Description
Key Learnings
- Learn how to access and set up the sheet metal template for repeat use
- Learn how to break down each of the sheet metal features and discover advanced techniques
- Learn how to create flat patterns and export cut files for post processing
- Learn how to document and dimension the part for shop fabrication
Speaker
- Kelly YoungMy experience is primarily in manufacturing and design. Studied Computer Science, Architecture, and Design Studies in college. I started drafting iron doors, gates, spiral staircases, and fire & water features in AutoCAD. Communicated with customers on design iterations, welding crew manufacturing drawings, and installation team coordination. Was an engineer at an aerospace manufacturer of contacts and connectors working with Inventor 2010. Managed drawings for screw machines, designed custom fixtures, multi-step drill bits, and specialty tooling. Moved to an iron entry door manufacturer. Transitioned them from AutoCAD to Inventor with parametric modeling and Vault revision management. Using Vault Copy Design led to streamlining of weld manufacturing, limited errors in plasma cutting, ensured proper fitment, and allowed customers to visualize with 3-D renderings. Next position as Research & Development Designer of hitches, trucks, and trailers. Created designs for custom projects and worked with fabrication team on revisions. Joined Autodesk in June, 2017 working out of Portland, Oregon. Started as the Inventor Forum Community Specialist, then Technical Support Specialist, currently Technical Account Specialist.
KELLY YOUNG: Good morning, everyone. My name is Kelly Young. I work for Autodesk. I'm the Inventor technical support specialist, which basically means, if you call up and have questions, you'll probably get me. So if you ever need to schedule a call, you'll probably find myself. So today we're going to learn about some sheet metal. So first off, I'm going to take you through my experience, as far as how I got started with CAD stuff, and go from there, and lead you in. And then we'll get on our computers, fire you up, and hopefully you'll learn something.
So this is the first thing I ever drew back in high school in 1997, the [? Sabin Skills ?] Center in Milwaukie, Oregon. Habitat for Humanity is what we first got involved with, doing little foam core stuff. R13 was what we used for AutoCAD, basically just doing details, things like that-- did the high school McDonald's competition. And so basically, you can see the little arches there. We had it so you could drive-through the arches.
But unfortunately, being young and dumb as I was, we did the drive-through so it was the wrong way, so you had to pay through the passenger side. So about three weeks left, I realized that, and I was like, oh, maybe we should start over. So I had to redesign the whole kitchen-- got second place. So then they didn't build our McDonald's.
So then, after that, I went to Western Oregon University, ran track and cross-country there, and did computer science-- quickly found that I do not like coding. So I transferred to Arizona State and did architecture. So here's some of the drawings we did there-- started doing little fun models.
For the first two years, it was pretty much practical architectural stuff, historical stuff-- didn't even get on a computer. I realized, after I started doing job interviews and things like that, didn't really want to be an architect. So I transferred over to the design portion and started doing advanced machining. This is a business card holder that we made, but just got on some CNC machines, figured out how to mill out things like that-- went through and did first article inspection, started getting the drawings.
They wanted us to use SolidWorks. I used Inventor, because I liked it better teacher-- didn't know the difference, which was not good. So then we anodized the parts that came out red, and that's on my desk today holding some business cards. So after that, I got a job at Aerospace Contacts in Tempe, Arizona. They had 53 screw machines. They have [? decos, ?] [? sugamis, ?] [? turnos, ?] things like that-- pretty much pumping out 10,000 parts a day, 24/7.
So it was a really rapid environment where parts would come in. These are some examples of some of the sectional views of these little parts, assemblies. Typically, it was like a beryllium copper part that was then plated with nickel and then gold. So you have mil-specs that basically go up to four decimal places. That's basically size of an average part. That's kind of a bigger part-- a lot of tiny little things.
So started getting [INAUDIBLE] documentation, figuring out how to do drawings, how to annotate things-- this is a standard drawing that we had. You basically get your part number, get your crimping forces, you're plating, and then engagement separation, and things like that. Got into a little bit of [? I logic ?] at this point, but not much, trying to figure out the easiest way to design something.
When I actually started-- like I said, knew how to use AutoCAD. I got to the aerospace job, and they dropped Mastering Inventor 2010 on my desk and said, here you go-- learn how to use Inventor. So if I can do it, you guys can too. More examples of fancier parts as we got along, and as I got better at my job, doing drill bit design for actually making and manufacturing the parts-- so we didn't have to outsource that.
And so basically, we figured that we can make multi-step drill bits. So you could basically clear the part and then come back with a finish, and it actually gave us two steps, rather than pecking at it and then finishing it later-- so started speeding up, did some fixtures designed for bending things. And here's some examples of some of the drill bits-- brooches, and tray pan drills, and things like that.
It's pretty fun-- got a lot of helical things-- crashed my computer a whole bunch. So if there's one thing I can tell you, it's don't get frustrated if you break it. You will crash Inventor. You will have problems. Move on. Keep going. Remember what you did so you don't do it again. Here's a bunch of examples of all the parts that we used to make.
Some of them were crazy. A lot of times, you'd get things coming in that didn't have the right dimensions, so you'd have to call up the aerospace manufacturer and little old me saying, hey, your spaceship or whatever might not be doing so hot, and then go back and forth. So after that, I didn't feel joyous about aerospace stuff, because there is no design intent. It was really just take input, design it, mill it, send it on its way.
So I was like, all right-- moved on, got a job at a door manufacturer, First Impression Security Doors. It's now First Impression Ironworks, works, because probably, we started getting a little more iron stuff. So this is the original drawings that they sent out. So as you can see, it's kind of blah. You don't really know what you're getting. You're like, there's going to be some scrolls that'll show up, and it'll be what it is.
So they hired me and I said, hey, only reason I'm going to do this job is if we do parametric design and we'd use the vault. If we don't have those two things, I won't take the job. And they're like, why do we need the vault? I'm like because, I'm tired of having somebody say, who checked it in, or who's last in, first out? And there's no accountability. So we got the vault implemented, trained about six people.
This is the drawing that they get now. And so as far as that goes, it's a lot cleaner. It gets a little more accurate presentation. You can actually see which way the door opens and you can see the backside of the door. Well, then we took it one step further-- everyone gets a rendering. And this is inside Inventor. This isn't going to 3D Max, or V-Ray, anything like that-- straight from Inventor.
You basically get the front of the door, then you get the back of the door. And the whole thing's parametric. So let's say that somebody else comes in and wants this exact same door. All you say is, all right, change the width, change the height, everything stretches, and all you got to do is redo the scroll work and move it around a little bit. So it pretty much saved a headache of having to redesign every single door, and then you can just do copy design, and then there you go.
So as far as that goes, that's the install door-- night and day. So as far as that goes, here's a couple of examples. And these, again, are all parametric. So for example, this-- you don't even have to redo the scrolls, because it would basically adjust accordingly. So I'm going to show you guys how to of setup parametric models. That way, you design something once-- never do it again, because I hate doing something twice.
And these, again, are all rendered in Inventor. I don't ever go into anywhere else. I could. I just don't really like to because it takes more time, and I think this is good enough for what somebody would need to actually see an idea. And then this is the bane of my existence, having to do these stupid doors-- or these gates-- because every single time, you say, OK, how many wood slats do I have? What's the little remnant guy?
How do we figure this out? Because every single time, you'd have to do it, and then get it, and then put [INAUDIBLE] and then send it out to the guys. So hopefully this works. It does not. Really? OK. That whole thing stretches, and then all the boards update. So then we started getting a more iron stuff, because I pretty much streamlined all the doors. They were like, well, what's next?
Let's start getting to these iron jobs that we really aren't getting. So as far as that goes, see that top-left scroll? It's flipped. So we got it out there, installed it. We were like, yeah-- looks awesome. The guy goes, hey, what about that top-left scroll there? And I was like, well, attention to details-- it's there. So we had to take it down, bring it back.
So I started to get into more gates and fun things like that, giving renderings out to customers, started getting more jobs and things like that-- starting to get into weird pivot doors, where you could basically have a parametric pivot door. So I did this in an afternoon, and then never had to touch a pivot door again.
So this is the kind of parametric design that you're going to basically fall into is where, if you can do it once, saves you a lot of time in the future. Again, same thing-- spiral staircases-- takes forever to build. And you're like, oh, man-- how many stairs, how mean treads? Got it to where you could basically just type in numbers, and the whole thing would update, and then you'd get your staircase [INAUDIBLE] and then we had less time having to deal with the people that are stamping it, because it's basically the same thing.
