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PENYUSUN MODUL PRAKTIKUM

GAMBAR TEKNIK DAN STUDIO DESAIN


2018/2019

Denny Sukma E. A., S.T., M.Sc 10860102


Aditya Chamdi Yusuf 1201160002
Ananda Keanu Aji Prawira 1201164451
Angelina Desandra Adventa 1201164097
Dio Panji Caenado 1201164066
Muhammad Fakhrul Mukmin 1201164004
Nur Rahmat Gilang K. P. D. 1201164441
Ratih Nursandra Dewi 1201164265
Riana Sania Septiani 1201160142
Ryan Gamas Agromega 1201164332
Arieftyarto Taufiq Ramadhan 1201174329
Alghifari Nuroni 1201174339
Daffa Irfan Navis 1201174227
Dela Puspita 1201174009
Evita Nurisnaini Puspitasari Hariyono 1201172235
Fahmi Aulia Rachman 1201174195
Firyal Fadhilah 1201174271
Gibran Makarim Muhammad 1201174344
Irma Maharani Nabila 1201174117
Muhammad Raka Aditya 1201174322
Nanda Sagita Aprilia 1201174097
Naufal Agin Ramadhan 1201170130
Nurul Taqwa 1201174074
Raisya Fadhillah Dzarfani 1201174124
Za’imatul Hakimah Septiani 1201174471
TATA TERTIB PRAKTIKUM 2018-2019

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

• Komposisi nilai untuk semua modul adalah:


o Tes Awal :20%
o Praktikum :50%
o Tes Akhir :30%
• Syarat nilai minimal kelulusan untuk modul praktikum adalah 50 pada nilai akhir setiap
modul.
• Praktikan yang tidak lulus praktikum, wajib mengambil SKS mata kuliah praktikum di
tahun berikutnya.

iii
LEARNING CONTENT

TATA TERTIB PRAKTIKUM 2018-2019 .................................................................................................... i


LEARNING CONTENT ................................................................................................................................ iv
LIST OF FIGURES ...................................................................................................................................... viii
LIST OF TABLES.......................................................................................................................................... xi
1st MODULE 2D ESSENSIAL ....................................................................................................................... 2
1.1 AUTODESK INVENTOR DOCUMENT TEMPLATES IN METRIC ............................................... 4
1.2 SKETCH COLORS ............................................................................................................................... 5
1.3 START SKETCHING ........................................................................................................................... 6
1.4 EXIT SKETCHING .............................................................................................................................. 7
1.5 AUTODESK INVENTOR DISPLAY PANEL..................................................................................... 7
1.6 2D SKETCH TOOLS ............................................................................................................................ 9
1.7 EDITING TOOLS ............................................................................................................................... 11
1.8 SKETCHING CONSTRAINT ............................................................................................................ 19
2nd MODULE 2D SKETCH TO 3D MODELLING ................................................................................... 27
2.1 MAKING PART ................................................................................................................................. 29
2.1.1 3D Model Tools ........................................................................................................................... 29
2.2 MAKE SKETCH ON FACE ............................................................................................................... 34
2.3 MAKE SKETCH ON A PLANE ........................................................................................................ 35
2.4 HOW TO USE ..................................................................................................................................... 37
3rd MODULE ASSEMBLY RELATIONSHIP ........................................................................................... 70
3.1 INTRODUCING ASSEMBLY ........................................................................................................... 72
3.2 BEGIN ASSEMBLY........................................................................................................................... 73
3.3 NAVIGATION OF ASSEMBLY ....................................................................................................... 73
3.3.1 Pan ............................................................................................................................................... 73
3.3.2 Rotate ........................................................................................................................................... 73
3.3.3 Zoom In or Zoom Out ................................................................................................................. 74
3.3.4 Zoom to View All ........................................................................................................................ 74
3.4 GROUNDED COMPONENT ............................................................................................................. 75
3.5 FREE MOVE AND FREE ROTATE ................................................................................................. 75
3.5.1 Free Move .................................................................................................................................... 75
3.5.2 Free Rotate................................................................................................................................... 76
3.6 ASSEMBLY RELATIONSHIP .......................................................................................................... 76

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

Figure 2. 1 Autodesk Inventor Template ......................................................................................................... 29


Figure 2. 2 Autodesk Inventor Toolbar ........................................................................................................... 29
Figure 2. 3 Specify Operation Join in Extrude ................................................................................................ 31
Figure 2. 4 Specify Operation Cut in Extrude ................................................................................................. 31
Figure 2. 5 Specify Operation Intersect in Extrude ......................................................................................... 31
Figure 2. 6 Specify Operation New Solid in Extrude ...................................................................................... 32
Figure 2. 7 Sketch on YZ Plane....................................................................................................................... 35
Figure 2. 8 Sketch on XZ Plane....................................................................................................................... 35
Figure 2. 9 Sketch on XY Plane ...................................................................................................................... 35
Figure 2. 10 Isometric View of planes ............................................................................................................ 36

Figure 3. 1 Create New Assembly File............................................................................................................ 72


Figure 3. 2 Grounded Part ............................................................................................................................... 75
Figure 3. 3 Free Move Component .................................................................................................................. 75
Figure 3. 4 Rotating Component ..................................................................................................................... 76
Figure 3. 5 Constraint ...................................................................................................................................... 82
Figure 3. 6 Limits ............................................................................................................................................ 83

Figure 4. 1 Tools tab ........................................................................................................................................ 87


Figure 4. 2 Material ........................................................................................................................................ 87
Figure 4. 3 Tools tab ........................................................................................................................................ 89
Figure 4. 4 Material ........................................................................................................................................ 89
Figure 4. 5 Clear in-canvas interface ............................................................................................................... 93
Figure 4. 6 View tab ........................................................................................................................................ 97
Figure 4. 7 Type of Visual Style...................................................................................................................... 97
Figure 4. 8 Type of Shadows ........................................................................................................................... 99
Figure 4. 9 Shadows Settings ........................................................................................................................ 100
Figure 4. 10 Reflection .................................................................................................................................. 101
Figure 4. 11 Ground Plane Settings ............................................................................................................... 101
Figure 4. 12 Orthographic and Perspective ................................................................................................... 101
Figure 4. 13 Ground Plane............................................................................................................................. 102
Figure 4. 14 Ground Plane Settings ............................................................................................................... 103

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

Figure 5.1. 1 Autodesk Inventor Template .................................................................................................... 118


Figure 5.1. 2 Create New Sheet ..................................................................................................................... 118
Figure 5.1. 3 Third Angle .............................................................................................................................. 120
Figure 5.1. 4 Anotation Font ......................................................................................................................... 120
Figure 5.1. 5 Border Size ............................................................................................................................... 121
Figure 5.1. 6 Title Blocks Format.................................................................................................................. 123
Figure 5.1. 7 Title box position in A0-A3 ..................................................................................................... 124
Figure 5.1. 8 Title box position in A4-A5 ..................................................................................................... 124
Figure 5.1. 9 Edit the title box ....................................................................................................................... 125
Figure 5.1. 10 First Angle.............................................................................................................................. 126
Figure 5.1. 11 Third Angle ............................................................................................................................ 126
Figure 5.1. 12 First Angle.............................................................................................................................. 128
Figure 5.1. 13 Third Angle ............................................................................................................................ 128
Figure 5.1. 14 Front view .............................................................................................................................. 129
Figure 5.1. 15 Arrangement of views must be parallel of each other ............................................................ 129
Figure 5.1. 16 Place Views toolbar................................................................................................................ 129
Figure 5.1. 17 Base view ............................................................................................................................... 131
Figure 5.1. 18 Projected view ........................................................................................................................ 132
Figure 5.1. 19 auxiliary view ......................................................................................................................... 132
Figure 5.1. 20 Section view ........................................................................................................................... 132
Figure 5.1. 21 Detail view ............................................................................................................................. 134
Figure 5.1. 22 Break ...................................................................................................................................... 135
Figure 5.1. 23 Breakout View ....................................................................................................................... 135
Figure 5.1. 24 Centerline ............................................................................................................................... 136
Figure 5.1. 25 Center Mark ........................................................................................................................... 136

Figure 5.2. 1 Annotation Autodesk Inventor ................................................................................................. 140


Figure 5.2. 2 General Dimension................................................................................................................... 140
Figure 5.2. 3 Linear Dimension ..................................................................................................................... 140
Figure 5.2. 4 Radial Dimension ..................................................................................................................... 140
Figure 5.2. 5 Angular Dimension .................................................................................................................. 140
Figure 5.2. 6 Baseline Dimension ................................................................................................................. 141
Figure 5.2. 7 Ordinate Dimension ................................................................................................................. 141
Figure 5.2. 8 Chain Dimension...................................................................................................................... 141
Figure 5.2. 9 Arrange Dimension .................................................................................................................. 141
Figure 5.2. 10 Retrieve Dimension ................................................................................................................ 142
Figure 5.2. 11 Hole and Thread Notes........................................................................................................... 142

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

Figure 6. 1 Place View Toolbar Layout ........................................................................................................ 155


Figure 6. 2 Annotate Toolbar ........................................................................................................................ 164

x
LIST OF TABLES

Table 1. 1 Display Panel in drawing.................................................................................................................. 7


Table 1. 2 Display View Cube in drawing ........................................................................................................ 8
Table 1. 3 Sketch Tools ..................................................................................................................................... 9
Table 1. 4 Editing Tools .................................................................................................................................. 11
Table 1. 5 Sketching Constraints ..................................................................................................................... 20

Table 2. 1 3D Model Tools.............................................................................................................................. 30


Table 2. 2 Work Plane Option ......................................................................................................................... 32
Table 2. 3 Make Sketch on a Face ................................................................................................................... 34
Table 2. 4 Make Sketch on a Plane ................................................................................................................. 36
Table 2. 5 Tutorial 3D model Tools ................................................................................................................ 37

Table 3. 1 Component ..................................................................................................................................... 73


Table 3. 2 Joint ................................................................................................................................................ 77
Table 3. 3 Adding Limits................................................................................................................................. 79
Table 3. 4 Constraint ....................................................................................................................................... 80

Table 4. 1 Add Material................................................................................................................................... 88


Table 4. 2 Add Appearance ............................................................................................................................. 90
Table 4. 3 Material and Appearance Editor ..................................................................................................... 90
Table 4. 4 How to Edit Material And Appearance .......................................................................................... 91
Table 4. 5 Mini toolbar Adjust ....................................................................................................................... 92
Table 4. 6 Clear in-canvas interface ................................................................................................................ 93
Table 4. 7 Step to Add Decal........................................................................................................................... 94
Table 4. 8 Decal on various surface ................................................................................................................ 96
Table 4. 9 Type of Visual Style ....................................................................................................................... 98
Table 4. 10 Type of Shadows .......................................................................................................................... 99
Table 4. 11 Camera Mode ............................................................................................................................. 101
Table 4. 12 Lighting Style ............................................................................................................................. 105
Table 4. 13 Projection.................................................................................................................................... 108
Table 4. 14 Local Lights ................................................................................................................................ 109
Table 4. 15 Render Panel............................................................................................................................... 113

Table 5.1. 1 Table 5.1.1 Edit Sheet Format ................................................................................................... 119


Table 5.1. 2 Step to make a Border ............................................................................................................... 121
Table 5.1. 3 Step to make title blocks............................................................................................................ 124
Table 5.1. 4 Line Type table .......................................................................................................................... 126
Table 5.1. 5 Tools used in place views .......................................................................................................... 130
Table 5.1. 6 Display style for the drawing .................................................................................................... 131
Table 5.1. 7 Type of Section.......................................................................................................................... 133

xi
Table 5.2. 1 Dimensioning Method ............................................................................................................... 143
Table 5.2. 2 Type of Dimension .................................................................................................................... 144
Table 5.2. 3 Dimensioning View ................................................................................................................... 146

Table 6. 1 Set a New Position ....................................................................................................................... 155


Table 6. 2 Insert Overlay View ..................................................................................................................... 157
Table 6. 3 Automatic Exploded View ........................................................................................................... 159
Table 6. 4 Manual Exploded View ................................................................................................................ 161
Table 6. 5 Insert an Exploded View .............................................................................................................. 163
Table 6. 6 How to Use Balloon ..................................................................................................................... 165
Table 6. 7 How to Use Auto Balloon ............................................................................................................ 166
Table 6. 8 How to use Bill of Material .......................................................................................................... 168

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.

