KEHADIRAN
• Semua Praktikan wajib mengikuti praktikum, tidak boleh diwakilkan dan jika berhalangan hadir
wajib menyerahkan surat keterangan izin maksimal 3x24 jam setelah praktikum dilaksanakan.
Apabila berhalangan, boleh menyerahkan softcopy surat keterangan melalui e-mail dan hardcopy di
hari berikutnya.
• Praktikum susulan diberikan kepada Praktikan yang tidak dapat mengikuti praktikum dikarenakan
oleh :
o Sakit, maka Praktikan wajib menunjukkan surat keterangan dokter atau instansi kesehatan
disertai cap instansi terkait
o Ketentuan perihal izin sakit mengikuti Aturan Akademik pasal 17 perihal izin Ujian
Susulan. Legalisir Surat Sakit oleh Klinik atau Rumah Sakit tempat yang bersangkutan di
rawat. Praktikan harus menyiapkan salinan surat sakit yang sudah di legalisir tadi sesuai
kebutuhan
o Izin, yang diperbolehkan adalah izin karena lomba dengan menyerahkan surat keterangan
resmi dari instansi terkait dan berduka cita dengan menyerahkan surat keterangan bertanda
tangan orang tua, acara keluarga tidak diizinkan.
• Praktikan wajib hadir tepat waktu pada saat pelaksanaan praktikum. Tidak ada toleransi
keterlambatan (toleransi keterlambatan 0 menit)
• Praktikan yang tidak mengikuti praktikum atau susulan lebih dari sama dengan 1 kali dinyatakan
GAGAL mengikuti Praktikum Gambar Teknik dan harus mengulang kembali modul terkait pada
Praktikum Gambar Teknik di tahun berikutnya.
PRAKTIKUM
• Syarat kelengkapan praktikum yang harus dipenuhi oleh setiap praktikan yaitu :
o Kartu Praktikum
o Kelengkapan praktikum yang ditentukan untuk setiap modul.
• Praktikan wajib memakai pakaian seragam resmi standar Fakultas
o Senin – Rabu : kemeja putih dan memakai celana panjang bahan untuk pria dan rok panjang
bahan untuk wanita berwarna gelap (hitam atau biru dongker).
o Kamis & Sabtu : Diperkenankan memakai kemeja bebas, celana panjang bahan untuk pria
dan rok panjang bahan untuk wanita berwarna gelap (hitam atau biru dongker).
i
o Jumat : Diperkenankan memakai kemeja batik, memakai celana panjang bahan untuk pria
dan rok panjang bahan untuk wanita berwana gelap (hitam atau biru dongker).
o Praktikan tidak diperkenankan memakai celana dan kemeja berbahan jeans dengan alasan
apapun.
• Bagi Praktikan Pria, rambut wajib pendek dan rapi (tidak melewati kerah baju, telinga, dan alis).
Praktikan tidak diperkenankan menggunakan wig.
• Bagi Praktikan Wanita yang tidak berhijab, wajib mengikat rambutnya selama praktikum
berlangsung.
• Praktikan wajib mengisi presensi pada lembar yang telah disediakan.
• Semua praktikan wajib melaksanakan praktikum sesuai dengan jadwal yang telah ditentukan,
kecuali bagi praktikan yang telah melakukan tukar jadwal dengan membawa bukti form tukar
jadwal. Jika tidak mengikuti peraturan maka tidak diperkenankan mengikuti praktikum.
• Tukar jadwal dilakukan antar kelompok (bukan individu), dengan mengisi dan mengumpulkan form
tukar jadwal maksimal satu hari sebelum pelaksanaan praktikum dan ditandatangani oleh asisten
serta perwakilan kedua kelompok yang akan melakukan tukar jadwal. Form tukar jadwal diberi cap
Laboratorium Gambar Teknik dan Studio Desain.
• Segala bentuk plagiarisme, kecurangan, pemalsuan dalam kegiatan praktikum akan dibawa ke
Komisi Etik Fakultas.
• Praktikan wajib mengikuti Praktikum sampai selesai dan tidak boleh meninggalkan praktikum tanpa
izin dari Asisten jaga.
• Pada saat praktikum, Praktikan :
o Tidak boleh mengganggu jalannya praktikum.
o Tidak boleh melakukan pekerjaan diluar tugas yang harus diselesaikan.
o Tidak boleh membawa fasilitas, perlengkapan dan/atau peralatan praktikum keluar dari
Laboratorium Gambar Teknik dan Studio Desain.
o Tidak boleh mengerjakan tugas Praktikan lain.
o Mengkondisikan alat komunikasi.
o Apabila praktikan berlaku curang pada saat mengerjakan Tes Awal dan/atau Tes Akhir,
maka Asisten berhak memberikan nilai NOL pada nilai Tes Awal dan/atau Tes Akhir
Praktikan yang bersangkutan.
• Setiap pengumuman yang berkaitan dengan praktikum hanya akan dipublikasikan melaui mading
dan media sosial resmi Laboratorium Gambar Teknik dan Studio Desain.
• Waktu yang akan digunakan dalam setiap kegiatan yang berkaitan dengan praktikum adalah waktu
Laboratorium Gambar Teknik (WLGTX), -10 menit WIB.
• Hal-hal yang belum diatur dalam Tata Tertib Praktikum Gambar Teknik 2019 akan
ditetapkan kemudian.
ii
PRAKTIKAN
• Praktikan wajib hadir saat pra-praktikum sebagai syarat mengikuti praktikum.
• Praktikan wajib mengikuti semua modul praktikum.
• Praktikan wajib mengerjakan tugas selama praktikum sesuai dengan instruksi yang
diberikan Asisten.
• Praktikan wajib mematuhi semua Tata Tertib yang telah disebutkan sebelumnya.