And so then they see these coming in from us, and they're like, oh yeah-- stamp-- go. I got into ADA compliance, things like that-- just simple renderings from people that wanted weird projects. Got involved with [? a guy at ?] [? Blue Flame ?] here doing fire and water features-- so those were pretty fun. And all these things are parametric, so you basically say, hey, what size do you want at your pool? You just stretch it out and then it spits out the flat pattern.
And we'll go there again [INAUDIBLE] show you how to do that. So this is a collection of all that stuff put together in a single house, if you wanted to spend all your money. So then I got a job at U-Haul International doing their research and development design, which is a pretty cool job-- got in there and started doing all their hitches, and trailers, and stuff like that. And I don't know if you know, but U-Haul pretty much builds everything from scratch-- so all their trailers and stuff like that.
So this is the manufacturing plant in Tempe, Arizona. They do like a small scale, and then they have, I think, five different plants around the United States. So when I started, they were like, hey, we got all these side panels and they're just laying on the ground. That's how we stack them. That's our way to go. We want to make that into a reasonable thing, so-- made this little thing.
And then the guy was using it, and he comes up to me, and he's like thank you so much. My back doesn't hurt. The holes line up. Everything fits together great-- fixed some problems. So everything that comes to U-Haul, that's pretty much what it is. They get the cab and then the rails coming out the back, and they build the boxes themselves. So every single time that a new trailer or truck comes out, you got to redesign the entire back of the box.
So nothing was parametric, so I was like, oh man, all right, let's get this going. People would come up to me and say, hey, we need to design this and make sure it fits in the CAD model-- so drew that up until a couple hours and then give back to him. And he's like, all I wanted was a red blob, and you gave me the entire thing. I was like, well, you get what you ask for.
So that was when we came in one day. I don't know really what they were doing, but that's the service truck with that thing. I can't imagine that romping on the road. I don't think that would probably stay up there. So I started getting to more of the sheet metal and testing out to see where clearances are. Here's the old version and the new version. You can see them side by side, seeing where things are going to fit up and how to hold it.
So on the bottom, I basically needed to make a stand that held the old one and the new one, and making sure that the mount points are the same so you don't have to have two different things-- so then figuring out exactly where those things go. And Inventor lets you do that, and you can do side-by-side comparisons-- things like that.
Just grab that car off a Grab CAD, but I didn't draw that. So pretty much the old drawings that you get are the old fun stuff. And then you bring it into 3D. You can [? get ?] sections, figure out interferences, clearances, things like that. You have legacy data that the holes don't line up, or that in one instance, it was like 0.063 instead of 0.0625. So the guys in AutoCAD were like 0.063 is the same as 0.625. That's fine.
I'm like, no. The software will truncate it for you. You can't do it manually. So then if you have 100 holes, you get 1/2" at the end. And they're like, why don't these things match up? And you're like, well, that's why. So attention to detail is the one thing that's paramount that you pretty much need to pay attention to. Started doing hitches. Somebody wanted a Range Rover hitch for some reason. And I don't know if anybody know this, but U-Haul has the thing that says, we have any hitch for any car ever made. And if you don't have the car, you can bring it to Tempe, Arizona, and we will make one just so we can have that statement.
So if you ever go on their website, and they don't have a hitch, you can drive down to Tempe, leave your car there for a week. and they'll make you one for free, and then put it in the repository. And then it's in the matrix. And then you can have the thing. An Audi A4 convertible, there's no hitch for that. So they dropped their car off from Alabama or something, and then left it there for a week, and then came and picked it up the next week, and then drove home.
I don't know if this one's going to work. So if there's nothing you take away from this weekend, this is how you load a trailer on the front. If you put it on the back, you'll have a bad day. So if any of your kids are traveling or whatever, say, hey, put your fridge in the front, not in the back. Otherwise, traveling to your new house isn't going to be very fun. So yeah. Yeah, not good.
So I helped design some of these things-- did the case for the trailer whipping safe towing thing. Then we had to figure out because we built it, and we're like, oh, this is great. And then we got to the place. And we're like, oh, it's to go into an elevator. I'm like, oh, no. So then we've got to lift this thing up, and then figure out exactly how it fits, and we had to make it smaller. It was a whole thing. So I made these little caster trays, things that slide it around. And we actually made it like a little cover for it. So oh, let's put this cover on it so when we ship it, it won't get dinged up. And I'm like, isn't that the whole point of the kit?
Anyway, so we put it on there, shipped it out to somewhere, and it came back, and it it was shredded. The whole thing was just destroyed. And I was like, that was a good waste of money. Good. So as far as that goes, And then people started returning the U-Hauls. And on the top, when you go to a apartment complex, you just jack it up and smash it into the little covers. You've all seen those.
So we started doing these little mirrors so you can see the top of it. So the tops all dinged up. And you're like, hey, what's this? And they're like, oh, I don't know what that is. You're like, oh, I see what's going on. And then so kind of just general sheet metal stuff, I got real tight with the press brake operator and the plasma cut operator.
That is one thing that I would recommend to anybody in the sheet metal environment. Get to know the people using the stuff. Talk to your press brake people. Let them know. Say, hey, I'm going to make you something. If it doesn't work, let me know. You need to have a constant feedback loop.
Because you can send something out there and think the you're the best thing. You're like oh, yeah. This is going to be awesome. He comes back, and be like, hey, my die can't fit in this bend. I can't get it in there. What am I supposed to do? And you're like, oh, well, what die are you using? They're like, this one? I'm like, I don't know what dyes you have. So figuring out what dyes they have, what the plasma cut guy's running-- can I coordinate with these people?
Let them know. Say, hey, I'm going to make you something. If it sucks, let me know. I'm here to make your job easier, not harder. Then same way around. If there's something you can tell me that makes your life easier, it goes both ways because then I'm not going to get yelled at by my boss, and you're not going to be yelled at for having bad parts.
So as far as that goes, it was slipping. So then I made a beefier one. And then they're like, that's way too beefy. And I'm like, well, you want something. And then I showed up one day, and that just made me giggle. So I thought I'd share that one. I don't where that came from, but somebody had a fun time.
And then we couldn't find a truck. And so the guys were like, you know what? I'm not waiting around for a truck, so they just grabbed a saws all and made a truck. So these are basically some of the things that we made, or I I made from the 2D designs that they had, and basically made it into 3D. And then I got to the point where I pretty much got out of something to do every day because I drew everything. So I was walking around looking for things to do.
And I've always been active in the inventor forums, which I would also recommend all of you get involved with. You don't necessarily have to post all the time but have a voice there. Ask questions. Get involved. Help somebody out. I wouldn't be here if I didn't have the inventor forums. That's a hands down statement. I'm still active in there. So I basically would be bored and be like, all right, well, I'll answer some questions, get some knowledge going on.
And then they basically put a job posting-- said, hey, do you want to work for inventor in the forums? And it was in my hometown of Portland. And so I applied to it, throwing it out into the wind. Yeah, a little plot of that. They called me back, hounded me, and then sure enough, [INAUDIBLE] from the job. So this is just personal stuff where I basically bought a drone because when I flew it around the yard, because I want to put a wall up, and you can kind of figure out how many blocks it's going to be, how many [INAUDIBLE] it's going to be, and because my yard just goes way down. And I'm like, ah, this is terrible. So that's next summer's job.
So I got into the inventor forum, moved back home to Portland. That was the whole deal. And so awesome job working for Autodesk. The main thing is lots of smart people, lots of fun people. Everyone likes working hard, talking to customers, answering customer problems. You guys are all trying to work. So are we. And we want to get you back to work.
So the nesting utility came out in 2019. We figured, hey, we want to basically use it. So why not build an arcade cabinet? So we started getting designs going. Bad Dudes, anyone remember that game? It was awesome. So started designing things. They said, we don't like your gearhawk. And I was like, oh, man. Come on. Let's get some generative design on the side, get some airflow through here.
We did a little caster system where you can step on it, and the whole thing raises. You can move it around. We brought it down to the OMSI, the Oregon Math and Science Institute in Portland, brought it down there. The kids were running around going crazy. So I've also started getting the generative design. So we're like, all right, let's do a generative design on the side panel, and have it light up, and be all fancy. So we did a couple of different tests, and ended up with the one on the right there.
So then we started. OK, we're going to paint this thing somehow. Let's do a gradient paint design with our colors. And so we're like, all right, let's do this one. And then we took off the little wings because I figured somebody'd lean on it, and break it, and I'd be pissed. So I said no. Let's see. So then our buttons came in. And we did a little mock test little thing there-- started going through.
