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Design Manager

Training Guide • Training Guide • Training Guide


Revision Log

Date Page(s) Revision Description of Revision Release


20/10/2004 Various 01 General Update M3SP2
21/07/2005 Various 02 General Update M3SP4
31/05/2006 Various 03 Updated and Modified for M3SP5 MU1 M3SP5

Updates

Updates to this manual will be issued as replacement pages and a new Update History Sheet complete with instructions
on which pages to remove and destroy, and where to insert the new sheets. Please ensure that you have received all
the updates shown on the History Sheet.

All updates are highlighted by a revision code marker, which appears to the left of new material.

Suggestion/Problems

If you have a suggestion about this manual or the system to which it refers please report it to the training department at

Fax +44 (0)1223 556669


Email training.uk@aveva.com

Copyright © 2004 AVEVA Solutions

All rights reserved. No part of this publication may be reproduced or used in any form or by any means (graphic,
electronic, mechanical, photocopying, recording, taping, or otherwise) without written permission of the publisher.

Printed by AVEVA Solutions on 07 June 2006


Contents

1 Introduction........................................................................................................................................ 5
1.1 Objectives .......................................................................................................................5
1.2 Prerequisites ...................................................................................................................5
1.3 Course Structure ............................................................................................................5
1.4 Using this guide..............................................................................................................5
1.5 The Graphical User Interface .........................................................................................6
1.6 Tool Bars.........................................................................................................................6
1.6 Tool Bars.........................................................................................................................7
1.6.1 General Toolbars .......................................................................................................7
2 Creating Modules and Systems......................................................................................................... 9
2.1 Description ......................................................................................................................9
2.2 Creating a new Module...................................................................................................9
2.3 Creating a new Pipe System ........................................................................................10
2.4 Deleting Modules and Systems ...................................................................................11

3 Viewing the Model............................................................................................................................ 13


3.1 Scene Management ......................................................................................................13
3.1.1 Creating the Browse scene ......................................................................................13
3.1.2 Creating the Normal scene ......................................................................................14
3.1.3 Creating the Overview scene ...................................................................................15
3.1.4 Multiple Scenes .......................................................................................................16
3.1.5 Deleting models from a Scene .................................................................................16
3.2 Navigating the Graphic Display ...................................................................................17
3.2.1 Pre-defined walkthrough position .............................................................................18
3.3 Modifying the model view ............................................................................................18
3.3.1 Hiding models ..........................................................................................................18
3.3.2 Unhide a model........................................................................................................19
3.3.3 Select in view...........................................................................................................19
3.4 Model Information.........................................................................................................20
3.5 Parts List Window.........................................................................................................20
3.6 Auxiliary Model Tree Window ......................................................................................21
3.7 Selection Box................................................................................................................21
3.8 Changing Colours.........................................................................................................22
3.8.1 Changing colours of model items .............................................................................22
3.8.2 Editing the Materials Catalogue ...............................................................................23
3.9 Hull Material Summary .................................................................................................23
3.10 Controlling the Detail Level of Outfit objects ..........................................................24
3.11 TDM Filter Status.......................................................................................................25
3.12 Production (Assemblies) ..........................................................................................26
3.13 Compartments and Referance Surfaces..................................................................26
Exercise 1 ................................................................................................................................................ 27

4 Workspaces and Drawings.............................................................................................................. 29


4.1 Workspaces ..................................................................................................................29
4.1.1 Saving a Workspace ................................................................................................29
4.1.2 Closing a Workspace ...............................................................................................29
4.1.3 Open a Workspace ..................................................................................................29
4.2 Drawings .......................................................................................................................30
4.2.1 Saving a scene as a drawing ...................................................................................30
4.2.2 Opening scene as a drawing....................................................................................30
4.2.3 Opening already existing drawings ..........................................................................31

3
5 Recording Tools............................................................................................................................... 33
5.1 Recording a walk-through............................................................................................33
5.2 Creating an AVI (Audio Video Interleave)....................................................................33
6 Tribon Product Information Model with Tribon Data Management (TDM)..................................... 35
6.1 Tribon Data Management (TDM) levels .......................................................................35
6.1.1 Tribon Basic Level ...................................................................................................35
6.1.2 TDM Basic Level......................................................................................................35
6.1.3 TDM Extended Level ...............................................................................................35
6.2 Access to the TDM Basic features is provided in the interactive Tribon
applications:............................................................................................................................36
6.3 Status ............................................................................................................................37
6.3.1 Setup and Customisation of Status ..........................................................................38
6.3.2 Updating Status .......................................................................................................38
6.3.3 Use Status for Workflow Control ..............................................................................38
6.3.4 Use Status for Access Control on Project Data ........................................................39
6.4 User Defined Attributes................................................................................................39
6.4.1 Setup and Customisation .........................................................................................39
6.4.2 Updating ..................................................................................................................39
6.5 Document References ..................................................................................................39
6.5.1 Setup and Customisation.........................................................................................40
6.5.2 Updating ..................................................................................................................40
6.6 Planning Unit.................................................................................................................40
6.6.1 Setup and Customisation.........................................................................................40
6.6.2 Updating ..................................................................................................................41
6.7 Cost Code......................................................................................................................41
6.7.1 Setup and Customisation.........................................................................................41
6.7.2 Updating ..................................................................................................................41
6.8 Type Codes / Object Subtype ......................................................................................42
6.8.1 Setup and Customisation.........................................................................................42
6.8.2 Updating ..................................................................................................................43
6.8.3 Use Object Subtype for Access Control ...................................................................43
6.8.4 Alias.........................................................................................................................43
6.8.5 Description and Remarks.........................................................................................43
7 Appendices ...................................................................................................................................... 45
7.1 Appendices 1 (Collision Management)........................................................................45
7.2 Collision Detection .......................................................................................................45
7.2.1 Collide......................................................................................................................45
7.2.2 Collide within Box ....................................................................................................46
7.2.3 Collide Selected.......................................................................................................46
7.2.4 Define Clearance Distance ......................................................................................46
7.2.5 Collision Reporting and Approval .............................................................................47

4
Chapter 1

1 Introduction
The Tribon Design Manager application is a tool for management and supervisors to control the design development
with regards to co-ordination and control of the various activities within and across the applications in a multidiscipline
project. The application gives the user direct access to the objects in the Tribon Product Information Model (PIM) using
Tree and Model windows.

