Copyright: © 2003 CADKEY Corporation


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Major Topics  2D/3D Wireframe   Advanced 3D Modeling   Data Exchange (Translation)   Assemblies   Composites  -----------------------------------------------------  Install / Licensing   Configuration (by File)   Global Configuration   Customizing CADKEY  ------------------------------------------------------  Macros   Calculator   CADL Help    Feature and Fastener DBF Customization		Online Documentation Topics  Full Top Menu Function List  --------------------------------------------  What's New in CADKEY V21.5   Getting Started  --------------------------------------------  Keyboard Shortcut Files

CADKEY Workshop V21.5 Online Help System – 10/3/2003


WHAT'S NEW IN CADKEY V21.5

•	Display performance improved in layout mode

•	Performance of rendering HLR/HLD improved

•	Performance of placement of dimensions on HLR/HLD instances improved

•	Display handling of TrueType fonts improved

•	Selection performance improved

•	Printing performance improved

•	Calibration tools added to Print/Plot Configurations to setup 1:1 output on trouble devices

•	Solids modeling robustness improved (ACIS 11 integrated)

•	Improvement to import and export of DXF/DWG, focusing on dimensions and other detail entities

•	Improvements to import and export of IGES files

•	Improvements in converting PRT files to CKD

•	Compress function added to flatten drawings and remove duplicate and overlapping entities

•	Surface Matching function added

•	Section View and Xhatch functions now handle Part References

•	Gear, Rack and Spring Mechanical Elements functions added

•	New Generic Burst function simplifies breaking down complex entity types

•	New Instances "attributes" dialog contains all settings specific to an Instance

•	New optional Gradient background (separate top and bottom background color settings)

•	Optional always black edges in flat shaded, shaded and shaded with wireframe render modes

•	CADL now supports level, file load and save, and Exec functions

•	Support for ISO/JIS open arrowhead style added


TOP MENU FUNCTIONS

Menus

 File Menu

Data Exchange

Workshop EX Data Exchange

 Edit Menu

 View Menu

 Create Menu

Advanced Modelling

 Modify Menu

 Detail Menu

 Transform (XForm) Menu

 Layout Menu

 Tools Menu

Fasteners, Features,  Shapes, Mechanical Elements

Macros

Customize

Program Options

Online Calculator

Assemblies

 Add-Ins Menu

 Window Menu


CREATE MENU

The options contained within the Create Menu provide you with the tools needed to create various entities to fit your specific design practices.  These options are available from both the Create palette, and the Create pull-down menu.  When creating these geometric entities, it will be important to keep the following in mind: • Curves include lines, arcs/circles, conics, and splines. • Points appear on the screen as plus signs (+). • Geometric entities are recognized as whole units.  • Set the construction parameters for the part you want to create, such as the display view, level organization, construction modes and length of entities.   • 2D/3D construction mode refers to the creation mode when the 2D/3D Construction toggle is set to either 2D or 3D.  This toggle is accessible from Edit>Settings>2D/3D or from the icon in a toolbar. • In 2D construction mode, entities are created at the current construction depth.  Set this using the Depth setting in the Settings Window or from the View>Construction Depth option in the pull-down menu.		Create Menu Topics  Line   Arc   Circle   Point    Rectangle   Polyline   Spline   Conic   Mesh   Segment  Lights


Create Pull-Down and Palette Menus

The Create pull-down and palette menus, respectively, are shown below.  The palette menu appears in the interface by default, but its appearance can be toggled through the View>Control Bars Menu.  The pull-down menu is accessible from the Menu Bar.

The Create pull-down menu, with the Create>Primitive submenu displayed

The Create Modeling palette menu

The Create Advanced Modeling palette menu


Line

The options available in the Create>Line submenu can be used to create line entities by several varying methods.  These options will appear when Line is selected from the Create Menu.  When creating lines, it will be important to keep the following in mind:

•	Lines can be created tangent to arcs, circles, conics and splines.

•	Lines can be created perpendicular to lines, arcs, conics, splines, polylines, and polygons.

•	In 3D construction mode, lines are created in the plane that is defined by the selected entities.  Also, the selected construction entities and reference positions must be coplanar.

•	In 2D construction mode, the line is created and the reference entities are projected to the current construction plane.

•	Use Edit>System Settings>Line Limits to determine the length of the new line.

The following functions are available from the Create>Line options.  To view information on a specific function, click on the appropriate link below:

By EndpointHIDS_LINE_ENDPOINTS

Line String

Polygon

Parallel Position

Parallel Distance

At Angle

Horizontal

Vertical

Both Horizontal and Vertical

Tangent to Two Entities

Tangent to a Position

Tangent and Perpendicular

Perpendicular to Two Entities

Perpendicular to a Position

Perpendicular and Tangent


Create>Line Menus

The Create>Line pull-down and palette menus are shown below.

Create>Line pull-down menu

Create>Line palette menu


Endpoints

Creates a line by indicating new end point positions.  Keep in mind that:

•	In 2D construction mode, lines are created and reference entities projected along the current construction plane.

•	In 3D construction mode, the 3D coordinates of the indicated points are used as the end point of the line.

To create a line by endpoints:

1)	Select By Endpoints from the Create>Line options.

2)	Indicate a start point for the line.   As you move the cursor from the start point, rubber banding occurs.

3)	Indicate the endpoint for the line.


String

1)	Creates a string of lines where the end point of one line is the starting point of the next.

2)	Select String from the Create>Line options.

3)	 Indicate the starting point of the first line.   Rubber banding occurs when you move the cursor from the starting point.

4)	Indicate any additional points.

5)	Choose [Esc] to end the string.


Polygon

Creates a polygon shape with equal-length sides consisting of line entities.  Keep in mind that:

•	In 2D construction mode, the polygon is created in the current construction plane.

•	In 3D construction mode, the polygon is created in the plane that is parallel to the current construction plane and that passes through the indicated reference point.

•	The fewest number of sides a polygon can have is 3.  Note that there is no upper limit.

1)	Select Polygon from the Create>Line options.

2)	Enter the number of sides in the polygon.

3)	Enter a rotation angle for the base of the polygon.

4)	Choose one of the following:  Corner, Flat or Side.

The Corner option measures the radius from a vertex of the polygon to the center.

The Flat option measures the radius from the center perpendicularly to the side of the polygon.

The Side option uses the radius as the length of a side.

5)	Enter a positive radius value.

6)	Indicate the center of the polygon.  The center of the polygon is a point equidistant from all vertices.


Parallel through a Position

Creates a line, parallel to an existing line, through a position that you specify.  Keep in mind that:

•	In 2D construction mode, the line is created parallel to the projection of the reference line, and the line passes through the projection of the reference position.

•	In 3D construction mode, the parallel line is created in the plane formed by the reference line and the reference position.

1)	Select Parallel through a Position from the Create>Line options.

2)	Select an existing line as the reference for creating a parallel line.

3)	Indicate a reference position for the parallel line to pass through.


Parallel at Distance

Creates a parallel line at a specified distance from a selected reference line.

1)	Select Parallel at a Distance from the Create>Line options.

2)	Enter the distance from the reference line at which you want to create the
parallel line.

3)	Select an existing line as the reference for creating a parallel line.

4)	Select the vector indicating the side of the reference line on which you want the parallel line to appear.


At an Angle

Creates a line at a specified angle from an existing line.  How the line is created will depend on the construction mode.

•	In 2D construction mode, the reference line is projected onto the construction plane, rotated by the rotation angle, and then translated so that its end point is at the projection of the indicated position onto the construction plane.

•	In 3D construction mode, the reference line is rotated by the rotation angle, and then translates it so that the end point is at the indicated position.

•	The rotation angle you specify is relative to the construction-view Z axis.

1)	Select At an Angle from the Create>Line options.

2)	Enter the rotation angle.

3)	Select a reference line near the end that you want to use as the origin for the new line.

4)	Indicate the end point for the angled line.

Line created using Angle


Horizontal

Creates a horizontal line through an indicated reference position, parallel to the construction view X axis.  The line is extended to the length of the viewport.  If the selected point is not displayed on screen, a 1 unit-long line is created at the specified point.  This is true for the Horizontal, Vertical, and Horizontal/Vertical functions.

1)	Select Horizontal from the Create>Line options.

2)	Indicate a point for the horizontal line to pass through.


Vertical

Creates a vertical line through an indicated reference position perpendicular to the construction view X axis.

1)	Select Vertical from the Create>Line options.

2)	Indicate a point for the vertical line to pass through.


Horizontal and Vertical

Creates two lines, one horizontal and one vertical, through an indicated reference position.  One line is parallel to the construction view X axis and the other line is perpendicular to the construction view Y axis.

•	In 2D construction mode, the line is created and projected the reference position to the current construction plane.

•	In 3D construction mode, the line is created in the plane that is parallel to the current construction plane and that passes through the indicated reference position.

1)	Select Horizontal and Vertical from the Create>Line options.

2)	Indicate a position for the intersection of the two new lines.


Tangent to Two Entities

Creates a line tangent to two selected entities. Only one of the entities can be a point, however.  Keep in mind that:

•	When you are in 3D construction mode, make sure the two entities you select are coplanar.

1)	Select Tangent to Two Entities from the Create>Line options.

2)	Select the first tangent entity, near the point of tangency.

3)	Select the second tangent entity, near the point of tangency.

Line created with Tangent to Two Entities


Tangent through a Position

Creates a line tangent to a selected entity through a reference position that you specify.  Keep in mind that:

•	When in 3D construction mode, make sure the entity and position are coplanar.

•	If the reference position is on the selected entity, the line will extend to the viewport boundaries.

1)	Select Tangent through a Position from the Create>Line options.

2)	Select the entity.

3)	Indicate the position through which the tangent line will pass.

Line created with Tangent through a Position


Tangent and Perpendicular

Creates a line tangent to the first selected entity and perpendicular to the second selected entity.  Only one of the entities can be a point.  Keep in mind that:

•	In 3D construction mode, make sure the entities you select are coplanar.

•	If the points of tangency and perpendicularity are coincident, an error message will appear stating that the entity could not be created.

1)	Select Tangent and Perpendicular from the Create>Line options.

2)	Select the first entity, near the point of tangency.

3)	Select the second entity, near the point of perpendicularity.

When Line Limits are set to Function, the line is created with the points of tangency and perpendicularity as its end points.  When Line Limits are set to Viewport, the line passes through the points of tangency and perpendicularity, and extends to the viewport limits.


Perpendicular to Two Entities

Creates a line perpendicular to two selected entities.  Remember that when in 3D construction mode, the selected entities must be coplanar.

1)	Select Perpendicular to Two Entities from the Create>Line options.

2)	Select the first entity, near the point of perpendicularity.

3)	Select the second entity, near the point of perpendicularity.

When Line Limits are set to Function, the line is created with the points of perpendicularity as its end points.  When Line Limits are set to Viewport, the line passes through the points of perpendicularity, and extends to the viewport limits.

Line created with Perpendicular to Two Entities


Perpendicular through a Position

Creates a line perpendicular to a selected entity through a position that you specify.  Keep in mind that:

•	When in 3D construction mode, make sure the selected entity and position are coplanar.

•	If the reference position is on the selected entity, an error message appears stating that the entity selection was not valid.  You must then reselect the entity.

1)	Select Perpendicular through a Position from the Create>Line options.

2)	Select the reference entity.

3)	Select the position that the perpendicular line passes through.

Line created with Perpendicular through a Position


Perpendicular and Tangent

Creates a line perpendicular to the first selected entity and tangent to the second.  Only one entity, however, can be a point.  If the points of perpendicularity and tangency are coincident, an error message will appear.

1)	Select Perpendicular and Tangent from the Create>Line options.

2)	Select the first entity, near the point of perpendicularity.

3)	Select the second entity, near the point of tangency.

When Line Limits are set to Function, the line is created with the points of perpendicularity and tangency as its end points.  When Line Limits are set to Viewport, the line passes through the points of perpendicularity and tangency, and extends to the viewport limits.

Line created with Perpendicular to First Entity and Tangent to Second Entity


Arc

The options available in the Create>Arc submenu can be used to create arc entities by several different methods.  These options will appear when Arc is selected from the Create Menu.  When creating arcs, it will be important to keep the following things in mind:

•	Positive angles are measured counterclockwise from the start to the end angle.  Start and end arc angles can be negative or positive.

•	In 2D construction mode, the arc is created and the center and edge positions are projected to the current construction plane.

•	In 3D construction mode, a plane is located that is parallel to the current construction plane and that passes through the center position.  It projects the edge point to the plane and creates the arc in the plane.  Note that this only applies to the following functions: Center/Radius, Center/Diameter, Center/Edge, Start/End, and Radius/Two Positions.

The following functions are available from the Create>Arc options.  To view information specific to a particular function, click on the appropriate link below:

Center and Radius

Center and Diameter

Center and Edge

Three Positions

Two Tangents

Three Tangents

Center and Tangent

Tangent

Start and End

Radius and Two Positions

Offset Distance

Offset Position


Create>Arc Menus

The Create>Arc pull-down and palette menus are shown below:

Create>Arc pull-down menu

Create>Arc palette menu


Center and Radius

Creates an arc with specified start and end angles, a center position, and a radius.

1)	Select Center and Radius from the Create>Arc options.

2)	Enter a radius.

3)	Enter a start angle.

4)	Enter an end angle.

5)	Indicate a center position for the arc.


Center and Diameter

Creates an arc with specified start and end angles, a center position, and a diameter.

1)	Select Center and Diameter from the Create>Arc options.

2)	Enter a diameter.

3)	Enter a start angle.

4)	Enter an end angle.

5)	Indicate a center position for the arc.


Center and Edge Position

Creates an arc with specified start and end angles, a center position, and an edge position.

1)	Select Center and Edge Position from the Create>Arc options.

2)	Enter a start angle.

3)	Enter an end angle.

4)	Indicate a center position for the arc.

5)	Indicate a position on the edge of the arc.


Three Positions

Creates an arc with three indicated circumference positions.

1)	Select Three Positions from the Create>Arc options.

2)	Indicate a start position.

3)	Indicate an edge position.

4)	Indicate an end position of the arc.

You cannot indicate positions that are coincident.


Tangent to Two Entities

Creates an arc with a specified radius and tangent to two selected entities.  When creating arcs of this type, keep these things in mind:

•	In 3D construction mode, a plane will be created from the selected entities.  If both selected entities are lines, polylines, or vectors, then the plane will always be created.  This plane will be at the depth of the first entity selected if the entities are at different depths with respect to this plane.

•	If a plane cannot be created, or if in 2D construction mode, the arc will be created using the active CPlane.

1)	Select Tangent to Two Entities from the Create>Arc options.

2)	Enter a start angle.

3)	Enter an end angle.

4)	Enter a radius value.

5)	Select the first and second tangent entities near their points of tangency.  The entities must be coplanar.  The entities cannot be parallel lines.


Tangent to Three Entities

Creates an arc tangent to three selected coplanar entities.  When creating arcs of this type, keep these things in mind:

•	In 2D construction mode, the arc is created in the construction plane.

•	In 3D construction mode, the arc is created in the plane of the selected entities.

1)	Select Tangent to Three Entities from the Create>Arc options.

2)	Enter a start angle.

3)	Enter an end angle.

Select the first, second, and third tangent entities, near their points of tangency.

An arc created with Tangent to Three Entities


Center and Tangent to Entity

Creates an arc tangent to a selected entity with its center at an indicated position.  When creating arcs of this type, keep these things in mind:

•	In 2D construction mode, the arc is created in the construction plane, at the active depth when you indicate the center.

•	In 3D construction mode, the arc is created in the plane of the selected entity and the indicated position.

1)	Select Center and Tangent to Entity from the Create>Arc options.

2)	Enter a start angle.

3)	Enter an end angle.

4)	Select the tangent entity near the point of tangency.

5)	Indicate a center position for the arc.

The indicated center point cannot be on the selected tangent entity.

An arc created with Center and Tangent to Entity


Tangent to Entity and By End Position

Creates an arc tangent to the end position of an existing curve.

1)	Select Tangent to Entity and By End Position from the Create>Arc options.

2)	Select a tangent entity near the start position you want.  This position is used as the starting position for the arc.

3)	Indicate an end position for the arc.  The end position is projected to the current construction plane.

4)	Choose a direction for the arc, clockwise or counterclockwise.


Start and End Position

Creates an arc with an indicated start position, end position, and included angle.

1)	Select Start and End Position from the Create>Arc options.

2)	Enter the included angle of the arc.  The included angle is the angular portion of the arc that lies between the two positions you select.

3)	Indicate a start position for the arc.

4)	Indicate an end position for the arc.


Radius and Two Positions

Determines an arc with an indicated radius, and start and end positions.  The four possible solutions for the defined arc are displayed.

1)	Select Radius and Two Positions from the Create>Arc options.

2)	Enter a radius value.

3)	Indicate a start position.

4)	Indicate an end position.  One of the four possible solutions to the arc is displayed and prompt appears asking, "Is this the correct solution?"

5)	Choose either YES or NO. Choosing Yes accepts the displayed arc.  Choosing No displays another four possible arc solutions and prompts you again.

6)	Choose a solution.

A solution arc is not found when the end positions exceed the length of the diameter.  You must select new start and end positions.

Arcs created with Radius and Two Positions


Offset at a Distance

This allows you to create an arc (or circle) offset from a selected arc at a specified distance.  The new arc will have the same start and end angle as the original arc (or circle).

•	If a distance is selected that is greater than the radius of the arc, and the "inner" side of the arc is selected, an error will be generated and the arc will not be created.

•	If in 2D mode, and the arc is parallel to the construction plane, the arc will be created in the construction plane.

1)	Select Arc at a Distance from the Create>Arc options.

2)	Enter the distance.

3)	Select the reference curve to use as the basis for the new arc.

4)	Select the vector that will indicate the side to create the new arc on.

Arc offset (outside arc) at a distance


Offset through a Position

Allows you to create an arc (or circle) offset from a selected arc through a specified position.  The new arc will pass through this position.

1)	Select Offset through a Position from the Create>Arc options.

2)	Select the reference curve to base the new arc on.

3)	Select the reference point or position using one of the options from the Universal Position Menu.

Note that the Through a Position selection does not have to lie between the start and end angle of the arc.

Arc offset (outside arc) through a position


Circle

The options available in the Create>Circle submenu will allow you to create circle entities by several varying methods.  These options will appear when Circle is selected from the Create Menu.

The following Create>Circle functions are available from this menu.  To view information specific to a particular function, click on the appropriate link below:

Center and Radius

Center and Diameter

Center and Edge

Three Positions

Two Tangents

Three Tangents

Center and Tangent

Diameter Endpoint


Create>Circle Menus

The Create>Circle pull-down and palette menus are shown below:

Create>Circle pull-down menu

Create>Circle palette menu


Center and Radius

Creates a circle with a specified center position and radius.  When creating circles of this type, keep the following in mind:

•	In 2D construction mode, the circle is created and the center position projected to the current construction plane.

•	In 3D construction mode, the circle is created in the plane that is parallel to the current construction plane, and that passes through the center position.

1)	Select Center and Radius from the Create>Circle options.

2)	Enter a radius value.

3)	Indicate a center position for the circle.


Center and Diameter

Creates a circle with a specified center position and diameter.  When creating circles of this type, keep the following in mind:

•	In 2D construction mode, the circle is created and the center position projected to the current construction plane.

•	In 3D construction mode, the circle is created in the plane that is parallel to the current construction plane, and that passes through the center position.

1)	Select Center and Diameter from the Create>Circle options.

2)	Enter a diameter value.

3)	Indicate the center point of the circle.


Center and Edge Position

Creates a circle with a specified center and a circumference position.  When creating circles of this type, keep the following in mind:

•	In 2D construction mode, the circle is created and the center and edge positions projected to the current construction plane.

•	In 3D construction mode, a plane is located parallel to the current construction plane, which passes through the center position.  It projects the edge position to the plane, and creates the circle in the plane.

1)	Select Center and Edge Position from the Create>Circle options.

2)	Indicate a center position for the circle.

3)	Indicate an edge position for the circle.


By Three Positions

Creates a circle with three specified circumference positions.  When creating circles of this type, keep the following in mind:

•	In 2D construction mode, the circle is created and the positions projected to the current construction plane.

•	In 3D construction mode, the circle is created in the plane that is defined by the three positions.

1)	Select By Three Positions from the Create>Circle options.

2)	Indicate three positions on the circle's circumference.  You cannot specify coincident positions.


Tangent to Two Entities

Creates a circle that has a specified radius and is tangent to two selected entities.  When creating circles of this type, keep the following in mind:

•	In 3D construction mode, a plane will be created from the selected entities.  If both selected entities are lines, polylines, or vectors, then a plane will always be created without difficulty.  This plane will be at the depth of the first entity selected if the entities are at different depths with respect to this plane.

•	If a plane can not be created, or if in 2D construction mode, the arc will be created using the active CPlane.

Select Tangent to Two Entities from the Create>Circle options.

1)	Enter a radius value.

2)	Select the first tangent entity, near the point of tangency.

3)	Select the second tangent entity, near the point of tangency.

You cannot select parallel lines with this option.  Make sure the entities you select are coplanar.

The darkened circle is tangent to the diagonal line and the solid circle (far left)


Tangent to Three Entities

Creates a circle tangent to three selected entities.  When creating circles of this type, keep the following in mind:

•	In 2D construction mode, the circle is created in the construction plane, at the depth that was active when you selected the third tangent entity.

•	In 3D construction mode, the circle is created in the plane of the selected entities.

1)	Select Tangent to Three Entities from the Create>Circle options.

2)	Select the first tangent entity, near the point of tangency.

3)	Select the second tangent entity, near the point of tangency.

Make sure the entities you select are coplanar.

4)	Select the third tangent entity, near the point of tangency.

The darkened circle is tangent to the two diagonal lines and smaller (inner) circle


Center and Tangent to Entity

Creates a circle tangent to a selected entity with its center at an indicated position.  When creating circles of this type, keep the following in mind:

1)	In 2D construction mode, the circle is created in the construction view, at the depth that was active when you indicated the center.

2)	In 3D construction mode, the circle is created in the plane of the selected entity and the indicated position.

3)	Select Center and Tangent to Entity from the Create>Circle options.

4)	Select the tangent entity, near the point of tangency.

5)	Indicate a center position for the circle.

If a tangent circle cannot be created, because the indicated center position is on the selected tangent entity for example, an error message appears.  When this occurs, you will need to select a different center position.

Circle created with Center and Tangent to Entity


Diameter Endpoint

Creates a circle with two circumference positions that specify the diameter.  The circle is placed at the depth of the first point chosen.

1)	Select Diameter Endpoint from the Create>Circle options.

2)	Indicate each side of the circle's diameter using the Position Menu options.

3)	The circle is created at the depth of the first position chosen.

Circle created using Diameter Endpoint


Point

The options available in the Create>Point submenu can be used to create points by several varying methods.

The display size of points is dependant on the Graphics Marker setting under Tools>Options>Misc>Graphics Marker Size.

The following functions are available from the Create>Point Menu.  To view information specific to a particular function, click on the appropriate link below:

Position

Arc Angle

Curve Distance

Projection to Curve

Midpoint

Distance Interval

Number

Spline Nodes

Curve/Curve Intersect


Create>Point Menus

The Create>Point pull-down and palette menus are shown below:

Create>Point pull-down menu

Create>Point palette menu


At Position

Use this function to create a point at an indicated position.  When creating points by this method, keep the following in mind:

•	In 2D construction mode, the point is created and projects the indicated position is projected to the current construction plane.

•	In 3D construction mode, the 3D coordinates of the indicated position determine the location of the point.

1)	Select At Position from the Create>Point options.

2)	Indicate a position for the point.


On Arc

The On Arc function is used to create a point on an arc or circle.  Note that the 2D/3D construction mode has no effect on this option.

1)	Select On Arc from the Create>Point options.

2)	Select the arc or circle entity.

3)	Enter the angle value at which you want the point to be placed on the selected entity.

The specified angle does not need to lie between the start and end points of the arc, or within the current display plane.

The point is created in the plane of the arc's depth.

Points created using the On Arc function


On Curve and At Arc Length

Segments a curve by creating one point on the curve at a specified distance from a selected end point.  When using this function, keep the following in mind:

•	Regardless of the 2D/3D setting, this option always creates the specified points on the selected curve.

1)	Select On Curve and At Arc Length from the Create>Point options.

2)	Enter the distance along the curve where you want the point.

3)	Select the curve near the end to measure the distance from.

Point On Curve and At Arc Length


Project to Curve

Use this function to create a point projected normal to a selected curve.  After a curve is selected, you will be presented with a Selection Menu from which a projection point will be picked.  The minimum distance to the curve is calculated and a point is projected normal to the curve.

1)	Select Project to Curve from the Create>Point options.

2)	Select the curve to project onto.

3)	Indicate the point to project using one of the Selection Menu options.

The minimum distance is calculated to the curve and a point is projected normal to that curve.


At Midpoint

Given two positions, the At Midpoint function will create a new point that is halfway between them, at the midpoint between the two.  When creating points by this method, keep the following in mind:

•	When 2D construction is used, the midpoint will be placed on the CPlane and depth currently set.

1)	Select At Midpoint from the Create>Point options.

2)	Indicate the first position.

3)	Indicate the second position.

The new point is created at the midpoint between the first and second indicated positions.


At Distance

Creates a series of points at a specified linear distance on a curve.  When using this function, keep the following in mind:

•	The end point closest to the selection point is the first point on the specified curve.

•	If the length of the curve is not an exact multiple of the specified distance, a point at the other end of the curve will not be created.

•	Regardless of the 2D/3D setting, this option always creates the specified points on the selected curve.

•	To improve accuracy when creating a large number of points on a curve, break the curve into smaller sections, and then segment each of these individually.

1)	Select At Distance from the Create>Point options.

2)	Enter the distance between points.

3)	Select the curve near the end to measure the distance from.


Number of Points

Creates a specified number of points on a selected curve.  When using this function, keep the following in mind:

•	Points are always created at the start and end of the selected curve.  The distance between points equals the length of the curve divided by the number of segments.

•	Regardless of the 2D/3D setting, this option always creates the specified points on the selected curve.

•	To improve accuracy when creating a large number of points on a curve, break the curve into smaller sections, and then segment each of these individually.

1)	Select Number of Points from the Create>Point options.

2)	Enter the number of segments on the curve.  The number of points created is one greater than the number of segments that you specify.

3)	Select the curve.


On Spline

The On Spline function is used to create points at each node point of a spline entity that you specify.  Note that this function will not support NURBS splines.  If a NURBS spline is selected, an error dialog will appear and you will be required to select another, non-NURBS, spline.

Keep in mind that regardless of the 2D/3D setting, this option always creates the specified points on the selected curve.

1)	Select On Spline from the Create>Point options.

2)	Select a spline.

3)	Points are then created at each of the spline’s original node points.


Curve to Curve Intersect

This function can be used to create a point at the minimum distance between two curves in space.  Minimum distance points will be returned.  That is, if the two curves do not intersect, a dialog warning will appear, and you will be given the option to model minimum distance points.

1)	Select Curve/Curve Intersect from the Create>Point options.

2)	Select the first curve.

3)	Select the additional curve(s) to intersect with the first selected curve.  Valid curve types that can be selected for this purpose are: lines, arcs, conics, and splines.

The point is created at the intersection of the selected curves (or at the location where they are closest to one another.

Points created using Curve/Curve Intersect


Rectangle

The options available in the Create>Rectangle submenu will allow you to create rectangles by several methods; with entered values for the width and height, or with indicated positions for two corners of the rectangle.  Rectangles can be created using two different entity types: Line and Polyline.  The Rectangle options will appear when Rectangle is selected from the Create Menu.

When creating rectangles, it will be important to keep the following in mind:

•	In 2D construction mode, the rectangle is created and the reference position is projected to the depth of the first indicated position.

•	In 3D construction mode, the rectangle is created in the plane that is parallel to the construction plane and passes through the indicated reference position.

•	For rectangles created by corners, the second corner is the reference position.

•	The line rectangle has four separate line entities.  Select each entity to make changes to the whole rectangle.

•	The polyline rectangle has only one entity.

•	The current depth must stay the same once you designate a position.

•	The corners of a line rectangle are not filled when you select line widths greater than one.

The following functions are available from the Create>Rectangle options.  To view information specific to a particular function, click on the appropriate link below:

Line Corners

Line Width and Height

Rounded Line Corners

Rounded Line Width and Height

Polyline Corners

Polyline Width and Height


Create>Rectangle Menus

The Create>Rectangle pull-down and palette menus are shown below:

Create>Rectangle pull-down menu

Create>Rectangle palette menu


Line Corners

Creates a rectangle with indicated positions for two opposite corners.  This rectangle is defined by four separate line entities.

1)	Select Line Corners from the Create>Rectangle options.

2)	Indicate the first corner of the rectangle using one of the options from the Universal Position Menu.

3)	Indicate the second corner (opposite the first), defining the dimensions of the rectangle.


Line Width and Height

Creates a rectangle with user specified values for its width and height and an indicated position for the lower-left corner.  This rectangle is defined by four separate line entities.

1)	Select Line Width and Height from the Create>Rectangle options.

2)	Indicate the rectangle’s anchor position using the anchor menu (shown below).

3)	Enter values for width and height.

4)	Place the rectangle by its anchor point using the Universal Position Menu.


Rounded Line Corners

Creates a rectangle by lines with filleted corners and indicated positions for two opposite corners.  This rectangle is defined by four separate line entities, and four arc entities.  Note that the radius of the fillet cannot exceed half of the height or width of the rectangle.

1)	Select Rounded Line Corners from the Create>Rectangle menu.

2)	Enter a radius value for the corner fillet.

3)	Indicate the rectangle’s first corner position using one of the options from the Universal Position Menu.

4)	Indicate the second corner position (opposite the first corner) and place the rectangle.


Rounded Line Width and Height

Creates a rectangle by lines with filleted corners and specified values for the width and height, as well as an indicated position for the lower-left corner.  This rectangle is defined by four separate line entities, and four arc entities.

1)	Select Rounded Line Width and Height from the Create>Rectangle menu.

2)	Enter a radius value for the corner fillet.

3)	Indicate the rectangle’s anchor position using the anchor menu (shown below).

4)	Enter values for width and height.

5)	Place the rectangle by its anchor position using the Universal Position Menu.


Polyline Corners

Creates a polyline rectangle (one entity) with indicated positions for two opposite corners.

1)	Select Polyline Corners from the Create>Rectangle menu.

2)	Indicate the first corner of the rectangle using the Universal Position Menu.

3)	Indicate the second corner (opposite the first) position, defining the dimensions of the rectangle.


Polyline Width and Height

Creates a polyline rectangle (one entity) with user specified values for its width and height and an indicated position for the lower-left corner.

1)	Select Polyline Width and Height from the Create>Rectangle menu.

2)	Indicate the rectangle’s anchor position using the anchor menu (shown below).

3)	Enter values for width and height.

4)	Place the rectangle by its anchor position using the Universal Position Menu


Polyline

The Polyline options will appear when Polyline is selected from the Create Menu.  When creating polyline entities, it will be important to keep the following in mind:

•	A polyline is a connected sequence of lines treated as a single entity.

•	Because a polyline is one continuous entity, you must always work with the polyline as a whole.

•	Use polyline entities when you set line widths to greater than one. This trick creates "filled" or continuous corners on a shape with more than one side.

•	You can fill closed polyline entities.

The following functions are available from the Create>Polyline Menu.  To view information specific to a particular function, click on the appropriate link below:

String

Polygon

Sketch


Create>Polyline Menus

The Create>Polyline pull-down and palette menus are shown below:

Create>Polyline pull-down menu

Create>Polyline palette menu


String

Creates a polyline entity with an indicated series of positions, stringing the vertices of the polyline to the selected shape.  When creating string entities, it will be important to keep the following in mind:

•	In 2D construction mode, the polyline is created and the vertices are projected to the current construction plane.

•	In 3D construction mode, the polyline is created using the 3D coordinates of the indicated vertices.

1)	Select String from the Create>Polyline options.

2)	Indicate a start position for the polyline.

As you move the cursor, a rubber band line connects from the last indicated position to the cursor.

3)	Indicate additional positions for each vertex in the polyline.

4)	When you are finished, choose Accept to end the polyline.

5)	Choose whether or not to close the current polyline.


Polygon

Creates a polyline with a specified number of sides, rotation angle, radius, and center.  When creating polyline entities, it will be important to keep the following in mind:

•	In 2D construction mode, the polyline is created and the center position is projected to the current construction plane.

•	In 3D construction mode, the polyline is created in the plane that is parallel to the construction plane and that passes through the indicated center position.

1)	Select Polygon from the Create>Polyline options.

2)	Enter the number of sides for the polygon (minimum of 3).

3)	Enter the rotation angle at which you want to align the polygon.

4)	Enter a radius value.

5)	Choose the radius type:

Corner – This is the default option.  Measures the radius from the center to a vertex of the polygon.

Flat - Measures the radius from the center, perpendicularly to the side of the polygon.

6)	Side – Measures the radius from a side (line).

7)	Indicate the center position of the polygon.

The center is a position equidistant from all vertices.


Sketch

Creates a continuous polyline.  When creating sketch entities, it will be important to keep the following in mind:

•	The Sketch Increment setting under Tools>Options>Misc will determine how far the cursor must be moved before a new vertex is added to the polyline being created.

•	In 2D construction mode, the polyline is created and the vertices are projected to the current construction plane.

•	In 3D construction mode, the polyline is created using the 3D coordinates of the indicated vertices.

1)	Select Sketch from the Create>Polyline options.

2)	Click and hold down the left mouse button at the start point of the polyline.

3)	Move the mouse to draw your shape.

4)	Release the mouse button to end the polyline.

Exiting the function before releasing the mouse will end the polyline creation session without creating the polyline.


Spline

The available options in the Create>Spline submenu will allow you to create various spline types, including a new type, the NURBS Curve. These options will appear when Spline is selected from the Create Menu.  A spline is a smooth curve that passes through a defined set of nodes, or knot points.

•	When creating splines, it will be important to keep the following in mind:

•	A spline must have at least two nodes.

•	If two consecutive nodes are closer than .00001 units, the second point is ignored and the spline is created.

•	The more segments you create in the spline, the greater the round-off error that accumulates toward the end of the spline.

•	A spline has continuity of slope and curvature at all points.

•	The program does not check for spline looping, that is, a spline that intersects itself.

•	Splines are treated as single entities.

•	In 2D construction mode, the spline is created in the current construction plane.  It projects all selected nodes to this construction plane.

•	In 3D construction mode, a plane is defined with the indicated nodes.  If a plane is found, the spline is created on that plane.  If a plane cannot be defined with the indicated nodes, the spline is created and the nodes projected to the current construction plane.

The following functions are available from the Create>Spline Menu.  To view information specific to one function, click on the appropriate link below:

2D Open

2D Closed

2D Auto

3D Open

3D Closed

3D Auto

NURBS Through Points

NURBS Control Points

NURBS Helix

NURBS from Polyline

NURBS Blend Curve

NURBS Chain

NURBS from Point Vector

NURBS from Data


Create>Spline Menus

The Create>Spline pull-down and palette menus are shown below:

Create>Splines pull-down menu

Create>Splines palette menu


2D Open

Creates a 2D open-ended spline that lies within a plane.  View the Start and End Condition Menu options that appear in the Conversation bar frequently throughout spline creation.

1)	Select 2D Open from the Create>Spline options.

2)	Indicate a series of node points through which the spline will be created.

3)	Choose the start and end condition for the spline from the Start/End Condition Menu.


2D Closed

Creates a closed 2D cubic parametric spline, which lies within a plane and with specified node locations and tangencies at its end points.  When creating a 2D closed spline keep the following in mind:

•	The 2D cubic parametric spline, which appears as an unbroken loop, starts and ends at the first position selected.

•	The slope and curvature are continuous at all points on the spline.

1)	Select 2D Closed from the Create>Spline options.

2)	Indicate a series of node points for the new spline.

3)	Choose ACCEPT when you complete positioning nodes.

Spline created with 2D Closed


2D Auto

Automatically creates a 2D spline through a path of minimum distance point entities, projected to the current construction plane.  View the Start and End Condition Menu options that appear in the Conversation bar frequently throughout spline creation.

When using this function, keep the following in mind:

•	The first position or point, second position, and optional end position of an automatic spline can define its start and end positions.  These positions act as a direction guide for creation.

•	This option is easier to use when you have at least two points on the screen.

•	A spline is created until it reaches the indicated end point or position.

•	The spline is created through the start point or position and second point or position you select, then through the next nearest point projected, and so on.

•	Delete or move any point entities not included in the spline to an undisplayed level.  This increases processing speed and ensures that the spline passes through the "correct points" when created.

1)	Select 2D Auto from the Create>Spline options.

2)	Change to the selected construction view and depth and indicate the start, second, and end spline positions.

If you choose AUTO after selecting the second position, the spline ends at the last point in the sequence.  If a third, or end, point is selected, the spline will end at that point.

3)	Choose the start and end condition for the spline from the Start/End Condition Menu. See the Start and End Condition Menu section in this chapter.

4)	Regardless of how you set the 2D/3D construction switch, the indicated points are projected to the current construction plane, and the spline is created in the current construction plane.

Spline created using 2D Auto


3D Open

Creates a 3D cubic parametric spline, or a true 3D curve with nodes that do not lie in the same plane.  View the Start and End Condition Menu options that appear in the Conversation bar frequently throughout spline creation.

1)	Select 3D Open from the Create>Spline options.

2)	Indicate a series of node points through which the spline can be created.

3)	Choose ACCEPT when you complete positioning nodes.

4)	Choose the start and end condition for the spline from the Start/End Condition Menu.


3D Closed

Creates a 3D cubic parametric spline, or a true curve that begins and ends at the first point selected and with specified node locations and tangencies at its end points.

The slope and curvature are continuous at all points on the spline, and it appears as an unbroken loop.

1)	Select 3D Closed from the Create>Spline options.

2)	Indicate a series of nodes.

3)	Choose ACCEPT when you complete positioning nodes.

Spline created using 3D Closed


3D Auto

Automatically creates a 3D spline through a path of minimum distance point entities in 3D space.  View the Start and End Condition Menu options that appear in the Conversation bar frequently throughout spline creation.

When using this function, keep the following in mind:

•	The first position, second position, and optional end position of an automatic spline define its start and end positions.  These positions act as a direction guide for creation.

•	This option is easier to use when you have at least two points on the screen.

•	The spline is created through the start point or position and second point or position you select, then through the next nearest point projected, and so on.

•	A spline is created until you reference the end point or position.

•	Delete or move any point entities not included in the spline to an undisplayed level.  This increases processing speed and ensures that the spline will pass through the "correct points" when created.

1)	Select 3D Auto from the Create>Spline options.

2)	Change to the selected construction view and depth, and indicate the start, second, and end spline positions.

If you choose AUTO when prompted to indicate an end point, the spline ends at the last point in the sequence.  If a third, or end, point is selected, the spline will end at that point.

3)	Choose the start and end condition for the spline from the Start/End Condition Menu.

Spline created with 3D Auto


Start and End Condition Menu

The Start and End Condition Menu appears in the Conversation bar frequently throughout spline creation.  You can choose how to set the tangent vector at the end points of 2D and 3D splines to control the spline's shape.  This menu does not appear with the Helical, 2D Closed, or 3D Closed options.

•	You must indicate the node points of the spline and choose ACCEPT before the Start/End Condition Menu appears.

•	Note that both the Start and End Condition menus are identical (displayed above as Start menu)

Natural

Automatically sets a curvature of zero to the appropriate end of the spline.  This is the same as attaching the spline to the end point without applying any external forces.  The ends are free.

Choose Natural for the start and/or end condition.

Two Positions

Specifies a tangent vector at a spline end point with two indicated positions.

4)	Select Two Positions as the start and/or end condition.

5)	Indicate the start position of the vector.

6)	Indicate the end position of the vector.

The two positions are projected to the spline's construction view.  The distance between the two defined positions is the magnitude of the tangent vector.  The direction between the first and second position sets the direction of the tangent vector.

7)	Enter the vector magnitude.

End of Entity

Specifies a tangent vector by using the tangency at the end of any existing curve, except circles.

1)	Select End of Entity as the start and/or end condition.

2)	Select an entity near its end point.

The entity is projected to the spline's construction view before it calculates the tangent vector.

3)	Enter the vector magnitude.  The positive vector direction points away from the end of the selected entity closest to the cursor.

Tangent

Lets you enter the X and Y vector components, which determine the slope and magnitude of the tangent vector.

If you set the View/World switch to View under Edit>Settings from the pull-down menu, the vector components are relative to the view coordinate axes. If you set it to World, the vector coordinates are relative to the world axes.

1)	Select Tangent as the start and/or end condition.

2)	Enter the X vector component.

3)	Enter the Y vector component.

4)	Enter the Z vector component.  The Z vector component only appears when Tangent is used with 3D Open and 3D Auto.

Angle

Determines the direction of a tangent vector using the entered angle between the tangent vector and the positive X axis.  Angle only appears on the Start/End Condition Menu when you create a 2D Open or 2D Auto spline.

1)	Select Angle for the start and/or end condition.

2)	Enter the angular value.

3)	Enter the tangent vector magnitude.

A temporary marker is placed at the appropriate end of the spline.


NURBS by Through Points

Creates a generic rational B-spline curve by through positions.  The end slopes can be controlled by nodal (point) position, chosen from the Position Menu.

When using this function, keep the following things in mind:

•	The direction for selecting nodes along the curve will be in the same direction by which the resulting spline is defined.

•	Curves have a maximum degree of 8, and the default degree for each method of creation (Through or Control Points) is 3.  Degree controls the smoothness of the curve being created.

•	The multiplicity of internal knots must not exceed the degree.

•	Selecting the DONE button while placing nodes will finish the current NURBS curve and return you to the initial prompt, from where you can select the first point of a new curve.

•	Selecting the BACKUP button will remove the most recently added node from the curve.

•	Selecting the ESC button will exit the current function without adding the curve to the database.

1)	Select NURBS by Through Points from the Create>Spline options.

2)	Indicate a start position (placement for the first node in the curve) using an option in the Position Menu.

3)	An active node (or node last placed) created via the Through Points command will appear as a rectangle.

4)	Indicate at least one (1) additional node (point) to generate a curve.  The new input will be appended to the active node.

5)	Select OPTIONS to make modifications to the new curve, or DONE to complete it.

NURBS Curve by Through Point

When creating NURBS Curves, you will notice that two buttons are added to the Universal Position Menu when creating in both Through or Control modes: OPTIONS and CLOSE.


NURBS by Control Points

Creates a generic rational B-spline by inputting the vertices of a control polyline.

When using this function, keep the following things in mind:

•	The direction for selecting nodes along the curve will be in the same direction by which the resulting spline is defined.

•	Curves have a maximum degree of 8, and the default degree for each method of creation (Through or Control Points) is 3.  Degree controls the smoothness of the curve being created.

•	The control point (used to define the curve) weights must be non-negative.

•	The multiplicity of internal knots must not exceed the degree.

•	Selecting the DONE button while placing nodes will complete/finish the current NURBS curve and return you to the initial prompt, from where you can select the first point of a new curve.

•	Selecting the BACKUP button will remove the most recently added node from the curve.

•	Selecting the ESC button will exit the current function without adding the curve to the database.

1)	Select NURBS by Control Points from the Create>Spline options.

2)	Indicate a start position (placement for the first vertex in the curve) using an option in the Position Menu.

An active vertex (or, vertex last placed) created via the Control Points command will appear as an open circle.

3)	Indicate at least one (1) additional vertex to generate a curve.  The new input will be appended to the active vertex.

4)	Select Options to make modifications to the new curve, or DONE to complete it.

NURBS Curve by Control Points

When creating NURBS Curves, you will notice that two buttons are added to the Universal Position Menu when creating in both Through or Control modes: OPTIONS and CLOSE.


Options

Selecting OPTIONS from the menu will present you with the following options:

NURBS Curve by Through Points options menu:

NURBS Curve by Control Points options menu:

Add

Allows you to append an additional node (when in Through mode) or vertex (when in Control mode) to the curve.

1)	Select Add from the Options Menu.

2)	Indicate the next position point for the new node or vertex.

Move

Allows you to change the position of a node (when in Through mode) or modify vertices (when in Control mode) that had been placed previously in the curve.

1)	Select Move from the Options Menu.

2)	Left click with the mouse to select a node/vertex on the curve/polyline.

3)	Move the node/vertex (will follow the cursor dynamically).

4)	Left click again to place the final position of the node/vertex.

Insert

Allows you to insert new node points (when in Through mode) or modify vertices (when in Control mode).

1)	Select Insert from the Options Menu.

2)	Select a location from the Position Menu for the new node/vertex.

The new node/vertex will be inserted on the curve or control polyline nearest to the pick point.

Delete

Allows you to remove an existing node from the curve (when in Through mode) or a vertex (when in Control Mode).

1)	Select Delete from the Options Menu.

2)	Select the point/vertex to be removed.

Tangent

This option is available in Through mode only.  It allows you to modify the curve with a new tangency condition.  An endpoint is selected from the Position Menu.

1)	Select Tangent from the Options Menu.

2)	Select a position for an endpoint

3)	The following options appear in the Conversation Bar under Tangent:

CURSOR - Dynamically determines a tangent condition.

2 PTS - Defines tangent by two points.

LINE - Defines tangent by selecting a line entity.

KEY IN - Defines tangent by specification of the component values of the tangency.

Weight

This option is available in Control mode only.  It allows you to change the weight of a selected vertex.  The new weight value must be greater than zero.

1)	Select Weight from the Options Menu.

2)	Select a control vertex and input a new weight value.

Reverse

Allows you to reverse the direction of the curve.

1)	Select Reverse from the Options Menu.

2)	Select the next point/position from the Position Menu.  The curve direction will reverse accordingly.

Degree

Allows you to change the degree of the curve from the default degree value of 3.  The new degree value must be within the 1-8 range.  A NURBS Curve may not be degree reducible.

1)	Select Degree from the Options Menu.

2)	Enter a degree value (1-8) to change the degree.


Close

Selecting OPEN/CLOSED from the menu will either open or close the current NURBS curve.


NURBS Helix

Use the NURBS Helix function to create a 3D spline that simulates a helix curve with an orientation that you define.  This function allows you to set the direction, pitch, length, axis, and start and end points of the spline.

Select NURBS Helix from the Create>Spline options.  The "Helix Spline Curve" dialog box appears as shown below:

Curve Fit Tolerance

Enter a value for the Curve Fit Tolerance.

Parameters

Select a parameter for the NURBS Helix from the available options.

Length/Pitch - Enter the length and pitch for the helical spline.

Length/Turns - Enter the length and number of turns for the helical spline.

Pitch/Turns - Enter the pitch and the number of turns for the helical spline.

Length = pitch x turns

Handedness

1)	Select either a Counter-clockwise or Clockwise handedness direction.

Counter-clockwise - When selected, the helix direction will follow counter-clockwise.

Clockwise - When selected, the helix direction will follow clockwise.

2)	Configure the "Helix Spline Curve" dialog options, and select OK when done to accept the changes.

3)	Define two points on the major axis along the center of the helix.

These two positions define the direction of the helix's axis.  You can enter any three-dimensional point positions, as long as the two points are not coincident.

4)	Indicate a start point.

This point decides the direction of the X axis, the radius, and the base point on the major axis from which the helix is created.  You can indicate any three-dimensional point position, as long as it is not coincident with the major axis.

The helix is created, using the information you entered.  The helix has the correct skew, along the major axis in the defined direction.

Helical spline


NURBS From Polyline

The NURBS From Polyline function allows you to convert polyline entities into splines.  There are two ways a polyline entity can be used when defining the spline.  These are explained below.

•	One method is to simply blend a spline through all the node points on the polyline.  The polyline serves as a point array for the spline definition.  This would be the common method of interpreting a polyline that came from the contact points off of a CMM digitizer.

•	The other polyline-to-spline construction method allows you to interpret the polyline as a control net.  You may recognize this spline construction method to be similar to a B-spline construction technique.  That is, when defining a B-spline, you input the control points, which are located on the control net above the spline.  A polyline can serve nicely as just such a control structure.

This polyline control net becomes a visual tool for sketching and containing smooth splines.  The spline passes through the midpoints of each polyline segment and also uses the polyline segment to control the slope of the spline at that midpoint. The spline uses the start and end points of the polyline for the spline's start and end point.

Select NURBS from Polyline from the Create>Spline options.  The "Spline from Polyline" dialog box appears as shown below.

Curve Fit Tolerance

Enter a Curve Fit Tolerance value.

Node Point Options

Select a node point option from the available options: Node Points, Midpoints, or Midpoints with tangents.

Node Points - Will use the polyline node points as a point array while blending a smooth spline through the points.

Mid Points - Uses the polyline midpoints (without tangent vector control) to define the spline.  This is a great way to get rid of the "Noise" inherent in digitizers.

Mid Points w/Tangents - Uses the polyline midpoints with tangent vector control to control the slope at those points.  This is the classic B-spline control net method.

Fitting Method

1)	Select a fitting method from the available options.

Every Point - Uses every point on the polyline and insure that the spline passes exactly through these points.

Curve Fit - Input a Curve Fit Tolerance in the dialog to control how close the spline must model the points of the polyline.

2)	Once the dialog options have been configured, select OK .

3)	Choose an option from the Selection Menu or simply choose a polyline entity to convert to a spline.


NURBS Blend Curve

The NURBS Blended function can be used to create a single segment spline that bridges the gap between any two curve entities.  The blend spline is tangent to each of the selected entities and goes through the end point nearest the pick point on each curve.

1)	Select NURBS Blend Curve from the Create>Splines options.

2)	Select the first curve to blend.

3)	Select the second curve to blend.


NURBS Chain to Spline

Use the NURBS Chain to Spline function to convert a chain of curves into a single spline.  For instance, when a series of cross sections that would be used for a General Curve surface consists of more than one entity per cross section, or when there is an unequal number of entities per cross section, converting each chain into a single spline offers a simple solution.

Splines created with the chain to spline converter very closely model the original curves.  However, one simple rule should be followed.  Splines, like surfaces, should always be fair and smooth with no sharp corners.  Therefore, any chain of entities to be converted into a spline should consist of entities that are tangent to each other at the end points.

To use this option, you must have prepared one or more chains of curves possibly consisting of lines, arcs, conics, and 3D splines, connected end-to-end, defining the shape of the desired splines.  Each chain can be input, in sequence, prior to processing.  This method of 'batch' processing facilitates the conversion of multiple chains with a minimum of processing time.

1)	Select NURBS Chain to Spline from the Create>Spline options.  The "Chain Curves into a Spline" dialog box appears as shown below.  If you want to delete the original curves leave the checkbox enabled.

2)	Select the mode of selection to define the chain, either SINGLE or CHAIN.

3)	Select the entities to define the chain.

4)	Select ACCEPT when finished to commence processing.


NURBS Point and Vector

Use NURBS Point and Vector to create splines by point and vector input.  Line, arc, and conic profiles can be modeled with a minimum of node points by using interior slope control (using vectors).

Interior slope control means that not only the locations of the interior nodes are controlled, but also the slope of the spline as it passes through the nodes.  This slope is controlled upon creation by using vectors instead of, or in addition to, positional input at each node.

You must prepare a string of spline points or nodes, and attach the appropriate slope control vectors if needed.  Spline nodes may contain a point and/or a tangent vector.  A single point or a single vector, if properly located, is enough to define a node.

Once these point and/or vectors are in place, you are now ready to start inputting the data.  Here are the rules:

•	Each node may have either a point or a tangent vector or both.

•	The data may be input in any order at the node.

•	Whenever a point is input, it takes priority in defining the node's location.

•	If only a vector is used at a node, the vector supplies the nodes x, y, z location at the vector's base.

Although it is recommended, the vector does not have to reside at a node to deliver data to that node.  You may borrow a vector from another location if that vector has the desired direction.  However, if no point is input at the node, the base of the vector defines the coordinates of the node.

The direction for selecting nodes along the spline will be in the same direction that the spline will be defined.  You must start at one end of the spline and proceed along, not jumping or skipping nodes.  There is no provision for randomly inputting nodes from all over the spline.

When viewing the section menu from the Point/Vector module, you are asked what type of node entity is going to be selected next.  Since each node may have a point and a vector, the software does not increment to the next node until you repeat an entity type.  At each node the point and tangent buffers are zeroed, and then filled as data is supplied.

To use this function, follow the steps below:

1)	Select NURBS Point and Vector from the Create>Splines options.

2)	The "Point/Vector NURB Spline" dialog box appears, through which you are able to specify whether to Interpolate All Positions or Curve Fit the Positions.

Interpolate All Positions – When checked, the spline will pass exactly through all of the positions (and will become nodes of the spline).

Curve Fit the Positions – When checked, not all positions will become nodes in the spline.  The Curve Fitting process can reduce the number of nodes in the spline by eliminating certain nodes which are no further from the spline than the curve fit tolerance.  You are able to specify that Curve Fit Tolerance value when this setting is enabled (checked).

3)	Once you have specified the dialog settings, click OK.

4)	Choose the option for selection of the first node.

If you have only a point at one node and only a vector at the next node, you must manually increment the counter by choosing the NEXT NODE option on the menu.

If you fail to increment the counter by choosing the NEXT NODE option, the system will combine all the data at the present node until one of the node entity types is repeated.

Usually, you have prepared the same data at each node.  A typical input mode is to develop only the tangent vectors properly located at each node.  If this is the case, you then choose the TANGENT input option from the main Selection Menu, and then screen select the vector.  Since you will be repeating a menu choice and entity selection, the system automatically increments to the next node to receive the data.

5)	Choose option for selection of the second node.

6)	To continue selecting nodes, choose a method or select NEXTNODE.  When you are finished selecting nodes, click DONE.  The spline will then be created.


NURBS From Data

The NURBS From Data function is used to create splines from a file of point data.  Digitizers may produce data in this format.  After you build polylines from the point files, you can turn those polylines into splines using the Create>Spline>Spline from Polyline function.

To use the NURBS from Data function, follow the steps below.

7)	Select NURBS from Data from the Create>Spline options.

8)	The "Copious Spline Data File Format" dialog appears, through which you are able to specify how the input data will be displayed.  A checkmarkin the box to the left of the selection indicates the option is turned on.  Use the Browse… option to browse for a new input file.

•	Show as Points - Menu toggle that causes the input file to be displayed as points.

•	Show as Polylines - Menu toggle that displays the input file as polylines.  Both polylines and points can be displayed at the same time.

•	Show as Splines - Menu toggle that causes the input file to be displayed as splines.

•	Ignore Integers - Means to skip over numbers that do not have a decimal.

•	For example, an input file containing: "point 11 = 1.23, 4.56, 7.89" would cause copious to skip "point 11" and read "1.23, 4.56, 7.89" as the point's value. If you do not choose to skip over integers, then the "11" would be read as the X value for the point.

•	Process on Alphas - Some data formats have only integers in their file as the numerical values for the points. They also separate the rows of points by statements like "SCAN 1 1 1". Copious will read this line as a valid point (x=1, y=1, z=1), if you have toggled "IGNORE INTEGERS" to OFF so integers are read. The "PROCESS ON ALPHAS" switch must be set to OFF (no · in the box) so copious can partition the point stream.  Now the alpha characters will indicate a separator line and the entire line will be ignored.

•	Force Decimals - If the data is all integers with an implied decimal precision, then toggle this option and enter that value.

•	Data is Separated - If this option is turned OFF, it tells Solids that there are no specially formatted punctuation lines in the file which do not contain data that are meant to partition the point streams into separate groups.  An example of separated data is as simple as blank lines between points.

•	Delta X Y or Z - Toggle that allows the partition of the point streams when any two consecutive points have an X, Y, or Z value greater in distance than the delta separation value.

•	Delete Some Points - Can be set to delete any number of consecutive points in a stream.  Beginning and end points will not be deleted.  Rows of points can also be deleted.

•	Only 1 PT/Line - If the file has more than one point per line, then toggle this option OFF.

•	Number of Points - Some files have a constant number of points in each row.

•	Per Row - Enter that number if applicable.

9)	Once you have specified how the data will be displayed, select OK.


Conic

The options available in the Create>Conic submenu allow you to create Conic, Ellipse, and Parabola geometry.  These options will appear when Conic is selected from the Create Menu.

A conic is a special curve generated by a point, which always moves so that the ratio of its distance from a fixed point to its distance from a fixed line is a constant.   Conic creates conic sections by indicating two, three, four, or five positions that the entity passes through.  If the conic is a hyperbola, the first and last positions that you indicate must be on the same branch.

The conic functions, with the exception of "By 6 Coefficients," will behave differently depending upon the active construction mode (2D or 3D).  The 2D/3D switch and the current construction plane are read when the first position is selected.  The conic is created based on these values.  It is not recommended that you change the 2D/3D switch, or the active cplane, once you have selected the first position.  The code paths and data stored are different enough to make such an action impractical.  This does not apply to ellipse or parabola entities.

•	An ellipse is a set of points within a plane where the sum of the distance between one fixed point to any two other fixed points is constant.  There are three ways to create an ellipse: by Values and Outer or Inner Axes.

•	A parabola is a set of points in a plane, with the condition that the distance from any point in the set to a given line, the directrix, is equal to the distance from that point to a given point, the focus.  A parabola is created with a defined directrix, focus, and start and end points for the entity.  The focus cannot be on the directrix.

The following functions are available from the Create>Conic Menu.  To view information specific to a particular function, click on the appropriate link below:

Ellipse

By Value

By Outer Axis

By Inner Axis

Parabola

From Two Positions

From Line

From EndEnt

Conic

From Two Positions

From Three Positions

From Four Positions

From Five Positions

From Six Coefficients


Create>Conic Menus

The Create>Conic pull-down and palette menus are shown below:

Create>Conic pull-down menu

Create>Conic palette menu


Ellipse by Value

Creates an elliptical arc with indicated length and orientation of the major and minor axes, start and end angles, and center positions.

If the start and end angles are equal, or if these angles differ by a multiple of 2 Pi, a closed ellipse is created.

1)	Select Ellipse by Value from the Create>Conic submenu.

2)	Enter the semimajor axis length.

The semimajor axis is the line segment from one end position of the major axis to the center of the ellipse.

3)	Enter the semiminor axis length.

The semiminor axis is the line segment from one end point of the minor axis to the center of the ellipse.

4)	Enter the angle value between the major axis and the construction view X axis.

5)	Enter a start angle.

The start angle is the angle between the major axis and a line joining the center and the start position.

A CLOSED button will also be displayed on the Conversation bar.  If selected, this will bypass the start angle and end angle, instead making a closed ellipse.

6)	Enter an end angle.

The end angle is the angle between the major axis and a line joining the center and the end position.

7)	Indicate the center of the ellipse using one of the Position Menu options.  The center is projected to the current construction plane, and creates the elliptical arc in the current construction view, at the current depth.

Ellipse by Value


Ellipse by Outer Axes

Creates an elliptical arc by selecting three positions that represent the major axes of a rectangle.  An ellipse is then created that is bound by that rectangle.

1)	Select Ellipse by Outer Axes from the Create>Conic submenu.

2)	Indicate the origin of the ellipse using one of the Position Menu options.

3)	Indicate the major axis position.

The major axis is the absolute distance from the origin position to the X axis point.

4)	Indicate the minor axis position.

The minor axis is the absolute distance from the origin position to the Y axis point.

5)	You will then be prompted for the start angle (default 0 degrees) and end angle (default 360 degrees) of the ellipse.

The origin is projected to the current construction plane, and creates the elliptical arc in the current construction view, at the current depth.

Ellipse by Outer Axes


Ellipse by Inner Axes

Creates an elliptical arc by selecting two points that represent the position and magnitude of the major axis.  Then select two points that represent the position and magnitude of the minor axis.  An ellipse is created that is centered on the intersection of the two axes, and oriented with the major axis.

1)	Select Ellipse by Inner Axes from the Create>Conic submenu.

2)	Indicate the origin of the ellipse using one of the Position Menu options.

3)	Indicate the major axis position.

The major axis is the absolute distance from the origin position to the X axis point.

4)	Indicate the minor axis position.

The minor axis is the absolute distance from the origin position to the Y axis point.

5)	You will then be prompted for the start angle (default 0 degrees) and end angle (default 360 degrees) of the ellipse.

The origin is projected to the current construction plane, and creates the elliptical arc in the current construction view, at the current depth.

Ellipse by Inner Axes


Parabola by Two Positions

Two user-defined end positions define the directrix.  When creating parabolas, keep the following in mind:

•	In 2D construction mode, the directrix, the focal point, and the start and end positions are projected to the current construction plane.  It creates the parabola in the current construction view, at the current depth.

•	In 3D construction mode, the parabola is created in the plane that is defined by the directrix and the focus.

1)	Select Parabola by Two Positions from the Create>Conic options.

2)	Indicate the start position of the directrix.

3)	Indicate the end position of the directrix.

4)	Indicate the parabola's focal position.

5)	Indicate the parabola's first limit position.

The start position is located by constructing a line that is perpendicular to the parabola and passes through the indicated limit position.  The intersection of the parabola and the perpendicular line is the start position.

6)	Indicate the parabola's second limit position.

If the indicated position is not on the parabola, it is located in the same way as the start position.

Parabola by Two Positions


Parabola by Line

Defines the directrix with an existing line.  When creating parabolas, keep the following in mind:

•	In 2D construction mode, the directrix, the focal point, and the start and end positions are projected to the current construction plane.  It creates the parabola in the current construction view, at the current depth.

•	In 3D construction mode, the parabola is created in the plane that is defined by the directrix and the focus.

1)	Select Parabola by Line from the Create>Conic options.

2)	Select an existing line to use as the directrix.

3)	Indicate the parabola's focal position.

4)	Indicate the parabola's first limit position.

The start position is located by constructing a line that is perpendicular to the parabola and passes through the indicated limit position.  The intersection of the parabola and the perpendicular line is the start position.

5)	Indicate the parabola's second limit position.

If the indicated position is not on the parabola, it is located in the same way as the start position.

Parabola by Line


Parabola by End of Entity

Defines the directrix as the line that is tangent to a selected curve at the end of the curve that is closest to the selection position.  When creating parabolas, keep the following in mind:

•	In 2D construction mode, the directrix, the focal position, and the start and end positions are projected to the current construction plane.  It creates the parabola in the current construction view, at the current depth.

•	In 3D construction mode, the parabola is created in the plane that is defined by the directrix and the focus.

1)	Select Parabola by End of Entity from the Create>Conic options.

2)	Select a curve entity, near the end position closest to where you want the tangent position.

3)	Indicate the parabola's focal position.

4)	Indicate the parabola's first limit position.

The start position is located by constructing a line that is perpendicular to the parabola and passes through the indicated limit position.  The intersection of the parabola and the perpendicular line is the start position.

5)	Indicate the parabola's second limit position.

If the indicated position is not on the parabola, it is located in the same way as the start position.

Example of a parabola tangent to end of curve entity


Two Positions and Rho Value

Creates a conic based on indicated positions for the start and end points of the conic, the slope of the conic at the start and end positions, and a rho value that determines the type of conic.  Rho is the ratio of the length of line segment R to the length of line segment T.

When creating this type of conic, keep the following things in mind:

•	You cannot indicate coincident positions.

•	Definition of the conic must include the slope of the conic at one or two of the indicated positions.  For more information, see Defining the Slope in this section.

•	You cannot direct the tangent vector that defines the slope of the conic at a selected position toward any of the other positions that you indicated in defining the entity.

•	In 2D construction mode, the indicated points and slopes are projected to the current construction plane.  It creates the conic in the current construction view, at the depth that was active when you defined the slope at the end point.

•	In 3D construction mode, the conic is created in the plane defined by the two indicated points and the first tangent vector.  The second tangent vector is projected to this plane.

The following figure illustrates the relationship between the rho value and the conic.

The following list illustrates the relationship between the rho value and the
conic type.

Value	Conic Type

0.0 < rho < 0.5	ellipse

rho = 0.5	parabola

0.5 < rho < 1.0	hyperbola

1)	Select Two Positions and Rho Value from the Create>Conic options.

2)	Indicate start and end positions for the conic.

3)	Enter a rho value.  The value must be greater than zero and less than one.

Define the slope of the conic for the start and end positions.


Three Positions

Creates a conic based on indicated positions for three points on the conic and the slope of the conic at two of the indicated positions.

When creating this type of conic, keep the following things in mind:

•	You cannot indicate coincident positions.

•	For all options, except Five Positions and Six Coefficients, definition of the conic must include the slope of the conic at one or two of the indicated positions.  For more information, see Defining the Slope.

•	You cannot direct the tangent vector that defines the slope of the conic at a selected position toward any of the other positions that you indicated in defining the entity.

•	In 2D construction mode, the indicated points and the slope's current construction plane are projected.  It creates the conic in the current construction view, at the depth that was active when you defined the second slope.

•	In 3D construction mode, the conic is created in the plane that is defined by the three indicated positions.  It projects the tangent vectors to this plane.

1)	Select Three Positions from the Create>Conic options.

2)	Indicate the start, second, and end positions of the conic.

3)	Enter the point number to assign the first slope to.

4)	Define the first slope.

5)	Enter the point number to assign the second slope to.

6)	Define the second slope.


Four Positions

Creates a conic based on indicated positions for four points on the conic and the slope of the conic at one of the indicated points.

When creating this type of conic, keep the following things in mind:

•	You cannot indicate coincident positions.

•	Definition of the conic must include the slope of the conic at one or two of the indicated positions.  For more information, see Defining the Slope.

•	You cannot direct the tangent vector that defines the slope of the conic at a selected position toward any of the other positions that you indicated in defining the entity.

•	In 2D construction mode, the indicated points and the slope are projected to the current construction plane.  It creates the conic in the current construction view, at the depth that was active when you defined the slope.

•	In 3D construction mode, the conic is created in the plane that is defined by the first three indicated positions.  The end point and the tangent vector are projected to this plane.

1)	Select Four Positions from the Create>Conic options.

2)	Indicate start, second, third, and end positions for the conic.

3)	Enter the point number to assign the slope to.

4)	Define the slope of the conic at the point selected in step 3.


Five Positions

Creates a conic based on the positions of five indicated points on the conic.  When creating this type of conic, keep the following things in mind:

•	You cannot indicate coincident positions.

•	You cannot direct the tangent vector that defines the slope of the conic at a selected position toward any of the other positions that you indicated in defining the entity.

•	In 2D construction mode, the indicated points are projected to the current construction plane.  It creates the conic in the current construction view, at the depth that was active when you defined the end point.

•	In 3D construction mode, the conic is created in the plane that is defined by the first three indicated positions.  The fourth and fifth points are projected to this plane.

1)	Select Five Positions from the Create>Conic options.

2)	Indicate start, second, third, fourth, and end positions for the conic.


Six Coefficients

Creates a conic section using user-defined values for the six coefficients in the following equation, which is the general quadratic representation of a conic:

Ax2 + Bxy + Cy2 + Dx + Ey + F = 0

When using this function, keep the following in mind:

•	You must include the start position and the end position of the entity.  Unless the conic is an ellipse, you cannot choose coincident start and end positions.

•	To define a hyperbola, the branch that is closest to the start and end positions is created.

•	You cannot indicate coincident positions.

•	You cannot direct the tangent vector that defines the slope of the conic at a selected position toward any of the other positions that you indicated in defining the entity.

The conic is created in the current construction view, at the current depth.

1)	Select Six Coefficients from the Create>Conic options.

2)	Enter values for each of the six coefficients.

3)	Indicate a position for the start point of the conic.

If the indicated position is not on the conic, the start position is determined by constructing a line that is perpendicular to the conic and passes through the indicated position.  It uses the intersection of the conic and the perpendicular line as the start position.

4)	Indicate a position for the end point of the conic.  If the indicated point is not on the conic, the end position is determined in the same way it chose the start position.

If a conic cannot be created, the coefficients define a degenerate conic, or one where the start and end positions are coincident and the conic is not an ellipse, an error message appears.  Indicate different start and end positions.


Defining the Slope

Choose a method from the Conversation bar for defining the slope of the conic at the selected point:

Two Positions

Defines the slope of the conic at an indicated point with a tangent vector that passes through two indicated positions or projections.

In 2D construction mode, the indicated positions are projected in the current construction view, at the current depth.  The tangent vector starts at the projection of the first point and passes through the projection of the second point.  In 3D construction mode, the indicated positions are in world coordinates.  The tangent vector starts at the first point and passes through the second point.

1)	Choose Two Positions from the Slope Definition options to define a slope.

2)	Indicate the first and second point to define the vector.

End of Entity

Defines the slope of the conic at an indicated point with a tangent vector at the end point of a selected entity.

In 2D construction mode, the tangent vector is projected at the selected end point to the current construction view, at the current depth.  In 3D construction mode, the slope of the conic is defined at the start and/or end point.  The tangent vector is at the end of the selected entity in 3D space.

1)	Choose End of Entity from the Slope Definition options to define a slope.

2)	Select an entity near the chosen end point.

Key In

Defines the slope of the conic at an indicated point by entering X, Y, and Z values.

In 2D construction mode, the vector component values are relative to the current construction view, at the current depth.  In 3D construction mode, the vector component values are in world coordinates.

1)	Choose Key In from the Slope Definition options to define a slope.

2)	Enter an X, Y, Z value.

Angle

A fourth option, Angle, will be available only when you are constructing in 2D-construction mode.  This defines the slope of the conic at an indicated point with an entered value for the angle of the tangent vector.

1)	Choose Angle from the Slope Definition options to define a slope.

2)	Enter a value for the angle of the tangent vector.


Mesh

The Mesh options will appear when Mesh is selected from the Create Menu.  A mesh visually simulates a two-, three-, or four-curve surface; a tabulated cylinder; a surface of revolution; a sphere or a ruled surface.

Mesh can be used as a debugging tool before you create a solid model of your wireframe model.  When using the mesh functions, keep the following things in mind:

•	Temporary meshes are displayed in the primary viewport.  The final mesh is drawn in all viewports.

•	A director curve determines the direction of the sweep.  A generator curve is the contour that is swept along the director curve.

•	Changing the current color attribute or level before creating a mesh can make mesh selection easier.

•	The following topics are available.  To view information specific to a particular topic, click on the appropriate link.

Entity Types for Mesh Creation

Mesh Creation Methods


Create>Mesh Menus

The Create>Mesh pull-down and palette menus are displayed below:

Create>Mesh pull-down menu

Create>Mesh palette menu


Entity Types for Mesh Creation

The available entity types for Mesh creation (shown in the graphic below) are explained in the following segment.

Line

Line is the default entity type.  Line meshes are especially useful in the development of complex intersections.  You can edit the lines that make up the mesh and change them to fit the shape of the intersection.  As is true with any mesh, the representation of the actual part becomes more accurate when more entities are used to define it.

Remember that lines are linear entities, so you cannot depend on them to represent the actual curvature of an object absolutely.  You can use the positional data at the intersections of the lines of the mesh as part of the curve of the object.

Point

Points are useful for illustrating complex curves because they show the intersections of many meshing entities, creating an accurate representation of an object.

Polyline

Polyline meshes are made up of a single, continuous entity that changes direction at each boundary of the mesh.  The polyline mesh is a single entity; you cannot edit it.  The polyline mesh can contain a number of different direction changes; each of which can contain a block of information.  Because the polyline is a single entity, it does not require large amounts of repetitive information.  Using a polyline mesh to show true contours of an object is limited, since a polyline is a linear entity.

PGon3

Polygon meshes provide positional data, and can also be input into analysis applications.  They define complex surfaces for use with solid modeling.  You define each polygon mesh in the same direction to define a normal, which can be reversed if the mesh is grouped.  The entities might not look like they've changed, but the normals will be reversed.  This helps you create correct geometry to export to presentation graphics software.

This option is used to create a three-sided polyline mesh in polygonal form.

PGon4

Polygon meshes provide positional data, and can also be input into analysis applications.  They define complex surfaces for use with solid modeling.  You define each polygon mesh in the same direction to define a normal, which can be reversed if the mesh is grouped.  The entities might not look like they've changed, but the normals will be reversed.  This helps you create correct geometry to export to presentation graphics software.

This option is used to create a four-sided polyline mesh in polygonal form.

Spline

Because a spline mesh follows a set of curves more closely than any other type of mesh, it needs more information than other mesh types.  Due to the magnitude of information needed to create a spline mesh, it may take the most time to process.

The Spline option creates a cubic parametric spline.  When creating this mesh type, it will be important to keep the following in mind:

•	All node points of the spline mesh lie on the actual surface.

•	The more segments you specify, the more accurate the spline representation of the surface will be.

•	Spline segments that are considered too small will not be added to the database.

NURBS

NURBS Curves are generic rational B-spline curves, and are the standard spline entity.  Like the cubic parametric spline above, the NURBS type might require more information to define it than other mesh types.


Mesh Creation Methods

The varying methods that can be used to create Mesh geometry are listed below.  To view information specific to a particular method, click on the appropriate link below.

Two Curve

Three Curve

Four Curve

Ruled

Tabulated Cylinder

Revolution

Sphere


Two Curve

Creates a mesh defined by a selected generator curve and director curve.  The mesh visually simulates a swept surface that is formed by moving, or sweeping, the generator curve along the director curve.  The end positions of the generator and director curves do not need to intersect.

1)	Select Two Curve from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	If you chose Polygon, indicate whether to use a three- or four-sided polygon for the mesh.

4)	Choose a method for defining the sweep of the mesh's profile:

Translate - Keeps the generator curve's orientation relative to the world coordinate frame as the generator curve is moved along the director curve.

Rotate - Keeps the generator curve's orientation relative to the director curve as the generator curve is moved along the director curve.

5)	Select a generator curve.

6)	Enter the number of segments for the generator curve.

7)	Select a director curve, near the end from which you want to start the sweep of the generator curve.

8)	Enter the number of segments for the director curve.

9)	Choose whether or not the curves are connected correctly.

10)	Choose whether or not to group the mesh.

11)	If you group the mesh, enter a group name and, if necessary, a subgroup number.


Three Curve

Creates a mesh defined by two generator curves and a director curve, or by one generator curve and two director curves.  The mesh visually simulates blending two-curve surfaces.  When you use this option, the end positions of the three curves must intersect to form a closed boundary.

1)	Select Three Curve from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	Choose a method for defining the sweep of the mesh's profile:

Translate - Keeps the generator curve's orientation relative to the world coordinate frame as the generator curve is moved along the director curve.

Rotate - Keeps the generator curve's orientation relative to the director curve as the generator curve is moved along the director curve.

4)	Select the generator curves.

5)	Enter the number of segments for the generator curves.

6)	Select a director curve, near the end from which you want to start the sweep of the generator curve.

7)	Enter the number of segments for the director curves.

8)	Choose whether or not the curves are connected correctly.

9)	Choose whether or not to group the mesh.

10)	If you group the mesh, enter a group name and, if necessary, a subgroup number.


Four Curve

Creates a mesh that is defined by two generator curves and two director curves.  The mesh visually simulates blending four two-curve surfaces.  When you use this option, the end positions of the four curves must intersect to form a closed boundary.

1)	Select Four Curve from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	If you chose Polygon, choose whether to use a three- or four-sided polygon for the mesh.

4)	Choose a method for defining the sweep of the mesh's profile:

Translate - Keeps the generator curve's orientation relative to the world coordinate frame as the generator curve is moved along the director curve.

Rotate - Keeps the generator curve's orientation relative to the director curve as the generator curve is moved along the director curve.

5)	Select the generator curves.

6)	Enter the number of segments for the generator curves.

7)	Select the director curves, near the end from which you want to start the sweep of the generator curves.

8)	Enter the number of segments for the director curves.

9)	Choose whether or not the curves are connected correctly.

10)	Choose whether or not to group the mesh.

11)	 If you group the mesh, enter a group name and, if necessary, a subgroup number.


Ruled

Creates a ruled line mesh that visually simulates the surface formed by simultaneously moving a line (a generator) along two director curves.

1)	Select Ruled from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	If you chose Polygon, indicate whether you want to use a three- or four-sided polygon for the mesh.

4)	Choose Num Segs or Arc Length.

5)	If you chose Point as your creation entity, you must also choose the curve segmentation in the cross directions. Choose NumSegs or Arc Length again.

6)	If you chose NumSegs, enter the number of segments on the curve.  If you chose Arc Length, enter the arc length.

7)	Select the first director curve near the end to connect.

8)	Select the second director curve near the end to connect.

9)	Choose whether or not the curves are connected correctly.

10)	Choose whether or not you want lines created in the cross direction.

11)	If you choose to create lines in a cross direction, choose Num Segs or Arc Length.

12)	This step does not appear here if you use Point as your mesh creation entity.

13)	Enter the number of segments in the cross direction or the arc length.

14)	Choose whether or not to group the mesh.

15)	If you group the mesh, enter a group name and, if necessary, a subgroup number.


Tabulated Cylinder

Creates a mesh that visually simulates the surface defined by sweeping a generator curve along a linear path, the director, of a specified length.

1)	Select Tabulated Cylinder from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	If you chose Polygon, indicate whether you want to use three- or four-sided polygons for the mesh.

4)	Select a generator curve.

5)	Enter the number of segments on the generator curve.

6)	Choose a method for defining the cylinder axis:

Two Positions

Two Positions is selected by default.  It defines the cylinder axis with a selected start point and end point.  An axis vector is directed from the start point to the end point.

1)	Indicate two positions.

2)	Enter an axis length.

3)	Enter the number of segments along the axis.

4)	Choose whether or not the curves are connected correctly.

5)	Choose whether or not you want to group the mesh.

6)	If you group the mesh, enter a group name and, if necessary, a subgroup number.

Line

Defines the cylinder axis with a selected line entity.  The axis vector is directed from the end of the line closest to the selection point, to the opposite end of the line.

Select a line to define the axis vector.

End of Entity

Defines the cylinder axis with a selected line, arc, conic, polyline, or spline.  The axis is defined as the outward-pointing tangent vector at the end of the entity, closest to the selection point.

Select a line, arc, conic, polyline, or spline.

Key In

Defines the cylinder axis with entered values for the axis vector coordinates, X, Y, and Z, either in world or view coordinates.

Enter the X, Y, and Z vector components.


Revolution

Creates a mesh that visually simulates the surface formed by rotating a generator curve about an axis by a specified angular distance.

1)	Select Mesh of Revolution from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	If you chose Polygon, indicate whether you want to use a three- or four-sided polygon for the mesh.

4)	Select a generator curve.

5)	Enter the number of segments on the generator curve.

6)	Choose a method for defining the cylinder rotation axis:

Two Positions

Defines the cylinder axis with a selected start point and end point.  An axis vector is defined from the start point to the end point.

1)	Indicate two positions.

2)	Enter a rotation angle.

3)	Enter the number of segments to appear in the rotation direction.

4)	Choose whether the curves are connected correctly.

5)	Choose whether or not you want to group the mesh.

6)	If you group the mesh, enter a group name and, if necessary, a subgroup number.

Line

Defines the cylinder axis with a selected line entity.  The axis vector is directed from the end of the line closest to the selection point, to the opposite end of the line.

Select a line to define the axis vector.

End of Entity

Defines the cylinder axis with a selected line, arc, conic, polyline, or spline. The axis is defined as the outward-pointing tangent vector at the end of the entity, closest to the selection point.

Select a line, arc, conic, polyline, or spline.

Key In

Defines the cylinder axis with entered values for the axis vector coordinates, X, Y, and Z, either in world or view coordinates.

Enter the X, Y, and Z vector components.


Spherical

Creates a mesh that visually simulates a sphere.  When creating this type of mesh, keep the following in mind:

•	Spheres are created in View 1, world coordinates.

•	Latitude lines lie in planes parallel to the world coordinate X, Y plane.

•	Longitude lines pass through the north and south poles of the sphere.

1)	Select Spherical from the Create>Mesh options.

2)	Choose the entity type for the mesh.

3)	Choose a method for creating the spherical mesh:

Ctr+Rad - Spherical mesh created by a Center point and indicated Radius value.

Ctr+Dia - Spherical mesh created by a Center point and indicated Diameter value.

4)	Indicate the center.

5)	If you chose Center + Radius, enter a radius value.

6)	If you chose Center + Diameter, enter a diameter value.

7)	Enter the number of latitude lines.

8)	Enter the number of longitude lines.

9)	Choose whether or not you want to group the mesh.

10)	If you group the mesh, enter a group name and, if necessary, a subgroup number.


Segment

The Segment options will appear (see palette below) when Segment is selected from the Create Menu.  Segment creates segments of equal lengths along existing geometry.  The original geometry retains its attributes and exists as its own entity.

When using the Segment function, it will be important to keep the following in mind:

•	You choose how many segments to make and what entity to use as a reference.

•	Because new entities are created using all current attribute settings, modify attributes before selecting the reference entities.

•	For easy manipulation, create entity segments on a different level.

•	The following functions are available from the Create>Segment Menu.  To view information specific to a particular function, click on the appropriate link below:

By Entity

By Lines


Create>Segment Menus

The Create>Segment pull-down and palette menus are shown below:

Create>Segment pull-down menu

Create>Segment palette menu


Entity

Creates a specified number of equal length entity segments on a selected curve.  The segments created are of the same entity type as the selected entity.  For example, if you select an arc as a reference entity, the arc segments are created along the original arc.

Note that this function can only be used with lines, arcs, and circles.

To use the function, follow the steps below:

1)	Select Entity from the Create>Segment options.

2)	Enter the number of segments to create.

3)	Select the entity on which you want to create the new entity segments.

4)	If you select an arc or circle, you must enter the start and end angles to choose the part of the entity to segment.

A series of x markers on the reference entity to show the segmentation points.

5)	Choose whether or not to accept the placement markers or select a new entity to segment.


Lines

Creates a specified number of new line entities of equal length.

This option will not work with the following entity types: polylines and points.

To use this function, follow the steps below:

1)	Select Lines from the Create>Segment options.

2)	Enter the number of line segments to create.

3)	Select the entity.

4)	If you select an arc or circle, you must enter the start and end angles to choose which part of the entity to segment.

A series of x markers are drawn on the reference entity to show the segmentation points.

5)	Choose whether or not to accept the placement markers or select a new entity to segment.

6)	The line segments are created.


LIGHTS

The Create>Lights options allow you to define and place reference entities that can be used to create realistic lighting effects in your drawings.

Display of light entities are controlled via the View>Render menu.

Distant Light

Local Light

Spot Light

Ambient Light

Camera Light

Note: Once placed, light entities can be edited and moved using the CADKEY global Edit and Move functions. However, only the light source may be moved. That is to say that the location of local lights and spot lights may be moved, but not the direction of lights.


DISTANT LIGHT

Distant lights unlike local lights and spotlights do not have a position in space from which they radiate light.  However, so that they may be selected the direction of a distant light is indicated with two points.  The first point is displaced just like other lights as an asterisk in the entities color with a circle in the color that the light casts.  In addition to the first points asterisk there is a line segment from this point to the second defining point, or target point.  The light shines everywhere like the sun along the given line.  Since a distant light’s position is irrelevant, moving it will not change the lighting of a model.

A Distant Light Above Five Spheres

The length of the line is not a factor in the strength or dispersion of the light; is simply a line segment to indicate the direction of the light, and is drawn between the two given points that were used to define the light. The direction of the light goes from the marked to the unmarked end.


LOCAL LIGHT

 Local lights occupy a point in space and cast light in all directions from that position.  The light does not attenuate, and is in given color.  The position of a local light is marked with an asterisk with a circle around it.  The color of the asterisk is the lights entity color, and the color of the circle is the color of light that is cast from the given position.  A local light is created with the (Create / Lights / Local Light) menu item.

A Local Light Above Five Spheres


SPOT LIGHT

A spotlight is just like a local light in that it occupies a point in space and casts light from that position.  However, unlike a local light, a spot light may be configured to cast light only in a cone with its vertex at the lights position.  In addition the light may be configured so as to change its concentration between an inner and outer cone.  The cone’s axis is indicated with the selection of a second point called the target.  Spotlights are marked in the same way as local lights, with an asterisk in the lights entity color, and a circle in the lights casting color, with the addition of a line segment that starts at the lights position and stops at the lights target.  The inner and outer cones are also drawn as circles centered about the cones axis in the plane passing though the lights target and normal to the lights direction.  Like local lights, spotlights do not attenuate with the distance that the light is from an object.

A Spot Light Above Five Spheres

Spot Light Properties


SPOT LIGHT PROPERTIES

Once you have selected a location for your spotlight, the Spot Light Properties dialog will appear.   You can use these settings to fine-tune the appearance of the spotlight.

The angle of the cone may be given as either an angle, or as the radius of the cone at the lights target.  The inner cone may be defined in either of those two ways or as a percent of the outer cone.

In addition to an inner and outer cone the concentration of the light may be given to indicate how the light falls off from the inner to the outer cone.  A concentration of zero indicates the light is the same concentration inside and outside of the inner cone.  A positive concentration is used as the exponent of the COS of the angle from the inner cone to determine how the light’s concentration should fall off.

Since spotlights abruptly stop at their cone’s boundaries the faceting of an object may not be small enough to adequately show the boundary.

To improve the spotlight’s boundary it may be necessary to change the faceting properties that may be found in the (File / Properties / Units Tolerances Tab).  Check the maximum edge length option and set to the largest value that produces the required results.


AMBIENT LIGHT

In addition to creating individual lights, light may be added to an object by setting the ambient color of its material properties.  Ambient light is used to simulate indirect light from reflections of other objects.


CAMERA LIGHT

The default view in CADKEY uses a camera light that is over your shoulder pointing in the direction that you are looking.  This light lights whatever is facing you and hence cannot cast shadows that may be seen.  The camera light moves as you rotate the scene so as to always be over your shoulder.  To see the true affect of positioned lights it is necessary to turn the camera light off.  The camera light may be toggled off and on with the menu item (View / Render / Camera Light).


FILE MENU

This segment contains information about the .CKD design file format, as well as the various options available from the File Menu.   File Import and Export options are discussed under Data Exchange.		File Menu Topics File Format  Working with Files  File Options  Properties  Printing/Plotting  Recent Files  Workspaces  Exiting the Program


File Pull-Down Menu

The File pull-down menu, accessible from the Menu Bar, is shown below:

The File pull-down menu


File Format

A new file format called the Design File has been created for  the V20+ products.  This format has a .CKD file extension, and is using a compressed file format that will decrease average file size and load time.  This format allows for improvement to attributes with an increase in colors and arrowhead styles.  There is an increase in the number of levels and an additional option to associate default attributes with a level.  See the section on Levels for complete details.

This new format also opens the door for assemblies.  With the addition of the assemblies feature comes new entity types, such as the part reference entity.  See Assemblies for complete details.

The new file format will store global data that can be separated into four different classifications:

•	File Specific - Means the data is saved in the Design File.  File specific data is the thumbnail preview graphic and the list and count of parts and part references in the file.

File specific configuration settings are contained in the "Set Configuration Options" dialog box accessible from Tools>Options on the Menu bar.  See Tools for more information.

•	Part Specific - Means the data is saved in the Design File in part storage.  This is all the data displayed in the file properties such as: units, 2D vs. 3D construction mode, cplane vs. world construction mode, properties, entity color palette, and all other color settings.

Part specific settings are in the "Properties" dialog box, accessible from File>Properties.  See the Properties section for further information.

•	Layout Specific - Means the data is saved in the Design File in the layout object.  This data includes: current color, pen, style, width, polyline fill color, grid, snap and detailing settings.

•	Model Specific - Means the data is stored once for model mode.  This data includes: current color, pen, style, width, polyline fill color, grid, snap and detailing settings.


Working with Files

This section includes information related to the various file types that are supported, and how to name your files.    Several file management tips are also discussed in this segment.


File Types

Unique information about your parts is stored in several files.  Each file type has a specific purpose.  This section describes each file type.

•	A CADKEY design file stores complete information about the part, including geometry, scale, current view, line types, and 2D/3D status.

•	A CADKEY template file (.CKT) can be customized to store template specifications.

•	A CDE file is a CADKEY Dynamic Extension.  These are applications that you can run to increase functionality or access special features.  CDEs can be created by you, your company, third-party developers, or can be installed with this product.

•	A CADL file is used to export geometric information from the part database into an ASCII file that can be used by other programs, such as CAM.


Naming Files

When you are prompted to type a file name, you can use up to 255 characters to create a name for the file.  If you want to use the default extensions, do not type a. or an extension after the file name, the appropriate default extension will automatically be added.

Note that a file name can contain up to 255 characters, including spaces.  But, it cannot contain any of the following characters: \ / : * ? " < > |


File Management Tips

Below are several tips for managing your files in this application:

•	To prevent data loss, it is suggested that you save your design files frequently.

•	It is recommended that you save to your hard disk first, and copy the file(s) to a floppy disk later.

•	Always store a drawing as a design file before you create a plot file.


File Options

The pull-down File Menu on the Menu bar contains various options that allow you to access and manage (organize) your files for easy retrieval and storage.  These options can also be contained in a custom File toolbar.  The File Menu will list the recent files that you have recently viewed, for quick and easy access.

The following file options are available.  To view information specific to a particular function, click on the appropriate link below:

New

New by Template

Open

Opening Part (.PRT) Files from Previous Versions

Close

Close All

Save

Save As

Save All

Save Preview


New

When this product is loaded, a new part opens.  Use the New option to load a new blank design file much like the default.


New by Template

Templates are a new concept and use a unique file extension, .CKT (CADKEY Template).  A template is essentially a blank design file that can be customized to contain your specific settings.  Geometry cannot be "carried" by a template file, only settings.

Template files are created using the Save or Save As options, accessible through the File Menu, and saving a part to the (*.CKT) file type.  Once a template is saved, you will be able to open a new part by a specific template that you specify, using this New by Template function.  The new part will contain the specific settings that had been saved to the template you had specified.

When New by Template is selected, you will be able to search for a template file from the menu below, using the Choose Template option, or by selecting a template file from the Recent Templates list.

Choose Template


Choose Template

Use this function to browse for and select a template.  When this function is selected, the "Select Template for New Part" dialog appears, through which you are able to browse for a specific template (*.CKT) file.  A list of the templates most recently used will appear under Recent Templates.


Open

The Open function is used to open, or load, a file.  The file types listed under Supported File Types are supported by the File>Open function, and can be opened by it.  When Open is selected from the File Menu, the following dialog box will appear:

The File>Open dialog box, where the Preview button is suppressed (note the thumbnail image)

Opening PRT Files from Previous Versions (Converting to CKD)

The dialog also contains a display preview of the selected file, if a thumbnail preview had been saved with the file (see Save Preview).  If the PREVIEW button is depressed and a thumbnail is available, it will appear on the right side of the dialog (as shown above).  If multiple files are selected, no preview will be available.  If you elect not to preview file thumbnails, it will increase browse speed as a result, given that the bitmap graphic will no longer need to be loaded for each file.  An increase in browse speed will be especially noticeable with older machines.

To work on an existing file, select the file from the dialog box.  Or if you worked on the file recently, you may be able to open it by choosing its name from the Recent File list section of the File Menu; the last eight files opened appear near the bottom of the File Menu.  This is the fastest way to open a file, and is especially handy when you work on a small group of files over a period of time.


Supported File Types

The "Open" dialog box will have file type definitions for:

•	All Files (*.*)

•	Design Files (.CKD)

•	Part Files (.PRT)

•	Pattern Files (.PTN)

•	Template Files (.CKT)

Notice the addition of the Template file type to the list above.  A template file (.CKT) is essentially a blank design file that can contain user-specified settings.  New files can be loaded with template settings intact by using the "New by Template" option under File.


Opening PRT Files from Previous Versions

PRT files from previous versions should generally import without incident.  If a file is successfully read (note the conversion "progress bar" at the bottom of the viewport), the "Save As" dialog box will appear.  In this dialog, you can rename the file or accept the default of the current file name with the .CKD extension.  In essence, you are using the Open function to convert old PRT files to the new CKD format.  Choose SAVE and the default template as specified under Tools>Options>Misc will be used to fill in any data that is stored in a design file that was not stored in the old part file.

Known PRT/CKD Conversion Problems

There are several known issues that may occur when loading/converting legacy PRT files. They are:

•	Due to a bug in CADKEY Release 19, some radial dimensions may not be displayed properly when converted to the CKD format.  "Arrows-out" radial dimensions on incomplete arcs may come in with the arrow inside the arc if the dimension leader passes through the open part of the arc.

•	When converting CADKEY Release 19 parts, layouts containing Hidden Lines Rendered (HLR) and Hidden Lines Dashed (HLD) instances may not be mapped correctly.  However, the program should restore the instance hidden line attributes to be the same as the current default instance hidden line attributes.

•	When coverting CADKEY Release 19 parts, Baseline Running Dimensions may not convert properly. During conversion, dimensions may not line up properly and cause double leader lines to appear.


Close

To close a file select Close from the File Menu.  If you are closing a new file, or a file that was modified since it was last saved, a dialog box will appear asking if you want to save the file.  If you choose YES, the file will automatically be saved.  If you choose NO, the file will close without saving.


Close All

This option allows you to close all open documents with a single menu click.  At this time, you are prompted to save all files that have changed since the last save.

To close all open files select Close All from the File Menu.  This will bring up a dialog box for each open file, asking you if you want to save the files.

If you choose YES, the files will be saved under the file names they were previously saved under.  If you choose NO, the files will close without saving.


Save

When you open a file, you are actually working on a copy of the file.  The original is still stored on disk.  Saving your file periodically ensures that your latest work is retained.

Below are several file saving tips that should be considered:

•	Save anything you don't want to redo.

•	Save as often as makes sense for you.  If you are completing a complex piece with very detailed modifications, you may want to save every five to ten minutes, while you might work on creating an initial sketch or an idea for as long as 20 minutes before saving it.

•	Save a file before you print or make major modifications to it.

•	When you save a file, the file remains open on your screen so you can continue to work.

To save a new file, follow these steps:

1)	Select Save from the File Menu.

2)	In the "Save As" dialog box, type the name of the file in the File Name box.

You can use any three-character alphanumeric file name extension.  When a file is saved without an extension, the file is saved with the default, .CKD.

3)	Select the drive or directory to save the part in.

4)	Choose OK.

Once you have saved a file, save additional changes by selecting Save.  Since the file has already been named, it will be saved under that same name.

Bookmarking

When a design file is saved, the system mode (Layout or Model) that was active when you saved it is saved as well.  Additionally, whenever a design file is loaded, it will open in the mode that was active when it was last saved.


Save As

The Save As command lets you create more than one version of a file.  You can choose to save each version under a different name, or you can save the file under the same name in different directories or on different disks.  This is useful when you want to keep a backup copy or when you want to have several versions of the same part so that you can compare modifications you've made.

1)	Select Save As from the File Menu.

2)	To save the file under another name, type the new file name in the File Name box in the "Save As" dialog box.

The last-saved version of the file keeps the file name you previously saved it under.

3)	To save the file to a different directory or drive, select that drive or directory.

4)	Choose OK.

If a file already exists with the same name in the same drive and directory, you are prompted to replace the existing file or not.  Choose YES to replace the existing file.  If you choose NO, you return to the "Save As" dialog box to enter a different file name.

Bookmarking

When a design file is saved, the system mode (Layout or Model) that was active when you saved it is saved as well.  Additionally, whenever a design file is loaded, it will open in the mode that was active when it was last saved.


Save All

The Save All feature allows you to save all open documents with a single menu click.

If you are taking advantage of MDI and you have more than one part open and want to save all the files choose Save All from the File Menu.

Bookmarking

When a design file is saved, the system mode (Layout or Model) that was active when you saved it is saved as well.  Additionally, whenever a design file is loaded, it will open in the mode that was active when it was last saved.


Save Preview

Save Preview allows you to save a bitmap graphic of your file to be displayed in the preview section of the "Open" dialog box.  This is saved with the part.

It will be important to know the following about preview images:

•	Note that the preview is not automatically updated if you modify an aspect of the part that is in the preview.  You will need to resave the preview it to be updated in the dialog.

•	You can use rendered, HLR, or wireframe displays as previews.

•	You must have started this product on the machine viewing the files to have this association set up properly.

•	When saving a part with multiple viewports, you are able to select which viewport to save in the preview.

•	When the "Enable Automatic Save of Preview" setting is enabled (checked) under Tools>Options>Saving, a preview will be saved automatically.  When this occurs, the Save Preview option will be overwritten.

Previewing Thumbnails in Windows™ Explorer

Thumbnail images can be viewed outside of this product, through Windows Explorer, using the following options:

Windows™ NT, 95, and 98

1)	Select Start>Settings>Control Panel>Add/Remove Programs applet>Setup.

2)	Look for "Accessories," and make sure that it is checked.  Highlight Accessories and select the Details button.

3)	Scroll the Details list for the "Quick View" option.  Place a check in the box beside "Quick View."

4)	Select OK.

Once "Quick View" is loaded, you will be able to view thumbnails through Windows Explorer.  This is done by right-clicking on an image file and selecting "Quick View" from the context sensitive menu options.  A preview window will appear, and the thumbnail will be displayed in the window.

Windows™ ME and 2000

1)	Select View from the Windows Explorer toolbar.

2)	Select "Thumbnails" from the pull-down list.

Once "Thumbnails" is enabled, you will be able to preview thumbnail images by simply selecting the image file to view.  A window will appear, in which the thumbnail will be displayed.


Properties

The "Properties" dialog box appears when you select Properties from the pull-down menu.  This dialog controls data and configuration options for the active part.  All the settings in this dialog are part specific and will reset to their defaults when you open a new part.

The following pages are contained in the Properties dialog.  To view information specific to a particular page, click on the appropriate link below:

File and Part Properties

File and User Properties

Colors/Attributes

Units/Tolerances


File and Part Properties

The File and Part Properties tabs contain the same input fields.  The File tab contains the information for the entire design file.  The Part tab contains the information for the active part.  The active part name will be displayed in the title bar of the dialog.

The following editable fields are contained within the File Properties and Part Properties dialogs:

•	Part Number -	This field allows you to enter a part number if one exists to help you identify the project.

•	Description -This field allows you to enter a description to help you and coworkers identify the project.

•	Created by -The name of the owner of the computer.

•	Keywords -This field allows you to enter keywords, if desired to clarify aspects of the part.

•	Last Saved By -This field allows you to enter the name of the user who last saved the file.

•	Revision -This field can be used to keep track of the various revisions to the project.

•	Material -This is a drop down list that stores the 10 most recently used items.  You can select from one of those or enter a new type of material.

•	Vendor -This is a drop down list that stores the 10 most recently used items.  You can select from one of those or enter a new vendor.

•	Created at -This field is automatically filled in by the system when the part is created.

•	Last Saved at -This field is automatically filled in by the system when the part is saved.

•	Comments -This field allows you to enter any additional comments that you feel may be necessary.


File and Part User Properties

Both the File User Properties and Part User Properties pages contain the same settings. These user properties can be edited by clicking in the edit field for either the Name or the Value.  These are additional fields that you can create/modify that will help you better define your part and its attributes.

Use the F2 shortcut to enter/edit text in the editable fields.


Colors/Attributes

This tab contains the display settings that were previously contained in the Tools>Options dialog box.  These settings allow you to customize the colors of your display for each part.  The color palette is also available from this dialog.

The mode specific settings are:

•	Color -This defines the color of newly created entities.

•	Pen -This defines the pen used when printing or plotting.

•	Line Style -This defines the style of the lines that will be used to create new entities.

•	Line Width -This defines the width of the lines that will be used to create new entities.

•	Polyline Fill -This defines the color that will be used to fill any new filled polyline entities.

The display color settings are:

•	Background - Sets the color of the background in all viewports.  Top and Bottom input fields are provided which allows you to create a ‘gradient’ background (one color fades to the other). If you want a solid background, choose the same color for both Top and Bottom.

•	Highlight - Sets the color of the highlight in all viewports.

•	Rubber band - Sets the color of the rubber band, which is seen when you are creating entities.

•	Active Instance - Sets the border color of the active instance in a layout.  This is also used for the Paper Border.

•	Cust. Cursor -Sets the color of the cursor in all viewports, but only when the Custom Cursor is enabled.  Cursor size is set under Tools>Options>Misc.  This is also used for gnomon labels.

•	Marker - Sets the color of the temporary markers used to show locations in the viewport.

•	Selection -Sets the color to be used during selection of geometry in the viewport.

•	Inactive Inst. -	Sets the border color of all inactive instances in a layout.

•	Hid. Part Ref  - Sets the color of the hidden part reference box in an assembly.

•	Supp. Ref Box  - Sets the color of suppressed part references in an assembly.


Color Palette

The options contained in the Color Palette allow you to define and set new colors.  Below right is the "Color" dialog box that is brought up when you click on a color in the color palette.  It allows you to set a color to any value in the 24 bit color spectrum, using a manual pick, or by RGB or HSL values.  See your Microsoft Windows User's Guide for complete information on working with the "Color" dialog box, Color Palette, and defining custom colors.

This dialog will also appear from the "Other…" button on the color well.


Units/Tolerances

The Advanced dialog page contains Modeling and Faceting settings that can be configured.

Construction Units

Defines the construction units of the file.  Choose inches, millimeters, feet, centimeters, yards, or meters from the drop-down menu.  Once you have specified new construction units, a prompt appears (shown below).

When the construction units are changed, the following File Properties change:

•	Surface Deviation

•	Maximum Edge Length (if enabled)

•	Plane and Vector Display Scale

The Spline Tolerance and Surface Deviation values, in particular, are important to monitor.  The number of nodes on a spline, and the number of patches on a surface, could be drastically affected by the changes to these values, depending on the size and curvature of the spline or surface.  A smaller tolerance caused a tighter fit of a bspline and, therefore, more node points are introduced into the bspline curve or surface.

Changes to the Spline Tolerance value will affect the fit of bspline curves, and surfaces that ACIS constructs to match procedural curves and surfaces.

Surface Deviation is a faceting tolerance that affects the number of polygons that are generate, and as a result, changes to this value may affect rendering and faceting speed.

It is recommended that you do not change the spline tolerance and coincident distance values unless it is absolutely necessary.  Tightening these tolerances may greatly increase file size, and significantly decrease performance.  However, due to unusual design methods the flexibility to change these settings is provided.

If small parts are being modeled, the Spline Tolerance and Surface Deviation values will most likely need to be decreased (from the default values) by an appropriate order of magnitude.

These values change by an amount that is a soft conversion between the units.  In other words, the values are not changed by a mathematical conversion.  The conversion values are listed below, as converted from inches:

To Feet – 0.1

To Yards – 0.025

To Millimeters – 25

To Centimeters – 2.5

To Meters – 0.025

If the construction units of a .PRT file when being converted to the .CKD format are in millimeters, the tolerances will be automatically set to the millimeter defaults.

Modeling

Specify values for Spline Tolerance and Coincident Distance.

Faceting

The available settings allow you to specify Surface Deviation, Normal Deviation and a Maximum Edge Length.

These settings replace the HLR Curve Resolution and Draw Smooth Lines settings from previous versions.

When preparing to render a part you are not familiar with, it is helpful to know the rough size of the part in order to apply the appropriate surface facet tolerance.  If the part is very large, the default surface facet tolerance might be too small, causing a very large number of facets to be generated which in turn causes very slow performance.  It is therefore helpful to view the part at full scale before rendering.  Use the View>Zoom>Scale feature, and enter a scale of 1.0 and indicate the screen center somewhere on the part.  If a millimeter model had accidentally been imported into an inch part, then the model would appear to be 20-25 times larger than it should be.  When this occurs, you can use the File>Properties> Units/Tolerances tab, and change the part to the proper Unit of measurement.  Conversely, if the part appears to be extremely small at full scale, then it could be that an inch model was imported into a millimeter part, and the tolerances should be made smaller so that a sufficient number of facets will be generated.  When you change the part Units, the facet tolerances will automatically change to appropriate default values.  The part can then be rendered knowing that it will be faceted with the appropriate tolerance.

Display

Specify a display scale for both Planes and Vectors.


Printing / Plotting Options

Discussed below are the several Printing and Plotting options available from the File Menu; such as print setup options and print / plot configuration options.

The following features are available from the File Menu.  To view information specific to a particular function, click on the appropriate link below:

Using the Print Function

Print Preview

Print Setup

Enable Print Stamping


Print

The Print function is used to send a graphical image of a part to an installed printer, plotter, or to a file.  You should configure your printer or plotter through Windows before printing.  To print a part, follow the steps below:

1)	Select Print from the File Menu.  The "Print" dialog box appears.  See "Configuring Printers and Plotters" in this chapter for information about Properties.  Note that the appearance of this dialog will vary depending upon the Operating System you are using.

2)	Under Print Range, the "All" option will always be enabled.

3)	Select number of Copies, and whether to Collate Copies or print to file.

4)	Choose OK.

5)	Change any options in the "Print/Plot Setup" dialog box.

6)	Choose OK.

7)	Place the paper border box around the area you want to print, or choose SKIP to automatically center the paper box around the area to print.

To print the contents of the Level List display window, make sure it is active (by clicking on it) before selecting File>Print from the menus.


Print/Plot Setup Options

After you complete the "Print" dialog box, the "Print/Plot Setup" dialog box appears.  Set the Scale, Anchor, and Map, as well as other print/plot related settings, in this dialog box.

Once you have finished configuring the settings in this dialog, click OK to print.

Print/Plot Region

The following settings appear in the Print/Plot Region segment of the Print/Plot Setup dialog.  Using these options, you are able to specify the printable region, the size and the offset of that region.

•	All  of  Media - Prints or plots using the largest available paper region depending on how the printer or plotter was configured in Windows.  When you use All of Media, the Size box is inactive.

•	Specify Region - Prints or plots using a paper region that you specify. Specify Region allows you to set a smaller paper region to print or plot in. When you use Specify Region, you can specify a paper region to use and an offset using the Size and Offset boxes.

Size

These options will be grayed out unless you have selected "Specify Region."  The Size setting is used to set the size of the printing and plotting region in inches.  The maximum size of the print or plot area appears in the Size box when All of Media is enabled. The print or plot region depends on the configuration of your printer or plotter in Windows.  Typing in smaller X and Y values, specifies a smaller paper region to use.

Enter X and Y values for the printing or plotting region in the Size box.

Offset

Sets the origin of the print or plot region to compensate for any default offset the printer or plotter adds.

Enter X and Y offset values for the printer or plotter in the Offset box.  You can have negative or positive offset values.

When entering Offset values, you can enter X and Y values that move the printing and plotting region off the paper resulting in a clipped print or plot.

Scale

Use Scale to scale your part to the paper size without distorting the part.  Scale determines the ratio of part size to paper size.  You can also allow for the scale to be automatically determined, or you can choose your own scale.

•	Auto - Scales the part to automatically reach the extents of the paper margins.

•	Key In - Lets you enter a plotting scale value manually.

Paper Position Anchor

Use the Paper Position Anchor to define the point from which you move the paper drag box.  When you finish setting up the printer in the "Printer Setup" dialog box, you are prompted to indicate a placement for the paper in the viewport.  A rectangular highlighted paper border known as a drag box is then displayed.  You can move the drag box to any position on your screen.  The drag box allows you to set the paper around the part.  Drag box boundaries match the print area size you set in the "Printer Setup" dialog box.

Position the cursor in the Drag Point box and click on one of the cursor placement options.

Extract HLR/HLD in Layout Mode

Enable this checkbox if you wish to use ACIS PHL/Advanced PHL for printing HLR/HLD instances instead of using the default (HOOPS) functionality.  This may take longer to print, but it usually results in better line quality than the facetted HOOPS result.

Use Backgroud Image for Rendering

Enable this checkbox if you wish to use the screen background color (or colors, if a gradient is defined) when printing.

Printer Configuration

Allows you to select a printer configuration from the drop-down menu.  By default, the "default" configuration appears.


Print Preview

The Print Preview option allows you to view, or preview, the area of the file you intend to print/plot. This is helpful in that it provides you with an estimation of what the final print/plot result will be.

To use the Print Preview function, follow these steps:

1)	Select Print Preview from the File options.

2)	The Print dialog box appears, and requires that you select the print/plot device to use.  Select a device.

3)	The Print Setup Options dialog then appears.  Configure the Setup options as you would like, then choose OK.

4)	Position the paper "preview" using the options in the Conversation bar.  Note that you can use the Skip option to automatically center the paper.

5)	The Preview of the part then appears.  Use the options at the top of the preview to make adjustments to the preview.

Preview of the "aircylinder.ckd" model

Preview Options

The following options are available from the Print Preview window:

•	Print - When selected, the part will be printed immediately using the device you had selected.

•	Zoom In -When selected, the preview is magnified to enlarge the part.

•	Zoom out -When selected, the magnification of the preview is decreased, thus making the part smaller.

•	Close - Select this to close the preview and return to the viewport.


Print Setup

Use the Print Setup feature to configure printers and plotters per your liking through both the Print Setup dialog box and the Properties dialog, which contains several print/plot related settings.

 To use the File>Print Setup feature, follow the steps listed below:

1)	Select Print Setup from the File options.  The "Print Setup" dialog box then appears.  The look of this dialog will vary depending upon the Operating System you are using.

2)	Select a printer/plotter device, indicate a print orientation, and select a paper size and source through the Print Setup dialog.  The choices in the "Print/Plot" dialog box are standard Windows options.  Refer to your Windows documentation for more information.

The Printer Setup buttons allow you to save the current settings, cancel printing settings, or access the "Properties" dialog box, described below.

3)	Choose OK when you are ready to print.


Print/Plot Properties Dialog Box

When you select Properties from the "Initial Print/Plot" dialog box, the "Properties" dialog box appears.  Note that the settings contained within this dialog will differ depending upon the print/plot device you had selected.

The Properties>Paper Size page for an HP DesignJet™ driver

This tabbed dialog can be used to configure the way graphics and fonts are handled, and the way memory is allocated for the print job(s).

The "Properties" dialog is unique for each printer driver.  See the documentation for your printer for specific instructions for configuring the device.


Enable Print Stamping

Select this option to toggle on/off the print stamping option. The Timestamp function can be used to automate the inclusion of information about your .CKD files on print-outs.

The following information can be included in your printouts:

•	Filepath

•	Filename

•	Partname

•	Layout

•	Date and Time

This option is configured in the Print Stamping tab of the Default Print/Plot properties dialog.


Recent Files

The Recent Files feature allows you to view, and re-load if necessary, the last eight files you have opened.  When you drag your cursor over Recent Files, a fly-out window will appear containing the names of each file you had recently loaded, with the most recent listed first.  If no files had been opened prior to this feature being selected, the fly-out window will be grayed out.


Workspaces

The Workspaces feature allows you to open, save, and close your workspace files.  Through the Workspaces menu (see below) you are also able to view, and re-load if necessary, the workspace files (.wsp) you most recently loaded.  If no workspaces had been loaded prior to this feature being selected, that portion of the fly-out window will be grayed out.

The following functions are available from the File>Workspaces Menu.  To view information specific to a particular function, click on the appropriate link below:

Open Workspace

Save Workspace

Save Workspace As

Close Workspace


Open Workspace

When you open a workspace, all the files that you were working with in the last session will be opened.  If multiple workspaces have been saved, when you choose Open Workspace from the File Menu the "Open Workspace" dialog box will appear.  From the dialog box choose the saved workspace that you want to open.  Choose OPEN to proceed.

A Most Recently Used list allows you to easily switch between workspaces that had been previously saved.  The 10 most recently used files will be stored and displayed.


Save Workspace

To save the workspace you are currently working in choose Save Workspace from the File Menu.  The "Save Workspace" dialog box will appear.  Enter a name for the workspace to save.  The workspace will be saved with a ".wsp" file extension (minus quotations).


Save Workspace As

Use this function to save a workspace to a new file name.  When selected, the "Save Workspace" dialog will appear, through which you are able to specify a file name and directory to which the workspace will be saved.  Note that the workspace will be saved with a ".wsp" file extension (minus quotations).


Close Workspace

Use the Close Workspace feature to close a loaded workspace.  Select Close Workspace from the File Menu to close the current workspace.  Note that this function will only be active when a workspace file is loaded.  When this function is performed, all user toolbars are deleted, and the menu bar and default toolbars will be reset to their original configuration.  The placement and visibility of toolbars or windows is not changed.


Exit

Use the File>Exit function to close this product.  When this function is selected, you will be prompted to save any files that are currently un-saved before exiting completely.  The warning dialog that appears in such an instance is shown below, where changes to the default file have yet to be saved.

•	YES – If YES is chosen, you will be prompted to save the file, through the "Save As" dialog.  Through this dialog, you can assign a unique name to the file and specify a location to which it will be saved.

•	NO - The file will not be saved, and the product will close.

•	CANCEL – The Exit function will be cancelled, and the "Save changes to…" prompt will disappear.


EDIT MENU

The Edit Menu options give you editing control when you create entities and parts.  These features let you make changes as you work.  Edit Menu options let you undo the last command, delete selected entities, recall deleted entities, copy images to the clipboard, and insert and format OLE objects. The following topics are discussed in this segment.  To view information specific to a particular topic, click on the appropriate link below.		Edit Menu Topics Undo/Redo  Delete  Cut/Copy/Paste  Set Mask  Entities  System Settings  Activate OLE  Paste Object  Paste Special  Insert New Object  Links  Object


Edit Pull-Down Menu

The Edit pull-down menu, accessible from the Menu Bar, is shown below:

The Edit pull-down menu


Undo/Redo

Unlimited undo functionality is available on all modeling functions independent of current function status.  The actions you perform on the model are stored for the duration of the program session.  It is possible to undo/redo modeling operations using this history.

The following options are available from the Edit pull-down menu.  To view information specific to a particular function, simply click on the appropriate link below:

Undo

Redo

Undo/Redo Multiple

Purge Undo

Rendering with the Facet only when necessary option enabled in the Solids tab of the Tools>Options>Set Configuration Options dialog may affect Undo/Redo states.  This can have unexpected consequences when "undoing" the creation of rendered solids.


Undo

When working in the program, the actions you perform on the model are stored for the duration of the session.  It is possible to undo and redo modeling operations using this history.

When you decide that the last command you executed is not what you wanted to do, select Undo to reverse it.  Clicking this button will undo the effects of the last modeling function.  The Undo feature is limited by the number of operations.

Note that you cannot reverse any operations done in a previous session.

Using Redo can reverse the effect of the last Undo, as long as you have not performed any other operations since selecting Undo.


Redo

Clicking this button will redo the last modeling operation reversed by Undo.  If other modeling operations have changed the part since the Undo was executed, Redo will not be available.  The Redo function is intended for use immediately after an Undo.


Undo/Redo Multiple Steps

If you wish to affect many states at one time, it may be quickest to use the Undo/Redo Multiple States option.  Select the Undo/Redo Multiple Steps function, enter the number of states, and click ACCEPT.


Purge Undo

Use this function to clear the history database for the current part file, which will free up memory that is being used to hold the undo/redo states.  Once you have purged the history database, you will not be able to undo/redo any previous modeling operations.


Delete

Use the following editing functions to delete entities.

Deleting Entities Attached/Associated with Dimensions

See the Tools>Options>Dimensions segment for information in this regard.

To view information specific to a particular function, click on the appropriate link below:

Single

Multiple

By Level

By Plane


Single

Delete Single Select lets you quickly and easily delete entities.  When you choose Delete Single Select from the Edit Menu or a toolbar, you are prompted in the Conversation bar to select the entities to delete.  Use your mouse to single select the entities to be deleted.


Multiple

When you choose Delete Multiple Select from the Edit Menu or toolbar, the Selection Menu is presented in the Conversation bar.  This allows you to use these selection methods to have control over exactly what you want to delete.


By Level

Deletes entities from a level that you specify.  You can delete by level from the Edit pull-down, or from the icon in a toolbar.

To delete from the toolbar or from the Edit pull-down menu:

1)	Choose Delete from the Level toolbar options.

2)	In the Conversation bar enter the level numbers or select an entity.  The entities on the level will be deleted.


By Plane

Removes entities that intersect with, or lie on, a selected side of a plane that you define.  You can delete by plane from the Edit pull-down menu or from the icon in a toolbar.

Follow these steps when using the Delete>By Plane function:

1)	Select By Plane from the Delete options in the Edit pull-down menu or from the toolbar.

2)	A pop up question box will appear.  Choose whether you want to delete the entities that intersect with the defined plane.

3)	Select the entities to delete.  ACCEPT when done.

4)	Using the Plane Definition Menu, define the plane.

After you define the plane, a temporary icon is displayed showing the orientation of the defined plane.  The icon is drawn in the current display view; you cannot work with the icon as you would an entity.

5)	Indicate which side of the plane you want to keep.

6)	The entities that lie on the other side of the plane are deleted.  If you chose to delete the entities that intersect the plane, those entities are removed as well.  If you do not delete intersecting entities, only the entities lying on the opposite side of the plane are deleted.


Cut/Copy/Paste

Geometry (including solids) can be cut or copied and then pasted to a new location in your current drawing or any other program file.  The geometry can only be pasted during the current session in which the cut or copy was made.  To access this option, you can use the Cut, Copy, and Paste options in the Edit Menu.

You can select geometry using any of the Selection Menu options.  See Getting Started or on-line help for detailed information on the Selection Menu options.  The default accelerator file assigns the Windows-standard accelerators to the cut [Ctrl] [X], copy [Ctrl] [C] and paste [Ctrl] [V] commands.  However, you do have the ability to modify these accelerator keys.  See Tools for detailed information on assigning accelerator keys.

Note that in Layout Mode, the Cut/Copy/Paste functions will only handle layout-specific geometry.

The following functions are available from the Edit Menu.  To view information specific to a particular function, click on the appropriate link below:

Cut

Copy

Paste


Cut

1)	Choose Cut from the Edit Menu or use the accelerator keys [Ctrl] [X].

2)	Select the geometry to cut using the Selection Menu options.

3)	You will now be prompted to select a base position for the future paste.


Copy

1)	Choose Copy from the Edit Menu or use the accelerator keys [Ctrl] [C].

2)	Select the geometry to copy using the Selection Menu options.

3)	You will now be prompted to select a base position for the future paste.


Paste

1)	Choose Paste from the Edit Menu or use the accelerator keys [Ctrl] [V].

2)	Select the position to paste the cut or copied entities.

3)	The geometry will be placed in the new location(s).


Copy to Clipboard

Use this feature to copy the current screen image to the clipboard, a temporary storage area, where the image is saved as either a .BMP (raster) or .WMF (vector) file.  These methods can only capture model geometry (no interface).  If you want to capture the entire program screen or an active dialog box, use the Windows [Print_Screen] or [Alt] [Print_Screen] keys.  See the Microsoft Windows User's Guide for detailed information on the Windows Clipboard.

The following functions are available from the Edit>Copy to Clipboard Menu.  To view information related to a specific topic, click on the appropriate link below:

Copy Raster

Copy Vector


Copy Raster

Lets you select an area of a currently loaded part file by surrounding it with a rectangular window.  It then copies the contents of the rectangular window as a bitmapped image to the Windows Clipboard.  You can then paste the file into a raster-based paint program (e.g. Windows Paintbrush, Word for Windows) in order to save and edit the file.

This method is best for Solids or Picture-It smooth-rendered images.  If you are capturing wireframe or hidden-line views, you should use the Copy Vector function.

1)	Choose Raster from the Edit>Copy to Clipboard options.

2)	Select the first corner of a window to surround the area you want to save to the Clipboard.

3)	Select the second corner of a window to surround the area you want to save to the Clipboard.

4)	Now go into any Windows program that supports .BMP and choose Paste from the Edit Menu.

The images are copied to the clipboard as .BMP bitmapped files.  Once the image is pasted from the clipboard into a Windows application, you can save the file in any format that is supported by that application.  For example, once pasted into Windows Paintbrush, a file can only be saved as a .BMP file.  The same file, pasted into Hijaak Pro or Photoshop, can be saved as a .GIF, .TIF, .PCX and any number of other formats.  The better the application, the more file options you have.

The images will be saved at the color depth (or bit-depth) that your system is currently set up for.  If you are in 16 bit (65,536 color) mode, the image will be in the same format.  Once copied into another application (e.g. Paintbrush) you can choose to save the file with fewer colors.


Copy Vector

Lets you place vector information into the clipboard for use with other Windows programs like Word for Windows, PageMaker, or Corel, just to name a few.  Vector metafile output (.WMF) gives you an undistorted image when compared to a Raster image, even after resizing the pasted object.

Vector screen captures can only be used for wireframe geometry or hidden line views.  If you want to capture solids or smooth-rendered images, use the Copy Raster function described above.

1)	To export a vector file to the clipboard, choose Vector from the Edit>Copy to Clipboard options.

2)	Use the Selection Menu options to select the image or entities to copy.  Choose ACCEPT when done.

3)	The "Vector Output Setup" dialog box appears.  This can be used to configure the output of the vector file.  If you wish to output thicker lines, change the line thickness of the geometry using the Edit>Attributes>Selection option.

4)	In the dialog box, set the parameters for the output of the vector file.

Scale

If you choose Key In, you can enter the size the copied entities will appear at when pasted.  If you choose Auto, the size will automatically be set.

Mirror

Lets you choose to copy entities vertically or horizontally or not at all.  If the Show Text checkbox is enabled, any text contained in the part file is mirrored.  If Show Text is disabled, entities containing text are not copied.

Color Mode

Lets you choose to output the part file in either Color or Black and White.  Color copies entities with their original color.  The Black and White setting copies all entities as black.

Clip (Clip to Viewport Boundaries)

Lets you choose to trim the image to the viewport's boundaries.  If this checkbox is enabled, all selected entities are trimmed to the viewport boundaries.  When the checkbox is disabled, all selected entities are output regardless of whether or not the entities extend past the viewport boundaries.

5)	Now go into any Windows program that supports .WMF and choose Paste from the Edit Menu to insert the image.  Applications capable of handling vector-based graphics will generally accept the metafile data from the clipboard in vector form.  For example, a .WMF file can be pasted directly into Word for Windows.  This provides superior scaling characteristics over bitmapped formats.  The application may also allow you to directly edit the vector-based picture copied from the program.


Set Mask

Selection Masking has been expanded to include Solids, Surface, Planes and former ADM entities now integrated into the Detail Menu.  When you are working on complex parts that are made up of densely packed entities, masking allows you to focus on the specific entities you want to select.  You can think of masking as a transparent overlay that filters out the entities you do not want.  This makes the entities you do want easier to access.  This transparent filter does not, in any way, alter your drawing.  It simply acts temporarily to give you more control over your selection of geometry.

The Mask function can be accessed from the Edit pull-down menu, or from the Immediate commands under Tools>Customize>Commands.

•	When you use the Selection Menu, you are given two ways to mask: general and level.  Both general masking and level masking let you filter out the entities you want to work with.  Masking speeds up the selection process.  Also, when you use SINGLE, masking increases the reliability of your selection.

•	General masking allows you to mask on entity and/or attribute types.  Level masking allows you specify selection from designated levels.

•	When you choose ALL DSP>BY TYPE, or EX TYPE from the Selection Menu options, the Masking dialog is displayed.  The Masking dialog box gives you exceptional control over your selection.  You can choose to select by Entities, Line Styles, Line Widths, Colors, Level or Pen #.  You can use any or all of these attributes together to specify exactly what you want to mask on.

Note that Masking has been expanded to match the new color range available.  CADKEY Design Files will allow 64 user-defined colors.

•	The Masking dialog box will be initialized with the current mask settings when called through the Set Mask Immediate Mode command (the keystroke for which will vary depending on what accelerator keyboard file you have loaded).  However, the dialog box will be blank and not have any settings if no mask has been set previously, or if using the ALL DSP>BY TYPE and ALL DSP>EX TYPE selection methods.

•	You can also view the current mask "on the fly" using the Set Mask Immediate Mode command.  Be aware that there are conditions that will cause the Masking dialog to have settings other than those you’ve personally set.  For example, the Modify Trim/Break functions automatically set the mask to only include those entities it knows how to trim/break, and the Radial and Diameter Dimension functions automatically set the mask for arcs.

See the Masking Tips segment for suggestions on when this feature can be used to your advantage.


The Masking Dialog Options

The masking parameters available from the Masking dialog box are explained below.  Note that if any of the six checkboxes are unchecked, no mask will be set on that attribute, no matter what is selected for that attribute.

Entities

Before you can select the entities to mask on, you must first click on the Entities box.  Once checked, you are able to specify what entities to mask on.  Note that you can select more than one entity type for the mask procedure, and that you can mask on more than one attribute.  Click OK when done.

Widths

You must first click on the Widths box before you can select line widths.  Once checked, select widths and click on OK when done.

Styles

Select a line style from the available options.  Note that before you are able to select a line style, you must first click on the box beside Styles.

Colors

Choose from any of the 64 allowable colors.  Before you are able to select a color, however, you must first click on the Colors box.  Click OK when done.

Pens

You must click on the Pens box in order for the available options to be selectable.  Once checked, select a pen number.  Click OK when done.

Levels

Click on the Levels checkbox to enable the setting.  Once enabled, you are able to mask on entities belonging to a specific Level.  You can select the level from the pulldown menu.

The ADD, SET and MAINTAIN Buttons

If you choose the ADD FROM ENT button, you will be prompted in the Conversation bar to select the entity with the attributes you wish to add to the mask.  This will add those attributes  (not including entity type) to the mask, in addition to any mask settings you have already set.  This will save you the time of choosing each individual attribute in the dialog box.

•	If you choose the SET FROM ENT button, you will be prompted in the Conversation bar to select the entity with the attributes to set for the mask.  This will save you the time of choosing each individual attribute in the dialog box.  This will override any previous mask settings.

•	If the MAINTAIN button is depressed, the masking criteria you have selected will remain in effect for the current session.  Otherwise, the masking criteria will only apply to the current operation.


Masking Tips

Entity and attribute masking allow you to filter a geometric or drafting entity, and/or attribute type for the current operation.  For example, if you mask on red lines, you're setting a mask on an attribute, red, and a geometric entity, lines.  If you mask on all labels in a part, you're masking on a drafting entity.  Any mask you set using the Masking dialog box is additional to those automatically set by the selected function.

It will be helpful to use masking in the following instances:

•	When you have multiple entities very close to or overlapping one another in a three-dimensional part, such as an arc with several lines through it.  To select the arc but not the lines, set a mask on the arc to select only the arc.  The lines are filtered out; you cannot select them.

•	When you use points as points of reference to position other entities.  Later, you can delete the points without removing other entities in the part.

•	When you want to select an entity on one level, but not an entity on another level.

•	When you want to select entities that have a specific line type, line width, color, or pen number.

•	When you need to select levels that fit a certain attribute type.  Note that the level must be made "Selectable" before you can mask on it.


Entities

These functions allow you to edit, move, and change the attributes of the various properties of all entity types, whether wireframe, solid or surface geometry.  You are also able to set a face color, edit flow lines and modify normals using these functions.

Edit>Entities pull-down menu

The following functions are available from the Edit>Entities Menu.  To view information specific to a particular function, click on the appropriate link below:

Generic Edit

Generic Move

Generic Burst

(Change) Attributes by Selection

(Change) Attributes by Plane

Set Face Color

Set Transparency

Set Face Texture

Set Face Material

Flow Lines

Remove Feature

Modify Normals


Generic Edit

This global edit function can be used to change the attributes of any entity and some specific collections of entities (i.e., layout instances, details, xhatch).  Using dynamic selection, left mouse click when the entity you want to modify is highlighted.  A dialog box for the entity type selected will appear allowing you to edit that entity type as you would like.  Note that this function also allows you to edit layout and instance geometry.

For example, if you choose a circle or arc the "Editing Arc" dialog box will appear, as shown below.  This dialog contains two pages – Geometry and Attributes.  The settings contained in the Geometry page allow you to modify the X, Y, Z coordinates, start and end angles or radius of the arc.  Through the Attributes page, you can change the line width, color, style or pen number.

The dialog settings will change depending upon what entity type you select for editing.

The Geometry page of the "Editing Arc" dialog, that appears when you select an arc entity to edit

The Attributes page of the "Editing Arc" dialog


Generic Move

Use the global move function to move an entity that you indicate.  Using dynamic selection, left mouse click when the entity you want to move is highlighted.  Select the new base position using an option from the Universal Position Menu or simply drag the entity to its new location and mouse click to place it.

When you elect to move an entity, you will be prompted to specify a new base position, using the Conversation bar options that appear (as shown below).


Generic Burst

Use the Generic Burst function to burst features, fasteners, mechanical elements, composites, assembies, layout instances, detail text, and part references.

Using dynamic selection, left mouse click when the entity you want to modify is highlighted.

This function replaces the following options: Tools-Assemblies-Burst , Tools-Composite-Burst, Layout-Instance-Burst Instance, and Detail-Note-Text to-Geometry.

Detail of burst functionality

The following sections detail the behavior of the Generic Burst function for specific applications:

Bursting Composites

This function can be used to remove all entities from a composite(s), while leaving the composite itself intact.

Bursting Assembly Part References

Use to copy geometry from the referenced part to the current part.  Only the visible elements of the part reference are converted by this function.  With that in mind, if elements of the part reference reside on an un-displayed level, those elements will not be recreated in the current part.  The part after the burst will be identical to the part as it was prior to bursting.

When a part reference is burst, the levels and geometry from the referenced part are recreated as children of the level containing the reference.  If any of the new levels created have numbers that conflict with existing levels, then the numbers of those levels will be increased to eliminate the conflict.  For example, if a level contains no sub-levels and 4 references to a part with levels 10 through 19 display, and all four references are burst, the result will be levels 10 through 19 containing one copy of the geometry, 20 through 29 containing a second copy, 30 through 39 with a third copy, and 40 through 49 with a fourth copy.

To burst part references without unintentionally bursting other entity types, specify the Part References entity type in the Masking dialog.  This dialog will appear when you choose "All Display>By Type" as your selection method .

Bursting Layout Instances

Use to convert a drawing instance from instance-specific to layout-specific geometry.  Remember that once an instance is burst, the layout-specific geometry cannot be changed back to instance-specific geometry, so it is wise to make a backup copy before bursting.

