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View attachment 4075
I created the above by creating a helical sweep of a surface .06 wide offset from the axis by .25 (.50/2) with a pitch of 2.00. Then I patterned the surface about the center axis 180 degrees. Create a boundary surface between the 2 quilts, merge them all together and solidify.
even simplier would be warp with twist.... 2 features ... but it's kind of a funky feature... doesn't seem to allow much in setting values or relations. kind of a drag value thing.. not real discreet.
vss, you have 3 features, your spine and x horz traj.... 2 equal parallel lines;
your 1st vss to create the helix... with can be setup with parameters to base turns on length.. then your 2nd vss to drive the rect. using the base spine and the curves produced by the 1st vss, you can get around the boundry blend and solidify.. go right to solid.
it's one of those how many different ways to get there.. I like equations too, it's a good method, both eq & vss seem a little tricky at first, it just one of those things you have to fool around with till it makes sense
it's really boils down to what you're the most comfortable with.
It seems like warp should give you more options for relations and parameters, if you info it out..it doesn't say diddle.
Yes, Warps seem to generate entirely new geometry that is only based on the original. If your warp is referenced by subsequent features and the warp suppressed, those features will not fall back to referencing the originals. Neither can warps be made to reference other geometry to determine the amount of warp.
well then you know what I mean about the lack of discreet ref. like in the twist the blade...
you can input the angle, though it doesn't seem they can be parameters... inf out of the feature or model doesn't give me a variable to reference to... and it kind of a drag type reference..
typed this pretty quick.. watching some of the games
any tips , or is it kind of a kludge
this twist a blade every 2" should be a perfect thing for warp ... but it's kind of funky
I'd do this as a variable section sweep. You need:
A curve representing the axis (shown in red) as the origin curve of the sweep.
A rectangular section .060 x .5 sketched at 45 degrees from horizontal.
The section should have a construction line running from the center to the midpoint of the .060 wide side of the rectangle. Add and angular dimension between the horizontal to the construction line. That angular dim, because it is anchored to the construction geom, can take on values greater than 360.
Last add a relation to the sketch something like sd16=trajpar*360*d0/2 sd16 is the angular dim in the sketch, d0 is the length of the origin sketch.
With all that, changing the length adds or removes turns, keeping the same pitch. This one twists 360deg/2" and is 4" long.
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