And here's the nesting utility. The main thing is you can see that little shape right there. The nesting utility will put things inside of things, so that way you can actually nest parts very, very well. I had a class, actually, yesterday-- doing it again tomorrow morning 8:30 about the nesting. But it kind of goes through exactly how to do it. It's actually pretty easy. You just right click on the assembly and say Create Nest, and then it brings you in there.
You start to setting it all up. And then you can basically send that out to your sheet metal guys to cut. Let's see. So here's us building it, getting through. Pretty much got out of five sheets. I thought it was going to take eight sheets. But using the nesting utility, we've saved about 2 and 1/2 sheets. So it saved us about $100. So that was awesome.
So there is the quasi finished product. There's Andy peeking at ya. And then here's our paint design, and then getting it all put together. And then here's the final reveal. Oh, boy, looks so fancy. So here's the initial renderings coming out of Inventor. That was pretty much what it's going to look like. And it came out exactly like we thought it would.
AUDIENCE: I love it.
AUDIENCE: Different programs and stuff for it.
AUDIENCE: That looks so good. That's the perfect depth too.
KELLY YOUNG: This is the first time we ever turned it on. And we're always like, that looks way better than any of us thought it was actually ever going to turn out. So there's all the fellas that worked with us, amongst others. There's a whole bunch of people who are actually in it. And then this is the video. And then we're going to get into the rest of it. So here's the Portland office.
[VIDEO PLAYBACK]
[MUSIC PLAYING]
- My name is [? Andrew ?] [? Sears. ?] I am a dedicated support specialist for Inventor and AutoCAD Electrical.
- My name is Kelly Young. I'm the Community Forum specialist for Inventor.
- My name is [? Jason ?] [? Fairley, ?] and I am on the Technical Support Team. And I am one of the technical support managers.
- I'm [? Max ?] [? Straiter. ?]
- [? Andy ?] [? Aikenson. ?] I work on the Inventor Team.
- I'm [? Tim ?] [? Bright, ?] and I work in [? Fusion ?] [? Development. ?]
- I'm [? Adam ?] [? James. ?] I'm a [INAUDIBLE] technical specialist.
- Early on, we started the conversation about how cool it would be to have an arcade cabinet here in the office. And a lot of it happened organically over Slack. So created a PDX, make anything in Slack channel. And two main purposes in this one. It was just to connect people in the office from different teams. And it was awesome to see people from Inventor, Fusion, Support that don't normally interact come together. But the second part was to go through a design-to-make process like our customers using our tool.
- I help with a lot of the design and manufacturing, primarily using Inventor and then any CAD, bringing in diffusion, generative design, helped with the 3D printing, pretty much all around the whole process.
- Did a little bit of everything. One of the big parts is the electronics here for this LED panel here, and in here as well. I was involved in the design, and doing a bit of project management here and there.
- Favorite part was getting to meet everybody throughout the office, and just seeing how well we all cooperated together. And got new friends out of the whole process. That was my favorite part.
- My favorite part of the whole experience is the end result and seeing everyone use it during lunch.
- So another highlights for me has been-- I give a number of tours here in the office to customers and visitors. And I had a customer in for a workshop. We did a whole tour of the office. And it was great for them to see something that the employees do with the software that I'm actually helping them come up to speed on. And it was really a highlight for them of the whole office tour to see something that the employees came together and actually built.
- The nice thing was basically seeing everybody play this. We took it down to the OMSI event, and seeing children and adults running up to it and actually you know getting excited about playing the arcade.
- One of the highlights for me was even getting to build it. When we moved here to downtown Portland, we were told that we were going to be able to interface with lots of customers, and do maybe some vendors, and really start working on a make story. And one of the things that I got excited about was being able to partner with people like CSC Router Parts, or go over to ADX, and be able to mill this thing out.
And just watching people come together from different parts of the office, different groups, and really collaborate on something, and see something that's visually attractive, and actually functional, that was really the highlight for me. Watching people come in from user groups and other external people coming into the office, it's amazing to see that they get excited about stuff like this. And it's something that we made.
[END PLAYBACK]
KELLY YOUNG: And then me being me, I 3D printed it. And the whole thing lights up, and you can actually play it. And more ridiculous, it's a tap handle for a beer tap, or-- so you can basically-- yeah. All right, so as far as that goes, time for sheet metal design. So first thing I'll have you do is fire up Inventor. It might give you a little error and say, hey, you need Desktop Connector. We're not going to worry about that. So just hit OK.
All right, so quick show of hands. How many of you know how to use Inventor? All right, cool. Excellent. So some of the stuff might be a little rudimentary. But we're going to go through it. And there's tons of different tutorials and things like that on the internet. I'd recommend watching all of them and looking at everything, reading, getting books, anything. Anything you can get your hands on in your free time, get after it. What I'm going to go through is best practice on getting set up so you don't mess up in the future, and also things that I wish I would have known, and also, how to get it parametric, how to basically name dimensions, get things going.
So first thing we're going to do is fire up Inventor. Everybody got it open? And we are going to go to Projects. All right, so here's our Projects tab. This is basically how you control what's going on. We're going to go to New, and basically, single user. If you ever have the Vault, that's a whole different story. I would recommend getting into it. So our project name, we're going to change this to sheet metal. Hit Next.
You could bring over other stuff, but we're not going to need to do that. So hit Finish. So basically, what this does is sets up our project file for what we're going to do. Now there's two different things. It's basically, what's going on here? Yes. All right, so if you actually look right here, there's two different things. It's read only. So we're going to change this to read right. This is your style library. This is where all your style standards and setups are going to be set.
Also, down here, just to let you know, under Options, there's this old versions. Depending on if you have a backup, I would recommend keeping old versions on. If your files get corrupted, somebody overwrites them, things like that, the old versions will basically save it to the local drive. And then you can grab that for later use. So then we go down to the bottom and hit Save. As far as that goes, once we get in-- let's see here-- let's go into the tools. Let's close this out.
Go into Tools, and go into Customize. I don't know how many people get into the Customize tab. But basically, if this thing will fire up, oh, yeah. That's nice. OK. Well, it's live demo. It's fun. So in the customized tab, what I'm basically talking about is we want to set up some hotkeys. A lot of people don't do this. And if you've ever used AutoCAD, getting the keyboard setup is going to be helpful. So you go to the second tab. It's keyboard. Let's change the category to sketch.
And then you can sort by keys. So these are the only keys that are set up for the sketch as far as that goes. So what we want to do is sort by command name and go to P for project geometry. It's going to be your friend, so right here. Project geometry. Hit P and Enter. If you don't hit Enter, it won't do it. If you hit Cancel, it won't stick. So we're going to hit Apply. So that way, basically, you can go through here and set things up. So for me, personally, like arc, for A is center point arc. I hate it. I want three point arc. So I always delete that and change it.
So pretty much go through and get that setup and dialed in. If you ever have to run the Inventor reset utility, if things are going nuts, which is really easy-- you just go into the Search, and type in Inventor reset utility. It resets it back to the normal environment. If anything's going crazy it resets the profile. But right here, you can export those options.
So as far as that goes, now that we've got our project geometry setup, we'll hit OK. Another thing we'll go into is Application Options. This is pretty much where you set everything up, and get all your Zoom settings, things like that. As far as that goes-- where is this? It is in the Sketch tab. Here we are. And constraint settings, right here is over constrained dimensions. If you ever put a dimension that has parentheses, like a reference dimension, if you don't have this on, it I'll warn you every single time. And if you're pretty good at Inventor, it will make you not happy.
So apply a driven dimension. Hit OK and apply. So through here, you can pretty much get familiar, go through, read everything, figure out where it is. I would recommend getting that. You can always go to your display and change some of these things. You can go to colors, change your background. I always like to do presentation, personally. Everyone says I'm going to burn my eyeballs out, but I'm crazy, so it's OK.
So I'm going to hit Apply for the presentation, just because that's what I like. And close that out. So let's keep going. All right, so the first thing we're going to do is go to New. There's a couple of different ways to get to New. You can go to File, Hit New. It'll bring up a whole bunch of stuff. You can go up here to the top. Hit New. You can drop it down to hit New. There's things.
I always just go up to here and hit the little white piece of paper. It brings up the Create New file. These are all the different types of templates you have. If you basically expand this, there's English, there's metrics, there's different standards in here depending on what you got. There's a whole bunch of metrics in non-English-- don't know why.