Once an entity, drawing instance, or entire layout is burst, its association, or link, is broken to the part file in Model mode.  That is, the two are disassociated.  If you return to Model mode, modify the original part file and then return to Layout mode, you will see the changes you made reflected only in instance-specific entities that you did not burst.

You will notice that no visible changes take place when an entity, instance, or layout is burst.  However, the program has actually deleted the specified instance-specific geometry and replaced it with layout-specific geometry.  The program does this by creating an exact copy of any entities as they appear and blanking the original instance-specific geometry.  Note that Burst was known in previous versions as Modelize.

When using the Burst options available in Layout Mode, be sure to keep the following in mind:

•	Once a drawing instance has been burst, it is deleted, so it can no longer be modified by the available instance options.

•	The original part in Model mode is not altered when instances are burst.

•	To save different layout revisions and keep the original intact, burst all instances in a copy of the layout.

•	Bursting an instance destroys the instance, so no blanking occurs.

•	To make sure that the program has burst the instance you had intended, use Layout>Display Instance Geometry.  If the program does not highlight the instance entities, it will indicate that they have become layout-specific (Burst).

Detail-Note-Text to-Geometry

The Generic Burst function can be used to move contents of the text file into a part file, so that the note is now standalone.  It breaks the association made by the File Link option.


Attributes by Selection

This option allows you to define new color, line style, line width, pen number or level attributes for existing entities.  Be aware that this function does not alter the current attribute values; you change only the entities you select.

When you choose Selection from the Edit>Entities options or from an icon in a toolbar, the "Change Attributes" dialog box appears.

By default, the options in this dialog are enabled (checked), allowing you to begin selecting.  Note that any attribute types that are not checked will not change.

The options available in the dialog box are described below:

•	Line Widths - Changes the line width.  The available widths are 1, 3, 5, 7, 9, 11, 13, and 15 pixels.

•	Line Styles - Changes the line type.  There are four choices.  Select a line style from these options.

•	Colors - Set the color using any one of the program’s 64 colors.  Select a color from the Color box.

•	Level - Change the level that the entity resides on.

•	Polyline Fill - Fills polyline entities with the color you choose from the drop down selection box or the color defined in the palette accessible when you select OTHER.

•	Pen # - Sets the pen numbers 1-8 to graphic entities for plotting.  Select a pen number from the Pen # box.

•	Set From Ent - Updates the settings in the dialog box to match the attributes of a specific entity.

When you click on the SET FROM ENT button, you will be prompted to select the entity in the drawing with the attributes you want to use.  The settings in the "Change Attributes" dialog box will then update to match the attributes of that entity.

1)	In the dialog box choose the attributes settings that you want to change.

2)	Choose OK to close the dialog.  The Selection Menu appears.

3)	Select the entities whose attributes you want to change.  The selected entities are updated to reflect the attribute changes.


Attributes by Plane

Changes the attributes of entities that intersect with, or lie on, a selected side of a plane that you define. You set the attributes for the entities on the selected side of the plane to assume.  The Current System Settings are used as the new attributes that result from use of this function.

1)	Follow these steps when using the Attributes by Plane function:

2)	Select By Plane from the Edit>Entities options.

3)	Choose whether you want to include the entities that intersect with the defined plane.

4)	Select the entities you want to change.

5)	Using the Plane Definition Menu, define the plane.

After you define the plane, a temporary icon is displayed showing the orientation of the defined plane.  The icon is drawn in the current display view; you cannot work with the icon as you would an entity.

6)	Indicate the side of the plane on which the entities should keep their original attributes.

Entities that lie on the selected side of the plane keep their original attributes.  If you don't change intersecting entities, only the entities completely lying on the opposite side of the plane take on the current attributes.


Set Face Color

This option can be used to set the color of individual faces of a body used for rendering.  The color changes defined here will not affect the color of the body in wireframe display mode.  There are several options available from the "Change the Colors of Faces" dialog box that allow you to specify how this will be done.  These settings are explained below.

Change the Color of Individual Faces Using

Select either Color Dialog Box or Face of a solid.  If Color Dialog Box is selected, you will be able to select a color to be applied to the face from the color dialog that appears.  If Face of a solid is selected, you will be able to select an existing face, the face color of which will be used on the new face.

Reset Bodies to One Solid Color

Select this setting to reset the solid to its original solid color.  Individual face color assignments will be removed.

See also Set Face Texture.


Set Transparency

This function can be used to apply a transparency value to any solid or surface.  The value you specify for transparency is a percentage of full transparency.

You can also choose to apply the transparency value to either individual faces or entire bodies.

Transparency applied to spheres at 10%, 40%, and 70%.


Set Face Texture

Textures may be applied to or removed from either faces of whole solids.  Texture files may be either *.bmp or *.jpg files of any size or dimension.  All size values are expressed as number-of-pixels.

There are three ways to map a texture to a face:

Choose Options

Specify whether to apply or remove textures.  This feature is set to Apply… by default.

Apply To:

Specify where the application or removal of texture(s) will occur:

•	Individual Faces – When selected, textures will be applied to (or removed from, depending what was specified under Choose Option) individual faces.  You will later be prompted to indicate these individual faces.

•	Entire Bodies – When selected, textures will be applied to (or removed from, depending what was specified under Choose Option) entire bodies.  You will later be prompted to indicate the body(s).

Texture Options

Configure the available Texture Options:

•	Geometric Mapping - Geometric Mapping takes the partial derivatives of the face in its parametric center and uses them to scale the mapping so as to stretch the texture equally in both directions.  This is the default mapping it is best used to apply a texture to several adjacent faces.

•	The U Tile Size and V Tile Size input fields can be used to control the size of the tile itself.  A rotation angle for the tile can be entered as well.

A blended block with a wood grain texture geometrically mapped

•	Parametric Mapping - Parametric Mapping uses the face’s own parameterization to map the texture map.  If the parameterization has the same speed in both the U and V directions, then parametric mapping and geometric mapping will be the same.  A case where parametric mapping should be used instead of geometric mapping is when a latitude longitude based texture is to be mapped onto a sphere.

You can specify the number of tiles to use in both the U and V direction using the appropriate input fields in the dialog; the tiles will be scaled appropriately. A rotation angle for the tile can be entered as well.

Left: Latitude Longitude  Texture of the Earth
Right: Parametric Mapping Onto a Sphere With 90 Degrees  Rotation.

•	Aspect Ratio - Aspect Ratio is much like geometric mapping in that it uses the partial derivatives of the face’s parametric center to stretch the texture equally in both directions.

•	However, in addition to adjusting the U and V stretching based on your input, it also adjusts the scale so as to place one untiled texture onto the face.  This option is best to use when mapping portraits or non-square logos onto a single face.  The default tile values of 1 and 1 will symmetrically clip the texture in its longest dimension so as to fit on the face.  If you do not want the texture to be clipped then it is necessary to set the tile values to the texture width divided by the texture height.

The Bitmap Used Was 288X61 Pixels With a Tile Scale of 288/61 in Both U and V with an Aspect Ratio Map

Scale U and V values may be, or include fractions.

Browse Textures

Select the BROWSE TEXTURES button to browse for the texture to apply.

The following image file types are supported through this function: .BMP, .JPG, .JIF, .DIB, .PCX, .TIF and .TGA.

More Information about Texture bitmaps.

•	Image units are pixels.  Bitmaps can be any size –  (e.g., 2, 4, 6, 128… pixels).

•	Images do not need to be square (e.g., 14 x 16 pixels is acceptable).

•	Images should have a 24-bit color depth. (This can be specified in the program used to create the bitmap.)


Set Face Material

This option can be used to define and apply materials to faces and bodies.  Materials have multiple properties that can be adjusted to simulate the visual properties of various materials (e.g., glass, metals, plastics).

Material information is stored in a Materials file.

To select or create a material, choose Edit>Entities>Set Material.   The Advanced Material dialog will appear.

Any changes you make to a material will be displayed in the sample sphere window (top left).  The dialog contains the following options

Material Name

The name of the current active material.    To create a new material, enter the name here. Click the Save Material button to save it to the currently active Materials file.

Load Materials File

Select this button to load an existing material file. Once loaded, the name of the file will be displayed to the right of the button.

Texture…

Select this button if you wish to apply a texture to your material.

Transparency

The transparency value tells how much of what is behind the surfaces should bleed through (non-zero transparency values are used for colored glass and transparent plastics). You can use the slider or input a percentage value to determine the transparency properties of the current material. For example, a value of 60 will create a material that is 60% transparent.

Gloss

The gloss value determines the size of the specular highlight.  A small value makes the highlight cover a larger region.  Values are usually less than 30 and large values are used to represent hard shiny surfaces such as metals. You can use the slider or input a percentage value to determine the glossiness of the material.

Ambient, Diffuse and Specular Light

Use the Color buttons to select a color of each light type, (or enter values in the Red Green and Blue fields).  The sliders can be used to fine-tune the intensity of each light type.

The three types of light are:

•	Ambient – Ambient light is the color that is displayed wherever the face is not lit, and it adds to the color of the face where it is lit.  In general the ambient color should be dark with only a hint of color to represent light that is reflected from other faces.

•	Diffuse - Diffuse light is the color that the object should reflect in normal lighting.

•	Specular –Specular light is the light that is reflected when the direction to the eye and the light form equal angles with the surface normal.  Specular highlights are the glint that reflects off a smooth surface.  In general the specular color should be close to white with maybe a small hint of the diffuse color.Apply Options:   These radio buttons can be used to indicate whether you wish to apply the material to entire bodies or individually selected faces.  You can also the Remove option, which allows you to delete previously applied materials from your models.

Save Material

Click on this button to save the active material in its current configuration.

Once you have defined a material to your liking, select OK to apply the material to your faces or bodies.


Materials File Format

Material types are stored in *.txt files and are in the following format:

Material Brass

Color 199 145 29

Ambient 84 57 7

Diffuse 199 145 29

Specular 253 240 206

Gloss 28

Transparent 0

Texture None

The first word in each line must start at the start of the line and is case specific.  More over all name fields should be separated from the first word by one and only one space.  The distraction of a new material begins on a line that starts with the word "Material" followed by the materials name.


Flow Lines

This option can be used to dynamically change the number of flowlines (U and V lines) used for wireframe representation of solids and surfaces.  The parameters by which flowlines are to be edited are specified through the "Change Flowlines" dialog box that appears when Change Flowlines is selected from the Edit>Entities options.  The dialog options are explained below.

Method of Selecting Faces

The radio buttons in the Method of selecting faces section can be used to specify whether bodies or faces will be used for selection for flowline modification.  Regardless of the selection method, the entire body or sheet will be modified with the new settings.

Draw Flowlines

When selected, flowlines will be drawn and will appear in the model.  Note that eliminating flowlines increases the speed of the operation and produces a less cluttered looking wireframe model.  This checkbox is enabled by default.

U and V Lines

You can specify the number of U and V lines for planes, cylinders, spheres, torii and splines in the Flow Lines tab.  Note that there are two available settings for Spline U and V lines: Equal and At Knots.  The lower/upper range for each input field varies depending on the entity type:

Plane	U lines, 0-16; 	V lines, 0-16

Cylinder	U lines, 1-16; 	V lines, 0-16

Sphere	U lines, 4-16; 	V lines, 1-16

Torus	U lines, 1-16; 	V lines, 1-16

Splines	U lines, 0-16; 	V lines, 0-16

The Change Flowlines option works similarly to the Draw Flowlines section of the Solids tab of the Tools>Options "Set Configuration" dialog box, except that the changes will be made only to existing bodies you select.  (The Draw Flowlines options only affect the creation of new solid or sheet bodies.


Remove Feature

Use the Remove Feature function to remove specified features from a body.  For instance, this function would be used if you intended to remove a chamfer that had been added to a body.

1)	Select Remove Feature from the Edit>Entities options.

2)	Select the faces to be removed.  Select additional faces, or ACCEPT to remove selected faces (features).


Modify Normals

The Modify Normals function is used to reverse the normal sense of direction of all faces in a body.  Solids are usually created with all normals pointing out away from the center of the solid.  You can reverse the normal direction for a single body or for multiple bodies all at once.  When you select several bodies you can select one of three methods for reversing only some of the bodies.

This function is also available from the Advanced Modeling>Modify palette menu.

Vector Selection

•	Reverse normal directions – When selected, the current normals direction will be reversed.

•	Orient normals toward point - Use to make all selected body normal vectors point towards a chosen point.  The Selection Menu will appear on the Conversation bar.  You can use the cursor to define the point all selected normals should point at, you can use a predefined point entity, or any of the other methods for selecting a position.


System Settings

The following options are available from the Edit>System Settings menu, and allow you to set various system settings.  The dialogs that appear for each option will exit when a setting is selected, or when you double-click (without requiring that you select OK).

To view information on a specific function, click on the appropriate link below:

Set Attributes

Set Color

Set Pen

Set Line Style

Set Line Width

Set Witness

Set Leader

Arrow Direction

2D/3D

View/World

Quick Trim

Line Limits

Restrict Details


Attributes

Allows you to define new color, line type, line width, or pen number attributes to be used when creating entities.  By editing the attribute settings with this function, you are changing the default system attributes.

1)	When System Attributes is selected from an icon on a toolbar, an accelerator key or from Edit>System Settings>Attributes on the pull-down menu, the "System Attributes" dialog box appears.

The options available in the dialog box are described below:

•	Line Width - Changes the line width.  The available widths are 1, 3, 5, 7, 9, 11, 13, and 15 pixels.  Select a line width from the Line Widths box.

•	Line Styles - Changes the line type.  Select a line style from the Line Styles box.

•	Colors - Set the color using any one of the program’s 64 colors.  Select a color from the Color box.

•	Polyline Fill - Fills polyline entities with the color you choose from the drop down selection box or the color defined in the palette accessible when you select OTHER.

•	Pen - Sets the pen numbers 1-8 to graphic entities for plotting.  Select a pen number from the Pen # box.

•	Active Level - Allows you to set an active level.  Any entities created from the point on will be automatically stored on the level you indicate here.

•	Set from Ent - Updates the settings in the dialog box to match the attributes of a specific entity you select.

When you click on the Entity button, you will be prompted to select the entity in the drawing with the desired attributes that you want to use.  The settings in the "Change Attributes" dialog box will then update to match the attributes of that entity.

2)	Configure the settings through the "System Attributes" dialog box.

3)	Choose OK to save the changes.  All new entities will be created with the attributes that you’ve specified.


Set Color

Use this function to set the active color attribute.  When this function is selected, a dialog will appear through which you will be able to select a new color attribute from the 64 available colors.  The color you select will become the active color.  Click on OK when done.


Set Pen

Use this function to set the pen number.  When selected, a dialog will appear through which you can set the pen number to use for plotting.  Select a pen number and this will be used as the active pen number when plotting.  Click OK when finished.


Set Line Style

This function is used to set the line style.  When selected, a dialog will appear through which you will be able to select from the available line styles.  Click OK when done.  The line style you select will become the active line style.


Set Line Width

Use this function to set the line width attribute.  When selected, a dialog will appear through which you will be able to select a line width.  Click OK when done.  This line width will become the active width.


Set Witness

Use this function to set the witness line style.  When this function is selected, a dialog appears through which you are able to select a new witness style from the available options.  Click OK when done.  The witness line style that you selected will become the active witness style.  See the Detail chapter for additional information on witness lines.


Set Leader

Use this function to set the leader lines for both linear and angular dimensions.  When this function is selected, a dialog appears through which you can select a leader style from the available options.  Select a style and clock on OK.  That leader style will become active.  See Leader/Witness  for additional information on leader line types.


Arrow Direction

This function changes the current Arrow Direction setting.  This function changes the current setting that is also found in the Detail Settings dialog, under the Leader/Witness tab.  See the documentation under Detail Settings for further information.

When this function is selected from the Edit>System Settings submenu, the following options appear in the Conversation bar:


2D/3D

This is a toggle function that allows you to switch between 2D and 3D construction, and select two-dimensional or three-dimensional mode for various geometric modeling functions.  Use 2D mode to construct on a 2D plane at the current depth.  You can use the Position Menu to select geometry in 3D space while forcing or projecting the creation of entities or positions in 2D space and in the current construction plane and depth.  The default is 3D.

After using the system in 2D mode, reset the switch before selecting other options.

2D/3D construction mode affects the following menus and functions:

•	All Position Menu options;

•	Arc and Circle options; Center + Diameter, Center + Radius, Tangent to Entity + End Point, Tangent to Three Entities, Tangent to Two Entities, Three Points; CADL Point, Line Coordinate output;

•	Conic options;

•	Fillet options;

•	Line creation options; Angle, End Points, Horizontal, Horizontal + Vertical,

•	Parallel through Point, Perpendicular through Point, Perpendicular to First

•	Entity + Tangent to Second Entity, Perpendicular to Two Entities, Tangent to First Entity + Perpendicular to Second Entity, Tangent through Point, Tangent to Two Entities, String, and Vertical;

•	Point options; At Position;

•	Polyline options;

•	Polygon options;

•	Rectangle options; Width/Height

•	Spline options


CPlane/World

Use this function to set CPlane or World coordinates.

CPlane

Constructs the entity in Construction Plane coordinates.

World

Constructs the entity in world coordinates, relative to View 1, top view.  World coordinates are always relative to View 1 and represent real model space.  The directions of X, Y, and Z axes are independent of the current working view.  For example, if in View 8, Axonometric view, all three axes will be skewed to the screen.

When you select World from the Edit>System Settings>CPlane/World options, the coordinates system are automatically assigned to world coordinates.

This toggle switch affects the following functions:

•	Position Menu;

•	XForm Menu;


Quick Trim

This is a toggle function that allows you to select two entities using a single cursor selection where it applies.  For instance, you can use Quick Trim to create a fillet, but not a chamfer, with a single cursor selection (see the Modify>Fillet segment).  Select Quick Trim to enable the function.  When using Quick Trim and prompted to select entities, make your selection as far away from the intersection of the entities as possible to prevent errors.


Line Limits

When Line Limits is selected, lines will be created to the length of the current viewport limits, rather than limiting line construction to the selected line creation methods, such as angle, end points, parallel, and tangent.  For example, Line>End Points creates lines using the end points to determine only the slope of the line, not its length.


Restrict Details

This function acts as a toggle that changes the "Restrict Detail Entities to Creation View" under Tools>Options>Misc.  When on, detail entities can only be seen when viewed from the same plane as when they were created.  See the documentation under Tools>Options for further information.


Activate OLE

The program now performs as a full-fledged container application that is able to share data among different applications and store an OLE object inside the Design File.  With this comes the addition of a new command Activate OLE.

The Activate OLE command starts editing an existing OLE entity.  Activation will happen inside the window if the object is embedded or in a separate window opened up by the server if it is a linked object.

When you invoke this function, you are prompted in the Conversation bar to select the OLE entity you want to activate.  It then acts as if you double-clicked on it.  OLE entities lend themselves to all operations performed upon single entities, such as XForm.  Meaning they will be affected by XForm and Cut-Copy-Paste commands.  OLE objects can also be selected and masked on like other entity types.

Drag and Drop functionality allows an OLE object to be dragged from the Desktop or Windows Explorer and dropped into a part window.  The OLE object when dragged then dropped will be embedded in the part (if it supports embedding) or else be embedded as a link.


Paste Object

The Paste Object menu item will only be available when an OLE item exists on the clipboard (having been cut or copied there).  Invoking this option will cause the item to be simultaneously embedded in the Design File and then activated in-place. As with all in-place activation the object will be presented with a merged menu and toolbar from its original application, which allows for editing the embedded object.  The placement of the object into the program will be determined by the Universal Position Menu.


Paste Special

The Paste Special menu item is available (not grayed out) whenever there is an OLE item on the Windows clipboard.  This will allow you to paste an object into the program in a variety of different formats supported by the server application.

Invoking this function will bring up the "Paste Special" dialog box.  This dialog gives you the choice of either embedding the object (Paste) or a creating a link to it (Paste Link).  A pasted object is always edited in-place upon activation, whereas a linked item is edited in a separate server object window.  A checkmark in the Display as Icon box will force the item to be edited out of place anytime the icon is double-clicked upon.  This behavior is standard for all OLE objects inserted using the Insert New Object menu option.

1)	Select Paste Special from the Edit options.  The "Paste Special" dialog appears, as shown below.

2)	Choose the Paste radio button to embed an object.  Choose the Paste Link radio button to link an object.

3)	Indicate a format for the object in the list box.  The object data is pasted using the specified format.

Help on Paste Special can be found under Contents>Edit Menu in the Help section on the Menu bar or by pressing [F1] with the cursor in the dialog box.


Insert New Object

This function lets you link or embed OLE server application data into the program.  Windows feature object linking and embedding (OLE) is supported.  With linking, when an object is inserted into a Design File from an application that supports OLE, the object can maintain a connection with its source file.

•	If you insert an embedded object, it is no longer associated with the source.  You edit the embedded data using the original application.

•	A linked object remains associated with its source.  When you edit a linked object in the program, the source file changes.  You can print and plot linked or embedded objects.

When Insert New Object is selected from the Edit Menu, the "Insert Object" dialog appears.


The "Insert Object" Dialog Options

Choose Insert New Object from the Edit Menu.  The "Insert Object" dialog box appears:

Create New

Opens the server application and lets you create new OLE object data.

1)	Specify the Object Type.  The server application launches.

2)	Create new object data using the server application.

3)	Choose File>Update.

4)	Choose File>Exit and return to New Part.

A rectangular window containing the object data appears.

5)	Position and size the window as desired.  Click outside the window to deselect it.

Create from File

Lets you embed or link an OLE object from a file created using a server application.  The "Insert Object" dialog box changes to look like this:

1)	Enter the path and filename or use the BROWSE button to select the name of the file you want to insert.

2)	If you want a link to the file, click on the Link checkbox.  Any changes you make to an object are automatically reflected by the server application.  Choose OK.

3)	A rectangular window containing the object data appears.

4)	Position and size the window as desired.  Click outside the window to deselect it.

If the Display As Icon checkbox is enabled then the option to change the displayed icon becomes available through yet another dialog (see figure below) that is accessed through the CHANGE ICON button.  This behavior is defined by Windows common dialogs, and will not be modified further.

Dragging and Dropping Objects

You can create an object, select it, and drag it.  To do so, follow the steps below:

1)	Create an object in a server application running standalone.

2)	Select the object.

3)	Drag the object and drop it in place using the mouse button.

Editing an OLE Object

To edit an embedded or linked OLE object, follow these steps:

1)	Double-click on the object data's rectangular window.  The server application opens.

2)	Make your changes.

3)	For embedded objects, choose File>Update and File>Exit and Return to New Part or Exit.  You can also save linked objects.

4)	If the editing session occurs in a separate application window, use File>Exit to exit the editing mode.  If the editing application has merged with Workshop, you must use the [Esc] key to exit the editing mode.


Links

Lets you edit or update the links of a linked OLE object.  This function is only available if there is at least one linked OLE object in the current document.

Choose Links from the Edit Menu.  The "Links" dialog box appears.  The options in the dialog allow you to interact with the linked object and modify its relationship to its host document, the Design File.

Update Now

Lets you manually update the link after you've edited it.  This allows you to force an update of any linked OLE objects.  Use this option when Update is set to Manual.

Open Source

Opens the server application so that you can edit the object.

Change Source

Displays the "Change Source" dialog box.  Lets you select another file to link.

Break Link

Breaks the object's link.  When prompted, confirm whether or not you want to break the link.  Once the link is broken, the object becomes static and cannot be edited by double clicking on it.


Object

A fly out object menu item will become available in the Edit Menu.  The fly out menu options presented from this choice will vary depending on what actions that particular object supports (i.e. Edit, Open, Convert).  Executing any of these actions will force the item into an OLE active state.


VIEW MENU

The View pull-down menu contains several settings windows/bars that can be displayed in the workspace as you determine, as well as several display tools that allow you to view your model using various methods, such as: Zoom, Pan, Rotate, and Render.  These same view settings can be found under View in the Tools>Customize>Commands list.  The View tools make it possible for you to examine your models during the various stages of construction.  When View is selected from the Menu bar, the pull-down menu will appear.   Note that you activate the settings in the top and bottom panes by clicking on their individual checkboxes in order for them to be activated in the viewport.  Zoom, Pan, Rotate, Render, and Viewport Layout each have fly-out submenus that appear when you move your mouse cursor over each function.   An example of this is shown in the next topic, where the cursor has been placed beside Control Bars.		View Menu Topics Control Bars  Lock Control Bars   Magnify Window  Zoom  Pan  Rotate  View Forward/Back  Render  Viewport Layout  Level  Display View  Construction Plane  Construction Depth  Grid and Snap


The View Pull-Down Menu

When View is selected from the Menu Bar, the following menu appears, from which you can select any of the available View functions.

The View pull-down menu, with the Control Bars fly-out submenu displayed


Control Bars

The default control bars are contained in this submenu.  Available from this fly-out menu are the Modeling Palette Menu, Status Bar, Tree Window, Conversation Bar, Classic Menu, Settings Window, as well as any CDE palettes.  Each can be displayed/un-displayed by toggling their icon button.

To view information specific to a particular control bar, click on the appropriate link below.

Modeling Menu

Advanced Modeling Menu

Status Bar

Tree Window

Conversation Bar

Classic Menu

Settings Window

Open Part Splitter

Close Part Splitter

Toggle Part Splitter


Modeling

When the Modeling button is depressed, the Modeling palette menu will be displayed in the workspace.  This palette is a dockable menu and can be placed in the workspace where you desire.  Contained in this palette are the Create, Modify, Detail, XForm, Layout and Tools function menus.  For complete descriptions of the functions available from these menus, please see the appropriate chapter(s) of this manual.

When the Modeling button is suppressed, as shown above, the palette will be displayed in the workspace

The Modeling palette as it appears by default, and the menus available from the palette

Menu Pages


Advanced Modeling

The Advanced Modeling palette contains the available solids modeling options.  Like the Modeling palette, this is a dockable palette that can be positioned in the workspace where you desire.  Contained in this palette are the following menus: Create, Modify, and Tools.  To display the Advanced Modeling palette in the workspace, select Advanced Modeling from the View>Control Bars Menu.

When the Advanced Modeling button is suppressed, as shown above, the palette will be displayed

The Advanced Modeling palette as it appears by default

Menu Pages


Status Bar

The Status bar will appear at the bottom of the workspace when it is displayed.  Unlike the other settings displays in the View pull-down, the Status bar cannot be moved or floated. The Status bar contains the name of the function that is currently in use (displayed on the left side of the bar) and a descriptor of the function or Menu bar option if the cursor is currently positioned over one.

The first pane of the status bar displays the name of the current function.  If an experiment is in effect, then the colors will be inverted (gray on black instead of black on gray, for example).

An experiment occurs whenever a modification is made to an existing entity that requires interaction from you, and without using a dialog.  In this instance, all immediate functions that can be used to modify the database are blocked.

On the right half of the bar, the cursor tracking coordinates are displayed when the cursor is in the viewport.  To the right of the cursor tracking are the Macro Record and Pause indicators.  When the Macro functions are engaged these buttons will display REC and PAUSE, respectively.  Further to the right are the current settings for Units and the construction modes of World or CPlane and 2D or 3D.

In the example above, the XForm>Delta>Move function is displayed as the current function

The right-side of the status bar, where cursor tracking and other session data is displayed


Tree Window

This window is meant to display a tree structure of all open Design Files, and the model(s) and layout(s) that they might contain. This window is dock-able, and can be moved from its default location once it has been activated.  Inside the Tree Window, the active part is marked with a red checkmark, similar to the way active levels are distinguished in the Levels window.  The active part name is displayed in bold text.

The Tree Window (shown below) is discussed further in the Assemblies section.  Please refer there for more detailed information.  In the example below, the Tree Window contains two files, called "NewFile1" and "NewFile2."  These are the default names for new files.  Also by default, each new file contains one part, or "Part1."  Any Layouts contained within a part appear below that part in the tree.  Note that "Part1" contains one new layout.


Conversation Bar

The Conversation bar is dockable and may contain the following: the options buttons, activities buttons, prompt line, and data entry fields.  It is through these that you interact, or converse, with the functions you are using.  When you are using a function that requires access to the Selection Menu or the Position Menu, these menus will be displayed on the Conversation bar.  Note that these options will only appear when you are required to enter data, make a selection, choose a location, or input any other related information so that a function can be executed.

Below is an example of the Conversation bar, as it is used during the creation and placement of a circle by created by a radius value (Create>Circle>By Center and Radius).

The Conversation bar, when a radius is required to define the circle being created

The Conversation bar, when a center position is required for placement of the circle being created

Options Buttons

The button for the active function appears depressed in the Conversation bar.  This makes it easier and quicker to use the program.  If no button is highlighted, you must choose an option.

Activities Buttons

The three activities buttons, Accept, BackUp, and Esc, appear in the Conversation bar as shown below:

•	Accept - Accepts the data that exists in the data entry field.  You can also press (Enter).  Accept and (Enter) are used in three ways: To move from one data entry field to another (you can also use (Tab¿)), to accept any default data in the data entry field, or to enter a zero in a blank data entry field.

•	Back Up - Back up one step.

•	Escape - Cancel a function.


Classic Menu

For users more familiar with the DOS interface, you are able to customize the workspace through the Classic Menu setting to emulate the DOS look. The Classic Menu option will display the Classic Function window.  This configures the workspace to appear and function similar to the old DOS workspace.  Note that the Classic Menu option in the View pull-down will be grayed out if you have not enabled the "Use Classic Mode Menus" setting under Tools>Options>Misc.

The combination of the Classic Function window and the CKDOS.KBD accelerator map allows you to quickly maneuver through the menus and facilitates "keyboard-only" menu operation, similar to how one would navigate through a DOS version.  All default accelerators have the same assignments related to this.

The "Use Classic Mode Menus" setting under Tools>Options must be enabled before the Classic Menu can be displayed.  If it is not enabled, the menu item will be grayed out.

When you toggle the Classic Menu on, the following changes will be made to your workspace:

•	The Classic Menu function window is enabled.  The Classic Function window closely matches the original DOS Function Menu.  The menu groups all of the common Create, XForm, Modify, and Detail options on one bar and includes the function key (e.g., F1, F2) equivalents for those functions.

•	The Conversation bar buttons are removed and the bar is reduced to half its normal height.

Go here for an example of how to use the Classic interface.


Using the Classic Menu

The main component of the Classic Menu is the Classic Function window.  This window closely emulates the layout of the original DOS function window.

The Classic Function Window, like most other display windows/bars, can be docked anywhere in the workspace.  By default, it will appear in the top left corner, beneath the Conversation bar when activated.

The following conventions apply when using Classic Function window:

•	Button Number - The number on each button corresponds to the numbers on the "F" function keys (e.g., [F1], [F2]) on the top row of your keyboard.  The button can be selected using either the mouse or the "F" function key.

•	Button Name - The name of each option/function is spelled out on the button.  This replaces the icon system of the default layout.

•	Layered Functionality - The Classic interface uses a nested functionality system.  With each click (or "F" keystroke) you move deeper into the menu system, specifying the type of function and then choosing options which determine how the function will be executed.

•	ESCAPE - Pressing the ESC button will cancel the current function and return you to the main (1st level) menu.

•	BACKUP - The BACKUP button can be used to back-up to the previous menu option.

•	ACCEPT (not always active) - This button appears when you are prompted (on the Conversation bar) to complete an action (i.e. selecting geometry) in your drawing.  When you are done completing the action, click on the ACCEPT button to continue.


Using the Classic Interface: An Example

This segment will serve as en example of how you would create a circle entity while navigating using the Classic interface.  It will walk you through the necessary steps.

Before you begin, be certain that you are in Classic Interface Mode by enabling "Use Classic Mode Menus" under Tools>Options and then selecting Classic Menu from the View pull-down menu.

To create a circle in Classic Mode, you would do the following:

1)	Select the CREATE button from the Classic Function window.  The next level of options appear.

2)	Select CIRCLE from the Function window.  The next level of options appear.  You can use these options to choose the method to use in creating the circle.

3)	Select CTR + RAD to create a circle by choosing a center point and typing in a radius.  You are then prompted to enter the radius on the Conversation bar.  (Notice too, that the ACCEPT button has appeared in the Function window.)

4)	Type in .5 for the radius.

5)	At this point, you can either click on the ACCEPT button in the Function window, or press the ENTER key to move on to the next level.  The Position Menu appears in the Function window and the Conversation bar.

6)	Choose CURSOR from either area to indicate that you wish to cursor select the location for the circle.  You will be prompted to choose a location for the circle.

7)	Click anywhere in the drawing to place the circle.  The Position Menu remains active in the Function window so that you can choose to place another circle.  At this point you have the following options:

8)	Click to place another circle.

9)	Choose a new placement method by clicking on the appropriate Position Menu button.

10)	Press BACKUP to move one level back (in this case, to specify a new radius for the circle).

11)	Press ESCAPE to cancel the function and return to the first level of the Function window.

The nested menu structure closely follows that of the standard Windows interface and you should be able to follow any of the instructions in the documentation using the Classic Menu interface.

Classic Menu Structure

Picture It, Assemblies and their associated functions are fully accessible from the Classic Menu system.  Selecting Tools (#9) from the Classic Function window can access them.

The listed applications all appear in the Classic Menu even if you do not have all of the programs loaded (or installed on your system).  If you select a function in a program that is not loaded, a dialog will appear indicating that the function is "not available."


Settings Window

You can activate the Settings Window by selecting Settings Window from the View pull-down menu.  This window contains information relative to the view scale, construction depth, and various note and dimension settings.  The majority of the other functions previously found in the Settings Window can now be accessed from the pull-down menus on the Menu bar or from the appropriate toolbar accessible from Tools>Customize.

The Settings Window can be docked vertically on the left or the right of your screen, or it can "float" (hang in the workspace without an anchor to any one position).  While working with any option, you can change the options contained within the Settings Window, which allows you the flexibility to make changes on the fly, while your part is being constructed.  This makes for a more efficient and streamlined design process.

Note Height

This is the text height for all notes.  Enter a note text height value in the current units.  This will drive the height for all note text and labels.

Note Aspect

Sets the character width to height ratio of the text in notes.  For example, if the note text height is 2 and the character width is 1, the aspect ratio is .5 or 1/2.

Type a note aspect ratio value in the field.  Once set, the new ratio is applied to all note text and labels characters you create.

Note Angle

This value is the note angle for the font used for notes and labels.

Dim Height

This is the dimension text height.  Enter a dimension text height value in the current units.  This will drive the height for all dimension text.

Dim Aspect

Sets the character width to height ratio of the dimension text.  Type a dimension aspect ratio value in the field.  Once set, the new ratio is applied to all characters you create.

See Detail for additional details on these settings


Open Part Splitter

Use this function to open the part splitter.  When this function is selected, the window shared by the Levels and Part References windows is displayed (as shown below).


Close Part Splitter

When selected, the part splitter is closed, and the shared window containing the Levels and Part References windows are no longer displayed.


Toggle Part Splitter

Use this feature to toggle the display of the part splitter.  When toggled on, the window containing the Levels and Part References windows is displayed.  When toggled off, this window is no longer displayed.


Lock Control Bars

Use the Lock Control Bars toggle to "freeze" your current toolbar and screen element configuration.  This will prevent these elements from being accidentally relocated.  Note that once you have elected to lock control bars, you will be unable to undock or manually shift them throughout the workspace.  Floating windows will also be frozen when this setting is active.  When Lock Control Bars is enabled, its function icon will be depressed in the View Menu.


Magnify Window

The Magnify Window is used to dynamically magnify areas of a part that might be difficult to view otherwise.  This magnification feature displays a magnified view of the viewport under the cursor, and will show detail from 1.0x to 10.0x in your drawing without using the zoom function.  Its window will remain where you place it, and can be relocated throughout the workspace.

The Magnify Window contains the following:

•	Title bar - The title bar shows the magnification level of Magnify Window.

•	Magnification slider - You can move the slider on the right side of the title bar to change magnification levels.

Note that only one Magnify Window can be displayed at any time during a given session.

An example of a Magnify Window view, at 3.0x, of the geometry at the cursor placement

Using the Magnify Window

To use the Magnify Window, follow these simple steps:

1)	Select Magnify Window from the View pull-down menu or the View toolbar.

2)	When you use this feature, it is best to place the Magnify Window off to the side of the drawing area, where it will not obscure the area you are magnifying.  Move the cursor in the drawing area to indicate where you want to magnify.

3)	To change the Magnify Window magnification, adjust the vertical slider in the window and choose a magnification level from 1.0x (1 to 1) to 10.0x (10 to 1).  Magnification increases in increments of 0.1x.  The title bar shows the current magnification setting.  You can also use the wheel of a wheel mouse to increase/decrease magnification.

4)	You can move and resize the magnification window as you would any window in Windows.  The Magnify Window remains where you put it until you change its location.

5)	To close the Magnify Window click on the [x] in the upper right hand corner of the window, or select the view menu item again.


Zoom

When Zoom is selected from the View pull-down menu, a fly-out submenu appears.  The options contained within the submenu are used to control the display scale of the viewports.  Note that when a zoom option is used on a part, only the appearance of the part is modified, not the part data.

The following functions are available from the View>Zoom submenu.  To view information specific to a particular function, click on the appropriate link below:

Autoscale

Window

Scale

Double

Half

In

Out


Autoscale

The Autoscale feature is used to change the scale of the viewport so that the entire working part fits in the viewport per the screen display limits.  To use the Autoscale feature, simply select Autoscale from the View>Zoom submenu options.  If multiple viewports are in use, select the viewport to autoscale.


Window

The Window feature is used to enlarge a portion of a part by surrounding it with a rubber band box.  The boxed area you had selected is expanded so that it expands to fill the entire viewport.

To use the Window feature, follow these steps:

1)	Select Window from the View>Zoom submenu options.

2)	"Click and drag" to select the zoom window.


Scale

The Scale feature is used to set the displayed scale of a part and the new center position.  Note that you cannot set the scale for all displayed viewports at one time.

To use the Scale feature, follow these steps:

1)	Select Scale from the View>Zoom submenu options.  If multiple viewports are in use, you must select the viewport to scale.

2)	Enter the new scale factor for the displayed part.

3)	The program gets the information about your monitor size from Windows.  If the information is correct, a 1 inch square should measure 1 inch on each side on your monitor at a scale of 1.0.  Due to variations in monitor size and settings, this information may not be accurate.  If the scale does not match up with your monitor settings, select the Size button to enter the width and height of your monitor in centimeters.

4)	Indicate a new center position for the part, or choose ACCEPT to accept the current center position.

The new display scale and the new center position are set.


Double

Use the Double feature to increase or zoom your part display to twice its current size.  To use the Double feature, select Double from the View>Zoom submenu options.  If multiple viewports are in use, you must select the viewport to zoom.


Half

The Half feature is used to reduce the part display to one-half its current size.  To use the Half feature, select Half from the View>Zoom submenu options.  If multiple viewports are in use, you must select the viewport to zoom.


In

The Zoom In feature can be used to zoom a part by multiplying the scale by 110%.  To use the Zoom In feature, select In from the View>Zoom submenu options.  This applies in the active viewport only.


Out

Use Zoom Out to zoom a part by multiplying the scale by (1 / 1.10 =90.909090%).  This guarantees that hitting Zoom In and then Zoom Out will return you to the same scale.  To use the Zoom Out feature, select Out from the View>Zoom submenu options.  This applies in the active viewport only.


Pan

When Pan is selected from the View pull-down menu, a submenu fly-out appears.  The options contained within this submenu are used to redefine the position of the viewport to produce a better view of the part being displayed.

The following pan methods are available from the View>Pan submenu.  To view information specific to a particular method, click on the appropriate link below:

Pan – Select Window Position

Direction (Up, Right, Down, Left)


Pan - Select Window Position

The Pan function is used to redefine the center of a viewport.  This option does not alter coordinate data.  Pan is modal, or repetitive, which means that while selecting entities you can continuously pan to get a better view of your part.

1)	Choose Select from the View>Pan submenu options.  If multiple viewports are in use, you must select the viewport to pan.

2)	Indicate a new window position, using the Universal Position Menu.  Remember that the cursor controls the center position of the highlighted pan rectangle.  In other words, its center moves with the cursor.

3)	Choose [Done] to stop panning.


Pan by Direction

Use these features to pan by an increment of 5% in the direction displayed in the function icon (Up, Down, Left, Right).  Visually, the geometry will be moved in the opposite direction from the arrow direction displayed in the icon.  These functions are tied to unmodified arrow keys by default.  Such keyboard assignments can be changed through the Tools>Customize dialog.

Up

Right

Down

Left


Up

When used, the viewing window will move up by 5% the height of the window.  This has a visual effect of moving the displayed geometry down in the viewport.


Right

Use the Right feature to pan by an increment of 5%.  When used, the viewing window will move to the left by 5% each time you select the Right feature.  This has the visual effect of moving displayed geometry to the left each time the function is used.


Down

Use the Down feature to pan by an increment of 5% the width of the window.  When used, the object(s) in the viewing window moves "down."  This has the visual effect of moving the displayed geometry up in the viewport.


Left

Use the Left feature to pan by an increment of 5%.  When used, the viewing window will move to the right by 5% each time you select the Left feature.  Visually, the displayed geometry will move to the right when this function is used.


Rotate

The options contained within the View>Rotate submenu are used to rotate the view of an object, or objects.  When using the rotate options you are actually rotating the view, not the actual orientation of the model in world space.

The following functions are available from the View>Rotate submenu.  To view information specific to a particular function, click on the appropriate link below:

Dynamic

Up

Down

Left

Right

Clockwise

Counter-Clockwise


Dynamic

Use the Dynamic function to dynamically rotate or spin a part in the active viewport.  Multiple click and drag operations can be performed while rotating the part.  Note that only the view of a model is affected when this feature is used.  The geometry itself is not moved.

1)	Select Dynamic from the View>Rotate submenu options. The Center and Spin options appear in the Conversation bar.

•	Center – Use the Center option to select a new center position around which the model will dynamically rotate.  Note that the center position will also change when a Pan function is used.

•	Spin – Select Spin to dynamically spin the model in the direction you specify by dragging the cursor with the mouse.  The velocity of the spin is determined by the speed at which you drag the mouse cursor.

2)	Click the part and drag it to dynamically rotate or spin the part.  The rotation is always about the center of the viewport.

3)	To stop rotating the part, hit ACCEPT, BACKUP, or ESC, or simply click the left mouse button in the viewport.


Up

This function is used to rotate the viewport up along a horizontal axis through the center of the view by 10 degrees each time the function is selected.

Select Up from the View>Rotate submenu options.

The viewport will rotate upward by 10 degrees each time the feature is selected.


Down

This function is used to rotate the viewport down along a horizontal axis through the center of the view by 10 degrees each time the function is selected.

Select Down from the View>Rotate submenu options.

The viewport will rotate downward by 10 degrees each time the feature is selected.


Left

This function can be used to rotate the viewport left along a vertical axis through the center of the view by 10 degrees each time the function is selected.

Select Left from the View>Rotate submenu options.

The viewport will rotate to the left by 10 degrees each time the feature is selected.


Right

This function is used to rotate the viewport to the right along a vertical axis through the center of the view by 10 degrees each time the function is selected.

Select Right from the View>Rotate submenu options.

The viewport will rotate to the right by 10 degrees each time the feature is selected.


Clockwise

This function is used to rotate the viewport clockwise, perpendicular to the view by 10 degrees each time the function is selected.

Select Clockwise from the View>Rotate submenu options.

The viewport will rotate clockwise by 10 degrees each time the feature is selected.


Counterclockwise

Use this function to rotate the viewport counterclockwise, perpendicular to the view by 10 degrees each time the function is invoked.

Select Counterclockwise from the View>Rotate submenu options.

The viewport will rotate counterclockwise by 10 degrees each time the feature is selected.


View Back/Forward

Use the View Forward/Back functions to return, or jump ahead, depending, to a display view that had been previously used.  These functions retain a range of sixteen view entries.  These functions are explained below.

View Back

View Forward


View Back

The View back feature allows you to return to the previous sixteen view entries.  Note that if you back up four views and then change the view, those four are lost from the chain.  There are two different types of view function, "major" and "minor."  A "major" modification is anything that requires additional user input.  A "minor" modification would be any of the keyed or incremental modification options.  The current view is saved in the back up chain before and after each major modification (if the view had changed).

For example, if you were to use the keyed Pan functions ten times, then Autoscale, it would result in two new views being added to the view history.  Each viewport has its own history list, so changes made to one viewport cannot be undone through another.


View Forward

The View Forward feature allows you to jump ahead up to sixteen entries in the view history.  Note that if you jump ahead four views and then change the view, those four are lost from the chain.  There are two different types of view function, "major" and "minor."  A "major" modification is anything that requires additional user input.  A "minor" modification would be any of the keyed or incremental modification options.  The current view is saved in the back up chain before and after each major modification (if the view had changed).

For example, if you were to use the keyed Pan functions ten times, then Autoscale, it would result in two new views being added to the view history.  Each viewport has its own history list, so changes made to one viewport cannot be undone through another.


Render Options

The available rendering options are accessible from a fly-out submenu that appears when you select Render from the View Menu.  The available render display options in this submenu are: Wireframe, Hidden Lines Removed, Hidden Lines Dashed, Flat Shaded, Smooth Shaded, Smooth Shaded with Wireframe, Smooth Shaded without Wireframe, and Silhouette.  See the Tools>Options>Solids dialog page for available Rendering settings.  Note that the rendering options documented here can also be utilized by Picture It.

Click on the appropriate link below to view information on a specific rendering function:

Wireframe

Hidden Lines Removed

Hidden Lines Dashed

Flat Shaded

Smooth Shaded

Smooth Shaded with Wireframe

Smooth Shaded without Wireframe

Silhouette

Thread Rendering for Features and Fasteners

Camera Light

Light Markers

Light Intensity


Wireframe

Use the Wireframe function to display solid objects with a representation similar to a Wireframe model.  This display option is used by default when new solid objects are created.  Wireframes are 3D models with lines that represent the edges (or extents) of the solid model.  For curved solids, additional lines (isolines) are used to represent the curved surfaces.

Example of a Wireframe rendering

•	The main advantage you will gain from using wireframes to represent solid objects is the speed in which they are rendered.  The principal drawback of this method is that they can be visually confusing (it can be difficult to determine which surfaces are in front of other surfaces).

•	The order in which entities are drawn in this mode is indeterminate.  This may cause for OLE entities and filled polylines to be drawn in front of other entities, even when they might be located behind them in space.  This results in faster drawing, but may not provide the rendered appearance that you desire.  In particular, when attempting to trace over a bitmap, the Wireframe entities may disappear behind the bitmap.  To get the "correct" appearance in such a case, use one of the Shaded Wireframe modes.

•	To control how wireframes are drawn and better define your wireframe renderings, you can use the Draw Flowlines section of the Solids tab in the "Set Configuration Options" dialog box accessible from Tools>Options on the Menu bar.


Hidden Lines Removed

The Hidden Line Rendering options (Hidden Lines Removed and Hidden Lines Dashed) use representational lines and/or dashed lines to display a 3D solid model.  Any entity that would not normally be visible when the model is viewed from a particular orientation will be modified accordingly.

The Hidden Lines Removed function is used to display a solid object(s) by removing the lines that are hidden by the rendering.  Hidden lines are the lines that would not normally be visible in an opaque model from the angle at which you are viewing the object.

This option is greyed-out if you are currently in Layout mode. Use Layout > Instance Display > Render to control any particular instance.

See Notes on Hidden Lines Rendering for more information specific to this rendering method.

Example of a Hidden Lines Removed rendering

As you modify, add bodies or change views, the program will continue to generate hidden line removal images.

To return to a normal wireframe display mode, simply use the Render>Wireframe feature.


Notes on Hidden Line Rendering

The following rules apply to hidden line rendering (HLR) modes for solid objects:

•	The actual entities are not modified to support the rendering.  The modifications are made only in the display.  As a result, dimensions remain associative, and different renderings can be executed simultaneously in multiple viewports.  In some cases, for instance, when dealing with silhouette lines, there is no entity representing curves in the display.  Such entities cannot be selected.

•	What is displayed is a graphical representation of the HLR object.  In some cases (e.g., silhouette lines) there is no real entity in the drawing database. These representational entities cannot, obviously, be used for dimensioning or Verify/Attributes.

•	The Hidden Line options in the View menu are greyed-out when you are in Layout mode.  Each layout instance has its own rendering control.  In the past, that the instance-specific control could be set to Default in which case it use  whatever was set in the general (View menu) rendering controls.  There are now additional options available for hidden line renderings in layout instances, so the setting can no longer can be driven from the View Menu default setting.


Hidden Lines Dashed

The Hidden Lines Dashed function is used to highlights the hidden lines in an object by changing the properties of those lines.  See Notes on Hidden Lines Rendering for more information on this rendering method.

Example of a Hidden Lines Dashed rendering

This option is greyed-out if you are currently in Layout mode. Use Layout > Instance Display > Render to control any particular instance.

As you modify, add bodies or change views, the program will continue to generate hidden line dashed images. Only the edges of bodies (surfaces and solids) will be displayed in this mode.

To return to a Wireframe display of the solid, simply use the Render>Wireframe feature.


Flat Shaded

The Flat Shaded function allows you to display a solid model with a shaded representation.  When a model is rendered with the Flat Shaded option, each facet is displayed with a constant color, whereas in Smooth Shaded mode the colors blur across each facet, causing them to disappear.  Note that this mode supports the Silhouette option.

In the example below, a solid cylinder (created by the default measurements) has been rendered using the Flat Shaded option.  Note that each vertical facet of the cylinder is visible.

An example of a solid cylinder, displayed using the Flat Shaded feature


Smooth Shaded

The Smooth Shaded function is used to display a solid model with a shaded representation, like the Flat option, but with a much smoother finish.  Unlike the Flat Shaded option, the facets of a model will not be visible when rendered using this feature.  The smooth finish causes them to disappear.  Note that this mode supports the Silhouette option.

In the example below, a solid cylinder has been rendered using the Smooth Shaded feature.  Note that the facets, visible in the Flat Shaded example, cannot be seen here.

An example of a solid cylinder, displayed using the Smooth Shaded feature


Smooth Shaded with Wireframe

The Smooth Shaded function is used to display a model with a shaded representation, like the Flat option, but with a much smoother finish.  Unlike the Flat Shaded option, the facets of a model will not be visible when rendered using this feature.  The smooth finish causes them to disappear.  This function is different than the Smooth Shaded feature, in that it will display the Wireframe profile in addition to the rendered image.  For instance, hidden Wireframe lines will be displayed in the render result.  Note that this mode supports the Silhouette option.


Smooth Shaded without Wireframe

The Smooth Shaded function is used to display a model with a shaded representation, like the Flat option, but with a much smoother finish.  Unlike the Flat Shaded option, the facets of a model will not be visible when rendered using this feature.  The smooth finish causes them to disappear.  This function will not display the Wireframe profile.  Instead, only the rendered image will be displayed.


Silhouette

Use the Silhouette function to generate visual curves in the display of the model you indicate.  These curves are not true edges or flowlines and are not selectable, though they will highlight when the body is selected.  Their purpose is simply to show the "horizon" or "silhouette" of the model.

When using the Silhouette function to display silhouette lines in a model, it will be important to know the following:

•	Silhouettes only appear on facetted bodies.

•	The accuracy of silhouette lines is determined by the faceting tolerances in the File>Properties>Units/Tolerances dialog.


Thread Rendering for Features and Fasteners

These rendering options allow you to choose whether to display solid feature and fastener thread detail or hide it.   Using these options you can change thread representation ‘on-the-fly’ without having to edit the actual feature or fastener object.

When rendering, you can choose to toggle the display of solid threads for each style via the View>Render menu.  The options for display depend on which rendering mode you are in.

The following rules apply when using the Thread Rendering Options

•	These options will only work for solid features and fasteners.  They do not affect the display of 2D or 3D wireframe objects.

•	The options for display depend on which rendering mode you are in. For example, the Schematic Threads option is grayed-out unless you are in either Hidden Lines Removed or Hidden Lines Dashed Modes.  Schematic threads cannot be displayed when in smooth rendering mode.

This option is applicable only to features and fasteners created within CADKEY.


Camera Options

These render options allow you to control the display of lighting in your models.  Cameras can be configured and applied to your models via the Create>Lights menu.   You can apply materials and textures to faces via the Edit>Entities menu.

Camera Light

Light Markers

Light Intensity


Camera Light

The default view in CADKEY uses a camera light that is over your shoulder pointing in the direction that you are looking.  This light illuminates whatever is facing you and hence cannot cast shadows that may be seen.  The camera light moves as you rotate the scene so as to always be over your shoulder.  To see the true affect of positioned lights it is necessary to turn the camera light off.  The camera light may be toggled off and on with the menu item (View / Render / Camera Light).


Light Markers

Light markers are used to select and move lights.  There colors tell what color of light they cast and what entity grouping color they belong to.  Though useful, one may not want light markers to show in a final version of a photo-real scene.  To toggle the light markers use the (View / Render / Light Markers) menu item.


Light Intensity

The brightest light that your computer screen can render is full white or (255, 255, 255) in (red, green, blue).  Hence if you have N white lights shining on the same point the most that each light can contribute to the scene is 1/Nth of full white.  However, rarely is it the case that several lights are created to shine on the same point.  Most often each point is lit by only a few of the several lights.  If this is the case then as you add lights the scene will become darker.  To make the scene brighter you may adjust the default light scaling of 1/Nth of full white to be more or less with the (View / Render / Light Intensity) menu item.  The numeric value that is requested tells how many lights must shine on a spot to produce full white light.  The smaller the light intensity value is the brighter the scene is, and the larger the value the darker the scene.


Viewport Layout

The Viewport Layout options allow you to choose from eight unique viewport layouts.  A viewport is the area within the Drawing Window in which your part is displayed.  You can choose the arrangement of your viewports and work within all visible viewports, even if each one is set to a different view.

As the viewport is divided according to the function selected, you will then be able to further expand/retract the viewport divisions by dragging the splitter lines.

The following layout options are available from the Viewport Layout submenu and allow you to configure the viewport using several window arrangements.  To view information specific to a particular function, click on the appropriate link below:

Single

Two Vertical

Two Horizontal

Two Left One Right

Two Right One Left

Two Bottom One Top

Two Top One Bottom

Quad


Single

Use the Single option to work in one single viewport.  To use this option, select Single from the View>Viewport Layout submenu options.  In this mode, the Window>Split function can be used to split the viewport horizontally, vertically, or both.


Two Vertical

The Two Vertical option creates two viewports, tiled vertically.  To use this option, select Two Vertical from the View>Viewport Layout submenu options.


Two Horizontal

The Two Horizontal option is used to create two viewports tiled horizontally.  To use this option, select Two Horizontal from the View>Viewport Layout submenu options.


Two Left One Right

The Two Left One Right option will create two viewports to the left side and one vertical viewport on the right side.

To use this configuration, select Two Left One Right from the View>Viewport Layout submenu options.


Two Right One Left

The Two Right One Left option creates two viewports to the right side and one vertical viewport on the left side.  To use this configuration, select Two Right One Left from the View>Viewport Layout submenu options.


Two Bottom One Top

The Two Bottom One Top option creates one viewport horizontally on the top of the screen and two viewports below it.  To use this configuration, select Two Bottom One Top from the View>Viewport Layout submenu options.


Two Top One Bottom

The Two Top One Bottom option creates two viewports on the top of the screen and one viewport horizontally on the bottom.  To use this configuration, select Two Top One Bottom from the View>Viewport Layout submenu options.


Quad

The Quad option is used when you want to create four equally sized viewports.  To use this configuration, select Quad from the View>Viewport Layout submenu options.


Level

By using levels, you are able to separate a part into different overlays or layers, to accommodate your organizational practices.  Each level can be viewed separately or with other layers.  You are allowed to specify, or change, level assignments at any time.  You can turn the display of any level, or combination of levels, on or off and move or copy entities from one level to another by selecting an entity or choosing a level.

Hiding levels will help separate a drawing into layers that can be displayed, plotted, and worked on individually.  For example, you can use levels in a drawing where you have dimensions and geometric entities.  You can create geometric entities on one level and create the dimension text on another level for easy viewing.  By turning each level on or off, you can choose which dimensions or entities you want to display.  You can also choose a level to store hidden lines and turn on that level when you need it.

The Levels list is now half of the Part Splitter Window, which can be compressed to minimum size, expanded to maximum size or a partial state manually or with a hotkey that you assign.  This is a tree-based display, which appropriately represents the tree-based nature of the level hierarchy.  This window is tabbed to integrate other displays such as Assemblies and Parametrics.  Double clicking on a level in the tree will expand or contract the selected node.

Part Splitter Window

The following Levels-related topics are explained.  To view a specific topic, simply click on the appropriate link below:

Level List Window

Level Default Attributes

Numbering of Levels

Nesting of Levels

Levels Menus

Options


Splitter Window

Below is an example of an expanded Level list, contained in the Part Splitter Window.  The Part Splitter Window can be displayed or hidden using the View>Control Bars>Open/Close/Toggle Part Splitter functions.

The icon representations in the window are as follows:

Indicates displayed level and selectable.

Indicates non-displayed level, which is thus not selectable.

Indicates displayed, but not selectable.

A red checkmark indicates that this is the active level.  The checkmark can be placed over any of the three kinds of icons.


Level List Window

The Level List window contains important information relative to the levels, and the geometry they contain, in your part.  By clicking in the appropriate "cell," or by right-clicking and making a choice from the menu, you are able to modify the information contained in the Level List Window.

When you right click on a cell header, the Column Layout Context Menu will appear.

The header cell title blocks indicate the focus of each of the columns in the Level List.  You can modify the order in which the levels are displayed by clicking on each of the blocks.  Note that you are also able to re-order the window headers as you like.  To do this, simply left-click with the mouse on the header you intend to move, and drag it to the new position.

•	Level Name - Toggles between listing the levels with the descriptors in alphabetical/reverse alphabetical order.

•	Level Number - Toggles between listing the levels in ascending and descending order.

•	Active – When a level is active, a mark will appear inside of the checkbox.  In the example above, the level named "Upper Housing" is the active level.

•	Displayed – When checked, the level is displayed.  To display/un-display a level, click on the checkbox for that level in the Displayed column.  Note that if any parent level is un-displayed (checkbox unmarked), the Displayed and Selectable checkboxes for that level are grayed out, indicating that the level will not be displayed or selectable, regardless of the state of the checkbox.  The state can be changed even when the box gray.

•	Selectable – When checked, the level is selectable (the entities on the level can be selected for editing, etc).  To make a level selectable/un-selectable, click on the checkbox for that level in the Selectable column.

•	Ref Display - This checkbox is used when creating assemblies.  When enabled (checked) the level will appear in the referenced part as well as the original part.  If the checkbox is disabled the level will only appear in the original part and not the referenced part.  Note that if Ref Display for a parent level is un-checked, that box will be grayed out for any child levels.

•	Count - Toggles between listing the levels with the most/least entities first in the list.

•	Color – Allows you to select a color attribute for the level’s geometry from a dropdown.  The color selection well will appear when you click anywhere within the Color cell.  You can dismiss the well simply by clicking anywhere outside of it.  Note that in this version a color selection can only be cleared through the properties dialog.

•	Pen – Allows you to select a pen number for the level’s geometry from a dropdown.

•	Style – Allows you to select a style number for the level’s geometry from a dropdown.

•	Width – Allows you to select a style number for the level’s geometry from a dropdown.


Column Layout Context Menu

The layout of columns contained in the splitter window can be saved to the registry, and column layouts can be further managed using the options available from the Context Sensitive Menu that appears when you right-click on any of the column headers.

•	Select All – See description under Options.

•	Save Current Column Layout – When selected, the current order and size of the columns are saved to the registry.  Trees in all parts will feature the same column layout after this point.  Note that the width of the splitter is still contained in the part.  When you switch from Model Mode to Layout Mode for the first time for a particular part, a new tree is created.

•	Clear Saved Column Layout – When selected, the column layout saved in the registry is deleted, but the current tree is not affected.  Any new trees that are created will open in the default column layout.

•	Reset to Saved Column Layout – When selected, the column layout of the current tree will be restored to match what is saved in the registry.  Use this to revert back to a saved column layout after rearranging a tree or resizing columns in the current tree.  This should also be used when you intend to update all other existing trees to a new column layout that had just been saved in one tree.

•	Reset to Default Column Layout – When selected, the column layout of the tree is restored to match the default column layout.

•	Expand Completely – See description under Options.


Level Default Attributes

Each level is capable of having default attributes assigned to it.  When that level becomes the active level, then the system attributes are set to match the default attributes.  The default attributes that can be assigned are Color, Pen, Line Style, and Line Width.  Changing the attributes of the active level will also update the system attributes.

Levels inherit their default attributes from their parents.  If a level does not have default attributes, and none of its parents have default attributes, then the system attributes will not be changed by making that level the active level.


Level Numbering

Each level has a number associated with it.  This number may be zero, indicating that this level has not been assigned a number.

If the level has a number, then that number of each level, and its parents, can be used as a unique identifier within the level’s part.  For instance, if level 1 has a sub level 5, which has a sub level 4, then we can uniquely identify that bottom-most level as "Level 1.5.4".


Nesting of Levels

Nesting is done through the tree structure in the Level List window (i.e. each level has one parent on a higher nesting level, and the top-most levels nest under the database itself).  Nested levels are not functionally different from first-rank levels.  A theoretically unlimited number of nestings can be created.


Levels Menus

Levels can be manipulated through the Level List tree window, through the View pull-down menu, or through a toolbar.  The levels modification options are discussed later in this segment.

View>Level Pull-Down Submenu

The menu shown below appears when Level is selected from the View Menu.

Right-Click Context Sensitive Menu (Level Root)

The menu shown below appears when you right click on the Level Root (top most entry) in the Levels window.

Right-Click Context Sensitive Menu (Level or Sub-Level)

The right-click context sensitive menu shown below appears when you right click on a level (or sub-level) in the Levels window.  Note that several of these functions may appear in the View>Level submenu and/or your Level toolbar.

Custom Toolbar

A toolbar containing the levels manipulation options can be created through the Tools>Customize pull-down menu.  Remember that these commands can be dragged to a custom toolbar that you create under Tools>Customize>Toolbar.


Options

The following options are available from the View>Level pull-down submenu, the right-click context sensitive menu that appears when you right-click in the Levels list, or the Level commands under Tools>Customize>Commands>Level.  Note that not all of the options listed below are available from all three locations.

Many of the functions explained below will work on multiple levels.  That is, you can select a range of levels by selecting the first level and then by holding down the [Shift] key and selecting the last level.  You can also add individual levels to the selection by holding down the [Ctrl] key.  When toggling attributes such as displayed or selectable for a multiple-level selection, the current value of the flag for the first selected level will be displayed.  Selecting the menu item will toggle the flag for that level, and then set the flag to that new value for all of the levels selected.

To view information specific to a particular option, click on the appropriate link below:

Active

Displayed

Not Displayed

Selectable

Not Selectable

Reference Displayed

Reference Not Displayed

Delete

Rename

Renumber

Create

Move Entities

Move Levels

Count

Text Out

Properties

Select All

Expand Completely


Active

The Active option allows you to select a level to make the active level.  Any entities created will be placed on the active level by default.

1)	To set the active level from the Level List window, click in the Active checkbox for the level you intend to make active, or follow the steps below to activate a level from the View>Level submenu:

2)	Select Active from the View>Level options.

3)	In the Conversation bar you are asked to enter the level to activate or select an entity.  Enter a level number in the box, or select an entity.  If you choose to select an entity, the level that the entity resides on will become the active level.

Note: The current active level number is always visible in the Status Bar at the bottom of the screen (e.g., "Alev=3").

Note:  Specifying a range of levels to make active will create new levels within that range if they do not already exist.  For example, if you have two levels (e.g., 200 and 300) in your part, and you enter the range (200-300) to make active, 99 new levels will be created.


Displayed

Use this function to display one or more levels in a tree.

1)	To display a level using the Level List window, click on the Displayed checkbox for the specific level(s) so that it is marked.  To use this function from the View>Level submenu, follow the steps below:

2)	Select Displayed from the View>Level options.    All of the levels in your part will temporarily be displayed, with entities on the "off" levels highlighted in a single color (the >file>properties "rubberband" color is used).

To turn on/off levels you can either:

1)	Click on any of the highlighted entities to turn the level(s) containing those entities on.

2)	In the Conversation bar, enter the level to add to the display. If entering a level number to hide, you can hide multiple levels.  Use a comma (,) to separate level numbers and a hyphen (-) to specify ranges, for example, 1, 3, 5-8.If you choose to select an entity, the level that entity resides on will now be shown.  You can enter ranges of sublevels as well.  For example, you can select 1.2.4-1.2.10.  All but the last part of the level numbers must be the same.  You cannot enter a range such as 1.2.4-1.3.9.

Note:  Displaying a range of levels will create new levels within that range if they do not already exist.  For example, if you have two levels (e.g., 200 and 400) in your part, and you enter the range (200-400) to display, 198 levels will be created.


Not Displayed

The Not Displayed option can be used to remove levels from the current display.

1)	To un-display a level from the Level List window, click on the Displayed checkbox for the level you intend to hide so that the checkbox is un-marked.  To un-display a level from the View>Level submenu, follow the steps below:

2)	Select Not Displayed from the View>Level options.

3)	In the Conversation bar you are asked to enter the level to hide or select an entity.  Enter a level number in the box to hide that level from the current display.  The level is not deleted.  If you choose to select an entity, the level that the entity resides on will be hidden.

If entering a level number to hide, you can hide multiple levels.  Use a comma (,) to separate level numbers and a hyphen (-) to specify ranges, for example, 1, 3, 5-8.


Selectable

This function toggles the selectability of levels.  Use a comma (,) to separate level numbers and a hyphen (-) to specify ranges, for example, 1, 3, 5-8.

See the Selection documentation or on-line help for more information on masking.

1)	To make a level selectable from the Level List window, click on the Selectable checkbox for that level so that it is marked.  To make a level selectable from the View>Level submenu, follow the steps below:

2)	Choose Selectable from the View>Level options.

3)	Enter the level numbers you want to make selectable, or select an entity.


Not Selectable

Use this setting to make a level, or levels, not selectable.

1)	To do this from the Level List window, click on the Selectable checkbox for the level(s) that you want to make not selectable so that the checkbox becomes un-marked.  To use this setting from the View>Level submenu, follow the steps below:

2)	Select Not Selectable from the View>Level options.

3)	Enter the level number(s) to make non-selectable, or choose an entity.


Reference Displayed

Using this option, you are able to determine whether a level is displayed through a part reference.  See Assemblies for more information on part references.  When the Reference Display setting is checked, a checkmark will appear in the Reference Display cell of the Levels List window.  When unchecked, the Reference Display cell for that level will be blank.

1)	To toggle this attribute from the right-click context sensitive menu, select the desired levels, then select the reference display item from the menu.  To use this setting from the View>Level submenu, follow the steps below:

2)	Select Reference Displayed from the View>Level options.

3)	Enter the level number(s) to reference display, or select an entity.


Reference Not Displayed

Use this function to un-display a level through a part reference, the reverse intent of the Reference Displayed function.  To use this setting in the Level List window, click on the checkbox for the level(s) you want to un-display so that the box is unmarked.  To use this setting from the View>Level submenu, follow the steps below:

1)	Select Reference Not Displayed from the View>Level options.

2)	Enter the level number(s) to reference un-display, or select an entity.


Delete

Use Delete to completely remove levels that you specify.

1)	To use delete from the Level List window, right-click on the level(s) you want to delete, and select Delete from the menu that appears.  To delete a level from the View>Level submenu, follow the steps below:

2)	Select Delete from the View>Level options.

3)	In the Conversation bar enter the level number(s) or select an entity.


Rename

This option allows you to change the name of a level.  The level descriptor is effectively unlimited in length.

1)	To specify a descriptor from the Level List window, right click on the level whose name you want to change and select Rename from the menu that appears.  Then, type in a new descriptor for that level.  To use this setting from the View>Level submenu, follow the steps below:

2)	Choose Rename from the View>Level options.

3)	Enter the level number or select an entity where you want to attach the descriptor.

4)	Enter a level descriptor.  If the level already has a descriptor, the current descriptor appears on the prompt line so you can edit it.

5)	Choose ACCEPT to activate the change.

6)	Then choose [Esc] when you have finished attaching descriptors.


Renumber

Use this option to change the number of a specific level.

1)	To use this setting from the View>Level submenu, follow the steps below:

2)	Select Renumber from the View>Level options.

3)	Enter the level to be renumbered.

4)	Enter the new level number, and select ACCEPT when done.


Create Level

Use the Create Level feature to add a sub-level to a specified level.  This feature is available from the View>Level submenu, and also available when you right-click on a part or level in the Levels List window.

To use this feature from the View>Level submenu, follow the steps below:

1)	Select Create from the View>Level options.

2)	Enter a number for the new level.

3)	Specify a name for the new level.


Move Entities

Use the Move Levels feature to move entities or levels from one level to another by clicking and dragging their icons in the tree window.  This causes the selected level (and all of its children) to be nested under the level that the drag operation is released on.

If you drag a level with a number to a new parent, and that parent already has a child level with the same number, then the dragged level's number will increase so that it doesn't conflict with any sibling levels.

When you choose Move to Level from the Level toolbar options or the View pull-down menu, the following options appear:

Select

Allows you to select entities to move to another level using one of the Selection Menu options.

1)	Choose SELECT from the Move Entities options.

2)	Select the entities you want to move using one of the Selection Menu options.

3)	Enter the destination level number or select an entity and the entities will be moved to that level.

Level

Allows you to move a level or entity to a level that you specify.

1)	Select LEVEL from the Move Entities options.

2)	Enter the level or select the entities that you want to move.

3)	Enter the destination level that the source level will become a child of.  You can also select the ACTIVE button to move the selected level or entity to the current active level (the number of the current active level is now displayed on the Status Bar).

In the example below the Carriage Bolt Level # 5 is chosen as the source level to move.  The Main Shaft Level #4 is the destination level.  After the move, Carriage Bolt becomes # 4.5.

Level List prior to the move

Level List after the move


Move Level

This function allows you to move a level to a new destination that you specify.

1)	Select Move Level from the View>Level options.

2)	Specify a source level to move by entering a level number in the text field, then press [Enter].

3)	Specify a new destination level and press [Enter].

To move the level to the current active level, select the ACTIVE button from the Conversation bar.  The number of the current active level is displayed on the Status Bar.


Count Entities

Use this function to count the number of entities on a specified level, or the total number of entities across all levels in a file.

1)	Select "Count" from the View>Level submenu, or from a right-click menu.

2)	Enter a level number, or select ALL to count the entities across all levels.  If you decide to specify a level number, hit [Enter] when done.

The "Entity Count" dialog appears.  The following information is displayed in the dialog when ALL is selected: Entity Type (Arcs in example below), the number of entities on the Active Level, and the number of entities found on All Levels.  When a specific level is selected, the last column in the dialog will display the number of entities on the specified level and its child levels.


Text Out

Use this function to create a text file (saved through a common file dialog) that contains three columns, for Level Number, Name, and Count.  The exported text file is machine-readable.

1)	Select "Export to Text" from the View>Level submenu, or from the Level Root right-click Context Sensitive Menu.

2)	The "Save As" dialog appears, through which you are able to specify a file name and directory destination for the text file.  The file is saved to the *.TXT file extension.

3)	Once you have specified the necessary information, select SAVE.


Properties

The attribute settings of a level can be set and/or modified through the Level Properties dialog.  Contained in this dialog are settings for Line Width, Line Style, Color, and Pen.  By default, the attribute settings in the dialog are unchecked, indicating that they are not set for that level.  To set or modify a specific attribute, you must first enable the attribute by clicking in the checkbox beside it.  The graphic below shows the dialog with every setting enabled.

To access the Level Properties dialog, select Properties from the right-click context sensitive menu.  To use this feature from the View>Level submenu, select Properties from the menu and enter the level number(s).

The following attribute settings are contained within the Level Properties dialog:

•	Width - The line width to be used for entities on the selected level.  To select, or change, a line width, simply select the desired width.

•	Style -The line style to be used for entities on the selected level.  To select, or change, a line style, simply select the desired style number.

•	Color - The color attribute of the level.  To select, or change, a current color attribute, simply select the desired color number.

•	Set From Ent	- Allows you to change the attributes of an entity by using an indicated entity as a reference.  All attributes will change according to the reference entity you select.

•	Pen -The pen number used on the selected level.  To select, or change, a pen number, simply select the desired pen number (1-8).


Select All

When it is necessary to make global changes or modifications to every level in any particular level list, the Select All feature can be used to select all levels within a level list with one mouse click.  This option is available from both the Level Root Context Sensitive Menu, and the Context Sensitive Menu that appears when you right-click on a sublevel.


Expand Completely

Use the Expand Completely feature to make all levels or sublevels under a certain level, or .CKD file, visible in the tree.  Note that this does not affect the displayed flag of levels.  This allows you to quickly expand the entire level tree structure within a file.

To use this feature from the right-click context sensitive menu:

1)	Select Expand Completely from the right-click menu.

2)	The level(s) contained under the selected level will be visible.


Display View

Use Display View to changes the current viewpoint of your model.  A view is the angle at which you are looking at a part.  There are eight predefined views to choose from (listed below in numerical order), but additional views can be created.

The eight predefined views are:

1	Top
2	Front
3	Back
4	Bottom
5	Right
6	Left
7	Isometric
8	Axonometric

When a new view is saved, the program will assign it the next available view number in the database, beginning with the number nine (9).  The program does not automatically store views.  If you wish to return to a view in the future, you must save it before changing to a new view.

To change the viewpoint of your model, follow the steps below:

1)	Select Display View from the View pull-down menu or toolbar.

The following Conversation bar will appear.

These buttons are also used when defining a Construction View.  The individual button functions are explained here.

2)	Choose a menu option or enter a view number to define the display view.


Construction Plane

This option allows you to define and save new construction planes.  A construction plane defines a coordinate system upon which entities are created and manipulated.  Use a construction plane to create entities in a different plane from the currently displayed plane.

There are eight standard CPlanes that are equivalent to the standard views listed at the beginning of the Display View section.  These Standard CPlanes cannot be modified, renamed, or deleted.

CPlanes are represented by a gnomon, similar to the one shown in the figure below.

Construction Plane Gnomon  (Right: Optional "in-model " Construction Plane Gnomon)

The display of Construction Plane gnomons is controlled from the "Set Configuration" dialog (accessible from Tools>Options).

If the "Display World Axis Indicator in Model" checkbox is enabled in the Tools>Options function (Display tab), the CPlane gnomon will be displayed in your model.  This gnomon also has a different appearance from the standard view and cPlane indicators in the corners of the viewport.

The number of the active CPlane is displayed in the edit field on the conversation bar.  If the current CPlane is unsaved, it will have the number 0.

Changing the Construction Plane


Construction Plane/Display Menu

The menu displayed below can be used to define a new construction plane. The menu options are also used when defining a display view.

1)	Select Construction Plane from the View pull-down menu or toolbar.  The following options appear:

ConstructionPlane/Display View Definition Menu

2)	Enter a construction plane number from the predefined planes or choose a menu option to define a new plane.

3)	A newly defined construction plane is not automatically saved.  The construction plane must be saved through the "Save" menu button in order to return to this construction plane in the future.

3 Pos

Defines the construction plane based on three positions you indicate.  The positive direction for the X axis passes from the first position to the second position.  The position of the third point relative to the other two positions determines the perpendicular direction of the positive Y axis and consequently, the Z axis.

Line/Pos

Select a position and the two end points of a selected line entity to define a plane.  First  3. select a line to define the X axis, and then Indicate a direction for the Y axis using any of the standard CADKEY selection methods..

Face

Allows you to define a plane by an individual face of a body.

CP/Dpth

Defines the plane from an indicated Construction Plane and Depth.

2 Pos

You will be prompted to define the Z axis by selecting two points on your model.

Key In

Use the Key In option to rotate the construction view by a specified amount about the selected axis.  Click on the appropriate button to set the rotation direction from the options that appear on the Conversation bar, and then enter an angle.  Click Accept to adjust the construction plane by the specified angle. Each time you select the Accept button the construction plane will be incremented by the angle value. Select the Done button when you are satisfied with the adjustment.

VPort

Use the VPort feature to define the plane by the display view of a particular viewport.  Select the viewport that contains the display plane you want to use. The associated plane is assigned to all viewports.

List

The List feature can be selected to provide a list of all existing CPlanes and, allows you to select a new CPlane from the eight standard CPlanes, or from any new CPlanes you have previously created.

1)	Select List from the Define CPlane options.  The "CPlane Selection List" dialog box appears.  The settings contained in this dialog are explained under Display View.

2)	Select the CPlane you want to use.

Save

Prompts you to name the current CPlane and saves it in the active CKD file.  Thereafter, you can access it when choosing the List method of defining the plane.

CP=DV

Sets the construction plane to the current display view automatically.  When this option is in effect, a plane parallel to the current View, which passes through the world coordinate system, determines the active CPlane.

Plane Association

You are able to associate planes with geometry, and create CPlanes based upon the associative plane.  The plane can be defined by, and maintain associativity to, geometry in the part such that if the geometry is updated, the plane will update accordingly.  This is particularly useful when CPlanes and Views are attached to associative planes.

Geometry created using such an associated CPlane does not maintain associativity to the CPlane, however.  That is, it does not update when the CPlane is changed.  If the geometry that a plane is associated to is deleted, the plane itself is deleted.  This will similarly cause CPlane and Views to be deleted when their Plane of reference is deleted.


Construction Depth

Use this function to change the depth at which entities are created.  The default depth is 0 (zero).  When Construction Depth is selected from the View Menu, two options appear in the Conversation bar; Position and Offset.  You can use either option to determine a new construction depth, or simply enter a new depth in the editable field.

Position

Allows you to indicate a position in 3D space at which entities will be created.

1)	Select Position from the Conversation bar.

2)	Use the Position Menu to indicate a new position to define the working depth.

Offset

Allows you to indicate a specified offset value to be added to the current working depth.

1)	Select Offset from the Conversation bar.

2)	Enter a depth offset value.


Grid and Snap

Controls the movement of your cursor so that it snaps a distance that you specify.  A grid is a set of points that crisscross the display at 90 degree angles.  Snap affects the increment of cursor movement.

When you choose Grid and Snap from the View pull-down menu or toolbar, the "Grid and Snap Attributes" dialog box appears.

Toggle Grid

Toggle Snap

Grid/Snap and Position Snap

The following will help you understand how the Grid and Snap functions co-exist with the Position Snap feature, when enabled.  It will be important to know the following.

•	Grid Snap is only active while in the Cursor mode of the Universal Position Menu and when asked for a cursor position, generally with a drag box or rubber band.

•	If Position Snap is active, it overrides Grid Snap.

•	When in Position Snap mode, press the <CTRL> key to activate the Grid Snap (override Position Snap).

•	The settings for Position Snap are session wide.

•	The settings for Grid Snap (and the Grid itself) are per-mode.  The settings can vary from part to part, and from layout to layout.  This is because the grid and snap spacing and alignment can vary based on the size of the model.

•	There are two methods by which the program can be configured so that you can toggle between Grid Snap and Position Snap using the [Ctrl] key.  Both methods are explained below.

Grid Snap is Active Normally	Position Snap is active while holding down the [Ctrl] key: Enable Grid Snap, disable Position Snap.

Position Snap is Active Normally	Grid Snap is active while holding down the [Ctrl] Key: Enable Position Snap and Grid Snap.


The "Grid and Snap Attributes" Dialog Options

The following settings are contained within the "Grid and Snap Attributes" dialog box that appears when Grid and Snap is selected from the View Menu.

Grid On

The Grid On segment of the dialog contains a Display toggle, X, Y Increment and X, Y Alignment settings.  These are explained below in detail.

•	Grid On - The Display toggle allows you to display grid points in the viewport, using the increment and alignment settings that you specify.  To display, or undisplay, the grid, simply click the On checkbox.  When the box is checked, the grid will be displayed.

•	When a grid increment is too small to display, the grid will be removed until the view scale is set such that the grid points can be displayed.

•	Increment - This setting is used to set the spacing between grid points on both the X and Y axis.  Note that the X and Y values must be greater than or equal to .00005 units and less than or equal to 10,000 units.

•	Alignment - This setting is used to offset the grid from the origin.  This would allow, for example, grid points to be located at 0.25, 0.75, 1.25, etc.  The Grid = Snap feature can also be used to set the alignment values.

Snap Properties

The Snap Properties segment of the dialog contains an Active toggle, X, Y Increment and X, Y Alignment settings.  These are explained below in detail.

•	Snap Active - This is a toggle setting that, when checked, will make the Snap feature active.  When Snap is enabled, the program will limit the cursor movement according to the Increment and Alignment values that you set.

•	Increment - Allows you to set increment values for both the X and Y axis.  The X and Y values must be greater than or equal to .0005 units and less than or equal to 10,000 units.

•	Alignment - Allows you to align snap increments per the values for X and Y that you set.  The Snap = Grid feature can also be used to set snap alignment.

Grid = Snap

Sets the grid increment and alignment to the current snap increment values automatically.  When Grid = Snap is selected, the Grid Increment X, Y values are set according to the Snap Increment X, Y values.

Snap = Grid

Sets the snap increment and alignment to the grid spacing along the X and Y axes automatically.  When Snap = Grid is selected, the Snap Increment X, Y values are set according to the Grid Increment X, Y values.


Toggle Grid

Use the Toggle Grid function to toggle the display of grid coordinate increments on and off.  To use this function, simply select the Toggle Grid icon.  If Grid coordinates are displayed when this function is selected, their display will be turned off.  To make them re-appear, simply select Toggle Grid a second time.  This function can be easily accessed from a custom toolbar.  It is contained in the Tools>Customize>Commands>View function list, in addition to the View pull-down menu.


Toggle Snap

Use the Toggle Snap function to activate/de-activate the snap settings you have configured and enabled.  When Snap is enabled, it will be de-activated when Toggle Snap is selected.  To re-activate the feature, simply select Toggle Snap a second time.  This function will be most helpful, and easily accessible, from a custom toolbar.  It is available from the Tools>Customize>Commands>View function list, in addition to the View pull-down menu.


 ADD-INS MENU

The Add-Ins Menu contains options that allow you to incorporate and manage the use of CDE applications.  These applications can be add-on products supplied by CADKEY Corporation, or by 3rd party vendors.   Included also in the Add-Ins pull-down menu are the CDE procedure functions, CDE Open, CDE Close (only active when a CDE is open), and CDE Execute; as well as the CADL Execute function, which will allow you to play, or execute, a CADL file.  See below for more information regarding each of these functions.  Note that the content of this menu may vary with each installation.  The Add-Ins pull-down menu		Add-Ins Topics  CDE Open    CDE Close   CDE Execute   CADL Execute   3D Driver Support  via CDE


CDE Open

The CDE Open function is used to load a CDE module.  This function will not start any CDE functions; it will merely load them.  To start a CDE function, you must use the CDE Execute function, or use the CDE’s icon interface.

CDE stands for CADKEY Dynamic Extension.  CDE’s are applications that run within the program to increase functionality or give you special features, such as special drafting functions or a set of templates for creating flowcharts.  A CDE can contain many different functions that you can execute individually.  CDE Open allows you to load and use CDEs, from you or your company, or from third-party developers.

When you choose CDE Open, a dialog box is displayed from which you can select a CDE to load.  The displayed list of CDEs is built from the default CDE directory in the default CADKEY directory.

1)	Select the CDE Open option from the Add-Ins pull-down Menu.  A dialog box then appears (see below).

2)	From the "CDE Open" dialog box, choose the CDE name and path of the CDE you want to load.


CDE Close

The CDE Close function is used to close any CDE programs that are currently loaded and operating.  This function will be grayed out in the Add-Ins pull-down menu if no CDE programs are currently loaded.

1)	From the Add-Ins Menu, select CDE Close.  A dialog box will then appear (see below).

2)

3)	Select the CDE (s) you want to close from the list in the "Close CDE" dialog box.

4)	Once you have done this, select OK from the dialog options and the CDE (s) you selected will no longer be active.


CDE Execute

The CDE Execute function is used once a CDE has been loaded (by CDE Open) to start a selected CDE module.  You can only start a CDE that you have previously loaded.  For more information on loading CDEs, see CDE Open.

1)	Select CDE Execute from the Add-Ins Menu.  The "Select a CDE Function to Execute" dialog box appears (see below).  A list of all loaded CDEs appears in the dialog box.

2)	Select the CDE to execute, then select OK from the dialog options to close the dialog.


CADL Execute

The CADL Execute function is used to read CADL files, store data primitives as entities, and execute CADL commands.  For more information on CADL files, see the CADL documentation in the root directory.

•	ASCII CADL files are not compiled, and have a .CDL extension.

•	Binary CADL files are complied, and have a .CDX extension.

To use the CADL Execute function, follow the steps below:

1)	Select CADL Execute from the Add-Ins Menu.  The "Select a CADL to Execute" dialog box appears.

2)	From this dialog, select a CADL file to load.

Using CADL

You can generate a CADL program with a text editor or word processing program following the rules in this chapter.  Names for these files follow the same specifications as the system's naming conventions, along with the addition of a .cdl extension.  A typical CADL file consists of variable length records delimited by new lines.  Each of these statements directs the flow of the program.  A typical statement represents a primitive, a command, or an expression, along with any required parameters.

CADL Manual!JumpID(`Cadl.hlp',`Contents')


Support for 3D Controllers via CDE

This will work with any device supported by the latest 3DxWare driver from 3Dconnexion.

To download the latest driver visit www.3Dconnexion.com .

•	Install the 3DxWare driver in Windows (it is a system-wide driver).

•	Next, put this CDE in your autoload list.  As long as you start the 3DxWare driver (in Windows) before starting CADKEY, you'll have full support for your 3D motion controller inside CADKEY.

Once the 3DxWare driver is loaded, all of the interface functions are provided via the 3DxWare icon displayed in your system tray.   Nothing is added to the CADKEY interface by this CDE. The only button that the CDE responds to is the "Pick" button.  It brings up a prompt for a new center position, and re-centers the view on that coordinate.

Other functions, such as autoscale, can be assigned to device buttons through the User Macro capabilities of the 3DxWare driver.  Simply create a macro with Ctrl-A or Alt-A (whichever you use for autoscale), and assign that macro to one of your buttons.

Just as with the dynamic rotate, when you start rotating in either HLR or HLD mode, CADKEY will switch into a faster rendering mode that looks like HLR, but isn't really.  When you release the ball, it will switch back to the HLR/HLD mode.  So, you won't see the dashed HLD lines while manipulating the view.


WINDOW MENU

The viewport can be configured to allow for several different views of multiple parts.  Through the Window Menu in the Menu Bar, you are able to indicate how many "document windows" will be visible in the viewport, as well as how they will be visible.  Through this menu, you can elect to split the viewport into two document windows, create a cascade effect, tile document windows either horizontally or vertically, arrange icons, and select open windows for quick viewing.   When Window is selected from the Menu Bar, the following pull-down menu will appear:   The Window pull-down menu		Window Menu Topics Split  Tile Horizontally  Tile Vertically  Arrange Icons  Open Windows  Windows Dialog


Split

The Window>Split option allows you to divide the viewport into multiple document windows. When the option is selected, two window lines, one horizontal and one vertical appear in the viewport.  Using the cursor, you are able to place the intersection of these window lines where you please.  This allows you to configure the viewport as you please, with multiple document windows of various sizes.  Once placed, you are further allowed to drag the window lines around the viewport.

Changing the Display View

Each document window can display a part using a different display view.  When the viewport is split into multiple document windows, the active window will show the part in the display view that was active when the split was made.  In Figure 2 below, the part in the active window (upper left) is displayed in view 7.  This is because view 7 was the active view when Window>Split was selected.  Note that the other three document windows display the same part in view 1.  To change the display view in any window, you would simply activate the document window to update and select "Display View" from the View pull-down menu.

Change the view using the options displayed in the Conversation bar.  See the View chapter of this manual for a complete description of the Display View function.  Note that the display view will update in the active window only.

Using the Split Option

Follow the steps below when using the Window>Split option:

1)	Select Split from the Window pull-down menu.

The document window divide lines appear, as shown below.  Note the cursor at the intersection of the document window lines.  Drag this cursor to the position you desire, then click the mouse button to place the intersection position.

2)	Once the intersection has been placed, the viewport will be divided into four windows.  If at any time you wish to change the size of one or more of the document windows, simply drag the intersection, or the horizontal or vertical divide lines, to modify the window sizes.  In the example below, the intersection has been relocated to a position in the upper right of the viewport.  Note that a highlighted border appears around the active window.  To change the active window, simply click on the window you wish to make active.


Cascade

Use the Cascade option to position multiple open windows in a cascade effect.  When document windows are arranged in this manner, it allows you to quickly select the part you want to view.  When multiple parts are cascaded, the part you select will appear "on top" of the others.

Using the Cascade Option

To use the Cascade option available from the Window pull-down menu, follow the steps below:

1)	Select Cascade from the Window pull-down menu.

2)	Any windows currently open will be arranged in a cascade effect, as shown in the example below.  To view a "hidden" part, simply click anywhere on that part with the mouse and it will then appear in the foreground.

An example of three open parts arranged using Window>Cascade


Tile Horizontally

The Tile Horizontally option can be used to tile multiple documents one atop another, horizontally.  This option is ideal for displaying multiple documents "wide" in content.  This option also allows for at least portions of open windows to be fully visible.

Using Tile Horizontally

To use the Window>Tile Horizontally option, select Tile Horizontally from the Window pull-down menu.

Any open documents (windows) will be tiled, or stacked, horizontally – one atop another, as shown in the example below.  Note in the example that the active window is "NewFile3.ckd [Part1]."  If you were to click on either "scraper.ckd [Part1]" or "aircylinder.ckd [Part1]," the file you selected would then become the current active window.

An example of three open windows arranged using Window>Tile Horizontally


Tile Vertically

The Tile Vertically option can be used to tile multiple documents one beside another, vertically.  This option is ideal for displaying multiple documents with vertical content.  This option also allows for at least portions of open windows to be fully visible.

Using Tile Vertically

To use the Window>Tile Horizontally option, select Tile Vertically from the Window pull-down menu.

Any open documents (windows) will be tiled vertically – one beside another, as shown in the example below.  Note in the example that the active window is "NewFile3.ckd [Part1]."  If you were to click on either "scraper.ckd [Part1]" or "aircylinder.ckd [Part1]," the file you selected would then become the current active window.

An example of three open windows arranged using Window>Tile Vertically


Arrange Icons

When document windows are minimized, an icon for the minimized file(s) will be created and placed in the viewport behind the windows currently open.  The Arrange Icons function is used to arrange the minimized file icons in an orderly fashion.  Note that the icons will not be visible if one or more files are currently maximized.

Before

In the example below, all three open files have been minimized, and their window icons appear in the viewport background in no discernable order.

After

In the second example, below, the Window>Arrange Icons feature has been used to arrange the window icons in a more orderly fashion.


Open Windows

The names of any open windows are listed in the Window pull-down menu below the "Arrange Icons" feature.  If multiple files (windows) are open, and haven’t been displayed by any one of the Window options listed in this chapter, you can selected what window to view by simply selecting the file name from the list.  When selected, a checkmark will appear beside the file.  That file becomes the active window.

In the example below, three files are currently open: "aircylinder.ckd [Part1]," "scraper.ckd [Part1]," and "NewFile3.ckd [Part1]."  Note that "scraper.ckd" is currently the active window.  If the windows were arranged by default, one atop another, "scraper.ckd" would be the only visible window.


Windows Dialog

The Windows feature is a useful tool when several files are open at one time, as the feature allows you to quickly select how to display the open files, through the "Windows" dialog box (shown below) that is displayed when Windows is selected from the Window pull-down menu.

Windows Dialog Box Features

The following features are available in the "Windows" dialog box:

Select window	Lists the windows currently open.  The active window will be highlighted.  In the example above, "chuck body.ckd" is the active window.

Activate	Allows you to activate a window.  Simply select the window you would like to activate under "Select window," and select the Activate button.  That window will become the current active window.

Close Window(s)	Selecting this option will close the window that is currently highlighted under "Select window."  If any changes had been made to the file since it was last saved, the following prompt will appear:

Cascade	Allows you to arrange the windows in a cascade effect.

Tile Horizontally	Allows you to horizontally tile the open windows.

Tile Vertically	Allows you to vertically tile the open windows.

Minimize	Selecting this option will minimize the window that is currently selected under "Select window."  Note that once a window is minimized, an icon will be created for it, and placed in the viewport behind any maximized windows.


LAYOUT MENU

There are two system modes in the program, referred to as Model mode and Layout mode.  The two modes are separate from one another.  However, both the model(s) and layout(s) contained within a given Design File "share" the same part(s), and are displayed in the Design Files Tree Window (View>Tree Window).  Model mode is the active mode by default when the program is loaded, and is intended as a design mode, in which all of the various design features can be used to create and edit your custom parts. Layout mode exists separately and allows you to create one or more layouts of these parts for drafting presentations or for blueprinting purposes.  Using Layout mode, 2D representations of your custom models can be displayed using an array of different views, display methods and detailing tools.  The Layout options can be accessed from the Layout pull-down or palette menus.  You will notice that the Layout options are grayed out when the current active mode is Model mode.		Layout Mode Topics Layout Mode Overview  Drawing Instances  Associativity  Using Levels  Open Layout Dialog  Layout/Model Toggle  Change Active Instance  Paper Border  Layout Geometry  Instance  Instance Locate  Instance Display  Show Instance Geometry  Instance Geometry


The Layout Menus

The Layout options are available from both the Layout pull-down menu, accessible from the Menu Bar, or from the Layout palette menu that appears when the Modeling palette menu under View>Control Bars is displayed.

Layout pull-down menu, with the Instance submenu displayed

Layout palette menu


Layout Mode Overview

Working in Layout mode is similar to adapting your three-dimensional ideas to paper, making them two-dimensional.  You can use Layout mode to detail and position multiple views, or drawing instances, of a part file in a two-dimensional format, once a part has been constructed in Model mode.  Through the available tools in Layout mode, you can place several two-dimensional views of a three-dimensional part file in one viewport without creating and placing separate pattern files of each view.  When Layout mode is the active mode, the part name will appear in the following format:

"NewFile1[Part1] <NewLayout1>"

If the layout has been named, its name would appear in place of "New Layout 1."  Its name would appear in place of "Model" between the [ ].

In a layout, a rectangular, dashed border representing the paper size of the border will be visible in the viewport and will surround the layout area, as shown below.

A drawing layout is a two-dimensional representation of different views of a part file.  When creating a new layout, you are able to dictate layout-specific settings that are used to create it, such as: a layout name and description, paper size, and drawing scale.  These settings are configured through the Layout Control Dialog Box, accessed through the Open Layout Dialog function (see Open Layout Dialog for more information).

To view information specific to one of the following topics, click on the appropriate link:

General

Settings

Detailing in Layout Mode

Modifying Entities in Layout Mode

Rendering in Layout Mode

File Options


Layout General

•	An arbitrary number of layouts can be created per part, and drawing layouts can contain an arbitrary number of levels.  You are able to view and toggle between the levels contained in a part file by selecting the Instance Level tree.

•	Each Layout contains its own dimension and detail settings, separate from those applied in Model mode.

•	Whenever geometry is modified, any entities that rely on that geometry will update to match.  Note that this applies to both Model mode and Layout mode.

•	The Viewport Layout Menu will not be active when a layout window is active.

•	If you plan on working with layouts, complete most of your work on a part in Model mode, but save detailing, like adding dimensions, notes, and labels, for Layout mode. Save trimming and extending in Layout mode for creating hidden line removals only.

•	The Edit>Delete Single Select, Delete Multiple Select options can only be used to delete entire instances or layout-specific geometry. To delete an entity within an instance, use the Blank option.  To delete the entity from the original model permanently, return to Model mode and delete it from the part file.


Layout Settings

The dashed paper border's origin, or the lower left corner of the screen, is always 0, 0, 0. When the paper size is increased, the origin will remain stationary and the change in size will always originate from 0, 0, 0. If the paper size is increased so that the boundaries extend off-screen, use Autoscale (View>Zoom>Autoscale) to redisplay the boundaries.  By autoscaling, the display will be scaled to the boundaries of displayed geometry. When the border is on, it will be considered as displayed geometry; when it is off, it will not be considered when autoscaling.

The settings of a new layout will default to their Model mode configurations, but can be changed in Layout mode.  This allows you to set a dimension text height of 0.125 in model mode, for instance, and a dimension text height of 1.0 within a particular layout.


Detailing in Layout Mode

You can detail both instance and layout-specific entities.  However, some combinations can affect association; see Associativity for more information.

When dimensioning an entity that is tagged to an instance, the dimension will assume the instance scale.  For instance, placing a 1" line in an instance scaled at 50% (and tagging it to the instance) will result in a dimension of .5".


Modifying Entities in Layout Mode

You are able to combine trimming or extending between layout and instance-specific entities anywhere within a layout; within an instance, between different instances, or between instance-specific entities and layout-specific entities that lie anywhere within the layout.

•	You are able to trim or extend without first making an instance active.

•	XForm transformation options can be used in Layout mode, but on layout-specific
geometry only.

•	You are able to crosshatch and create meshes between like entities only.  For instance, for crosshatching patterns or mesh to be created between entities, the entities must consist entirely of either instance or layout-specific entities.  Before applying crosshatch, the active instance must first be turned off.

•	Using general functionality, instance-specific entities can be modified (trimmed, broken, their attributes changed, etc).  The underlying geometry is not changed, only the look of this geometry in the active instance is changed.

See the "Layout-Specific/Instance-Specific Entities " segment for more information regarding layout-specific and instance-specific entities.


Rendering in Layout Mode

You are able to display drawings within a given layout using all of the rendering options normally available to you in Model mode.  They are: Wireframe, Hidden Lines Removed (HLR), Hidden Lines Dashed (HLD), Flat Shaded, or Smooth Shaded.

A rendering method can be specified for each instance by using the Instance Display>Render option or by selecting a rendering mode in the General tab of the "Create Instance" or "Modify Instance" dialog boxes.

A quick way to change render modes is to use the CADKEY Generic Edit function to select an instance.  This brings up the "Modify Instance" dialog.


File Options

•	You can plot and print drawing layouts.  See the "File " chapter in this manual for detailed information in this regard.

•	When you output a CADL file in Layout mode, only layout-specific geometry is output.

•	When you execute a CADL file in Layout mode, only layout-specific geometry is created.

•	Layouts are part of a part, and are automatically saved with their associated part.  Note that a part must be saved if you intend for its layout(s) to be saved as well.


Drawing Instances

A drawing instance is an entity that represents a Model mode view of the part file.  Even though it appears as though each instance contains a number of entities much like a part file would, each entire drawing instance is treated as only one entity.  When a new layout is created, you are able to define the default drawing scale at which each drawing instance will be created in the layout. When individual instances are called up, you can specify the rotation angle, view at which each instance will load, and the rendering method for each instance, as well as where each instance will be positioned in the layout.  Once a drawing instance has been placed in a layout, its drawing scale, rotation angle, view, and location can be edited using the Instance>Utilities options.

•	When you first position a drawing instance in a layout, it contains instance-specific geometry only.  You can later burst the entire instance, or an entity within the instance to convert it to layout-specific geometry.  See the sections that follow for more information in this regard.

•	When working with layout instances, it will be important to keep the following in mind:

•	A drawing instance can display any or all of the levels available in the model.

•	Instances retain a scale, size, and center and border locations between sessions.

•	Once a drawing instance has been placed in a layout, its drawing scale, rotation angle, view, and location can be edited using the Instance editing options.

To view information specific to a particular topic below, click on the appropriate link.

Layout-Specific/Instance-Specific

Modifying Drawing Instances

Deleting Drawing Instances


Layout-Specific / Instance-Specific Entities

Layouts can contain both instance-specific and layout-specific entities.  Layout instances contain different drawing views of a part, and can be positioned several different ways within a layout. Until instances are burst, they consist of instance-specific geometry, or geometry that is associated to the part in Model mode. When you elect to burst instances, instance-specific entities are converted to layout-specific entities that can be edited or modified within the layout only (see the Burst segment for more information).

Layout-Specific Entities (LSE)

Layout-specific entities are entities that you create in Layout mode; and any instance or entity that has been burst.  The title block data and border are LSE.  LSE do not affect the part file in Model mode. For example, entities created in Layout mode will not be visible in Model mode, and are only editable in Layout mode.

Tagged entities within a Layout are layout specific entities, and are not associative to the model.  However, any following changes to an instance (location, rotation, or deletion) will affect all tagged layout specific entities on that instance.

Instance-Specific Entities (ISE)

•	Instance-specific entities in a layout are simply representations of Model mode entities displayed in an instance.  The relationship between ISE and Model mode entities is what is known as a "Model-to-Instance Association" (see the Associativity in Layout Mode segment of this chapter for more information in this regard). Drawing instances consist of ISE until they are burst, at which point the geometry becomes layout-specific (or LSE).

•	The Layout option, Burst, allows you to convert instance-specific geometry to layout-specific geometry so that you can edit entities, instances, or an entire layout without altering the original part file in Model mode.  This process is also known as "disassociation" (see the Disassociation segment under Associativity in Layout Mode for more information). To make permanent changes to the part file, simply return to Model mode and change the original model.  See the Burst section in this chapter for more information.

•	Each instance has independent control over how its ISE are displayed.  Instances have a separate copy of the Model mode level list and a list of display attributes of each ISE such as color and line type.  Additionally, individual ISE can be un-displayed in an instance (doesn’t effect the entire layout) by the Layout>Blank feature.  There are certain operations that you cannot perform on instance-specific geometry.  And while you can "blank" them, you cannot actually delete individual instance-specific entities.

•	Dimensions placed on ISE are associative.  That is, they will update in size, location, and value as their associated geometry in Model mode is modified.

•	To highlight the instance-specific entities in a layout, simply select Display Instance Geometry from the Layout Menu.  To un-highlight, select Display Instance Geometry again.


Modifying Drawing Instances

Once placed, entities within an instance as well as the instance itself can be modified using the various instance modification tools available through the Layout Menu.  In order to manipulate an instance, however, that instance must first be made active.  A dashed, highlighted box, known as a "ghost box", distinguishes the active instance.  Only one instance can be active at one time.  To make an instance the active instance, or to change the current active instance, use the Active Instance function in the Layout Menu.  This will allow you to select the instance you intend to make active, so that it can be modified.

For most selections, including deletions, the instance will be regarded as a single entity.  Individual "tagged" entities can be selected, but selecting an instance-specific entity will, as a result, cause the entire instance to highlight.

Rendering Options

You are able to display drawings within a given layout using all of the rendering options normally available to you in Model mode.  They are: Wireframe, Hidden Lines Removed (HLR), Hidden Lines Dashed (HLD), Flat Shaded, or Smooth Shaded.

The method you wish to use for a rendered display of a part within an instance can be distinguished immediately through the Instance Dialog, which appears when you select the New Instance function from the Layout Menu.  In this dialog, a Rendering Mode pull-down is available, in which the five rendering methods mentioned above are contained.

See View>Render for complete descriptions of each available rendering option.


Deleting Drawing Instances

Drawing instances, once placed in a layout, can be removed.  To remove a single instance from an existing layout, the Delete Single Select feature, found in the Edit pull-down menu, can be used.  This is the global delete feature.  When deleting multiple instances, the Edit>Delete Multiple Select feature can be used.  This feature would also be used if you needed to delete geometry in addition to an instance (or multiple instances).  Note that any entities that are tagged to an instance are deleted when that instance is deleted.

Follow these simple steps when deleting drawing instances:

1.	Make sure there are no active instances in the layout.

2.	Select Edit from the Application Menu to access the Edit pull-down menu.

3.	If you intend to delete one instance, select Delete Single Select from the Edit pull-down.  You will be prompted to select the entities for deletion (by single select).

4.	If you intend to delete multiple instances, or entities in addition to an instance (or multiple instances), select    Delete Multiple Select.  You will be prompted to choose a selection method from the following selection menu:

5.	Select the entities for deletion, either by single select, or the by the method chosen from the Selection Menu.


Associativity in Layout Mode

Associativity is the established relationship, or link, between the original part in Model mode and a drawing instance in Layout mode; and also, between a drawing instance and its dimensions.

To view information specific to any of the following topics, click on the appropriate link below:

Model-to-Instance Association

Dimension-to-Instance Association

Disassociation


Model-to-Instance Association

Model-to-instance association refers to the link that is established between a part in Model mode and a drawing instance in a layout.  When you create a layout, modify the part in Model mode, and then return to Layout mode, the association between the part file and the instances will be recognized.  Each of the layout's instances is automatically updated to reflect the new state of the model.

For instance, a part is created in Model mode that consists of lines and arcs.  You then enter Layout mode and create a layout showing different views, or drawing instances, of the part. Perhaps, then, you decide to make modification to the geometry in Model mode.  When you return to Layout mode, the geometry is automatically updated in all of the layout instances.  However, if you make changes in Layout mode, you cannot see those changes when you return to Model mode.  That's because any new entity that you create in Layout mode immediately becomes layout-specific, or specific to that layout.  The new entity has no reverse ties to the original part in Model mode.


Dimension-to-Instance Association

Dimension-to-instance association refers to the link between a drawing instance and its related dimension(s).  When you dimension a drawing instance, a link is established between the instance and that dimension.  Once a drawing instance has been dimensioned, and the part modified after toggling to Model, both the drawing instance and the dimension(s) will update when you re-enter Layout mode.  The automatic update is implemented by generating the dimension using the same entities you did when you initially created it.  The dimension will appear to scale, but is only updating relative to the geometry it is attached to.

•	If a drawing instance is dimensioned and then moved, scaled, or rotated within its current layout, the dimension will move, scale, or rotate accordingly.

•	Several different types of dimensions can be created.  The method for creating the different dimensions always falls into one of two categories:

•	Entity selection link.  When creating this type of dimension, you will be prompted to select an entity from which the dimension will be based.

•	Position Menu link.  When creating this type of dimension, you use the options available in the Universal Position Menu.

•	Depending upon what type of dimension you create, you will be prompted to either select an entity, or to choose an option for placement from the Universal Position Menu.  For instance, if you attempt to create a linear dimension, you will use the options available from the Universal Position Menu.  When creating radial dimensions, you will be prompted to select an arc or circle entity to dimension.

•	When the Position Menu is used to create linear, angular, and ordinate dimensions, keep in mind that the options you select to create these dimensions can determine the link that will be established between the instance and its associated dimension(s).  This is also true for the changes that you make to the original part file in Model mode.

Also note the following:

•	Dimensions cannot be tagged or untagged from an instance

•	Changing the tagged state of an entity that has a dimension attached to it will cause that dimension to become unattached.

•	Various dimensions will have different links.  Below is a list of dimension association links.

Dimension 	Association Type

Linear	Position Menu

Radial	Entity selection

Angular	Entity selection and Position Menu

Diameter	Entity selection

Ordinate	Position Menu

Chamfer	Entity selection

•	If you dimension between a point and the end of an entity in Layout mode, return to Model mode, and delete the point entity, the dimension will be removed from the layout if the "Prevent Non-Associative Dimensions" setting under Tools>Options> Dimensions is enabled.  If you have enabled the "Allow Non-Associative Dimensions" setting in the same dialog, and have also enabled the "Correct Displayed Value of Re-associated Orphans" setting, the dimension will be updated.  For complete descriptions of these settings, please refer to Tools and Detail.

•	If Cursor, Key In, or another combination is used with any other Position Menu option to create a dimension, the program will assume that the instance and dimension are disassociated.  As a result, the dimension is never updated if you return to Model mode, modify the geometry, and then return to Layout mode.  If Smart Cursor is used to place a dimension, the program assumes the instance and dimension are associated.

Below is a table of the associations, or links, that are established when each of the available options in the Universal Position Menu is used to place dimensions in Layout mode.

Option	Association	The result…
Cursor	No	Dimensions appear, but never update (unless Position Snap is used).
Point	Yes	The dimension is associated to the point entity you select.  If you reposition the point and return to Layout mode, the dimension is recalculated according to the point's new position and updated.
EndEnt	Yes	The dimension is associated to the end of the entity you select.  If you change the entity and return to Layout mode, the end point is recalculated and the dimension updated.
Center	Yes	The dimension is associated to the center of the entity you select.  If you change the center point and return to Layout mode, the center point is recalculated and the dimension updated.
Intrsc	Yes	The dimension is associated to the intersection of two entities.  If you change the intersection point and return to Layout mode, the intersection point is recalculated and the dimension updated.
AlongC	Yes	The dimension is associated to a point on a curve at a keyed-in distance.  If you change the curve's position and return to Layout mode, the position is recalculated and the dimension updated.
Polar	Yes	The dimension is associated based on the next option you choose from the Position Menu.
Delta	Yes	The dimension is associated based on the next option you choose from the Position Menu.
Key In	No	Dimensions appear, but never update.


Disassociation

Disassociation occurs when the program can no longer recognize the link that had been established between a part in Model mode and an instance in Layout mode, or between an instance and its dimension(s).

If a part is changed in Model mode in such a way that the program cannot update the dimension when you return to Layout mode, or if it cannot establish an association between the dimension and the geometry that you want dimensioned, the two will be disassociated. As a result, the dimension will not be updated when you switch modes. As long as an entity, instance, or layout remains instance-specific, the program will maintain the associativity between it and the part file in Model mode.  Once the link is broken, the program will disassociate them and replace the formerly instance-specific entity, instance, or layout with layout-specific geometry.

Disassociation in Model Mode

The following is a list of ways by which disassociation can be caused in Model mode:

•	By drastically altering entities upon which dimensions are linked in the original part.  For instance, by deleting an entity or intersection that you had referenced to creating the dimension.

Disassociation in Layout Mode

The following is a list of ways by which disassociation can be caused in Layout mode:

•	By bursting an instance or layout associated to a dimension (or dimensions).  By bursting, you change instance-specific to layout-specific geometry, so the program disassociates the dimension.  However, if you burst just an entity that has a dimension tagged to it, the dimension remains associated.  That's because when you burst an entity, what the program actually does is blank the instance-specific entity and replace it with an identical layout-specific entity.  In this case, the dimension remains associated, but to the blanked entity not to the layout-specific entity that you see.

•	It is recommended that you burst before applying dimensions.

What Else Can Become Disassociated?

The following can also become disassociated:

•	Instances from the model in Model mode can become disassociated if the instance is burst.

•	An entity from both the instance it belongs to and from the model in Model mode can become disassociated if the entity is burst.


Using Levels in Layout Mode

A layout can contain an arbitrary number of levels.  Each Layout has its own levels, separate from model and other layouts.  For a more comprehensive look at how Levels are used, please refer to the Levels documentation.  In this segment, we will take a look at how the levels concept applies to Layout mode and how this concept can aid your layout design.  The levels of a model being displayed by a drawing instance within a layout can be viewed and manipulated through the Drawing Instances tree window, explained below.

To create a layout of a part with levels, enter Layout mode and position different views, or instances, of the entire part in your first drawing layout.

When you first enter Layout mode, the default active level is 1.  As a result, unless the active level is manually changed, the drawing instances that you create will be placed on active level 1.  It is recommended that you remember what the current active level is when elements are added to the layout.  To better organize your layout contents, it will be wise to consider where such contents will be placed, per the current active level.  For instance, if you intend to place detailing entities on a level (or levels) separate from the current active level, you would simply change the active level and any entities created from then on, or until the active level is changed again, will be placed on the level you had indicated.  Realize that the active level must be changed before you begin detailing, or adding any other elements, in order for them to be placed on the level you had intended.

To change the active level, simply create a new level, or select an existing level from the expanded Levels list, right-click on the particular level that you intend to make active and select "Make Active" from the context sensitive menu that appears.

Levels Window

Drawing Instances Window


Levels Window

Levels should be used to organize and isolate the varying contents of a layout and to make the process of layout creation and/or modification easier.  It is recommended that drawing instances be kept on separate levels for this very benefit.  In complex layouts that contain several drawing instances, instances usually overlap one another.  This will often cause for instance selection to be a more difficult task than it should be, especially if nothing was implemented to aid in the masking of these entities.  By storing instances on isolated levels, this problem in particular, and others like it, can be alleviated.  If this recommendation is followed strictly, you will be able to dictate what instances are to be displayed and when.

•	Entities tagged to an instance are moved to the level of the instance, and do not exist on any level separate from the instance.

•	Layout components can be stored on individual levels in Layout mode, named (by giving them level descriptors), and displayed only as needed.  This process is much alike the one you would use while designing a model in Model mode, where components of the model are organized with the use of levels.

See View>Level for more information on the Levels Window and using levels organization in design.


Drawing Instances Window

An instance(s) within a layout will contain whatever levels exist for the model, or part, that it is displaying.  Such levels will appear in the Drawing Instances window, through which you are able to turn on and off their display (through the right-click Context Sensitive Menu that appears).

Remember that instances and layouts handle levels quite differently.  Where layouts can contain an arbitrary number of levels, drawing instances within a layout contain only the levels that exist for the model, or part, it is displaying.  In a sense, a drawing instance is a window to the model in Model mode, and can be used to display that model using several different views.  You have the ability to dictate which of the model’s levels are to be displayed through the instance, by toggling their display through the right-click Context Sensitive Menu that appears.

For example, consider that a simple bolt part has been constructed in Model mode, where the bolt head has been placed on Level 1, and the bolt shaft on Level 2.  When you create a new layout, and place an instance of the bolt in an isometric view, both levels 1 and 2 will be available and displayed in that instance.  If you decide to only view the bolt head in this instance, you would simply un-display Level 2, on which the bolt shaft had been placed, and vice-versa if you decided only to display the bolt shaft.

In the graphic above, the Drawing Instances window is being displayed.  The instances (2) that are contained in the layout and the levels they contain (unnamed in the graphic above), appear in this window.  You are able to toggle on and off the display of these instance levels through the Context Sensitive Menu.

Right Click Context Sensitive Menu

The display of drawing instance levels is controlled through the Context Sensitive Menu that appears when you click on a level with the right button of your mouse.  For complete details on the options available from this right-click menu, see View>Level.


Open Layout Dialog

Select the icon above to display the Layout Control dialog box (see below), from where you can indicate a layout title, description, paper size, and drawing scale.  In addition to these layout settings, you are able to create a new layout, and copy, load, or delete an existing layout.  These options will be described in detail below.

1.	Select Open Layout Dialog from the Layout options.

2.	Click on the Layout Dialog icon in the menu.  This will open the "Layout Control" dialog box.

If you enter layout mode when the current part has no associated layouts, the Layout Control dialog will be displayed as shown above, where each setting is set to its default state (similar to how it would appear upon selecting the New button).

Note that the Layout information can be modified without the affected layout being active in the window.

Layout Control Dialog Box Options

The following options are available from the Layout Control dialog box:

Title

The title field is an editable field where you can type in the name of a new layout.  No two layouts can have the same name; if you attempt to enter a name that already exists an error message will be displayed.

If you click on the drop-down arrow, you are presented with a list of the names of all of the layouts that are currently valid in the part.  If you select one of the other layouts, the settings in the Layout Control dialog will update accordingly, and the last selected layout will become editable through the dialog.  Note that this may cause you to be prompted for an APPLY, as described below.

Description

Enter a description that will help you to identify the layout.  A description can contain a virtually unlimited number of characters.

Paper

Select a paper size from the drop-down menu.  As you scroll through different paper sizes, the scale entry in the Scale list box changes accordingly.

The list includes the standard American and European paper sizes, as well as user-definable paper sizes.  If you choose Key-In under Paper Size, the grayed-out Height and Width fields activate.  Enter a height and width in either inches or millimeters. After entering the desired height and width and selecting either OK or Apply, you will be asked if you want to save the paper size.  If you choose to save it, you will be prompted to enter a name for the setting, and it will appear in the pull-down list with the name you specify.

Scale

Specify a drawing ratio from the drop down list.  All of the drawing instances will be brought in at the drawing scale indicated here.

Note that you can also define your own scale. To do so, select "Key-In" from the drop down list and enter the desired scale as a decimal (e.g. .25 is equivalent to 1:4).

OK

Will exit the dialog and implement any changes made since the dialog was opened or since the last APPLY.  If you hit OK and you have not entered a name in the title field, you will receive an error message.

CANCEL

Will exit the dialog without implementing any changes made since the last APPLY.

APPLY

Will force the current settings of the dialog into the current layout data structure.  If you hit APPLY and have not entered a name in the title field, you will receive an error message.

Changing any field will activate the APPLY button.  Selecting this will implement the change without leaving the dialog.  When the dialog is first opened, the APPLY button will be disabled.

Selecting any button other than CANCEL, APPLY, DELETE, or OK after changing a field will present you with a question dialog asking "Apply Changes to <layout name>?" before performing the requested operation.

NEW

Will clear the fields in the dialog and allow you to enter data for a new layout.  OK or APPLY must be chosen once you have finished your selections to actually create the new layout.

RENAME

Use this setting to rename a layout.  When selected, a dialog will appear that will allow you to enter a new name.

COPY

Will act upon the layout that is currently displayed.  A copy of the layout will be made with the name "Copy of…".  All other fields and settings will be the same as the original layout.  The copy will become the active layout in the dialog box.

COPY allows you to make a copy of the drawing layout for any of the following reasons:

•	To make a backup copy of a layout, before bursting the layout.

•	To create another layout based on the same model with the same layout specifications.

•	To create multiple revisions to the layout.

LOAD

Will load the layout whose name is in the title field at the time of selection.

DELETE

Acts on the current layout and brings up a Yes/No dialog that reads "Delete layout <layout name>".  If you click YES, the layout is deleted and the next layout in the drop down list is displayed in the dialog.


Layout Mode / Model Mode Toggle

This toggle function allows you to exit, or re-enter, Layout mode once a layout has been created.  If Model mode is the active mode when this toggle is selected, Layout will become the new active mode.  If Layout is the active mode when the toggle is selected, Model will become the new active mode.

To use this function, simply select Layout Mode / Model Mode Toggle from the Layout Menu.

Bookmarking

When a design file is saved, the system mode (Layout or Model) that was active at the time of the save is saved as well.  Additionally, whenever a design file is loaded, it will open in the mode that was active when it was last saved.  For instance, if a design file is saved while Layout mode is active, the file will open with Layout being the active mode the next time it is loaded.


Change Active Instance

The Change Active Instance function allows you to change the current active instance in a visible layout, by selecting the new instance to make active.

An active instance is surrounded by a dashed, highlighted box.  Remember that only one instance can be active at a time, and an instance must be active before you can modify its contents.

When to Enable or Disable an Active Instance

Below are three procedures that will require the active instance be either enabled or disabled depending upon the situation.  If you intend to use them on instance-specific geometry, you must first designate an active instance.  If you intend to use them on layout-specific geometry, there must be no current active instance (the active instance must be disabled).  Also, you must disable the active instance if you encounter a problem performing a trimming operation between layout- and instance-specific geometry.

The procedures are:

•	Attribute dialog box options

•	Trimming (to trim instance-specific to instance-specific entities)

•	Crosshatching (to crosshatch between boundaries consisting entirely of instance-specific entities)

How to Enable an Active Instance

To enable an active instance within a layout, follow the steps below:

1.	Select Change Active Instance from the Layout Menu.

2.	Select the drawing instance you want to make active.

A dashed highlighted box will then surround the new active instance.

How to Disable an Active Instance

To disable an active instance from within a layout, follow the steps below:

1.	Select Change Active Instance from the Layout Menu.

2.	Select ACCEPT to make no instance active.

The active instance will be disabled.


Paper Border

The Paper Border function allows you to display / un-display the dashed paper border that surrounds the layout.

1.	Select Paper Border from the Layout Menu.

2.	If the Paper Border had been visible, it will be removed from the viewport.  If the Paper Border had been un-displayed, it will be re-displayed.

Example layout, with one instance and the paper border displayed


Layout Geometry

The functions contained in the Layout Geometry submenu allow you to select layout-specific entities to tag to, or un-tag from, an instance.

Layout>Layout Geometry pull-down submenu

Layout>Layout Geometry palette submenu

The following functions are available from the Layout>Layout geometry submenu.  To view information specific to a particular function, click on the appropriate link below:

Tag

Untag


Tag

The Tag function allows you to select layout-specific entities to tag to an instance.  Whenever the instance is updated, the tagged entities will update accordingly.

Entities tagged to an instance are moved to the level of the instance, and do not exist on any level separate from the instance.

1.	Select Tag from the Layout Geometry options.

2.	Select the instance to which you want to tag layout-specific entities.

3.	Select the layout-specific entities that you intend to tag to the instance, using the selection menu, and select ACCEPT.

4.	The selected geometry is tagged to the instance you had indicated.  Whenever the instance is updated, the tagged geometry will now update accordingly.


Untag

This function allows you to untag layout-specific entities that have been tagged to an instance.  Once entities have been un-tagged, they will no longer update according to modifications made to an instance.

1.	Select Untag from the Layout Geometry options.

2.	Select the entities that you want to untag from their instance, using the Selection Menu, and choose ACCEPT.

The selected entities are untagged from their instance.


Instance

Through the Instance submenu, you are able to create a new instanceand burst all instances contained within a layout.  These available functions are explained below.

Layout>Instance pull-down submenu

The following functions are available from the Layout>Instance menu.  To view information specific to a particular function, click on the appropriate link below.

Create Instance

Burst All

To burst individual instances, use the Generic Burst function.


Create Instance

The Create Instance function can be used to add and drawing instances to your layout.  There are a number of options that can be controlled from this dialog.

When Create Instance is selected from the Instance submenu, "Create a Drawing Instance Instance" dialog box will appear: This is a tabbed dialog.  The general tab contains the most important settings for the drawing instance (i.e., view, rotation, scale), the other tabs control specific aspects of the instance display.

There are individual Attributes tabs for the various line types used to display instances.  These are standard CADKEY attributes tabs and are covered in the Global Attributes Setup section.


Drawing Instance General Settings

The majority of new instance settings are controlled via this tab.

The options are:

Instance Name

Specify a name for the instance.  By default, the Instance name matches the display view.  You can type a new name in the text box  if you wish.

Display View

The view in which the part will be displayed in the instance you are creating.  Select a view from those available in this field.

Rotation Angle

In this field, you can enter a rotation angle, in degrees, at which the instance will be placed.

Model Scale

Here you can specify a scale for the instance.  The system automatically calculates a usable scale size (based on overall drawing layout scale), but you can override this with a specific value by typing it in the input field.

View Model Mode Entities

If this checkbox is enabled, model mode specific entities (such as details) will be displayed in the instance.

Always Display Border

If this checkbox is enabled, the dotted lines indicating the extents of the instance will be displayed.

Rendering Mode

Allows you to select the rendering mode that will be used to display the part in the instance that you are creating.  The available rendering modes are: Wire, HLR (Hidden Lines Removed), HLD (Hidden Lines Dashed), Flat, and Smooth.

Thread Rendering Mode

Controls the rendering of CADKEY Feature and Fastener object threads.  These options are covered in the View>Render section.

Show Tangent Lines

This setting is only active when either HLR or HLD has been specified as the rendering mode.  When checked, tangent lines will be shown.


Instance Hidden Line Rendering

This tab can be used to control how hidden lines are created and stored in the partfile database.

Note:  Attributes of hidden line geometry are obtained from the entity rather than the system, unless specific settings are specified in the Attributes tabs of this dialog.

The options are:

On Screen Display, Printing without Extract HLR/HLD Enabled

This section controls how Hidden Line renderings of instances will be handled for the screen display and printing (when Extract HLR/HLD) is not enabled.

HOOPS Hidden Line Rendering

Uses existing facet data. May not require loading of postponed ACIS data. Does not support different attributes for exterior lines.

Advanced Precise Hidden Line Rendering

Better quality rendering, longer rendering times. Does not support wireframe geometry, which will be included with its regular attributes.

Bursting, File Export, Printing with Extract HLR/HLD Enabled

This section controls how Hidden Line renderings of instances will be handled, after an instance has been burst, during file export operations, and when printing with the Extract HLR/HLD option enabled.

Advanced Precise Hidden Line Rendering

Better quality rendering, longer rendering times. Does not support wireframe geometry, which will be included with its regular attributes.

Original Precise Hidden Line Rendering

Standard ACIS hidden line rendering method.

Curve Resolution

Determines into how many subedges a given curved edge is divided, depending on its curvature.  A higher resolution value (i.e., 36, 48) will divide a complete circle into that many subedges.


Drawing Instance Attributes Tabs

There are individual Attributes tabs for the various line types used to display instances.

•	Exterior Line Attributes

•	Visible Line Attributes

•	Hidden Line Attributes

•	Visible Tangent Line Attributes

•	Hidden Tangent Line Attributes

These are standard CADKEY attributes tabs and are covered in Global Attributes Setup section.


Burst All

This function allows you to convert an entire layout from instance-specific to layout-specific geometry.  This is much like the Generic Burst function, though when selected, this function will burst all instances contained in a layout.  Use the global Edit>Undo feature to change layout-specific geometry back to instance-specific geometry.

See the Generic Burst function for more information.


Instance Locate

The functions contained within the Instance Locate submenu allow you to align drawing instances in a layout using several different methods.  You are also able to locate, rotate, and resize drawing instances to suit your layout design needs.

Layout>Instance Locate pull-down menu

Layout>Instance Locate palette menu

The following functions are available from the Layout>Instance Locate submenu.  To view information specific to a particular function, click on the appropriate link below.

Locate

Rotate

Resize

Scale

Auto Align

Horizontal Align

Vertical Align

Angle Align

Three Positions Align

Four Positions Align


Locate

The Locate function allows you to change the location of a drawing instance within a layout.

1.	Select Locate from the Instance Locate submenu options.

2.	Select the drawing instance that you want to move.  The instance is surrounded with a ghost box.

3.	Indicate a new position for the drawing instance.

The drawing instance is repositioned.  If you move an instance that has layout-specific entities tagged to it, the entities are moved as well.


Rotate

The Rotate function is used to change the rotation angle of a drawing instance.

1.	Select Rotate from the Instance Locate submenu options.

2.	Select the instance you want to rotate.  The instance becomes active.

3.	Enter the new rotation angle and choose ACCEPT; you can enter a ±360 degree angle value.

•	Doing a 2D rotation about the drawing instance’s center changes the rotation angle of the instance you selected, not of any of the other instances.

•	The rotation angle value you enter is absolute according to the original placement of the instance, not relative as in XForm>Rotate.

•	When a drawing instance that has layout-specific entities tagged to it, they will be rotated with the selected drawing instance, and by the same rotation angle.


Resize

The Resize function is used to increase or decrease the current size of an existing drawing instance within a layout.  Note that this will not affect scale.

1.	Select Resize from the Instance Locate options.

2.	Select the drawing instance that you intend to resize.

3.	Enter a new width for the drawing instance box.

4.	Enter a new height value for the drawing instance box.

You can also select the AutoFit button to automatically size the instance to fit the displayed entities, or the Scale button, which allows you to resize the instance via a scale value instead of absolute X and Y values.

The drawing instance is resized accordingly about its center.


Scale

The Instance Scale function allows you to change the scale of entire instances (including the geometry) in a layout by entering a new scale value.

1.	Select Scale from the Instance Locate options.

2.	Select the instance(s) you want to apply new scale to. The instance is made active.

3.	Enter the new scale and select ACCEPT.

Note: This changes the overall scale of an instance. To change only the scale of the geometry displayed inside an instance use Display>Model Scale instead.


Automatic Align

Aligns two instances by letting you choose a fixed instance and the instance you want to align. The instance you want to align uses the fixed instance as a reference.  Figuring out the common axis between them aligns the two.  To use this option, the scale of the drawing instances you want to align must be identical. You cannot align two instances with different drawing scales.

When aligning instances, it will be important to keep the following in mind:

•	When the alignment of a drawing instance that contains tagged entities is modified, these entities will be realigned along with the instance.

1.	Select Automatic Align from the Instance Locate submenu options.

2.	Select a fixed instance.

3.	Select the instance you intend to align.

The program figures out the instances’ common axis and positions the drawing instance you chose to align in a tracking path with the fixed instance.  If the program cannot align the axes of the two instances, it automatically rotates the second instance so that it will align correctly.

4.	Indicate a new alignment position along the tracking path, using the Universal Position Menu.

The instance is aligned according to the position you have selected on the fixed instance.


Horizontal Align

This function is used to align an instance horizontally to a fixed instance.

When aligning instances, it will be important to keep the following in mind:

•	When the alignment of a drawing instance that contains tagged entities is modified, these entities will be realigned along with the instance.

1.	Select Horizontal Align from the Instance Locate submenu options.

2.	Indicate an alignment position.  The program will use this to define the tracking path.

3.	Select the instance you want to align.

4.	Indicate a position in the instance to align along a horizontal path with the alignment position you had selected in step 2.  The program positions the instance you want to align within a horizontal tracking path.

5.	Click once to indicate a new alignment location for the instance along the tracking path.


Vertical Align

This function is used to vertically align a drawing instance that you select within layout.

1.	Select Vertical Align from the Instance Locate options.

2.	Indicate an alignment position.  The program uses this to determine the tracking path.

3.	Select the instance you want to align.

4.	Indicate a position in the instance to align the instance along a vertical path with the alignment point you selected in step 2.  The program positions the instance you want to align within a vertical tracking position.

5.	Indicate a new alignment position for the instance along the tracking path.


Angle Align

This function is used to align an instance by allowing you to select the alignment point, the instance to align, the location to which you want to align, and the angle of the tracking line.

1.	Select Angle Align from the Instance Locate options.

2.	Indicate an alignment position.  The program will use this position to determine the tracking path.

3.	Select the instance you want to align.

4.	Indicate a position in the instance to align the instance.  The line between the points is used as a tracking path.

5.	Enter an angle for the tracking path and choose ACCEPT.  An angular tracking path is created along which you can indicate a new alignment position.

