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Skeleton Models

pro/E help says:
Skeleton models capture and define design intent and product structure. Skeletons allow designers to pass along essential design information from one subsystem or assembly to another. This essential design information is either master definitions of geometry or copied geometry from designs defined elsewhere. Any changes made to a skeleton change its components as well.
The use of a top-level skeleton model allows you to control the following information from a central, top-level location (from the top down):
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Product structure
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Locations of interfaces between components
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3D space claims
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Connections and mechanisms</LI>[/list]
Individual skeleton models can be used to build the components from the bottom up. This method ensures a robust design with the design information communicated smoothly throughout the assembly.
<H1>About Skeleton Models</H1>
When you use a skeleton model, you set the design and motion intent at the beginning of the design process for a part or subassembly. A skeleton model, placed in the assembly and propagated with it, can be developed independent of the assembly and inserted seamlessly at any time. A skeleton model can be used in more than one assembly.
A skeleton model can be created at any time in the design process. The system always lists and regenerates the newly created skeleton model before all the other components and assembly features.
There are two types of skeleton models: standard skeleton models and motion skeleton models. Standard skeleton models are created in an open assembly as parts. Motion skeleton models are subassemblies that contain design skeletons (standard skeletons or internal sketches) and body skeletons. Skeletons are created using curves, surfaces, and datum features. They can also include solid geometry.
Although skeletons models can only be created in an assembly, they can be retrieved, manipulated, and saved as ordinary parts (standard skeleton models) or assemblies (motion skeleton models). Body skeletons are automatically saved as parts when they are created.
Before creating a skeleton model, consider the following points:
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Only one motion skeleton can be created or inserted in an assembly.
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Multiple standard skeletons can be created in an assembly when the multiple_skeletons_allowed configuration option is set to yes.
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A skeleton model is similar to any other assembly component. It has features, layers, relations, views, bodies, and so on.
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External reference control settings can be used to restrict geometry and assembly placement references to skeleton models only (Edit > Setup > Ref Control > Skeleton Model). These options control references for all skeletons in the assembly.
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Skeleton models can maintain their own family tables. This means that assemblies can maintain different skeleton instances across a family table.
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All simplified representation functionality available in Part and Assembly mode is available for skeleton models (beginning with Pro/ENGINEER 2001).
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Skeleton models can be selected By Rule when managing simplified representations.</LI>[/list]
Skeleton models do not show up in the BOM unless you specifically include them (Info > Bill of Materials). They do not contribute to mass or surface properties. They can be displayed in drawing views and can be included during the creation and manipulation of simplified representations and external shrinkwrap features.
Skeleton parts and motion skeletons are placed in the Model Tree before components with solid geometry. Because the functional characteristics of skeletons are different from other components, they are identified in the Model Tree and Mechanism Design Model Tree by:
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skeleton_part_uvi.gif
 

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