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| | #73 (permalink) | ||||||||||||||||||
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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. And when I looked back at how I did it, I used one sketch and swept-cut that using the wing-loft guide curve for the LE & TE swept-cut guide curve too.Dean Last edited by Spooky; 07-05-2009 at 06:32 PM. | ||||||||||||||||||
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| | #74 (permalink) |
| Flyin' Around ![]() Join Date: Jul 2008 Location: Germany, Hamburg
Posts: 8
| has anybody experience to design a complex fuselage(cross sections not rectangular) with solidworks? My way is too heavy; it generates a very complex model and then it´s not easy to work with. Kind regards Torsten Last edited by t.muehlnickel; 10-17-2009 at 05:34 AM. |
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| | #75 (permalink) | ||||||||||||||||||
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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Here's my latest design, which has already been sent out for laser cutting. Dean | ||||||||||||||||||
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| | #76 (permalink) |
| Flyin' Around ![]() Join Date: Jul 2008 Location: Germany, Hamburg
Posts: 8
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Hello Dean, I work with surface model first and create the sections and fuselage skin. Then I give them thickness and volume. Now build up the former and inner structure. I work with the fuse in a multi body part, I think it´s easier? (The wings etc. are a assemblies) To constrain these parts in a big assembly take a lot time and generate mistakes. How you are working, without surface model? Do you use parts and assemblies? How you are generating the stringer? Torsten |
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| | #77 (permalink) |
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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Hi Torsten, I use Solid models for everything, then split up the model into the parts I want. I'll use a 3-view plan and make sketches of the fuse sections, then place those sketches on the corresponding section plane and loft them into a solid, very similar to the wing lofting a few pages back. Then "shell" out the solid fuse to the former thickness I want and split the resulting body in half. After that, I'll use half of the fuse body to split into formers, and the other half for making stringer notches, then mirror the notches onto the former half. The reason I use half and half is that to get the guide curve for the stringer notches, I use the full half body and a plane and use "Sketch tools, intersect curve" and use that for the guide curve, one whole spline the length of the fuse, not just pieces, then swept-cut the notch. It sounds more complicated than it is, here's a few pics to help you get the idea. Dean |
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| | #78 (permalink) |
| Bad-ass Super Contributer! ![]() |
The Top-Down philosophy suggests a "Master Surface"..... typically as a Skelaton in Pro/E-Speak.... then copy the master surface regions as needed for each part of the model.... in ASSEMBLY Mode. Try to keep the overall intent in the skelaton..... and geometry that drives or affects multiple parts of the assy..... the skelaton serves as a one stop shopping for the driving geometry.... Starting out with surfaces (If SW has that capability) is the hot ticket. |
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| | #79 (permalink) | ||||||||||||||||||
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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My long winded 2 cents, Dean | ||||||||||||||||||
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| | #80 (permalink) | ||||||||||||||||||
| Bad-ass Super Contributer! ![]() |
"MY" experiance has been Aircraft design, particularly (well... nearly exclusively) the Predator UAV Series of planes. These are all molded composite planes, that are essentially built "From the Outside, In" With Pro/E, surfacing is not harder then creating solids. Surfacing includes all the methods and tools of solids plus some additional capabilities. And in the Top-Down design methodology, having your skelaton as a solid is not as elegant. This is simply a commentary on what my experiance has been with Pro/E and how I have modeled airplanes in the past..... not intended to evaluate how you use SW. | ||||||||||||||||||
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| | #81 (permalink) | ||||||||||||||||||
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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I actually started out with Unighraphics, designing automotive parts, airfoil & core molds, and other assorted stuff. For me, SW was learned as a second language, so to speak, but I've used it alot more over the years because of it's popularity. I still think It still comes down to preference and familiarity, whether you use surfaces or solid models, each has their good and bad points, it's what works for you that counts. Dean | ||||||||||||||||||
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| | #82 (permalink) | ||||||||||||||||||
| Flyin' Around ![]() Join Date: Jul 2008 Location: Germany, Hamburg
Posts: 8
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your method is very simple and good. I have to think about it on my bipe project ..... - in my design I have area with and without sheeting ... - wing to fuse and stab to fuse intersections - inner fuse design with side walls, upper floor etc. to support gear and engine box I think I have to use your "master part method" several times and/or split it in much more sections - don´t know yet .... I want the similar structure design like the EF Yak or Weihershäuser Ultimate, both are very rigid and light airframes. Best regards, Torsten | ||||||||||||||||||
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| | #83 (permalink) |
| Wood Splitter ![]() Join Date: Dec 2008
Posts: 185
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Hello Torsten, The method I used for making the formers and such, was geared towards the type of build (stick & tissue), not really the same as what your doing, but can be adapted, like slicing sections thru the fuse model where you want crutches or internals, and then modding those parts to your liking (lightening holes, etc.) same principle, cut one half and mirror. And for sheeting, for a visual and workable part, I'll copy a surface off of the model, yes I do use surfaces too, trim it to shape, thicken it, and use that to subtract from the parts needing sheeted. But to save time, I'll just offset the surface off the model where needed, trim, and subtract it from the parts, basically the same thing. Either way you get your relief for the sheeting on your parts.For the wing, stab, fuse intersects, I like to use slotted crutches that basically locate and lock in place to glue or screw. Good luck with your design, Dean |
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| | #84 (permalink) |
| Bad-ass Super Contributer! ![]() |
IMHO, if you are going to model a plane, and then make a zillion wood parts from it.... use the top down design philosophy. Model the OML's in a Skelaton,(Wings L & R, Stab, Fuselage, canopy, cowl, vertical, LG, wheel pants etc). Then copy regions from the skelaton, (in assembly mode),like a wing skin, or a turtle deck, or a vertical... what ever, directly into each part.... This is a robust way to have a model with no circular references and will update/regenerate properly without the references getting out of control..... I would be very s'prised if SW didn't have all this capability..... With a high fidelity model, and prolly 25 to 35 parts in the fuselage alone, tidy and good practices will pay off, and will help you to become a better modeler. this has been a pretty good resource for Pro/E... I 'xpect they have good SW stuff too..... http://www.mcadcentral.com/ Last edited by Mithrandir; 10-19-2009 at 10:52 PM. |
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