So as far as that goes, first thing we're going to do is just go to the NUS, sheet metal IPT. This is the standard sheet metal that comes with you. It's just out of the box, nothing special about it. So we're going to double click on that, and it's going create us a new sheet metal part. All right, so once you come into the sheet metal environment, let's say that you had a regular part, just like you create a new part, not a sheet metal part. You forgot.
Well, you can change it between sheet metal and regular parts by hitting-- let's see. Where is it? I always forget. Here it is. Convert to standard part. So basically, if you're on a sheet metal part, you can say Convert to Sheet Metal, and it will convert it to a sheet metal part. So if you accidentally start off on a regular part, you can do a sheet metal part. And all that really does is lets you into the sheet metal stuff. And this is our main friend, the sheet metal defaults.
A lot of people don't know where this is and this is, and this is the hardest thing to find. So when you get into it, you basically have stuff here, whatever. This is the pencil. This is where you want to go. This, in my opinion, is the most overlooked thing about the sheet metal environment. And also, if you don't have read/write access, just read only, anything you do ain't going to to stick. So if your project file isn't read/write, you're going to basically do all your settings, and then it's not going to stick. And you're going to be very, very angry.
So up here at the top, we're going to hit New. And this basically creates a new local style. So I'm going to call it one-eighth stainless. I'm going to double click on it and have that active. Now what we're going to do here, change that to one-eighth. So basically, that tells it to have that thickness. And then we're going to go to here and find our stainless steel.
So now this is setup. You can have multiple ones. You can have eighth. You can have quarter. Pretty much anything that you use or have in your repository I would recommend putting in here. So most places I work with, we have a stack of-- here's our eighth metal. Here's our other metal. You can set it all up depending on what you guys have in stock. And then at the top, hit Save, and it saves it.
So as far as going through this, there's the flat pattern bent angle, the pattern punch representation, things like that, the K folds. The K factor is something that basically, it looks advanced because it kind of is. If you're having problems with your bends coming out from Inventor to the actual made part, this is where you're pretty much going to come into. And this is kind of advanced stuff where it's going to take some brain thinking. It's not the easiest thing to do. We're not going to get into that today. This is not that kind of class.
But this is where you would go to do that there is definitely on the forum multiple threads about it. There's a link in the actual PDF that goes along the handout that takes you directly to there, then a couple of actual walkthroughs and shows exactly how that is computed. So it makes a little bit more sense. So if we go back to our stainless, here's our bend. So the bend is typically on the thickness. You can change the bend radius to be whatever you want depending on what dyes you're using and all the and things like that.
So then if we go to the corner, here's all the different ones. If you change it, it basically will show you in a preview of what the actual thing is going to be. So depending on what your standard is-- and again, all of these are going to be talked to you about with whoever is making it, which is probably you. But depending on how you're bending it, how you want the parts to come out, that's more of a design decision on you, your company, figuring out what you do, like a laser weld. How is this thing getting put together? Who's making it?
So as far as that goes, we're just going to kind of leave that to trim [INAUDIBLE]. That was just what it was. And as far as your intersection, same thing-- full round, no replacement, things like that. That's pretty much experimental. A lot of the sheet metal stuff is just practice , using it, and figuring out which is actually applicable to you and your company. Depending on what you need, there's different settings for everything.
So for this, we're just going to basically start off with the one-eighth stainless, save all that, Save and Close. So now we're good from here. This should be on one-eighth stainless. So depending on where you're using, that's all good to go. All right, so from here we're going to go to Manage. This is your styles and standards editor. So basically, if you hit Save, this is basically going to say, hey, we got part whatever. Here's our style name. Here's our sheet metal rule. And this is only local.
Do you want to save this to your library so everybody can use it, and it's saved for everybody? So we're going to say yes to all, and hit OK. So now that is in our styles and standards. So our sheet metal template is set up, and we are starting to get good to go. What we're going to do is we want this to be used forever for our sheet metal templates. So we go up to File, Save As, Save Copy As Template.
A lot of people would tell you, oh, just go to the file, find it in your sheet metal whatever, in your actual folder where it is on your desktop. And then open that up and then just save it. That will be fine. Me, personally, I never like to override the standard because let's say I get so far away from home that I have no idea what's going on with my original template. I want that thing to stay, not be overridden so I can always go back to it if I need to return to home and start over again and do this exact same process.
So Save Copy As Template is where we're going to go. It does some things in the background, I think, where it kind of strips everything out and makes it nice and tidy, whereas if you just open it up and save it, it doesn't do that. So that's my thought on that. So on this one, we're just going to call this one sheet metal stainless for good measure. And that'll save it in the folder for future use.
So what we're going to do now is go to New. Actually, I take that back. Let's close out this part. Don't save it. OK, I hate the loading screen, so you can turn that off in application options if you basically want to start. I like to see in the gray screen. I don't do the other thing. But that's just me. I've been using it forever. So it's one of those things where once you get to that point, you hate things so bad that you're like, I want these things to go away. I want [INAUDIBLE].
So a lot of it is customization. So we're going to go to New. And now you'll see that you should have sheet metal stainless right there. So that way, we didn't overwrite our original one. Just double click on it. Now we have new sheet metal styles. You can check on it. We're already set up on our stainless. So every time you open it, up, you know, oh, all my styles are going to be there, and it's going to start on the one-eighth stainless as I saved it as. So that way it saves your step of having to go here and check on it. Now you know every time I start it's going to be on stainless.
So let's get to drawing. First thing, we're going to do is start a 2D sketch. This little thing comes up. We're going to hit our xz plane. And you'll notice in the top right hand corner, I flipped it a little bit. There's a whole conversation about that we're not going to get into. So we're going to rotate it this way. Go over here. Go to our two-point rectangle. When you get to the center point, it'll turn green. Click once, and it basically comes out like so.
So instead of just clicking, we're going to type in-- well, my caps lock on, but that's what I always do-- length equals. And then where do I put on here? I think 36, or no. Length is 60, Tab, width equals 60 or 36. There you go. With this 36, length is 60. All right. So apparently, this double click zoom. If you double click on the mousey bar, it typically zooms to extents. But I think since we're using the frame, it didn't work.
So now you'll notice that basically, we have two dimensions. If you right click and say Display, Dimension Display, as expression, you'll see that it now says length equals 60 and width equals 36. This is one thing that a lot of new users don't do. They do not name their dimensions. Instead, it will just be like D0, D1. And then you get so far down the rabbit hole, you're like, I don't know what this is. How do I find anything?
So I would recommend making your dimensions named every single time you get into it and start it. It will save you in the future. And then we can drive these dimensions later on in life. So we're going to go ahead and finish our sketch. So now we have our regular sketch. This is the face command. Now, typically, we're working with extrusions in regular Inventor. So if you really wanted to, you could go over here and do Extrude. But we're going to do face.
What that does, is it chooses the profile, or you can select it manually. But it automatically finds our sheet metal defaults that are active. So that way, we don't have to say extrude at a distance of thickness. It just basically pops right in and hit OK. Now also, you'll notice that if we basically zoom into here, you can select the direction.
On all of our sheet metal stuff, there's two directions. You can go from the middle. I would not recommend that. But basically, the regular side is just going straight out up at ya. So we hit OK. So now we got our little piece of metal. So the next thing we're going to do is make a couple a little flanges. So hit our flange. Let's go to the long edges. So when you highlight it, if you actually zoom in, it'll bend up. If you hit Control, you can deselect, and it will bend down. So we're going to go the edge up and the edge up. We're going to call this one-- what do you do-- flange height.
And it is space sensitive. So if you basically don't have a space in there, it will matter. It will get angry at you. Height equals-- and we're going to call that one 1.5. And so there's a difference. You're basically in there. There's apply and OK. So if you want to make multiple ones, you can hit Apply, OK, you can expand it, and do more options. So that's kind of what we're going to do now is go into our parameters. I want to show you about parameters. This is the little dialogue up here. So this little f of x up here, little functions, it brings you in your parameters.
This is your friend. This is where you live. These are all the fun things. You can make key parameters and export parameters. That's for getting advanced stuff. If you basically want to drive things, bring in Inventor studio, make animations, that's a whole different can of worms. But that's where I like to be. So let's say that you didn't name it. You can come back in and rename it. So we're going to go down to the bottom here and say add numeric. And we're going to call this one goal. And we are going to make our goal eight inches. So we go over here, hit 8.