PENILAIAN
iii
LEARNING CONTENT
iv
3.6.1 Joint ............................................................................................................................................. 77
3.6.2 Constraint .................................................................................................................................... 80
3.6.3 Edit Assembly Constraint ............................................................................................................ 83
4th MODULE ADDING MATERIAL, APPEARANCE, AND INVENTOR STUDIO ........................... 85
4.1 MATERIAL ........................................................................................................................................ 87
Material........................................................................................................................................ 87
How to Add Material ................................................................................................................... 88
4.2 APPEARANCE ................................................................................................................................... 89
4.2.1 Appearance .................................................................................................................................. 89
4.2.2 How to add Appearance .............................................................................................................. 90
4.3 MATERIAL AND APPEARANCE .................................................................................................... 90
4.3.1 Material and Appearance differences .......................................................................................... 90
4.3.2 How to Edit Material and Appearance ........................................................................................ 91
4.4 ADJUST .............................................................................................................................................. 92
4.4.1 Modify appearance using mini toolbar ........................................................................................ 92
4.5 CLEAR ................................................................................................................................................ 93
4.6 DECAL ................................................................................................................................................ 94
How to Add Decal ....................................................................................................................... 94
Place a Decal on Assembly Component ...................................................................................... 96
4.7 VISUAL STYLE ................................................................................................................................. 97
4.7.1 Visual Style ................................................................................................................................. 97
4.7.2 Shadows ....................................................................................................................................... 99
4.7.1 Reflection .................................................................................................................................. 101
4.7.2 Camera Mode ............................................................................................................................ 101
4.7.3 Ground Plane ............................................................................................................................. 102
4.7.4 Textures ..................................................................................................................................... 103
4.7.5 Lighting Style ............................................................................................................................ 104
4.8 INVENTOR STUDIO ....................................................................................................................... 106
4.8.1 Studio Lighting Styles ............................................................................................................... 107
4.8.2 Camera ....................................................................................................................................... 108
4.8.3 Local Lights ............................................................................................................................... 109
4.8.4 Render........................................................................................................................................ 112
5.1st MODULE ESSENTIAL DRAWING ................................................................................................. 116
5.1.1 SHEET FORMAT ......................................................................................................................... 118
5.1.1.1 New Sheet Format ..................................................................................................................... 118
5.1.1.2 Edit Sheet Format ...................................................................................................................... 119
v
5.1.1.3 Change Projection Type ............................................................................................................ 120
5.1.1.4 Change Anotation Font .............................................................................................................. 120
5.1.2 BORDER ....................................................................................................................................... 121
5.1.2.1 Border Size in Every Type of Paper .......................................................................................... 121
5.1.2.2 How To Make A Border ............................................................................................................ 121
5.1.3 TITLE BLOCKS ........................................................................................................................... 123
5.1.3.1 Title Blocks Format ................................................................................................................... 123
5.1.3.2 Title Blocks Position in Every Type of Paper ........................................................................... 124
5.1.3.3 How To Make Title Blocks ....................................................................................................... 124
5.1.3.4 How To Edit Title Blocks .......................................................................................................... 125
5.1.3.5 Differences of Projection Type in Title Blocks ......................................................................... 125
5.1.4 LINE .............................................................................................................................................. 126
5.1.4.1 Type of Line and Where to Use ................................................................................................. 126
5.1.5 PROJECTION ............................................................................................................................... 127
5.1.5.1 American Projection and Europe Projection ............................................................................. 128
5.1.5.2 Projection Rules......................................................................................................................... 128
5.1.6 PLACE VIEWS ............................................................................................................................. 129
5.1.6.1 Tools Used ................................................................................................................................. 129
5.1.6.2 Detail Explanation about Tools Above...................................................................................... 130
5.1.7 CENTERLINE & CENTER MARK ............................................................................................. 136
5.1.7.1 Centerline .................................................................................................................................. 136
5.1.7.2 Center Mark ............................................................................................................................... 136
5.2nd MODULE GEOMETRIC DIMENTIONING AND TOLERANCE .............................................. 138
5.2.1 DIMENSIONING .......................................................................................................................... 140
5.2.1.1 Annotation Tools ....................................................................................................................... 140
5.2.1.2 Dimensioning Method ............................................................................................................... 143
5.2.1.3 Dimensioning Rules .................................................................................................................. 144
5.2.1.4 Type of Dimension .................................................................................................................... 144
5.2.1.5 Dimensioning View ................................................................................................................... 146
5.2.2 TOLERANCE ............................................................................................................................... 147
5.2.2.1 Type of Geometric Tolerance .................................................................................................... 147
5.2.2.2 Application tolerance ................................................................................................................. 148
5.2.2.3 Linear Fit and Tolerance............................................................................................................ 150
5.2.2.3.1 Fit Tolerance ...................................................................................................................... 150
5.2.2.3.2 Deviation ........................................................................................................................... 151
5.2.3 DATUM REFERENCE................................................................................................................. 151
vi
6th MODULE ADDING MATERIAL, APPEARANCE, AND INVENTOR STUDIO ......................... 153
6.1 PLACE VIEW TOOLBAR ............................................................................................................... 155
6.1.1 OVERLAY ................................................................................................................................ 155
6.1.2 EXPLODED VIEW ................................................................................................................... 159
6.2 ANNOTATE TOOLBAR.................................................................................................................. 164
6.2.1 BALLOON ................................................................................................................................ 164
6.2.2 AUTO BALLOON .................................................................................................................... 166
6.2.3 BILL OF MATERIAL............................................................................................................... 167
vii
LIST OF FIGURES
Figure 1. 1 Autodesk Inventor Template ........................................................................................................... 4
Figure 1. 2 Green Sketch indicator .................................................................................................................... 5
Figure 1. 3 Purple Sketch Indicator ................................................................................................................... 5
Figure 1. 4 Blue Sketch Indicator ...................................................................................................................... 5
Figure 1. 5 Black Sketch Indicator .................................................................................................................... 5
Figure 1. 6 Example of sketch ........................................................................................................................... 6
Figure 1. 7 The Dimention of sketch ................................................................................................................. 6
Figure 1. 8 Sketch Toolbar ................................................................................................................................ 7
Figure 1. 9 View Cube of sketch ....................................................................................................................... 8
Figure 1. 10 View Cube of sketch ..................................................................................................................... 8
Figure 1. 11 Autodesk Inventor Toolbar ........................................................................................................... 9
viii
Figure 4. 15 Textures ..................................................................................................................................... 103
Figure 4. 16 Textures ..................................................................................................................................... 104
Figure 4. 17 Lighting Style ............................................................................................................................ 104
Figure 4. 18 Style and Standard Editor.......................................................................................................... 105
Figure 4. 19 Environments tab ..................................................................................................................... 106
Figure 4. 20 Inventor Studio .......................................................................................................................... 107
Figure 4. 21 Studio Lighting Styles ............................................................................................................... 107
Figure 4. 22 Camera dialog box .................................................................................................................... 108
ix
Figure 5.2. 12 Centerline ............................................................................................................................... 142
Figure 5.2. 13 Center Mark ........................................................................................................................... 143
Figure 5.2. 14 Deviation Holes and Shaft ..................................................................................................... 151
Figure 5.2. 15 Datum Reference.................................................................................................................... 151
Figure 5.2. 16 Datum Reference.................................................................................................................... 151
x
LIST OF TABLES
xi
Table 5.2. 1 Dimensioning Method ............................................................................................................... 143
Table 5.2. 2 Type of Dimension .................................................................................................................... 144
Table 5.2. 3 Dimensioning View ................................................................................................................... 146
xii
1
1st MODULE
2D ESSENSIAL
2
3
1.1 AUTODESK INVENTOR DOCUMENT TEMPLATES IN METRIC
There are four types of Autodesk Inventor document template in metric:
A. Part (*.ipt): this template is used to create a sketch in Autodesk Inventor part 3D or sheet metal
which is defined in Autodesk Inventor part 3D parametric. In order to create parts needed in an
assembly product. The file type (.ipt) is divided into two kinds:
1. Part (.ipt)
Standard part is used to create a standard part of the sketch, or when the parts does not need
any special treatment in its production process.
2. Sheet Metal Part (.ipt)
Sheet metal part is used for creating parts that need special treatment, especially steel. It
involves steel processing such as rolling, bending, punch, etc.
B. Assembly (*.iam): this template is used to create assembly from parts which are made previously
to create a full 3D object. The file type (.iam) is divided into two kinds:
1. Standard Assembly (.iam)
Standard Assembly is used to combine some part.
2. Weldment (.iam)
Weldment is used to combine some part using weldment process.
C. Presentation (.ipn): this template used to create presentation of assembly or animation
presentation. A presentation file for assembly file contains information as how the part of
assembly are separated with each other.
D. Drawing (*.idw): this template is used to create technical drawing 2D from parametric Inventor
part 3D, an assembly of 3D, and brick an assembly project. This file is correlate with part file,
assembly file, or presentation file and then all of this is saved in 2D information from 3D object.
The document extension for 3D part is .ipt. This template is also used to sketching henceforth to 3D
model of the part.
4
1.2 SKETCH COLORS
A. Green: Indicates an under defined sketch (no dimensions or relations or you need to define/add
more dimensions or relations).
B. Purple: Indicates a fully defined sketch (you need to use relations and dimensions to fully define
a sketch)
These are the mainly used/seen colors in a normal day-to-day working. Please note that these may vary
depending on the color setting on your machine under Tools > Application Options > Colors.
5
1.3 START SKETCHING
A. Choose the plane
Select one of the three planes (YX plane, XY plane, and XZ plane) in the Feature Manager
Design tree or click Sketch on the Sketch toolbar, then select one of the three planes displayed.
B. Create the sketch
Click a sketch entity tool on Sketch toolbar.
Fully Define Sketch tool calculates which dimensions and relations are required to fully define
under defined sketches or selected sketch entities. You can access Fully Define Sketch at any
point and with any combination of dimensions and relations already added.
Creating Fully Defined Sketches:
1. Edit a sketch
2. If you want to make a Fully Defined Sketch, you have to dimension sketch on 0,0,0 point
(Origin).
3. Click Finish Sketch .
Note: In sketching process, it would be better if we start sketching from 0, 0, 0 point (Origin)
to make sketches in 3D model.
6
1.4 EXIT SKETCHING
After completing the sketch, a way to exit a sketching mode is to click Finish Sketch on the Sketch
toolbar.
