Description
Key Learnings
- Learn how to design more-durable parts with Fusion 360 software’s model workspace
- Learn how to use Fusion 360 software’s static stress simulation
- Learn how to use Fusion 360 software’s structural buckling simulation
- Learn how to use Fusion 360 software’s event simulation
Speakers
- Pooria SohiPaul is a Product Designer and Fusion360 expert for Autodesk. Having studied architecture and infrastructure planning, he then moved into working for himself, setting up a company that championed 3D printing technologies, working on art installations, music videos, product design, and technical innovations in the 3D printing industry. Now Paul works with other product designers under the Autodesk banner to help startups develop and realize their ideas. Paul specializes in prosthetic design and Open Source hardware design, having created the world’s first 3D printed performance prosthetic to be used at the Rio Paralympics. In his spare time he is pursuing a PhD in additive manufacturing.
- Mike AubryMichael Aubry is always pursuing better, faster and exciting ways to design. During the ten years he’s worked in the computer aided design field, he’s been privileged to work with 100s of customers who do everything from craftsman eyewear to giant fighting robots. He has professional experience in the bio-medical, wind energy, and computational fluid dynamics simulation industries. He loves working with anyone and everyone inspired to solve interesting problems. He is a former Product Evangelist for Autodesk Fusion 360. He has a mechanical engineering degree from the University of Portland.
- MFMichael FloydMichael Floyd is an environmental technologist and design director, accelerating solutions that advance environmental & social performance in the AEC sector—for a sustainable hardscape. Current focus on high performance buildings, Lean and industrialized construction, and resilient cities. Recently led integration of EC3 with BIM 360 for carbon-smart building material choices. His life prior to Autodesk included design direction and consulting in both product development and the built environment. His product-oriented work has addressed toxicity, design for environment, climate, and supply chain adaptation. He has a special interest in energy productivity in the built environment, and has undertaken related work at scales ranging from whole cities to commercial kitchens. He holds an MSc in Environmental Technology from Imperial College London, and a BA from Princeton University.
PAUL SOHI: Afternoon, everybody. How are you all doing?
AUDIENCE: Good.
PAUL SOHI: Yeah, good? Fed? Feeling good? Energized? You ready for this?
We're going to throw a lot of information at you. So be prepared. So introductions first, we've got Michael Floyd, Sustainable Industry Technology Manager, Michael Aubry, Fusion 360 Evangelist Iconic Projects Lead and all-round amazing mechanical engineer and just a great guy, and myself.
I'm Paul Sohi. I'm also a Fusion 360 Evangelist. And I'm on the iconic projects initiative. I am a product designer. So I'm going to be coming at it from that perspective.
We've got a sustainability angle. And we also have an engineering angle on everything we're talking about today. So we're going to just give you a quick brief overview of our learning outcomes.
We want you to understand what we mean by durability and design. Obviously, that's going to be the critical component here. We're going to give you the wider environmental and sustainability impact of making and designing more durable products.
And then lastly, you're going to learn how to use Fusion 360 simulation environments as part of a design feedback loop to make your products more durable. I'm going to slow down because I'm feeling the effects of the caffeine right now. So I'm a little excitable.
So of course, we're talking about durability. But durability is only one component of durable design and good design. There are two key categories to making good products.
It's durability and repairability. So we might be kind of teaching you how to suck eggs here. But we want to make sure that we understand the difference between the two.
So when we're talking about durable design, we're talking about long-lasting products, where functionality is not compromised. They've got to withstand everyday use. And typically if we're using durable design, we're talking about products that are overengineered to increase the usable lifespan.
From a repairable point of view, we're looking at products that are using accessible components with user access to components, meaning that the user of the product can repair it themselves. We want to use commonly available parts so just to make things as kind of affordable as possible to individuals. And we want to use standard tools in manufacturing. Again, that really helps with the repairability.
It's always really important to remember that durability and repairability are not mutually exclusive. But you need to use both of them as part of feedback loops to create the best products possible.
So with that context in mind, we're going to use this summary to help keep in mind what it is that we're talking about when we say durability today. So just to read this out for you, "the ability of a product to perform its required function over a lengthy period under normal conditions of use without excessive expenditure on maintenance or repair." I hope that makes sense. Yeah? No arguments with that? All right, good.
So when we talk about designing for durability-- so looking at this from a design point of view first-- durability does not equate to tough materials only. That is probably the most common mistake we see. Intelligent design decisions factoring in how a product is used are really critical.
So that's not just the functionality of the product itself, but actually in the wider context of how that thing is being used. So if you think of a smartphone, it's not just the stuff that you're doing with the phone. But I'm throwing it in my pocket. I might drop the thing. All of these things kind of become part of that design process and making the product more durable.
You want to make choices. That ultimately means you want to make choices on how your product is made to make it durable, so things like the manufacturing processes, the material choices. All of these things also help in that.
And then lastly, the most important element of durable design is simulation, prototyping, and then redesign. You can't get there without those feedback loops. So when we're thinking about the materials we use in design, the assumption is often that the hardest and toughest materials are best.
However, in reality, materials that can be sacrificial, softer, or absorbing tend to work better. So if you think about things like drop tests or tough material, anything with low plasticity is not going to do it. You need something that's going to be able to take that brunt.
So balances need to be found in material rigidity and flexibility and to ensure protection and security, as well as maintenance. How you guys doing?
AUDIENCE: Good.
PAUL SOHI: You haven't missed much. So then when it comes to design choices-- protection of mechanical elements-- if you think about a watch, a G-Shock is a fantastic example of a durable product. It's designed specifically to ensure that the components of the watch, the mechanical elements, are well protected.
But ideally, you want to minimize the number of moving parts. So things like hard drives moving from the HDDs now to the SDDs, so your solid state drives, it makes a huge difference to the durability. I cannot tell you the number of times I've lost terabytes of data from dropping external hard drives that were mechanical. And now with solid-state, I just chuck them around.
So ultimately what we're talking about here is durability really does equate a lot to designing for everyday life. And then those feedback loops, so this is going to be the meat of the things we talk about with Fusion 360. There's a bunch of seats in the front right here. Welcome.
So design, simulate, prototype, repeat-- all conveniently possible through Fusion 360. So let's take a case study. The Nintendo 3DS is a great example of exceptionable durable design.
This design has its roots in the Nintendo Game Boy Advance SP, which was released in February 2003. So this design hasn't changed really in over a decade. The design brief set by the then CEO, Satoru Iwata, was that the product has to be able to withstand a drop from a breast pocket. Things like the original Game Boy, even modern products, really can't do that.
So the designers and the engineers came together. And this is ultimately what we ended up with. This design has survived all the way until now. The latest product is still using this design. The clamshell actually came out of that brief.
So the clamshell allowed the most critical elements of the product to be protected. They're material choices. So the screens are not using glass but plastic.
The touchscreen on the bottom there is a resistive rather than capacitive, because they're going to last way longer. And ultimately they also kept their clients in mind, which are young children or adult boys like myself. Just to show you how durable this thing is, this is a drop test from 6 feet.
PRESENTER: It doesn't have the same effect without the sound.
PAUL SOHI: It's just so much better with the sound. Yeah [INAUDIBLE] [BWAAH] Let's try one more time.
PRESENTER: I'm ready. I'm ready.
AUDIENCE: The dog expression sums it up. [BA-DUNH]
PAUL SOHI: There we go. So you can actually see in that slow motion video right there, there's a spring mechanism in the hinge that's designed on the point of impact to close the thing. That also has a secondary function, where it locks the screen into different viewing positions.
The plastic materials used in the shell on the outside have also been considered here. There are elements of this that are designed specifically for drop tests, for things like children dropping them. There's loads of videos on YouTube of kids dropping them on purpose.
And my favorite one is a kid dropping it from five stories down a stairwell. And it survives, still playable. I mean, I wouldn't do that. But you can if you want.
But this is in high contrast to modern devices like smartphones. It's safe to say that a smartphone is one of the most ubiquitous devices of the 21st century. And we expect more and more from these products as time goes on.
But we're doing that at the sacrifice of their durability. So whether that's acceptingly or begrudgingly, these devices are becoming more and more delicate, way less durable, and we kind of treat them as sacred things. I'm sure at some point, everyone in this room may have dropped their phone and there's that freeze frame when you panic of like, is it going to survive the next five seconds? I wanted to see how many people's adrenaline started pumping if I showed them this.
