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Assembly

Drawing
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Technical product documentation


Prof. Ing. Michele Fiorentino (TPD)UNI EN ISO 128-1,2,3
michele.fiorentino@poliba.it
Classification of drawings - Aggregation

Aggregation
Aggregazione

Overall Groups Part


complessivo Grouppo\i Parte\Particolare
(not recommended) Hybrid Assembly Drawing
combination of assembly and part
drawings in one unique sheet
• It’s not recommended and only with
small numbers of components
Overall drawing (Complessivo)
Objective
• Represent the complete machine as
intended by the end user

Approach
▪ Orthogonal and\or Pictorial views
▪ functional dimensions
▪ Envelope ( global dimensions, e.g. for
shipping)
Example: Derailleur for OEM
▪ Weight (e.g. for shipping)
(Original Equipment Manufacturer)
Group drawing\subgroup (group)
Objective
Indicate Groups\sub-groups\Components

Approach
• Isometric view (optional exploded)
• Balloons
• Bill of materials (BOM)

• NOTE: Overall and Group can be one


single “Assembly Drawing”
Bill Of Materials (BOM)
Also known as: product structure, assembly
component list, or production recipe,
“Distinta base”

• Item number = balloons number


• Part number = drawing= file name
• Instance number (optional)
• Quantity – the number of a particular part
needed for the assembly.
• Description – usually the part name or
complete description of a purchase part.
• Material – the material\blank of the part
• Buy\make flag
• Vendors – for purchase parts
BOM
• In assembly: Assemble-> BOM
• 1: Setting columns
• 2: Setting part\assembly types

2
BOM Types
1. Multi-level BOM (indented BOM)
2. Single level BOM
3. Part List
4. Flattened BOM

Skate example
Single level BOM
• include the highest-level
components and materials used
in the making of a product

• provide a comprehensive
overview of the product’s
assembly
Multi-level BOM (indented BOM)
• Single level + Breaks down the
sub assemblies, with hierarchical
(tree) structure
• used by manufacturers that also
produce the subassemblies
Multi-level BOM example
Part List
Summary of all parts with
quantities (subassembly
excluded)
Good for the buy office
Flattened BOM
A quantity-based summary from a
specific top-level BOM.
Contains assemblies and parts,
Similar to the part list that
contains only parts.
BOM item types
five options: Normal, Phantom, Reference, Purchased,
and Inseparable
BOM item types
• Normal
• default for components fabricated inside the enterprise

• Purchased
• not fabricated components (parts or assemblies)
• Examples: Cylinders, pistons, or shock absorbers, motors, Hinges, etc.
Purchased (components)
• ability to filter (include/exclude) them on the parts list
Purchased (assemblies)
• assigned to assemblies that your company
purchases or manufacturers.
• The assembly is listed as a single line item
in the “PARTS ONLY” list
Its children:
• Will never appear in the “PARTS ONLY” list and
are excluded for any BOM quantity calculation.
• Will appear and be numbered when viewing “all
levels” under the “STRUCTURED” list. Under
this condition the child are shown like a normal
assembly would be in the BOM view.
Phantom
• exist in the assembly, but NOT in BOM
• not numbered
• not included in quantity calculations
• included in assembly global mass calculations
• can be assigned to parts, but it’s common for
assemblies
• assigned to an assembly, its children are promoted
to the next level in the BOM and the assembly is
not listed
• used to simplify
Where to use Phantom
• hardware purchased and assembled separately, but
commonly used together (screws, nuts, and
washers)
• large assembly, focus on certain sections: mark
other subassemblies as Phantom
Phantom Example: manifold assembly
4 inlets x 8 bolts hardware connections
• instead of inserting, constraining, and
patterning each (8x) hardware at this
level x the 4 manifolds
• create 1 phantom hardware sub-
assembly and place it 4 times