For drawing views and bodies, the display settings you can view include:
7
Clickable Clickable Home Tringular
faces corners makers
Figure 1. 9 View Cube of sketch
8
Icon Tools Name Utilities
In a model, adds a rotate symbol and cursor to the view.
You can rotate the view planar to the screen around the
Rotate
center mark, around a horizontal or vertical axis, or
around the X and Y axes. Not used in drawings.
In a model, zooms and rotates the model to display the
Look At selected element planar to the screen or a selected edge
or line horizontal to the screen. Not used in drawings.
Sketches arcs from a Center Point, a start point, and an end point.
Center Point
Arc
Arc
Sketches arcs that are tangent to sketch entities.
Tangent Arc
9
Sketch
Type Icon Properties
Entities
Sketches arcs by specifying three points (start, end, and
3 Point Arc midpoint).
Trims away the corner at the intersection of two sketch entities
Sketching Sketch Fillet to create a tangent arc.
Sketch
Fillet & Sketch Applies a chamfer to adjacent sketch entities in 2D and 3D
Chamfer Chamfer sketches.
Sketches text.
Text
Sketching
Text Geometry Sketches text with geometry sketch.
Text
Inserts points into sketches and drawings.
Point Point
z
10
1.7 EDITING TOOLS
Here is the tutorial to use each tool:
Table 1. 4 Editing Tools
Sketch
Type Icon How to use
Tools
11
Sketch
Type Icon How to use
Tools
Choose a line
as mirror
Mirror
Mirror Click button if
Entities
it has finished
Choose object that
will be mirrored
12
Sketch
Type Icon How to use
Tools
entities - or – Select/Check Copy to include both
the mirrored copy and the original sketch entities.
c. Select an edge or a line to Mirror about.
• Click Done.
After mirroring, you can edit, remove, or keep the object.
You can project geometry, cut edges, flat patterns (sheet metal
parts), and DWG blocks, generate wire, and project to a 3D
sketch.
• In a 2D sketch, click a face or work plane to set the
sketch plane.
• Click Project Geometry
• In the graphics window, click the geometry that you
Project Project want to project onto the sketch plane. You can click
Geometry Geometry edges, vertices, work features, loops, and curves. If the
selection target isn’t visible, rotate the model.
• To finish right-click and choose done, press Esc, or
click another command.
Note: If you want to select a loop (a closed spline, circle, or
ellipse) and multiple selections are available the face
highlights. Use Select Other to cycle through selections and
when the desired geometry highlights, click to select it. Click a
face to project all loops on the face.
13
Sketch
Type Icon How to use
Tools
14
Sketch
Type Icon How to use
Tools
Rotating
Rotate Define the angle Point the center Choose the object
Sketch of rotation point to define the that will be rotate
Entities
Entities base of retation
Stretch
Stretch The exact value by which to Start point
Entities
multiply the dimensions of the
selected
15
Sketch
Type Icon How to use
Tools
window. Choose this option if you’re only
modifying one selection.
o Precise Input
Invokes the Precise Input toolbar so that you can
specify locations for modified geometry by
entering specific X and Y coordinates.
• In the graphics window, select the geometry you want
to stretch:
o Click to select one element.
o Drag to create a selection set.
o Right-click and choose Select All.
• If necessary, click Base Point in the Stretch dialog box
to switch to that mode.
• Click in the graphics window to set the base point for
the modified geometry, or enter coordinates in the
Precise Input toolbar.
• Click in the graphics window or use the Precise Input
toolbar to set the endpoint. Press Backspace to undo.
• As you move the cursor, a dynamic preview shows
dashed lines representing the original geometry and
solid lines representing the stretched geometry.
• To finish, click done in the Stretch dialog box, right-
click and choose done, or press Esc.
16
Sketch
Type Icon How to use
Tools
Moves a copy of the selection.
• In the graphics window, select the geometry you want
to move:
o Click to select one element.
o Drag to create a selection set.
o Right-click and choose Select All.
• If necessary, click Base Point in the Move dialog box
to switch to that mode.
• Click in the graphics window to set the base point, or
enter coordinates in the Precise Input toolbar.
• Click in the graphics window or use the Precise Input
toolbar to set the endpoint. Press Backspace to undo.
• As you move the cursor, a dynamic preview shows
dashed lines representing the original geometry and
solid lines representing the moved geometry.
• To finish, click done in the Move dialog box, right-
click and choose done, or press Esc.
Copy Tip: By default, base points and center points snap to the
closest vertical or horizontal axis. To override the snap, press
Ctrl while you set the point. Or, before you start, deselect Snap
to Grid in the Sketch tab of the Application Options dialog box
(Tools tab > Options panel).
• In a 2D sketch, click Sketch tab > Modify panel >
Copy.
The Copy dialog box opens and Select mode is active
by default.
• (Optional) In the Copy dialog box, specify any of the
following:
o Optimize for Single Selection
Automatically switches to Base Point mode after
you make a single selection in the graphics
window. Choose this option if you’re only
modifying one selection.
o Precise Input
17
Sketch
Type Icon How to use
Tools
Invokes the Precise Input toolbar so that you can
specify locations for modified geometry by
entering specific X and Y coordinates.
o Clipboard [Ctrl+C]
Saves a temporary copy of the selected geometry
that you can paste into a different sketch.
• In the graphics window, select the geometry you want
to copy:
o Click to select one element.
o Drag to create a selection set.
o Right-click and choose Select All.
• If necessary, click Base Point in the Copy dialog box
to switch to that mode.
• Click in the graphics window to set the base point, or
enter coordinates in the Precise Input toolbar.
• Click in the graphics window or use the Precise Input
toolbar to set the endpoint. Press Backspace to undo.
• As you move the cursor, a dynamic preview shows
dashed lines representing the original geometry and
solid lines representing the copied geometry.
• To finish, click done in the Copy dialog box, right-
click and choose done, or press Esc.
18
Sketch
Type Icon How to use
Tools
Invokes the Precise Input toolbar so that you can
specify locations for modified geometry by
entering specific X and Y coordinates.
• In the graphics window, select the geometry you want
to scale:
o Click to select one element.
o Drag to create a selection set.
o Right-click and choose Select All.
• If necessary, click Base Point in the Scale dialog box
to switch to that mode.
• Click in the graphics window to set the base point for
the modified geometry, or enter coordinates in the
Precise Input toolbar.
• Click in the graphics window or use the Precise Input
toolbar to set the endpoint. Press Backspace to undo.
• As you move the cursor, a dynamic preview shows
dashed lines representing the original geometry and
solid lines representing the scaled geometry.
Tip: You can also specify the rotation Scale Factor
manually. If you enter a value, it remains fixed until
you change it or click in the graphics window.
• To finish, click done in the Scale dialog box, right-
click and choose done, or press Esc.
On axis icon, click the red arrow to edit the X axis direction or
Edit Edit green arrow to the Y axis direction.
Coordinate Coordinate • Click X axis, Y axis, and Z axis to rotate the
Entities System coordinate system
• Right-click and click done.
Areas in the Autodesk Inventor application that rely on sketch counstraint include using:
• Icons to display multiple sketch relations that are inferred or added
• Click View, Sketch Constraints to select or clear display of the icons. If you clear View,
• Sketch Relations, but you select a sketch entity in an open sketch, the sketch relation icons appear.
• Inferencing as you sketch to create sketch relations.
• Sketch Snaps and Quick Snaps to add relations between sketch entities.
• Orientation option in the Insert Line Property Manager to specify the relation of sketched
lines.Adding constraints after creating sketch enriries.
19
Table 1. 5 Sketching Constraints
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
Coincident
1.
Constraint
• Select the vertical line and one of the short line in the middle.
• Select Parallel Constraint as the relation. The result is the
short line is parallel to the vertical line. Click Esc on
keyboard.
Parallel
2.
Constraint
20
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
• Select the two biggest circles and this window will appear.
• Select the largest and smallest circles and click Tangent
Constraint. Click Esc on keyboard.
Tangent
3.
Constraint
• Because of the relation, now the circle and the line will touch,
but not intersecting.
Collinear
4.