6.	Select a new instance location position.


Three Positions Align

This function is used to align an instance by allowing you to select two alignment positions, the instance you want to align, and the location with which you want to align the indicated instance.

1.	Select Three Positions Align from the Instance Locate submenu options.

2.	Select the first and second alignment positions using the Universal Position Menu.  The tracking path is determined by the axis formed between the two.

3.	Select the instance you want to align.

4.	Select a third alignment position.  This is the position to which the instance is aligned.  The instance is positioned within a tracking path.

5.	Select a new drawing instance location.


Four Positions Align

Use this function to align and rotate an instance by selecting two alignment positions, the instance you want to align, and two location positions, which the program uses to align the instance.  The four positions you select all lie on the same plane.

1.	Select Four Positions Align from the Instance Locate submenu options.

2.	Select the first and second alignment positions.  The tracking path is determined by the axis formed between the two.

3.	Select the instance you want to align.

4.	Select the third and fourth alignment positions.  These will form an axis that rotates the instance and allows you to slide the axis along the one defined in Step 2.

The instance you want to align is positioned within a tracking path.

5.	Indicate a new instance location for the instance along the tracking path.


Instance Display

The functions available from the Instance Display submenu allow you to scale, view, pan, and freeze/unfreeze drawing instances in a layout.  The available functions are explained below.

Layout>Instance Display pull-down submenu

Layout>Instance Display palette submenu

The following functions are available from the Layout>Instance Display menu.  To view information specific to a particular function, click on the appropriate link below.

Model Scale

View

Pan

Freeze/Unfreeze

Render


Model Scale

The Model Scale function allows you to change the scale of geometry displayed in individual instances by asking for a new scale value.

1.	Select Model Scale from the Instance Display options.

2.	Select the instance you want to apply new scale to.  The instance is made active.

3.	Enter the new scale and select ACCEPT, or select the AUTO button.

The drawing scale is changed.

When AUTO is used, all of the geometry will be scaled to fit inside of the instance border.

Note that you have only changed the scale of the instance you selected.  If you change the scale of an instance that contains detailing tagged to it, the scale is applied to these entities as well.


View

The View function is used to change the display view of a drawing instance that you select.

1.	Select View from the Instance Display options.

2.	Select the instance whose view you intend to change.   The View Selection List dialog box appears.

3.	Select a new view from that View Selection List dialog to be applied to the indicated instance and choose OK.

The drawing instance's display view is changed and the instance's current rotation angle is maintained.  If you change the view of an instance that has dimensions, notes, labels, arrows, or witness lines tagged to it, a prompt appears, telling you that the program will delete the drafting entity when the view is changed.


Pan

The Pan function is used to pan a drawing instance that you select.  Pan allows you to redefine the position of the instance to get a better view of its contents.

1.	Select Pan from the Instance Display options.

2.	Select the drawing instance you wish to pan.

3.	Select the new instance center, using the Universal Position Menu.  You can also select the AUTOCTR button to center the geometry within the instance border.

The instance is panned according to the indicated center position.


Freeze/Unfreeze

The Freeze/Unfreeze function allows you to freeze/unfreeze the current center position and scale of a drawing instance so that neither one can be modified.  To unfreeze a center position and scale, simply select the Freeze/Unfreeze function a second time.  The Freeze will then be undone.

1.	Select Freeze/Unfreeze from the Instance Display options.

2.	Select the drawing instance you intend to freeze / unfreeze.

3.	The program then freezes (or unfreezes) that instance.


Render

Allows you to select the rendering mode that will be used to display the part in the instance that you are creating.  The available rendering modes are: Wire, HLR (Hidden Lines Removed), HLD (Hidden Lines Dashed), Flat, Smooth, and Smooth with Wire.  Select a rendering mode from the dialog that appears when the function is selected.

If you choose the Default option, the current system (model mode) rendering mode will be used.


Show Instance Geometry

The Show Instance Geometry function allows you to easily determine what entities are instance-specific or tagged entities.  Such entities are highlighted to distinguish them from the remaining geometry.

To use this function, simply select Show Instance Geometry from the Layout Menu (or Detail pull-down menu).  All instance-specific and/or tagged entities will be highlighted, using the color attribute set under File>Properties>Colors and Attributes>Highlight.

To un-highlight instance specific or tagged entities, simply select the Highlight Entities function again.


Instance Geometry

The functions available in the Instance Geometry submenu allow you to blank, un-blank, and modelize instance-specific entities.  These available functions are explained below.

Layout>Instance Geometry pull-down submenu

Layout>Instance Geometry palette submenu

The following functions are available from the Layout>Instance Geometry menu.  To view information specific to a particular function, click on the appropriate link below:

Blank

Unblank

Modelize


Blank

This function allows you to blank, or hide, instance-specific entities within a drawing instance.  Blanking lets you mask entities individually, not just by level.  The entity is not truly being deleted, but merely being un-displayed.

To delete layout-specific entities, use Edit>Delete Single/Multiple Select.

To use the Blank function, follow the steps below:

1.	Select Blank from the Instance Geometry options.

2.	Select the instance that contains the geometry you wish to hide.  The instance is made active

3.	Select the entity(s) that you intend to blank, using the selection menu.

4.	Choose ACCEPT when you are finished selecting entities.

The entities you select will no longer be visible in the instance, until they are un-blanked (see Unblank below) from the drawing instance you selected.

If some of the entities are difficult to select within the active instance, select them from other instances where they are easier to pick.  The Blank function will cause the entity(s) to be un-displayed only from the instance you had previously selected.  If you select like entities from other instances, they will not be blanked.


Unblank

The Unblank function is used, simply, to un-blank instance-specific entities that had been blanked.

1.	Select Unblank from the Instance Geometry options.

2.	Select the instance that contains the entities you had blanked.  The blanked entities are displayed as dashed lines.

3.	Select the entity(s) you want to redisplay, using the selection menu, and select ACCEPT.

The entities you had selected are redisplayed inside the instance.


Modelize Entity

The Instance Geometry>Modelize Entity function allows you to select instance-specific entities to convert to layout-specific geometry.  Note that the instance containing the entities you intend to modelize must be active.  The Modelize Entity function is a three-step process.  These steps are explained below in the order that they occur.  Note that these steps are performed "behind the scenes," and require no input from the user.

•	Replicate – Replication of the select entity(s) is the first procedure.  When this occurs, a layout-specific copy of the selected entity(s) is created on top of the original.

•	Blank – The original entity(s) are blanked underneath the new copy(s).

•	Tag – The new modelized entity(s) are then tagged to the instance.

Follow the steps below to use the Modelize Entity function:

1.	Select Modelize Entity from the Layout>Instance Geometry options.

2.	Select the instance that contains the geometry you intend to modelize.

3.	Select the instance-specific entities in the active instance to change to layout-specific geometry.  If it's difficult to select entities in the active instance, select them from another instance; only the entities in the active instance are modelized.

4.	Choose ACCEPT when you are finished.

The selected entity(s) is modelized.

If you try to move an instance after modelizing an entity within that instance, the entire instance will relocate, including the modelized entities, because they are tagged to the instance.  To reverse the result of this function at any time, simply delete the layout-specific entity (copy) and use the Unblank function to redisplay the instance-specific entity that had been blanked.


Modify Instance

Use the CADKEY Generic Edit function to modify a layout instance.  When you select an instance to edit the "Modify Instance" Dialog will appear.

The options in this dialog are identical to those available via the Create Instance function.


ASSEMBLIES

Assembly management in previous versions had required the use of levels, groups or manual creation and insertion of pattern or ACIS files.  For parts in an assembly to work associatively with each other they essentially had to be contained within the same part file.  Associative layouts, also, had to be contained in the same part file.  With larger assemblies, this usually resulted in a single, large file that could become unmanageable for the operating system to load and save.   This version, however, contains the flexibility of true assemblies; allowing you to distribute parts, references and layouts across as many or as few files as you want.  This gives you the ability to follow the same single file scheme as past releases, the typical single part per file method, or mix the two approaches.  The new file type used is called a CADKEY design file and uses the new .CKD extension.  See File for additional details regarding the new file format.    The Assemblies functions are available from the Tools pull-down menu (see the Part Reference Options segment for a graphic of the menu). To view information specific to one of the Assemblies topics below, click on the appropriate link:		Assemblies Topics  Introduction to Assemblies    Using the Interface    Part Reference Options     Editing Referenced Parts


Introduction to Assemblies

Before you begin using the Assemblies feature, it will be important to first familiarize yourself with the terms related to the feature.  The following segment will help get you familiarized in this regard.

Terms and Acronyms

Example of an Assembly


Terms and Acronyms

The list below contains several key terms and acronyms that will need to be understood before using Assemblies during the design and organization of your files.  Note that further explanations of these terms can be found throughout the Part Reference Options and Editing Referenced Parts segments.

Key terms and acronyms:

Design File

The CADKEY design file, or, .CKD file, can contain one or more parts.

Part

A part is a uniquely specified component or assembly of components.  See the section on Part Reference Options segment for expanded information.

Host Part

A host part is one that contains part references to another part. Note that a host part can have multiple references to the same part.

Referenced Part

A referenced part is one that is referred to by a part reference in a host part.

Part Reference (PR)

A part reference is an entity that references an existing part, and is the same as an Instance, which you might see being referred to throughout this chapter.  Entities from the part are not stored with the reference.

Hidden

When a part reference is hidden, its visual representation is replaced with a bounding cuboid, which retains the color attribute of the hidden part reference.

Local Reference

A part reference is a local reference in a given host part if it is contained directly within that part.

Nested Reference

A "nested" reference is a non-local reference, and is a reference in a part that is referred to by another reference, from the tree’s point of view.  In the PartRefs window (see Using the Interface), a line belonging to a nested reference is gray – where the line belonging to a local reference is white.

Suppressed

When you suppress a part reference, it isn’t only hidden from view – the entities belonging to the suppressed part reference are "removed" from the part.

Part Reference Entities (PRE)

Display entities placed in the graphics system to represent the referenced geometry.  These are not entities in the database.

Instance

An Instance and a Part Reference are identical.

In-Context Editing

The editing of a part while it is displayed in the context of an assembly.  All other geometry in the displayed part is available to be used as reference geometry while the edit is being performed.  Such editing is done through a single instance (see above) of that part.  Any other instances containing references to that same part will behave normally.

Active Part

This is the part being edited within a window.  For any window, this begins as the Displayed Part.

Displayed Part

This is the part that is normally active in the window where the editing occurs.  The Displayed Part contains a reference (either directly or indirectly) to the Active Part (part being edited).


Example Assembly

Below is an example of how an Assemblies structure might look:

Basic structure of a CADKEY assembly


Using the Interface

As you will notice, the interface has undergone several changes.  The intent of these changes has been to provide for a more practical and intuitive design environment and to aid in the use of Assemblies. This segment will discuss how various elements of the interface can be used to create, modify and organize your assemblies.  To familiarize yourself with all of the new interface changes, it is recommended that you refer to the Getting Started documentation.

The following Assemblies-related windows are new to the interface:

•	Assemblies Pull-Down Menu

•	Tree Window

•	PartRefs Window


Tools>Assemblies Pull-Down

Several editing options are available from the Tools>Assemblies pull-down menu, accessible from the Menu Bar.  Through the Assemblies submenu, you are able to create and modify references, change their orientation and location, edit parts, and modify the representation/display of part references.  You are also able to manage their properties.

When Assemblies is selected from the Tools pull-down menu, the fly-out submenu shown below is displayed.  The following options are available from this submenu.  See the Part Reference Options and Editing Referenced Parts segments for complete descriptions of these options.


Tree Window

The Tree Window has been implemented to display a tree structure that contains the top-down hierarchy of all CADKEY design files (.CKD extension) currently open, their parts, and the layouts contained within the parts.  This is a dockable dialog, and can be dismissed to preserve screen real estate.  The display of this window is controlled from the View>Control Bars pull-down menu.  To dismiss the Tree Window, un-check Tree Window in that pull-down.

The Design Files window contains several file-related options that can be accessed from Context Sensitive Menus that appear when you right-click with your mouse on a CADKEY design file, part, or layout displayed in the tree.

Tree Window Context Sensitive Menus

There are unique right-click Context Sensitive Menus for the file(s), part(s), and layout(s) displayed in the Tree Window.  Each right-click menu is shown below, along with the options available from each.  For complete descriptions of the available options, refer to the Part Reference Options and Editing Referenced Parts segments.

Right-Click on a File

The following menu appears when you right-click on a file in the Tree Window.

Right-Click on a Part

The menu shown below will appear when you right-click on a part in the Tree Window:

Right-Click on a Layout

The following Context Sensitive Menu will appear when you right-click on a layout in the Tree Window:


PartRefs Window

The PartRefs (Part References) tree shares a splitter window with the Levels List that is part of the part document frame.  This display is intended as a means of organizing your part references, their attributes and their associations with other parts.

Several right-click Context Sensitive Menus are available from this window.

See the View>Levels segment for information on the contents of the Levels Window and right-click menu.

The following column descriptors appear in the PartRefs window:

Reference Name

Displays the name of the part reference (the instance).  It defaults to the name of the referenced part.  This can be used to distinguish among references to the same part.  The Rename option in the right-click Context Sensitive Menu can be used to change this name.

Reference To

The name of the part the part reference refers to.

Color

Displays the color attribute.  This attribute will be set on the entire display of the instance when set.

Pen

Displays the pen attribute.  This attribute will be set on the entire display of the instance when set.

Style

Displays the line style.  This attribute will be set on the entire display of the instance when set.

Width

Displays the line width attribute.  This attribute will be set on the entire display of the instance when set.


PartRefs Context Sensitive Menus

Like the Tree Window, the PartRefs window contains several options available from right-click Context Sensitive Menus.  There are three possible right-click menus that are accessible from the PartRefs window.  Depending upon what you right-click on in the PartRefs window, the following menus will appear.  For complete descriptions of the options available from these menus, please see the Part Reference Options and Editing Referenced Parts segments.

Right-Click on a Local Reference

The following menu options will appear when you right-click on a local reference in the PartRefs window:

Right-Click on a Nested Reference

The following right-click Context Sensitive Menu will be displayed when you right-click on a nested reference in the PartRefs window.

Right-Click on a Part

The menu below will be displayed whenever you right-click on a part in the PartRefs window.


Part Reference Options

A part reference is an entity that references an existing part, and is also referred to as an Instance, which you might see being referred to throughout this segment.  Entities from the part are not stored with the reference.  The tools needed to create, organize and edit your part references are available from the Assemblies submenu in the Tools pull-down menu, as well as through the various right-click Context Sensitive Menus.  Through these menus, you are able to create and modify references, change their orientation and location, edit parts, and modify the representation/display of part references.  You are also able to manage their properties.  All of the available features are discussed in this segment except for the part reference editing features, Edit Part, Edit Part In-Context, and End In-Context Editing, which are explained in the Editing Referenced Parts segment.

A part is kept loaded in memory when there exist unsuppressed part references to it in an assembly.  If all part references to a referenced part are deleted or suppressed, then the referenced part is unloaded, unless open in a Window in the active session.  A part can be reloaded to update any changes made since it was last loaded.

Note that solids contained in an assembly can be rendered if and only if the following conditions are met.  For a file that contains three parts, one containing a Wireframe block, one a solid, and the third an assembly of the two, the solid in the assembly part can be rendered if it was saved with facet data in the part being referenced, or if it is facetted.

To view information specific to a particular topic, click on the appropriate link below:

Working with Part References

Create (Place) Reference

Rename

Delete

Change Orientation

Change Location

Change Rotation

Change Referenced Part

Hide/Unhide

Suppress/Unsuppress

Toggle Exploded Position

Set Exploded Position

Export Hierarchy

Update References

Properties

Right-Click Menu Options


Assemblies Menus

Part Reference options are available from the Tools>Assemblies pull-down menu, shown directly below, and from the Tools>Assemblies palette menu, accessible from the Modeling palette.  The Modeling palette can be toggled on under the Add-Ins Menu.

Tools>Assemblies pull-down menu

Tools>Assemblies palette menu


Working with Part References

When working with part references, it will be important to keep the following in mind:

•	A CADKEY design file (.CKD extension) may contain one or more part objects.  Each of these part objects is largely equivalent to a PRT file in span of information.

•	Each part object contains its own database, levels, views and CPlanes, independent of any other part objects that may share the same design file.  The design file considers each of these part objects as peers to one another.

•	A part object may contain a part reference to another part.  A part reference is an object that exists as an entity in the host part, yet refers to another part.

•	The part reference displays an image of the remote part and is essentially read-only.

•	Multiple part references can point to the same referenced part.

•	The target part object may be in the same design file as the host part, or it may be in another design file, which could be on a networked drive on another computer elsewhere in the company.

•	Detail entities attached to reference geometry are associative to the geometry that the reference refers to.  In other words, they are associative to the entity in the source file, not simply the local part reference entity.  If a dimension contains positional information in a part that is hidden or suppressed, the dimension will be suppressed as a result.

•	You are able to convert entities within a given file into a new part.  For a complete description of this function, see the Export>CADKEY Part segment in the Data Exchange documentation.

Loading a Referenced Part

If an external referenced part cannot be located when you attempt to load a file, an "Error Loading Referenced Part" dialog will appear.   From this dialog, you will have the option to reconnect (try again), abort the loading of the file, or suppress the target part (see Suppress/Unsuppress for an explanation).  It is suggested that you use the Abort option if you need to stop the load and logon to a network before working on a part.


Create Reference

Use the Create Reference function to create, or insert, a new reference in a file.  Using this feature, you are able to select a design file in which to create a new reference, and dictate how and where the reference is to be placed, through the "Creating a New Part Reference" dialog box that appears during the process.  All new entities created will be added to the active level of the referenced part.  As per standard operation, if the active level is not marked as visible in part reference display (Ref Display), the entities will not be visible once they have been added.

Part references, when created (inserted), can be defined associatively, in terms of orientation, rotation, and origin as you will see below.  If the "Warn about associations when deleting entities" setting under Tools>Options>Misc is enabled, you will be warned when you attempt to delete an entity to which a part reference is associated.  If the association is broken, however, the part reference will retain the orientation, rotation, and/or origin that it held at the time the association was broken.

Placing a Reference

The settings that determine how a part reference is to be placed are specified in the Options tab of the "Creating a New Part Reference" dialog box.  Once the settings have been configured, and OK’d, follow the steps below to manually place the part reference in the design file.

Indicate a reference base point for the reference, using the Universal Position Menu.  Note that the origin of the referenced file is placed at the base point of the reference.

Indicate a point on the X axis.  Note that you will not be required to input a point on the X axis if the Key In Rotation option was used to specify placement through the "Creating a New Part Reference" dialog box.

The reference will be placed where you specify, and at the rotation specified through the Options page of the "Creating a New Part Reference" dialog.

Circular Reference

The following is an example of a circular reference: Part A references Part B.  In model mode of Part B there is a reference to Part A.  Since references only see the model mode geometry, Part B can have a reference in a layout to Part A without creating a circular reference.  Another example would be: part A references B, which references C, which references D, which also references A.

When a part reference is added that causes a circular reference, an error dialog is displayed.  A warning is also displayed when you load or unsuppress a part reference that causes a circular reference.  In both instances, the reference that created the circular reference is suppressed.


The "Creating a New Part Reference" Dialog Options

The following dialog box appears once you have selected a file in which to create, or insert, a new part reference.  Through this dialog, you are able to set associativity options, insertion settings, placement options, as well as configure the attributes of the part reference and assign both part and part user properties.

To view information specific to a particular dialog page, click on the appropriate link below:

Options

Attributes

Part Properties

Part User Properties


Options

The following settings are available from the Options page of the "Creating a New Part Reference" dialog.  Note that all settings in this page will be stored in the Windows registry, and retained from session to session:

Associativity Options

The following settings can be configured to determine whether the new part reference will be associative to the insertion plane, position, and rotation angle.

•	Associative Insertion Plane - When selected (checked), the part reference will retain the plane to which it was inserted, and will update according to any changes that are made to the insertion plane.

•	Associative Position - When selected (checked), the part reference will retain a link to the geometry used to locate it, and will update according to any change in this geometry.

•	Associative Rotation - When this setting is checked, the part reference being created will retain a link to the geometry used to locate it, and will update according to any change in this geometry.

Insertion Plane Options

Use the following options to select an insertion plane for the part reference.  If "Associative Insertion Plane" is selected under Associativity Options, the part reference will be associative to the selected insertion plane.

•	Use Current CPlane - When selected (checked), the part reference will be inserted on the current CPlane.  When this option is used, the part reference will carry a reference to the defining plane of the current CPlane.  Thus, if the plane is later changed, the part reference will change.  Note that the part reference will not change when you reconnect the CPlane to a new plane.

•	Select an Existing Plane - When this setting is checked, you will be required to select an existing plane on which the part reference being created will be inserted.

Placement Options

The following settings are used to determine how and at what rotation angle the new part reference will be inserted.  See the "Placing a Reference" segment for information regarding how to insert a part reference into a design file.

•	Animate Placement - When checked, the part reference will be animated during selection of the base point.  Note that if this setting is selected for large parts, it may cause significant delays, particularly, on smaller machines with low memory (see our minimum system recommendations).

•	Key In Rotation - When this setting is selected (checked), you are able to key in a rotation angle, at which the part reference will be inserted into the selected file.  Note that this option can only be enabled if the "Associative Rotation" setting under Associativity Options is unchecked.

•	Select Rotation - Allows you to select a rotation from a dialog containing recently used angles.  Initially, this box will contain commonly used rotation angles.

•	Animate Rotation - When checked, the part reference will be animated as you choose a rotation angle.  Note that you may experience delays when this setting is enabled for a large part reference; especially on smaller machines with low memory (see our minimum system recommendations).

Path Options

The settings below can be set to dictate whether the file path will be remembered as either absolute or relative.  The read-only edit fields will display the absolute and relative paths for you to select from.  It is important to know the following when configuring this portion of the "Creating a New Part Reference" dialog:

•	If the referenced part is on a different drive than the referencing part, only an Absolute path can be selected.

•	If the referenced part is in the same design file as the referencing part, only the part name (a relative path) will be used.

•	If the referenced part is on a network drive, and the referencing part is located either on the same machine or a different network drive, UNC paths (\\server\path\filename.ckd) are recommended over paths that use mapped drive letters (for instance, d:\path\filename.ckd).

•	Store Absolute Path - If this setting is selected (checked), the file containing the reference can be re-located elsewhere and the link will remain valid, as long as the referenced part hasn’t moved.

•	Store Relative Path - If this setting is checked, the file containing the reference and the referencing file can be moved together, or, if they are both located on a network, be accessed from another computer with a different drive mapping.


Attributes

The following settings are contained within the Attributes page of the "Creating a New Part Reference" dialog box.  The attributes you set in this dialog will be applied to the entire part reference.  Note that you cannot modify the attributes of a specific entity belonging to a part reference (Part Reference Entity).  Similarly, you are also unable to "blank" individual elements of a part reference, which will be useful to remember when creating drawing layouts containing referenced geometry.

•	Width - Allows you to set a new line width attribute.  To set this attribute, select the desired width.

•	Style - Allows you to set a new line style attribute.  To set this attribute, select the desired style.

•	Color - Allows you to assign a new color attribute.  To set this attribute, select the desired color square.

•	Level - When enabled, this setting allows you to select a new active level.

•	Set From Ent – Allows you to select an entity whose attributes will be used on the new entity.

•	Pen - Allows you to assign a new pen number.  To set this attribute, select the desired pen number.


Part Properties

The following settings are contained in the Part Properties page of the "Creating a New Part Reference" dialog box.  See the File documentation for complete descriptions of the settings contained here.  Any property that isn’t modified will simply be inherited from the referenced part, and not stored with the part reference.


Part User Properties

The Part User Properties page in the "Creating a New Part Reference" dialog box allows you to keep user properties and edit them by clicking in the edit field for either the Name or the Value.  These are additional user-defined fields that will help you better define the part and its attributes.  For complete descriptions of these settings, refer to the File documentation.  Any property that is not modified will be inherited from the referenced part, and note stored with the part reference.


Rename Reference

Use the Rename Reference function to change the name of an existing part reference.  When this function is selected, a text editing box will appear over the name of the reference being highlighted, and you are then able to rename it.  When finished, either hit [Enter] or click outside of the editing box with the cursor.

A dialog is displayed after the reference is picked when using the Menu function.


Delete Reference

The Delete Reference function can be used to delete a part reference that you select.  To use this function, either right-click on a reference or highlight a reference and select Delete Reference from the Assemblies pull-down menu and then, lastly, select the reference.  Or, right-click in the tree and select Delete.


Change Orientation

The Change Orientation function allows you to modify the orientation of a part reference by selecting a new plane.  Once changed, the part reference will be oriented on the plane you had selected.

Follow the steps below when using the Change Orientation feature:

1)	Select Change Orientation from the right-click menu, or from the Tools>Assemblies options.

2)	Select the reference whose orientation you intend to change (if selected from the Menu).

3)	Select the plane off of which the new orientation will be defined.

The reference will then be orientated off of the plane that was selected.


Change Location

This function allows you to change the location of a part reference.

Follow the steps below when using the Change Location function:

1)	Select Change Location from either the right-click menu, or from the Tools>Assemblies options.

2)	Select the reference you intend to relocate (if selected from Menu).

3)	Indicate a new base point for the reference.

The reference is then relocated per the new base point that was selected.


Change Rotation

When this function is selected, you are prompted to select a part reference.  You are then prompted to select a new point to indicate the X axis direction of the selected part reference.

1)	Select Change Rotation from either the right-click menu, or from the Tools>Assemblies options.

2)	Select the part reference (if selected from Menu).

3)	Indicate a point on the X axis for the selected part reference.


Change Referenced Part

Use the Change Referenced Part function to change the part a part reference refers to.  Note that this may adversely affect anything that carried ID information into that reference, such as dimensions.  You will be required to re-select a part file to which the selected part reference will become associated.

Follow the steps below when using the Change Referenced Part function:

1)	Select Change Referenced Part from either the right-click menu or from the Tools>Assemblies pull-down.

2)	Select the reference to change (if selected from Menu).

3)	The "Select Design File" dialog then appears, from which you are able to browse and select a new file to which the reference will be associated.

4)	You will be asked if you wish to store the relative path (e.g., ref/part1.ckd) to the referenced file. YES will save the relative path; NO will save the full path (e.g. c:/cadkey/ckd/ref/part1.ckd).  Note that this prompt only appears if the .CKD file containing the reference(s) has been saved.

Using a relative path allows for more flexibility when moving parts and their associated references.  This is because you only need to make sure that referenced .CKD files are in the same location relative to the location of the parent part file.  On the other hand, choosing to store the full path  means you can move the parent part and it will still "find" the references as long as they remain in the original location. More information about using relative paths.

Once you have specified a new file, the reference you had selected will be associated with the new file.


Hide/Unhide

Use the Hide/Unhide function to hide (or unhide) a part reference that you select.  When a part reference is hidden, its visual representation is replaced with a bounding cuboid that retains the color attribute of the hidden part reference.  If the part reference had not been assigned a color attribute, it will take on the color set for "Hidden Part Ref Box" under File>Properties>Settings.  The cuboid is aligned with the world axes of the referenced part.  Hiding is primarily useful to reduce confusion when complex geometry is visible in the viewport.

1)	Follow the steps below when using the Hide/Unhide function:

2)	Select Hide/Unhide from the right-click menu, or from the Tools>Assemblies options.

The reference currently highlighted will be hidden when the function is first selected, and a checkbox will appear beside the Hide function in the right click menu.  To un-hide the reference, simply select the Hide/Unhide function a second time.  When using the function from the Menu, you must select the reference.


Suppress/Unsuppress

Use the Suppress/Unsuppress function to "un-load" a part reference that you select.  When you suppress a part reference, it isn’t only hidden from view – the entities belonging to the suppressed part reference are "removed" from the part.  Note, however, that the reference, and the entities it contains, returns when you elect to unsuppress it.  This function is helpful, in that it allows for a smaller memory footprint.  When a reference is suppressed, it is no longer accounted for by system memory.

When a part reference is suppressed, its visual representation is replaced with a bounding cuboid that retains the color attribute of the suppressed part reference.  If the part reference had not been assigned a color attribute, it will take on the color set for "Suppressed Part Ref Box" under File>Properties>Colors/Attributes.  The cuboid for the suppressed part is based on the most recent bounding information available.  If the part has been modified since it was last loaded, the cuboid will not reflect such changes.

To use the Suppress/Unsuppress function, select Suppress/Unsuppress from either the right-click menu, or from the Tools>Assemblies options.

The reference currently highlighted will become suppressed when the function is first selected, and a checkbox will appear beside the function in the right-click menu.  To un-suppress the reference, simply select the function a second time.


Toggle Exploded Position

The Toggle Exploded Position function is used to toggle a selected reference at, or away from, its exploded position.  When used, the assembly is exploded along a phantom polyline.  This feature is useful when trying to show how an assembly of parts is put together.

Follow the steps below when using the Exploded Position function:

1)	Select Toggle Exploded Position from either the right-click menu or from the Tools>Assemblies options.

2)	Select the part reference to explode/un-explode (if using from menu).

3)	When toggled on, the reference will appear at the explode position.


Set Exploded Position

Use the Set Exploded Position to specify a position for the exploded view of a reference, or change the position of a reference after an exploded position has been set.

The exploded position is stored as a vector in local space.  For instance, if the exploded position is 3 units along the Z axis of the insertion plane, and that Z axis is then rotated, the exploded position will still be 3 units along the Z axis.

1)	Select Set Exploded Position from either the right-click menu or Tools>Assemblies options.

2)	Select the reference to explode.

3)	Specify a position for the exploded reference.


Export Hierarchy

Use the Export Hierarchy function to export an assembly hierarchy in ASCII text format.  The following information is exported from the current part: all standard part properties, all user part properties, the design file name (full path information), as well as all referenced parts, with a count and information for the base part.

1)	Select Export Hierarchy from the Tools>Assemblies options, or from the right-click menu.

2)	The "Save As" file selection box appears.

3)	Select a file name and directory location.  The hierarchy will be saved to the filename you indicate.


Update References

When geometry referenced by an entity in another part is changed or modified in any way in the same session, the referencing entity is suppressed.  For example, if there is a dimension in Part A that displays the length of a line in Part B, through a part reference, moving the endpoints of that line in Part B will cause the dimension in Part A to become suppressed.  Entities also become suppressed when a part reference through which they reference an entity is suppressed.

Suppressed entities will display in the Suppressed Part Reference color set under File>Properties>Settings.

Use the Update References function to update all suppressed entities in the active part (or selected part in the Tree Window).  The entity will update itself and become unsuppressed, as long as none of the part references that the entity is using are suppressed.

Note that this function will purge the undo history of the part in order to maintain the integrity of the updated entities.


Properties

Using the Properties function, you are able to view and make modifications to the attributes of a part reference.

•	Width - Allows you to set a new line width attribute.  To set this attribute, select the desired width.

•	Style - Allows you to set a new line style attribute.  To set this attribute, select the desired style.

•	Color - Allows you to assign a new color attribute.  To set this attribute, select the desired color square.

•	Set From Ent – Allows you to select an entity whose attributes will be used on the new entity.

•	Pen - Allows you to assign a new pen number.  To set this attribute, select the desired pen number.


Right-Click Menu Options

The following options are available only from right-click Context Sensitive Menu that appears when you right-click on either a model or file in the Design Files Tree Window.

Unload

The Unload option is available in the context sensitive menu that appears when you right click on a part in the Design Files window.  When selected, the model will be "un-loaded," or closed.  It will remain, however, listed in the Design Files window hierarchy.

Reload

The Reload option is available in the context sensitive menu that appears when you right click on either a part or file in the Design Files window.  When selected, the part file will be closed and re-opened.

New Part

The New Part option is available from the context sensitive menu that appears when you right click on a file in the Design Files window.  When selected, a new part will be added to the selected file, and will appear in that file’s hierarchy in the Design Files window.

New Part by Template

The New Part by Template option is available from the menu that appears when you right click on a file in the Design Files window.  When you select this option, a new part will be created using the properties of a saved template that you select, and added to the hierarchy in the Design Files window.


Editing Referenced Parts

In this segment, we will discuss the editing of referenced parts, both in and out of the context of an assembly drawing.  Note that since part reference entities are mere images of the original entities, they cannot be edited.  To edit part reference entities, you must either edit the original entities that they are associated to, or burst the geometry (see Burst Reference), then edit the newly created entities.  Note that doing so will break associativity.

The terms and acronyms you will need to understand are discussed in the Introduction to Assemblies segment.  However, for the purposes of reinforcement, they are listed below as well.  Please review the following before you attempt to edit a part reference.

When editing Referenced Parts of an Assembly, keep the following in mind:

•	A referenced part can be edited in a new window (see Edit Part).

•	A referenced part can also be edited in-context, in the current window (see Edit Part In-Context).

The following Assembly Editing functions are available.  To view information specific to a particular function, click on the appropriate link below:

Edit Part

Edit Part in Context

End In-Context Editing


Edit Part

Use the Edit Part function to edit the referenced part in a new window.  When Edit Part is selected, either from a right-click menu or from the Tools>Assemblies options, a window appears containing the referenced part, or "original" part.  From this window, you are able to edit the part.  Any references to the part will update according to any changes that are made to the referenced part.


Edit Part In-Context

The Edit Part In-Context function allows you to edit referenced parts in the context of an assembly.  All other geometry in the displayed part is available to be used as reference geometry while the edit is being performed.  Such editing is done through a single instance of that part.  Any other instances containing references to that same part will behave normally.  Note that any new entities that are created will be added to the active level of the referenced part.  Per standard practice, if the active level is not selected as visible through part reference display (see Ref Display), added entities will not be visible.

When editing a reference in context, the name(s) of the reference being edited will appear in the title bar in the following format:

FILE NAME [PART NAME] <LAYOUT NAME> {REFERENCE NAME(S)}

Any part reference displayed in the part, or in any part referenced by those part references (any reference in the tree) can be activated for editing purposes.  If the selection is done through the viewport, the reference that is the direct parent of the selected geometry will be activated.  Any higher-level reference will have to be selected through the tree.

For example: Part A references Part B, which references Part C.  In Part A, you would use the Edit In Context function, and edit geometry from Part C.  Part C will be the active part, even though the geometry is displayed through a reference to Part B.  If the geometry you pick is in Part B, then Part B will be activated.

Use the End In-Context Editing function to end the editing session.

When using the Edit Part In-Context function, it will be important to know the following terms:

Displayed Part

This is the part that is normally active in the window where the editing occurs.  The Displayed Part contains a reference (either directly or indirectly) to the Active Part (part being edited).

Active Part

This is the part being edited within the window.  For any window, this begins as a Displayed Part.

Part Reference

A part reference is an entity that references an existing part.  Entities from the part are not stored with the reference.  Functionally, there is no difference between internal part references and external part references.

Effects of In-Context Editing

Using In-Context Editing


Effects of In-Context Editing

Attempted editing of referenced parts in-context will have various effects on elements, such as Model/Layout Mode, display trees, and geometry display.  Such effects are discussed below.

Effects on Model/Layout Mode

Entering or exiting layout mode while editing a referenced part in-context will terminate the current in-context editing.  While in layout mode, only part references that were created in that layout may be selected for in-context editing.  Model mode references displayed through drawing instances will not be available for in-context editing.

Effects on Display Trees

When a part reference is activated, new versions of the trees in the frame of the displayed part, such as the level tree and part reference tree, will be added showing the appropriate tree for the active part.  This will allow you to manipulate the tree of the part being edited.

Effects on Geometry Display

When a part reference is activated, the remaining geometry in the viewport will be unaffected.  The attributes applied to the part reference are temporarily removed.


Using Edit Part In-Context

Follow the steps below when using the Edit Part In-Context function to edit a referenced part in the current window.

1)	Select Edit Part In-Context from either the right-click menu or from the Tools>Assemblies options.  If using from the Menu, you must select geometry in the appropriate reference.

2)	An Edit Part In-Context session begins in the current window, during which you are able to edit the referenced part through the part reference in that window.  The referenced part will update, as will other references to the part, according to the changes that are made during the session.

3)	To end the editing session, simply select End In-Context Editing from the right-click menu, or from the Tools>Assemblies options.


End In-Context Editing

Use the End In-Context Editing function to end the current in-context editing session.  Note that this function is disabled (grayed out) if there is no active in-context editing session.


Error Loading Referenced Part

If you attempt to load a CADKEY .CKD file that contains part references and the references cannot be found, the following dialog will appear.

This dialog contains the following options:

•	Specify the new location for the refrenced part and select RECONNECT to repair the reference.

•	Select the ABORT button to cancel loading of the CKD file altogether.

•	Select the SUPPRESS button to suppress the part reference.  When you suppress a part reference, it isn’t only hidden from view – the entities belonging to the suppressed part reference are "removed" from the part.

Select the "Store the relative path…" checkbox to use relative path naming when saving references.  This allows for more flexibility when moving parts and their associated references.  This is because you only need to make sure that referenced .CKD files are in the same location relative to the location of the parent part file.  On the other hand, choosing to store the full path  means you can move the parent part and it will still "find" the references as long as the remain in the original location.


TOOLS MENU

The Tools Menu options allow you to customize and configure the interface to maximize your productivity.  You can set the user interface to fit with your style of work.  The various tools allow you to use accelerator keys to map any function to a key combination you choose and then save these combinations as a keyboard file.  This menu also lets you create and save toolbar files and set default options. To view information specific to a particular topic, click on the appropriate link below.		Tools Menu Topics Verify  Calculator  Assemblies  Composites  Groups  Solids Tools  Advanced Tools  Picture It  Fasteners  Features  Structural Shapes  Mechanical Elements  Macros  Customize  Options


The Tools 	Menus

The Tools palette menu, shown below, can be accessed through the Modeling and Advanced Modeling palette menus, accessible from the View>Control Bars Menu.  The Tools pull-down menu, also below, can be accessed from the Menu Bar.

The Tools pull-down menu, with the Composite submenu displayed

Tools Modeling palette menu

Tools Advanced Modeling palette menu


Verify

The available Verify options can be used to check, or verify, various data on existing entities.  Using these verify features, information is gathered on current attributes, coordinates, distances, or angles for selected entities.

When you use any of the Verify functions, the verify information is accompanied by a calculator function.  You can use the calculator to assign data to variables for later use.  For complete information on the calculator function, see the Online Calculator section of help.

The following functions are available from the Tools>Verify submenu.  To view information specific to a particular function, click on the appropriate link below:

Entity

Distance

Position

Angle

Perimeter

Area/Centroid

Moment

Body

Face

Tolerant Edges

Deviations

BSpline Control Net

Surface U/V Directions

Mass Properties

Curvature Extremes


Tools>Verify Menus

The Tools>Verify pull-down and palette menus are shown below:

Tools>Verify pull-down menu, with the Distance submenu displayed

Verify palette submenus


Entity

The Entity function will display the coordinate data and display characteristics for all entities.

Some Conic information is reported in definition view coordinates, which are the coordinates of the indicated entity in the plane it was created in.  This plane is not necessarily the Construction Plane or the Display View.

Select Entity from the Tools>Verify options.

Select the entity whose coordinates you intend to verify.

The entity's coordinate data appears in the "Data Verify" dialog box. When angular data is displayed, the values appear first as degrees with radian values following in parentheses.  Keep in mind that the data varies according to the entity type you select.  For example, when a line entity is selected, the following information will appear:

The Data Verify dialog, as it appears when a line entity is being verified

NEXT – When selected, verify will move onto the next entity in the composite.  If the current entity being verified is not part of a composite, the dialog will close.

CLOSE – When selected, the dialog will close.

Depending upon what entity type is selected for verification, various data will be displayed in the "Data Verify" dialog box that appears.  To view information specific to a particular verify type, select the appropriate link below:

Attribute Information

Ellipse Information

Hyperbola Information

Parabola Information


Attribute Information

Depending upon what entities are selected for verification, some or all of the following attributes will appear in the "Data Verify" dialog box:

Arrow	The arrow style number.

Aspect	The character aspect ratio.

Color	A numerical value representing the entity's color.

Defined View	The view at which the entity was created.

Entity 	The type of entity, such as line, arc, point, etc.

Form	A reference number assigned to an entity type.

Group Name	The group name of the entity.

Group Number	The group reference number (1-128).

Level 	The level where the entity exists.

Pen	The pen number of the entity.

Style	The line type or font value of the entity.

Subgroup # 	The subgroup number of the entity.

Text Height 	The text height.

Type 	A reference number assigned to the entity you select from the 	database.

Unique ID 	An ID number based on where the entity is in the database.

Width	The line width value of the entity.


Ellipse Verify Information

If an ellipse entity is selected for verification, the following data will appear in the "Data Verify" dialog box.

A B C D E F	The The quadratic coefficients. quadratic coefficients.

Angle 	The angle between the major axis and the definition view coordinate X axis.

Center XD YD ZD	The center of the ellipse in definition view coordinates.

Center X Y Z 	The center of the ellipse in world coordinates.

Conic type = Ellipse	The selected conic type.

Eccentricity	The measure of circularity of the ellipse.

End point XD YD ZD 	The end point of the ellipse in definition view coordinates.

End point X Y Z	The end point of the ellipse in world  coordinates.

Focus point: XD YD ZD 	The first focus in definition view coordinates.

Focus point: X Y Z 	The first focus in world coordinates.

Focus point: XD YD ZD 	The second focus in definition view coordinates.

Focus point: X Y Z  	The second focus in world coordinates.

Major Axis: End point: XD YD ZD	The end point of the major axis in definition view coordinates.

Major Axis: End point: X Y Z	The end point of the major axis in world coordinates.

Major Axis Length	The length of the major axis.

Major Axis: Start point: XD YD ZD 	The start point of the major axis in definition view coordinates.

Major Axis: Start point: X Y Z	The start point of the major axis in world coordinates.

Minor Axis: End point: XD YD ZD	The end point of the minor axis in definition view coordinates.

Minor Axis: End point: X Y Z	The end point of the minor axis in world coordinates.

Minor Axis Length 	The length of the minor axis.

Minor Axis: Start point: XD YD ZD	The start point of the minor axis in definition view coordinates.

Minor Axis: Start point: X Y Z	The start point of the minor axis in world coordinates.

Start point XD YD ZD	The start point of the ellipse in definition view coordinates.

Start point X Y Z	The start point of the ellipse in world coordinates.


Hyperbola Verify Information

If a hyperbola is selected for verification, the following data will appear in the "Data Verify" dialog box.  Even though just one branch of a hyperbola appears when created, this option will provide information relative to both branches.

A B C D E F 	The quadratic coefficients.

Angle	The angle that the transverse axis makes with the definition view X axis.

Asymptote A B C 	The coefficients of the equation defining the first asymptote in the form of AX + BY + C = 0.

Asymptote A B C	The coefficients of the equation defining the second asymptote in the form of AX + BY + C = 0.

Center XD YD ZD 	The center of the hyperbola in definition view coordinates.

Center X Y Z	The center of the hyperbola in world coordinates.

Conic type = Hyperbola 	The selected conic type.

Conj. Axis: End point: XD YD ZD	The end point of the conjugate axis in definition view coordinates.

Conj. Axis: End point: X Y Z	The end point of the conjugate axis in world coordinates.

Conj. Axis Length	The length of the conjugate axis.

Conj. Axis: Start point: XD YD ZD	The start point of the conjugate axis in definition view coordinates.

Conj. Axis: Start point: X Y Z	The start point of the conjugate axis in world coordinates.

Eccentricity	The measure of circularity of the hyperbola.

End point XD YD ZD	The hyperbola's end point in definition view coordinates.

End point X Y Z	The hyperbola's end point in world coordinates.

Focus point: XD YD ZD 	The first focus in definition view coordinates.

Focus point: X Y Z	The first focus in world coordinates.

Focus point: XD YD ZD 	The second focus in definition view coordinates.

Focus point: X Y Z	The second focus in world coordinates.

Start point XD YD ZD	The hyperbola's start point in definition view coordinates.

Start point X Y Z 	The hyperbola's start point in world coordinates.

Transverse Axis Length 	The length of the transverse axis.

Vertex: XD YD ZD	The first vertex in definition view coordinates.

Vertex: X Y Z	The first vertex in world coordinates.

Vertex: XD YD ZD	The second vertex in definition view coordinates.

Vertex: X Y Z	The second vertex in world coordinates.


Parabola Verify Information

If a parabola entity is selected for verification, the following data will appear in the "Data Verify" dialog box:

A B C D E F 	The quadratic coefficients.

Angle	The angle between the directrix and the definition view X axis.

Conic type = Parabola 	The selected conic type.

Directrix A B C	The coefficients of the equation defining the directrix as AX + BY + C = 0.

Eccentricity 	The measure of circularity of the parabola, always equal to one.

End point XD YD ZD	The parabola's end point in definition view coordinates.

End point X Y Z	The parabola's end point in world coordinates.

Focus point: XD YD ZD 	The definition view coordinates of the focus.

Focus point: X Y Z 	The coordinates of the focus in world coordinates.

Semiparameter length 	Half the perpendicular distance from the directrix to the vertex.

Start point XD YD ZD 	The start point in definition view coordinates of the parabola.

Start point X Y Z	The start point in world coordinates of the parabola.

Vertex point: XD YD ZD 	The vertex in definition view coordinates.

Vertex point: X Y Z	The vertex in world coordinates.


Distance

Calculates the actual, projected, and delta component distance between two positions, a position and a geometric entity, or two geometric entities.

When using the Verify>Distance functions, it will be important to keep the following in mind:

The Actual position and Projected position information does not appear when you use the Two Positions Method.

For accurate distance measurements when you use Two Positions and Position to Entity, make sure you set the 2D/3D construction switch to 3D.

To view information specific to one of the following topics, click on the appropriate links below:

Verify Distance Data

Verify Distance Options


Verify Distance Data

When you verify a distance, the following data will appear in the "Data Verify" dialog box:

Minimum projected distance 	The selected position and entity projected to the current construction plane.  The minimum distance is calculated between the two projections

Projected pt1	The X, Y, Z cplane coordinate values of the projected intersection point of the minimum distance line and the first position or geometric entity.

Projected pt2 	The X, Y, Z cplane coordinate values of the projected intersection point of the minimum distance line and the second position or geometric entity.

Minimum actual distance 	The minimum distance between the selected position and entities in 3D space.

Actual pt1 	The world coordinate values of the end point of the actual minimum distance line at the first position or geometric entity.

Actual pt2 	The world coordinate values of the end point of the actual minimum distance line at the second position or geometric entity.

Delta 	Delta values of the world coordinate values.

Actual pt1	The X, Y, Z world coordinates.

Actual pt2	The X, Y, Z world coordinates.

Delta 	Delta values of the X, Y, Z view coordinates.


Verify Distance Options

The following Verify>Distance functions are available under Tools>Verify>Distance:

Two Positions

Position to Entity

Two Entities

Minimum Distance


Two Positions

Calculates the minimum distance between two positions.

1)	Select Two Positions from the Verify>Distance options.

2)	Indicate the first position using one of the Position Menu options.

3)	Indicate the second position.


Position to Entity

Calculates the minimum distance between an indicated position and a geometric entity.

1)	Select Position to Entity from the Verify>Distance options.

2)	Indicate the position from which you want to measure.

3)	Select an entity.

The projected and actual distances in the "Data Verify" dialog box are displayed.


Two Entities

Calculates the minimum distance between two geometric entities.

1)	Select Two Entities from the Verify>Distance options.

2)	Select the first entity.

3)	Select the second entity.

The projected and actual distances in the "Data Verify" dialog box are displayed.


Minimum Distance

This is a Verify>Distance function that allows you to determine the minimum distance between any combination of two bodies, faces, planes, curves and/or positions.  From the From and To drop-down menus, you are able to specify what to measure from and to, respectively.  A position can be defined using the Position Menu.  All other types of entities must exist prior to using this function.  Note, however, that planes can be created inside of this function.

Once you have specified the From and To types, you will be prompted to select the objects to measure.  The minimum distance will appear on the Conversation bar.  While computing the minimum distance between two bodies, some of the faces of both bodies may be faceted internally in order to get an approximation of the closest positions, which will then be used to aid the more rigorous calculation of the exact minimum distance positions.

Dialog Options

The following settings are available from the "Minimum Distance" dialog box that appears when Minimum Distance is selected from the Verify>Distance options.

From

Specify a body, face, curve, plane or position from which to measure from the drop-down.

To

Specify a body, face, curve, plane, or position to measure to from the drop-down menu.

Model Minimum Distance Points

If you wish to model the positions and the line joining them as separate entities, check the Model minimum distance positions option on the dialog box.  When checked, entities are drawn temporarily and are deleted when you exit the function.


Position

Displays a selected position's world view, display view, and construction view coordinates.

1)	Select Position from the Tools>Verify options.

2)	Indicate a position.

The position's world coordinates and construction plane coordinates appear in the "Data Verify" dialog box.


Angle

Displays the angle value between two selected entities in the construction plane and in the plane formed by the two entities.  You are allowed to select a plane from a combination of lines, plane or vector entities.

1)	Select Angle from the Tools>Verify options.

2)	Select two lines for angle verification.

The "Data Verify" dialog box displays the angle values in degrees and radians in the construction plane and in the plane of the lines.  If a plane is one or both of the entities selected, the absolute angle between the two entities is calculated.


Perimeter

Measures the actual and projected length of a single entity or a selected group of entities.  All projected entity lengths are relative to the plane of the screen.  Note that this function only works for Wireframe entities.

To use the Verify>Perimeter function, follow the steps below:

1)	Select Perimeter from the Tools>Verify pull-down menu.

2)	Select the entity(s) to be verified, using the selection menu, then select Accept.

The Data Verify box will then appear, displaying the perimeter data for the entity(s) selected.


Area/Centroid

Use the Area/Centroid option to measure the area of a selected closed figure.  The centroid's X and Y coordinates will be displayed.  The area of a selected closed figure is calculated, along with the X and Y coordinates of the centroid.  A centroid is the center of mass in an object.  For a typical closed figure, rectangles are used, called panels, to estimate the area of the selected shape.  You can control the width of these panels for more accuracy; smaller panel widths give more accurate calculations.  Note that this function only works for Wireframe entities.

When verifying the area and centroid, keep these things in mind:

•	The information is calculated using the current view coordinate system, XV, YV, and displays a temporary marker.

•	Selected entity data information is always projected to the current display plane before it finds the area or centroid.

To use the Verify>Area/Centroid function, follow the steps below:

1)	Select Area/Centroid from the Tools>Verify pull-down menu.

2)	Select the entity(s) to be verified using the selection menu, then select Accept when done.

3)	Input a panel interval.  The rectangular shapes, called panels, approximate the area used to calculate the area/centroid of the shape you select.

The Data Verify box will then display the area/centroid data of the selected entity(s).


Moment

Use the Verify>Moment feature to calculate the polar moment of inertia of a selected closed region, using a selected axis that is normal to the screen.  The moment of inertia is figured with a reference axis you choose.  For a typical closed figure, rectangles are used, called panels, to estimate the area and moment of inertia of the selected shape.  You can control the width of these panels for more accuracy; smaller panel widths give more accurate calculations.  Note that this function only works for Wireframe entities.

1)	To use the Verify>Moment function, follow the steps below:

2)	Select Moment from the Tools>Verify pull-down menu.

3)	Select the entity(s) you intend to verify using the selection menu.  Select Accept when done.

4)	Pick the axis location or position.  A red star shape will appear at the indicated axis.

5)	Input a panel interval.  The rectangular shapes, called panels, approximate the area used to calculate the area/centroid of the shape you select.

The Data Verify box will appear displaying the moment data of the entity(s) you had selected.


Body

The Body feature allows you to obtain data from a solid or Surface.  Through the "Verify Body Information" dialog that appears when this function is selected, you can obtain the size in bytes of the body, the topology count, tolerant entity count, and be able to run further diagnostics on the selected body.  You are also able to view a .dbg file of the body by selecting the Details option, available from the dialog.  You will also be informed if the body is manifold or non-manifold.  A manifold body is one that is physically manufacturable.  Examples of non-manifold bodies include two cones joined at the tips, or a face dangling off the edge of a block.

To convert a non-manifold body into manifold components, use the Modify>Topology>Unstitch or Tools>Solids Tools>Maintenance>Repair Non-Manifold functions.

The "Verify Body Information" Dialog Options

The settings available from the "Verify Body Information" dialog box are explained below:

Topology Count

The Topology count section provides you with detailed information on the individual components of the body that has been examined.

Tolerant Entity Count

The Tolerant entity count section provides details of the tolerant modeling in the solid body.  The approach of tolerant modeling is to allow imperfections and work around them.  The geometry is healed as much as possible and then tolerance information is attached to the uncorrectable areas.

Diagnostics Options

Clicking the DIAGNOSTICS button will perform a diagnostic or "sanity" check on the body.  There are three levels of checking, each progressively more comprehensive (and therefore slower to process).  This function is intended for advanced users and programmers for use in diagnosing solid models that may exhibit unexpected results.

This is also useful if you have brought in a SAT or STEP file from another system, and you wish to verify the integrity of the resulting solid bodies.  If your solid passes the third-level of checking (Additional curve surface checks) the model is definitely valid.

The system performs a variety of data structure, topology and geometry tests on the body and, if problems are found, a notepad window is opened containing descriptions of the errors. Other messages might be an indication of more serious problems, and the body may have problems with other modeling operations.

Here is a list of the most frequently encountered error messages with explanations in parentheses:

Note:  ACIS Tolerance refers to the coincident distance

•	internal position on coedge off face - (Points along an edge do not lie on its owning face within tolerance.)

•	pcurve's range doesn't include coedge's range - (The parameter range of the pcurve (parametric space curve) does not agree with its owning coedge.)

•	end vertex not on face surface - (The end vertex of an edge does not lie on its owning face within tolerance.)

•	start vertex not on face surface - (The end vertex of an edge does not lie on its owning face within tolerance.)

•	face has negative area - (The periphery loop of a face is moving in the wrong direction, which causes the face to be negative.)

•	pcurve direction != coedge direction - (The direction of the pcurve is reversed from its owning coedge.)

•	pcurve location != coedge location - (Positions on the pcurve do not match the coedge with tolerance)

•	edge start param err - (The start parameter value of the edge is inconsistent with its underlying curve.)

•	edge end param err - (The end parameter value of the edge is inconsistent with its underlying curve.)

•	start vertex not on curve - (The start vertex of a edge does not lie on its underlying curve within tolerance.)

•	end vertex not on curve - (The end vertex of a edge does not lie on its underlying curve within tolerance.)

Details

Clicking the DETAILS button will provide you with a file of detailed information on all the topology, geometry and attributes of the selected body.  (The Microsoft Notepad program will be opened with this file in a new window.)


Face

Using the Verify>Face feature, you are able to obtain information about a face belonging to either a solid or Surface.  Through the dialog that appears when this function is selected, you can view the face type of the selected face, its size in bytes, the topology count, tolerant entity count and view additional details on the face.

The "Verify Face Information" Dialog Options

The settings available from the "Verify Face Information" dialog are explained below:

Topology Count

The Topology count section provides you with detailed information on the individual components of the face that’s been examined.

Tolerant Entity Count

The Tolerant entity count section provides details of the tolerant modeling in the face.  The approach of tolerant modeling is to allow imperfections and work around them.  The geometry is healed as much as possible and then tolerance information is attached to the uncorrectable areas.

Details

Clicking the DETAILS button will provide you with a file of detailed information on all the topology, geometry and attributes of the selected face.  (The Microsoft Notepad program will be opened with this file in a new window.)

NURB Details

The NURB DETAILS option is available when a "spline" face is selected.  A "spline" face is any ACIS surface type that is not analytic.  Analytic faces include: plane, sphere, cone (cylinder), and torus.  Clicking the NURB DETAILS button will bring up a child dialog.


Tolerant Edges

Use the Verify>Tolerant Edges function to obtain information about tolerant edges belonging to either a solid or Surface.

1)	Select Tolerant Edges from the Tools>Verify options.

2)	Select the body.

3)	Select the tolerant edge to verify.  A box will appear displaying the edge tolerance value of the edge you have selected.  In the graphic below, an edge tolerance of 0.5 has been verified.

4)	To continue verifying tolerant edges on a model, simply click OK in the Edge Tolerance box, and you will be able to continue verifying edges.


Deviations

The options available from the Verify>Deviation menus allow you to verify Edge to Surface, Edge to Edge, Curve to Surface, and Points to Surface.

Tools>Verify Deviations pull-down submenu

Tools>Verify>Deviations palette submenu

The following functions are available from the Verify>Deviations submenu.  To view information specific to a particular function, click on the appropriate link below:

Edge to Surface

Edge to Edge

Curve to Surface

Points to Surface


Edge to Surface

This function can be used to measure for maximum deviation from the boundary of one surface to another surface in cases where tangency is desired when preparing to join surfaces.

1)	Select Edge to Surface from the Verify>Deviations options.  The "Edge to Surface Deviations" dialog box appears.

•	Number of test points  - Along the specified boundary.

•	Position tolerance - The minimum positional deviation tolerance for which points will be displayed.

•	Normal angle tolerance - The minimum angular deviation tolerance for which vectors will be displayed.

2)	Accept the defaults, or specify new values for the available settings.

3)	When all values are satisfactory, press OK to initiate the evaluation.

4)	Select one surface for evaluation and an edge of another surface for confirmation.

A specified number of points will be distributed along the specified edge.

•	Each point will be evaluated for its minimum distance to the adjacent surface.  Also, the surface normals at each point will be compared for parallelism.

•	If any points exceed a specified 'deviation tolerance' threshold or if any normals exceed a specified 'angular tolerance' threshold, this data will be reported back to you as permanent entities displayed on the screen.  These tolerances can be adjusted at the parameter menu.

•	After evaluating, you will be notified as to how many, if any, of the specified points exceeded the positional deviation tolerance.  Also, the location of these points will be displayed on the screen.  Note that this information, as well as the information explained in steps 7 and 8, appears in the "Data Verify" dialog.

•	Next, you will be notified as to how many, if any, of the normal vectors at the specified points exceeded the angular deviation tolerance.  Also, the location of these vectors will be displayed on the screen.

•	Finally, you will be notified of the maximum positional and angular deviations and model the maximum deviations as point and vector entities


Edge to Edge

This function will measure for maximum deviation from the edge boundary of one surface to the edge boundary of another surface in cases where positional and normal vector continuity (tangency) is desired, such as with adjacent surfaces..

1)	Select Edge to Edge from the Verify>Deviations options.  The "Edge to Edge Deviations" dialog box appears.

•	Number of test points  - along the specified boundary.

•	Position tolerance - The minimum positional deviation tolerance for which points will be displayed.

•	Normal angle tolerance - The minimum angular deviation tolerance for which vectors will be displayed.

2)	Either accept the preset default values or select the parameter you wish to change.  Adjust the values as needed.

3)	When all values are satisfactory, click OK to initiate the evaluation.

4)	To have a basis for the comparison, select a free edge of one surface and a free edge of another surface to compare against.

A specified number of points will be distributed along the specified boundary of the first surface selected.

•	Each point will be evaluated for its minimum distance to the corresponding boundary of the adjacent surface.  Also, the surface normals at each point will be compared for parallelism.

•	If any points exceed a specified 'deviation tolerance' threshold or if any normals exceed a specified 'angular tolerance' threshold, this data will be reported back to you as permanent entities displayed on the screen.  These tolerances can be adjusted at the parameter menu.

•	After evaluating, you will be notified as to how many, if any, of the specified points exceeded the position deviation tolerance. The location of these points will also be displayed on the screen.  This information, and the information in steps 7 and 8, appear in a "Data Verify" dialog.

•	Next, you will be notified as to how many, if any, of the normal vectors at the specified points exceeded the angular deviation tolerance.  The location of these vectors will be displayed on the screen.

•	Finally, you will be notified of the maximum positional and angular deviations and model the maximum deviations as point and vector entities.


Curve to Surface

This function will measure for maximum deviation from any curve entity to a surface to verify congruency or constant offset value.

1)	Select Curve to Surface from the Verify>Deviations options.  The "Curve to Surface Deviations" dialog box appears.

2)	Either accept the preset default values or select the parameter you wish to change.  Adjust the values as needed.

•	Number of test points - along the specified boundary.

•	Position tolerance - The minimum positional deviation tolerance for which points will be displayed

•	Normal angle tolerance - The minimum angular deviation tolerance for which vectors will be displayed.

3)	When all values are satisfactory, press OK to initiate the evaluation.

4)	Select a face.

5)	Select the curve.

6)	The "Data Verify" dialog will appear, displaying data specific to the entities you selected.  Contained in this dialog is the calculator feature.  A specified number of points will be distributed along the specified curve.

•	Each point will be evaluated for its minimum distance to the specified surface.  Also, a vector that is tangent to the curve at each point will be checked for tangency to the adjacent surface.

•	If any points exceed a specified 'deviation tolerance' threshold or if any tangents exceed a specified 'angular tolerance' threshold, this data will be reported back to the user as permanent entities displayed on the screen.

7)	Review the "Data Verify" information, and select NEXT to select additional geometry to verify.  When you have finished verifying, click CLOSE.


Points to Surface

This function can be used to measure the distances from a series of points to a surface that you indicate.

1)	Select Points to Surface from the Verify>Deviations options.

2)	Select a face to measure against followed by a series of points.

3)	Next, select a series of point entities using one of the standard Selection Menu options.  Each point will be evaluated for its minimum distance to the specified surface and each distance will be reported back individually.

4)	When complete, the system will begin to evaluate all of the points and their distances to the surface.

When the evaluation is complete, each distance value will be displayed, one at a time in the Conversation bar and draw a line entity along the minimum distance path.


BSpline Control Net

This function can be used to display all of the control points in the u and v directions, and the array of control points, for a given surface.

1)	Select BSpline Control Net from the >Tools>Verify> menu.

2)	The following question will appear on the Conversation Bar:  "Would you like these entities to be drawn just temporarily?"  Choose ‘Yes’ or ‘No’ to continue.

3)	You will be prompted to select a bspline surface (or surfaces) to analyze.

4)	Select surface, and the U and V Control Net will be displayed.


Surface U/V Directions

This function can be used to quickly display the U, V, and Normal directions of any given surface.

1)	Select Surface U/V Directions from the >Tools>Verify menu.

2)	Select the surface to verify.

A gnomon will appear on the surface indicating the U, V, and normal directions for that surface.

A normal is a vector perpendicular to a surface. When dealing with a solid, the normal always points out of the material.


Mass Properties

Analyzes the mass (inertial) properties of the solid objects in your drawing.  Each solid object in your drawing has its own mass properties.  The "Mass Properties" dialog box contains unique property data for each solid that you select to verify using this feature.

Mass Properties Analysis simultaneously references two coordinate systems, which are used to calculate two independent sets of results:

•	Origin is a three-dimensional, coordinate system whose default reference is
x = y = z = 0. This is indicated in the "Mass Properties" dialog box.  The origin is a user defined field.

•	Center of Gravity is a three-dimensional coordinate system whose reference is the geometric center of the object(s).  This is indicated by Center of Gravity on the "Mass Properties" dialog box.

•	Density always defaults to 1.  You can overtype this number and press [Tab] to recompute all fields based on a new density value.

•	If you wish to create a point entity at the center of gravity click the Model CG button.  To create lines that model the principal axes click the Model Princ Axes button.  These entities do not become part of the body, and can be deleted without deleting the body.

To view information specific to either of the following topics, click on the appropriate link below:

Using Mass Properties

Mass Properties Results


Using Mass Properties

Select Mass Properties from the Tools>Verify options.  You will be prompted to select the solid object(s) to analyze.

1)	Select the solid objects using any of the standard Selection Menu options.

2)	The "Mass Properties" dialog box appears.  The attributes for the selected solids appear in a pull-down list.

3)	Choose the object you want to analyze from the pull-down list.

4)	Properties are calculated based on the default unit value of density and AWD.  To determine the mass properties based on different density values, enter a different value in the edit field and Tab out of the field.  Tab from field to field and enter values of the following parameters:

Density	Mass per unit volume.  The units of measure must agree with the default wire-frame length units.
Area-Weighted	Mass per unit area of the faceted surface enveloping a  solid object.  Think of this as the density of a material coating the object.  Solids uses this data, not Density, to calculate surface mass.
Angular Velocity	Rate of rotation or revolution about an axis.  The value you enter can refer to a revolution about the origin or a rotation about the object's center of gravity; Solids calculates results for both types of angular motion.  Angular velocity is expressed in terms of three vectors, one component for each of the angular velocities about the X, Y, and Z axes of the display view.  A typical unit for angular velocity is radians per second.
As you tab to a new field after entering a value, the Mass Properties fields update based on the data you just entered.  In addition to calculating the weights and properties of each object, Solids also calculates the sum total of all objects selected (e.g., the total weight of an assembly) and displays those results in the Total tab.

For a detailed description of the results, see the Mass Property Results section, below.

5)	Repeat steps 1-3 for any remaining objects you want to analyze.

6)	Select the Mass Out button to save your data to a Mass Properties output file (ASCII .TXT format).

7)	Enter a new filename, without the extension, in the "File Name" dialog box to replace the default filename, "massprop."

8)	Choose OK to close the "Mass Properties" dialog box.


Mass Property Results

Solids calculates the following results for each attribute set within your model:

Volume	Total space occupied by the faceted solid.
Area	Total area of the faceted solid.
Mass	The product of Volume times Density.
Surf Mass	The product of Area times Area Weighted Density.

You can enter a value signifying an angular velocity about the origin.  Solids uses angular velocity to calculate the following results:

Kinetic Energy	The energy of a rotating or revolving object:    Where I and ? represent the sum of the moment of inertia about the vector sum of the component angular velocities.  Solids calculates this value from average weighted density and the value you entered for angular velocity.  This calculated value refers only to energy due to the object's angular motion.
Moment of Inertia	The angular equivalent of mass, moment of inertia expresses the resistance of an object to rotational change, or to stopping rotation, about a given axis.
Ixx	Moment of inertia about the center-of-gravity X axis or an axis parallel to the origin X axis.
Ixy	Moment of inertia about the diagonal axis in the center-of-gravity XY plane or an axis parallel to the origin XY plane.
Iyy	Moment of inertia about the center-of-gravity Y axis or an axis parallel to the origin Y axis.
Iyz	Moment of inertia about the diagonal axis in the center-of-gravity YZ plane or an axis parallel to the origin YZ plane.
Izz	Moment of inertia about the center-of-gravity Z axis or an axis parallel to the origin Z axis.
Ixz	Moment of inertia about the diagonal axis in the center-of-gravity XZ plane or an axis parallel to the origin XZ plane.
Angular Momentum	The resistance to change in angular velocity.   Solids calculates this from the values for moment of inertia, angular velocity, and average weighted density.
Radius of Gyration	The ratio of moment of inertia to volume. This is the same as the radius of a thin hoop of the same mass that has the same moment of inertia as the object.
Principal Axes	On any object there will be three mutually perpendicular axes intersecting at the CG for which the products of inertia will be zero.  These axes are called the "principal axes."
Principal Moments of Inertia	The principal moments of inertia are calculated about each of the principal axes.
Units for Mass Properties Results

The units of the mass properties results agree with the units of the object properties you enter for each object or attribute set.

For example, if you configure the units of length as centimeters, then the corresponding object data units are as follows:

Density	g/cm3
Angular Velocity	radians per second
Volume	cm3
Area	cm2
Mass	g
Moment of Inertia	g(cm)2
Kinetic Energy	g(cm2/sec2)
Angular Momentum	g(cm2/sec)
Radius of Gyration	cm


Curvature Extremes

Follow the steps below to use the Verify>Curvature Extremes function.

1)	Select Curvature Extremes from the Tools>Verify options.

2)	The "Curvature Test" dialog appears, through which you are able to specify whether to verify the faces or edges of a surface.  Configure the dialog settings as you wish and click OK when done.

3)	Select the faces/edges to find the curvature of.  Click the ACCEPT button when you have finished selecting.

4)	The "Verify" dialog appears, displaying the Type, Gaussian, Radius-In, Radius-Out, and Mean data for the selected entities.  Click NEXT to return to the "Curvature Test" dialog, or CLOSE to end the function.

The "Verify" dialog will list all selected face types, and their subtypes if they are a spline surface.  It then lists the Gaussian curvature with the largest absolute value, the smallest radius of curvature in the opposite direction of the face normal, the smallest radius of curvature in the direction of the face normal, and the greatest mean curvature.

The further the Gaussian curvature is away from zero, the more doubly curved and less flattenable the surface is.  The radius-in value is how far one can offset a face in to the body without a self-intersection.  The radius-out value is how far one can offset a face out of the body without a self-intersection.  The mean curvature is a measure of how minimal the surface is in a soap bubble sense.


Calculator

The Calculator feature is documented in the Calculator chapter of this Basic manual.  Please refer there, or to the online help, for complete descriptions of the abilities of this feature.


Assemblies

The Assemblies functionality is documented in its entirety in the Assemblies section of this help file.  Please refer there or to the Assemblies chapter of the manual for all related information.


Composite

Composites are quite similar to Groups in that they share like function names and behave similarly, though Composites are more robust and allow you quicker, easier access to the entities that they contain, given that each entity has a name and ID.  The Composite options will appear when Composite is selected from the Tools Menu.

When working with Composites, it will be important to keep the following in mind:

•	If any Composites have copious data attached to them, it could lead to data loss.  If copious data is found, you will be prompted and warned that data loss may result from it.

•	Composites act like single entities for many operations, such as XForm procedures, change attributes, and change level.

The following functions are available from the Tools>Composite submenu.  To view information specific to a particular function, click on the appropriate link below:

Make

Name

Add

Remove

List


Tools>Composite Menus

The Tools>Composite pull-down and palette menus are shown below:

The Tools>Composite pull-down submenu

The Tools>Composite palette submenu


Make Composite

The Make Composite Function allows you to create a composite from existing entities.  Follow the steps below to use this function.

1)	Select Make Composite from the Tools>Composite options.

2)	You are prompted to name the new composite.  Enter a name.

3)	Select the entities you intend to add to the new composite, using the Universal Selection Menu.  The composite is then made, and given the name you had assigned to it.

4)	Once the entities have been selected, you are prompted to enter a name for the next composite to be made.  If you do not wish to create another composite, simply select Escape.


Name Composite

The Name Composite function is used to change the name of an existing composite.  Follow the steps below to use this function.

1)	Select Name Composite from the Tools>Composite options.

2)	Select the composite entity to rename (the current name will appear as the default).

3)	Enter a new name for the selected composite entity.

4)	Select ACCEPT.   The composite will be given the new name.


Add to Composite

The Add to Composite function is used to add selected entities to an existing composite.

1)	Select Add to Composite from the Tools>Composite options.

2)	Select a composite entity to add to, using the Single Select Menu.

3)	Select the entity(s) you intend to add using the Universal Selection Menu.

4)	Select ACCEPT when finished.  The selected entities will be added to the composite.


Remove from Composite

The Remove from Composite function is used to remove selected entities from their composite(s).

1)	Select Remove from Composite from the Tools>Composite options.

2)	Select the entity(s) to remove from their composite using the Universal Selection Menu.

3)	Select ACCEPT.  The selected entities are then removed.


List Composites

The List Composites function is used to display a list of all Composites within the active part.  If the same composite name is encountered multiple times, the number of such an occurrence is listed.

Select List Composites from the Tools>Composite options.

The Composite List dialog box is displayed.

The following categorizations appear in the Composite List dialog box:

Composite Name	Displays the name of the composite.

Num. of Composites	Given the possibility that two or more Composites can share the same name, this column will display the number of times the name of that Composite was found in the part.


Group

The group functions allow you to link entities so that you can select them as a group using a single cursor selection or a group name.  Whenever a grouped entity is selected for any reason, the group, subgroup, or an individual entity within a group or subgroup can also be selected.

When working with Groups, it will be important to keep the following in mind:

•	An entity cannot belong to more than one group.

•	You are able to create up to 128 groups per part.

The following functions are available from the Tools>Group submenu.  To view information specific to a particular function, click on the appropriate link below:

Subgroups

Make

Name

Add

Remove

Burst

Delete

List


Tools>Group Menus

The Tools>Group pull-down and palette menus are shown below:

Tools>Group pull-down submenu

Tools>Group palette submenu


Subgroups

Groups can be divided into 255 "subdivisions" called subgroups.  When entities are grouped, they can also be placed within a subgroup.  Each subgroup is then given a sequential number from 1 to 255.

When working with Subgroups, it will be important to know the following:

•	No more than 255 subgroups can exist in a single group.

•	The Group>List function can be used to extract information about the number of subgroups under a specified group name.


Make Group

The Make Group function can be used to group entities you specify as one unit.  This function creates both groups and subgroups.  When a group is first created, the first available subgroup number is one (1).  You can add more entities to the subgroup or to any one of the available 255 subgroups.

1)	Select Make Group from the Tools>Group options.

2)	Enter a group name.  Note that unlimited characters are supported, so the length of the name you assign is arbitrary.  You are also allowed to enter no characters for a name (i.e., leave the field empty).  If you elect not to name a group, however, you will be warned that you will no longer be able to manipulate the group.

If the group name already exists, you will be prompted to create a subgroup.

3)	Enter the subgroup number you want to use, or choose Yes to create a subgroup with the next available subgroup number.  If all 255 subgroups are in use, and therefore no subgroups are available, an error message appears and you return to the Group options.

4)	Select the entities you want to add to the group.

If you use the Single selection method and select a previously grouped entity, you can reassign the entities to the new group using one of three selection options:

•	Group - Creates one new group for each group that contains at least one selected entity.  Each new group has the same subgroup structure as the original group, except that it does not contain empty subgroups.

•	Subgroup - Creates one new subgroup for each selected entity.

•	Entity - Ungroups all selected entities.

Choose ACCEPT when you finish selecting entities.  The entities are then grouped.


Name Group

The Name Group function allows you to rename an existing group.  Follow the steps below to use this function.

1)	Select Name Group from the Tools>Group options.

2)	You are then prompted to enter the existing group name that you intend to change.

3)	If the name you provide is not recognized, an error dialog will appear.

4)	If the name you provide is recognized, you will be prompted to enter a new name for the group.

The group will then be renamed (given that its original name was recognized, and given that you were prompted to rename it).


Add to Group

The Add to Group function is used to add entities to an existing group.

1)	Select Add to Group from the Tools>Group options.

2)	Enter the name of an existing group to which the entity(s) will be added.  If the group is not found, enter a different group name.

3)	Enter an existing subgroup number to which to add the entities.

4)	Select the entities to add to the subgroup.

If you use the Single selection method and select previously grouped entities, you can reassign the entities to the new group using one of three selection options:

•	Group - Creates one new group for each group that contains at least one selected entity.  Each new group has the same subgroup structure as the original group, except that it does not contain empty subgroups.

•	Subgroup - Creates one new subgroup for each selected entity.

•	Entity - Ungroups all selected entities.

If you used the Single selection method, choose ACCEPT.  The entities you selected are then added to the subgroup you specified.


Remove from Group

Use the Remove Group function to remove selected entities from within an indicated group.

1)	Select Remove from Group from the Tools>Group options.

2)	Select the entities to degroup, using the Universal Selection Menu.

If you select an entity using the Single selection method, and the entity selected already belongs to a group, you must choose whether you want to degroup the entity using one of the following options:

•	Group - Creates one new group for each group that contains at least one selected entity.  Each new group has the same subgroup structure as the original group, except that it does not contain empty subgroups.

•	Subgroup - Creates one new subgroup for each selected entity.

•	Entity - Ungroups all selected entities.

•	Choose ACCEPT when you finish selecting entities to degroup.

Group and subgroup references are not deleted from the group list, even when all entities are degrouped.

Any entities you select are degrouped, but the group reference stays in the group table.  To remove the group reference, use Delete.


Burst Group

The Burst Group function is used to "de-group" an existing group.  It replaces the Degroup function from previous versions.  This function is similar to Delete (see below), however, it will remove all entities within a group, and leave the group itself intact.

1)	Select Burst Group from the Tools>Group options.

2)	Enter the name of the existing group you intend to burst.

3)	Select ACCEPT.  The indicated group is then burst.  If there were no entities in the group you indicated, an error prompt will be displayed stating that the selected group is already empty.


Delete Group

The Delete Group function is used to erase a group and its references from the group table without deleting any entities.

1)	Select Delete Group from the Tools>Group options.

2)	Enter the group name to delete.  The group name is deleted from the group table and ungroups its entities.  The entities are not deleted.  If the group name provided could not be found, an error prompt will be displayed stating that such is the case.


List Groups

The List Groups function is used to display a list of groups associated within a given part file.

Select List Groups from the Tools>Group options.

A list of the current group names and subgroup numbers appears in the "Group List" dialog box.

The following categorizations appear in the Group List dialog box:

Group Number	The number dictated by the order in which the visible groups were created, where the number 1 indicates that its associated group was created, or made, first.

Name	Displays the current group name.  Any changes made to a group name will be visible in this dialog once they are successfully made.

Subgroups	The number of subgroups per group.  Note that you are allowed 256 subgroups for each group made.

Subgroup List	The identity of the subgroups under a given group (listed by number).

Don't confuse a group name, or number, with the group's entities.  Consider that a group is similar to a level.  A level and a group name can exist without any entities.


Solids Tools

Use the available Solids Tools to extract data from solids, and repair and heal solid models.  In addition to these useful tools, several other functions are also available.

Extract Data

Solid from Wire

Change Sheet Sidedness

Duplicate Body

Maintenance


Extract

Use the functions available from the Solids Tools>Extract submenu to extract data from solids.

The following functions are available from this submenu.  To view information specific to a particular function, click on the appropriate link below:

Wire from Solid

Polygon from Solid

Face Data

Flat HLR

Flat HLD


Wire from Solid

The Wire from Solid option can be used to create Wireframe entities from solid models.

Select Wire from Solid from the Tools>Solids Tools>Extract options.

The "Create Wireframe" dialog box appears, through which you can specify how to desolidify the body(s).  Once the settings in this dialog have been configured, click OK.

Edge Curves

When checked, edge curves will be created. An edge is bounded by one or more vertices. Edges are used to represent the wires in a wireframe body and the boundaries of faces in a solid body.

Silhouette Curves

When checked, silhouette curves will be created.  Silhouette curves are defined as curves lying on a surface and following a path where the surface normals are exactly perpendicular to a given view direction vector.  If you choose this option, you will be prompted to choose the vector.

Flowlines

When this setting is checked, the specified number of U and V flowlines will be created.  Flowlines are additional lines that can be used to represent the surface topology of a model.

Entity Attributes

You can choose to use the entity attributes (color, line type, level, etc.) from the solid you are extracting from, or you can use the current system settings.

Level Options to Place Entities

Specify where to place the extracted wireframe entities.

•	Use Solids’ Level -  Wireframe entities will be placed on the same level as the solid being converted.

•	Use Active Level - Creates the wireframe geometry on the current active level.

•	Use Key In Level - Input the level on which you want the wireframe geometry to be created.

•	Use Offset Level - Input an integer offset value. The level on which the wireframe geometry corresponding to each solid will be placed is determined by adding an offset value to the current level of the solid. For example, if the solid selected is on level 1.2.3, and you enter an offset value of 4, the wireframe geometry will be created on level 1.2.7.

Select OK to close the dialog and then select the body(s) from which to create Wireframe geometry.


Polygon from Solid

Use the Polygon from Solid function to surround the faces of a solid body with 3 or 4-sided polygons.  You are able to specify the parameters by which this is to be performed through the "Create Polygons" dialog box that appears when the function is selected.  The settings available from this dialog are explained below.  There are many uses for this feature, some of which are explained below:

The polygons created can be used to create quick visualizations of the surface.

The polygons created are made up of CADKEY polyline entities,

The "Create Polygons" Dialog Options

The settings contained in the "Create Polygons" dialog box are explained below.

Faceting

Use these settings to control the faceting of the resulting polygons.

•	Surface Deviation - The Surface Deviation value will control the accuracy of the placement of the polygons on the surface.  Only the corner points of the polygon actually lie on the surface and the interior of the polygon is allowed to separate from the surface by the facet tolerance.  Obviously, the larger the deviation, the fewer the number of polygons on the surface, but the further each polygon will be from the surface.

Normal Deviation - Set a value for the Normal Deviation to be applied when the polygons are extracted from the surface.

Number of Sides

Specify how many sides the polygons will have.

•	3 sides - When selected, the resulting polygons will be three-sided.

•	4 sides - When selected, the resulting polygons will be four-sided.

•	Draw Polygons Temporarily - When selected, polygons will be temporarily created for purposes of display only, and will be erased when you exit the function.  As a result, they will not be saved in the file.

Note that if you have selected 4-sided, a combination of 3-sided and 4-sided polygons will be used (depending on the type of solid).  Cylindrical and planar solids will generally only have 3-sided polygons, even if 4-sided is specified.


Face Data

Using the Face Data function, you are able to select a point on a face and then extract entities from it.  One or more of the following can be created: a point, a normal vector, a tangent vector, a cross vector, a tangent plane, and a U or a V direction flowline.  These entities are modeled as stand-alone entities and are not part of the solid body.

1)	Select Face Data from the Tools>Solids Tools>Extract options.

The "Extract Face Data" dialog box appears, through which you are able to specify what entities to extract from the available options: Point, Normal Vector, Tangent Vector, Cross Vector, Tangent Plane, U Flowline, and V Flowline.

2)	Select the face and follow the prompts specific to whatever entity type you had indicated in the "Extract Face Data" dialog.


Flat Hidden Lines Removed

This function is similar to the Save HLR to Level feature in previous versions.  It can be used to project flat geometry to the active depth on the active level, using the Hidden Lines Removed display style.  Entity attributes are maintained.

After configuring the dialog options, you are asked to select the geometry, or instance, to extract.  If non-solids entities are selected, they are only projected.  No attempt is made to apply faceting to them.

The PHL Tab Options

These options control how the hidden line renderings are processed by CADKEY.

•	Draw Obscured Curves checkbox – Enable if you wish to draw curves which are obscured (and therefore not visible in the hidden line representation). Unchecked, the curves will be omitted.

•	Flatten Curves checkbox  - Enable if you wish to project and flatten curves to the current construction plane/depth.

•	Draw Tangent Curves –  Enable if you wish to project and flatten tangent curves to the current construction plane/depth.

•	Advanced Precise Hidden Line Computation - Better quality rendering, longer rendering times. Does not support wireframe geometry, which will be included with its regular attributes.

•	Original Precise Precision Line Computation – Uses existing facet data. May not require loading of postponed ACIS data. Does not support different attributes for exterior lines.

•	Curve Resolution (default = 24) Determines into how many subedges a given curved edge is divided, depending on its curvature.  A higher resolution value (i.e., 36, 48) will divide a complete circle into that many subedges.

The Attributes Tabs

These are standard CADKEY attributes pages that control the appearance of the various line types in the extracted Hidden Line geometry

After configuring the dialog options, you are asked to select the geometry, or instance, to extract.  If non-solids entities are selected, they are only projected.  No attempt is made to apply faceting to them.


Flat Hidden Lines Dashed

This function is similar to the Save HLR to Level feature in previous versions.  It can be used to project flat geometry to the active depth on the active level, using the Hidden Lines Dashed display style.  Entity attributes are maintained.

After configuring the dialog options, you are asked to select the geometry, or instance, to extract.  If non-solids entities are selected, they are only projected.  No attempt is made to apply faceting to them.


Extract Hidden Line PHL Configuration
Extract Hidden Line PHL and Attributes Configuration

These options, which are identical for the Flat Hidden Lines Dashed and Flat Hidden Lines Removed options, control how the hidden line renderings are processed by CADKEY.

PHL (Precise Hidden Lines) Attribute Settings

The options in this tab are:

•	Draw Obscured Curves checkbox – Enable if you wish to draw curves which are obscured (and therefore not visible in the hidden line representation). Unchecked, the curves will be omitted.

•	Flatten Curves checkbox  - Enable if you wish to project and flatten curves to the current construction plane/depth.

•	Draw Tangent Curves –  Enable if you wish to project and flatten tangent curves to the current construction plane/depth.

•	Advanced Precise Hidden Line Computation - Better quality rendering, longer rendering times. Does not support wireframe geometry, which will be included with its regular attributes.

•	Original Precise Precision Line Computation – Uses existing facet data. May not require loading of postponed ACIS data. Does not support different attributes for exterior lines.

•	Curve Resolution (default = 24) Determines into how many subedges a given curved edge is divided, depending on its curvature.  A higher resolution value (i.e., 36, 48) will divide a complete circle into that many subedges.

The Attributes Tabs

The other three tabs are standard CADKEY attributes pages that control the appearance of the various line types in the extracted Hidden Line geometry


Solid from Wire

Use this function to convert existing wireframe geometry into solid objects.  This option will convert any wireframe geometry you select and transform it into a solid object (or multiple objects).

•	The Solidify function uses the Picture-It algorithm.  You can create masks, in the PI/Solidify tab of the "Set Configuration Options" dialog box accessible from Tools>Options, to control how wireframe objects are converted to solids.  By default, only the Level mask is active, but you can also choose to mask on any combination of Color, Pen, Group and/or Subgroup.  With level masking on, for example, wireframe entities will be converted to separate solid objects based on the level(s) on which they reside.

•	You can also specify the level(s) on which the new solid(s) will be placed via the PI/Solidify tab.

•	When using splines it is better to Extrude, Revolve, or Sweep profiles to create a solid than to XForm a profile and then run Solidify.  For example, if you XForm a profile containing splines into a closed wireframe suitable for Picture It and then Solidify, the resulting solid may not be correct. The problem is that Solidify does not have enough information about the profile and creates curves in both the U and V directions (rather than straight up).  Using Create, Extrude to create the solid takes care of this problem (and saves you a step, besides).

•	Since this capability uses components of the Picture It algorithm, wireframe geometry must be precise and organized logically by levels and color. If the wireframe geometry is not precise or is missing information, Solidify will create "Surfaces" or surfaces on all of the faces it can.

1)	Select Solid from Wire from the Solids Tools>Extract options.

2)	Choose the option or entity using the options on the Conversation bar.

The program will attempt to solidify the selected entities, and a "Solidify" meter will appear in the bottom of the viewport to display the status of the activity.

3)	Click ACCEPT to accept the result, or BACKUP to try it again.


Change Sheet Sidedness

Use the Change Sheet Sidedness function to make a Surface double sided or single sided.  When this function is selected from the Tools>Solid Tools options, you will be prompted to make either "1 Sided" or "2 Sided" from the Conversation Bar.  You are then prompted to select the Surface(s) to convert, using the Universal Selection Menu.

•	1 Sided - When selected, the sheet sidedness will be modified 1 sided (reverse of the "2 Sided" result).

•	2 Sided - This utility allows for surfaces and other open Surfaces to be made double sided which allows them to be rendered on both sides, instead of just on the side of the positive normal direction.


Duplicate Body

Use the Duplicate Body function to make an exact duplicate of a solid body you select.  Note that it is created in the exact same location as the selected solid.  Thus it is on top of the other solid.  The duplicate body will also have the same display attributes (e.g. color, flowlines) as the original, regardless of the current defaults.

To verify a new solid has been created, check the entities count on the Level List. To move one of the solids, use the Global Move function available from the Edit>Entities submenu.

The same result can also be achieved by using the XForm>Delta>Copy function, with 0,0,0 as the delta values.  Note that the Duplicate Body function requires fewer steps for the same end result.

1)	Select Duplicate Body from the Tools>Solids Tools options.

2)	Select the body to duplicate.


Maintenance

Use the functions available from the Solids Tools>Maintenance submenu to repair solid models.  The following functions are available from this submenu.  To view information specific to a particular function, click on the appropriate link below:

Rebuild Wires

Repair Non-Manifold Body

Clean Body

Heal Solid

Tolerize Model

Diagnose Solids/Sheet Bodies


Rebuild Wires

The Rebuild Wires function can be used to traverse a solid model and recreate all of the edges and seam lines using entities.

The most common use for this function is if you have changed the settings for U and V lines.  Selecting Rebuild Wires will update the spheres, torii, and cylinders in your drawings to reflect the new settings.

•	When working with solid models, it is possible for the reference wireframe geometry to become corrupted.  The Rebuild Wire Display option repairs problems with the edge wires on the solid model.

•	Use of the Rebuild Wires command will delete then recreate all wireframe geometry, thus any dimensions tagged to the original wireframe will become disassociated.

To use this function, follow the simple steps below:

1)	Select Rebuild Wires from the Tools>Solids Tools>Maintenance options.

2)	Select the rebuild option from the menu options that appear in the Conversation bar.


Repair Non-Manifold Body

Use the Repair Non-Manifold Body function to repair solid bodies that verify as being non-manifold. The "Repair Non-Manifold Body" function determines if a body is non-manifold, and if it is it then breaks the body into two or more bodies.  The resulting bodies are each manifold. The breaks occur along the edges that were non-manifold.

Manifold geometry is physically realizable. A cube, for example, is manifold, since you can physically create it. Two cubes sharing exactly one edge are considered non-manifold, since they are not physically realizable.

Generally speaking, a manifold body will never have more than two faces meeting at an edge.  Non-manifold situations can sometimes occur from Boolean operations.

1)	Select Repair Non-Manifold Body from the Tools>Solids Tools>Maintenance options

2)	Select the non-manifold body to be unstitched.  If the body you select is manifold, you will be warned that such is the case.  If the body is non-manifold, it will be split (unstitched) into two manifold bodies.


Clean Body

Use the Clean Solid feature to remove any redundant faces from a body and remove any edges and vertices that are not necessary to support the topology of the body.  A face is considered redundant if its neighbor face uses the identical underlying surface geometry and the outer boundaries of the two faces could be joined together into one larger face.

The following options are available in the Clean Body Utility dialog:

Merge out Redundant Faces

Removes redundant faces from the selected model. A face is considered redundant if its neighbor face uses the identical underlying surface geometry and the outer boundaries of the two faces could be joined together into one larger face.

Remove Unnecessary Healer Attributes

Sometimes after a failed healing operation on solids/sheet bodies, attributes created by the healer may remain on the geometry being healed. These attributes can cause other functions to not work. Check this option to clean the geometry of any healer attributes.

Regenerate parameter space curves:

This option was created in response to the possibility of bad pcurves in the model.  Choosing this option causes ACIS to delete any existing pcurves from the coedges of the selected bodies, and recreate them from scratch.

Pcurves are the parameter space representations of spline face trimming curves.  Pcurves do not apply to analytic faces.  Generally you know if there are bad pcurves by examining the output from a body diagnostic check.  Error messages such as "pcurve location != coedge location" are an indication of a such a problem.

Split periodic spline faces in two:

This option was created to work around an problem with extracting the neccessary pcurve information from periodic spline faces.  A periodic face is a face whose surface is closed in one direction and meets itself smoothly at a seam.  The problem can generally be seen by flowlines which do not appear to be properly trimmed to the face boundaries.  This option searches for and splits all periodic spline faces at the mid parameter in the selected bodies.  Splitting a face into two faces which are each non-periodic solves the problem.

Truncate underlying surface of spline faces:

This option allows the user to minimize the amount of data contained in a spline surface.  Sometimes the underlying surface of a face is rather large compared to the trimmed region.  This option truncates the underlying surface so that it just barely encompases the trimmed region.  Normally this is not a problem and rarely necessary to do.  It can sometimes be a concern when translating surfaces to other systems through IGES for example.

Click OK in the dialog and you will be prompted to select the body(s) to clean up.


Heal Solid

The Heal Solid function is used to detect and correct accuracy problems in the geometry of a solid model.  The Healing Wizard will walk you through the process of healing a solid body.  Each dialog box will ask you the necessary questions to complete the healing process.

Common problems with 3D models include missing or duplicate surfaces, bad surface normals, warped and self-intersecting surfaces and low tolerance models.  Not that it is important to only use the Body Healer to heal models that actually need healing.

Imprecise solid models are often a result of limitations on data transfer or when a solid model is created at a different tolerance from the current tolerance settings.  These inaccuracies lead to problems that include geometric errors in entities, gaps between entities, and the absence of connectivity information (topology).  Body Healer is used to find and correct these types of problems.  Body Healer does have a few limitations, however, and they are:

•	It will only heal one body at a time.

•	It cannot fix discontinuous (non-C1 or self-intersecting) surfaces.

•	It may not be able to correct all of the problems that may exist in a model, but it will detect and correct a large percentage of them.

•	How can you tell when a body should be healed? The items below will you help you determine if a body should be healed using this function.

•	If the body checker diagnostics indicate a problem with a single body.

•	If you want to stitch multiple faces into a single sheet or solid.

•	If your part displays strange error messages during Boolean operations.

Click on the appropriate link below to view information specific to one of the following Healer topics:

Healing Phases

Healing Process

Tolerant Modeling


Healing Phases

Body healing is a four-step process.  The required steps are covered below:

1. Preprocessing

This phase performs initial cleanup of a model to be healed.  In this phase model inaccuracies, such as zero-length edges, sliver faces, redundant faces and duplicate vertices, are removed.  Face normals and negative face areas are also corrected in this phase.

2. Geometry Simplification

This phase converts geometry into their corresponding analytic forms (e.g. arc, cone, plane, sphere, torus, etc.) wherever possible.  The geometry is analyzed prior to simplification.  The analysis determines a simplification tolerance, however you may override this value.

This step can reduce model size significantly and optimize calculations appropriately for further speed increases.  This phase also effectively converts circular and linear spline edges to arcs and line to aid in dimensioning and verification.

Be aware that even though this phase reduces complexity of some ACIS based parts, it is most useful for spline faces imported in from other applications such as IGES or FastSURF, in which case you are healing because you want to stitch faces together.

Using this phase to simplify valid solid models is NOT recommended because it simplifies to within a tolerance, and thus may change the geometry.

3. Stitching

This phase provides the means to stitch a set of faces together to form a single sheet or solid body.  Stitching involves the pairing of vertices and edges.  In the case of a surface model that lacks topology, such as from IGES, this phase adds topology to the model.  The geometry is analyzed prior to being stitched.  The analysis determines a tolerance to be used when deciding whether or not two surfaces should share an edge or vertex.  However, you may override this value and supply your own.

If the original surfaces are error free, meaning they completely enclose a volume, contain correctly pointed normals, and match within the ACIS tolerance (10e-6 default) a closed solid body will be formed.

4. Geometry Building

This phase heals inaccuracies in the model.  Geometry is built, as necessary, to correct the gaps in the model.  The analysis stage will calculate a geometry building tolerance based on the model.  However, you may override this value and supply your own.


Healing Process

A Healing Wizard dialog will walk you through the process of healing a solid body.  Each dialog box will ask you the necessary questions to complete that step in the healing process.  Use the NEXT button to proceed through the wizard.

Select Heal Solid from the Solids Tools>Maintenance options.  The "Select Entity to Heal" page appears in the Healing Wizard dialog, from which you are prompted to either:

•	Heal a single body – Allows you to select and heal a single body using either Automatic or Interactive healing.

•	Stitch multiple surfaces into a solid or Surface – Allows you to stitch multiple un-stitched surfaces into a solid or Surface.

Choose whether to Heal a single body or Stitch multiple surfaces into a solid or Surface, then click on SELECT to select the body (or Surfaces) to heal.

Once you have selected the body (or surfaces) to heal, you will be given the option to check the body before healing, through the "Check Body" dialog.

If errors are found in the body, the "Healing Method" dialog box will present you with two healing methods.  It is recommended that you allow the Body Healer to make tolerant edges if there are gaps in your body after the healing process.

If no errors are found, the "Check Results" dialog appears.  Through this dialog, you can elect to select a different body to heal, continue healing the same body (not recommended), or quit the heal process.  If you decide to continue healing, the "Healing Method" dialog then appears, with the following options:

•	Automatic Healing – Determines the appropriate tolerances to use in each healing phase and will perform all healing operations automatically.  This is the recommended method.

•	Interactive Healing – Enables you to select the healing phases and tolerances to be used during the healing process.


Automatic Healing

The entire healing process may be performed in one operation, called automatic healing (autoheal).  Automatic healing determines appropriate tolerances to use in each healing phase by first analyzing the input model.

When the automatic healing is completed, a dialog box appears displaying statistics of the various healing phases.  These results include whether the model was fully healed, partially healed, stitched only, or if automatic healing failed.  An analysis of the healed model is also included.

•	If the body does not heal 100% using the automatic healing, you will be asked if you want to try to heal the body interactively.

•	If you choose to interactively heal the body, the wizard will continue to walk you through the process.

Automatic Healing Steps

When you choose Automatic Healing in the Healing Wizard, Body Healer takes the following steps:

1)	Preprocess the body to be healed.  In this phase model inaccuracies, such as zero-length edges, sliver faces and duplicate vertices are removed.

2)	Test and simplify any spline surfaces that meet the testing criteria.  If each spline surface can be represented by an analytic surface within the simplification tolerance, then the Healer replaces the spline surface with the appropriate analytic surface (plane, cylinder).

3)	If the input consists of faces, a stitching tolerance is determined and the Healer attempts to stitch the faces into a complete solid or a single Surface.

4)	Analyze and heal the stitched geometry (build geometry to repair it).

5)	Postprocess the healed body.  During the geometry build or repair phase, models may be modified such that face normals and underlying geometry are invalid.  The postprocessing phase corrects the face normals, removes duplicate vertices and faces that are no longer associated with geometry.


Interactive Healing

Interactive healing allows you to select the healing phases and tolerances to be used in the healing process.  Using this method, you are required to monitor the healing stages as they occur.  As a result, the Interactive Healing method can take significantly longer to finish.

Interactive Healing Steps

These steps will vary based on the selections you make in the wizard.

1)	Select a method for Tolerant Edges from the "Tolerant Edges" dialog.

Based on your previous selections you will be prompted to choose either a body or several face bodies to heal.  If the healing was not successful and you’ve chosen to heal only particular faces, then the outline of these faces will appear in the "Analysis Result on Healed Body" dialog box.

The next phase in the healing process is geometry simplification.  Before geometry simplification takes place, the body is analyzed to calculate the recommended tolerance and to determine if simplification is necessary.

2)	The "Geometry Simplification" dialog box enables you to choose whether or not to perform the simplification process.  If you choose to simplify the body the recommended tolerance field will be enabled.  There is a checkbox that will allow you to simplify only planar faces.  For example, you may not want to change a cylinder-shaped spline face into a cylinder so by enabling this checkbox you will avoid such an occurrence.

The next phase in the healing process is stitching.  Before stitching takes place, the body is analyzed to calculate the recommended minimum and maximum tolerance and to determine if stitching is necessary.

3)	The "Geometry Stitching" dialog box allows you to skip this process.  If you choose to stitch the body you can change the minimum and maximum stitching tolerance to meet your needs.

The final phase in the healing process is geometry building.  Before geometry building takes place, the body is analyzed to calculate the recommended build tolerance and to determine if building is necessary.

4)	The "Geometry Building" dialog box enables you to change the recommended build tolerance to meet your needs.  There are also two additional input fields: analytic tangency tolerance and isospline tolerance.

When the healing is complete, a dialog box containing the final statistics of the healed body will be displayed.  If the body is 100% healed, press the FINISH button to complete the process.

If the healing was not successful and you chose to heal only particular faces, the "Incomplete Heal" dialog appears, and the outline of these faces will be highlighted.  These will need to be modified to completely heal the part.  If bad entities were found during the healing process, the ANALYZE BAD ENTITIES button will be enabled.  When selected, this button will allow you to view the bad entities that were encountered.  This option is disabled when a body is healed completely (note the "100 % Healed").


Tolerant Modeling

Due to enhanced ACIS functionality when importing problem data (with gaps or other problems) some inaccuracies can be accepted after healing using an ACIS tolerant edge capability.  For example, you can import a model with gaps and heal the model.  If the model doesn’t heal 100% you can place a tolerant edge on the problem edges or rebuild problem faces using the surface create capabilities to sew them into a closed, manifold solid.  By utilizing the tolerant modeling capabilities the gaps and data inaccuracies are allowed to successfully complete the desired operation.

•	This tolerant edge capability will not accommodate all types of geometry errors and modeling operations.

•	Since tolerant modeling is applied to a body that fails to heal completely and tolerance values are attached to edges and vertices, flawed models from other CAD systems can be modified.  For example, you might only import a set of surfaces that should be a solid; or, two edges might be stitched to one tolerance and another two edges to a different tolerance.  Tolerant modeling technology will allow you to work with these flawed models.

•	Be aware that when a tolerant modeled body is exported to another format (IGES, STEP, STL), it will continue to have gaps.

•	Tolerant modeling attempts to solve two problems.  The first problem is how faces that do not intersect are represented.  The second problem is how edges that do not intersect are represented.  So even when the edges do not exactly intersect, these will not be regarded as defective models, they will be considered a valid model as a result of tolerant modeling.

•	Tolerant modeling deviates from the assumption that geometry agrees with the topology.  Specifically, the geometry matches the topology with some geometric error.  Tolerant modeling means that the geometric error in the topology has to be taken into consideration when doing modeling operations and calculations.  The approach of tolerant modeling is to tolerate imperfections and work around them: let the software heal as much as possible and then attach tolerance information to uncorrectable areas.


Select Entity to Heal

Specify whether to heal a body, or stitch multiple surfaces into a solid or Surface.  Use the SELECT button to indicate the body, or surfaces, you intend to heal.

•	Heal a single body – Allows you to select and heal a single body using either Automatic or Interactive healing.

•	Stitch multiple surfaces into a solid or Surface – Allows you to stitch multiple un-stitched surfaces into a solid or Surface.

Healing Process


Check Body

Through this dialog, you are allowed to check the body for errors before attempting to heal it.

•	Yes (Recommended) – Allows you to check the body before healing.

•	No – The body will not be checked, and healing will begin when NEXT is selected.

Healing ProcessHIDD_HEAL_PROPPAGE6


Check Results

This dialog appears if the body being checked was closed and manifold, and if it does not require healing.  Through this dialog, you are allowed to select a new body to heal, continue healing the current body, or quit the Healing Wizard.

•	Yes – Choose this option to select another body to heal.  To select another, click on the SELECT button.

•	No, Continue Healing – When selected, the Healing Wizard will heal the current body (not recommended).

•	No, Quit the Healing Wizard – When selected, a FINISH button will appear at the bottom of the dialog.  Select it to end the healing session.

Click NEXT to continue.

Healing ProcessHIDD_HEAL_PROPPAGE6


Healing Method

Choose the desired healing method through this dialog.  The options are explained below.

•	Automatic Healing – determines the appropriate tolerances to use in each healing phase and will perform all healing operations automatically.  This is the recommended method.

•	Interactive Healing – enables you to select the healing phases and tolerances to be used during the healing process.

•	Click NEXT to continue.

•	Healing ProcessHIDD_HEAL_PROPPAGE6


Tolerant Edges

Tolerant Modeling capabilities allow for tolerance values to be attached to edges and vertices.  Through this dialog, you are able to specify how to handle tolerant edges with the body being healed.

Through the dialog above, you can elect to make tolerant edges if gaps are present after the healing attempt has ended, or to make tolerant edges and skip the heal process altogether (fastest solution).  You can also elect not to make tolerant edges.

Click NEXT to continue.

More on Tolerant Modeling.

Interactive Healing


Geometry Simplification

Specify whether to perform geometry simplification, or simplify only planes.  A recommended simplification tolerance appears at the bottom of this dialog.

Specify a simplification method and click NEXT to continue.

Interactive Healing


Geometry Stitching

Through this dialog, you are able to specify whether to stitch faces (attempting to make a topologically complete solid or Surface).  Recommended minimum and maximum stitching tolerances are displayed.

Configure the dialog settings as desired and click NEXT to continue.

Interactive Healing


Geometry Building

Elect to perform geometry building, which will attempt to heal the inaccuracies in the model being healed.

•	Geometry Building Tolerance is the tolerance that drives the actual geometry building of the model.  This should typically be slightly more (around 3 times) than the maximum gap size in the model.  The maximum gap size calculated during stitching is used as the geometry building tolerance for automatic healing (autoheal).  However, you may need to increase the geometry building tolerance if the healed geometry deviates substantially from the original geometry.

•	Analytic Tangency Tolerance is the tolerance that fixes tangency constraints in the model when the analytic solver attempts to heal all edges and vertices shared by analytic surfaces.  The default value of 0.01 permits translations of .01 to be performed to surfaces.

•	Isospline Tolerance is a positional tolerance that gives the upper bound for movement control points of splines during healing.  The default value is 0.01 for a reasonably large spline.

Click NEXT to continue.

Interactive Healing


Analysis Result on Healed Body

The analysis results of the attempted heal are displayed through this dialog.

Interactive Healing


Incomplete Heal

This dialog is displayed if the body was not healed %100.  Through the dialog options, you can specify the next step in the healing process.

•	Yes, Continue Healing Interactively – When selected, the Healing Wizard will attempt to heal the model interactively.

•	No, Save Partially Healed Model and End the Wizard – When selected, what changes were made to the model will be saved, and the healing session will end.

•	No, Roll Back the Geometry to Original State and End the Healing Wizard – When selected, the geometry will be "rolled back" to its original state (changes made by the heal attempt will not be saved) and the healing session will end.

Interactive Healing


Tolerize Body

Tolerizing is a form of topology healing wherein the underlying geometry is not changed (unlike the healer), and gaps between surfaces are closed by making certain edges "tolerant" of the gaps.  Local tolerances are attached to edges and vertices that exhibit gaps larger than the coincident distance.  A body which has been tolerized (made tolerant of gaps) can then be used in normal solid modeling Boolean operations that would normally expect precise model.  Imported geometry from other non-ACIS based modelers will often require Tolerizing in order for Boolean operations to succeed.

This function can be used to generate tolerant edges or vertices in a set of bodies that may require some form of tolerizing due to either gaps between surface edges, or vertices that do not lie sufficiently on a surface.

To use the function, select a set of bodies to be tolerized.  The result dialog is displayed indicating the largest gaps found and a count of the tolerant edges/vertices created.

When importing an IGES surface file, it is a good idea to simply select all the surfaces and run them through the Tolerizer.  Since the surfaces have not been stitched together there will be no tolerant edges created, but quite often some tolerant vertices will be created to indicate where a trimming curve end point does not sufficiently on a surface.  These tolerant vertices will prevent further downstream problems when stitching surfaces into a solid or just working with the individual surfaces.


Diagnose Solids and Sheet Bodies

This function performs a diagnosis of the selected solids and sheet bodies at a selected diagnostic level and optionally indicates those entities that check with problems. This function is intended for advanced users and programmers for use in diagnosing solids or sheet bodies that may exhibit unexpected results.  The function is also useful if you have imported a file from another system (via STEP, IGES, Parasolid X_T etc.) and you wish to verify the integrity of the resulting solid and/or sheet bodies.

Diagnostics Level

These 3 options are used to set the level at which the selected solids and/or sheet bodies are checked. The three levels of checking are progressively more comprehensive (and therefore slower to process).   If your solid/sheet body passes the third-level of checking (Additional Curve and Surface Checks) the model may be considered as a sufficiently valid input for modeling operations. Note that none of these options perform even more computationally intensive checks such as invalid face/face intersections at this time

The system performs a variety of data structure, topology and geometry tests on the selected entities. A progress dialog indicates the entities being checked. If problems are found, the descriptions of the errors are added to the progress dialog.

Here is a list of the most frequently encountered error messages with explanations in parentheses:

Note:  ACIS Tolerance refers to the coincident distance

•	internal position on coedge off face - (Points along an edge do not lie on its owning face within tolerance.)

•	pcurve's range doesn't include coedge's range - (The parameter range of the pcurve (parametric space curve) does not agree with its owning coedge.)

•	end vertex not on face surface - (The end vertex of an edge does not lie on its owning face within tolerance.)

•	start vertex not on face surface - (The end vertex of an edge does not lie on its owning face within tolerance.)

•	face has negative area - (The periphery loop of a face is moving in the wrong direction, which causes the face to be negative.)

•	pcurve direction != coedge direction - (The direction of the pcurve is reversed from its owning coedge.)

•	pcurve location != coedge location - (Positions on the pcurve do not match the coedge with tolerance)

•	edge start param err - (The start parameter value of the edge is inconsistent with its underlying curve.)

•	edge end param err - (The end parameter value of the edge is inconsistent with its underlying curve.)

•	start vertex not on curve - (The start vertex of a edge does not lie on its underlying curve within tolerance.)

•	end vertex not on curve - (The end vertex of a edge does not lie on its underlying curve within tolerance.)

Level to Place Problem Entities

These settings control how problem (or invalid) entities are handled by the function.

New "MovedProblemEntities" Level

If selected, those solids/sheet bodies that verify with problems are moved from their existing level to a sub-level of a new level with the name "MovedProblemEntities"

The sub-level itself is named "MovedFromLevel X", X being the original level that the entity was moved from

Active Level

If selected, those solids/sheet bodies that verify with problems are moved from their existing level to a sub-level of the active level. The sub-level itself is named "MovedFromLevel X", X being the original level of the entity that the entity was moved from

Leave Entities on Existing Levels

If selected, those solids/sheet bodies that verify with problems will not be moved from their existing level

Change Problem Entities’ Attributes to System Attributes

If checked ON, the attributes of those solids/sheet bodies that verify with problems will be changed to use the current system attributes

Draw Wireframe Entities Over Problem Geometry

If checked ON, wireframe entities are drawn over the problem areas of those solids/sheet bodies that verify with problems. The wireframe entities themselves are created on the level that the corresponding problem solid/sheet body will reside on based on the selection made in the "Level to Place Problem Entities" category. These entities are drawn in color # 15 (white) and their line width is set to 3

Attempt to Automatically  Heal the Problem Entities

If this checkbox is enabled CADKEY will attempt to heal any problem entities encountered during the verification.

After attempting to heal the entities, it is recommended that you re-run the Diagnose utility to verify that the healing process was successful.


Advanced Tools

The Advanced Tools are specialized functions that automate the process of utilizing  your models for specialized applications.  The options are:

Core Cavity Split

Wrap and Unwrap


Core Cavity Split

The Core Cavity Tool is accessed by selecting the [image] icon from the Advanced Tools pallet.  Once done the following pallet of icons will appear:

You can also access the core cavity tool though the Tools>Advanced Tools>Core/Cavity Split menu.


The Main Core Cavity Split Dialog

The main dialog is accessed by selecting the icon at left from the core cavity pallet or by the >Tools>Advanced Tools>Core/Cavity Split>Main Core Cavity" menu.  First you will be asked to select the set of bodies that you want to separate, and then the following dialog will appear.

The selected bodies will first be turned into two sided sheet bodies.  Next they will be added to a group and separated into three subgroups consisting of the bodies that can be pulled up, the bodies that can be pulled down, and the bodies that cannot be pulled up or down.  These three groups will be called the core, cavity and ambiguous groups respectively.  The up or "Mold Separation Direction" may be selected in one of three ways.  The default is to use the normal of the current construction plane.  Although you may specify an up vector or use the eye direction in any of the numbered view directions.

The levels and colors of each of the three subgroups may be selected.  In addition the amount that the core and cavity are separated by may be indicated in the "Separation Amount" box.  The default separation amount is half of the bounding box’s main diagonal.   The Core / Cavity separation function only splits bodies along edges.  However, to make a mold of a sphere or torus one needs to split the body along its silhouettes.  To do this check the Imprint Silhouettes box that is provided.

The three above pictures show a part before and after it was split.  The third picture is the same part split with the "Imprint Silhouettes" options on.  Note that the blind hole has a vertical cylindrical face, although the core cavity code was able to automatically determine that is part of the cavity because of its adjacency to other cavity faces.

One other option in the main dialog is the Angle tolerance option that is used to force faces that are near vertical into the ambiguous subgroup so that they may be manually considered.


Changing the Separation Distance

To change the separation distance select the icon, or the Tools | Advanced Tools | Core/Cavity Split | Change Separation menu.  The interface will first ask you to select a body, which must have been split into core cavity groups, and then you will have the option to change the separation amount.  You may either enter a new distance or increase or decrease the distance by 10 or 50 percent.


Splitting a Body Along An Edge

One of the main functions that the core cavity utility performs is to split bodies along their edges.

The interface will ask for a set of edges to split along.  The edges may belong to any number of bodies though they must fully enclose the body being split.

Splitting a body along an edge. (Color changed after separation to highlight the split.)


Select Core Cavity

Faces that are vertical or near vertical to the pull direction and cannot be determined to be part of either the core or cavity will be placed in the ambiguous or middle subgroup.  These ambiguous faces may be manually placed into any group with the select core cavity dialog accessible from the icon at left or the Tools | Advanced Tools | Core/Cavity Split | Select Core Cavity menu.


Wrap/Unwrap Surfaces

The Unwrap function unwraps CADKEY surfaces into flat panels.  The flat pattern is developed in a plane at the U=.5, V=.5 point on the surface.  The normal vector to the surface at this point is used to create an unwrap plane.  This means that the unwrapped panel lies in this plane and is attached to the surface at the mentioned point.  You must translate/rotate the flat pattern from its point of attachment down onto the X-Y plane.  This is done using CADKEY's X-Form Menu.  CADKEY lets you perform a translation and rotation in the same move using the OLD-NEW function, so the flat pattern can be taken from its rigged position on the surface and down onto the X-Y plane for NC cutting or plotting.


Unwrap Surface

The Unwrap function is used to un-wrap developable surfaces into flat patterns.  The flat pattern is developed in a plane at the U=.5, V=.5 midpoint point on the surface or optionally at a position indicated by the user as the "Focal point".  The normal vector to the surface at this point is used to create an unwrap plane.  This means that the flat pattern lies in this plane and is attached to the surface at the mentioned point.  You may translate/rotate the flat pattern from its point of attachment down onto any construction plane for convenience.  This is done using CADKEY's X-Form Menu.  CADKEY lets you perform a translation and rotation in the same move using the OLD-NEW function, so the flat pattern can be taken from its rigged position on the surface and down onto the X-Y plane for NC cutting or plotting.

By default, the edges of the surface are unwrapped and the area of the unwrapped surface is compared to the area of the formed surface for accuracy comparison.

Once the surface edges have been unwrapped, other curves and points lying on the surface may be unwrapped also.  Technically speaking, only surfaces which exhibit zero gausian curvature can be unwrapped without stretching or other distortion.  All developable surfaces are ruled surfaces, but not all ruled surfaces are developable.  Typically, simple well behave ruled surfaces are developable.  The unwrap function will unwrap any surface with compound curvature regardless of  true developability, therefore it is up to the user to exercise good judgment on the surfaces to be unwrapped and to be aware that as the developability decreases, so will the percent error increase.

There are some limitations with the unwrapping process, and it is important to understand how to best use the techniques that produce good results.

•	CADKEY can model a spherical surface like a ball as one complete surface. However, Unwrap can't unwrap it as a single surface.  Likewise, you would never expect even a fabric material to assume the shape of a sphere from one single flat panel.

•	Unwrap can't unwrap a more complex surface than the material can capture.


Wrap to Surface

The Wrap function performs the opposite of the Unwrap.

After a surface has been unwrapped, points and curves lying in the original unwrap flat pattern plane can then be Wrapped back onto the curved surface using the reverse procedure.  Please be aware that the Wrap function can be very CPU intensive and therefore the tighter the tolerance used, the longer it will take to perform the Wrap.


Picture It

Picture It is a visualization and data processing tool that can be used to render 3D wireframe models into realistic-looking solid models, calculate mass properties of a part and convert data formats for export.  You define the overall dimensions and shape of a wireframe design.  Using color, shading, and lighting options in Picture It, you can create models that mimic their manufactured solid counterparts.  You can also show the individual model components and how they fit together to make up a complete model, as well as analyze the mass properties of solid-looking models.  In step with the traditional manufacturing process, a three-dimensional prototype is created based on your drawing design to give it shape, form, and mass.

Picture It consists of three major modules, explained below.

Core

The surface recognition module.  Surface data for the wireframe model is generated through this module from the entities you select.

Rendering

The rendering module contains the model visualization functions.  It will support dynamic rendering mode.  Picture It utilizes the standard rendering options, located under View>Render.

Data Processing

The data processing module is responsible for calculating mass properties and data formats for export.  This involves the Mass Properties function, found in the Picture It Menu, and the Picture It Polygons feature, which can be found in the File>Import Menu.

Be aware that Picture It is a Model mode function only.  It cannot be used in Layout mode.

Preparing Your Part

Shell Generation


Tools>Picture It Menus

The Tools>Picture It pull-down and palette menus are shown below:

Tools>Picture It pull-down submenu

Tools>Picture It palette submenu


Preparing Your Part

Follow these steps to resolve design ambiguities before you attempt to render a model:

•	Use attributes to distinguish between objects within your wireframe design.

•	Use Masking from the Tools>Options>PI Shell page to mask on the attributes you assigned.

•	Picture It will not render in Layout mode.  Once you prepare a model, save it before you render it.

Click on a link below to view information specific to preparing your part for Picture It processing:

Assigning Attributes

Masking Options

Geometric Considerations

Surface Recognition

Implicit Features

Using Colors

Using Mesh


Assigning Attributes

Picture It can render a simple part without your assigning special attributes.  However, when your wireframe design describes an assembly of component parts, Picture It requires information to distinguish one component, or object, from another.

Use the Edit>Attributes options to assign attributes such as Color, Pen, Group and Subgroup, which can be used to distinguish between objects within your wireframe.


Masking Options

By choosing one or more of the attribute types listed under the Tools>Options>PI Shell page you can define a mask for rendering a part.  Before analyzing your wireframe design, Picture It segregates entities according to the mask you set.  Picture It will then analyze the entities sharing that set of attributes in order to recognize individual objects and their features.

Picture It can distinguish between objects on the basis of any combination of the following attribute types:

Color	Group	Level
Pen Number	Subgroup

The following figure shows a wireframe drawing of a circular disc with a hole and a post fitting precisely into the hole.  Because curves describing the post are coincident with curves describing the hole, Picture it cannot tell where the post ends and the hole begins.

Indistinct objects

This ambiguity may generate a flawed rendering as in the figure below. To resolve the ambiguity, move the post geometry to a different level. Then in Picture It, choose the Masking Level option.

Indistinct objects shaded without masking

The following figure shows the correct rendering that results.

The same objects shaded with level masking

When it's important to keep several components on the same level, assign different colors to adjacent objects and mask on Color in Picture It to distinguish them.  When the color is an important aspect of your model, you can first assign and then mask on Pen Number, Group, or Subgroup instead.


Geometric Considerations

Picture It requires that wireframe geometry connect end point to end point.  After you assign attributes to your wireframe check the geometry defining each individual solid object for the following problems to ensure a complete rendering.

Extraneous Entities

When your wireframe model contains curves that don't contribute to the definition of a surface boundary, Picture It identifies these entities as errors.  For example, the figure below shows a pyramid with an extra line.  To display the correct wireframe model, you must remove the line from the display.  Make sure you remove any extraneous curves that penetrate through a surface of the model, to avoid ruining the rendering.

Pyramid with extraneous line

Open-ended Boundaries

•	If your wireframe design lacks sufficient curves to completely outline a volume, your design is open-ended which results in an invalid object.  For an object to contain a volume, at least three distinct paths must exist from any vertex to other vertices, allowing you to create a three connected graph.

•	Cylinders are the exception to the "three path rule."  You can join two non-intersecting, closed curves at their end points to define a valid object or implicit feature such as a bump, depression, or hole.  See Implicit Holes in this section for an example of a cylindrical hole.

•	When one of the closed curves is a single spline, join one of the spline's nodes to the end point of the other closed curve to define a hole.

•	In most cases, you can add an entity to close an open-ended surface boundary.  Figure A needs an arc to close an open-ended boundary.  Figure B shows the same model with an arc added.

Figure A.	Model with open-ended boundary

Figure B.	Same model with arc to close boundary

Improperly Defined Edges

There must be only one edge between any pair of vertices on an object.  This condition is not met in these three categories:

•	Unconnected curves

•	Coincident curves

•	Two-sided "surfaces"

Unconnected Curves

To be recognizable, an edge must consist of curves that connect at their end points.  Even if an object appears connected, there may be small gaps or overlap between curves that define the object's boundaries.  You can verify the distance between entity end points to make sure that curves connect.  If the distance between curves is less than the configured chaining tolerance, trim or extend curves to correct the geometry.

A common problem occurs when the end point of a curve merely touches the middle of a second curve.  Trim the second curve.  Select the first curve as the trimming entity, before attempting to render the model with Picture It.

Coincident Entities

If an object contains redundant or coincident curves Picture It may render a shaded image, but identifies these entities as errors.  Check your geometry before rendering to remove redundant curves from any single object to correct your model.

Two-Sided "Surfaces"

An area bound by two curves, which form just two corners between them, does not define a unique surface.  Fig.  C shows a design that uses two arcs to imply a notch through the edge of a cube.  The arcs define a boundary, but many different types of surfaces can fit this boundary.  One solution is to create a line (or another curve) trimmed to both arcs.  Break the arcs with this line to subdivide the two-sided surface into a pair of three-sided surfaces.

Fig.  D shows another part with two-sided "surfaces" and the same part with subdivided surfaces.  Create a mesh for each three-sided surface before rendering.  See Using Mesh in this section for more information on surface rendering solutions.

Figure C.	Notched cube with two-sided "surface" and solution

Figure D.	Half cylinder with two-sided "surfaces" and solution


Surface Recognition

Picture It renders planes with any number of sides to represent faces of a model.  Picture It also renders four-sided, non-planar surfaces implied by your wireframe design.

Three-sided Surfaces

Picture It does not create a polygon mesh to render three-sided nonplanar surfaces. If your design has a three-sided surface, you can correct the geometry by replacing the surface boundaries with a mesh for Picture It to shade.

Four-sided Surfaces

To render a surface, Picture It creates a polygon mesh from surface boundary curves present in the wireframe design.  Picture It then renders this mesh the same as other wireframe curves.  If you don't like the way Picture It renders a surface, there are three ways to change the geometry:

To prevent meshing, change the surface's boundary curves so that all vertices are on the same plane. See the Box Move option in XForm for an easy way to do this.

You can subdivide the surface by creating intermediate boundaries to join opposite sides of the original surface boundary. Make sure the intermediate surface boundary connects with the original boundary at one of its end points; break entities if necessary. Adding an intermediate boundary is a simple way to control how Picture It shapes the rendered surface.

You can replace the surface boundary with a mesh for Picture It to render.  See Using Mesh in this section for more information.

Picture It does not create a mesh to render surfaces with five or more sides.  Subdivide or mesh multisided surfaces before you render them.


Implicit Features

When you create a 3D wireframe design, you use curves to define the edges of a part.  When you look at a design, it's clear which edges describe the various features of the part: its extrusions, pockets, holes, etc.  Picture It needs a little help to recognize holes occurring in your part to render them correctly.  There are two cases Picture It can encounter when analyzing the features of an object:

•	Curves defining an edge of an interior hole, bump, or depression do not connect with curves defining the rest of the object.  Because this geometry is not actually connected to the object, these are called implicit features.

•	Curves defining an edge of the interior hole do connect with curves defining the external edges of the object.  These are called explicit holes because hole geometry is connected to the rest of the object.

The generally accepted design practice for representing a hole is to draw two simple closed curves, each representing an aperture on the face of the solid object, joined to each other at an end point by a third curve.  This is an implicit hole.  Use the same method to represent bumps and depressions on the surface of an object.  Picture it readily recognizes these implicit features as long as:

•	Each closed curve is contained within a surface boundary representing a face of the object.

•	The closed curve and the boundary containing it lie in the same plane.

•	Composite curves, made up of more than one entity, have each end point joined to an end point of the opposite closed curve.

•	The curves representing the hole and the curves representing the object that contains the hole share a common masking attribute set, for example, same color, same level, etc.

If the geometry does not meet any of the above conditions, Picture It renders the hole as a separate solid instead.  See the example of an implicit hole to follow.

Wireframe representing a solid object with a simple hole

When the surface containing a closed curve of your extrusion or pocket is not a plane, join the end points of this closed curve to the surface boundary with additional curves to make this feature explicit.

Explicit Holes

A more complicated situation exists when lines (or other curves) join the geometry defining a hole to the external surface boundaries of the object.  In such cases, it can be ambiguous which closed volumes describe holes and which describe solid portions of the object.  See below for an example where the explicit hole geometry is inseparable from the geometry defining the external edges.

To resolve the ambiguity, assign the phantom line style, Line Style 4, to a closed set of curves that together describe a cross-sectional cut through the solid.  This phantom cut gives Picture It the information it needs to correctly render objects with explicit holes.

Wireframe with phantom line "cut"


Using Colors

Picture It has several ways to define colors and shading ranges for your rendered model.  To obtain good results, prepare your wireframe design by assigning every curve within a single object the same base color.  By choosing this color when defining the shaded image's Active Colors, you can render the object in shades of the same color.  It's best to assign six or fewer base colors to the geometry of your wireframe design.


Using Mesh

There is no need to create a mesh to render four-sided surfaces that curve or twist.  You must mesh any three- or multisided surface you want to render.  If you want to gain more control over the shape of a surface, however, you can still create your own mesh from the existing surface boundaries for a four-sided surface.

To render a surface over which you have created a mesh, remove the original boundary curves from the display before rendering to prevent extraneous, coincident, or unconnected geometry.  You can subdivide the surface before meshing to ensure that the mesh and the surfaces Picture It renders meet any necessary tolerances.  Make sure you remove any intermediate boundary curves before rendering.

The resolution of your mesh should match the resolution you use for rendering the entire model.  For example, if you plan to render with a Curve Segmentation value of 10, you should create mesh with the same amount of segments along any side of the surface that bends or curves.

The figures below show examples of surface meshing.  See Create>Mesh for more information.

Three-sided "surface" defined by mesh

Two-sided "surface" defined by mesh


Shell Generation

The Picture It shell can be a regular or session specific entity, and contains both modeling and rendering data.  One or more shell entities can be created for the design model, depending on the settings you have specified.  Each shell entity represents an independent object.

Attribute settings are supported by the Picture It shell entity.  If the underlying Wireframe entities from which the shell entity is based have different attributes, the attributes of the first entity in the list will be retained by the shell entity.  If the attribute cannot be extracted from the first entity, they will be extracted from the next in line.

The options available under Tools>Picture It allow you to select the geometry for shell creation, delete or clear shells, and extract Mass Property data.  These options are explained below.  Note that additional Picture It settings are configurable under Tools>Options>PI Shell.  See the Options segment of this documentation for information on these settings.

Generate Shells

Burst Shells

Clear Shells

Mass Properties


Generate Shells

Use the Select Generation function to select the entities you intend to process using the Picture It application.  Once this function is selected, the Universal Selection Menu will appear in the Conversation bar, from which you are able to select the entities to process.


Burst Shells

Use the Select Delete function to select the shell entity(s) that you intend to remove.  When this function is selected, you will be prompted to select the entity(s) to delete, using the Universal Selection Menu.  To delete all shells from a model, use the Clear Shells feature.  Note that the model you are deleting from must contain shell entities for this function to have any effect.


Clear Shells

Use the Clear Shells function to remove all shell entities from a model.  Unlike the Select Delete function, the Clear Shells function allows you to clear the current shells from a model in one quick step.  Note that the model from which you are deleting must contain shell entities for this function to have any effect.


Mass Properties

Use the Mass Properties feature to extract mass property data from a Picture It entity.  To use this feature, select Mass Properties from the Tools>Picture It options.  You are then asked to select the entities from which to extract mass property information.  Select the entities using the Selection Menu.  The "Mass Properties" dialog then appears.

See the mass properties segment for information regarding the data contained in the "Mass Properties" dialog box, shown above.


Options

The Tools>Options feature is one of the two main interfaces for configuration data.  The "Set Configuration Options" tabbed dialog box allows you to control session and user specific data.  You can set your program defaults such as start up procedures, default file directories, set selection procedures, set dimension associativity levels, and store macros, among several other options.

•	The main dialog box contains a variety of pages separated by tabs.  The tabs included are: Startup, Directories, Saving, Display, Print/Plot, Dimensions, XForm, Entities, PI Shell, Selection, Solids, Macros and Miscellaneous.  To change information on a tab, simply select the tab you want to access.

•	This dialog box will remember which page was active the last time it was closed and will start with that page active the next time it is opened.  However, if the active page was a CDE-provided page, and the loaded CDEs have changed since it was last invoked, then the active page may not be the same.

•	Any changes you make on any of the "Set Configuration Options" dialog box tabs, except Startup settings, will automatically update without requiring that you first exit the program.

The following pages are available from the "Set Configuration Options" dialog.  To view information specific to a particular dialog page, click on the appropriate link below:

Startup

Directories

Saving

Display

Print/Plot

Dimensions

XForm (Transform)

Entities

PI Shell

Selection

Solids

Mechanical

Macros

Misc


Startup

Sets the start up default settings, which include language and keyboard file to use. When you select the Startup tab from the "Set Configuration Options" dialog box, the Startup page appears:

Startup Language Selection

Sets the language for the program.  By default, this setting is set to Automatic, which will cause the program to check the language directory at startup to see how many languages have been installed.  If only one language is installed, it will be selected.  If multiple languages are located, a dialog will appear through which you will be able to specify which language you want to load by double-clicking on a language, or selecting it and hitting the [Enter] key.  When you choose a language, the program's menus, options, prompts, etc., all appear in that language.

Keyboard File

Displays the name of the keyboard file that loads at start up in the edit field.  To change the file, use the BROWSE button to select a new file.  Use the LOAD and SAVE buttons to set the new file as the default.

The button with the three dots to the right of each edit field is a browse button that brings up the "Open" dialog box, to select a file.

•	Use the LOAD button to retrieve a saved keyboard file.

•	Use the SAVE button to save the currently loaded keyboard file.

When you make changes to shortcut key assignments in the Commands tab of the Customize dialog, you will need to save them here, or the changes will be lost.

•	More on assigning commands to shortcut keys.

 Workspace File

This setting allows you to specify what workspace is loaded upon startup.  Click the browse button to search for a workspace file, or accept the default.

