[burpg] Re: CAD Standards and Drawing Template

  • From: Cory Absi <cory.absi@xxxxxxxxx>
  • To: "burpg@xxxxxxxxxxxxx" <burpg@xxxxxxxxxxxxx>
  • Date: Sat, 21 Jun 2014 23:03:34 -0400

I can give a workshop on this for anyone interested or explain this stuff to 
people still in Boston.  Don't be ashamed to admit you don't know the 
conventions I didn't until my Senior Design when I wasn't orienting parts 
correctly in an assembly.  This is not something that is taught in CAD 
(depending on your professor) and some of you have not even taken the course 
yet.  Please feel free to contact me any time with questions.
-Cory

Sent from my iPhone

> On Jun 21, 2014, at 2:06 PM, Armor Harris <armorharris@xxxxxxxxx> wrote:
> 
> Hey guys,
> 
> A couple of things that I wanted to throw out there now that more people are 
> doing CAD and making drawings. 
> 
> 1) The origin of your part or assembly needs to be in a logical place. Your 
> model should not be floating in some random point in space. For example, in 
> my model of the full up rocket, I have the origin located at the tip of the 
> nose cone with one axis pointing down the length of the rocket. This does a 
> few important things:
> 
>   -Whenever I compute the mass properties, the center of gravity will be 
> computed as a distance from the nose cone and all of the moments of inertia 
> and stuff will be right. 
> 
>   - I can see inside in two planes by clicking the section view button at the 
> top of the view window
> 
>   - Complex drawing views will look right if the origin is in a good spot
> 
> 2) Everyone should use Solidworks 2013 as a standard for compatibility. If 
> you don't have it, we will hook you up with it.
> 
> 3) We have a drawing template that you really should use. It has the proper 
> tolerancing built in- I have no idea why the default solidworks template 
> doesn't show three decimal place accuracy, for instance. It's in Reference -> 
> CAD Standards and there is a PDF with installation instructions. 
> 
> 4) All parts need to be numbered. If it's a part that we buy, use the 
> manufacturer's part number. If it's a part that we make, give it a logical 
> numbering scheme. Sindel uses TSXX for all of the test stand parts, the Mk 3 
> was 300-400, the Mk IV was 400-500, and I use 500-1100 is for the Mk V. 
> Ground parts should start with G or something. This prevents confusion when 
> referring to parts. If I say "aft bulkhead" there's like three of those in 
> the rocket. But if I say "704" then everyone knows what I'm talking about or 
> can go look it up in the CAD folder. 
> 
> 5) All models need to have the material specified
> 
> 6) Use color for clarity- don't be afraid to make all of your parts a 
> different color so it's easy to see how it fits together. 
> 
> 7) Don't use the built in o-ring tool. It can be right if everything is set 
> up perfectly, but it takes all of the thinking and tolerancing out of it. All 
> of the o-ring glands that I have seen generated with the tool have not been 
> right. 
> 
> I think that's it for now. Hope that helps, as it will make communication a 
> lot easier when it comes to models. 
> 
> Best,
> Armor 

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