But it wasn't always like that. We actually solved this problem in the mid-'90s. So looking back at old phones, it was, again, that clamshell design.
That's not to say that the clamshell is the only durable design out there. But it's certainly one of the best, using plastic materials, again, no glass in these products. They were great. I mean, who remembers this or my personal favorite one?
But that's not to say that we have to go back to these old designs. That's not to say that we need to just rewind and just do the same things we were doing in the mid-'90s. Samsung actually have just released this prototype product-- there's a couple of videos online you can check out-- where they're taking these modern technologies like flexible OLEDs and combining them with different mechanical components to come up with new concept phones.
They've actually stated that this will be a product that will be coming out soon. And the way that they're looking at durability, not only just in terms of lifespan but also ensuring that this product's going to survive everyday use, the screen is inside of a canister. So when it's not in use, you can protect the most fragile elements of the product. So with all of that context set, I'm going to hand over to Michael Floyd. He's going to talk to you about the sustainable impact of durable design.
MICHAEL FLOYD: Thank you, Paul, everyone. So Paul just did a great job walking us through a working definition of durability, explaining how durability and repairability fit hand in glove as complementary design strategies, talking about how durability supports enhanced user experience, better product performance, and gave us some simple key strategies for designing more durable products. I'm going to explore the environmental benefits of durable design. And then I'm going to pass things on to Mike Aubry, who's going to dive into Fusion, which is I know what you all came for.
So I'm going to be looking at ways to make your design more sustainable by boosting resource productivity. What do we mean by that? Resource productivity, a simple definition, is the value that you get out of something.
It can be of financial value. It can be productivity that you get out of a laptop. It can be pleasure you get out of a toy, anything, divided by the resources that go into it.
In this sense, designing sustainably means getting the most use out of the materials and energy that go into your product. So products go through a basic life cycle, from raw material extraction to material refining, manufacturing, logistics, use, and eventual disposal. And it's important to think of them in this larger context.
There are environmental impacts at every stage of the life cycle. We can't just look at the energy that a product consumes or the greenhouse gases associated with that energy consumption during its use phase. We have to think about the upstream supply chain impacts that contribute to a product's embodied environmental footprint, as well as its use phase, as well as what happens to a product at the end of its useful life.
Energy and waste are generated at each-- or consumed at each phase of the product life cycle. And this is not just about being eco-friendly. Energy and waste cost money. They cost money to businesses, to customers, and at the end of the day, it costs money to dispose of things.
And I'm going to argue that-- I think-- how many of you were in the keynote this morning and saw Andrew, CEO, speak? So he kind of already laid down these messages pretty firmly. So I'm just going to reinforce and build on top of what he said.
Today commodities are cheap. Polymers are cheap. Copper's cheap. These prices fluctuate. But we're not feeling the pain yet.
As we move towards 2050, we're going to be climbing some pretty steep curves that Andrew already identified-- population boom, rapid urbanization, middle class growing by around 56%-- all of that leading to about twice the energy demand globally. The companies that are going to survive and thrive in that context as we climb that curve are going to be the ones who are thinking about better resource productivity along the way. And they're future-proofed and prepared to confront these curves and come out on top because they've developed competitive advantage [INAUDIBLE]
So these changes are going to put additional pressure on the planet. They're going to require us to make better design decisions. Products have an impact on climate change-- not really. I mean it depends on the product-- if you're looking at a combustion engine vehicle, lots of impact in the use phase. A lot of products' impacts are upstream or downstream.
This is a NASA animation of global CO2 emissions over the course of the year. You'll see they're largely concentrated in the northern hemisphere. So the embodied energy, the embodied carbon that goes into a product, has to do, again, with its raw material extraction, processing that material, manufacturing, logistics. For example-- sorry?
AUDIENCE: [INAUDIBLE]
MICHAEL FLOYD: Oh, yeah, yeah. [INAUDIBLE] They're burning that coal. So out of the hundreds of materials that we come into contact with every day, I'll give you one example.
Production of raw aluminum accounts for 1% of all global greenhouse gas emissions. That's massive from one material. So it kind of highlights the importance of some of what Andrew was talking about earlier about material reuse, for example.
From a waste standpoint, virgin aluminum-- again, just to stick with that example-- to produce one kilo of virgin aluminum, you produce 85 kilos of waste. That's a bad ratio, 85 to 1. And just to give you a sense in the larger economy, plastics, metal, and glass, and paper are about half of all municipal waste. The rest is, I think, mostly construction and demo waste.
PRESENTER: Yes.
MICHAEL FLOYD: So let's get back to the example of the mobile phone. The mobile phone doesn't weigh much more than 100 grams. But it has an even worse waste-to-product ratio than virgin aluminum.
A mobile phone-- production of one mobile phone is associated with over 80 kilograms of waste in the supply chain. That's upstream here. We also need to think about downstream implications. At the end of a product's useful life, maybe it gets recycled. Global recycling rates are maybe around 20% if we're being optimistic.
This is a dramatic representation of e-waste by artist Chris Jordan. Fun fact, about 150 million mobile phones are discarded each year in the US. That's over 5 million pounds of copper and 116,000 pounds of silver if we say 20% recycling, right, 80% of which goes to landfill and is buried. That's material value down the drain in the ground again and hard to recover.
So again, I mean, what I'm trying to hearken back to and reinforce is the simple environmental benefit of taking this picture and just simply making it look more like this. If you double the lifespan of your product, half your manufacturing impact effectively goes away. That's akin to an engineering miracle.
So as Paul mentioned, a mobile phone's casing and components of course need to stand up to impacts from the occasional drop, rough treatment. But products also need to stand the test of time in other ways. So there's another dimension of durability that has to do with remaining not just functional but relevant, delightful over time, because my phone may work after eight years.
But I'm not going to be using the clamshell that I had in the mid-'90s just because it's still working. It needs to be relevant. So and again, the companies that thrive as we climb those big curves to 2050 are going to be the ones that take this into account.
And sustainable design has lots of angles. And resource productivity also can be pursued in other ways through component reuse, remanufacture, recycling, and worst-case waste to energy. But durable design is really-- because you can achieve this like, factor-two, factor-three, factor-four benefits from multiplying your product's useful life-- is the first stop along the way to sustainable design, step 1. And I'm going to hand it off to Michael now, who's going to dive into Fusion a little bit and talk about some best practices for mechanical design for durability.
MICHAEL AUBRY: Absolutely.
MICHAEL FLOYD: Take it away, Mike.
MICHAEL AUBRY: Hi, guys. Now it would not be a good design class for engineers in the room if I didn't put up a sweet graph. So are any mechanical engineers in the audience today? What is that?
AUDIENCE: S-N curve.
MICHAEL AUBRY: That's an S-N curve. Yeah, so the beauty of this is one of my favorite classes in college because what it gave me was a set of basic tools to apply for all designs from it. When we talk about durability, you can't talk about durability without just the nature of the-- man, there's a lot of, how many times do you need to drop it before it breaks. You need to start talking about fatigue.
So with that, it's like fatigue is a very complex, nuanced-- people get PhDs in it. There are whole classes on it. It's a fun class.
But again, just to kind of-- it's kind of going down the rabbit hole, per se, on some of these challenges of what is the best theoretical way to approach it. Inevitably people end up creating physical prototypes from it. For those of you who are not mechanical engineers in here, why I love this particular S-N curve is it applies a couple of basic rules we can apply when we're going to create our upfront geometry.
It's stuff just to keep-- just some good designing best practices for all designs regardless of the material and the type of loading it goes for. So what this says-- and I won't make you guys read into this stuff although it is a pretty cool looking graph-- it just says that materials have a published ultimate tensile strength.
So oh my god. I'm pulling on it. And I'm Thor. And I just ripped the thing in half. That would be a [INAUDIBLE] of one.
Every time Thor get-- or I guess Hulk get mad and just starts hitting on that thing, that's a cycle of stuff. And there's different natures of loading. But it just says that, hey, the more times you whack on something, over time you're going to start to see a degradation.
And a general trend with most materials we see is that if it's going to be you're designing for 1,000 cycles of loading-- you're designing for 10,000 all the way up to 10 to the sixth, a million-- this one don't go higher than maybe 0.9 a year, depending on the type of loading, 0.9 of that tensile strength.
And then you're moving on eventually towards the tail end depending on the type of that-- you're really not trying-- you really want it to be super durable over an infinite life? You say, try and stay under a third of this. This is a general tool.