Figure 1. 1 Autodesk Inventor Template

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).

Figure 1. 2 Green Sketch indicator

B. Purple: Indicates a fully defined sketch (you need to use relations and dimensions to fully define
a sketch)

Figure 1. 3 Purple Sketch Indicator

C. Blue: Indicates a selected sketch.

Figure 1. 4 Blue Sketch Indicator

D. Black: Indicates an undecided sketch.

Figure 1. 5 Black Sketch Indicator

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

Figure 1. 6 Example of 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 .

Figure 1. 7 The Dimention of 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.

Figure 1. 8 Sketch Toolbar

1.5 AUTODESK INVENTOR DISPLAY PANEL


In the Display Panel, you can view various display settings in part and drawing documents. In
assemblies and parts, you can also apply changes to the settings.

For drawing views and bodies, the display settings you can view include:

Table 1. 1 Display Panel in drawing


Icon Tools Name Utilities
Displays the available degrees of freedom fot
Show All Degrees of Freedom
the sketch geometry.
Hides the display of geometry in front of the
Slice Graphics
active sketch plane.
Dispays sketch dimensions with a specified
Tolerance
tolerance.
Displays sketch dimensions as the calculated
Value
value.
Relax sketch constraints and dimensions when
Relax Mode dragging geometry or over constraining a
sketch.
Displays sketch dimensions as the specified
Expression
parametric expression.
Dipslays sketch dimensions as a value,
Precision Value
ignoring any precision setting.
Snap cursor to a specified grid spacing when a
Snap to Grid
sketch command is active.

Show All Constraints Displays all sketch constraints.

Displays sketch dimensions as the parameter


Name
name.

7
Clickable Clickable Home Tringular
faces corners makers
Figure 1. 9 View Cube of sketch

View Cube Compas Curved Arrows


Figure 1. 10 View Cube of sketch

Here is the utilities of each tool:

Table 1. 2 Display View Cube in drawing


Icon Tools Name Utilities
Navigation wheels combine the 2D and 3D navigation
Navigation wheel tools found on the 2D Navigation, View Object, and
Tour Building wheels into a single wheel.
Changes the cursor to a four-directional arrow used to
Pan
drag the view in the graphics window.
In a model, zooms the selected edge, feature, line, or
Zoom Selected other element to fill the graphics window. You can select
the element either before or after clicking Zoom.
In models, zooms the view so that all elements in the
model fit in the graphics window. In a drawing, zooms
Zoom All
the view so that all active sheet fits in the graphics
window
Changes the cursor into crosshair that are used to define
Zoom Window a frame for the view. The elements within the frame
zoom to fill the graphics window.
Turns the cursor to an arrow that is used to zoom the
Zoom view in or out. You can zoom while other commands are
active.

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.

1.6 2D SKETCH TOOLS


Here is the toolbar for 2D sketch:

Figure 1. 11 Autodesk Inventor Toolbar

Here is the properties for each tool:


Table 1. 3 Sketch Tools
Sketch
Type Icon Properties
Entities
Tangent Sketches perimeter-based circles.
Circle
Sketches center-based circles
Circles Circle
Sketches a complete ellipse.
Ellipse
Sketches the straight lines.
Line

Control Sketches flexible curves or splines.


Vertex Spline

Interpolation Sketches a spline curve through selected point.


Lines Spline

Equation Sketches a curve from user-specified equations.


Curve
Sketches a smooth continuous curve between two selected
Bridge Curve curves.

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.

2 Point Sketches standard rectangles using corner method.


Rectangle
3 Point Sketches rectangles using three point.
Rectangle
2 Point Sketches rectangles with a center point at a selected angle.
Center
Rectangle
3 Point Sketches rectangles with a rectangle using points to define
Center center, direction, and adjacent side.
Rectangle
Sketches a slot using the two end points.
Slot
Sketches a slot defined by orientation, length, and width.
Overall Slot
Center Point Sketches a slot from the center point.
Rectangle Slot
3 Point Arc Sketches an arc slot using three points along the arc.
Slot
Center Point Sketches an arc slot using the center point of the arc radius and
Arc Slot the two end points.
Sketches equilateral polygons with any number of sides.

A. Inscribed circle display inscribed circle inside the polygon


to definite size of the polygon.
Polygon
B. Circumscribed circle display a circumscribed circle outside
of the polygon to define the size of the polygon.

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

Creates linear sketch patterns using elements from sketch


entities you intend to pattern or model edges.

Sketch Rectangular Count Direction Spacing Flip direction


Pattern Pattern

• Click Rectangular. The Rectangular Pattern dialog box


opens and Select mode is active by default.
• In the graphics window, select the geometry to pattern.
• In the Rectangular Pattern dialog box, click the
selection tool under Direction 1 and then select
geometry to define the first direction for the pattern.
• In the graphics window, a green arrow indicates the
direction.
• For Direction 1, enter how many elements to create in
the Count Field and how far apart they should be in the
Spacing field.
Note: Spacing can be a parametric equation.
• Repeat steps 3 and 4 for Direction 2.
• Click OK to create the pattern.

11
Sketch
Type Icon How to use
Tools

Creates circular sketch patterns using elements from sketch


entities you intend to pattern or model edges.

Circular Ciunt Axis Flip Direction Spacing


Pattern

• Click Circular . The Circular Pattern dialog box


opens and Select mode is active by default.
• In the graphics window, select the geometry to pattern.
• In the Circular Pattern dialog box, click the selection
tool under Axis and then select a point, vertex, or work
axis to define as the pattern axis.
In the graphics window, a blue arrow indicates the
axis.
• Enter how many elements to create in the Count Field
and the number of degrees between the first and last
pattern elements in the Angle field.
Note: Angle can be a parametric equation.
• Click OK to create the pattern.

Mirrors pre-existing 2D or 3D sketch entities on a plane, and


then select the entity about which to mirror.

Choose a line
as mirror

Mirror
Mirror Click button if
Entities
it has finished
Choose object that
will be mirrored

• In an open sketch, click Mirror Entities (Sketch


toolbar) or Tools, Sketch Tools, Mirror.
• In the Property Manager:
a. Select sketch entities for Entities to Mirror.
b. Clear/Uncheck Copy to add a mirror copy of the
selected entities and remove the original sketch

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.

Offsets one or more sketch entities, selected model edges, or


model faces by a specified distance.
• In an open sketch, select one or more sketch entities, a
model face, or a model edge.
Offset
Offset • Click Offset Entities .
Entities • Set the properties in the Offset Entities Property
Manager. When you click in the graphics area, the
offset entity is complete. Set the properties before you
click in the graphics area.
• Click OK to create the offset.

General Click geometry or side of part and drag to out of part or


Dimension geometry, then click, and dimension is show.
Dimension
Auto
Click a part or geometry and dimension of whole part is show.
Dimension

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

Trims multiple, adjacent sketch entities by dragging the pointer


across each sketch entity.
• Click Trim Entities .
Trim • Select anywhere along the sketch entity to extend.
Entities • Click and drag the pointer as far as you want to extend
the sketch entity.
• Release the pointer when finished extending the sketch
entity, then click Esc on your keyboard.
Trim And
Extend
Extends a sketch entity to meet another sketch entity.
• In an open sketch, click Extend Entities.
• The pointer changes to.
Extend • Move the pointer over the sketch entity to extend.
Entities • A preview appears in the direction to extend the entity.
• If the preview extends in the wrong direction, move
the pointer to the other half of the line or arc.
• If you done click Esc on your keyboard.

In a 2D sketch, the Split command splits a selected curve to the


nearest intersecting curve, maintaining dimensions. Both
segments of the split inherit the Horizontal, Vertical, Parallel,
Perpendicular, and Collinear constraints of the original. Equal
and Symmetric constraints are broken when necessary.

In a 3D sketch, the Split command splits a line, arc, or spline to


an intersection with a face, work plane, or surface.

Splitting near the middle of a curve affects the end point


nearest the cursor. When multiple intersections are possible,
Split Split Inventor selects the nearest one.
• In a sketch, click Sketch tab > Modify panel > Split.
• In the graphics window, move the cursor over a curve
and pause to preview the split.
• Click to split the curve.
• (Optional) Right-click to switch to Trim or Extend, or
click to create additional splits.
• To quit, right-click and choose done, press Esc, or
select another command.

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

• In sketch mode click Rotate Entities .


• In the Property Manager, under Entities to Rotate:
o Select sketch entities for Sketch item or
annotations.
o Select Keep relations to maintain relations
between sketch entities. When cleared,
relations are broken only between selected
entities and those that are not selected;
relations among the selected entities are
maintained.
• Set Parameters. Scaling Sketch Entities Scale Entities

Stretch
Stretch The exact value by which to Start point
Entities
multiply the dimensions of the
selected

• In a 2D sketch, click Sketch tab Modify panel Stretch.


The Stretch dialog box opens and Select mode is active
by default.
• (Optional) In the Stretch 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

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.

Select object Poin


t
Move &
Copy Move • In a 2D sketch, click Sketch tab > Modify panel >
Entities Move. The Move dialog box opens and Select mode is
active by default.
• (Optional) In the Move 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 moving
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.
o Copy

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.

Start point To point

When you copy or move geometry in an Inventor sketch, you


select one or more elements and then define a base point for
the new location of the geometry. To rotate geometry, you
select elements and then define a center point.

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.

The exact value by which to Start point


multiply the dimensions of the
Scale
Scale selected
Geometry

• In a 2D sketch, click Sketch tab > Modify panel >


Scale.
The Scale dialog box opens and Select mode is active
by default.
• (Optional) In the Scale 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

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.

1.8 SKETCHING CONSTRAINT


Sketch relations help to define a sketch entity by relating them or constraining them to other sketch
entities.

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.

No. Tools Icon How to Use

• Select these points on sketch line and ellipse and click


Coincident Constraint

Coincident
1.
Constraint

• After that click Esc on keyboard.

• 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.

No. Tools Icon How to Use

• 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.

• Select line A and B, click Collinear Constraint, and click


Esc on keyboard.

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.

No. Tools Icon How to Use

• Click Perpendicular Constraint as the relation and the short


line will be perpendicular to the horizontal one.

Perpendicular
5.
Constraint

• After that click Esc on keyboard.

• 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.

No. Tools Icon How to Use

• Select the line and then click Horizontal Constraint. Do not


include end points in the selection.
• Click Esc on keyboard if you done

Horizontal
7.
Constraint

• Select the line and then click Vertical Constraint. Do not


include end points in the selection.
• Click Esc on keyboard if you done.

Vertical
8.
Constraint

• Applies a curvature continuous condition to the spline.


Smooth
9.
Constraint • Select the curve or spline to apply the Smooth Constraint.
Then select the adjacent spline or curve to apply the
constraints.

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.

No. Tools Icon How to Use

• Constraints selected lines or curve to be symmetric about a


selected line.
• Select the two be Symmetric Constraint and then select the
line about which they are Symmetric.
• Click Esc on keyboard if you done.

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.

No. Tools Icon How to Use

• Constraint selected line and arc to the same radius and


selected lines to same length.
• Select the geometry and then click the Equal Constraint.
• Click Esc on keyboard if you done.

Equal
11.
Constraint

• Fixes points and curves in position relative to the sketch


coordinate system.
• If you move or rotate the sketch coordinate system, fixed
curves or points move with it.
• Select the line and click fix on constraint.
• Click Esc on keyboard if you done.