•	Save Current Workspace on Exit – When enabled (checked), whichever workspace is open, if any, will be saved when you exit the program.

Automatically Loaded CDE(s)

This is a list box that specifies the CDE files you want to load automatically when you start the program.  This option searches the default CDE path for the files to automatically load.  These files then automatically appear in the Applications Menu.  When an item in the list is selected for editing, a browse button appears to the right of the edit field, as in the edit fields above.  This brings up the "Open" dialog box set for selecting additional CDEs.

•	Insert New  [image] - Adds a CDE to the list of CDEs that load on start up.  Enter the name of the CDE to load at start up, or use Browse [image] to select the file from the "Open" dialog box.

•	Delete [image] - Deletes a CDE from the list of CDEs that load on start up.

•	Move Up [image] - Moves the CDE up one position in the list of CDEs.  This order is the order in which the CDEs appear in the Applications Menu.

•	Move Down  [image] - Moves the CDE down one position in the list of CDEs.  This order is the order in which the CDEs appear in the Applications Menu.


Directories

This page provides for selection of the various paths defined.  It displays the default path for a directory selected from the list.  Each path can be modified to suit your specific directory structure.  Note that any changes made to the dialog settings will take effect immediately after the OK button is selected.

Choose the Directories tab from the "Set Configuration Options" dialog box.  The Directories page appears.

1)	Select the subdirectory in the list that you want to check the default path of.

2)	The path of the highlighted subdirectory appears in the top text box.

3)	Choose the browse button to select a new default path for the selected directory from the "Browse for Folder" dialog box.

Instead of using the browse button, you can type a new path in the text box (above directories window).  You must use an existing directory in the path.

If you elect to browse for a directory path, the following Browse for Folder dialog will appear:


Saving

The settings available from the "Saving" page of the "Set Configuration Options" dialog allow you to specify how and when files are to be saved.  Note that most of these dialog options will be grayed out until the Enable Automatic Timed Save of Modified Files and Enable Automatic Creation of Backup Files options are enabled (checked).  The available settings are explained below.

Enable Automatic Timed Save of Modified Files

When enabled (checked) the settings beneath this option will become active, and you are able to specify how this feature will be applied to your sessions.

•	Amount of Time Between Save (Minutes) – Enter a value for the automatic save interval (in minutes).  For example, if you were to enter the number 10 (ten) in this field, your modified files would be automatically saved every 10 (ten) minutes.

•	Save Files in Same Directory as Original File – When checked, file versions resulting from any automatic saves that occur will be saved to the same directory as the original file.

•	Save All Files in a Specific Directory – Allows you to specify a directory to which all files resulting from automatic saves will be placed.  Use the browse button to search for a specific directory.

•	Keep Only One Generation at a Time – When checked, only the most recent save (generation) is saved.

•	Keep Multiple Generations of Saved Files – When checked, you are able to specify how many generations of each file are to be saved.  For example, if you enter 4 in this field, and have configured the feature to save modified files every 10 minutes, and work on a file for 40 minutes, all 4 generations of that file will be saved.  If you were to work on that same file for 10 more minutes in the same session, the very first generation (first automatic save) would be lost, and the most recent would then be saved as the fourth generation.

Enable Automatic Creation of Backup Files

When checked, backup files will be automatically created, per the specifications below this option.

•	Save Files in Same Directory as Original File – When checked, backup files will be saved to the same directory as the original file.

•	Save All Files in a Specific Directory – Allows you to specify a directory to which all backup files will be placed.  Use the browse button to search for a specific directory.

•	Keep Only One Generation at a Time – When checked, only the most recent backup copy (generation) of a particular file is saved.

•	Keep Multiple Generations of Saved Files – When checked, you are able to specify how many backup files are to be saved.  Enter a number in the editable field.

Enable Automatic Save of Preview

When enabled (checked) a bitmap preview of the current part will be saved with the file.  Note that this setting overrides the File>Save Preview option.  The preview can then be viewed by pressing the Preview button in the File Open dialog.


Display

The settings available from the "Display" page of the "Set Configuration Options" dialog allow you to control the various screen and interface display options, including cursor appearance, world and CPlane axis indicators, and overall screen size.

Minimum Drag Window Size

Depending on your working style, it may be desirable to increase or decrease this value, which controls how much you must move the cursor after clicking in order for a selection window to be created.  If you find that you are defining windows when you only intend to single select, enter a higher number here (e.g., 20) to increase the movement necessary to define a window.

This also affects zoom by window.  It increases the distance that the mouse must be moved before CADKEY will zoom with a single click and drag instead of requiring two clicks. In both of these cases, the rubber band will start displaying once the minimum distance is reached.

Graphics Marker Size

Sets the size by which the graphics marker will be displayed.  The size is set to 0.15 by default.

Use Custom Cursor

When enabled (checked), you will activate the custom cursor.  The color attribute of this cursor can be set through the File>Properties>Settings dialog.  The size of this cursor can be specified in this Misc dialog page (see below) when this setting is enabled.

Cursor Size

A cursor size can be specified if and only if the Use Custom Cursor setting has first been enabled (see above).  Note that it is no longer possible to specify separate x and y values as you could do in CADKEY 19.  This value is not defined to have any particular units in real-world coordinates.  That is, a value of 1 will correspond to different sizes on different monitors and at different resolutions.

Graphics Type

Open GL hardware acceleration can now be bypassed.  You are able to select from the following choices that appear in the drop-down menu for this setting: Hardware OpenGL, Software OpenGL, or Windows GDI.

•	Hardware OpenGL – Advantage is taken of hardware acceleration of OpenGL provided by select graphics cards, which can increase speed with high-end cards.  Some low-end video cards attempt to do hardware acceleration of OpenGL, but do so poorly, causing display problems.

•	Software OpenGL (default) – OpenGL rendering is used, but the program will not take advantage of hardware acceleration provided by the video card.

•	Windows GDI – The regular Windows graphics calls will be used.

Restrict detail entities to creation view

By default, detail entities are visible in all views.  When this setting is checked, detail entities will be visible only in the creation view.

Display world axis indicator in corner of viewports

When checked, the world axis indicator will appear in the lower left-hand corner of the viewport.  The world axis indicator is displayed by default.

Display world axis indicator in model

When checked, the world axis indicator will be displayed within a model.

Display CPlane axis indicator in corner of viewports

When checked, the CPlane axis indicator will in appear in the upper right-hand corner of the viewport.  The CPlane axis indicator is displayed by default.

Display CPlane axis indicator in model

When checked, the CPlane axis indicator will be displayed within a model at a fixed size.

Remove Levels from Display Memory when Undisplayed

When enabled, information about undisplayed levels will not be held in memory. If you work with very large parts, you may find that enabling this option will result in better performance. The trade-off  for this option is that it will take longer to toggle the display of levels that have previously been displayed during the current session.

Screen Size Adjustment

CADKEY gets the information about your monitor size from Windows.  If the information is correct, a 1 inch square should measure 1 inch on each side on your monitor at a scale of 1.0.  Due to variations in monitor size and settings, this information may not be accurate.  If the scale does not match up with your monitor settings, click on the "Specify size in centimeters" radio button and enter the width and height of your monitor.

This is useful for correcting the different aspect ratio (non 4:3) of certain resolution settingss, such as 1280x1024, that cause circles to appear elliptical on the screen.

•	Examples of display resolutions with 4:3 aspect ratios are 800x600, 1024x768, 1152x864, and 1600x1200.

•	Examples of aspect ratios that are not 4:3 are 1280x1024, which is a 4:3.2 aspect ratio, or dual monitors displaying a combined screen resolution, such as 2048x768, which is a 8:3 aspect ratio. Both of these screen resolutions will display distorted circles or out-of-proportion entities.

You may also have to adjust this setting if you are using multiple monitors to display the CADKEY workspace area.  If this is the case, combine the image width of both displays when adjusting the scale.


Print/Plot

The Print/Plot page contains a list of printing configurations.  The list contains Up and Down arrow buttons that can be used to re-order the list.  The list can also be reordered by clicking and dragging the names.  Below the list are eight buttons for operating on the list of configurations.  All of these operations below take effect as soon as the operation is completed.  Canceling the Tools-Options dialog will not undo their effects.  The names of the printer configurations must be unique within the list, and can not contain the characters '\', '/', or '*'.

The specific options in this dialog are:

•	New Configuration: creates a new configuration with the default settings, displays a dialog prompting for a name for the configuration, and then enters the printer configuration properties dialog.  Canceling either dialog cancels the creation of the new configuration.

•	Copy Configuration: creates a new configuration with the same values as the currently selected configuration, displays a dialog prompting for a name for the configuration, and then enters the printer configuration properties dialog.  Canceling either dialog cancels the creation of the new configuration.

•	Delete Configuration: deletes the currently selected configuration from the list, and writes the list in its current order to the registry.

•	Modify Configuration: Brings up the printer configuration properties dialog to modify the currently selected configuration

•	Rename Configuration: displays a dialog prompting for a new name for the currently selected configuration, with the current name as the default, and writes the list in its current order to the registry.

•	Set as Default Configuration: marks the currently selected configuration as the default configuration at startup.  Selecting a new configuration in the Setup dialog in the print sequence will make that configuration the default for the next print operation.  The default configuration is identified by a trailing '*' character.

•	Export Configuration: exports the currently selected configuration to a CADKEY Print Configuration (.cpc) file.  This can be used to transfer configurations to other computers.

•	Import Configuration: displays a dialog prompting for a CADKEY Print Configuration (.cpc) file, and then displays a dialog prompting for a name for the configuration.  The selected configuration is then imported with the given name. This can be used to transfer configuration from other computers.

Printer Configuration Properties Dialog Box


Printer Configuration Properties

This dialog box is displayed when you select the Modify Configuration button in the Print/Plot Properties tab of the Tools>Options dialog.

The dialog has five tabs:

General Tab

Color Tab

Width Scale Tab

Dash Scale Tab

Timestamp Tab

Calibration

The General tab contains the most common print/plot settings (e.g., print/plot region, paper orientation).

The Color, Width Scale and Dash Scale tabs can be used to control those attributes by pen number, overriding the actual entity/screen properties if you wish.

The Timestamp tab can be used to automate the inclusion of information about your .CKD files on print-outs.


General_Print_Configuration
General Print Configuration

The first page controls general settings, and allows specifying the default values that will appear in the Setup dialog during the print sequence.  It also controls the spacing in the pattern of dashed lines, and whether printing will be in portrait or landscape mode.

Print/Plot Region

Allows selection of automatic or manual control of the print region size.  The values entered here will be the default values in the Setup dialog during the print sequence.

All of Media

Prints or plots using the largest available paper region depending on how the printer or plotter was configured in Windows.  When you use All of Media, the Size box is inactive.

Specify Region

Prints or plots using a paper region that you specify.  Specify Region allows you to set a smaller paper region to print or plot in.  When you use Specify Region, you can specify a paper region using the Size boxes.

Size

Sets the size of the printing and plotting region in inches or millimeters.  Enter X and Y values for the printing or plotting region in the Size box.  Entering a value in the inches box automatically updates the value in the corresponding value in the millimeter box, and vice versa.

Offset

Sets the origin of the print or plot region in inches or millimeters to compensate for any default offset the printer or plotter adds.  Enter X and Y offset values for the printer or plotter in the Offset box.  You can have negative or positive offset values.  When entering Offset values, you can enter X and Y values that move the printing and plotting region off the paper resulting in a clipped print or plot. Entering a value in the inches box automatically updates the value in the corresponding value in the millimeter box, and vice versa.

Scale

Use Scale to scale your part to the paper size without distorting the part. Scale determines the ratio of part size to paper size.  You can let CADKEY automatically determine the scale, or you can choose your own scale. The values entered here will be the default values in the Setup dialog during the print sequence.

Auto

Scales the part to automatically reach the extents of the paper margins.

Key In

Lets you enter a plotting scale value manually.

Anchor

Use Anchor to define the position from which you move the paper drag box.  The position selected here entered here will be the default values in the Setup dialog during the print sequence.  When you finish setting up the printer in the "Printer Setup" dialog box, CADKEY prompts you to indicate a placement for the paper in the viewport.  CADKEY then displays a rectangular highlighted paper border known as a drag box.  You can move the drag box to any position on your screen.  The drag box allows you to set the paper around the part.  Drag box boundaries match the print area size you set in the "Printer Setup" dialog box.  Position the cursor in the Drag Point box and click on one of the cursor placement options:

Dashes

These input fields can be used to specify the sizes used for the line segments and spaces for the three dashed line types (dash, center, phantom) that are available.  This value is then applied to dashed lines when they are printed.  These values are expressed in either inches or millimeters.  For each line type there is a display showing the line segments and spaces that make up the line.  The three edit fields underneath control the size of the long dash, the space and the short dash respectively. Note that the Dashed Line type doesn't have a short dash so it only contains two input fields.  These input fields contain the exact values of those segments and spaces.  As you modify the values, the display field will update to show the new settings.  Again, these settings do not affect the appearance of dashed lines in your drawing; only printed lines are affected.  Note that all the gaps in center lines and the gaps as well as the two short dashes in phantom lines are defined to be the same size.  This is standard in modern business practice.

Orientation

This allows selection of either portrait or landscape as the default paper orientation for the current printer configuration.  The orientation selected here will be the default values in the Setup dialog during the print sequence.

Extract HLR/HLD in Layout Mode

Enable this checkbox if you wish to use ACIS PHL/Advanced PHL for printing HLR/HLD instances instead of using the default (HOOPS) functionality.  This may take longer to print, but it usually results in better line quality than the facetted HOOPS result.

Use Background Image for Rendering

Enable this checkbox if you wish to use the screen background color (or colors, if a gradient is defined) when printing.


Color Print Configuration

The second tab controls the color of printed entities.

Black

The entities will be printed entirely in black.  Shaded renderings will be in grayscale.

Screen Color

The entities will be printed using the color used to display them on the screen.

Set by Pen Number

The color used will be based on the entity's pen number (as specified in the Global Attributes dialog).  Click on the color button to select the color for each pen number.

The mapping from pen number to color uses well style buttons.  If you want to change the color assigned to a pen number click on the downward facing arrow in each color box to display additional color choices.  Click on OTHER to open the "Color" dialog box.  From here you can create a custom color set to any value in the 24-bit color spectrum, using a manual pick or by RGB or HSL values.

Set by Color Number

The color used will be based on the entity's color number.  Click on the cell to select the color for each color number.

Note:  The color palette displayed here is the same as the CADKEY default display palette.  Custom colors are set to any value in the 24-bit color spectrum, using a manual pick or by RGB or HSL values.

Import Colors from Current Active Part

If you select this button, the color palette will be updated to match that of the current CKD file.

Colors are defined in Colors/Attributes tab of the File Properties dialog.  Any .CKD file can be saved as a .CKT (template) file, which can then be used to create new files using all of the settings defined in File Properties.


Width Scale Print Configuration

The third page controls the scale applied to the line width of printed entities.

Not Scaled

No scale factor is applied to line widths.

Mapped by Pen Number

The value of the line width is multiplied by the scale factor for the entity's pen number.  A value of 0 means no scale factor.  A value of 1 corresponds to a 1 mm line for an entity with a line width of 1.

Mapped by Color Number

The value of the line width is multiplied by the scale factor for the entity's color number.  A value of 0 means no scale factor.  A value of 1 corresponds to a 1 mm line for an entity with a line width of 1.  To set the scale factor for a color number, select the color number in the grid, and enter the value in the edit field.  The colors in the palette are for reference only, and will display the colors specified in the palette on the Color page.


Dash Scale Print Configuration

The fourth page controls the scale applied to the dash pattern for dashed entities.

Not Scaled

No scale factor is applied to the dash sizes.

Mapped by Pen Number

The values of the dash sizes (as specified on the general page) are multiplied by the scale factor for the entity's pen number.  A value of 0 means no scale factor.

More information about mapping by Pen Number.

Mapped by Color Number:

The values of the dash sizes (as specified on the general page) are multiplied by the scale factor for the entity's color number.  A value of 0 means no scale factor.  To set the scale factor for a color number, select the color number in the grid, and enter the value in the edit field.  The colors in the palette are for reference only, and will display the colors specified in the palette on the Color page.

More information about mapping by Color Number


Pen Number / Pen Color

Lists the plot pen numbers.  The pen number relates to the pen color box.  The mapping from pen number to color uses well style buttons.  If you want to change the color assigned to a pen number click on the downward facing arrow in each color box to display additional color choices.  Click on OTHER, or any of the Color Number squares, to open the "Color" dialog box.  From here you can create a custom color set to any value in the 24-bit color spectrum, using a manual pick or by RGB or HSL values.

Follow the steps below to assign plotter pens.  Note that some of the following instructions will not apply to Inkjet and electrostatic (laser) plotters.  Inkjet and electrostatic (laser) plotters use a menu to define the line attributes in a palette, usually consisting of 16 "pens".  There can also be a number of these palettes.

To assign plotter pens:

1)	Set up your plotter pen carousel.  Remember what pen colors you placed in each pen position; for example pen 1 is black, pen 2 is green, and pen 3 is red.

You can also use several pens that are of different thickness, but the same color.  Remember which thickness you place in each pen position.

2)	Open the Control Panel in Windows and select Printers.

3)	Set up your plotter in Windows.  You must assign a color for each pen number, according to what you have in your plotter carousel.  If you are using several pens that are different thickness, but the same color, you must color code the pen assignments when setting up your plotter in Windows.

In both cases, to match the example in step 1, pen 1 should be black, pen 2 should be green, and pen 3 should be red.

4)	Close the "Printers" dialog box and the Control Panel.

5)	Choose the Print/Plot page from the "Set Configuration Options" dialog box.

6)	Select a configuration from the list (e.g., "Default," "HP5," etc.) and click on the Modify Configuration button.

7)	In the Pen Color box, assign the same pen number that you set in Windows.  To match the example in step 1, if pen 1 is black in Windows, assign black to pen 1 in the Pen Color box.


Line Width

Pen number controls the width and dash scale factors.  This is in line with the philosophy that color is used to aid in masking and in visually separating elements on screen, and pen numbers are used to control printer output.

The width field lets you enter a line width for the accompanying pen number.  This increases print quality when printing from high-resolution printers.

To change the scale factor for Line Width:

1)	Position the cursor in the box next to the color for which you want to change the scale value.

2)	Enter a line width value in millimeters next to the appropriate pen color (0 - 2 mm).  The value you enter is multiplied by the line width used in the part file.

3)	Check the results using the Print/Plot Preview option or by printing or plotting the file.


Dashes

This input field can be used to specify a scale value to be applied to the line segments and spaces for the three dashed line types (dash, center, phantom) that are available.  This value is then applied to dashed lines when they are printed.  These values are expressed in the current part file units.

For each line type there is a display showing the line segments and spaces that make up the line.  The three edit fields underneath control the size of the long dash, the space and the short dash respectively. Note that the Dashed Line type doesn't have a short dash so it only contains two input fields.

These input fields contain the exact values of those segments and spaces (in the current system units).  As you modify the values, the display field will update to show the new settings.  Again, these settings do not affect the appearance of dashed lines in your drawing; only printed lines are affected.

Note that all the gaps in center lines and the gaps as well as the two short dashes in phantom lines are defined to be the same size.  This is standard in modern business practice.


Color Number

Lists the entity colors in the current part.  This is the same default as the display palette.  If you had created custom colors in the "Display Properties" dialog box they would be represented here as well.  Custom colors are set to any value in the 24-bit color spectrum, using a manual pick or by RGB or HSL values.


Print Color Mode

The print mode and plot mode settings have been combined into a single setting.  This setting allows the color sent to the printer to be determined by the entity’s color number, determined by the entity’s pen number, or just black.

Choose one of these three modes for printing and plotting:

•	Color Number	 - Uses the entity color number assignments.  If your printer uses gray scales, grays will print when Color is on.

If your printer doesn't print one of the color number assignments, the entities may appear dashed, because the printer tried to dither the color; or they may not appear at all.  Use the printer test below to help you set useable print colors.

•	Black+White	Uses Black and White only.

When printing with Black and White, all entities that are not the background color are printed in black.  Unlike in previous versions, there is no color number that maps to white in black and white mode.

•	Pen Number	Plots the entities according to their pen number, not their assigned colors.

When you have a limited number of pens available and your pen number attributes don't match any available pens in the plot pen map, change the entity's pen attribute using the Edit>System Settings>Set Pen function.

An entity with a pen number attribute of 8 plots using pen 8, default blue in the Plot Pen Map.  If you assign green to pen 8 in the Plot Pen Map, the entity plots in green instead of blue.


List Box

The list box editor in the bottom right corner of the dialog is a new addition.  It allows for multiple printer configurations to be defined in the same installation.  The configurations for the currently selected item will be displayed on the page.

When a new item is selected in the list, the current settings are saved to the registry, and the rest of the controls in the dialog will update to the settings for the new item.  Note that this behavior is different from most other property page elements, where you must press APPLY or OK before the settings are saved.

The configuration to use can be selected in the "Print Setup" dialog box (the second dialog in the print sequence).  The last entry used will be remembered and presented as the default the next time the dialog is used.

•	Insert New [image] – Allows you to add a printer/plotter configuration to the list and name it (there is no browse option for this function).

•	Delete [image] - Deletes a device from the list.

•	Move Up [image] - Moves a print/plot device name up one position in the list.  Any changes made to the ordering will also appear in the second dialog in the print/plot sequence.

•	Move Down [image] - Moves a print/plot device name down one position in the list.  Any changes made to the ordering will also appear in the second dialog in the print/plot sequence


Print Timestamp

The Timestamp function can be used to automate the inclusion of information about your .CKD files on print-outs.

The specific information to be included on your printouts is configured in the Format Strings section at the top of the dialog.    To include one of the supported format strings, enter the code (e.g., "%%4") in one of the available input fields.

Pathname	%%1.

Filename	%%2.

Partname	%%3.

Layout	%%4.

Date and Time	%#c

The six input fields represent a specific location on your print-out.  For example, if you type %#c in the "Bottom Right" input field, the current date and time will appear in the lower right corner of your print-out.

You can also choose a Font Name, Size, and Color, as well as specify Offset values.    The offset value, expressed as a percent of the total page size, will shift the text in the specified direction(s).    Left/Right offset will move the text on the left and right towards the center by 10% of the page width.  Top/Bottom offset does the same with the page height.

Use the Test Formats button to preview your settings as they apply to the currently loaded design file. Note that a result will only be displayed if there is relevant data (e.g., the Filename code result will only display if the current file has been named/saved).


Printer Calibration

Use the options in this tab to make precise adjustments to the size of printed output. These setting provide a means to compensate for variations in the dimensions of printouts from different printers.

Create a rectangle sized to fit the desired paper dimensions (e.g. a 7" x 7" rectangle for  8.5" x 11" size paper ) and print it out at a scale of 1.0.  Measure the printed output and compare it to the model dimensions.

Enter the model dimensions and the printed output dimensions in the provided input fields.  The values can be in any units as long as the same units are used for both dimensions.

Be sure when you print the test sheets that your print scale is set to 1.0 as opposed to "Auto."


Dimensions

The attachment and associativity status of dimensions is driven by the settings located in this Dimensions tab.  Because you can enable/disable these settings, the integrity of dimension associativity will require a fair amount of discipline on your part.  Making dimensions attached to their referenced geometry will allow both dimensions and detail entities to move automatically with the modified geometry upon which they are based.  Making dimensions associative will cause their values to update with the model.  This will make for quicker and more efficient design and revision of files containing dimensioned geometry.

Note that none of the attachment and associativity settings contained in the Tools>Options>Dimensions dialog will be selectable when a file is loaded (including New File).

The settings contained in the Dimensions tab are explained below:

Dimension Attachment and Associativity

Update and Display

Prevent Un-Attached and Non-Associative Dimensions


Set Configuration Options>Dimensions

The Dimensions page of the Set Configuration Options dialog is shown below:

Tools>Options>Dimensions tab, when "Prevent Un-Attached and Non-Associative Dimensions" is checked

The Dimensions tab, when "Allow Un-Attached and Non-Associative Dimensions" is checked.


Dimension Attachment and Associativity

Attachment is determined by the integrity of a dimension’s connection to an entity.  A dimension based off of, or positioned from, geometric positions on an entity is an "attached" dimension.  For instance, a dimension attached to two endpoints of a line is an "attached" dimension.  A dimension whose positions are cursor selected, or placed using key-in, is un-attached.

A dimension is non-associative if the program cannot determine its value, or if any entity required to determine its value is deleted.  For instance, a dimension whose value is accurate and updates in accordance to changes made to the entity to which it is attached is considered an "associative" dimension.  As a result, dimensions’ whose values have been manually applied or modified are not associative.

•	Prevent Un-Attached and Non Associative Dimensions – When this setting is enabled, you will not be able to create non-associative, or un-attached, dimensions and existing dimensions will be destroyed as soon as they become non-associative and/or un-attached.

See the Prevent Un-Attached and Non-Associative Dimensions segment below for more information on how this setting impacts the handling of dimensions.

•	Prevent Un-Attached and Allow Non-Associative Dimensions – When selected, you will not be able to create un-attached dimensions, and existing dimensions will be destroyed as soon as they become un-attached.  With this setting enabled, non-associative dimensions are permitted.

•	Allow Un-Attached and Non-Associative Dimensions - When this setting is enabled, it is possible to have dimensions that are non-associative and/or un-attached.  Additional options are provided to help indicate which dimensions are non-associative, so it is still possible to ensure that all dimensions are associative.  With this setting, you are given greater freedom to modify dimensions and load files that contain dimensions that are non-associative and/or un-attached.  While this setting provides expanded editing capabilities, such editing may result in incorrect dimensions.  It is advised that you are fully aware of this if and when you elect to allow non-associative and/or un-attached dimensions.


Update and Display

The following settings are also contained in the Dimensions page.  Note that none of these options will be active when and if the Prevent Un-Attached and Non-Associative Dimensions setting is enabled.  The "Correct value…" setting explained below will only be active when and if the Allow Un-Attached and Non-Associative Dimensions setting from above is enabled.

•	Correct value of Dimensions when Re-Attached - When this setting is checked, the value of a dimension that had been re-attached will be updated to comply with its new entity association, even if the text of the dimension had previously been edited.  This option is active by default.  It is strongly advised that you activate this option whenever Allow Un-Attached and Non-Associative Dimensions is enabled.

•	Change Color of Non-Associative dimensions - When checked, any dimension that becomes non-associative will take on the color attribute you specify.  This allows for better distinction between associative and non-associative dimensions.  The dimensions that are flagged as non-associative can then be re-associated (see Re-Associate Dimensions).  When a non-associative dimension is re-associated, it will return to its original color attribute.  Because this does not affect the color attribute of the dimension, masking will still use the dimension’s original color attribute.

•	Underline Non-Associative Dimensions - When checked, the text of non-associative dimensions will be underlined by the color/line attributes you specify.  This marking method is required by ISO 129-1985E Section 4.4.3 for out-of-scale dimensions.


Prevent Un-Attached and Non-Associative Dimensions

It will be important to understand the following when this setting is enabled:

•	All dimensions must represent a geometrical measurement in the part.

•	You will not be allowed to edit the value or text of a dimension (the Edit Value and Edit Text settings in the "Edit Dimension-Text" dialog box will be disabled).

•	Dimensions can only be created from positions that are directly associated with geometry.  A dimension cannot be placed by Cursor.  However, the Cursor Position Menu option will remain active to allow for the use of the Position Snap.  Dimensions placed by Position Snap are attached.

•	If modifying or deleting an entity causes its related dimensions to become non-associative, those dimensions will be deleted.

Importing Un-Attached and Non-Associative Dimensions

If you attempt to load a file with non-associative dimensions while Prevent Un-Attached and Non-Associative Dimensions is enabled, an error message will be displayed.  To bypass the following warning dialog when a file containing non-associative or un-attached dimensions is encountered, select Don’t show this message again from the dialog.  The button you select will be remembered as your "answer" to this dialog, and that answer will be used automatically the next time the warning dialog is encountered.

•	YES - If selected, the file will continue loading, but the dimensions will not be loaded.  This dialog will reappear for the next non-associative dimension that is encountered.

•	YES ALL – If selected, the file will continue to load, but the dimensions will not load with the file.  This dialog will reappear when the next part is loaded, but it will not reappear for the next dimension found.

•	NO – If selected, the part will not continue to load.  To load this part with non-associative dimensions, close all other parts and change the setting to Allow Un-Attached and Non-Associative Dimensions in the Tools>Options>Dimensions dialog page.


XForm

This dialog contains the settings previously located in the "XForm Settings" dialog box.  The settings in this tab allow you to control the attributes of the new entities created during XForm operations.  Therefore, these options only apply to entities created using the XForm>Copy or XForm>Join.

Level Override

If this checkbox is enabled, it specifies that any newly created entities resulting from an XForm Copy or Join are always created on the currently active level.  If you turn this option off by disabling the checkbox, the level on which new entities are created is handled by the Use system attributes or Copy entity attributes options specified in the copy/join options discussed below.

Copying Options

These options apply to all XForm Copy operations.

•	Use system attributes - The copied entity (ies) is created using the system attributes.

•	Copy entity attributes - The attributes are copied from the original geometry.

Joining Options

These options apply to all XForm Join operations.

•	Use system attributes - The copied entity (ies) is created using the system attributes.

•	Copy entity attributes - The attributes are copied from the original geometry.

Ambiguity Resolution

These options let you handle ambiguities that can arise from trying to copy attributes for join curves from the generating geometry.  This generally occurs when a join curve is generated from an intersection point of two entities with differing attributes.

•	Use the system attributes - The system attributes are used whenever an ambiguity arises.

•	Prompting for an entity – You are prompted to select an entity to copy from when an ambiguity arises.  The join curve is created using the attributes of the selected entity.

•	Use Copy Options for copied entities - When this checkbox is enabled (?), it uses the Copy Options settings for the Copy portion of a Join operation.

Grouping Options

These options let you specify how to handle the copying of grouped entities.

•	Keep in same group - The new entities will be added to the existing group (if there is one).

•	Create subgroup - Creates a subgroup for copied entities.

•	Create new group - Allows you to create a new group for copied entities.

•	Do not put in any group - Creates copied entities that belong to no group.


Entities

This dialog contains the Modify Settings (previously located under Modify) and Cut Copy Paste settings. The Modify Settings options can be used to control the attributes (color, level, line style, line width, pen #, and Group status) of new entities created using the Modify Break options.  These settings only apply when new entities are created by the Modify action.  Therefore, they do not apply to the Trim options, which modify existing entities only.

Modify Break Options

•	Always use active level - When this checkbox is enabled all new entities will be created on the currently active level.  Unchecked, the entities are placed on a level consistent with the attribute option, either the system attributes or entity attributes.

•	Use system attributes - The new entities are created using the current settings for line, color, level, etc.

•	Use entity attributes - The attributes from the original geometry will be used for the new entities created by the break.

Modify Break Group Options

These options affect how new entities will be grouped.

•	Keep in same group - The new entities will be added to the existing group (if there is one).

•	Create subgroup - The new entities will be placed in a new subgroup of the existing group (if there is one).

•	Create new group - A new group will be created for the new entities.  You will be prompted to specify group options.

•	Do not put in any group - The new entities will not be grouped.

Cut Copy Paste Parent Level Options

These options will determine where in the Level Tree entities will be placed.  The first two options determine the placement of the pasted entity on the parent level.  The second two options determine the level distribution for the pasted entities.

•	Paste onto root levels - Places the pasted entity on the root of the part.

•	Paste onto active level - Places the pasted entity on the currently active level.

Cut Copy Paste Level Grouping Options

•	Place on single level - Places the pasted entities on either the root or active level, whichever was chosen as the parent.

•	Place using original level number - Places the pasted entities on a level under the parent with the same level number as they existed in the original part.


PI/Solidify

The PI/Solidify Shell page of the "Set Configuration Options" contains several settings that allow you to specify Recognition Masking and Output settings specific to the Picture It feature.  The available settings are explained below.

Output

Specify the settings that are specific to the output of Picture It shell entities.

•	Curve Segmentation – Specify a value for the number of segments used to define curves.

•	Polygon Vertices – Specify a value for the number of vertices in the polygons.

•	Use Session Shells – When selected (checked), Picture It will generate session-based shells that will not be saved to the part file.  These shell entities will only be valid during the session, and are best used for rendering purposes.

Recognition Masking

Specify a surface recognition type from the available options, listed below.

•	Level – Mask to the entities on a specific level.

•	Color – Mask to a specific color attribute.

•	Pen – Mask to a shared pen number.

•	Group – Mask to entities within a specific group.

•	Subgroup – Mask to entities within a specific subgroup.

Level Options to Place Solidified Geometry

•	Use Entity's Level  -  Creates each solid object on the same level as the original wireframe geometry. If the wireframe lies on different levels then the solid will be placed on the level of any one of those entities

•	Use Offset Level - Input an integer offset value. The level on which each solid object will be placed is determined by adding an offset value to the  current level of the  wireframe entities being solidified.

For example, if the wireframe entities selected were on level 1.2.3, and you enter an offset value of 4, the solid will be created on level  1.2.7. If the original wireframe lies on different levels then any one of                                      the levels may be used to apply the offset to

•	Use Active Level - Creates solid entities on the current active level.

•	Use Key In Level -  Input the level on which you want the solid object(s) to be created. You may either enter an integer value (or) if denoting a nested level enter integers separated by periods(.). For example entering 101.23.4.6.78 will place the solid 4 levels below level 101

Solidify Options

•	Automatically render created solids - Select this checkbox if you want the solid to be rendered once the Solidify function completes

•	Delete original wireframe geometry  - Select this checkbox if you do not wish to retain the original entities that you selected when solidifying wireframe geometry.  If the checkbox is not checked, the original entities will be retained.


Selection

This dialog contains the options for Position Snap, as well as various selection control methods that are available.

Use Specific Chaining Tolerance instead of Coincident Distance

By default, the system uses the Coincident Distance specified in the properties dialog for each part.  If you wish to override this value globally, select this option and enter the desired chaining tolerance below.

The file-specific Coincident Distance setting is located in the Units/Tolerances tab of the part properties dialog.

Chaining Tolerance

The allowable distance between entities' end points when you use any chaining selection.  The default is .0002; the minimum value is .00001; the maximum value is .0002.

Restrict chain select to CPlane

•	This allows you to constrain chain selections to the current construction plane.  This is useful if you have overlapping geometry on a 3D part, and wish to select only those entities on a specific surface.

•	Depth Tolerance - If you restrict the chaining to the construction plane, the end of all the entities in the chain will lie on that plane exactly if the depth tolerance is zero.  The depth tolerance defines how far off the construction plane the end of the entity can be and still be considered on the plane for chain select purposes.  The depth tolerance allows you flexibility in the plane.  The default value of .0002 is taken from the chaining tolerance.

Enable the Selection List

When enabled (checked), the Selection List will be activated.

Search Area Radius

Allows you to configure the size of the Position Snap search area box.  Note that this is in perceived screen inches.  So, when set to 0.2, for example, the search area radius is 0.2 inches on the screen. The smaller the radius, the closer you must come to the desired position for the snap to occur.

Key for Toggling Current Selection

Allows you to select a key (or key combination) which will cause selection toggling (e.g., cycling through available snap options).  By default, the current key is set to [Tab].

Enable Dynamic Entity Selection

Enabling this checkbox  will allow you to highlight components of your model while using any selection function,  by passing the cursor over them.  Once the desired component is highlighted, left click to select.   Unchecked, dynamic entity selction will not be used.

Enable Position Snap

This checkbox turns on and off the Position Snap functionality.  This function was previously know as Position Snap in older versions.  To enable the Position Snap, click on the checkbox and a checkmark will appear signifying that the functionality is enabled.

When a position option is selected, this will effectively trigger Position Snap with a mask set to only find that particular position.  For instance, choosing "End" will effectively turn on Position Snap with only the "End" masking option turned on.

Snap Options

Position Snap supports point (PNT), endent (END), center (CTR), midpoint (MID), quadrant (QUAD), 3D intersection (X3D), and 2D projected intersection (X2D) modes.  Nearest (NEAR) is also recognized, but it requires a keyboard action.  To enable the snap points click in the checkbox.  A checkmark appears signifying that snap option is on.

POINT	Snaps to a point entity in the drawing.

END	Snaps on the endent on all entities.

CENTER	Snaps on the center of arcs and circles.

MIDPOINT	Snaps on the midpoint of lines, arcs and circles.

QUADRANT	Snaps on the 0, 90, 180 and 270 degree quadrant positions on arcs and circles only.

3D INT	Locked position is at the depth of the intersection.  The entities intersect in 3D space.

2D INT	Locked position is at the current default depth.  The entities intersect in the current view.

Display Position Snap Tooltips

This checkbox allows you to toggle on and off the display of position snap tooltips.  When displayed, Tooltips can aid in the design process by signaling important placement positions.

If Display Position Snap Tooltips is enabled, you are able to select how, exactly, tooltips are to be displayed when used.  The following two options are available:

•	Use Windows Settings for Tooltip Display -Displays the Tooltips using the Windows settings for the feature.

•	Use Custom Settings for Tooltip Display - When selected, additional settings are activated that allow you to customize the color, font and text size of Tooltips.

Example of selection with CTR (center) Position Snap Tooltip displayed. Also shown are , custom color and font settings.

Note: This setting only affects Position Snap tooltips – it has no effect on the function tooltips which appear when you mouseover a function icon.  These are controlled by Windows, via the Display options.


Solids

Several solids related settings and configuration options are available through the Solids page of the "Set Configuration Options" dialog box.  Available in the Solids page are faceting, rendering, profile function, flowline, and progress indicator settings, among others.  These available settings are explained below.

Faceting

The two major faceting settings in this dialog are "Facet only when necessary" and "Always facet after modeling operations."  There are sub-settings available for each.  When "Facet only when necessary" is enabled, faceting will only be performed when needed after modeling operations.  When this setting is enabled, you can elect to enable the dynamic selection feature for use when prompted to select solids.

When "Always facet after modeling operations" is enabled, faceting will always occur, and all bodies in all files will be facetted if necessary.  You can elect to save facets to a design file, which would increase file size due to the additional faceting data stored with the ACIS data.  You can, however, elect not to load the ACIS data until it is necessary.  This is known as "Light Loading" of files.  This causes a much smaller file footprint.

The advantage of ACIS ray firing is that solids don't have to be facetted when a model loads and after a model changes.  The advantage of HOOPS selection is that the selection is faster, and it allows for light loading, as stated above, of the solids if the facets are saved.

When preparing to render a part you are not familiar with, it is helpful to know the rough size of the part in order to apply the appropriate surface facet tolerance.  If the part is very large, the default surface facet tolerance might be too small, causing a very large number of facets to be generated which in turn causes very slow performance.  It is therefore helpful to view the part at full scale before rendering.  Use the View>Zoom>Scale feature, and enter a scale of 1.0 and indicate the screen center somewhere on the part.  If a millimeter model had accidentally been imported into an inch part, then the model would appear to be 20-25 times larger that it should be.  When this occurs, you can use the File>Properties> Units/Tolerances tab, and change the part to the proper Unit of measurement.  Conversely, if the part appears to be extremely small at full scale, then it could be that an inch model was imported into a millimeter part, and the tolerances should be made smaller so that a sufficient number of facets will be generated.  When you change the part Units, the facet tolerances will automatically change to appropriate default values.  The part can then be rendered knowing that it will be faceted with the appropriate tolerance.

Below are a few things that will be important to understand when configuring the faceting settings:

•	If you access this dialog page while the database is locked (say, during a heal procedure), the "Facet only when necessary" and "Always facet after modeling operations" options will be disabled.

•	While .CKD files are loaded, and "Always facet after modeling" is enabled, the design file being loaded will be facetted if necessary.

•	Faceting will also occur when and if "Facet only when necessary" is enabled and "Select bodies to render" is disabled, and you display a level that happens to contain solids.

•	Rendering with the Facet only when necessary option enabled has an effect on Undo/Redo states.  This can have unexpected consequences when "undoing" the creation of rendered solids.

Rendering Solids

•	When the "Select solids to render" setting is enabled, you will be prompted to manually select individual solids to render using the Universal Selection Menu (default is off).

•	The "Render both sides of Surfaces" function, when selected, will allow for both sides of Surfaces to be fully rendered.

•	When Draw Tangent Lines for HLR/HLD in Model Mode is enabled, edges that exist between two tangent faces will appear in the HLR/HLD rendering modes.

•	When "Draw Edges as Black in Shaded mode" is enabled, all edges and flowlines will be displayed in black in the Smooth with Wireframe render mode.  Unchecked (default), the edges are displayed in the color used to create the solid.

Profile Functions

•	When the "Get attributes from profile geometry" setting is enabled, the end result of the profile function (extrude, sweep, revolve, cut or helix) will retain the attributes of the profile geometry that was used when the function was performed.

•	The "Delete original profile" setting, when enabled, will cause the original profile geometry to be deleted once the profile function has been performed.  For instance, if you sweep a circular profile with this setting enabled, the circular profile will be deleted once the sweep has been performed.

Draw Flowlines

You have the option to display U and V lines in solid bodies that you create, and can specify the number of U and V display lines using the Draw Flowlines setting.  This is a checkbox setting that, when enabled, will allow for U and V lines to appear in solids.

Note: These flowline settings will only affect solids created after the change is made. To change the flowline representation on existing solids, use the Edit>Entities>Change Flowlines function.

Solids are represented by a two-dimensional display of U and V lines.  The 3D surface representation of objects is determined by the parameters that increase/decrease in both the U and V directions.  Through the settings available from the Draw Flowlines segment of the "Solids" dialog page, you are able to specify the number of U and V lines to represent the following: Plane, Cone, Sphere, Torus, and Spline.  The minimum settings for each are listed below.

Plane	U lines: 0-256, V lines: 0-256

Cone	U lines: 1-256, V lines: 0-256

Sphere	U lines: 4-256, V lines: 1-256

Torus	U lines: 1-256, V lines: 1-256

Splines	U lines: 0-256, V lines: 0-256

•	The "Mins" and "Defs" buttons in the dialog can be used to set the U and V line settings to either their minimum or default settings, respectively.

•	The Spline Spacing options, "Even" or "Knot Points," allow you to specify how spline flowlines will be separated when displayed.  If "Even" is selected, they will be spaced evenly. The "Knot Points" parameters apply only to spline surfaces (anything that is non-analytic).  Bspline surfaces have values called knot values.  There are at least 2 values in the U and V direction.  These are commonly referred to as the "patch boundaries".  The number of knots differs for each surface.

Progress Indicators

The Progress Indicators allow you to view the status of an active operation.  Select "Show spinning prompt progress indicator" to display the spinning prompt indicator.   When the "Beep if function completes after x seconds" setting is enabled, you are able to specify when the beep prompt will activate.  For instance, if you were to enter "60" in the seconds field, the beep prompt would activate 60 seconds into the active operation.


Mechanical

This tab contains the global setting options for Fasteners, Features, Structural Shapes, and Mechanical Elements.  Some of these global settings can be overridden in the setup tabs for each individual function.

Drafting Standard

The available standards are:

•	ANSI -  USA

•	ISO -  International (Generally equivalent to ANSI Metric Standard)

•	KS – Korean Standard

•	JIS – Japan

•	DIN - Germany

Animation Options

The available animation options are:

•	Animate  Placement – If this checkbox is enabled, a ghost image of the part you have defined will be shown during placement.

•	Rotational Increment -  Use this to define the number of  "stops" displayed when you are placing a side view representation.

Fasteners

These options apply to the definition and placement of CADKEY Fasteners.

•	Enable Length Key-in – This option lets you choose whether or not to allow non-standard lengths to be entered for fasteners.  If this option is disabled, the Length text field will be "frozen" in each of the fastener dialog boxes.

•	Wire 3D Segmentation Lines – Enable checkbox to have 3D segmentation lines (i.e., horizon lines) included when the fastener is drawn.

Features

These options apply to the definition and placement of CADKEY Features.

•	Database Standard -  You can choose to use either the English (ENG) or Metric (MET) feature database (For ISO standards, choose MET.).

•	Wire 3D Segmentation Lines - Wire Enable checkbox to have 3D segmentation lines (i.e., horizon lines) included when the feature is drawn.

•	Side View Representation -  You can choose to represent side views of the features (all views except Top and Bottom) as either an Elevation or a Section.  The segmentation lines will be either dashed or solid, respectively.  (Thread line display is also affected.)


Macros

The macros tab replaces the Macro Table file from previous versions, and presents it in a more accessible format.  Each of the Startup, Root-Mode, and Immediate-Mode macro sections allow independent specification of each macro classification.

The Macro Record, Macro Pause, and Macro Play functions are located in the Tools pull-down menu (see graphic at beginning of this chapter), and can be used to record and playback commonly used functions and configurations.  Macros can be recorded and played back from the Tools Menu and from toolbar icons.

Macroized Functions

See Macros for more information on the individual Macro functions.

The following options are available for each macro designation:

•	Insert New [image] – Allows you to add a new macro name to the list.

•	Delete [image] - Deletes the highlighted macro from the list.

•	Move Up [image] - Moves a macro up one position in the list.  Startup macros will be played at startup in the order in which they appear in the list.

•	Move Down [image] - Moves a macro down one position in the list.  Startup macros will be played at startup in the order in which they appear in the list.

Startup Macros

Macros stored in this field are designated as startup macros, and will be automatically played when the program is first loaded.  You can have multiple startup macros; they will be played in the order in which they appear in the Startup Macros field.  Startup macros otherwise function the same as root macros and can have accelerator keys and/or icons assigned to them.

Root-Mode Macros

Macros stored in this field are designated as root-mode macros.  You are returned to the root (no function active) once the macro has stopped playing, even if another function was active when it was played.

Immediate-Mode Macros

Macros stored in this field are designated as immediate-mode commands.  If you play an immediate-mode macro while another function is active, you are returned to your previous position once the macro has stopped playing.


Misc

The Miscellaneous page contains several settings that do not specifically relate to the other pages, or that are mutual to more than one of them.  From this page you are allowed to set chaining tolerance values, and set the cursor size, among several other options.  When you select the Miscellaneous tab from the "Set Configuration Options" dialog box, the Miscellaneous page will appear (as shown below):

Dialog Options


Available Dialog Settings

The following settings are available from the Tools>Options>Misc page.

CADL Export Precision

Decides the precision to be used when exporting a CADL file.  The default value is 10.

Minimum Sketch Increment

This is the minimum size of a line segment for polyline sketching.  The ranges allowable are the minimum distance (1e-10) and maximum distance (1e10). If a value outside of this range is entered, you will be prompted to re-enter a new value upon clicking OK or Accept.

New Part Template

Allows you to select which template, if any, will load with the New Part (new .CKD).  If you do not intend for a template to load, the field can be left blank.

Re-enable All Disabled Warning Messages

Select this button to turn all disabled warning messages back on.  Messages can be individually disabled via a "Don’t show this message again" checkbox in each warning dialog.

Disable accelerators using Alt while in edit fields

When checked, accelerators that use the [Alt] key will be disabled while in edit fields.  This is useful if you wish to use the [Alt] key in an input field if it is otherwise required when executing CADKEY accelerators instead.

Disable accelerators using Ctrl while in edit fields

When checked, accelerators that use the [Ctrl] key will be disabled while in edit fields. This is useful if you wish to use the [Ctrl]  key in an input field if it is otherwise required when executing accelerators instead.

Disable accelerators using Shift while in edit fields

When checked, accelerators that use the [Shift] key will be disabled while in edit fields. This is useful if you wish to use the [Shift] key in an input field if it is otherwise required when executing accelerators instead.  This setting is checked by default.

Invert current function in popup menus

When enabled, icon colors in popup menus will reverse as you pass your cursor over them.  Unchecked (default), a raised (3D look) border will be displayed as you mouse-over each icon.  This matches the 3D look of the icon toolbars.

The affected menus are the color coded (i.e., green=create, blue=modify) submenus selectable from the main application palettes.

Maintain Default Menu Items

If checked, default menu items will be maintained.  This replaces the Maintain Position Menus setting from previous versions.  This setting is active (checked) by default.

Synchronize Display View and CPlane Lists

If this option is enabled, when you create and name a new display view, a corresponding construction plane will be created as well.  The reverse is also true.  Unchecked, only the current view creation mode (display or construction) will be created.

Translate CKDOS special characters when loading files

This setting is checked (activated) by default.  It allows for special characters used in DOS versions to be translated into the current format when a file is loaded that contains them.

Use Classic Mode menus

When checked, the classic mode menu and prompt line are displayed instead of the conversation bar.  The change will not affect the current keymap file as occurred in previous versions.


ONLINE CALCULATOR

With the Online Calculator you can evaluate algebraic expressions and set user-defined or system-reserved variables without leaving the software.   You can also use the Online Calculator Immediate Mode command, (Ctrl)-(I), to perform calculations or set variables whenever you want.		Calculator Topics   Overview    Using the Feature     Variables   Math and Logical Operators    Calculator Functions


Calculator Overview

With the Online Calculator you can evaluate algebraic expressions and set user-defined or system-reserved variables without leaving the software.  A variable is a value that you name and store.  It can contain certain types of data that you can modify while working in the program.  Whenever you are asked for a value, you can use algebraic expressions rather than entering numbers on the Conversation bar.

You can also use the Online Calculator Immediate Mode command, (Ctrl)-(I), to perform calculations or set variables whenever you want.  This temporarily suspends what you're doing while you perform calculations or set variables.  You can also enter an expression instead of a value, for example, 1/8 instead of .125.

Note, also, that you can use the Online Calculator to convert units "on the fly."  For instance, if you were to open an inches file and use the Create>Line>By Endpoints function and enter a Key in value of "25.4mm" (for the X coordinate), that value would then automatically be converted to "1" (inch).  Such a conversion will occur for all units and anywhere that the calculator-type edit field is displayed.  Similarly, if you were to open a millimeter file and use the Create>Line>By Endpoints function and enter a Key in value of "1in" (for the X coordinate), that value would then automatically be converted to "25.4" (mm).

CADL also uses the same variable environment, so CADL and the program can share variables across their storage environments.

•	The Online Calculator range is +/- 1.798693e308.

•	The Online Calculator prioritizes algebraic operations, the same way BASIC, FORTRAN, C and most programming languages do.  The priority of math operations is as follows: exponents, multiplication, division, addition, and subtraction.  Use parentheses ( ) to change evaluation priorities.

•	The operators and functions recognized by the Online Calculator are equivalent to their counterparts in the C programming language.  See the list under Math and Logical Operators.

•	The calculator will accept measurement input in any of the units that the program supports.  The value given will be converted to the appropriate value in the current units of the active part.  These forms can be used anywhere a number would normally be used.

Example

The calculator will accept measurement input in any of the units that the program supports.  An example of this is shown below.

Inches:	5" or 5 in or in(5)

Feet:	5' or 5 ft or ft(5)

Feet and Inches:  	5' 5"

Yards:	5 yd or yd(5)

Millimeters:	5 mm or mm(5)

Centimeters:	5 cm or cm(5)

Meters:	5 m or m(5)

In other words, if the current part has units of millimeters, then the calculator will convert an input of 1" or in (1) to 25.4.

•	If the current part has units of inches, then the calculator will convert an input of 10' 2.5" to 122.5.

•	If the suffix form is used, the suffix only applies to the number directly preceding the suffix, and can only be used after a number, not an expression.  Thus, 5 + 1 yd means 5 + yd(1), not yd(6), and (5 + 1) yd is an error.  The prefix form can contain any expression inside the parenthesis.  An input of in (1 + 2 * 3) is valid, and is the same as in (7).

•	The ‘ and " are the only suffixes that can be combined without a ‘+’ between them: 5’ 5" and 5 ft + 5 in are valid, but 5" 5’, 5’ 5 in, and 5 ft 5 in are not.


Using the Online Calculator

The Calculator is accessible from the Tools pull-down menu.  You can also press the Accelerator Key sequence for Online Calculator, (Ctrl)-(I) is the default Windows combination, or (Tab¿).  CALC> will appear in the prompt line.

Enter the expression or formula you want to evaluate, including variables and operators, and press (Enter).  If the expression is longer than the number of spaces on the Prompt Line, the text scrolls to the left as you type.  Use (£), (¡), (¢), or (¥) to move back and forth.  Use (Del) and (Backspace) to delete characters.

The results of the evaluation appear in the prompt line.

Online Calculator Example

The examples that follow show typical operations using the Online Calculator:

•	Type 0 * 2 / 5.6 and press (Enter).

142857 appears on the prompt line.

•	Type x = 4 / 10 * cos(45) and press (Enter).

0.282843 appears on the prompt line.  The program also sets 0.282843 as the value for the variable x.

•	Type x = (y = 23 / 5) + (z = @depth) and press (Enter).

4.6 appears on the prompt line.  The value 4.6 is assigned to the variable x and y.  The value of the system variable @ depth is assigned to variable z.


Variables

The following are the rules that the program follows for variables:

•	The system variables recognize and store only floating point, double precision, numeric values, even if you originally set an integer constant.

•	You can use arrays only if you have initialized them with a CADL program.  You can't use the Online Calculator to initialize arrays.  See the CADL.DOC or CADL.HLP on the CD for more information on initializing arrays.

•	With the CADL Export Precision field in the Miscellaneous tab of the "Set Configurations" dialog box, you choose the maximum number of variables that you can set at one time.  This dialog can be accessed from Tools>Options on the pull-down menu.  See Miscellaneous in the Tools chapter of this manual for more information.

•	You can create variable names up to 12 characters long.  Each variable name must start with an alphanumeric or underscore character so the program will recognize it.  Variable names are case sensitive, so robin and ROBIN refer to different variables.

•	A number of reserved variables that you can use with the Online Calculator are stored in the program.  Reserved variable names begin with @, see the listing below.


Reserved Variables

@cdlname	most recently accessed CADL filename

@cdlpath	directory path of CADL files

@color	current color

@const	current system status of 2D/3D construction switch

@depth	current depth setting

@dflt	last  value entered on the prompt line

@dimht	current system text height for dimensions

@dimscale	current system dimension scale

@dxfname	most-recently accessed DXF filename

@error	CADL/calculator error number

@fltdat[]	array used to return floating point data

@intdat[]	array used to return integer data

@key	character code for last key hit

@lastvw	number of the last view added to the database

@level	current system level

@levels[]	displayed levels mask array

@ltype	current line type

@lwidth	current line width

@noteang	current system note text angle

@noteht	current system note text height

@nread	number of data items read with last READ command

@numflt	number of items currently in @fltdat array

@numint	number of items currently in @intdat array

@numpal	number of palette colors graphics controller supports

@numstr	number of items currently in @strtdat array

@palb[256]	current system color palette BLUE values, where:  palb[n] = BLUE value (between 0 and 255) for color palette index n

@palg[256]	current system color palette GREEN values, where: @palg[n] = GREEN value (between 0 and 255) for color palette index n

@palr[256]	current system color palette RED values, where:
@palr[n] = RED value (between 0 and 255) for color palette index n

@pen	current pen value

@prtname 	name of most recently accessed part filename

@ptnname	name of most recently accessed pattern filename

@scale	current system viewing scale

@strdat[]	array used by many CADL functions to return string data

@txtasp	current system text aspect ratio for note/dimension text

@units	current system units mode, English or Metric

@view	current system view number

@vwwld	current system status of view/world switch

@xcursor	current X cursor location

@xmax	X maximum coordinate of current viewport window

@xmin	X minimum coordinate of current viewport window

@xview	last X coordinate value returned by the Position Menu  (view coordinates)

@xworld	last X coordinate value returned by the Position Menu  (world coordinates)

@ycursor	current Y cursor location

@ymax	Y maximum coordinate of current viewport window

@ymin	Y minimum coordinate of current viewport window

@yview	last Y coordinate value returned by the Position Menu  (view coordinates)

@yworld	last Y coordinate value returned by the Position Menu  (world coordinates)

@zview	last Z coordinate value returned by the Position Menu  (view coordinates)

@zworld	last Z coordinate value returned by the Position Menu  (world coordinates)

@1-@10	numeric values currently displayed on the prompt line, in order of their appearance


Math and Logical Operators

Key	Function

+	a+b	Add

-	a-b	Subtract

^	a^n	To the nth power

*	a*b	Multiply

/	a/b	Divide

(a)	precedence

a%b	a (integer) modulus b

a'	feet

a"	inches

HIDD_SPOT_LIGHT=b 	variable assignment

a == b	equal comparison

a != b	not equal comparison

a > b	greater than comparison

a < b	less than comparison

a >= b	greater than or equal to comparison

a <= b	less than or equal to comparison

a && b	logical AND operation

a || b	logical OR operation

(a) ? x:y	conditional

|	a|b	Calculates bitwise or

&	a&b	Calculates bitwise and

#	a#b	Calculates bitwise exclusive or

>>	a>>b	Shift right by count of b

<<	a<<b	Shift left by count of b

~	~a 	Calculates bitwise inverse


Online Calculator Functions

This section lists the Online Calculator functions as well as their respective actions.

abs(x)

Description	The absolute value of the number.

Arguments	You can assign any value to x, or make it an assigned variable.

Example	CALC> x = -2
CALC> -2
CALC> y = abs(x)
CALC> 2

acos(x)

Description	The arc cosine of x, in the range of 0 to 180 degrees.

Arguments	The value of x must be between -1 and

Example	CALC> y = acos(.862)
CALC> 30.45811

asin(x)

Description	The arc sine of x, a value in the range -90 to 90 degrees.

Arguments	The value of x must be between -1 and 1 degrees.

Example	CALC> y = asin(0.65)
CALC> 40.541602

atan(x)

Description	The arc tangent of x, a value in the range -90 to 90 degrees.

Arguments	x is any value or assigned variable.

Example	CALC> y = atan(17)
CALC> 86.633539

atan2(y,x)

Description	The arc tangent of y/x, a value in the range -180 to 180 degrees.

Arguments    	Any two values, with the exception that they are not both equal to zero.

Example	CALC> y = atan2(2,17)
CALC> 6.70984

ceil(x)

Description	The value of x rounded up to the nearest integer.

Arguments	Any value x.

Example	CALC> y = 5.84
CALC> 5.84
CALC> x = ceil(y)
CALC> 6

copsize (type)

Description	Size of copious entity item.

Arguments	Type can be any one of the following constants (either upper or lowercase letters may be used):

char	Character

uchar	unsigned character

int 	Integer

uint	unsigned integer

short	short integer

ushort	unsigned short

long	long integer

ulong	unsigned long

float	Float

double 	double

tcode	copious entity type code

Example	s = copsize (long)
(s will be equal to 4)

cos(x)

Description	The cosine of the angle x, a value in the range -1 to

Arguments	Any angle value, x in degrees.

Example	CALC> y = cos(67.3)
CALC> 0.385906

cosh(x)

Description	The hyperbolic cosine of the angle x, a value in the range greater than or equal to one.

Arguments	Any angle value, x in degrees.

Example	CALC> y = cosh(67.3)
CALC> 772905

dms (d, m, s)

By typing dms in the online calculator field, you can enter an angle using the degree, minute, second notation.  This will then accept the angle as specified, as 60ths for example, when both dimensioning and creating.

Description	Returns a single value in degrees using this formula:

dms = d + (m/60) + (s/3600)

Arguments	Any d, m, or s value.

Example	y = dms (23, 2, 55)
y will be equal to 20486

exp(x)

Description	Returns the value e to the x of e^x (natural exponential function).

Arguments	Any value x.

Note 	When the resultant value overflows, the value is set to the largest possible double-precision value.

Example	CALC> y = exp(3)
CALC> 20.085537

floor(x)

Because the Online Calculator does not do integer arithmetic by truncation, use floor to approximate integer arithmetic by truncation.

Description	The value of x rounded down to the nearest integer.

Arguments	Any value x.

Example	CALC> y = 5.84
CALC> 5.84
CALC> x = floor(y)
CALC> 5

fmod(x, y)

Description	Returns floating point remainder of an integer division, as modulus, x mod y.

Arguments	x and y can be any values.

Example	x = 55.32
y = fmod (x, 3)
y will be equal to 32

hypot(x,y)

Description	The length of the hypotenuse of the triangle, sqrt (x*x + y*y).

Arguments	The lengths of the two legs of a right triangle, x and y.

Example	CALC> a = 5
CALC> 5
CALC> b = 6.7
CALC> 6.7
CALC> h = hypot(a,b)
CALC> 7.5591

log(x)

Description	The natural logarithm of x.

Arguments	Any number x which is greater than or equal to zero.

Example	CALC> log(4.9)
CALC> 589235

log10(x)

Description	The base 10 logarithm of x.

Arguments	Any number x which is greater than or equal to zero.

Example	CALC> log10(3)
CALC> 0.477121

pow (a, b)

Description	Returns the value of a raised to the power of b (ab).

Arguments	a and b can be any values.

Example	x = pow (3, 5)
x will be equal to 15.5885

sin(x)

Description	The sine of the angle x, a value in the range -1 to

Arguments	Any angle value, x in degrees.

Example	CALC> y = sin(16)
CALC> 0.275637

sinh(x)

Description	The hyperbolic sine of the angle x; it can be any double-precision value.

Arguments	Any angle value x in degrees.

Example	CALC> y = sinh(34)
CALC> 0.628857

sizeof(HIDD_SPOT_LIGHT)

Description	An integer representing the size of the item specified where:

0 = undefined

1 = defined single variable

>1 = defined array of n elements

Arguments	HIDD_SPOT_LIGHT is the name of a variable or array.

Example	n = sizeof (footage)

sqrt(x)

Description	The square root of x.

Arguments	Any number x which is greater than or equal to zero.

Examples	CALC> sqrt(18.67)
CALC> 4.32088

tan(x)

Description	The tangent of x.

Arguments	Any value x in degrees.

Example	CALC> y = tan(42)
CALC> 0.900404

tanh(x)

Description	The hyperbolic tangent of x, a value in the range of -1 to

Arguments	Any value x in degrees.

Example	CALC> y = tanh(42)
CALC> 0.624921

$msg = "HIDD_SPOT_LIGHT"

Description	String variable assignment.

Example	$msg = "Hello"1


GETTING STARTED

This segment is intended to introduce you to, and get you familiar with, the interface and setup of features.  Included is an overview of the screen layout, general functionality and commands, and navigation options.  Note that this program is highly customizable, and can be configured to benefit your explicit design practices.  To view information specific to one of the following topics, click on the appropriate link.		Getting Started Topics Installing and Licensing  Starting and Exiting  Online Help  Advanced Modeling  Menu Bar  Application Menus  Workspace  Viewport  Levels  Accelerator Keys  Selection Methods  Position Menu  Vector Definition Menu  Immediate Mode Commands  Standard Dialog Box


Installation Instructions
Installing and Licensing

The segment will discuss the steps required for installing your software.  Please be sure to read the README.TXT file on the CD for additional information.

Before Installing

Install Procedures

Licensing


Before Installing

It is recommended that you do the following before installing your new version.

•	Have the packing list enclosed with the software handy. This contains information about the product you have received and account information you will need in order to register the product.

•	Review the Licensing section of this document. This file contains important information on how to register this product and obtain a license file required for use.

•	Before upgrading from an old version, it is recommended that you backup any customized files, including part files.


Install Procedures

Below are two install procedures that can be followed when installing your software.

Procedure 1 (If AutoRun is enabled)

1.	Place the CD-ROM into the CD-ROM drive.  If AutoRun is enabled, the Introducer screen will appear.  If not, please see the Procedure 2 segment below.

2.	A splash screen with multiple install options will appear.   Choose the product you wish to install (CADKEY GraphX, CADKEY Workshop, CADKEY Workshop EX, etc.).  The install program for that product will start.

3.	Click on NEXT to proceed with the installation by following the onscreen prompts.  It is recommended that you install in a new directory.

4.	After specifying a program folder, you are asked to specify a Standard.  You are able to choose between Customary American (Inches, ANSI) and International (Millimeters, ISO).

5.	Specify a Keyboard from the available options: Windows (like old CKWin) and Classic (like old CKDOS).

6.	Continue to follow the onscreen prompts and click NEXT until the software has been successfully installed.

7.	Once the software has been successfully installed, a prompt will appear asking whether you would like to register CADKEY Workshop V20.  See chapter Chapter 3 for more information on Licensing.

8.	Choose FINISH to exit the setup screen.

Procedure 2  (If AutoRun is not enabled)

If the Introducer screen does not appear upon insertion of the CD-ROM, proceed as follows

1.	Select RUN from the Start Menu.

2.	Click on BROWSE.

3.	Select STARTHERE.HLP located in the root subdirectory on the CD.

4.	Choose OK.  The Introducer screen appears.  Continue from step #2 above.

You can bypass the Introducer screen and run just the setup for the CADKEY product you wish to install by selecting the appropriate setup.exe file located in the \workshop, \workshop_ex, or \graphx subdirectory on the CD.


Licensing

With the exception of CADKEY Viewer, the software protection features built into CADKEY V21 products will not allow the software to start without a valid License File.   License Files contain information about the product, version number, license owner, license type and in most cases an ID number from your PC hardware. Because this information varies for each individual it is not included in the installation of the product or anywhere on the CD.  Instead you can generate and retrieve your License File from the CADKEY web site in just a few minutes by following the instructions below (non web-based methods are also available).  Once you’ve obtained your License File it must be saved with the name license.lic in the folder where the product is installed (for example: C:\Workshop21 or C:\GraphX21).

The methods available to obtain License Files vary based on License Type.  The Update License Summary document (or, in some cases the CD sleeve) that came with your shipment makes clear what license type you own.

License Types

Obtaining a Standard License

Obtaining a Floating License

Obtaining a Sole Operator License


License Types

The available license types are listed below.

Standard License (formerly called Workstation or Stand-alone)

Standard Licenses (most users) are locked to a hardware device chosen during the registration process.  This hardware device must be present in your PC each time your CADKEY product is started.  Locking to a portable hardware device called a SIM or Dongle allows the software and license to be installed on several PCs but used on just one at a time.

Floating License (formerly called Network)

Floating Licenses are designed to be locked to a network server. The CADKEY product can be run from any PC that has access to that server.  Multiple licenses can be included in the License File on the server and a small program called a Daemon keeps track of how many Licenses are in use and how many are available.  Because of the many variations in how networks are set up it is recommended that a qualified Network Administrator perform or assist in installation and configuring of this type of license.  Floating Licenses cost 15% more than Standard Licenses.

Sole Operator License

Sole Operator Licenses are not locked to a hardware device but the individual named in the License File is the only legal user of the software.  The license can never be transferred to another individual.  Sole Operator Licenses cost 25% more than Standard Licenses.

Educational License

Educational Licenses are not locked to a hardware device but all files generated using an Educational License are marked as non-commercial. Educational Licenses are available only to schools and students at significantly reduced prices.

Evaluation License

Evaluation Licenses are not locked to a hardware device but expire 30 days after generation. Typically an authorized CADKEY Dealer would provide these licenses to prospective users to evaluate the software.

Emergency (Temporary) License

Emergency Licenses are not locked to a hardware device but expire 4 days after generation.  These licenses are available from the CADKEY web site to customers with an active AUC.  This type of license allows users a way to temporarily work-around a hardware problem that is preventing use of their Standard or Floating License.

All License Files contain encrypted data that prevents them from being tampered with.  Details on the rights granted with each license type are contained in the End User License Agreement (license.txt).


Obtaining a Standard License

License Files for Standard Licenses must be acquired from CADKEY Corporation by completing the registration process.

1.	Run the Register program from the Start Programs menu created during product install or by double-clicking the RegisterCK.exe file found in the folder where the product is installed (i.e. C:\Workshop21).

2.	Enter your CADKEY Account Number in the space provided.     This ten digit number (XXXXX-XXXXX) can be found on the License Summary document (or, in some cases, the CD sleeve) that came with your shipment.  Your account number is also listed on AUC renewal notices from CADKEY Corporation.

3.	B

Select which hardware device on your PC your license will be locked to.  The SIM and Ethernet Card options will only be enabled if those devices are physically attached to your PC and the proper drivers are loaded in your Operating System.  CADKEY SIM drivers can be installed from the main menu of the Introducer (start_here.hlp) on the install CD.

4.	C

Choose if you will register instantly on the Web or need/prefer to fax or email CADKEY Customer Support to request your license file [image].

If registering on the web select the Register Via Web button and continue to the Registering Via the Web section, below.

If registering by fax or email select the Proceed to Fax/Email button and skip to the Registering by Fax or Email section, below.


Standard Licensing Cont'd. (Registering Via the Web)

The Register program will launch your default web browser and log into your account in CADKEY Corporation’s web-based product licensing system. The product licensing system contains a record of each new product, upgrade or update currently available for license generation.  If your account was set up with a password you will be asked for it now.  If you don’t remember the password it can be emailed to the address stored in the account.

If the hardware device you selected in the Register program was not already setup in your account the Register program will add it automatically.  You will be presented with a page listing your specific product(s) and account information.

1.	Verify that the information on your screen is correct.  When ready select the Execute License Generation button.

2.	The license will be emailed to the email address on file in your account.  Other options for downloading your license or using a simple Cut and Paste to create one can be accessed in the Review Licensed Products section of your account.

3.	Save your License.lic file obtained from CADKEY Customer Support in the folder where the product is installed (for example C:\Workshop21 or C:\GraphX21).


Standard Licensing Cont'd. (Registering by Fax or Email)

A new dialog will appear as below.

1.	Choose if you will send a fax or an email to CADKEY Customer Support to request your license file.  If sending an email go to step 3.  If registering by fax skip to step 4.

2.	Select the Email Customer Service button.  The Register program will communicate with your default email program to automatically create and queue an email to the CADKEY Customer Support team.  A final dialog will appear to confirm that this step was successful.  If your email program is setup to require manual send of email then that operation will need to be preformed in your email program. Within 2-3 business days CADKEY Customer Support will send a return email with your license file information.  Skip to Step 6.

3.	Select the Save Register.txt button.  A standard Windows file Save As dialog box will appear allowing you to save the registration information into a ASCII text file.  Select the Save button to save the file to the product install folder under the name Register.txt.

4.	Print the Register.txt file saved in Step 4 using your standard word processing program and fax the page to the CADKEY Customer Support fax number listed.  Within 2-3 business days CADKEY Customer Support will send a return fax with your license file information.  Use this information to create an ASCII text file named License.lic as instructed in the return fax.

5.	Save your License.lic file obtained from CADKEY Customer Support in the folder where the product is installed (for example C:\Workshop21 or C:\GraphX21).


Obtaining a Floating License

Floating Licenses are intended to be setup by a Network Administrator.  The Network Administrator does not need to install the full CADKEY product.  A small install called the Network Administrator Kit includes the minimum components needed and is available on the separate Network Administrator CD and also from the main menu of the Introducer (start_here.hlp) on the product or update CD.

The method for obtaining a Floating License File is basically the same as the Standard License steps listed above with the exception that SIMs can not be used as a locking device. The RegisterCK.exe program (Step 1) is installed with the Network Administrator Kit.  In the CADKEY Corporation web-based product licensing system available Floating Licenses are listed separately from available Standard Licenses (if any).   The only remaining difference is that the exact IP address or name of the server that the License File will be stored on must used as the Hardware Device Name.

The Floating License File obtained from the product licensing system will be stored on the network server.  The License File for the folder on each networked PC where the product is installed needs to be constructed by editing the Floating License File obtained from the product licensing system.

Full instructions on configuration of Floating Licenses are contained in the document Network.pdf.


Obtaining a Sole Operator License

Because Sole Operator Licenses do not require hardware information they are automatically generated and emailed to the end user if the customer account has been properly set-up.  Additionally shipments of new licenses and upgrades may include a floppy disk with a copy of your Sole Operator License.

If another copy of your license file is needed it can be obtained from CADKEY Corporation’s web-based product licensing system.  You will need your account number and password (if a password has been set). Access the Review Licensed Products section of your account for options.


Starting and Exiting

This section will explain how to start and exit the program once it has successfully been installed.

Starting the Program

Exiting the Program


Starting the Program

Once the software has been installed and configured, you can start (load) the program either by double-clicking on the program desktop icon, or by selecting the version from the Windows™ Start>Programs Menu.

The load screen and viewport will appear.  See the Viewport segment for a complete summary of the viewport.


Exiting the Program

To close, or exit, the program, follow the steps below:

1.	Select Exit from the File Menu, or the "x" button from the Windows options bar.

2.	If no changes have been made to open files since entering, the program will automatically close.

3.	If any changes had been made during the session, a "Yes/No/Cancel" dialog box will appear for each open file that had been modified without being saved after the modifications were made.

The following options are available from this dialog box:

•	YES - Select to save the current file.  If the file is new and was not previously saved, you will be prompted to enter a filename.  The file is saved.

•	NO - Select to exit without saving the current file.

•	CANCEL – Select to stop the exit sequence.  The program will remain loaded.


Online Help

This program contains a complete Help system, an on line reference tool, which includes step-by-step procedures you can follow as you work.  These procedures include examples, reference information about commands and functions, and demonstrations to help you use the functionality contained in this program.  You can get context-sensitive Help, search for a specific topic, or use the Help index to find a particular topic for which you want Help.

Accessing Help

Context-Sensitive Help


Accessing Help

The Help system can be accessed through several different methods: by choosing Help from the Menu bar, by pressing (Alt-F1), or by clicking on the Help icon on the Toolbar.

The HELP pull-down menu, accessible from the Menu Bar

Using the Help Menu

When you select Help from the Menu bar, the following options are available from the pull-down:

•	Help Topics – Select this to view a listing of all major Help topics.  You are able to scroll the list and select the specific topic you wish to view.

•	Context Help – Allows you to display Help information for specific elements of the program using a cursor pointer.  For instance, to view Help information on the Create>Line>By Endpoints function, you would simply place the pointer over the icon and click on that icon.  The Help information available for that function would then appear.

•	About - About brings up a dialog box, which contains version number and copyright information.


Context-Sensitive Help

To find out about an item on the screen, such as a command or button, click the context-sensitive Help icon in the Help menu, or click [Shift-F1].  Then click on the item for which you want help.  You can also click on the item, then press (Alt-F1) to display the Help file.

This feature is useful when seeking Help on commands, icons, screen regions, and functions. You can also choose the Help button in a dialog box to see a description of the dialog box options.


Advanced Modeling

The Workspace interface is streamlined to integrate solids and wireframe functionality into convenient function palettes and pull-down menus.  Solids and surfacing functionality has been merged into intuitive pull-down and palette menus, known as Advanced Modeling.  The Advanced Modeling application menu is accessible from the View>Control Bars submenu.

Introduction to Solid Modeling

Crossover Functions


Introduction to Solid Modeling

A wireframe CAD model only defines the edges of a surface or solid.  A solid model defines solid bodies using mathematical constructs that define every point on the surfaces or interior of an object using the ACIS solid modeling standard.  This allows you to perform functions like subtracting one body from another quickly and exactly.

If you have only a wireframe model, you do not have the data to easily perform even such a simple operation as drilling a hole through an object.  If you have defined your object using only the individual surfaces on the outside, you must calculate the intersection of the hole on every separate surface involved, then define the surfaces of the hole.  However, if you have defined your object using the available Advanced Modeling functions, performing operations like drilling holes on complex bodies takes only a click or two of your mouse.

Solids can combine all features of a complex body into a single construct and perform operations on the entire body.  Bodies do not have to be closed solids.  A body may consist of only wires, only a single face, or even disconnected faces.  Different representations of the body can even coexist in the same structure.  However, you will usually create and manipulate entire solid bodies and faces of solid bodies.

Primitive solid bodies can be created from the Create Primitives Menu.  Cubes, cones, torii, etc. can be created from this menu.  Some of the most useful functions for creating solid bodies come from the Create Extrusion, Revolution or Sweep Menu.  Foundation curves created from the Create>Advanced Splines menu can be used to easily define or modify solid objects.

Note that you can use common Wireframe functions to manipulate Solids entities.   By using the XForm functions, you are able to copy or relocate solids entities.  Or, profile curves of solids entities can be used for basic detailing functions.

However, when more complex modifications need to be made to solids/surface models, it is recommended that you take advantage of the powerful modifying and editing tools available that are available.


Crossover Functions

The general functions mentioned in this segment can be used to modify and manipulate solids/surface geometry in a file.  These "crossover" functions are explained in better depth in the documentation of their respective Menus, or on-line Help.  Note that in addition to the following functionality, the global Edit/Move and Undo/Redo can be used to manipulate solids/surface models.

Modify>Trim

Modify>Break

Transform/XForm

Edit>Delete

Edit>Attributes


Modify>Trim

The available Modify>Trim options can be used on your solid/surface models.  Follow the steps below when using a Trim function on Advanced geometry:

1.	Select the specific Trim option you wish to use from the Modify Menu.  You will be prompted to select the entity to trim.

2.	Select the solid to trim.  The particular edge or seam entity that you select is important because it must cross the trimming entity.

3.	Select the trimming entity.  This can be any line, arc, polyline, spline, conic, cubic spline, or NURBS spline.  There is no need to create a surface in order to perform this operation with solids.


Modify>Break

The available Modify>Break options can be used on your solid/surface models.  Note that the Break functions work the same as the Trim functions, except that Trim removes a portion of a single solid object, while Break divides the single object into two separate bodies.


Transform/XForm

The Transform/XForm functions listed below can be used to transform your solids/surface geometry.  Note that only the Move and Copy XForm modes for each function listed below will be effective.  Note that there is no associativity between the copied solids/surfaces and the originals.

Delta Old/New Rotate Scale Axes	Scale Full Mirror Scale UniDir Circular Array
Transform/XForm>Box Move

The XForm>Box Move function can be used to move or modify solid objects by specifying old and new base positions or by entering new X, Y, and Z, delta view coordinates.

The Box Move function works the same under solids as it does for standard entities, except that you can only box move a surface normal (in a direction perpendicular) to the surface you selected.

If you attempt to box-move a surface in a non-perpendicular direction, you will receive a "No Faces Supplied" error message.

To Box Move a solid object:

1.	Select Box Move (Window or Polygon) from the XForm Menu.

2.	Select a face to move using the standard Box Move window selection.  The face selected must be perpendicular to the screen.  You can only box move solids in a direction normal to the face you have selected.

Tips for using Box Move with Solids

The following limitations apply to Box Move when moving or modifying solid objects.

•	The object being box moved must be a manifold object. Manifold geometry is physically realizable.  A simple cube, for example, is manifold since you can physically create it.  Two cubes sharing exactly one edge are non-manifold, since they are not physically realizable.

•	Box Move will modify bodies in a transverse manner, but not in rotation.  Box Move will not work on the base of a cone because the sides of the cone need to be ‘rotated’ in order to move to the new position.  This is also the reason why Box Move will only change an object normal to the surface being moved.

•	Box Move will not work where there are multiple solutions.  An example of this is a sphere that has been subtracted from the corner of a cube.  Trying to Box Move the sphere face will not work.


Edit>Delete Single/Multiple

You can use the hotkey combination [Ctrl]-[X] (Windows keyboard) or [Ctrl]-[Q] (DOS keyboard) or select Delete from the Edit Menu to select and delete bodies.


Edit>Attributes

You can use the Edit>Attributes functions to change the color, line thickness, pen, and/or level of solid/surface geometry.  A single solid cannot be multicolored, or have multiples of the other attributes.  This action will update the rendering if active.

Although a single solid cannot be multicolored, you can change the colors of individual faces during rendered output, by using the Edit>Attributes>Set Face Color function.


Menu Bar

Functions can be accessed from either the icon palettes or Menu Bar pull-down menus.  The Menu Bar contains pull-down menus for File, Edit, View, Create, Modify, Detail, Transform (XForm), Layout, Tools, Add-Ins, Window and Help.  Any CDE programs that you load will appear in the Add-Ins pull-down from the Menu Bar.  Where in previous versions several functions were located only in their respective icon palettes, you are allowed to design directly from the Menu Bar, if you so choose.  For many functions, keyboard assignments appear in their respective pull-down menus.

The following pull-down menus are accessible from the Menu Bar.  To view information specific to a particular pull-down menu, click on the appropriate link below.

File Menu

Edit Menu

View Menu

Create Menu

Modify Menu

Detail Menu

Transform (XForm) Menu

Layout Menu

Tools Menu

Add-Ins Menu

Window Menu

Help Menu


File Pull-Down

The following options are contained in the File pull-down menu.  Refer to the File segment for complete descriptions of these available options, and see the Data Exchange segment for the available Import/Export options.

•	New - Creates a new part in a new design file.

•	New by Template - Allows you to create a new part in a new design file by a previously saved template.

•	Open - Opens an existing design file.

•	Close - Closes the active file.

•	Close All - Closes all open design files.

•	Save - Saves the active design file.

•	Save As - Saves the active design file with a new name, drive, or path.

•	Save All - Saves all active design files.

•	Save Preview - Saves a bitmap image of the entire viewport.

•	Properties - Opens the "Properties" tabbed dialog box.  Here, the file, part and user properties can be set.

•	Import - Imports IGES, AutoCAD DXF, or AutoCAD DWG files, as well as other formats.

•	Export - Exports the part file by formats such as: CADL, IGES, AutoCAD DXF, AutoCAD DWG, or Graphics files.

•	Batch Translator - Can be used to translate multiple files of the same format.

•	Print - Prints or plots the currently displayed part.

•	Print Preview - Previews printed or plotted output.

•	Print Setup - Changes the printer or plotter and printing or plotting options.

•	Recent Files - Lists the last eight files used.

•	Workspaces - Allows you to manage your workspaces, and lists the most recently used workspaces.

•	Exit - Quits the application.


Edit Pull-Down

The following options are contained in the Edit pull-down menu.  Refer to the Edit segment for complete descriptions of these available functions.

•	Undo - When you decide that the last command you executed is not what you wanted to do, select Undo to reverse it.  Note this function will only be activated when an Undo/Redo chain has been created.

•	Redo - Clicking this button will redo the last modeling operation reversed by Undo.  The Redo function is intended for use immediately after an Undo.  Note this function will only be activated when an Undo/Redo chain has been created.

•	Undo/Redo Multiple - Allows you to Undo/Redo multiple times in succession.  Note this function will only be activated when an Undo/Redo chain has been created.

•	Purge Undo - Use this function to clear the history database for the current part file.  Once you have purged the history database, you will not be able to undo/redo any previous modeling operations.  Note this function will only be activated when an Undo/Redo chain has been created.

•	Delete - Allows you to delete entities.

•	Cut  - Cuts the selected entities to be pasted in a different location.

•	Copy - Makes a copy of the selected entities to be pasted in a different location.

•	Paste - Retrieves an entity or object that has been cut or copied and places it in the selected location.  Note that this function is only active when an element has been copied first.

•	Copy to Clipboard - Allows you to copy raster or vector images to the clipboard.

•	Set Mask - Allows you to set the masking attributes.

•	Entities - Contains entity modify options.

•	System Settings - Allows you to set various system attributes, as well as 2D/3D, View/World, Quick Trim, and Line Limits.

•	Activate OLE - Activates an existing OLE object.

•	Paste Object - Allows you to paste an OLE object from the clipboard.

•	Paste Special - Use to control how an OLE object is pasted from the clipboard.

•	Insert New Object - Use to directly insert an OLE object into your drawing.

•	Links - Use to control the display of linked OLE objects.  (Active only when there are linked objects in the drawing.)

•	Object - Allows you to edit an embedded object in a file.


View Pull-Down

The following options are contained in the View pull-down menu.  Refer to the View segment for complete descriptions of these options.

•	Control Bars – Allows you to display default control bars, as well as any palette menus.

•	Lock Control Bars - Allows you to lock control bars in their current workspace positions.

•	Magnify Window - Toggles display of the Magnify Window.

•	Zoom - Contains the available zoom functions.

•	Pan - Contains the available pan functions.

•	Rotate - Contains the available rotate functions.

•	View Back – Allows you to select backwards from a chain of previous views.

•	View Forward – Allows you to select forward from a chain of previous views.

•	Render - Contains the rendering display options.

•	Viewport Layout - Contains the viewport layout options.

•	Level - Contains the available Level organization/modification options.

•	Display View - Allows you to change the display view.

•	Construction Plane - Allows you to change the construction plane.

•	Construction Depth – Allows you to change the current construction depth setting.

•	Grid and Snap - Contains the available Grid / Snap options.


Create Pull-Down

The following options are available from the Create pull-down menu.  Refer to the Create segment for complete descriptions of these functions.

•	Line - Contains the options available for creating Lines.

•	Arc - Contains the options available for creating Arcs.

•	Circle - Contains the options available for creating Circles.

•	Point - Contains the options available for creating Points.

•	Rectangle - Contains several Rectangle creation options.

•	Polyline - Contains the available Polyline creation options.

•	Spline - Contains the options available for creating Splines.

•	Conic - Contains the options available for creating Ellipses, Parabolas, and Conics.

•	Mesh – Contains the options available for creating Mesh.

•	Segment - Contains options for Segmenting geometry.

•	Primitive – Contains the options available for creating solid primitives.

•	Swept – Contains the options available for creating solid sweeps.

•	Surfaces – Contains the options available for creating surfaces.

•	Advanced Points – Contains the options available for creating Advanced Point entities.

•	Advanced Splines – Contains the options available for creating Advanced Spline entities.

•	Planes – Contains the options for Plane creation.

•	Vectors – Contains the options for creating Vectors.


Modify Pull-Down

The following options are contained in the Modify pull-down menu.  Refer to the Modify segment for complete descriptions of these modify options.

•	Trim - Contains the available Trim options.

•	Break - Contains the available Break options.

•	Fillet - Allows you to modify geometry by creating fillets.

•	Chamfer - Allows you to modify geometry by creating chamfers.

•	Spline - Contains the available modify Spline options.

•	Boolean – Contains the available Boolean modification options.

•	Advanced Trim/Split – Contains the available Advanced Trim/Split modification options.

•	Feature – Contains the available Feature options.

•	Warp – Contains the available body warping options.

•	Topology – Contains the available modify Topology options.

•	Face – Contains the available face modification options.

•	Solid Blend – Contains the available Solid Blend options.

•	Solid Chamfer – Contains the available Solid Chamfer options.

•	Plane – Contains the available Plane modification options.

•	Vector – Contains the available Vector modification options.


Detail Pull-Down

The following options are available from the Detail pull-down menu.  Please refer to the Detail segment for complete descriptions of the following functions.

•	Linear Dimension – Contains the options for creating Linear Dimensions.

•	Radial Dimension – Contains the options for creating Radial Dimensions.

•	Angular Dimension – Contains the options for creating Angular Dimensions.

•	Baseline Dimension – Contains the options for creating Baseline Dimensions.

•	Chamfer Dimension – Contains the options for creating Chamfer Dimensions.

•	Coordinate Dimension – Contains the options for creating Coordinate Dimensions.

•	Automatic Dimensioning – Contains the Automatic Dimensioning options.

•	Symbol – Contains the options for creating Symbols.

•	Notes – Contains the options for creating Notes.

•	Crosshatch – Contains options for creating Crosshatching.

•	Detail Lines – Contains the options for creating Detail Lines.

•	Section View – Allows you to create a Section View.

•	Cutting Plane Line – Allows you to create Cutting Plane Lines.

•	Re-Associate Dimension – Allows you to Re-Associate Dimensions that are non-associative.

•	Settings –Contains the Detail Settings options.


Transform Pull-Down

The following options are available from the Transform (XForm) pull-down menu.  Refer to the XForm segment for complete descriptions of these available functions.

•	Delta – Contains the Delta transform options.

•	Old-New – Contains the Old to New transform options.

•	Rotate –Contains the Rotate transform options.

•	Scale – Contains the Scale transform options.

•	Mirror – Contains the Mirror transform options.

•	Project – Contains the available options for transforming entities using Project.

•	Helix – Contains the options for helical transform.

•	CArray – Contains the options for transforming entities by Circular Array.

•	Box Move – Contains the options for transforming entities by Box Move.

•	Chain Offset – Allows you to create a Chain Offset of selected entities.


Layout Pull-Down

The following options are available from the Layout pull-down menu.  For complete descriptions of the functions listed below, please refer to the Layout segment.  Note that several of these menu functions will not be active unless Layout Mode is active.

•	Layout Dialog – Allows you to create a new layout using the "Layout Control" dialog box.

•	Layout Mode – Toggles between Model and Layout mode.

•	Active Instance – Allows you to change the current Active Instance.

•	Paper Border –Toggles the display of the layout Paper Border.

•	Layout Geometry – Allows you to Tag/Untag layout-specific entities.

•	Instance – Contains options that allow you to create and burst instances.

•	Instance Locate – Contains options that allow you to position, resize and align instances.

•	Instance Display – Allows you to modify the display of instances.

•	Show Instance Geometry – Allows you to highlight instance-specific and tagged geometry.

•	Instance Geometry – Contains options that allow you to modify instance-specific geometry.


Tools Pull-Down

The following options are available from the Tools pull-down menu.  Refer to the Tools segment for complete descriptions of the non-solids/surfacing options.

•	Verify – Contains the available options for verifying data.

•	Calculator – Prompts the calculator feature to appear.

•	Assemblies – Contains the available Assemblies options (see the Assemblies chapter of this manual for complete descriptions of these functions).

•	Composite – Contains the available Composite functions.

•	Group – Contains the available Group functions.

•	Solids Tools – Contains several Solids Tools, such as Extract functions.

•	Picture- It – Contains the available Picture-It shell tools and the Mass Properties feature.

•	Macro Record – Allows you to record your own macros.

•	Macro Pause – Allows you to pause a macro currently being recorded.

•	Macro Play – Allows you to play a stored macro.

•	Customize - A dialog box appears which allows you to configure toolbars as well as control which toolbars will be shown and their display characteristics.

•	Options - This is one of the two main interfaces for configuration data.  The "Set Configuration Options" tabbed dialog box that appears allows you to control session and user specific data.


Add-Ins Pull-Down

The following options are available from the Add-Ins pull-down menu.  Refer to the Add-Ins segment for complete descriptions of these options.

•	CDE Open – Allows you to open, or load, a CDE program.

•	CDE Close – Allows you to close a CDE program that is currently open.  Note that this function will only be active when a CDE program is open.

•	CDE Execute – Use this function to execute, or start, a function in an open CDE program.

•	CADL Execute – Allows you to execute, or run, a CADL File.


Window Pull-Down

The following options are available from the Window Pull-down menu. Refer to the Window pull-down menu section for complete descriptions of the following options.

•	Split – Allows you split your viewport into multiple sections.

•	Cascade - Cascades the display of the currently open documents (windows).

•	Tile Horizontally - Tiles the display of the currently open documents horizontally.

•	Tile Vertically – Tiles the display of open documents vertically.

•	Arrange Icons – Automatically arranges the icons of any minimized windows.

•	Open Documents (checkbox) – Displays the open documents and allows you to toggle their display.

•	Windows – Allows you to manipulate the open windows, through the Windows Dialog Box that appears when the option is selected.


Help Pull-Down

The following options are available from the Help pull-down menu.

•	Help Topics – Displays the available on-line Help Topics.

•	Context Help – Allows you to view Help information on a specific function or element of the program by selecting one with a cursor pointer.

•	About… – Displays the information relative to this release.


Selecting Functions

Note that you can select functions from the Menu bar, Application Menu, History Line, or from a custom Toolbar.  Using your mouse, simply click on the option, button, or icon for the function or option that you intend to use.

When using the keyboard to access the menus, press (Alt) to make the Menu bar active.  Use (¡) and (¢) to navigate right and left across the Menu bar.  To open a highlighted menu, press (Enter).  Once the menu is open, use (£) and (¥) to navigate up and down the pull-down menu.


Application Menus

The Application Menus are initially placed in the upper left of the screen under the Conversation bar.  However, it is vertically and horizontally dock-able.  You have the ability to have multiple application palettes visible and active at the same time.  Design functions can be accessed through the two Application Button Menus: Modeling and Advanced Modeling.

Modeling Menu

Advanced Modeling Menu

Function Menu


Modeling Application Buttons Menu

Below are the five Application Button Menus available from the Modeling palette.  The Modeling palette is displayed in the Workspace upon initial startup, and can be toggled by selecting the Modeling option in the View>Control Bars Menu.

Create

Creates geometric entities, such as lines, arcs, or curves.

Modify

Modifies geometric entities.

Detail

Adds detailing and dimensioning to entities.

XForm (Transform)

Moves or edits entities using transformation methods.

Layout

Creates various instance layouts of a geometric entity or model.

Tools

Contains Assemblies, Composite, Group, Verify, Features/Fasteners/Mechanical Elements functions, among others.


Advanced Modeling Buttons Menu

There are three application menus in the Advanced Modeling palette: Create, Modify, and Tools.  These menus contain both solids and surfacing functionality.

Create

Allows you to create solid Primitives, Sweeps, Surfaces, Planes, Vectors, and other advanced geometry.

Modify

Allows you to modify advanced geometry.

Tools

Allows you to Extract geometry or data, Duplicate a body, and Maintain solids, among other advanced functions.


The Function Menu

The bottom half of the Application Menu Window will contain up to sixteen icons associated with the selected Application button.  For example, when you choose Create from the Application Buttons Menu, the function buttons associated with Create appear.

Notice there are two styles of function buttons:

Gray button with arrow

When you select a button with an arrow, a function submenu, also called a pop-out window, appears.  For example, when you choose Create, Line from the Application Buttons Menu, the fifteen options associated with Line appear as icons, as shown below:

The Create>Line icon button (button with arrow) and the Line functions submenu (colored buttons)

Colored button

When you activate these buttons you select and perform a function.  In the graphic above, the "colored buttons" are those contained in the Create>Line pop-up window.


Workspace

When the program opens, it will attempt to load the most recently used workspace.  This workspace will contain all of the toolbars that you were working with in the last session.  If there isn't one, then it will attempt to load the default workspace.

•	The workspace contains the information about the location of all the toolbars and windows.  It does not impact the actual data content of the part.  This allows for multiple working modes, or personal configurations for those who have to share workstations.

•	You have the ability to have multiple workspaces saved and a Most Recently Used list in the File pull down menu allows you to easily switch between them.  The ten most recently used files will be stored.

•	The color attributes of the various workspace elements can be set and changed from the Colors/Attributes page of the File>Properties dialog.

•	The workspace is divided into different areas.  These areas allow you to work or give you information about the program.  Each of these areas is described in their own section.

To view information specific to one of the following topics, click on the appropriate link below.

History Bar

Prompt Line

Data Entry Fields

Toolbars

Moving Screen Elements

Tooltips


History Bar

The History Bar is docked at the lower left of the workspace by default, and looks like a common toolbar that you might create.  Like other toolbars, this one can be undocked and docked elsewhere in the workspace.  The History Bar maintains a scrolling record of the recent functions used, where the most recent appears at the far right.  Note that the icons appearing in the History Bar can be selected as a shortcut to re-execute their respective functions.

An example of the History Bar

If you are going to use a particular function often in your work session, you can drag the icon for that function from the History Line to a custom Toolbar. This is especially useful when you frequently use a function that appears in a fly-out menu.


Prompt Line

The Prompt Line provides information and instructions that help you choose options within a function, or indicate the current mode of a function.  The prompt describes the action you need to perform.

In the graphic above, the Conversation bar contains the common position options.  In this instance, the Create>Line by Endpoints function has been selected.  The Prompt Line in the above Conversation bar appears below the position options, and reads, "Indicate start position/Select Position."

Prompt Descriptors

The following describes frequently used prompt words:

Indicate	Use the cursor or an option to select a new entity or location.

Choose	Make a selection from a currently displayed menu.

Select	Use the cursor or an option to choose an existing location or entity mark, or to highlight an icon.

Enter	Type a value or values from the keyboard.  You can use the numeric keypad to enter values when (NumLock) is on.

X, Y, Z	Enter coordinates for a world coordinate position.

XV, YV	Enter coordinates for a display-view position.

XC, YC, ZC	Enter coordinates for a construction plane position.

dX, dY, dZ	Enter delta values for world coordinates.

dXV, dYV, dZV	Enter delta values for view coordinates.

dXC, dYC, dZC	Enter delta values for depth coordinates.

R, A	Enter polar values for coordinate radius and angle.


Data Entry Fields

When a prompt appears that has one or more data entry fields, a default value may appear in the field.  To accept the default, just press (Enter) or choose ACCEPT.  To change the default, type in the value you want and press (Enter) to accept the value and move to the next data entry field.

A default is a value for numbers, conditions, or filenames that is already set.  As a general rule, if you are a first-time user, or unsure of what value to use, accept the default.  You can always go back and make changes later.

Online Calculator

Within a data entry field, whenever you are asked for a value, you can use the On-line Calculator to evaluate algebraic expressions and set user-defined or system-reserved variables.  For information on Online Calculator, see the Online Calculator chapter in the manual.

Note, also, that you can use the Online Calculator to convert units "on the fly."  For instance, if you were to open an inches file and use the Create>Line>By Endpoints function and enter a Key in value of "25.4mm" (for the X coordinate), that value would then automatically be converted to "1" (inch).  Such a conversion will occur for all units and anywhere that the calculator-type edit field is displayed.  Similarly, if you were to open a millimeter file and use the Create>Line>By Endpoints function and enter a Key in value of "1in" (for the X coordinate), that value would then automatically be converted to "25.4" (mm).


Toolbars

Windows style toolbars provide additional user control and customization.  Using the "Customize" dialog box accessible from Tools>Customize on the Menu bar, you can control which toolbars will be displayed, as well as their display characteristics.

The toolbars will dock to one another as they do in many other Windows applications or they can be floated.  The number of toolbars you can display will only be limited by available screen space.  You can place the toolbars wherever you choose on the screen by docking them where you like.  Note that toolbars can now be docked horizontally or vertically.

If the [Ctrl] button is held while dragging a toolbar, you will not be able to dock it.

Upon initial startup, a default workspace (DEFAULT.WSP) will be loaded.  This workspace will contain a default set of toolbars.  They are docked horizontally to the top of the screen under the Menu bar similar to previous versions.

Creating a Custom Toolbar

Customization Hints


Creating a Custom Toolbar

You are able to create custom toolbars using several methods.  A general method for creating custom toolbars is done through the Tools pull-down menu.  The "Customize" dialog will appear when you select Customize from the Tools pull-down menu.  Contained in this dialog are the options that allow you to create and name a toolbar, and the available function icons that can be used to configure your toolbar(s).

Follow the steps in the example below to create a custom toolbar.  In this example, a toolbar is being created that will contain the available Import function icons.  Note that you can name your custom toolbar as you like, and drag and drop any of the available icons to it.

When the Commands tab of the "Customize" dialog box is not active, because either the dialog isn't open or it's on the Toolbars tab, you will need to hold down the [Alt] key and drag an icon to move it.  Or if you hold down the [Ctrl] + [Alt] keys before you start dragging, a copy of the button is made and the original stays in its current location.  Be sure to press the keys before you start dragging and once you begin to move you can release the keys.  You can press [Esc] to cancel a drag.  Note when dragging a button off of the History bar it will always be a copy.  Note that you cannot drop buttons onto the History bar.

1.	Select the Tools pull-down menu, and go to Customize>Toolbars.

2.	Select the NEW button.

3.	You will be asked to create a name for the new toolbar.  For instance, "Example."  A new toolbar with the name you had given it will appear in the workspace.  At first, the toolbar will be empty.

4.	Once the toolbar "space" has been created, click on the Commands tab.

5.	Scroll the list of Commands until you find Import.  Select Import from the list.  The available File>Import commands will appear beside the scroll list.

6.	One at a time, select a command and drag it to the new toolbar you have created.

The Tools>Customize>Toolbars dialog, where a new toolbar called "Example" has been created

The Tools>Customize>Commands dialog, where Import has been selected (note the Import commands under "Buttons")

An example of a toolbar, where the buttons from Tools>Customize>Commands>Import were dragged and dropped


Customization Hints

When dragging and dropping an icon or button to a toolbar, it will be important to keep these things in mind:

•	If you drop a button over a toolbar, the button will be added to that toolbar.

•	If you drop a copy of a button anywhere else, a new toolbar is created.

•	If you drop a non-copied button anywhere else, the button is deleted.

•	If you drag a button on an existing toolbar a small distance away from an adjacent button, then you will create a separator between those buttons.

•	If you drag a button next to a separator a small distance toward the separator, the separator will disappear.

•	To turn a toolbar off, go to Tools>Customize>Toolbars and deselect (remove check from) the checkbox of the toolbar you no longer want to display.

•	You can also toggle toolbars on and off by right mouse clicking in the Menu bar, Application Menu Window area of your workspace or on any toolbar itself.

•	Removing all of the icons from a custom toolbar will remove it from display, and delete it from the Toolbars list.


Moving Screen Elements

The Toolbar(s), History Bar, and Conversation bar are Windows control bars, because they can be docked (fixed to a side of the screen) or undocked (floating).

How to Undock a Control Bar

The steps below can be followed to undock a displayed Control bar:

1.	Place the cursor in an inactive area of the Control bar.

2.	Hold down the left mouse button and move the mouse.  The Control bar will follow the cursor movements.

If you release the button when the Control bar is away from a side of the screen (left, right, top, or bottom), the Control bar becomes undocked and turns into a floating Control bar.  If you drag the control bar to a side of the screen, so that it overlaps an edge, the outline becomes narrow.  This indicates that when you release the button, the window becomes docked and turns into a fixed Control bar. Holding down the [Ctrl] key will prevent it from docking.

How to Lock Control Bars

You can lock the Control bars to effectively "freeze" your screen layout.  This will prevent accidental movement of the Control bars.

To lock the current screen layout, select Lock Control Bars from the View Menu (this is a toggle switch).  Once locked, you will not be able to undock or move any of the docked Control bars.


ToolTips

When the cursor pauses over a button or an icon for a short length of time, a ToolTip appears as a small text box that gives a brief description of the button.  The Status Line provides additional description, but ToolTips serve as quick reminders.


Viewport

The viewport, or drawing area, is where the actual design and design-related practices occur.  The size of your viewport will depend on your computer's screen size and configuration, and the background color to be used in the viewport can be configured in the File>Properties>Colors/Attributes dialog box.

Refer to the View chapter in this manual or on-line help for more information about working with viewports.

Multiple Document Interface

Yes/No Dialog

Cursor


Multiple Document Interface (MDI)

The Multiple Document Interface (MDI) allows you to have more than one part open at a time.  You can switch between the open documents by selecting a window to make it active, or by indicating which window you would like to view through the Window pull-down menu in the Menu bar.  You can also use the [Shift] [Ctrl] [Tab] to toggle forward and the [Ctrl] [Tab] key to toggle backward between multiple documents.

Working with Multiple Document Windows

Some functions are session specific, meaning they pertain to all open documents.  However, most are part specific; that is, they only work on the currently active document.

In the list below, elements have been separated into three classifications: Session Specific, Part Specific and Viewport Specific.  Those that are Session Specific are not saved with the document.  Those that are Part Specific are saved with the document.

Session Specific	Part Specific	Viewport Specific
Quick Trim Line Limit Tools>Options Settings Axis Indicators Hatch Angle, Spacing, Style	Pen Line Color, Type, Width Active Level Depth Construction Plane Coordinate System Construction Mode Grid Snap Detail Attributes Dimensions Standard Parts Unit Layout vs Model Mode View List Level List	View Number Scale
File>Close All

This option allows you to close all open documents with a single menu click.  At this time, you are prompted to save all files that have changed since the last save.

File>Save All

This option allows you to save all open documents with a single menu click.

The Window Menu (Arranging Part Documents)

Document windows are managed via the Window Menu on the Menu bar.


Yes/No Dialog Box

Whenever there is a question that requires you to give a YES or NO answer, a Yes/No dialog box is displayed.  This may occur in response to a prompt, or may signify that you acknowledge an error message.

You must respond to this dialog box to continue with the current function.


Cursor

You use the cursor to choose options from menus, the Toolbar, the Conversation bar, and the History Line.  You also use the cursor to locate coordinate positions.  You can easily move the cursor with whatever input device you use.  Both mouse and keyboard input is supported.

For information about setting up your hardware to work, see your Microsoft Windows User's Guide.

The three different cursor styles appear below:

	A pointing symbol used in the Drawing Window.
	When you make menu or icon selections.
	When entering information in an input field like the Conversation bar.
If the Use Custom Cursor setting is enabled in the Tools>Options>Misc dialog, you are able to set a different color through the File>Properties>Settings dialog.  The cursor size can be set through the Tools>Options>Misc dialog as well, if the Use Custom Cursor setting is enabled.


Levels

By using levels, you are able to separate a part into different overlays or layers, to accommodate your organizational practices.  Each level can be viewed separately or with other levels.  You are allowed to specify, or change, level assignments at any time.  You can turn the display of any level, or combination of levels, on or off and move or copy entities from one level to another by selecting an entity or choosing a level.

Levels are represented in a splitter window that can be compressed to minimum size, expanded to maximum size or a partial state manually or with a hotkey.  This is a tree-based display that better handles the new file format and assemblies concepts.  This window is tabbed to integrate other displays such as Assemblies and Parametrics.  Double clicking on a level in the tree will expand or contract the selected node.

The level modification options and related level material not discussed here are documented under View Menu.  Please refer there for expanded information regarding the use of Levels.

Example of the Levels list


Level List Window

The Level List window, or, Part Splitter Window, contains important information relative to the levels, and the geometry they contain, in your part.  By clicking in the appropriate "cell," or by right clicking and making a choice from the menu, you are able to modify the information contained in the Level List Window.  The Level splitter window can be displayed or hidden using the View>Control Bars>Open/Close Part Splitter functions.

The header cell title blocks indicate the focus of each of the columns in the Level List.  You can modify the order in which the levels are displayed by clicking on each of the blocks.  For expanded information regarding the Levels interface and Levels modification features, please refer to the View>Levels documentation.


Model Mode / Layout Mode

There are two system modes in the program, referred to as Model mode and Layout mode.  The two modes are separate from one another.  However, both the model(s) and layout(s) contained within a given Design File "share" the same part(s), and are displayed in the Design Files Tree Window (View>Tree Window).

•	Model mode is the active mode by default when the program is loaded, and is intended as a design mode, in which all of the various design features can be used to create and edit your custom parts.

•	Layout mode exists separately and allows you to create one or more layouts of these parts for drafting presentations or for blueprinting purposes.  Using Layout mode, 2D representations of your custom models can be displayed using an array of different views, display methods and detailing tools.

Some Notes about Model Mode and Layout Mode

•	Model Mode is the default mode. When creating a new file, you will always start out in model mode. Once you have created a layout, you can toggle between it and Model Mode at any time.

•	The mode you are in when you close the file will be remembered, and that mode will be displayed when the design file is next loaded.

•	Layout Mode can be accessed (toggled on/off) via the Layout Menu or the Layout button on the applications palette.

•	In Layout mode, you create Instances showing various representations of your model.  An Instance is an entity that references an existing part.  Entities from the part are not stored with the reference.

•	Instance-Specific Geometry is geometry in a layout that represents entities belonging to the original part file in Model Mode. Drawing instances consist of instance-specific entities until you modelize them, and will update when you make changes in Model mode.

•	When you modelize instance-specific geometry, it becomes Layout-Specific Geometry and it loses its link, or association, to the original part file in Model Mode.

•	Layout Specific Geometry is data created in Layout Mode that is no longer associated to the original part file in Model Mode. When you return to Model Mode, you do not see any of these layout-specific entities.

•	When saving a file, layout specific data is saved in the CADKEY Design File in the layout object.  This data includes: current color, pen, style, width, polyline fill color, grid, snap and detailing settings.

See The Layout section for more detailed information about using Layout Mode and how design file data is handled when switching between modes.


Accelerator Keys

Accelerator Keys are key combinations that can be assigned to make the selection of functions and commands an easier task.  Note that Accelerator Keys are often referred to as Shortcut Keys, or "Hot Keys."

•	Any function controls usually found in the Conversation bar can be assigned Accelerator Keys.  The default for Windows functions will be the Windows Accelerator Keys, such as (Ctrl)-(O) to open an existing file.  In addition, defaults are provided for many functions and commands.  For DOS users, there is an Accelerator Key file designed to emulate the Immediate Mode structure in the DOS product.

•	All defaults can be customized, and multiple Accelerator Keys can be assigned to the same function.  For information on customizing Accelerator Keys, see Tools.

See Keyboard Shortcuts for a list of the accelerator key assignments for the default "Windows" and "Classic" keyboard files.


Selection Methods

The selection methods available that are required when certain functions are performed are discussed in this segment.

To view information specific to a particular topic, click on the appropriate link below.

Selection Menu

Smart Active Selection

Smart Windowing

Selection Toggle

Selection Color Property

Hints for Selecting in Multiple Viewports

Selection Masking


Selection Menu

The Selection Menu options appear on the Conversation bar whenever you are required to select an entity on which an action is to be performed.  Once you have made your first selection, you are prompted to "Choose ADDITION method or select an entity."  This allows you to make another selection, or simply perform the operation by selecting ACCEPT.  The options available from the Selection Menu are discussed under Selection Options.

For example, when you attempt to use the XForm>Delta>Move function to move a selected entity, or entities, in the viewport, the following Selection Menu will appear, asking that you "Select entities to XForm":

Once the first selection has been made, the second prompt appears, with an expanded Selection Menu, as shown below (note the addition of Subtract and Clear to the menu):


Selection Options

The Selection Menu defaults to a toggle selection method, drag and window select.  You simply begin selecting the entities you want to manipulate by using the cursor.  If you want to use one of the other selection options, simply select the appropriate button, then select the entity, or entities, and proceed with your changes.  The options available from the Selection Menu are described below.

Single	By using Single, you will be allowed to select one entity at a time.  The entity nearest the cursor is considered the "current" entity, and will be highlighted in the selection color that has been set.  If the Selection Toggle (see below) is used, the next nearest entity will become the "current" entity.

Chain	Allows you to select a series of connected entities by first defining the start entity in the chain, then the direction in which you want to select the chain, and the end entity in the chain.  Finally, you need to confirm whether the chaining selection is correct.

Window	This selection method requires that you create a window around the entities you intend to manipulate.

Polygon	Requires that you create a closed polygon to select the entities inside that boundary.

Group	Uses the cursor, or requires that you enter an assigned name to select grouped entities.

Plane	Select entities lying on a specified plane.

All Dsp	Select all entities displayed in a viewport; optionally, you can specify types to include or exclude.

Use Old	Only available if the "Enable Selection List" checkbox is checked under Tools>Options>Misc.  This allows you to use a previously defined selection of entities, which you can add to and subtract from.

Subtract	Switch to Subtract mode to deselect some of the entities you have already highlighted and exclude them from your selection.  You can choose the selection method by which you want to deselect the entities.

Add	Appears after you have clicked the SUBTRACT button in case you now want to reselect additional entities, either new or ones you just deselected.

Clear	Selecting Clear will undo all previous selections, allowing you to start over.

Cursor Select/Deselect

Select/Deselect entity mode is basically an on/off entity selection.  It gives you the flexibility to select an entity, make your changes, and if you decide you do not want that particular entity to be selected you can click on it again to deselect it.

Build Selection Set from Multiple Selection Methods

The multiple selection method allows you to use various selection types to pick entities.  You do not have to hold down the [Ctrl] key to keep selecting entities if the Select List checkbox is enabled ( · ) in the Misc. tab of the "Set Configuration Options" dialog box accessible from Tools>Options on the Menu bar.  However if the Select List is not enabled you will need to use the [Ctrl] key for multiple selection.

For example, if you need to change the attributes of a large portion of a model, but wish to keep the original color of a single entity within that portion, you would use this multiple selection method to avoid selecting the undesired entity, or entities.

The [Ctrl] key only needs to be held down during the very last keyboard or cursor action before the selection is complete.  It does not need to be held down during the entire selection process.


Smart Active Selection

During many selection functions, the entity nearest the cursor (and within a certain trapbox) will be considered the "current" entity.  This entity will be highlighted in the "Selection Color."  Left mouse clicking will select the current entity.  If the Selection Toggle is hit, then the next nearest entity will become the "current" entity.


Smart Windowing

When first entering a selection operation, there will be a "Smart Windowing" capability that is comparable to the "Smart Selection".  If you click and drag without first choosing a selection method, a WINDOW>ALL IN selection operation will be performed.  A rubber band will be animated, as with normal Windowing operations.  The Window will be closed (and the underlying entities selected) when you stop the mouse drag and release the mouse button.


Selection Toggle

The Selection Toggle control is located in the Tools>Options>Selection tab.  This control will allow you to select a key, which will cause selection toggling.


Selection Color Property

A Selection Color color well control is located in the File>Properties>Colors and Attributes tab, between the Marker and Rubber band controls.  This color will be used to designate entities that are the "current" entity in the selection process.


Selection Hints for Multiple Viewports

The following hints might make selection easier while you are working in multiple viewports:

•	When using the Single method, you can select entities from any viewport.

•	When you use Chain, you are able to select the start entity and the end entity in different viewports.  The entities in the view in which you selected the start entity are chained.

•	When you use Group, you can enter a group name or select an entity that belongs to the subgroup you want to select.

•	When you use Plane, you are able to select the reference entities in any viewport that defines the plane.

•	When you use All Dsp, you can indicate the reference viewport.


Selection Masking

Selection Masking has been expanded to include solids and surfaces, Vectors, Planes and former ADM entities now integrated into the Dimension Menu.  When you are working on complex parts that are made up of densely packed entities, masking allows you to focus on the specific entities you want to select.  You can think of masking as a transparent overlay that filters out the entities you do not want.  This makes the entities you do want easier to access.  This transparent filter does not, in any way, alter your drawing.  It simply acts temporarily to give you more control over your selection of geometry.

The Set Mask function can be accessed from the Edit pull-down menu.  See Set Mask section for further information on the capabilities of this feature.


Position Menu

For many of the options you use, you are required to indicate a position or location in 3D space.  The position options are available from the Position Menu that is displayed when such data is required.  For example, when you attempt to create a line, you are required to enter two positions; one for the start point and one for the end point.  You are allowed the flexibility to indicate these positions using several different methods.  When you choose an option from the Position Menu, it stays active (indicated by an asterisk) until you exit the current function.

Position Options

The following position options are available from the Position Menu:

Cursor	The Cursor option will use the cursor and the current working depth to locate position.

Point	Uses the X, Y, Z coordinates of an existing point entity to locate position.

EndEnt	Uses the X, Y, Z coordinates of an indicated curve's end point, the end of a polyline segment closest to the cursor to locate a position.

Center/MidPt	Uses the midpoint of a line, polyline segment, ellipse, spline, NURBS, or center of an arc or circle to locate position.

Intrsct	Uses the intersection or potential intersection of two entities to locate a position.  Intrsc supports all geometric entities, that is, points, lines, arcs, circles, conics, polylines, NURBS, and 2D and 3D splines, except for the combination of two points.

AlongE 	AlongE allows you to locate a position along any entity, using a distance you specify.  Once you have selected the AlongE option, you will be prompted to choose an entity near the desired end point.  Once you have done so, the Conversation bar will come up.  In addition to a distance input field, two buttons appear on the Conversation bar – MIDPT and NEAREST.  If MIDPT is selected, the entity’s midpoint position will be found.  If you select NEAREST, the nearest position on the entity closest to the cursor position when the entity was selected will be found.

Polar	Use this option to locate a position at a given radius and angle from an indicated base position.  The radius and angle are measured in either the XY plane of World Space or the current Construction Plane, depending on the World/CPlane switch.  Indicate the base position using any of the regular UPM methods (except Polar or Delta), and then enter the desired radius (R =) and angle (A =) in the edit fields.

Delta	Locates a position an entered X, Y, and Z distance from an indicated position.

Key In	Uses Cartesian coordinates, X, Y, Z values, that you specify to locate a position.  Note, also, that you can convert units "on the fly."  For instance, if you were to open an inches file and use the Create>Line>By Endpoints function and enter a Key in value of 25.4mm (for the X coordinate), that value would then automatically be converted to "1" (inch).  Such a conversion will occur for all units and anywhere that the calculator-type edit field is displayed.

The Key In position is either in CPlane or World Coordinates, depending on the Construction mode switch.  When in CPlane mode, the position is relative to the origin of the CPlane, which is not necessarily the same as the World origin.

When you choose an option from the Position Menu, it stays active (indicated by an asterisk) until you exit the current function.

Position Snap Selection


Position Snap Selection

Position Snap was formerly known as "Smart Cursor" in previous versions.  To display the Position Snap toolbar on your desktop, select Tools>Customize and click on the Position Snap option.  A checkmark will appear signifying that it has been enabled.  The Position Snap Toolbar will appear in the workspace, and it can be docked where you like.

You can configure Position Snap functionality through the Selection dialog page under Tools>Options.  Or, if you have the toolbar displayed on your workspace you can enable/disable and configure the Position Snap directly from the toolbar.  To enable the snap points click in the checkbox in the dialog box or click on the icon on the toolbar.  In the dialog box a checkmark appears signifying that snap option is on.

See Tools Menu for complete descriptions of the various selection configuration options available in the "Set Configuration" dialog box.

The Position Snap senses cursor proximity to a maskable position and "locks on" to it.  Position Snap can also be described as a running object snap.  There are three indicators that communicate the snap condition.  A marker is placed at the position, the entity becomes highlighted and a small descriptor appears to the side of the cursor.

The selection crosshair will lock on to common placement locations on the existing geometry.  An abbreviation of the mode will appear, indicating that you are over one of the "snap" points.  For example "MID" will appear when the cursor is snapping to the midpoint.

Position Snap supports point (PNT), endent (END), center (CTR), midpoint (MID), quadrant (QUAD), 3D intersection (X3D), and 2D projected intersection (X2D) modes.  Nearest (NEAR) is also recognized, but it requires a keyboard action.  See Keyboard Shortcuts below for details on how to initiate the NEAR option.

Keyboard Shortcuts:

The following are keyboard shortcuts that can be used to modify Position Snap functionality "on the fly:"

•	Holding down the [Ctrl] key can be used to temporarily enable or disable the Position Snap function.  If the snap is enabled, holding down the [Ctrl] key will disable it; if the snap is disabled, holding down the [Ctrl] key will enable it.

•	When choosing a specific Position Menu option, only the appropriate snap(s) will be active.  For instance, when in End Ent, only the End Ent snap is enabled.  All snaps are enabled in cursor modes.

•	When Position Snap is enabled, holding down the [Shift] key will allow you to utilize the NEAR function.  The NEAR function will snap to the nearest position on the entity nearest to the cursor.

•	The Position Snap takes precedence over Grid/Snap.  See the View chapter in this Reference Manual, or online Help, for more information regarding Grid/Snap.


Vector Definition Menu

The Vector Definition Menu appears on the Conversation bar when you need to define a vector for the placement of solids primitives.  The options displayed on the Conversation bar will vary depending on which function you are using.  In the example below, you are prompted for a method to define the axis.

Available Menu Options

The following options for defining the vector will appear depending upon the creation function/method used:

2 Points	Select the base point of the vector, then the tip point.

Line 	The vector will point in the direction of the chosen line entity.

Vector 	Select an existing vector entity.

Tangent 	A tangent vector is calculated at a selected point of a curve or spline entity.

Prp2Pln 	A vector will be calculated to be perpendicular to a given plane.  The plane selection options are:

3 Points	 Choose three points to define the axes of the plane.  You can use the endpoints of an existing Solids plane entity.

Point/Line 	A point and a line define the axes of the plane as in Create Point and Line Plane.

2 Lines 	2 lines are used to define the plane as in Create Point and Two Lines Plane.

Vw/Dpth - 	The plane is defined from a view with a depth defined by a typed in value, or by a digitized position.

Entity 	The plane is defined by a line, arc, conic, 2D spline, or plane entity.

Keyin 	The vector is defined by its IJK values.


Immediate Mode Commands

Immediate Mode commands allow you to quickly access several of the functions that are used most.  The cursor stays at its current location in the drawing area while you are prompted for new information.  When you complete an Immediate Mode operation, you are returned to where you were.  This allows you to use these commands "on the fly," or in mid-operation without disturbing the action being performed.

Note that some Immediate Mode commands will perform differently depending on whether Model or Layout mode is the active mode.  Immediate Mode commands can be accessed from the Menu Bar pull-down menus, the Application Menus, or by using Accelerator Keys (the keystroke for which will vary depending on what accelerator keyboard file you have loaded).


Standard Dialog Box

Often, when options are selected from the File Menu, what is known as a "standard dialog box" is displayed.  The standard dialog box can contain several different settings that can be manipulated, and the settings contained will vary depending upon what option you had selected.

For example, when selecting the File>Open option to load a file, the "Open" dialog box is displayed, through which you are allowed to select a file to open.  This dialog is what is known as a "standard dialog."  The "Open" dialog box is shown below, where the thumbnail preview of the CKD is being displayed.  Information on how to use a standard dialog box is available from the Using Dialog Boxes segment.

Look In

Allows you to select a specific directory to search in.  In the graphic above, the user intends to open a file called "4pinplug.ckd" from a folder, or directory, called "CADKEY Files."

File Name

The File Name list box displays the files available in the current directory.  The files that appear in the list box match the file specification you set in the Files of Type text box.

Use the scroll bars or arrow keys to move through the list.  To select and open a file, highlight the appropriate filename, and then click again on the highlighted filename, or choose OK.

Files of Type

Use the Files of Type text box to modify the file specification so that the File Name list box only displays files of a certain type.

To modify the file specification:

1.	Click on ( · ) next to the list box.

2.	Click on the file type you want from the drop-down menu listing of available
file types.

For example, if you specify files with an .CKD (CADKEY Design File) extension, the File Name list box displays only the files in the current directory that have this extension.

Preview

If a thumbnail image was saved with the file you have selected to open, that thumbnail will appear (as shown above) if the Preview button is selected.

Dialog Box Buttons

The available dialog buttons are described below:

•	OPEN - If you select OPEN, the file selected in the File Name list box will be opened.

•	CANCEL - If you choose Cancel, the current dialog box is closed without performing the selected operation.

•	HELP - Click on Help to get context-sensitive Help about this dialog box.


Using Dialog Boxes

A dialog box is a window requiring an action or information from you.  Dialog boxes make it easier to work with several options such as masking, printing, and plotting.

When you have selected a function that requires interaction with a dialog box, complete the fields within the dialog box and click on OK, or press (Enter).  If you choose to use the keyboard in a dialog box, (Tab¿) scrolls through the dialog box options and (Spacebar) turns check boxes and option buttons on or off.


XFORM MENU

The XForm Menu is used to transform entities in your drawing by moving, copying, or joining selected entities.  You can also project entities onto a selected plane, change the scale of a part or drawing, or create a mirrored image of an entity (to create symmetrical parts) by using the XForm functions.  When using the XForm Menu options, it will be important to keep the following in mind: • All entities can be transformed.   • When an entity’s shape is changed by a transformation, its type can also change. • Be advised: when rotating labels, notes, and dimension entities it is easy to rotate them out of the viewing plane causing them to disappear. • When you enter translation vectors, the prompts vary according to World or View Coordinates.  The Settings Window tells you which coordinates you are using. The following prompt is encountered when in World Coordinates:  dX=   dY=   dZ= The following prompt is encountered when in View Coordinates:  dXV=  dYV=  dZV= • Change the current color before transforming an entity to easily view any changes.  This color change is visible in Join lines only, not in copied geometry.		XFORM Menu Topics Delta  Old to New  Rotate  Scale  Mirror  Project  Helix  Circular Array  Box Move  Chain Offset  Compress Curves & Remove Duplicates  Move  Copy  Join


XForm/Transform Menu

Shown below are the XForm palette and Transform pull-down menus, respectively.  The palette menu is accessible from the Modeling palette, which can be enabled through the View>Control Bar Menu.  The Transform pull-down is accessible from the Menu Bar.

The Transform (XForm) pull-down menu, with the Delta fly-out submenu displayed

The XForm palette menu


Move

Moves entities to a different position on the screen and performs the selected transformation.

•	This function will not leave a copy of the original.

•	All nongeometric data relating to the entities is saved.  For example, the current color is saved.


Copy

This function Copies selected entities and performs a selected transformation.

•	Creates copies on the active level and retains the attributes of the original geometry.

•	Saves all nongeometric data relating to the entities.

•	If the transformation does not change a grouped entity's scale or shape, the program automatically creates new subgroups when you choose this option.  Each copy contains the same number of new subgroups as the original geometry.

For example, use Rotate to make three copies of geometry containing three subgroups. Each copy contains three new subgroups, for a total of nine new subgroups.

•	All options, except Mirror, Project Normal and Project Skewed, let you create as many copies as you want in one operation. The selected transformation is performed for a given copy to the results of the previous copy.

For example, translate geometry by x=3, y=0, and z=0 in View 1 and specify two copies. This creates two copies of the original geometry. Each point is three units away from the preceding geometry.

Original and Two Copies

If you select either Scale Full, Scale Axes, Scale Unidirectional, Project Normal, or Project Skewed, and at least one grouped entity, the following menu will appear:

•	Group - Creates one new group per copy for each group that contains at least one selected entity.  After the selected transformation is performed, you are prompted for new group names as the program copies the member entities. Each new group has the same subgroup structure as the original group, but it does not contain empty subgroups.

•	Subgroup - Creates one new subgroup per copy for each selected entity and then continues with the process.

•	Entity - Ungroups all copies.


Join

Creates copies of selected entities and joins end point positions on the original entities with end point positions on the copies.

•	Joining entities assume default attributes. Unless specifically noted in the options, the joining entities will be lines.

•	Coincident positions create only one joining entity.

•	A point creates a joining entity at its position.

•	A line, open arc, open conic, or spline creates joining entities at the entity’s end positions.

•	A closed arc or ellipse creates a joining entity at the its zero degree position.

•	A polygon or polyline creates joining entities at its vertices and end positions.

•	The Join function cannot be used with annotations.


Settings

The XForm Settings options are located in the "Set Configuration Options" dialog box under Tools>Options.  The XForm tab in this dialog contains several settings that allow you to control the attributes of the new entities created during XForm operations.  These settings only apply to entities created using either Copy or Join.


Delta

The Delta functions are used to shift entities from one position to another, along a specified vector.

Transform>Delta pull-down submenu

XForm>Delta palette menu

Follow these steps when using the XForm>Delta functions:

1)	Select Delta from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Delta options.

Delta>Move

Delta>Copy

Delta>Join

3)	Indicate the entities you intend to transform.

4)	If either Copy or Join is selected, you must enter the number of copies to be created.

5)	Enter the translation vector in delta view coordinates.

To indicate a zero value, simply hit ACCEPT.

6)	The transformation is performed.

Example of Delta>Copy


Old to New

The Old to New function translates and rotates geometry by indicating the position and orientation of the transformed geometry relative to that of the original geometry.  You can define the transformation by indicating one, two, or three positions for both the old and the new geometry. When you define the new geometry, you are then prompted for as many positions as you used to define the old geometry.

Transform>Old to New pull-down submenu

XForm>Old to New palette menuFollow these steps when using the XForm>Old to New functions:

1)	Select Old to New from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Old to New options.

 Old to New>Move  [image] Old to New>Copy  [image] Old to New>Join

3)	Select the entities you intend to transform.

4)	If either Copy or Join is selected, you must enter the number of copies to be created.

5)	Indicate a base position using the Universal Position Menu.

The intended transformation is completed.

An example of Old to New>Copy

Indicating Positions Using One Point

When you indicate only one position, the geometry is not rotated.  Just the vector is translated from the old position to the new position.

1)	Choose One Point from the XForm>Old-New options.

2)	Indicate a base position.

3)	Choose SKIP when you are prompted to indicate a first direction point.

This defines the transformation using only one old and one new position.

4)	Indicate the new base position.

Indicating Positions Using Two Points

When you indicate two positions, the entities are translated and rotated so that the first old position moves onto the first new position.  The line is rotated from the first old position to the second old position about an axis normal to the construction plane so that it ends up on top of the line from the first new position to the second new position.

1)	Choose Two Points from the XForm>Old-New options.

2)	Indicate a base position.

3)	Indicate the first direction point.

4)	Choose SKIP when you are prompted to indicate a second direction point.  This defines the transformation using two old and two new positions.

5)	Indicate the new base position.

6)	Indicate the first new direction point.

Indicating Positions Using Three Points

When you indicate three positions, the entities are translated and rotated so that the first old position moves onto the first new position. The line from the first old position to the second old position moves onto the line from the first new position to the second new position, and the plane containing the three old positions moves onto the plane containing the three new positions.

1)	Choose Three Points from the XForm>Old-New options.

2)	Indicate a base position.

3)	Indicate the first direction point.

4)	Indicate the second direction point.

5)	Indicate the new base position.

6)	Indicate the first new direction point.

7)	Indicate the second new direction point.


Rotate

The XForm>Rotate functions revolve geometry about a specified axis by a given number of degrees.  When using these functions, it will be important to keep the following in mind:

•	A positive rotation angle rotates the selected entities counterclockwise.

•	An axis defined by two position points from the first position to the second.

•	An axis defined by one position point in the direction of the Z axis, as it relates to the Construction View.

Transform>Rotate pull-down submenu

XForm>Rotate palette menu

Follow these steps when using the XForm>Rotate functions:

1)	Select Rotate from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Rotate options.

 Rotate>Move  [image] Rotate>Copy   [image] Rotate>Join

3)	If Join is selected, you must indicate whether you want to use Arcs or Lines as joining entities.

4)	Select the entities you intend to rotate.

5)	If either Copy or Join is selected, you must enter the number of copies to be created.

6)	Indicate the first point on the rotational axis.

7)	Indicate the second point on the rotational axis, or select ACCEPT to make the axis normal to the construction plane.

8)	Enter the rotation angle.

The transformation is completed.

Rotate>Copy. Three copies of the original rotated around the
rotation plane, or axis.


Scale

The options contained within the XForm>Scale submenu can be used to increase or decrease the size of selected entities by changing their data.  Each available function in this submenu will implement such scaling differently.  Please review the available scale functions.  They are: Scale Full, Scale Unidirectional, and Scale Axes.

When using the scaling functions available in the XForm>Scale submenu, it will be important to keep the following in mind:

•	A scale factor or zero cannot be entered.  This is true for each scale function in this submenu.