It's very much dependent on specific stresses and stuff, like I gotta Dude, at least you're not like-- screw it. So I think as we start talking about what is durability for us as designers, it's important that we go back and periodically revisit these sort of general trends, because you guys as you design really will dictate what the next generation of products are. And as you can see from the examples that Michael and Paul provided, we have good examples in the past.
But we have a real need for it in the future based on the needs on a global perspective-- being good global citizens-- but then also on a business level, making sure we stay relevant with business models that are more reliant on keeping current hardware current, as opposed to less of a consumptive throwaway. And just wait until next year. Wow, so I wanted to start with this first example here.
From that, I'm going to be showing you some stuff in Fusion around the theme of going back to basics with some of, what does it mean to do durable hardware design. So hopefully I'm preaching to the choir on this stuff. But it's really interesting to see how you can see it manifested in how we design.
The key thing is that hey, first off don't overload your material. I mean, if you want this thing to rock, you probably should understand how it performs and stay well underneath it or about to the level that's appropriate for the amount of cycles you're going to have. The next three-- I got some examples of showing you what they would look like in Fusion-- is those design practices around you making sure if you got a hard edge on something, if that's a load-bearing hard edge, that would be what it-- it's a stress raiser.
So you really should be adding some fillets. The next one is if your-- the cycles are based on the amount of pressure you apply to things. So if you have narrow cross-sections of stuff, you need to really be careful about making sure that you are paying attention to those areas, because those are the areas where you would see a failure.
Third one is stress concentrations in general. If you're pulling stuff, just a single point on something, that's a point load. Distributed loads tend to be more durable.
So let's see what those look like. So what I did is I created just a couple of basic examples here up in Fusion just to kind of get us started here. Let's be Is that shown here?
PRESENTER: No [INAUDIBLE]
MICHAEL AUBRY: Excellent. So as you can see in the one side, we have just an unpleasant red spot. That looks not necessarily menacing.
But what happens there is that's where cracks start to develop. Over time those cracks get bigger. And then you see failure. Yes, sir?
AUDIENCE: Plastic deformation.
MICHAEL AUBRY: The plastic-- yeah, that move turns it inelastic. And it creeps over time. And you're in trouble.
So it's amazing just by putting on just that one fillet, we see rather than a menacing red, you see a much more adaptable blue from it. Compromises have to be made along the way. But this is why we don't just have everything in infinite [INAUDIBLE].
Next one is around does cross-section matter. You can say, basically, hey, the same amount of surface area. One just has a little bit more thickness around where the holes are. Well that's because those cross-sectional areas across-- that's what determines--
PRESENTER: What will determine if it's going to fail or not?
MICHAEL AUBRY: That's an exaggerated thing. It's not made out of Laffy Taffy pulling from it. Third example, showing on what does a stress concentration look like.
And actually there is an interesting-- it's in the session that came up of the nature of how we apply loads. I think when we go back and describe this stuff, I think we can dig into what this thing is. If you have a load that's distributed across a larger area, you can see it pretty-- actually you guys can't see my cursor, can you? Oh, you can. Excellent.
Yeah, so if we're distributing across larger areas, obviously less stress from it, that's important because obviously we're trying to stay under certain thresh stress hold-- stress thresholds. Now let's do some Fusion. So how many in here use Fusion?
OK. How many have used Fusion simulation? How many have not? Excellent. So we have a mixed bag.
So I fear this every time I show sims. So this is one of those things I am trying to show basics of stuff but then also make sure I provide credible tips and tricks for those of you I'm sure have run simulations. So there is going to be I think a candid walk-it-out type of thing. So if you guys have questions, if you just let me finish the thought, let's get those questions asked. And we'll move on from it.
I want to show you three examples. The one is we've been harping on the iPhone, so why not break it? The next thing is there are some really interesting advanced simulation modules within Fusion that I think came out-- they got a little bit of love.
But I imagine that these are the types of things like why you come to Constance and say, hey, what if someone clicked on that? What would it do? So I have a couple of those things I clicked on. And I'm going to tell you what it does.
And then aside from there, I've figured there's some just sort of interesting things within the interface that people have told me throughout. And I just wanted to share with them like, hey, did you know that it can do this.
PRESENTER: Do you want to maximize?
MICHAEL AUBRY: Let's-- all right. So this guy-- we got the iPhone from this. And what I'm doing in this scenario is, oh my god. I have dropped it. And it's terrible.
And I've set up an event simulation to go through this. So this is one of those-- this is currently in preview on it. Has anyone tried event simulation so far? Yeah, OK.
So what this is, you go, no! And it drops. And boom, it shoots up. This is pretty sweet stuff, because one, it gets called a [INAUDIBLE] Yeah.
AUDIENCE: Yeah.
MICHAEL AUBRY: But you can get interesting data from this. So for the one guy in the back who's tried this, did you know that in addition to whatever you got out of that simulation, it only gives you however many times you told it to give it outputs?
But you can always go into this nice transient plot place, and then have it actually go and actually derive along the way what were those points. So you actually-- you'll see this thing move as I go across. And it'll calculate it.
For those of you who haven't seen that before, isn't this neat? We can go across, and throughout the entire simulation from this, go and figure out where are the points of peak stress in this thing. And by the way, isn't that interesting that in this particular simulation-- what is it at?
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Wow, we have some basics in design that is manifesting itself in an advanced simulation. Wow--
[BUMP]
--applied learning and a bump. So this is an interesting one. I want to give you some of the basics of how to set these things up.
I guess first off, do you guys care about event simulation? Who doesn't? Nobody's flipping me [INAUDIBLE] Let me give you just a couple of-- if you want to try this at home and I hope you do, I want to show you just some of the things I did to kind of set this up for success. And I had some things that have worked. And I had some things that didn't work.
It's so awesome to see Mike smile here. I can tell him after the class what didn't work. But I'm going to tell you how I was successful.
So the way this guy is set up-- it's a way you set up an event simulation like this-- is you go for a minute. And you guys will see that it's actually in preview. So I'll go [INAUDIBLE] And then the whole way simulation is set up, if you guys notice, just the UX I think is really sleekly laid out. It goes left to right. So when you start off there and say like, we need to make our geometry right, make material selection, go apply what's fixed, choose the loads-- then we're dealing with things-- context, mesh.
So it's like-- it's a left-to-right process is the best practice, how we deal with it. The first thing you want to do with this stuff is really kind of set it up so it's-- so you're removing all the extra materials in this. So this is-- can I just clone something?
Let me go back to my-- actually I want to clone this one just to show you some of the stuff I do. You want to minimize the amount of details that don't matter. And I had [INAUDIBLE].
I loaded my simplified version of this so I already did the great part. I'll do it on a different part. Bear with me a second, guys.
Let's load you. No. What? Yeah, this guy.
So this model that was provided originally when Paul approached me-- he said, hey, Mike, I want to break an iPhone. I was like, oh you mean like an idealized thing? He's like no, I got a model off the internet. Can we prepare it?
And so I was like, OK, great. I'm going to take somebody else's geometry. And I'm going to take this. And we're going to mash up all these little things.
We're just going to hit Go on it, because that's what we do. We're going to leave the iPhone. We're going to leave the Apple.
And I tried it just to pull it out there. But realize when event simulations go on, it's very computationally intensive. It's one of the awesome things about Fusion.
You can throw it in the cloud. And you can tell the Amazon server to do it. But there's a smart way to do it. I mean, there's the showman way to do it. And then there's the way to actually get it done.
So let me show you. If you guys have not seen in simulation how we prepare to get things ready in simulation, this simplified tool rocks. So showing you some of this stuff, it's basically all the stuff we have in our direct modeling area, all in kind of just a couple of different spaces.
So as I'm going to go and just kind of start and get rid of these things-- cool tip is like so I don't need these buttons, so I can take these things-- just hit the E button. And I can just kind of quickly start moving away. If you click on the face, it'll just go and pull it away. And we're moving around.
If you guys have played around [INAUDIBLE] back side, you can go and it'll heal things like faces. So if I go and just choose these edges right here-- if you just delete, you can start deleting them. So there's a lot of really good healing tools that are available with this stuff. Actually, I can even go in [INAUDIBLE]
Other stuff we can do is there are whole Remove Features sets some of this stuff. I can go in there and just say, hey, select stuff for this whole body. Let's just go and find different things.
Like can we get rid of certain things like fillets, holes, chamfers? And you give it basically a feature size from which you can choose from. So there's a lot of things you can just automate up front.