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

Figure 2. 1 Autodesk Inventor Template

Computer-Aided Design software packages handle models in the following ways:


1. 2D Drawings
2. Wireframe models
It’s use to describe the scheme of 3D modelling. There are only dot, line, and curve that describe
each edges of 3D modelling.
3. Surface models
Surface is more sophistical then wireframe because it doesn’t only have edges but also has surfaces.
The surface contains many lines that are crossed to each other like a net. It is called “polygonal
Mesh”. Bolean operation can’t be use in this model.
4. Solids models
Solids models is the easiest ways to use in Autodesk Inventor. In solid modelling, the object will
be given a material so makes it has volume.

2.1.1 3D Model Tools


3D model tools are use to give the sketch a volume. There are many methods to build 3D modelling
in Autodesk Inventor. One of them is make 3D rule from 2D sketch. They are:

Figure 2. 2 Autodesk Inventor Toolbar

29
Each tool has their own function, here are the tools utilities:

Table 2. 1 3D Model Tools


Toolbar Icon Tools Name Utilities
Creates a feature body by adding depth to a profile.
Extrude Closed profiles create solids or surfaces. Open
profile created surfaces.
Creates a feature or body by revolving one or more
Revolve
sketched profile about an axis.
Sweeps one or more sketch profiles along a
Sweep selected path to create a feature or body.
Create
Creates a transitional shape between two or more
Loft
sketches.
Creates a helical coil spring or thread feature.
Coil

Creates a raised or decrease feature from a profile.


Emboss

Creates holes based on sketch points or other


Hole
geometric selection.
Adds fillets or rounds to one or more edges or
Fillet
faces.
Applies a bevel to one or more component edges.
Chamfer

Removes material from a part interior, creating a


Shell
hollow cavity.
Applies an angle to the specified faces of a part.
Draft
Modify
Performs a cut, join, or intersect operation on two
Thread or more solid bodies.
Performs a cut, join, or intersect operation on two
Combine
or more solid bodies.
Adds or remove thickness to faces of a part or a
Thicken/Offset quilt, creates an offset surface from a part face or
surface, or creates a new solid.
Splits part faces, trims and remove a section of the
Split
part, or splits the part into multiple bodies.
Rectangular Creates duplicate features, solids and arranges
Pattern them in a rows and columns, or along path.
Circular Creates duplicate features, solids and arranges
Pattern Pattern them in an arc or circular pattern.
Makes a mirrored copy of one or more features,
Mirror the entire solid, or creates a new body at equal
distances across a plane.

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) Surface . Creates a surface feature from an open or closed profile.


b. Specify Operation
Specify Operation is use for tool Extrude, Revolve, Sweep, Loft, Coil, Combine, and
Thicken/Offset on each tool dialog box. Type of Specify Operation:
1) Join . Adds the volume created by the feature to another feature or body.

Figure 2. 3 Specify Operation Join in Extrude

2) Cut . Removes the volume created by the feature from another feature or body.

Figure 2. 4 Specify Operation Cut in Extrude

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.

Figure 2. 5 Specify Operation Intersect in Extrude

31
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.

Figure 2. 6 Specify Operation New Solid in Extrude

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

Plane specified offset distance.

Parallel to Plane The work plane coordinate system is derived from the

Through Point plane selected.

Midplane The new work plane is oriented to the coordinate system

Between Two and has the same outward normal of the first selected

Plane plane.

Midplane of The work plane is created through the center, or

Torus midplane, of the torus.

Creates a work plane angled 90 degrees from the part


Angle to Plane face or plane. Enter the desired angle in the edit box and
Around Edge click the check mark to reset at the new angle.

The positive X axis is directed from the first point to the

Three Points second point. The positive Y axis is perpendicular to the


positive X axis through the third point.

32
Two Coplanar The positive X axis is oriented along the first selected

Edge edge.

Tangent to The X axis is defined by the line of tangency to the face.

Surface Through The positive Y axis is defined from the X axis to the

Edge edge.

Tangent to The X axis is defined by the line of tangency to the face.

Surface Through The positive Y axis is defined from the X axis to the

Point point.

The new work plane coordinate system is derived from


Tangent to
the selected plane. This method can also be use to create
Surface and a work plane tangent to a face or plane that is normal to
Parallel to Plane a plane.

Normal to Axis The new work plane is normal to the curve and passes

Through Point through the point.

The positive X axis is oriented from the intersection of


Normal to Curve the plane and axis to the point. Specify the direction of
at Point
the positive Y axis.

33
2.2 MAKE SKETCH ON FACE
You can make sketch on face. These are the steps to make sketch on face

Table 2. 3 Make Sketch on a Face


No Description Illustration
1. Click a face you want to make
sketch on, so the face will
active and show blue color.

2.
Click icon on toolbar or
on selected face to start
making sketches.

3. Make sketches on the face as


you want.

4. You can use Extrude or use


the other features upon the
sketch afterwards.

34
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.

Figure 2. 7 Sketch on YZ Plane

2. XZ Plane
XZ Plane is a plane where X edges are perpendicular to the Z edges.

Figure 2. 8 Sketch on XZ Plane

3. XY Plane
XY Plane is a plane where X edges are perpendicular to the Y edges.

Figure 2. 9 Sketch on XY Plane

35
When viewed from an isometric point of view it will be like this.

Figure 2. 10 Isometric View of planes

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)

Table 2. 4 Make Sketch on a Plane


No Description Illustration
1.
Click the plane that has been
made. So, the plane will be active
and have blue color.

2.
Click icon on toolbar or
on selected face to start making
sketches.
3. Make sketches on the face as you
want.

4. You can use Extrude or use the


other features upon the sketch
afterward.

36
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

Extrude 1. In the browser, select an unconsumed 2D sketch that represents a


profile or cross-section of the extruded feature or body you want
to create.

2. Click Extrude icon. If there is only one profile in the sketch,


it is selected automatically. Otherwise, select a sketch profile.
3. In the Extrude dialog box, click Profile and then select
the profile to extrude.

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:

a. Distance. (Default) Extrudes in one direction only.


b. Distance – Distance. Extrudes in two directions, one
positive and one negative.

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Icon Tools Name How to Use

c. To Next. (Not available for base features or assembly


extrusions.) Selects the next possible face or plane on which
to terminate the extrusion in the specified direction.
d. To. For part extrusions, selects an ending point, vertex, face,
or plane on which to terminate the extrusion.
e. Between. (Not available for base features.) For part
extrusions, selects beginning and ending faces or planes on
which to terminate the extrusion.
f. All. Extrudes the profile through all features and sketches in
the specified direction.
g. Symmetric. Extrudes in two directions with half the total
value. Enter the distance of the extrusion.
h. Asymmetric. Extrudes in two directions with different
values. Enter a value for the positive distance and enter a
second value for the negative distance.
7. And then click OK

Revolve 1. In the browser, select an unconsumed 2D sketch that represents a


profile or cross-section of the revolved feature or body you want
to create.

2. Click Revolve icon. If there is only one profile in the


sketch, it is selected automatically. Otherwise, select a sketch
profile.

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Icon Tools Name How to Use

3. In the Revolve dialog box, click Profile and then select


the profile to revolve.

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:

a. Angle. Revolves the profile through the specified angle


b. Angle – Angle. Accepts two angular values to revolve the
profile in two directions, one positive and one negative.
c. To. Terminates the revolved feature on the selected face or
plane, or on a face that extends beyond the termination plane
d. Between. Selects beginning and ending faces or planes on
which to terminate the revolution.
e. Full. Revolves the profile 360 degrees. Click the direction
of the revolution.
f. Symmetric. Revolves in two directions with half the total
value. Enter one angular value.

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Icon Tools Name How to Use

g. Asymmetric. Revolves in two directions with different


values. Enter a value for the positive angle and enter a
second value for the negative angle
9. Click OK

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.

2. Click Sweep icon. If there is only one profile in the sketch,


it is selected automatically. Otherwise, select a sketch profile.
3. In the Sweep dialog box, click Profile and then select the profile
to sweep

40
Icon Tools Name How to Use

4. With the Path selection tool, select a 2D sketch, 3D sketch, or


edges of geometry.
5. If there are multiple solid bodies, click Solids and then select the
participating bodies.
6. Specify the Output type.
7. Choose Type Path .
8. Choose an Orientation:
a. Path . Holds the swept profile constant to the sweep
path. All sweep sections maintain the original profile
relationship to the path.
b. Parallel . Holds the swept profile parallel to the original
profile.
9. For a path sweep oriented to a path, specify Taper and Twist
angles.
a. A positive taper angle increases the section area as the
sweep moves away from the start point.
b. A negative taper angle decreases the section area as the
sweep moves away from the start point.
With nested profiles, the sign (positive or negative) of the taper
angle is applied to the outer loop of nested profiles; inner loops
have the opposite sign.

10. Specify the Operation.

11. Click OK

Loft 1. Draw sketch in two planes.

41
Icon Tools Name How to Use

2. Click Loft icon.


3. On the Curves tab of the Loft dialog box, click in Sections, and
then select, in sequence, the sections you want to blend.

4. Click Rails and select one or more 2D or 3D curves. Sections


must intersect rails. The loft rails control the loft shape between
sections.

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:

a. Free Condition . Applies No boundary conditions.

b. Tangent (G1) Condition Available when the section


or rail is next to a lateral surface or body, or when the
selection is a face loop. (To project a face boundary

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Icon Tools Name How to Use

automatically, in the Application Options dialog box, Sketch


tab, select Automatic reference edges for new sketch.)

c. Direction Condition Available only when the curve is


a 2D sketch. Measures the angle relative to the section plane.

d. Smooth (G2) Condition Available when the section


or rail is next to a lateral surface or body, or when the
selection is a face loop. Enables curvature continuity for
beginning and end loft sections and rails.
e. Angle. Represents the transition angle between the section
or rail plane, and the faces created by the loft. The default
value of 90 degrees provides a perpendicular transition. A
180-degree value provides a planar transition. The range is
from 0 to 180 degrees.
f. Weight. A unit less factor that controls the appearance of the
loft. Determines how far the section shape extends before it
g. Transitions into the next shape. Large weight values can
result in twisting of the lofted surface and cause a self-
intersecting surface. Typical weight factors range from 1 to
20. Large and small values are relative to the size of your
model.
9. To modify or map points manually, on the Transition tab, deselect
Automatic Mapping and add, edit, or delete point sets and points:

a. Point Set. Lists automatically calculated points on each loft


section.
b. Map Point. Lists automatically calculated points on a
sketch, which align sections linearly along the points, and
minimize twisting of the loft feature. Points are listed in the
order you select sections.
c. Position. Specifies position relative to the selected point in
unitless values. Zero indicates one end of the line, 0.5
represents the middle of the line, and one indicates the other
end of the line.

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Icon Tools Name How to Use

10. Click OK.

Coil 1. Sketch a profile the represents the cross-section of the coil


feature. Then, use the Line command or Work Axis command to
create an axis of revolution for the coil.

2. Click Coil icon.


3. In the Coil Shape tab of the Coil dialog box, click Profile and then
select the profile.

4. Click the axis of revolution. It can be at any orientation but


cannot intersect the profile.
5. Choose a Rotation direction: clockwise or counterclockwise.
6. If there are multiple solid bodies, click Solids and then select the
participating body.
7. Specify the Output type.
8. Specify the Operation.