Constraint
21
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
Perpendicular
5.
Constraint
• Select the two biggest circles and this window will appear.
• In Constraint, there will be every relation that are possible to
be added for both of the circles. Choose Concentric, then the
result will be like this.
Concentric
6.
Constraint
• The smaller circle will move according to the larger one, and
because the relation is concentric, they will have a relation,
they share the same center point.
• Click Esc on keyboard.
22
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
Horizontal
7.
Constraint
Vertical
8.
Constraint
23
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
Symmetric
10.
Constraint
24
SKETCHING-CONSTRAINTS
Sketch relations are geometric constraints between sketch entities or between a sketch entity and a
plane, axis, edge, or vertex. In this part, student will learn about the most commonly used sketch
relations in Autodesk Inventor. There are coincident, parallel, tangent, collinear, perpendicular,
smooth, concentric, horizontal, symmetric, vertical, equal, and fix.
Equal
11.
Constraint
12. Fix
25
26
2nd MODULE
2D SKETCH TO 3D MODELLING
27
28
2.1 MAKING PART
The document name extension for 3D part is *.ipt
29
Each tool has their own function, here are the tools utilities:
30
1. Tools Specify
a. Specify Output
Specify Output is use for tool Extrude, Revolve, Sweep, Loft, Coil, and Thicken/Offset on
each tool dialog box. Type of Specify Output:
1) Solid . Creates a solid feature from an open or closed profile. Open profile selection
is not available for base features.
2) Cut . Removes the volume created by the feature from another feature or body.
3) Intersect . Creates a feature from the shared volume of the feature and another feature.
Deletes material that is not included in the shared volume.
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4) New Solid . Creates a solid body. If the extrusion is the first solid feature in a part file,
this selection is the default. Select to create a body in a part file with existing solid bodies.
Each body is an independent collection of features, separate from other bodies. A body
can share features with other bodies.
2. Plane
Tool Plane is use to creates a construction plane that is attached parametrically to another object.
Table 2. 2 Work Plane Option
Icon Tool Name Utility
Creates a work plane through the selected objects.
Plane
Offset from Creates a work plane parallel to the selected face at the
Parallel to Plane The work plane coordinate system is derived from the
Between Two and has the same outward normal of the first selected
Plane plane.
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Two Coplanar The positive X axis is oriented along the first selected
Edge edge.
Surface Through The positive Y axis is defined from the X axis to the
Edge edge.
Surface Through The positive Y axis is defined from the X axis to the
Point point.
Normal to Axis The new work plane is normal to the curve and passes
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2.2 MAKE SKETCH ON FACE
You can make sketch on face. These are the steps to make sketch on face
2.
Click icon on toolbar or
on selected face to start
making sketches.
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2.3 MAKE SKETCH ON A PLANE
Plane create a construction field on the selected object. Or in other words, Plane is the first step to create
a sketch which will then be use to make 3D object.
The basic plane in Inventor is as follows:
1. YZ Plane
YZ Plane is a plane where Y edges are perpendicular to the Z edges.
2. XZ Plane
XZ Plane is a plane where X edges are perpendicular to the Z edges.
3. XY Plane
XY Plane is a plane where X edges are perpendicular to the Y edges.
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When viewed from an isometric point of view it will be like this.
When no planar face exists, you can make new sketch on a new plane you make or the default planes
(Which are YZ Plane, XZ Plane, XY Plane)
2.
Click icon on toolbar or
on selected face to start making
sketches.
3. Make sketches on the face as you
want.
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2.4 HOW TO USE
These are tutorial to use 3D model tools.
Table 2. 5 Tutorial 3D model Tools
Icon Tools Name How to Use
4. In the Shape tab of the Extrude dialog box, specify the Output
type
5. In the Shape tab of the Extrude dialog box, specify an Operation
6. Using the Extents list and related options, determine the method
for ending the extrusion and set its depth:
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Icon Tools Name How to Use
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Icon Tools Name How to Use
4. Click Axis and then select an axis from the active sketch
plane.
5. If there are multiple bodies in the part file, click the Solids
selector in the Shape tab of the Revolve dialog box to choose the
participating body.
6. Specify the Output type.
7. For non-base features, specify the Operation.
8. Using the Extents list and related options, determine the method
for the revolution and set its angular displacement around the
centerline:
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Icon Tools Name How to Use
Sweep 1. Sketch a profile and path on intersecting planes. The path must
pierce the profile plane. The start point must be located on the
intersection of the planes for profile and path.
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Icon Tools Name How to Use
11. Click OK
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Icon Tools Name How to Use
5. If the part contains multiple solid bodies, click the Solids selector
to choose the participating body.
6. Specify the Output type.
7. Specify the Operation.
8. On the Conditions tab of the Loft dialog box, specify boundary
conditions for your sections and rails. Click the condition icon,
select the boundary condition from the list, and specify angles and
weights:
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
9. On the Coil Size tab of the Coil dialog box, use the Type menu to
choose the two parameters you want to define; the third parameter
is calculated.
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Icon Tools Name How to Use
d. Flat Angle. The distance (in degrees) the coil extends after
transition with no pitch (flat). Provides transition from the
end of the revolved coil to a flattened end. The example
shows the same coil as the Transition angle shown
previously, but with a half-turn (180 degree) flat angle.
11. Click OK.
Emboss 1. Start with a part file that contains a 2D sketch of the profile you
want to emboss or engrave.
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
Fillet
1. Click Fillet icon.
2. In the Fillet dialog box, select Edge Fillet .
3. In the Constant tab of the Fillet dialog box, enter the radius for
the first edge set and select a continuity option:
a. . Applies Tangent (G1) fillets which are tangent to
adjacent faces.
b. . Applies Smooth (G2) fillets which are curvature
continuous to adjacent faces. Applying this option causes
changes in curvature to occur gradually, resulting in
smoother, more aesthetically pleasing transitions between
faces.
4. Choose a Select Mode:
a. Edge. Selects or removes single edges.
b. Loop. Selects or removes the edges of a closed loop on a
face.
c. Feature. Selects or removes all edges of a feature that do not
result from intersections between the feature and other faces.
If use in the assembly environment, only part features can be
selected.
5. In the graphics window, select the edges.
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
3. Define the pull direction: Move the cursor over a face, work
plane, edge, or axis, until the direction arrow aligns with the
appropriate pull direction. Then click to select.
4. Select the faces to draft. As you move the cursor over a face, it
highlights in one color, and the fixed edge, which is the
intersection of the selected face and the fixed plane, highlights in
a second color. To remove a face or edge from the selection set,
press Ctrl + click.
5. Specify values for the angle and the symmetry:
a. Draft Angle and Draft Angle 2. Sets the angle of the draft.
Enter a positive or negative angle or choose a calculation
method from the list.
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Icon Tools Name How to Use
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Icon Tools Name How to Use
a. Thread Type. Selects the thread type from the list defined
in the spreadsheet.
b. Size. Selects nominal size (diameter) for the chosen Thread
Type.
c. Designation. Selects pitch for the chosen Size.
d. Class. Selects thread class for the chosen Size and
Designation.
e. Right Hand or Left Hand. Specifies the direction of the
thread. Use for thread notes but does not affect size or thread
appearance.
5. Click OK to finish.
Combine
1. Click Combine icon.
2. Using the Base selection arrow, choose the base solid body in the
graphics window.
3. Using the Tool body selection arrow, select the solid bodies to
combine with the base. You can select multiple tool bodies. The
number of tool bodies selected displays in parentheses next to the
arrow.
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Icon Tools Name How to Use
Thicken/Off
1. Click Thicken icon.
set
2. Specify the select mode:
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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Icon Tools Name How to Use
Circular
1. Click Circular icon.
Pattern
2. In the Circular Pattern dialog box, specify what you want to
pattern:
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Icon Tools Name How to Use
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Icon Tools Name How to Use
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3rd MODULE
ASSEMBLY RELATIONSHIP
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3.1 INTRODUCING ASSEMBLY
Assembly is a manufacturing process for joining part so it will become an actual finished product. In
Autodesk Inventor Document, choose Assembly file to make a 3D arrangement of component other
assemblies. Changes in the component are automatically reflected in its assembly file.