Transform>Scale pull-down submenu

XForm>Scale palette menu


Scale Full

Using the Scale>Scale Full>Move, Copy, and Join functions, you can increase or decrease the size of selected entities by changing their entity data.  The Scale Full functions move each position on the selected entities, changing the size of the geometry, but not its shape.  When using these functions, remember the vector from the base position to the moved position is the scale factor multiplied by the vector from the base position to the original position.

Follow these steps when using the Scale>Scale Full functions:

1)	Select Scale Full>Move, Copy, or Join (see icons below) from the XForm>Scale options.

 Scale Full>Move  [image] Scale Full>Copy  [image] Scale Full>Join

2)	Select the entities you intend to scale.

3)	If either Copy or Join is selected, you must enter the number of copies to be created.

4)	Indicate a base position, or scaling origin.  This point remains stationary in the transformation.

5)	Enter a scale factor (remember that it cannot be zero).

The transformation is performed.

An example of Scale Full


Scale Unidirectional

The Scale Unidirectional functions increase or decrease the size of selected entities by changing their data.  These functions are generally used to change the size of geometry in one direction, while leaving the size unchanged in other directions; thus creating a stretching or squeezing effect with the geometry.  The distance from the base plane to the moved position is a specified scale factor multiplied by the distance from the base plane to the original position.  The base plane is the plane normal to the scaling direction; it contains the base position.  When using these functions, it will be important to keep the following in mind:

•	A positive scale factor keeps the moved position on the same side of the plane as the original, unmoved position.  A negative scale factor moves the position to the opposite side of the plane.

Follow these steps when using the Scale>Scale Unidirectional functions:

1)	Select Scale Unidirectional>Move, Copy, or Join (see icons below) from the XForm>Scale options.

 Scale Unidirectional>Move  [image] Scale Unidirectional>Copy  [image]  Scale Unidirectional>Join

2)	Select the entities you intend to scale.

3)	If either Copy or Join is selected, you must enter the number of copies to be created.

4)	Indicate the scaling origin.  This is the base point that remains stationary in the transformation.

5)	Define the scaling direction using one of the following options.  These options define the vector that defines the direction to scale.

•	Two Points - Defines the scaling direction as the vector, from one position to another.  Indicate the two positions.

•	Key In - Lets you enter X, Y, and Z values for the vector.  Enter the X, Y, and Z values of the vector.

•	View - Defines the scaling direction as normal to a view's display plane.  Enter the view number.

•	2D Entity - Defines the scaling direction as being normal to an arc, conic, or 2D spline.  Select the entity.

6)	Enter the scale factor (remember that it cannot be zero).

The transformation is completed.

An example of Scale>Unidirectional


Scale Axes

This option is similar to Scale Unidirectional, except that the scaling is done three times with the same base position and in three different, mutually perpendicular, scaling directions.  When using this function, it will be important to keep the following in mind:

•	The scale will either be world coordinate axes or view coordinate axes based, depending on what you set.

Follow these steps when using the Scale>Scale Axes function:

1)	Select Scale Axes>Move, Copy, or Join (see icons below) from the XForm>Scale options.

 Scale Axes>Move   [image] Scale Axes>Copy  [image] Scale Axes>Join

2)	Select the entities you intend to scale.

3)	If either Copy or Join is selected, you must enter the number of copies to be created.

4)	Indicate a base position, or scaling origin. This point remains stationary in the transformation.

5)	Enter a scale factor for each axis.

The transformation is completed.

An example of Scale>Axes


Mirror

The XForm>Mirror functions can be used to reflect selected geometry across a plane.  To access the Mirror>Move, Copy, and Join functions, select Mirror from the XForm Menu.

Transform>Mirror pull-down menu

XForm>Mirror palette menu

Follow these steps when using the XForm>Mirror functions:

1)	Select Mirror from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Mirror options.

 Mirror>Move  [image] Mirror>Copy	   Mirror>Join

3)	Select the entities you intend to mirror.

4)	Define the mirroring plane by using one of the following options:

Use the links below to view full details on these options.

One Position Horizontal

One Position Vertical

Two Positions

Plane


One Position Horizontal

Defines the plane perpendicular to the construction plane, horizontal to the construction view, and containing a specified position.

1)	Select One Position Horizontal from the XForm>Mirror options.

2)	Indicate the position.

One Point Horizontal


One Position Vertical

Defines the plane perpendicular to the construction plane, vertical to the construction view, while containing a specified position.

1)	Select One Position Vertical from the XForm>Mirror options.

2)	Indicate the position.

One Point Vertical


Two Positions

Defines a plane perpendicular to the construction plane.

1)	Select Two Points from the XForm>Mirror options.

2)	Indicate two points.

Two Points


Plane

Defines the plane using the standard plane menu.

1)	Select Plane from the XForm>Mirror options.

2)	Choose one of the following Plane options:

The Plane Definition menu options are covered in the Modify, Defining Planes section.

Example of Mirror>Copy>Plane>Entity


Project

The available options contained within the XForm>Project submenu can be used to project selected entities along a vector.  To access these options, select Project from the XForm Menu.  The available functions are: Project Normal and Project Skewed.

Transform>Project pull-down submenu

XFormx>Project palette menu


Project Normal

These functions are used to project selected entities along a vector normal to the projection plane.  Copies created by Project Normal would be created on top of one another.  As a result, you will not be prompted for the number of copies that you intend to create.

Follow these steps when using the Project>Project Normal functions:

1)	Select Project Normal>Move, Copy, or Join (see icons below) from the XForm>Project options.

 Project Normal>Move	 Project Normal>Copy	 Project Normal>Join

2)	Select the entities you intend to project.

3)	Choose one of the following options to define the projection plane.

The Plane Definition menu options are covered int the Modify, Defining Planes section.

Example of Project Normal by Plane (imagine has been rotated for viewing purposes)


Project Skewed

The Project Skewed functions are used to Project selected entities along a vector that you define.  When using these functions, it will be important to keep the following in mind:

•	You are not prompted for the number of copies because copies would place themselves on top of each other.

With this option, the projection direction cannot be parallel to the projection plane.

Follow these steps when using the Project>Project Skewed function:

1)	Select Project Skewed>Move, Copy, or Join (see icons below) from the XForm>Project options.

 Project Skewed>Move  [image] Project Skewed>Copy	 Project Skewed>Join

2)	Select the entities you intend to project.

The Plane Definition menu options are covered int the Modify, Defining Planes section.

An example of Project Skewed


Helix

The XForm>Helix functions can be used to rotate geometry about a specified axis by a given number of degrees and then translates the geometry by a specified length, parallel to the axis.  When using these functions, it will be important to keep the following in mind:

•	A positive rotation angle rotates the selected entities counterclockwise from the point of view of the person to whom rotational axis points.

•	An axis defined by two positions pointing from the first to the second.

•	An axis defined by one position pointing in the direction of the construction view's Z axis.

Transform>Helix pull-down submenu

XForm>Helix palette menu

Follow these steps when using the XForm>Helix functions:

1)	Select Helix from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Helix options.

 Helix>Move  [image] Helix>Copy  [image] Helix>Join

3)	If Join is used, you must indicate whether to use Lines or Splines as joining entities.

4)	Select the entities you intend to transform.

5)	If either Copy or Join is selected, you must enter the number of copies to be created.

6)	Indicate the first point on the rotational axis.

7)	Indicate the second point on the rotational axis, or select ACCEPT to make the axis normal to the construction plane.

8)	Enter the rotation angle.

Note: degree value x number of copies = degree result.  Example: 90 (sample degree value) x 2 (number of copies) = 180 (degrees)

9)	Enter the pitch value in number of turns per unit length (the higher the indicated value, the more rotations within a defined unit of length).

The length of the translation vector used on the selected entities is the rotation angle, divided by 360 degrees, divided by the pitch.  (a/360) /p.

a = rotation angle

360 = degrees

p = pitch value

Pitch is the distance between the same point on two successive turns of a helix, (distance/turn).  XForm-Helix defines Pitch as the number of turns/unit distance, or 1/pitch.

The transformation is completed.

An example of Helical>Join, using the Splines option


Circular Array

The Circular Array functions rotate geometry about a defined axis by a given number of degrees while maintaining its original orientation.  When using these functions, it will be important to keep the following in mind:

•	A positive rotation angle rotates the selected entities counterclockwise from the base position.

•	A negative rotation angle rotates the selected entities clockwise from the base position.

•	The axis can be defined by two user-defined positions pointing from the first position to the second.

•	Or the axis can be defined by one position pointing in the direction of the construction view's Z-axis.

Transform>Circular Array pull-down submenu

XForm>Circular Array palette menu

Follow these steps when using the XForm>Circular Array functions:

1)	Select Circular Array from the XForm Menu.

2)	Select Move, Copy, or Join (see icons below) from the XForm>Circular Array options.

 Circular Array>Move	   Circular Array>Copy  [image] Circular Array>Join

3)	Select the entities you intend to transform.

4)	If either Copy or Join is selected, you must enter the selected number of copies to be created.

5)	Indicate the first point on the rotational axis.

6)	Indicate the second point on the rotational axis, or select SKIP to make the axis normal to the construction plane.

7)	Indicate a base position.  The base position is rotated about the indicated axis by the rotation angle.  Everything else keeps its relationship to the original base point.

8)	Enter the rotation angle.  The rotation is then completed.

An example of Circular Array>Copy


Box Move

The  XForm>Box Move functions can be used to move or modify entities by specifying old and new base positions or by entering new X, Y, and Z delta view coordinates.  When using these functions, it will be important to keep the following in mind:

•	Only one move or modification is allowed for each window or polygon selection.

•	You can select only those dimensioning entities that you can see.

•	Dimensions, leader lines, witness lines, notes, labels, generic dimensions, and crosshatching are modified in the X and Y directions of the current view plane.

•	Box Move works on vertexes only.

Transform>Box Move pull-down submenu

XForm>Box Move palette menu

Follow these steps when using the XForm>Box Move functions:

1)	Select Box Move from the XForm Menu.

2)	Select one of the following two creation methods, available under XForm>Box Move:

 Box Move>Polygon  [image] Box Move>Window

3)	Select the entities you intend to move.

4)	The following Box Move position options appear.  Choose either the X-Y-Z or Base Point method.

X-Y-Z

Moves entities and modifies selected portions of entities by setting X, Y, and Z delta view coordinates. The selected entities redraw according to the new X, Y, and Z coordinates.

1)	Select X-Y-Z from the XForm>Box Move position options.

2)	Enter new values for the delta X, Y, and Z view coordinates.

The selected entities move to the location or change according to the designated position.  Any values or dimensions associated with the part update according to the resulting move.

An example of Box Move>X-Y-Z, where the right side has been stretched by 2 in the X direction (View 1)

Base Point

Moves and modifies entities by letting you set base point positions.  You indicate a base point, or orientation point, for the selected entities.  When the base point is re-positioned, the entities move or stretch to the new base point, maintaining their approximate orientation to the old base point.

1)	Select Base Point from the XForm>Box Move options.

2)	Select a current base position for the selected entities.

3)	Indicate a new base position for the selected entities.

The base point moves to the new base point location.  Any values or dimensions associated with the part update according to the resulting move.

An example of Box Move>Base Point


Chain Offset

The Chain Offset function is used to create an offset of an entity chain that can consist of lines, arcs, polylines, conics, and splines.  Using this function, you are also able to indicate the type of cornering you want to use for consecutive, non-intersecting offset entities, and indicate offset representation, as well as a chord height tolerance.

Use the "Chain Offset" dialog box (below) to specify relative settings when creating an offset; such as the distance and depth at which you want the offset created, a draft angle, and whether you want to use Join lines.  The many options contained in this dialog are explained in greater detail in the Chain Offset Options segment below.

For additional details related to the XForm>Chain Offset function, see the links below.  To view one of the following topics, click on the appropriate link.

Dialog Options

Using the Function


"Chain Offset" Dialog Options
Chain Offset Dialog Options

The "Chain Offset" dialog box contains the following selections for chain offsets:

See the Using Chain Offset topic for additional details.

Method

The method is the process the program uses to specify the Offset Distance, Draft Angle, and Offset Depth.  For example, if you know the distance and depth at which you want the offset to be created, you can input those values and the Draft Angle will be determined for you.

The Offset Distance is the distance at which you want the offset created from the original geometry.  The Draft Angle is the angle that is drawn from the original geometry to the offset geometry.  The Offset Depth is the depth at which you want the offset created from the original geometry.  A positive depth indicates that the offset lies on a plane parallel to the construction plane at a distance "depth" from the construction plane in the direction of the construction view Z axis.

•	When creating offsets, it will be important to keep the following in mind:

•	Offset chain entities whose length is smaller than the Offset Distance may result in an incorrect offset chain result.

•	An offset is based on the following formula:

Offset Distance = Offset Depth x Tangent of the Draft Angle

The following options are available under Method in the "Chain Offset" dialog box:

•	Angle-Depth - If Angle-Depth is selected the offset will be calculated using the Draft Angle and Depth values that you enter.

•	Distance-Angle - If Distance-Angle is selected the offset will be calculated using the Distance and Draft Angle values that you enter.

•	Distance-Depth - If Distance-Depth is selected the offset will be calculated using the Distance and Depth values that you enter.

•	Distance - Enter an offset distance value to be used when calculating the offset.  The Distance field will be grayed out if Angle-Depth is selected above.

•	 Draft Angle - Enter a value for the draft angle to be used when calculating the offset.  The Draft Angle field will be grayed out if Distance-Depth is selected above.  You can enter any Draft Angle value from -90 to +90 degrees, but you cannot have a Draft Angle if you specified an Offset Depth of zero.  The depth is relative to the original geometry, for example, if the base is created at a depth of -4 and the offset is 2, then the depth should be -2.

•	Depth - Enter a value for depth to be used when calculating the offset.  The Depth field will be grayed out if Distance-Angle is selected above.

Create join lines between profiles (checkbox)

Activates or deactivates join lines.  If you activate Join lines, the end points of the original geometry connect to the end points of the corresponding entities in the offset chain.

Cornering

The options under the Cornering heading in the "Chain Offset" dialog box allow you to select how to display offset corners when consecutive, non-intersecting offset entities are created.  The available cornering options are: Linear, Fillet Arc, and Fillet Chamfer.

•	Linear - The Linear option is used to create a trimmed linear corner.

•	Fillet Arc - The Fillet Arc option is used to create a trimmed, arc-shaped (fillet) corner.

•	Fillet Chamfer - The Fillet Chamfer option is used to create a trimmed fillet chamfer corner.

Entity Types for Conics/Splines

When working with conics, splines, and arcs that are out of view, you must specify whether the offset will be represented by either Points, Lines, or Splines.

•	Points - When the Points option is checked the offset will be created of points.

•	Lines - When the Lines option is checked the offset will be created of line entities.

•	Splines - When the Splines option is checked the offset will be created of splines.

Chord Tolerance

A Chord Tolerance specifies the maximum distance between the true mathematical offset and the approximating offset of a conic, spline, or arc skewed to the construction plane.  The smaller the chord height tolerance, the closer the approximating offset is to the true offset.

•	Enter a chord height tolerance value in the Chord Tolerance field.  The default value is 0.01.

•	You cannot enter a value of zero for a chord height tolerance.  The smallest value that you can enter is .000001.

OK

Accepts the information in the dialog box and allows you to select the entities to chain.

Reset

When Reset is selected, whatever values you may have entered will be lost, and the settings will revert back to their previous values.


Using Chain Offset

When using the XForm>Chain Offset function, follow the steps below:

1)	Select Chain Offset from the Transform (XForm) Menu.

2)	Select the process you want to use for creating the offset from the Method box.

3)	Enter the necessary information in the Distance, Draft Angle, and/or Depth boxes.

4)	Choose the options you want to use for the offset.

If two entities in a chain meet to form a concave corner, their offset entities will not be altered unless they're lines.  In such a case, the lines are trimmed.

5)	Select OK from the dialog box when you finish defining the chain offset options.

6)	Select the start entity in the chain.

The chain of entities can contain arcs, conics, polylines, polygons, 2D splines, or closed geometry (circles, polygons, etc.) whose view is perpendicular to the construction view.

7)	Indicate the chaining direction by selecting along the entity in the direction you want to chain.

8)	Select the end entity for the chain, or select ACCEPT to extend the chain to the farthest possible point.

9)	Choose YES or NO to indicate whether the chain was selected correctly.

Selecting YES will bring you to the next step, selecting NO will return you to step 6.

10)	Indicate the side of the start entity where you want the offset to appear.

The offset is created and you return to the "Chain Offset" dialog box.  If you specified a depth or offset distance of zero, you may have to change views to view the offset.

Compress Curves and Remove Duplicates

 The Compress option allows you to compress or "flatten" your partfile.  This function removes all overlapping and duplicate entities.  This creates a true 2D drawing from a modelized layout.

How Compress Works

Compress works in either Model Mode or Layout Mode.  You can use Compress to prepare a file for export to a two dimensional system using DXF or IGES, or simply to reduce its size if you want to archive a particular view or layout.

How Remove Duplicates Works

The Remove Duplicates option allows you to remove duplicate entities from your drawing for better plotting and editing.To use Compress & Remove Duplicates.  Unlike the compress option, it does not completely flatten your file, but merely removes overlapping entities that may overprint.

To Compress & Remove Duplicates

To use the Compress option, select Compress from the Transform (XForm) menu.  The "Compress & Remove Duplicates " dialog will appear.

The options are:

•	Compress  - The Compress option allows you to completely compress or "flatten" your drawing.

•	Remove Duplicates - The Remove Duplicates option allows you to remove duplicate entities from your drawing for better plotting and editing.

•	Precision - Compress uses this value to determine if geometry is coincident and/or overlapping.  The default value of .001 should be used unless the input geometry is inaccurate or unacceptable results are occurring.

•	Ignore - These checkboxes allow you to ignore various attributes such as level and color, and mark entities as duplicate even if they don’t exactly match.  For instance, if two lines were overlapping and duplicate except for their color, and the color box was checked, the program would consider them duplicate and remove the second line in the databases.  Alternatively, if the box was not checked, the program would not consider them duplicate and both lines would be left alone.

Full Compress - Before and after (View 7)


DATA EXCHANGE

This segment will cover all of the various methods by which data types can be exchanged (imported and/or exported) with this program.  Discussed in Data Exchange is translation methods for PRT, PTN and CKD files, SAT, DXF and DWG files, IGS, STEP, STL and SRF, HSF, HMF, HSF-Web, Image, WMF, PLT and HPGL/HPGL2 files.     The available import and export options are contained within the File pull-down menu.  For complete descriptions of the other features available from that menu, refer to the File documentation.		Data Exchange Topics Import Options  Export Options  Batch Translator  Workshop EX Data Exchange


Import Options

The File>Import options allow you to retrieve CADKEY Files (PRT, PTN, CKD, CKT), SAT, SRF, DXF, DWG, IGES, STEP, and STL files.  These various import formats and methods are explained below.

When importing certain files, you will be warned when you attempt to import a file containing units of measurement that differ from the units in the current part.  You will be able to specify how to handle the units mismatch through a dialog.

The following submenu appears when you select Import from the File pull-down menu:

To view information specific to a particular import topic, click on the appropriate link below.

CADKEY Files

ACIS SAT

Surfaces

DXF/DWG

IGES

STEP

Parasolid X_T

STL


Units Mismatch

When importing files of select types that contain different units than the units of the current part, a dialog will appear to warn you of the mismatch.  The "Unites Mismatch in File Import" dialog allows you to specify how to handle the mismatch.  The settings contained in this dialog are explained below.

Current Part Units

Displays the current part units (for instance: millimeters).

User Unit Scale – Displays the user unit scale.  In the example above, the scale is 1.

Imported File Units

Displays the mismatch units, or, the units of the file being imported.

User Unit Scale – Displays the user unit scale.  In the example above, the scale is 1.

Change current part’s units to match imported file’s units

When enabled (checked), the units of the current part will be changed to match the units contained in the file you are importing.

Change current part’s modeling tolerances – When "Change current part’s units…" is selected, this setting will become selectable.  Click on the checkbox to change the modeling tolerances in the current part.

Scale imported file’s geometry to match current part’s units

When selected, the geometry contained in the file you are importing will be scaled appropriately to match the units of the current part.

Ignore units mismatch

When selected, the units mismatched will be ignored, and no change will be made to the units of either part.

Apply specific scale to imported file

When selected, you are able to specify a scale value to be applied to the geometry contained in the file you are attempting to import.


CADKEY Files

This function is used to import model geometry from Part File Formats (PRT) and Design Files (CKD), as well as custom Template files (CKT) and previously saved Pattern Files (PTN) into the currently active part.

Note this function is not intended to import old PRT files, only parts belonging to a CKD file.  To open a .PRT file from previous versions, use File>Open>PRT.

When importing PRT, CKD, CKT or PTN files, you are required to select the file to import from the "Select File to Import" dialog box (shown below).

When you select the Options button from this dialog, the "Importing CADKEY Files " dialog box appears.  Several import and placement options are available through this dialog, by which you can determine how, where, and to what level the part will be imported.

Notes on Importing HLR/HLD Instances from CADKEY 19

When converting HLR/HLD Layout Mode instances from CADKEY Rel. 19, CADKEY uses the last set HLR/HLD attributes, not the ones that were specified in CADKEY Rel. 19.  This is because the HLR/HLD attributes in CK19 were session specific, not stored in the .PRT file.

The default setting is for the hidden line and hidden tangent line attributes to have a dashed line style.  The other attributes come from the solid.

You can override any of these setting  by creating a new instance and setting the HLR/HLD attributes in the property pages of the instance creation dialog.  All successive instances created after that will use those attributes whether they are created through the user interface or converted from CADKEY Rel. 19.


Importing CADKEY Files

When the OPTIONS button is selected from the "Select File to Import" dialog, the "Importing CADKEY Files" dialog appears, through which you are able to set several import settings specific to this translation method.  These settings are explained below.

Parent Level

The following options are available under Parent Level.  The option you select will determine where in the level tree the imported file will reside.

•	Root - When selected, the imported file will be placed on the root of the part, and thus overlay its levels on the first rank levels of the target part.  Root is selected by default.

•	Current - When selected, the imported file will be placed on the current active level.

•	Key in - When selected, you will be allowed to select a particular level on which the imported part will reside.

Level Distribution

The following settings are available under Level Distribution.  The option you select will determine how the imported part’s levels will be mapped into the new Design File.  Note that the level name will be preserved for any level imported that does not conflict with a level that already exists in the Design File.  (Pattern files don’t have level names).

•	Single Level - When selected, all of the entities contained in the imported part will reside on the single level chosen as a parent.

•	Make Composite - This option is only selectable if you have selected the Single Level option.  When you enable Make Composite, the imported file will be brought in as one composite.

•	Entity Level - When selected, each of the entities contained in the imported part will be placed under the parent with the same level number as existed in the imported file.

•	Offset - Allows you to add an offset to the number at which the entities existed in the original file.

Placement

The following settings are available under Placement in the "Importing CADKEY Files" dialog box:

•	Animate Placement - When selected (checked), the animate options discussed below will be selectable.  Note that if this setting is not checked, these options will be grayed out (un-selectable).

•	Animate Rotation - When selected, you will be prompted for rotation via animation.

•	Select Rotation - When selected, you will be allowed to enter a specific rotation angle in the editable field.  Standard rotation angles will be available from the dropdown list.

•	Animate Scale - When selected, you will be prompted for scaling via animation.

•	Select Scale - When selected, you will be allowed to enter a specific scale in the editable field.  Standard scales will be listed in the dropdown box.

Grouping

The following grouping options are available under Grouping:

•	Don’t Group - When selected, grouping of the part on import will not be performed.

•	Group By File - When selected, the imported file will be grouped by the filename.

•	Enter Group Name - When selected, the imported file will be grouped by the name you indicate in the editable field.


ACIS SAT

You can use this option to import .SAT (or .SAB) files, or export them for use in other ACIS based systems.  SAB files are the same as SAT files, except that the data is saved in a binary format, as opposed to an all-text format.  SAT files are generally larger than equivalent SAB files.

SAT file import uses the current Construction Plane (CPlane) for orientation.

Follow the steps below to import an ACIS SAT format file (or binary .SAB file).

1.	Select ACIS SAT from the File>Import options. The "Open" dialog box appears.

2.	From this dialog, select the file you intend to import.  By default, the Files of Type field is set to recognize only ACIS Text (*.SAT) files.  If you intend to import a binary SAB file, select ACIS binary (*.SAB) from the pull-down.  Select OPTIONS to configure the settings specific to ACIS SAT import translation.

3.	If you elect to change the settings in the "SAT Import Options" dialog, select OK to save the changes.  Once you have configured the settings contained in the "Open" dialog to your liking, select Open from the dialog.  You are then allowed to locate the SAT as you specified under Locate the Part in the "Open" dialog.  If you did not elect to manually locate the part, the SAT is imported and placed in the target file.


SAT Import Options

The "SAT Import Options" dialog appears when OPTIONS is selected from the "Select a SAT File to Open" dialog.  The settings contained in this dialog are explained below.

Locate the Part

When enabled (checked) you are able to specify how the SAT (or SAB) file will be located in the target file. By using "Dynamic Location," you will be able to manually rotate the SAT image and place it where and how you choose.  The "Use Origin" feature can be used to locate the model at the origin of the original file.  Finally, "Set Reference Position" can be used to temporarily preview the SAT in the target file.  You can then cursor-select an origin on the preview and use that location to place the SAT in your drawing.

Entity Attributes

The options under Entity Attributes allow you to import the attributes (line type, line width, etc) that were saved with the SAT, or use the current system attributes.


Surfaces

Use the Import>Surfaces function to import bi-cubic, NURB, Offset and Tapered Offset, and trimmed/untrimmed surfaces.  Note that only surface files that had been written (exported) using the Export>Surfaces function can be read in using this method.

Importing Surface (SRF) Files

Follow the steps below to import a surface (.SRF) format file:

1.	Select Surfaces from the File>Import options.

2.	The "Import Surfaces" dialog appears, through which you are able to specify a .SRF file to import.

3.	Specify a file to import and select OPEN.  The program will then attempt to import the specified file.  To exit this dialog, click CANCEL.


DXF and DWG

Use the Import>DXF/DWG functions to import files in the DXF or DWG format.  Note that a data translator has three primary functions: importing the data in one format; converting the data into another format; and exporting converted data.  When you translate data, an important consideration is how much of the original file remains after translation, and how much clean up and editing is necessary after translation.

•	DXF and DWG files are equivalent to a design file.  You can import a DXF/DWG drawing into this program and work with that file as a part file or as an AutoCAD drawing file.

•	The DXF and DWG bi-directional data translators allow you to easily move data to and from AutoCAD.  There are few limitations, however, in what will be supported in a DXF/DWG file.  These limitations are explained below under Importing DXF and DWG Files.

The DWG/DXF translator supports the following CADKEY product versions and AutoCAD:

•	Drawings created with AutoCAD Release 11, 12, 13, 14 and 2000 can be imported.

•	Parts can be exported into AutoCAD Release 11, 12, 13, 14, and 2000.  See the File>Export options.

Once imported, AutoCAD DXF/DWG files can be worked on, then exported back to AutoCAD if you so choose.

To view information specific to the following DXF/DWG topics, click on the appropriate link below.

Importing DXF/DWG Files

Supported Entities

Entities Not Supported

AutoCAD Entity Attributes Supported

AutoCAD Text Attributes Supported

AutoCAD Text Information Supported

AutoCAD Global Variables


Importing DXF and DWG Files

Follow the steps below to import a DXF or DWG file.  Note that there are limitations to what entities are and are not supported during translation.  These are covered below.

1.	Select DXF or DWG (depending upon what format you are trying to import) from the File>Import options.

2.	The "Open" dialog box appears.  Select a DXF (or DWG) file to import.  Note that the graphic below depicts the "Open" dialog for DXF import.

3.	Select the Options button to configure the import options.  When this button is selected, the "Import Options" dialog box appears.

DXF and DWG Import Options


DXF and DWG Import Options

When the Options button is selected, the "Import Options" dialog box appears.

•	Default Line Type - AutoCAD line types will import as the line type specified in this field.  Choose a line type from the list box.  You can choose from continuous, dashed, center, or phantom; continuous is the default.  If no AutoCAD line type can be translated, the default line type is used.

•	Default Font Number - This option imports all text in the AutoCAD drawing in the specified CADKEY font.  You can import text in only one font, and the default is 1.  To change the default, type the font number in the text box.

•	Entity Format - This option allows you to choose to import the entities as AutoCAD entities or convert them to entities.  CADKEY is the default.

•	Levels 255 & Higher - Use this option to indicate how you want to import a drawing that contains more than 255 levels.

•	Restart at Level 1 - Setting this option restarts the level count at the level you specify.  Restart at 1 is the default.

•	On 255 only - Setting this option stores all levels above 254 on level 255.

•	Dimension Style  - Set this option to either fit for dimensions to import as the closest dimension type, or as Gendim.  These dimensions will be easier to modify, but may not look the same as they do in AutoCAD.  Dimensions imported as Gendim retain their AutoCAD look, but are harder to modify and cannot be exported as a Dimension entity.  When 2D Polyline, Arc, Line, and Point are imported with Dimension set to Gendim, these entities will be generic dimension entities.

•	Translate Special Characters - When this is checked, special symbol characters used by  DWG/DXF files will be converted into their CADKEY equivalent symbol.  This means that double-byte font characters which use a given special symbol code for one of their bytes will not display properly.  When unchecked, special symbol characters are not converted.

•	Show Progress Messages – When selected, progress messages will appear as the import is in progress to display the status of the data exchange.

•	The selected file is then imported.  If you elected to enable "Show Progress Messages," you will be prompted with the success status of the import procedure.


Supported Entities

The following AutoCAD entity types are supported.

AutoCAD Entity	Imported as:
2D Polyline	The translator imports a polyline with a bulge as a composite of lines and arcs.  The translator does not support variable widths.
3D Face	Polygon.  A solid specified with 3D points, rather than the 2D points that pertain to a solid.
3D Mesh	Several 3D polylines.  Translator imports as individual polylines, not as a mesh.  A polygon mesh composed of vertices connected by lines.
3D Polyline	3D polylines.  Polylines with segments oriented in 3D space.
Arc	The translator imports an extruded arc as two arcs and some lines (down connect).
Attdef	Visible text imported as note.
Attrib	Visible text imported as note.
B-Spline	Polylines, NURBS Curve.
Block	Collection of entities (collectives).  If a block is crosshatched, then any lines inside the block are imported as witness lines.  A named collection of entities, often an entire drawing, that you can manipulate as a whole and insert anywhere.
Bulge	Collective of arcs and lines.  A curved segment connecting two vertices in a polyline.
Circle	The translator imports the extruded circle (thick circle) as two circles and some lines (down connect).
Color	Mapped to the appropriate color match.
Dimension	The translator supports linear, circular (radial and diametric), aligned, and ordinate dimensions.  It skips associated blocks.  The translator supports all attached attributes, as well as some special characters in the text, such as +/-, °, and the radius or diameter symbol.
Doughnut	A circular object with hole in the center composed of two concentric circles and a filled center.
EED	External entity data not currently supported.
Elevation/	All entities with thickness are mapped as collectives.
Thickness	For each AutoCAD entity with thickness, four entities are added to the database.  The height of an object.  It defines the object's position in the direction of the Z axis.  The projection of an object into 3D space.
Fit	Specified fixed height of text that expands or contracts to the character width between designated points only.
Handle	Entity ID not currently supported.  A unique identification number for each entity.
Insert	Collection of entities (collectives).  Each insert translates to a collective and an additional number of entities in the corresponding block.  Inserts a previously defined block into a drawing.  The block consists of a collection of entities.
Layer	Level.  The translator maps the first 255 layers to Levels 1 to 255.  The translator keeps these names.  Using the "DWG/DXF Options" dialog box, you can configure layer mapping.  A layer is a transparent level, which can contain parts of a drawing that you might not want to view together.  It holds information about the drawing, such as color or line type.  The equivalent in this program is level.
Leader entity	Now supported.  A leader is a sequence of line segments with an arrowhead at one end, and typically, text at the other.
Line	A 2D or 3D line in space with optional extrusion; the translator imports a line extrusion as four lines.
Middle	Text that is vertically and horizontally centered at the middle point.
Model Space	One of the space concepts AutoCAD uses (paper space is the other).  Model space is where you create drawings and where you do most of your work; the equivalent in this program is Model Mode.
Multi-Text	Now supported. Imported as text.
Point	As a 2D or 3D point in space with optional extrusion, the translator imports extruded points as a collective of one line and two points, one at each end.
Polyface Mesh	Collective (Polygon Mesh).  3D vertices connected in a specified order.
Polyline	Connected sequence of lines and arc segments AutoCAD treats as a single entity.
Polyline+Vertex	Polyline.  An entity with multiple vertices, the translator connects each vertex to its adjacent vertex by a linear, quadratic, or cubic curve.  Widths not supported by translator.
Solid	Filled polygon.  Fill color mapped to approximate match; translator doesn't import invisible edge.  If you import the solid from AutoCAD, then export to AutoCAD, there may be some data loss.  Solid filled figures composed of quadrilateral (four-sided) or triangular (three-sided) polygons.
Spline	AD_ENT_SPLINE
Text	Note with user-defined font.  The translator imports the text in one font type.  In AutoCAD, you can stretch text, compress it, use an oblique slant, mirror text, draw it in a vertical column, align it, center it, fit it, middle it, or right it.
Trace	Polyline.  If filled, the translator maps fill colors to approximate  color matches.  A solid line with a specified width.
Vertex	Usually follows a polyline.  The translator embeds the vertex inside the polyline.
XREF	Collectives and external references.  Imported as a collective when Entity Format is set to AutoCAD format.  When Entity Format is set to CADKEY format, entities are added with data explosion.  A drawing that you bind to another drawing.  You can insert it into the drawing by indicating the XREF's pathname.  Saves disk space and memory.  You do not have to load the XREF when you load the drawing.  When importing a DWG file, you can import XREFs with the drawing.  When you export a DWG file, you can choose to include or exclude any XREFs.


Entities Not Supported

The following AutoCAD entity types are not supported.

Entity Type	AutoCAD Entity Name
ACIS Data	AD_ACIS
Construction Line	AD_ENT_XLINE
Multi-Line	AD_ENT_MLINE
Ray	AD_ENT_RAY
Tolerance	AD_ENT_TOLERANCE
Paper Space	Not supported.
Proxy object	AD_OBJ_PROXY.  This object, formerly known as Zombie entity, is not supported.
Shape	Not supported.
View-3D	Not supported.
Viewport	Not supported.


AutoCAD Entity Attributes Supported

The following is a list of supported AutoCAD entities, and how they are imported.

ACAD Entity Att	Imported as:
Color	Mapped to approximate color number.
Fill	If applicable, mapped to approximate fill color.
Layer number	Mapped to approximate level number match.
Line type	Mapped to approximate line type.
ECS vector	Mapped to View number.


AutoCAD Text Attributes Supported

The following is a list of supported AutoCAD text attributes, and how they are imported.

ACAD Text Att	Imported as:
Rotation	Angle
Xscale	Aspect
User defined	Font Number
Height	Height
Mirrored text	Mirror
Oblique	Slant


AutoCAD Text Information Supported

The following is a list of supported AutoCAD text information, as well as information on how they are imported.

ACAD Text Info	Imported as:
Left	Horizontal align
Right to left	Path
CK_STY_LEFT	Style
Bottom	Vertical align


AutoCAD Global Variables

The following list describes supported AutoCAD global variables, and how they are imported.

ACAD Global Var	Imported as:
VIEWDIR.  Display view in primary viewport.	View
EXTMIN.  Coordinates of lower left position.	xmin, ymin
EXTMAX.  Coordinates of upper right position.	xmax, ymax
VIEWCTR.  Coordinate of the center of viewport.	WINDOW
CECOLOR.  Current entity color.	COLOR
LUPREC.  Dimension Precision.	PRECISION
GRIDMODE.  Flag for Grid.	Grid
SNAPMODE.  Flag for Snap.	Snap
COORDS.  Cursor Tracking mode.	Cursor Track
DIMEXE.  Gap of arrow from end of witness line.	Arrow Gap
DIMTP.  Maximum value of tolerance.	Max. Toler.
DIMTM.  Minimum value of tolerance.	Min. Toler.
DIMTXT.  Dimension height.	Dim. Height
TXTSIZE.  Note height.	Note Height
DIMLFAC.  Dimension scale.	Dim. Scale
DIMTFAC.  Tolerance scale.	Toler. Scale
ELEVATION.  Current Depth.	Depth
SNAPBASE.  Snap Base.	Snap Base
SNAPUNIT.  Snap increment.	Snap incr.
GRIDUNIT.  Grid increment.	Grid incr.


IGES

Use the Import>IGES function to import IGES format files.  IGES stands for the Initial Graphics Exchange Standard, the internationally recognized neutral format for the translation of design data among different CAD and CAM systems.  The IGES option allows you to select IGES files, specify file configuration information, and translate the file.

Note that this function will support import of both wireframe and solids IGES files.  Where in previous versions the IGES wire and IGES One-Pass translators were separate, they have been merged to provide for convenient and quick translation.

To view information specific to one of the following Import>IGES topics, click on the appropriate link.

Importing an IGES File

IGES-IN Entity Mapping


Importing an IGES File

Follow the steps below to import an IGES format file:

1.	Select IGES from the File>Import options. The "Select IGES File to Import" dialog box appears.

2.	Select the IGES (*.igs) files that you want to translate.  To specify how the selected file will be translated, click on the OPTIONS button.  See IGES Import Options  for information on what settings are available from the dialog.

3.	If you have elected to specify any options, click OK to return to the "Open" dialog box.

4.	Select OPEN to start the translation.  The "Progressing…" dialog (an example of which is shown below) will appear to display the status and entity information for the importing file.

5.	Select FINISH if the file has converted successfully.


IGES Import Options

The following settings are contained in the "IGES Import Options" dialog that appears when OPTIONS is selected from the "Open" dialog.

All or None Buttons (Bottom of Dialog)

•	ALL – When the ALL button is selected, all of the entities listed in this dialog will be ignored during translation.

•	NONE – When NONE is selected, none of the listed entities will be ignored during translation.

Tolerize Surfaces and Solids

Two options are available for controlling the automatic tolerization of surfaces and solids that are imported during the IGES translation.  Tolerizing is the process of adding tolerant vertices and edges to the ACIS model in order to satisfy the ACIS modeling accuracy requirements.

•	Tolerize Surfaces - This option is selected (on) by default.  Tolerizing surfaces is generally quite fast as it only ever adds tolerant vertices to the trimming curves if they do not lie sufficiently close to the surface.  Tolerizing of surfaces is generally required in order to provide good results when stitching surfaces together into larger sheet bodies.

•	Tolerize Solids – This option is unselected (off) by default.  This is because it can take considerable time to tolerize a complex solid containing thousands of faces, although simple solids consisting of a 100 faces or less will tolerize very quickly.  It is a general requirement that Solids imported through IGES be tolerized in order for ACIS to successfully process the Solid, so manual tolerizing should be performed if not done through the IGES Import interface.

Entity Types to Ignore

These checkboxes can be used to specify what entity(s) to ignore during translation of an IGES file.  In the example above, you can see that Plane has been selected.  As a result, no plane entities will import.

Scan the IGES file only

When enabled (checked), the IGES file will be scanned as a means of checking the file.

Covert all Blanked Entities to Visible

When the Convert all blanked entities to visible setting is checked, the translator will convert all blanked entities to visible.  If this checkbox remains unchecked, all blanked entities will remain invisible once the file has been imported.


IGES-IN Entity Mapping

IGES-IN entity mapping, also known as post-processing, converts IGES files to design files.  The following IGES file information will be transferred to design files.

Note that the import of Manifold Solid B-Rep Objects (MSB0 – type 186) is now supported.

IGES Description	IGES Type	IGES Form	CADKEY Entity	Comments
Null	000			Ignored.
Circular Arc	100		Arc/circle
Composite Curve	102		Collective	If configured.
Conic Arc	104	ALL	Conic
Copious Data Data points Linear curves	106	1-3 11-13	Points Polygon Polyline	If closed and less than 9 vertices. If it can't be defined as a polygon.
Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Witness line Simple closed planar curve		31 32 33 34 35 36 37 38 40 63	Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Crosshatch Witness Line Polygon Polyline	(iron) (steel) (copper) (rubber) (titanium) (marble) (alloys) (aluminum) If less than 9 vertices. If it can't be defined as a polygon.
Plane	108	ALL		NOT SUPPORTED.
Line	110		Line
Parametric Spline Curve	112		Parametric spline	Spline
Parametric Spline Surface	114			ACIS Spline
Point	116			Point
Ruled Surface	118	ALL		ACIS Sheet Body
Surface of Revolution	120			ACIS Sheet Body
Tabulated Cylinder	122			ACIS Surface
Transformation Matrix	124			NOT SUPPORTED.
Flash Entity	125			NOT SUPPORTED.
Rational B-Spline Curve	126	ALL		ACIS Int Curve
Rational B-Spline Surface	128	ALL		ACIS Spline
Offset Curve Entity	130			NOT SUPPORTED.
Connect Point	132			NOT SUPPORTED.
Node	134			NOT SUPPORTED.
Finite Element	136			NOT SUPPORTED.
Nodal Displacement and Rotation	138			NOT SUPPORTED.
Offset Surface Entity	140			ACIS Sheet Body
Boundary	141			Bounded Surface
Bounded Surface	143			ACIS Face
Curve on a Parametric Surface	142			Support for Trimmed Surface
Bounded Surface	143			ACIS Sheet Body
Trimmed Parametric Surface	144			ACIS Sheet Body
Nodal Results	146			NOT SUPPORTED.
Element Results	148			NOT SUPPORTED.
Block Entity	150			NOT SUPPORTED.
Right Angular Wedge	152			NOT SUPPORTED.
Right Circular Cylinder	154			NOT SUPPORTED.
Right Circular Cone Frustum	156			NOT SUPPORTED.
Sphere	158			NOT SUPPORTED.
Torus	160			NOT SUPPORTED.
Solid of Revolution	162	ALL		NOT SUPPORTED.
Solid of Linear Extrusion	164			NOT SUPPORTED.
Ellipsoid	168			NOT SUPPORTED.
Boolean Tree	180			NOT SUPPORTED.
Selected Component	182			NOT SUPPORTED.
Solid Assembly	184			NOT SUPPORTED.
Manifold Solid B-Rep Object	186			ACIS Sheet Body
Plane Surface	190			Support for MSBO
Right Circular Surface	192			Support for MSBO
Right Circular Conical Surface	194			Support for MSBO
Spherical Surface	196			Support for MSBO
Toroidal Surface	198			Support for MSBO
Angular Dimension	202		Angular Dimension
Diameter Dimension	206		Diameter Dimension
Flag Note	208			NOT SUPPORTED.
General Label	210		Label
General Note	212	ALL	Note
New General Note	213			NOT SUPPORTED.
Leader	214		Leader
Linear Dimension	216		Linear Dimension
Ordinate Dimension	218		Ordinate Dimension
Point Dimension	220		Generic Dimension	Form 56
Radial Dimension	222	ALL	Radial Dimension
General Symbol	228	ALL	Collective	Consists of 0 or more leaders and geometric entities.
Sectioned Area	230			NOT SUPPORTED.
Associativity Definition	302			NOT SUPPORTED.
Line Font Definition	304			Limited support.
Subfigure Definition	308			NOT SUPPORTED.
Text Font Definition	310			NOT SUPPORTED.
Text Display Template	312	ALL		NOT SUPPORTED.
Color Definition	314		Color Palette	Maps to defined color in palette.
Units Data	316			NOT SUPPORTED.
Network Subfigure Definitions	320			NOT SUPPORTED.
Attribute Table Definition	322	ALL		NOT SUPPORTED.
Associativity, Unordered Group Associativity, Ordered Group Associativity, Views Visible Associativity, Views Visible, Color, Line Weight Associativity	402	1,7 14,15 3 4 other	Collective Collective	NOT SUPPORTED. NOT SUPPORTED. NOT SUPPORTED.
Drawing	404	ALL	Drawing Layout
Property, Definition Level Property, Level Function Property, Name Property, Drawing Size Property	406	1 15 16 other	Level	Uses first level in list. Modifies Drawing Layout. Modifies Drawing Layout. NOT SUPPORTED.
Singular Subfigure Instance	408			NOT SUPPORTED.
View	410		Drawing Instance	Clipping volume of view not supported.
Rectangular Array Subfigure Instance	412		Collective	NOT SUPPORTED.
Circular Array Subfigure Instance	414		Collective	NOT SUPPORTED.
External Reference	416	ALL		NOT SUPPORTED.
Nodal Load/ Constraint	418			NOT SUPPORTED.
Network Subfigure Instance	420			NOT SUPPORTED.
Attribute Table Instance	422	ALL		NOT SUPPORTED.
Solid Instance	430			NOT SUPPORTED.
Vertex	502			Support for MSBO
Edge	504			Support for MSBO
Loop	508			Support for MSBO
Face	510			Support for MSBO
Shell	514			Support for MSBO
STEP

STEP is an international standard (ISO 10303) for the translation of design data between different CAD/CAM systems.

Bi-Directional translator

Allows the import (reading) and the export (writing) of STEP files (*.stp) into and from CADKEY respectively

Application Protocol Support

AP203 and AP214

Supported Conformance Classes

Export: CC2, CC4, CC6

Import: CC1, CC2, CC3, CC4, CC5, CC6

Supported File Formats

STEP Files (*.stp)

Features

Supports the import of STEP assembly files

Bi-directional transfer of RGB color attributes

Bi-directional transfer of the level number and level descriptor of translated CADKEY entities

Limitations

CADKEY wireframe entities cannot be exported to a STEP file in this version

What Is Step?

Step Import

Step Export


What is STEP?

The Standard for the Exchange of Product Model Data (STEP) is an internationally recognized standard (ISO 10303) for the translation of design data between different CAD/CAM systems in a neutral format

Application Protocols

Application Protocols are standards that were developed to describe the products of a particular industry in complete detail. To do this, the STEP standard covers geometry, topology, tolerances, assemblies, configuration and other information that represents the product’s entire life cycle including design, analysis, manufacture, quality control etc.

CADKEY currently supports the two most commonly used application protocols, AP203 and AP214. These are defined as:

•	AP203 - Configuration controlled 3D designs of mechanical parts and assemblies.

•	AP214 - Core data for automotive mechanical design processes.

Products of automotive manufacturers and suppliers including parts, tools and their assemblies are within the scope of AP214

Conformance Classes

Conformance Classes define the different types of representations of the shape of a part. CADKEY supports various conformance classes (CC1, CC2, CC3, CC4, CC5, CC6). These are defined as:

•	CC1	- Configuration controlled design information without shape information

•	CC2 - Shapes represented by geometrically bounded wireframe models, surface models, or both.

•	CC3 - Shapes represented by wireframe models with topology

•	CC4 - Shapes represented by manifold surface models with topology.

•	CC5 - Shapes represented by faceted boundary representations (B-Rep)

•	CC6 - Shapes represented by advanced boundary representations (B-Rep) support, also, of both Wireframe and solid entities.


STEP Import

To import a STEP file:

1.	Select "STEP" under the File > Import Menu. The "Select STEP file to import" file dialog box appears. Through this dialog you are able to set import options and import a STEP file

2.	Select "Options" on the dialog to optionally configure the import settings that are available

3.	To import a file, browse for the specific file you intend to import, click on it (so that is appears under File Name) and select "Open"


STEP Import Options

The following settings are available from the "STEP Import Options" dialog. Click the "RESET" button to restore all the settings in this dialog to their default configuration. When you have finished making your selections in the dialog box, click OK on the dialog.

Model Shape Representations and Conformance Classes to Import

This group represents the settings that allow you to optionally include or exclude geometry in the STEP file from being translated. The settings represent several filters based on the type of geometry and their topology

•	Configuration Controlled Design Information (CC1) - When checked ON, Configuration controlled design information (without shape information) will import into CADKEY.

•	Geometrically Bounded Surface Models (CC2) - When checked ON, CC2 surface entities in the STEP file (if any) will import into CADKEY as unique sheet bodies.

•	Geometrically Bounded Wireframe Models (CC2) - When checked ON, CC2 wireframe entities in the STEP file (if any), will import into CADKEY as wireframe entities. The individual free curves (wireframe entities) in the STEP file will import into CADKEY as unique wireframe entities. Supported free curves include lines, arcs, conics and NURB splines.

•	Wireframe models with topology (CC3, Shell and Edge Based) - When checked ON, CC3 entities in the STEP file (if any) will import into CADKEY as wireframe entities (lines, arcs, conics, NURB Splines)

•	Manifold Surface Models with Topology (CC4, Shell Based) - When checked ON, CC4 entities in the STEP file (if any) will import into CADKEY. Each face of the STEP solid will be converted to a unique sheet body in CADKEY. If it is desired to make a closed solid in CADKEY, the Modify >Topology > Stitch function may be used to stitch the sheet bodies into a closed solid.

•	Facetted B-Rep (CC5) - When checked ON, CC5 entities in the STEP file (if any) will import into CADKEY as sheet bodies. Each face of the STEP solid will be converted to a unique sheet body in CADKEY

•	Advanced B-Rep (CC6) - When checked ON, CC6 entities in the STEP file (if any) will import into CADKEY as solid bodies

Entity Attributes

•	Use Saved Attributes - When selected, the RGB color attributes of the entities in the STEP file are translated

•	Use Current System Attributes - When selected, the imported entities take on the current system attributes

Level Options

•	Place Entities using Saved Level Information - When selected, the label fields of the entities in the STEP file are translated. If the STEP file was exported from CADKEY 21, the level structure and level descriptor are preserved upon import

•	Place Entities on Active Level - When selected, the imported entities are placed on the active level

NOTE: The above "Entity Attributes" and "Level Option" are only relevant when importing AP214 STEP files. Since AP203 STEP files do not support attributes, the imported entities will always take on the current system attributes and get placed on the active level

Show Progress Messages During Translation

If enabled, a progress dialog will appear during the translation showing the results for each entity/body type as they are processed.  Otherwise, the dialog will only be displayed once the translation is complete.


CADKEY PARASOLID TRANSLATOR

Use the Import>Parasolid function to import geometric models.

Bi-Directional Translator

Allows the import (reading) and the export (writing) of Parasolid files (*.X_T, *.X_B) into and from CADKEY respectively.

Version Support

Up to Parasolid 14.0

Supported file formats

Parasolid Text Files (*.X_T)

Parasolid Binary Files (*.X_B)

Features

Bi-directional transfer of solids, sheet bodies and wireframe (lines, arcs, conics, splines and NURB splines)

Bi-directional transfer of RGB color attributes and CADKEY level number and level descriptor of the translated entities

Limitations

Transfer of color attribute information is not currently supported when exporting wireframe entities (arcs, conics, lines, splines and NURB splines)


CADKEY Parasolid Import

To import a Parasolid file:

1.	Select "Parasolid" under the File > Import Menu. The "Select Parasolid File to Import" file dialog box appears. Through this dialog you are able to set import options and import a Parasolid file

2.	Select "Options" on the dialog to optionally configure the import settings that are available

3.	To import a file, browse for the specific file you intend to import, click on it (so that is appears under File Name) and select "Open"


Parasolid Import Options

The following settings are available from the "Parasolid Import Options" dialog. When you have finished making your selections in the dialog box, click OK on the dialog.

Entity Attributes

•	Use Saved Attributes (default) - When selected, the RGB color attributes of the entities in the Parasolid file are translated

•	Use Current System Attributes - When selected, the imported entities take on the current system attributes

Level Options

•	Place Entities using Saved Level Information (default) - When selected, the SDL/TYSA_NAME attributes of the entities in the Parasolid file are translated. If the Parasolid file was exported from CADKEY 21, the level structure and level descriptor are preserved upon import

•	Place Entities on Active Level - When selected, the imported entities are placed on the active level

Notes

•	The imported Parasolid file is always assumed to be in meters. Thus if the units of the CADKEY part that you are importing the geometry into is not in meters, you will be presented with a "Units Mismatch in File Import" dialog.

•	Scaling up a model can reduce the geometric accuracy of the model.  As a result, while converting a model from Parasolid to ACIS, geometric errors may occur due to scaling, and the resultant ACIS body may become invalid. You may try applying a different scale to the model in such cases to see if the result improves.

Show Progress Messages During Translation

If enabled, a progress dialog will appear during the translation showing the results for each entity/body type as they are processed.  Otherwise, the dialog will only be displayed once the translation is complete.


STL

Use the Import>STL function to import Stereolithography files.  STL export is particularly useful if you wish to create physical prototypes of the solid models you create in Solids using Stereolithography or rapid-prototyping machines.

Importing an STL File


Importing an STL File

Follow the steps below to import an STL (stereolithography) file:

Select STL from the File>Import options.  The "Open" dialog box appears, through which you are able to specify an STL (*.stl) file to import.

Select OPEN from the dialog once you have selected a file to import.  The "Read STL Polygon File" dialog appears.  Through this dialog, you can browse for a new STL filename to read in, and specify the display of the imported geometry.

STL Filename

Displayed under STL Filename is the name and directory path of the current STL file being read.  To change this, select BROWSE from the button options.

STL Options

STL files contained geometry comprised of polyline triangles. Usign the Polyline Display Options you can choose how the polylines will be handled upon import.

Select OPTIONS.  The following "STL Import Polyline Display Polyline" dialog appears.

•	Unfilled Polylines – Polylines will be i converted to unfilled polylines.

•	Temporary Polylines – Polylines will be displayed temporarily (not added to the database).

•	Filled Polylines – Polylines will be converted to filled polylines.

•	Sheet Bodies -Polylines will be converted to sheet bodies.

•	Solid Bodies – Polylines will be converted to solid bodies.

•	Shell with Faces – Polylines will be converted to Picture-It shells.

•	Shell with Points Only  -Polylines will be displayed using points to represent Picture-It shells.

Once the settings available from the "Read STL Polygon File" dialog have been configured, select OK.  The file is then read in.


Export Options

The options available from the File>Export menu allow you to convert an open CKD to a CADL, SAT, DXF or DWG, IGES, STEP, STL, X_T, SRF, Graphics (HSF, HMF, HSF-Web, Image, WMF), HPGL2, VRML, or CGM file type.

The following submenu appears when you select Export from the File pull-down menu:

To view information specific to any of the following Export Options, click on the appropriate link below.

CADKEY Part

ACIS SAT

CADL

DXF/DWG

IGES

STEP

Parasolid X_T

STL

Picture-It Polygons

HOOPS Metafile

HOOPS Stream File

HOOPS Web Page

Images

Windows Metafile

HPGL/2

VRML

CGM

Batch Translator


CADKEY Part

Use the CADKEY Part export function to export selected elements within a file to a new part.  Through the available options, you are able to indicate how the selected entities being exported are to be recognized in the current part.  For more information in this regard, see the description of the "Export to Part File" dialog box.

The new part object (entities being exported) will retain the attributes of the originating part.  If you are exporting from Model mode, the selected entities will simply be exported.  If you are exporting from Layout mode, however, the selected layout-specific and/or tagged entities will be exported as Model mode entities, and any selected instance-specific entities will be exported as if they had been burst (modelized).

Exporting to CADKEY Part


Exporting to CADKEY Part

Follow the steps below to export selected geometry to a part that you indicate:

1.	Select CADKEY Part from the File>Export options.

2.	Select the entity(s) you intend to export, using the Universal Selection Menu.

3.	Select the base position for the exported entity(s).

4.	Once you have selected the base position, the "Export to CADKEY Part" dialog box appears.  From this dialog, select or create a filename for the exported geometry.  To configure how the selected geometry will be handled in the original file, select the Options button.  The settings available from the "Export New Part Options" dialog are explained below.

5.	When you select the Options button, the "Export New Part Options" dialog box appears (as shown below).  From this dialog, you are able to configure how entities in the original file will be handled once they have been exported to the new file you have indicated.

•	Keep Selected Entities - This is the default setting.  When selected, the entities you had selected for export will remain in the original file once exported.

•	Delete Selected Entities - When selected, the entities you had selected for export will be removed from the original part during export.

•	Replace Entities with a Part Reference - When this option is selected, the entities you had selected for export are removed from the original part and replaced with a part reference to the new part.  For further explanation of part references, see the Assemblies documentation.

Select the "Store the relative path…" checkbox to use relative path naming when saving references.  This allows for more flexibility when moving parts and their associated references.  This is because you only need to make sure that referenced .CKD files are in the same location relative to the location of the parent part file.  On the other hand, choosing to store the full path  means you can move the parent part and it will still "find" the references as long as the remain in the original location.

•	Select OK in the "Export New Part Options" if necessary, and then select Open in the "Select Filename…" dialog.  The selected entities will be exported to file you had specified.


Select Part from File

This dialog appears when you are exporting entities to an existing file.  If the file has multiple parts in it (e.g., Part 1, Part 2), you will be prompted to select the one which you wish to export.


ACIS SAT

Use the Export>ACIS SAT function to export lines, arcs, conics, splines and solids to the SAT format; the resulting SAT file could then be imported by other programs that support SAT translation.

Exporting to ACIS SAT Format

Follow the steps below to export entities to the SAT format:

1.	Select ACIS SAT from the File>Export options.

2.	Select the entity(s) you intend to export.  Select Accept when done.

3.	The "Export ACIS SAT File" dialog box appears.  From this dialog, you are asked to name the exported file, select whether to export an ACIS Text (*.SAT) or ACIS Binary (*.SAB), and select the ACIS version to carry with the file.  You can also elect to indicate a base location for the exported geometry.  Select OPTIONS to specify a version and to indicate an exported base location.

•	Save as type - This pull-down list contains two options; ACIS Text (.SAT) and ACIS Binary (.SAB).  SAT files are generally larger than equivalent SAB files.

4.	If you elected to change any of the settings in the "SAT Export Options" dialog, select OK.  Once you have configured the settings contained in the "Export ACIS SAT File" dialog to your liking, select SAVE.  A SAT (or SAB) file will then be created and saved under the filename you had assigned to it.


SAT Export Options

The "SAT Export Options" dialog appears when OPTIONS is selected from the "Export ACIS SAT File."  The settings contained in this dialog are explained below.

•	Version - This pull-down list can be used to choose the version of ACIS you wish to use when writing the SAT/SAB file.  This is important if you are exporting SAT files for use in systems with earlier ACIS versions.

•	Indicate exported Solid geometry base location - If checked, you will be prompted to select the origin for the entities to be exported.  Unchecked the default origin (0,0,0) will be used.


CADL

CADL stands for CADKEY Advanced Design Language.  With CADL, you can save an ASCII file of the database information associated with the entities in your part.  The default filename extension for CADL files is .CDL.

•	You can use CADL to take design file information and export it to applications or to import information into a design file from other applications.

•	Exporting CADL writes entities to a CADL file. Along with selected entity types, attributes like color, line type, line width, text font, and level are also transferred to the ASCII file. Geometric entities are exported as 3D data primitives and, if necessary, as associated view matrices.

Note that CADL primitives from previous versions will not work with the new line, and are not supported.  Note also that no CADL primitives from the new line will be compatible with older versions.

Exporting CADL Files

Follow the steps below to export a CADL file:

1.	Select CADL from the File>Export options.

2.	The "Save As" dialog box appears.  Specify a directory location and a file name to which the file will be saved.  When done, click SAVE.

3.	Select the entities to export, and click Accept.


DXF and DWG Export

Use the Export>DXF or Export>DWG functions to export geometry to the DXF or DWG format, respectively.  The DXF and DWG bi-directional data translators allow you to easily move data between this program and AutoCAD.  There are few limitations, however, in what is supported in a DXF/DWG file.  These limitations are explained below under Exporting DXF and DWG Files.

The DWG/DXF translator supports the following versions of CADKEY products and AutoCAD:

•	Parts can be exported into AutoCAD Release 11, 12, 13, 14, and 2000.  See the File>Export options.

To view information specific to any of the following topics, click on the appropriate link below.

Exporting DXF and DWG Files

Supported Entities

Entities Not Supported

Entity Attributes Supported

Entity Attributes Not Supported

Text Attributes Supported

Text Attributes Not Supported

Text Information Supported

Global Variables

Error Messages


Exporting DXF and DWG Files

Follow the steps below to export geometry in either DXF or DWG format:

1.	Select DXF (or DWG, depending upon what format is required) from the File>Export options.

2.	The "Save As" dialog box appears.  Using the dialog, indicate a filename to which the selected geometry will be exported.

3.	When you select the Options button from the "Save As" dialog, the "Export Options" dialog appears.  From this dialog, you are able to indicate a chord height tolerance, default font name, and version of AutoCAD to save the export file as.  You can also allow external reference blocks to be exported.

DXF and DWG Export Options


DXF and DWG Export Options

•	Chord Height Tolerance - This option allows you to set a chord height tolerance for exported entities.  The default is 0.005.  To change this entry, simply type a new number in the field.  The minimum chord height tolerance is 0.0005.  Note that there is no maximum chord height tolerance.

•	Default Font Name - Enter the font name to which all fonts in the export file will be converted.

•	AutoCAD Version - Select the AutoCAD release file format to which the export file will be saved.  AutoCAD releases 11&12, 13, 14 and 2000 are supported.  It is important to keep in mind the target AutoCAD version when selecting release format here.  For instance, you should not select Release 2000 if the target version (where the file is to be imported) is AutoCAD 14.

•	External Reference (XREF) Block - When selected (checked), any Xrefs attached to the block you imported with the drawing will be exported.  If you import the drawing with an attached XREF and then export the drawing with the XREF attached, you may experience some data loss. The XREF remains as a collective with the value of Entity Format as AutoCAD when you import it.

•	Translate Special Characters - When this is checked, special symbol characters used by CADKEY will be converted into their AutoCAD equivalent symbol.  When unchecked, special symbol characters are not converted.

•	Show Progress Messages – When selected, progress messages will appear displaying the status of the import in progress.

If anything is modified in the "Export Options" dialog box, select OK, and select SAVE from the "Save As" dialog.


Supported Entities

The following list matches entities with how they are converted to the AutoCAD DXF/DWG formats.

Entity	Exported to AutoCAD as:
Arc	Arc.
Arrow	Style 1 as solid (outline); Style 2 as solid (filled); Style 3 as line (tick); and Style 4 as circle.
Circle	Circle.
Collectives	Block and insert with a special name (CK_COLL).  If you export the part file to AutoCAD and then import the same file, you may experience some data loss.
Conic	AutoCAD does not directly support conics. Exported as curve-fit polyline, a polyline with the best fit between two vertices.
Cross Hatching	Block and Instance.  Block will contain several lines with appropriate line styles.
Cutting Plane Lines	These will export as a block or entities containing text and either lines and arcs for aligned centerlines, or a polyline for vertical, horizontal, and auxiliary centerlines.
Dimension	The translator exports generic dimensions as a Block and Instance.  Dimension information structure for each dimension entity is not exported.  The Generic Dimension entity will be exported as a block and instance with a "GENDIM" prefix in the name.
File Note	Block and Instance.  The Block contains several text entities for each line.
Font	User-defined.
GeoTol Symbols, Datums	Translated in AutoCAD Tolerence Symbols
Label	Block and Instance with a block name of "GENDIM_nn" with nn representing some unique identification number.
Leader	Block and Instance with a block name of "GENDIM_nn" with nn representing some unique identification number.
Level	Layer.  The layer name can be up to 30 characters long.
Line	Line.
Note	Text.  The style is fixed for all text entities.  The style name is defined in the "Options" dialog box.  When a note has multiple lines, each line will be a separate text entity.
NURBS Curve	Spline.
Point	Point.
Polygon	3D Face (if not filled).  Solid (if filled).
Polyline	Polyline.
Section Views	A block of wireframe entities.
Solids	Line.
Spline	Not directly supported by AutoCAD. Exported as a polyline with a user-defined chord height tolerance that is defined in the "Options" dialog box.  The translator does not export a spline as a B-spline.
View	Entity Coordinate.  System Vector.
Witness	Block and Instance.


Entities Not Supported

The following is a list of entities that are not supported during translation to the AutoCAD format.

Entity	Exported to AutoCAD as:
Copious Data	Cannot export.
Drawing Layout	Not exported.
Instance	Not exported.


Entity Attributes Supported

The following is a list of entity attributes that are supported during translation to the AutoCAD format, along with how they are translated.

Entity Att	Exported to AutoCAD as:
Color number	Color.  Mapped to approximate AutoCAD color match.
Fill color	If applicable, mapped to approximate AutoCAD fill color match.
Level number	Mapped to approximate AutoCAD layer number match. The level descriptor is exported to a layer name. Any space character is replaced with an underscore during exporting.
Line type	Mapped to approximate AutoCAD line type.
View number	Mapped to ECS vector.


Entity Attributes Not Supported

The following is a list of entity attributes that are not supported during translation to the AutoCAD format.

Entity Att	Exported to AutoCAD as:
Group number	Not supported.
Line width	Not supported.
Pen number	Not supported.
Subgroup number	Not supported.


Text Attributes Supported

The following is a list of text attributes that are supported during translation to the AutoCAD format.

Text Att	Exported to AutoCAD as:
Angle	Rotation.
Aspect	Xscale.
Font number	User-defined.
Height	Height.
Mirror	Mirrored text.
Slant	Oblique.


Text Attributes Not Supported

The following is a list of text entities not supported during translation to the AutoCAD format.

Text Att	Exported to AutoCAD as:
Filled flag	Not supported.
Line space	Not supported.
Underline text	Not supported.


Text Information Supported

The following is a list of text information that is supported during translation to the AutoCAD format.

Text Info	Exported to AutoCAD as:
Horizontal align	Left.
Path	Right to left (CK_PATH_RIGHT).
Style	CK_STY_LEFT.
Vertical align	Bottom.


Global Variables

The following is a list of global variables that are supported during translation to the AutoCAD format.

Global Var	Exported to AutoCAD as:
View	VIEWDIR.  Display view in primary viewport.
Xmin, ymin	EXTMIN.  Coordinates of lower left position.
xmax, ymax	EXTMAX.  Coordinates of upper right position.
WINDOW	VIEWCTR.  Coordinate of the center of viewport.
COLOR	CECOLOR.  Current entity color.
PRECISION	LUPREC.  Dimension Precision.
Grid	GRIDMODE.  Flag for Grid.
Snap	SNAPMODE.  Flag for Snap.
Cursor Track	COORDS.  Cursor Tracking mode.
Arrow Gap	DIMEXE.  Gap of arrow from end of witness line.
Max. Toler.	DIMTP.  Maximum value of tolerance.
Min. Toler.	DIMTM.  Minimum value of tolerance.
Dim. Height	DIMTXT.  Dimension height.
Note Height	TXTSIZE.  Note height.
Dim. Scale	DIMLFAC.  Dimension scale.
Toler. Scale	DIMTFAC.  Tolerance scale.
Depth	ELEVATION.  Current Depth.
Snap Base	SNAPBASE.  Snap Base.
Snap incr.	SNAPUNIT.  Snap increment.
Grid incr.	GRIDUNIT.  Grid increment.


Error Messages

The following is a list of possible error messages that might be displayed while working with the DWG/DXF Translator.

•	File open error ...Press Return

•	The DXF/DWG file you want to load is corrupt.  Press (Enter) to clear the message.  Recreate the file and try again.

•	No entities found ....Press Return

•	The translator cannot find any entities in your drawing.  Press (Enter) to clear the message.  Save your part file, reload it, and choose Export.


IGES

Use the Export>IGES function to export a file to the IGES format.  IGES stands for the Initial Graphics Exchange Standard, the internationally recognized neutral format for the translation of design data among different CAD and CAM systems.  The IGES option allows you to select IGES files, specify file configuration information, and translate the file.

Note that this function will support import of both wireframe and solids IGES files.  Where in previous versions the IGES wire and IGES One-Pass translators were separate, they have been merged to provide for convenient and quick translation.

IGES OUT Entity Mapping

Follow the steps below when exporting to the IGES (*.IGS) format.

1.	Select IGES from the File>Export options.  You will be prompted to select the geometry to export.

2.	The Export IGES FIle" dialog appears, through which you are able to name the export file and specify a directory to which it will be saved.

3.	You can select the Options button (at the bottom of the dialog) if you wish to customize the output and/or add personal information to the file.

4.	Select Save when you are ready to export the data.


IGES Export Options

The "IGES Export Options"  is accessible by selecting the Options button in the main Export IGES FiIe dialog.

The options are:

Contact Name/Information Fields

•	Author’s Name - Displays the name to list in the start section and the global section of the resulting IGES files.  To enter a name, click on the checkbox and type a name in the field Export Solid Entities As

•	Company's Name - Displays the company's name to list in the start section and the global section of the resulting IGES files.  To enter a name, click on the checkbox and type a name in the field.

•	Contract Number - Displays the contract number listed in the start section of the IGES file.  To enter a contract number, click on the checkbox and type the number in the field.

Export Solid Entities As

•	Individual Trimmed Surfaces (Type 144) – Recommended for compatibility with all IGES translators. (Solids are exploded into surfaces and topology information is lost.)

•	Manifold Solid B-Rep (Type 186) – Generally recommended for use with solid modeling systems. (Usually not compatible with CAM systems.  All topology is translated.)

Export Analytic Surfaces As

•	NURB Surfaces with NURB trimming curves (Type 128) – Better compatibility with older versions of CADKEY, slower processing and heavier IGES files.

•	Surfaces of Revolution and Planes (Type 120 and 108) – Newer option (Faster processing, lighter weight IGES files).

If problems such as ACIS errors occur when attempting to export analytics as NURB surfaces, then exporting as "Surfaces of revolution" will usually solve the problem.

3d Polyline Mapping

Use this setting to configure the translation of 3D polylines.  There are two choices:

•	Polylines to IGES entity #106 form 12 -  lets you force polylines to translate as an IGES entity type 106, form 12.

•	Polylines to IGES entity #106 form 13  - lets you specify whether you want to output an IJK vector for 3D polylines and create IGES entity 106, form 13.

When you have finished configuring the options in the "CADKEY IGES Options" dialog, select OK to apply any changes and return to the previous dialog.

.


IGES-OUT Entity Mapping

IGES-OUT entity mapping, also known as preprocessing, converts design files to IGES files, which can be read by other IGES-compatible CAD or CAM systems.  The following entities translate to IGES entities:

Entity	IGES  Type	IGES  Form	IGES  Description	Comment
All Solid/Surface Entities	144		Trimmed Parametric Surface
Manifold Solid B-Rep Object	186		Solid Bodies
Rational B-Spline Curve	126		NURBS Spline
Point	116		Point
Line	110		Line
Arc	100		Circular Arc
Conic	104	0 1 2 3	General Conic Ellipse Hyperbola Parabola	If configured.
Spline	112		Parametric Spline
Polygon	106	63	Simple closed area	Unfilled and can be defined as simple closed area.
Polyline	106 106	12 13	3D Linear Curve 3D Linear Curve w/Vector	If non-planar, configured as IGES type 106 form 12. If all IGES type 106 form 12 configured as IGES type 106 form 13.
Linear Dimension	216		Linear Dimension
Radial Dimension	222		Radial Dimension
Diameter Dimension	206		Diameter Dimension
Angular Dimension	202		Angular Dimension
Note	212		General Note
Label	210		General Label
Leader	214		Leader
Witness Line	106	40	Witness Line
Crosshatch	106 106 106 106 106 106 106 106	31 32 33 34 35 36 37 38	Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch Copious Data, Crosshatch	(iron) (steel) (copper) (rubber) (titanium) (marble) (alloys) (aluminum)
Generic Dimension	220		Point Dimension
Ordinate Dimension	218	7	Ordinate Dimension
Collective Entity	402	7	Associativity Instance	Includes any IGES types that make up the entities in the collective.
Drawing Layout	404	0,1	Drawing Entity	The following IGES entities may also be created, 406 form 15 and 406 form 16.
Drawing Instance	410	0	View Entity	The following IGES entities may also be created, 402 form 3 and 402 form 4.
Views	124	0	Transformation Matrix	Only views needed for defining entities will be included in IGES file.


STEP Export

Use the Export>STEP function to export elements to the STEP format.  Note that both solids and Wireframe assembly information can be exported by this method.

Exporting a STEP File

To export a STEP file:

1.	Select "STEP" under the File > Export Menu.

You are now presented with a selection menu that allows you to select one or more solids and/or sheet bodies.

The "Export STEP file" file dialog box appears. Through this dialog you are able to set export options and export the selected solids and/or sheet bodies to a STEP file.

2.	Select "Options" on the dialog to optionally configure the export settings that are available.

3.	Enter a filename for the exported file and click "SAVE."


STEP Export Options

The following settings are available from the "STEP Export Options" dialog. Click the "RESET" button to restore all the settings in this dialog to their default configuration. When you have finished making your selections in the dialog box, click OK on the dialog.

STEP Export Format

•	AP 203 - Select this option if you want the selected entities to be saved in the AP203 standard

•	AP 214 - Select this option if you want the selected entities to be saved in the AP214 standard

NOTE: The STEP AP 203 format does not support attributes (e.g., color, line type, line width), so the exported file will not include this information.

Shape representations and conformance classes

•	Advanced B-Rep (CC6) - Select this option if you want the selected entities to be saved as solids in the STEP file

•	Manifold Surface Models with Topology (CC4, Shell Based) - Select this option if you want the selected entities to be saved as surfaces (sheet bodies) in the STEP file

•	Geometrically Bounded Wireframe Models (CC2) - Select this option if you want the selected entities to be saved as free curves (wireframe entities) in the STEP file

Show Progress Messages During Translation

If enabled, a progress dialog will appear during the translation showing the results for each entity/body type as they are processed.  Otherwise, the dialog will only be displayed once the translation is complete.


Header Information

Use this dialog to enter information to be included as header data in the STEP file.


Parasolid Export

This operation enables conversion of ACIS models to Parasolid XT format.  From the File drop down menu choose Export>Parasolid X_T.

To export a Parasolid file:

Select "Parasolid" under the File > Export Menu.

1.	You are now presented with a selection menu that allows you to select one or more entities. You may select arcs, conics, lines, splines, NURB splines, sheet bodies and solids to export.

2.	The "Export Parasolid Text File or Binary File" file dialog box appears. Through this dialog you are able to set export options and export the selected solids and/or sheet bodies to a parasolid file.

3.	Select "Options" on the dialog to optionally configure the export settings that are available

4.	Enter a filename for the exported file and click "SAVE"


Parasolid Export Options

The following settings are available from the "Parasolid Export Options" dialog. When you have finished making your selections in the dialog box, click OK on the dialog.

Version

This pull-down list can be used to choose the version of Parasolid you wish to use when writing the .X_T or .X_B file.  This is important if you are exporting Parasolid files for use in systems that are based on older Parasolid versions.  The latest selectable version of Parasolid is 14.0.

Binary File Save Mode

•	Machine Dependent (default) - Select this option if you are saving the entities to a Parasolid Binary File (*.X_B) and want the saved file to be machine dependent

Machine Dependent binary files can only be read back on the same type of machine as that on which they were written."

•	Machine Independent - Select this option if you are saving the entities to a Parasolid Binary File (*.X_B) and want the saved file to be machine independent

This switch only applies when you are exporting a Parasolid binary file (.x_b) instead of a Parasolid text file (.x_t)

Heal Model After Conversion

If this option is checked ON (default), the resulting parasolid entities are healed using the Parasolid kernel.

Verify Parasolid Entities Generated

If this option is checked ON (default), the resulting parasolid entities are checked and any errors found on them are reported as part of the data in a progress dialog.

Show Progress Messages During Translation

If enabled, a progress dialog will appear during the translation showing the results for each body/point type as they are processed.  Otherwise, the dialog will only be displayed once the translation is complete.

Notes

•	When exporting a Parasolid file, the selected entities are scaled to meters (default Parasolid units) before saving the file. There is no provision to set the units information in a Parasolid file.

•	Topology changes may arise in the following situations:

•	Non-manifold solids or sheet bodies may be converted to two or more manifold solids or sheet bodies.

•	Multi-lump solids or sheet bodies may be separated to two or more single lump solids or sheet bodies.

•	Multi-shell solids or sheet bodies may be converted to two or more solids or sheet bodies.

•	The binary format is quicker to generate and read back than the text format, but the text format is generally

•	In general, it is probably best to export as a text file to ensure compatibility when translating between systems.


STL

The Export>STL function can be used to transfer your solid models to an STL (Stereolithography) file.  STL export is particularly useful if you wish to create physical prototypes of the solid models you create in Solids using Stereolithography or rapid-prototyping machines.

Exporting an STL File


Exporting an STL File

Follow the steps below to create an STL file of solids material:

Select STL from the File>Export options.  The "Save As" dialog appears, from which you are able to specify a filename to which the geometry will be saved (in *.stl format).

STL Filename

The name and path information of the file you had selected to save to will be displayed here.  To browse for a new file, select BROWSE from the button options.

•	Choose a path and input a filename for the file into the "Save As" dialog box and choose OK.  The "Generate STL File" dialog then appears.

•	Collect solids - Select this checkbox to include solids data in the output file.  The Facet tolerances and Verify Normals options are only available if this option is checked.

•	Collect polygons - Select this checkbox if you wish to include any polygons present in the solid model.  (You can create polygons in your part using the Tools > Solid Tools > Extract > Polygon from Solid function).

Facet Tolerances

The values determine the precision of the output of surface polygons.  Only the corner points of polygons actually lie on the surface; the interior is allowed to separate.  These tolerance options control how closely the polygons conform to the surface of the model.  Smaller values will result in more precise polygon mapping (and larger output files).

Note that the number of polygons in the output file will decrease as the Surface Facet Tolerance value is increased.  Note also that the number of polygons will increase as the tolerance value is decreased.

Format

You can choose to output the STL in Binary or ASCII format.

Misc

The following miscellaneous settings are available from the "Generate STL File" dialog box:

•	Verify Normals - Select this checkbox to ensure that the normals in the outputted solids are pointing away from the center of mass.

•	Digits of Precision - Controls the number of digits to the right of the decimal written for each coordinate in ASCII format output.  A smaller value will result in a smaller output file.

•	Transform vertices into the positive quadrant - This controls whether or not negative coordinate are acceptable in the output STL file.  If your STL file will be used for stereo lithography, this checkbox should be checked.  The file will then be created with the model shifted into positive coordinate space.  However, some applications use the popular STL format for other purposes.  If negative coordinates are acceptable in the application, you can disable this checkbox.

You can modify the Surface Deviation and/or Normal Deviation settings for STL Output in the Tolerance tab of the "Solids Configuration" dialog box.  (See the Configuration, Tolerance section for more information.)

Once you have configured the settings available from the "Generate STL File" dialog (if you elect to configure these settings), select OK.  You are then prompted to select the geometry for export.


Picture It Polygons

Use the Picture It Polygons function to export a set of triangular patches in CADL format.  This information can then be re-imported using the Import>Picture It Polygons feature, explained in the Import segment.  The patches can be generated into shells on import and later rendered using the standard rendering tools.  To use this function, follow the steps below.

To use this function, select Picture It Polygons from the File>Export options.  Specify a directory to which the new file will be saved, and specify a file name for the export file.  You are then prompted through the Conversation Bar to select the geometry to export.


HOOPS Metafile

Use the Export>HOOPS Metafile function to export elements to a HOOPS Metafile.  The HOOPS metafile (HMF) described a three dimensional scene in graphical terms, but does not support non-geometric data, and will not carry it in the file.

Exporting to HOOPS Metafile (HMF)

Follow the steps below to export to the HOOPS Metafile format:

1.	Select HOOPS Metafile from the File>Export options.

2.	The "Save As" dialog appears, through which you are able to specify a file name and directory location for the new (.HMF) file.

3.	Once you have specified a file name and directory for the new export file, click on SAVE.  The geometry will be saved to the new file name (.HMF extension), and in the location you have specified.


HOOPS Stream File

Use the Export>HOOPS Stream File function to export elements to a compressed file format designed for transmission of graphical data across the Internet.  Like the HMF format, it described the graphical components of a three dimensional scene.  The HOOPS Stream File (HSF) can be viewed by a lightweight viewer provided free for download on the Tech Soft America website.

Exporting to HOOPS Stream File (HSF)

Follow the steps below to export to the HOOPS Stream File format:

1.	Select HOOPS Stream File from the File>Export options.

2.	The "Save As" dialog appears, from which you are able to specify a name and directory location for the (.HSF) file being created.

3.	Once you have specified a file name and directory for the export file, click on SAVE.  The geometry will then be saved to a (.HSF) file to the location you specified.


HOOPS Web Page

Use the Export>HOOPS Web Page function to export elements in an HTML file with an HSF of the current part, as well as a copy of the ActiveX control that can view the HSF. This will allow you to easily post an image of your part on your website, or collaborate with others.  For a complete description of the HSF format, see HOOPS Stream File.

Exporting to HOOPS Web Page

Follow the steps below to export to the HOOPS Web Page format:

1.	Select HOOPS Web Page from the File>Export options.

2.	The "Save As" dialog box appears, through which you are able to specify a file name and directory location for the new (.HTML) file.

3.	Once you have specified a file name and directory, click on SAVE.  The geometry will then be exported to the new file name, and at the directory location you have specified.  The new file will be appended with an (.HTML) extension.


Images

Use the Export>Images function to create image files of your work.  This function allows you to create slide files in a .TIF or .BMP file format.  Using a rubber band box, you can select which area of the model you want to save as a slide file.  Note that a 600DPI resolution will be used when generating .TIF format files.

The area to be saved must be contained within one viewport.

Exporting Images

Follow the steps below when exporting to the available image formats:

1.	Select Images from the File>Export options.

2.	The "Save As" dialog box appears, through which you are able to specify a file name and directory location to which the new file will be exported.

3.	Once you have specified a file name, directory location, and file type, click SAVE.

4.	Select the first corner of the area to save.  You can then drag a rubber band box around the portion of the model that you intend to export.

The geometry you select is exported to the .TIF or .BMP format, and using the file name and directory location you had specified.


Windows Metafile

This function allows you to export selected entities to a Windows metafile (.WMF or .EMF extension).  This format provides superior scaling characteristics over bitmapped formats (i.e., .BMP, .GIF).  You may also be able to directly edit the .WMF file in another vector-based graphics application.

Exporting to Window Metafile (WMF)

Follow the steps below to export to the Windows Metafile format:

1.	Select Windows Metafile from the File>Export options.

The "Save As" dialog box appears.  Through this dialog, you are able to specify a file name and directory location for the file.

2.	Select the entities you want to export to a metafile (.WMF or .EMF) format.  The "Vector Output Setup" dialog box appears.

Scale

Specify a scale value.

•	Auto – When selected, entities will be autoscaled.

•	Key In – Allows you to manually enter a scale value at which the entities will be exported.  For example, entering .50 would scale entities to ½ the size of the source geometry.

Mirror

Specify a mirror type from the available options.  Note that the mirror feature can also be turned off.

•	Off – When selected, the mirror feature will be disabled.

•	Vertical – When selected, the entities will be mirrored vertically.

•	Horizontal – When selected, the entities in the file will be mirrored horizontally.

•	Show Text – When enabled, any text contained in the part file will be exported as well.  When this setting is unchecked, no copies containing text will be copied.

Show Text

•	When enabled, any text contained in the part file will be exported as well.  Unchecked, the text will not be included in the resulting .WMF file.

Color Mode

Specify a color mode for the exported entities.

•	Black and White – When selected, all entities will be copied with a black color attribute.

•	Color – When selected, copied entities will retain their original color attributes.

Clip

This feature allows you to trim an image to the boundaries of the viewport.  When this setting is enabled, all selected entities are trimmed to the viewport boundaries.  When the checkbox is disabled, all selected entities are outputted regardless of whether or not the entities extend past viewport boundaries.


HP/GL2

Use the Export>HP/GL2 function to export the viewspace that is currently visible to either a HP/GL or HP/GL2 format.  There is no standard file extension for this format.  By default, files exported through this method will be appended with the extension of (*.HP).  You are able to specify another extension if you would like, however.

Note that *.plt is a common extension used with this method of translation.


VRML

Use the Export VRML function to export a body (.WRL file) for use with VRML capable web browsers, such as "Netscape Navigator" with the "Live 3D" plug-in.  These 3D polygon files make for useful visuals of custom parts.

Once a .WRL format file has been loaded into a VRML capable browser, it can then be rotated, translated, and scaled quickly, using simple mouse movements.  If a part has colored-out sections and internal features, its internal surface features can be easily viewed.

Exporting to VRML (WRL)

Follow the steps below to export a body to VRML format:

1.	Select VRML from the File>Export options.

2.	You are prompted to select a body for translation.  Using the Universal Selection Menu, select a body, then select Accept.

3.	The "Save As" dialog box then appears.  Select a filename or create a new filename by which the .WRL file will be saved.

Once you have selected or created a filename, select Save.  A VRML file of the selected body will be created, and saved with the .WRL extension.


CGM

This function allows you to export the currently visible viewspace to a Computer Graphics Metafile (CGM). This is a highly compact format for storing and transferring vector graphics.

CGM vector graphics can be directly edited in other vector-based graphics applications (e.g., Adobe Illustrator®).

Exporting to Computer Graphics Metafile (CGM)

Follow the steps below to export to the Computer Graphics Metafile format:

1.	Select CGM from the File>Export options.  The "Save As" dialog box appears.

2.	Specify a file name and directory location for the file.


Batch Translator

The Batch Translator is designed to handle the import and export of multiple CAD files without requiring that the user monitor the process, or intervene.  The Batch Translator supports most popular CAD file formats, such as DWG, DXF, IGES, STEP and Parasolid, among others.  The Batch Translator will allow you to quickly and easily convert multiple part files (.PRT) to the new Design File (.CKD) format.  In addition to these file types, several others are supported.  The supported file types are listed later in this segment.

Through the "Batch File Translation" dialog box, you are able to change the import and/or export options for each file format that is supported.  The options available from the "Batch File Translation" dialog are explained below.

1.	Select Batch Translator from the File options.  The "Batch File Translation" dialog box appears, through which you are able to specify the Import File Type, Export File Type and other options.  The OPTIONS buttons for both Import and Export will activate when a file type has been selected that supports them.

2.	Select the Import/Export File Types.  If options are available for the type(s) selected, the OPTIONS button will become active.  Select OPTIONS to specify the translation options for that type.  See the documentation for each specific type for a summary of the options available for that type.  Once you have finished specifying the settings in this dialog, select OK.

3.	The "Translate Files" dialog appears, through which you can specify what file(s) to translate.  You can either specify a full directory of files ("Select Directory") or specific files ("Select Files").  If you specify a directory up top, you do not need to select individual files below.

Once you have selected directories and files, you are able to specify additional settings by clicking on the OPTIONS button.

4.	Once you have configured the "Translate File" settings, click OK.  The Batch Translator will begin translating files, and a progress indicator will appear.  You are able to abort translation at any time by clicking on the ABORT button.


Import File Type

Below is a list of the import file types that are supported by the translator:

•	Design Files (.CKD)

•	Part Files (.PRT)

•	ACIS SAT/SAB (.SAT/.SAB)

•	Surface (.SRF)

•	DXF (.DXF)

•	DWG (.DWG)

•	IGES (.IGS)

•	STEP (.STP)

•	Parasolid (.X_T)

•	Stereo Lithography (.STL)


Export File Type

The export file types supported by the translator are listed below.  When viewing the actual list, use the scroll bar on the right side of the window to the view the file types that are normally out of view.

•	Design Files (.CKD)

•	ACIS SAT/SAB (.SAT/.SAB)

•	CADL Files (.CDL)

•	DXF (.DXF)

•	DWG (.DWG)

•	IGES (.IGS)

•	STEP (.STP)

•	Parasolid (.X_T)

•	Stereo Lithography (.STL)


Translate Files

The following settings are available from the "Translate Files" dialog box.

Select Directories

Browse for the directory from/to which the files will be translated.  Use the scrolling arrows to scroll through the available directories.

	New (insert new directory)
	Delete (delete selected directory)
	Move Up (scroll up)
	Move Down (scroll down)
Recurse Subdirectories

When selected, all sub-directories and files under the current directory will be translated.

Select Files

Select the files in the specified directory that you intend to import/export.  Use the scrolling arrows to scroll through the available files.

	New (insert new file)
	Delete (delete selected file)
	Move Up (scroll up)
	Move Down (scroll down)


DETAIL MENU

The options available from the Detail Menus can be used to customize, create, apply and modify various detailing entities.  When using the Detail options, it will be important to keep the following in mind: Detailing Hints • It is advised that you add detailing after part construction is completed.  • If you plan on working with layouts, save dimensioning for Layout mode.  If you aren't going to be working with layouts, dimension in Model mode after you finish constructing the part.  See the Layout section of help or the manual for more information about both Layout mode and Model mode. • It is recommended that you create dimensions and other detailing entities on a level(s) other than the level(s) on which your geometry was created. Placement of Dimensions • When placing dimensions, you are prompted to indicate a position at which the text will be placed.   • The dimension is placed on the construction plane (CPlane) that is active when the text position is indicated.   • Note that you are able to change the CPlane while the placement of the dimension is animated, if you so choose.   • Note that the only exception to the above rule is that a Radial Regular and Circular Regular dimension are placed in the plane of the arc.  • Dimensions are placed with respect to the construction plane.  Note that this is not true for Radial Regular and Circular Regular dimensions when placed in the plane of the arc.  • You can dimension between positions or entities in space.		Detail Menu Topics Linear Dimension  Radial Dimension  Angular Dimension  Baseline Dimension  Chamfer Dimension  Coordinate Dimension  Automatic Dimensioning  Symbols  Notes  Crosshatch  Detail Lines  Section View  Re-Associate Dimension  Detail Settings  Attachment and Associativity


The Detail Menus

The Detail functions are available from the Detail pull-down menu, accessible from the Menu Bar, and from the Detail palette menu, which is part of the Modeling palette menu, displayable through the View>Control Bars menu.

Detail pull-down menu, where the Radial submenu is displayed

Detail palette menu


Attachment and Associativity

It will be important to know the following regarding detail and dimension associativity:

•	An associative dimension is one that has sufficient geometric information to derive the value it displays.  Dimensions are fully associative in both Layout and Model Modes.  The stringency of dimension associativity is defined through the Dimensions tab of the Tools>Options dialog.  Note that if the displayed value of a dimension is edited, the dimension effectively becomes non-associative.

•	Text positions and arrowhead locations are associative.

•	By definition, a Detail Symbol is non-associative.

•	You can choose to have a dimension revert to its true value by using the Settings dialog sequence (see the Settings section).

Dimension Attachment

Attachment is determined by the integrity of a dimension’s connection to an entity.  A dimension based off of, or positioned from, geometric positions on an entity is an "attached" dimension.  For instance, a dimension attached to two endpoints of a line is an "attached" dimension.  A dimension whose positions are cursor selected, or placed using key-in, is un-attached.

Dimension Associativity

A dimension is non-associative if the program cannot determine its value, or if any entity required to determine its value is deleted.  For instance, a dimension whose value is accurate and updates in accordance to changes made to the entity to which it is attached is considered an "associative" dimension.  As a result, dimensions’ whose values have been manually applied or modified are not associative.

All non-associative dimensions are also un-attached.

Tools>Options>Dimensions

The associativity and attachment status of dimensions is driven by the settings located in the Dimensions tab of the "Set Configuration Options" dialog box, accessible from the Tools>Options pull-down menu.  Because you can enable/disable these settings, the integrity of dimension associativity will require a fair amount of discipline on your part.  Making dimensions attached to their referenced geometry will allow both dimensions and detail entities to move automatically with the modified geometry upon which they are based.  This will make for quicker and more efficient design and revision of files containing dimensioned geometry.

Note that none of the settings contained in the Tools>Options>Dimensions dialog will be selectable when a file is loaded (including New File).


Linear Dimensions

To access the options available for creating linear dimensions, select Linear Dimensions from the Detail Menu.  The Linear Dimensions options will then appear.  The options in this submenu can be used to create horizontal, vertical, or parallel linear dimensions.  The menus also include chain dimensions.  Chain dimensions create a series of independent linear dimensions measured between selected positions.

To view information specific to a particular function, click on the appropriate link below:

Linear Horizontal

Linear Vertical

Linear Parallel

Parallel Lines

Chain Horizontal

Chain Vertical

Chain Parallel

Align Linear

Align Linear Step

Merge Linear


Detail>Linear Dimensions Menus

The Detail>Linear Dimensions pull-down and palette menus are shown below:

Detail>Linear Dimensions pull-down menu, accessible from the Menu Bar

Detail>Linear Dimensions palette menu


Horizontal Linear

Measures the horizontal distance between two specified positions and creates a horizontally oriented linear dimension.

1)	Select Horizontal Linear from the Detail>Linear Dimension options.

2)	Indicate the first dimension position.

3)	Indicate the second dimension position.

4)	Indicate a position for the dimension text.


Vertical Linear

Measures the vertical distance between two specified positions and creates a vertically oriented linear dimension.

1)	Select Vertical Linear from the Detail>Linear Dimension options.

2)	Indicate the first dimension position.

3)	Indicate the second dimension position.

4)	Indicate a position for the dimension text.


Parallel Linear

1)	Creates a parallel dimension between two specified positions and along an axis.

2)	Select Parallel Linear from the Detail>Linear Dimension options.

3)	Indicate the first dimension position.

4)	Indicate the second dimension position.

5)	Choose an axis selection method by clicking on the appropriate button or enter a value to define the axis:

6)	Indicate a position for the dimension text.

Reference Points

Automatically creates a parallel dimension along an axis defined by the first and second dimension positions you indicate.

Parallel linear dimension, using Reference Points

Two Points

Creates a parallel dimension based on the axis you define by indicating two axis positions.

•	Indicate the first axis position.

•	Indicate the second axis position.


Dimension Parallel Lines

Automatically creates a dimension that specifies the distance between two parallel lines that you specify.

1)	Select Dimension Parallel Lines from the Detail>Linear Dimension options.

2)	Choose the first line.

3)	Choose the second line.

4)	Indicate the position for the dimension text using one of the Universal Position Menu options.


Horizontal Chain

Creates a series of dimensions measured horizontally between selected positions.

1)	Select Horizontal Chain from the Detail>Linear Dimension options.

2)	Indicate a series of positions for dimensioning.  Select a maximum of 50 positions for chain dimensions and click on ACCEPT when finished.

3)	Indicate a witness line height.  This position is used to calculate the position of witness and leader lines for the dimensions.  Two temporary witness lines appear showing the boundaries of the dimension.

4)	Indicate a position for the dimension text.

5)	The dimension text is displayed at the position you specified and changes the temporary lines to solid witness lines.  Two more temporary witness lines are automatically displayed defining the next dimensions boundaries, and so on.

Horizontal chain dimensions


Vertical Chain

Creates a series of dimensions measured vertically between selected positions.

1)	Select Vertical Chain from the Detail>Linear Dimension options.

2)	Indicate a series of positions for dimensioning.  Select a maximum of 50 reference points for chain dimensions and click on ACCEPT when finished.

3)	Indicate a witness line height.

This position is used to calculate the witness and leader lines for the dimension.  Two temporary witness lines appear showing the boundaries of the dimension.

4)	Indicate a position for the dimension text.

The dimension text is displayed at the position you specified and changes the temporary lines to solid witness lines.  Two more temporary witness lines are automatically displayed defining the next dimensions boundaries, and so on.

Vertical chain dimensions


Parallel Chain

Creates a series of dimensions measured parallel to the direction of the axis determined by selected positions.

1)	Select Parallel Chain from the Detail>Linear Dimension options.

2)	Indicate the first point for the axis.

3)	Indicate the second point for the axis.

4)	Indicate dimension positions.

5)	Indicate a witness line height.

This position is used to calculate the witness and leader lines for the dimensions.  Two temporary witness lines appear showing the boundaries of the dimension.

6)	Indicate a position for the dimension text.

The dimension text is displayed at the position you specified and changes the temporary lines to solid witness lines.  Two more temporary witness lines are automatically displayed defining the next dimensions boundaries, and so on.

Parallel chain dimensions


Align

Use the Align function to align dimensions that you select with a reference dimension that you indicate.  To use this function, follow the steps below.

1)	Select Align from the Detail>Linear Dimensions options.

2)	Indicate the first dimension.

3)	Select the dimensions to be aligned, using the Universal Selection Menu.

Any dimensions selected after the original (first dimension) will then be aligned with the original dimension.


Align Step

Use the Align Step function to align dimensions with a reference dimension that you indicate.  Unlike the Align function, however, this function allows you to insert a space to each dimension.  The result is similar to a baseline dimension.  To use this function, follow the steps below.

1)	Select Align Step from the Detail>Linear Dimensions options.

2)	Enter a distance value for the step.

3)	Indicate the first dimension.

4)	Indicate additional dimensions to align with the step value.

Any dimensions selected after the first (reference) was indicated will be aligned with that first dimension and at the step value that was entered.


Merge

Use the Merge function to combine two dimensions into one dimension.  You are prompted to select two dimensions with a common point.  Note that if two dimensions are selected that do not share a common point, an error message will be displayed to warn you.  It will be important to know the following about the Merge function:

•	If one dimension is enclosed by another, the enclosed dimension will simply be deleted.

•	This function only works with linear vertical and horizontal dimensions.

•	The two dimensions that you select must be of identical type (both vertical or both horizontal).

•	The text of the new merged dimension is auto-centered, and will maintain the same X coordinate (for vertical) or Y (for horizontal) so that the dimensions remain aligned.

•	The new merged dimension will retain the attributes of the first dimension that is selected.

To use the Merge function, simply follow the steps below.

1)	Select Merge from the Detail>Linear Dimensions options.

2)	Indicate the first dimension.

3)	Indicate the second dimension, to be merged with the first.  Note that the second must share a common point with the first.

If the two indicated dimensions are of identical type (both vertical linear or horizontal linear), and share a common point, the two dimensions will be merged.


Radial / Circular Dimensions

The options contained within this submenu allow you to dimension the radius or diameter of an arc/circle entity.  To access this submenu, simply select Radial Dimensions from the Detail Menu.  Note that Radial/Circular dimensions are created on the active CPlane.

To view information specific to a particular function, click on the appropriate link below.

Radial Regular

Radial Two Positions

Radial Bent

Circular Regular

Circular Two Positions

Radial Edge Horizontal

Radial Edge Vertical

Radial Edge Parallel

Circular Edge Horizontal

Circular Edge Vertical

Circular Edge Parallel


Detail>Radial/Circular Dimensions Menus

The Detail>Radial/Circular Dimensions pull-down and palette menus are shown below:

Detail>Radial/Circular Dimensions pull-down menu, accessible from the Menu Bar

Detail Radial/Circular Dimensions palette menu


Regular Radial

Dimensions the radius of an arc.

If the arc is parallel to the Construction Plane, the dimension is placed in the CPlane at the arc’s depth.  If it is parallel to the Display View, the dimension is placed in the Display View at the arc’s depth.  The dimension is placed on the arc’s plane if neither of the above rules applies.

1)	Select Regular Radial from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a position for the dimension text.

The leader side is determined by the text position.

Regular radial dimensions


Radial Two Positions

Use the Radial Two Positions function to create a radial dimension that is unrelated to a particular arc.

1)	Select Radial Two Positions from the Detail>Radial Dimension options.

2)	Indicate the first position for the dimension.

3)	Indicate the second position for the dimension.

4)	Indicate a position for the dimension text.

Two point radial dimension, horizontal

Two point radial dimension, vertical


Radial Bent

Dimensions an arc whose center does not appear on-screen.  Bent radial dimensions appear to have leader lines that zigzag.

If the arc is parallel to the Construction Plane, the dimension is placed in the CPlane at the arc’s depth.  If it is parallel to the Display View, the dimension is placed in the Display View at the arc’s depth.  The dimension is placed on the arc’s plane if neither of the above rules applies.

1)	Select Radial Bent from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate the reference center of the arc; this is the leader's start point.

4)	Indicate the leader line's first bend, or elbow.

5)	Indicate the leader line's second elbow.  For a sharp angle, select almost directly above or below the first elbow.

6)	Indicate the dimension text.

The dimension and its leader lines are displayed.

Make sure your selections for steps 3 through 5 lie within the arc's radius and circumference.


Circular Regular

Dimensions the diameter of an arc in the active view only.

If the arc is parallel to the Construction Plane, the dimension is placed in the CPlane at the arc’s depth.  If it is parallel to the Display View, the dimension is placed in the Display View at the arc’s depth.  The dimension is placed on the arc’s plane if neither of the above rules applies.

1)	Select Circular Regular from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a position for the dimension text.

Regular diameter dimension


Circular Two Positions

Creates a diameter dimension that is unrelated to a particular arc.  This type of dimension is actually a linear dimension with a phi or diameter symbol prefix.

1)	Select Circular Two Positions from the Detail>Radial Dimension options.

2)	Indicate the first position for the dimension.

3)	Indicate the second position for the dimension.

4)	Indicate a position for the dimension text.

Two Points Diameter dimension


Radial Edge Horizontal

Creates a horizontal dimension on the radius of an arc in any view.

1)	Select Radial Edge Horizontal from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a position for the text.

The dimension is created and placed as indicated.

Radii of circles in views other than display view


Radial Edge Vertical

Use the Radial Edge Vertical function to create a vertical radius dimension of an arc in any view.

1)	Select Radial Edge Vertical from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a dimension text position.

The dimension is then placed, vertically, where indicated.


Radial Edge Parallel

Use this function to create a radial dimension whose text position is defined by an axis.  You are prompted to define that axis through the Conversation Bar.

1)	Select Radial Edge Parallel from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Select an axis definition method and the dimension is placed as indicated.

Two Points

Indicate the first and second points on the axis using Position Menu options.

Key In

Enter the axis angle in degrees.


Circular Edge Horizontal

Use the Circular Edge Horizontal function to create a horizontal dimension of the diameter of an arc in any view.

1)	Select Circular Edge Horizontal from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a dimension text position.

The dimension is placed as indicated.

Example of a dimension created by Circular Edge Horizontal


Circular Edge Vertical

Use this function to create a diameter dimension of an arc in any view.

1)	Select Circular Edge Vertical from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Indicate a dimension text position.

The dimension is then placed, vertically, where indicated.


Circular Edge Parallel

Use this function to create a parallel dimension that is placed on the axis that you define through the Conversation Bar.

1)	Select Circular Edge Parallel from the Detail>Radial Dimension options.

2)	Select the arc to dimension.

3)	Select the axis definition method.  The dimension is then placed where and as indicated.

Two Points

Indicate the first and second points on the axis using Position Menu options.

Key In

Enter the axis angle in degrees.


Angular Dimensions

The options in this submenu allow you to dimension the angle between two nonparallel lines or between three specified positions.  They also allow you to create angular chain or baseline dimensions.  Note that you cannot select parallel lines when dimensioning with these functions.  To access these submenu options, simply select Angular Dimensions from the Detail Menu.

When creating Angular Dimensions it will be important to keep the following in mind:

When Angular Dimensions are used to measure an outer (outside) angle, the dimension arrows will always be set to Arrows In (see Set Current Default Attributes>Leader Witness for a description of Arrows In).

To view information specific to a particular function, click on the appropriate link below.

Two Lines

Three Positions

Angular Chain

Angular Baseline


Detail>Angular Dimensions Menus

The Detail>Angular Dimensions pull-down and palette menus are shown below:

Detail>Angular Dimensions pull-down menu

Detail>Angular Dimensions palette menu


Two Lines

Dimensions the angle between two lines.

1)	Select Two Lines from the Detail>Angular Dimension options.

2)	Select the first line.

3)	Select the second line.  To make it easier to identify the angle you want to dimension, the program draws temporary dashed lines that extend to the limits of the screen along the selected lines. The intersecting lines define four angles for dimensioning.

4)	Select inside the angle you want to dimension.  The temporary dashed lines disappear.

5)	Specify whether you want to dimension the inner or outer angle.

6)	Indicate the dimension text position.


Three Positions

Dimensions the angle between two reference positions and a vertex that you specify.

1)	Select Three Positions from the Detail>Angular Dimension options.

2)	Select the vertex of the angle you want to dimension.  The vertex and the end points do not have to lie in the same plane.

3)	Indicate the first reference position representing the end points of the angle to dimension.

4)	Indicate the second reference position representing the end points of the angle to dimension.

Temporary dashed lines are displayed to show the angle defined by the two reference positions. The vertex and the two reference positions define two intersecting reference lines and four angles for dimensioning.

5)	Select a position somewhere inside the angle that you want to dimension.

The temporary dashed lines disappear.  New temporary solid lines appear, defining the selected angle.

6)	Indicate whether you want to dimension the inner or outer angle.

7)	Indicate the dimension text position.

The temporary lines disappear.


Angular Chain

Use the Angular Chain function to create chained angular dimensions by indicating a center and two positions.  To use this function, follow the steps below.

1)	Select Angular Chain from the Detail>Angular Dimensions options.

2)	Indicate a vertex.

3)	Indicate a first position.

4)	Indicate a text position.

5)	Indicate the next position in the chain.

The dimension is then created from the positions you selected.


Angular Baseline

Use the Angular Baseline function to create baseline angular dimensions from an indicated center position, first position and a second position.  To use this function, follow the steps below.

1)	Select Angular Baseline from the Detail>Angular Dimensions options.

2)	Indicate a vertex.

3)	Indicate a first position.

4)	Indicate a text position.

The dimension is created based on the positions you had indicated.


Baseline Dimensions

The options contained within this submenu allow you to create baseline dimensions.  To access these submenu options, simply select Baseline Dimensions from the Detail Menu. These options are used to create and edit ordinate, baseline and running dimensions; all dimension types that use a base point from which to measure.

•	The base ordinate is the starting point of an ordinate string on the axis.  Ordinates you create after the base ordinate are called subordinates.

•	When creating baseline dimensions, it will be important to keep the following in mind:

•	Dimensions can be created on a horizontal, vertical, or parallel axis using aligned or nonaligned settings.

•	Baseline dimensions create a series of dimensions that have one reference point, the baseline point, in common.  Dimensions with smaller values display below dimensions with larger values.

•	Running dimensions create a chain-like series of dimensions with one reference point, the baseline point, in common.  However, unlike chain and baseline dimensions, running dimensions appear with the dimension text at the top of the witness line and aligned with the witness line.  The dimensions appear at witness line height.

•	Once the dimensions are created, elements can be added, moved, deleted, or aligned.

To view information specific to a particular function, click on the appropriate link below.

Aligned Horizontal

Aligned Vertical

Aligned Parallel

Unaligned Horizontal

Unaligned Vertical

Unaligned Parallel

Baseline Horizontal

Baseline Vertical

Baseline Parallel

Running Horizontal

Running Vertical

Running Parallel

Add Element

Delete Element

Move Element

Offset Origin

Move Origin

Align Element


Detail>Baseline Dimensions Menus

The Detail>Baseline Dimensions pull-down and palette menus are shown below:

Detail>Baseline pull-down menu

Detail>Baseline palette menu


Horizontally Aligned Ordinate

Creates ordinate dimensions that appear along a horizontal axis.  Because the text is aligned, the first text position sets the position for all other text in the string.  The text automatically aligns with the first dimension you create.

Follow the steps below to create ordinate dimensions along a horizontal axis:

1)	Select Horizontally Aligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate the base ordinate position.

3)	Indicate the second (first subordinate) position.

4)	Indicate a position for the dimension text.

The dimension text is automatically aligned with the witness line at the position you choose.

5)	Indicate additional subordinate positions, choose ACCEPT or DONE when finished.


Vertically Aligned Ordinate

Creates ordinate dimensions that appear along a vertical axis.  Because the text is aligned, the first text position sets the position for all other text in the string.  The text automatically aligns with the first dimension you create.

1)	Select Vertically Aligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate the base ordinate position.

3)	Indicate the first subordinate position.

4)	Indicate a position for the dimension text.

The dimension text is automatically aligned with the position you choose.

5)	Indicate subordinate positions.

6)	Choose ACCEPT when finished.


Parallel Aligned Ordinate

Creates ordinate dimensions that appear along an axis you specify by defining two positions.  Because the text is aligned, the first text position sets the position for all other text in the string.  The text automatically aligns with the first dimension you create.

1)	Select Parallel Aligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate the base ordinate position.

3)	Indicate second (subordinate) position.

4)	Select axis definition method or enter value.  You can use the positions you chose in the previous two steps, enter a numerical angle value for the axis, or use any of the CADKEY selection methods to define the axis by two points.

The dimension text is automatically aligned with the position you choose.

5)	Indicate additional subordinate positions.

6)	Choose ACCEPT when finished.


Horizontally Unaligned Ordinate

Use to create ordinate dimensions that appear along a horizontal axis, but with text positions that you choose independently for each dimension.

1)	Select Horizontally Unaligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate the base ordinate position.

3)	Indicate a position for the dimension text.

4)	You are prompted for each text position in the ordinate string.  Continue to choose location and text position for each subordinate.

5)	Indicate subordinate positions.

6)	Choose ACCEPT when finished.


Vertically Unaligned Ordinate

Creates ordinate dimensions that appear along a vertical axis, but with text positions that you choose independently for each dimension.

1)	Select Vertically Unaligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate axis positions.

3)	Indicate the base ordinate position.

4)	Indicate a position for the dimension text.  The dimension text is automatically aligned with the position you choose.

5)	Choose ACCEPT when finished.

6)	Continue to choose locations and text positions for each subordinate.


Parallel Unaligned Ordinate

Creates ordinate dimensions that appear along an axis you specify by indicating two positions, but with text positions that you choose independently for each dimension.

1)	Select Parallel Unaligned Ordinate from the Detail>Baseline Dimension options.

2)	Indicate the base ordinate position.

3)	Indicate a second (subordinate) position.

4)	Select axis definition method or enter value.  You can use the positions you chose in the previous two steps, enter a numerical angle value for the axis, or use any of the CADKEY selection methods to define the axis by two points.

5)	Indicate a position for the dimension text.

The dimension text is automatically aligned with the position you choose.

6)	Continue to choose location and text positions for each subordinate.


Horizontal Baseline

1)	Creates a series of dimensions measured horizontally from the same base position.

2)	Select Horizontal Baseline from the Detail>Baseline Dimension options.

3)	Indicate a base position.

4)	Indicate the dimension position.

Two temporary witness lines appear showing the boundaries of the dimension.

5)	Indicate a position for the dimension text.

6)	Repeat steps 3 and 4 until you finish processing all of the dimensions.

Horizontal baseline dimension


Vertical Baseline

Creates a series of dimensions measured vertically from the same base position.

1)	Select Vertical Baseline from the Detail>Baseline Dimension options.

2)	Indicate a base position.

3)	Indicate dimension position.

4)	Indicate a position for the dimension text.

5)	Indicate other dimension positions as needed.

6)	Repeat steps 3 and 4 until you finish processing all of the dimensions.

Vertical baseline dimension


Parallel Baseline

Creates parallel baseline dimensions measured from the same base position, parallel to the direction of the axis.

1)	Select Parallel Baseline from the Detail>Baseline Dimension options.

2)	Indicate the first position for the axis.

3)	Indicate the second position for the axis.

4)	Indicate a base position.

5)	Indicate dimension position.

6)	Indicate a position for the dimension text.

7)	Indicate other dimension positions as needed.

8)	Repeat steps 6 and 7 until you finish processing all of the dimensions.

Parallel baseline dimension


Horizontal Running

Creates running dimensions measured horizontally from the same base point.

1)	Select Horizontal Running from the Detail>Baseline Dimension options.

2)	Indicate a base position.

3)	Indicate the second position.

4)	Indicate a position for the dimension text.

The dimension text is automatically aligned with the position you choose.

5)	Indicate subordinate positions.

6)	Choose ACCEPT when finished.


Vertical Running

Creates running dimensions measured vertically from the same base point.

1)	Select Vertical Running from the Detail>Baseline Dimension options.

2)	Indicate a base position.

3)	Indicate a witness line height.

This position is used to calculate the witness and leader lines for the dimensions.

4)	Indicate dimension positions.

The dimension text extends from the common base point to the position you chose.  The dimension text appears next to the new position's witness line, at the witness line height selected in step 3.


Parallel Running

Creates parallel running dimensions measured from the same base point, parallel to the direction of the axis.

Select Parallel Running from the Detail>Baseline Dimension options.

1)	Indicate the first point for the axis.

2)	Indicate the second point for the axis.

3)	Indicate a base position.

4)	Indicate a witness line height.

This position is used to calculate the witness and leader lines for the dimensions.

5)	Indicate a dimension position.  When finished, choose ACCEPT.

The dimension text extends from the common base point to the position you chose.  The dimension text appears parallel to the witness line's angle and at the witness line height selected in step 5.


Add Element to Baseline

Adds elements to an existing string of baseline dimensions.

1)	Select Add Element to Baseline from the Detail>Baseline Dimension options.

2)	Select the ordinate dimension to which you want to add elements.

3)	Select new positions to add to the dimension and press (Done).


Delete Element from Baseline

Removes existing elements from the string.

1)	Select Delete Element from Baseline from the Detail>Baseline Dimension options.

2)	Select the element you want to remove.

The dimension(s) are erased.

•	To delete single element, select each one separately.

•	To delete an entire string of dimensions, select the base ordinate.


Move Element

Moves existing baseline dimensions.

1)	Select the Move Element option from the Detail>Baseline Dimension options.

2)	Select the element you want to move.

3)	Indicate a new placement position for the dimension.

4)	Choose ACCEPT when finished.

The dimension keeps its attributes when you move it.  You cannot move the base ordinate.


Offset Origin

This function applies an offset value to the base of an ordinate dimension.  If an ordinate dimension has three points that measure 0.0, 1.5 and 3.0 and you apply an offset of 2.0, the dimension values will now read as 2.0, 3.5 and 5.0.  The dimension does not move, the displayed values change by the offset value you specify.  Keep in mind, that this has no effect on dimension associativity.

Note this function cannot be used for baseline or running dimensions.  It is only valid for use on ordinate dimensions.

1)	Select Offset Origin from the Detail>Baseline Dimension options.

2)	Select the dimension to modify.

3)	Enter a value to use as the offset.

The offset value is added to the dimension, increasing or decreasing the dimension value, depending upon the offset value you had specified.


Move Origin

Use the Move Origin function to move the base of an ordinate dimension.

1)	Choose the Move Origin function from the Detail>Baseline Dimension options.

2)	Select the element that will become the new base element (origin).


Align Elements

Aligns an unaligned ordinate dimension string with the base ordinate.

1)	Select Align Elements from the Detail>Baseline Dimension options.

2)	Select the dimension you want to align.

The text is repositioned in a string that overlaps or doesn't align so that it aligns with the base ordinate and spaces evenly.


Chamfer Dimensions

The options in this submenu allow you to create two different chamfer dimensions using a linear dimension.  To access these options, simply select Chamfer Dimensions from the Detail Menu.

C Style

X45 Style


Detail>Chamfer Dimensions Menus

The Detail>Chamfer Dimensions pull-down and palette menus are shown below:

Detail>Chamfer Dimensions pull-down menu

Detail>Chamfer Dimensions palette menu


C Style

Creates a chamfer dimension with a "C" prefix.

1)	Select C Style from the Detail>Chamfer Dimensions options.

2)	Select the chamfer line you want to dimension.

3)	Indicate a position for the dimension text.

The chamfer dimension is displayed with the prefix C.

C Style chamfer dimension


X 45 Degree Style

Creates a chamfer with an "X 45°" suffix.

1)	Select X 45° Style from the Detail>Chamfer Dimensions options.

2)	Select the chamfer line you want to dimension.

The line is assumed to represent a 45° chamfer and is dimensioned accordingly.

3)	Indicate a position for the dimension text.

The chamfer dimension is displayed with the suffix X 45°.

Chamfer dimension>X 45 Degree Style


Coordinate Dimension

Use the Coordinate Dimension function to label 2D or 3D points and location coordinates, by generating a dimension entity that describes the X, Y, and optionally, the Z coordinates using various unit and scaling options.

To use the Coordinate Dimension function, choose Coordinate Dimension from the Detail Menu options.  The "Create a New Coordinate Dimension" dialog box appears.  This dialog contains both a "Coordinate Dimensions" page, through which you are able to configure the coordinate dimension before it is placed and an "Attributes" page, through which the attributes can be set.  The options available through this dialog are explained below.

To view information specific to a particular topic, click on the appropriate link below.

Dialog Options

Using the Function


The "Create a New Coordinate Dimension" Dialog Box Options

The following settings are available in the "Coordinate Dimensions" page of the dialog shown below:

Database Units

The database units of current part file.

Primary Units

The primary units for the label.  This will be used whenever a label Format with P is specified (e.g., P, P/S, S/P).  The scale conversion, in relation to the Database scale is listed in the Primary Scale field.  Default value is the Primary detail units in Detail Settings.

Secondary Units

The secondary units for the label.  This will be used whenever a label Format with S is specified.  The scale conversion, in relation to the Database scale is listed in the Second Scale field.  Default value is the Dual detail units in Detail Settings.

Shrink Factor

Use this field to specify a shrinkage factor to the true dimensions.  This option can be used for plastic parts or other design components that shrink from mold to product.  The Shrink factor is only used when a Display Format with a lowercase s is specified, and is applied to each dimension (X,Y,Z) as measured from the origin.

Display Format

Use this to indicate either 2D or 3D coordinates, as well as which units you wish to include in the label.  You can also elect to Create Point, which will include a point when you place the label.  The pull-down list contains 10 possible combinations of the three unit options, which are:

P - Include Primary units.

S - Include Secondary units.

s -  Apply Shrink factor.  Will apply the Shrink factor to the appropriate unit.  For example, specifying Ps will apply the shrink factor to the Primary unit.

•	Available from the "Create a New Coordinate Dimension" dialog are Edit and Move options.  To edit the properties of an existing Coordim symbol, select Edit.  Using dynamic selection, left mouse click when the Coordim you want to modify is highlighted.  The "Edit an existing Coordinate Dimension" dialog box will appear allowing you to make the changes you want.

•	To move a Coordim entity, select Move.  Using dynamic selection, left mouse click when the entity you want to move is highlighted.  Select the new base position using an option from the Universal Position Menu or simply drag the entity to its new location and mouse click to place it.


Using Coordinate Dimensions

Follow the steps below to use the Detail>Coordinate Dimension function:

1)	Select Coordinate Dimension from the Detail Menu.  The "Create a New Coordinate Dimension" dialog box appears.

2)	Configure the coordinate dimension through this dialog and select OK to save any changes.

3)	Indicate the dimension origin using the Universal Position Menu.

4)	Indicate a dimension position.

5)	Indicate a position for the dimension text.

Coordinate dimensioning example


Automatic Dimensioning

Using the Automatic Dimensioning feature, you are able to automatically create and apply dimensions to a part in either Model Mode or Layout Mode.

The dimensions created through the Automatic Dimensioning feature are driven by the settings contained in the "Auto Dimension Configuration" dialog box.  Using the available settings, the feature can be configured to create dimensions specific to your needs.

Config AutoDim

Exec AutoDim


Detail>Automatic Dimensioning Menus

The Detail>Automatic Dimensioning pull-down and palette menus are shown below:

Detail>Auto Dimensioning pull-down menu

Detail>Auto Dimensioning palette menu


Configure Auto Dim

Use this function to configure the type of automatic dimension you intend to create, through the "Auto Dimension Configuration" dialog box that appears when the function is selected.  This dialog contains six pages; Mode and Selection, Vertical, Horizontal, Arcs, Circles and Table.  The settings contained in each page are explained in the following segments below.  Once you have configured the appropriate settings in this dialog, select OK to accept the settings.

Mode and Selection

Vertical and Horizontal

Arcs

Circles

Table


Mode & Selection

The Mode & Selection page of the "Auto Dimension Configuration" dialog contains settings specific to dimension and selection modes, and allows you to execute an auto dimension, load a previously saved configuration file, or save a new configuration file.  These settings are explained below.

Dimension Mode

Select Dimension Modes from those available.  Note that at least one Dimension Mode option must be checked in order for the OK, Execute Auto Dimension, and Save Config File settings to work.  Note that a Dimension Mode setting must also be checked before the settings in its corresponding dialog page become active.  For instance, the settings contained in the "Vertical" page would be grayed out if Vertical Dimensions is not first checked under Dimension Mode.

•	Vertical Dimensions - When checked, Auto Dimension will create Vertical Dimensions.   Auto Dimension will dimension from the lowest selectable EndEnt to the second lowest selectable EndEnt, then from the second lowest to the third lowest, and so on, until all selectable EndEnts are dimensioned.

•	Horizontal Dimensions – When checked, Auto Dimension will create Horizontal Dimensions. Auto Dimension will dimension from the selectable EndEnt farthest on to the left, to the next selectable EndEnt, moving rightward.  It will keep moving to the right, until all selectable EndEnts are dimensioned.

•	Arc Dimensions – When checked, Auto Dimension will create dimensions based on the "Arcs" dialog page configuration, which becomes active when Arc Dimensions is selected as a Dimension Mode.

•	Circle Dimensions – When checked, Auto Dimension will create dimensions based on the "Circles" dialog page configuration, which becomes active when Circle Dimensions is selected as a Dimension Mode.

•	Circle Table - When checked, Auto Dimension will create dimensions based on the "Table" dialog page configuration, which becomes active when Circle Table is selected as a Dimension Mode.

Selection Mode

The settings under Selection Mode allow you to specify how entities will be selected for dimensioning.  The available options are explained below.

•	Automatic – When checked, all visible entities will be processed.  The dimensions are created on the current level with the current system color attributes.  If you are dimensioning in Layout Mode, each instance is separately processed.  Note that only instances with standard views (1 to 6) in Layout Mode will be processed.

•	Automatic by Color – When checked, all the visible entities are processed by color.  Each color attribute is processed separately.  Dimensions are created on the current level with the color attributes of the entities that were processed.  If you are dimensioning in Layout Mode, each instance is processed separately.  Note that only instances with standard views (1 to 6) are processed.

•	Automatic by Level – When this setting is checked, all visible entities will be processed by level, and each level will be processed separately.  When the Create Sublevel option is checked, Auto Dimension will create a sublevel on which the dimensions will be created using the level defaults of the processed level.  If you are dimensioning in Layout Mode, each instance is processed separately.  Note that only instances with standard views (1 to 6) are processed.

•	Manual – When checked, you will be prompted to select the entities to dimension using the Universal Selection Menu.

Configuration Description

This field displays a description of the current configuration.  You are able to edit the description to include up to 35 characters.

Configuration Created For

Displayed in this field are the units in which the configuration was initially created.  Note that if a configuration file is saved with a part file containing different units than those displayed, the configuration file will retain the units of the part file.

Execute Auto Dimension

Use this button to call the Automatic Dimension function.  At the end, you will be returned to the "Auto Dimension Configuration" dialog, where you can make necessary changes and re-run the function.

Load Config File

Use this button to load a previously saved configuration file.  The "Open" dialog will appear, with the files of type being (*.CDW).

Save Config File

Allows you to save the current configuration file to a .CDW extension, through the standard "Save As" dialog.


Vertical and Horizontal

The settings contained in the Vertical and Horizontal pages of the "Auto Dimension Configuration" dialog contain identical settings and allow you to configure how vertical (or Horizontal) dimensions are to be created through the Automatic Dimension feature.  The available settings are explained below.  Note that the settings in this dialog page will be grayed out if Vertical Dimensions (or Horizontal Dimensions) is not first checked under Dimension Mode in the Mode & Selection page.

Type

Select a dimension type from the pull-down menu.  The following types are available: Linear/Serial, Ordinate, Baseline, and Baseline Symm.

Position

Indicate a position for the dimension text.  The dimension text will be placed at the specified position and at the distance specified in the Distance setting.  The available position options are: Right, Left, and Both.  When Right is selected, the text will be placed at the furthest right position.  When Left is selected, it will be placed at the furthest left.  If you choose Both from the pull-down menu, the text will be positioned at both the furthest right and furthest left positions.

Distance

Specify the distance at which the dimension text will be placed.  The distance value will be scaled according to the instance scale when dimensioning in Layout mode.

Dim Setup

When checked, Auto Dimension will use the settings specified in the selected CADKEY Dimension Template File (*.DIM).  Use the browse button to search for the appropriate file to open.

Add Midline

This setting is always active when the Vertical (or Horizontal) dialog page is made active.  When checked, you are allowed to automatically insert a dashed horizontal line at the vertical (or horizontal) midpoint of the part being dimensioned.

Baseline/Ordinate Parameters

Allows you to specify an origin for Baseline or Ordinate dimension types.  The following origin positions are available from the drop-down menu:

•	Top – The origin is positioned at the vertical (or horizontal) top point of the selected entities.

•	Bottom – The origin is positioned at the vertical (or horizontal) bottom point of the selected entities.

•	Midline – The origin is positioned at the vertical (or horizontal) midpoint of the selected entities.

•	User – When this option is selected, you will be prompted to indicate a position for the dimensions’ origin.

Filter Dimensions

Allows you to apply a filter to the dimensions being automatically created.  The filter parameters that can be configured are explained below.

•	Fillet – Choose from the following options: None, Intersection, or 1st Point.  When None is selected, no filter will be applied.  When Intersection is selected, the endpoints of the arc will be removed from the list of coordinates to be dimensioned.  The intersection of the two filleted lines will be added.  Lastly, if you select 1st Point, the second point will be removed from the list of coordinates to be dimensioned.  Only the first position will be considered.

•	Overall Dimension – Choose from the following options: None, Dim + Overall, Overall Only.  When None is selected, the normal dimensions will be created.  No overall dimension will be generated.  If you select Dim + Overall, Automatic Dimension will generate the normal dimensions and an overall dimension.  When you select Overall Only, only an overall dimension will be generated.

•	Minimum Dimension – When checked, you are asked to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension less than the set value will be ignored.

•	Maximum Dimension – When checked, you are allowed to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension greater than the set value will be ignored, and the ignored position will become the 1st position for the next dimension created.

•	Consider Circle Centers – When checked, the center position of circles will also be dimensioned.

•	Consider Arc Centers – When this setting is checked, Automatic Dimension will also dimension the center position of any arcs in the file.

•	Full Dimension Only Active Instance in Layout Mode – When checked, and when Automatic Dimensioning in Layout Mode, the active instance will be fully dimensioned, while the other, non-active, instances will be dimensioned only with overall dimensions.


Arcs

The available settings in the Arcs page of the "Auto Dimension Configuration" dialog box allow you to specify the parameters by which the Auto Dimension feature can generate arc dimensions.  The available settings are explained in the following segment.  Note that the settings contained in the Arcs page will be grayed out unless Arc Dimensions is first enabled under Dimension Type in the Mode & Selection page.

Type

Select a type from the available options: Radius or Diameter.  When Radius is selected, Auto Dimension will generate a radius dimension.  When Diameter is selected, Auto Dimension will generate a diameter dimension.

Distance

The value you enter in the Distance field will determine how far the text will be placed from the dimension being created.  In Layout Mode, the distance will be scaled according to the instance scale.

The anchor point of the dimension text will be placed at the midpoint of the angle.  Dimensions on concentric arcs will be created with 10° difference. I.e. if 3 concentric circles are found, the first dimension will be created at 45°, the 2nd at 55° and the 3rd at 65° etc.

Dim Setup

When checked, Auto Dimension will use the settings specified in the selected Dimension Template File (*.DIM).  Use the browse button to search for the appropriate file to open.

Add Axes

In order for the Add Axes options to be selectable, you must first enable (check) the Add Axes setting.  This option allows you to add axes to all arcs being dimensioned.  The parameters by which this feature will function are explained below.

•	Axes Style – Choose from the following style options, available from the drop-down menu: 2C-Lines (horizontal and vertical centerline), Point (centerlines and a point), Line Pt (centerlines and displays the center point with line entities), and No Point (lines but no center point).

•	Axes Extra Length – Determine the Axes Extra Length by specifying either a Fixed Value or % on Radius value.  Whatever is entered under Fixed Value will be added to both sides of the axes length.  When % of Radius is selected, and a value entered, the axes length will be increased on both sides by the indicated % or the arc radius.

Filter Dimensions

Allows you to apply a filter to the dimensions being automatically created.  The filter parameters that can be configured are explained below.

•	Minimum Dimension – When checked, you are asked to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension less than the set value will be ignored.

•	Maximum Dimension – When checked, you are allowed to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension greater than the set value will be ignored, and the ignored position will become the 1st position for the next dimension created.


Circles

The available settings in the Circles page of the "Auto Dimension Configuration" dialog box allow you to specify the parameters by which the Auto Dimension feature can generate circle dimensions.  The available settings are explained in the following segment.  Note that the settings contained in the Circles page will be grayed out unless Circle Dimensions is first enabled under Dimension Type in the Mode & Selection page.

Type

Select a type from the available options: Radius or Diameter.  When Radius is selected, Auto Dimension will generate a radius dimension.  When Diameter is selected, Auto Dimension will generate a diameter dimension.

Distance

The value you enter in the Distance field will determine how far the text will be placed from the dimension being created.  In Layout Mode, the distance will be scaled according to the instance scale.

The anchor point of the dimension text will be placed at the midpoint of the angle.  Dimensions on concentric arcs will be created with 10° difference. For example, if 3 concentric circles are found, the first dimension will be created at 45°, the 2nd at 55° and the 3rd at 65° etc.

Dim Setup

When checked, Auto Dimension will use the settings specified in the selected CADKEY Dimension Template File (*.DIM).  Use the browse button to search for the appropriate file to open.

Add Axes

In order for the Add Axes options to be selectable, you must first enable (check) the Add Axes setting.  This option allows you to add axes to all arcs being dimensioned.  The parameters by which this feature will function are explained below.

•	Axes Style – Choose from the following style options, available from the drop-down menu: 2C-Lines (horizontal and vertical centerline), Point (centerlines and a point), Line Pt (centerlines and displays the center point with line entities), and No Point (lines but no center point).