Oh, what the hell? Let's try it. See how it goes. We can go and fix the other stuff that it doesn't.
So it will eliminate things like the tiny chamfers and stuff. So by using these different tools from this space, other things replace repremise probably don't need it for this one, although we probably could just simulate it as a big block. Just want to make sure you guys knew that was there.
Some of the more anal-retentive people on the simulation sites-- especially people are coming from historical tools-- will want to actually have their own separate simulation model. In some cases, that may be the case. And what's so awesome about this simplification environment is it does create a different instance. So you don't have to worry about screwing up your actual model. You'll have this dedicated position of where the simplified model is present to do it.
So I just want to show you just a couple of simplifying tools. I'll get back to the one that's more idealized for simulation. How am I doing on pacing? Everyone tells me I talk too fast. We OK? Am I OK, guys?
OK. All right, so next up on how I set up the simulation is when you think-- you might notice that, oh my gosh, if you're going to hit the ground, why not create something that's super big? Well I pulled this in just from trying to only keep the mesh that you need, because you can improve your times on it. The next thing on the materials-- choosing it.
This one I kept things simple and just said let's make it as brittle as possible, because I just want to see where the peak stresses are. This is an important context for how you use simulation. There is the simulation to get the answer. And there's simulation to get the upfront understanding of how the stresses is distributed in its upfront design.
So it's awesome. Just by making the whole thing really brittle, we can be just really harsh and critical about where those stresses are and ultimately look at where they are. And we can make our upfront decisions without having to really worry about, oh, I don't know if I totally trust this, because you can make a couple other design situations.
And as you begin to better understand your specific simulation type, then you can, over time, start being more nuanced and looking for those specific cases. The simulation is extremely accurate. But you have to know within the context of how you set up your simulation.
So in this case, I'm looking for trends. I'm just doing this glass. Does anyone disagree with that? [INAUDIBLE] He hasn't even rolled his eyes once. So I think we're OK.
[LAUGHTER]
So I set this thing up with saying, we've got a mixture of aluminum, steel, and glass. The next thing we go with this stuff is how I constrained it for this, is I put my rigid constraint on the bottom of it. And then I turned on gravity in the top.
One of the things you'll notice is this is a drop test. But you're like, man, that really didn't drop a whole lot. Well why not?
Well it's because of the way event simulation operates is it is actually taking these little micro-moments. The entire simulation I ran here is-- oh, wait if I go to this guy-- is I'm running this for a hundredth of a second. So to drop something that I can just go and do my 1/2mv squared equals MGH calculations on this-- instead of having to take that entire simulation time, I was able to save a bunch of time just by doing the quick calculation of saying, how fast is this going to be when it hits.
And I applied it under my load cases as a initial linear velocity. So we got this thing. Basically, it's 2 meters per second when the thing whacks in. So as a way to speed up the simulation and ensure that it works.
Some of the other stuff we're doing to make this guy work-- so [INAUDIBLE] loads on the contacts to make this thing set is in these global con-- not global contacts-- if I go to my Manage Contacts, the way you read this particular table is there are three things in here.
I have it set up so that there is the glass screen, there is the body, and there's the phone itself. I'm assuming those things. The way you read it is, OK, what's the glass screen doing the glass screen?
You actually can make it so if it was some sort of highly deformed thing, you could make it so it does wash to see if it touches itself. In this case, it's a block. It's not going to touch itself.
So to tell Fusion to crack that doesn't make sense-- the same thing with all these ones. So I actually did this Suppress ALL Self-Contacts. So if-- in here, so [INAUDIBLE] That it makes it so I don't have to worry about these. And it speeds it up a little bit.
The next thing we had is how you read these other things. It's basically what gets to move and what doesn't. So we're saying that the phone and the glass screen are bonded together.
And then you're saying that the other ones are separated so that they will move freely. So that's how you read that thing. If you need to change it, you just go in there.
It's a right click on this stuff. So edit the contact. And then you can just choose what type.
You get these different types. That's-- wouldn't call it-- not easy but not hard, right? I mean once you get somebody to show it out there, this is totally doable.
So from this stuff you have-- you managing your contacts. And then from there with the way the solve worked, the way I got this-- the mesh if I were to show you what it looks like, so we can go ahead and turn this on. So enmeshing, it's-- meshing is super-- oh, OK, we'll recalculate it. Oh, it's because I'm doing a new one.
Meshing is super important because that determines the character shape of how the stress moves across it in terms of your computing time. This is really super important. Actually I don't even know what settings I had. Let's just see what this comes up with. I can show you the one I did that worked.
So what I've found is that if you're concerned about a specific particular stress raiser, a particular, specific hole, you want a lot of mesh around that. This is a good example of a terrible mesh for event simulation. Why? It's really, really dense.
This thing's going to take forever. And it's going to throw up-- it's going to give you that, hey, this is going to take more than 24 hours to-- 12 hours to solve. Yeah, go stick it where the sun don't shine.
The one that actually worked for me on this actually has a mesh that's much coarser. And it's-- so if you'll notice around how many nodes we have across this particular bend, you might say if we're actually trying to get the accurate result from this, you would want more mesh. But if you're looking for trends and a result to indicate where the stress is, this turns out to be the Goldilocks amount for this particular simulation.
And what that looks like under the settings is-- I have in my settings-- is actually I'm using the absolute size for this particular type of simulation. What that is different than our model-based size or some of our relatives' tools we have, this basically says, let's basically use the same distribution of nodes across different parts. That just makes for a more stable simulation for this stuff.
So if you guys-- what are my best practices to say if you want to try this yourself? Try that. Other experts?
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Absolutely.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Yeah, the question is around mesh customization in general. Let's do that on a simpler example. I can dig into that because there's some other stuff I wanted to share.
So you guys feeling good about event simulation? I wanted to-- yeah? Good? Anybody bad? I think it's pretty cool.
I mean, there's a whole bunch of other things. If you guys look online, it's a great one. Is that an Alex Lobos?
AUDIENCE: [INAUDIBLE]
PRESENTER: It is an Alex Lobos.
MICHAEL AUBRY: We have a legend in the crowd here. Are you taking this class? When's your class?
ALEX LOBOS: Tomorrow at 2:15.
MICHAEL AUBRY: OK, tomorrow at 2:15-- Alex Lobos is a professor at RIT and incredible industrial designer and-- hey, we'll talk after class.
ALEX LOBOS: I'm on vacation.
[LAUGHTER]
MICHAEL AUBRY: So let me pull up-- I'd like to pull up just a basic one. So we're going from like crazy, complex, cool iPhone to like, a sweet-looking Frisbee disc. The reason why I'm pulling this up is actually the gentlemen in the front, Bill, this morning was asking-- said there was a part of Fusion in how we apply force loads that he was looking at. And he said that he didn't know it was in there. And actually I knew it was in there.
When I was preparing this presentation, I was seeing some interesting behavior. And I figured I would share this as a tip for you guys. Like know thine force distributions to this.
So for this simulation what I set up was that I had these different loads-- hey, how's it going-- is I set up these loads as-- actually let me go back into the model itself. The way I set it up is I wanted to have a specific cross section that I was applying a force to. And I actually did it-- that cross section that I was applying the load to-- in CAD.
So I had a model-- or a sketch that I created it. So I don't know if I want to edit this guy. Right here, so one cross section, another cross section, and then I use the Split Body tool to actually split the face, saying I would like to apply force here-- kind of a slick way to do it, using CAD to set yourself up to go and do it.
So I go here, split it, go set up my simulation. Actually I can just show you guys this from scratch. So if I set up a study, static stress-- this is awesome-- well you go, no need to simplify that. That's pretty basic.
My material and steel-- I like that. If I said constraints, I'll just say, I'm going to just [INAUDIBLE] them this thing [INAUDIBLE] So [INAUDIBLE] change it up. I'll do this-- so constrain the sides, and the point that I'm making around there is that the way we do a load is-- what this is when you pull in your loads, that force will be applied uniformly over an area.
That's the default. So I was able to go-- then take and do this. So we'll just-- give me a load. What do you guys want to do? 10? [INAUDIBLE]
PRESENTER: Taking bids now.
MICHAEL AUBRY: 10 kilonewtons of force have been applied. And it's going to be uniform. Let's do it a different way for this guy actually.
So I got this face. I got this face. Actually let me go back. I'm going to suppress this.