1.1 Objectives
Over one day the participants will learn how to use the Design Manager program to: -

 Create new ‘Outfitting Modules’ and ‘Pipe Systems’.


 Create a Model Graphics Display using ‘Drag and Drop’
 View and walk through the model using ‘Navigation Tools’
 Enhance the model view using colour coding from material catalogue
 Use the ‘Product Model Tree’ and ‘Auxiliary Model Tree’
 View the parts lists for models
 Create general drawings from ‘scenes’ created within the Design Manager application
 Record a walk through
 View production assemblies

1.2 Prerequisites
It is necessary that the participants should have basic computing knowledge and skills and understand the Tribon
concept.

1.3 Course Structure


Training will consist of presentations, demonstrations and discussions.

1.4 Using this guide


Certain text styles are used to indicate special situations throughout this document, here is a summary;

Menu pull downs and button press actions are indicated by bold dark blue text.

Information the user has to Key-in 'Will be red and in inverted commas.'

Annotation for trainees benefit

 Additional information
 Pay close attention to
 Refer to other documentation
System prompts should be bold and italic in inverted commas i.e. 'Choose function'

Example files or inputs will be in the courier new font, colours and styles used
as before.

5
1.5
Recording Tools

Navigation Tools

Product Model Tree


The Graphical User Interface

6
Model Graphics Display

Material Catalogue

Parts List Window


Tool Bars
Many of the most frequently used functions can be activated using toolbars.
Select View > Toolbars > … to toggle the various toolbars on/off.

1.5.1 General Toolbars


1 - New
2 - Open
3 - Save
4 - Cut
1 2 3 4 5 6 7 8
5 - Copy
6 - Paste
7 - Print
8 - About

1 - Select
2 - Autoscale
3 - Zoom Window
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 4 - Zoom
5 - Slide
6 - Spin
7 - Walk
8 - Tilt
9 - Restore Camera
10 - Save Camera
11 - Top View Looking Bottom
12 - Front View Looking Aft
13 - Display Frame Looking Fwd
14 - Side View Looking Port
15 - Isometric View Looking Aft
16 - Isometric View Looking Fwd
17 - Perspective Camera
18 - Simple Measuring

1 - Create new recording


2 - Add key frame
3 - Remove
1 2 3 4 5 6 7 8 4 - Play
5 - Pause
6 - Stop
7 - Transform part
8 - Repeat On/Off

1 - Create scene
2 – Next scene
3 – Previous Scene
4 – Selection box
1 2 3 4

 Hold the cursor over a button to get a tool tip


description of the function.

7
8
Chapter 2

2 Creating Modules and Systems

2.1 Description
Prior to outfit modelling, the system requires that the following objects are created in the outfitting model databanks: -

 Module
 System (valid only for Pipe)

Each model object must belong to a project, module (and system), therefore these ‘high-level’ objects must be set up
prior to modelling. In Tribon M3, the creation of these objects is done via the Design Manager application. The program
is started as below: -

 Select New from the menu

 Open up the Projects folder and select project TTP

 Open up the projects node TTP so as the Design and Production


nodes appear as above

2.2 Creating a new Module

 Open up the Design node as above, then right-click the cursor on the Outfitting modules node and choose New
Module

9
 Key-in ‘001’ and select OK. The module ‘001’ is created in all the
relevant Outfitting databanks (pipe, ventilation, cable, structure,
equipment).

 Outfitting objects may now be modelled belonging to this


module.

2.3 Creating a new Pipe System

 Select the node Pipe systems and right-click. Choose New System

 Key-in the values shown and select


OK

 The system HW is created and is now


available for modelling pipes.

 See the Pipe Designer Training


Guide for details of the ‘Surface
Preparation Code’.
 In this case the surface preparation
code 20 will become default for the
whole HW system (all pipes)

10
2.4 Deleting Modules and Systems
 To delete a module or a pipe system simply right-click on it and choose Delete.

Note that if objects have been modelled belonging to the module or system then the system will not allow you to delete
it: -

 In this case, the model objects would first have to be moved to a different module or deleted from the databank
before it is possible to delete the module object.

11
12
Chapter 3

3 Viewing the Model


When the Design Manager is started and a project has been selected, two windows are shown. The window to the right
is for Model Graphics Display and used for three-dimensional presentation of the models collected and the window to
the left is where the Product Model Tree structure is located.

In Design Manager the user will ‘Drag and Drop’ the required models from the Product Model Tree into the Model
Graphics Display.

3.1 Scene Management


Any number of scenes can be defined. A scene contains a certain collection of model objects displayed in a specific way
according to the user's choice regarding rotation, angle, perspective viewpoint etc. When switching to a scene, all the
models included are reflected in the Product Model Tree window.

There are 3 predefined Scene-categories and they all have different configurations:

Browse: Configured to only allow single transfers and display of models between the Product Model Tree window and
the Model Graphics Display window.
Normal: Default, all current work will be allocated to this scene if no new scene has been specified.
Overview: Configured to only handle the Production blocks scenario.

3.1.1 Creating the Browse scene


 At the bottom of the Product Model Tree window select the
Scenes tab

 Place cursor on Browse0 and right-click mouse button then select


Show

 Select the Model View tab

 Open the Product Model Tree so you can see the Pipe Systems

 Click on system XX and then pipe XX001

 Drag and drop pipe TTP-101A-XX001 from the tree into the Model Graphic
Display (right-hand window). Notice how the cursor looks at this point

13
 Now select any of the other XX001 pipes and drop them into the
display window. The previous pipe will be removed and the newely
selected pipe is displayed in the window in its place.