•	Axes Extra Length – Determine the Axes Extra Length by specifying either a Fixed Value or % on Radius value.  Whatever is entered under Fixed Value will be added to both sides of the axes length.  When % of Radius is selected, and a value entered, the axes length will be increased on both sides by the indicated % or the arc radius.

Filter Dimensions

Allows you to apply a filter to the dimensions being automatically created.  The filter parameters that can be configured are explained below.

•	Minimum Dimension – When checked, you are asked to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension less than the set value will be ignored.

•	Maximum Dimension – When checked, you are allowed to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension greater than the set value will be ignored, and the ignored position will become the 1st position for the next dimension created.

•	Count Circles Same Size – When checked, and if multiple circles with the same radius are located in the file, Auto Dimension will dimension the 1st circle only, adding a note as indicated under the Text for Counted Circles setting, explained below.  The number of multiple circles sharing the same radius will be marked.

•	Text for Counted Circles – Indicate a suffix to be applied to dimensions of counted circles.


Table

The available settings in the Table page of the "Auto Dimension Configuration" dialog box allow you to specify the parameters by which the Auto Dimension feature can generate circle table dimensions.  The available settings are explained in the following segment.  Note that the settings contained in the Table page will be grayed out unless Circle Table is first enabled under Dimension Type in the Mode & Selection page.

Type

Select a type from the available options: Radius or Diameter.  When Radius is selected, Auto Dimension will generate a radius dimension.  When Diameter is selected, Auto Dimension will generate a diameter dimension.

Sort By

Specify a field by which the table will be sorted.  The following options are available from the drop-down menu: Diam./Rad. (diameter and radius), X Coord (X coordinate), Y Coord (Y coordinate), and No Sort (no sort applied).

Sort Direction

Indicate a sort direction in which the table will be sorted.  The two available options are: Ascending (sorted in ascending order) and Descending (sorted in descending order).

Auto Position at Distance

When checked, the table will automatically be positioned as shown in the tables below.  In these tables, "X Max" refers to the largest X Coordinate in the Table, "Y Max" refers to the largest Y Coordinate in the Table, and "Y Min" refers to the smallest Y Coordinate.

Table Type	X Coordinate of Table	Y Coordinate of Table	Table Anchor Position
Top to Bottom	X Max + "Distance from Part	Y Max	Upper Left Corner
Bottom to Top	X Max + "Distance from Part"	Y Min	Lower Left Corner
If the checkbox is not checked, then the Table will be placed as follows:

Table Type	X Coordinate of Table	Y Coordinate of Table	Table Anchor Position
Top to Bottom	User (by animated rectangle)	User (by animated rectangle)	Upper Left Corner
Bottom to Top	User (by animated rectangle)	User (by animated rectangle)	Lower Left Corner
Bottom to Top Table

When selected, the table will be read from bottom to top.

Table as Composite

When selected, the table will be generated as a composite.

Filter Circles

Allows you to apply a filter to the dimensions being automatically created.  The filter parameters that can be configured are explained below.

•	Minimum Dimension – When checked, you are asked to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension less than the set value will be ignored.

•	Maximum Dimension – When checked, you are allowed to specify a value in the editable field.  Any EndEnt that would cause creation of a dimension greater than the set value will be ignored, and the ignored position will become the 1st position for the next dimension created.

Coordinate Origin

The settings under Coordinate Origin allow you to elect to Draw Origin Point and specify a Position Origin.  These settings are explained below.

•	Draw Origin Point – When checked, a point will be created on the origin.

•	Position Origin – Allows you to specify a position for the origin of the table.  The following positions are available from the drop-down menu: Absolute, LL Part, LR Part, UL Part, UR Part, and User (user defined).

Format Table

Use these available settings to determine how the table will look.

•	N – This controls how much space is allotted for the column, which displays the number of each circle.  Example.  If "Spaces between columns" is 4, and "N" is 3, then the N Column will be 7 spaces large.

•	X – This controls how much space is allotted for the column that displays the X Coordinate of each circle.  The first number corresponds to the number of spaces allotted to the whole number portion of the coordinate, while the second number corresponds to the number of spaces allotted for the decimal value of the coordinate.

•	Example.  If the Spaces Between Column setting is set to 4, and X is set to 4.4, then the entire column will be 13 spaces wide (4+4+1+4) +1 is for the decimal point, and there will be a 4-digit precision.

•	Y – This controls how much space is allotted for the column, which displays the Y Coordinate of each circle.

•	Z – These controls will be active only if the checkbox is checked. In this case the column with the Z coordinate will be included following the parameters set.  This controls how much space is allotted for the column, which displays the Z Coordinate of each circle.

•	R/D – This controls how much space is allotted for the column, which displays the Radius/Diameter value of each circle.

•	Spaces Between Columns – Enter a value to determine the amount of white space in a table column.  Half of the number you specify will be placed before the data in a column, and half will be placed after it.


Execute Auto Dim

Use the Exec Auto Dim function to execute, or apply, the Automatic Dimensioning that has been configured through the "Auto Dimension Configuration" dialog box.  Automatic Dimensions are supported in both Model Mode and Layout Mode.


Symbol

Using the options in this submenu, you are able to create several different detailing symbols.  To access these options, select Symbol from the Detail Menu.

All of these detail symbols may be "attached" to geometry.  See Attachment and Associativity at the beginning of this section.

Detail>Symbol pull-down menu

Detail>Symbol palette menu

To view information specific to one of the following functions, click on the appropriate link below.

Geometric Tolerance Symbol

Datum

Datum Target

Surface Finish

Welding Symbol

Detail Target


Geometric Tolerancing

The Geometric Tolerancing (GD&T) option allows you to easily create various geometric tolerancing symbols based on ASME Y14.5M-1994, or ISO 5459-1981 standards.  You may also create ANSI or ISO based datums.

The Available Standards

ASME Y14.5M - 1994 - Released in March of 1994, this standard is intended to replace the ANSI Y14.5 - 1982 standard.  The general focus of the new specification is to comply almost entirely with ISO specifications.

ISO 5459 - 1981 - Selecting ISO standards as your global Detail Standard in the global "Configuration" dialog box will modify either of the other two standards to include features specific to this ISO standard.

Click on the appropriate link below to view information specific to a particular topic below.

Dialog Options

Using the Function


The Geometric Tolerance Symbol Dialog Box

To access the geometric tolerancing option, select Geometric Tolerance from the Detail>Symbol options.  The "Create a New GeoTol" dialog box will appear.  This dialog box contains a large preview area that allows you to see the symbol you are creating before you place it on your drawing.  The following dialog tabs are contained in the "Create a New GeoTol" dialog box: Frame 1, Frame 2, Frame 3, Options, Attributes, Datum, and Datum Attributes.  The settings contained in these dialog pages are explained below.

Depending on the type of geometric tolerancing symbol you are creating, you may add up to three datum references (i.e., Primary, Secondary, and Tertiary).  The datum reference controls will be "frozen" if they are not needed for the kind of symbol you are creating.

Available from the "Create a New GeoTol" dialog are Edit and Move options.  To edit the properties of an existing Geotol symbol, select Edit.  Using dynamic selection, left mouse click when the Geotol you want to modify is highlighted.  The "Edit an existing Geotol" dialog box will appear allowing you to make the changes you want.

To move a Geotol entity, select Move.  Using dynamic selection, left mouse click when the entity you want to move is highlighted.  Select the new base position using an option from the Universal Position Menu or simply drag the entity to its new location and mouse click to place it.

Frames 1, 2, and 3

Options

Attributes

Datum and Datum Attributes


GeoTol Dialog Frame Tabs

The Frame 1, Frame 2, and Frame 3 dialog pages allow different options for the frame type that you are able to display with the symbol being created.  For instance, only the Standard frame type is available for Frame 1.  No Frame, Standard, and Composite are options for Frame 2, and none are available for Frame 3.  The available frame types, and available dialog settings, are explained below:

•	No Frame – When selected, no frame will be displayed with the Geotol symbol you are creating.

•	Standard – When selected, the Geotol symbol you create will be displayed with a standard frame.

•	Composite - This option will create a symbol with one geometric characteristic symbol, followed by individual segments for each tolerance and datum field, one above the other.

•	Boundary (Surface Profile symbol only) - This was a new concept for ASME Y14.5M-1994.  This option creates a symbol that combines positional tolerances with profile tolerances.  This is useful when it is necessary to control the boundary and position of a non-cylindrical feature.

Modifier

There are several modifiers available from the Modifier drop-down menu, shown below.

Tolerance

Enter a tolerance value for the symbol, to appear after whatever modifier is selected, if one is chosen at all.

Per Unit

Per Unit applies to both Flatness and Straightness styles.  This setting will be inactive when it does not apply to the symbol selected.  When active, you are able to enter a per unit tolerance setting in the editable field.

Material

Specify a material to be displayed in the Geotol symbol being created.  The available material options are listed and explained below:

•	MMC   	Maximum Material Condition means the maximum amount of material permitted by the tolerance size dimension for that feature.  For internal features such as holes and slots, MMC is the condition where these features are at their minimum allowable size.  For shafts, bosses, and other external features, MMC is the condition where these features are at their maximum allowable size.

•	RFS	Regardless of Feature Size, when applied to positional tolerance for circular features, requires the axis of each feature to be located within the specified positional tolerance regardless of the size of the feature.  RFS imposes a closer control of positional tolerances than MMC.

•	LMC	Least Material Condition means that the feature in the part contains the minimum amount of material permitted by its tolerance size dimension.  Specification of LMC also requires perfect form at LMC.

Maximum

Where the feature departs from its MMC size, a perpendicularity tolerance is allowed which is equal to the amount of the departure, up to .002 maximum (ANSI Y14.5-1973).

Miscellaneous Checkboxes

The following checkbox settings are available from the Frame 1, Frame 2, and Frame 3 pages, depending upon what is specified for each.

•	Projected Zone - Used where the variation in perpendicularity of a hole might cause a fastener to interfere with a mating part.

•	Tang. Plane - (ASME Y14.5M-1994 Standard Only) The Tangent Plane modifier is new to the ASME Y14.5M standard.  It is used when it is desirable to control a feature surface established by contact points on the surface.

•	Free State - (ASME Y14.5M-1994 Standard Only) The Free State modifier is new to the ASME Y14.5M-1994 standard.  When used in a control frame, it ensures that when the part is being inspected, it will not be restrained.

•	Reciprocity - This is the symbol for the "principle of reciprocity", an ISO standard.

•	Envelope -  This checkbox is available for ISO, DIN, JS, and KS standards (as specified in the Options tab of this dialog).  Enabling this checkbox adds an Envelope modifier to the symbol. This indicates that all points on the surface of a feature lie within the limits defined by its MMC (Maximum Material Condition). envelope. This means that any surface variations due to flatness, parallelism, etc. must reduce to zero as the size approaches MMC.

•	Statistical - (ASME Y14.5M-1994 Standard Only) Statistical Tolerance is new to the ASME Y14.5M-1994 standard.  The symbol indicates that statistical process controls should be used in the production of the part referenced.  The ASME Y14.5M-1994 standard requires that a note be placed in the drawing whenever the ST modifier is used.  The note text will vary depending on the specific usage of the modifier, so you should refer to the ASME Y14.5M-1994 standards documentation for the specific wording of the note.


Symbols

The available GD&T symbols, as they appear in the dialog box, are shown below:


GeoTol Dialog Options Tab

Clicking on the Options tab in the main "Create a New GeoTol" dialog box will bring up the "Options" dialog box.  This dialog box allows you to specify or input additional information about the symbol you are creating.

Several types of geometric tolerancing symbols allow you to include additional information.  When it is possible to add such information, the appropriate input field will be "unfrozen."

The symbol you created in the main "Create a New GeoTol" dialog box will appear in the preview portion of the dialog box.  Any options you choose/enter for the symbol will be reflected in the preview area.

Standard

Select a standard for the GeoTol symbol. The available standards are: ANSI 1982, ASME 1994, ISO, DIN, JIS, and KS.

Miscellaneous Options

Enable the All-around symbol on leader setting to display an all-around symbol on the leader line.  To display filled arrowheads, select Use filled arrowheads on leaders. You can elect to return to the GeoTol dialog box after placing the symbol by enabling the Return to dialog after placing symbol setting.

From the Leader Type pull-down, you are able to indicate a leader type to be displayed.  The available leader types are: General, Horizontal/Vertical, Under Text/Dimension, String, Linear Dimension, Circular, or None.

For some leader types, you are allowed to set an Orientation and Arrow type.

Leader Types

You can choose from several leader styles for your geometric tolerancing symbol.  Some of the leader styles are shown below.  To choose a leader, select the type of leader you want from the Leader pull-down list.  Leader types can easily be previewed before a specific type is selected in the preview window.  The preview will change depending upon what leader type is selected.  Explanations of the different types of leaders are given in the following section.

•	General - To create a General leader, pick the endpoint for the leader.  Then choose a location for the upper left corner of the tolerancing symbol.  The leader will extend from the left or right side of the symbol depending on its position relative to the location of the leader endpoint.

•	Horiz/Vert - For Horiz/Vert. leaders, select an endpoint for the leader.  Then choose a location for your symbol.  The symbol will be automatically aligned with a horizontal or vertical leader based on the locations you picked.

•	Under Text/Dimension – This leader type option allows you to place a symbol under an existing detail symbol or dimension.  The tolerancing callout will automatically be placed and aligned above or below the last line of text or symbol.

•	String - The String option lets you create multiple leaders.  To create a string leader for your tolerancing symbol, pick a location for the first arrowhead and then place the symbol.  Next, choose a location for the next arrowhead.  When you are done creating arrowheads, press DONE to return to the geometric tolerancing dialog box.

•	Linear Dimension (Gap) - This leader style creates parallel lines to represent the "gap."  Pick locations for these parallel lines and then select a location for the feature control frame. The Horiz, Vert, and Diag options refer to the orientation of the gap leader on the drawing.  The In and Out options refer to the placement of the arrows on the gap portion of the leader; In will place them inside the gap, and Out will draw them outside the gap.

•	Circular - (No Arrows, Arrows In, Arrows Out) This leader type allows you to place geometric tolerancing symbols directly on holes in your drawing.  The No Arrows style will place the leader on the outside of the hole, with no arrows.  The Arrows In style will place the leader on the outside of the hole with arrows on the inside of the hole indicating that the entire hole is being dimensioned.  The Arrows Out style is the same, except that the arrows are placed outside the hole.

•	None - For no leader, select None.  To place the geometric tolerancing symbol, pick a location for the upper left corner of the feature control frame.

Orientation

Specify an orientation for the leader. This setting is active for Linear Dimension (Gap) style only.

Arrows

Indicate an arrow type for the leader.  This setting is active for Linear Dimension (Gap) and Circular leader styles. The choices are  In, Out, and Auto.


Attributes Tab of Dialogs

The Attributes page in all dialog boxes allows you to set color and pen attributes and specify a level destination for the symbols being created.  In order to change the attributes, you must enable them by checking the appropriate checkbox.

The following attributes can be set through this page of the dialog:

•	Width - Allows you to set a new line width attribute.  To set this attribute, simply select the desired width.

•	Style - Allows you to set a new line style attribute.  To set this attribute, simply select the desired style.

•	Color - Allows you to assign a new color attribute.  To set this attribute, simply select the desired color square.

•	Level - Select a new active level from the drop-down menu.

•	Set From Ent - Allows you to apply attributes from another entity, by selecting the entity whose attributes you want to use.

•	Pen - Allows you to assign a new pen number.  To set this attribute, simply select the desired pen number.


GeoTol Dialog Datum Tab

Use the Datum page in the "Create a New GeoTol" dialog box to create a datum GeoTol.  Through this page, you are able to specify Datum Text, Standard, Leader Type and other settings explained below.  Using the Datum Attributes page, you can set attributes to be used for the datum GeoTol symbols that you create.  The settings contained in this page are identical to those in the Attributes page, discussed previously in this segment.  Please refer there for descriptions of the available settings.

Datum Text

Specify the text to be displayed in the datum.

Standard

The Standard selected through the GeoTol will appear here, and cannot be changed unless through the GeoTol.  If you intend to set a Standard through the Datum itself, independent of GeoTol, it is recommended that you use the Datum function, explained later in this Symbol segment.

Miscellaneous Options

The settings for both the Use filled arrowheads on leaders and Return to dialog after placing symbol that were set through the GeoTol will appear here, and can only be changed through the GeoTol.  Note that these settings are configurable separate of GeoTol through the Datum function, explained later in the Symbol documentation.

Leader Type

The Leader Type set through the GeoTol will appear in this box, and can only be changed through the GeoTol.  If you intend to set a Leader Type through the Datum itself, it is recommended that you use the Datum function, explained later in this Symbol segment.

•	Above - When selected, the leader will appear above the GeoTol symbol.

•	Below - When selected, the leader type that is selected will appear below the GeoTol symbol.


Creating a Geometric Tolerancing Symbol

Creating a geometric tolerancing symbol is a simple procedure through the pages contained in the "Create a New GeoTol" dialog box.  The callout will be displayed in the preview area of the dialog box.  The steps below are an example of how a GeoTol symbol can be created.

1)	Pick the symbol you want to create.  Click on the icon button that corresponds to the symbol you want.  When you pick a symbol, the name of the symbol will be displayed and a preview of the symbol will appear.

2)	Enter the tolerance you require in the Tolerance text field.  For some symbols, you can also add a diameter symbol ("∅").  When this option is available, you can select a diameter or spherical diameter ("S∅") symbol from the Modifier pull-down field immediately to the left of the Tolerance value.  Configure the other available settings as desired.

3)	Select the datum references you want.  Depending on the type of geometric tolerancing symbol you are creating, you may add up to three datums references (i.e., Primary, Secondary, and Tertiary).  The datum reference controls will be "frozen" if they are not needed for the kind of symbol you are creating.

4)	Select the Options tab to access a dialog box with options specific to the type of symbol you have chosen.

5)	To add a Datum to the GeoTol, go to the Datum page of the "Create a New GeoTol" and manually enter a datum letter in the text field.  The input function is useful for adding hyphenated datum references, such as "A-B."

6)	Choose a leader type from the Leader pull-down list.  You can choose from the following types of leaders (explained in Leader Types section): General, Horiz/Vert, Under Text/GDT, String, Gap, Circle, or None.

7)	Place the symbol on the drawing by following the prompts on the screen.  The prompts will differ depending on the type of leader you have chosen.


Datum

Use the Symbol>Datum function to create a datum (i.e., without a geometric tolerancing feature control frame) based on ASME, ANSI, or ISO standards.  To create a datum, select Datum from the Detail>Symbol submenu options.  The "Create a New Datum " dialog appears, containing a Datum and Attributes page.


The "Create a New Datum" Dialog Options

The settings contained in the Datum and Attributes pages of the "Create a New Datum" dialog box are explained below.  When creating a datum symbol, configure the symbol specifications through this dialog.  You are able to preview the datum before placing it.

Datum

Through the Datum dialog page, you are able to specify Datum Text, the Standard, whether to use filled arrowheads on leaders, whether to return to the dialog after placing the datum symbol and what Leader Type to use.

Datum Text

Manually enter the datum text to appear with the symbol.

Standard

Specify a standard to be used by selecting one from the drop-down menu.  The available standards are:  ANSI 1982, ASME 1994, ISO, DIN, JIS, KS.

Miscellaneous Options

The Use filled arrowheads on leaders setting, when enabled, will cause the arrowheads on leaders to be filled.  When the Return to dialog after placing symbol setting is enabled, you will be returned to the dialog once the symbol has been placed.

Leader Type

Specify a Leader Type from the drop-down menu.

The String leader style will not be available for Datums.  Also, Gap and Circle style leaders are slightly different for ASME/ISO Datums as they have a "triangle stand" at the endpoint.  The triangle stand will "conform" to the shape of the circle when used with the Circle style leader.

Attributes

The Attributes page in the "Create a New Datum" dialog box allows you to set color and pen attributes and specify a level destination for the symbol being created.  In order to change the attributes, you must enable them by checking the appropriate checkbox.


Datum Target Symbol

Using the settings contained within this function, you are able to create Datum Target Symbols by specifying attributes such as size, circle diameter, and leader type, among others. Using the options available on the right side of the "Datum Target" dialog box, you are able to Edit, Move, Setup, or view the Properties of your datum target symbol.

Dialog Options

Using the Function


The "Datum Target" Dialog Options

The following "Datum Target" settings dialog is displayed when Datum Target Symbol is selected from the Detail Menu:

General Settings

The following setup options are available in the Datum Target dialog box:

•	Size Outside - This is a toggle setting that, when checked, will cause the size value to be placed outside of the symbol.  When unchecked, the size is based within the symbol.

•	Movable Datum Target – When selected (checked), the targets being created will be moveable, which will allow them to be used in generating equalized center planes.  Typically, such planes are generated in pairs.  Movable datum targets may be used in conjunction with targets that are fixed.

•	Area Size - Allows you to set an area size to be displayed with the symbol.

•	Datum ID - Allows you to "name," or give the datum target symbol a specific ID.  This ID will be displayed within the symbol.

•	Leader Type – Select a leader type from the drop-down menu.

•	Point Type – Select a point type from the drop-down menu.

Leader Type

The following setup options are available under "Leader Type" in the dialog:

•	None – The default setting.  No leader type is used.

•	Filled – When selected, a filled leader type is used.

•	Unfilled – When selected, an unfilled leader type is used

•	Solid - When checked, a solid leader line will be displayed.

•	Dashed - When checked, a dashed leader line will be displayed.

Point Type

The following options are available from the Point Type drop-down menu:

•	None - A target point is comprised of a leader/point marker that connects the actual the target symbol to its start point.  When checked, no target point will be displayed.

•	Cross Point - When checked, a target point will be displayed as a cross (+) point.  The target point will be displayed at the start point you indicate.

•	X Point - When checked, a target point will be displayed as an x (x) point.  The target point will be displayed at the start point you indicate.


Creating a Datum Target Symbol

Follow the steps below to create a Datum Target Symbol:

1)	Select Datum Target Symbol from the Detail>Symbols options.

2)	Specify how the symbol is to be displayed using the Datum Target dialog box.

3)	Indicate a start position using the Universal Position Menu.  If you elect to display a target point, it will be placed at this start position.

4)	Indicate an end position.  The datum target is placed at the end position you indicate here.

The datum target symbol is placed as you have instructed.


Surface Texture

The options available for the Surface Texture function can be used to construct various types of surface texture symbols based on ANSI Y14.36-1978 or ISO standards.  Surface texture symbols specify the roughness average ("Ra") value of a surface.  This value is usually measured in micro inches for ANSI standards and denotes the smoothness of a surface.

You may also add additional information to the symbol, if you wish, in the text fields provided.  All information added will be automatically placed in the proper location around the symbol.

To use the Surface Texture option, select the Surface Texture icon from the Detail Menu.  The "Surface Texture" dialog box will appear.  This is a tabbed dialog. The Surface Texture tab is where you set the parameters of your symbol.  The Attributes tab is where you can set the attributes of how the symbol will appear in your drawing.  You can set the line width and style, color, level, polyline fill color and pen.

Various settings such as leader types, unit standards and leading zeros can be set in the Detail Settings tabbed dialog box available from the Detail palette menu or the pull-down menu on the Menu bar.

1)	Select the type of surface texture symbol you want by clicking the appropriate icon button.  The symbol will be previewed and the name will appear next to Type.  The symbols you can choose are:

BASIC - Basic surface texture symbol.

MACHINING - Material removal by machining is required.

PROHIBIT MACHINING - Indicates no machining required.

2)	Under Roughness, specify either an Average (Avg) or Max and Min roughness height rating by selecting or entering the information in the given text/input fields.  Note that Min and Avg share the same text/input field.  To remove a rating, delete the number in the text field and press [Enter], or choose a blank space from the list.

3)	Under Roughness, you may also select/enter a Cutoff rating in the field.  There is also a Spacing text field for entering a maximum roughness width rating.

4)	In the Lay pull-down list, choose a lay symbol for the surface finish symbol.  This symbol indicates the direction of the lay used for tooling.  You can choose: Blank for none, Parallel, Perpendicular, Crossed, Multi-dir, Circular, Radial, or Non-dir.

5)	Under Waviness, you may enter a maximum waviness height rating in the Height field, or select one from the pull-down list.  If desired, you may enter a maximum waviness width rating in the Spacing text field.

6)	If ISO Standards are selected in the "Configuration" dialog box, the Spacing text field will be replaced with a Production Method text field.  Everything else under Waviness will be "frozen."

7)	If a Machining surface finish symbol was chosen, you can specify the amount of material to be removed by machining in the Mat’l text field, otherwise this option will be frozen.

8)	Select a Leader type for your symbol:

Leader - Draws a leader and arrowhead.

Align - Aligns the symbol with existing geometry (e.g., along a line or arc).

Unalign - Places the symbol without a leader and not aligned with any geometry.

9)	You may choose to Repeat Dialog Box by checking that checkbox.  If this option is enabled, the "Surface Texture Symbol" dialog box will reappear each time after you place a symbol.

10)	Place the surface texture symbol on the drawing by following the prompts.  If the Align leader style was selected, click near the geometry on the side with which you want the symbol to be aligned.  When you have finished fine-tuning the symbol, press the left mouse button to place it.


Welding Symbol

The Welding Symbol option dynamically constructs welding symbols based on ANSI/AWS A2.4-86 standards.  This option is used for detailed drafting.  A Preview window lets you see the welding symbol as you create it.  When you are done creating the welding symbol, you can then place it on your drawing.

The Welding Symbol option is accessible by selecting the Welding Symbol icon from the Detail Menu.  The "Welding Symbol" dialog box will appear.  To create a welding symbol you must enter information for the reference lines and the symbol(s) you want to use.  See Creating a Weld Symbol for more information.  See also Available Symbols and Modifiers.


Available Symbols and Modifiers

There are many different welding symbols and modifiers available for this option.  They are shown below.  The first column shows the symbols available for the ANSI standard.  The second and third columns show the symbols that are replaced or added when you specify ISO or DIN standards, respectively.

Available Weld Symbols

To display the buttons for a specific standard (ANSI, ISO or DIN), choose that standard as the default Detail Standard in the "Detail Settings" dialog box available from the Detail palette menu or the pull-down menu on the Menu bar.

See Available Weld Symbol Names to see the symbol names associated with the "Weld" dialog box buttons for each standard.


Available Weld Symbol Names

Button Column A	Button Column B
Fillet	Square Groove
Plug / Slot	V Groove
Spot	Bevel Groove
Stud  [* Folded Joint (ISO and DIN)]	U Groove
Seam	J Groove
Back / Backing	Flare-V
Surface (ANSI, DIN)	Flare-Bevel Groove
Flange Corner  [* Bevel Butt (ISO and DIN)]	Scarf  [* Inclined Joint (ISO and DIN)]
Flange Edge  [* V-Butt (ISO and DIN)]	[* Edge (DIN)]
[* Steep-Flanked Single-V Butt (DIN)]	[* Surface Joint (DIN)]
[* Steep-Flanked Single-Bevel Butt (DIN)]
* Only available if corresponding standard (ISO or DIN) is specified in Global Configuration

Available welding process modifiers


Creating a Welding Symbol

Creating a welding symbol requires you to choose options for both the reference lines and the actual welding symbol.  The steps are outlined below:

1)	Specify a Direction for the reference line, either Left or Right, by clicking the appropriate radio button.

2)	Specify whether or not to break the leader, using the Break Ldr. checkbox.  A broken leader will have an "elbow" at a point that you choose.

3)	You can choose whether or not to add a Tail and Tail Text (or specifications) to the current reference line.  Check the Tail checkbox if you want to put a tail on the current reference line.  You may add three short lines of text, in an upper, middle, and/or lower position, by entering text in the text fields provided.  These three text positions correspond to the positions of the three text fields.  In other words, text in the uppermost field will appear in the uppermost position next to the welding symbol tail, the text in the middle field will appear in the middle, and the text in the lowest field in the lowest position.

4)	The Ref. Line text field lets you select the number of reference lines you want for multiple weld processes.  The maximum is five (5).  Use the first pull-down list to choose the current reference line, and the second to choose the total number.  Line #1 is always on the bottom and the line numbers increase in the upward direction.  The line you designate as the current line will be highlighted in the preview area.

5)	If you are creating an ISO or DIN symbol, you can select the position of the Dashed Line (Top or Bottom) relative to the reference line.  Dashed lines are not used for ANSI welding symbols.  (You can select ANSI, ISO, or DIN as your symbol standard in the "Detail Settings" dialog box available from the Detail palette menu or the pull-down menu on the Menu bar.)

6)	You may also specify a Reference Line Length and Reference Line Spacing (the space between each reference line).

7)	You can add All-Around, Field, or Consumable Insert modifiers to the current reference line by clicking on the Modifier icon button(s) of your choice.  Note Consumable Insert is only an ANSI standard.

8)	You can set the Arrow Style to either Unfilled or Filled.

9)	You can also choose to have the dialog box reappear after each symbol is placed, by checking the Repeat Dialog checkbox.

10)	To add weld process symbols to the current reference line, click on the icon button (left side of dialog box) corresponding to the symbol you want.  A "child" dialog box for that symbol will appear (see example below).  In this dialog box, you can enter information that is relative to the weld process you have selected.

11)	You can add the symbol you have chosen to the arrow side or the other side of the reference line by checking the Arrow or Other checkbox (or both).

12)	Some weld child dialog boxes have Spacer checkboxes.  Click on the Spacer checkbox to have a spacer symbol added to the welding symbol.  If you chose to have a dashed line (ISO/DIN only) included in the symbol, it will disappear when you add the spacer.  Spacer symbols appear on the first reference line only.

13)	To add additional modifiers to the welding symbol (i.e., Melt Through, Flat, Convex or Concave modifiers), click the appropriate icon button on the side you want.

14)	You can add text for the weld process symbol to either side of the reference line by entering the text in the proper text fields.  Pressing [Enter] adds the text.

15)	When you are done, click OK to leave the child dialog box.

16)	If you are ready to place the welding symbol on the drawing, click OK.  You will be prompted to choose an endpoint for the leader.  If you chose to create a broken leader, you will also be asked to choose a point for the break (i.e., where the "elbow" in the leader will be).

17)	Now drag a "ghost image" of the welding symbol to the desired location and click to place it.  In order to conform to standards, the leader cannot be drawn under a 30° angle with respect to the reference line.


Detail Target

The options available for this function allow you to create target symbols for detailing purposes.  To use these options, select Detail Target from the Detail>Symbol submenu.  The "Create a new Target " dialog box will then appear through which you can specify how the target symbol will be created.  To access the setup options available when creating point target symbols, simply select Setup from the options menu on the right side of the dialog.


The "Create a New Target" Dialog Options

The "Create a new Target" dialog box contains a Balloon page and an Attributes page, both of which are explained below.

Target

The settings available from the Target page of the "Create a new Target" dialog are explained below.

Diameter

After you have selected the balloon type, you are able to specify a diameter value for that balloon.  A preview of the balloon will appear and update in the preview area of the dialog.

If Repeat Dialog is enabled, the "Create a new Target" dialog will re-appear once the new balloon has been placed.

Attributes

The Attributes page in the "Create a new Target" dialog box allows you to set color and pen attributes and specify a level destination for the symbol being created.  In order to change the attributes, you must enable them by checking the appropriate checkbox.

The following attributes can be set through this dialog:

•	Width - Allows you to set a new line width attribute.  To set this attribute, simply select the desired width.

•	Style - Allows you to set a new line style attribute.  To set this attribute, simply select the desired style.

•	Color - Allows you to assign a new color attribute.  To set this attribute, simply select the desired color square.

•	Level - Select a new active level from the drop-down menu.

•	Set From Ent - Allows you to apply attributes from another entity, by selecting the entity whose attributes you want to use.

•	Pen - Allows you to assign a new pen number.  To set this attribute, simply select the desired pen number.


Notes

Notes can be created by various methods, loaded, saved and exported using the options contained in the Notes submenu.  Notes can also be used to create valid geometry.  Notes created by Key in, Label and Balloon can also be attached to geometry.  To access these options, select Notes from the Detail Menu.

To view information specific to a particular topic, click on the appropriate link below.

Dialog Options

Key-In

Label

Balloon

Import

Export

File Link

Autolabel

Autolabel Format

Text Editor Symbols


Detail>Notes Menus

The Detail>Notes pull-down and palette menus are shown below:

Detail>Notes pull-down menu

Detail>Notes palette menu


The "Create a New Note" Dialog Options

For the Key In and Label options you use the "Create a New Note" dialog box to create your note.  This is a tabbed dialog box.  The tabs available are Text, Note and Attributes.

Text

This is where you type in the text for your note or select a symbol from the pull-down list.  See the Text Editor Symbols section for full details on the symbols.

Notes

This is where you set the parameters, such as font, character height and justification.

Font

From the pull-down list, select the font style that you want for your note text.  This includes all fonts you have currently loaded on your system.

Aspect Ratio

Changes the character width to height ratio.  For example, if the character height is 2 and the character width is 1, the aspect ratio is .5 or ½.

Enter a character aspect ratio greater than or equal to .01 and less than or equal to 100.

Line Spacing

Sets the amount of space between successive lines of drawn, plotted or printed text in a note.

Enter a line spacing factor in the input field.  The factor is the ratio between the current text height and the line spacing.  For example, if your text height is one inch and spacing between text lines is one-half inch, the line spacing factor is .5.

Character Height

Sets the height of the text entity.

Slant Angle

Slants character text to any angle between –31° and 31°.

Note Angle

Sets the angle of an entire string of text in note entities.

Justification

Select the button to have the text justified to left, right or centered.

Direction

This allows you to control the direction in which the characters are displayed in your note.  This is useful for languages which use the right-to-left (RTL) style of writing.

Text Anchor

Anchor is a grid with marked points that lets you specify the placement of text for notes and labels.  The points represent upper, center and lower left; upper, center and lower center; and upper, center and lower right.  When you click on the desired anchor position, the point turns from black to red.  Each placement point represents where the text begins with respect to the cursor indicated position.

Checkboxes

To activate these options toggle on by clicking in the checkbox ( · ).

•	Filled Font – fills the inside area of note text characters.

•	Strike Through – creates a line through the text characters.

•	Underlining – underlines the text.

•	Mirror Text – creates mirror images of the text.

Attributes

The Attributes page in the "Create a New Note" dialog box allows you to set color, fill and pen attributes and specify a level destination for the note or label being created.  In order to change the attributes, you must enable them by checking the appropriate checkbox.


Key in Text

The Key in Text function is used to type the actual text that will be displayed. You can use the same text at different locations in your part file.  When you select the Key in Text function, the "Text Editor" dialog box will be displayed.

1)	Select Key in Text from the Detail>Notes options.  The "Create a New Note" dialog appears.

2)	Type the note text or choose a symbol.

3)	When you have finished, select OK to close the dialog.

4)	Indicate a position for the note text.  Each time you indicate another position, the note text is displayed at that location.


Labels

Creates tags with leaders and arrows for your drawing.  Note that labels are not coplanar.

1)	Select Labels from the Detail>Notes options.

2)	The "Create a New Note" dialog box appears.  Enter the text of the label.  Press OK.

3)	Select a location for the arrowhead.  If you want the arrowhead to snap to an entity, select the shift key to use the "nearest" position snap.

4)	Next, place the text note.

5)	If you wish to have multiple arrows, choose the location(s). The leaders will automatically connect the arrow point(s) to the label.

Note you can also insert symbols.  See the Text Editor Symbols section for further details.


Balloons

The Balloons option allows you to create a variety of balloon note styles.  Balloon notes are useful as tag numbers that identify specific parts in assembly drawings.  Creation of balloons is controlled through a dialog called "Create a New Balloon."  When creating balloon notes, it will be important to remember the following:

•	Stacked balloons (those that are stacked one atop another) will move along with the original balloon (the first created).

•	Balloons can support multiple leaders.

•	Text balloons support Elbow, Stack, and String leader styles.

•	Balloon widths are based upon the text height and diameter ratio (see below).

•	The height of all balloons other than Triangle and Text Only is equal to the text height multiplied by the diameter ratio.  The Triangle balloon is 50% taller than the others.

•	The width of the Rectangle style balloon is five times its height.

•	The leader of a Box Point balloon will always extend from the tip of its triangle.

•	The leader of a Text Only balloon will always extend from the left of the text, and will be centered vertically with respect to the line of the text.

•	Anchor and arrowhead points may be associative to other geometry.


Balloon Dialog Settings

When Create a Balloon Note is selected from the Detail>Note Menu, the "Create a new Balloon" dialog box appears.  The balloon note that you select will be displayed in the preview area.  In the graphic below, the default balloon symbol is previewed.  Use the Attributes page of the dialog to customize the look of the balloon notes that you create.

The following settings are available from the "Create a new Balloon" dialog box:

•	Text - The text that will be displayed inside of the balloon symbol that you select.  This is an editable field.  You are allowed to enter the desired text in place of the default "1."

•	Leader - Allows you to select a leader for the balloon.  The following leader styles are available from the pull-down: No Leader (default), Elbow, String, Straight, and Stacked.

•	"Elbow" leaders have an elbow shape.  The distance from the balloon to the elbow point is twice the text height.

•	"String" leaders have multiple line segments, and extend horizontally from the same side of the balloon as the tip of the first leader.

•	"Straight" leaders have no elbow.  Note that long balloons (Rectangle, Oval, and Boxpoint) cannot use this leader style.  A Straight leader begins at the edge of the balloon, and extends from the anchor point to the tip.

•	"Stacked" leaders allow you to stack two balloon notes.

•	Arrowhead - Allows you to select an arrowhead for a leader type.  The following arrowhead styles are available from the pull-down menu: Unfilled Arrow, Filled Arrow, Slash, Filled Circle, and Unfilled Circle.

•	Diameter Ratio - An input field that allows you to control the size of the balloon frame (outline) relative to the text size.  This can be used to provide more "white space" between the text and the frame.

•	Increment Count - Allows you to set an increment value.  After the first balloon is created, a number at the end of the text will increase by the Increment Count specified in this field.

•	Repeat Dialog - When enabled (checked) the "Create a new Balloon" dialog box will be displayed after each balloon is placed, to allow for quick creation of balloon notes in different styles or with different text.


Creating a New Balloon Note

Follow the steps below to create a new balloon note:

1)	Select Create a Balloon Note from the Detail>Note submenu.  The "Create a new Balloon " dialog box appears.

2)	Configure the balloon per your specifications in the dialog and select OK.

3)	Indicate a body position for the balloon, using the Universal Position Menu.

4)	If the Stacked leader style was chosen, you must choose an existing balloon on which to stack the new balloon.  When you choose the existing balloon, click on the side on which you want the new balloon to be stacked (i.e., above, below, left, or right).  Balloon numbers (i.e., numerical text) will increase automatically each time a balloon is placed.

The balloon is placed as instructed.


Import from Disk

Use the Import from Disk option to import text from a file on a disk directly into a part file.  This option is useful if you have saved ASCII text files to a disk and now wish to import them.

If you go back and make changes to the file containing the text, the changes are not reflected in the part file.

1)	Select Import from Disk from the Detail>Note options.  The "Open" dialog box appears.

2)	Type or browse for the note filename then click on the OPEN button.

3)	Indicate a position for the disk note text.


Export to File

This function is used to save note text from an existing note to an ASCII text file.

This option supports notes created using Key in Text and Import.  Notes created using File are not supported.

1)	Select Export to File from the Detail>Notes options.

2)	Select the note entity.

3)	Enter a name and file specification, if necessary, for the text file.

The file specification can include the drive, path, and filename extension.  If you don't enter a path, the text file is stored in the note directory.  If you don't assign a filename extension, a .NOT extension is used.


File Link

The File Link option can be used to create a note by importing an existing text file from a disk.  The resulting note contains a filename with its drive, pathname, extension, and text attributes.

File notes reference a file.  Therefore, when you change the contents of the file, the part file containing the file note changes to reflect the changes the next time you load the part file.  The note text is not stored for a file-based note in the part file.  Instead, it stores the path where the note exists so it can be re-read when the part file is loaded.

•	When creating file notes, keep these things in mind:

•	There is no size restriction for the text file that you use to create a file-based note.

•	Use a text editor to modify the contents of the file to change the text of an existing file-based note.

•	IGES does not support file notes. If you use IGES to export a part file, you will lose the note.  Make sure you keep the note on your hard disk.  If you delete or move the note, an error message appears.

1)	Select File Link from the Detail>Note options.  The "Open" dialog box appears.

2)	Enter the complete path and filename including the correct file extension and click on the OPEN button.

3)	Indicate a position in the part for the note text.  Each time you indicate another position, the note text is displayed at that location.

If you don't store your file in the note file directory, make sure the file specification includes the correct drive, path, filename, and extension.  If you send part files with file notes to another directory, make sure you include the file note and its path.


Autolabel Features

The Autolabel function can be used to quickly label features created as feature objects.  The Autolabel routine extracts the tagged data included with the feature and creates a label using the correct size, unit, and standards information.

If a feature is not created as a feature object, the tagged data is not present and the Autolabel function will not work.

To place an Autolabel, select Detail>Notes>Autolabel and select the feature you wish to label.

The standard Position Menu options will appear on the conversation bar along with a [image] button.  Click this if you wish to choose a different saved format for your autolabel. The format is determined by the feature type, and can be customized via the Autolabel Format option.

The label and leader will be previewed; select the desired position and Accept to place.

Autolabel Hole Standard


Autolabel Hole Standard

If you select the STD option from the Converation Bar, a dialog will appear from which you can choose from a list of preset standards.  The dialog and available standards will be specific to the type of feature you are labeling.  The example below is for a counterbored hole.

There are numerous preset standards for each feature type, and you can create your own formats using the Autolabel Format option.

Select the Setup button to configure display properties for the label including decimal/fraction options and whether or not to display leading zeros.

Autolabel Hole Standard Setup


Autolabel Hole Standard Setup

This tab can be used to choose whether hole dimensions are displayed in decimal or fraction format in the label you are configuring, and also to control the number of decimal places displayed (if applicable).

Select the No Leading Zeros checkbox if you wish to have leading zeros included in the label you are configuring.


Autolabel Format

This program allows you to create your own custom formats for the Autolabel program covered in the previous section.

There are many standard label types included for the Autolabel utility. Standards are made up of General Dimensioning symbols, text, and variables.  Variables are used so that the standard you create will be able to report such information as depth, diameter, counterbored depth, countersink angle, etc., when it is used to label a feature.  Each kind of feature will have its own set of variables associated with it (e.g., a counterbored hole will have variables for the depth and diameter of the counterbore, whereas a drilled hole will not).  When the standard is later used for labeling a feature, the variable names will be replaced with the appropriate information.  For example, the DRILLDIA variable used in the standard will report the actual drill diameter of the feature you are labeling.

The Variables list on the lower left side of the dialog box contains all the variables for the kind of feature for which you are creating a standard.  To add a variable to your label, choose the variable name you want from the list.  The name will appear in the Preview window.


Create Geometry from a Note

Use this function to turn note text into selectable geometry that you can modify and use in your drawing.

When using this function, it will be important to keep the following in mind:

•	All fonts will be converted to line and polyline entities only.

•	Converted polylines will be unfilled, whether the font was filled or not.

 Follow the steps below when using this function:

1)	Select Create Geometry from a Note from the Detail>Notes options.

2)	Using one of the Selection Menu options choose the notes you to convert to workable geometry.


Text Editor Symbols

Special symbols that are used in drafting are now accessible to you from the Symbols button in the "Create a New Note" dialog box.  These can be applied to all notes, labels, prefix, suffixes and dimension text.  The text abbreviation will appear in the dialog box and the actual symbol will be placed in the file.  Note that they can also be typed directly into the text editor.

Symbol	Description	Abbrev
	GD&T, Specifies angle feature	|ANG
	The measured length of an arc along the arc surface	|ARC
	GD&T, a condition exists between two datum points	|BET
	A series of measurements with the same values	|BOC
	Indicates a counterbore or spotface	|CBR
	GD&T, Controls the variations of a circular surface	|CIR
	Demotes a x45° chamfer	|CMF
	GD&T, Specifies concentricity	|CNC
	GD&T, Radius with no reversals	|CRD
	GD&T, circular runout surface control	|CRN
	Indicates a countersink	|CSK
	GD&T, Change in diameter over unit length	|CTP
	GD&T, Specifies cylindricity of a surface	|CYL
	Degree symbol (°)	|DEG
	Diameter measurement	|DIA
	Data applies to the depth of a feature	|DPT
	Long dash, used in Datum references	|DSH
	GD&T, envelope	|ENV
	Forces new line prior to next subcomponent	|EOL
	GD&T, control the form variations on flat features.	|FLT
	GD&T, Dim or Tolerance applied in a free state	|FRS
	GD&T, Amount of change per unit length	|FTP
	GD&T, Least material condition	|LMC
	GD&T, 2D surface control along feature length	|LPR
	GD&T, Most material condition	|MMC
	GD&T, specifies condition of parallel lines or surfaces	|PAR
	GD&T, specifies perpendicular lines or surfaces	|PER
	Plus/minus symbol (±)	|PLM
	GD&T, Thickness of a plate	|PLT
	GD&T, Position of a feature	|POS
	GD&T, Tol. Zone projects beyond part surface	|PRJ
	GD&T, Radial measurement	|RAD
	GD&T, Principle of Reciprocity	|REC
	GD&T, Regardless of feature size	|RFS
	GD&T, Spherical Diameter	|SDA
	GD&T, Specifies concentricity	|SPR
	GD&T, Specifies the size of a square area	|SQR
	GD&T, Spherical radius	|SRD
	GD&T, Tol. Zone derived from statistical analysis	|STA
	GD&T, specifies straightness	|STR
	GD&T, specifies symmetry	|SYM
	GD&T, Tol applies to a tangent plane other than feature	|TPL
	GD&T, Total runout surface control	|TRN


Crosshatch

To access the Crosshatch submenu options available, select Crosshatch from the Detail Menu.  Crosshatch styles are line patterns that represent materials such as copper, glass, or steel.  Each of the lines in a crosshatch pattern is known as a hatch line.  Use crosshatching to fill a specific, enclosed area of your 2D model.  When cutting or sectioning a part, use crosshatching to distinguish material from open space.

When using the available Crosshatch options, it will be important to keep the following in mind:

•	You can crosshatch parts that have overlapping geometry.  Crosshatching will treat intersecting entities that overlap as one entity.

•	You can select from up to eighteen supplied crosshatching styles; and add customized crosshatching styles to suit your needs.

•	You can specify the angle and distance between crosshatch lines for each crosshatching style.

•	Crosshatching styles are either single or double.  In the figure below, the style on the left shows a single crosshatching style. The style on the right is a double crosshatching style; it shows line types with different angles.

•	If you intend to crosshatch a 3D model, you may need to add some construction geometry to your part in order to complete the crosshatching.  If the border entities intersect in the view, the crosshatch should be applied with success.

To view information specific to a particular Crosshatch topic, click on the appropriate link below.

Islands

Create

Edit

Add

Remove

Creating a Custom Pattern


Detail>Crosshatch Menus

The Detail>Crosshatch pull-down and palette menus are shown below:

Detail>Crosshatch pull-down menu

Detail>Crosshatch palette menu


Islands

An island is an area inside of another area.  You can include islands in crosshatching. Crosshatching draws from the outermost selected boundary until it reaches the first selected island. From there, the crosshatching is stopped until it reaches the next selected island boundary and so on.

•	An island can have islands of hatching contained within its border, as long as the island consists of a closed boundary of entities.  The following figure shows you how to select boundaries.  When you use the Selection Menu, make sure you select a closed boundary or the area will be crosshatched incorrectly.

•	You do not have to edit entities to form a perfectly closed boundary.  When you select your crosshatching boundary, intersecting entities are found that extend beyond their endpoints and form a closed boundary.  For more information on intersections and boundaries, see the Hatch Intersection section in this chapter.

•	Islands can include notes and dimensions.  When you crosshatch a boundary with a note in it, the text is surrounded with an island box and the area around the dimension or note island box is crosshatched.

Crosshatch Association

Crosshatch association is the relationship between the original crosshatching and the entities you use to define its boundary and islands.  For example, when you add to or subtract entities from an existing crosshatching, the program recognizes the link between the original crosshatching and its new boundary/island entities and automatically updates the crosshatching to reflect the changes.

Crosshatch Disassociation

Disassociation is when the program no longer recognizes the link between a part's original crosshatching and the entities you use to define its boundaries and islands.

When you try to update a crosshatching that has an open boundary/island, you break the link or association between the crosshatching and its boundary/island entities. Once you break the link, the program disassociates the crosshatching from its new boundary/island entities and the crosshatching remains in its original state.  The crosshatching is not updated.


Create Hatch

This option displays the "Select Hatch Pattern" dialog box, which allows you to choose from 18 standard crosshatching styles, and enter a crosshatching angle and/or spacing.

1)	Select the Create option from the Detail>Crosshatch options.  The "Select Hatch Pattern" dialog box appears, from which you are able to select a hatch pattern, angle, and spacing.

2)	Select the crosshatching pattern you wish to use.  You can use the scrolling bar at the right to view all of the crosshatching pattern choices.  The active crosshatching pattern will be highlighted.  You are able to resize the dialog to view as many as you wish.

3)	Enter an angle value for the crosshatch pattern in the Angle field.

4)	Enter a spacing value in the Spacing field.

Spacing lets you define the distance between hatch lines in a pattern. For patterns with varied spacing between lines, such as Steel and Rubber, the value you enter represents the distance between the closest lines in the pattern.  The distance must be greater than zero.

5)	When you have made all the dialog box selections you want, choose OK.

6)	Indicate the boundaries to crosshatch.

7)	Confirm whether the selection is complete.

Verifying Crosshatch Entities

You can now verify the attributes of crosshatch entities by selecting Tools>Verify>Entity and indicating the hatch entity.


Edit Hatch

Use the Edit feature to dynamically update a crosshatch pattern through the "Select Hatch Pattern" dialog box.

Follow the steps below to use the Crosshatch>Edit function:

1)	Select Edit from the Detail>Crosshatch options.

2)	Select the hatch entity to modify, and select Accept when done.

3)	The "Select Hatch Pattern" dialog appears from which you can change the hatch pattern style, angle, and spacing.  Once you have modified the settings, select OK to save the changes.

The selected hatch entity(s) is updated.


Add Hatch

Use the Crosshatch>Add function to add entities to an existing crosshatching boundary.  When you add entities to a crosshatching you have already created, any changes are updated to the existing crosshatching automatically.

Follow the steps below to use the Crosshatch>Add function:

1)	Select Add from the Detail>Crosshatch options.

2)	Select the hatch entity to modify.

3)	Select the border entities to add/remove.

4)	Choose ACCEPT when you finish defining the boundary.

Adding to a cross-hatch boundary


Remove Hatch

Use the Remove function to subtract entities from an existing crosshatching boundary.  When you subtract entities from a crosshatching you have already created, any changes are updated to the existing crosshatching automatically.

Follow the steps below to use the Crosshatch>Remove function:

1)	Select Remove from the Detail>Crosshatch options.

2)	Select the hatch entity to modify.

3)	Select the border entities to add/remove.

4)	Choose ACCEPT when you finish defining the boundary.


Creating a Custom Crosshatch Pattern

To use more than the 18 default crosshatching styles, you can create your own crosshatching patterns and save them to an XHATCH.DAT file that can be read into the program.  You can customize new crosshatching patterns by creating a XHATCH.DAT file.  The XHATCH.DAT file must reside in the Language directory as stated in step 1 below.  See the chart below for an example of the XHATCH.DAT file format.

The XHATCH.DAT file format has changed from previous versions.  Any custom pattern files created previous to this version of the product will need to be reformatted to be consistent with these changes.

 	xhatch.dat entry

name	name of crosshatching pattern

type	crosshatching type: Single (0) or Double (1)

ang	default angle of hatch pattern

line1	line type of first line in pattern; 0 for a blank line

line2-line"x"	same as line 1 for each line in the pattern

Use any DOS or Windows text editor to create the XHATCH.DAT file and follow the steps below.  Press (Spacebar) between each entry.  Do not press (Enter) until you type the last variable.

1)	Use any text editor and create a file named XHATCH.DAT in the \LANG\ENGLISH directory (if you are using a different language, this directory will be different).

All of your entries should appear as a string of information on one line, with a space between each entry.

2)	Type the name of the hatching pattern you want to create; the name cannot contain spaces.  Press (Spacebar).

3)	Enter a number for the type of crosshatching style: 0 for a single style, 1 for a double style.  Press (Spacebar).

4)	Enter the angle, in degrees, for the line slant of the crosshatching.
Press (Spacebar).

5)	Type the line type number for the first line of the pattern: 0=Blank, 1=Solid, 2=Dashed, 3=Center line, 4=Phantom line.  Press (Spacebar).

6)	Continue to type the line types for the rest of the lines in the pattern.  Make sure you press [Spacebar] after every entry.

7)	When you finish entering the last variable, press (Enter).

8)	Save the file and exit the text editor.

9)	Start the product.

10)	Select Detail>Crosshatch>Create to see your crosshatching pattern in the "Select Hatch Pattern" dialog box.  Keep scrolling until you see the name for your crosshatching pattern.  It appears at the end of the 18 default crosshatching patterns.


Detail Lines

The options contained within this palette allow you to create Arrows and Witness and Center Lines.  To access these options, simply select Detail Lines from the Detail Menu.

Detail>Detail Lines pull-down menu

Detail>Detail Lines palette menu

Arrows

Witness

Centerline

Cutting Plane Line


Independent Arrows

The Independent Arrows option can be used to create lines that end in arrowheads.  The arrow lines can be combined with text notes and witness lines to create custom details that resemble dimensions.  Because the program does not link arrows with text, the arrow entities are not attached to any text they may be placed near.

When using the Independent Arrows feature, it will be important to keep the following in mind:

•	The display settings, such as dimension height, set in the "Detail Settings" dialog box are applied to the newly created arrows.

•	To access the available options for this feature, simply select Independent Arrows from the Detail>Detailing Lines options.

Arrows can be created using four different methods: points, string, parallel, and perpendicular (see graphic below).

End Points

Creates an arrow by setting start and end points.

1)	Select End Points from the "Select creation method" options.

2)	Locate a start position for the arrow.

3)	Locate an end point position for the arrow.

The arrowhead will be placed on the second (terminating) end of the line.

String

Creates a series of arrows in which the end point of one arrow is the starting point of the next.

1)	Select String from the "Select creation method" options.

2)	Indicate a start position for an arrow.

3)	Indicate the end point of each connected arrow.

4)	To finish creating the string, click on BACKUP or ESC.

Parallel

Creates an arrow parallel to an existing line.

1)	Select Parallel from the "Select creation method" options.

2)	Select a reference line.

3)	Indicate a position for the new arrow.

An arrow line is created the same length as, and parallel to, the reference line. The arrowhead appears on the same end as the terminating end of the reference line.

Perpendicular

Creates an arrow from a chosen point perpendicular to an existing line.

1)	Select Perpendicular from the "Select creation method" options.

2)	Select the reference line where you want a perpendicular arrow to point.

3)	Indicate a location from which to extend the arrow to meet the reference line.

The new arrow meets the chosen line at 90° (deg.), with the arrow touching the reference line.

To change the direction and style of dimension arrows and the arrow origination location for label arrows see the Leader/Witness page in the Set Current Default Attributes dialog box.


Witness Lines

The Witness Lines option can be used to create witness lines that are separate entities from those you can create using the Dimension options.  This option lets you create witness lines using four different methods: points, string, parallel, and perpendicular.

Witness lines are not linked with text.  Instead, the program uses them when you create dimensions or labels with separate text, and for witness line entities.

To create witness lines, choose Witness Lines from the Detail Lines options.  The Witness Lines options appear.

End Points

Creates a witness line by setting start and end points.

1)	Select End Points from the Witness Lines options.

2)	Locate a start position for a witness line.

3)	Locate an end point position for the witness line.

String

Creates a series of witness lines in which the end point of one line is the starting point of the next.

1)	Select String from the Witness Lines options.

2)	Locate a start position for a witness line.

3)	Specify the end point of each connected line.

4)	To finish creating the string, click on BACKUP or ESC.

Parallel

Creates a witness line that is parallel to an existing line.

1)	Select Parallel from the Witness Lines options.

2)	Select a reference line.

3)	Indicate a position for the new witness line.

A witness line is created as long as, and parallel to, the reference line.

Perpendicular

Creates a witness line that is perpendicular to a reference line by extending the witness line from an indicated position to the reference line.

1)	Select Perpendicular from the Witness Lines options.

2)	Select a reference line.

When created, the witness line is perpendicular to the reference line.

3)	Indicate a position from which to extend a perpendicular witness line to meet the reference line.

The new witness line meets the chosen line at 90°? with the witness line touching the reference line.


Centerline

The Centerline option allows you to easily create radial and linear centerlines.  When this function is selected from the Detail Lines options, the "Center Line" dialog box appears.  This is a tabbed dialog.

Under the Style tab there are four different types of centerlines that can be created through this function:  Horizontal, Vertical, End Point and Radial.  There are also five separate radial styles.  In the Length section of the dialog, the axial and radial extension lengths affect the respective centerline types and can be specified as a percentage or as an absolute value.

The Attributes tab allows you to choose the color, line style and width, level and pen attributes for your centerline.  You can set the attributes based on another entity in your drawing by choosing the SET FROM ENT button in the Attributes tab.

The following Centerline styles are available.  To view information specific to one of the styles, click on the appropriate link below.

Horizontal

Vertical

End Point

Radial


Horizontal

Use the Horizontal option to create horizontal centerlines.  This type of centerline extends beyond the end points and is useful for geometry that is symmetric across a plane.

1)	Select Horizontal from the centerline options in the dialog and OK to close the dialog.

2)	Indicate a start position for the line.

3)	Indicate an end position for the line.

The horizontal center line will start at the first point you choose and extend the horizontal distance to the second point, with overhangs as set in the configuration.


Vertical

Use the Vertical option to create vertical centerlines.  This type of centerline, like the Horizontal option, extends beyond the end points.

1)	Select Vertical from the centerline options in the dialog and OK to close the dialog.

2)	Select the start position for the line.

3)	Indicate an end position for the line.

The vertical centerline will start at the first point you choose and extend the vertical distance to the second point, with overhangs as set in the configuration.


End Points

Use this option to create a centerline based on any two positions you indicate.

1)	Select End Points from the centerline options in the dialog.

2)	In the dialog, choose to define the extension length by either a percentage or a value in inches or millimeters.  Then enter a value in the input field.

3)	Choose OK to close the dialog.

4)	Indicate the start and positions using the Universal Position Menu options.

The centerline is created.


Radial

The Radial centerline is used for adding centerlines to circles and arcs.

1)	Select the desired style of radial centerlines from the options below.

2)	The choices are 2 c-lines, point, line point, no point, or point only.

3)	Choose to define the extension length by either a percentage or a value in inches or millimeters.  Then enter a value in the input field.

4)	Choose OK to close the dialog.

5)	Select the arcs/circles to be centerlined.

The centerline is placed automatically at the arcs/circles you indicated.


Cutting Plane Lines

Use the Cutting Plane Line function to establish a cutting line through a section view using a line entity.  The parameters by which cutting plane lines are created are set through the "Cutting Plane Line" dialog box that appears when the function is selected from the Detail Lines submenu.

When creating cutting plane lines, keep the following in mind:

•	If you delete a cutting plane line, the section view will be deleted as well and vice versa.  If you delete the primary instance, the cutting plane line and the derived section view will be deleted.

•	You can modify cutting plane lines and the section view will reprocess automatically.

•	Cutting plane lines are like dimensions in that they attach to geometry and move or change shape as the geometry changes.  This means that the method of determining the location of individual cutting lines is very important.

•	The Global Edit and Move functions available from the Edit>Entities submenu can be used on both cutting plane lines and section views.

•	The Move function for cutting plane lines asks you to select a red dot indicating which plane to move.  This is because sometimes the actual positions are far from the line and you may not get what you want.

Click on the link below to view information specific to the "Cutting Plane Line" dialog box that appears when Cutting Plane Line is selected from the Detail Menu.

Creating Cutting Plane Lines

Note: This function is integrated with the Section View functionality, and the dialog boxes are identical.


Section Views

The Section View function is used to create sectional "cutout" views of bodies in Layout mode.  Section view projections can be aligned to the original view or unaligned (freeform) and you can define offset projections when selecting the cutting plane.

Note that Section Views can only be created while in Layout Mode.  This functionality is not supported in Model Mode.

Isometric Views of Parts used for Section View Examples

When using the Section View feature, it will be important to keep the following in mind:

•	The section line arrows should point towards the geometry being sectioned (or away from the geometry being cut-away.  This is general drafting practice; Solids will allow you to create the lines with the arrows pointing in the opposite direction if you wish.

•	You can indicate multiple solid bodies with a single section line.

•	If you modify or add new planes to the cutting plane lines, the section views will reprocess automatically.

•	When creating section views the current system default attributes are used.  However, when modifying sections views there is an Attributes tab in the dialog where you can change such aspects as the color, height and style of the text and lines.

•	You can create "broken" section views, where the section line terminates somewhere inside the solid object.  An uneven line represents broken sections.  The granularity of the uneven line is determined by the Note Height setting in the Attributes tab of the dialog box.

•	Crosshatching in section views are automatically updated when necessary. These changes will be maintained, even when you update the rendering later.

•	When creating section views, you are first prompted to choose the position on the model at which to create the section, and then the arrow locations.

•	If you delete a cutting plane line, the section view will be deleted as well and vice versa.  If you delete the primary instance, the cutting plane line and the derived section view will be deleted.

•	The Global Edit and Move functions available from the Edit>Entities submenu can be used on both cutting plane lines and section views.

•	The Move function for section views snaps along the projected line from the primary instance if the view has a projected location.

•	Dimensions hang on to section views.

Dimension Standards and Section Views

Projection Types

Creating Section Views

Editing Section Views

Section Views in Layout Mode

Crosshatching Section Views


Dimension Standards and Section Views

The Section View function automatically adjusts the display of section lines to conform to the dimensioning standard you are currently working in.

Each of the four standards introduces a modified arrow style and placement of the section letters. Also, ANSI is the only standard without "elbow" entities at the ends where the arrows meet the section line.

The graphic below illustrates the appearance of the section line for each of the four standards.

Section Line Representations, by Standard


Projection Types

The examples below illustrate the projection types you can choose when creating cutting plane lines for section views.

•	Horizontal – When selected, the cutting plane line will have a horizontal projection (as shown in the example below).

•	Vertical – If selected, the 3projection would be vertical (see below).

•	Auxiliary – When selected, an auxiliary projection would be used, as shown below in the example.

•	Aligned – When selected, the projection will be aligned.  This is shown in the example below.

•	Offset – Allows you to create an offset projection cutting plane line, as shown below.

Horizontal Projection	Vertical Projection	Auxiliary Projection
Aligned Projection	Offset Projection
Note: Detailed examples of section views using all of the projection options are presented on the next few pages.


Creating Section Views

To create section views, select Section View from the Detail Menu. The "Create Section View" dialog box appears.  Specify the parameters of the section view using the dialog settings (explained below), and then follow these steps:

1)	If you have not already created cutting plane lines, you are prompted to select the cutting plane location now.

2)	Next select the first and second arrowhead locations.

3)	Choose the Solids to be sectioned.

4)	Select the location for the section view using one of the Position Menu options.

The section view is created.

The settings contained in the "Section View" dialog are explained below.

Cutting Plane Line Tab

Section View Tab

Format Tab

Attributes Tabs


Cutting Plane Line Tab

Use the Cutting Plane Line function to establish a cutting line through a section view using a line entity.  The parameters by which cutting plane lines are created are set through the "Cutting Plane Line" dialog box that appears when the function is selected from the Detail Lines submenu.

When creating cutting plane lines, keep the following in mind:

•	If you delete a cutting plane line, the section view will be deleted as well and vice versa.  If you delete the primary instance, the cutting plane line and the derived section view will be deleted.

•	You can modify cutting plane lines and the section view will reprocess automatically.

•	Cutting plane lines are like dimensions in that they attach to geometry and move or change shape as the geometry changes.  This means that the method of determining the location of individual cutting lines is very important.

•	The Global Edit and Move functions available from the Edit>Entities submenu can be used on both cutting plane lines and section views.

The "Create Section View" dialog box contains the following options:

Letter

Specify a letter from the drop-down menu to appear with the section view line you create.

Placement

•	Tip of Arrow – When selected, the letter will appear at the tip of the arrow(s).  Note that this is the default setting.

•	Next to Arrow – When selected, the letter you specify will appear beside the arrow(s).

•	Base of Arrow – When this option is selected, the letter you specify will appear at the base of the arrow(s).

Projection Type

There are four types of Section Views.  Horizontal, Vertical, Auxiliary and Aligned.  These names refer to the projection of the resulting view, not the plane being defined on the solid.

Horizontal Projection

Horizontal can be used to define a vertical cutting plane, which is then projected horizontally. Pick Points: Select a single location on the geometry for the linear plane (1) and then two points for the arrow ends (2,3).
Vertical Projection

Vertical can be used to define a horizontal cutting plane, which is then projected vertically. Pick Points: Select a single location on the geometry for the linear plane (1) and then two points for the arrow ends (2,3).
Auxiliary Projection

Auxiliary can be used to define a diagonal section.   Pick Points: Select two locations on the geometry for the linear plane (1,2) and then two points for the arrow ends (3,4).
Aligned Projection

Aligned can be used to define a diagonal section with a bend. (not linear). The resulting section is "imagined" to be revolved into the current plane and projected accordingly. Select the center (bend) location on the geometry (1), then the first point for the arrow to pass through (2) and then the first arrow location (3). Finally, select the point for the second arrow and the second arrow location (4,5).
Offset Projections

When creating section views, it is possible to show several features that do not lie in the same line.  To do this, select the Offset checkbox at the bottom of the projection types section of the dialog.

Select this checkbox to create an offset section view.  An offset section allows you to show several features that do not lie in the same line by creating "bends" in the section line.

Offset Section Lines Example

Once enabled, you will be prompted to specify 45° corners or "bends" in the cutting line when using any of the four projection methods (see notes about Aligned projections, below).  When you are finished creating corners, press [Enter] to finish the cutting line selection.

Using Offset for Aligned Views

If you choose to create an aligned section view with the offset checkbox enabled, you will be prompted to select corners (or bends) as described in the Offset Projections section, above.

The difference is that an arc is created after the bend.  This is useful for sectioning radial parts as shown below.  If you choose the center of an arc for your bend point, the resulting section arc will have the same radius; this allows you to maneuver around objects accurately.

Offset Aligned Section View Example

The pick-points in the example above show the steps required to create the section view illustrated.  Note that steps 1 and 4 are the same point (the center of the part/arc.  Also, remember to press [Enter] when you have finished defining bends.

Arrows

These options can be used to set the arrow head and arrow leader lengths. Also, if you want filled arrowheads enable the checkbox.


Section View Tab

Label

From the pull-down menu, choose a label for the section view.

Projected Location

Enable this checkbox to have the section view created directly parallel to the cutting line.  Unchecked, you will be able to place the view anywhere on the screen.  Also, if you are not creating projected views, you can specify a scale value for the view.

Scale

Enabled only if Projected Location is unchecked.  This will scale the projection by the factor that you choose from the pull-down list.  A scale   identifier (e.g., "Scale 1:2") will be automatically included beneath the section view.

Draw XHatching

Indicate whether you want crosshatching automatically generated in sectioned views.

Spacing

Indicate a value for the distance between crosshatch lines.

Partial View

A cutting plane line that determines a partial view doesn't completely cross the model, but instead stops within the model.  This checkbox tells the section view whether to draw the broken lines or not.

Select other solids to be shown but not sectioned.

When creating the section view, you must select which solids will be cut.  If you enable this checkbox, you can specify other solids to appear in the section view that aren’t cut.

In accordance with drafting standards, bolts and shafts are shown uncut.

Associativity

Use this section to indicate whether you want the section view to be associative, or if you wish to create a single representation of the section that won’t be automatically updated.  If you enable the Flatten Geometry checkbox, CADKEY will remove extra lines not visible in the view.


Format Tab

Controls the appearance of the cutting plane text.  Labels (e.g., "Section") and letters (e.g., "A-A") are configured separately in this tab.

If you want to modify the Font, Height and Aspect of the text use the pull-down menu to select a new font and input the height and aspect values in the input field.  For filled text enable the Filled Font checkbox.

The functionality in this tab is covered in the documentation for the Format Section of the global Detail Settings dialog box.


Attributes Tabs

The tabs for Line, Elbow, Arrowhead, Text, Visible Line, Exterior Line, and Hatch attributes are essentially identical.  The dialog is shown below.

Some Attribute settings are not applicable to every entity type, in which case the section is greyed-out and not selectable (e.g., the Style settings in the Arrowhead tab). The figure below shows the attributes controlled via each tab.

Configurable Section View Attributes.


Editing Section Views

The Global Edit function available from the Edit>Entities pull-down menu can be used on both section views and cutting plane lines.

When editing a section view, the "Editing Section View" dialog appears that is similar to the "Create Section View" dialog, but contains a few additional controls.

Solids

The solids list box at the bottom of the dialog shows 2 columns.  The Solid column is populated by names like "Solid n" where "n" is the entity id of the solid.  The Use column indicates whether the solid is to be cut, or merely shown in the section view.

Use the buttons to the right of the list box for adding solids to cut or view.  When adding solids to cut or view, the dialog will be dismissed temporarily and you can select the solids.  The REMOVE FROM VIEW button will remove the solid currently selected in the list.  If you select a solid in this list, it will highlight in the drawing.


Section Views in Layout Mode

Section views can only be created in Layout mode.  It will be important to keep the following in mind:

When creating a section view, you will first be prompted to cursor select the instance that contains the edge view of the desired cutting plane for the section view.  Select the instance and then the "Sectional View" dialog will appear.  After you setup the section view options and select OK, the dialog will close, and you will be prompted to define the section line.

•	The Scale field of the "Sectional View" dialog box will default to the scale of the original instance.

•	If you uncheck the Projected Location checkbox you can choose a different scale for the section view.

•	If you do not change the scale from the default, you will not see a label (e.g., "Scale 2:1).  This is because the scale is still the same as the original view and it is assumed that if the scale is not 1:1, there is a note on the drawing indicating that "all views are 2:1 unless otherwise noted. If you change the scale to something other than the default, a label will be drawn.

•	When selecting the cutting location, it is recommended that you choose geometry in the same instance you chose initially.  If, when prompted to define the section line, you choose geometry in a different instance than that which you first indicated, the section view will give you an HLR of the original instance and may be drawn incorrectly.

•	A new instance will be created for the section view.  You can move this instance and when the section view updates, it will maintain the new location.


Crosshatching in Section Views

The Section View program creates the initial rendering using specific defaults. The hatching is automatically updated when modified.  Once the changes have been made, the settings will remain, even if you update the section view.

The crosshatch angles for the sections are added to the overall projection angle of the view so that the lines will not be parallel to any object lines.  These patterns, angles and spacings are intended to be a reasonable first guess.

The default behaviors are:

•	Each unique solid in the part is assigned a Crosshatch pattern.  Pattern #1 is used first, pattern #2 second, and so on.

•	Each unique solid is assigned a different angle for the crosshatch pattern.  The angles are 45°, 135°, 30°, 60°, 120°, and. 150°.  If you are sectioning more than 6 solids, the hatch angles will again cycle through the 6 settings.


Re-Associate Dimensions

This function allows you to re-associate all dimensions.  This is useful when importing parts created in older versions of the product, or when changes to a model cause dimensions within the file to become non-associative.  It's also useful when the Denoting Non-Associative Dimensions setting(s) is enabled to identify non-associative dimensions.  Whatever non-associative dimensions are flagged or denoted, can be re-associated with this function.

•	You can elect to skip a dimension, thus not updating its attachment data.  This is useful if there were dimensions selected which cannot be re-associated at this point.  Note that you are not allowed to use the skip options when re-associating an angular dimension.

•	When baseline dimensions are being re-associated, sub-elements will be handled separately.

•	When the entities are updated, then their "Edit Value" checkbox will be set to true but their old displayed value will be retained.  This allows you to keep the way the dimension looked prior to fixing but correct them if you desire.  Note there is an option in the Dimension tab in the "Set Configuration Options" dialog box that will force the new value to be displayed, thus discarding the old dimension value.

Using the Function


Using the Re-Associate Dimension Function

Follow the steps below when using the Detail>Re-Associate Dimension function:

1)	Select Re-Associate Dimensions from the Detail Menu.

2)	You are then prompted in the Conversation bar to select the dimension(s) to re-associate.  Using one of the Selection Menu options, choose the dimension(s) to re-associate.  A selection mask will be set on dimensions and allow selection of multiple dimensions.

If an angular dimension is selected you will be asked to select the method of re-attachment, from either 2 Lines or 3 Points.

3)	Dimensions will then be fixed one at a time.  The positions to which they currently refer are highlighted.  The dimension highlights and a marker appears at the position to which the dimension will be re-associated.  The Universal Position Menu will appear in the Conversation bar for you to select an associative reference position for the witness line.

ESC will exit the function without attaching the witness line.  BACKUP when selecting the dimension will exit the function.  BACKUP when selecting the first position will deselect the dimension and prompt for a dimension to re-associate.  When selecting a second position for the same dimension, BACKUP will highlight the first witness line and request a position for it.


Detail Settings

The Settings submenu contains options that can be used to set or change the attributes of detailing entities, update detail entity attributes, and set various dimension text and note attributes.  To access the available options in this submenu, simply select Settings from the Detail Menu.

To view information specific to any of the following Detail>Settings topics, click on the appropriate link below.

Setting Detail Defaults

Change

Update

Dim Font

Dim Height

Dim Aspect

Note Font

Note Height

Note Aspect

Note Angle


Detail>Detail Settings Menus

The Detail>Detail Settings pull-down and palette menus are shown below:

Detail>Detail Settings pull-down menu

Detail>Detail Settings palette menu


Default Detail Settings

You are able to set the current default attributes for all detail entities through a tabbed dialog box called Detail Settings.  This dialog is accessible from the Detail Settings Menu in the submenu.  The various detailing settings contained within this dialog are described in further detail below.

Representation

Dual

Format

Leader/Witness

Dim Text

In addition to the settings noted above, the following dialog options are specific to the Detail Settings dialog box, and appear on the far right of the dialog:

•	Apply – This will apply the settings to the current drawing.  Once you save the CKD file, these settings will be associated with the partfile.  If you wish to use the settings as the default for future drawings, save the current design file as a CKT (template) file.

•	Save - Allows you to save the dialog settings to a Dimension Settings File (.dim), and a browse box is displayed through which you are able to name the file and select the location where it will be saved.

•	Load -	Allows you to load a particular Dimension Settings File (.dim) that had been previously saved.  A browse box is displayed through which you are able locate the file.

•	Reset - Returns the settings within the active dialog page to their previous configuration (non-default).

•	Default - Returns the settings within the active dialog page to their default configuration.

The "Detail Settings" dialog box contains all of the settings that had been local to the Change Detail Attributes and Set Detail Attributes dialogs in previous versions.


Representation

The settings contained in the Representation page allow you to set the displayed representation for linear and angular dimensions.  A dimensions representation also includes Roundoff and Tolerance, as well as the Units and unit conversion for linear dimensions.

The Decimal Point used in the display of a dimensions’ value is the same for both Linear and Angular dimension, as is the Tolerance Text Scale.  All other aspects of the Representation are unique to either type and are set in the appropriate section of the page.

When working with the Tolerance attributes, keep the following in mind.

•	When the plus and minus tolerances are on separate lines, you might want to make the tolerance value text size smaller than the dimension text size (i.e. give it a scale less than 1).

•	When you create tolerance text at a height different from the dimension value text, it is variable height tolerancing.  The plus and minus tolerance values must be on separate lines.

Note that the appearance of this page will differ when it is viewed during a detail editing session.  Click here for more information.

Decimal Point

Allows you to choose a character to use in place of the default decimal point placeholder.  Type the character that you want to use, or select one from the drop-down menu.

From this point on, the new character is used as a decimal placeholder whenever it displays a decimal value

+/- Tolerance Text Scale

Use to assign a tolerance text height that is different from the dimension value text height. This option applies to both linear and angular dimensions.  Use this option with dimensions that have plus or minus tolerances on separate lines.  Note that this edit field uses the program calculator.  If you were to enter 3/8 for a tolerance value, it would be calculated to a decimal display of .375, like in previous versions.

Make sure that you enter a scale factor that is greater than zero.  This factor is the ratio between the current dimension value text height and the double-up +/- tolerancing value text height.  For example, if your dimension text height is .3, use a factor of .5 to draw the plus or minus tolerances with a text height of .15.

Linear

The Controls in this section of the dialog apply to all linear type dimension.  Circular, Chamfer, Linear, and Ordinate dimension all measure linear distance and take their Representation from this section of the dialog.

Units

Allows you to select what units to use while dimensioning.  The following units are available from the pull-down list: Inches, Millimeters, Feet, Centimeters, Yards, Meters and User.  User units are configurable in the Conversion Factor control

Conversion Factor

Displays the number of dimension units per part unit.  The conversion factor will change per each different dimension unit that is selected.  You are only able to enter a conversion factor if User has been specified as the dimension units.  It is important to remember that the Conversion Factor is the number of dimension units per part unit when setting a User Unit.  This setting was called "Scale" in previous versions.

Display Unit Label

When toggled on (checked), the unit label will display as part of the dimensions text.  You are able to assign a unit label to a dimension only when User is selected for Units.  The label will be appended to the dimension text.

Representation

Allows you to set the dimension text representation for linear dimensions.  The following detail representation options are available for Linear dimensions:

•	Decimal - Sets the current dimension text representation so that it appears in decimal.

•	Fractional - Sets the current dimension text representation so that it appears in fractions.

•	Feet/Inches - Sets the current dimension text representation so that it appears in feet and inches.

Roundoff

Sets a rounding-off value. The setting depends on the dimension units you choose in the Representation field.  If you choose a fractional value, all dimension values are calculated to the fraction you specify. If you choose a decimal value, the program sets the number of digits to the right of the decimal point in a dimension where n represents any digit from 0 to 9.

Highlight an option to use as a rounding-off value.

Leading Zero

Turns the display of leading zeros in dimensions on or off.  When Leading Zeros is on, leading zeros are placed before the decimal point for any dimension or tolerance less than one, for example, 0.25.  For more accurate alignment, turn on Leading Zeros while you use ordinate dimensioning.  When Leading Zeros is off, dimensions are displayed without leading zeros, for example, .25.

Trailing Zeroes

Turns the display of trailing zeros in dimensions on or off.  When Trailing Zeros is on, dimensions are displayed with trailing zeros, for example, 25.050.  When Trailing Zeros is off, dimensions are displayed without trailing zeros, for example, 25.05.

Tolerance Mode

Set a tolerance mode from the available options: None, Basic, +/-, Single +/-, Limit, and Single Limit

Upper Tolerance

Sets a positive tolerance value if you choose Limit or +/- under Mode. If you choose Limit, the upper limit dimension is calculated by adding the current positive tolerance value to the measured dimension.

If you type a negative value, a dimension is created with -\- tolerancing.

Lower Tolerance

Sets a negative tolerance value if you choose Limit or +/- under Mode. If you choose Limit, the lower limit dimension is calculated by adding the current negative tolerance value to the measured dimension.

If you type a positive value, a dimension is created with +\+ dimensioning.

Zero Represent

This controls the display of plus or minus signs in front of zero tolerance values.  When enabled, the sign will appear for zero tolerance values.

Angular

The Controls in this section of the dialog apply to all angular type dimension

Representation

Allows you to set the dimension text representation for angular dimensions.  The following detail representation options are available for Angular dimensions:

•	Decimal	 - Sets an angular dimension's text to decimal.

•	Deg/Min/Sec - Sets an angular dimension's text to degrees/minutes/seconds.

•	Deg/Min - Sets an angular dimension's text to degrees/minutes

•	Radians	 - Sets an angular dimension's text to radians

•	Gradians - Sets an angular dimension's text to gradians

Roundoff

Sets a rounding-off value, the program sets the number of digits to the right of the decimal point in a dimension where n represents any digit from 0 to 9.

Highlight an option to use as a rounding-off value.

Leading Zero

Turns the display of leading zeros in dimensions on or off.  When Leading Zeros is on, leading zeros are placed before the decimal point for any dimension or tolerance less than one, for example, 0.25.  For more accurate alignment, turn on Leading Zeros while you use ordinate dimensioning.  When Leading Zeros is off, dimensions are displayed without leading zeros, for example, .25.

Trailing Zeroes

Turns the display of trailing zeros in dimensions on or off.  When Trailing Zeros is on, dimensions are displayed with trailing zeros, for example, 25.050.  When Trailing Zeros is off, dimensions are displayed without trailing zeros, for example, 25.05.

Tolerance Mode

Set a tolerance mode from the available options: None, Basic, +/-, Single +/-, Limit, and Single Limit

Upper Tolerance

Sets a positive tolerance value if you choose Limit or +/- under Mode. If you choose Limit, the upper limit dimension is calculated by adding the current positive tolerance value to the measured dimension.

If you type a negative value, a dimension is created with -\- tolerancing.

Lower Tolerance

Sets a negative tolerance value if you choose Limit or +/- under Mode. If you choose Limit, the lower limit dimension is calculated by adding the current negative tolerance value to the measured dimension.

If you type a positive value, a dimension is created with +\+ dimensioning.

Zero Represent

This controls the display of plus or minus signs in front of zero tolerance values.  When enabled, the sign will appear for zero tolerance values.


Dual

The options contained within the Dual Rep page of the Detail Settings dialog box allow you to set certain representation attributes for dual dimensions, similar to those under Primary Rep.  By default, the settings in this menu are grayed out.  You must enable them by placing a check in the box beside "Use Dual Dimensions."

Note that the appearance of this page will differ when it is viewed during a detail editing session.  Click here for more information.

Decimal Point

Allows you to choose a character to use in place of the default decimal point placeholder.  Type the character that you want to use, or select one from the drop-down menu.

From this point on, the new character is used as a decimal placeholder whenever it displays a decimal value

Placement Mode

Allows you to select where to place the dual dimension text in relation to the first dimension.  The available placement options are: "to the right," or "line below."

Linear

The Controls in this section of the dialog apply to all linear type dual dimension.  Circular, Chamfer, Linear, and Ordinate dimension all measure linear distance and take their Representation from this section of the dialog.

At this time only linear type dimension support the use of the Dual Dimensioning practice.

Units

Allows you to select what units to use for the dual dimension.  The following units are available from the pull-down list: Inches, Millimeters, Feet, Centimeters, Yards, Meters and User.  User units are configurable in the Conversion Factor control

Conversion Factor

Displays the number of dimension units per part unit.  The conversion factor will change per each different dimension unit that is selected.  You are only able to enter a conversion factor if User has been specified as the dimension units.  It is important to remember that the Conversion Factor is the number of dimension units per part unit when setting a User Unit.  This setting was called "Scale" in previous versions.

Display Unit Label

When toggled on (checked), the unit label will display as part of the dual dimensions text.  You are able to assign a unit label to a dual dimension only when User is selected for Units.  The label will be appended to the dimension text.

Representation

Allows you to set the dimension text representation for dual dimensions.  The following detail representation options are available for dual dimensions:

•	Decimal	Sets the current dimension text representation so that it appears in decimal.

•	Fractional	Sets the current dimension text representation so that it appears in fractions.

•	Feet/Inches	Sets the current dimension text representation so that it appears in feet and inches.

Roundoff

Sets a rounding-off value. The setting depends on the dimension units you choose in the Representation field.  If you choose a fractional value, all dimension values are calculated to the fraction you specify. If you choose a decimal value, the program sets the number of digits to the right of the decimal point in a dimension where n represents any digit from 0 to 9.

Highlight an option to use as a rounding-off value.

Leading Zero

Turns the display of leading zeros in dimensions on or off.  When Leading Zeros is on, leading zeros are placed before the decimal point for any dimension or tolerance less than one, for example, 0.25.  For more accurate alignment, turn on Leading Zeros while you use ordinate dimensioning.  When Leading Zeros is off, dimensions are displayed without leading zeros, for example, .25.

Trailing Zeroes

Turns the display of trailing zeros in dimensions on or off.  When Trailing Zeros is on, dimensions are displayed with trailing zeros, for example, 25.050.  When Trailing Zeros is off, dimensions are displayed without trailing zeros, for example, 25.05.


Format

The settings contained within the Format page of the Detail Settings dialog box allow you to set various text attributes to be used when detailing.  This page is divided into two sections which are nearly identical.  One section is for the Dimension entities, the other for Details such as labels, and other such detail entities.

Since the two sides of this dialog have similar controls, we will discuss controls pairs only once, making note of those that are unique to one side or the other in the description of the control itself.

Note that the appearance of this page will differ when it is viewed during a detail editing session.  Click here for more information.

Font

Allows you to select the font to be used when applying dimensions or details.  The fonts listed are the default fonts, Box and Bold, as well as those located in your system font folder.

Aspect Ratio

Sets the character width-to-height ratio of the text in dimensions and details.  For example, if the character height is 2 and the character width is 1, the aspect ratio is .5 or 1/2.  Type a character aspect ratio value in the Aspect Ratio field.  The character aspect ratio must be greater than or equal to .01, and less than or equal to 100.  Once set, the new ratio is applied to all text characters you create.  You can also change this setting in the Settings Window.

Line Spacing %

Sets the amount of space between successive lines of text in a dimension and details text.  For example, if your text height is 0.5, and the spacing between lines of text is 0.25%, the line spacing factor is 1.25.  Type a line spacing factor in the Line Spacing field.  The value you enter can be a positive or negative value, or zero.  If you enter a negative factor, the text overlaps.  Once set, the new line spacing factor is applied to all text characters you create.

Char Height

Allows you to set a text height to be applied.  Dimensions and details created from now on uses the new text height.  To change the text height of existing dimensions and details, use Change or Update.

Slant Angle

The slant angle for the font used for dimensions and details.

Standard (Dimensions only)

Allows you to select the Dimensioning Standard. The available standards are: Other, ANSI, DIN, ISO, JIS, KIS.  The Dimensioning Standard that you select during the install will appear as the default standard in the list.

Note Angle (Details only)

The slant angle for the text of the detail entity.

Filled Font

When checked, fonts will be filled.

You cannot fill the Box font.

Underlined

When checked, fonts will be underlined when displayed.

Strike Through

When checked, fonts will be displayed with the strike through look.

Mirror Text

When checked, dimension text will be placed with a mirrored effect.

Aligned (Dimensions only)

Toggles between displaying dimension text horizontally or aligned with the dimension's leader.

•	When Alignment is on, the dimension text is aligned with its leaders.

•	When Alignment is off, the dimension text is drawn horizontally.

Auto Center  (Dimensions only)

Toggle Auto Center on to specify that linear, chain, baseline, radius, diameter, and angular dimension text be centered between witness lines.  Otherwise, you choose dimension text positions manually.  Text for horizontal, vertical, or parallel dimensions centers between the two witness lines.  When applied with angular dimensions, text centers on the midpoint of the leader arc.

If you choose inside positioning, the text for radius dimensions centers between the tip of the arrow on the leader line and the center of the circle.  The text for diameter dimensioning moves to the center of the arc or circle.

Justification

Allows you to set how note text will be justified when placed.  The following options for justification are available: Left, Center, and Right.

To set a justification (other than the default, which is set to Left), simply select the respective icon (see below).

Direction (Details only)

Allows you to set the reading direction of note text when placed.  The following options for direction are available: Right to Left, and Left to Right.

To set a direction (other than the default, which is set to Left to Right), simply select the respective icon (see below).

Text Anchor

Text Anchor is a grid with marked points that lets you specify the placement of text for notes, labels, and dimensions.  The points represent upper, center, and lower left; upper, center, and lower center; and upper, center, and lower right.  When you click on the desired anchor position, the point turns from black to red.  Each placement point represents where the text box begins with respect to the cursor-indicated position.  The text box is displayed for basic dimensions, and un-displayed for others.  The anchor position you select will always be based on this box.  For instance, if you select the Upper Left position, the anchor will be based off of the upper left corner of the text box, which will either be displayed or phantom, depending upon the type of dimension you are applying.

Choose an alignment position for text box placement.


Leader / Witness

Both the first and second arrows of a dimension can be customized through the Leader/Witness page of the detail settings dialog, and set to two distinct styles.  The style and text gap for both leader and witness lines are set in this menu as well.

When using the Leader/Witness tab, it will be important to keep the following in mind:

•	The Leader/Witness attributes apply to all dimensions you create until you select different attributes.

•	In linear dimensioning, the first witness and leader line are defined from the first reference point you select.  In angular dimensioning, the first witness and leader line are defined from the first line or end point you select.

•	After you choose a text position, the solid leader and witness lines shift so the text lies no closer than one-half of a character height away from the leader line.

•	Note that the appearance of this page will differ when it is viewed during a detail editing session.  Click here for more information.

Use Component Attributes

When checked, you will be able to configure and apply attribute settings specific to Witness, Arrow, and Leader entities through their respective Attributes boxes.  The Attributes box for each (see below) becomes active when Use Component Attributes is checked.

When Attributes is selected under either Witness, Arrow, or Leader, the following dialog is displayed:

The following attributes can be set through this dialog:

•	Color - Allows you to assign a new color attribute.  To set this attribute, simply select the desired color square.

•	Set From Ent – Allows you to apply attributes from another entity, by selecting the entity whose attributes you want to use.

•	Pen - Allows you to assign a new pen number.  To set this attribute, simply select the desired pen number.

Witness

Allows you to configure Witness Style and Gap attributes, as well as general Witness attributes through the Attributes dialog (see above).

•	Style - Specifies a witness line style for newly created dimensions.

•	Gap - Enter a value for the amount of space between the edge of the entity you dimension and the base of the witness line.

•	Type a value in the Witness Gap field for the amount of witness gap space you want.

Witness Gap

Arrow

Allows you to configure Arrow Direction, First, Second, and Gap attributes, as well as general Arrow attributes through the Attributes dialog (see above).

•	Direction - Allows you to set the arrow direction, from the following choices: In, Out, Auto.

•	First - Allows you to set the style for the first arrow.  The available style options are: Unfilled Arrow, Filled Arrow, Slash, Filled Circle, Unfilled Circle, and Triangle Stand.

•	Second - Allows you to set the style for the second arrow.  The available style options are: Unfilled Arrow, Filled Arrow, Slash, Filled Circle, Unfilled Circle, and Triangle Stand.

•	Gap - Enter a value for the amount of space between the top edge of the arrowhead and the top of the witness line.

Type a value in the Arrow Gap field for the amount of arrow gap space you want.

Arrow Gap

Leader

Allows you to configure Leader Style and Text Gap attributes, as well as general Leader attributes through the Attributes dialog (see above).

•	Style - Allows you to select the leader style for new dimensions.

•	Text Gap - This controls the amount of space between the bottom of the text of the dimension and the leader line.  Unlike the previous gap controls, it is possible to define the gap as either an absolute value (by using the Value setting of the radio button) or as a ratio (by using the ratio of text height).  This control is only available when using the Solid, First Solid, or Second Solid leader styles.


Dim Text

Because any dimension that has its value manually edited is no longer associative, we wanted to provide the user with a way to add text without having to alter the value of the dimension.  When a dimension is not edited, the text displayed in the Displayed Value edit box should appear as the dimension displays it (i.e. if the dimension is to be shown in Feet/Inches, the value may appear as 12’ – 6" instead of as 12.5).  The Actual Value field will always display the decimal representation of the dimension.

The Edit Value checkbox allows the user to modify the User Value field.  The Actual Value field will display the true value of the dimension in a read-only field.  When the Edit Value is not checked, the User Value field will be disabled (grayed out) and the dimension will show the Actual Value for the dimension.  When Edit Value is checked, the User Value edit box will become active and the user can enter a value.  By default, the dimension’s actual value will remain in this field so that the user has the choice to use it if they wish.  If you uncheck the Edit Value box, any text in the User Value field will be update to reflect the Actual Value, and the field will be disabled.

Note that the appearance of this page will differ when it is viewed during a detail editing session.  Click here for more information.

Prefix

Allows you to set a character, or series of characters, as the prefix for dimension text.  To indicate a prefix, simply select a character from the pull-down list, or type the character(s) you wish to appear the next time a dimension is placed.

A diameter dimension, where the word "diameter" is the indicated prefix

To include any special characters in the prefix, use the Special Symbols drop-down options.

Modifier

Allows you place a modifier symbol.  Select a modifier from the pull-down.

Displayed Text

The Displayed Text field will show the dimension text that will actually be displayed.  You are able to input your own text, but only if the Edit Text checkbox is checked.  If the text is not edited, the Displayed Text field will show the Actual Value.  If Edit Text is checked, and you input your own text, the Displayed Text field will revert to either the User Value or Actual Value, depending, if Edit Text is un-selected.

For example, if you have elected to enter a User Value (when Edit Value is checked), the Displayed Text field will revert to the User Value when the Edit Text box is unselected. If you hadn’t entered a User Value, it will revert to the Actual Value once Edit Text is unchecked.

If you elect to enter your own text in the Displayed Text field, the dimension will become non-associative as a result.

Suffix

Allows you to set a character, or series of characters, as the suffix for dimension text.  To indicate a suffix, select a character from the pull-down list, or type the character(s) you wish to appear the next time a dimension is placed.

A diameter dimension, where the word "diameter" is the indicated suffix

To include any special characters in the prefix, use the Special Symbols drop-down options.

Special Symbols

Allows you to add a symbol to the displayed text, prefix and suffix fields. Select the Special Symbols button for the available symbols.  A menu appears from which special symbols can be selected.


Using Set Current Default Attributes

To set the current default attributes through the Detail Settings dialog box, simply follow the steps below:

1)	Select Set Current default Attributes from the Detail>Settings options.

2)	Select the dialog page(s) that contain the setting(s) you intend to change.

3)	Make the desired changes and select Apply, then OK.

The changes you had made will be applied as the settings to use.


Change Detail Entities

Select this option or use Global Edit to select an existing detail entity to access the Change Detail Entities function.

The "Detail Edit" dialog contains pages identical to those discussed previously for the Set Current Default Attributes function.

This function can be used for large-scale, global detail updates, as well as individual detail changes.

Note about Editing Baselinear Dimensions

When editing the parent of a Baselinear dimension the following settings will not propagate to the children:

•	Representation - Everything except the tolerance sections

•	Dim Text

The following pages WILL propagate to the children:

•	Representation - The tolerance sections only

•	Dual

•	Format

•	Leader/Witness

•	Attributes

Dialog Options

Using the Function


The "Detail Edit" Dialog

When you elect to change the attributes of a detail entity, the Detail Edit dialog box is displayed after the detail entity (or entities) you intend to modify have been selected.  This dialog is extremely similar to the Detail Settings dialog box, but that depending upon what type of detail entity is selected, the number of tab pages contained within the Detail Edit box may increase or decrease accordingly.

If different detail entities are selected for modification, additional pages will be displayed in the Detail Edit dialog box as they relate to the selected entities.  Settings that have checkboxes by default will have "tri-state" checkboxes when the dialog appears in Edit mode.

•	Mixed – A mixed checkbox is grayed out, and contains a checkmark (see Display Unit Label in the graphic below).  When a checkbox is "mixed," the status of the setting(s) to which it is associated will not change.

•	Checked – Contains a checkmark, as shown for the Leading Zero setting in the dialog graphic below.  When a checkbox is checked, the setting(s) to which it is associated is enabled.

•	Unchecked – An empty box, as shown for the Trailing Zeros setting in the dialog graphic below.  When a checkbox is empty, the setting(s) to which it is associated is disabled.

See "Set Current Default Attributes" for a list of the available dialog pages, and links to the content of these pages.

The following is a list of the various detail entities that can be modifed and their related pages in the Detail Edit dialog box:

Notes, Datums, Datum Targets

When the detail entities above are selected for editing, only the Note page will be displayed.

Balloons, Generic Dimensions (manual dimensions), Geo Tol Symbols, Labels, Surface Textures

When the detail entities above are selected for editing, the Note and Leader/Witness pages only will be displayed.

General Dimensions

When general dimensions are selected for editing, all but the Note page will be displayed.

Coordinate Dimensions

When coordinate dimensions are selected for editing, the General, Leader/Witness, and Text pages will be displayed.

Leader/Witness Lines

If leader/witness lines are selected for editing, the Leader/Witness page will be displayed.


Using the Change Function

To use the Change Detail Entities feature, simply follow the steps below:

1)	Select Change Detail Entities from the Detail> Settings options.

2)	Select the detail entities you intend to modify using the selection menu.

3)	Select an additional detail entity to modify if necessary, or select ACCEPT.

The Detail Edit dialog box appears containing the appropriate dialog pages for the entity(s) you had selected.

4)	Make the desired changes and select APPLY, then OK.

5)	The entities you had selected are updated to reflect the indicated changes.


Detail Change Dimension Font Settings

The settings in each tab of the "Detail Edit" dialog box are similar to those for Detail Settings.  However, the Dim Font tab has additional options when you are changing (rather than configuring the creation of) dimension text.

Prefix

Allows you to set a character, or series of characters, as the prefix for dimension text.  To indicate a prefix, simply select a character from the pull-down list, or type the character(s) you wish to appear the next time a dimension is placed.

To include any special characters in the prefix, use the Special Symbols drop-down options.

Edit Value/User Value

If you select the Edit Value checkbox, the User Value input field becomes active.  You can use this input field to enter a specific value for the dimension you are editing. This is the value that will be displayed in the drawing.

This text will maintain the attributes and formatting of the original dimension (e.g., precision, units, dual dim).

Actual Value

Regardless of any User Value you specify, the actual mathematical value of the dimension will be displayed here.

Displayed Text

The Displayed Text field can be used to override the Actual or the User Value (see above) with specific text.

•	If the Edit Value checkbox is enabled, the User Value will be displayed in the input field.

•	If the Edit Value checkbox is disabled, the Actual Value will be displayed in the input field.

Note that this text will not match the formatting of the original dimension (e.g., precision, units, dual dim) and will appear exactly as typed in.

Modifier

Allows you place a modifier symbol.  Select a modifier from the pull-down.

If you elect to enter your own text in the Displayed Text field, the dimension will become non-associative as a result.

Suffix

Allows you to set a character, or series of characters, as the suffix for dimension text.  To indicate a suffix, select a character from the pull-down list, or type the character(s) you wish to appear the next time a dimension is placed.

A diameter dimension, where the word "diameter" is the indicated suffix

To include any special characters in the prefix, use the Special Symbols drop-down options.

Special Symbols

Allows you to add a symbol to the displayed text, prefix and suffix fields. Select the Special Symbols button for the available symbols.  A menu appears from which special symbols can be selected.


Update by Current Default Settings

The Update by Current Default Settings function allows you to update a given detail entity (or entities) based upon the current default settings (set through the Detail Settings dialog box under Set Current Default Attributes).

Note that this function will be phased out in the future.  The same functionality is now possible through the Change Detail Entities function.

Note that when this function is used, ALL current settings are applied to the selected dimensions.

Using Update by Current Default Settings

Follow the steps below to use the Update by Current Default Settings function:

1)	Select Update by Current Default Settings from the Detail>Settings Menu.

2)	Select the detailing entities you want to update per changes made to the current default settings.


Dimension Font

This is the active dimension font.  By default, the active dimension font is set to the Box font.  To select a new dimension font, click on the down arrow and select a font from the drop-down font menu.  Click OK when done.


Dimension Height

This is the dimension text height.  Enter a dimension text height value in the current units.  This will drive the height for all dimension text.  Click ACCEPT when done.


Dimension Aspect

Sets the character width to height ratio of the dimension text.  Type a dimension aspect ratio value in the field.  Click ACCEPT when done.  Once set, the new ratio is applied to all characters you create.


Note Font

This is the current note font.  By default, the active font is set to Box Font.  To change the active note font, simply click on the down arrow and select a new font from the drop-down menu that appears.  Then click OK.


Note Height

This is the text height for all notes.  Enter a note text height value in the current units, and click Accept when finished.  This will drive the height for all note text and labels.


Note Aspect

Sets the character width to height ratio of the text in notes.  For example, if the note text height is 2 and the character width is 1, the aspect ratio is .5 or 1/2.

Type a note aspect ratio value in the field.  Click ACCEPT when done.  Once set, the new ratio is applied to all note text and labels characters you create.


Note Angle

Enter a note angle value for use with notes and labels.  Click ACCEPT when done.


MODIFY MENU

The options available in the Modify Menu can be used to modify previously created entities and alter various entities within your design. The following modifications are possible through the Modify Menu: • Entities can be trimmed or extended. • An entity can be broken into two or three separate entities. • Quick trimming of entities with one cursor selection (using Quick Trim with Trim Both). • Circle entities can only be trimmed by the Trim Entities>Trim Double function. • Circle entities can only be segmented by the Break Entities>Break Double function. • Fillet arcs can be created with or without trimming. • Chamfers can be created with or without trimming.		Modify Documentation Topics Trim Entities  Break Entities  Fillet  Chamfer  Spline  Settings  Modify Advanced Menu Documentation Topics Boolean  Advanced Trim  Feature  Warp  Topology  Surface  Face  Solid Blend  Solid Chamfer  Plane  Vector


The Modify Menus

The Modify functions are available from the Modify pull-down menu, accessible from the Menu Bar, and the Modify palette menus, which are contained in the Modeling and Advanced Modeling palette menus.  Both palette menus can be displayed through the View>Control Bars pull-down.

The Modify pull-down menu, with the Boolean submenu displayed

Modeling>Modify palette menu

Advanced Modeling>Modify palette menu


Trim Entities

The features contained within the Trim Entities submenu under Modify can be used to calculate the 2D intersection between selected entities and trim, or project (extend), the entity to the intersection.

When trimming or extending entities, it will be important to keep the following in mind:

•	Splines can be extended only as far as the original end positions.

•	All Trim options, except Trim to Position, are view dependent, which means they are performed in the current display view.

•	You can only trim/extend circles using the Trim Entities>Trim Double function.

•	Entities can be restored to their original state by the Undo option, after a trim operation has been performed.  However, when you complete multiple trims consecutively only the last trim can be undone.

•	Previously, when entities did not intersect in 3D space, a projected intersection was computed in 2D space using the current Display View.  In this version, the projected intersection is computed in the current CPlane.  Note, however, that you can achieve the previous behavior by enabling CP=DV from the CPlane menu options, or by setting the CPlane to the required orientation.

The following functions are available from the Modify>Trim submenu.  To view information specific to a particular function, click on the appropriate link below.

Trim First

Trim Both

Trim Double

Trim Divide

Trim Modal

Trim Position

Trim Section


Modify>Trim Menus

The Modify>Trim pull-down and palette menus are shown below:

Modify>Trim pull-down submenu

Modify>Trim Palette submenu


Trim First

The Trim First function can be used to either trim or extend the first entity that you select.

1)	Follow these steps when using the Trim First function:

2)	Select Trim First from the Modify>Trim options.

3)	Select the entity to trim or extend on the side that you want to keep, near its intersection with the trimming entity.

4)	Select the entity to trim or extend near its intersection, or projected intersection, with the first entity.

The entity is trimmed or extended.  The side you selected to keep in step 2 will remain.


Trim Both

The Trim Both function can be used to either trim or extend two intersecting entities to their intersection, or potential intersection, with each other.

Follow these steps when using the Trim Both function:

1)	Select Trim Both from the Modify>Trim options.

2)	Select the first entity to trim or extend, on the side you want to keep.

3)	Select a second intersecting, or potentially intersecting, entity.

The entity is trimmed or extended to the intersection.  The side you select to keep remains.

The Quick Trim feature can be used in this instance to trim or extend entities with a simple cursor selection.  Simply select Quick Trim from Edit>Settings in the pull-down menu to enable it.


Trim Double

The Trim Double function can be used to trim or extend any entity to two other entities.

Follow these steps when using the Trim Double function:

1)	Select Trim Double from the Modify>Trim options.

2)	Select the entity to trim or extend on the side you want to keep.

3)	Select the first trimming entity near the intersection, or projected intersection, with the first entity.

4)	Select the second trimming entity near the intersection, or projected intersection, with the first entity.  You can select the same entity twice at different intersections.

If the same intersection is selected twice, an error message will appear.

The entity is trimmed or extended.  The side you select to keep remains.


Trim Divide

The Trim Divide function can be used to trim or extend any curve into two separate entities by removing a selected portion of the entity.  The entity to trim, or divide, extends to the selected intersections and the portion of the entity you select is removed.

At least one of the trimming entities you select must intersect with the entity that you intend to divide.

Follow these steps when using the Trim Divide function:

1)	Select Trim Divide from the Modify>Trim options.

2)	Select the entity to trim or divide.

3)	Select the first trimming entity near the intersection, or projected intersection, with the entity that you want to divide.

4)	Select the second trimming entity, near the intersection, or projected intersection, with the entity that you want to divide.  You can select the same entity twice at different intersections.

The entity is trimmed.


Trim Modal

The Trim Modal function can be used to trim or extend multiple entities to an entity that you select.

Trim Modal is similar to the Trim First function, in that by selecting several entities to trim you can perform multiple trimming with the same trimming entity.

Follow these steps when using the Trim Modal function:

1)	Select Trim Modal from the Modify>Trim options.

2)	Select the entity to trim or extend all selected entities to.

3)	Select any entity on the side that you want to keep.

The entities you selected are trimmed or extended.  The sides you select to keep remain.

4)	If desired, continue to select entities to trim or extend.


Trim Position

The Trim Position function can be used to trim or extend an entity to a position that you indicate.

Follow these steps when using the Trim to Position function:

1)	Select Trim Position from the Modify>Trim options.

2)	Select the entity that you want to trim or extend, on the side that you want to keep.

3)	Indicate the position to which you intend to trim or extend the entity.

The entity is trimmed or extended. The side you select to keep remains.


Trim Section

The Trim Section function can be used to cut selected entities at their intersection with a plane that you define.  This can be used to trim lines, arcs, circles, conics, splines, and polygons.

When using the Trim Section function, it will be important to keep the following in mind:

•	Entities that form a closed region, such as a circle or polygon, must intersect the defined plane at least twice.

•	If a selected entity crosses the defined plane more than once, it is divided into a number of new entities.

Follow these steps when using the Along Section Plane function:

1)	Select Trim Section from the Modify>Trim options.

2)	Select the entities you intend to trim.

3)	Using the Plane Definition Menu, define the plane.

After you define the plane, a temporary icon is displayed showing the orientation of the defined plane.  The icon is drawn in the current display view; you cannot work with the icon as you would an entity.

4)	Indicate the side of the plane on which the entities are to remain unchanged.

If intersections are found, the entities are trimmed to the defined plane.  Any part of an entity on the selected side of the plane is trimmed.


Defining Planes

The Define Plane Menu  can be used to define a plane in space, using orientation and depth.  You can use any of the following to define a plane:

Three Positions

Defines a plane using three positions in space.

1)	Choose Three Positions to define the plane.

2)	Indicate each position.  All three positions cannot be co-linear points.

Line/Pos

Defines a plane using a line or vector and a position indicating the Y axis.

1)	Choose Line/Position to define the plane.

2)	Select line or vector indicating the X axis.

3)	Select a position to indicate the Y axis direction.

Face

Allows you to define a construction plane by selecting an individual face of a body.

Construction Plane/Depth

Defines a plane using a specified construction plane and depth.

1)	Choose CP/Depth to define the plane.

2)	Enter the desired Construction Plane into the text field.

3)	Choose a depth-setting method.

4)	Set the depth by entering a value or indicating a position.

Two Pos

Defines a plane using two positions.

1)	Choose Two Pos to define the Z-Axis of the plane.

2)	Indicate two positions on the Z-Axis, as prompted.


Break Entities

The options available in the Modify>Break Entities submenu can be used to segment an entity into two or three different entities.  When an entity is broken, its original section retains the attribute settings associated with it.  After you use a Break function, the new entities assume the current attribute settings.

When using any of the Break Entities functions under Modify, it will be important to keep the following in mind:

•	Be certain that the entities you want to break intersect and extend past the intersection point.

•	Assign new entity attributes and a level before you select the entity to modify.

•	Change the current color attribute before you select the entities to easily view the breaks.

•	You can only break circles with the Break Entities>Break Double function.

•	You can select Undo after a break operation to return the entities to the way they were prior to the break.  However, when you complete multiple breaks consecutively you are only able to undo the last break.

•	Previously, when entities did not intersect in 3D space, a projected intersection was computed in 2D space using the current Display View.  In this version, the projected intersection is computed in the current CPlane.  Note, however, that you can achieve the previous behavior by enabling CP=DV from the CPlane menu options, or by setting the CPlane to the required orientation.

The following functions are available from the Modify>Break submenu.  To view information specific to a particular function, click on the appropriate link below.

Break First

Break Both

Break Double

Break Divide

Break Modal

Break Position

Break Section


Modify>Break Menus

The Modify>Break pull-down and palette menus are shown below:

Modify>Break pull-down submenu

Modify>Break palette submenu


Break First

The Break First function can be used to break the first entity based on its intersection with an indicated second entity.

Follow these steps when using the Break First function:

1)	Select Break First from the Modify>Break options.

2)	Select the segment of the break entity that you want to retain its original attributes.

3)	Select an intersecting entity near the position where you want the break to occur.

The break is performed on the entity.


Break Both

The Break Both function can be used to break two intersecting entities based on their intersection relation.

Follow these steps when using the Break Both function:

1)	Select Break Both from the Modify>Break options.

2)	Select the segment of the entity that you want to retain its original attributes.

3)	Select an intersecting entity on the side that you want to retain its original attributes and near the position where you want the break to occur.  The new entity assumes the current attributes.

Both entities are broken at their position of intersection.


Break Double

The Break Double function can be used to break a selected entity into two or three separate entities defined by intersections with two other entities.

Follow these steps when using the Break Double function:

1)	Select Break Double from the Modify>Break options.

2)	Select the part of the entity you want to break that is to retain its original attributes.

3)	Select the first intersecting entity near the position where you want the break to occur.

4)	Select the second intersecting entity near the position where you want the break to occur.

You can select the same entity twice, but at different intersections.

The entity is broken.  The new entities outside of the two intersecting entities assume the current attribute settings.  The original part of the entity you selected to retain its original settings will retain them.


Break Divide

The Break Divide function can be used to break a selected entity into three separate entities defined by two intersecting entities.

Follow these steps when using the Break Divide function:

1)	Select Break Divide from the Modify>Break options.

2)	Select the entity you intend to break.

3)	Select the first intersecting entity near the position where you want the break to occur.

4)	Select the second intersecting entity near the position where you want the break to occur.

You can select the same entity twice, but at different intersections.

The entity is broken and the new entity between the two intersecting entities assumes the current attributes.  The remains of the original entity retain their original attributes.


Break Modal

The Break Modal function can be used to break multiple entities into separate entities based upon their intersections with a common entity.

Follow these steps when using the Break Modal function:

1)	Select Break Modal from the Modify>Break options.

2)	Select a common entity that breaks the other entities.

3)	Select the entity to break near the position where you want the break to occur.

The part you select retains its original attributes.

4)	Continue selecting entities to break.

The entities you select are broken after each individual selection is made.


Break to Position

The Break to Position function can be used to break an entity into two separate entities at a position that you indicate.

Follow these steps when using the Break to Position function:

1)	Select Break to Position from the Modify>Break options.

2)	Select the entity you want to break, on the side of the part that is to retain its original attributes.

3)	Indicate the position at which you want the entity break to occur.

The entity is broken.


Break Section

Use this function to break selected entities at their intersections with a section plane that you define.  When using the Break along Section Plane function, it will be important to keep the following in mind:

•	This function can be used to break lines, arcs, circles, conics, splines, or polygons.

•	Entities that form a closed region, such as a circle or polygon, must intersect the defined plane at least twice.

•	If a selected entity crosses the defined plane more than once, it is divided it into a number of new entities.

•	You can break group entities.  Entities that remain after breaking are still grouped.

Follow these steps when using the Break along Section Plane function:

1)	Select Break Section from the Modify>Break options.

2)	Select the entities you intend to break.

3)	Using the Plane Definition Menu, define the plane.

After you define the plane, a temporary icon is displayed showing the orientation of the defined plane.  The icon is drawn in the current display view; you cannot work with the icon as you would an entity.  See Defining Planes for the available plane definition methods.

4)	Indicate the side of the plane on which the entities will keep their original attributes.

If it finds an intersection, the entity is broken at the defined plane.  The entities on the selected side keep their original attributes, while the entities on the other side take on any new attributes from the current system settings.


Fillet

The options contained within the Modify>Fillet submenu can be used to add fillet arcs either with trimming to a tangency, or without trimming.

Quick Trim

You can use Quick Trim to create a fillet, but not a chamfer, with a single cursor selection.  The Quick Trim feature is available from the Edit>Settings submenu.  Select Quick Trim to turn quick fillet on.  When using Quick Trim and prompted to select entities, make your selection as far away from the intersection of the entities as possible to prevent errors.

When adding fillets, it will be important to keep the following in mind:

•	In 3D construction mode, the program will attempt to create a plane from the selected entities.  If both selected entities are lines, polylines, or vectors, then the program will always be able to create a plane.  This plane will be at the depth of the first entity selected if the entities are at different depths with respect to this plane.

•	If a plane cannot be created, or if the program is in 2D construction mode, the arc will be created using the active CPlane.

•	You can trim or extend the selected curves to the intersections with the arc fillet.  You cannot trim closed curves, such as circles, ellipses, or closed splines.

•	You can trim or extend the selected curves to the intersections with the chamfer.  You cannot trim closed curves, such as circles, ellipses, or closed splines.

The following options are available from the Modify>Fillet submenu.  To view information specific to a particular option, click on the appropriate link below:

Fillet and Trim

Fillet and No Trim


Modify>Fillet Menus

The Modify>Fillet pull-down and palette submenus are shown below:

Modify>Fillet pull-down submenu

Modify>Fillet palette submenu


Fillet and Trim

Use the Fillet and Trim function to create a trimmed fillet arc.

1)	Select Fillet and Trim from the Modify>Fillet options.

2)	Enter a value for the radius of the arc fillet.

3)	Select the first fillet entity.  (You can click anywhere on the entity; you do not have to select any specific location relative to the arc radius.)

4)	Select the second curve on the portion of the curve that you want to remain.  The selected entities will be trimmed, excluding closed curves, to the intersections with the arc fillet.

An example of Fillet and Trim


Fillet and No Trim

Use the Fillet and No Trim function to create a fillet arc without trimming.

1)	Select Fillet and No Trim from the Modify>Fillet options.

2)	Enter a value for the radius of the arc fillet.

3)	Select the first fillet entity.  (You can click anywhere on the entity; you do not have to select any specific location relative to the arc radius.)

4)	Select the second curve on the portion of the curve that you want to remain.

An example of Fillet and No Trim


Chamfer

Use the Modify>Chamfer options to create chamfer entities with or without trimming.

When adding chamfers, it will be important to keep the following in mind:

•	In 3D construction mode, the program will attempt to create a plane from the selected entities.  If both selected entities are lines, polylines, or vectors, then the program will always be able to create a plane.  This plane will be at the depth of the first entity selected if the entities are at different depths with respect to this plane.

•	If a plane cannot be created, or if the program is in 2D construction mode, the arc will be created using the active CPlane.

•	You can trim or extend the selected curves to the intersections with the chamfer.  You cannot trim closed curves, such as circles, ellipses, or closed splines.

The options available from the Modify>Chamfer submenu are shown below.  To view information specific to one of the functions, click on the appropriate link:

Chamfer and Trim

Chamfer and No Trim


Modify>Chamfer Menus

The Modify>Chamfer pull-down and palette submenus are shown below:

Modify>Chamfer pull-down submenu

Modify>Chamfer palette submenu


Chamfer and Trim

These functions create an angled line with its end points on two selected lines, at specified distances from the intersection (or potential intersection) of the lines.

1)	Select Chamfer and Trim or Chamfer and No Trim from the Modify>Chamfer options.

2)	Enter the distance from the intersection of the lines to the first end position of the chamfer line.

3)	Enter the distance from the intersection of the lines to the second end position of the chamfer line.

4)	Select the first line.

5)	Select the second line.

The chamfer line is created in the plane defined by the selected entities. If Chamfer and Trim was selected, the selected lines are trimmed or extended to their intersections with the chamfer line.

An example of Chamfer and Trim


Chamfer and No Trim

This function creates an angled line with its end points on two selected lines, at specified distances from the intersection (or potential intersection) of the lines.

1)	Select Chamfer and No Trim from the Modify>Chamfer options.

2)	Enter the distance from the intersection of the lines to the first end position of the chamfer line.

3)	Enter the distance from the intersection of the lines to the second end position of the chamfer line.

4)	Select the first line.

5)	Select the second line.  The chamfer line is created in the plane defined by the selected entities.

An example of Chamfer and no Trim


Spline

The options contained within the Modify>Splines submenu can be used to edit various spline types.  To access these options, simply select Splines from the Modify Menu.

Modify Spline Pull-down Menu

Direction

Pt/Vector

Extend


Change Direction

The Change Direction function can be used to toggle the direction of a spline entity.  To use this function, select Direction from the Modify>Spline options.  You are then prompted to select the spline whose direction you wish to reverse.  Select the spline.


Point Vector

The Point Vector function allows for the relocation of spline node points as well as modifying the slope of the tangent vector.  Several options will appear on the Conversation bar when the Point Vector option is selected.

To use this function, follow the steps below:

1)	Select Point Vector from the Modify>Spline options.

2)	Select the spline to edit.  The editing options appear, as shown below.  Select an option.

•	Move - Move a node point position. In this operation the system will display the Position Menu.  You must indicate the location of the node to be moved.  Next, you will be prompted for the new location for that node. Using the most appropriate Position Menu option, indicate the new position.

•	Add - Add a new node point. In this operation, the system will display the Position Menu.  You must indicate the location of the node to be added.  Use whatever option is appropriate to indicate this new position.  Note that if the new point is near an area between existing node points, the new point will be incorporated in this region of the spline.  If, however, the new point is beyond the endpoints of the spline, a new region of the spline will be created extending the spline to the point location.

•	Delete - Remove a node point. In this operation, the system will display the Position Menu.  You must indicate the location of the node to be deleted. Use whatever option is appropriate to indicate the node to delete.

•	Tangent  - Modify the slope vector at node points. The general point Selection Menu is displayed, and you must select a spline node point to be modified.  Next select an existing vector with the desired slope to describe the new slope for the spline at that node.

Follow the prompts that appear in the Conversation Bar for whatever option you select.  The spline will be edited accordingly.


Extend

The Extend option can be used to trim or extend splines or any curve entity to a point, curve, plane, surface, or by a scalar distance or percent.  The parameters by which this is done are controlled through a dialog box that appears when the function is selected.  Note that it will be important to follow prompts in the Conversation Bar carefully.

If the spline and curve do not intersect when trimming or extending a spline to another curve, the minimum distance routine is used to calculate the nearest point on the target curve to trim or extend to.

Dialog Options

The following settings are available from the dialog that appears then the function is selected from the Modify Menu.

Extend Curve

Specify whether to extend a curve by a specified distance or by a percentage.

Trim or Extend Curve

Specify whether to trim/extend a curve to a face, plane, curve, or position.

Extension Method

Select an extension method from the available options: Linear or Natural.  Linear extensions follow the last tangent vector off the spline in a straight line.  Natural extensions use the cubic rate of curvature along the spline to produce a continuous curving extension.

Using the Function

Follow the steps below to use the Spline>Extend function.

1)	Select Extend from the Modify>Spline options.

2)	The "Trim and Extend Curves" dialog appears, from which you can specify the trim/extend parameters.  Configure the dialog settings as needed, and select OK to accept any changes.

3)	Follow the prompts that appear in the Conversation Bar to complete the editing procedure.


Boolean Operations

Boolean Operations can be used to combine primitives to create new, more complex shapes.  Boolean options are logical operators that define a new body by replacing the selected solids with the operator's logical result.  Unite can be used to add two or more bodies together, Subtract to subtract one body from another, and Intersect to reduce two or more bodies to the region(s) common to all bodies.

Before Boolean	Unite	Subtract	Combine
The following functions are available from the Modify>Boolean menus.  To view information specific to a particular function, click on the appropriate link below.

Unite

Unite with Keep

Subtract

Subtract with Keep

Intersect

Intersect with Keep

Combine

Separate


Modify>Boolean Menus

The Boolean pull-down and palette menus are displayed below.

Modify>Boolean pull-down submenu

Advanced Modify>Boolean palette menu


Unite

Use this option to collect bodies into one body.  The bodies do not have to intersect.  Disjoint bodies will not be relocated to intersect.  Instead, they will remain disjoint in the single body.  (The Combine Disjoint Bodies function is a faster way of uniting disjoint bodies.)  The united body, resulting from the Unite, is recognized as a single entity.

See also Trim/Split a Solid to Another Solid.

To use the Boolean Unite function from the Modify Menu, follow the steps below:

1)	Select Unite from the Modify>Boolean options.

2)	Select the first solid to be united.

3)	Select the second solid to be united, and select any additional bodies you intend to union.  The faces of the bodies will be trimmed back from any intersections.  If you have changed the color of any faces on the bodies, the ‘new’ united body will reset to the attributes (color, display, etc.) from when the solid bodies were originally created.  For example, if you created two solid bodies in green but then changed some of the faces to red, when you boolean unite the two solids together, the new solid body will be green.

4)	The selected bodies are unioned to form one new body.


Unite with Keep

The Unite with Keep function works exactly the same as the Boolean Unite operation, except that some or all material normally removed during the operation is retained in the Boolean result.  When a Boolean operation is completed, you will be left with the original bodies that you choose to retain as well as the result of the operation.

The united or modified blanks inherit the attribute and level attributes from the original blank.

To use the Boolean>Unite with Keep function, follow the steps below:

1)	Select Unite with Keep from the Modify>Boolean options.

2)	Select whether to keep TOOLS, BLANKS, or BOTH from the Conversation bar options.

•	TOOLS – Select one or more solid as the Tool solid.

•	BLANKS – Select one or more solid as the Blanks solid.

•	BOTH – Select both Tool and Blank solids.

3)	The selected bodies are united, and the original bodies that you choose to retain remain.


Subtract

Use the Subtract function to subtract one body (called the "tool body") from another.  If the tool body does not intersect the body to be subtracted from, there is no effect on the body.  However, the tool body is deleted in either case.

To use the Boolean>Subtract function, follow the steps below:

1)	Select Subtract from the Modify>Boolean options.

2)	Select the solid from which the body(s) you select will be subtracted.

Select the solid(s) you intend to subtract from the previously selected body.  All tool bodies will be deleted.  The volume of intersection of the tool bodies will be removed from the first body and new faces will be created in it.


Subtract with Keep

This function works exactly the same as the Boolean Unite operation except that all material normally removed during the operation is retained in the result.  When a Boolean operation is completed, you will be left with the original bodies as well as the result of the operation.

The tool solids are subtracted from the blank solids, and each tool is consecutively subtracted from every blank in the list.

To use the Boolean>Subtract with Keep function, follow the steps below:

1)	Select Subtract with Keep from the Modify>Boolean options.

2)	Select whether to keep TOOLS, BLANKS, or BOTH from the Conversation bar options.

•	TOOLS – Select one or more solid as the Tool solid.

•	BLANKS – Select one or more solid as the Blanks solid.

•	BOTH – Select both Tool and Blank solids.

The selected bodies are subtracted, and the original bodies that you choose to retain remain.


Intersect

Use this function to intersect one body with another.  The new resulting body represents the volume shared by the two bodies.  The faces of the new body will be trimmed back to the intersection.  If the bodies shared a volume, a new body will be created which represents the intersection.  The new body will have the attributes (color, display, etc.) of the first body.  If you desire, you can continue to select second bodies for intersection.

To use the Boolean>Intersect function, follow the steps below:

1)	Select Intersect from the Modify>Boolean options.

2)	Select the first solid to intersect.

3)	Select the additional solid(s) to intersect with the first.  The selected tools are consecutively intersected with each blank.  If at any point an intersection cannot be found, no further attempts will be made to intersect the remaining tools.  The non-intersected tools are not deleted, and will remain in the database.


Intersect with Keep

The Intersect with Keep function works exactly the same as the Boolean Intersect operation except that all material normally removed during the operation is retained in the result.  When a boolean operation is completed, you will be left with the original bodies as well as the result of the operation.

To use this function, follow the steps below:

1)	Select Intersect with Keep from the Modify>Boolean options.

2)	Select the first solid to intersect.

3)	Select the additional solid(s) to intersect with the first.  All bodies will be retained, and the intersection will be made.


Combine Disjoint Bodies

Use this function to combine multiple bodies into a single body.  The bodies may be physically disjointed and no attempt is made to intersect the faces and resolve the bodies into one closed manifold solid.  Because the individual bodies are not resolved into a single closed manifold solid, this function should not be viewed as interchangeable with Boolean Union.

This function is most useful for combining physically separate bodies into one solid for the purposes of selection.  For example, you may wish to combine several pieces of an assembly that do not intersect and use the Mass Properties function to find the aggregate mass properties for the entire unit.  Another example would be combining physically separate bodies so they can then be selected as a unit and trimmed to a single plane.

To use the Combine Disjoint Bodies function, follow the steps below:

1)	Select Combine Disjoint Bodies from the Modify>Boolean options.

2)	The "Combine Disjoint Bodies Warning" dialog is displayed, asking whether you intend to use this function instead of the Boolean>Unite.

3)	Using the Universal Selection Menu, select the disjoint bodies to combine (unite).  Select ACCEPT when done.


Separate Disjoint Bodies

Use Separate Disjoint Bodies to separate solid objects that, while not physically connected, are considered one solid body.  Bodies with physically separate parts can arise from several functions including Split a Body along a Plane, Boolean Difference, or Boolean Union.

Before Boolean, Subtract	After subtract: Separate bodies, one solid	After Separate Disjoint Bodies: Two solids
For example, if you use Boolean, Subtract to create multiple objects from one solid body, the resulting objects would still be one solid.  You can then use Split Bodies to separate them into individual solid objects.

1)	Choose Separate Disjoint Bodies from the Boolean options.

2)	Select the solid object to split into separate objects.

3)	Accept to complete the Boolean operation.  The objects are now individual solids.


Trim and Split Solids

The Trim and Split functions available from the Modify>Advanced Trim/Split submenu can be used to cut away or separate portions of a solid body.

The following functions are available from the Advanced Trim/Split menus.  To view information specific to a particular function, click on the appropriate link below.

Solid to Curve

Solid to Face

Solid to Solid

Solid to Plane


Modify>Advanced Trim/Split Menus

The Advanced Trim/Split pull-down and palette menus are shown below.

Modify>Advanced Trim/Split pull-down submenu

Modify>Advanced Trim/Split palette submenu


Solid to Curve

Use this function to trim or break a solid body using curves.  Note that breaking the solid will create new bodies for each trimmed portion.

To use the Trim/Split>Solid to Curve function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Solid to Curve from the Modify>Advanced Trim/Split options.

2)	The "Trim or Break Solid Using Wireframe Curves" dialog box appears, from which you are able to specify whether to trim or break the solid, as well as the orientation at which to carry out the selected operation.  Once this dialog has been configured, select OK.

Action

The options under Action allow you to specify whether to Trim or Break the selected solid, and prompt for the side to keep.

•	Trim - When selected, the solid will be trimmed to the indicated curve.

•	Break - When selected, the solid will be broken using the indicated curve.  Breaking a solid will create new bodies for each trimmed portion.

•	Prompt for side to keep - Enable the Prompt for side to keep checkbox if you wish to cursor select the side to keep when trimming.  If this option is not checked, the side to keep is automatically determined by using the cursor pickpoint on the body, and comparing normal vector directions to the trimming faces.   This algorithm may fail in certain situations and hence the option to be prompted for the side to keep.  When this option is checked, two opposing normal vectors are displayed, and the side pointed at by the selected vector will be kept.  Choose ACCEPT or [Enter] to complete the trim.

Orientation

The options under Orientation are used to determine how the curves will be projected onto the solid.

•	Current view - When selected, the curves will be projected along the z-axis of the current view straight into the screen.

•	Construction Plane - When selected, the current construction plane is used to control the projection.

•	Specified Direction - Specify the projection direction using: 2 points; an existing line; an existing vector; etc.

3)	Select the solid body to be trimmed.  The solid will then be trimmed, or broken, per the specifications made in the dialog box.

Example of a body trimmed using two profiles with the Solid to Curve option


Solid to Face

Use this function to trim a solid body using an existing surface or Surface.  The Surface can be any open body, not just a single surface.  An open body can be any number of joined faces.  You can choose to split the solid rather than trim it.  This will create new bodies for each trimmed portion.

The surface can be any surface created with the surface creation functions, or a Surface (face) that has been removed from another body with Unstitch a Face from a Body.  To use the face of solid entity for the trim, use Trim/Split a Solid to Another Solid.

To use the Advanced Trim/Split>Solid to Face function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Solid to Face from the Modify>Advanced Trim/Split options.

2)	The "Trim a Body to a Face" dialog box appears.  From this dialog, you are able to select to be prompted for the side to keep, and elect to split, not trim, the solid.

•	Trim - When selected, the solid will be trimmed to the indicated face.

•	Prompt for side to keep - Enable the Prompt for side to keep checkbox if you wish to cursor-select the side to keep when trimming.  If this option is not checked, the side to keep is automatically determined by using the cursor pickpoint on the body, and comparing normal vector directions to the trimming faces.   This algorithm may fail in certain situations and hence the option to be prompted for the side to keep.  When this option is checked, a white surface normal vector is drawn on each trimming face.  The vectors will point toward the side to keep.  Select any vector (if more than one) to reverse the side to keep.  Choose ACCEPT or [Enter] to complete the trim.

•	Break - When selected, the selected body will be split, and not trimmed as is the default result.

3)	Select the solid body to be trimmed (or split).