So you can set up user parameters, you can set up texts, you can do trues and false. This is pretty much stuff that you know that you want in your model. And so you can define it like explicitly and say this is what I want. So expand the origin. Get to know how to use planes. That is a very good thing. Planes and axises are your friend when you get into advanced things because they'll let you know reference points, and your origin is always going to be there.
So basically, your origin runs through the center of the part. That is always helpful to know. And it locate your parts. Up here, is the work features. So we were going to go to offset from plane. If you wanted to, you could just do select plane, grab your thing, and then you can drag it back and forth. But we're just going to do offset.
So we're going to find our short axis. Yeah. Is that right? I think so. All right, we're going to call this one goal over two. So basically, that does that. We're going to do another plane, offset from there. Go this way. We're going to call this one negative goal. So basically we know that that dimension is always there. You can do negative values.
And I'm showing you some bad practices just to let kind of that it is possible to do negative values because your goal is always going to stay positive. But if you make it negative in here, it's basically going to change that direction for you. It's kind of a little trick. It's not the best thing to do, but I'm going to show you the goods and the bads, just to let you know. So as far as that goes, we're going to do another flange. We're going to expand this little dialogue here, and we're going to select this edge.
And we are going to expand this from 2. So we're going to do from this plane. If you hold down Shift and the center, you can basically rotate the model around, so getting comfortable with your model rotations, things like that. And then we're going to do to this inside face. Now you could do it to an inside point. But I'm going to do this for a reason because if you basically select the point, it'll stop. But we're going to select this actual face. And you'll notice that it connected these.
So we want to make that go away. So let's do our corner seam up here at the top. This basically defines a corner. So if we select this edge and this edge-- is that how we're doing it? [INAUDIBLE] select. I can't remember. All right, corner seam. Let's see. How do we do there and there? No. What am I doing here? Let's see. That's the inside edge. I can't remember what I was doing. Let's see.
It's always fun, you know? And F6 returns you to home, by the way. That's also a good one to know. All right. Let's see. Let's look at my notes here. [INAUDIBLE]. It's fun because sometimes you do something, and then you can't remember how you did it.
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Oh, there you go. Yeah. Oh, boy. So anyway, that's pretty much what I was going for. So you get into the rip, you select the edge, and then it basically-- boom, makes you a cornered edge. So we could do that for the other side. Instead, we're going to go to the mirror command. And we're going to go over here, select our flange, select our corner, select our mirror plane, and then we're going to find our center line and hit OK. So it basically makes us a second flange.
And then right here, remember before on our corner cuts? This is exactly where we wanted to. So if we wanted that circle, we would get there as well. So instead of having to redo that, we are going to do a mirror again. We are going to select our flange, our corner, and our mirror, go to our mirror plane, and select our center axis. So now we have our part. We can expand these, hit control, right click, visibility. Turn those visibilities off.
So at this point, now we have a generalized sheet metal shape. Up here is the create flat pattern. This creates our flat pattern. So from here, this is the easiest way to get this exported out into a DXF. You right click, you say Export Face As, it brings up a dialogue, you name it, you save it as a DXF. So this one, we're just going to call field. Save that to our sheet metal wherevers. Yeah. It's thinking for a moment. So when we get into our flat pattern, the easiest way, right click just on the face itself. And you can say Export Face As. That is the easiest way to get it, fastest, easiest way I've always done it. It works.
If you want to, you can actually go to the flat pattern here in the browser tab. Right click on that, do a Save Copy As, and it gives you a little bit more. You can say ASAP file, DWG, DXF. Now, the reason I actually go from the export face as, basically right here-- sorry-- Export Face As, under the Options, this is something that is-- I get a lot of support cases about-- is that when somebody sends their DXF to a cutter, sometimes the cutter doesn't read it.
It says, what is this format? I have never seen this before. Well, it's because it's coming out in an AutoCAD 2018 DXF. You might have an old plasma machine that doesn't read it. Me, personally, I always went 100% of the time export as R12. It makes me feel good back in the day. But it'll dumb it down real dummy dumb. And so when you're plasma machine reads it, all it sees as these dumb lines, and it gets excited. It says thank you, whereas if you have some of these other ones, it's new technology. It can't read it. So that is one thing that going in through here is changing it to AutoCAD R12.
You can go through and set up some of these other things. You can save the configuration. If you have custom things that you have for your plasma cutter, this is the area that you would set it up as. If you have an AutoCAD template file-- these are advanced things where you basically would go through. If you are having problems, this is the area where you would go into. So as far as that goes, again, I'd recommend getting through the forum asking questions, saying, hey, my plasma is not running right what's going on?
They'll probably tell you first thing to do, check your layers. When you export it and open it up in AutoCAD, are all the lines there? So that's a good place to go as far as that goes. Check out all the options. I would say if there's any options ever available, look at them. Explore Inventer. Don't feel-- what's up?
AUDIENCE: [INAUDIBLE] where they start cutting was on the wrong side. So there's [INAUDIBLE]. Is that something that [INAUDIBLE], or is that something [INAUDIBLE]?
KELLY YOUNG: That would be probably on the the writing software of the plasma, basically the lead in and lead outs. Because all this is doing is giving you a shape. And so when you bring it into your software for the plasma, it's got to tell it where to go and where the leads and things like that. So that would be on the other end. If the DXF came all garbled and weird, it might identify a location incorrectly and do that. But it's probably in the post processor for the plasma machine.
AUDIENCE: Export the DXF [INAUDIBLE].
KELLY YOUNG: Right, so there's two different ways. It'll either come out as a spline or as an arc. It depends on how it comes through. The best way to actually check that is open it up in AutoCAD or somewhere else and actually see how it put the lines together. As far as-- that's a tough one because it's either the post-processor that is basically reading those lines and it can't, because it's not smart enough, and it needs either a dumber version-- and that would be the R12 thing. That would probably help on that a little bit.
Other than that, that's a tough one. Because when you run the simulation on the post-processing software, it'll probably look great, and it'll come out bad. So either find a different post, if possible, or a secondary operation when you put the DXF into it. And if that's not an option, either clean it up after the fact. But coming out of Inventor, there's not much to do other than explicitly go in. And I'm going to get into that a little bit as far as some of the flat pattern stuff goes. But we're going to basically clean it up, and trick it, and fudge things a little bit. if you are having those problems.
So let's go back to the folder part. At this point, you can right click on the model itself right here, and we are going to create a drawing view. So this is basically going to ask you to save the part. So I'm going to say, OK. Call this one our field. And it's going to ask you what we want to use. You can use the standard DWG or a standard IDW. There's different thoughts about that. I've always used IDW because I don't ever really go into DWG. And you can save the IDW as a DWG if you need to anyways. Some people say DWG is the way to go because you can work seamlessly between AutoCAD and not.
That's kind of a personal preference. I always like IDW just because I've had better luck with it personally. I can't tell you why. I just feel warm and fuzzy about it. And it's Inventor specific. And I like to live in Inventor land. So let's click on IDW, and it will create you a drawing space. If you do it this way, it will actually bring in the model for you, and it'll name the drawing field. So you don't have to basically link them and name them the same. It just automatically drops it in there. You can change the orientation to the front, to the top. So I'm going to make a top view. We're going to do a side view, another side view, and then a 3D view up top. So on this one, if you double click on it, you say, OK, I'm going to go to Home and hit OK.
Now, a little advanced feature that not very many people know, this little carrot, custom view orientation, so if you bring that, it brings you back to the model. Then you can say, all right, this is the view that I want. That's the fanciness. Finish your sketch, then it changes that. Yeah, so this is a good one because a lot of people do not know this. And they're like, well, I just want the special view. I want to get right here.
So you basically, right click, edit Your view, or double click on it. There's this little carrot right here. You click on that-- custom view orientation. And that brings you to your model. So then you can say, rotate it to wherever you want, finish your custom view, it brings it back to the model, you hit OK, and there you go. So as far as that goes, you can change your scale here, say one-eighth scale. If you don't like it, let's do a quarter scale. So that's a little bigger.
So then you realize, wait a minute. We don't have our flat pattern. And what's going on here? So create a base view. So if you just started a brand new drawing, this is how you would bring your views in, base view. There's this button right here, flat pattern. Select that, and it gives you that flat pattern that we created. Let's make this at a quarter.
OK, so just for good measure, I'm going to delete this. All right, so once we have our view, and it's placed, there's a couple of different ways you can do it. The hot key is D, dimension. It's your friend. Use it. You basically set up dimensions. As far as that goes, we're not going to mess around with the styles and standards as far as how to-- well, I guess I can show you that.