If I go into simulation and take my load and say force-- so that's going across everything-- did you know that if you hit this guy, the angled data, and there is a little super secret power up limit target button you can apply across the face? Did you know that? All right. I knew it. I was surprised when I saw results on this, listening into what it's doing.
So let me-- so I would assume that if we have something basically the same size-- we go with this stuff-- oh, it can be a little different just for funsies-- I've got this thing where we did like 10 kilonewtons or something. Was it 1 or 10?
PRESENTER: It was 10.
MICHAEL AUBRY: OK, thanks. So I go and pull these things off there. Let's keep a-- I'm going to keep a coarse mesh on this thing, so just to kind of prove the point.
So if I go and-- you're asking around ways to manipulate the mesh-- so if I just generate it off the default-- it's just got some basic defaults and you can look at it-- general rule for how you set up a mesh is you want it to basically mimic the contours of what it is you're simulating and have mesh where the critical details are and then where they aren't, obviously cut some corners, and get rid of it.
One thing is you'll notice here is, first off, how the mesh is applied. This has nodes that are forced to cross these boundaries. This does not.
What's-- well let's just go ahead and let's be [INAUDIBLE]. Should we trust the cloud? How's the internet today? I'm going to do it locally.
I'm chickening out. I'm sorry I'm going to do [INAUDIBLE] I have no stomach for this stuff. I'm a failure.
If I had-- so I guess what's cool about these things is we can really go to clouds, queue it up, move it on there which actually I'll do with the buckling example we show in a second. But for now, I'll just solve this locally on it. And the-- oh, what'd I do?
Oh, I forgot to fix it. You guys going to get me straight. I got to fix this thing too.
OK, let's try this again. Solve, local. So the trend of what I'm showing here-- when this thing pulls up-- is that what you'll see one, it's pretty obvious where the stresses are applied.
The other one, you're going to see an interesting distribution of stress. And I'm interested to see what you guys extrapolate why. I guess while I'm showing this-- is this interesting? Is it not interesting? OK, I'm very self-conscious.
And I'm expecting you guys-- And if it's not interesting, where would you like us to go next?
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: OK.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Excellent. You are interested in seeing the comparisons of what we do this versus simulation [INAUDIBLE]. OK, we'll vamp this up into an advanced example next.
And we can absolutely steer that way. OK, thank you. See, that's positive. That's good feedback. OK, so what we-- by the way, Mike, is this new, this actual minimum safety factor?
MICHAEL FLOYD: Yeah.
MICHAEL AUBRY: This is pretty cool.
MICHAEL FLOYD: I'm really excited about [INAUDIBLE]
MICHAEL AUBRY: So what we're showing here is that actually the release that just got pushed out here, it's taking the information you just got, and it's comparing-- it's taking whatever the maximum safety factor is, so basically it compares what the loads are over what the theoretical limit is of it. And then so basically if you're above it, that's great. If you're right at, that's dumb. And if you're below it, well game over.
MICHAEL FLOYD: [INAUDIBLE]
MICHAEL AUBRY: Yeah there we are. Yeah, three is your-- is your-- yeah I would like it to be three. Yeah, if you really know what you're talking about you can go [INAUDIBLE] If you're at one, that's a bad idea. You're gonna have a bad time.
So anyway, that's pretty cool it'll tell you if it's looking OK. But let's look at our stress distributions here. And let's make it so it's obvious.
So we've got these mesh-- probably should have made this thing a little more standard. If we go down to 30, OK, so there's a little different behavior here, how this thing goes and where it's moving across. One of the interesting things that I was saying, if we look to turn this mesh-- remember when you do this [INAUDIBLE] remember when you do this, it is going to be applying that force to the area where it's got mesh to apply it to.
So this perhaps isn't the best ex-- but it's applying here. It's applying here. It's applying here, because that's within there.
This is applying it to a lot more places. And as a result, you're going to see a lot more uniform result around it. For me, I guess, when I'm looking at this stuff, I'm like, yeah, no shit. Of course.
But for me, I mean when I was making it up last night, I had-- I should show you some of these other visuals. I was about to [INAUDIBLE] bugs. I was like, oh, this doesn't work. It's like no, idiot. You need to have the right mesh to create the right stress shape.
So this is interesting. So yeah, just-- these places are what's actually contained within it. So if you're going to use this way of applying force across it, just make sure you have enough mesh to effectively capture what it is the stress behavior is in that area to make sure it's distributed properly.
So how would we go and make sure there's more mesh in that area to capture it so it'd be similar? Well, OK, so let's go and let's take a look at some of our different meshing options. So I have under here the-- where am I going for it, Manage, Local Mesh Control, OK.
We get two different ways to do it. You've got your brute force way of dialing the knobs, dialing the knobs. Those are under your settings right here.
So under your general settings here if you go to the mesh, you have your brute force. Hey, model-based go and make it really coarse. Go fast. Go here, go slow. Go in the middle. That's actually the default is. I showed you an earlier example earlier where going with absolute size, where we actually say rather than just having to calculate, give it actual dimensions from this.
This is interesting to kind of play around with down here. I actually find that when I'm personally doing simulations around with curvature on it, I'll turn this angle on curves down to 30, because actually usually what I'm caring about when I'm trying to prove a point for something actually it is over some sort of a curved area, and I just find it that the stresses look a little bit better for me quickly. But that'd be interesting.
There's no magic rule to this stuff. I've just found for me I like doing it this way. I'll bunk this thing down a little bit.
This isn't the best example to show that particular thing. I guess I'll go with-- for this what I would do-- [INAUDIBLE] this, you can go and do things like a brute force, run say adapted mesh refinement. Your simulation will take longer to do.
But what it'll do is it'll run in a couple of times. And so each time it'll compare what we call convergence and saying if we add mission to a certain area it will compare over a certain threshold. What's the percent difference over time as it moves towards things?
And when it gets to a point of saying that the results aren't changing as much anymore, there's enough mesh, it's a converged plot. It's really interesting. So if you guys are looking-- if you know that the stress doesn't look weird, but you don't know where you would apply mesh, this is a great one to use, especially using things like cloud simulation stuff.
You can hit go, come back later, and it'll come back with a mesh that maybe you wouldn't have intuitively thought. For simple examples like this, most of us know where we need to have it. But I mean, as we get more into this stuff-- iPhones are weird, right?
So this is an interesting one to play around with. I'm not going to run this this live, because it does take time. But check it out. Anyone used it? OK, good. Excellent.
All right, the final one about what's in there around how you would go and do your mesh control would be this local mesh control. And this is interesting because you can go and choose things on a basis of faces or on the body itself. So with this you can go and just say, brute force-- everything is going to be-- actually if I could pick a face, say it's going to be really fine, really coarse.
But this looks really similar, by the way, to what we would have in our CFD tool. You guys are crazy sim guys in here. So there's a lot of good, cool continuity across it.
Mike actually used to work for [INAUDIBLE] so I [INAUDIBLE] Did he leave? I thought he was here. OK. Is that actually the same mesh stuff that we have in our CFD tool? How did we get to this?
PRESENTER: It's not the same measure.
MICHAEL AUBRY: Not the same?
PRESENTER: It's just the same viewer's experience.
MICHAEL AUBRY: Same viewer's experience, OK. I like it. It's familiar to me.
So with you guys, the way you pull across it is just where these nodes are, those are literally going to be the nodes. And it's going to patch across it.
It's not hard to do. So you pick things on a face basis, or you go in there, if I delete it, you could also say I'd like actually instead to select on a body basis. Or you could do both. So here is this face, body.
In this case, we really just want that one face. So I have-- that looks pretty good. Let's just do it. So I'll go, and I'll just remesh it. So I'll just regenerate the mesh.
All right. So it's taking a little longer because it's doing more. So that's-- hell, yeah. That's a sexy looking mesh. Well let's run it. Let's see. OK. Let's click on it.
So what we would expect to see from this is we're going to see a more uniform stress, something that's going to look more similar to the way the other one-- where we brute force cut it in. And I went back to my-- oh, did I just kill it? No, I didn't kill it.
How are we doing, time check? OK, good. OK, so here we can see just by--
PRESENTER: --8:45.
MICHAEL AUBRY: Yeah, so by pushing it up, you can see there's actually a considerable difference in the results [INAUDIBLE] one of those things about making sure you know are your results valid, or are they mesh dependent. That's what this is proving, and also just showing how we have a more uniform thing based on that local mesh control. Did I answer your question about mesh control? Doing good. Any outstanding ones that I missed?