3.1.2 Creating the Normal scene


The Normal scene is the default scene when the user starts Design Manager and will be the scene used for viewing the
model at this stage. The Browse and Overview scenes are specifically configured for either blocks or individual models,
whereas the Normal scene does not have any specific configuration, therefore all items will be viewed with full model
detail and also multiple models can be viewed.

 At the bottom of the Product Model Tree window select the Scenes tab

 Place the cursor on Normal, right click and select Show

 Select the Model View tab

 The user can now select hull and/or outfit items to drag and drop into the display window

The above example has the following model items:

Production Blocks > BLOCK 1 > Plane panel > BLOCK1-DECK13900


Outfitting Modules > 101C

 The scene information will list the names of the items selected

14
3.1.3 Creating the Overview scene
 At the bottom of the Product Model Tree window select the Scenes tab

 Place the cursor on Overview, right click and select Show

 Select the Model View tab

 Open the Product Model Tree so you can see the Production Blocks

 Drag and drop BLOCK 1 from the tree into the Models Graphic Display

 BLOCK 1 should now appear in the display window in a block form, instead of
the normal panel view (Overview scene configuration)

 Repeat the process for BLOCK 2 and add this block to the view

Production Block Panels

 The above image is of all the blocks from a complete project in the Overview scene

15
3.1.4 Multiple Scenes
The default setup for Design Manager is for one of each type of scene, shown as Browse0, Normal0 and Overview0 in
the scene treeview. The user may require more scenes for any of the named types.

 To add more scenes, place the cursor over the node Scenes, right click and select New Scene

 Click on the Scene Template required and then select OK

 The new scene name appears and is also made active

The Normal scene is default and selecting Set as Default Template can change this, therefore if the user selects the
Create Scene button from the toolbar the new default scene will be added

 To delete a scene place the cursor over the scene name, right click and
select Delete

3.1.5 Deleting models from a Scene


As previously mentioned when model items are dragged and dropped
into the Graphic Display window, these model items are added to the
scene by the node selected (i.e. module items, pipelines, spools or
structure parts, etc.).

 To remove the model items, place the cursor over the model item
(node path) located in the scene page

 Select Delete

 The chosen item(s) are now deleted from the scene

16
3.2 Navigating the Graphic Display
The Navigation Toolbar, which contains the navigation tools and functions, is docked at the right hand side of the
Model Graphics Display window. One of these navigation tools is always current and this tool interprets the keyboard
and mouse events, until another is selected.

Select is used to identifying objects for model information and hiding

Autoscale will scale all of the model to fit the Model Graphics Display window

Zoom Window defines a rectangular area of the model

Zoom and Pan, Restricted For orthogonal and isometric views, move cursor up or down for zooming,
sideways for panning. When perspective camera is selected, this function is for only panning left or right no
zooming is available

Pan / Slide moves the perspective camera in any direction within a two-dimensional plane

Spin / Rotate will rotate the displayed model in the same direction as the mouse moved. The center of
rotation can be defined by clicking any of the model objects when the rotation is started. The mid-point of
selected object defines new center of rotation

Walk is a tool to walk around in the displayed model. Move the mouse upwards or downwards to move
forwards or backwards. Move the mouse to the left or right to look to the left or to the right. This tool only
works with the perspective camera

Tilt is a tool for tilting the displayed model. Move the cursor to the left around the view center point and the
model rotates clockwise. Move the cursor to the right and the model rotates counter clockwise

Restore Camera will restore last stored camera position

Save Camera saves a camera position

Top View displays the model from the top view

Frame View – looking AFT displays the model looking aft

Frame View – looking FOR displays the model looking forward

Side View – looking port side displays the model looking port side

Isometric View – looking AFT displays the model in an isometric view, looking aft

Isometric View – looking FOR displays the model in an isometric view, looking forward

Perspective Camera Selects the perspective view on or off

Simple measuring presents model coordinates or simple linear distances

17
3.2.1 Pre-defined walkthrough position
As seen in the previous section there is various methods to view and walk through the scene (Pan, Spin, Tilt, etc.).
Ideally when the user wishes to walkthrough the scene it would be beneficial if a fixed height could be used to enable
better viewing. The height would need to be measured from a flat and continuous surface (i.e. deck panel or walkway)
for the best result. To utilize this function within Design Manager the user will need to follow these steps:

 Using one of the previously created scenes, click-on the toolbar button ‘perspective camera’

 Then also select the toolbar button for the ‘walk’

 Now select the CTRL key on your keyboard

 Position the cursor over one of the flat deck panels, and then press the left mouse button

 The program will now automatically move the walk through position interactively

 The new walk through position will be approximately 1500mm above the deck panel at the cursor position selected.
Also the system will keep the same projection, plan, section, elevation or user defined

3.3 Modifying the model view


The model view can be modified using the function ‘Hide’ to remove models temporarily to enable better viewing.

3.3.1 Hiding models


 Create the following Normal scene:

Production Blocks: BLOCK1


Outfitting Modules 101, 101A, 101B, 101C

 Place mouse onto the model item you want to ‘hide’ (in this
case one of the deck panels BLOCK 1) and press right
mouse button (selected item will highlight)

 Select Hide

 When selecting the model item to hide, the Product Tree opens to
indicate which item will be hidden

18
3.3.2 Unhide a model
 To unhide a previously hidden model the user will have to place the cursor over the hidden part in the Product Tree
and then right-click

 Select Unhide

 The hidden panel is now visible

 It is also possible to hide model items using the Product Tree

 Also it is possible to Unhide the previously hidden item from the Model Graphic Display
window

 Position the cursor in ‘open space’ within the display window, press right-click and then
select Unhide Last

 The last item to be hidden will reappear

 If more than one item has been hidden then using Unhide All will bring back into the
display window all hidden model items

3.3.3 Select in view


 Select in view allows the user to view selected part(s) by either right-clicking the part(s) within the Product Tree or
the Graphic window.