• In BOM, the four sub-assemblies


disappears =32 bolts and nuts, 64
washers
BOM item Inseparable
Component or components that -after assembled- must be physically
damaged to disassemble
• Many manufacturing processes consider inseparable assemblies a single
line -like purchased components- but are fabricated, not purchased
• characteristics
• In parts-only parts list, are a part, like a purchased assembly
• Become a standard assembly when it is documented in its own context
• Examples
• Welded, glued, bonded, Riveted, press fit subassemblies
Reference
• Reference assembly and children are ignored in the BOM (eve if
children are “NORMAL” and/or “PURCHASED” )
• excluded from the mass calculations
• not numbered, and not included in quantity calculations.
• Child components of the reference component are ignored in the
BOM.
• They are shown with a hidden line style (dashed lines) in drawing
views

• Where used :
• skeleton part or assembly for skeleton modeling
• Visual enhancements, added for technical drawing/publication
purposes. It is not a part of the actual design.
Example Reference
• customer’s pump (CAD external part – Flagged as reference) used as reference
to ensure correct design
• customer’s pump not listed in BOM
• excludes pump’s mass/volume from calculation
Virtual components
• No geometry (es. paint, surface
treatment)
• Created with In-Place
Component command in an
assembly
• Not associated to a file
• component that does not require
geometry or a unique file
• treated as real components
• They have a browser entry,
properties such as quantity and
part number.
Virtual components Examples
• Fasteners that you do not need to model.
• Bulk items such as gas, paint, or lubricant.
• Intangible bill of materials line items such as packaging or software.

• Tip: virtual components can be dragged into other assemblies


• If you delete all instances of a virtual part from the browser, the virtual
component must be recreated using the Create In-Place Component
command.
Export BOM to MS Excel
Exercise BOM example

customize

add
Multi level BOM
Insert BOM
• In drawing choose part list
BOM location
• depends on company standards.
• Common locations include:
• Above the title block most common W<180mm

• Upper right corner W<180mm

• Lower left corner H < title block H

• A convenient location on the drawing (not standard)


Customize BOM in drawing
Balloons
• circle with a leader line with item
number, connected to an assembly
component
Balloon Guidelines
• same size in drawing
• grouped together to be easy- to-read
• numbers must correspond to item
numbers in a parts list
• should not have horizontal or vertical
leader lines
Balloon numbers
• Balloon numbers, relative to groups of
components, can be connected by a single
call line
• The balloon numbers relating to identical
elements must appear only once, provided
that there is no danger of ambiguity
• The numbering must be carried out in a
specific order, depending on:
• the order of assembly
• the importance of component parts
(subassembly, main parts, secondary parts,
etc.);
• other logical criteria
How apply balloons
References to Standards
• ISO 5457, Technical product documentation — Sizes and layout of drawing
sheets
• ISO 7200, Technical product documentation — Data fields in title blocks and
document headers
• ISO 7573, Technical Product documentation — Parts lists
• ISO 129 (all parts), Technical product documentation (TPD) — Presentation of
dimensions and tolerances
• … other for specific field of applications (e.g.. ISO 128-15 for representation of
shipbuilding)
Product
Presentation
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
The importance of product presentation
• CAD is not only modelling but helping presentation
• Drafting
• Internal\external product\work presentations
• Renderings
• Multimedia

Reasons Images are better than words


1. human brain processes visual content 60,000 times faster than text
2. Engagement: Pictures let think to final product
3. Pictures Are Universal: no translation needed
Annotations and
Sharing
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Problem: few have and use CAD
• Solution: Shared views Allows also non-Inventor and even CAD users to see
your designs ( they need internet connection indeed!)
• Collaborate->Shared views
Annotations
• Implementing the digital master
concept
Sharing tools

• The shared views link can


be opened everywhere
also using smartphones
Photorealistic
rendering
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale


Note:
some theory topics included!
Prof. Ing. Michele Fiorentino
michele.fiorentino@poliba.it
Assembly Pictorial View
easy to create @ MCAD

• isometric or perspective (less common)