AUDIENCE: Can you [INAUDIBLE]
MICHAEL AUBRY: Yeah, so the question is can you use factor of safety as a means of figuring out-- what I was showing there among the local the adaptive mesh refinement section, that's basically what you're looking at there, is basically you're saying results at convergence in this. So you can base that off of-- oh, I thought you could base it off of factor of safety.
OK, so your stress point, right? So pick the appropriate stress point for that. So basically, yeah-- So custom, you can choose how many different mesh refinements you want to do and then what would be-- what percentage would you get convergence. So let's do an advanced example next. So we've shown a basic one there. The next thing I want to show you is this guy.
So-- the types of different simulations we have within Fusion and talking in the context of what do we do for durability, you're talking about how things are loaded over time and in funky ways. In a static state situation, sort of for durability, it's just that, hey, I'm going to put it there for a long time-- these ones where you have more different things-- I think this one is really interesting for this particular topic is to dig into. What is structural buckling doing for you?
So buckling usually is traditionally shown with really basic examples where it's like, hey, if I sat on a table, how would it break? And I'm like well that's that seems kind of tired. So I was trying to come up with, I think, a result that's-- an example that's more relevant to the types of things we design.
The reason why tables are used so often is buckling, that type of thing, is you're saying things with long aspect ratios, when you give them just a little bit of displacement, they will fail well below when conventional FEA or conventional stress indicators would have previously said. So that's the reason why people use it as an example.
I only use it for something like an actual mechanical piston that is actually going to have lots of compressive load. And I think that this simulation-- if you combine it with stuff that you're already going to do with your linear static simulation-- it is not hard to do. And you can gain a lot of really quick insight about saying for this particular load state, it's-- OK, maybe we do care about it or no, I knew I didn't care about it.
And now I have something I can go back to my manager and say, hey, I just ran this simulation. We don't have to worry about buckling. Let's go worry about the other load cases. So has anyone tried buckling?
OK, cool so I can actually-- so one of you, so-- yeah, the guy who does it. Let me show you just kind of how-- what it's showing, I'm going to show you the results first and then show you how I got there.
So the simulation that I had-- I just had my results. It was this guy. Yeah, so what this is showing is there's kind of two ways you can set things up with it. You can actually give it the load of saying like, no this thing is going to have 2000 pounds applied to it. And then it will basically tell you that, hey, if you're going to go to it, oh, we think it's going to be in that buckling mode or like, no, you're OK.
The other way is to say, like you just apply 1 pound to it. And it'll tell you what the actual load would be to break it. So I have two different examples that show that.
So your example-- this is set up with a load of 2000 pounds force going down there on this bar. And it's going into this buckle. And so it's just torquing down on it. And this other guy here-- the constraint is fixed on the ends. And then we have, we assume, a bonded connection to those contact points. So the results that we're looking at here-- I'll go back and show you how I set this up. Go back to my results. It's really interesting.
So it's saying that that-- basically if you're-- this is a very safe part. So what we're saying is if you're at a 1, it's saying, it's like that is the buckling thing. So if you're at 0, if you're below 1, it's in a buckling state. If it's a negative, it's just the opposite. So basically anytime you get really that 0 to 1 space, that's bad. You want to stay above it.
So this is a very safe part. And then you start looking at different loads. So with the city's motions, if you find yourself in a state where it's going to be in trouble, that's where the animation comes.
So you can go and look at things and say if, in fact, we did think buckling was being an issue like, yeah, I know it's probably not going to buckle. But maybe we can just reinforce it. Well most of the time your first mode of buckling is going to be like your 80% case.
If you think you're worried about buckling, reinforce for that first mode. And so for this case, if we were worried about buckling, I think this is really good just from a common sense standpoint. If this thing's going to buckle, it's going to be start torquing out this way.
So it's really nice to see that the computer agrees with us on this, to see. Isn't that cool? And just kind of torquing back and forth. Let me set this up for you and show you how this would look.
Let me set it up the other way. In this case, I'm going to have to load the other ways to tell it what it thinks the buckling load would be. So if I go and create a simulation-- let's just set this up-- buckling, start off, we got a part. We're going to first off-- do we need to simplify it-- this thing's looking good.
Those fillets are in there because that's going to be where we're going to see stress. The materials we're using for this-- set these up ahead of time with our aluminiums or steels.
So if I want to go in there and change them out, I can. I like those. So I'm not going to worry too much about it. Fun fact for those of you guys who have used this before, did you know that we have multiple libraries that are in there for us for things that we do. It would be similar to some of the stuff [INAUDIBLE] we doing stuff with simulation mechanical. We are continuing to build more non-linear tools into this stuff. So where you're going past the elastic range of things. If you guys haven't checked out that library, you might check it out. There's-- just go on there. I think it's pretty cool about where we're going with this stuff.
So the default, though, is-- for this type of stuff-- is going be just fine. Go and pick your-- the correct material. Safety factor-- it's going to be based off of the yield point or the ultimate point.
This is a ductile of steel. If it was a more brittle material, you might go with your ultimate tensile strength. So yield strength is where you're going to be most of the time.
So from that, we're going to go kind of left to right. So the constraints we showed you before-- some stuff we can do with the different constraints-- the different conditions we support their-- fixed is what I'm going to use here, because it's kind of further away from where I want my stimulation to go.
It's just that I can have things in place. And then I can look back on it where that's going to behave. But if you guys really want to dig into degrees of freedom of stuff, these are the other modules we support, things like pin, frictionless.
It's all basically what can move, what can't. So we're just going to fix these edges. [INAUDIBLE] it's like that or [INAUDIBLE] fix.
Yeah, and then we'll go, and we'll load it up. So we've been doing a little bit of our force here. So I'll just go and choose these different forces.
And then-- well now that we're best friends with angle-- let's use the vectors this time. So the vectors-- the way you would pull off this stuff-- the way you read the origins in Fusion actually is red, green, blue. So if we go and turn this thing on-- if you're wondering, well gee, I don't know what xy or z or z is-- red, in this case-- red's the first one. That'd be x. How many people actually knew that? [INAUDIBLE]
What, I knew-- yes, I knew I was going to give you guys something you didn't know. Red-- it's a red, green, blue. So if I wanted to go set it up this way, red would correspond to x.
And then that's the direction. So let's go and say-- we like-- let's do 2,000 pounds of them. Pounds-force. Is that right? No, [INAUDIBLE] force-- got to spell it out.
By the way, if you don't know your units, it's not LBS. It's not LBF. It's none of these things. It's pounds-force.
If you can't remember what we're using for our nomenclature, it's sometimes just easier just to go and change your units. That's the button right here. So get on there.
And you can choose. You couldn't even see that. Yeah, go choose your different units right there.
PAUL SOHI: How many metric users in the room?
MICHAEL AUBRY: Don't--
PAUL SOHI: Represent.
MICHAEL AUBRY: You guys do not--
PAUL SOHI: Represent.
MICHAEL AUBRY: Know how many-- you do not think in newtons, though, do you? Do you?
PAUL SOHI: I think in newtons.
MICHAEL AUBRY: Don't--
PAUL SOHI: I can't count higher than 10.
MICHAEL AUBRY: Whatever, I'll round it up, OK. For Paul Sohi, we're going to run this at 9,000 newtons. And then we'll go and we'll choose just sort of basic-- just a basic mesh in this stuff.
So I'm going to view it-- the basic settings here. So go into mesh. We'll kind of go towards the middle.
This one, we're not worried necessarily about the failure at the fillets, because we're looking for trends. If you are worried about the robustness, the actual strength of that stuff, we know where failures occur. You probably will want to refine your mesh around this fillet in that case.
So in this case, I'm just trying to get something quick for you guys to see. So I'm not going to worry about it. So we'll go. And we'll mesh it, which is right-click Generate
Mesh. You don't have to do it. This is just me showing you can manually pull it in. If you just hit solve, it'll start on its own.
Let's pull on there. We'll just take a look at what this means. So we got this stuff-- this stuff is just kind of a-- it's an artifact thing.
You see what is happening here. Just to show you, it's not flipping out. It's fine.
It's just-- remember that this is-- it's a linear distance from point A to point B on this stuff. So it is actually cutting through the part. So that's not a graphics anomaly. That's just something that it does.
So don't worry about that, per se. I don't know if you were. I just-- I worry for you.