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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.

a. Pitch. Specifies the elevation gain for each revolution of the


helix.
b. Height. Specifies the height of the coil from the center of the
profile at the start to the center of the profile at the end.
c. Revolution. Specifies the number of revolutions for the coil.
Must be greater than zero, but can include a fraction (for
example, 1.5 turns). The number of revolutions includes any
end conditions that you specify.
d. Taper. Specifies the taper angle, if needed, for all coil types
except Spiral.
10. On the Coil Ends tab of the Coil dialog box, choose the Start
and End transition methods and angles:

a. Flat. Create a transition in the pitch of the coil. Enter a


Transition Angle and then a Flat Angle (up to 360 degrees),
to stand upright on a flat surface, for example.
b. Natural. End the coil without transition.
c. Transition Angle. The distance (in degrees) over which the
coil achieves the transition (normally less than one
revolution). The example shows the top with a natural end

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Icon Tools Name How to Use

and the bottom end with a one-quarter turn transition (90


degrees), and no flat angle.

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.

2. Click Emboss icon.


3. Using the Profile selector, click in the graphics window to select
one or more profiles (sketch geometry or text) to emboss or
engrave.

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Icon Tools Name How to Use

4. Choose an emboss type:


a. Emboss from Face. Raises the profile area.

b. Engrave from Face. Recesses the profile area.

c. Emboss/Engrave from Plane. Adds and removes material


from the model by extruding either directions or one
direction from the sketch plane. If both directions, material
is removed and added, depending on the position of the
profile relative to the part.

5. Specify the options associated with the type of emboss you’re


performing:
a. Depth. (Emboss from Face and Engrave from Face)
Specifies the offset depth to emboss or engrave the profile.
b. Taper. (Emboss/Engrave from Plane) Specifies the degree
of taper. The angle is positive toward the face of the model,
allowing draft for removing the part from a mold.
c. Top Face Appearance. Specifies an appearance for the face
of the embossed area but not its lateral sides. In the
Appearance dialog box, click the down arrow to show a list.
Scroll through the list or type the first letter to locate the
desired appearance. Click OK.
d. Direction. Specifies the direction of the feature. Useful if the
profile is on a work plane offset from the model face.
e. Wrap to Face. (Emboss from Face and Engrave From Face)
Specifies if the profile is wrapped on a curved face. Limited
to a single face, not a seamed face. The face can be planar or
conical only, not a spline. Clear the checkbox to project the
image to the face instead of wrap. If the profile is large
relative to the amount of curvature, the embossed or
engraved area distorts slightly as it projects to the curved

47
Icon Tools Name How to Use

face. The wrap stops when a perpendicular face is


encountered.
6. Click OK.
Hole 1. When creating holes, you first specify the type of placement, then
the hole dimensions, drill point, termination, and thread type
options.

2. Click Hole icon.

3. Choose the Placement method:

a. From Sketch. This option sets automatically if a sketch is


visible. Requires a hole center point or sketch point sketched
on an existing feature. You can select endpoints or center
points on existing geometry as hole centers. Or drag with left
mouse button to select an area and sketch points within it can
serve as centers of holes.
b. Linear. Creates holes on a face relative to two linear edges.

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Icon Tools Name How to Use

c. Concentric. Creates holes on a plane, concentric with a


circular edge or cylindrical face.
d. On Point. Creates holes which are coincident with a work
point, and positioned relative to an axis, edge, or work plane.

4. Specify placement options and select hole geometry:


a. From Sketch
• Centers. Click to select endpoints, or center points of
geometry as hole centers. Selects hole center points
automatically. Displays a dynamic count of centers
currently selected.
b. Linear
• Face. Selects a planar face to place the hole.
• Reference 1. Selects the first linear edge referenced for
dimensioning the placement of the hole.
• Reference 2. Selects the second linear edge referenced
for dimensioning the placement of the hole.
• Flip Side. Reverses direction of the hole.
c. Concentric
• Plane. Selects a planar face or work plane to place the
hole.
• Concentric Reference. Selects the object referenced
for the placement of the hole center. Choose a circular
edge, or cylindrical face.
d. On Point
• Point. Selects a work point to set as the hole center.
e. Direction. Specifies the direction of the hole axis. Choose
a planar face or work plane that is perpendicular to the axis
of the hole or choose an edge or axis that is parallel to the
axis of the hole.
5. If there are two or more solid bodies in the part file, click the
Solids selector to choose the participating solid bodies.
6. Specify the hole type and the appropriate diameters and depths:

a. Drilled . Holes have a specified diameter and are flush


with the planar face.

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Icon Tools Name How to Use

b. Counter bore . Holes have a specified diameter,


counterbore diameter, and counterbore depth. You can’t use
a Taper Tapped Hole with Counterbore.
c. Spot face . Holes have a specified diameter, spot face
diameter, and spot face depth. Measurement of the hole and
thread depth starts from the bottom surface of the spot face.
d. Countersink . Holes have a specified diameter,
countersink diameter, and countersink depth

7. Choose a Termination option:

a. Distance. Defines the termination method for the hole. Uses


a positive value for the whole depth. Measures depth as
perpendicular from the planar face or work plane.
b. Through All. Extends a hole through all faces.
c. To. Terminates a hole at the specified planar face. Select the
surface on which to end the whole termination. You can
terminate the feature on the extended face.
d. Flip. Available when using Distance and Through All
termination options. Reverses direction of the hole.
e. Surface. Available when using the ‘To’ termination option.
Terminates the hole on a selected surface or face.
f. Extended Face. Available when using the ‘To’ termination
option. Specifies an extended face for the whole termination.
Extends the face when the termination entity does not
intersect completely with the whole feature.

8. Choose a thread method:

a. Simple Hole . Creates a simple hole without a thread. No


additional settings are needed.
b. Clearance Hole . Creates standard, untapped (and
usually through) holes that are tolerated to fit specific
fasteners. Use them to create clearance holes for standard
fasteners based on a library of standard fastener data.

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Icon Tools Name How to Use

c. Tapped Hole . Creates a hole with a thread that you


define. Specify tapped holes in either English or Metric
standard sizes. For part hole features you can select a
common thread size from a list and its diameter is calculated.
d. Taper Tapped Hole . Creates a hole with a taper thread
that you define. Specify the thread type and size and right-
hand or left-hand direction, and Autodesk Inventor
automatically determines the diameter, taper angle, and
thread depth. Specify taper tapped holes in either English or
Metric standard sizes.
9. Specify thread settings:
a. Clearance Hole
• Standard. Selects the standard for the fastener from a
list.
• Fastener Type. Selects the type of the fastener from a
list.
• Size. Selects the size of the fastener.
• Fit. Specifies whether the type of the hole fit is Normal,
Close, or Loose.
b. Tapped and Taper Tapped Holes
• Thread Type. On the drop-down list, select a thread
type. ANSI Unified Screw Thread is an example of an
inch-based thread type. Size. Depending on the thread
type selected, a list of nominal sizes displays.
• Designation. Defines the distance from a point on a
screw thread to a corresponding point on the next thread
measured parallel to the axis.
• Class. On the drop-down list, select the class of fit for
the internal thread.
• Diameter. Displays the value for the diameter type of
this whole feature.
• Direction. Specifies how the threads wind.
• Full Depth. Specifies threads the full depth of the hole.
10. Click OK.

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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.

6. If necessary, select the participating solids in a multi-body part:


a. All Fillets. Selects or removes all remaining concave edges
and corners. This mode requires a separate edge set. Not
available in the assembly environment.

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Icon Tools Name How to Use

b. All Rounds. Selects or removes all remaining convex edges


and corners. This mode requires a separate edge set. Not
available in the assembly environment.
7. To add fillets with a different radius, add another edge set.
8. Click OK to finish.
Chamfer
1. Click Chamfer icon.
2. In the Chamfer dialog box, select a method:

a. Distance. Defines a chamfer with the same offset distance


from the edge on both faces. Selects a single edge, multiple
edges, or chained edges. You can specify corner setback
appearance:

b. Distance and Angle. Defines a chamfer by an offset from


an edge and an angle from one face to the offset. You can
chamfer any edge or all edges of a selected face at once:

c. Two Distances. Creates a chamfer on a single edge with a


specified distance for each face. You can chain edges
together:

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Icon Tools Name How to Use

3. Select the edge, edges or face and edges to chamfer.

4. Specify the extent of the chamfer:


a. Distance. Specifies offset distance of chamfer from selected
edge or edges. When two distances define a chamfer,
specifies both offsets.
b. Angle. When a distance and angle define a chamfer,
specifies the angle of the chamfer.
5. If edges intersect at a tangent point, specify the edge chain
condition by clicking More and choosing one of the following:
a. All Tangentially Connected Edges. Includes all tangent
edges in the chamfer.
b. Single Edge. Select one edge at a time.
6. Click OK to finish.
Shell
1. Click Shell icon.
2. Using the Remove Faces selector in the Shell tab of the Shell
dialog box, select the faces to you want to remove in the graphics
window. Part surfaces that are not selected for removal become
shell walls.
3. To aid in your selection, turn Automatic Face Chain on or off. If
selected, Automatic Face Chain enables the automatic selection
of multiple tangent continuous faces. It is selected by default.
Clear the check box to allow individual tangent face selection.

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Icon Tools Name How to Use

4. If available in a multi-body part file, click Solids and choose the


participating solids.
5. Specify the direction of the shell boundary relative to the part
face:
a. Inside. Offsets the shell wall to the part interior. The external
wall of the original part becomes the external wall of the
shell.

a. Outside. Offsets the shell wall to the exterior of the part.


The external wall of the original part is the internal wall of
the shell.

b. Both Sides. Offsets the shell wall equal distances to the


inside and outside the part. Adds half of the shell thickness
to the thickness of the part.

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Icon Tools Name How to Use

6. Specify the shell’s Thickness. Thickness is applied uniformly to


shell walls. To use the thickness value in a parameter table,
highlight the value in the box, and then right-click to cut, copy,
paste, or delete it.
7. Click OK.
Draft
1. Click Draft icon.
2. In the Face Draft dialog box, select one of the following the
draft types:

a. Fixed Edge . Creates draft about one or multiple tangent


contiguous fixed edges per face. Result creates more faces.

b. Fixed Plane . Creates draft about a fixed plane. The


planar part face or work plane determines which selected
faces are drafted. Depending on the position of the fixed
plane, the draft can both add and remove material. In the
following example, the fixed top face sets an upward pull
direction. All side faces are drafted, adding material below
the fixed plane.

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Icon Tools Name How to Use

In another example, a work plane is the fixed plane. Material


is removed in the pull direction above the fixed plane and
added below the fixed plane:

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.

b. One Way . Adds draft in a single direction. Available


for fixed edge and fixed plane types.

c. Symmetric . Adds draft above and below the plane or


parting line. Uses the same angle value. Available for fixed
plane and parting line draft types.

d. Asymmetric . Adds draft above and below the plane or


parting line. Uses a different angle value for the upper and
lower draft. Available for fixed plane and parting line draft
types.

6. To maintain adjacent blended features, such as fillets, select


Automatic Blending. To stop the blended features from
participating in the draft, turn off Automatic Blending.
7. Click OK.

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Icon Tools Name How to Use

Thread 1. Click Thread icon.


2. In the graphics window, select a face for the thread location.

3. Set the Thread Length:

a. Full Length. (Default) Threads the entire length of the


selected face, defining the offset, length, and direction
automatically.
b. Length. If Full Length is deselected, specifies the threaded
portion of the selected face.
c. Offset. If Full Length is deselected, sets distance from the
start face of the thread.
d. Flip. Changes direction for threads that are less than the full
length of the selected face
4. Click the Specification tab to set the thread type using predefined
types from the Thread data spreadsheet:

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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.

4. Choose an operation for the combination:


a. Join. Adds the volume of the base and the selected tool
bodies together.
b. Cut. Subtracts the volume of the selected tool bodies from
the base body.
c. Intersect. Modifies the base solid from the shared volume
of the base body and the selected tool bodies.
5. Click OK.