 Select Equipment TTP-XX9007 from Outfit Module 101C within the


Product Tree then right-click on the item and choose ‘Select in view’

 Within the Graphical Display window the application will now locate
the equipment, highlight and fill the window with this item

19
3.4 Model Information
The Hull and Outfit items, which are displayed and viewed within Design Manager, are all made up of individual parts.
These parts will retain certain information inputted at various stages of the Design process and this information can be
accessed in Design Manager. Examples of information are component data, pipe ready status, assembly, etc.

 Using equipment TTP-XX9007 from previous scene

 Place the cursor over the equipment and click the right mouse button

 Select Properties

 Model information is then produced for the equipment


Properties can also be
selected from the
Product Model Tree by placing the cursor of the equipment name, right click
and select Properties

3.5 Parts List Window


Any model objects can be selected and dropped in a Parts List window displaying various data. The list of model parts
can be displayed at either model or parts of the model level.

 To use the Parts List window select Parts List from the View menu

 Locate in Outfitting Modules pipe TTP-101-XX004 from module 101

 Drag the pipe from the Product List Tree and drop it into the Parts List window

 A parts list containing basic parts list data will be displayed

 To clear the window, position the cursor inside the Part List window and click the right mouse button, and then
select Clear

 Also the option Save to File allows the user to save the list as comma separated value (csv)
file on the desktop. Again click the right mouse button in the Part List window to use this
function.

 The user can hide or unhide any columns to display in the parts list window by clicking the
right mouse button on the column headers at the top of the window and selecting or de-
selecting the column

20
3.6 Auxiliary Model Tree Window
An Auxiliary Model Tree window is to allow the user the possibility to split the Product Model Tree anywhere in the tree
structure. This tool is particularly useful when searching or checking for model objects in the lower levels of the model
object hierarchies and at the same time have the main Product Model Tree window free for parallel activities. Note that
the tree cannot be split from the part level, as there are no lower levels than part level.

 Select FOUNDATION5 in the tree (module 101C)

 Right-click on the model and select New window from here

 A new window, the Auxiliary Model Tree window will appear next to the
Product Model Tree window

 All of the subordinate items will be listed in the Auxiliary Model Tree (in
this case the structure parts for FOUNDATION5)

 To remove the window select Auxiliary Tree from the View menu and this will remove the window or select the ‘x’
at the top right-hand corner of the window

3.7 Selection Box


The selection box tool is used to control the extents of the model to be displayed.

 To use the Selection Box, press the right mouse button in the Model Graphic Display window
and select Selection Box

 The Selection Box Dialogue box appears, Enter the Model extents
and select OK

 The selected model has been cropped to the values entered in the
Default selection box.

 To disable the Selection Box, remove the tick mark from the check
box Enable the Selection Box

21
3.8 Changing Colours
When a model is presented in the shaded view, the colours are defined by the modelling applications. The colours are
selected from a limited set of predefined colours. To improve the quality of the pictures, it is possible to add more colours
and to support new rendering attributes, such as, finishes, transparency, textures, bumps, decals, etc.

Tools are provided in the Design Manager to change and to apply colours, finishes and transparency. Different settings
of these attributes are used to define different rendering materials. The available materials are collected in a material
catalogue. Initially, the catalogue contains the predefined Tribon materials. Tools are available to extend the material
catalogue with new materials.

New materials and material assignments are stored together with the workspace; the central product model is not
affected.

3.8.1 Changing colours of model items


 To use the Material Catalogue select Material Catalog from the View menu

 Select the ball-shaped symbol for Black and drag in to the Graphic window then release the left mouse button when
the cursor is over the panel as shown below

 It is also possible to drop the material on a node in the tree view to apply the material to all parts that belong to the
node

 Select the colour Cyan and drag on to BLOCK1

22
3.8.2 Editing the Materials Catalogue
 To edit the materials catalogue place the cursor on the required colour (Cyan) and click the right mouse button

 Select Edit Material

 Select the Finish tab and then change the Transparency value to 80
select OK

 Production Blocks BLOCK1 is now a


transparent cyan colour

3.9 Hull Material Summary


This function makes it possible to calculate and present a summary of hull items in a scene. The summary includes, item
counts, weights, centre of gravity and the area of the items.

 Using the models from the previous scene click the right mouse button in space (not on
a model item) and then select Hull Material Summary

 The system will show an interface indicating hull items within the
scene created

 Select OK

 The weight and COG values are an approximation

23
3.10 Controlling the Detail Level of Outfit objects
Just as in the Drafting based modules within Tribon, we can also change the representation of outfitting model objects
This is so the service areas, insulation, withdrawal spaces can be seen.

as default the Detail Level is set to Any this picks up the highest detail level available for the object and the result. To
change the Detail Level of in this case Equipments select Tools > Options , the Options dialogue box appears select
the Detail Level tab.

Under the Model Types change the Equipment Detail Level from Any to 5 and press OK

The Graphical representation of the object now


changes to show an earlier preliminary model

24
3.11 TDM Filter Status
The TDM Filter status allows the statuses of the design to be
viewed, in the example below we will be checking the design
status of all the model objects in the graphical window.

Press the right mouse button in an empty part of the


graphical window and select Properties.

The Scene Properties dialogue box now appears, select the TDM Status Filter tab and in the Colour Selection area,
select from the Expression items list Design Status and press Add

Continue to Add the following Expression Items until you have DesignStatus, DesignStatus::Modelling Finished,
Equal(==), Colour::Magenta, Colour::White, Conditional and then press OK

Now Select View > Refresh and


the Graphical representation
window will change to highlight
what items have a desingn status
of modeling finished.

25
3.12 Production (Assemblies)
Design Manager also allows the user to view the Production Assembly situation for a project. Within the Product Model
Tree there is the parent folder Production, and the assembly set-up created within the Assembly Planning application
for the current production environment populates the folder.