4)	Select the Surface to trim (or split) against.

The indicated body is trimmed/split using the face that you had selected.

Example of the Solid to Face option


Solid to Solid

Use the Solid to Solid function to trim a solid body to a second solid that you indicate.  Settings relative to this operation are set through the "Trim a Solid to a Solid" dialog box (explained below).

To use this function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Solid to Solid from the Modify>Advanced Trim/Split options.

2)	The "Trim a Solid to a Solid" dialog box appears, from which you can specify how the solid will be trimmed, and what portion will be kept.

Trim

The options under Trim allow you to specify how the trim operation will be undertaken.

•	First body only - When selected, only the first solid selected will be trimmed.

•	Both bodies to one another - When selected, both solids will be trimmed to one another (see graphic below).

Keep

•	The options under Keep allow you to specify what portion will be kept when the operation is finished.

•	Selected portion only - When selected, only portions that you indicate will be kept.  Note that when using this setting in conjunction with the Both bodies to one another Trim option, the intersection or overlapping portions are kept and modeled as separate bodies.  This allows you to unite different portions together, or discard them if desired, after the trimming operation has been performed.

•	All portions - When selected, all portions will be kept.

•	Unite the bodies into one - When you enable the Unite the bodies into one checkbox, a single joined solid will be created regardless of the other options.

3)	Select the solid body to be trimmed.

4)	Select the solid body to trim to.

The solid is trimmed to the second solid you had selected.

Example of the Solid to Solid option


Solid to Plane

Use the Solid to Plane function to slice a body using a plane that you specify.  Two separate bodies will be created with new faces at the intersection of the plane.  If the plane intersects the body in more than one place, bodies with disjoint lumps (enclosed volumes) may be created.

In the example below, a body was created using the Sweep function with a circle and the spline.  Then 5 tangent vectors were created along the spline using Create Tangent Vectors on Curve.  Planes were created normal to the vectors using Create Plane Perpendicular to Vector.

The 3 middle planes could be used to split the body with this function.  This would split the original body into 4 separate bodies.

To use the Solid to Plane function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Solid to Plane from the Modify>Advanced Trim/Split options.

2)	The "Trim a Body to a Plane" dialog box then appears.  From this dialog, you can elect to be prompted for the side to keep, and split the solid, instead of trimming it.

•	Trim – When selected, the solid will be trimmed to the plane specified.

•	Prompt for side to keep - When selected, you will be allowed to cursor-select the side to keep when trimming.  If this option is not checked, the side to keep is automatically determined by using the cursor pickpoint on the body, and comparing normal vector directions to the trimming faces.   This algorithm may fail in certain situations and hence the option to be prompted for the side to keep.  When this option is checked, a white surface normal vector is drawn on each trimming face.  The vectors will point toward the side to keep.  Select any vector (if more than one) to reverse the side to keep.  Choose ACCEPT or [Enter] to complete the trim.

•	Split the body into two pieces (don’t trim) - When selected, the solid will be split, and not trimmed as is the default result from this function.

3)	Select the solid to be trimmed.

4)	Select the plane to trim to.

5)	The solid is then trimmed/split using the plane you had indicated.


Feature

The feature modification tools include shell, cut, drill, and protrude.  These options can be used to add material to, or remove material from, a solid body.  These options are useful for working on portions of a solid body, as opposed to modifying entire faces.

The functions available from the Modify>Feature menus are listed below.  To view information specific to a particular function, click on the appropriate link.

Shell Solid

Cut Solid

Drill Solid

Protrude


Modify>Feature Menus

The Feature pull-down and palette menus are shown below.

Modify>Feature pull-down submenu

Modify>Feature palette submenu


Shell Solid

Use the Shell function to transform a solid body into a body that represents the walls of the original body with at least one face left open.  The Shell feature supports two "types" of shelling, inward/outward, and multiple offset shelling.  Both methods are explained below.

Shelling Inward/Outward

It is possible to shell in both an inward and outward direction at the same time.  Note that only positive values can be entered for the shell thickness in the dialog box.  To use the Shell feature, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Shell from the Modify>Feature options.

2)	The "Shell" dialog box appears, from which you can specify a shell direction and open face options.

Shell Direction

The options under Shell Direction allow you to specify a direction for the shell.

•	Inward - When selected, you will be allowed to enter a distance for an inward shell.

•	Outward - When selected, you are able to enter a distance value for an outward shell.

•	Inward and Outward - This option allows for a simultaneous inward and outward shell.

Open Face Options

These options allow you to specify what faces are to be kept open, and by what lip width and thickness.

•	Select faces to be Opened - If this checkbox is enabled, you will be prompted in the Conversation bar for the faces to leave open.  If this box is disabled, the shell will be a closed body with an internal void.  To leave at least one face open when creating the shell, enable this checkbox ( · ).

•	Create Lip around Opened Faces - When selected, a lip will be created around the open face with the width and thickness attributes that you specify.

•	Select Faces for Specific Offsets - You will be prompted to select each face and enter a thickness in the Conversation bar.  Inward and outward offsets may be specified for different faces by entering negative and positive values, respectively.  See Multi-Offset Shelling below.

You will be prompted to select the face(s) to be left open, if you had specified to do so.  The Shell is then created per the specifications made in the "Shell" dialog box.

Multi-Offset Shelling

Individual faces may have different offset values applied to them, allowing for different wall thickness in the shelled part.  This will be enabled when the Select faces for specific offsets checkbox is enabled.  You will be prompted to select each face and enter a thickness in the Conversation bar.  Inward and outward offsets may be specified for different faces by entering negative and positive values, respectively.

When applying different offset values for individual faces, those faces which are smoothly connected to one another (e.g. blended faces), should have the same offset value.  This is because the offsetting algorithm will probably fail to re-intersect the offset faces.  Faces that join with sharp intersections are good candidates for multi-offset shelling because they will reliably intersect.

When specifying specific offset values, you will be prompted to indicate a face, then enter an offset value on the prompt line.  A positive value indicates an inward offset, and a negative value indicates an outward offset.  Faces are offset the default amount (.2) if they are not specified explicitly in the dialog box.


Before shelling

After shelling .2 inches inward and offsetting inward faces outward .1 inches creating a lip around the opened top and side faces.


Cut Solid

Use this operation to subtract an extruded profile from an existing solid. The extrusion profile must be a single closed curve or a set of curves that form a closed planar profile.  Most of the options have exactly the same functionality as the options in Add Protrusion.

To use this function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Cut from the Modify>Feature options.

2)	The "Cut" dialog box appears, from which you can specify how the cut will be performed, and by what parameters.  The settings available from this dialog are explained below.  Once you have configured the dialog settings to your liking, select OK from the dialog to accept the changes.

Cut Direction

The options under Cut Direction allow to select either Forward or Forward and Back as the cut direction.

•	Forward - When selected, the cut will be performed in a forward direction.

•	Forward and Back - When selected, the cut will be performed in both a forward and back direction, simultaneously.

•	Cut away material OUTSIDE profile - Check this setting to keep the intersection of the extrusion and the original solid rather than the original solid with the extrusion subtracted from it.

End Conditions

The options available under End Conditions allow you to specify the end conditions of the cut being performed.

•	Forward - The following end conditions are available for the Forward direction: Through All, Blind, Offset from Face, Up to Next Face, Up to Face, Up to Point.

•	Forward distance - Allows you to input a forward distance value.

•	Backward - The following end conditions are available for the Backward direction: Through All, Blind, Offset from Face, Up to Next Face, Up to Face, Up to Point.  Note that these options will not be available if Forward and Back is not selected under Direction.

•	Backward distance - Allows you to enter a distance value in the backward direction.

 Draft Properties

The options under Draft Properties allows you to specify draft direction and angle.

•	Draft Angle - Set a draft angle to be used when the draft is computed.

•	Draft - Select either Inward or Outward draft from the pull-down menu.

•	Round Convex Edges - When selected, convex edges will be rounded.

•	Cut in skewed direction - Check the Cut in skewed direction option when you want to specify the direction for the extrusion directly.  When this box is not checked, the extrusion will be in the direction perpendicular to the planar profile curve.  (When this option is checked, the drafting options are disabled.)

4.	Select the solid body to be modified.

5.	Select the closed planar curve profile(s).

6.	Select the direction vector.

7.	The solid is cut per the specifications made in the "Cut" dialog box.

Example

In the example below: the cut direction is Forward, the Forward End-Condition is Blind, with the distance of the extrusion defined from the planar profile curve above the solid, the draft angle is 5 degrees, and the draft direction is Inward.

Example of the Feature>Cut option


Drill Solid

Use the Drill function to create a hole in a body.  The hole will have a constant diameter. If a taper is required instead use the Cut function. If a bend is required in the hole, instead use Boolean Subtract with a tool body the shape of the hole.

To use the Drill function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Drill from the Modify>Feature options.

2)	The "Drill a Hole into a Solid" dialog box appears, from which you are able to specify an end condition, drill parameters, and placement operations for the operation.  These settings are explained below.  Once you have configured the dialog, select OK to accept any changes.

End Condition

The options in this section determine the end condition for the termination of the hole.

Through hole - Use this to create a hole all the way through the body.

•	Blind hole - This option creates a hole which travels only a specified depth in from the face.  Enter the depth in the Depth of hole field.

•	Up to next face - If the body contains multiple faces along the axis of the hole, you can use this option to make the hole terminate at the first face encountered.

•	Up to face - If the body contains multiple faces along the axis of the hole, you can use this option to select which face should define the termination of the hole.  You will be prompted to select the terminating face.

•	Offset from face - When this option is used, the terminating end of the hole will be defined by an offset depth in from a second selected face of the same body.  Enter the offset as a positive value using the Offset distance field on the dialog box.

Parameters

The options under Parameters allow you to indicate a hole diameter, depth and offset distance.  Note that one or more of these settings will be grayed out depending upon the End Condition that you select.

•	Hole diameter - Indicate a diameter value for the hole being created.

•	Depth of hole - Indicate a depth value for the drilled hole.

•	Offset distance - Allows you to indicate an offset distance for the drilled hole.

Placement Option

•	The Placement option box gives you three options for locating the center of the hole on the chosen face of the solid:

•	Point normal to face - Use this option when you want to use a point to define the center of the hole on the selected face.  The point does not have to lie on the face.  If it does not lie on the face, it will be projected onto the face along the normal vector of the face.  The normal vector of the face will be used as the axis of the hole.  You will use the Selection Menu (CURSOR, POINT, ENDENT, etc.) to select the point.

•	Select base circle - This option requires that a circle or arc entity be created prior to entering the Create hole routine.  The diameter of the circle entity will be used as the diameter of the hole, the diameter entered on the dialog box will be ignored.  The circle does not need to lie on the face, it will be projected onto the face using the normal vector of the circle entity.  The normal vector of the circle will be used as the axis of the hole.

•	Select axis centerline - This option uses a line entity to define the center axis of the hole.  The line itself does not need to intersect the face, it will be extended if necessary.  The point where the axis intersects the face will be used as the center point of the circle.

3)	Indicate the face to be drilled.

4)	Indicate the center point of the hole on the face.

The hole is drilled where you indicate, and per the specifications made in the "Drill…" dialog box.


Protrude

Use the Protrude function to modify a solid body by combining extrusion with draft and Boolean Unite, to add material to the body.  You select a solid body, and a closed planar chain of curves that form the extrusion profile.  The profile might lie over the solid, on the face of a solid or within a cavity of the solid.

You specify forward and optional backward end conditions to define the extents of the extrusion, the draft angle if desired and choose the forward direction vector, and the protrusion is performed.  Note that when the profile lies over the body you are adding material from the profile down to the body. When the profile lies on a face, you are adding material from the profile outward some distance.

To use the Feature>Protrude function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Protrude from the Modify>Feature options.

2)	The "Protrude" dialog box appears, from which you are able to specify a protrude direction, end conditions for the protrusion and draft properties.  These settings are explained below.  Once this dialog has been configured, select OK to accept the changes.

Protrude Direction

The options under Protrude Direction allow you to specify either a Forward or Backward direction for the end condition.

•	Forward - When selected, the protrusion will be performed in a forward direction.

•	Forward and Back - When selected, the protrusion will be performed in both a forward and backward direction.

End Conditions

These options can be used to specify the distance and type of protrusion(s) in either a forward or backward direction, depending upon what you had selected under Protrude Direction.  When you select one of the options requiring an extrusion distance, you may enter expressions in the distance boxes. The options available in the drop down boxes for the forward and backward end conditions are:

•	Through all - The profile is extruded up to the farthest face in the body onto which the profile projects.

•	Blind - The profile is extruded for a keyed in distance.

•	Offset from face - The profile is extruded up to the offset of a face that you select. You key in the offset value

•	Up to next face - The profile is extruded up to the closest face in the forward direction onto which the profile projects.

•	Up to face - The profile is extruded up to the selected face.

•	Up to a point - The profile is extruded for a distance equal to the distance from the point to the profile plane.

Draft Properties

The Draft Properties options allow you to specificy draft values.

•	Draft Angle - Enter an angle to be used when protruding with draft.

•	Draft - Select either Inward or Outward draft from the pull-down menu.

•	Round Convex Edges	 - When selected, the convex corners of the extruded profile will be rounded.

•	Protrude in Skewed Direction - Check the Protrude in skewed direction option when you want to specify the direction for the protrusion directly.  When this box is not checked, the protrusion will be in the direction perpendicular to the planar profile curve.  (When this option is checked, the drafting options are disabled.)

3)	Select the solid to be modified.

4)	Using the Universal Selection Menu, select the close planar profile(s).

5)	Select the forward (or backward) face to protrude to.

6)	Select the direction vector.

The protrusion is then created per the specifications made through the "Protrude" dialog box, and as you specified through the Conversation Bar menus.

Example

This example used the center of the ellipse and a point on the sphere (created with the Extract Face Data function at a cursor pick point on the surface) to determine the protrusion vector.  The protrusion direction was forward, and the end condition was up to next face.  The protrude in skewed direction box was checked. The ellipse was used as the closed planar curve profile.  The vector was selected using the 2 points option with the points mentioned above.


Body Warping

The body warping commands consist of bend, twist and stretch functions.  These functions allow you to manipulate your solid bodies.

The following functions are available from the Modify>Body Warping menus.  To view information specific to a particular function, click on the appropriate link below.

Bend

Twist

Stretch


Modify>Body Warping Menus

The Body Warping pull-down and palette menus are shown below.

Modify>Warp pull-down submenu

Modify>Warp palette submenu


Bend

The Bend function allows you to bend solids, sheets and wires in a prescribed manner.  Bending will also allow you to bend specific areas of a solid body.  For example, the middle prong of a fork could be bent while the adjacent prongs remain untouched.

To use the Bend function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Bend from the Modify>Warp options.

2)	The "Bend" dialog box appears, from which you are able to specify parameters, methods, and options for the bend to be performed.  Once you have configured this dialog to your specifications, select OK to accept any changes that had been made.

Parameters

The options under Parameters allow you to specify a radius, angle and width.

•	Radius - Allows you to indicate a radius for the bend.

•	Angle - When selected, you are able to specify the angle at which the bend will start.

•	Width - When selected, you can indicate a width value for the bend.

If you enter "0" for either the Radius or Angle, the function will calculate the optimum value to use to achieve the desired results.  Here are some examples:

Radius=5, Angle=90	After the bend, the "neutral axis" of the solid is now a radius 5 arc and the bent end of the solid is at 90 degrees to the bend plane

Radius=0, Angle=90	The entire solid is uniformly bent in this case until the bent end of the solid is at 90 degrees to the bend plane. The radius is adjusted to arrive at the above results.

Radius=5, Angle=0	The entire solid is uniformly bent such that the neutral axis radius is 5 throughout.

Methods

The options under Methods allow you to specify a bend method.  The three available methods are: Thin Plate Bend, General Solid Bend, and Wire Bend.

Options

These options allow you to specify the bend conditions.

•	Fixed end - When selected, only the material on the positibe side of the bend plane is bent.  The positive and negative sides are user-controlled, and determined by the "right-hand-rule" while crossing the bend axis with the bend direction vector.

•	Center - When selected, both sides of the entity are bent equally about the bend axis by half the bend angle.

•	Specify positions - Localization points may be specified, if desired, to prevent unwanted bending of other parts of the body if they lie in the bending region by enabling ( · ) Specify positions for localized bending.

3)	Indicate the upper or lower planar face of the plate (if Thin Plate was selected).

4)	Select the bend axis vector.

5)	Select the bend direction vector.

6)	Select the vector indicating what side of the material to bend.

7)	Indicate the position(s) to be bent.

8)	The bend is performed per your specifications.

Note the bend axis vector must ALWAYS be chosen such that it lies on the neutral axis of the solid to be bent.  For example, if bending a cylinder the neutral axis must be in the middle or centerline of the cylinder.  If bending sheet metal, the bend axis vector should be in the middle of the sheet metal, not on the top or bottom faces.  Some examples to better explain this concept follow.

This is the original solid to be bent.

This bend has a radius of 4 and the centerline of the cylinder at its neutral axis, defines the bend vector.

 This bend has a radius of 4 and the line that is 4" away from the centerline defines the bend vector.  In actuality your bend will have a radius of 8 because the bend vector used was not on the neutral axis of the cylinder.

Methods


Methods

There are three Bending methods:

Thin Plate Bend

General Solid Bend

Wire Bend

-----------------------------

Thin Plate Bend

Thin plate bend is used when the body to be bent can be considered a thin planar plate or sheet metal type object where the top and bottom faces are planar.  The body does not actually have to be a solid it may also be a Surface.  The only requirement is that the face to be bent is a planar face.  Thin plate bending is distinguished from general solid bending because it allows the interaction to be simplified.

To bend a thin plate body:

1)	Select Thin Plate from the "Bend" dialog.

2)	Indicate the upper or lower face to be bent (it doesn’t matter which).

3)	Specify the bend axis by choosing from the standard Vector Selection Menu (2 Points, Line, Vector).  The Bend axis must be perpendicular to the normal of the face selected.

4)	Select the bend direction vector (up or down).

5)	Select the vector indicating the material side to bend if it’s a fixed-end bend.

This figure shows a thin plate with a hole prior to bending.

This figure shows the plate after a 90 degree bend of 1 inch radius.

General Solid Bend

General solid bend is used when the body to be bent does not represent a thin plate and has curved faces in the bend region.  The body does not actually have to be a closed solid it may also be a Surface.

To bend a general solid body:

1)	Select General Solid from the "Bend" dialog.

2)	Select the body to be bent

3)	Select the bend axis plane using the standard Solids Plane Selection Menu (Select, Define).  This plane defines a vector, which is perpendicular to the bend axis direction.

4)	Specify the bend axis by choosing from the standard Vector Selection Menu (2 Points, Line, Vector).  The bend axis vector must be parallel to bend axis plane.

5)	Select the bend direction vector (up or down).

6)	Select the vector indicating the material side to bend if it’s a fixed end bend.

This example shows a solid body prior to bending.  The bend axis plane and bend axis line are drawn on the top of the figure.

This figure shows the same body bent 45 degrees with a 5 inch bend radius.

Again note that the bend axis vector must ALWAYS be chosen such that it lies on the neutral axis of the solid to be bent.  For instance, in the example above if you choose a bend axis that is 3 inches from the centerline and you enter a bend radius of 2 your bend radius will actually be 5.  This is because ACIS assumes that the neutral axis is out that far and it determines that it needs to add the additional 2 inches to provide the correct bend, which in this case is 5.

Wire Bend

Wire bending allows wires to be bent according to the same rules as solid and sheet bending.

To bend a wire:

1)	Select Wire from the "Bend" dialog.

2)	Select the wires using the standard multiple entity Selection Menu.  If selecting multiple wires, they must form a valid chain.

3)	Indicate the bending axis position using the standard Position Menu.  This position should lie on the selected chain.  Wire bending is view dependant, which means that the bending axis is assumed to be a line perpendicular to the currently active view.  This simplifies the interaction.

4)	Select the bend direction vector (up or down).

5)	Select the vector indicating the material side to bend if it’s a fixed-end bend.


Twist

This function provides the capability to twist solids, Surfaces and wireframe entities.  This is ideal for modeling parts that are manufactured in a flat condition then twisted into final shape. Keep in mind that when twisting, one part stays fixed in place, while the other side of the part rotates along with the twist.  The part of the body (if any) before the starting point of the twist axis is the side that remains fixed.  The part of the body (if any) after the twist's ending point will be rotated about the axis by the amount of the twist angle.

The region of twist is defined by two points, which you must indicate.  These two points define a line that serves two purposes.  First, it defines the axis about which the twisting occurs.  Secondly, it defines the extents of the twist region.  Perpendicular planes at each end of the line are intersected with the body being twisted, and only the area between the planes will be modified.

To use the Warp>Twist function, follow the steps below.  Note that the required steps might change depending upon what settings are chosen in the dialog box for the function.

1)	Select Twist from the Modify>Warp options.

2)	The "Twist" dialog box appears, from which you are able to specify a twist angle, the entity types to twist, and the desired continuity.  These settings are explained below in detail.  Once you have configured the "Twist" dialog settings, select OK to accept any changes that had been made.

Angle

Enter a twist angle in the editable field.  The twist angle is set to 180 degrees by default.  There is no limit to the angle of twist.  A positive twist angle indicates the direction of the twist, but you may specify a negative angle if you want to twist in the opposite direction.  The two points selected to define the axis of twist also indicate the direction of the "Z" axis.  Use the right-hand rule to determine the positive direction of twist.

Type of Entities to Twist

Indicate the entity types you intend to twist.

•	Solid or Surfaces - When selected, you will be allowed to twist either solids or Surfaces.

•	Wires - 	When selected, you will be allowed to twist Wireframe entity types.

Desired Continuity between Twisted and Untwisted Sections

Specify the desired continuity from the three available settings: G0, G1, or G2.

•	G0 – Positional Continuity - This ensures that the edge at the end of the untwisted section and the edge at the beginning of the twist meet.

•	G1 – Tangential Continuity - This ensures that the edge at the end of the untwisted section is tangent to the edge at the beginning of the twist.

•	G2 – Curvature Continuity - This ensures that the curvature at the end of the untwisted section is the same as the curvature at the beginning of the twist.  This option is one level of continuity higher than tangent continuity.  Curvature continuity uses a 5th degree polynomial as compared to the 3rd degree (cubic) used for tangential continuity.  This more naturally approximates what a real part would do when it deforms.

3)	Select the body(s) to twist.

4)	Indicate the start point of the twist axis.

5)	Indicate the end point of the twist axis.

6)	The twist is performed per the specifications made.

Part before twisting

After 275 degree twist.  The twist region starts at the centerline of the first hole and ends at the tip


Stretch

The stretch command provides the capability to stretch a part along an axis for a given distance, and also to compress or squeeze a part together in a similar manner.  The only region of the body that will be affected by the stretch is defined by the part of the body contained within two planes perpendicular to each end of the stretch axis.

Solids, sheets and wireframe entities can all be stretched and squeezed.  You must indicate two points that define the stretch region.  Perpendicular planes at each end of the line are intersected with the body and only that region between the planes will be modified.  You can think of the body as being clamped at these two planes and then stretched to the left or right sides as desired.  The left side of the stretch is defined where the first point is indicated.

Stretch may also be applied to the left and right sides independently.  This means that in a left end stretch, the left end moves, but the right end does not.  Think of it as holding the body with both hands.  Each hand is located at the ends of the stretch axis.  If you hold your right hand fixed then pull to the left with your left hand, this is a left hand stretch (zero stretch to the right and positive stretch to the left).  You can stretch to the left only, right only or some combination of both and the amount stretched left to right can differ.

Stretch will create law surfaces when the geometry of the stretch requires it, but it will also maintain simple analytic geometry whenever possible.  Law surfaces are one of the many "spline" surface types in ACIS.  Law surfaces would be created anytime the stretch was done in such a way that the geometry was no longer a simple definition.

A law surface can be identified by using the Tools>Verify>Face function.  Select the face to verify and a dialog box will come up stating "This face type is: lawsur-spline."

For example, if you stretch a cylinder using the centerline of the cylinder as the stretch axis, then the geometry of the cylinder doesn't really change.  It just gets longer and the analytic cylinder is preserved with no need for a law surface.  But if you use a stretch axis that runs at an angle to the centerline, then you create a different shape that most likely requires a law surface to be built.

To use the Stretch function, follow the steps below.  Note that the required steps may change depending upon how the "Stretch" dialog is configured.

1)	Select Stretch from the Modify>Warp options.

2)	The "Stretch" dialog box appears, from which you are able to specify the distance to stretch, and the entity types to stretch.  Once the dialog settings have been configured, select OK to accept any changes.

•	Stretch to the Left - Enter a distance value by which the geometry will be stretched in the left direction.  The value you enter will indicate how far the body will be stretched to the left.  When positive values are entered the body is stretched.  When negative values are entered the body is squeezed.

•	Stretch to the Right - Enter a distance value by which the geometry will be stretched in the right direction.  The value you enter will indicate how far the body will be stretched to the right.  When positive values are entered the body is stretched.  When negative values are entered the body is squeezed.

For example, if the left stretch value is one and the right stretch value is one, then the body will be stretched for a total of 2 inches, one inch to the left and one inch to the right.

Type of Entities to Stretch

These options allow you to specify the entity types to stretch.

•	Solids or Surfaces - When selected, you will be able to stretch either solid or Surfaces.

•	Wires	 - When selected, you will be able to stretch Wireframe entities.

3)	Select the bodies to stretch.

4)	Indicate the start point of the stretch region.

5)	Indicate the end point of the stretch region.

6)	The stretch is performed per the specifications you have made.

Note the stretch axis start and end points must lie within the body being stretched.  To better understand this logic, think of a rubberband.  If you stretch a rubberband using both your hands, you have to actually hold the rubberband in both hands.  You can't hold it in the left hand only while the right hand is beyond the bounds of the rubberband.  Likewise the endpoints of the stretch axis represent your left and right hands where they contact the rubberband.

Examples:

Manifold part before stretching

Manifold after stretching 3 inches


Topology

The Modify Topology options can be used to separate faces from bodies, stitch solids together and imprint curves.  Available from the Topology submenu are the Unstitch, Stitch, and Imprint functions.  These available functions are explained in depth in this segment.

Modify>Topology pull-down menu

Modify>Topology palette menu

The following functions are available from the Modify>Topology submenu.  To view information specific to a particular function, click on the appropriate link below.

Unstitch

Stitch

Imprint


Unstitch

Use the Unstitch function to unstitch a face from a body.  When the Unstitch option is used, the face can be manipulated like any other body.  If you want to recombine it back into the original body, you can use the Stitch function.

This function can fill any gaps left by the unstitched face.  This seemingly simple routine has far reaching implications.  Entire features can be unstitched from a solid body and the body can be healed back into a good solid definition.  This means that you can remove fillets or blends from a model using this feature.

There are some practical limitations to this healing function.  If you try to remove edge blends around a part, you need to remove all the fillets at once that form a smoothly connected chain.  In the above example it would be important to remove the edge fillets and the one-vertex fillet all at once.

Note that it is important to save a back-up copy of any models you attempt to unstitch.

To use the Unstitch feature, follow the steps below.

1)	Select Unstitch from the Modify>Topology options.

2)	Select the face(s) to be unstitched.

The selected faces will then be unstitched from the remaining model.

The model above will easily heal back into a solid block after the floor, wall, and edge fillet have been removed.  However, it would be easy to contaminate this model by removing just the wall and edge fillet, and forgetting to remove the floor.

Try not to leave any embedded faces floating in the healed body.  This will produce contaminated models.


Stitch

Two bodies that share edges and/or vertexes can be joined together to form one body using the Stitch function.  The edges do not have to be identical, however at least one edge from each body must share a segment for the stitch to be successful.  If at least one single vertex is shared by two bodies, the stitch should be successful.  Even if the two bodies intersect, they do not necessarily share any edges or vertexes, and the stitch will fail if they have no edges or vertexes in common.

To stitch two bodies together, select the first body, then the second.  The stitched body will have the attributes (color, display grid, etc.) of the first body.  If you want to stitch additional bodies to the new body, continue to select second bodies.  When you are done, press [Esc].

Restrictions

•	Only open Surfaces may be stitched together.  You cannot stitch solid bodies to solid bodies.  For example, a body consisting of a single face can be stitched to another face.  However the single face cannot be stitched to a solid body.

•	If you are unable to stitch two bodies with this operation, try Unite Two Bodies.  Stitching is a quicker operation than a Unite operation but Unite is less restrictive about the bodies involved.

•	If your bodies do not stitch because the edges are almost, but not quite, coincident, you can temporarily change the Coincident Distance in the Tolerance tab of the "Solids Configuration" dialog box.  If you are stitching together surfaces imported from IGES, you may want to reset the resolution tolerance to a value 3 times as large as the curve fit tolerance used to create the surfaces.

•	Be sure to set the Resolution Tolerance back to the default value of 10- 6  immediately after completing the stitch.  Performing most modeling operations with a resolution tolerance other than the default will almost certainly have unpleasant side effects.

•	At the edges where the stitching takes place, the normals of connected faces should have compatible orientation.  All edges in a body have a sense of direction.  If the normal vector of a face is pointing out at you, the edges around it are oriented in a counter-clockwise direction.  The edges to be stitched together must have opposite senses of direction for the stitch to be successful.

•	If your bodies fail to stitch due to this restriction, use the Reverse the Normal Direction of a Body function to change the normals of all of the faces of one of the bodies.

•	If two edges stitched together are coincident along only a segment, the edges will be split (broken into two pieces with an intervening vertex) and only the coincident new edges will be stitched.


Imprint

Use the Imprint function to imprint a body with the projection of a curve.  In a sense, you are creating new edges on an existing body, which represent one of the following intersections:

•	Project curves onto a solid

•	Intersect solid with a plane

•	Intersect two solids

Faces of the body will split at the new edges.  When Imprint is selected from the Modify>Topology options, the "Imprint Curves onto a Solid" dialog box appears.  The settings available from this dialog are explained below.

Project curves onto a solid

This option projects selected curves onto the surface of an existing solid.  The curves can then be used as starting points for additional modifications to the body.

1)	First select the body to be imprinted.  Then define the projection vector.  A vector definition menu will appear on the Conversation bar.

2)	The next step is to select the curves to project.  Valid curve types are: lines, arcs, conics, or splines.  Profile curves from another body are valid curves for projection.  New edges will be created on the body on each of the faces intersected by the curve(s).

This example started with a cube created with Create Block.  The dashed line was created through the corners of the cube.  The vector was created with the Create Vector from a Line function. It was then transformed into a plane with Create Plane Normal to Vector.  Create Construction View from a Plane was then used to make the plane the current construction plane.  The circle was then created using that construction plane.  Finally, Project curves onto a solid was used with the cube as the body, the vector as the projection vector, and the circle as the curve.  Note that new edges were created on all faces of the cube.

The new edges can be used as foundation curves for new solids.  In the example above, if you used the curve on the top face of the cube as the path for a Sweep body, then subtracted that body from the cube using Boolean Difference, the path would be etched into the cube. When this modified solid is shaded using Render with Wireframe, it would look like the block above.

Intersect solid with a plane

This option will imprint curves where a selected plane intersects a solid body.  Select the body, and then select a plane created with one of the Create Plane options.  The faces are split where the intersection edges are created.

If you wish only to create the intersection curves without altering the body, instead use Generate Slice between Plane and Solid.

Intersect two solids

This option will imprint edges representing the location where two bodies intersect.  The edges representing the intersection curves will be created on both of the selected bodies.

If you wish only to create the intersection curves without altering the bodies, use Generate Intersection Slice between two Solids.


Surface

The Modify Surface functions are a powerful set of tools that allow you to dramatically alter the shape of a surface without having to recreate the surface altogether.  Various surface features can be modified such as the position of surface node points and the slope angles at the node points, as well as the overall number of nodes on a surface.  When editing a surface, there is a menu for specifying whether to Maintain or Refair the surface.  With these functions, you can specify when the edits should apply to only the patches adjacent to the edited node while the rest of the surface shape is maintained, or if the entire surface should be refaired.

Convert and Refit Faces to Nurbs

Trim Surface Boundary

Untrim a Face

Break Surface

Truncate Surface

Extend Surface

Match Surface Edges


Convert and Refit Faces to Nurbs

This function modifies the surface math basis of the selected surface from Bi-cubic spline to NURB or vice-versa.  The IGES export function no longer supports an automatic global translation of the basis of all surfaces.

Some CAD software products do not support Bi-cubic spline surfaces.  Use this function to translate surfaces for IGES export to these products to the NURB basis.  These surfaces will be exported as IGES 128 entities.

Enter the parameters in the dialog box.  Press OK when finished.

•	Convert entire Body to NURBS – Will convert the entire solid or surface body to NURBS.

•	Convert selected Faces to NURBS – Will prompt you to select individual faces to convert.

•	Refit existing Spline/NURBS Faces - any surface in the partfile (CADKEY cubic and NURBS surfaces) can be refit into a CADEY cubic surface with a more relaxed tolerance.  The refit function is a way of smoothing the original surface and minimizing the number of patches that are needed to define the refit surface.

•	Curve fit tolerance - This is the maximum allowable deviation from the parent curves.


Trim Surface Boundary

Surface Boundary trimming builds Procedural Trimmed Surfaces. The term Procedural Trimmed Surface means that the resultant surface becomes an elaborate data structure holding the trimming curves plus the original surface.  The trimmed surface data structure becomes procedurally evaluated by other routines which need to access the trimmed surface definition, e.g. shading, IGES, polygon displays, flow curve grids, etc.

Complex boundary conditions and internal features, like holes and cut-out patterns, have always caused problems for standard surface equations because there is no place in the surface definition to hold these complex conditions.  It is difficult to define a surface using the standard rectangular array of patches that can describe holes in the interior, or has boundaries more complex than the surface itself.

The solution is to add these troublesome features to the data structure for the trimmed surface, and design special evaluators to look at the trimmed surface data structure differently from a standard surface.

There are three related surface boundary trim commands:

•	Trim Surface Boundary - Cropping a surface to another entity.

•	Untrim Surface Boundary - Removes the procedural trim of a surface temporarily.

•	Retrim Surface Boundary - Allows you to reapply the trimming information if the partfile has not yet been saved and reloaded.

Procedural trimming is accomplished using a simple and intuitive method of trimming a surface to another entity.  The trimming entity can be an intersecting surface, or an unbounded plane, or a projectable set of curves lying on or above the surface.

•	The cursor selection point on the surface determines the portion of the surface to be retained, and the remainder is trimmed away.

•	The surface trimmer automatically resolves the new trim with any previous trimming information to allow for further trimming of an existing trimmed surface.

•	If the trimming curve is closed and does not intersect the outer boundary, then it produces a hole or a new outer boundary depending on the cursor selection point.

•	If the trimming curve is not closed, and does not travel from edge to edge on the surface, then the trimming curve will be extended tangentially along the surface and trimmed to the first intersecting boundary.  This prevents the situation of incomplete trimming curves causing a "tear" in the surface.

•	In the case that multiple trimming curves which intersect the existing boundaries of the surface results in dividing the surface into more than two regions, then multiple trimmed surfaces will result.

1)	Choose Trim Surface Boundary from the Modify, Surface options.  The "Trim Surface Boundary" dialog box appears.

Enter the parameters in the dialog box.  Press OK when finished.

•	Intersection and Fit Tolerance - controls the accuracy of the resultant surface.

•	Max Step Length - During evaluation of the surface intersection, when the algorithm detects an area of consistency in the surface, it increases the search step size to within the maximum allowable step size.  This occurs for speed purposes.  Sometimes, however, an area of consistent curvature (or flatness) will be interrupted abruptly by an area with a small radius of curvature.  When this occurs, the algorithm, now taking large steps, can step 'off' of the surface, fail to find any further intersections and terminate the operation.  This results in a spline that stops when abrupt surface curvature starts.  To remedy this, simply set the max step size value to a smaller increment.

•	Trim surface to - Surface, Plane, Curves on surf, or projected curves.

•	Trim both Surfaces: -Trim both surfaces or prompt for surface to trim.

2)	The next steps will vary based on Trim surface to choice made in the dialog.

Trim Surface to Plane

This option allows a plane to define the new boundary of a surface.

Choose parameters in dialog box.

Select surface to be trimmed (remember to cursor select on portion of surface to keep).

Select trimming plane using the standard plane definition menu or by selecting a plane entity.

The surface and plane are intersected to form the new boundaries, and the surface is redisplayed with the new trim boundaries.

Trim Surface to Curves

This option allows curves either on the surface or projected onto the surface to define new boundaries.

•	When the Curves on Surf option is selected the surface is trimmed to the normal projection of the curves (along the surface normals).

•	When the Projected Curve option is selected, the surface is trimmed to the "directed" projection of the curves (along a single vector).  If the projected curve overlaps the edge of the surface, it will be trimmed back to the edge.

Only SINGLE and CHAIN selection of curves is allowed.  Multiple sets of separate closed chains of curves are not allowed, but can be done one chain at a time instead.

3)	Choose parameters in dialog box.

4)	Select surface to be trimmed (remember to cursor select on portion of surface to keep).

5)	Select trimming curves using the SINGLE or CHAIN curve selection methods.

6)	If the "Projected curves" option is selected, then specify the projection vector using the standard vector definition menu.

The curves are projected onto the surface to form the new boundaries, and the surface is redisplayed with the new trim boundaries.


Untrim a Face

This function allows you to remove all trim boundaries of a trimmed surface and recovers the original untrimmed surface.  The trimming information can be restored via the Modify>Surface>Retrim Surface Boundary function unless the partfile has been saved and reloaded.

The dialog options are:

Untrim

•	Entire Face -  Recreates the entire trimmed face.

•	Outer Boundary Only – Recreates only the surface boundary of the trimmed face.

•	Selected Islands Only – Prompts you for disconnected portions of the face to untrim.


Break Surface

This function is similar to Modify Surface>Truncate except that instead of creating a "postage stamp" subsurface, Break just divides the surface into two new surfaces along the U or V seam that extends across the surface.

1)	Choose Break Surface from the Modify, Surface options.

2)	Select a point on the surface where the break is to be performed.  Both the U and V surface vectors are modeled at that point.

3)	You select the vector that represents the seam of the break.  Two new and separate surfaces are created.  In the case where a point along a surface boundary is selected, the seam can only run across the surface perpendicular to the boundary and the seam is automatically determined.


Truncate Surface

Many times it is desirable to truncate a surface to occupy a smaller region than the original surface.  This function is not to be confused with the Modify>Surface>Trim Surface Boundary function which can trim a surface to an irregular boundary.  Truncating a surface can be used to reduce the amount of information required for surface storage by eliminating general areas that are not needed.

For example, a surface is supplied through an 'IGES' file that represents a large section of an aircraft's exterior.  Only a small section of the surface is needed for a particular task.  If the entire surface is used all operations referencing that surface such as intersection for flow-line display will take longer to process and will return much more data than is needed.  This may slow down CADKEY activities and may necessitate extra work for you.

Choose Truncate Surface from the Modify, Surface options.

1)	Select the surface to truncate.

2)	You will be prompted to select two points.  These points will represent two diagonal corner points of the truncated surface.  The boundaries of the new surface will be parallel with the existing 'U' and 'V' curves of the parent surface as they pass through the points.

If the points selected do not lay directly on the parent surface, the points will be projected onto the surface along a normal vector.  This is usually sufficient for small distances, but may cause unexpected results when the points are far off the surface.

If the points are a considerable distance away from the surface, but must be projected onto the surface along a specific vector, use the Create>Point>Vector and Plane Intersection routine.  This will allow you to create a vector that passes through the point that is parallel to the desired projection direction.


Extend Surface

The Extend Surface function adds a row of patches along the selected boundary of the surface.  Choose Extend Surface from the Modify, Surface options.

The dialog options are:

Extention Percentage

This number represents the percentage of the overall surface length to which you wish to extend the surface.  In other words, 10% will extend the surface by 10% of the overall surface length.  If length is 100, extended surface will be 110.

Extension Method

•	Linear - Follow the last tangent vector off the surface in a straight line at the boundary.

•	Natural - Use the cubic rate of curvature along the surface boundary to produce a continuously curving extension.

After you select OK you will be prompted to select the surface to extend as well as the direction vector.  You can dynamically increment the extension by the specified percentage entered, in both directions.  You can also adjust the percentage while performing the operation.


Match Surface Edges

Matching edges of surfaces increases the fidelity of the surface model by eliminating gaps caused by curve fit approximations, and forces surfaces to become perfectly tangential to one another when this is the design intent.  This allows for precise stitching of surfaces into larger sheet bodies, and also for combining surfaces together.

In this figure, two closed surfaces with vastly different cross sectional shapes are to be matched.  Automatic seam alignment is performed. yellow tubular surface is forced to match the shape of the green surface.

•	Surface edge matching is the process of forcing two surfaces to share a common edge.  More specifically, it provides a capability for matching the iso-edges of two NURB surfaces so that they match with both positional and tangential continuity to double precision accuracy.

•	Iso-edges are defined as the four outer edges of a four sided untrimmed NURB surface.  This function does not attempt to match the surface geometry along trimmed edges.  That is the subject of "Stitching".  Surface edge matching differs from Stitching as follows:

•	Stitching - is a topological operation that joins faces together along edges which are similar but perhaps not exact, by inserting topology information (for example tolerant edges/coedges which carry local tolerance information describing the size of the gap between the edges).  Stitching does not alter the underlying geometry of the surfaces.

•	Surface edge matching - is a purely geometric operation and ignores the topology (trimming curves of a face).  It modifies the underlying NURB surface geometry in such a way as to force the surfaces to exactly share a common edge and provides a perfectly air tight joint as well as providing for perfect surface normal (G1) continuity across the common edge.  If you desire to stitch these matched surfaces together into larger sheets, then the stitching will produce precise (exact) edge topology instead of tolerant topology.

Srface Edge Matching also provides the capability of combining two NURB Surfaces together into a single larger surface, (providing that you have chosen to match with tangential continuity).  In addition to being surface normal (G1) continuous, the resulting surface will be Parametric (C1) continuous along the common edge where they were joined together.  This means that the parameter value has continuous speed across patch boundaries and is an important consideration for the success of geometric algorithms such as intersections.

This figure demonstrates two surfaces for which only a portion of each edge overlaps the other.  By choosing the option "Matching only the common subset of edges" we can match the portions that make sense to match. After matching the subset of the edges that actually overlap, the red surfaces are now separated off as individual surfaces.

How to Use Surface Edge Matching

The Surface Edge Matching function is found under the Modify Surface pull down menu, and Advanced icon palette.

The dialog box is the first thing to appear.  The default settings are shown.

Match Tangency

This box is checked by default.  This means that the surface edges will match with G1 (normal) continuity across the common edge.  (The surfaces will always match tangentially along the common edge since they both share the exact same edge curve).   If this box is unchecked, then the surface edges will match with G0 (position) continuity across the common edge.

•	Combine Surfaces together into one surface – This box is unchecked by default.  If you check this box then the surfaces will be combined together into one larger surface and the two original surfaces will be replaced by the one surface. This check box will be grayed out (unavailable) if the Match Tangency box is unchecked.

Determine extent of Edge Matching by

The extents of the edges to be matched may have to be determined to handle the cases where the surface on the left is larger than the surface on the right, or the surface edges overlap by some distance.  (This only applies to Open surfaces and the setting has no effect on closed surfaces)

•	Snapping the Corner Points together – Use this option when the intent is simply to match the entire length of each surface edge with the other (hence bringing the corner points of the two surfaces along the common edge together).  Typically you would want this when the surface edges nearly matched but with a small gap, however it could also be used to force a smaller edge to take on the shape of a larger edge or vice versa.

•	Matching only the common subset of edges – Use this option when the surface corner points would not meet because one surface is larger than the other and it is not the intent to match the entire length of the edge.  In this case, the portion of each surface that does actually meet is determined automatically and the surfaces are broken along a line of constant parameter to produce two surfaces that do meet each other along the entire length of the common edge.  The portions that are broken off become new surface entities.

Match Surfaces by

When matching the edges of surfaces you can force one surface to match the edge and tangents of the other surface (modifying one surface and keeping the other unchanged), or you can choose to average the surface edges together (modifying both surfaces).

•	Modifying second surface – The second surface selected is the one to be modified to match the first surface selected.  The first surface is not modified.

•	Averaging both surfaces – Both surfaces are modified equally.  The final common edge will be half way between each surface edge and the cross tangents will be averaged.

For Closed Surfaces

When two smoothly closed (a.k.a. Periodic NURBS) surfaces are selected, the seams of the surfaces must be aligned properly or the resulting matching of edges might cause the surfaces to twist.

•	Manually align seams - The seam of a closed surface is the longitudinal edge along which the surface cross curves start and end.  Seam alignment is automatic and most of the time there will be no need to manually align the seams, however if the result produces an unwanted twisting effect, then if you check the box, you will be see a rubber band line anchored at the seam location of the first surface, and you will be prompted to indicate the desired seam position on the second surface edge.  The optimal position is usually one that is closest to and most perpendicular to the first seam.  This setting will have no effect if the surfaces selected are not closed.  If you attempt to match an open edge with a closed edge, you will receive the following error message "Unable to match edges if one is open and one is closed".

How it works

Since the Surface Edge matching function is designed and intended to work only on untrimmed iso-edges of NURB surfaces, the following limitations exist:  If you select a surface that is not a NURB surface, it will be converted to a NURB automatically and the result will be a NURB.  If you select a Trimmed surface (face) and the underlying surface is modified, then the trimming information will be lost.  If you select a face that is stitched into a larger body, it will be unstitched automatically.

The surface edge matching works by making the surfaces compatible with one another through a process of degree elevation, knot parameter insertion, control point snapping and tangent vector length re-proportioning.  Any change in surface shape is restricted to the first row of patches closest to the common edge.  It will handle any combination of surface degrees. For example, if a cubic (degree 3) surface is matched to a quintic (degree 5) surface, then the result will be that both surfaces now have degree 5.  The accuracy of edge matching is guaranteed to produce a zero gap and parallel normals/tangents (to double precision accuracy), but the results can always be verified using the Tools > Verify > Deviations > Edge to Edge function.

The figures above show the following:

•	This figure illustrates two surfaces which have a .0003 inch gap but a 16 degree angular difference between the normals.

•	After selecting the surfaces, they are redrawn temporarily with flowlines at knot values (patch boundaries).  This is so that you can see the full extents of each underlying surface.  You are then prompted to indicate the edge on each surface to be matched.  Temporary vectors are drawn at the mid point of each edge pointing away from the surface.  As you move the cursor near the vectors, they highlight indicating the chosen edge.  Specify the edge for each surface

•	In this figure, both surfaces were modified by averaging the tangents.  Notice how the flowlines now line up exactly.  This is not a necessary condition for a perfectly matched edge, but will happen if both surfaces are averaged.


Face

The Modify>Face functions are classed as local operation features that can be performed on a body.  The term "local operations" implies that the edits will not change the topology of the model, otherwise the edits would be called "global" and not "local."

It is important to understand how not to change the topology of a solid model during an edit.  In its simplest form, the topology of a solid includes the faces, edges and vertexes of the model.  The edges of a solid are where the faces of the model meet (intersect), and vertexes are where edges meet (intersect).  During a local operation you can move edges or vertexes to a new location, but you can not change the relationships in the model between the faces and the edges and the vertexes.  A local operation can not add or delete elements of topology, and a local operation can not change the relationships between the elements of topology.

If you get an error message while performing a local operation, it is almost certainly because your request to process the edit would change the topology of the model.

The following functions are available from the Modify>Face menus.  To view information specific to a particular function, click on the appropriate link below.

Extrude Face

Revolve Face

Sweep Face

Offset Body

Offset Faces

XForm Faces

Taper Faces

Shadow Taper

Thicken Sheet


Modify>Face Menus

The Modify>Face pull-down and palette menus are shown below.

Modify>Face pull-down submenu

Modify>Face palette submenu


Extrude Face

Use the Extrude Face function to extrude a face of an existing body along a vector.  To use this function, follow the steps below.  Note that the required steps might change depending upon what settings are selected in the dialog for the function.

1)	Select Extrude Face from the Modify>Face options.

2)	The "Extrude a Face of a Solid" dialog box appears, from which you are able to specify end method, direction and draft for the extrusion.  These settings are explained below.  Once the dialog settings have been configured, select OK to accept the changes.

End Method

The options under End Method allow you to specify how the extrude will end; either by an indicated distance, or to a face.

•	Length - Indicate a length value.  The extrude will be performed to this indicated length.

•	Extrude to Face - When selected, you will later be prompted to select a face to which the extrude will extend to.

Direction

The options in the Extrude direction section can be used to determine the direction of the extrusion.  The extrusion vector used will be the normal vector of the face if Normal to Profile is selected.  In this case, the face must be planar.  If you select By Vector instead, the face does not need to be planar.

•	Normal to Profile - When selected, the extrusion vector used will be the normal vector.

•	By Vector - When selected, you will later be prompted to select a vector by which the face will be extruded.

Draft

The options under Draft allow you to specify a draft angle and direction.

•	Angle - Specify a draft angle in the editable field.

•	Inward - When selected, an inward draft will be performed.

•	Outward - When selected, an outward draft will be performed.  The Convex Edges options then become available for selection.

Convex Edges

The options under Convex Edges allow you to specify how convex corners will be handled.

•	Natural - Extends the two shapes along their natural curves until they intersect.

•	Round - When selected, convex edges will be rounded.

•	Extend - Draws two straight tangent lines from the ends of each segment until they intersect.

•	Repair Degeneracies due to Draft - When selected, any degeneracies that were created while applying the draft to the extruded face will be automatically repaired.

3)	Select the planar face to extrude.

The selected face is then extruded per the specifications made through the "Extrude" dialog box.


Selecting the Extrusion Vector

When By Vector is selected under Direction, you are prompted to define a vector after the planar face to be extruded has been selected.  The extrusion vector is defined through the following menu options that appear in the Conversation Bar:

•	2 points - Select the base point of the vector, then the tip point.

•	Line - The vector will point in the direction of the chosen line entity.

•	Vector - Select an existing vector.


Revolve Face

Use this local edit function to revolve a planar face of an existing solid.  If you wish to rotate non-planar faces, it is recommended that you use the Modify>Face>XForm Face function.

To use the Revolve Face function, follow the steps below:

1)	Select Revolve Face from the Modify>Face options.

2)	The "Revolve a Face of a Solid" dialog box appears, from which you are able to specify the revolve angle, draft properties and number of steps to be used when the revolution is performed.  Once the dialog settings have been configured, select OK to accept the changes.

Angle

This option allows you to select a revolve angle.  By default, the angle is set to 90 degrees.

Draft

The options under Draft allow you to indicate a draft angle, direction and whether to repair degeneracies due to draft.

•	Angle - Specify a draft angle in the editable field.

•	Inward - When selected, an inward draft will be performed.

•	Outward - When selected, an outward draft will be performed.  The Convex Edges options then become available for selection.

Convex Edges

The options under Convex Edges allow you to specify how convex corners will be handled.

•	Natural - Extends the two shapes along their natural curves until they intersect.

•	Round - When selected, convex edges will be rounded.

•	Extend - Draws two straight tangent lines from the ends of each segment until they intersect.

•	Repair Degeneracies due to Draft - When selected, any degeneracies that were created while applying the draft to the extruded face will be automatically repaired.

•	Number of Steps - The number of steps causes the revolve to form a series of linear sweeps, rather than a smooth circular one.  For instance 6 steps on a 360 degree sweep causes a hexagonal shape to be generated.

3)	Select the planar face to revolve.

4)	Choose the method for defining the axis of rotation.  The axis must be in the plane of the face.  If you want to use a vector entity to determine the axis, create the vector prior to entering the Revolve function.

•	2 points - Select the base point of the vector, then the tip point.

•	Line - The vector will point in the direction of the chosen line entity.

•	Vector - Select an existing vector.

•	Tangent – Select a curve at tangent location.

•	Prp2Pln – Choose plane selection method.

•	Keyin – Indicate I, J, and K values to define the axis.

The revolution is performed per the specifications made through the dialog and Conversation Bar menus.


Sweep Face

This local edit function will sweep a planar face of an existing body along a path.  The function operates in the same manner as Extrude Face, with the boundary of the selected planar face used as the profile curve, except that, in this case, the selected body will be modified rather than a new body created.

To use the Sweep Face function, follow the steps below:

1)	Select Sweep Face from the Modify>Face options.

2)	The "Sweep Planar Face of a Solid" dialog box appears, from which you are able to specify whether to sweep to a surface and indicate draft properties to be used when the sweep is performed.  Once the dialog settings have been configured, select OK to accept the changes that were made.

End Method

These options allow you to specify the end condition of the sweep.

•	Sweep to End of Path - When selected, the sweep will follow to the end of the sweep path.

•	Sweep to Surface - When selected, the planar face will be swept to an indicated surface.

Draft

The options under Draft allow you to indicate a draft angle, direction and whether to repair degeneracies due to draft.

•	Angle - Specify a draft angle in the editable field.

•	Inward - When selected, an inward draft will be performed.

•	Outward - When selected, an outward draft will be performed.  The Convex Edges options then become available for selection.

Convex Edges

The options under Convex Edges allow you to specify how convex corners will be handled.

•	Natural - Extends the two shapes along their natural curves until they intersect.

•	Round - When selected, convex edges will be rounded.

•	Extend - Draws two straight tangent lines from the ends of each segment until they intersect.

•	Repair Degeneracies due to Draft - When selected, any degeneracies that were created while applying the draft to the extruded face will be automatically repaired.

3)	Select the planar face.

4)	Select the sweep path chain of curves.  The path must be a set of lines, arcs, conics and 2D splines connected by their endpoints.  While each segment of the path must be planar, the entire set can be 3-dimensional.  Sharp bends are allowed.  The start point of the sweep path must lie on the plane of the profile.  The sweep path does not need to intersect the face.  Select the curves in order along the direction of the sweep.  The relationship of the face to the path will be maintained as it is swept along.

The planar face is swept per the specifications made through the dialog and Conversation Bar menu options.


Offset Body

Using the Offset Body local edit function, you are able to offset an entire solid body in a positive direction outward or in the negative direction inward, including its faces.  The original solid body can be left unchanged while new duplicate offset bodies are added to the model, or the original body can be modified during the offset to assume a new size.

To offset only single faces of a body, use the Offset Face function.

When Offset Body is selected from the Modify>Face options, the "Offset Solid" dialog box appears, through which you are able to specify an offset distance, create a new offset solid, or simply offset an original solid.

Indicate an offset distance, and select either Create New Offset Solid or Offset Original Solid from the dialog.  Once configured, select OK to accept any changes.  You are then prompted to select the solid body to offset by the distance you had specified.  The offset will then be performed.

In the example above, the original solid body (identified by the dashed edge lines) has been offset.


Offset Faces

This local edit function is used to offset individual faces of a solid one at a time.  Select one or more faces to offset.  An increment menu will appear on the Conversation bar with an edit field.  You can enter a total offset value, or use the increment settings to increment the offset by a user-specified amount.  Positive offset values will shift faces away from the body, while negative offsets will shift the face into the original body.

Follow the steps below when using the Offset Faces feature:

1)	Select Offset Faces from the Modify>Face options.

2)	Select the planar face(s) to offset.

3)	Indicate an offset value.  Values entered in the edit field reflect the total offset from the original position.

•	+ Incr - Allows you to increase the offset value by an increment (default 0.1).

•	- Incr - Allows you to reduce the offset value by an increment (default 0.1).

•	Set Incr - Allows you to set a new offset increment value.

•	Done - Select this button once you have finished altering the offset options.

The selected face(s) will be offset by the increment specified.


XForm Faces

Use this local edit function to transform faces of a solid through rotation or displacement.  The faces do not need to be planar.  The Revolve a Face of a Solid function is a more powerful function for rotating planar faces.  The Extrude a Face of a Solid function is another method of displacing only faces.

Follow the steps below to use the Face>XForm Faces function.  Note that the number of steps will vary depending upon the method you select.

1)	Select XForm Faces from the Modify>Face options.

2)	Select the transform method.  The Old New or Delta X-Y-Z options will displace the selected faces.  The Rotate option will rotate the selected faces using a rotation angle and axis you will be prompted for.

3)	Select the faces to be XFormed.

A body shown before and after the XForm Faces function is used

A second "before and after" example

Note that the faces do not need to be planar for rotation or displacement.

4)	If Delta had been selected, additional options will appear on the Conversation bar that allow you to adjust the Delta increment.

•	Keyin – Allows you to specify a keyin value.

•	+ Delta – Click this button to increase the delta value by 2.

•	- Delta – Click this button to decrease the delta value by 2.

•	Done - Click on this button once you are pleased with the Delta results.

You will be given the option to continue transforming the selected faces with buttons on the Conversation bar.  Select DONE to save your changes.


Taper Faces

Use this local edit function to taper faces of a body.  You can taper with respect to an edge on the face, or with respect to a reference plane.  This operation is also referred to as adding draft to a face.

Example

A Before and After look at a face transformed using the Taper option

When selecting faces to taper, you should limit the face selection to the same body as the edge used for the draft axis.

While the taper in the example above has caused a lot of change to the shape of this solid body, there has been no change to the topology of the model.  There remains the same number of faces, edges, and vertexes after the edit as before, and the relationship between each pair of faces as they intersect to form the edges of the model is also left unchanged.

Example

In this example, the solid from the previous example (with the Before label) has been transformed using the indicated line to define a draft angle reference plane.   The line just defines a draft angle reference plane perpendicular to the line.

Usually the draft angle can be referenced of off one of the standard X, Y, or Z planes (system planes 5, 2, and 1 respectively), that is, the system plane #1 is usually called the X-Y plane and sometimes called a Z plane.

The indicated taper will be performed, then you will be offered the opportunity to continue tapering the selected faces.  The (+) button can be used to increase the increment amount orf the taper angle by an increment value.  The (-) button is used to do the reverse.  The INCREMENT button can be used to change the incremental angle.  Press the DONE button when you are satisfied with your edits.

To use this function, follow the steps below:

1)	Select Taper Faces from the Modify>Face options.

2)	Select the option to taper the face with respect to.

•	Edge - If you use the Edge of a face option, you will be prompted for a taper reference vector after selecting all the faces to be tapered along with their edges.  All of the menu choices for defining the orientation of the draft angle ultimately reduce to the user defining a draft angle reference plane.

•	Plane - If you prefer to define the draft angle with respect to a plane entity, use the Plane option on the Taper faces dialog box.  Select faces first, then planes using the SELECT or DEFINE menu options.  See Defining the Plane for more information.

3)	Use the increment options that appear to increase/decrease the taper angle.

4)	The taper is then performed.


Defining the Plane

If you select Plane from the Select option to taper face with respect to menu, you will be required to choose the plane option from the menu below:

If Select is chosen, you will be required to select the taper reference plane.  If Define is chosen, you are presented with yet another menu from which you can define the reference plane:

•	3 Pos – Define the plane by indicating three positions.

•	Line/Pos – Define the plane by selecting a line entity and a position.

•	2 Lines – Select two lines by which the plane will be defined.

•	CP/Dpth – Define the plane by the Construction Plane and depth.

•	Entity – Indicate an entity by which the plane will be defined.

•	By Face – Define the plane by selecting a face.


Shadow Taper

This local edit function provides draft to curved faces in a mold.  It fills in gaps that are not visible from a specified direction.  The purpose of this operation is to remove face regions with normals perpendicular to the draft direction.  It introduces new ruled faces in order to remove regions from the nominated faces where the draft is thought of as being in shadow from a beam of light traveling with the draft direction and angle.  It detects special geometry cases on spheres, cones, and Torii and makes a cone or plane for the taper surface rather than a spline.

To use the Shadow Taper function, follow the steps below:

1)	Select Shadow Taper from the Modify>Face options.

2)	Select a face to taper.

3)	Choose method for mold extraction vector.  The mold extraction direction is very important as it determines the direction on which to base the angled silhouette curve, also known as an iso-cline curve. An incorrect direction vector will not produce the desired result.

•	2 Points – Define the vector by indicating two points.

•	Line – Define the vector by indicating a line.

•	Vector – Define the mold extraction vector by selecting another vector.

4)	Enter a taper angle.

The face is tapered per your specifications.  The special silhouette curve is calculated and ruled faces are added into the model and surrounding faces are extended and re-intersected with the new ruled faces.  Some faces may be swallowed up in the process.

Example

For the example below, the taper angle was 30 degrees.   All five curved faces were selected at once for the operation by holding the [Ctrl] key down while picking each face. The vector was used as the mold extraction vector.

Both of the curved faces below were tapered using a 15 degree taper angle.  The right vector was used for the mold extraction vector on the outside face.  The left vector was used for the curved face nearer the center of the solid.


Thicken Sheet

Use the Thicken Sheet function to convert a Surface into a solid.  In the "Thicken a Surface" dialog box you can enter the thickness for the solid and specify whether or not the Surface should be thickened in both vector directions.

Thickness

Enter a thickness value for the Surface.

•	Thicken in Both Directions - When selected, the thickness value you enter will be applied to both vector directions.


Blend

The Modify>Blend options allow you to apply smooth rounded edges (blending) on your solid models.

The following functions are available from the Blend menus.  To view information specific to a particular function, click on the appropriate link below.

Constant Blend

Variable Blend

Face/Face Blend

Vertex Blend


Modify>Blend Menus

The Modify>Blend pull-down and palette menus are shown below.

Modify>Blend pull-down submenu

Modify>Blend palette submenu


Constant Blend

The Constant Blend function can be used to round the selected edges of a solid body with a constant radius.  When this function is selected from the Modify>Blend submenu, the "Constant Radius Edge Blend" dialog box appears, from which you are able to specify how the edge blend will be performed and by what parameters.

Once the dialog settings have been configured, select OK to accept any changes.  You will then be prompted to select the edge(s) to apply the blend attributes to.

Blend Radius

Enter the radius of the blend in the Blend radius field.

•	Maintain edges when blend overflows - Maintain edges when blend overflows is enabled by default.  When this option is enabled, blending will use advanced face blending algorithms whenever it detects that standard edge blending might fail.  Edge/face blends can be created more easily with the standard edge blending when maintain edges is enabled.  By simply selecting the edge to be blended, the blending routine will determine that an edge/face following blend must be generated instead of issuing an error that the blend was too large.

•	Blend Along Smooth Edges - When you need to blend connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, select the Blend along smooth edges checkbox.

•	Preview the Blend - When selected, you will be able to preview the blend result before accepting that result.  This is a useful feature, as it allows you to preview and make changes to the blend before the selected edge(s) is actually modified by it.

To end preview of the blend surfaces when the checkbox is active in the dialog box, click ACCEPT to complete the blend operation, BACKUP to return to the dialog box, or ESC to cancel the blend.

When previewing the blend, you may use immediate mode commands to dynamically pan, zoom and rotate the model in order to view the preview surfaces from any angle.

•	Do Interference Checking - Enables the program to check for features that might interfere with the path of the blend surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the blend to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the blend to complete properly.

The image above illustrates an edge/face blend where the radius would be too large for a standard edge blend to succeed.


Variable Blend

The Variable Blend option is used to blend the edges of a solid with a variable radius.  Some of the options in this tab are for the benefit of designers who want non-exact methods of changing the shape of blends.  They will be useful for designing parts for which the shape is mostly aesthetic.

The parameters by which the variable edge blend will be applied are configured through the "Variable Radius Edge Blend" dialog box that appears when Variable Blend is selected from the Modify>Blend submenu.  The settings available from this dialog are explained below.

Radius Type

Through this dialog, you are able to specify seven different variable edge blend types.  These available types are explained below.

•	Start and End Values - The blend radius is computed as a linear taper from starting value to ending value of the edge sequence to be blended.

•	Constant Radius - This option creates a blend that has a constant radius, but whose cross section is non-circular.

•	Constant Width - This blend allows you to enter a width that specifies the distance between the edges of the blend.

•	Rotated Ellipse - This option will create a blend whose cross section is elliptical.

•	Point/Radius Pairs - The blend radius is computed as a function of a smooth curve joining a sequence of points whose radii are provided at certain points along the edge to be blended.

•	2D Spline Function - The blend radius is computed as a function of a 2D curve lying on the X-Y plane centered about the origin.  The value along the Y axis represents the radius, while the value along the X axis represents the length along the edge to be blended.

Cross Section Shape

The cross sectional shape options are available for all Variable Radius Edge Blends except Rotated Ellipses.  The cross sectional shapes may be varied from circular (the default) to a non-circular spline shape.  The default value of 1.0 produces a circular cross section.

•	Circular - Allows for circular cross section spline shapes.  The default value of 1.0 produces a circular corss section.

•	Thumb Weighted - When the thumb weight values are increased from 1.0, the blend tends to bunch up and when the values are reduced below 1.0, the blend flattens out.  Thumb weighted geometry is constructed of splines.  Note this differs from other blend types that are composed of arcs.

When entering thumb weight values keep in mind that as the thumb weight value approaches infinity, the cross section tends to a sharp corner.  As it approaches zero, it tends towards a pure chamfer.  The highest (1,000,000) and lowest (1e-9) thumb weight values indicate the maximum stretching or squeezing of the cross sectional shape.

Thumb weight values affect the shape of the cross section.  Think of it this way.  Put your thumbs on the edge of the blend and apply some pressure to "squeeze or push" the blend cross section.  Entering thumb weight values less than 1.0 has the reverse effect.  Your thumb "pulls or stretches" the blend cross section and flattens it out.

Thumb weights are entirely for aesthetics.  Note that working with thumb weights will require a lot of trial and error.  There is no way to get an exact desired shape, only an approximate shape can be obtained.  You will need to adjust the numbers until you achieve the results that you desire.

Thumb weights = 4.0	Thumb weights = 0.4
•	Blend Along Smooth Edges - When you need to blend connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, select the Blend along smooth edges checkbox.

•	Preview the Blend - When selected, you will be able to preview the blend result before accepting that result.  This is a useful feature, as it allows you to preview and make changes to the blend before the selected edge(s) is actually modified by it.

To end preview of the blend surfaces when the checkbox is active in the dialog box, click ACCEPT to complete the blend operation, BACKUP to return to the dialog box, or ESC to cancel the blend.

When previewing the blend, you may use immediate mode commands to dynamically pan, zoom and rotate the model in order to view the preview surfaces from any angle.

•	Do Interference Checking – Will allow for check for features that might interfere with the path of the blend surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the blend to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the blend to complete properly.


Start and End Radius

The blend radius is computed as a linear taper from starting value to ending value of the edge sequence to be blended.

Enter the start and end values in the dialog box.  Select the edge of the body to be blended.  If the Blend along smooth edges option is checked ON, then all edges that join smoothly to the selected edge will be joined together to form the network of blended edges.

Settings


Constant Radius

This blend allows for the radius to be constant with a circular cross section or have a constant radius but at the same time have a non-circular cross section through the use of thumb weights.

Note that this constant radius blend is not exactly the same as doing a normal constant radius blend.  If you want a pure circular constant radius blend then use the Constant Radius Blend tab in the dialog box.

Enter a radius value in the Radius editable field.  This will be used as the constant radius value when the selected edges are blended.  Select OK once a radius has been entered (the default is 0.5).

Settings


Constant Width

With this blend you can specify a width, which will determine the distance between the edges of the blend.  It allows for the width or the distance between the edges of the blend surface to remain at a constant width.  The radius values are calculated to maintain the desired width.

The width of a constant radius blend changes if the two faces are not perpendicular and the blended edge is not perpendicular to the next edge.  This will not happen with a variable radius constant width blend.

Settings

Example

In the examples below, when the edge of the solid is blended with a constant 2 inch radius blend, the width of the blend varies with the angle of the faces in contrast with the 2 inch constant width blend.

Before Blend	2 inch constant radius blend

2 inch constant width blend


Rotated Ellipse

This option will create a blend whose cross section is elliptical.

The major and minor axis values you enter in the dialog will determine the shape of the ellipse.  The angle from normal will specify the rotation of the ellipse, as measured from the normal of one of the two faces adjacent to the blend edge.  The surface normals are displayed at the mid point of the edge, and you are prompted to select the direction vector for the ellipse major axis.  Any angle specified is measured from this vector.

Settings

Surface normals are displayed	The edge is blended with an elliptical blend


Point and Radius Pairs

The blend radius is computed as a function of a smooth curve joining a sequence of points whose radii are provided at certain points along the edge to be blended.

1)	Select the edge of the body to be blended.  If the Blend along smooth edges option is checked ON, then all edges that join smoothly to the selected edge will be joined together to form the network of blended edges.

2)	Indicate a position on the edge at which to define a radius value, and enter a radius value on the prompt line. Repeat this process until a sufficient number of point/radius pairs have been entered, then press the [Enter] key.

Settings

Before & After

A minimum of two point/radius pairs are required.  All pairs must connect for the selection to be valid.  (In other words, the end of one pair should be the start of the next.)


2D Spline Function

The blend radius is computed as a function of a 2D curve lying on the X-Y plane centered about the origin.  The value along the Y axis represents the radius, while the value along the X axis represents the length along the edge to be blended.

Define a radius function curve on the XY plane, in the positive XY quadrant.  Select the edge of the body to be blended.  If the Blend along smooth edges option is enabled, then all edges that join smoothly to the selected edge will join together to form the network of blended edges.  Select the 2D radius function curve, and the edge blend is computed.

The radius function curve may be any type including line, arc, conic and spline.  The curve should not dip below the X axis because negative Y values indicate negative radii, which are invalid.  The curve should monotonically increase in the X direction (no reversals in the X direction).

When you wish to also blend connected edges that continue smoothly no abrupt change in tangent) from the selected edges, check the Blend along smooth edges option.

Settings

2D Spline Blending Example


Face/Face Blends

This is a process of blending which does not require a network of edges to define the blend.  A face blend is a rolling ball constant radius blend that starts off on a given pair of entities (either a face/face or edge/face combination) and continues to propagate itself as the ball rolls onto more distant faces and edges.  Face blends may switch arbitrarily between face-face, edge-face, face-edge, edge-edge and even vertex-face.

The blend implicitly follows a sequence of entity pairs in the sense that new entity pairs are blended together as the blend propagates.  These pairs are not known in advance, but are determined as the blend progresses. Entity-entity blends are determined initially by the first two entities selected and may start off as face-face blends or edge-face blends.  That is, a blend where the rolling ball is in tangential contact with two faces, or an edge and a face simultaneously. The behavior of the blend may be controlled by forcing it to roll around sharp edges or vertices and thus continue the blend onto more distant faces.  Otherwise, the blend will terminate and cap itself when it detects that it can no longer roll smoothly onto a new set of entities. Entity-entity blends do not occur with miters and do not participate in vertex blends.

When Face/Face Blends is selected from the Modify>Blend submenu, the "Face/Face Blend" submenu appears, from which you are able to specify the blend radius, initial conditions, and special instructions.

Radius

Enter a radius value to be used when the blend is applied.  The radius is set to 0.5 by default.

Initial Condition

The options under Initial Condition allow you to specify either Face/Face or Edge/Face blending.

•	Face/Face - When selected, you will be able to perform a face-to-face blend condition.

•	Edge/Face - When selected, you are able to perform an edge-to-face blend condition.

Special Instructions

The options under Special Instructions allow you to roll around edges or vertices, depending upon what you select.

•	Roll around Edges - When selected, the blend being performed will roll around edges.  This is described in greater depth below.

•	Roll around Vertices - When selected, the blend will roll around vertices.  This is explained in greater depth below.

•	Do Interference Checking - Enables the program to check for features that might interfere with the path of the blend surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the blend to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the blend to complete properly.


Face-Face Blending

Select the body to be blended.  Indicate the two faces to be blended.  These are the first two faces that the rolling ball will contact.  It is important to indicate the faces at points fairly close to one another and in the vicinity of the ball center.  This helps to determine the appropriate starting point for the rolling ball blend, as there may be several solutions.

It is possible to blend between two faces that do not share an edge (a blend between two distant faces).  In any case, the faces must belong to the same body.  When attempting to blend between faces belonging to different bodies, simply unite the bodies together first with Combine Disjoint Bodies or Unite Two Bodies, then apply the blend. After the faces have been selected, if roll-on instructions are to be placed on edges or vertices, then indicate the edges and vertices.

Press [Enter] to complete the blend.

The following examples illustrate applications of face-face blending with and without roll-on instructions.

Face-Face Example 1

Before	After
After blending with .4 inch blend and no roll-on instruction.  The blend is end-capped by the vertical walls After blending with roll-on instructions on two edges, the ball rolls onto the indicated edges, preserving the edges, and the blend is feathered down to a point as the ball rolls off the edge.
Face-Face Example 2

This example illustrates how a blend can be constructed with a larger radius than can normally fit between the cylinder and the block.

Before	After
A .8 inch radius blend with no roll-on instructions.  The example also illustrates "Side capping" of the blend face.  The edges were modified by intersecting the vertical walls with the blend.

Same blend with roll-on instructions placed on the horizontal edges.  The ball rolls onto the edges producing a different type of side capping, and preserves the edges.

Face-Face Example 3

The faces selected for blending are shaded.  This example shows a blend rolling over two sharp edges.  Note how the vertex is swallowed by the blend.

Before	After
.8 inch blend while rolling onto indicated edges.


Face-Face Example 4

This example shows how to taper a blend to zero radius.  This can happen when the edges being blended converge to a vertex.

Before	After
With no roll-on instructions, the blend is side capped by the canted face.

With roll-on instructions placed on the indicated edges, the blend transitions from a face-face blend to an edge-face blend when it rolls onto the upper edge, and finally it transitions to an edge-edge blend before tapering out to zero.  The edges of the faces at the transition points are shown.


Face-Face Example 5

This example illustrates face-face blends between distant faces.  In this example a sphere is located .25 inches above the body to which it will be blended.  The sphere and the other body must first be united together into one disjoint body with Boolean Unite.

Before	After
A .4 inch blend is computed between them, making the previously disjoint body into one solid body.

Face-Face Example 6

In this example the blend will roll around the base of the pyramid while also rolling around the sharp edges of the pyramid.  The faces to be blended are shaded, and the "roll-on" edges are indicated.

Before	After


Face-Face Example 7

This example illustrates another face-face blend that tapers down to a zero radius with the help of roll-on instructions applied to the indicated edges.  The faces to be blended are shaded.

Before	After
After blending with roll-on instructions.

The same blend without roll-on instructions.  Notice how the blend is side-capped instead of running out to a zero radius.


Face-Face Example 8

This example further illustrates the complexity of blends that can be constructed by forcing the blend to roll around sharp edges, where it would normally want to end cap.  A face-face blend is performed on the shaded faces, and the appropriate edges are selected for "roll-on" edges.  The solid consists of two overlapping blocks united together.

Before	After
The resulting blend wraps completely around the overhang, and returns to its starting position to form a closed blend.


Edge-Face Blending

Edge-face blends are characterized by the face that the rolling ball is directed to start off in contact with an edge and a face instead of two faces.  The edge-face blend can be used to construct large radius blends that otherwise would not be possible because the offset faces would not intersect.

Edge-Face Example 1

The face (shaded) and edge (bold line) are selected.  The edge sits .25 inches above the face.  A 1.5 inch radius will be blended between the edge and face.

Before	After
No roll-on instructions are necessary.

Edge-Face Example 2

In this example, a .75 inch edge-face blend will occur between the indicated edge and face.

Before	After
After blending - Notice how the blend is side capped by the vertical walls at the edge of the part.  Note also the notch is extended outward automatically to side cap the blend.

The same blend, but this time the blend is forced to roll onto the edges indicated.

Notice the difference in the blend side capping.


Edge-Face Example 3

In this example, a cylinder is slightly exposed through the top of a sculptured face of a solid.  A .25 inch edge-face blend is computed between the indicated edge and the shaded face.

Before	After
Note the visible transitions from edge-face to face-face and back to edge-face.


Vertex Blend

This function will round all edges connected to the selected vertices of a solid body.  The selected vertices will then be smoothly blended.  When you invoke this function the "Vertex Blend" dialog box will appear.  Set the following parameters to create a vertex blend.

When Vertex Blend is selected from the Modify>Blend submenu, the "Vertex Blend" dialog box appears, from which you are able to specify a blend radius, setback setting, and other settings related to this unique blend method.  The available settings are explained below.

Blend Edges that Converge at Vertex

When checked, all the edges that converge or meet at the vertex are blended in addition to the vertex.  The Edge Setback value, if one has been specified, will be applied to the converging edges.

•	Edge Radius – Specify a radius to be applied to all converging edges.  Note that the checkbox must be checked before a value can be changed.

•	Specify Individual Radii for Edges – When checked, you will be able to specify a radius value for each edge.

•	Maintain edges when blend overflows - Maintain edges when blend overflows is enabled ( · ) by default.  When this option is enabled, blending will use advanced face-blending algorithms whenever it detects that standard edge blending might fail.  By simply selecting the edge to be blended, the blending routine will determine that an edge/face following blend must be generated instead of issuing an error that the blend was too large.

•	Blend Along Smooth Edges - When you need to blend connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, select the Blend along smooth edges checkbox.

Edge Setback

The Setback field defines the approximate distance from the original vertex corner to the edge of the vertex blend where it meets an edge blend.  For smooth blends, a setback of 1.5 times the largest blend radius is recommended.

•	Preview the Blend - When selected, you will be able to preview the blend result before accepting that result.  This is a useful feature, as it allows you to preview and make changes to the blend before the selected edge(s) is actually modified by it.

To end preview of the blend surfaces when the checkbox is active in the dialog box, click ACCEPT to complete the blend operation, BACKUP to return to the dialog box, or ESC to cancel the blend.

When previewing the blend, you may use immediate mode commands to dynamically pan, zoom and rotate the model in order to view the preview surfaces from any angle.

•	Do Interference Checking – Allows the capability to check for features that might interfere with the path of the blend surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the blend to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the blend to complete properly.


Solid Chamfer

The options contained within the Modify>Solid Chamfer submenu allow you to apply a beveled edge blend to solid bodies.

Modify>Solid Chamfer pull-down menu

Modify>Solid Chamfer palette menu

The following Solid Chamfer functions are available.  To view information specific to a particular function, click on the appropriate link below.

Edges

Vertex


Chamfer Edges

Use the Chamfer Edges function to apply a chamfer to the edges of a solid body.   When Chamfer Edges is selected from the Modify>Chamfer submenu, the "Chamfer Edges" dialog box appears, from which you are able to specify a chamfer length, and an angle or second length.

Length

Enter a chamfer length in the editable field.  This length will be used when the chamfer is applied.  By default, the chamfer length is 0.25.

By Angle or Second Length

These options allow you to determine the chamfer size by specifying angle or second length.  If you specified anything other than 45° or equal lengths, you will be prompted to first select the edge for the chamfer, and then the face for the First Length.

•	Angle - Enter an angle to be used when the chamfer size is determined.

•	Second Length - Enter a second length to be used when the chamfer size is determined.

•	Chamfer along smoothly joined edges - When you need to blend connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, select the Chamfer along smoothly joined edges checkbox.

•	Do Interference Checking – Allows for the ability to check for features that might interfere with the path of the chamfer surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the chamfer to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the chamfer to complete properly.

Example

The example below shows the result of a chamfer applied to the block on the left with dimensions of 3 5 and 5.  Chamfer: Edges was used with a Radius of .5.  The two top edges closest to the viewer were selected after clicking OK in the dialog.  The modified block is shown in on the right.

Example of how the Chamfer Edges function can be used


Chamfer Vertex

This function will chamfer the vertices of a solid body.  When using this option all edges that terminate at each selected vertex will be chamfered.  The vertex is the point of intersection of lines.  When you select Chamfer Vertex from the Modify>Chamfer submenu, the "Chamfer Vertices" dialog box will appear, from which you are able to specify a chamfer length.

Length

Input a Length for the chamfer in the dialog.  When you click on the OK button you will be prompted to select the vertices for the chamfer.

•	Chamfer along smoothly joined edges - When you need to blend connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, select the Chamfer along smoothly joined edges checkbox.

•	Do Interference Checking – Allows for the ability to check for features that might interfere with the path of the chamfer surface and allows the blend to complete properly despite the interference.  Interference's such as holes, protrusions or other geometric features normally would cause the chamfer to fail or to complete but cause a self-intersecting solid.  Enabling this checkbox prevents self-intersections from occurring and allows the chamfer to complete properly.

Example

The example below shows the result of a vertex chamfer applied to the same block.  Chamfer Vertex was used with a Radius of .5.  The vertex indicated with the point was selected after clicking OK on the menu.  The modified block is shown in on the right.

Example of how the Chamfer Vertex function can be used


Chamfer along Smoothly Joined Edges

If you want to also chamfer connected edges that continue smoothly (no abrupt change in tangent) from the selected edges, check the Chamfer along smoothly joined edges option in the "Chamfer Vertices" dialog box.

In the example below, the location indicated with a point on the left solid was used to create the chamfer on the right.  Because the Chamfer along smoothly joined edges option was enabled, the entire front portion of the object was included in the operation.  If Chamfer along smoothly joined edges had not been checked, the operation would have failed while trying to chamfer the rounded portion by itself (error: "could not find acceptable sequence of capping faces to trim blend face").

Example of Chamfer Vertices along Smoothly Joined Edges


Plane

The Scale option available from the Modify>Plane submenu can be used to change the scale of any existing planes you select, as well as the default for any new planes created.

Modify>Plane pull-down submenu

Modify>Plane Scale palette icon

Click on the link below to view information on the Plane>Scale function:

Scale


Scale

Use this function will change the scale of any existing planes you select, as well as the default for any new planes created.

To use the Plane>Scale function, follow the steps below:

1)	Select Scale from the Modify>Plane options.

2)	Enter a new plane scale.

3)	Select the plane(s) to rescale.

The selected plane(s) is then rescaled per the new scale factor you had indicated.


Vector

The Modify>Vector functions can be used to make changes to vector entities.  The available functions are explained below.

Modify>Vector pull-down submenu

Modify>Vector palette submenu

To view information specific to one of the following functions, click on the appropriate link below:

Reverse

Scale


Reverse

This option allows the user to reverse a vector or a series of vectors. The selection method uses subsets of the Selection Menu (Single, Window, Polygon, Group, and All Dsp).

To use the Vector>Reverse function, follow the steps below:

1)	Select Reverse from the Modify>Reverse options.

2)	Select the vector(s) to reverse, and select Accept.

The selected vector(s) will be reversed.


Scale

This option can be used to change the display scale factor for vectors.  On a large model, a unit vector may be difficult to see. The scale factor may be set to display the vectors at n* (the current unit of measurement).

This function saves the value entered as the new default for all vectors.  (You can also change this default scale in the Tolerance tab of the "Solids Configuration" dialog box).  Once you have set the new display scale, you can select vectors to rescale using the entity Selection Menu.

To use the Vector>Scale function, follow the steps below:

1)	Select Scale from the Modify>Vector options.

2)	Enter a new vector scale.

3)	Select the vector(s) to rescale, then select Accept.

The vector(s) that you selected are rescaled per the new scale factor that you had indicated.


Modify Settings

The Modify Settings that had been located under Modify have been relocated to the Tools>Options pull-down menu.  The majority of the Modify Settings can now be found under the Entities tab of the "Set Configuration Options" dialog box (as shown below).


Macroized Functions in CADKEY Workshop V20

Below is a list of functions that have macro support in this version.  If a particular function does not appear in the following list, it does not have macro support.

MODULE	SUB MODULE	FUNCTION
File		File Properties
Edit		Undo
Edit		Redo
Edit		Undo/Redo Multiple
Edit	Delete	Single (I)
Edit	Delete	Multiple (II)
Edit		Set Mask
Edit	Entities	Attributes by Selection
Edit	System	Attributes
Edit	System	Active Color
Edit	System	Active Pen
Edit	System	Active Line Style
Edit	System	Active Line Width
Edit	System	Active Witness
Edit	System	Active Leader
Edit	System	View/World Toggle
Edit	System	2D/3D Toggle
Edit	System	Quick Trim Toggle
Edit	System	Line Limits Toggle
View	Zoom	Zoom Autoscale
View	Zoom	Zoom Window
View	Zoom	Zoom Scale
View	Zoom	Zoom Double
View	Zoom	Zoom Half
View	Zoom	Zoom In
View	Zoom	Zoom Out
View	Pan	Pan Up
View	Pan	Pan Down
View	Pan	Pan Left
View	Pan	Pan Right
View	Rotate	Rotate Up
View	Rotate	Rotate Down
View	Rotate	Rotate Left
View	Rotate	Rotate Right
View	Rotate	Rotate CCW
View	Rotate	Rotate CW
View	View	General
View		Set Construction Depth
Create	Line	Endpoints
Create	Line	String
Create	Line	Polygon
Create	Line	Para Pos
Create	Line	Para Dist
Create	Line	Angle
Create	Line	Horizontal
Create	Line	Vertical
Create	Line	Horizontal/Vertical
Create	Line	Tangent/Tangent
Create	Line	Tangent/Position
Create	Line	Tangent/Perpendicular
Create	Line	Perpendicular/Perpendicular
Create	Line	Perpendicular to Position
Create	Line	Perpendicular/Tangent
Create	Arc	Center/Radius
Create	Arc	Center/Diameter
Create	Arc	Center/Edge
Create	Arc	3 Positions
Create	Arc	Two Tangents
Create	Arc	Three Tangents
Create	Arc	Center/Tangent
Create	Arc	Tangent
Create	Arc	Start/End
Create	Arc	Radius/2 Positions
Create	Arc	Offset Distance
Create	Arc	Offset Position
Create	Circle	Center/Radius
Create	Circle	Center/Diameter
Create	Circle	Center/Edge
Create	Circle	3 Positions
Create	Circle	Two Tangents
Create	Circle	Three Tangents
Create	Circle	Center/Tangent
Create	Circle	2 Positions/Diameter
Create	Point	Position
Create	Point	Arc Angle
Create	Point	Curve Distance
Create	Point	Midpoint
Create	Point	Distance Interval
Create	Point	Number
Create	Point	Spline Nodes
Create	Rectangle	Line Corners
Create	Rectangle	Line Width/Height
Create	Rectangle	Rounded Corners
Create	Rectangle	Rounded Width/Height
Create	Rectangle	Polyline Corners
Create	Rectangle	Polyline Width/Height
Create	Polyline	String
Create	Polyline	Polygon
Detail	Linear	Horizontal
Detail	Linear	Vertical
Detail	Linear	Parallel
Detail	Linear	Chain Horizontal
Detail	Linear	Chain Vertical
Detail	Linear	Chain Parallel
Detail	Linear	Parallel Lines
Detail	Linear	Align Linear
Detail	Linear	Align Linear Step
Detail	Linear	Merge Linear
Detail	Radial	Radial Regular
Detail	Radial	Radial Edge
Detail	Radial	Radial Two Positions
Detail	Radial	Radial Bent
Detail	Radial	Circular Regular
Detail	Radial	Circular Edge
Detail	Radial	Circular Two Positions
Detail	Angular	2 Lines
Detail	Angular	3 Positions
Detail	Angular	Angular Chain
Detail	Angular	Angular Base
Detail	Baseline	Align Horizontal
Detail	Baseline	Align Vertical
Detail	Baseline	Align Parallel
Detail	Baseline	Un-Align Horizontal
Detail	Baseline	Un-Align Vertical
Detail	Baseline	Un-Align Parallel
Detail	Baseline	Baseline Horizontal
Detail	Baseline	Baseline Vertical
Detail	Baseline	Baseline Parallel
Detail	Baseline	Running Horizontal
Detail	Baseline	Running Vertical
Detail	Baseline	Running Parallel
Detail	Baseline	Add
Detail	Baseline	Delete
Detail	Baseline	Move
Detail	Baseline	Offset Origin
Detail	Baseline	Move Origin
Detail	Baseline	Align
Detail	Chamfer	C Style
Detail	Chamfer	X45 Style
Detail	AutoDim	Config
Detail	AutoDim	Exec
Detail	Symbol	Geotol
Detail	Notes	Break Link
Detail	Notes	Burst
Detail	Settings	Update
Detail	Settings	Settings
Detail	Settings	Text Font
Detail	Settings	Text Height
Detail	Settings	Text Aspect
Detail	Settings	Note Font
Detail	Settings	Note Angle
Detail	Settings	Note Height
Detail	Settings	Note Aspect
Tools	Calc	Calculator
Tools	Options	Directories Page
Tools	Options	XForm Page
Tools	Options	Entities Page
Tools	Options	Selection Page
Tools	Options	SC: Enable (X)
Tools	Options	SC: Mask Point (X)
Tools	Options	SC: Mask End (X)
Tools	Options	SC: Mask Center
Tools	Options	SC: Mask MidPt (X)
Tools	Options	SC: Mask Quad (X)
Tools	Options	SC: Mask 2DX (X)
Tools	Options	SC: Mask 3DX (X)
Tools	Options	SC: Mask (X)
Tools	Options	SC: Mask (X)


Customize

If you select Tools>Customize from the Menu bar, the "Customize" dialog box appears.  This dialog allows you to configure toolbars and accelerator keys and mouse button assignments.  This is a tabbed dialog box and it contains a Toolbars and Commands page.		Customization Topics Right-Click Menu  Toolbars  Drag and Drop Configuration  Assigning Hotkeys/Mouse Buttons to Toolbars  Commands  Shortcut Keys      Mouse Button Assignments


Tools>Customize Dialog

The Customize dialog appears when Customize is selected from the Tools pull-down menu.

Select Customize from the Tools pull-down menu

The Customize dialog page appears, from which you are able to create and display toolbars, and configure other display settings.


Customize Right-Click Menu

The menu shown below will appear when you right-click anywhere in the Workspace, unless the window you click on features a Context Sensitive Menu (Level Window, for example).  The menu will not appear if you are inside of a message loop when a mouse button has been assigned for the button/modifier combination.  If not in a message loop, the menu will appear regardless of any modifiers in use.


Toolbar Customization Tab

This tab contains a list of the toolbars that are provided, as well as any new toolbars you create.  To display the various toolbars, click on the checkbox to make it active.

Toolbars are user configurable.  This dialog allows you to load, save and configure toolbars.  From this dialog box you can control which toolbars will be shown, as well as their display characteristics.  You will be able to add as many new toolbars as you want.

These toolbars will dock to one another as they do in other Windows applications, or can be floated.  This will give you the opportunity to show multiple toolbars stacked on top of one another.  The number of toolbars you can display will only be limited by available screen space.

Note also that there is no fixed size for the toolbars.  Toolbars will be as long as their icons require them to be; no longer, no shorter.

There are also checkboxes to turn on or off the display of tooltips and to change the look of the icons on the toolbars.

When the cursor pauses over a button or an icon for a short length of time, a tooltip appears as a small yellow text box that gives a brief description of the button.  The Status Line provides an additional description, but tooltips serve as quick reminders.

Note that toolbars will not dock if the [Ctrl] key is suppressed while they are dragged.

Show Tooltips

When selected, tooltips will be displayed when the cursor is dragged over a toolbar icon.  Note that this setting is independent from the Position Snap Tooltips setting under Tools>Options>Selection.

Cool Look

When selected, buttons contained within toolbars will appear "flattened" (see below).  When "Cool Look" is enabled, the gripper bar will appear on the Classic Menu, Conversation bar, Tree Window, Settings Window, and palettes.

Toolbar icons with Cool Look on	Toolbar icons with Cool Look off
New

The NEW button brings up the "New Toolbar" dialog box.  When you enter a name for the toolbar and press OK and an empty toolbar appears.  You can now drag and drop icons from any of the other toolbars, from the History bar or from the Command tab of the dialog box to customize your new toolbar.

Reset

The RESET button sets the selected toolbar back to its default content.

Delete

The delete button can be used to delete custom (user-created) toolbars.


Drag and Drop Toolbar Configuration

Once created, you can customize a toolbar by simply dragging icons from either the Tools>Customize>Commands page, other custom toolbars, as well as from toolbars (like the History Bar, for example), and dropping them, one at a time, on the new toolbar.  In the graphic below a new toolbar named "Example" has been created.  The View>Rotate>Up function icon is being dragged from another toolbar and dropped into "Example," to join four Pan function icons that had been dragged and dropped previously.  When dragging icons to a toolbar, an empty box-shaped outline will appear around the cursor.  Notice that the box also appears around the icon’s original location.

You cannot cancel any operations you perform in this dialog box.  If you make a mistake, you must start the operation over from the beginning.

Creating a Custom Toolbar

Assigning Hotkeys and Mouse Buttons to Toolbars


Assigning Hotkeys and Mouse Buttons to Toolbars

Toolbars can be assigned to hotkey combinations and/or mouse buttons to allow for "on-the-fly" opening and closing of toolbars, both custom and standard.

In the next-to-last position in the Tools>Customize>Commands dialog page is a "Toolbars" entry.  These 32 entries can be used to open/close toolbars.  The number on the button is the number of the toolbar within the list of toolbars displayed in Tools>Customize>Toolbars and the context menu (entries below the top separator).


Commands

The Commands tab lists all the categories of commands and their corresponding buttons, or icons, available in this product as well as from any third party products that you might have loaded.

From this dialog you can select a category, click on an icon and then drag this icon to any toolbar.  This tab also includes the interface for applying Keyboard/Mouse Button shortcut assignments.


Shortcut Keys

Shortcut keys allow you to start a new function using a keystroke.  You can use Shortcut Keys to perform any function.  Use Shortcut Keys to map your keyboard to the functions you use most often.

Any collection of Shortcut Keys that you create can be saved for later use, and/or designated as the system default.  These collections of shortcut key assignments are called Keyboard Files.

This product is shipped with default keyboard settings to perform functions such as (Alt)-(F) to open the File Menu or (Alt)-(V) to change your display view.  The Windows or Classic keyboard files can be selected during install. You can also create new keyboard files, or edit existing ones.

Keyboard files have the .KBD extension and are located in the main CADKEY directory.  .KBD files are ASCII text files and can be viewed and printed using the Windows Notepad application.

Assigning Shortcuts to Individual Functions

At the bottom of the Commands tab, you can assign a shortcut key combination to any command currently selected..

Current Keys

Displays the current key assignments of the highlighted function.  This box also displays any key assignment you create.

Remove

The REMOVE button eliminates the current key assignment highlighted in the Current Keys text box.

Press New Shortcut Key

Data field that allows you to type in the key combination you want to assign to the indicated function.

When selecting shortcut combinations, you must continue to hold down the keyboard keys.  For example, when setting the [Shift] key + [F1], in the Press new shortcut key box, you must hold down the [Shift] key.  You need to continue to hold down the [Shift] key while selecting the [F1] key.  Once F1 appears after Shift+ in the box you can release the [Shift] key.  When you enter a key combination already assigned to another function, a message appears telling you which function uses the key combination.  Use Clear Key to erase an incorrect entry.

Assign Key

Assigns the shortcut key in the Press new shortcut key box to the function highlighted in the buttons section of the dialog.  This will override any previous assignment of the key.

Clear Key

Clears the key assignment in the Press new shortcut key field.

Saving Keyboard Combinations

You can save your custom keyboard combinations to a file which can be then be set as a default or loaded manually when needed.  These files are called Keyboard Files.  You can manage Keyboard Files from the Tools>Options>Startup dialog box.

Creating Keyboard Files

Editing Keyboard Files

List of Default Shortcut Keys


List of Default Shortcut Keys

Below is a list of the Windows and Classic (DOS) keyboard shortcuts included with CADKEY.

If you wish, you can edit these files or create your own custom shortcut files.

This list can be printed by right-clicking on the page and selecting print or by copying-and-pasting into Windows Notepad (Online docs only).

Keyboard files have the .KBD extension and are located in the main CADKEY directory.  .KBD files are ASCII text files and can be viewed and printed using the Windows Notepad application.

FUNCTION	WINDOWS	CLASSIC
File New	Ctrl+N	Alt+J
File Open	Ctrl+O	Ctrl+O
File Save	Ctrl+S	Ctrl+F
File Save As	Ctrl+F	Ctrl+Shift+F
Close Window	Ctrl+F4	Ctrl+Shift+W
Print	Ctrl+P	Ctrl+P
Print Preview	Ctrl+Shift+P	Ctrl+Shift+P
Undo	Ctrl+Z	Alt+I
Redo	Ctrl+Y, Ctrl+Shift+Z	Ctrl+Y, Alt+Shift+I
Cut to Clipboard	Ctrl+X	Shift+Delete
Copy to Clipboard	Ctrl+C	Ctrl+C
Paste from Clipboard	Ctrl+V	Shift+Insert
Delete	Ctrl+Q, Delete	Ctrl+Q, Delete
Autoscale	Ctrl+A	Alt+A
Zoom Window	Ctrl+W	Alt+W
Zoom Scale	Ctrl+G	Alt+S
Zoom In	Ctrl+Up	Ctrl+Up
Zoom Out	Ctrl+Down	Ctrl+Down
Zoom Half	Ctrl+H	Alt+H
Zoom Double	Ctrl+D	Alt+D
Previous View	Ctrl+B	Alt+B
Restore View	Ctrl+Shift+B	Alt+Shift+B
Pan Window	Alt+P	Alt+P
Pan Up	Up	Up
Pan Down	Down	Down
Pan Left	Left	Left
Pan Right	Right	Right
Set Default Attributes	Alt+X	Alt+Z
Set Default Color	Alt+K	Alt+X
Set Default Style	Alt+S	Alt+T
Set Default Width	Alt+Y	Alt+Y
Set Active Level	Alt+L	Ctrl+L
Set Attribute Mask	Ctrl+E	Alt+M
Set Grid/Snap	Alt+G	Ctrl+S
Change Entity Attributes	Ctrl+R	Ctrl+T
Change Level	Ctrl+Shift+L	Ctrl+B
Edit Entity	Ctrl+T	Ctrl+H
Move Entity	Ctrl+M	Ctrl+M
Set Detail Attributes	Alt+J	Alt+O
Set Arrow Direction	Ctrl+Shift+J	Ctrl+A
Change Detail Attributes	Ctrl+J	Alt+U
Set Display View	Alt+V	Alt+V
Top View	Alt+1	Alt+1
Front View	Alt+2	Alt+2
Back View	Alt+3	Alt+3
Bottom View	Alt+4	Alt+4
Right View	Alt+5	Alt+5
Left View	Alt+6	Alt+6
Isometric View	Alt+7	Alt+7
Axonometric View	Alt+8	Alt+8
Dynamic Rotate	Alt+Shift+V	Alt+Shift+V
Rotate Up	Shift+Up	Shift+Up
Rotate Down	Shift+Down	Shift+Down
Rotate Left	Shift+Left	Shift+Left
Rotate Right	Shift+Right	Shift+Right
Rotate Clockwise	Shift+Pg Up	Shift+Pg Up
Rotate Counterclockwise	Shift+Pg Dn	Shift+Pg Dn
Set Construction Plane	Ctrl+K	Alt+K
Top CPlane	Ctrl+1	Ctrl+1
Front CPlane	Ctrl+2	Ctrl+2
Back CPlane	Ctrl+3	Ctrl+3
Bottom CPlane	Ctrl+4	Ctrl+4
Right CPlane	Ctrl+5	Ctrl+5
Left CPlane	Ctrl+6	Ctrl+6
Set Construction Depth	Alt+Z	Ctrl+D
Line Submenu	L	L
Arc Submenu	A	A
Circle Submenu	C	C
Fillet Submenu	F	F
Rectangle Submenu	R	R
Spline Submenu	S	S
Point Submenu	P	P
Vector Submenu	V	V
Plane Submenu	E	E
Trim Submenu	T	T
Break Submenu	B	B
Transform Old-New Submenu	W	W
Transform Delta Submenu	X	X
Transform Mirror Submenu	G	G
Transform Rotate Submenu	J	J
Transform Box Move Submenu	M	M
Linear Dimension Submenu	D	D
Radial Dimension Submenu	I	I
Baseline Dimension Submenu	O	O
Note Submenu	N	N
Toggle Grid	Alt+Shift+G	Ctrl+G
Toggle Snap	Alt+Shift+N	Ctrl+X
Toggle Quicktrim	Alt+Shift+Q	Alt+Q
Toggle Linelimit	Alt+Shift+I	Alt+L
Toggle CPlane/World	Alt+Shift+C	Ctrl+V
Toggle 2D/3D	Alt+Shift+Z	Ctrl+W
Toggle View Dependence	Alt+Shift+D	Ctrl+N
Toggle Model/Layout Mode	Alt+Shift+L	Alt+G
Set Active Instance	Alt+Shift+A	Alt+Shift+A
Instance Display Submenu	Alt+Shift+M	Ctrl+Z
Toggle Paper Border	Alt+Shift+P	Alt+Shift+K
Highlight Instance Specific	Alt+Shift+S	Alt+Shift+S
Export Image	Alt+Shift+F	Alt+F
Calculator	Ctrl+I	Ctrl+I
Record Macro	Ctrl+Alt+J	Ctrl+J
Pause Recording	Ctrl+Alt+K	Ctrl+K
Play Macro	Alt+F8	Ctrl+E
Menu Button 1	F1	F1
Menu Button 2	F2	F2
Menu Button 3	F3	F3
Menu Button 4	F4	F4
Menu Button 5	F5	F5
Menu Button 6	F6	F6
Menu Button 7	F7	F7
Menu Button 8	F8	F8
Menu Button 9	F9	F9
Menu Button 10 (F11)	F11	F11
Skip/Done in Function (F12)	F12, End, Ctrl+RBtn	F12, End, Ctrl+RBtn
Accept/OK Entry in Function	Enter, RBtn	Enter, RBtn
Backup in Function	F10, Bcksp, MBtn	F10, Bcksp, MBtn
Cancel Function	Esc	Esc
Next Selection	Tab	Tab
Help Contents	Alt+F1	Alt+F1
Help for Selected Item	Shift+F1	Shift+F1
Toggle Splitter	Ctrl+Alt+X	Ctrl+Alt+X
Open Splitter	Alt+Right	Alt+Right
Close Splitter	Alt+Left	Alt+Left
Render Wireframe	Shift+1	Shift+1
Render HLR	Shift+2	Shift+2
Render HLD	Shift+3	Shift+3
Render Flat	Shift+4	Shift+4
Render Smooth	Shift+5	Shift+5
Render Smooth w/ Wireframe	Shift+6	Shift+6
Render Smooth w/o Wireframe	Shift+7	Shift+7
Toggle Silhouette	Shift+8	Shift+8
Primitive Solid Submenu	Shift+P	Shift+P
Surface Submenu	Shift+S	Shift+S
Boolean Submenu	Shift+B	Shift+B
Extrude Submenu	Shift+E	Shift+E
Blend Submenu	Shift+F	Shift+F
Chamfer Submenu	Shift+H	Shift+H
Local Operator Submenu	Shift+L	Shift+L
Cut Submenu	Shift+C	Shift+C
Modify Solid Submenu	Shift+M	Shift+M
Trim/Split Solid Submenu	Shift+T	Shift+T
Override Position Snap	Ctrl	Ctrl
Modeling Palette	Alt+	Alt+
Advanced Modeling Palette	Ctrl+	Ctrl+
Modeling Palette	Ctrl+`	Ctrl+`
Menu Bar	Ctrl+Alt+U	Ctrl+Alt+U
Magnify Window	Ctrl+Alt+W	Ctrl+Alt+W
Tree Window	Ctrl+Alt+T	Ctrl+Alt+T


Mouse Button Assignments

Assigning mouse buttons to functions is handled in much the same way as shortcut key assignments.  The button types are listed in the Mouse Buttons section, at the bottom right of the Commands tab.   As with shortcut keys, you first choose a function from the Categories/Buttons interface at the top of the dialog and then select the mouse button that you wish to assign to that function.

The text in the center will tell you if that button is currently assigned to another function.  You can then choose to override the earlier setting if you wish.

To apply the setting, press the Assign Key button at the bottom of the dialog.

The available mouse buttons are:

•	Middle

•	Right

•	Extended 1 – For mice with more than three buttons.

•	Extended 2  - For mice with more than three buttons.

Note that you can also combine Shift or Ctrl keystrokes with button assignments to create more combinations.   For example, you could assign the middle mouse button to the "Conversation Bar Backup" function, and the Ctrl key + middle mouse button combination to the "Undo" function.


Creating Keyboard Files

Follow the steps listed below to create a new keyboard file:

1.	Select the Tools>Customize>Commands dialog page.

2.	In the Function Area, highlight the function you want to assign a key combination to.

Any current key assignments for that function appear in the Current Key Assignments box.

3.	Type the key combination you want to assign to the function in the Enter the key to assign box.

4.	Press the Assign Key button.

5.	Continue to assign, set, and delete key assignments.

6.	Choose Save to save the key assignments as a keyboard file.

7.	Enter a path and a name for the keyboard file.  A file extension of .KBD is automatically added.

When you change the active .KBD file in the "Keyboard" dialog box it will only be used for the current session.  To make it the default file, select the Tools>Options>Startup tab, and add the desired .KBD file to the Accelerator Keymap section.


Editing Keyboard Files

Follow the steps listed below to edit an existing keyboard file.  Load and save are done through Tools>Options.

1.	Select the Tools>Customize>Commands dialog page.

2.	Choose Load.  If you want to edit the default keyboard file, it is already loaded.  Go to step 4.

3.	From the "Open" dialog box, choose the keyboard file you want to load and edit.

4.	In the Function Area, highlight the function you want to assign a key combination to.

Any current key assignments for that function appear in the Current Key Assignments box.

5.	In the Enter the key to assign box, type the key combination you want to assign to the function.

6.	Choose Set Key.

7.	Continue to assign, set, and delete key assignments.

8.	Choose Save to save the key assignments as a keyboard file.

9.	Check that the name of the file you want to save your changes to appears at the top of the "Save As" dialog box.


MACROS

The available macro functions can be used to record and playback commonly used functions and configurations.  Macros can be recorded and played back from this menu, as well as form from customized toolbar icons.   Once you have recorded macros, you can store them under the three available macro categorizations under Options>Macros.  They are: Immediate, Root, and Startup.  You can also assign accelerator key combinations to macros and edit their assigned macro icon buttons. When macros are added to the Root or Immediate sections in the Macros page, they appear near the end of the Commands list under Tools>Customize, and can then be placed on a toolbar or assigned to an accelerator key like any other function.  Two files are created for each macro; a .bmp file (icon) and a .txt file (tooltip).  Both can be edited and the changes can be applied by selecting OK in the Macros page.  The default bitmap and text files come from the files "DefaultMacro.txt" and "DefaultMacro.bmp," and can be located in the current language directory.  Recorded macros utilize the CADL programming language.  They can be edited just like any other CADL program.  See the CADL documentation for more information.  When recording macros, you record actions using any of the standard methods; pull-down menus, icons (from toolbars, application windows, and history line), accelerator keys. The following functions cannot be called from (included in) macros: On-Line Help, Macros (Record, Pause, Play.)  OLE Objects (Insert, Delete, Links).		Macro Documentation Topics Macroized Functions  Record  Pause  Play


Macro Record

The Record button (or Record from the Tools Menu) can be used to create a macro.  Note that Record is a root function, and will not work in any dialog.

•	Click on the Record button and the "Save As" dialog box will be displayed.  Type a name for the macro into the File Name field and click on the SAVE button to begin recording.

•	While you are recording a macro, the Record icon will appear depressed on toolbars and in the menu.  Record will also appear in the Status Bar.

•	Re-selecting Record will turn off the record function.

Tips for Recording Macros

The easiest way to learn how the macro function can best work for you is by using it.  There are, however, some basic rules you can follow to get the most out of the macro function:

•	The macro will only include the actions you include.  Current system settings are not automatically included.  For example, if you are recording a macro to draw a line and your current color is blue, you will still have to choose blue from the settings menu if you want the line to always be drawn in that particular color.

•	Don’t forget to use the Pause function to allow for user input.  For example, if you do not press the PAUSE button before entering a .5" circle radius, for example, a.5" radius circle will be created every time you run the macro.  Pressing the PAUSE button immediately before entering .5", will record the macro so that you will be prompted for a radius each time you play the macro.

•	Any function that requires an associative relationship, such as creating a dimension, will be recorded as a position menu.  Everything else will be recorded as a coordinate if not paused, and a position menu if paused.  As a result, you may be prompted to select a location through the position menu, depending on what you are recording.


Pause for Input

While recording a macro, each action is saved.  To allow input of data to indicate a position, do a selection, or enter a value, you can use the Pause for Input function.  When you play the macro, the Pause function will temporarily suspend the macro to wait for user input.

•	While recording a macro, click on the Pause button to switch to pause mode.

•	If the Record and Pause icon buttons are visible on your toolbar, both will remain depressed while you are in pause mode.

•	Pressing the Pause icon a second time will revert to normal record mode; your input commands will be recorded just as they are entered.


Play a Macro

The play function can be used to choose and playback the macros you have created.  Note that Play is a root function, and will not work in any dialog.

Click on the Play button and the "Open" dialog box will be displayed.  The "Open" dialog box contains a list of the macros you have recorded.  Select the macro from the list and click on OPEN to play it.

Using Icons and/or Accelerator Keys to Play Macros

Macros can always be executed using the Play Macro function described above.  If you wish to execute your macros using icons and/or keyboard shortcuts, use the functions in Tools>Options>Macros to assign icon cursor text and/or accelerator key combinations to your macro files.

Note that toolbar and keyboard assignments are based on position within the macro list.  If the macro lists are rearranged, or if macros are added to/deleted from the middle of the list, the later assignments will change.


ADVANCED CREATE

The following functions are available from the Create Menu.  To view documentation on a particular function, simply click on the appropriate link below.		Advanced Create Topics Primitive  Swept  Surface  Advanced Surfaces  Advanced Points  Advanced Splines  Plane  Vector


Primitive

The Primitive options appear when Primitive is selected from the Create menu.  Solid primitives are basic, three-dimensional shapes.  These can be created quickly, and in one step to save time while you model.  Solid primitives can also be easily modified (see Modify for complete descriptions of the available modification functions).

The following entities can be included in a body:

•	Wires - Wireframe geometry

•	Lumps - Solid volumes

•	Shells - Enclosing zero-thickness surfaces of lumps (collections of faces)

•	Faces - Trimmed surfaces

•	Loops - Boundaries of faces (collections of edges)

•	Edges - Curves

•	Vertexes - Points (ends of edges)

To view information specific to any of the following topics or functions, click on the appropriate link.

Defining the Axis During Primitive Creation

Block

Prism

Cylinder

Cone

Pyramid

Sphere

Torus


Create>Primitive Menus

The Create>Primitive pull-down and palette menus are displayed below.

•	Create>Primitive pull-down submenu

Advanced Modeling Create>Primitive palette menu


Defining the Axis During Primitive Creation

The "Create…" dialog box for each primitive contains two settings for axis definition, "Use Cplane Z Axis" and "Select," as is described for each dialog below.  Note that if the "Select" axis definition option is enabled (checked), you will be prompted to "Choose method for axis definition" from the menu shown below when creating the primitive.  It will be important to keep this in mind while you configure primitives through their respective dialogs.

•	2 Points – Requires that you indicate a first, second, and base center position.

•	Line – Requires that you select a line to use as a reference for the axis.

•	Vector – Requires that you select a vector entity to use as a reference for the axis.

•	Tangent – With Tangent, you are required to select a curve at a tangent for the axis reference.

•	Prp2Pln – Requires that you choose a plane selection method from the available options (3Pos, Line/Pos, 2 Lines, CP/Depth, Entity, and By Plane).  These options are explained in the Define Plane Menu segment under View>Display View.

•	Keyin – Requires that you indicate I, J and K values and a base center point.


Block

The Create Block function can be used to create a solid block primitive.  The default width, length and height is 5, 10, and 2, respectively, but you can create a primitive block by whatever measurements you desire.  When Block is selected from the Primitive options, the following "Create Block" dialog box is displayed.

Dialog Options

Using the Function


"Create Block" Dialog Options

The following settings are contained in the "Create Block" dialog box:

Create By

•	Choose the method by which the block is to be created.

•	Key In - When selected, you will indicate the block measurements by setting Dx, Dy, and Dz dimensions under the Parameters section.

•	Sketch - Digitize the lower left corner of the block with the mouse, and then digitize the upper right corner of the base rectangle (defining the width and length), then the top upper right corner (defining the height).

•	2 Diagonal Pts - Creates a block primitive using two opposite corner positions you select.  The second corner of the block must be placed at a different construction depth than the first in order for the block to be valid (XV to YV depth must be greater than 0).

•	Also, because the two positions must lie at different depths in the current construction view, set the 2D/3D Construction switch in the Settings Window to 3D Const before choosing this option.

•	2 Points and Ht - Creates a block primitive, using two base corner points you select and a height you enter.

Parameters

Note that one or more of the parameters will be grayed out, depending upon what you have selected under Create By.

•	Width (Dx) - The keyed-in width value, or the value in Dx.

•	Length (Dy) - The keyed-in length value, or the value in Dy.

•	Height (Dz) - The keyed-in height value, or the value in Dz.

Axis

The options in the Axis section determine how the axis for the height dimension of the block is defined.

•	Use Cplane Z Axis - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Primitive Block

When creating a primitive block, follow the steps below.

1.	Select Block from the Create>Primitive options.  The "Create Block" dialog box appears.

2.	Configure the block settings as you desire, and select OK.

3.	The primitive block is created per your specifications, and positions it as you indicated through the Axis options.

Example of a Block displayed using Smooth Shaded without Wire in view 7


Prism

Use the Create>Prism function to create an n-sided solid prism with identical polygons for the base and top.  When Prism is selected from the Create options, the "Create Prism" dialog box appears.

Dialog Options

Using the Function


"Create Prism" Dialog Options

The following settings are contained within the "Create Prism" dialog box:

Create By

Choose the method by which the prism is to be created.

•	Keyin - Key in the dimensions of the base shape, the height of the prism, and the number of sides of the base shape.

If the Elliptical checkbox is checked, both major and minor radii of the base shape must be supplied. If you wish to use a circular polygon as your base shape, toggle the Elliptical option off.  Then supply the radius of the polygon in the Major Radius input box (the Minor Radius text box will dim).  The n- sided shape of the prism's base is inscribed inside a circle or ellipse of the given radii.

After you click OK on the dialog box, the Position Menu is used to define the center of the base shape. Several copies of the prism can be created by continuing to define positions.

•	Sketch - Enter only the number of sides for the base polygon.  After clicking OK, use the mouse to digitize the center of the base polygon, then the radius of the base polygon, and finally the height of the prism.  The prism is dynamically redrawn as you move the mouse to digitize the positions.

•	Two Points - Enter the major radius for the prism and the desired number of sides.  After clicking OK, you will be prompted to choose two points to define the location and height of the prism.

Radius

Choose a radius option.

•	By Flats - When selected, the radius of the prism will be defined by flats.

•	By Corners - When selected, the radius will be defined by corners.

Parameters

Define the parameters by which the prism is to be created.  Note that one or more of the following settings might be grayed out depending upon what Create By method you had selected.

•	Major Radius - Indicate a major radius for the prism.

•	Minor Radius  - Indicate a minor radius for the prism.  Before you can enter a minor radius value, you must first enable the setting by clicking on the checkbox beside it.

•	Height - Indicate a prism height value.

•	Number of Sides - Indicate the total number of sides to the prism.

Axis

The options in the Axis section determine how the axis for the height dimension of the prism is defined.

•	Use Cplane Z  - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Prism

Follow the steps noted below when creating a primitive prism.

1.	Select Prism from the Create>Primitive options.  The "Create Prism" dialog box appears.

2.	Configure the prism through the "Create Prism" dialog, and select OK when done.

3.	Select the base center position through the Universal Position Menu.

4.	The prism is created per your specifications, and positions it at the base center you indicated.

Example of a Prism displayed using Smooth Shaded without Wire in view 7


Cylinder

Use the Create>Cylinder function to create a solid cylinder.  A circular or elliptical base shape is extruded up its normal axis by a height value.  When Cylinder is selected from the Create>Primitive options, the "Create Cylinder" dialog box appears.

Dialog Options

Using the Function


"Create Cylinder" Dialog Options

The following settings are contained in the "Create Cylinder" dialog box:

Create By

Choose a method by which the primitive cylinder is to be created.

•	Keyin - Input the dimensions of the base shape and the height on the menu.

•	Select Base Arc - Allows you to select a pre-existing circle or arc for the base shape.  If an arc of less than 360° is chosen, a full circle with the same radius and center point is used as the base shape.  The base shape is then extruded up the axis by the height to create the cylinder.

•	Sketch - Only a circular base shape can be created with this option.  First, you use the mouse to digitize the center of the circle, then the radius of the circle, then the height.

•	Two Points - Creates a cylinder based on 2 points that you select and a major radius you enter into the dialog box.  The cylinder is not created in the current construction plane.  Its axis is the line connecting the two points you choose.

Parameters

Define the parameters by which the cylinder is to be created.  Note that one or more of the following settings might be grayed out depending upon what Create By method you had selected.

•	Major Radius - Indicate a major radius for the cylinder.

•	Minor Radius - Indicate a minor radius value for the cylinder.  Before you can enter a minor radius value, you must first enable the setting by clicking on the checkbox beside it.

•	Height - Indicate a height value for the primitive cylinder.

Axis

The options in the Axis section determine how the axis for the height dimension of the cylinder is defined.

•	Use Cplane Z Axis - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Cylinder

Follow the steps below when creating a primitive cylinder.

1.	Select Cylinder from the Create>Primitive options.  The "Create Cylinder" dialog box appears.

2.	Indicate the settings by which the cylinder will be created through the "Create Cylinder" dialog box, and select OK when done.

3.	Select a base center position from the menu below:

4.	The cylinder is created per your specifications, and at the position you had indicated.

Example of a Cylinder displayed using Smooth Shaded without Wire in view 7


Cone

Use the Primitive>Cone function to create a solid cone.  A circular or elliptical base shape is tapered up to a similar upper shape.  When Cone is selected from the Create>Primitive options, the "Create Cone" dialog box is displayed.  Through this dialog, you are able to configure the dimensions and placement of any cone you create.

Dialog Options

Using the Function


"Create Cone" Dialog Options

The following settings are contained in the "Create Cone" dialog box:

Create By

Choose the method by which the cone is to be created.

•	Keyin - Input the dimensions of the base shape, the radius of the upper shape, and the height on the menu.  You may enter an upper radius of 0 to use a point as the top of the cone.

•	Select Base - Select a circle or arc for the base shape.  If an arc of less than 360° is chosen, a full circle with the same radius and center point is used as the base shape.  The radius of the upper shape and the height of the cone are all you need to enter on the menu.

•	Sketch - Only circular base and upper shapes can be created with this option.  First, you use the mouse to digitize the center of the base circle, then the radius of the base circle, then the height of the cone, and finally the radius of the upper circle.

•	Two Points - Creates a cone based on two points that you select and 2 radii you enter into the "Cone by Two Points" dialog box.  This cone is not created in the current construction plane.  Its axis is the line connecting the two points you choose.

Parameters

Define the parameters by which the cone is to be created.  Note that one or more of the following settings might be grayed out depending upon what Create By method you had selected.

•	Lower Major - Indicate a lower major radius for the cone.

•	Lower Minor - Indicate a lower minor radius value for the cone.  Before you can enter a minor radius value, you must first enable the setting by clicking on the checkbox beside it.

•	Upper Radius - Indicate an upper radius for the cone.

•	Height - Indicate a height value for the primitive cone.

Axis

The options in the Axis section determine how the axis for the height dimension of the cone is defined.

•	Use Cplane Z Axis - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Cone

Follow the steps below when creating a primitive cone.

1.	Select Cone from the Create>Primitive options.  The "Create Cone" dialog box then appears.

2.	Indicate the settings by which the cone will be created through the dialog box, and select OK when done.

3.	Select the base center position through the following menu:

4.	The cone is created as instructed, and at the position you had indicated.

Example of a Cone displayed using Smooth Shaded without Wire in view 7


Pyramid

The Pyramid function can be used to create a solid pyramid with a polygon base and top.  The polygon base shape is tapered up to a similar upper shape.  Optionally, the top can be a point rather than a polygon.  When Pyramid is selected from the Create>Primitive options, the "Create Pyramid" dialog box appears.

Dialog Options

Using the Function


"Create Pyramid" Dialog Options

The following settings are contained within the "Create Pyramid" dialog box:

Create By

Select the method by which the pyramid is to be created.

•	Keyin - Input the dimensions of the base shape, the radius of the upper shape, and the height of the pyramid on the menu.  You may enter an upper radius of 0 to use a point as the top of the pyramid.

•	Sketch - Enter only the number of sides for the base polygon.  First, you use the mouse to digitize the center of the base polygon, then the radius of the base polygon, then the height of the pyramid, and finally the radius of the upper polygon.  The pyramid is dynamically redrawn as you move the mouse to digitize the positions.

•	Two Points - You will be prompted to choose two points to define the location and height of the pyramid.

Radius

Choose how the radius is to be defined.

•	By Flats - When selected, the radius of the pyramid will be defined by flats.

•	By Corners - When selected, the radius will be defined by corners.

Parameters

Set the parameters by which the pyramid is to be created.  Note that one or more of the parameters will be grayed out depending upon what Create By method was chosen.

•	Lower Major - Indicate a lower major radius for the pyramid.

•	Lower Minor - Indicate a lower minor radius value for the pyramid.  Before you can enter a minor radius value, you must first enable the setting by clicking on the checkbox beside it.

•	Upper Radius - Indicate an upper radius for the pyramid.

•	Height - Indicate a height value for the primitive pyramid.

•	Number of Sides - Indicate the number of sides to the pyramid you are creating.

Axis

The options in the Axis section determine how the axis for the height dimension of the pyramid is defined.

•	Use Cplane Z Axis - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Pyramid

Follow the steps below when creating a solid pyramid.

1.	Select Pyramid from the Create>Primitive options.  The "Create Pyramid" dialog box is then displayed.

2.	Indicate the settings by which the pyramid is to be created, and select OK when done.

3.	Indicate a base center position through the position menu.

4.	The pyramid is created per your specifications and at the base center position your specified.

Example of a Pyramid displayed using Smooth Shaded without Wire in view 7


Sphere

Use this function to create a solid sphere.  Several options are available for specifying the settings to be used when a sphere is created.  When Sphere is selected from the Create>Primitive options, the "Create Sphere" dialog box is displayed.

Dialog Options

Using the Function


"Create Sphere" Dialog Options

The following settings are contained within the "Create Sphere" dialog box:

Create By

Chose a method by which the sphere is to be created.

•	Radius - When selected, you are prompted to enter a radius value.  The sphere will be created based upon this value.

•	Keyin - Type the radius of the sphere in the text box.  After you click OK, the Position Menu allows you to define the center position of the sphere.

•	Two Points - Use the Position Menu twice to define the endpoints of the diameter of the sphere.

•	Three Points - Use the Position Menu three times to define random points on the circumference of the sphere.  The outer shell of the sphere will pass through all three points.

•	Center and Point - Use the Position Menu to define the center of the sphere, then a position to define the radius.  The displacement between the points is used as the radius.

•	Select Base - Select a arc or circle entity to define the sphere.  The radius and center of the circular entity will be used as the radius and center of the sphere.

•	Sketch - This option uses the mouse to define the center and radius of the sphere.  The two positions digitized are used as in Two Points above, but the Position Menu is bypassed in defining the points.

Example of a Sphere displayed using Smooth Shaded without Wire in view 7


Creating a Sphere

Follow the steps below when creating a solid sphere:

1.	Select Sphere from the Create>Primitive options.  The "Create Sphere" dialog box is then displayed.

2.	Indicate how the sphere is to be created, and select OK when done.

3.	Indicate the base center position for the sphere from the position menu.

4.	The sphere is created per your specifications, and at the base center position you indicated.


Torus

This function will create a solid torus entity.  A torus is most easily visualized by thinking of a doughnut.  The distance from the axis to the revolved circle's center is the major radius; the radius of the revolved circle is the minor radius. You define major and minor radii by entering values into the "Create Torus" dialog box.

Dialog Options

Using the Function


"Create Torus" Dialog Options

The following settings are contained within the "Create Torus" dialog box:

Create By

Chose a method by which the torus is to be created.

•	Keyin - Input the dimensions of the minor and major radii on the menu.

•	Sketch - Use the mouse to digitize the center of the torus first, then the dimension of the major radius, then the minor radius.

Parameters

Indicate the parameter by which the radius is defined.  Note that both parameter options will be grayed out when Create By>Sketch is selected.

•	Major Radius - Indicate the major radius value.

•	Minor Radius - Indicate a value for the minor radius.

Axis

The options in the Axis section determine how the axis for the height dimension of the torus is defined.

•	Use Cplane Z Axis - The height dimension will be measured along the current construction plane z-axis.

•	Select - Using select will require that you define the axis by one of the following options: 2 Points, Line, Vector, Tangent, Prp2Pln, and Keyin.  See the start of the Primitive section for complete descriptions of these axis definition methods.


Creating a Torus

Follow the steps below when creating a solid torus:

1.	Select Torus from the Create>Primitive options.  The "Create Torus" dialog box is then displayed.

2.	Indicate how the torus is to be created through the dialog, and select OK when done.

3.	Indicate a base center position, using the position menu that appears in the Conversation bar.

4.	The torus is created per your specifications, and at the base center position that you had indicated.

Example of a Torus displayed using Smooth Shaded without Wire in view 7


Swept

The Swept menu contains several functions that can be used to extrude, revolve, sweep, and loft solids.  These options allow you to create complex solids with minimal user interaction.  Existing foundation curves are used as the profile to extrude a solid 3D entity.

Available from this menu are three ways by which a single planar profile can be extruded:

•	Extrude - The profile is extruded along a vector.

•	Revolve - The profile is revolved around an axis.

•	Sweep - The profile is swept along a planar path.

You can trim the terminating face of the extrusion to an existing face of another body automatically from the same menu.

In addition to the extrude functions, the following options are available:

•	Loft - Create a solid from closed sets of closed profile curves.

•	Helix - Creates a helical solid using an indicated axis and profile geometry.

•	Pipe - Creates a pipe solid with a circular cross section.

The following functions are available from the Create>Swept menus.  To view information specific to a particular function, click on the appropriate link below.

Extrude

Revolve

Sweep

Loft

Helix

Pipe


Create>Swept Menus

The Create>Swept pull-down and palette menus are displayed below.

Create>Swept pull-down submenu fly-out

Advanced Modeling Create>Swept palette menu


Extrude

The Extrude feature can be used to create a solid body that is an extrusion of a planar profile and closed set of curves along a vector.  When using the Extrude Planar Profile to a Solid function, it will be important to keep the following in mind:

•	If the profile consists of inner loops that are all enclosed within the outer loop, the solids created from the inner loops are subtracted from the solid that is created from the outer loop.  This will result in a single body.

•	If multiple profiles are extruded, and the profiles overlap or intersect, the resultant bodies are trimmed to one another.  A single body is the result.

•	If multiple profiles are extruded, and the profiles do not overlap or intersect, each profile will result in a separate body.  Thus, if there are no ‘n’ non-overlapping profiles, the result is ‘n’ bodies.

Dialog Options

Guidelines for Creating an Extrusion

Example


"Extrude Planar Profile" Dialog Options

When Sweeps is selected from the Create>Swept Menu, the "Extrude Planar Profile" dialog box is displayed.  Contained in this dialog box are several settings that allow you to specify how exactly an extrusion is to be created.  The segment below will discuss the several options available to you from the dialog box.

End Method

Chose an end method, or, how the extrusion end is to be defined.

•	Length - When selected, you are prompted to indicate a length value.  The extrusion will be created to this indicated length.

•	Midplane extrusion, when enabled, allows the profile to be extruded by half the distance in both directions when extruding by length OR by the profile-position distance when extruding to a position.

•	Extrude to position – This option allows you to select a position to determine the length of the extrusion. As with the length option, once the profile is selected, you are prompted to either select normal vectors or a vector direction based on the direction option. You are then prompted to select the position to extrude to. Note that the position is only used as a measure of the distance. The vectors selected in the previous step determine the direction of the extrusion. You are also able to do a midplane extrusion with this end method. In this case the profile-position distance is used to extrude the profile in the two opposing directions.

•	Extrude to Body - Extrude to Body allows the extrusion to be trimmed to the intersection of another body.  If extrude to body is enabled the mid plane extrusion option is grayed out.

•	Extrude to Face - Allows you to define where the extrusion terminates by selecting a face of an existing body.  The terminating face of the extrusion will be the projection of the profile curve on the chosen face of the other body along the extrusion direction vector.  The face used to project onto does not need to be planar.  If it is not planar, the terminating face of the extrusion will not be planar either. If extrude to face is enabled the mid plane extrusion option is grayed out.

Midplane extrusion, when enabled, allows the profile to be extruded by half the distance in both directions when extruding by length OR by the profile-position distance when extruding to a position.

When extruding by mid plane there is no prompt to select the extrude direction.  If a draft angle is also specified, an equal draft is applied in each direction.  The length of the extrusion is entered in the Distance box.

An example of an extrude created by the Extrude to Body end method

Direction

Indicate a direction vector for the extrusion being created.

•	Normal to Profile - Once the curves have been selected, you will be prompted for the extrusion direction vector to determine the direction of the extrusion.  Two vectors will be created temporarily for this choice, each normal to the plane of the curves, one up, one down.  Select one of these vectors to define the direction for the extrusion.

•	By Vector - After you select the profile curves, the Vector Selection Menu will allow you to choose the extrusion direction.  You can choose to define the vector from:

Draft

The options in the Draft Properties section allow you to shrink or expand the profile curve as it is extruded.

•	Angle - The Draft angle is measured from the extrusion vector.  When you do not want a draft added to the extrusion, leave the draft angle set to 0°.  In this case the result will be a vertical extrusion.  Negative draft angles are no allowed.  To achieve a tapering extrusion, select Inward in the Draft drop down list.  To have the extruded face grow larger in area as the draft is applied, select Outward from the list.

•	Inward - When a profile with inner loops is extruded with a draft angle, the inner loops will go in a direction opposite to that of the outer loop.  For example, if the extrude is performed Outward the outer loop will draft outwards and the inner loops will draft inward.