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Icon Tools Name How to Use

Thicken/Off
1. Click Thicken icon.
set
2. Specify the select mode:

a. Face. (Default) Lets you select only individual faces with


each click.
b. Quilt. Let’s you select a group of connected faces with one
click.
3. Select the Output type: Solid (to add thickness) or Surface (to
offset).
4. If there is more than one solid body in the file, click Solids and
select the participating body.
5. Using the selector, click in the graphics window to choose the
participating faces or surfaces.

6. Under Distance, specify the thickness or distance of the offset. If


needed, click the arrow to use the Measure command, show
dimensions, or select a recently use value.

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Icon Tools Name How to Use

7. If you’re outputting a solid, specify the operation.


8. Set the Direction of the thickness.
9. On the More tab of the Thicken/Offset dialog box, specify
whether and how to calculate approximations:

a. Allow Approximation. When no precise solution exists,


allows a deviation from the specified thickness while
computing the offset feature. A precise solution creates an
offset surface where each point on the original surface has a
corresponding point on the offset surface. The distance
between these two points is the specified distance.
b. Mean. If approximation is allowed, deviation is divided to
fall both above and below the specified distance.
c. Never Too Thin. If approximation is allowed, preserves
minimum distance. The deviation must fall above the
specified distance.
d. Never Too Thick. If approximation is allowed, preserves
maximum distance. The deviation must fall below the
specified distance.
e. Optimized. Computes approximation using a reasonable
tolerance and minimal compute time.
f. Specify Tolerance. Computes approximation using the
tolerance you specify. Considerable compute time may be
required.
10. Click OK.

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Icon Tools Name How to Use

Split Split the Face of a Solid or Surface Body

1. Click Split icon.


2. In the Split dialog box, click Split Face .

3. Using the Split Tool selector, select a 2D sketch, 3D sketch, work


plane, or surface to use to split the face.
4. Do one of the following:
o Under Faces, click All and in the graphics window, select
the part or surface body to split all its faces.
o Under Faces, click Select and in the graphics, window
select one or more faces of the part or surface body to split.
5. Click OK.

Trim or Remove One Side of a Solid Body

1. Click Split icon.


2. In the Split dialog box, click Trim Solid .

3. Using the Split Tool selector, click a work plane, 2D sketch, or


surface body to use to trim the solid.
4. Under Remove, select which side to remove.
5. Click OK.

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Icon Tools Name How to Use

Split One Solid Body into Two Solid Bodies

1. Click Split icon.


2. In the Split dialog box, click Split Solid.

3. Using the Split Tool selector, click a work plane, 2D sketch, or


surface body to use to split the solid.
4. If there is only one solid in the part file, the solid is automatically
selected. If there are multiple solid bodies present, select the Solid
to be split.
5. Click OK.
Rectangular
1. Click Rectangular icon.
Pattern 2. In the Rectangular Pattern dialog box, specify what you want to
pattern:

a. Pattern Individual Features . Patterns individual solid


features, work features, and surface features. Cannot pattern
assembly work features.
b. Pattern a Solid . Patterns a solid body, including features
that you cannot pattern individually. Can also include work
features and surface features. Not available in an assembly
(not available in Inventor LT).

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Icon Tools Name How to Use

3. In the graphics window or in the browser, select one or more


features or bodies to include in the pattern. For parts, you can also
select work features and surface features to include in the pattern.

4. In a multi-body part, use the Solid selector to choose the


solid body to receive the pattern.
5. Align selected features in a pattern of rows and columns by
specifying the following:
a. Path . Selects the direction in which to add occurrences.
Direction arrow originates at the selection point. Path can be
a 2D or 3D line, arc, spline, trimmed ellipse, or edge. Path
can be an open or closed loop.
b. Flip . Reverses direction of occurrences. If you select
Midplane and the occurrence count is even, indicates which
side gets the extra occurrence.
c. Midplane . Creates a pattern where the occurrences are
distributed on both sides of the original feature. For
rectangular patterns, you can use Midplane independently
for either direction (Direction 1, Direction 2).
d. Count . Specifies the number of occurrences in the
column or linear path. Must be greater than zero.
e. Length . Specifies spacing or distance between
occurrences or distance the column or row spans. A negative
value can be entered to create a pattern in the opposite
direction.
f. Distance, Spacing, or Curve Length. Specifies how Length
is measured: the total distance of the column or row, the
amount of spacing between occurrences, or equally fitted to
the length of the selected curve. Must be greater than zero.
6. If patterning a solid, choose an operation:
a. Join . Attaches the pattern to the selected solid body.
Patterns the solid as a single, unified body.
b. Create New Bodies . Creates a pattern consisting of
multiple individual solid bodies.
7. Click OK.

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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:

3. Pattern Individual Features . Patterns individual solid


features, work features, and surface features. Cannot pattern
assembly work features.
4. Pattern a Solid . Patterns a solid body, including features that
you cannot pattern individually. Can also include work features
and surface features. Not available in an assembly (not available
in Inventor LT).
5. In the graphics window or in the browser, select one or more
features or bodies to include in the pattern. For parts, you can also
select work features and surface features to include in the pattern.
6. In a multi-body part, use the Solid selector to choose the solid
body to receive the pattern.
7. Click the Rotation Axis selector and select the axis (pivot
point of angle) about which occurrences should repeat. The axis
can be on a different plane from the feature being patterned. Click
Flip to reverse the direction of the pattern.
8. Specify Placement options:
a. Count . Specifies the number of occurrences in the
pattern.
b. Angle . Angular spacing between occurrences depends
on the positioning method. If you select Incremental
positioning, the angle specifies the angular spacing between
occurrences. If you choose Fitted positioning, the angle
specifies the total area the pattern occupies. Enter a negative
value to create a pattern in the opposite direction.

c. Midplane . Distributes the feature occurrences on both


sides of the original feature, which is typically created in a
centered location. When the occurrence count is even, use
Flip to determine which side gets the extra occurrence.

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Icon Tools Name How to Use

9. If patterning a solid, choose an operation:


a. Join . Attaches the pattern to the selected solid body.
Patterns the solid as a single, unified body.
b. Create New Bodies . Creates a pattern consisting of
multiple individual solid bodies.
10. Click OK.
Mirror
1. Click Mirror icon
2. In the Mirror dialog box, specify what you want to mirror:

a. Mirror Individual Features Selects solid features,


work features, and surface features to mirror. If selected
features have dependent features, they are automatically
selected. In assemblies you can mirror only sketched
features. You cannot mirror:
• assembly work features (not available in Inventor LT)
• single sheet metal flange and contour flange features
defined using multiple edges (not available in Inventor
LT)
• features that operate on the entire body (all fillets, all
rounds, shell)
• features based on the results of an intersect operation

b. Mirror a Solid . Selects part bodies. Allows you to


optionally include work and surface features in the selection.
3. In the graphics window or in the browser, select the feature or
features to mirror.
4. In the Mirror dialog box, click Mirror Plane and then select a
work plane or planar face to use as the mirror plane. Not available
in an assembly. Use Mirror Component on the Assemble tab (not
available in Inventor LT).
5. In a multi-body part, select Solid and then choose the solid body
to receive the mirror feature.

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Icon Tools Name How to Use

6. If mirroring a solid, choose an operation and decide if you want


to remove the original:
a. Join. Joins the feature to the selected body.
b. New Solid. Creates a body in a multi-body part.
c. Remove Original. Removes the original body. Only the
mirrored occurrence remains in the part file. Use to model a
left-hand and right-hand version of a part.
7. Click OK

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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.

The document extension name for Assembly in Autodesk Inventor is .iam

Figure 3. 1 Create New 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 NAVIGATION OF ASSEMBLY


The navigation bar floats over and along one of the sides of the window for the current model. It
contains areas for both unified and product-specific navigation tools. You click the navigation tools to
start them or select from a list that displays when you click the smaller portion of a split button.

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.

The followings are steps of using Pan:

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.

The followings are steps of using Rotate :


Click Rotate on the Standard toolbar or press F4 » Drag to achieve the desired rotation »
Drag in the desired direction.

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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.

The followings are steps of using Zoom In or Zoom Out :


Click Zoom or press F3 » Use the arrow cursor to click and drag the view to the desired
scale. Dragging down increases view scale; dragging up decreases view scale » Realease the
mouse buoon when the image is at the required magnifacation. The zoom command remains
active until you select another command.

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.

3.3.4 Zoom to View All ( )


Use the Zoom All command on the Standard toolbar to zoom a part or assembly so that all
elements display in the graphics window. You can zoom a drawing so that the active sheet fit
whitin the graphics window.

NOTE : Click Zoom All to excute the zoom.

3.3.5 Zoom Views of Areas ( )


Use the Zoom Window command on the Standard toolbar to define an area of a part,
assembly, or drawing to fill the graphic window.

The following are steps of using Zoom Window :


Click Zoom Window » Click in the image to define one corner of the window » Drag in any
direction to define the rest of the window.

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.

Figure 3. 2 Grounded Part

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.

3.5 FREE MOVE AND FREE ROTATE


You can move and rotate a component to get a better view of its features or to analyze relationships.
One or more selected components can be moved or rotated to reposition of thr componrnts. Also,
moving under defined components which given any kind of relationship—simulates movement of a
mechanism through dynamic assenbly motion.

3.5.1 Free Move ( )

Figure 3. 3 Free Move Component

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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.

The following are the step of using free move:


Click Free Move ( ) icon in Position panel » Click the part you want to move » Then drag
the part to the desired location.

NOTE: Free Move tool used for showing the blocked object.

3.5.2 Free Rotate ( )


The Orbit command in the Navigate panel of the View tab rotates all the assembly. If you
want to rotate one component, use the Rotate command in the Position panel on Assemble
tab. Operation of both commands are the same.

Figure 3. 4 Rotating Component

Keep the following behaviors in mind when you rotate components:


1. You can rotate a constrained component.
2. Unconstrained components remain in their rotated positions when you update the
assembly.

How to use Free Rotate an assembly component:


Click Free Rotate ( ) icon in Position panel » Click the part you want to rotate » Rotate
the part around the orbit shown.

3.6 ASSEMBLY RELATIONSHIP


To assemble the parts, we have to add some relationships or connections between one and another. As
you add relationship, you define the allowable directions of linear or rotational motion of the
components.

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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

a. Limits for Joints

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.

Table 3. 3 Adding Limits


No. Step Illustration
1. Create or Edit a Joint

After the dialog box opened, select


Limits tab.

2. *both limits are conditional


depends on the joint type. Limit
cannot be added to Rigid

Set the values (Start, current, and


End). Make sure you have check
3.
listed the start and end values.
`

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

A mate constraint positions selected component


face to face or adjacent to one another with faces
flush. The geometry you select is usually a
component face, but you can also select curves,
planes, edges, or points for a mate constraint, or
faces and planes for a flush constraint. After
➢ Mate
Constraint position selected faces normal
to one another, with faces coincident.

➢ 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

An angle constraint positions edges or planar faces


on two components at a specified angle to define a
pivot point. Removes one degree of freedom in
rotation or two degrees of angular rotation between
planar surfaces
➢ Directed Angle After
solution always applies the right-hand
rule. This is default solution.

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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.

➢ Explicit Reference Vector


Explicitly defines direction of Z axis
vector (cross product) by adding a third
pick to the selection process. Reduces
tendency of angle constraint to switch to
an alternate solution during a constraint
drive or drag.

Tangent Before

A tangent constraint causes faces, lanes, cylinders,


spheres, and cones to contact at the point of
tangency. Tangency may be inside or outside a
curve, depending on the direction of the selected
surface normal. A tangent constraint removes one
degree of linear translation, or between a cylinder
After
and a plane, removes one degree of linear freedom
and one degree of rotational freedom.
➢ Inside
Positions the first selected past outside the
second selected part at the tangent point.
Outside tangency is the default solution.

➢ Outside
Positions the first selected part outside the
second selected part at the tangent point.
Outside tangency is the default solution

Insert Before

An insert constraint is a combination of a face to


face mate constraint between planar faces and a
mate constraint between the axis of the two
components. The insert constraint is used to
position a bolt shank in a hole, for example, with
the shank aligned with the hole and the bottom of

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Icon Utilities Illustration
the bolt head mated with the planar face. A After
rotational degree of freedom remains open.