If you're interested in that stuff, we do actually in some of our different simulations actually have a curved model. Generally, it doesn't make that much of a difference on this stuff, because if you worried about the curvature, you're going to add more mesh anyway. So-- I guess, did you guys know that?
But let's go to solve it. So this one we can throw on the cloud. And we can kind of talk about some other stuff while it's going.
So I'm going to set this up on the cloud. It's going to be this guy. Actually, it was at simulation 5?
It's this guy. It's ready and ready to rock. So we'll let it go.
And so while that thing is simulating, I want to share with you guys another one of our advanced tools in this. This is, I think, one of the most interesting ones for all this talking about where is industry going and what the future of making things enables us from a manufacturing perspective.
A lot of this stuff I've shown you thus far is paying homage to finding out my techniques that have existed in other software for, oh my gosh, what, 20 years in some case, more than that. And that was when the theory was written, back in the '60s or '50s [INAUDIBLE] take us to the moon.
This is a good example of the stuff that's new and fresh that-- like when I get to present to people-- to young adults in universities and saying, like, you know, you've got to get out in the industry. And make sure you know your shit and know all these other things, because that's how you're going to get to the answer.
What's going to differentiate you in the future is around things like shape optimization. So let me show you an example of this guy. And to keep us brief, I have it on a video.
Let's throw this on here. The-- nope or maybe I did, a form for durability. This guy, I want to show you him.
This is an example that Michael Floyd and I actually put together for sustainability a while ago. It's based around an electric vehicle. And so this is a good example of how do we strike that balance between wanting to make a product durable but at the same time want to make it lightweight, because that's going to allow us higher efficiency.
And there's energy consumption there too, even from a sustainability standpoint. So what we're going to show here is this bracket that attaches the motor to the vehicle itself. That's something that-- yeah, they've already removed a little bit of material. But could we set something up or maybe remove it a little bit more?
So the way you set up shape optimization is similar the way you would set up a linear static simulation. It's actually using the same kind of basic ideas, that you fix something and you apply a load to it. That's what we're showing here.
You'll go. And you'll fly and say that, hey, this is going to be bolted into this side. I'm going to bolt the face it's attached to. I'm going to bolt the holes.
And then once we're done with that we'll then go and add a torque to the motor that's going to be applying the bending moment to the whole thing, because it's going to torque and the thing's going to compress in on itself. Sorry?
PAUL SOHI: [INAUDIBLE] full screen.
MICHAEL AUBRY: Oh, OK. Cool. So we're going to give this thing a couple foot-pounds of torque on this thing. I believe I'd-- I'd even go crazy on the foot anyway.
So don't worry about the-- what I used here for the numbers. The way it goes from here is that it says that we would then go. And the same process we've been following through the other environments is that you're going to generate your contacts, how it's going to behave.
And then where this thing gets a little bit different is in optimization, it's going to tell you what material it wants to keep and what material it thinks it doesn't need anymore. So what you'll give is you'll give it these preserving regions. So you'll just go in there and kind of click on. And obviously the faces that you have things that are physically mounted to it, those are things you would like to remove.
So we'll go. And we'll just put these little green volumes over top of it. And you can put them in there.
Other ways to get around this is you can actually split your own bodies and just suppress them from the simulation. That's another way to do it. Or you can just-- you actually control what you end up implementing-- you could just say, yeah, well I'm not actually going to go that far.
So there's a couple ways to do it. This is kind of nice to have. The next step-- and I definitely just skipped over that-- was how do you optimize it?
Actually let me go back. That's important. This part is how much are we shaving off the top?
That's what that Selection Criteria button does for you. It's saying that, hey, if you were to take 30% of the mass off while trying to maximize the stiffness, what would that look like.
So you can vamp this up or down by how ambitious you are. And so those savings, through the magic of my video editing, we've gone on the cloud. And we've pushed out our simulation results.
And in this case actually the red is good. The red is what we call the critical load path on this. And so we can see just by pulling across this as you move across to the fullest one, which would reflect the full 30% removal, stuff in the middle reflects it somewhere in between.
And so you can make some inferences about my mesh based on our [INAUDIBLE] that I've used a coarse mesh here. And you can snicker. But you can see that the other-- that up top lip is something that really isn't bearing a lot of load. Could we remove it?
And this part is so exciting for me, because as you see stuff in the trade show hall, where we're starting to do more stuff with the additive manufacturing in a big level, we can really start to make custom parts that you can't subtractively machine.
Today what I'm showing you here is taking that STL and literally drying out where I'd like to remove material and a piece of sheet metal and extrude it. And we can do that today subtractively. But imagine the day fast coming where it's going to be commonplace where actually that model right there, the STL, is actually the deliverable. I mean, we actually are building for our shape. And we can use the computer to provide it for us. And--
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Sir.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Like smell? The question is, are there any plans to do local solve.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: There are no plans to do that at this time, sir. It's-- go ahead.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: True.
AUDIENCE: Understood. So one of the things that we tried to do with the solve types, local or cloud or cloud only, are improve things that are generally more [INAUDIBLE] intensive. [INAUDIBLE] Part of that is because one of the things that [INAUDIBLE] probably didn't come through the demo is what [INAUDIBLE]
On the cloud-- you submit all this stuff from your cloud. Then you go back and you start modeling new design. Fusion is completely [INAUDIBLE]
We're trying to make sure that we're giving folks the most robust experience [INAUDIBLE] But your feedback is taken. If it was on a subscription model, it would be maybe even more digestible. [INAUDIBLE]
PRESENTER: And I'll just-- I'm going to pop up and kind of reinforce the obvious here, which is when we talk about resource productivity, this is it. Paul mentioned at the beginning durable products are often-- can have a tendency to be overengineered. This is an elegant solution that actually minimizes material use while ensuring that the component is standing up to its performance requirements. Anyone tried it? Yeah, what did you think?
AUDIENCE: It's awesome.
MICHAEL AUBRY: It's awesome. Yeah, I think that too. I really genuinely do. I mean, simulation is-- it's [INAUDIBLE] simulation is fun. And I guess I'm a simulation geek. But I mean that it gets kind of a bad rap, because you're always telling people it's going to break. Or like, you don't know what you're doing. We need to simulate this. Like this is something you can really be driving like better decisions across the company based on results that they would not have intuitively thought of like-- Yes, Mr. Lobos?
ALEX LOBOS: Mike, is there a way that you can withdraw the mesh, how much [INAUDIBLE] they can have? What I've noticed running some simulations is that it will remove a huge chunk of material. I know that that can go away. But [INAUDIBLE] compromising the aesthetics or some elements.
MICHAEL AUBRY: Sure, so the question from Alex is, is there a way to make it so it doesn't remove so much material in the simulation? The answer I'd have for you is there's a couple of ways from it. You control how much you take out. And that is based on what you give it for mass reduction. So that-- I'm not sure how much it takes away. If I go to-- my browser may appear. OK, that's cute. Sure. So--
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: It's the--
AUDIENCE: [INAUDIBLE]
PAUL SOHI: Yeah, what it's pulling from is what is the target you're pulling from on this stuff. So if you don't want it to take away so much just tell it like, just 5% is OK. That's all I'm looking for. It's very much stimulation dependent about how much it takes away.
But, yeah, there's one place I would say for you. It's that box that said, gee, I skirted over it. Maybe I should go back. So this is a good example. Maybe I should go back.
So let's check on the buckling example. And then [INAUDIBLE] we got a little bit more time here. So, I mean, we can definitely kind of choose your own adventure with how we'd like to proceed.
AUDIENCE: Choose your experience.
MICHAEL AUBRY: Choose your experience. So let's go back and check on this guy. How is he feeling? Yeah, there we are-- OK, five.
So from this stuff, we gave it 2,000 pounds. And it's saying these things and pulling across there. Hey, we're going to be OK.
So we aren't seeing the things. Let me go in more. I'm going to run this thing. But we'll go play something else.
I'm going to change that load case to one, because I think that's the slickest thing-- and I would never have thought to-- is like, well, I really want to know the answer. If you just changed this and just say, hey, I'd like it to be one pound it'll tell you how many pounds.
I go-- I guess that would be technically 2 pounds, wouldn't it? It's like 0.5. So actually that's a good button, force per entry or distributed.
So we'll do half. And we'll keep it turned off. Or we'll turn it on-- let's say 1.
Get it. So I'm going to run this thing again. Let's run this local- no-- can I run this? I can run this locally? That'd be a fun little test for it.