• Shaded or photographic rendering

Where
• Quick identification on technical drawing
• Sales & Marketing (e.g. catalog, website)
• assembly instructions
• Maintenance procedures
• Internal communication (features or issues)
Photorealistic Rendering....what is it?
•Realistic digital image from a virtual
scene
•generally offline= non interactive
•PR requires calculations and time
but there are hardware accelerators
in graphics cards.
•A sequence of images (>27 fps)
make up a video
•During CAD modelling the rendering
is simplified for interactivity automotive advertisements use
renderings
CAD model -> Realistic aspect

CAD interactive rendering Photorealistic rendering


The Rendering Process

Rendering Engine

3D Scene Transformations Display


Image
clipping,
Generation
perspective

Extras
3D scene

1. Camera
Lights Environment
Camera
2. Models
3. Lights
4. Material\textures
5. Environment
6. Animatios

View Plane
Models
Materials
Inetractive Rendering

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Interactive (Scan-line) renderers
• 3D models – including CAD and
curved objects – are visualized as
polygons (triangles) on PC screen

Rendering in real time = during CAD


modelling
Each object is rendered independently
form others (shadows are simplified
then)
• Flat\constant shading
• Gouraud Shading
• Phong Shading
Flat or Constant Shading
Each triangle has uniform color

discontinuity
Gouraud Shading
Computes color in each triangle vertex and uses color linear interpolation = no
discontinuities along the boundaries of the triangles
Phong Shading
interpolates normals at each point (pixel) of the polygon to determine
the color of each pixel.
Limits of interactive renderings

Shadows are fake

too bright
Photorealistic
Rendering
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Photorealistic Rendering characteristics?

•Global illumination
•All objects and lights are in the
simulation
•Computes Indirect light = shadows
•Computes refraction\reflections
•Physic based materials
•Materials simulate real interaction
of photons with materials

1980 - One of the very first PR


images by Turner Whitted ()
Example 1
Ray tracers
• trace light rays from light sources
• they intersect objects in the scene till
the projection plane.
• Only a small amount reach the
Center of projection (COP)

• Processor intensive impractical for


real-time applications.
Limitations of raytracing!!
In Ray tracing the shadows are sharp and artificial. In reality they are not so.

Shadows are sharp


Radiosity
• models the inter-reflections of diffuse light between surfaces of the world or
environment.
• Produces more photorealistic illumination and shadows.
Examples: Radiosity

Radiosity allows realistic lighting


Model courtesy of Mercedes Benz & Honda.© Copyright LightWork Design.
Trends
• CAD integrates increasingly sophisticated and real-time photorealistic
rendering engines!!
• External packages are also used: bunkspeed, vray, maxwell, etc. But with
some disadvantages (material definitions, lights, etc ..)
• Also NPR!!
Non-photorealistic Rendering (NPR)
Technique for Non-photorealistic representation
Where??
• Documentation and illustrations
• Technical manuals
• Simplifying Assemblies
• Safety
Examples of manuals
CAD integrated
rendering
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Workflow
Create a product even
for a single part because
Photo studio is an
assembly environment
Dedicated Rendering: inventor studio
Like in a movie: The 3D scene
It is composed of
▪ Model
▪ Materials
▪ Lights
▪ Camera
▪ (Animations)

The camera impresses the


scene on a projection
surface (e.g. virtual sensor)
Lights

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Lighting is important
•light allows us to see objects
(otherwise all black)!
•Our brain processes the tone
changes and transforms them into a
3D mind map
Lights
Point light

▪ propagates radially
▪ Intensity degrades with distance

It is an approximation of incandescent lights, with


limited computational effort on the part of the computer.
Modulo 4-p3 – 79
Attenuation
Falloff
Directional light
Very distant light sources produce almost parallel
rays of constant intensity.
For example, sun is 150 million kilometers away
and we do not notice the loss of brightness
(0.000013% every 10 meters).

Directional light approximates parallel rays and of


constant intensity (e.g. solar).