➢ Opposed reverses the mate direction of


the selected component.

➢ Aligned reverses the mated direction of


the second selected component.

Symmetry Before

The symmetry constraint positions two objects


symmetrically according to a plane or planar face.

➢ Opposed reverses the mate direction of


the selected component After

➢ Aligned reverses the mated direction of


the second selected component

a. Limit for Constraint


Similar with limits for joint, limits for Constraints also giving the limit for motion that
is happened between components, except Symmetry. It only requires the number of
maximum and minimum distance between them.

Figure 3. 5 Constraint

To show the limits option, click more ( )

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Figure 3. 6 Limits

1) Use Offset as Resting Position


Sets the offset value as the default position of a constraint with limits for example, a
constraint with a maximum value of 50mm, a minimum if 0mm and offset of 25mm
assumes the 25mm position after a drag. Check the box to activate. Clear the check
box to deactivate.

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

3.6.3 Edit Assembly Constraint


You can edit the constraint type, offset, angle, selected components, and direction. If possible,
constraints are retained through editing operations some constraints do not survive and must
be reapplied.

To identify components constrained together, Click a Constraint in the browser to highlight


the affected components in the graphics window » Click to expand the component whose
constraint you want to edit » Pause the cursor over the constraint » right-click » and then
select edit to open the edit Constraint Dialog Box » Change value as needed, and then Click
OK.

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

Figure 4. 1 Tools tab

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

Table 4. 1 Add Material


No. Description Illustration
1. Click part that you want to give
material.

And click icon Material until


Dialog Box appears.

2. Find material that you want and


click icon to add material.

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4.2 APPEARANCE
Here is the toolbar to use appearance for object

Figure 4. 3 Tools tab

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

Table 4. 2 Add Appearance


No. How to Use Tools Name
1. Click part that you want to
give Appearance.

Click icon until dialog


box appears.

2. Find appearance that you


want, then click icon to
add appearance.

4.3 MATERIAL AND APPEARANCE


In the context of design, appearance is very important to present an object visually, it can be by
given a color and texture to the object. Different form the main function of material. Besides giving
a visual appearance, material gives the properties and characteristics of the material we choose.

4.3.1 Material and Appearance differences


In other contexts, the physical properties of a material, such as yield strength and thermal
conductivity, are more important, as the materials must support engineering analysis.
Table 4. 3 Material and Appearance Editor
Icon Tools name Utilities
Edit Material / Edit 1. Physical Properties
Appearance Displays the physical assets assigned to the material
definition. Physical includes:
• Asset Information
• Basic Thermal
• Mechanical
• Strength

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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.

Example: the following list is for the Generic


Appearance. You can adjust properties.
• Generic
• Reflectivity
• Transparency
• Cutouts
• Self-Illumination
• Bump
• Tint
Create Material This tool is use to create a new material, by completing
.
the existing data in physical properties and
appearance properties

4.3.2 How to Edit Material and Appearance


Here is the tutorial to edit material and appearance
Table 4. 4 How to Edit Material And Appearance
No. Description Illustration
1. Click Appearance to get
information about
appearance that you used
before, and you can also edit
your appearance with details

Note: The Material Editor is


accessible only from within
the Material browser.

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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.

4.4.1 Modify appearance using mini toolbar


The Appearance mini toolbar provides access to the appearance properties so you can change the
color mode, color values, texture, and texture mapping.

1. Step of modifying appearance of part


a. In the Quick Access Tool, click Adjust
Alternatively, on the Tools tab Materials and Appearances panel, click Adjust

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:

Table 4. 5 Mini toolbar Adjust


Mini toolbar Adjust

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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

c. Use the options to modify the appearance as necessary.

d. Click OK.

4.5 CLEAR
Clear is use to remove the existing appearance that applied on the object.

Tools tab Materials and Appearances Clear

The selection appearance restores the appearance that the assigned material uses.

Clear in-canvas interface:

Figure 4. 5 Clear in-canvas interface

Here is the tools utilities


Table 4. 6 Clear in-canvas interface
Icon Tools Name Utilities
Grip Repositions the mini-toolbar with a click and drag.

Reports the number of selected objects.


Selector
Selects all objects.
Select All
When selected, OK removes overrides from the
OK | Cancel selected objects.
Specifies the in-canvas mini-toolbar behavior.
Options • Pin mini-toolbar in current position.
• Auto Fade when cursor leaves vicinity.

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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

Table 4. 7 Step to Add Decal


No. Description Illustration
1. Click Sketch tab Start 2D Sketch

Choose the Plane

Insert panel , click Image

2. Browse to locate a .bmp, .gif, .jpg,


.png, .xls, .doc file to represent the
decal, and then click OK

In the graphics window, click to place


the image and then position it as
desired. For example:
• Click in the center of the image
and drag to move it.
• Click a corner of the image and
drag to resize it. The image
maintains its original aspect ratio.
• Click an edge to pivot the image.
• Use constraints and dimensions to
fix the position and align it to other
geometry

When the image is positioned


correctly, right-click and choose
Done. Then right-click again and
select Finish Sketch.

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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.

3. Click 3D Model tab Create panel

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

Click Face Select the face on


which to apply the decal

Select the checkbox of Wrap to Face


and/ or Chain Face according to the
form of the part

When the decal is applied as desired,


click OK.

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Here is the tutorial to use Decal on various surface

Table 4. 8 Decal on various surface


No. Description Illustration
1. Decal placement with Wrap to Face and
Chain Faces selected

2. Decal placement on a cone with Wrap To Face


and Chain Faces selected

3. Decal spanning spline, straight, and arc


surfaces with Chain Faces selected

Place a Decal on Assembly Component


When a decal spans a seam across parts in an assembly, create a thin-walled part the same size
as the decal.

1. In the assembly file, right-click and choose Place Component.


2. Browse to and Open the part file containing the decal.
3. Add work features as necessary to assist with decal placement.
4. Add assembly constraints to position the decal
Alternatively, convert an assembly to a derived part, and then apply the decal to the part.

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

Figure 4. 6 View tab

4.7.1 Visual Style


Visual styles combine canvas properties and appearance properties to define the model of faces
and edges in the canvas. For instance, appearance can be realistic, shaded, or wireframe. Several
standard visual styles are provided.
For visual styles such as Shaded, some model appearance properties are ignored or not used. For
instance, you can use a shaded visual style, and then modify appearance properties used in the
canvas. As a result, not all changes display because the visual style does not use the modified
property.
Click View tab Appearance panel Visual Style select style

Figure 4. 7 Type of Visual Style

Here are the differences of visual style option

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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

Shaded Face Display : Standard appearances


Visible Edge Display : OFF
Hidden edge display : OFF

Shaded with Face Display : Standard appearances


Edges Visible Edge Display : ON
Hidden edge display : OFF

Shaded with Face Display : Standard appearances


Hidden Edges Visible Edge Display : ON
Hidden edge display : ON

Wireframe Face Display : Face visibility is OFF


Visible Edge Display : ON
Hidden edge display : ON

Wireframe Face Display : Face visibility is OFF


with Hidden Visible Edge Display : ON
Edges Hidden edge display : ON

Wireframe Face Display : Face visibility is OFF


with visible Visible Edge Display : ON
Edges Only Hidden edge display : OFF

Monochrome Face Display : Standar appearances


Visible Edge Display : OFF
Hidden edge display : OFF

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Icon Visual Style Explanation Picture

Watercolor Face Display : Standard appearances


Visible Edge Display : OFF
Hidden edge display : OFF

Sketch Face Display : Standard appearances


Illustration Visible Edge Display : ON
Hidden edge display : OFF

Technical Display the visible components with a


Illustration shaded technical components.

4.7.2 Shadows
Use Shadows to provide a better sense of volume and positioning.

Figure 4. 8 Type of Shadows

View tab Appearance panel expand the Shadows list, and select shadows to display

Table 4. 10 Type of Shadows


Tools Name Utilities Picture
Displays shadow effects for all visible
scene objects
All Shadows

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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

Casts shadows in corners and cavities


to visually enhance the transition of
Ambient Shadows shape changes.

Cast a shadow into the object itself, to


visualize the shape
Object Shadows

Shadows not displaying

No Shadows

1. Modify the Document Shadow Settings

Figure 4. 9 Shadows Settings

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

View tab Appearance panel Reflections.

Note: To modify the reflectivity settings, access the Ground Plane Settings in the
Reflections Settings.

Figure 4. 11 Ground Plane Settings

4.7.2 Camera Mode


Display ground Camera Mode temporarily in the current view.

Figure 4. 12 Orthographic and Perspective

View tab Appearance panel select Orthographic or Perspective

Table 4. 11 Camera Mode


Icon Utilities Pictures

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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.

Perspective Camera mode displays models in


three-point perspective, a visual effect in which
parallel lines converge on a vanishing point. This
effect is the way the human eye, or a camera,
perceives real objects.

4.7.3 Ground Plane


Display ground of Ground Plane temporarily in the current view.

Figure 4. 13 Ground Plane

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.

Figure 4. 14 Ground Plane Settings

4.7.4 Textures
Display ground of Texture temporarily in the current view.

Figure 4. 15 Textures

Views tab Appearance panel select Textures On or Textures Off

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

4.7.5 Lighting Style


Create Lighting Styles and use them to change the lighting effects. Lighting styles interact with
appearances to control the visual display of a model.

Figure 4. 17 Lighting Style

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

Figure 4. 18 Style and Standard Editor

Here is the tool’s utilities

Table 4. 12 Lighting Style


Tools Name Utilities
Standard Lights 1. Light
Switches lights on and off, then selects lights to edit.
Click to switch a light on or off.

Click to select a light.

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.

Associates the selected light with the View Cube.


The scene provides the lighting and the lights do not
move with the camera.

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Tools Name Utilities

3. All Standard Lights


Sets all standard lights in the style. The values are applied equally
for each light.
• Brightness
Sets the intensity of all the directed light sources. Use the
slider to increase or decrease the intensity.
• Ambience
Sets the level of ambient light in the scene, controlling the
level of contrast between the lighted and unlighted areas of a
face.

Shadow Settings 1. Shadow Direction


Select a lighting direction to determine how the shadows look in
the scene.
2. Density
Sets the light to dark ratio for Object and Ground shadows.
Positive values make the shadow darker and negative lightens the
shadow.
3. Softness
Sets the amount of blending between the shadowed and non-
shadowed areas of the scene.

4.8 INVENTOR STUDIO


Here is the toolbar that will show

Figure 4. 19 Environments tab

The function of Inventor Studio:


a) Create still and animated rendering parts and assemblies to visualize the appearance and
motion of a design before it is built.
b) Compose a video using one or more cameras from one or more animations within the same
part or assembly.
c) Create and save multiple animations in one assembly file or a part file.
d) Reuse constraints or parameters between animations in one assembly file.
e) Reuse position values for the target and camera locations, then copy cameras within a
document or into documents that have the Studio environment active.

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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.

Figure 4. 20 Inventor Studio

4.8.1 Studio Lighting Styles


Create and edit lighting styles with the Lighting Styles dialog box, or interactively in the
graphics window. Light types, including directional, point, and spot, are grouped into
lighting styles. There are two methods for creating lighting styles:
1. New Lighting Style: Add a new lighting style using the application defaults. Three
lights are included in the style - directional, point, and spot, as well as the Grid Light
IBL. Each has application default settings. By default, the directional, point, and spot
lights are turned off. You can turn them on by changing individual light properties.
2. Copy Lighting Style: Add a copy of the selected lighting style and its settings.

In the Lighting Styles dialog box, there are several tabs that used in creating Lighting:

Figure 4. 21 Studio Lighting Styles

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.