NOTE: Make sure the templates is Metric and choose Standard (mm).iam
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3.2 BEGIN ASSEMBLY
Assembly is the process to make parts become one complete object by joining them one to another
part. The first thing to do before joining parts is insert the parts that are required for assembly. There
are two ways to insert part (These tools can be found in Component panel in Assemble ribbon), they
are:
Table 3. 1 Component
Icon Icon Name Utilities
Specifies one or more to place as a component in an assembly.
Assembly components can be individual parts or subassemblies
Place that behave as a single unit. To ensure that they are available
when you open the assembly, add the paths for all components
to the project for the assembly.
This tool is used to create a component or part in the form of
a part file that can later be up as new additional part of assembly.
You select a plane on which to sketch, and set the name for the
Create
part. Parts created in plece are normal parts saved in their own
files. You can project edges from existing components to create
components in place,
3.3.1 Pan ( )
Planning shifts the location of the view without changing the magnification, as though you
were moving the image from side in front of a camera lens. Use the Pan command on the
Standard toolbar to move the view in the graphics window in any direction planar to the screen.
You can pan the view while other commands are active.
Click Pan or press F2 » The cursor changes to the pan cursor » Use the arrow cursor to
drag the view in the graphic window.
You can also pan the view using the Intellimouse. Hold down the wheel button, move the
mouse in the direction you want to pan, and release the wheel button to stop panning.
3.3.2 Rotate ( )
Use the Rotate command on the Standard toolbar to rotate a part or assembly in the graphics
window. You can rotate the view while other commands are active.
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3.3.3 Zoom In or Zoom Out ( )
Use the Zoom command on the standard toolbar to zoom the view in the graphics window in
or out to achieve the desired scale. You can zoom the view while oher commands are active.
You can also zoom the view using an Intellimouse. Roll the wheel forward to zoom in, and
roll back to zoom out. When zooming with the wheel, Inventor View uses the cursor position
as an anchor point for the zoom. As a result, if you don’t move the cursor, rolling the mouse
forward and then back are not reciprocal actions.
The image is zoomed to the area that you defined in the window.
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3.4 GROUNDED COMPONENT
In assembly files, the parts will float so that they can be freely moved with respect to their degree of
freedom.To make the parts immovable, we must give the part a grounded effect.
The ground plane represents an up direction in model space, an provides a visual cue for model scales.
You can display reflections of your model in the ground plane, giving the view a showroom floor
effect.
The followings are the step of making the part grounded or ungrounded:
Right-click on the component » Then, there will appear the options just like Figure 3.4.1, click
Grounded » If you want to ungrounded the part, then right-click on the grounded part, click
Grounded again. The checklist then will disappear, indicating the part is Ungrounded successfully.
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Free move is used to move the component so we get a better view of its features or to analyze
relationships. It is convenient but temporary. The part snaps back to its constrained or joined
position when you apply a new relationship, update or refresh the assembly.
NOTE: Free Move tool used for showing the blocked object.
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There are two types of assembly relationship that can be added to assembly process in Autodesk
Inventor 2016, they are:
3.6.1 Joint
Joint are used to create relationships between components. Points are the most commonly
used geometry in joint. As you add joint, you define the allowable directions of linear or
rotational motion of the components, you can move a component within its degrees of
freedom, visualizing the assembly’s behavior.
Joint can be created using many different objects. You can use Point in Faces, Point in
Planes, Point in Edges, and Point in Vertices. Most relationship are made between a pair of
objects.
Table 3. 2 Joint
Joint Utilities Illustration
Automatic
To assemble two components into one
united part with default type of joint; it
can be rigid, rotational, cylindrical,
planar, or ball
Rigid Before
To assemble two components into one
united part with points in selected origin.
But the assembled part cannot be moved
again
After
Rotational Before
To assemble two components into one
united part with the circular selected
origins.
The un-grounded selected part can be
moved rotationally
After
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Joint Utilities Illustration
Slider Before
To assemble two components into one
united part with the point and slot
selected origins.' The ungrounded
selected part can be moved around the
desired slot on the first selected part
After
Cylindrical Before
To assemble two components into one
united part with points on cylinder
selected origins. The ungrounded
selected part can be moved in or out
around grounded part circle and rotate
After
Planar Before
To assemble two components into one
united part with the point on plane
selected origins. The grounded selected
part can be moved around the plane.
After
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Joint Utilities Illustration
Ball Before
To assemble two components into one
united part with the point on sphere
selected origins. The ungrounded
selected part can be moved spherically.
After
Limits are defining the number of ranges in motion for every type of Joint, except
Rigid. Limit has two types, they are angular and linear. Angular limit adds limit in
degree of angle that allows.
A relationship with a defined limit is marked with a +/- symbol in the browser.
4. Click OK
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3.6.2 Constraint
Assembly constraints used to remove degrees of freedom between selected components.
Adaptive components can resize or change shape when constraints are applied. The first
component always moves to the second component, even if the first component is fully
constrained. If this causes constraint errors, the Assembly Constraint Management dialog
list the conflicting constraint, so you can suppress or delete them.
You can only add constraints to one component at a time with assemble. When you finish
defining constraints for a component, select OK to create the constraints and exit the
command. When you restart Assemble, select the next component you want to create
geometric relationships, such as mate, angle, tangent, insert, and symmetry.
Table 3. 4 Constraint
Icon Utilities Illustration
Mate Before
➢ Flush
Constraint aligns components adjacent to
one another with faces flush. Positions
selected faces, curves, or points so that
they are aligned with surface normal
pointing in the same direction
Angle Before
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Icon Utilities Illustration
➢ Undirected Angle
Allows either orientation, thus resolving
situations where component orientation
flips during a constraint derive or drag.
Tangent Before
➢ Outside
Positions the first selected part outside the
second selected part at the tangent point.
Outside tangency is the default solution
Insert Before
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Icon Utilities Illustration
the bolt head mated with the planar face. A After
rotational degree of freedom remains open.
Symmetry Before
Figure 3. 5 Constraint
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Figure 3. 6 Limits
2) Maximum
Sets the maximum extent of constraint movement. Check the box to activate. Clear
the check box to deactivate. The assigned value is retained when the check box is
cleared
3) Minimum
Sets the maximum extent of constraint movement. Check the box to activate. Clear
the check box to deactivate. The assigned value is retained when the check box is
cleared
NOTE: to edit only the offset or angle, highlight the constraint in the browser. Then click to open
the edit box at the bottom of the browser. Enter the new value for the constraint, and then press
Enter.
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4th MODULE
ADDING MATERIAL, APPEARANCE, AND
INVENTOR STUDIO
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4.1 MATERIAL
Here is toolbar that will use to give material
Material
Represent actual materials such as concrete, wood, and glass. You can apply materials into a part
that have been made before. The function of material is to give a realistic appearance and behavior
to the object.
Click Tools tab Material and Appearance Panel Material Select material
Figure 4. 2 Material
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How to Add Material
Here is the tutorial to adding material into object
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4.2 APPEARANCE
Here is the toolbar to use appearance for object
4.2.1 Appearance
Appearance definitions include properties such as color, patterns, texture images, and bump
maps. This tool is use to give that properties already mention to a part that have been made
before. You can use appearance assets to override the appearance assigned to a material. For
example, if a material in steel looks like metal, override the appearance with a finish appearance,
such as chrome plating, anodizing, or paint.
Click Tools tab Material and Appearance Panel Material Select material
Figure 4. 4 Material
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4.2.2 How to add Appearance
Here is the tutorial to add appearance into the object
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Icon Tools name Utilities
2. Appearance Properties
Displays the property list, based on the appearance
type. The appearance types include: Ceramic,
Concrete, Generic, Glazing, Masonry, Metal, Metallic
Paint, Mirror, Plastic, Solid Glass, Stone, Wall Paint,
Water, and Wood.