The Production section of Design Manager utilizes all of the functions, which are used in the Design section of the
application (i.e. the user creates scenes, can change the colours, view the parts list, etc.).

If the Assembly scenario is changed then the user will need to exit the workspace or Design Manager application. No
creation or editing of the Assembly Tree can be done from Design Manager.

3.13 Design Blocks / Production Blocks


Basic Design now has two distinct modes of operation.

Design Mode, where all panels that are defined are allocated to “design blocks” (this may
be a major design block covering the whole of the ship, or smaller blocks defining more
specific design areas of the ship). Eventually the panels belonging to these major blocks
will be split to create “production blocks”.

All items created in “Design mode” and allocated to a design block will be visible in the
Assembly Design Node under “Design Blocks”. These “Design parts” would not be
collected to production assemblies, as the parts are later split to production blocks and the
parent “Design panels” will be deleted.

Production Mode, allows parts to be modelled directly to “production blocks” (same as


Planar Hull).

Under the Assembly Design Node the “Production Blocks”, contains all panels modelled in Basic Design using
“Production Mode”, also all panels created in Planar Hull, and all parts which have been split from “Design Blocks”.
These are the parts that would be collected to assemblies.

3.14 Compartments and Referance Surfaces


Design Manager also allows us to see Reference Surfaces and Compartments; this is done by setting the variable
SB_TID in the D065 file for the project

Once this variable is set and the Project is selected form the Design Manager, then the Reference Surfaces and
compartments can be seen.

Reference

Compartments

26
Exercise 1
Create a Normal Scene using the following criteria:

 Insert Production Block BLOCK1 into the display window

 Add Outfit Modules 101, 101B, 101C and only the pipes from module 101A

 ‘Hide’ plane panels with the names BLOCK1-5600* and BLOCK1-DECK5600*

 ‘Select in View’ FOUNDATION1 which is located in module 101 structures, and check the ‘Model Information’ for
any of the parts

 Create a new Auxiliary Model Tree window for the selected structure and then also show the parts list for this
foundation

 Edit the view by adding a ‘Selection Box’ of the following:

X-min = X-max =
Y-min = -100 Y-max = 11000
Z-min = Z-max = 9700

 Change the colour of Production block BLOCK1 to be Orange

 Edit the material of the colour Orange to the setting of Transparency = 80

 The resulting view should look the same as the image below

27
28
Chapter 4

4 Workspaces and Drawings


When you create a project workspace through the Save Workspace function, a project workspace file ProjectName.tbw
is created to store information at the workspace level. Information about current project and scenes is stored on file such
that you later easily can restore your work through the Open Workspace function.

A scene can be stored as a drawing and thus create a drawing containing the same objects as in the current scene and
normally with the same projection. Opening a drawing will start Drafting or, if another drawing already has been opened
using the Design Manager, re-use the previously started Drafting. There is also the possibility using the Tools->Options
to change the prefix used for drawing name generation, which is also compounded by a running number of the next free
name on the general drawing data bank. Drawing scale and optionally also drawing form name can be set in this options
dialog. If a drawing form is given that holds predefined model views with projections these views are used instead of the
projection of the current scene.

All drawings and drawing references can also open. Opening a file reference will start the application associated with
this particular file type. The association is made using standard Windows tools.

4.1 Workspaces

4.1.1 Saving a Workspace


 Create a scene similar to previous examples, but eliminating model items that you will recognize as not being
present when re-opening the scene (e.g. pipe TTP-101C-XX027).

 Select File > Save Workspace

 Give the filename view4.1

4.1.2 Closing a Workspace


 To close a work space select File > Close Workspace

4.1.3 Open a Workspace


 Select File > Open Workspace

 Select file view4.1.tbw

 The previously saved work space has been re-opened

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4.2 Drawings

4.2.1 Saving a scene as a drawing


 Use the previously created scene then click the right-mouse button

 Select Create Drawing > Drawing

 The following message appears confirm the name of the drawing

4.2.2 Opening scene as a drawing


 Again use the previously created scene

 Click the right-mouse button

 Select Open Drawing > Drawing

 The scene is saved as a drawing but also with this command the drawing is
automatically opened using the Draft application

 Using Tools > Options > Drawing will allow the user to add a drawing form,
change the drawing name prefix and change the scale of the drawing

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4.2.3 Opening already existing drawings
 As previously mentioned it is possible to open various types of drawings (general arrangements, pipe sketches, nest
sketches, etc.) from the Design Manager application

 Open the Product Model Tree to Drawings > General Drawing and select any drawing from the list

 Click the right mouse button and select either Open or Open Read Only

 The Drafting application will start and the chosen drawing will appear in the mode
selected

 If you also expand the tree beneath the selected drawing level there will be views
(1001, 1002, etc.) then beneath the views are the models, and then beneath the
models are the parts. However only the drawings can be opened as a drawing.

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32
Chapter 5

5 Recording Tools
The recording tools can be used to define a walking path through the model. The path to be recorded will be interpolated
by the program; moving from the first key frame (the current view of the model) to the next key frame (the next view of
the model you define) and you may add more key frames. The recorded path will be from the last defined key frame, to
the newly defined key frame. The orientation of the view will also be interpolated when the view is rotated. Tools are
available to create, play, edit or export the recording. A recording is always associated with a scene, which means that
there might be one current recording for each scene. It's possible to save the recording as an AVI file, but not the
recording itself. The most important tools to control the creation and playback of a recording can be found in the
recording toolbar (see page 7).

5.1 Recording a walk-through


 Open workspace view4.1

 Select Recording Tools from the View menu

 Place toolbar in the workspace

 Choose the Side View button from the Navigation toolbar

 Select Create New Recording from the Recording Toolbar

 Select Add Key Frame (to give starting frame)

 Commence walk-through using the buttons from the Navigation Toolbar

 After moving to various points of walk-through select the Add Key Frame (to record the new position)

 Continue walk-through until complete (selecting Add Key Frame where appropriate)

 To view recorded walk-through select Play

5.2 Creating an AVI (Audio Video Interleave)


 To create this AVI use the previously created scene recording

 Select File > Export to AVI File, then type in file name view4.1

 System prompts the user to input a Frame Rate (frames/sec)

 Type in 2 (to change the record rate) and Press OK

 System requests if the file is to be compressed and lists the options that
are available. Compressing the file may result in a poorer quality video
file.