Figure 4. 22 Camera dialog box

There are multiple controls in this tool:


1. Placement
Drag the target or position to move it in the view plane at the same view distance as the
target or position.
2. Projection
In Projection, we can set the camera view mode to Orthographic or Perspective.

Table 4. 13 Projection
Icon Tools Name Utilities Visualization
Orthographic Orthographic camera for
traditional illustrative
views.

Perspective Perspective camera for more


realistic 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.

4.8.3 Local Lights


The controls for creating a local light are the same as for creating lights in a lighting style. The
only difference is that local lights are maintained in their own browser folder.
There are settings in Local Light dialog box with explanation below:
Table 4. 14 Local Lights
No. Description Illustration
1. 1. Type
Specifies one of the following light
types to control the amount of
illumination provided by the light.
The default is Directional.
Directional
Simulates parallel beams of light
from a single direction in space,
from a light source that is an infinite
distance away, such as the sun.
Point
Simulates light emitted in all
directions from a single point in
space, such as a light bulb. The
target is use to create and edit point
lights, that does not affect where the
light falls.
Spot
Simulates a conical light emitted
from a single point in space in a
particular direction, such as a stage
light.
2. On/Off
Light On
Turns the light on in the lighting
style. The default is On.
Light Off

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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.

3. Sets properties for point lights.


Available only when the light type on
the General tab is set to Point

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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.

Click Environments tab Begin panel Inventor Studio

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:

No. Description Illustration


1. 1. Width and Height
Specifies the width and height of the
rendered image. To use the Measure
command or choose from most recently
used values, click the arrow on the input box
and select from the menu. You can adjust
any value in the input box. Select Output
Size Provides a list of values from which
you can select for output size.
2. Lock aspect ratio
When selected, maintains the aspect ratio
defined by the current image width and
height.
3. Camera
Specifies the camera for the active
document. The default is Current View
when no camera is specified. Current view,
uses the view camera.
4. Lighting Style
Provides a list of lighting styles from which
to select. If no lighting styles are available,
images are rendered with the standard
lighting style from the modeling
environment

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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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114
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.

In this module, we are using ISO.idw to create annotated document.

Figure 5.1. 1 Autodesk Inventor Template

5.1.1.1 New Sheet Format


On main windows at drawing file, see the left bar. To make a new sheet format:

Expand Drawing Resource » expand Sheet Formats » choose desired paper size » Right
Click on the paper size » select New Sheet » click OK.

Figure 5.1. 2 Create New Sheet

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5.1.1.2 Edit Sheet Format
Here are steps to edit sheet format in Autodesk Inventor:

Table 5.1. 1 Table 5.1.1 Edit Sheet Format


No. Description Illustration
1. Go to left bar, and you can see there are
some sheet and you can change the size or
orientation of the sheet that already made.
Right Click Sheet:2 » Select Edit Sheet

2. Edit the sheet format, then click OK

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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.

Figure 5.1. 3 Third Angle

5.1.1.4 Change Anotation Font

To change Anotation Font you can select tab Manage » Choose Styles Editor » Expand
Text » double-click Label Text (ISO) » edit the text style.

Figure 5.1. 4 Anotation Font

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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.

5.1.2.1 Border Size in Every Type of Paper


Minimum width of A0 and A1 is 20mm and A2, A3, and A4 is 10mm.

Figure 5.1. 5 Border Size

5.1.2.2 How To Make A Border


Here are steps to make a border in Autodesk Inventor:

Table 5.1. 2 Step to make a Border


No. Description Illustration
1. This module doesn’t require ISO
standard border and title block, so
delete the default border.

On main window at drawing file you


see at the left browser bar there is
Sheet: 1. Expand Sheet: 1 then
Right-click on Default Border »
click Delete.

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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.

4. Define the border based on the title


block standard size using
Dimension Tools. Then click Finish
Sketch.

5. Then, type the name to Borderline


then click Save

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No. Description Illustration
6. To import the border to Active sheet,
right-click Borderline » Select
Insert » Done.

Nb: If you want to activate sheet to


put your border to desired sheet, right
click on the desired sheet, then
choose Activate

5.1.3 TITLE BLOCKS


You can customize the title block format in the standard drawing templates or create your own title
block formats. A title block includes information about the drawing, the sheet, and the design
properties; it updates to display current information. In this case, we are going to use title blocks
dimension according to Telkom University standard.

Figure 5.1. 6 Title Blocks Format

5.1.3.1 Title Blocks Format


• Font : Tahoma
• Upper-box font size : 3 mm
• Bottom-box font size : 5 mm

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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.

Figure 5.1. 7 Title box position in A0-A3

Figure 5.1. 8 Title box position in A4-A5

5.1.3.3 How To Make Title Blocks


Here are steps to make title blocks in Autodesk Inventor:

Table 5.1. 3 Step to make title blocks


No. Description Illustration
1. This module doesn’t require ISO
standard border and title block, so
delete the default title blocks

Expand Sheet: 1 then right-click on


ISO then select Delete.

2. To make a new title blocks, you need


to see the bar on the left and expand
Drawing Resource » right-click on
Title Blocks » select Define New
Title Block

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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.

4. Click Finish Sketch and Save

5. Now, insert title blocks that already


made to current sheet.

Expand Drawing Resource » expand


Title Blocks » Right-click the
premade title block » select Insert.
Done.

5.1.3.4 How To Edit Title Blocks


To edit title blocks, see bar on the left and expand Drawing Resource » expand Title
Blocks » right-click the title blocks » select Edit.

Figure 5.1. 9 Edit the title box

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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.

First Angle (Europe Projection):

Figure 5.1. 10 First Angle

Third Angle (American Projection):

Figure 5.1. 11 Third Angle

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.

5.1.4.1 Type of Line and Where to Use


Here is the table that will show you the type of line and its function

Table 5.1. 4 Line Type table


Type Line Type Description Application
A Continuous Wide Line A1. Real Lines
A2. Borders
B Continuous Narrow B1. Imaginer Line
Line B2. Measuring Line
B3. Projection Line
B4. Pointer Line
B5. Shading Line
B6. Section Line
B7. Short Axis Line

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Type Line Type Description Application
C Continuous narrow C1. Break Lines
freehand line

D Continuous Narrow D1. Break Lines


Line with zigzags

E Dashed Wide Line E1. Hidden Line


E2. Obstructed border

F Dashed Narrow Line F1. Hidden Line


F2. Obstructed border

G Long-dashed dotted G1. Centermark


narrow line G2. Centerline
G3. Track
H Long-dashed dotted H1. Section
narrow line (thickened
corner)

J Long-dashed dotted J1. Surface that has special


wide line handling
K Long-dashed double- K1. Side by side part
dotted narrow line K2. Limit of moving object
K3. Line system on steel
K4. The original shape
K5. Cutting Plane

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.

5.1.5.1 American Projection and Europe Projection


The arrangement of Third Angle projection and First Angle projection is different. So, you
must be careful while do the projection task. The projection arrangement of Third Angle
same like the origin of the object. In First Angle it was different. The top view is not
located top of the front view, but under it. And the right side is located left of the front
view.

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First Angle (Europe Projection) Arrangement:

Figure 5.1. 12 First Angle

Third Angle (American Projection) Arrangement:

Figure 5.1. 13 Third Angle

5.1.5.2 Projection Rules


Here are some rule when you are going to do a projection drawings:
a. Choosing Views
In drawing sheet, amount of views must be chosen as necessary. The main
information located on the first view, so the other views like upper view, right view,
left view, and etc, are made to complete the undelivered information.
b. How to Choose the Front View/Main View
Choosing front view of the object to be put in drawing is really important. Because
front view can give description of the real objects. Here are the rules of defining the
first view:
1) Should represents the real shape and function of the object
2) Shows the most visible characteristic
3) Have the least virtual view
4) Shows width and length of the object
5) Choosing front view determines the number of additional views

Figure 5.1. 14 Front view

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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.

Figure 5.1. 15 Arrangement of views must be parallel of each other

5.1.6 PLACE VIEWS


Here is the toolbar that will show in place view tab

Figure 5.1. 16 Place Views toolbar

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.

5.1.6.1 Tools Used


Here are features when you are going to make a projection drawing in Inventor:
Table 5.1. 5 Tools used in place views
Icon Tools Utilities
Base View The first view created in a drawing

Projected View An orthographic or isometric view that is generated from a


base view or other existing view

Auxiliary View A view projected perpendicular to a selected line or edge.

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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.

Detail View An enlarged view of a specified portion of another drawing


view.

Overlay View A single view that shows an assembly in multiple positions.

Draft View A view created from a 2D sketch in the drawing file

Break An operation that reduces the size of a model by removing or


“breaking” irrelevant portions.

Break Out View An operation that removes a defined area of material to


expose obscured parts or features in an existing drawing view.

Crop An operation that provides control over the view boundary in


an existing drawing view.

5.1.6.2 Detail Explanation about Tools Above

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.

Figure 5.1. 17 Base view

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

Hidden Line View Styles that removes all


Removed hidden line of the part

Shaded Display shaded model in view

b. Projected View

You can make other view of the object using this tools. The projected view based on the
view preferences you choose.

Figure 5.1. 18 Projected view

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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.

Figure 5.1. 19 auxiliary view

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.

Figure 5.1. 20 Section view

1.) Type of Section


Here is the type of section:

Table 5.1. 7 Type of Section


Type Description Illustration
Full A Section view is made by
Section passing the straight cutting
plane completely through the
part

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Type Description Illustration
Offset A Section view is made by
Section passing the bended cutting
plane completely through the
part

Half A section view is made by


Section passing the cutting plane
halfway through an object

Broken- A section view is made by


Out passing the cutting plane
Section normal to the viewing direction
and removing the portion of an
object in front of it.

Removed A single or multiple removed


Section (cross) section views can be
arranged without aligning with
the cutting plane line, but it
have to be labeled name of the
cutting plane line

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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.

Aligned Aligned section views are most


Section often use on circular objects
and use an angled cutting plane
line to include more features in
the section wiew. Section view
A-A was created by rotating the
cutting plane into a vertical
position before projecting the
section 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.

Figure 5.1. 21 Detail view

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.

Figure 5.1. 22 Break

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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.

Figure 5.1. 23 Breakout View

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.

Figure 5.1. 24 Centerline

5.1.7.2 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 used as references for dimensioning.

Figure 5.1. 25 Center Mark

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136
5.2nd MODULE
GEOMETRIC DIMENTIONING AND TOLERANCE

Lab Work Tools & Materials


Practicum Card PC
Autodesk Inventor
Software

nd
5.2
Geometric
Dimensioning
a

& Tolerance

Module Framework Knowledge Requirements


In this module, students will learn Students able to use appropriate
how to use annotation for symbol and annotations in Autodesk
dimensioning in the 2D Engineering Inventor 2016
Drawing, and student will also be
Students able to use tolerances
able to giving the tolerances and
define that by it functions, use tool and giving it to the object.
datum as a sign of tolerance that has Students able to use datum in
been given before. Autodesk Inventor 2016.

137
138
5.2.1 DIMENSIONING
Dimensioning is the process of adding measurement annotation to a drawing.

Figure 5.2. 1 Annotation Autodesk Inventor

5.2.1.1 Annotation Tools

a. General Dimension
General dimension is use to add a dimension on the drawing.

Figure 5.2. 2 General Dimension

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.

Figure 5.2. 3 Linear Dimension

b) Radial Dimension, the dimension can be placed either internally or extremely in


relation to the circumference of the arc/circle.

Figure 5.2. 4 Radial Dimension

c) Angular Dimension, between three points, an interior angle, an exterior angle,


and from a reference line.

Figure 5.2. 5 Angular Dimension

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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.

Figure 5.2. 6 Baseline 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.

Figure 5.2. 7 Ordinate Dimension

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.

Figure 5.2. 8 Chain Dimension

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.