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No. Description Illustration
2. Click Physical to get
information about physical
properties from material,
4.4 ADJUST
To change color or orientation, use the Adjust command in-canvas tools. The Adjust command tools
are the mini-toolbar, and the texture manipulator. The mini-toolbar and the manipulator display only
if a texture map is assigned to the appearance that you are currently editing.
b. Select the surface with a textured appearance you want to modify. The Appearance mini
toolbar displays near the selection. The mini toolbar consists of several controls related
to appearances:
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1 1. Reposition grip
4 2. Color wheel
5 3. Color selection implicit cursor
4. RGB or HSB (Hue, Saturation,
Brightness) color mode
3 5. Color values based on RGB or
6 HSB selection
2 6. Mapping options, requires a
9 8 7 selected body that has a texture
(image) map appearance
7. Appearance selection
8. Mini toolbar options
9. OK, Apply, Cancel
d. Click OK.
4.5 CLEAR
Clear is use to remove the existing appearance that applied on the object.
The selection appearance restores the appearance that the assigned material uses.
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4.6 DECAL
Decal is use to put a sticker on some side of product or component. Sticker can be an image, bar code,
etc. Decal is use to give certain decal, 2D images such as stickers, logos, or pictures to apply it on a
model. The pictures inserted can be in .bmp, .gif, .jpg, .png, .xls, .doc format. You can use decal to
apply warning or instruction labels to models.
To create decal, you can insert an image in a sketch, position it using constrains and dimensions, and
then apply it as a decal using the Decal command on the 3D Model tab. If you create the decal on a
part instead of a surface, use the Delete Face command to remove unneeded faces. The part is
automatically converted to a surface.
How to Add Decal
Here is the tutorial to use Decal
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No. Description Illustration
Note: Right-click the image in the
graphics window and use options
in the Image Properties dialog
box to reorient the image. To
create a transparent background
for the decal, click Use Mask.
Decal
In the Decal dialog box, use the
following options to select and place
the decal:
• Image: Specifies an image to use
as the decal. Image must be in
.bmp, .gif, .jpg, .png, .xls, .doc
format. Use dimensions and
constraints to position the image
on the sketch.
• Face: Select the face on which to
apply the decal.
• Wrap To Face: Specifies
whether the image is wrapped on
one or more curved faces. Clear
the checkbox to project the
image onto one or more faces
without wrapping. Select the box
to apply a decal on cylindrical,
toroidal, and other nonplanar
faces. The projection is normal to
the sketch plane.
Chain Faces: Applies the decal to
adjacent faces, such as a fillet or over
an edge.
4. Click Image Select an image to
use as the decal
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Here is the tutorial to use Decal on various surface
Tip: If you use the decal in multiple assemblies, create Mates to simplify
positioning the decal
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4.7 VISUAL STYLE
Here is the toolbar to use visual style
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Table 4. 9 Type of Visual Style
Icon Visual Style Explanation Picture
Realistic Face Display : Realistic appearances
from the Autodesk Material Library
Visible Edge Display : OFF
Hidden edge display : OFF
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Icon Visual Style Explanation Picture
4.7.2 Shadows
Use Shadows to provide a better sense of volume and positioning.
View tab Appearance panel expand the Shadows list, and select shadows to display
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Tools Name Utilities Picture
Casts a model shadow onto the ground
plane. Does not require the ground
plane to be visible.
Ground Shadows
No Shadows
a) View tab Appearance panel expand the Shadows list, and then
click Settings.
b) In the Lighting Styles dialog, on the Shadow tab, adjust desired settings for shadow
density, softness and the presence of ambient shadows.
c) Click Done.
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4.7.1 Reflection
Display ground reflections temporarily in the current view.
Figure 4. 10 Reflection
Note: To modify the reflectivity settings, access the Ground Plane Settings in the
Reflections Settings.
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In Orthographic camera mode, a 3D model
appears flat and unlike objects observed in the real
world. All the points of a model project along lines
parallel to their positions on the screen. All same-
length parallel edges display as the same length,
even when you orient them so one edge is closer to
you than the other.
View tab Appearance panel select the check box for Ground Plane.
The Ground Plane becomes visible. The command icon updates to display the current state.
To turn off the ground plane visibility, click the command again.
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1. Modify the Ground Plane Settings
View tab Appearance panel expand the Ground Plane list, click Settings.
4.7.4 Textures
Display ground of Texture temporarily in the current view.
Figure 4. 15 Textures
1. Textures On
Controls the visibility of the texture aspect of Appearances while modeling, and to see
the appearance of the component in its finished state. Default setting.
2. Textures Off
During modeling tasks, removes the visual effect of textures. Both commands affect all
image textures, including textures that are more connected to modeling processes or
materials, except for threads and decals.
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Textures Off Textures On
Figure 4. 16 Textures
View tab Appearance panel expand Lighting Style list, select style or Settings
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1. How to set Lighting Style
Click Setting Style and Standard Editor
2. Settings (Light 1)
Edits properties of the selected light.
•
Move the vertical and horizontal sliders to
specify the position of the selected light.
• Color
Click the color pad to change the color of the
light source.
• Exposure
Use the slider to increase or decrease the intensity of the
selected light source.
• Relative Movement
Associates the selected light with the view camera.
The behavior is like walking around in a room while
using a video camera with its light on.
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Tools Name Utilities
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f) Use Select Top-Level Constraints to select all constraints at a specific assembly level and
below. You can add selected constraints to the animation favorites or suppress them, in one
action.
g) Use Select All Constraints to add all constraints in the assembly to the Animation
Favorites folder or suppress them, in one action.
In the Lighting Styles dialog box, there are several tabs that used in creating Lighting:
a. Environment Tab: To control the room light. We can determine the Exposure,
Rotation, Scale, and Source.
b. Shadows Tab: Defines the shadows in the lighting style. We can control the type,
quality, and density of the shadows. There are also light parameters in this tab.
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4.8.2 Camera
Camera is use to create and edit a camera in the active document to define a view for a
rendering. Parameters that creates a graphic representation that you can view or hide define a
camera. It can define multiple cameras, but it can only use one at a time for rendering.
Table 4. 13 Projection
Icon Tools Name Utilities Visualization
Orthographic Orthographic camera for
traditional illustrative
views.
3. Roll Angle
In Roll Angle, specify the angle of rotation around the direction axis of the camera, if
different from the default.
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4. Zoom
In Zoom, specify the zoom angle of the camera to define the horizontal field of view, if
different from the default.
5. Depth of Field
By Depth of Field, you can control the focus planes to stay positioned in relation to the
target. If you edit the camera target, the camera stays in focus in relation to it. You can
also animate the camera target. The result is a moving depth of field, which provides a
nice effect in an animation.
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No. Description Illustration
Turns lights on or off. When you
turn off a light, the light color face
changes to black, and in the
browser the light icon in the
lighting style tree is disabled.
3. Placement
Target
Set a target point on the model
when you click anywhere on the
model, then sets the target on the
view plane at the same view
distance as the existing target when
you click in space. Move the mouse
over a surface to display a preview
of the new light target/direction.
Position
Set the position of the light when
you click along the direction line of
the light. The direction line extends
to the standard direction line
distance if that distance is longer
than the current light distance. Or
sets the position at the click point
when you click anywhere on the
model, then sets the position on the
view plane at the same view
distance as the existing position
when you click a point in space.
4. Flip
Click the button on the right to
reverse the direction of the light. The
position and target are swapped as
long as the button on the right is
pressed. The default is Normal (not
reversed)
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No. Description Illustration
2. Determine how lights of any type emit
light and cast shadows.
a) Intensity
Specifies the amount of
illumination provided by the light.
The default is 0 in a range of 0 to
100.
b) Color
Specifies the color of the light. The
default color is white.
c) Attenuation Compensation
Compensates for attenuation of
detected light.
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No. Description Illustration
4. Sets properties for spot lights.
Available only when the light type on
the General tab is set to Spot
a) Position
Specifies values for the X, Y, and Z
coordinates of the position of the
light source.
b) Target
Specifies values for the X, Y, and Z
coordinates of the target of the light.
c) Hotspot
Specifies the angle of the spot light.