 Select Full Frames (Uncompressed) and press OK

 Design Manager will now run the avi in the Graphical Display
window

 Run the avi file using an alternative software (e.g. Windows


Media Player)

 If you use the uncompressed (default) option the files are good but very large, to reducing the number of frames
from 25 to 5 does not impact on the quality greatly, but proportionally reduces the file size to 20% of the original.
Also using the compression options, all loose quality, some lose content. For a small but usable file I
would try the Indeo Video 5.10 at 5 frames and Compression quality 100. This will give a reasonable
avi, which is 1% of the default file size.

33
Chapter 6

6 Tribon Product Information Model with Tribon Data


Management (TDM)
The core of the Tribon system is the Product Information Model database. This comprehensive Ship database contains
all types of information necessary for designing and building a ship. The information is contained in Tribon objects. The
Tribon objects are organised in Ship Product Structures. Between the Tribon objects there are different kinds of
topological relations.

The Tribon Product Information Model holds information and documentation about the ship design, but also information
related to the manufacturing of the ship.
Tribon Data Management (TDM) is embedded and adapted Data Management functionality in the core of Tribon, based
on the Tribon Product Information Model.

Tribon Data Management focuses on:

 Organisation of data (drawings and documents) from Tribon and other sources
 Control of Status for the Tribon Product Information Model
 Support for basic workflow management
 Revision handling for drawings
 Protecting Tribon Product Information Model from unauthorised access

6.1 Tribon Data Management (TDM) levels


A Tribon customer can choose a certain Data Management level for his Tribon installation. Which level to choose is
decided per project. Currently there are three levels:

6.1.1 Tribon Basic Level


The Tribon basic level is default (and included in the basic Tribon M3 Product Model concept), where the Tribon
database uses the native Tribon database format and contains all the product structures and model topology controlled
by the Tribon applications.

6.1.2 TDM Basic Level


The TDM Basic level adds a number of general Data Management features available for Tribon objects:

 Status
 Document references
 User-defined attributes
 Planning Unit
 Cost Code
 Alias
 Object Subtype
 Description
 Remarks

The TDM Basic level can be applied to the Tribon Product Information Model native database format.

6.1.3 TDM Extended Level


The TDM Extended level offers a number of additional Data Management features to Tribon. The focus on this TDM
level is on:

 Controlling the access to Tribon project data


 Controlling the usage of the Tribon functions
 Handling of Revisions of Tribon drawings
 Versioning of the complete ship model
 Handling yard standards versus project standards
 Direct Oracle access to selected Tribon data

35
The TDM Extended level requires that the Tribon Product Information Model is stored in Oracle. Both the TDM Basic
option and the TDM Extended option are required to reach the TDM Extended level.

Tribon M3 Tribon M3 Tribon M3

6.2 Access to the TDM Basic features is provided in the interactive


Tribon applications:
 Design Manager
 Production Manager
 Drafting and all Drafting based Modeling applications
 Diagrams

In the interactive Tribon applications the TDM Basic features are accessed via the Attributes dialogue for a particular
Tribon object.

In the Design Manager and Production Manager, indicate a node in the tree, and on the right-click menu, select the
alternative Attributes.

In Drafting and the Drafting based Modelling applications, choose the menu
alternative Tools > Data Management > Attributes. Indicate a model
object. Certain Tribon objects (Pipe / Vent Spool, Cable, Drawing, Pipeline,
System) are selected via the Options menu.

36
In Diagrams, choose the menu alternative Tribon > Tools
> Data Management > Attributes. If a Tribon model item
is selected, the Attributes dialogue for this item is shown.
Should nothing be selected, the Attributes dialogue for the
current Diagram is shown. The Attributes dialogue for a
Diagram can also be launched from the tree view.

To the left is a listing of all Tribon objects that can have the
TDM Basic attributes, and in which Tribon applications they can
be updated.

6.3 Status
Tribon can control the status of the object. There are four separate Status categories:

 Design status
 Material control status
 Manufacturing status
 Assembly status

The Design status is intended to handle the progress of the


design for the particular object (model object or
drawing/diagram object). Examples of values could be:
"Basic design started", "Pending classification",
"Classification approved", "Detailed design started" etc.

The Material control status carries the status of an object


from the material management point of view. Typical values
could be: "Request for quotation made", "Material ordered",
"Material delivered to stock" etc.

The Manufacturing status should be used to report the


progress from the manufacturing process. Examples of
values could be: "Released to production", "Manufacturing
planned", "Manufacturing started", "Manufacturing finished".

The Assembly status, finally, contains corresponding


information regarding the progress from installation and
assembly.

The Status codes are specified per Tribon project.

37
6.3.1 Setup and Customisation of Status
The customer must define the Status values and their internal order. The setup of Status values is done in the Tribon
Toolkit Preferences.

The Status codes are stored either in Oracle (for a TDM Oracle project) or in a text file (for a native Tribon project). The
Status code text file, for a native Tribon project, is identified by the environment variable SB_TDM_STATUS_LIST, Set
in the D065 file for the project

The Status codes for a TDM Oracle project can be imported from another Tribon project via a text file. There is a
corresponding export function to create the text file from a TDM Oracle project.
Two Vitesse triggers are associated with the Change Status functions. The Vitesse triggers offer the possibility to
customize the events following a Status change

6.3.2 Updating Status


Updating of Status for an individual object is done by the Promote and Demote actions respectively. In the interactive
applications the Promote/Demote functions are available in the Status property page in the Attributes function.
The Status may also be updated for a group of Tribon objects. The groups available for selection are Block, Module,
System, Drawing, Diagram. The Status is basically updated for each Tribon object within the selected group.

