part face that you are going to work on. This will unfortunately be where your step will begin, like it or not, without setting a plane.67 On
42、ce you have entered sketcher, you will draw the shape of the step that will be in your part. Notice in this example that part of the step shape extends beyond the part. The bit of shape that is not part of the step is of no consequence at this point. This method is the quickest and most convenient w
43、ay of carving out a stepbut keep in mind that if ACCURACY is important, you must consider how much of the step is overhanging the part in you overall calculations. overhang 68 Once back in 3D mode, you can see Sketch2 in relation to the part. You can now POCKET out this shape from one end to the oth
44、er, and anywhere in between. We will pocket it 1 inch. 69 At this point we have highlighted Sketch 2 and picked Pocket from the Dress Up toolbar. The Pocket Definition dialog box pops up for you to enter the initial depth of pocket. Depth of pocket Notice in the definition box you can also “mirror”
45、the pocket for it to go both ways or “reverse” it. Mirror (pick) 70 Here we have the part with the pocket cut into it making a step. This is convenient if you are only working on the faces of the part, but what if you need a step in the middle of one edge? 71 Lets take the same shape and carve a ste
46、p into the middle of the front edge, leaving material on both sides. For this we are going to have to do the same things as before, only first we must add a REFERENCE ELEMENT. 72 A Reference Element is another plane you can use as a reference for other drawing bits on your part. To do this we first
47、pick the face we wish to reference from, pick PLANE from the Reference toolbar, and in the Plane Definition dialog box we will enter how far the plane should be from the face we initially picked. plane Enter offset 73 Here we see the plane set into place and ready to be used as a reference element.
48、74 To use the reference element, first pick it ( it will highlight orange) and then pick sketcher. Notice on the TREE that Open Body appears on its own limb with plane1 attached to it. 75 Here in sketcher it is difficult to know which plane you are drawing on. If you forget, check the tree. Here we
49、see that the sketch we are doing at the moment is being done in plane2, as we wished. Other than that, you proceed exactly as we did the other step. 76 Back in 3D we see that our shape is exactly in the middle of the part, as we expected. 77 From here we do exactly as we did with the other step. We highlight the shape and choose the pocket icon. Give it depth in the dialog box and maybe even mirror it (as we did here) for extra size.78 BASIC ASSEMBLY DESIGN 79 There is a number of ways to enter ASSEMBLY DESI
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