The default is 45 degrees in a range
of 1.0 to 150.0 degrees.
d) Fall off
Specifies the falloff angle of the
spot light. The default is 50.0
degrees in a range of 1.0 to 150.0
degrees
4.8.4 Render
Render is use to make an object that has been applied appearance and materials look real.
The main purpose of rendering is to view realistic image of the design with or without an
enhanced background.
Use Inventor Studio, and various Studio commands to give your components a more
realistic appearance, visualization, lighting, and camera positions that highlight the
beneficial aspects of your product. In render panel there are some icon with explanation
below
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Table 4. 15 Render Panel
Render Panel Explanation
1. Render Image
Use to render the product with optimum quality and resolution
that can be set before.
2. View Last
to display the most recent rendered image in a separate
window. Image storage is session based and does not persist
between sessions.
3. Render Animation
Rendering an animation outputs the animation according to the
settings you specify in the render dialog box.w
There are settings in Render Image dialog box with explanation below:
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No. Description Illustration
2. 1. Save Rendered Image
When selected, activates the file browser,
and starts the Open dialog box where you
can enter a name, select a location, and
choose a .bmp, .jpeg, .png, .gif, or .tiff
format for the rendered image.
2. Browse Window
Shows the path and file name selected or
entered to save the rendering. Click the
browse icon on the right to start the Open
dialog box. Available when Save
Rendered Image is selected.
3. Quality
• GPU HW
• Interactive
• Good
• Best
3. 1. Render Duration
Determine how long the Render duration by
set the render time, Iteration or until
satisfactory
2. Lighting a Material Accuracy
Improve the quality of Lighting and Material
Accuracy for render output
3. Image Filtering (Antialiasing)
Give Filter to render
output with many filters
that you can choose, and
you can determine the
width of antialiasing
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5.1st MODULE
ESSENTIAL DRAWING
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5.1.1 SHEET FORMAT
A new drawing usually contains a single drawing sheet. You can change the size and layout of the
drawing sheet and insert additional sheets. You can create custom sheet formats and use them to set
the attributes of new sheets.
Expand Drawing Resource » expand Sheet Formats » choose desired paper size » Right
Click on the paper size » select New Sheet » click OK.
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5.1.1.2 Edit Sheet Format
Here are steps to edit sheet format in Autodesk Inventor:
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5.1.1.3 Change Projection Type
In this module, we are using American Type Projection or Third Angle. Because Third
Angle is the most plausible if imagined.
Step to change Projection Type: select tab Manage » Choose Styles Editor » Expand
Standard » double-click Default Standard (ISO) » sselect View Preferences » Choose
Third Angle.
To change Anotation Font you can select tab Manage » Choose Styles Editor » Expand
Text » double-click Label Text (ISO) » edit the text style.
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5.1.2 BORDER
Borders is use to show and make a border. You can also define a custom border, copy a drawing
border definition from another drawing, you can create two types of custom borders:
a. a zone border
b. a border with no predefined zones.
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No. Description Illustration
2. Then, expand Drawing Resource »
Right-click on Borders » Select
Define New Border
3.
To make border, select
Rectangle Tools and make rectangle
on the paper.
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No. Description Illustration
6. To import the border to Active sheet,
right-click Borderline » Select
Insert » Done.
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5.1.3.2 Title Blocks Position in Every Type of Paper
In A0-A3 sized paper, the title blocks located on bottom right corner of landscape position.
But in A4 sized paper, the title blocks located on the bottom right corner of portrait position.
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No. Description Illustration
3. Then create the contents of title block
(including projection type) manually
based on the rules that already exist.
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5.1.3.5 Differences of Projection Type in Title Blocks
There are two types of projection,
a. First Angle
b. Third Angle
This symbol is really affected to your drawings because the view is different. To
differentiate the projection type just look at the title blocks. This module use Third Angle
Views.
5.1.4 LINE
In drawing we are using some type of line that have meaning in every type of line. So, we must use
it with intent and purpose. Based on line thickness, there are 2 types of line: Thick line and Thin line.
Both of this line have 1: 0,5 ratio. In general, thickness of thick line is 0,5mm and 0,7mm.
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Type Line Type Description Application
C Continuous narrow C1. Break Lines
freehand line
5.1.5 PROJECTION
To present 3D object to a 2D part/planar surface, use projection drawing. You can make your own
prototype by using projection as your guide. It includes all information about an object like shape,
dimension, tolerance, scale, materials, color, and etc.
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First Angle (Europe Projection) Arrangement:
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c. The Arrangement of Views
Before creating other view, students must define the type of projection. The views are
selected and arranged in parallel to the main view in one drawing.
Place Views is a toolbar that contain some features to make a drawing. In this toolbar, we can make
an American projection or Europe Projection. All this feature can be use to make a full defined
drawings.
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Icon Tools Utilities
Section View A view created by sketching a line that defines a plane use to
cut through a part or assembly.
a. Base View
The Base View tool use to set the front view of the object. If the last active model
document is closed, no model is automatically selected.
To choose display style for the drawing: Click Base View » Component » choose the
display style.
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Table 5.1. 6 Display style for the drawing
Type Description Illustration
Hidden Line View Style that display all
hidden line of the part
b. Projected View
You can make other view of the object using this tools. The projected view based on the
view preferences you choose.
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c. Auxiliary View
If you see an oblique face on the object, and can not be seen by using a Projected View
tool, use Auxiliary View tool to see it in projection. It is happened when face is not in
perpendicular plane.
d. Section View
Use Section View when you need to see detail information inside of the object. Example
if there is a hole inside the object, and after you projected it you cannot see the hole,
just section that objects and you can see the hole in your projection.
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Type Description Illustration
Offset A Section view is made by
Section passing the bended cutting
plane completely through the
part
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Type Description Illustration
Revolved A section view is made by
Section revolving the cross-section
view 90 degree about a cutting
plane and drawn on the
orthographic view.
e. Detail View
If your projected view is still too small to see, just use detail view to make an enlarged
view of specified portion of the view. By default, the scale of the detail view is double
the scale of the chosen view, but you can specify any scale.
f. Break
Sometimes there is a part that too long to put in the projection, you can reduce the size
of an object by removing the irrelevant portions. The Break tool can exceed the length
of the drawing.
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g. Breakout View
If there are parts that hidden inside the objects, you can breakout the view to expose
hidden part inside the objects in projection. Make sure there are no hidden parts.
h. Crop
An operation that provides control over the view boundary in an existing drawing view.
The clipping boundary can be a rectangle or circle you create during the command, or
a closed profile you select from a sketch.
i. Draft View
• Created from 2D sketch in the drawing file
• Place Draft view, and construct a drawing without associated model
• Provide detail that is missing in a model
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5.1.7 CENTERLINE & CENTER MARK
5.1.7.1 Centerline
Centerlines is annotation that is used to mark circle centers, a diameter of hole, symmetry
axis and describe the geometry side on drawings. You can insert centerlines into drawing
views automatically or manually.
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136
5.2nd MODULE
GEOMETRIC DIMENTIONING AND TOLERANCE
nd
5.2
Geometric
Dimensioning
a
& Tolerance
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5.2.1 DIMENSIONING
Dimensioning is the process of adding measurement annotation to a drawing.
a. General Dimension
General dimension is use to add a dimension on the drawing.
In rigid routes, there are three typical types of dimensions pertaining to the route
sketch:
a) Linear Dimension, from one element and between two elements.
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b. Baseline Dimension
Baseline dimension sets automate adding multiple dimensions to drawing views.
Student specify an origin to calculate dimensions from and select the geometry to
dimension.
c. Ordinate Dimension
Ordinates Dimension is use to give position mark of a point by a reference point. The
first thing that must be done is determining a position of reference point.
d. Chain Dimension
Use the Chain Set commands to add two types of chains dimensions to your drawings:
sets and individual chains dimensions. Then you create dimensions which are parallel
with the base dimensions.
e. Arrange Dimension
You can arrange linear, angular, true isometric, and individual baseline and ordinate
dimensions. You can select one or multiple dimensions in one or multiple views.