6.3.3 Use Status for Workflow Control


By combining object Status with the use of Vitesse triggers, it is possible to configure the
information work flow within the shipyard, e.g. by:

 Defining actions depending on a Status change.

The Status Change Vitesse trigger can be customized to perform certain actions when the
Status of an object is changed, e.g. send an email to selected persons, automatically
create a parts list by using Vitesse and Data Extraction etc.

 Using the Status, combined with other Tribon data, in various Tribon application
Vitesse triggers, to start or prevent actions.

38
6.3.4 Use Status for Access Control on Project Data
The Status is one of the parameters in the Access control rules for Tribon objects. The access privileges depend on the
current Status of an accessed object. This feature is available on the TDM Extended level.

6.4 User Defined Attributes


User-defined attributes can be specified and added to any Tribon model object or Tribon Drawing object.
An attribute definition is specified by an attribute template, which is identified by an attribute name and an attribute
category, and it can contain none to several data elements.

6.4.1 Setup and Customisation


The administration of attribute templates is handled in the Tribon Toolkit preferences.

6.4.2 Updating
A user-defined attribute can be added to a Tribon object, via the Attributes function, and the values can here be edited
for each particular object.

The user-defined attributes may also be added and edited by Vitesse, in Vitesse functions or Vitesse triggers

6.5 Document References


Different types of Documents and Drawings can be organized by attaching Document references to Tribon objects.
There are basically three different types of Document references:

 Tribon drawings. Any Tribon drawing (of any Tribon drawing category).
 File stored documents/drawings Any individual file stored in the Windows environment.
 Documents/drawing stored in External Document Management system. Linking of these documents is done by
Vitesse triggers

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6.5.1 Setup and Customisation
To manage linked documents, stored in an External Document Management system, there are Vitesse triggers
available. These must be customized and adapted to the actual Document Management system.

6.5.2 Updating
Document references are handled by the Attributes function (add and remove Document references)

In the Design Manager and Production Manager, there are some additional functions for managing Document
references, in the model tree view:

 Add attachment: Drag & Drop.


 Remove attachment.
 View attachment.

The viewing function requires an associated application. For Tribon drawings the associated application is Tribon
Drafting.

6.6 Planning Unit


The Planning unit is an identification of a planning activity, which is used to link Tribon to a Planning system. A Planning
unit can be associated with an assembly or with a Tribon model object. The Planning unit is picked from a list of
Planning units, normally identical to the Activity list in the Planning system.

6.6.1 Setup and Customisation


The list of Planning units should be available either in Oracle or as a text file.
For a native (non-Oracle) Tribon project, the Planning unit values must be available in a text file, identified by the
environment variable SB_ERP_PLU_LIST. Each line in the csv formatted text file has six positions for the following six
values, all as text strings:

 Planning unit
 Planning unit description
 Planned start date
 Planned finish date
 Actual start date
 Actual finish date

For an Oracle TDM project, the Planning unit values must be available in Oracle, via an Oracle view named
TDM_PLANNING_UNIT

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6.6.2 Updating
Planning unit is updated in the Property page "Planning" in the
Attributes dialogue

By keying in a search string in the Filter field, the matching


Planning units will be listed. To update the Planning unit for the
current Tribon object, indicate a Planning unit in the list, and
choose the Select button.
In addition, the Planning unit for an Assembly can be modified
also in Assembly Planning, in the "Edit properties" function

6.7 Cost Code


The Cost code is used to link Tribon to a Financial system. A Cost code can be associated with an assembly or with a
Tribon model object. The Cost code is picked from a list of Cost codes, normally retrieved from the Financial system.

6.7.1 Setup and Customisation


The list of Cost codes should be available either in Oracle or as a text file.
For a native (non-Oracle) Tribon project, the Cost code values must be available in a text file, identified by the
environment variable SB_ERP_COSTCODE_LIST. Each line in the csv formatted text file should contain the following
two values:

 Cost code (text string)


 Cost code description

For an Oracle TDM project, the Cost code values must be available in Oracle, via an Oracle view named
TDM_COSTCODE

6.7.2 Updating
The Cost Code is updated in the Property page "Cost Code" in the
Attributes dialogue.
By keying in a search string in the Filter field, the matching Cost
codes will be listed. To update the Cost code for the current Tribon
object, indicate a Cost code in the list, and choose the Select
button.

41
6.8 Type Codes / Object Subtype
The Type code / Object subtype attributes could be used for categorizing the Tribon object according to the shipyard's
conventions. There are four independent Type codes:

 Type code no 1, also called Object subtype


 Type code no 2
 Type code no 3
 Type code no 4

Certain rules are applied for Type code no 1. This Type code field is used as Object subtype, and it can be updated only
be selecting a value from a predefined list.
Object subtypes must be pre-defined by the customer. This is done per project. Each type of Tribon object has its own
set of Object subtypes.
When an object is initially created, the Object subtype is set to 'undefined'. The Object subtype can later be changed to
any of the predefined subtype values.

6.8.1 Setup and Customisation


The initial definition of Object subtypes is done in Tribon Toolkit preferences.

The Object subtypes are stored either in Oracle (for a TDM Oracle project) or in a text file (for a native Tribon project).
The Object subtype text file, for a native Tribon project, is identified by the environment variable
SB_TDM_CUSTOMTYPE_LIST.

The Object subtypes for a TDM Oracle project can be imported from another Tribon project via a text file. There is a
corresponding export function to create a text file from a TDM Oracle project.

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6.8.2 Updating
The Type codes and Object subtype are updated in the Attributes function - Miscellaneous TDM.
Object subtype is updated be selecting a value from the predefined list of Object subtypes.
The Type codes 2 - 4, however, are open fields, available for keying-in any integer value.

6.8.3 Use Object Subtype for Access Control


For Structure objects, the Object subtype is also a parameter in setting up the access control. I.e. if Structures are
categorized into different subtypes, different access rules can be set up for the different subtypes. This feature is
available with the TDM Extended option.