Modulo 4-p3 – 81
Spotlight or bull's eye
a reflector that reduces the beam to a conical region. (as in theatre)
Set the geometry of the cone (Position, direction, angle).
The camera

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Stanley Kubrick
Prof. Ing. Michele Fiorentino
michele.fiorentino@poliba.it

84
The vision frustrum
The virtual camera is
characterized by:
▪ Location or view point
▪ Direction or view direction
▪ The focal length
Focal length
• Long focal length, narrow field
Depth of field
• the distance between the nearest
and the farthest objects that are in
acceptably sharp focus in an
image.
• may be chosen for technical or
artistic purposes.
Inventor camera
Quick and easy cam position setup
1. Set up a camera
2. Rotate\zoom\pant till you
see your desired point of
view
3. Go to camera->contextual
menu->set camera to view
Textures\Decal\stickers

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Why Textures?

The texture adds detail without increasing geometric complexity


(triangles).
Texture mapping
• Textures are 2D v 2D image
and need to be
mapped to 3D
objects there are
several mappings u
available 3D surface

z
y
Types of mapping
Tiling textures
• Side-by-side reuse of the tiles to
cover large surfaces with high detail
(floors, walls, etc.)
Tilable texture

NON Tilable texture Tilable texture


Where to find good textures....
Decal\Sticker
• not texture, but image attached to surface (aslo curved)
• In the three is saved as sketch
Wrap to face
• Plane tangent
Environment

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Environments
• provide a visual background
behind a model.
• Environment my be reflected
in mirrored surfaces
• Important to convey context
Shooting
Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale


Filming «la dolce vita»

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Rendering: setting the shooting
Rendering Tips
• Rendering is time consuming, so you need some optimization
• Use the best PC you can find
• Use power cord and ventilated area
• Start with very low res (e.g. 300x 300), low quality then raise
• Avoid burned pixel (= full white)
• Common mistake of rookies is to exceed with lights
• Start with low light and increase not the opposite
• Turn on and off lights and see its individual contribution
• Set the environment, but focus on the product
Start Low light
Too bright
Final
Animations

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it
Keyframe animation
• specifies important positions – the keyframes
• computer algorithms draws in the intermediate frames
Workflow
1. Create animation and activate
2. Set camera
3. Set light
4. Set Animations
5. Preview
6. Bake video
Animations
Moving components
• Components: Warning: works only with unconstrained elements
Constraints: animate constrained object by removing DOF
Expand and edit animations
• all the animations are listed
• Option change duration
Animate camera

1
2

5
• Start new animation
• Activate (many possible) 4
• Show timeline and set time
Camera turntable
1. Create
2. set camera POI
3. Animate camera
4. Set turntable
Finalizing the Video
Product Presentation

Assembly Drawing, Classification of drawings – Aggregation, overall


drawing, Group drawing\subgroup, Assembly Pictorial View, Exploded
Assembly, Group drawing elements, Bill Of Materials (BOM), Purchased,
Phantom, Inseparable, Reference, Virtual components, Multi level BOM,
Customize BOM, Balloons, Part Drawing, Annotations and Sharing,
Photorealistic rendering, The Rendering Process, Rendering process,
Interactive (Scan-line) renderers, Flat or Constant, Gouraud, Phong,
Photorealistic Rendering, Local vs global illumination, Radiosity, Non-
photorealistic Rendering (NPR), Technical illustration, The Rendering
scene: Materials, Textures, Normal Environment Mapping, Lights, The
camera, Rendering Tips, Animations, Create Drawing View.
Practical Skills

• Product breakdown for technical presentation


• Choose different presentation options and approaches
• Communicate technical projects efficiently and with high impact using
best format
• Create a virtual shooting scene
• Provide Technical drawings and rendering of the product also with
animations and video
• Generate BOM and e-BOM
END

Laurea specialistica in Ingegneria Meccanica

Corso di Simulazione e prototipazione virtuale

Prof. Ing. Michele Fiorentino


michele.fiorentino@poliba.it

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