If you want to change your annotation-- let's see. Where is it? Manage. So this styles editor, just kind how we set up our one-eighth sheet metal, if we get into our styles editor, this is gong to show you how to set up all of your dimensions. So basically, if we expand this, this is all the dimensions that come prefabbed with it. So if we go to our default [? ANSI, ?] we're going to hit New, and we're going to call this one sheet metal setup.
So in here, This is pretty much where you're going to have the display for your dimensions. So you can change it from whatever, whatever you want, millimeters, inches, decimal format, or if you want fractions. You can change your precision through here, unit string, leading zeros. Mess with all these things. The easiest way to do that is to set up a bunch of dimensions, and then change all the stuff, and you'll see how it updates. You can do alternate units, or basically you have two units, all in the same, the display comes out. All these things are just the spaces between the dimensions and how the gaps come off. You can change your text style to go to the note text, which is basically down here.
So if you say, these are the only ones that I have in my note text, you can create a new text style and then actually set that to the dimension itself. So these are all going to be through your company standards, whatever you guys figure out is the best for you, and it'll help out a little bit as far as that goes. You can set your linear dimensions, where it's in the middle on top, in line, your leaders. All of this stuff is where you go in and get your stuff customized to your company and how you want it to look.
So depending on if you have the final say on it, this is where you get to shine. You get to say, I like this, I like that. Set it up just exactly how you want it to. If not, your boss is probably going to be like, I hate that. Don't do that. That's a lot of conversations I got into. But we're not going to go there. As far as that goes, here's all the other placements, notes, and leaders, things like that. So these are your styles, your standards. You can add new layers, as far as colors go, turn things on and off like that.
So this is all of your revision tables, your things like that. One thing is object defaults. This is something that people seem to have a difficult time understanding. But as far as that goes, your object defaults control everything in this styles and standards. So if you wanted to create a new one, pretty much, this is where you would set it. So let's say for this style and standard, I want my dimensions, which let's look at our dimension objects. I want my diameter dimensions to come in as architectural.
So by default, this is where you would change that. So if you set up all your custom stuff, select sheet metal setup and things like that, so I want my diameter dimension to come in as sheet metal setup. So that way you basically would set this up, save it, and then set this to there, and then save it. So I'm just going to cancel out of that. So that's a whole class in and of itself as far as the styles and standards go. But that's the general idea of where you want to set that stuff up.
So getting back into the drawing, let's annotate this. So we could go through and dimension every single line. And that would take forever. Instead, we're going to do a baseline dimension. There's a couple of different ones. You can do baseline set. But we're just going to be regular baseline. At this point, I'm going to Window Select our entire drawing for the baseline. Right click, and hit Continue.
And you'll notice that it basically offset this all weird. And so depending on your company standards, typically-- well, I don't know typical-- but one place I worked at, they want to do bottom left is 0 so that way you can basically do inspection dimensions to the right. So if we right click over here just somewhere-- you don't have to get on the line-- but just right click right here, and say make origin, that way this edge is now the origin.
So if you go over here, it's all crazy. So this one, we're going to go make origin to here and click once. Right click. Create. So it's kind of a weird double click. So I'm going to undo. So your friend is Control Z undo. That always is a hotkey that you will use over and over and over, and also smashing on your escape key. Because you're going to be like, get me out here-- smash, smash, smash, smashing your escape key. So escape and Control Z, they will help you out.
So again, baseline, select with the window, right click, Continue, right click, make origin, and then you can check and see it made it. So we left click again to set it. But we're still not locked in. You've got to right click and Create.
AUDIENCE: Can you do that with [INAUDIBLE]?
KELLY YOUNG: I'm sorry. What?
AUDIENCE: Can you do all that with [INAUDIBLE]?
KELLY YOUNG: I'm sorry. What now?
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Oh, like an ordinate style?
AUDIENCE: Yeah.
KELLY YOUNG: Yeah. I believe so. Let's see. Basically, go there. Continue. And then I'm going to do select, Continue, and then it'll basically bring out your parts. Is that [INAUDIBLE] like that? OK. So as far as that goes, what's [INAUDIBLE] baseline?
AUDIENCE: [INAUDIBLE] do one side or the other?
KELLY YOUNG: I believe so. So as far as that goes, that goes both ways. Another thing to do is our bend annotation. So you select Bend, and it'll bring in your notes. So you can either select them all like so-- and I think you can window select it. Yeah. So as far as that goes, that lets your press break operator know exactly which way to go. So these are all down bends at 13 degrees, or well, 0.13.
And again, when I was talking about earlier, that 0.13 is 0.125. It's just getting truncated through here. All right, so another little tip that a lot of people don't realize is leader texts. Let's say that we had a feature that we wanted to bring out. So we do a leader, and we continue, and it brings up our format text. Right here, is the field and the model parameters or user parameters. And it actually shows you the goal. So if we do model parameters, we can bring this up. We have our flange height, and we can do add.
OK, so when you do add, it basically brings it down into the actual thing, and you hit OK. So anytime that changes, you can have that. So for a leader, let's say, when you drop that dimension in, any time that parameter changes, it will reference it in that text. So instead of having to link, just typing it in manually, you can link it into parameters. So when your model changes, your notes will change.
So if you basically have a custom user parameter, and you have a big old note block in the bottom left, you can have that updated inside of that block. So a lot of people don't really realize that. You can even do it in a text as well. And the main thing is this right here where it basically drops it down. And it will show up as gray. So at the beginning, you can have like text or whatever, and then bring that down into it. So that's a little trick that is lesser known, as far as that goes.
That's the general idea of sheet metal steps. So as far as that goes, we're going to go into some advanced features as far as how to make some parts parametric. But that's the general idea as far as flat patterns and dimensioning, and getting the band annotations, getting the flat pattern out of there, and things like that.
So we're going to go ahead and do new. And we're going to go to a new sheet metal stainless. Now, this is something that you can do either in an assembly. But we're going to get that in a minute. But there's this drive button. A lot of people don't use the drive component. It is my favorite. It makes it a little bit easier because we're going to select our field and hit open.
Now what this does is it's linking the actual part, and actual dimensions, and actual parameters into this other part as a reference. Now this is a solid body. It's showing up a solid in the top right in corner body as work surface. All we want is a reference. We don't want the actual solid in it. We just want the work surface reference. Also, if you look at it, here's our solid. So it shows what's included. So you can basically exclude everything or include everything by this little top button. It just kind of bloats it out if you include everything. So I personally like to go through and figure out, OK, do I need this sketch? No. Do I need this work geometry? Not really. Let's go down to my model parameters. Oh, I want length, I want width, and I want my flange height.
So you select those, user parameters. Sure, I'll include goal as well. And your reference parameters, D2. We don't know what that is. I didn't name it, so we probably don't need it. So as far as that goes, you hit OK. And if we look at our parameters, now we see that right here we have length, width, flange height, and goal. These are all linked into that other document. So we can reference them. So if we basically make something, we can type in those explicit dimensions.
And anytime we change that master field sketch, it will then update this part. The next part, the reference is that, so on and so forth. So you can pretty much build all of your parts off of one another, off of a base sketch. So if you change the base sketch, like those doors I was talking about, it will then update the next parameter and everything linked after it.
So if we look at our field, go to our home view-- is this thing not showing up? Where did you go, Mr. field? You can always edit your drive part and look at it. All right. I'm guessing that my view is probably not showing it up. So what's that?
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Oh, did I? Yeah, that'll help. Thanks. So that's how it comes in as far as that goes. You basically now have a solid body that is a surface that you can then use as a reference. So we're going to go to our sheet metal, and we are going to start a 2D sketch. And--
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Yeah. So anything that you changed in that original part is now going to basically bleed through into this part.
AUDIENCE: How can you unlink that?
KELLY YOUNG: You right click on it, and say break link right here. Say break link with base component or suppress link with base component. But if you do that, hypothetically, let's say, break link with base component, then you can say delete. And then it basically kills the whole thing.
AUDIENCE: But it will [INAUDIBLE], right?
KELLY YOUNG: Well, it'll break all the length, like the--
AUDIENCE: [INAUDIBLE] keep the part.
KELLY YOUNG: Yeah, uh-huh. Right. Well, unless-- kind of. So when you delete it, if there's any geometry that is specific to the original parts, you might have to reconnect it or break those actual projected geometry links. But in a general sense, it'll keep your part, yes. So if you break it, it'll just kind of stay there as a dummy solid in the background. But it won't update when you update the main part.
AUDIENCE: Can you then use that to make another part [INAUDIBLE] similar?