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f. Retrieve Dimensions
Use the retrieve command to display model feature and sketch dimensions and tolerance
on a drawing view. In orthographic views, only those dimensions that are on a plane
parallel to the view are displayed. In isometric views, all dimensions are available for
selection.
h. Centerline
Centerlines is annotation that is use to mark circle centers, a diameter of hole, symmetry
axis and describe the geometry side on drawings. You can insert centerlines into
drawing views automatically or manually.
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i. Center Mark
Center marks are annotations that mark circle or arc centers and describe the geometry
size on the drawing. With the center mark tool, you can create a center mark or a center
point on circular edges. The center mark lines can be use as references for dimensioning.
2. Graded
3. Combined
4. Symmetrical
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5.2.1.3 Dimensioning Rules
1. The distance between the dimension lines must be the same.
2. Guide line, dimension line, and the digit should not be intersected
3. Avoid multiple dimension
4. Must be located outside the object
5. Use minimum sides on dimensioning
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Ordinate Dimension Ordinate dimension
measures the perpendicular
distances from an origin
point called the datum, such
as a hole in a part.
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5.2.1.5 Dimensioning View
Here example of dimensioning view
Break View
1.
2. Breakout View
3. Detailed View
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5.2.2 TOLERANCE
Tolerance use when there is deviation form that allowed for the upper and lower deviation limits, the
size of the largest border with the size of the smallest boundary. There are two kinds of tolerance,
they are:
a. Geometric Tolerance
The tolerance that limiting error of the shape, or un precision surface on the object. Basically,
this tolerance allowing us to do something error with the limit. Using this tolerance if there is
something really necessary.
b. Linear Tolerance
Linear dimensions are tolerance that allowed for the size of feature, they specify the allowable
variation of the shape of a feature. An example is in casting process. The investment casting
process is capable of excellent repeatability.
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Icon Tool Name Utilities
Concentricity Describe a condition in which two or more
features (cylinder, cones, spheres etc.) in any
combination have a common axis.
Measurements requirements for referenced
features by wat of opposed point measurements
process should be investigated before defining
relationship using concentricity.
Position Define a zone within which the axis or center of
a features is permitted to vary from true position.
Symmetry Symmetry is use to ensure that two features on a
part are uniform across a datum plane.
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Symbol Example Explanation
Parallelism use when the
condition of a surface, line
or axis which is
equidistant at all points
from a datum plane or
axis. The datum feature
Parallelism
use to establish the datum
Tolerance
is identified with a datum
feature symbol.
In the box symbol of
example can be read
“Relative to datum A with
tolerance zone 0.1”.
Perpendicularity use when
the two-surface needing a
constant 90 degree. The
box symbol can be read
Perpendicularity “This axis must lie
Tolerance between two planes
perpendicular to the
surface at datum A and
spaced 0.2 apart”.
Angularity is the symbol
that describe the specific
orientation of one feature
to another at a referenced
Angularity
angle.
Tolerance
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Symbol Example Explanation
Concentricity describe a
condition in which two or
more features (cylinder,
cone, spheres etc.) in any
Concentricity combination have a
Tolerance common axis.
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Type of Fit Tolerance Explanation Example
Transition The hole is fractionally smaller
than the shaft and mild force is
required to assemble/
disassemble. Example: coupling
rings, spigot in mating holes.
5.2.2.3.2 Deviation
The fundamental deviation refers to the location of the tolerance with respect to
the zero line (basic/nominal size). Capital letters are use for holes and lower-
case letters are use for shafts.
The Feature Control Frame style controls the leader attachment, frame appearance, availability of
symbols in Feature Control Frame dialog box, and other properties.
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151
6th MODULE
ADDING MATERIAL, APPEARANCE, AND
INVENTOR STUDIO
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OVERLAY VIEW EXPLODED VIEW
Balloon tool
Part List tool
BALLOON
AUTO BALLON
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6.1 PLACE VIEW TOOLBAR
Here is the toolbar for Place View.
6.1.1 OVERLAY
Overlay indicate the range of motion of an assembly component by showing it in different
positions in a single view. You can show one or more overlay view on the original view in a
phantom line. In order to use overlay view function, the alternate position of the assembly
must be already set beforehand. Overlay are available for unbroken base, projected, and
auxiliary views. Each overlay view can reference a design view representation independent of
the parent view.
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No. Description Illustration
3. Expand Representation » Right-click
on Position » Click New.
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b. Insert Overlay View
Here is the tutorial to insert overlay view:
Table 6. 2 Insert Overlay View
No. Description Illustration
1. Open your drawing file with format
*.idw or create new.
New » click Metric » choose ISO.idw
» click Create.
2.
Insert the Base view of your
drawing.
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No. Description Illustration
3. Choose Overlay on Place Views
toolbar » choose the component.
4. On Positional Representation,
choose Position1 or any alternate
position that you want to show » click
OK.
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6.1.2 EXPLODED VIEW
An exploded view drawing is a diagram, picture, schematic or technical drawing of an object, that
shows the relationship or order of assembly of various parts. Exploded view shows an assembly’s
components spread out but positioned to show how they fit together when assembled.
The function of exploded view is to shows the components of an object slightly separated by
distance or suspended in surrounding space in the case of a three-dimensional exploded diagram.
An object is represented as if there had been a small controlled explosion emanating from the
middle of the object, causing the object's parts to be separated an equal distance away from their
original locations.
2.
Click Create View on Presentation
Toolbar.
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No. Description Illustration
3. Browse the assembly file that you want to
explode.
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2.) Manual Exploded View
Here is the tutorial to create manual exploded view:
Table 6. 4 Manual Exploded View
No. Description Illustration
1. Create New Presentation file (*.ipn).
New » click Metric » choose Standard
(mm).ipn » click Create.
2.
Click Create View on Presentation
Toolbar.
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No. Description Illustration
3. Browse your assembly file that you want to
explode » Click OK.
5.
Click Tweak Components on
Presentation toolbar.
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No. Description Illustration
6. Click component (part) that needed to
explode » click and drag one of the axis to
move the component.
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No. Description Illustration
2. Choose Base on Place Views toolbar
menu » browse your file.
Change Files of Type to Presentation file
(*.ipn) » Click Open.
6.2.1 BALLOON
Balloon is use to mark each part of assembly component. It is main function is for making the
number of part order. The function of number at the balloon is to showing parts of different
components.
If you create a parts list before adding balloons, the balloons use properties specified by the parts
list. If the view does not have an associated parts list, the BoM Properties dialog box opens so
you can set the properties.
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If you have a virtual part in the assembly, or a custom part defined in the parts list, you can create
a balloon for it. The balloon can be attached either to a part in the drawing or to an existing
balloon.
Table 6. 6 How to Use Balloon
No. Description Illustration
1.
Click Balloon on Annonate
Toolbar.
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No. Description Illustration
6. If there are parts not visible or hidden,
you can tear the object, so the inside can
be seen.
Auto balloon can be arranged vertically or horizontally, and we can adjust the spacing between
the balloon to adjust the image display.
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No. Description Illustration
2. Select all component that have different part/type in
drawing view which you want to add balloons.
Bill of Materials have various shapes and it can be use for many purposes. Bill of Materials are
created as part of the design process and used by a manufacturing engineer to determine which
items to buy or to make production. Production and inventory control planning uses BoMs that
are linked to master production schedule, to determine the release of items which will purchased
or produced.
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An accurate Bill of Material shows information about each of the product inputs, such as:
component number, component description, amount required for each component, unit size, and
lead time of work / order. All items and BoMs must be uniquely identified and numbered.
167
No. Description Illustration
3. Put the table position above the Title
Block.
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No. Description Illustration
6. In Table Layout, unselect the Title »
change table Direction » change
Heading position » OK.
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No. Description Illustration
9. Click Description » click Remove » find
and select Material in the Available
Properties » click Add » Click OK.
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REFERENCES
Autodesk Inventor. (2016). Inventor 2016 Online Help.
Laboratorium Gambar Teknik dan Studio Design. (2016). Modul Praktikum Gambar Teknik 2016-2017.
Bandung: Telkom University.
Sato, G. T., & Hartanto, N. S. (1981). Menggambar Mesin Menurut Standar ISO. Jakarta: PT. Pradnya
Paramita.
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