No, let's do this because then I can show you other things. I can tell I was prepped for this part. Here we go.
Next stuff, I know that there's some questions about some of the other stuff in here. What does simulation do is a question as it compare around this stuff. So the modes that we support-- the traditional ones that are like, you can get this in most of your standard CAD stuff-- static stress, modal frequency. So this would be things like, is it going be the [INAUDIBLE] Bridge that's going to shake itself apart.
Or if you have a part that's going to be operating under a certain RPM-- like the resonant frequency that goes with this you can adjust to see-- say like if it is shaking in a way that you're like, ooh, that's not going to be good over time if it starts to magnify itself-- you're going to want to clamp that thing down-- that's the sort of thing that simulation can [? insight ?] for you.
We do have within it some basic thermal capabilities. So things [INAUDIBLE] like conduction across solids. This does a really nice job.
Like, the interface is very simple to pull across. You can get results very quickly. If you're trying to do some of the more computationally intensive modes-- like your natural convections or you're looking to do things like where you don't necessarily know the values-- we've got ways to approximate or to literally calculate out things like natural convection.
But you have to do a lot of [INAUDIBLE] to get there. If you're looking to have a more tool to kind of streamline and work with you on this stuff, you'll be better fit in an actual CFD tool. But we've got some pretty good results here using this.
Thermal stress, I think, is a fascinating one, because it's all based around that as you heat stuff up, it expands. So you can have these localized stresses based on if something starts to heat up. You can start to compress it. So it's really easy to set up. I would say it's no harder than what I just showed you in the buckling across from this stuff.
We didn't dig into the non-linear static but it's in Preview. But it's very similar to how you would apply static. It's just that you're using a material-- using the full material curve on this. So you're moving it past that point of elastic. Going back, it's actually going to go on a non-linear. It's going to stay at a spot.
Takes a little bit extra calculation for it. I mean, these are the types of things [INAUDIBLE] makes you pay tens of thousands of dollars for. And now apparently we can get it on an annual fee-- crazy world. But I guess for that, do you guys have any specific questions? Nada? Yes, sir, Bill.
BILL: You ever model [INAUDIBLE]
MICHAEL AUBRY: Model a weld?
BILL: Yeah.
MICHAEL AUBRY: Modeling a weld is an interesting one for a couple of reasons. From a microscopy standpoint, you are fundamentally changing the way the material is. And then-- I guess I'm preaching to the crowd maybe.
For those aren't, localized [INAUDIBLE] can cause brittle space. And the nature of the simulation is different. So when I talked to-- I personally I don't have enough professional experience on that to say.
I've worked projects where I've had welds. But when people have asked that to me when I've been sharing with them tools, the answer I always give them is that it's OK to use for where the stress trends are coming from. But don't-- certainly realize that the weld is dangerous.
And don't trust the actual stress results as being reflective of what you would result from. And there are ways-- do you guys have a better answer for that? I guess that'd be--
PRESENTER: I would say the answer that I've seen over doing this for about 10 years now is everybody has different [INAUDIBLE] few years ago [INAUDIBLE]
MICHAEL AUBRY: Good answer, good question-- they're are all good questions. But that's a good question. Stump the chump. You guys have been-- Mr. [? Donker. ?]
AUDIENCE: [INAUDIBLE] threats.
MICHAEL AUBRY: Do we deal with threats? There's a couple of ways to do it. I mean, you have-- we can literally model the threads. And it's one of those things I'd-- but for like a surgical screw, that'd be a pretty sexy simulation actually. So surgical screw, it's like set thing-- you're trying to do things like pull off strength type stuff.
You're trying to minimize what is the actual deflection that-- you can totally do that. But would you want to do threads in like a, hey, I'm modeling my threads in my big sheet metal part? No, what we can do is we can do things like make sure that at least the loading on it is correct.
So you would have what is the published proof strength for that area. And that's what you just would know from your tables. Set it up using like under these loads. There's a load case to go with. There's force. But then there's bearing load. The difference is that force-- if you were to pull it for a hole-- [INAUDIBLE] actually give some of the hole.
Where's my cylinder? So if I were to go into a force that was-- I can model a hole. You guys are going to see my modeling skills here.
So Fusion 360 is easy. We can go, and use all her different geometry. Go and create. Hole, neat-- simulate linear static-- the difference with the loading case is if I choose force, it will-- wherever we mesh-- it's going to pull forces on every node top and bottom too. So it actually would be going across it.
But in the case here if you have a bolt that's gone through-- if you've got it like a router something that's leaning on it-- it's actually-- let me get to a view where it's not so-- if this is like a pin that's going through, that's torquing down this way, you really want to-- you actually want to use this guy, the bearing load on the stuff to determine how things load in there.
So on the basis of threading stuff in there it would be a nature of how is it threading in there and then pulling down on something or if it's straight on top-- I mean, just be really smart about how you set up your contacts to--
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Yes. It's thread pullout. Yeah [INAUDIBLE] there an easy way. Oh, baby. Wow, man. I haven't done thread pullout-- because I used to work for a biomedical company that did like these really sweet [INAUDIBLE] screws.
They're really fun simulations, because the geometry is just gorgeous, because [INAUDIBLE] geometry nuts. I mean they vary the helixes on them and stuff. I mean, it's totally doable. I mean they would disagree that we can do it.
What do you do when you simulate it?
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Maybe that will be one of my next videos. I mean, that'd be a pretty cool gift Yeah.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: I mean wi--
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: There's-- Wow. There--
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: For that one, you're going to want to just what is the theoretical proof strength of that thread pullout. And then just compare that with your sim results. No?
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: Oh, it would be intensive to model all. Yes, it's not practical. You can't do it although we get people that try.
AUDIENCE: [INAUDIBLE]
MICHAEL AUBRY: No, it's not a leap as computing power gets faster. I mean, that's definitely the dream. I mean we're-- yeah, infinite computing is a real thing. Like it's-- this is just-- it's a pain now.
Questions? All right, I'm seeing the energy being like, OK, I've enjoyed this, but now I'm ready to enjoy something else. Cool, let's pull this-- sorry, first off, feel free to hit us up. We are on the Twitters. We are available on the emails. We're in the AU app. We're on the AU app.
We're reasonably friendly. Please talk to us and get to know us. We've actually-- it's been really fun, actually, to see the familiar faces over the year.
AUDIENCE: You've mentioned you're [INAUDIBLE] YouTube channel [INAUDIBLE]
MICHAEL AUBRY: Yeah we have a couple of them on there. So if you look-- yeah, YouTube or on their YouTubes actually-- earlier we were talking about that Python for Fusion 360. Yeah, so there is "Getting Started with Python Scripting the API" if you're-- anyway, so I'm on there.
Some of the best content, though, if you guys are looking to get started with Fusion on the stuff-- go back actually under the-- on the actual web site. So if you just do fusion360.autodesk.com under here, the Support Learning-- let's start here. And actually Learn More has a lot of good stuff too. They're actually two different repositories.
One is more textbook based. One's like, hey, looking for videos and nicely set up. This is all really new stuff.
And there's a lot of great stuff here under the sim environment. If you didn't know it was in there, check it out. It's good.
Well anyway, let's land the bird. We got to get-- we got stuff to do. So help me out.
PAUL SOHI: So jumping back to looking at it from a design perspective, we are talking about basically-- who's familiar with the shampoo process? No, no one? OK.
MICHAEL AUBRY: [INAUDIBLE]
PAUL SOHI: It's a British thing, I guess. It's the lather/rinse/repeat. So you have a design you're going to simulate and prototype.
So start with the simulation. I always recommend building prototypes, testing those out, smashing it up, and then repeating that process through, essentially, just refinement and refinement and refinement. No one gets it right first time. I get it right first time. No, I'm kidding. No one gets it right first time.
And from a sustainable design standpoint, thinking whole lifecycle is key-- thinking about upstream impacts, downstream impacts, energy and waste impacts across product lifecycle, and boosting resource productivity through durability as a first stop along the way-- along the journey towards sustainable design.
MICHAEL AUBRY: And let's do better designs, right? We're going to minimize those stress concentrations where we can. And I hope we leave you guys inspired and feeling like you can go do more simulations using a little Fusion along the way. Thank you so much for taking the time for me, choosing which class you want to go to. We hope it was highly valuable. Have a great rest of AU.
[APPLAUSE]
Tags
Product | |
Industries | |
Topics |