KELLY YOUNG: Correct.
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Well, yeah. And so the main thing about that is that if you use the vaults, and there is a thing called copy design, what it does is it basically-- let's say I have an assembly of 20 parts. And they're all linked parametrically through the derived component. And you're like, well, crap. I want to make this whole thing, but I don't want to have to redo this. If you do copy design through the vault, you can rename specific parts. And then it'll basically make a copy, or you can say only this single part. So depending on if you want the base component to be linked and then have separate other instances of the top levels, that's kind of how you control that, the easiest way.
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Yeah. And without the vault, you can use iLogic design copy, which is if you have a fresh session open, it's in the top little tab there. And you could basically select it, grab the main top level assembly, and it'll list it out. I can show that here in a moment if we need to. But there's a couple of different ways to do that. But yeah. That is the best way to go with that.
So getting back into it, let's go to start 2D sketch, and let's let this inside face. So, basically, hold down Shift. And you can kind of rotate it around a little bit. And you'll notice that, OK, we have this part here. I'm going to do our project geometry, or if we hit P, we now have our hotkey setups. And now our project geometry comes up. We don't have to find this. So we can start going a little bit faster.
So I'm going to select this inside edge. So you can basically say, all right, I'm going to zoom in. I want this inside edge, all right? I also want this inside edge. And again, this is [INAUDIBLE]. So we're now going to build a two-point rectangle. We're going to select that bottom right here. And come up. And I'm just going to click anywhere, just for good measure. These are the constrain commands. These are going to be very helpful for you. Make sure that every single sketch forever-- put this in your brain-- is fully constrained.
Currently, in the bottom right hand corner, it says two dimensions needed. There are many cases that come through that basically are because of this issue. If you just had it right here, you're like, it's closer. That's good enough or whatever. If it's not fully constrained and then you make the sketch change, and that's not set, all of a sudden it's going to be weird, and you're going to have something not linked together.
So in this instance, we are either going to use the coinciding constraint, or the [? clinear ?] constraint. At this point, I'm going to use that, zoom in, select my corner, select my other corner. Now they're locked in. Now it says we still have one dimension needed. If you're sitting here going, I don't know where that is-- where is my dimensions as needed-- well, you can see by the color. If you right click, and you say, show all degrees of freedom, it'll then have this little red line that comes up.
Basically, it says, oh, this is the only thing that moves in that model. So we need to set this dimension. And we're going to call this one-- what are we calling this one? Inside wall height equals 4. Now, if we set that-- and let's say that we didn't know what it was-- you can always go back and edit it, and then call it something else equals. And it'll override that dimension. And you'll always know in the top right here it says what that dimension is.
So if we basically didn't have it, it would basically just say D2, or something like that. And also, notice I didn't get a constraint warning. It just pops in the reference dimension. If you ever dimension anything, that's awesome. Otherwise, it will get angry at you and say, hey, did you know that this is going to be a reference dimension? And you're like yeah, I did. So we're going to go ahead and finish our sketch, and we're going to create a face.
If we look at the side view, we're going to make sure that it's go in the right direction. Because otherwise, if we went this way, it's going to basically smash into the other part. So make sure it's going the right way, and hit OK. So now at this point, we're going to create a couple flanges on the inside edge. It's going to come off this way. And we're going to name that one top width right here equals 4.
So creates a little thing. Now we're still in the command. You know what? We want to make another one. So let's come over to the other side. And let's have it go down. And then this is going to be our outside wall height. Call that equals 12. So this is one of the things that I wanted to show you. So a lot of things I'm doing aren't phenomenal. But what I want to show you is if you're going to make something like this, and you don't have a dye can fit in there, you're going to have problems, and you're going to get yelled at.
I have done this firsthand. I've created something, thought it was magical, gave it to the guy, could not make it, yelled at me. I'm like, oh, [? I'll say. ?] It was great. So as far as that goes, now we have our little part. But we want to have a corner come into it. All right, so this is where we're going to do a little couple a little plane tricks here. So we're going to select our regular plane. We're going to select our face. Then we're going to select this outside edge. It's going to ask you what degrees you want. We're going to put 135.
So that pretty much gets us a corner. From there, we're going to do start a sketch on any of these little faces on the outside here. And if these things are ever in your way, you can just right click on them and say visibility and turn it off. So there's two different ways. We can either project geometry, or we can do project cut edges. Sometimes it's a little dangerous if things change. But if you set it up properly, project cut edges will work just fine.
So if I do project cut edges, it basically grabs anything in the sketch, including these guys. So it grabs the whole thing. Finish our sketch. So now you'll notice that we have this whole entire yellow area. We are going to then go back to our 3D model and do extrude. And select that. And then we are going to go to [? 2. ?] And then our visibility is off, but we know where it is. So we can just find it from the browser tree and extrude it to. Hit OK.
So now you m oh, we've got this fancy little part. And I go, you know what? I don't want this on anymore. So you go up to the field. This is where that surface body is. You right click and say visibility. So now we just have our sheet metal part. So from here, we're going to go ahead and mirror this feature. So find it in the tree, grab it, go to the origin, grab our middle, and it will give you a little preview, and hit OK.
So at this point, now we have our sheet metal little part. Let's go ahead and save just because. And we're going to call this one-- what will we call this one? Doo, doo, doo, oh, let's call this one side. Then it's going to ask you, OK, do you want to save the original one too? Say yep. All right, so this is kind of what I want to show you is not the best practice as far as making this little part here because if we go to our sheet metal flat pattern, anybody see any problems?
AUDIENCE: [INAUDIBLE].
KELLY YOUNG: Mm-hmm. So this is impossible, because if we actually look on the side here, we zoom in, it's got angles on it. So this is pretty much one of the things that you can do is-- here's the look at, by the way. It's a really good one. You basically want to get to the flat face. So at this point, we are going to create a sketch. Actually, I take that back. We're going to go back to our folded part. Up here is the unfold command.
Now this is nice because it basically unfolds everything we just did. So we're going to select this front face, select all of our bends, and apply. So that way, it unfolds our parts and makes it flat. But we're actually not in the flat pattern. We're still in the modeling environment. So we're going to start a 2 sketch on our front face here. And we're going to either project cutter edges, or project the geometry. At this one, I'm going to project the geometry of here, of here, and of here.
And it fails to project. So instead, we're going to actually project the outside edges because it doesn't do the loop selection. I'm going to flip our part around, do the same thing over here. Loop select, loop select. And this one is not going to let us, so we're just going to select all of our geometry.
Finish our sketch. So at this point, we can use the cut command. It's basically like the sheet metal command, but it'll basically cut through the entire part at the sheet metal dimension. And then we hit OK. So that basically clears up any of those weirdnesses is that we had. So now we basically have a flat part. We can mirror all that cut across to our center plane. So if we zoom out, we find our center plane. And having symmetric parts is helpful. It lets you use the mirror command so you don't have to double things up.
So then at that point, we say I want to refold it. We select the initial face that we had. We select all our bends. We hit OK. We're back to our bent part. And if you zoom in on it, we now have better bends on here. If we go to our flat pattern, we know that now we have this smooth transition. So to basically get back to your point earlier of having these weird things. At this point, you can go back through when we're in that unfolded, refolded area and make this a little bit nicer and smoother if we need to.
So pretty much, a lot of the sheet metal times that I've ever done is get close, dial it in, and then you have your part. After the fact, you can draw on this, and draw lines exactly where they are, and use the bend command. It's not the best practice, but it works as far as that goes. So now that we have our part, I'm going to show you exactly how to space things evenly. There's-- I'll show you how to do it. So let's create a sketch on this face right here. I'm going to create two points, one at the start, one at the end. Now, points are nice because they'll automatically pick up certain things, like the whole command, the iFeature command, and the punch command.
So those are good for basically locating features. We're not going to really get into the iFeature and iPunches things, but I'll show you where they are. So first thing we're going to do is dimension from the outside edge to the center of the hole. And we're going to call this one hole offset equals 2. So basically, it says that hole's there. If we do this dimension, remember, we're using hotkey of d. You can select the initial dimension. It'll rename it to whole offset automatically. And hit Enter.
So now any time this number changes, this one will as well. And again, we're going to do the same thing to the bottom. And we're going to leave that one whatever it is. We don't care. It's just generally where it is. So from the top one, if we rotate it a little bit to there, this one is going to call in a reference dimension. So you're like, well, why is this one referenced and this one's not?