6.8.4 Alias
The Alias names are alternative, user-defined names for the Tribon object. There are four independent Alias names.
Alias no 1. This alias name is reserved, where applicable, for the automatically generated name according to the Part
Name Control rules. Alias 1 can not be updated by the user.
Alias no 2
Alias no 3
Alias no 4

6.8.5 Description and Remarks


The two fields Description and Remarks are long character fields open for manual input.

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Chapter 7

7 Appendices

7.1 Appendices 1 (Collision Management)


In Tribon M3, Collision Control can be used to detect, review and approve collisions between different models in a
design.

The tools are both available in Design Manager and Drafting based applications, however the user interfaces, especially
in the selection of models process, are slightly different. The following will show the ways of working for the Design
Manager application.

However, to use the Collision Management applications (Design Manager and Drafting based) the users license has to
have the correct Collision Management permission.

7.2 Collision Detection


Within the Design Manger based applications, tools can be utilised by creating a selection of models in the model tree
view or in the graphical view, right clicking, and then selecting the requested tool from the appearing popup menu.

7.2.1 Collide
Collide calculates and reports all collisions between selected models. Normally this function would be used to check a
specific area of the model. To use this function drag and drop the models from the model tree into the graphics display
window, right-click in the scene, not on the models, and select Collide.

45
7.2.2 Collide within Box
This function calculates an axis-aligned box around the selected model and then reports all collisions within the resulting
box. Best results are produced for checking items at the model level (pipe, equipment, foundation) as part level does not
always give a good axis aligned box. To use the function either, drag and drop the model from the model tree into the
graphics display window or select the model item in the model tree, right –click and select Collide within Box

 Selecting the model in the Graphic Display window will


result in the box being drawn around the part, limiting the size
of the box

7.2.3 Collide Selected


This tool calculates the collisions between the selected model and the rest of the models in the design. Models from all
disciplines are included in the calculations. To use the function either, drag and drop the model from the model tree into
the graphics display window or select the model item in the model tree, right –click and select Collide Selected

 Selecting the model in the Graphic Display window will


result in the collision check being performed for the part, limiting
the size of the collision

7.2.4 Define Clearance Distance


This tool is used to specify a clearance distance around a selected model. Distances between 0 and 500 can be
specified and a zero distance can be given to disable clearance check for a model. Clearance distances are
remembered and used each time a collision check is made. Clearance violations are reported as collisions of type Parts
too close in the collision list. Select the model in the Model Tree, right-click and select Define Clearance Distance

46
7.2.5 Collision Reporting and Approval
The presentation of collisions is made in a list window and in a graphical view.

7.2.5.1 Collision Report Window


Collisions reported by the collision detecting tools are listed in a specific list window that contains the following columns:

 The First Part - The name of one of the colliding parts

 The Second Part - The name of the other colliding part

 Collision Type - Type of collision, the following types are defined:

Collision
Parts too close (clearance violation)
Soft collision

 Detection Date - Date when the collision was detected the first time

 Distance - Shortest distance between the two parts, used for parts colliding within the clearance distance

 Approval State - The following approval states are defined:

Not approved
Approved
Modified after approval. The colliding parts have been modified after approval.

 Approved by - Approval signature

 Approval Date - Date for approval

 Approval Reason - The following approval reasons are defined:

None
False collision. Collision caused by an inaccurate geometric representation of the model.

 Remark - Remark that can be given when a collision is approved.

47
All columns can be sorted by clicking on the column headers. Detected collisions or collision approvals are not
immediately reflected in the database, it's first when the collision report window is updated by new collision reports or
when the application is terminated. The user can explicitly store updated item in the database by pressing the Save
button. The environment variable SBB_COLMGMT refers to the database for storage of the updated items.

The listed collisions can also be saved to a file by pressing the button Export to File.

Approved collision reports can be removed from the list by pressing the button Hide Approved and showed again by
pressing the same button a second time.

7.2.5.2 Show Stored Collisions


This tool retrieves stored collisions between the selected models and other models in the design.

Also if the user selects Collide, Collide Selected or Collide within Box, all of the updated collision data will be retrieved to
the report window.

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7.2.5.3 Graphical Presentation of Collisions
Colliding parts can be presented in the graphical view by selecting the corresponding collision report in the collision
report window.

An efficient way to present the surroundings to a collision is to use the Show


Surrounding Models command. This command can be found in the right click menu for
the graphical view's background.

7.2.5.4 Approval Tools


The approval dialog can be displayed in two ways, either by selecting one or more collisions and then right clicking and
selecting the Approve Collision command from the appearing pop-up menu or by pressing the function key F2.

When the dialog is shown, the dialog presents the collisions


that are selected in the collision report window. To approve the
presented collisions, fill in the appropriate fields and press the
Approve button. Press the Unapprove button in the dialog to
unapprove an already approved collision.

Then select Close

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7.2.5.5 Configuration Settings
The collision control options contains settings specific to the collision detection tools. All settings are project-specific. To
access the configuration settings, select Tools > Options then from the dialogue select the Collision Controls Options
tab.

Available options in the tab are explained below:

 Enable Clearance Distance Calculations

Choose this option to enable detection of clearance


violations.

 Default Clearance Distances

Enables the user to specify a default clearance distance for


all models of a certain type.

 During normal collision check, all shapes are shrank by a fraction of a millimeter before the collision check is made
to avoid the reporting of touching models as collisions. When a clearance distance has been specified, all models within
the clearance distance will be reported, also touching models with a distance equal zero.

 Faceting Tolerance

Specifies the maximum allowed distance between the faceted and the real model. It's strongly advised not to
change this tolerance in the middle of a project. Approved collisions might be reported as modified after approval.

 Internally, all models are converted to a faceted representation before the collision calculations are done. The
faceted tolerance specifies the largest allowed distance between the true model and the faceted representation of the
model.

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