Figure 5.2. 9 Arrange Dimension

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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.

Figure 5.2. 10 Retrieve Dimension

g. Hole and Thread Notes


Use Hole and Thread to add a hole or thread note with a leader line. The default format
and content of the note are determined by the settings on the Notes and Leaders tab in
the associated dimension style of the hole note.

Figure 5.2. 11 Hole and Thread Notes

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.

Figure 5.2. 12 Centerline

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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.

Figure 5.2. 13 Center Mark

5.2.1.2 Dimensioning Method


Here is the example on dimensioning

Table 5.2. 1 Dimensioning Method


No. Dimensioning Methods Figure
1. Parallel

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

5.2.1.4 Type of Dimension


Here is the differences of dimension.
Table 5.2. 2 Type of Dimension
Type of Dimension Explanation Figure
Linear Dimension

Linear dimensions can be


horizontal, vertical, or
aligned.

Radial Dimension A radial dimension


measures the radius or
diameter of arcs and circles
with an optional centerline
or center mark.

Angular Dimension Angular dimension


measure the angle two
selected geometric objects
or three points.

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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.

Arc Length Arc length dimensions


Dimension measure the distance along
an arc or polyline arc
segment. Typical uses of
arc length dimensions
include measuring the
travel distance around a
cam or indicating the length
of a cable.

Baseline and Continued dimensions, also


Continued called chained dimensions
Dimension are multiple dimensions
placed end-to-end.
Baseline dimensions are
multiple dimensions with
offset dimension line
measured from the same
location.

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5.2.1.5 Dimensioning View
Here example of dimensioning view

Table 5.2. 3 Dimensioning View


No. Dimensioning View Figure

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.

5.2.2.1 Type of Geometric Tolerance


Here is the type of Geometric Tolerance.

Icon Tool Name Utilities


Straightness Describes a condition where a line element of a
surface, axis, or a center plane is a straight line.
Circularity Describe the condition on a surface of revolution
(cylinder, cone, or sphere) where all points of the
surface intersected by any plane are:
1. Perpendicularity through a common axis
(cylinder, cone),
2. Passing through a common center (sphere)
are equidistant from the center.
Flatness The condition of a surface having all elements in
one plane.
Cylindrical Describe a condition of a surface of revolution
in which all points of a surface are equidistant
from a common axis.
Parallelism The condition of a surface, line, or axis which is
equidistant at all points from a datum plane or
axis. Parallelism tolerance may be applied to any
combination of features axis to surface, surface
to axis, axis to axis, etc.
Perpendicularity The condition of surface, axis or line which 90
degree. From a datum plane or a datum axis.

Angularity The condition of a surface, axis, or center plane


which is at a specified angle (other than 0, 90,
180 or 270 degree) from a datum plane or axis.

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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.

5.2.2.2 Application tolerance


Here is the example about how to use tolerance.

Symbol Example Explanation


Straightness can apply to
ether a flat feature such as
Straightness
the surface of a block, or it
tolerance
can apply to the surface of
a cylinder along the axial
direction
Flatness useful when a
feature is to be define on
drawing that needs to be
Flatness
uniformly flat without
Tolerance
tightening any other
dimensions on the
drawing.
The circularity symbol is
use to describe how close
Circularity an object should be a true
Tolerance circle

The cylindricity is use to


describe how close an
object conforms to a true
cylinder. Cylindricity is a
Cylindricity dimensional tolerance that
Tolerance controls the overall form
of cylindrical feature to
ensure that is round
enough and straight
enough along it is axis.

147
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

Position tolerance that


controls the central axis of
the referenced feature to
datum axis.
Position
Tolerance

148
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.

Symmetry is use to ensure


that two features on a part
are uniform across a datum
plane.
Symmetry
Tolerance

5.2.2.3 Linear Fit and Tolerance


Linear dimensions are tolerance that allowed for the size of feature, they specify the
allowable variation of the shape of a feature. We can see the implementation of tolerance
is in casting process. The investment casting process is capable of excellent repeatability.

Linear tolerance is controlled by four dominant factors:

1. Process Variation (20-0% of linear tolerance)


2. Prediction of part shrinkage factors (10-20%)
3. Die maker and tooling tolerance
4. Part shape causing distortion (25-75%)
5.2.2.3.1 Fit Tolerance
Fits tolerance usually common to the couple object such as gripe of disc brake.
For hole symbols using capital letter and for the axis use the small one. Fits
tolerance divided into three:

Type of Fit Tolerance Explanation Example


The hole is larger than the shaft,
enabling the two parts to slide
and/ or rotate when assembled.
Clearance

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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.

Interference The hole is smaller than the shaft


and high force and or heat is
required to assemble/
disassemble. Example: bearing
bushes, keys & key ways.

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.

Figure 5.2. 14 Deviation Holes and Shaft

5.2.3 DATUM REFERENCE


A datum is virtual ideal plane, line, point or axis. A datum feature is a physical feature of a part
identified by a datum feature symbol and corresponding datum feature triangle.

Figure 5.2. 15 Datum Reference

The Feature Control Frame style controls the leader attachment, frame appearance, availability of
symbols in Feature Control Frame dialog box, and other properties.

Datum Identification Tolerance Tolerance Reference


Symbol Value Datum

Figure 5.2. 16 Datum Reference

150
151
6th MODULE
ADDING MATERIAL, APPEARANCE, AND
INVENTOR STUDIO

152
OVERLAY VIEW EXPLODED VIEW

Overlay tool Tweak tool

Balloon tool
Part List tool
BALLOON

BILL OF MATERIAL BALLOON

AUTO BALLON

Auto Balloon tool

153
6.1 PLACE VIEW TOOLBAR
Here is the toolbar for Place View.

Figure 6. 1 Place View Toolbar Layout

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.

a. Set a New Position


Here is the tutorial to set a new position:
Table 6. 1 Set a New Position
No. Description Illustration
1. Open your assembly file with format
*.iam
Click open » choose the file » click
open.

2. Find a position of the object that can


show the Overlay view clearly.

154
No. Description Illustration
3. Expand Representation » Right-click
on Position » Click New.

4. Move any component that you want to


show the overlay view » Click Save.

5. If you want to add more position, just


right click on Position » Click New
again.

You can make many overlays as you


want.

6. Save (Ctrl+S) your Assembly file


(*.iam)

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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.

Base » Browse your assembly file »


Select the Hidden Line Removed
Style » Choose the Scale » OK.

156
No. Description Illustration
3. Choose Overlay on Place Views
toolbar » choose the component.

After selecting the component, then


the display will shows like this.

4. On Positional Representation,
choose Position1 or any alternate
position that you want to show » click
OK.

5. The alternate position of the assembly


configuration appears in the drawing
view in phantom lines.

The final result should be look like


this*

*example for 2 alternate positions.

157
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.

a. Set an Exploded View


There are 2 ways to make an exploded view of an assembly product, automatically and
manually.
1.) Automatic Exploded View
Here is the tutorial to create automatic exploded view:
Table 6. 3 Automatic 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.

158
No. Description Illustration
3. Browse the assembly file that you want to
explode.

4. Select Auto Explode as the Explosion


Method. Then select One Level or All Levels
to automatically separate all components down
to one or all levels in the hierarchy.

Set the distance. Distance indicate how far


parts from the assembly will be exploded.

Set Default Trails to add trails for the


exploded components. Then choose:

• None to cancel creating trails.


• All Components to create trails for
all components included in auto
explode.
• All Parts to create trails only for
tweaked parts.
• Single to create a single trail for each
tweak created by the Auto Explode
command.

Click OK to finish the command.

159
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.

160
No. Description Illustration
3. Browse your assembly file that you want to
explode » Click OK.

*Uncheck Auto Explode.

4. After selecting the assembly file that you


want to explode, then the display will show
like this.

5.
Click Tweak Components on
Presentation toolbar.

161
No. Description Illustration
6. Click component (part) that needed to
explode » click and drag one of the axis to
move the component.

7. Do the same way to explode another


component.

8. Save (Ctrl+S) your Presentation file (*.ipn)

b. Insert an Exploded View


Here is the tutorial to insert exploded view:
Table 6. 5 Insert an Exploded View
No. Description Illustration
1. Create New or open Drawing file (*.idw).

New » click Metric » choose ISO.idw »


click Create.

162
No. Description Illustration
2. Choose Base on Place Views toolbar
menu » browse your file.
Change Files of Type to Presentation file
(*.ipn) » Click Open.

3. Place your components on sheet with the


best view.

6.2 ANNOTATE TOOLBAR


Here is Annotate Toolbar

Figure 6. 2 Annotate Toolbar

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.

163
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.

Click Annotate toolbar » Table panel »


Balloon.

2. Select a component part in a drawing


view » move your balloon » click » right-
click and select Continue.

3. Do the same ways to every component


part that have different material or
type.

4. If the position cannot shows the whole


component that have different material,
you can change the view of the object.

Click base view » Right Click » Select


Projected View

You can give balloons to the component


with the same ways.
5. To move the balloon or leader arrow,
select and drag the balloon, or drag the
leader by the handle.

The result will be like the picture*


You can use American projection style or
Europe projection sytle.

164
No. Description Illustration
6. If there are parts not visible or hidden,
you can tear the object, so the inside can
be seen.

You can section the object like the


picture.

7. You can use Center Mark, Centerline,


Centerline Bisector, or Centered Pattern
on your object.

8. The result will be like the picture

6.2.2 AUTO BALLOON


Auto Balloon is use to automatically generate balloons in a drawing view. Insert a set of balloons
into one or more drawing views. Balloon are inserted into the appropriate views without
duplicates. Use Auto Balloon to create multiple item balloons for selected components in drawing
views. Auto Balloon cannot be use for raster drawing views.

Auto balloon can be arranged vertically or horizontally, and we can adjust the spacing between
the balloon to adjust the image display.

Table 6. 7 How to Use Auto Balloon


No. Description Illustration
1. Click Auto Balloon on Annotate Toolbar.

Table panel » expand Balloon » select Auto


Balloon.

165
No. Description Illustration
2. Select all component that have different part/type in
drawing view which you want to add balloons.

3. At the Auto Balloon Property Management, click


Select Placement » choose balloons position:

• Around to set balloons in a random


sequence around component.
• Horizontal to set balloons in a horizontal
sequence around component.
• Vertical to set balloons in a vertical
sequence around component.

Place and click the balloons on your sheet where


you want to put them » Click Apply » click OK
4. The result will be like the picture*.

You can move or rename the balloon by clicking


and dragging the balloon to move and click twice to
rename the balloon.

6.2.3 BILL OF MATERIAL


Bill of Materials (BoM) is a list of the parts or components that are required to build a product.
The BoM provides the manufacturer’s part number (MPN) and the quantity needed for each
component. BoM usually consists the list of the number of components, mixtures of materials,
and raw materials needed to make a product. Bill of Materials can be positioned on the upper right
with numbering starting from the top down. Otherwise it can also be on the lower right with
numbering starting from buttom up.

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.

166
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.

Table 6. 8 How to use Bill of Material


No. Description Illustration
1. Click Part List on Annotate
toolbar.

2. Select component that you want to insert


Bill of Materials
Click Select view » Click OK.

How to select view.

Will be shown the red line, you can click


the component.

167
No. Description Illustration
3. Put the table position above the Title
Block.

Drag the table and set the table width


according to the Title Block

4. The result will be like the picture*.

5. Double-click the table to open Part List


Property Manager » Right-click on the
Part Number » select Table Layout.

168
No. Description Illustration
6. In Table Layout, unselect the Title »
change table Direction » change
Heading position » OK.

7. The results will be like this picture*

8. Right-click on the Heading row » select


Column Chooser.

169
No. Description Illustration
9. Click Description » click Remove » find
and select Material in the Available
Properties » click Add » Click OK.

10. Click OK » Apply » OK, and the result


should be like this.

170
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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