So if we go back to the initial one, and select the first one, it'll split the difference. And those two will be equal forever. So any time we change that for height, this will stay in the middle. So if we change it to six, it'll be three on top, three on bottom. So using the reference equal to the initial placement of the dimension will always keep them in line.
So this one over here, if we right click and say show all degrees of freedom, we notice that this little dot can go everywhere. So up here in our constrain commands, we have the horizontal constraint, and we have the vertical constraint. So if we select the horizontal, you can see that little orange line that shows up. If you select that point, and then come over and select this other point, now these two points will be forever in line.
So the good thing about having the sketch dimensions and using all these constraints is that you don't actually have to set up that exact same thing. You could. It would do the same thing. But it's a little bit easier because you're not having to control it as much. You just say, hey, that point is going to be the same as that point. Now, we're going to create a dimension between these two.
This reference dimension, D33, so we're going to remember that D33 because we're going to change that in a second. But we finished our sketch. Let's go up to our parameters. Let's go find our D3. Where are you? There you are. So we want to reference this one explicitly. And we are going to call this one whole span. That's pretty much the distance between the holes and where it goes. At this point, we are going to create a hole.
Whenever you create the hole command, any points that you have that are active in a visible sketch will get caught and say, hey, I want to make these. So we're going to basically select the right one, hit Control, and deselect it from the selection. So we only want the first hole, all right? In this hole command, there's some cool stuff that comes out in the new 2020. You can set up presets.
We're not really going to get into that, but you hit New Preset. And so if you use something often-- so beforehand, you'd have to do it every single time. Now you can have select presets. And you can save for future use. So at this point, you can you set up simple holes, clearance, tapped, tapered, go through all these things. But we're just going to do a through all. So it's basically going to come through both sides all the way. And add a dimension of-- what's our dimension at? a quarter? Sure.
Oh, that's really tiny. Let's do a 1.
OK, so there's our hole. Now, we want this thing to be basically a rectangular pattern. So we're going to select the hole itself. Sometimes it's hard to select, so you just come over here to the browser and grab it. So our direction one is going to be along that edge. You'll notice that you can flip it either direction. So this one we are going to call rail number equals 12. And then our rail compute equals hole span. And then we're going to put divided by 11. Does that work? It might not because I probably spelled hole wrong. Good job. There you go.
So if you actually expand this little thing, it says list parameters. So if you don't know what the parameters were, you can say list parameters, and it'll actually bring up all the parameters available to you. So you can click them from here, and it'll drop it in. So that's a nice little easy workaround for that. OK, so now we have that basically 211, and it does it immediately. We're going to actually go back in and basically edit this whole pattern, the rectangular pattern, this one.
So now that we defined this rail number, we're going to go back into this pattern, do little parentheses, and then we're going to call that one rail number that we just set minus 1. So basically, what that's doing is saying this whole entire span is going to be x amount of numbers. And it's going to update to minus 1 of whatever the number is. So anytime that we change this master length, this will update accordingly. So if we want to test that out, let's hop back over to our field.
Let's go to View, User Interface, iLogic. So sometimes it kicks it out. You can basically just drag it, drag the whole thing up, and it'll lock right there. So that's where we want it. So that's a little finicky thing. But we're going to go to our forums. I always like using forums because it accesses your parameters very quickly and easily. If you right click and say Add Form, it brings up your form editor. So we can basically Shift select all of our stuff, drag it to the right-- easiest way to do it.
You can rename your form, if you want to, and you can get crazy with some of the other stuff, where basically, you can do the visual style. You can actually add little pictures in here. The way that you control it is different style buttons, like let's say length. You go down to the bottom, and you say the behavior is-- where is it-- control type, text box, or a slider. So the slider's right over here. So you can kind of see. You can just drag it. And you can send the min and max.
So we're just going to leave this as just a text box for now. So here's our little form. We can basically drive this. So we're going to drive this to 42. It should change. I'm going to update this one to, let's say, 65. And hit done. So now when we go back to our side part, hit this Update The Model. OK. And something broke. Let's check out what broke.
Did everybody else's break too? Let's see what happens. The hole got angry. Why did the hole get angry? Let's check it out. Something didn't stick. What didn't stick here? Looks like this projected geometry got broken. So for some reason, I projected the wrong edge or something happened. So let's project this bottom edge and fix our stuff.
So a lot of this is basically figuring out where things are stuck, why things are fixed. So let's see. Let's go back in time to here. OK. So everything looks fine except for these projected points Because our point here-- let me delete that. OK, and I'm going to delete that. Where is this going? And this geometry-- so a lot of times you can start over and basically delete everything out, and then reproject geometry. You can project this face if you want to, project this edge, dimension. Dimension-- select this one. All right, so let's try that again. Oh, boy.
Well, anyway, it worked before. So what I was going to say is, one thing we can do is go to our Open. And if we find from our desktop, we basically go into our data sets, and then find our actual class, which should be Inventor sheet metal from start to press. Go to our table. Go to our workspace. And actually bring up our end table.
And right. This did not work out well. OK, so apparently, it's using the other table from the field because my project file isn't good. So what I'm going to do here is I'm going to get out of here real quick just so I can show you some stuff. And you can change your project file. So we're going to go Browse.
So whenever you pack and go a material, which I'll show you in a sec, and we get into our Inventor sheet metal-- let's see-- all right. Done, Open-- it should bring you back into, basically, here, and grab all the right parts. So here's our foosball parameters. So this one should work because I actually tested this.
So as far as that goes, here's our fully parametric foosball table, and all of these parameters should update accordingly, and the spacing should be fine. So another thing is using lofted flanges, so basically, making a shape like so. On this one, we basically had our surface bodies from our solids. So if we look at our surface bodies here, we referenced our side material, and we referenced this material. We basically projected the geometry of the opening and flanged between the two.
A lofted flange basically takes a single line profile and another single line profile, and connects the two, and automatically creates a contour at the thickness of the material. So when you go to your flat pattern, you got something crazy. All right. Now from the iLogic here, this is where advanced features come in. You basically set up a rule. And I kind of show you where these things are because once you get into it, it's more about feeling comfortable, at least accessing these iLogic stuff. At first, you're going to think I'm terrible at coding. I'm not the best. I'll admit that. But doing simple iLogic routines actually are very, very powerful.
So what this is doing is basically, from the actual master foosball table, you have all of your, basically, parts underneath it. And in here, you have your user parameters and your model parameters that we set up from before. So if we're down, let's say right here, all you do is select your width, and it drops it right down. So all of these things on the left are hotkeys that basically go through and tell you what you want to do. So there's an entire forum based on customization. that's all about iLogic. So if you have a certain thing that you want to do with your models, I would highly encourage you to go to the Inventor customization forum and post your question, or search through there and say, hey, here's my model, or here's an example of my model, or a dummy model that you've created.
And you want to do something with it. There's hundreds and just example biologic routines that you can do. In the actual handout, there is a link to a forum post where a guy named Sasha Mae in Germany posted about 30 different models and they're all iLogic and parametrically driven. So you can basically access them. Let's see if the internet works. Let's see.
So in here are all sorts of example parts. So if nothing else, this is the repository of how to steal all of the iLogic embedded into these parts and use them for your own use. I would highly recommend downloading every single part of these and going through, and looking through the iLogic of these. There's flanges, there's contours, there's basically how to put an image in here. This is driven by all of these parameters. And it'll update the parts. Pretty much exactly what I'm showing you how to do, but on a grander scheme. And it's already done and documented.
So as far as that goes, it goes through and shows you how to do it. And you could basically draw this sketch, and it'll update accordingly when you change all of the stuff and fill it with holes. So if that's something you do every day, if you're doing punch stuff like that, it'll update like so. For instance, this, this is a staircase. You can make it any size, shape, or form. You can put different rails on it.
These things will swap them in and out. So if anything, this site is invaluable for your use and doing sheet metal stuff because you can disseminate the code and figure out exactly what's going on. And all these are just collected from the internet from Mr. [? Sasha. ?] He's awesome. And so he's active in the forum as well. So that's the only way I learned how to do it is by basically reading all these other guy's posts. So as far as that goes, that is how you access the iLogic area. It is daunting at first. But once you get a general use of it, it's very, very powerful.
So as far as that goes, you can see that the surface is on. So if we basically went back to the return here, and turn them off, and-- let's see-- visibility. If you wanted to do that quickly up in View-- this is one thing that I wish I would've known a long time ago-- you have all work features, where you can basically turn them all off and on at the same time. And I think-- am I over time now? OK.
[APPLAUSE]