•	Outward - When using the Draft>Outward option, you can choose how to fill in gaps created by extruding a profile outwards. The options are:

Natural	draws two straight tangent lines from the ends of each segment until they intersect.

Round 	creates a rounded corner between the two segments.

Extend 	extends the two shapes along their natural curves, e.g., along the circle and along the straight edge, until they intersect.

•	Repair Degeneracies due to draft – Allows the extrusion to be modeled even if the side walls would self intersect and cause portions of the original profile to disappear because of excessive inward draft angle.  This option should be enabled when drafting inward to prevent error messages stating that the draft would cause the body to self intersect.

Example: Gaps to fill from an offset or sweep operation.  First example shows gaps; other examples show Natural, Round, and Extend.

Twist

While a profile is being extruded, Twist angle allows for the profile to be twisted by a given angle.

•	Angle - The twist angle is the total angle in degrees that the profile will be twisted.  Twisting is accomplished about the extrusion path.  The extrusion path is usually located at the approximate center of the profile.  Since the location of the extrusion path is not user controllable (only one direction), it may be desirable to use the Sweep command to get a precise twist.


Guidelines for Creating an Extrusion

Once you have specified how the extrusion is to be performed, and have OK’d these settings, you are then prompted to select the individual curves that comprise the closed planar profile to extrude.

It will be important to remember the following when selecting the planar profile:

•	All curves must be lines, arcs, conics, splines, or polylines.

•	The order of selection is unimportant.

•	The entire set must represent a closed curve.

•	The entire set must lie on a plane

•	Multiple closed co-planar profiles may be chosen at once.

•	When choosing multiple profiles to extrude, it will be important to keep the following in mind:

•	Overlapping and intersecting profiles are automatically trimmed to one another.

•	Profiles that are intended to be holes within a larger outer profile are automatically detected and cut away.

Multiple Extrude Results

There are several rules that will govern the resulting color of a solid when multiple profiles are used for extrude operations:

•	If the "Get attributes from profile geometry" setting is enabled under Tools>Options>Solids, the attributes of the profile being extruded will be used for the result.

•	If the profiles are of different colors, the first one selected will determine the color of the resulting solid.

•	If the profiles are of different colors and ALLDISP>All or By Type is used to select the profile geometry type, the color of the first one encountered in the part file database will be used.  This means that the database direction will also influence the color of the resulting solid.


Extrude Example

Below is an example of a simple extrusion using three closed rectangular profiles, selected using the ALLDISP>ALL method.

The direction vector for the extrusion appears once the profiles are selected

The result of an extrusion of the rectangular profiles by a value of 1 in the Z direction

The extrusion result, displayed using the Smooth Shaded rendering option


Revolve

The Revolve Planar Profile to Form Solid feature is used to create a solid body by revolving a planar set of curves around an indicated axis.  You are able to specify how the revolve will be performed through a dialog box, discussed below.  When using the Revolve Planar Profile to Form Solid function, it will be important to keep the following in mind:

•	If the profile consists of inner loops that are all enclosed within the outer loop, the solids created from the inner loops are subtracted from the solid that is created from the outer loop.  This will result in a single body.

•	If multiple profiles are revolved, and the profiles overlap or intersect, the resultant bodies are trimmed to one another.  A single body is the result.

•	If multiple profiles are revolved, and the profiles do not overlap or intersect, each profile will result in a separate body.  Thus, if there are no ‘n’ non-overlapping profiles, the result is ‘n’ bodies.

Dialog Options

Guidelines for Creating a Revolution


"Revolve Planar Profile" Dialog Options

When Revolve is selected from the Create>Swept Menu, the "Revolve Planar Profile" dialog box appears.  Through this dialog, you are able to configure the settings that determine how the revolve is created.

End Method

Chose an end method, or, how the extrusion end is to be defined.

•	Angle - When selected, you are prompted to indicate a value to be used as the angle (set to 90 degrees by default).  The revolve will be created to this indicated angle.

•	Revolve  to position – This option allows you to select a specific position to determine the extent of the revolution.  Note that the position is only used as a measure of the angle. The vectors selected in the previous step determine the direction of the revolution.

•	Midplane - When the Midplane revolve checkbox is enabled, the profile is revolved by half the angle in both directions around the axis simultaneously.  If a draft angle is specified also, an equal draft is applied in each direction.  When performing a mid plane revolve, the profile must be closed.

If mid plane revolve is enabled,  the Revolve to Body option is grayed out.

Draft

The options in the Draft Properties section allow you to shrink or expand the profile curve as it is revolved.

•	Angle - Enter the Draft angle as a positive angle in the indicated box.  When you do not want a draft applied to the revolved profile, leave the draft angle set to 0°.  To shrink the profile as it is revolved, select Inward in the Draft drop down list.  To have the extruded face grow larger in area as the draft is applied, select Outward from the list.

•	Inward - When a profile with inner loops is revolved with a draft angle, the inner loops will go in a direction opposite to that of the outer loop.  For example, if the revolve is performed "outward" the outer loop will draft outwards and the inner loops will draft inward.

•	Outward - When using the Draft Outward option, you can choose to round the convex corners of the extruded profile curve with the Round convex edges when drafting outward option.  This option has no effect when there are no convex corners on the revolved profile curve.

•	Repair Degeneracies due to Draft - Allows the revolve to be modeled even if the side walls would self intersect and cause portions of the original profile to disappear because of excessive inward draft angle.

 Steps

Indicate the number of steps to be used for a segmented revolution (0 for no steps).  For example, if the Sweep Angle is 240° and you enter a step value of 4, the revolution will be segmented at 60° increments (240 ÷ 4 = 60).

When using the number of steps option you get a multifaceted solid.

Square revolved about the line with a 90-degree angle and 3 steps.  The revolution is segmented in 30-degree increments.


Guidelines for Creating a Revolution

Once you have OK’d the settings in the "Revolve Planar Profile" dialog box, the Selection Menu will allow to you to choose the curves that comprise the set.

When selecting the planar curve profile(s), it will be important to know the following:

•	All curves must be lines, arcs, conics, or splines.

•	The order of selection is unimportant.

•	The entire set must represent a closed curve if the Midplane option is used.

•	The entire set must lie on a plane.

•	Multiple closed co-planar profiles may be chosen in one operation.

•	When choosing multiple profiles keep in mind that:

•	Overlapping and intersecting profiles are automatically trimmed to one another.

•	Profiles that are intended to be holes within a larger outer profile are automatically detected and cut away.

•	There are several rules that will govern the resulting color of a solid when multiple profiles are used for revolve operations:

•	If the "Get attributes from profile geometry" setting is enabled under Tools>Options>Solids >Profile Functions, the attributes of the profile being extruded, swept, etc, will be retained in the result.

•	If the profiles are of different colors, the first one selected will determine the color of the resulting solid.

•	If the profiles are of different colors and ALLDSP>ALL or By TYPE is used to select the profile geometry type, the color of the first one encountered in the part file database will be used.  This means that the database direction will also influence the color of the resulting solid.

•	You will be prompted to select a revolve direction vector.  Then you will be prompted to define the axis of rotation.  The axis must lie on the plane the profile is on.  You can use two points, a line, vector, tangent, perpendicular to plane, or keyin to define the axis.


Sweep

The Sweep Planar Profile to Form Solid function is used to create a solid body, which is an extrusion of a planar and closed set of curves along a path.  There are several settings that determine how the sweep is performed.  These settings can be configured through the "Sweep Planar Profile" dialog box, discussed below.  When using the Sweep Planar Profile to Form Solid function, it will be important to keep the following in mind:

•	If the profile consists of inner loops that are all enclosed within the outer loop, the solids created from the inner loops are subtracted from the solid that is created from the outer loop.  This will result in a single body.

•	If multiple profiles are extruded, and the profiles overlap or intersect, the resultant bodies are trimmed to one another.  A single body is the result.

•	If multiple profiles are extruded, and the profiles do not overlap or intersect, each profile will result in a separate body.  Thus, if there are no ‘n’ non-overlapping profiles, the result is ‘n’ bodies.

Dialog Options

Guidelines for Creating a Sweep


"Sweep Planar Profile" Dialog Options

When Sweep is selected from the Create>Swept Menu, the "Sweep Planar Profile" dialog box is displayed.  Through this dialog, you are able to configure the specific parameters by which the sweep will be created.  The settings contained within this dialog are discussed below.

End Method

Indicate the method by which the swept profile will end.

•	Sweep to End - Sweeps the profile to the path end.

•	Sweep to Body - The Sweep to Body option allows the sweep to be trimmed to the intersection of another body.  The sweep path must be long enough for the swept solid to intersect the trimming body.

Miter

The Miter options allow for several options when mitering of the profile is necessary due to sharp corners in the sweep path.

•	Default - Select Default to linearly extend and intersect multiple faces to one another.

•	Crimp - Select Crimp to cause the convex corners to be rounded.

An example of Default mitering

An example of Crimp mitering

Draft Angle Properties

The Draft Properties options allow you to shrink or expand the profile curve as it sweeps down the path.  When sweeping with a draft, the start of the sweep path must lie in the plane of the profile.

•	Angle - Enter the Draft angle as a positive angle in the indicated box.  When you do not want a draft applied to the swept profile, leave the draft angle set to 0°.  To shrink the profile as it is swept, select Inward in the Draft drop down list.  To have the swept face grow larger in area as the draft is applied, select Outward from the list.

•	Inward - When a profile with inner loops is swept with a draft angle, the inner loops will go in a direction opposite to that of the outer loop.  For example, if the sweep is performed "outward" the outer loop will draft outwards and the inner loops will draft inward.

•	Outward - When using the Draft Outward option, you can choose to round the convex corners of the swept profile curve with the Round convex edges when drafting outward option.  This option has no effect when there are no convex corners on the profile curve.

•	Repair Degeneracies due to Draft - Allows the sweep to be modeled even if the side walls would self intersect and cause portions of the original profile to disappear because of excessive inward draft angle.

Twist

While a profile is being extruded, Twist angle allows for the profile to be twisted by a given angle.  Twisting is performed about the sweep path.

•	Angle - The twist angle is the total angle in degrees that the profile will be twisted.

The image above illustrates a cross-shaped profile twisted 360 degrees while being swept along an arc.


Guidelines for Creating a Sweep

Once you have OK’d the settings in the "Sweep Planar Profile" dialog box, the Selection Menu is displayed.  Through this, you are allowed to choose the curves that comprise the closed profile.

The following rules apply when selecting closed curve profile to sweep:

•	All curves must be lines, arcs, conics, or splines.

•	The order of selection is unimportant.

•	The entire set must represent a closed curve.

•	The entire set must lie on a plane.

•	A single closed curve is acceptable.

•	Multiple closed co-planar profiles may be chosen in one operation.

•	When choosing multiple profiles keep in mind that:

•	Overlapping and intersecting profiles are automatically trimmed to one another.

•	Profiles that are intended to be holes within a larger outer profile are automatically detected and cut away.

See the Extrusion topic for a visual representation of using multiple profiles.

There are several rules that will govern the resulting color of a solid when multiple profiles are used for sweep operations:

•	If the "Get attributes from profile geometry" setting is enabled under Tools>Options>Solids >Profile Functions, the attributes of the profile being extruded, swept, etc, will be retained in the result.

•	If the profiles are of different colors, the first one selected will determine the color of the resulting solid.

•	If the profiles are of different colors and ALLDSP>ALL or BY TYPE is used to select the profile geometry type, the color of the first one encountered in the part file database will be used.  This means that the database direction will also influence the color of the resulting solid.

•	Once the profile is selected, you will be prompted to select the path for the sweep.  The path must be a set of lines, arcs, conics and 2D splines connected by their endpoints.  While each segment of the path must be planar, the entire set can be 3-dimensional.  Sharp bends are allowed.  The start point of the sweep path must lie on the plane of the profile.  The sweep path does not need to intersect the profile shape.  Select the curves in order along the direction of the sweep.  The relationship of the profile shape to the path will be maintained as it is swept along.


Loft

The loft solid operation allows you to loft a closed solid body through a sequence of closed curve profiles.  The first and last profiles must be planar so that the solid can be "end capped".  Intermediate profiles may be non-planar, but they all must be closed.  The profiles do NOT have to have the same number of curves in each, and you do NOT have to select the curves within each profile in any certain order or starting point.  However each profile must be selected in the order of the loft direction.

What is Skinning?

ACIS skinning is creating a Surface that passes smoothly through a set of wire-bodies.  The wire-bodies are called profiles and may be made up of one or more edges.

What is Lofting?

Lofting is creating a Surface that passes smoothly through a set of profiles, with the additional requirement that tangencies at one or more of the profiles are constrained.

Dialog Options

Using the Function


"Skin/Loft Profile" Dialog Options

The settings contained in the "Skin / Loft Profile" dialog are listed and explained below.  Each time the OK button is selected, the profile specific options will be applied to all of the following selected profiles.  The options are to loft into or out of a face.  The default is to not select these in which case the first tangent profile is lofted out of and the last tangent profile is lofting into.  The tangent factor option will increase or decrease the take off or landing speed of the resulting body, depending on if the number is more or less than 1.

Selection Type

Choose a type for selection from the available settings:

•	Tangent Face – Requires that a face be selected for the sweep.  This allows you to pick one or more faces with the understanding that the resulting body will be tangent to the adjacent faces of the selected face.

•	Face –  This allows you to pick one or more faces with the understanding that the resulting body will smoothly pass through selected faces’ outer loops without any constraint on the tangencies of the resulting body.

•	Curve/Edge -  This allows you to pick one or more edges or curves with the understanding that the resulting body will smoothly pass through selected edges without any constraint on the tangencies of the resulting body.  The selected edges/curves will be grouped into connected subsets that will form the profiles for the resulting ACIS skinned body.

•	Tangent Edge – Requires that a tangent edge be selected.  This allows you to pick one or more tangent edges by first selecting an edge and then an adjacent face.

•	Point – Requires that a point be selected.  This allows you to pick one or more points that must be your starting or ending profile.

•	Guide Curve / Edge – Requires that a guide curve and/or edge be selected.  Guide Curves / Edges may be selected at any time and should start, end, and pass through all of the profiles.  These curves will lie in the resulting body and will affect its shape.

•	Path Curve / Edge – Requires that a path curve and/or edge be selected.  A Path Curves / Edge may be selected at any time and is not expected to lie in the resulting body.  Instead it will affect the shape of the skin / loft in a more global way.

More on Guide Curves

Guide curves are often useful for lofting when other types of paths will not work.   A limitation of paths is that they are only utilized by CADKEY to determine a tangent direction and therefore only look at the path at the start and end (since there are only two profiles).

In general, a path is not required to be on the resulting part.  However, guide curves are always on the resulting surface and are a new feature in CADKEY to address the limitation of paths.

The best way to utilize this functionality is to trim the path to start and stop on the two profiles and then select it as a guide curve.

If you do this, CADKEY will create a four-sided net surface with the two profiles as two of the edges and the guide curve as the other co-edges or seam.  If the virtual guide curves option is set, the shape of the resulting surface will be more like the guide curve all the way around.

Profile Options

Specify a profile option from the available settings.

•	Determine Optimal Direction – When enabled, the program will determine an optimal direction.

•	Loft into the Face – When selected, the profile will be lofted into the face.

•	Loft out of the Face – When selected, the profile will be lofted out of the face.

Tangent Factor

Specify a tangent factor.  This will determine the end tangency result when the loft is created.  The default value for this setting is 1.

An example of a Loft from one planar face (top face of a primitive cube) to another (face of another cube) when the Tangent Factor is set to 1 and the "Loft into the Face" setting enabled.

An example of a Loft from one planar face (top face of a primitive cube) to another (face of another cube) when the Tangent Factor is set to 2 and the "Loft into the Face setting enabled.


Using the Swept>Loft Function

Follow the steps below to use this function.

1.	Select Loft from the Create>Swept options.

2.	The "Skin/Loft Profile" dialog box appears.  Configure the dialog settings to fit your design needs, then hit OK.

3.	Select a face to loft, and addition faces to loft to.  Hit ACCEPT.

4.	The dialog reappears and the DONE button becomes enabled.  Select DONE to view additional options for the Loft contained in the "Skin/Loft Options" dialog (see below).  Select OK once the settings contained in this dialog have been configured.  The loft will be attempted per your specifications.

"Skin/Loft Options" Dialog Options

The following settings are contained in the "Skin/Loft Options" that appears when you select DONE from the initial dialog.

•	Simplify – When enabled, planes, cones, tori and cylinders will be created wherever the defining geometry will allow.  This setting is enabled by default.

•	Minimize Surface Twist – When enabled, the start and ends of closed profiles will automatically align to minimize the twist in the resulting body.  For example, consider a skin between two circles, where one lies atop another with their starting points un-aligned.  If this setting were un-checked, the resulting body would look like a helicoid.  However, were it enabled, the result would be a cylinder.  This setting is enabled by default.  It should not be enabled if a twisted surface is desired.

•	Auto Align Ends – When enabled, the ends of open profiles will align to minimize the twist of the surface.  All edges will face the same direction.  This setting is enabled by default.  It should be turned off only if a twisted surface is desired.

•	Merge Answer to Profiles – When enabled, the resulting body will be united to the bodies that the profiles came from.

•	Close First Profile to Last Profile – When enabled, the resulting skin or loft will be closed in the skinning / lofting direction.

•	Close First Profile to Last Profile and Make Periodic – Same as the above option, with the additional result that the body will be smoothly closed.

•	Virtual Guide Curves – When enabled, the selected guide curves will be automatically copied to fill the gaps between them.

•	Arc Length Parameterization – In most systems, the profiles are parameter lines in the resulting surfaces.  However, if the profiles vary in distance from one another or nearly touch, the Arc Length Parameterization setting should be enabled to prevent self-intersecting surfaces.

•	Perpendicular Take Off Vectors – When enabled, the parameter lines in the lofting direction will be perpendicular to the given profiles.  An example of this would be to loft from an arc to a line segment.  When enabled, the take off vectors from the arc would be perpendicular to the arc as opposed to facing the direction of the line segment.

•	Start Draft Angle – When enabled, a tangency constraint will be placed on the start of the loft to form the given angle, in degrees, with the surface that it would otherwise be tangent to.  A value of zero is the same as being tangent.

•	End Draft Angle - Same as Start Draft Angle, except that it applies to the end of the loft.


Helix

The Create>Solid by Sweeping Along Helix function can be used to create a helical solid using an existing curve and a specified axis and pitch.

Dialog Options

Defining the Axis / Selecting the Sweep Profile


"Helix" Dialog Options

When Helix is selected from the Create>Sweeps Menu, the "Helix" dialog box appears.  Through this dialog, your are able to specify the pitch and the sweep direction.  These settings are discussed below.

Pitch

Enter the pitch value for the solid.  The default value is 1.  The pitch is the distance that's required to make one full rotation of the helix.  The pitch is the actual distance per turn, not the number of turns per inch (as in threaded fasteners).  For example, if you want your helix to be a total of 5" long, with 2 complete revolutions, then the pitch would be 2.5.

Pitch = Total length / Revolutions

Handedness

Select either right or left handedness to determine the direction of the sweep.  The direction is determined by "right or left handed rule" with the thumb pointing in the direction of the axis of the sweep.

•	Right - This is the default direction.  When selected, the sweep will be performed in the right direction.

•	Left - When selected, the sweep will follow the left direction.


Defining the Axis / Selecting the Sweep Profile

Once you have OK’d the settings in the "Helix" dialog box, you will be prompted to select the first and second points to define the axis from the menu below:

You are then asked to select the profile geometry to sweep.

The helix will be created, along the indicated axis, at the pitch you specified.


Pipe

Use the Create>Pipe function to create a pipe solid with a circular cross section.  The pipe is constructed by an outside diameter and optional inside diameter, and pipe centerline curves that you specify.  If the inside diameter is 0.0 (the default) then the pipe will be solid, otherwise a hollow pipe will be constructed.

Dialog Options


"Create Pipe" Dialog Options

When Pipe is selected from the Create>Sweep menu, the "Create Pipe" dialog box is displayed.  Through this dialog, you are able to specify an Outside diameter, Inside Diameter, and whether or not to "Chain select pipe centerline curves."

Outside Diameter

The Outside Diameter will determine how large or small the diameter of the outside pipe wall will be.

Inside Diameter

The Inside Diameter is the diameter of the the inside pipe cavity.  In Fugure 1 below, the inside cavity is indicated by broken lines.  The value you specify for the Inside Diameter would effect this cavity.

Chain Selet Pipe Centerline Curves

The pipe centerline curves must exist prior to using this function.  A single curve may be selected at the prompt, or a chain of curves may be selected if the Chain select checkbox is enabled.  The chain of curves does not need to be coplanar, but if any curve is a spline, it must be a planar spline.  Also, the chain of curves does not need to meet smoothly as sharp corners are handled automatically.


Surfaces

A wireframe model can only define a surface at its edges.  For surfaces like planar rectangles, this is sufficient.  However, if a surface twists through 3D space, defining the edges is usually not sufficient.  To have an exact model of a surface, you need to mathematically define the region between the edges.  This allows you to perform exact intersections, projections and translations of a surface.  Surfaces are defined at every point on the surface.

The surface creation functions will create bodies consisting of a single face.  These faces can be combined into multi-face bodies using Stitch Two Bodies Together.  Single face bodies can also be used to create intersections with Generate Section Slice Between Two Solids.  These faces can also be used like any other faces for the termination of a Sweep or Extrude operation.

Single surfaces or multiple surfaces combined together in bodies that do not form solids are often referred to as Surfaces.

Almost all free-form surfaces used in CAD are parametrically represented.  The parameter space is defined by a two dimensional coordinate system, the coordinates of which are designated as 'U' and 'V', and have values that range between zero and one.  Any point in this coordinate range defines a corresponding point in 3-D space exactly on the surface.  This process is known as mapping from parameter to real space.  The reverse of this is also true.  Every point on a surface has a unique 'U, V' coordinate in parameter space.

The U and V directions of a surface are just like the X and Y directions in a coordinate system.  Recall from algebra that the graph of the curve X=1 is called an X curve and it runs parallel to the Y axis while going through the point at X=1.0 on the X axis.  That is, an X curve (line) is perpendicular to the X axis and runs parallel to the Y axis.  An X curve is called an X curve because it has a constant X value all along its path; whatever value Y has on the line, the X value is constant and equal to 1.0.  The same is true for a constant U curve on a surface.

The graph of the line x=1.0 is perpendicular to the x-axis.

Since a U curve is perpendicular to the U axis of a surface, it has a constant U value all along its path.  The TANGENT vectors on a surface point in the U direction of the surface; so constant U curves on a surface also run perpendicular to the TANGENT vectors.  The CROSS vectors on a surface point in the V direction of the surface; likewise, constant V curves on a surface run perpendicular to the CROSS vectors.

In most cases, the profile curves used to create a surface can come from the profile curves of existing faces.

The following functions are available from the Create>Surfaces menus.  To view information specific to a particular function, click on the appropriate link below.

Tabulated Cylinder

Revolution

Ruled

Edge Curves

Curve Mesh

Point/Vector

Boundary Curves

General Curve Interpolation

Constant Offset


Create>Surfaces Menus

The Create>Surfaces pull-down and palette menus are displayed below.

Create>Surfaces pull-down submenu fly-out

Advanced Modeling Create>Surfaces palette


Tabulated Cylinder

Use the Tabulated Cylinder function to create a tabulated cylinder surface.  Tabulated Cylinders are a surface type that can be defined by extruding a profile curve down a vector direction.  The Tabulated Cylinder function is really just a shorthand technique for building a General Curve Surface, because the second copy of the profile curve could be relocated to its end position by using the available XForm tools.

Dialog Options

Using the Function


"Tabulated Cylinder" Dialog Options

The information below will help you create a Tabulated Cylinder surface from a profile.  When you select Tabulated Cylinder from the Create>Surfaces submenu, the "Tabulated Cylinder" dialog box appears.

Start Distance

Indicate a start distance.  When the tabulated cylinder surface is created, it will begin at the distance (positive of negative) instructed here away from the selected curve profile.

End Distance

The width of the tabulated cylinder surface is the end distance minus the start distance.  If a chain of curves is selected, the resulting Surface will contain a face for each curve in the chain, unless all the curves are coplanar in which case the result will be a single planar face.

Create

There are two types of surfaces you can create:

•	Spline Surface - Use this option (the default) to create a single Spline (equivalent to a NURB) surface which is fit to the selected curves.

•	Analytic Surface - Use this option to create a sheet body that will be comprised of one or more analytic faces when ever lines, arcs, and ellipses are selected.

The two differences are that "Spline surface" always creates a body withone face, while "Analytic surface" will create a body with a face for every curve selected, also "Analytic surface" will create analytic faces when analytic curves are selected.

The same profile (two arcs and a line) used to create the object.  The left example was created using the "Spline Surface" setting, and consists of  a single NURB surface.  The right object was created using the "Analytic Surface" option and results in a sheet body consisting of three faces (cylindrical, planar, and another cylindrical).

Chain Select Generator Curves

When enabled (checked) you are allowed to use chain selection to select the generator curves for the tabulated cylinder surface being created.


Creating a Tabulated Cylinder Surface

Follow the steps below to create a tabulated cylinder surface.  Note that before using the "Tabulated Cylinder" function, you must have the curve profile constructed.

1.	Select Tabulated Surface from the Create>Surfaces submenu.

2.	The "Tabulated Cylinder" dialog box appears. Specify the start and end distances and select OK when done.

3.	Select the generator curve.

4.	Select the direction vector.

•	2 Positions – Indicate two points to define the vector direction.

•	Line – Select a line to define the vector direction.

•	Vector – Select another vector by which the vector direction will be defined

5. The tabulated cylinder surface is then created.


Revolution

Use the Revolution function to create a surface made of a constant profile that is revolved around a specified axis.  Prior to entering this routine, a single curve or a set of curves must be constructed to represent the surface profile, and either a line, two points, or a vector entity to represent the axis of rotation.  The profile entity will be rotated a specific number of degrees around the specified axis.  If a chain of curves is selected, the resulting Surface will usually contain a face for each rotated curve.

The function requires that you indicate an axis and a generator curve to be revolved around the axis

If the generator curve (arc) shown in the first graphic is revolved around the axis (line) with a start angle of 0 and end angle of 120, the above result would occur

Dialog Options

Using the Function


Dialog Options

When Revolution is selected from the Create>Surfaces submenu, the "Surface of Revolution" dialog box appears.  From this dialog, you are able to specify a start and end angle. These options are discussed below.

Start Angle / End Angle

Because the surface may exist anywhere within the 360 degrees around the axis of rotation, you are able to specify a start and end angle of the surface.  If the profile entity is actually one of the boundaries of the surface, you may specify '0' as either the starting or the ending angle.

It is important to understand the way in which the specified angles will be evaluated by the system.  In all cases, the location of the profile entity will be considered '0' degrees.  The direction of positive rotation is determined by how the axis of rotation is defined.  The most practical way to define the axis is to use a vector entity.  If the vector was pointing directly toward the viewer, positive rotation would be counter-clockwise, as is typical in most coordinate systems.

When two points are specified, consider the first point as the base of the vector and the second point as the tip.  Then apply the previously stated rule.  When using a line, it must be understood that the line will be broken down into two points, the two points into a vector.  The base point of the vector will be the endpoint of the line nearest to where the line is picked.

Create

There are two types of surfaces you can create:

•	Spline Surface - Use this option (the default) to create a single Spline (equivalent to a NURB) surface which is fit to the selected curves.

•	Analytic Surface - Use this option to create a sheet body that will be comprised of one or more analytic faces when ever lines, arcs, and ellipses are selected.

The two differences are that "Spline surface" always creates a body with one face, while "Analytic surface" will create a body with a face for every curve selected, also "Analytic surface" will create analytic faces when analytic curves are selected.

Chain Select Generator Curves

When enabled (checked) you are allowed to use chain selection to select the generator curves for the surface revolution being created.


Creating a Surface of Revolution

Follow the steps listed below when creating a surface by the Revolution feature.

1.	Select Revolution from the Create>Surfaces options.

2.	The "Surface of Revolution" dialog box appears, from which you are able to specify how the surface is to be created.  Configure the dialog as you desire, and select OK to save any changes.

3.	Choose a method for defining the axis of revolution.

4.	Select the generator curve.  The Revolved surface is then created per your specifications.


Ruled

Use the Ruled function to build a ruled surface face.  To do this, you will be required to select two opposing chains of curves, or one chain of curves and an opposite point.  For example, select a circle and a point and you get the shell of a cone.  (Use the Create Cone function to easily create a solid cone.)

Dialog Options

Using the Function


"Ruled Surface" Dialog Settings

The settings explained below are contained in the "Ruled Surface" dialog box, and allow you to specify how the ruled surface is to be created, and by what parameters.  This dialog appears when Ruled is selected from the Create>Surfaces options.

Fit Method

Allows you to specify a fit method from the following options: Exact, Curve Fit, Number of Patches, and Nodes of Splines or Bsplines.  These methods are explained below.

•	Exact - When selected, the surface will fit exact to the curves (or curve and point) selected.

•	Curve Fit - Allows you to specify a curve fit tolerance to be used when the surface is applied to the selected curves.

•	Number of Patches - Allows you to indicate a number of patches to which the surface will be fit.

•	Use nodes of Splines or Bsplines - When selected, you will be prompted to select nodes of either splines or Bsplines to determine the fit.

Create Ruled Surface Between

These settings allow you to specify how the ruled surface is to be created, and by what entities.

•	Two Curves - When selected, you will be required to select two curves between which the ruled surface will be created.

•	Curve and Point - Select a curve and a point between which the ruled surface will be created.

•	Chain Select the Curves - This setting, when enabled, allows for chain selection of the curves when selecting opposing sides of the ruled surface.  The Ruled surface has straight line rulings as the cross curves.  The Chain select mode can be used to join together a sequence of curves for building a ruled surface.


Creating a Ruled Surface

Follow the steps below when creating a Ruled Surface.

1.	Select Ruled from the Create>Surfaces options.

2.	The "Ruled Surface" dialog box appears, from which you are able to specify how the ruled surface will be created.  Configure this dialog as you wish, and select OK.

3.	Depending upon what was selected under "Create Ruled Surface Between," you will be prompted to select either two curves or a curve and point between which the surface will be created.  Select either two curves, or a curve and a point.

4.	The ruled surface is then created per your specifications.


Edge Curves

Use the Edge Curves function to build a face from three or four boundary curves.  The boundary curves used in the Edge Curves function cannot extend beyond the corners of the surface to be defined.  Some users might recognize this surfacing technique as the classic "Coons" patch surface definition.  One of the limits to the Edge Curve surfacing technique is that 3 or 4 boundary curves do not always have enough information to define what the user intends for the shape of the inner region of the surface.

Usually, the Edge Curve function is used to quickly surface a limited area of the part in preparation for machining, SLA prototyping, or shading.

You will be prompted to select the 3 or 4 boundary curves in any order.  The Chain select option can be used to build the edge curves from chains of simpler curves.  The curves are blended across the surface, creating a smooth transition from one side of the surface to the other.  The maximum deviation of the surface edge curves from the parent curves is set by the Curvefit tolerance.

Dialog Options

Using the Function


Dialog Options

The following settings are available from the "Edge Curve Surface" dialog box.  From this dialog, you are able to specify a curve fit tolerance, and the number of edges to be used when creating the edge curve surface.  You can also elect to chain select the curves.

Curve Fit Tolerance

Allows you to indicate a curve fit tolerance value to be used when creating the Edge Curve.

Number of Edges

There are two options for the Number of Edges setting; Three or Four.  If Three is selected, you will be prompted to select three boundary curves.  If Four is selected, you will be prompted to select four.

•	Chain Select the Curves - When selected, you will be able to use chain selection when indicating the boundary curves.


Using the Edge Curves Function

Follow the steps below when using the Surfaces>Edge Curves function:

1.	Select Edge Curves from the Create>Surfaces options.

2.	The "Edge Curve Surface" dialog box appears, from which you are able to specify how the edge curve surface will be applied.  Select OK once the available settings have been configured.

3.	Depending upon what was selected under "Number of Edges," you will be prompted to indicate either three or four boundary curves.

4.	The Edge Curves surface is then created based upon the boundary curves you selected and the specifications made through the "Edge Curve Surface" dialog.


Curve Mesh

The Curve Mesh function can be used to build surfaces with more geometric constraint than the other surfacing functions, and can also be used to trim and/or join faces.

First, the Curve Mesh routine prompts you for a curve fit tolerance.  Next, you will be prompted for a set of surface flow curves in both the U and V directions.  This routine calls the first set of curves the "Primary" set and the second set of curves is called the "Secondary" set.

The Primary and Secondary sets of curves should intersect or nearly intersect over one another.  If the UV curves do not intersect, then the mid-point between a pair of UV curves is used as the surface node point.

However, if one set of surface flow curves were closed like circles around a cylinder, then the closed set of curves must be selected as the Primary (first picked) set.  If one set of flow curves has just one closed curve, then all the curves in that set must be closed, and you must select this set first.  The secondary set of curves cannot be closed.  Therefore, you cannot use the Curve Mesh routine to define the shell of a torus (donut).

One of the extra features in the Curve Mesh routine is that it automatically trims the Primary and Secondary curves if they extend beyond the outermost boundary curves.

For example, you could have an ordinary surface modeled on the screen, with its U and V flow curves displayed.  You could then define some new set of boundary curves on the surface and place them inside the original 4 boundary curves.  The original U and V flow curves would extend beyond these new boundary curves.  Both the original surface flow curves and the new boundary curves would define a new surface with new boundaries by using the Curve Mesh function.

Sometimes joining several surfaces is as easy as selecting the flow curves off of each surface while using the General Curve Surface function.  Other times more constraint is needed along the surface across the sections..

It is required that splines are connected and traverse across the surfaces.  You get these CROSS splines off of each surface from the flowline curves.  You then form the long splines that run across the surfaces by using the Chain select option.  Chain together the splines into to one entity.  You now have a set of splines that run the length of the surfaces to be joined, and you still have the original section curves off of each individual surface.  Use these curves as the Primary and Secondary set of curves to define a surface that joins the individual surfaces.

Dialog Options

Using the Function


"Curve Mesh Surface" Dialog Settings

The following settings are contained within the "Curve Mesh Surface" dialog box.

Curve Fit Tolerance

Indicate a curve fit tolerance to be used when the curve mesh surface is created.

•	Chain Select - Enable the Chain Select option to allow for chain selection of curves.


Using the Curve Mesh Function

Follow the steps below when using the Surfaces>Curve Mesh function:

1.	Select Curve Mesh from the Create>Surfaces options.

2.	The "Curve Mesh Surface" dialog box appears, from which you are able to specify a curve fit tolerance and elect whether to chain select the boundary curves.  Once these available settings have been configured, select OK to save the changes.

3.	Select the primary curves.

4.	Select the secondary curves (note that the secondary curves cannot be closed).

5.	The Curve Mesh surface is then created per your instructions and dialog specifications.


Point/Vector

Point/Vector was one of the first surface-modeling techniques ever developed on computers.  Today, because of the variety of new modeling techniques, the Point/Vector surface method is mostly of academic importance.  However, this surface modeling method is an excellent tool for demonstrating the influence of vectors on a surface definition.

The Point/Vector method is a construction technique that builds a surface that will pass exactly through a grid of points with optional tangent vectors that control slope at any point.

Creating surfaces by point and vector input offers the maximum flexibility and power available from any of Solids modeling routines.  While this process of building a surface is more laborious than Create General Curve Surface, it allows precise control of the points that a surface will pass through, as well as controlling the direction of the surface at each point.

Dialog Options

Using the Function


"Point/Vector Constraint Surface" Dialog Settings

The following settings are available from the "Point/Vector Constraint Surface" dialog box.

Number of Nodes in the U Direction

Indicate the number of nodes in the U direction on each spline to be used when applying the constraint surface.

Number of Nodes in the V Direction

Indicate the number of nodes in the V direction on each spline to be used when applying the constraint surface.


Using the Point/Vector Function

To use this option you must prepare a grid of surface points or nodes and attach the appropriate slope control vectors if needed. Surface nodes may contain any combination of point, tangent, or cross vectors. A single point or a single vector, if properly located, is enough to define a node.

The Point/Vector surfacing algorithm establishes a smooth set of 'flow' curves through the rows of node points to define the surface flow.  The algorithm also uses the vector data at the nodes to control the direction of flow.

Vectors play an important role in surface construction.  For this reason, Solids has included several functions addressing vector capability.  See Create Vector and Modify Vector for more information.

Four surfaces formed with different tangent and cross vector directions. Notice how surface slope is constrained by forcing the surface to be tangent to the vector.

Upon entering the Point/Vector routine, you will be prompted for the number of nodes in the U direction along each spline.  Each spline must have the same number of node points. The node point and vector data does not have to lie in a straight line or plane. Since this data is used to define splines along the surface, it may traverse any reason able path necessary to model the surface.

Examples of correct and incorrect node point spacing. Careful attention to proportional node spacing will provide more consistent results in the interior of the surface.

Evenly spaced surface flow curves are a priority for good surface building.  If the surface does have regions where the flow curves must converge or diverge, careful attention to proper spacing between the rows of nodes will better capture the desired surface shape.

The next prompt is for the number of nodes in the V direction.  This will be the number of spline or flow curves that will be developed.

You will now be ready to start inputting point and/or vector data. Here are the requirements:

Each node may have any combination of a point, tangent, or cross vector.

Data may be input in any order at the node.

When a point is input, it takes priority in defining the node's location.

If only vectors are used at a node, the first picked vector supplies the nodes x, y, z location at the vector's base.

Vectors do not have to reside at a node to deliver data to that node.  The user may borrow vectors from another location if that vector has the desired slope.  However, if no point is input at the node, then the base of the first picked vector defines the coordinates of the node.

The sequence or direction of selecting nodes along the rows must be the same from row to row. You must start at one of the natural corners of the surface and proceed along the chosen row, not jumping or skipping nodes. The next row of nodes is input and so on.  There is no provision for randomly inputting nodes from all over the surface.

When viewing the Selection Menu from the Point/Vector Create module, you will be asked what type of node entity is going to be selected next.  Since each node may have a point and two vectors, Solids does not automatically increment to the next node until the you repeat an entity type, or until all node entities are present.  At the beginning of each node, the point, tangent, and cross vector buffers are zeroed and then filled as data is supplied.

If you have only a point at one node and only a vector at the next node, then you must manually increment Solids to the next node by choosing the NEXTNODE option on the menu.

If you fail to increment the counter by choosing the NEXTNODE option, the system will combine all the data at the present node until one of the three node entity types is repeated.

Usually you have prepared the same data at each node. A typical input method is to develop only the tangent vectors properly located at each node.  In this case, you then merely choose the TANGENT input option from the main Selection Menu, and then select the vector.  Since you will be repeating this menu choice and vector selection, the system automatically increments to the next node to receive the data.

At the end of the row, you may choose NEXTNODE or continue in the same manner, choosing "TANGENT".


Boundary Curves

The Boundary Curves function allows multiple co-planar closed profiles to be transformed into a trimmed planar face definition by just selecting the curves.  For example, a circle can be selected and transformed into a face.

When choosing multiple profiles, keep the following in mind:

Overlapping and intersecting profiles are automatically trimmed to one another.

Profiles that are intended to be holes within a larger outer profile are automatically detected and cut away.

Non intersecting profiles that do not satisfy the above two conditions will result in one body with multiple lumps.  If "n" such non-intersecting closed profiles are selected, one body with "n" lumps will be created.

Using the Function


Using the Boundary Curves Function

Follow the steps below when using the Surfaces>Boundary Curves function:

1.	Select Boundary Curves from the Create>Surface options.

2.	Select the closed planar curve profiles.


General Curve Interpolation

The General Curve Interpolation method is a construction technique that builds a face that passes through a sequence of curves flowing in roughly the same direction.  General curve would be the most common method of getting reverse engineered point data into a surface definition.

Often the general cross sections of a surface can be described by a series of curves that flow in approximately the same direction.  An example of this would be a series of 'section cuts' from an aircraft manufacturer's database.  While these curves are often 3D spline entities, 'curves' such as lines, arcs, and conics can also be used.  "General Curve" allows these curves to define the flow in one direction.  Solids will compute the best fit splines to blend the surface across the curves.  These two sets of curves are combined, resulting in the final surface definition.

Dialog Options

Using the Function


"General Curve Surface" Dialog Settings

The following settings are available from the "General Curve Surface" dialog box.

Node Spacing Method

Specify a node spacing method from the following options: Curve Fit, Number of Patches, and Use nodes of Splines and Bsplines.

•	Curve Fit - The Curve Fit option is tolerance based. The system will prompt for the curve fit tolerance. This is the maximum allowable deviation from the parent curves.  While a curve fit surface is usually a better choice for automatic node placement because of its direct tolerance control, sometimes it can lead to an excessive number of patches required to conform to the parent curves within the specified tolerance.  In this case, you can either increase the tolerance or switch to a given patch distribution.

•	Number of Patches - User defined. The system prompts for a number of patches across the surface. This directly relates to the number of points that will be taken from each curve. The "PATCHES" are the areas between the node points of the surface.

There is always one more point per curve than the number of patches to be bounded by that curve.  For example: Two patches would mean three points per curve, three patches would mean four points per curve, and so on. If you are using "PATCHES", be sure to specify a number of patches that will give "General Curve Surface" enough data to accurately model each curve with the above-mentioned procedure.

•	Use Nodes of Splines and Bsplines - Same node count on each spline.  For this option, all input curves must be splines and all splines must have the same number of nodes.  The placement of nodes has a direct and dramatic influence on the shape of a surface. Two surfaces, created from the same input curves but with different node distribution, will be two entirely different surfaces.  Especially if the splines are closed, then the start and end points on each curve must be timed relative to the other curves.

Using existing nodes on splines provides the benefit of direct user-control over node placement, but you must place each node and ensure that each spline has the same number of nodes.

Additionally, because a surface must maintain proportionality between patch sizes, the arc length of each spline, and therefore the shape of the spline between each node, will be adjusted accordingly.  Nonetheless, there are times when using existing nodes is imperative for maintaining surface shape.

The Use Nodes fitting method gives you exact control of the placement of nodes.  This is useful in situations where node distribution is of higher priority than curve fit tolerance.  Solids does extract tangent vectors from the splines at each node point to simulate the original curve as closely as possible, but ultimately, the arc length of each spline segment must be adjusted to maintain proportionality to adjacent splines or overall surface smoothness will suffer.

Use Nodes has practical applications in everyday surface building chores.  As illustrated above, building a very common geometric shape consisting of line-arc-line cross sections benefits substantially from the "Use Nodes" function. In this case, using "Curve Fit" would produce a surface where the intended planar sections would not be planar at the ends, and the intended cylindrical section would be significantly distorted.

•	Chain Select - Use the Chain Select option to allow chains of curves to be used as one curve.


Using the General Curve Function

Follow the steps below when using the Surfaces>General Curve function.  Note that to use "General Curve Surface", a previously defined set of cross sectional curves must exist. These curves can consist of lines, arcs, circles, conics, or 3D splines. There may be only one curve per cross section. Use the Chain Select option to allow chains of curves to be used as one curve.

1.	Select General Curve from the Create>Surfaces options.

2.	Specify the settings through the "General Curve Surface" dialog box that appears when the function is selected.

3.	Select the curves and hit [Enter] or select Accept.


Constant Offset

Use the Surface Offset option to create a new body with a single face that is offset from a face of an existing body.  The Offset Face menu has only one variable, the Offset distance.  Positive offsets will create faces offset away from the normal direction of the existing face.  Negative offset distances will create faces offset toward the center of the existing body.

Dialog Options

Using the Function


"Offset Face" Dialog Options

The following option is available from the "Offset Face" dialog.

Offset Distance

The Offset Distance will determine the distance at which the surface will be created from a face that you select.

In the example above, an offset surface (shown with greater line width) has been created at a distance of 1.


Using the Constant Offset Function

To use this function, follow the steps listed below:

1.	Select Constant Offset from the Create>Surfaces options.

2.	Select the face to offset.  The "Offset Face" dialog appears.  Specify an offset distance and select OK when done.  The offset surface will then be created at the specified distance.


Advanced Surfaces

Create a surface by reparameterization with 4 new boundaries

Create a Skinning/Lofting Surface

Create a Tapered Offset Surface

Create a Draft Angle Surface

Create a Swept Surface

Create a Constant Radius Fillet between two Surfaces

Create a  Variable Radius Fillet based on spine curve

Create a  Bridge surface between two surfaces


Create a surface by reparametrization with 4 new boundaries

This surface creation technique, differs from standard surface trimming, in that it makes a new four (or three) sided untrimmed surface.  It is similar to the Edge Curve Surface method in the way that it interpolates a new surface from the selected bounding curves.  It is used to create a new surface that matches the shape of an existing surface within the region defined by the specified bounding curves.  The new surface will have it’s own unique set of flowlines which are dictated by the shape of the bounding curves, while matching the position of the underlying surface.  In this way a larger surface can be "trimmed" down to a smaller region of interest while obtaining a new more desirable flowline characteristic.

The new boundary curves must be located on or over the surface.  If the curves do not lie on the surface, they will be projected exactly onto the surface.   The Boundary curves must meet each other at their end points (no gaps are allowed between end points).  The Boundary curves may be "Chain selected" if there are multiple sections to each boundary curve.  When selecting the curves using the "Chain selection" option, click Accept after each of the four Boundaries has been selected to indicate that the given boundary has been defined.

Curves can be projected onto a surface using Create>Spline>Project Curve.  This spline can then be used to create a surface using the new boundary.


Create a Skinning/Lofting surface

The Skinning/Lofting surface operation allows you to loft a CADKEY surface through a sequence of closed curve profiles.  The first and last profiles must be planar so that the surface can be "end capped".  Intermediate profiles may be non-planar, but they all must be closed.  The profiles do NOT have to have the same number of curves in each, and you do NOT have to select the curves within each profile in any certain order or starting point.  However each profile must be selected in the order of the loft direction.

What is Skinning?

ACIS skinning is creating a surface that passes smoothly through a set of wire-bodies.  The wire-bodies are called profiles and may be made up of one or more edges.

What is Lofting?

Lofting is creating a surface that passes smoothly through a set of profiles, with the additional requirement that tangencies at one or more of the profiles are constrained.

Skin/Loft Profile Dialog Options

The settings contained in the "Skin / Loft Profile" dialog are listed and explained below.  Each time the OK button is selected, the profile specific options will be applied to all of the following selected profiles.  The options are to loft into or out of a face.  The default is to not select these in which case the first tangent profile is lofted out of and the last tangent profile is lofting into.  The tangent factor option will increase or decrease the take off or landing speed of the resulting surface, depending on if the number is more or less than 1.

Selection Type

Choose a type for selection from the available settings:

•	Face – Requires that a face be selected for the sweep.  This allows you to pick one or more faces with the understanding that the resulting body will be tangent to the adjacent faces of the selected face.

•	Non-Tangent Face – Requires that a non-tangent face be selected.  This allows you to pick one or more faces with the understanding that the resulting body will smoothly pass through selected faces’ outer loops without any constraint on the tangencies of the resulting body.

•	Non-Tangent Edge – Requires that a non-tangent edge be selected.  This allows you to pick one or more edges with the understanding that the resulting body will smoothly pass through selected edges without any constraint on the tangencies of the resulting body.  The selected edges will be grouped into connected subsets that will form the profiles for the resulting ACIS skinned body.

•	Tangent Edge – Requires that a tangent edge be selected.  This allows you to pick one or more tangent edges by first selecting an edge and then an adjacent face.

•	Point – Requires that a point be selected.  This allows you to pick one or more points that must be your starting or ending profile.

•	Wire – Requires that a wire be selected.

•	Guide Curve / Edge – Requires that a guide curve and/or edge be selected.  Guide Curves / Edges may be selected at any time and should start, end, and pass through all of the profiles.  These curves will lie in the resulting body and will affect its shape.

•	Path Curve / Edge – Requires that a path curve and/or edge be selected.  A Path Curves / Edge may be selected at any time and is not expected to lie in the resulting body.  Instead it will affect the shape of the skin / loft in a more global way.

Profile Options

Specify a profile option from the available settings.

•	Determine Optimal Direction – When enabled, the program will determine an optimal direction.

•	Loft into the Face – When selected, the profile will be lofted into the face.

•	Loft out of the Face – When selected, the profile will be lofted out of the face.

Tangent Factor

Specify a tangent factor.  This will determine the end tangency result when the loft is created.  The default value for this setting is 1.


Create a Tapered Offset surface

An offset surface is a surface that is offset parallel from a base surface by a given distance. The Tapered Offset Surface option is similar to the Constant Offset surface option except that you can specify an offset value for each of four corners.

These values are applied to each of the four corner points of the surface.  The taper, if any, takes place between each corner point.

Each corner point of a surface has a specific address.  These addresses are in 'U' and 'V' parameters and range from 0 to 1.  For example, the origin of a surface is called 'U'=0.0, 'V'=0.0, and the diagonal corner point across from the origin is called 'U'=1.0, 'V'=1.0. These addresses are displayed in your drawing for reference when you choosing the four offset values.

Select Create>Advanced Surfaces>Tapered Offset Surface to use this function.

1)	The system will then prompt you to select a surface to offset.  A set of vectors will appear at the corners of the surface.  (Note: if the surface is trimmed, the vectors may appear to be "off" of the surface).  These vectors will label the corners with numbers corresponding to entry fields in the dialog box.

2)	Next, the "Tapered Offset Surface" dialog box will prompt you to key in offset thickness values for each of the four corner points of the surface.  Each of the four values may be different and may range from positive to negative.

Two examples of offset surfaces.  On the left, a constant offset surface.  On the right, a cubic blended tapering.


Create a Draft Angle Surface

A drafted surface is a common surface built for the mold making industry.  A drafted surface models the draft angle on a mold.  This surface can be thought of as a special case of the Ruled Surface because drafted surfaces are defined with straight-line rulings for the cross curves of the surface.

In CADKEY, a drafted surface is defined by selecting a set of profile curves and entering an angle and distance to extrude the boundary curves to locate the terminating end of the surface.

Drafted Surface built off of a Trimmed Surface.

To use this option choose Draft Surface from the Create>Advanced Surfaces menu. The "Draft Surface" dialog box appears.

1)	Enter the parameters in the dialog box that will affect how the Draft Surface is created.  When finished, choose OK to close the dialog box.

2)	Next select the curves from which the draft surface will be created.  When selecting more than one curve, the curves must be contiguous.  Note: Since one smooth surface will be created, if the curves selected do not meet smoothly (tangentially) then all sharp corners are replaced with a very small fillet radius.  This may give unexpected results.

3)	The control curves can be defined in three ways and the user must select one of these three methods from the dialog box.  When selecting planar curves, the zero draft angle is perpendicular to the plane of the curves.  When selecting non-planar curves, a vector direction must be specified to indicate the zero draft angle direction.  When drafting from curves on surface, the zero draft angle is determined by the surface normal.

4)	The draft surface may be modified interactively by using the buttons on the conversation bar.  The surface angle and length may be changed and the display of the surface updated dynamically.  Choose "Done" to accept the surface.

5)	The Increment option pops up another dialog box where you can alter the draft angle and surface length.


Create a Swept Surface

The Swept Surface function provides great flexibility in defining a surface whose shape is determined by sweeping one or two generator curves along a path in space determined by one or two director curves.  Think of the director curves as the rails or tracks of a railroad and the generator curves would be the cross sections or ties.  The Director curves determine the longitudinal shape, and  the generator curves determine the cross sectional shape and, and  generate the surface as they are swept.

Choose Swept Surface from the Create, Advanced Surface options.  The "Swept Surface" dialog box appears.

Enter the parameters that will affect the Swept Surface creation.  When finished, choose OK to accept your choices and close the dialog box.

•	Director/Generator Curves - You have the choice of sweeping one generator curve along one director curve, or sweeping two generator curves (one at each end of the director).  The result is a blending of the generators as they move toward one another.  You may also elect to use two director curves, in which case the generator curve will be scaled up or down as it slides between the two director curves.

It is important to realize that the director curve does not have to touch the generator curve.  If the director and generator curves do not touch, then their relative positions to each other will be maintained along the sweep.

•	Orientation Control - There are three options that control the way the generator curves are moved along the director curve:

Rotate 	Allows the generator curve to rotate and translate as it is moved along the director curve.

Translate 	Moves the generator curve along the director curve without rotating the generator.

Norm to Surf	Allows a control surface to be used to help define the swept surface.

•	Chain Select - The director curves or generator curves can be chained together from simpler curves by activating this check box.

When using a control surface, the generator curve cross-sections keep their original relationship with respect to the control surface normals all along the sweep.  The starting angle between the generator curve and the normal vector off the control surface is maintained along the swept surface.  Often the construction of this control surface can greatly enhance the outcome of the swept surface.  This is because the generator curves must be rotated and translated during the swept surface process.  The information on how much and where to do this is best supplied from a control surface.

A common application for using a control surface during a sweep is to keep the generator curves from lying down as they sweep around a non-uniform corner represented by a spline or conic.  Typically, the control surface would simply be a vertical fence built off one of the director curves.  An example would be a tube or duct formed by sweeping a circle (generator) down a centerline path (director).

Both examples show that the director and generator curves do not have to connect to each other.  Additional constraint can be gained by using a control surface.


Create a constant radius fillet surface between intersecting surfaces

The Constant Radius Fillet option can be used to automatically construct fillet surfaces.  A fillet surface is one that smoothly blends between two surfaces with a radial (circular arc) profile.

It could be thought of as the area swept out by a rolling ball touching both surfaces simultaneously.  This technique uses a different algorithm than Solid edge blending and is typically used when the geometry to be modified is a surface model (not a Solid model), and stitching it into a solid model is impractical.

The dialog options are:

•	Fillet Radius – Enter a radius value to be used for the fillet surface.

•	Intersection and Fit Tolerance –  The minimum positional deviation tolerance for which the two selected surfaces will be considered intersecting, as well as the fit precision of the fillet surface to be created.

•	Maximum Step Length - During evaluation of the surface intersection, when the algorithm detects an area of consistency in the surface, it increases the search step size to within the maximum allowable step size.  This occurs for speed purposes.  Sometimes, however, an area of consistent curvature (or flatness) will be interrupted abruptly by an area with a small radius of curvature.  When this occurs, the algorithm, now taking large steps, can step 'off' of the surface, fail to find any further intersections and terminate the operation.  This results in a spline that stops when abrupt surface curvature starts.  To remedy this, simply set the max step size value to a smaller increment.

•	Trim Surfaces Back to Fillet -  If enabled, the surfaces being filleted will be trimmed back to the edges of the fillet. Unchecked, the fillet surface is not automatically end capped (trimmed at it’s ends), and may extend further than expected, depending on what the untrimmed underlying surfaces look like.


Create a variable radius fillet surface based on a spine curve

With this function, a spine curve is used to accurately control the creation of a fillet surface.  This method of creating a fillet must be used if a tapering fillet is desired. The Constant Radius Fillet function can be used to create a fillet with less user interaction, but also less control over the resultant surface.

The only information needed for a spine fillet surface definition is two pre-existing surfaces, the start and end radius values, and a spine curve.  A spine curve is a curve entity (i.e., line, arc, spline, etc.) that is offset from each surface approximately the value of the fillet radius.  It can be thought of as the backbone of the fillet itself.

The purpose of the spine curve is twofold:

1)	It signifies which quadrant the fillet shall exist in (when two surfaces intersect, there are four possible locations for a fillet).

2)	It also controls the length of the fillet.

When specifying a tapered radius, the selected end of the spine curve will correspond to the "Start radius" value.

Two examples of dramatically tapering fillet surfaces.  On the left, a linear tapering fillet.  On the right, a blended taper fillet surface.


Create a Bridge surface between two surfaces

A Bridge Surface smoothly bridges the gap between two surfaces that are separated by some distance.  The bridge surface shares the tangent condition from each adjacent surface, so there is a smooth transition from one surface, across the bridge surface, and onto the other adjacent surface.  Some things to keep in mind when creating a bridge surface:

•	The Curves may be edges of a surface, or simply curves which lie on or over a surface.  If they do not lie on the surface, they will be projected onto the surface.

•	Cut planes can be used to create section cut splines using Create> Advanced Spline>Plane/Surface Intersection.  These curves on the surface can then be used as Edges for the Bridge Surface creation.

•	If both Curves specified are closed curves, you will be prompted with a rubber band line cursor to specify the position on the second curve which matches the seam of the first curve.  This enables you to control the seam alignment when the two curves have differing orientations.

•	The cross tangent and tangent vectors are displayed temporarily, which allows you to reverse one or both sets in order to precisely control the take off vector and curve directions which must be coordinated.  After the surface has been drawn, you may interactively modify the shape of the surface using the conversation bar buttons.

To create a bridge surface, select Create>Advanced Surfaces>Bridge.

The dialog options are:

Curve Fit Tolerance

Allows you to specify a curve fit tolerance to be used when the surface is applied to the selected curves.

Manually Align Seams of Closed Curves

The seam of a closed surface is the longitudinal edge along which the surface cross curves start and end.  Seam alignment is automatic and most of the time there will be no need to manually align the seams, however if the result produces an unwanted twisting effect, then if you enable this checkbox, you will be see a rubber band line anchored at the seam location of the first surface, and you will be prompted to indicate the desired seam position on the second surface edge.  The optimal position is usually one that is closest to and most perpendicular to the first seam.  This setting will have no effect if the surfaces selected are not closed.  If you attempt to match an open edge with a closed edge, you will receive the following error message "Unable to match edges if one is open and one is closed."

Allow Chain Selection of Curves

The director curves or generator curves can be chained together from simpler curves by activating this check box.

After Creating the Bridge Surface you can control surface fullness via the Conversation Bar.

Example of Bridge Surface Creation


Advanced Points

The functions available from the Create>Advanced Points menu can be used to create point entities.  The various placement methods utilize Solids bodies, vectors, and planes.

The following functions are available from the Advanced Points menus.  To view information specific to a particular function, click on the appropriate link below.

Curve/Plane Intersection

Vector/Plane Intersection

Intersection of Three Planes

Along a Vector

Vector/Body Intersection

Curve/Body Intersection

Create a Point at intersection of vector and surface

Create a Point at intersection of a curve and surface

Create a Point by projecting onto a surface

Create a Surface point grid


 Create>Advanced Points Menus

The Create>Advanced Points pull-down and palette menus are shown below.

Create>Advanced Points pull-down submenu fly-out

Advanced Modeling Create>Advanced Points palette submenu


Curve/Plane Intersection

Use the Curve/Plane Intersection function to create a point at the intersection of indicated planes and curves.  When a curve and a plane are selected, points at their intersection are created.

1)	Select Curve/Plane Intersection from the Create>Advanced Points options.

2)	Select the plane.

3)	Select the curves to intersect.


Vector/Plane Intersection

The Vector/Plane Intersection function is used to create a point at the intersection of a vector and plane that you select.  When a vector and plane are selected, a point at the projected pierce point of the vector and the plane is created.

1)	Select Vector/Plane Intersection from the Create>Advanced Points options.

2)	Select the plane.

3)	Select the vector.


Intersection of Three Planes

Use the Intersection of Three Planes function to create a point at the common intersection of three planes that you select.

1)	Select Intersection of Three Planes from the Create>Advanced Points options.

2)	Select the first plane.

3)	Select the second plane.

4)	Select the third plane.

5)	The point will be created at the common intersection of the three selected planes.


Along a Vector

Use the Along a Vector function to create a point at a specified offset distance along a vector that you select.  You must enter an offset distance, then select a vector (or multiple vectors).  Points will be created along each of the vectors that you select.

1)	Select Along Vector from the Create>Advanced Points options.

2)	Enter a value for the offset distance.

3)	Select the vector (or multiple vectors).

4)	A point is created at the specified offset distance along the vector(s) you had selected.


Vector/Body Intersection

Use the Vector/Body Intersection function to 'pierce' the faces of a body with one or more vector entities and obtain points of intersection on the body.

1)	Select Vector/Body Intersection from the Create>Advanced Points options.

2)	Select the body(s) to be pierced.

3)	Select the vector(s) to pierce the previously selected body.

4)	Points are created at the points of intersection between the selected body(s) and vector(s).


Curve/Body Intersection

The Curve/Body Intersection function is used to model the points of intersection between the faces of a body and one or more curves.  All of the possible intersection points of each curve with the faces of the body will be calculated.

1)	Select Curve/Body Intersection from the Create>Advanced Points options.

2)	Select the body to intersect.

3)	Select the curves.

4)	The point is created at the intersection of the faces and the selected curve(s).


Create a point at the intersection of a Vector with a Surface

This function provides the ability to pierce a surface with one or more vector entities and obtain a point of intersection on the surface.

1)	Choose Vector/Surface Intersection from the Create, Point options.

2)	Select the surface to intersect.

3)	Select the vectors.  A point at the intersection is created.


Create a point at the intersection of a Curve with a Surface

The Curve/Body Intersection function is used to model the points of intersection between the faces of a body and one or more curves.  All of the possible intersection points of each curve with the faces of the body will be calculated.


Create a point by projecting on to a Surface

This function allows you to project point entities wither normal to a surface, or along a vector direction onto the surface.  Optionally, an offset from the surface may be specified forming a temporary offset surface with which to project onto.

1)	Select the surface to project onto.

2)	Select the point entities.  The points are projected.


Surface Point Grid

This function can be used to create point entities on a surface in a variety of ways.  Choose Create Grid from the Create options.

•	UV Grid –  Covers a surface with a parametrically uniform grid of points.  Enter the U and or V densities for the grid count in the appropriate input fields.  Use this method to create an NxM grid of points on a surface.

•	Chord height Tolerance distributes the selected entities over the surface according to a chord height tolerance in each direction.  Enter the chord height tolerance you wish to use.  Use this method to create a tolerance-based point cloud of a surface.

•	Nodes of Surface - Provides a way to distribute the selected entities at the nodes of the surface.

•	Just draw the points temporarily  - The entities are only temporarily drawn on the screen.  If unchecked, the displayed entities will be permanently added to the CADKEY database.

Creating the Surface Point Grid

Select the face(s) to receive the grid.  If you chose to draw points temporarily, they will only display while the function is still active.  Otherwise, they are added to the part on the active level.


Advanced Splines

The Create>Advanced Splines options allow you to create an array of NURBS splines.

The following functions are available from the Advanced Splines menus.  To view information specific to a particular function, click on the appropriate link below.

Planar Wire Offset

3D Curve Offset

Body/Plane Intersection

Body/Body Intersection

Create a Spline by projecting curves onto a surface body

Create a Spline at the intersection of two surface bodies

Create a Spline at the intersection of  surface body and set of planes

Create a Silhouette curve

Create a Geodesic Curve

Create a Surface curve grid


Create>Advanced Splines Menus

The Advanced Splines pull-down and palette menus are displayed below.

Create>Advanced Splines pull-down submenu fly-out

Create>Advanced Splines palette submenu


Planar Wire Offset

Use the Planar Wire Offset function to create an offset of a planar set of curves.  The curves can be separate entities, or they can be the boundary of a planar face on a body. The generated set of curves will always be on the plane of the original curves.  The Offset distance can always be entered as a positive number, since you will choose the offset direction as a vector after selecting OK from the menu.

Dialog Options

Using the Function


"Planar Wire Offset" Dialog Options

The options available from the "Planar Wire Offset" dialog box are explained below.

Offset Distance

Enter an offset distance.  This is the distance at which the offset will be created.

Number of Copies

Indicate the number of copies to be made.

Offset

There are two methods to choose the planar set of curves to offset:

•	Planar Profile - Select individual curves that comprise the set.  The entity Selection Menu will allow to you to choose the curves.  The following rules apply:

All curves must be lines, arcs, conics, or splines.

The order of selection is unimportant.

The entire set must lie on a plane.

The ends must join to form a continuous chain.  (If the ends do not meet, you can use Create Blended Spline to bridge the gap.)

The set does not have to be closed.

•	Edges of Planar Face - Select the boundary of face of an existing body to offset.

Once you have selected the curves to offset, two vectors are presented on the screen to allow you to choose the offset direction.  If the offset enlarges a convex corner of two curves, the corner will be smoothly blended with an arc on the offset curve set.


Using the Planar Wire Offset Function

To use this function, follow the steps listed below:

1)	Select Planar Wire Offset from the Create>Advanced Splines options.

2)	Select the planar curve profile.

3)	Select the direction vector.


3D Curve Offset

Two methods of offset allow for the offset of planar and non-planar curves.  In addition, the offset may be constant or tapered.  Specifying a different offset value at each end of the curve may generate tapered offsets.  Also, multiple copies may be created.

Dialog Options

Using the Function


Dialog Options

The settings available from the dialog box that appears when the function is used are explained below:

Offset Method

Select an Offset Method from the available options, Constant or Tapered.

•	Constant Offset - When enabled, the offset will be constant (non-tapered).

•	Tapered Offset - When selected, the offset will be tapered.

Offset Values

Specify a Start and End Offset Value, a Curve Fit Tolerance, and the Number of Copies to offset.

•	Start Offset Value - Indicate a value at which the offset will begin.

•	End Offset Value - Indicate a value at which the offset you are creating will end.

•	Curve fit tolerance - Specify a Curve Fit Tolerance.  Note that negative values are acceptable.

•	Number of Copies - Indicate the number of offset copies to be made.

Offset Direction (for planar curve only)

Specify an Offset Direction for curves that are planar, only.

•	Offset in Plane of Curve - When selected, the offset direction is defined by the cross product of the tangent and the vector normal to the plane containing the curve.  This is also the vector that points toward the center of curvature.

•	Offset in Construction View - The offset direction is then construction plane dependent.  In the current construction plane, it will appear to be a planar offset of the curve but it is actually a twisting spline.  The offset direction is defined by the cross product of the tangent and the normal to the construction plane.

An example of a 3D Curve offset, created with the default dialog parameters


Using the 3D Curve Offset Function

To use this function, follow the steps listed below:

1)	Select 3D Curve Offset from the Create>Advanced Splines options.

2)	Select the curve to offset.

3)	The "Offset Curve" dialog box appears.  The dialog box that appears will be based on the type of curve you previously selected   (i.e. planar, linear, twisted).  All of these dialogs contain identical settings.

4)	Enter the parameters that will affect the creation of the offset spline.  Choose OK when finished.

5)	The spline will then be constructed.  When an offset spline is constructed, a unique minimum deviation curve fitting method is used that approximates the true parametric equation of the offset curve with a cubic spline that has the fewest number of nodes possible for the given curve fit tolerance.


Body/Plane Intersection

This option will create curves at the intersection of the faces of a body and a plane entity created from the Create Plane functions.

The intersection curves will not be combined with the body.  These curves can be manipulated individually like any other entities.  The body remains unaltered.  If you prefer to create new edges on the body, rather than new splines, use Imprint a Body with the Projection of a Curve.

Using the Function


Using the Body/Plane Intersection Function

To use this function, follow the steps below:

1)	Select Body/Plane Intersection from the Create>Advanced Splines options.

2)	Select a body using one of the definition methods that appears on the Conversation bar.  Select ACCEPT when done.

•	Single – Select single entity(s) to define the body.

•	Chain – Chain select to define the body.

•	Window – Select the body using one of the following methods; All In, Part In, All Out, or Part Out.

•	Polygon – Select the body by drawing a polygon around the body, and by then using one of the following methods; All In, Part In, All Out, or Part Out.

•	Group – Select or define the group By Name.

•	Plane – Use the plane definition menu to define the body.

•	All Disp – Use the common All, By Type, or Ex Type methods to define the body.

3)	Select a plane using the same options explained above.  Note that the Chain method is less useful when selecting planes.  The Plane option can be used only to select existing plane geometry, and is not intended to create new plane geometry.  Select ACCEPT when done.   The spline will be created at the intersection of the body and plane you had selected.


Body/Body Intersection

This option will create new curves at the intersection of the faces of two bodies.  The bodies remain unaltered.  If you prefer to create new edges on the bodies, rather than new splines, use Imprint a Body with the Projection of a Curve.

The curve profile for the intersecting bodies on the left is shown on the right.

The first body you pick can generate slices on multiple "second" bodies.  Select each additional body one at a time.

Using the Function


Using the Body/Body Intersection Function

To use this function, follow the steps below:

1.	Select Body/Body Intersection from the Create>Advanced Splines options.

2.	Select the first body.

3.	Select the second body.  The curve will be created at the intersection of the two selected bodies.

Create a spline by projecting curves onto a Surface body

The projection of any curve onto a surface will result in a cubic spline entity; regardless of the entity type of the curve projected.

Choose Project Curve onto Surface from the Create, Advanced Spline menu.

Projection can be normal to the surface, or along a specified vector direction.  The curves may optionally be trimmed to the face boundaries.  If the projection falls off the edge of the surface, it will be projected onto the theoretical linear tangential extension of the surface.


Create spline at the intersection of two surface bodies

.This function provides the ability to intersect two surfaces and extract a spline along the common junction.  This intersection can be performed exactly on each surface, or offset values can be used on one or both of the surfaces.  This function is similar to the Body/Body intersection function, but uses a different intersection algorithm and allows for implicit offsets to be specified.

1)	Choose Surface/Surface Intersection Spline from the Create>Advanced Spline options.

2)	Select the first body to be intersected, click Accept.

3)	Select the other bodies to be intersected with the first body, click Accept

The intersection splines are created.


Create spline at the intersection of a surface body and a set of planes

.This function provides the ability to intersect multiple surfaces with one or more plane entities created using the Plane functions, and extract splines along the common junction.  This operation is sometimes referred to as taking 'section cuts'.  The intersection can be performed directly on the surface or with constant offset values.  This function is similar to the Body/Body intersection function, but uses a different intersection algorithm and allows for implicit offsets to be specified as well as other options.

1)	Choose Plane/Surface Intersection Spline from the Create, Spline options.

2)	Select the bodies to be intersected click Accept.

3)	Select the plane entities to cut the surface bodies, click Accept

The intersection splines are created.

If the "Section with parallel planes" option is chosen, Indicate two positions to define a line from which a specified number of planes will be computed to be normal to the line, and evenly spaced from one end point to the other.  In this way a large number of parallel section cuts can be made effortlessly made through the surfaces.  This can be used to help determine visual fairness of a surface.


Silhouette curve

.This function is used to find the silhouette curves of a set of faces.  Silhouette curves are defined as curves lying on a surface and following a path where the surface normals are exactly perpendicular to a given view direction vector.

1)	Select the Faces for silhouette calculation, click Accept.

2)	Choose the Direction option from the dialog

3)	The silhouette curves are drawn (if they exist)

4)	The silhouette curves may optionally be imprinted into their owning faces, thus splitting the face along the curve creating a new face.


Geodesic Curve

.This function is used to generate geodesic curves on a surface.   Geodesic curves are curves which lie on a surface and form the shortest path between two not too distant points on a surface.  Geodesic curves can be specified in two ways:

Given a starting point and direction vector.  Specify a starting point and starting tangent vector direction lying on the surface tangent plane.  The geodesic curve is traced out from its initial starting position and direction and terminates when it hits a surface boundary.

Between two points on the surface.  A geodesic curve is generated using an iterative technique to find the shortest path between the two points along the surface.

This function can be used to generate accurate curves to solve shortest path problems.   Also it can be used to effortlessly generate a surface curve when you need a curve that goes roughly from "here" to "there" on a surface to be used as construction geometry.


Surface Curve Grid

This function can be used to create spline entities that cover a surface.  Choose Surface Curve grid, Create Advanced Splines menu.

U Curves are curves of constant U parameter which travel in the V direction, and V Curves are curves of constant V parameter and travel in the U direction.  Either U, V or both curves may be checked on for creation.

1)	UV Grid –  Use this option to cover a surface with a uniform grid of flowline curves.  Enter the U and or V densities for the grid count in the appropriate input fields.  Use this method to create an NxM grid of flowline curves on a surface.

2)	Chord height Tolerance distributes the flowline curves over the surface according to a chord height tolerance.  Enter the chord height tolerance you wish to use.  Use this method to create a tolerance-based set of flowlines curve entities.

3)	Knot points of B Spline (NURB) Surface -   Use this option to create the curves at the knot points (also known as node points), or patch boundaries of a B Spline surface.

4)	At Positions on Surface – Use this option to create individual U or V flowlines at a specified position on the surface.  The indicated position is projected onto the surface and the flowlines passing through this position are generated.


Plane

A Plane is essentially an unbounded flat surface represented by a simple four-parameter plane equation. A plane is represented by a small three-sided polygon.  While this may appear as a small, bounded surface, it actually extends out in all directions infinitely.

Plane entities offer a simple way to represent a flat surface of a part or a coordinate datum plane.  They also make light work of some difficult situations that can arise in complex 3D wireframing.

A four parameter plane equation is similar to a vector definition in that the first three parameters are the I, J, and K coefficients of a vector that points exactly perpendicular to the plane itself.  The fourth parameter is the distance from the origin of the coordinate system to the plane as measured along the specified vector.

For example: A plane that is parallel to the XY plane but 10 units away from the origin would have a plane equation of 0,0,1,10. That is the first vector coefficient is 0.0 (0 in X) the second vector coefficient is 0.0 (0 in Y), and the third vector coefficient is 1.0 (1 in Z). The distance from the coordinate system zero is 10.0 units measured along that vector to the plane.

Planes can be created with a variety of methods.  The display location of the polygon can be moved, without affecting the plane's equation, with Move Plane Symbol. Planes can be used to create vectors (Create Vector Perpendicular to Plane) or intersected with other planes (Create Intersection Vector from Two Planes).

The following functions are available from the Create>Plane Menu.  To view information on a particular function, click on the appropriate link below:

Key-In

By Menu

Entities

Three Positions

Entity/Position

Normal to Curve

Normal to Vector

Associative Entities

Associative Three Positions

Associative Entity/Position


Create>Plane Menus

The Create>Plane pull-down and palette menus are shown below:

Create>Plane pull-down menu

Create>Plane palette menu


By Key-In

Use the Plane by KEYIN function to create a plane defined directly by its Ax+By+Cz=D plane equation.

1)	Choose Plane by KEYIN from the Create>Plane options.

2)	Choose plane option method.

•	Key in - input the values for the A, B, C, and D coordinates.

•	XY - input the D value and the plane is created at the XY axis.

•	XZ - input the D value and the plane is created at the XZ axis.

•	YZ - input the D value and the plane is created at the YZ axis.

3)	Enter value for the plane option selected.  Choose ACCEPT when finished.

The plane is then created per the specified value.


By Menu

Use the By Menu function to create a plane by using menu options to define it.

1)	Select By Menu from the Create>Plane options.

2)	Choose a method to define the plane.

3 Positions

Creates a new plane based on the plane created by three positions you indicate.  The positive direction for the X axis passes from the first position to the second position.  The position of the third point relative to the other two positions determines the perpendicular direction of the positive Y axis and consequently, the Z axis.

•	Select Three Positions from the Plane>By Menu options.

•	Select the first position on the X axis.

•	Select the second position on the X axis.

•	Select the position indicating the direction of the Y axis.

The plane entity created using this option will be associative. As the entities from which the plane was defined are re-located or modified, the plane will update accordingly.

Line/Pos

Select a position and the two end points of a selected line entity to define a plane.

1)	Select Line/Position from the Plane>By Menu options.

2)	Indicate a direction for the Y axis.

3)	Select a line indicating the X axis.

The plane entity created using this option will be associative. As the entities from which the plane was defined are re-located or modified, the plane will update accordingly.

By Face

Allows you to define a plane by an individual face of a body.

Once you have selected a method, follow the steps required to define the plane.

The plane entity created using this option will be non-associative. the plane is not associated with the entities used to define it and therefore will not update when those entities are re-located or modified.

CP/Depth

Defines the display view from an indicated Construction Plane and Depth.

1)	Select CP/Depth from the Plane>By Menu options.

2)	Enter a construction plane number.

The plane entity created using this option will be non-associative. the plane is not associated with the entities used to define it and therefore will not update when those entities are re-located or modified

2 Positions

Select two positions to define the Z axis.  The plane will be created normal to that Z axis.

The plane entity created using this option will be non-associative. the plane is not associated with the entities used to define it and therefore will not update when those entities are re-located or modified


By Entities

Use the By Entities function to create a plane based on the entities that you select.

1)	Select By Entities from the Create>Planes options.

2)	Select an entity.  If a 2D entity such as an arc or conic is selected, the plane is created based on that entity.  If the first entity is a line, another entity must be selected.  If the first entity is a plane or vector, select another entity or ACCEPT to skip.

3)	Select a second entity.

4)	Select a third entity.

The plane is then created from the entities you had selected.


By Three Positions

Use the By Three Positions function to create a plane based on three positions that you indicate.

1.	Select By Three Positions from the Create>Plane options.

2.	Indicate the first position on the X axis.

3.	Indicate second position on the X axis.

4.	Indicate the direction of the Y axis.

The plane is then created based upon your position and direction selections.


By Entity/Position

Use the By Entity/Position function to create a plane by an entity that you select and a position that you indicate.

1.	Select By Entity/Position from the Create>Plane options.

2.	Select an entity.

3.	Indicate the direction for the Y axis.

The plane is created from the indicated entity and position.


Normal to Curve

Use the Normal to Curve creation method to create plane entities that are perpendicular to a selected curve.  To use this function, follow the steps below.

1.	Select Normal to Curve from the Create>Plane options.

2.	Choose a vector option method from the menu that appears in the Conversation bar (shown below).

•	Pick Pt  - Creates a plane at the cursor pick point on the selected curve.

•	Exist Pt - Creates a plane at an existing point using standard Position Menu options.  Endent, Point or Along C are typically used.

•	Number - Allows you to create a selected number of planes that are parametrically spaced along the curve from start to end.

•	Nodes - Creates planes at all existing nodes points of the spline.  If a non-spline curve is selected planes are created at both end points only.

Select the curve. Depending upon the tangent vector option you had chosen, you may be required to interact more before the plane can be created.  For instance, if the Number option is selected, you will be required to enter the number of points desired to define the plane.


Normal to Vector

Use the Normal to Vector function to create a plane that is perpendicular to a vector entity that you indicate.  Follow the steps below to use this function.

1.	Select Normal to Vector from the Create>Plane options.

2.	Select the vector using the options that appear in the Conversation bar (shown below).

•	2 Positions – Indicate two positions.

•	Line – Specify a line entity.

•	Vector – Select a vector.

•	Tangent – Select a curve at a tangent location.

•	Prp2Pln – Use the plane selection method (see By Menu for descriptions of the Plane Selection Menu).

The plane is created perpendicular to the vector you had indicated.


Associative by Entities

Use the Associative by Entities function to create a plane by selected entities that is associative to those entities.  As the entities off of which the plane was created are re-located or modified, the plane will update accordingly.  It will be important to understand this relationship before such entities are edited.

1.	Select Associative by Entities from the Create>Planes options.

2.	Select an entity.  If a 2D entity such as an arc or conic is selected, the plane is created based on that entity.  If the first entity is a line, another entity must be selected.  If the first entity is a plane or vector, select another entity or ACCEPT to skip.

3.	Select an additional entity.  If points are selected, you are asked to select a third point entity.

The plane will be created by the entities you selected.


Associative by Three Positions

Use the Associative by Three Positions function to create a plane that is associative to the three positions used to define it.  Understand the relationship between the defining points and the plane before attempting to edit them.

1.	Select Associative by Three Positions from the Create>Planes options.

2.	Indicate the first point on the X axis.

3.	Indicate the second point on the X axis.

4.	Indicate the direction for the Y axis.

The plane is then created based upon the three positions you had indicated.  Note that the plane is now also associative to these positions.


Associative by Entity/Position

Use the Associative by Entity/Position function to define a plane by a selected entity and an indicated position.  Note that the resulting plane will be associative to the entity and position that you indicate.  It will be important to understand this relationship before attempting to modify the entity and/or position.

1.	Select Associative by Entity/Position from the Create>Plane options.

2.	Select the entity.

3.	Indicate a plane origin using the Position Menu.

The plane is then created based on the entity and position that you had indicated.


Vector

The Vector entity is a powerful and essential tool in surface building. Primarily, vectors provide direction values and sometimes provide coordinate data as well.

The vector entity, which is essentially an arrow that points in a specific direction, can be used to control the slope of a surface or spline as it passes through a particular point.  Vectors are also useful in defining 'plane' entities and they can also be used to 'pierce' a surface to extract coordinate and slope vector data.

The following functions are available from the Create>Vector Menu.  To view information specific to a particular function, click on the appropriate link below:

Two Positions

Key-In

Rotate from Vector

Cross Product

Plane/Plane Intersection

Normal to Plane

Tangent to Curve

Normal to Curve

Surface Grid


Create>Vector Menus

The Create>Vector pull-down and palette menus are shown below:

Create>Vector pull-down menu

Create>Vector palette menu


Two Positions

Use the Two Positions function to define the vector base and tip by two positions that you indicate. The vector is then unitized and displayed at the current vector scale factor.

1)	Select Two Positions from the Create>Vector options.

2)	Select the first point using the Position Menu options.

3)	Indicate the second point.


Key-In

The Key-In function can be used to define a vector by entering vector cosines.  You are prompted for a position on which to locate the base of the new vector.  Then you key in the vector cosines directly.  The vector is then unitized and displayed at the current vector scale factor.

1.	Select Key-In from the Create>Vector options.

2.	Select the position on which to locate the base of the new vector using the Position Menu options.

3.	Type in the I, J, and K values for the direction vector.

The vector is created at the current vector scale factor.


Rotate from Vector

Use this function to rotate one vector about its base point towards another vector.  The two vectors need not be co-planar as the second vector only provides orientation of the rotation plane.  In other words, the second vector is implicitly relocated to share the same base point as the first vector picked.  After selecting each vector key in the angle of rotation for the new vector.  The rotation applies from the first vector towards the second vector.

1.	Select Rotate from Vector from the Create>Vector options.

2.	Select the vector to rotate.

3.	Select vector to define rotation plane.

4.	Enter the rotation angle.

The new vector is then created.


Cross Product Vector

This option creates a vector that is the cross-product of two previously defined vectors.  The base of the first vector picked establishes the base of the new vector to be created.  The second vector picked completes the information required to establish the cross-product.  The standard 'Right-Hand Rule' for cross-product applies.

1.	Select Cross Product from the Create>Vector options.

2.	Select the first vector.

3.	Select the second vector.


Plane/Plane Intersection

Once a plane is selected, you will be prompted to select the second plane for intersection.  A line is created at the intersection of the two planes. You can select additional secondary planes for additional intersections.  This line can be converted into a vector with the Create Vector from a Line function.

1.	Select Plane/Plane Intersection from the Create>Vector options.

2.	Select a plane entitiy or choose from the standard CADKEY selection options.

3.	Repeat for the second plane.

The vector will be drawn along the intersection of the two planes.


Normal to Plane

Use this function to create a vector that is perpendicular to an entity that you indicate.

1.	Select Normal to Plane from the Create>Vector options.

2.	Choose a plane option.  See "Plane/Plane Intersect " for the menu options that appear in the Conversation Bar when DEFINE is selected.


Tangent to Curve

Use the Tangent to Curve function operation will evenly distribute a specified number of tangent vectors along a given curve.

1)	Select Tangent to Curve from the Create>Vector options.

2)	Choose tangent vector option method from the menu options that appear in the Conversation bar (shown below).

•	Pick Pt - Creates a vector at the cursor pick point.

•	Exist Pt - Creates a vector at an existing point.

•	Number - Select the number of vectors desired.

•	Nodes - Creates vectors at all existing nodes.

Depending upon the tangent vector option you had chosen, you may be required to interact more before the vector can be created.  For instance, if the Number option is selected, you will be required to enter the number of points desired to define the vector.


Normal to Curve

Use the Normal to Cure creation function to create a vector that is perpendicular to a curve that you select.  To use this function, follow the steps below.

1)	Select Normal to Curve from the Create>Vector options.

2)	Choose a normal direction vector option from the menu options that appear in the Conversation bar (shown below).

•	Pick Pt - Creates a vector at the cursor pick point.

•	Exist Pt - Creates a vector at an existing point.

•	Number - Select the number of vectors desired.

•	Nodes - Creates vectors at all existing nodes.

Depending upon the normal vector option you had chosen, you may be required to interact more before the vector can be created.  For instance, if the Number option is selected, you will be required to enter the number of points desired to define the vector.


Surface Grid

Use the Surface Grid function to extract tangent and normal vectors from a selected surface.  The parameters of the surface grid are configured through the "Surface Vector Grids" dialog box.  The settings available from this dialog are explained below.

1)	Select Surface Grid from the Create>Vector options.

2)	The "Surface Vector Grids" dialog box appears, from which you are able to specify vector options and a vector spacing method.

Vector Options

Specify the type of vector you intend to extract from the surface.

•	Normal - Extract a normal vector from the selected surface.

•	Tangent - Extract a tangent vector from the selected surface.

•	Cross - When selected, you will be able to select a cross vector from the selected surface.

Vector Spacing Method

Specify a spacing method for the extracted vectors.

•	UV Grid - When selected, you will be required to enter a value for both U and V to be applied when spacing the extracted vectors.

•	Chord Height - Allows you to specify a chord height tolerance setting.

•	Nodes of Surf. - When selected, the vectors will be spaced based upon the surface nodes that you indicate.

•	At Positions - When selected, the vectors will be spaced by the positions on the surface that you indicate.

•	Draw Temp. - When selected, the vectors will only appear temporarily.  That is, they will disappear as soon as you select another surface, or select Backup or Escape.  They remain under Immediate Mode Commands so that you are able to use the View features (Zoom, Pan, etc).

3.	Select the Surfaces (surfaces) from which vectors will be extracted.

Depending upon what was specified for a spacing method in the "Surface Vector Grids" dialog, you might be required to provide addition specifications.

The vectors are extracted per the specifications made through the dialog and Conversation Bar menus.


FEATURES, FASTENERS, STRUCT SHAPES, AND MECHANICAL ELEMENTS

New to CADKEY V21 is the ability to create features, fasteners, and structural shapes quickly and dynamically.  These functions will be familiar to users of the DRAFT-PAK product, now discontinued.  These functions have been updated and improved to work on the new architecture.

Choose from industry standard (ANSI, ISO, DIN) features and fasteners and configure them in 2D, 3D and Solid modes, with full previews.

Fastener

Feature

Structural Shapes

Mechanical Elements


Fastener

DRAFT-PAK offers over 100 types of fasteners, in 2D, 3D and 3D solid representations.  DRAFT-PAK's fasteners are organized into eight groups:

Bolts

Socket Screws

Tapping Screws

Machine Screws

Nuts

Washers

Pins

Studs

Choose from industry standard (ANSI, ISO, DIN) features and fasteners and configure them in 2D, 3D and Solid modes, with full previews.

CADKEY Feature data is stored in .DBF files and can be customized.

Creating Fasteners

Creating fasteners is easily accomplished via the tabbed dialog interface shared among all of the functions.  The setup functions are largely identical for all fasteners and the individual dialogs allow you to preview your geometry as you choose from standard sizes and configurations.

Note that DRAFT-PAK fasteners are drawn at the maximum tolerance allowed.  Thus, an M5 hex bolt will not be drawn at 5mm, but rather at 5.48mm because that is the maximum tolerance for size according to the Industrial Fasteners Institute's Metric Fastener Standards, 3rd edition (1999).

Fastener Placement and Representation

Fasteners can be placed in your drawings using any of the standard CADKEY placement options.  In addition, if you choose to create a 2D side representation of a fastener, you will be prompted to chose a location for the base center portion of the head and then dynamically select the shaft angle.  The angle will be previewed in your drawing, and placed when you click.  Alternatively, you can click the Angle button on the Conversation bar to key-in the desired angle.

Editing and Moving Fasteners

Fasteners can be edited and moved using the standard CADKEY Edit and Move functions or by selecting the Edit and Move buttons at the bottom of any Fastener dialog.


CREATING FASTENERS

A standard Fastener dialog box is shown below.  This particular example is for a machine screw.

General categories for the specified fastener are represented by the Database push buttons.   SOCKET HEAD CAP SCREWS is selected in this example.

The individual types of fasteners available for the chosen database standard can be selected from the Type pull down list.  In this example HEXAGON SOCKET HEAD CAP SCREW  is the default, so you do not have to choose a different type.  A preview of the bolt is shown in the Preview window.

To define the fastener:

•	Select a size for the fastener from the Size list.  For this example, the ANSI standard sizes for hexagon socket head cap screws are listed (English units).  Notice that both coarse and fine thread pitches are available (the dash number shows the threads per inch for the screw).

•	Pick a Length for the fastener by choosing a standard length from the pull down list or entering a length in the text field.  The Length text field can be disabled in the "global" configuration (see Setup to follow).  If you enter a length in the text field, the Fastener program will automatically decide if partial threads are an option for that length.  If the length you entered for the fastener is large enough, then the "Thread Selection" dialog box will appear.

When you are finished with your selections, click OK.  You will be prompted to place the fastener.  Remember that 3D and Solid fasteners will be created in the -ZV direction.

Fastener Setup and Attributes

Each Fastener dialog box contains a Fast Setup tab, which can be used to configure units and tolerances for the fastener.  In this tab, you can also specify whether the fastener will be created as individual entities or as a single fastener object.

In addition each dialog includes Attributes tabs for each component of the fastener (e.g., head, shaft, threads). This allows you to control color, line width/style, level, and pen settings for each component.


Fastener Setup

Each Fastener dialog box contains a Setup tab that can be used to configure the feature.

The Fastener Setup options are:

Create as Fastener Object

Specify whether the fastener will be created as individual entities or as a single fastener object.

Remove Leading Zeros

Choose whether or not to have the leading zeros removed from the lists by using the Remove Leading Zeros check box.

ISO Drafting Practice

Choose whether or not to enable the ISO Drafting Practice feature, which activates a function that follows the ISO rules for thread depth representation.

Size Options

Select a Size Option.  This option affects the list of standard sizes.  You can select from three size options:

•	Partnum - Lists sizes by part number, as they appear in the fastener database.

•	Decimal - Lists sizes in decimal notation.

•	Fraction - Lists sizes in fractional notation.

Length Options

Select a Length Option.  This option affects the list of standard lengths.  (This option will not appear for nuts and washers since they do not have lengths associated with them.)  There are three options from which to choose:

•	Dash - Lists lengths by the dash number, which can accompany a part number, as listed in the database.

•	Decimal - Lists lengths in decimal notation.

•	Fraction - Lists lengths in fractional notation.

Each dialog also includes Attributes tabs that can be used to specify standard options such as display color, line weight, and level for each component of the fastener.


Types of Fasteners

There are many different types of fasteners available in CADKEY, organized into eight groups.  These groups have several subgroups, each of which has a different fastener database associated with it.  The information about the individual types of fasteners is stored in these database files.  To create a particular type of fastener, it is necessary for you to go through this hierarchical structure of groups and subgroups via a series of simple dialog boxes.  The last dialog box in the series will allow you to choose exactly what kind of fastener you want to create, including its size, length, and representation.

The tables to follow show the fasteners' hierarchical structure.  Tables are provided for each of the eight main fastener groups with listings for ANSI, ANSI Metric, ISO, and DIN standards.  The first column shows the subgroups immediately under each of the eight main groups (each is a fastener database).  The second column shows the next level of subgroups, which are the individual types of fasteners stored together in a database file.  It is for these fasteners that you can pick a size, length, and representation.  The four remaining columns tell you whether or not a particular fastener type is supported by each of the standards (ANSI, ISO, etc.).

Bolt

Socket Screw

Tapping Screw

Machine Screw

Nut

Washer

Pin

Stud


Bolt

The following chart shows the types of bolts you can create in CADKEY:


Socket Screw

The following chart shows the types of socket screws you can create in CADKEY:


Tapping Screw

The following chart shows the types of tapping screws you can create in CADKEY:


Machine Screw

The following chart shows the types of machine screws you can create in CADKEY:


Nut

The following chart shows the types of nuts you can create in CADKEY:


Washer

The following chart shows the types of washers you can create in CADKEY:


Pin

The following chart shows the types of pins you can create in CADKEY:


Stud

The following chart shows the types of studs you can create in CADKEY:


Feature

The Features option lets you create many kinds of features in 2D, 3D, and solid representations.  You can create features based on ANSI or ISO standards or key in your own parametric values.  The standards used for the Feature program are from the "Appendix to American National Standards."  English units follow ANSI B18.3 - 1976 and ANSI B18.3 - 1986 standards and Metric units follow ANSI B18.3.1M - 1982.  ISO standards are approximately equivalent to the ANSI Metric standards and are treated the same in CADKEY.  Selecting a standard (i.e., ANSI English or Metric/ISO) will be explained in the Setup section of this chapter.  ANSI English is the default.

CADKEY Feature data is stored in .DBF files and can be customized..

To access the CADKEY Feature programs, select Tools>Feature from the menu bar and select the icon for the specific feature you wish to create.

Drilled Hole

Reamed Hole

Tapped Hole

Counterbored Hole

Countersunk Hole

Counterdrilled

Pipe Tap

Pocket

Burst Autosubtracted Feature

When you select a feature that you want to create, a dialog box for that feature will appear.  Each dialog box contains a Preview window which allows you to see the feature you are creating.  The preview will update each time a new parametric value is entered (i.e., a new depth, size, representation, etc.).

Feature Placement  and Representation

Features can be placed in your drawings using any of the standard CADKEY placement options.  In addition, if you choose to create a 2D side representation, you will be prompted to chose a location for the base center portion of the feature and then dynamically select the shaft angle.  The angle will be previewed in your drawing, and placed when you click. Alternatively, you can click the Angle button on the Conversation bar to key-in the desired angle.

Editing and Moving Features

Features can be edited and moved using the standard CADKEY Edit and Move functions or by selecting the Edit and Move buttons at the bottom of any Feature dialog.

Creating Features

Creating features is accomplished via the tabbed dialog interface shared among all of the functions.  The setup functions are largely identical for all features and the individual dialogs allow you to preview your geometry as you choose from standard sizes and configurations.

A standard Feature dialog box is shown below.  This particular example is for a Counterbored hole.


Feature Setup

Feature Setup and Attributes

Each Feature dialog box contains a Setup tab that can be used to configure the feature.

The Feature Setup options are:

Database Standard

 Here you can specify database units (English/Metric).

Create as Feature Object

Specify whether the feature will be created as individual entities or as a single feature object.  .  If you choose to create a feature object, it includes data utilized by the Autolabel function.

Use Global

If this checkbox is enabled, the global settings for representation of solid and 2D/3D settings will be used.  The global settings can be found in the "Set Configuration Options" dialog (>Tools>Options, Mechanical tab).

Unchecked, you can configure the following options:

Automatically Subtract Solids

If checked, you will be prompted to select the solid body from which to subtract the feature hole(s). The geometry will then be removed from the solid to create the hole.  Unchecked, the geometry representing the internal volume of the feature will be created as a solid object.

Side/Wire View Representation

If you have unchecked the Use Global checkbox, these options will be enabled.  - You can choose to represent side views of the features (all views except Top and Bottom) as either an Elevation or a Section.  The segmentation lines will be either dashed or solid, respectively.  (Thread line display is also affected.)

Thread Representation

•	Choose the type of thread representation desired for the feature.  The options are Simplified,  Schematic, Detailed, and Omitted.  Note: This option is only available for certain types of features; those for which the standards include threads.

•	You can also choose to offset threads when defining your feature:

•	You may specify the number of coarse thread pitches to indicate the extra depth of the tapped hole.  Click the # Threads radio button and enter values in the Normal and Bottom text fields.  The accepted standard for the extra depth is four (4) thread pitches for normal tapped holes and one (1) thread pitch for bottom tapped holes.

•	You may, instead, specify a distance for the extra depth of normal and bottom tapped holes in either Inches (in) or Millimeters (mm).  Click on the radio button for the units you want and enter a distance for the extra depth in the Normal and Bottom text fields.

Available Thread Representations (section views shown)

Each dialog also includes an Attributes tab that can be used to specify standard options such as display color, line weight, and level.


Drilled Hole

To create a drilled hole, enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

Type

Choose either Through or Blind. Note that through does not mean that the feature will automatically go all the way through the part.  It means that the representation for the feature will not include a drill point.  Through is not indicating depth.  Depth is a separate setting and is discussed below.

Fit (i.e., a tolerance)

•	Close - A close fit is normally used for one of two situations.  It may be used for those lengths of screws that are threaded to the head in assemblies where only one screw will be used.  It may also be used where two or more screws will be used and the mating holes are to be produced either at assembly or by matched and coordinated tooling (e.g., 0.266 inches for 1/4).

•	Drill No

•	Nominal - The nominal size is the basic screw diameter, and may be too tight to be used as a clearance hole for the corresponding fastener (e.g., 0.250 inches for 1/4).

•	Normal - A normal fit is intended for longer screws or for assemblies involving two or more screws where the mating holes are to be produced by conventional tolerancing methods.  It provides for the maximum allowable eccentricity of the longest standard screws and for certain variations in the parts being fastened.  Some examples are deviations in hole straightness, angularity between the axis of the tapped hole and that of the hole for the shank, differences in center distances of the mating holes, etc.

Size

You may choose either from the Standards list of sizes or enter a custom size in the text field.

Representation

•	Choose a Representation (i.e., view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Select a Depth.  You can Key-in a depth in the text field or click on the pull down list for further options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Drill" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Reamed Hole

To create a reamed hole, enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Type

Choose from Through, Blind, or To Depth. If To Depth was selected, you may select a Ream Depth, otherwise this option will be "frozen."  You may Key-in a depth or choose another option from the pull down list to specify the ream depth, either Line or 2 Pts.  These two options are described in step 5.

Size

Pick a Size for the hole from the list of Standards, or enter a size in the text field.

Representation

Select a Representation (or "view"): Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Depth

Choose a Depth for the hole.  You can Key-in a depth in the text field or click on the pull down list for more options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Ream" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Tapped Hole

You can create a tapped hole by selecting the Tap icon from the Features Menu.  Enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Type

•	Through - A through tapped hole is a tapped hole that extends completely through to the bottom surface from the top surface on which it is created.

•	Normal - A normal tapped hole is created with a tap drill generally four coarse thread pitches deeper than the tapped hole depth.

•	Bottom - A bottom tapped hole is created with a tap drill generally one coarse thread pitch deeper than the tapped hole depth.

•	To Depth - A tapped hole created to depth is drilled through and tapped to a specified depth.

The extra depth of normal and bottom tapped holes can be configured to your specifications.  See the Setup section at the end of this chapter.

Series

•	Choose a Series for the hole from the pull down list.  You can choose a UNC, UNF, or UNEF series (i.e., coarse, fine, or extra fine).

•	If To Depth was selected, you can select a Tap Depth, otherwise this option will be "frozen."  You may Key-in a depth or choose another option from the pull down list to specify the tap depth.  The other options are described in step 6.

Size

Select a Size for the feature.  You may choose from either the list of Standards or enter a custom size in the text field.

Representation

Choose a Representation (view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Solid representations of tapped holes have been improved.  Tapped features created or subtracted from a solid have been modified to create a hole of the minor diameter size and create wireframe entities at the major diameter.  Two dashed circles with join lines will represent the major diameter.  This will better conform to how tapped holes are depicted when drafted.

Depth

Select a Depth.  You can Key-in a depth in the text field or click on the pull down list for more options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you have finished entering the information in the "Tap" dialog box, click OK to place the feature.  Depending on the representation, the depth selection method you chose, and other factors, you will be prompted for various information (e.g., you may be asked to select a line to indicate the tap depth of the feature).  Follow the prompts and place the feature in the location you want.


Counterbored Hole

To create a counterbored hole, enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Fit

•	Close - A close fit is normally used for one of two situations.  It may be used for those lengths of screws that are threaded to the head in assemblies where only one screw will be used.  It may also be used where two or more screws will be used and the mating holes are to be produced either at assembly or by matched and coordinated tooling (e.g., 0.266 inches for 1/4).

•	Normal - A normal fit is intended for longer screws or for assemblies involving two or more screws where the mating holes are to be produced by conventional tolerancing methods.  It provides for the maximum allowable eccentricity of the longest standard screws and for certain variations in the parts being fastened.  Some examples are deviations in hole straightness, angularity between the axis of the tapped hole and that of the hole for the shank, differences in center distances of the mating holes, etc.

•	Nominal - The nominal size is the basic screw diameter and may be too tight to be used as a clearance hole for the corresponding fastener (e.g., 0.250 inches for 1/4).

•	1/64 Over - One-sixty-forth of an inch over the nominal size.

•	1/32 Over - One-thirty-second of an inch over the nominal size.

CSK

Choose whether or not to add a countersink to the counterbored hole by clicking the CSK check box.  The countersink will appear as a chamfer between the bottom of the counterbore and the top of the shaft.

Size

Pick a Size for the hole from the list of Standards, or enter a size in the text field.

Rep

Choose a Representation (view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Depth

Choose a Depth for the hole.  You can Key-in a depth in the text field or click on the pull down list for more options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth. The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Counterbore" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Countersunk Hole

To create a countersunk hole,  enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Type

Choose a Type of countersink hole to create (82 refers to the countersink angle):

•	82 DEG HEX CAP - Hex head cap screw.

•	82 DEG SLOT CAP - Slot head cap screw.

•	82 DEG MACHINE - Slot head machine screw.

•	100 DEG MACHINE - Slot head machine screw.

Size

Pick a Size for the hole from the list of Standards, or enter a size in the text field.

Rep

Choose a Representation (view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Depth

Choose a Depth for the hole.  You can Key-in a depth in the text field or click on the pull down list for two other options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Countersink" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Counterdrilled

To create a counterdrilled hole, enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Type

Choose a Type of counterdrilled hole to create (82 refers to the countersink angle):

82 DEG HEX CAP - Hex head cap screw.

82 DEG SLOT CAP - Slot head cap screw.

82 DEG MACHINE - Slot head machine screw.

100 DEG MACHINE - Slot head machine screw.

Depth

Enter a Counterdrill Depth.  You may Key-in a depth or choose another option from the pull down list to specify the counterdrill depth, either Line or 2 Pts.  These two options are described in step 5.

Size

Choose a Size for the hole from the list of Standards, or enter a size in the text field.

Rep

Choose a Representation (view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Depth

Choose a Depth for the hole.  You can Key-in a depth in the text field or click on the pull down list for more options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Counterdrill" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Pipe Tap

To create a Pipe Tap, enter the information about the feature in this dialog box.  Your selections will be reflected in the Preview window. ipe threads are designated in established trade sizes, which signify a nominal diameter only.

If you wish, you may click the KEY-IN button (at the bottom of the dialog box) in order to enter the parametric values for the feature manually.

Type

Select a Type of pipe thread, either Through or Blind.

Series

Select a Series for the pipe thread.  The following ANSI Y14.6-1978 thread series are supported:

•	NPT -  Taper pipe threads for general use

•	ANPT - Aeronautical National form taper pipe threads

•	NPTF-  Dryseal taper pipe threads

•	PTF-SAE, SHORT - Dryseal SAE short taper pipe threads

•	NPSF - Dryseal fuel internal straight pipe threads

•	NPSI - Dryseal intermediate internal straight pipe threads

Thread Depth

Thread depth for all representations is set in the database to the ANSI B2.1-1968 taper pipe thread "L2" table dimension, "Effective External Thread Length."

Size

Select a Size for the feature.  You may choose either from the Standards list of sizes or enter a custom size in the text field.

Rep

Choose a Representation (view) for the feature: Top, Side, Bottom, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Solid representations for pipe threads look the same as 3D wireframe versions.  The created solid (or subtracted solid) will only be at the minor diameter whereas previously it would be at the major diameter with no indication of the minor diameter.

Depth

Select a Depth.  You can Key-in a depth in the text field or click on the pull down list for further options.  Your other choices are:

•	Line - Select an existing line.  The line's length will be used as the feature's depth.

•	2 Pts. - Choose two points to indicate the depth.  The feature's depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

When you are finished with the "Pipe Tap" dialog box, click OK to place the feature.  Depending on the representation and the depth selection method you chose, you will be prompted for various information (e.g., you may be asked to select a line to indicate the depth of the feature).  Follow the prompts and place the feature in the location you want.


Pocket

To create a Slot/Pocket feature, enterr the information about the feature in this dialog box.  Your selections will be reflected in the Preview window.

Style

Choose the feature you would like to create: Slot or Pocket.

Width, Length, Radius

Select the Width, Length, and Radius for the slot or pocket.

Rep

Choose a Representation (view) for the pocket: Top, Wire 3D or Solid.  Wire 3D and Solid representations are created in the -ZV direction.

Insert By

Choose an Insert By method.

The SLOT options are:

•	SLOT Center + Angle - Places the slot with the center of the feature on the point you select.  The angle is set in the Angle section of the dialog box.

•	ARC Center + Angle - Places the slot with the center of the lower left arc of the feature on the point you select.  The angle is set in the Angle section of the dialog box.

•	2 Arc Center Points - Places the slot with the centers of the left and right arcs on the points you select.

2 End Points - Places the slot by the two (X- Axis) endpoints of the slot.

The POCKET options are:

•	Pocket Center + Angle - Places the pocket with the center of the feature on the point you select.  The angle is set in the Angle section of the dialog box.

•	Pocket Corner + Angle - Places the pocket with the lower left corner of the feature on the point you select.  The angle is set in the Angle section of the dialog box.

•	2 Corner Points - Places the pocket with two diagonal corners on the points you select (at the current construction depth).  The pocket sides are drawn along the X/Y axis.

Angle

Select an Angle for the slot/pocket.  It is necessary to enter an angle here only when you are placing the slot/pocket using one of the Insert By options that include the angle in the insertion method (i.e., SLOT Center + Angle).  If you click on the Select check box you will be asked to select another point to indicate the angle after you select the first point.

Depth

Choose a Depth for the slot/pocket.  You can key in a depth in the input field or click on the pull down list for more options.  The other choices are:

•	Line - Select an existing line.  The line’s length will be used as the feature’s depth.

•	2 Pts - Choose two points to indicate the depth.  The feature’s depth will be the distance between the two points.

•	Plane - Select a plane to indicate the feature depth.  The depth will be the distance from the current construction plane to the selected plane.  The selected plane must be parallel to the XY plane of the current Cplane.

Rep

Select a representation Option for the slot/pocket (wire representations only).  Choose either Blind or Through.  If blind is selected the bottom lines of the slot are dashed.  If through is selected, the bottom lines are drawn solid.

When you are finished with the "Pocket" dialog box, click OK to place the feature.  Depending on the representation, insertion method and depth selection method you chose, you will be prompted for various information.  Follow the prompts and place the feature in the location you want.


Burst Autosubtracted Feature

Solid Features created as Feature Objects must be burst before they can be selected for modification (e.g., solid chamfer, extrude face, etc.).  Feature objects contain additional data regarding thread representation and standards data accessed by the Detail>Autolabel function.   Solid features are created by subtracting solid geometry from an existing solid body (or bodies).

Once a feature is burst, it will no longer retain any of it’s unique feature data, and the individual edges and faces will then be selectable.

When creating features, you can choose whether to create them as Feature Objects or standard CADKEY geometry via the Setup tab of any feature dialog box.


Structural Shapes

The DRAFT-PAK Structural Shapes module allows you to create many different types of shapes in 2D top view and 3D wireframe and solid representations.

Structural shapes (formerly part of DRAFT-PAK) are now part of the database as first class objects. This means a better integration and possibility to work on those objects with general commands like edit, move or masking. These objects will be inside the masking element list in order to make it easier to select them.

Structural Shapes and Mechanical Elements Setup

Beam Shapes

Angle Beam

Tube Shapes

Bar Shapes


Structural Shapes and Mechanical Elements Setup

Each Structural Shapes dialog contains a Settings tab.  This tab, identical across for all shapes, can be used to specify the unit type for the shape, as well as controlling whether the shape is created as a Mech Elem object.

Create as Mech Elem Object

If enabled, shape entities will be grouped together to create a unique Mech Elem object.  If left unchecked, shapes will be created as collections of individual entities.

Units

Choose a unit standard from the pull-down list.


Beam Shapes

The Structural Shapes program creates structural beams parametrically, based on AISC Standards.  Data can be entered for all parameters of the beam section to create.

The following beam shapes are available.

•	I Beams

•	T Beans

•	Channels

•	I, T, and Channel Beams are available in Wide Flane/H Pile, Miscellaneous, and AISC Standard forms.

To create a beam, enter values for the following:

Depth

Overall depth of the beam (including flange).

Web Thickness

Thickness of the web portion–the structural material connecting the flanges.

Flange Width

Width of the flange portion.

Flange Thickness

Thickness of the flange portion.

Distance K

To determine the exact "K" value for a given shape, you should consult the AISC "Manual of Steel Construction."  A general rule of thumb is that the "K" value is roughly double the flange thickness (+/- 25%).

Length

Overall length of the beam.

Type

Choose thve type of beam you wish to create.  See Examples.

Slope

If you choose to create a flange with a slope, you can specify a value for the slop as  either a degree or percentage.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


Angle Beam

Select Angles to access the dialog box.   The angle you are creating will be displayed in the Preview section of the dialog box.

Vertical Leg

The desired length of the vertical leg   (units can be specified in the Setup tab of the dialog).

Horizontal Leg

The desired length of the horizontal leg.

Thickness

The overall thickness of the entire angle shape.

Distance K

To determine the exact "K" value for a given shape, you should consult the AISC "Manual of Steel Construction."  A general rule of thumb is that the "K" value is roughly double the flange thickness (+/- 25%).

Length

Input a length for the Beam.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


TUBE SHAPES

Tube parametrically creates structural tubing based on AISC Standards.  Data can be entered for all parameters of the tube section to create.  Tubes differ from bars by having a hollow center in their cross section.

Tubing can be generated with a radius for rectangular, square and structural tubing applications.  The supported tube types are:

Pipe (Round)

Square and Rectangular Tubing


Pipe

Outside Diameter

Diameter of the external surface of the pipe.

Inside Diameter

Diameter of the internal portion of the pipe.

Wall Thickness

The wall thickness is added to the inside diameter, resulting in the final size for the inside portion (2" + .5" = 2.5").  This is used, as per ANSI standards, to indicate the strength of the resulting pipe.

Length

Overall length of the pipe.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


Rectangular Tube

Outside Width

The overall width of the tube.

Outside Height

The overall height of the tube.

Wall Thickness

The thickness of the wall material.

Corner Radius

Indicates the blend radius for each corner.

Length

Overall length of the tube.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


BAR SHAPES

Bar creates solid bars parametrically.  Data can be entered for all parameters of the bar section to create.  The available bar sections are listed below:

Square and Flat Bars

Round/ Half Round Bars

Hexagonal Bars


Rectangular Bar

Bar creates solid bars parametrically.  Data can be entered for all parameters of the bar section to create.

Height

The overall height of the bar.

Width

The overall width of the bar.

Length

The overall length of the bar.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


Round Bar

Diameter

The overall diameter of the bar.

Length

The overall length of the bar.

Type

You can choose to create a full round or half-round bar.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


Hexagonal Bar

Width Across Flats

The width of each of the six sides.

Width Across Corners

The width across corners is the width across flats with a standard ANSI tolerance value added.

Length

The overall length of the bar.

Rep

Choose a Representation for the shape:

•	Top - Creates a 2D top view of the shape.  You will be prompted to digitize the shape bottom or center (depending on the type of shape).

•	Wire 3D - Creates a 3D wireframe view of the shape.  You will be prompted to digitize the bottom or center of the shape (depending on the type).  The shape will be generated in the -ZV direction in the current construction plane.

•	Solid - Creates a 3D solid representation of the shape using Solids.  The shape will be generated in the -ZV direction in the current Cplane.


Available Beam Types

*W	(Wide Flange) and HP (H Pile) Shapes

*M	(Miscellaneous Shapes)

*S	(Based on AISC Standard Shapes)

*C	American Standard Channels (Based on AISC Standard Channels)

MC	(Miscellaneous Channels)

L	(Angles)

*WT	(Structural Tees cut from W Shapes)

*MT	(Structural Tees cut from M Shapes)

*ST	(Structural Tees cut from S Shapes)


MECHANICAL ELEMENTS

The MECHELM utilities parametrically generate mechanical elements with user defined parameters in 2D, 3D and 3D solid representations.

The Mechanical Element functions can be accessed via the Tools Palette option or by selecting Tools>Mechanical Elements from the pull-down menus.

Gear

Rack

Spring


Gear

The DRAFT-PAK gear teeth are created as spline entities approximating true involutes.

Select the Gear icon from the Tools>Mechanical Elements palette.  The "Gears" dialog box will appear.  Enter the information about the gear in this dialog box.  Your selections will be displayed in the Preview window.

The options are:

Spur

Select the type of gear to draw, Spur or Internal.

Dimensions

Enter the gear Dimensions.  The choices are:

•	Pressure Angle - Enter the tooth pressure angle.  The default is 14.5.

•	Diametral Pitch, Pitch Diameter, or Module - This choice is dependent on the setting selected in the Pitch Method section of this dialog box (see below).

•	Number Teeth - Enter the number of teeth for the gear.

•	Thickness - Enter the overall thickness for the gear.

•	Bore Diameter - Enter a diameter for the bore portion of the gear.

•	Helix Angle - Helical gears have teeth that are not parallel to the axis of rotation.  To draw a helical gear, enter the helix angle in this text input field.

If a helix angle is specified, the Right Helix checkbox can be enabled to reverse the angle (in relation to the axis of rotation).

Hub

•	Diameter - Enter a diameter for the gear.

•	Thickness ( -Z) – The thickness of the center hub portion of the gear, extending in the current –Z place direction (i.e. the bottom of the hub).

•	Thickness ( +Z) - The thickness of the center hub portion of the gear, extending in the current + Z place direction (i.e. the top of the hub).

Drawing Specifications

•	Teeth to Draw - Enter the number of teeth to draw.

•	Starting Angle - Enter the angle at which to begin drawing the teeth.

•	Draw Pitch Circle – Enable this checkbox if you would like to have the Pitch Circle included in your gear drawing.

•	Choose a Pitch Method option.  This determines the method by which you will set the size of the gear in the "Gear" dialog box.  The options are:

•	Diametral Pitch - The diametral pitch is calculated as the number of teeth divided by the pitch diameter [Number of Teeth / Pitch Diameter].

•	Pitch Diameter - Click on this radio button to set the size of the gear by selecting the diameter of the pitch circle.

•	Module - Click on this radio button to calculate the gear size as the pitch diameter divided by the number of teeth.  (This is the inverse of the Diametral Pitch method.)

Rep

Choose a Representation for the gear.  The choices are Top, Wire 3D, and Solid.

When you are finished with the "Gear" dialog box, click on OK to place the gear in your drawing.

2D and 3D Gears

If you attempt to create invalid geometry, you will receive an error message and the previous (valid) dimensions will be displayed.


Rack

Select the Rack icon from the Mechanical Menu.  The "DRAFT-PAK Rack" dialog box will appear.  Enter the information about the rack in this dialog box.  Your selections will be displayed in the Preview window.

Dimensions

•	Enter a tooth Pressure Angle for the rack.  The default is 14.5.

•	Diametral Pitch or Module - Enter the diametral pitch or module value for the rack.  This choice is dependent on the setting selected in the Pitch Method section of the "Rack Setup" dialog box, which is covered later in this section.

•	Number Teeth - Enter the number of teeth for the rack

•	Thickness - Enter the thickness for the rack.

•	Total Height - Enter an overall height for the rack.

•	To calculate the number of teeth for the rack given the length: Number of Teeth = [Length × Diametral Pitch ÷ π ]

Drawing Specifications

•	Draw all Teeth - Select this checkbox to draw all of the teeth on the rack.  Unchecked, a partial view will be drawn.  The partial view consists of the first and last teeth connected by dashed lines.

•	Draw Pitch Line - Click on this checkbox if you would like to have the Pitch Line included in your rack drawing.

Pitch Method

•	Select a Pitch Method.  This determines the method by which you will set the size of the rack in the "Rack" dialog box.  The options are:

•	Diametral Pitch - The diametral pitch is calculated as the number of teeth divided by the pitch diameter [Number of Teeth ÷ Pitch Diameter].

•	Module - Click on this radio button to calculate the rack size as the pitch diameter divided by the number of teeth.  (This is the inverse of the Diametral Pitch method.)

Rep

Choose a Representation for the rack.  The choices are Top, Wire 3D, and Solid.

When you are finished with the "Rack" dialog box, click on OK to place the rack in your drawing.

For side representations: After you pick the location for the top of the rack, you will be prompted to cursor select an axis orientation for the rack.  If you select Angle (from the Conversation Bar) at this point, a dialog box will appear which allows you to enter the angle into a text field.

2D and 3D Racks


Spring

Select the Spring icon from the Mechanical Menu.  The "DRAFT-PAK Spring" dialog box will appear.  Enter the information about the spring in this dialog box.  Your selections will be displayed in the Preview window.

Dimensions

•	Number of Coils - The total number of coils for the spring.

•	Wire Diameter - The diameter of the spring wire.

•	Spring Diameter - The diameter of the spring itself.

•	Free Length - The length of the spring (uncompressed).

Wire Type

Set the Wire Type to Round or Square.

Style

Set the Style.  The choices are:

•	Partial - Draws the first and last coils of the spring and connects them with dashed lines.  (In order for a spring to be drawn in Partial style, you must have specified at least 6 coils for a plain or plain & ground spring and 8 coils for a square or squared & ground spring.)

•	Schematic - Draws a simplified schematic drawing of the spring.

•	Detail - Draws a fully detailed drawing of the spring.

End Conditions

Select the End Conditions for the spring.  The choices are:

•	Plain (Side, Wire 3D, and Solid)

•	Squared (Side view, Wire 3D and Solid)

•	Ground  - Enable this checkbox to make either a plain and ground  or squared and ground spring (side rep. only).

Rep

Choose a Rep for the spring.  The choices are Side, Wire 3D and Solid.

Plain and squared end springs can be created as solid objects.

When you are finished with the "Springs" dialog box, click on OK to place the spring in your drawing.

For side representations: After you pick the location for the top of the spring, you will be prompted to select an axis orientation for the spring.  If you press ENTER at this point, a dialog box will appear which allows you to enter the angle into a text field.

The number of coils for 3D springs is limited due to CADKEY's limit on the number of nodes per spline.  If a 3D spline with more coils is needed, create two springs and join them together.

2D springs are drawn in the current construction plane, not the current view.

3D Spring and 2D Round Springs with different end conditions


Global Attributes Setup

Many CADKEY functions use a common Attributes dialog box/tab.  These functions include:

•	Edit Entities

•	Features

•	Fasteners

•	Structural Shapes

•	Section Views

Every Fastener, Feature, and Structural Shapes dialog contains an Attributes tab.  The settings on this tab are identical for all types of geometry.

The Attributes tab is displayed below:

Attributes Tab  (Example is from the Editing Composite dialog).

To activate and section of this dialog, select the appropriate checkbox.  The options associated with that checkbox will then become active.  Greyed-out, the default or current system settings (e.g., active level) will be used for the geometry.

The configurable options are:

Width

Changes the line width.  The available widths are 1, 3, 5, 7, 9, 11, 13, and 15 pixels.

Color

Sets color .  You can select any color from the palette.  See File Properties>Color Attributes for instructions for defining custom colors in your files.

Style

Changes the line type.  Select a line style from the Styles box.

Pen

Choose a pen number for plotting.  Sets the pen numbers 1-8 to graphic entities for plotting.

Level

Choose a level (or sublevel) for the entities to be created on.   Levels you have named or otherwise defined will appear in this listbox as well.

Rep

Depending on the geometry you are creating, this section will display a preview of the item carried over from the main function tab.   You can choose the representation of the geometry here.

Set from Entity

Click this button to select an entity in the drawing with the desired attributes that you want to use.  The settings in the Attributes tab will then update to match the attributes of that entity.


WORKSHOP EX DATA EXCHANGE

CADKEY Workshop EX builds on the already robust feature set of CADKEY Workshop with the introduction of three powerful new translators.  With CADKEY EX you can: • Import Pro/Engineer files.  • Import Unigraphics files.  • Import and export CATIA 4 files.		Workshop EX Data Exchange Topics CADKEY Direct Translator for Pro/ENGINEER®  CADKEY Direct Translator for Unigraphics  CADKEY Direct Translator for CATIA®  V4  -


CADKEY Direct Translator for Pro/ENGINEER®

The Import Pro/Engineer function reads in freeform solid and surface 3D geometry directly from Pro/Engineer version 16 to 2000i2 files (.prt and .asm). Pro/Engineer 2001 files are not currently readable.

Note: CADKEY Workshop includes the capability to import and export the STEP™ AP203 & AP214 (.stp) file format. This format is an effective mechanism to send model data back into Pro/Engineer.

Uni-directional translator

Allows the import (reading) of Pro/ENGINEER files into CADKEY. There is no support to export (write) CADKEY geometry to a Pro/ENGINEER file

Version support

Pro/ENGINEER 17 to 2000i2

Supported Pro/ENGINEER file formats:

•	Part files (*.prt, *.prt.*)

•	Assembly files (*.asm, *.asm.*)

•	Capable of translating compressed and/or encrypted files

Features

•	RGB color attributes of the entities in the Pro/ENGINEER file are translated

•	Geometry from referenced Pro/ENGINEER part files import on unique levels in CADKEY when importing Pro/ENGINEER assembly files

Limitations

No support (in this version) to determine the Pro/ENGINEER file’s units


Pro/ENGINEER Import

To import a Pro/ENGINEER part file (*.prt, *.prt.*) or assembly file (*.asm, *.asm.*)

1)	Select "Pro/ENGINEER" under the File > Import Menu.

2)	The "Select a Pro/ENGINEER Part File or Assembly File to Import" file dialog box appears. Through this dialog you are able to set import options and import a Pro/ENGINEER part file or assembly file.

3)	Select "Options" on the dialog to optionally configure the import settings that are available

4)	To import a file, browse for the specific file you intend to import, click on it (so that is appears under File Name) and select "Open"


Pro/ENGINEER Import Options

The following settings are available from the "Pro/ENGINEER Import Options" dialog. Click the "RESET" button to restore all the settings in this dialog to their default configuration. When you have finished making your selections in the dialog box, click OK on the dialog.

Directory Containing Parts Referenced by the Assembly

This data is only required when importing Pro/ENGINEER assembly files. Enter the compete path to the Pro/ENGINEER part files that are referenced by the Pro/ENGINEER assembly file that you are selecting to import. You may also select the "Browse.." button to select the directory via a browse window


CADKEY Direct Translator for Unigraphics®

The Import Unigraphics function reads in freeform solid and surface 3D geometry directly from Unigraphics® version 10 through 18 files (.prt). The translator allows filtering based on layer display status and entity blanked status.

Note: CADKEY Workshop includes the capability to import and export the Parasolid™ (.x_t) file format which is a native model format for Unigraphics, SolidEdge®, SolidWorks® and other CAD/CAM systems. This format is an effective mechanism to send model data back into Unigraphics.

Uni-directional translator

Allows the import (reading) of Unigraphics files into CADKEY. There is no support to export (write) CADKEY geometry to a Unigraphics file

Version support

Unigraphics 10 to 18

Supported Unigraphics file formats

•	Part files (*.prt)

•	Capable of translating compressed files

Features

•	RGB color attributes of the Unigraphics entities are translated

•	Option to import ALL or just the visible layers

•	Option to import blanked/hidden entities from the imported layers

•	Progress dialog with details of the Unigraphics file version, file type and information about layers and category of the entities in the file

Limitations

Unigraphics assembly files cannot be imported in this version


Unigraphics Import

To import a Unigraphics part file (*.prt):

1)	Select "Unigraphics" under the File > Import Menu. The "Select a Unigraphics File to Import" file dialog box appears. Through this dialog you are able to set import options and import a Unigraphics part file.

2)	Select "Options" on the dialog to optionally configure the import settings that are available.

3)	To import a file, browse for the specific file you intend to import, click on it (so that is appears under File Name) and select "Open"


Unigraphics Import Options

The following settings are available from the "Unigraphics Import Options" dialog. Click the "RESET" button to restore all the settings in this dialog to their default configuration. When you have finished making your selections in the dialog box, click OK on the dialog.

Layers to be Imported

Like CADKEY, an Unigraphics part file may contain multiple layers (levels in CADKEY) and each layer may contain several entities. Each layer also has a visibility flag (visible or invisible) assigned to it

•	All Layers (Default) - When selected, entities from all the layers in the file are imported into CADKEY

•	Visible Layers Only - When selected, only entities from the visible layers in the file are imported into CADKEY

Import Blanked (Hidden) Entities from Imported Layers

When checke ON (checked OFF by default), all blanked (hidden) entities on the selected layers are also imported


CADKEY DIRECT TRANSLATOR FOR CATIA® V4

Bi-directional translator

Allows the import (reading) and the export (writing) of CATIA V4 files into and from CADKEY Workshop EX respectively.

Version support

•	Import (read): CATIA V 4.1.x to CATIA V4.2.x

•	Export (write): CATIA V4.1.9

Supported CATIA V4 file formats:

•	Model files (*.model, *.mod)

•	Export files (*.exp, *.dlv)

Features

•	CATIA V4 solids, volumes, surfaces and wireframe geometry (points, lines, arcs, conics, polynomial curves and NURBS) can be imported into CADKEY

•	CADKEY solids, sheet bodies and wireframe geometry (lines, arcs, conics, splines and NURB splines) can be exported to CATIA V4

•	Capable of reading the CATIA V4 file’s units

•	Bi-directional transfer of RGB color attributes and level/layer information

•	Log of CATIA file’s header information (version, author, entity types etc)

Limitations

•	Does not support the import (reading) of CATIA V4 assembly files and drawing files

•	CADKEY solids may only be exported as CATIA V4 volumes, faces or curves.

•	There is no support to export as CATIA V4 solids in this version. However note that CATIA V4 solids and volumes can be imported into CADKEY

•	Translation of modeling history maintained by CATIA V4 is not supported


CATIA V4 Import

To import a CATIA V4 file:

1)	Select "CATIA 4" under the File > Import Menu.

2)	The "Select a CATIA 4 Model File or Export File to Import" file dialog box appears.

Through this dialog you are able to set import options and import a CATIA 4 file

3)	Select "Options" on the dialog to optionally configure the import settings thatare available

4)	To import a file, browse for the specific file you intend to import, click on it (so that is appears under File Name) and select "Open"


CATIA V4 Import Options

Attribute Filters

•	Convert "No-Show" Entities (default) - When checked ON (default), No-Show entities in the CATIA file are translated.

•	Convert "No-Pick" Entities - When checked ON (default OFF), No-Pick entities in the CATIA file are translated.

 Entities to Convert

•	Solids and Volumes  - When checked ON (default), solids and volumes in the CATIA file are converted to CADKEY solids

•	Surfaces - When checked ON (default), surfaces in the CATIA file are converted to CADKEY sheet bodies

•	Curves - When checked ON (default), curves (wireframe geometry such as lines, curves, conics, polynomial curves and NURBS) in the CATIA file are converted to CADKEY wireframe geometry

•	Points - When checked ON (default), point entities in the CATIA file are converted to CADKEY points

•	Read Root Entities Only - When checked ON (default), only "root" CATIA V4 entities will be translated

•	Read Master Workspace Only - When checked ON (default), only the master workspace will be translated. All other workspaces will be ignored.

Use Entity Names to Create Unique Sub-Levels

This option controls how layer and entity name information are transferred to CADKEY. When this option is checked ON (default), then:

1)	First the layer number and entity name are retrieved from the entity

2)	The CADKEY level corresponding to the layer number is sought in the CADKEY part the entities are being imported into.

3)	If such a level exists then the sub-levels of that level (if any) are iterated to determine if any of them has the same name as the entity name.

4)	If a sub-level with the same name is found, then the entity is added to that sub-level

5)	If no sub-level by that name exists, a new sub-level is created with the entity name as the descriptor and the entity is added to the new sub-level.

6)	If such a level does not exist, a new CADKEY level is created from the layer number. It is assigned the name (descriptor) "CATIAV4Layer #" (where # is the layer number). A sub-level is now created under this new level with the entity name as the descriptor and the entity is added to that sub-level.

For example:

CATIA file:

Layer Number	Entity name attributes attached to the entity

 	1.	Block1, Block2, Block3

 	2.	Cone1

CADKEY Structure:

Level Number	Level Name	Entity count

1 	CATIAV4Layer  1	0

1.1 	Block1	1

1.2 	Block2	1

1.3 	Block3	1

2 	CATIAV4Layer 2	0

2.1	Cone1	1

When this option is checked OFF, then sub-levels are NOT created. Entities are added based on their level numbers alone.

For example:

CATIA file:

Layer Number	Entity Names

1  	Block1, Block2, Block3

2  	Cone1

CADKEY Structure:

Level Number	Level Name	Entity count

1 	CATIAV4Layer 1	3

2 	CATIAV4Layer 2	1

IMPORTANT

This option is only used when importing (reading) CATIA V4 files that were not exported (written) from CADKEY.

When reading in CATIA V4 files exported by CADKEY, the level structure of the entities in the CADKEY part that the CATIA file was exported from will be preserved as much as possible.

NOTE: It is possible that CADKEY sheet bodies and/or wireframe geometry may get split off into two or more portions. Some of these portions may not preserve the level information of the original entity that it split off from. This is a limitation of this version


CATIA V4 Export

To export a CATIA V4 file:

1)	Select "CATIA 4" under the File > Export Menu.

2)	You are now presented with a selection menu that allows you to select one or more entities. You may select arcs, conics, lines, splines, NURB splines, sheet bodies and solids to export.

3)	The "Export CATIA 4 model File or Export File" file dialog box appears.

Through this dialog you are able to set export options and export the selected entities to a CATIA V4 file

4)	Select "Options" on the dialog to optionally configure the export settings that are available

5)	Enter a filename for the exported file and click "SAVE"

If the export file does not translate fully, you will see a message referring you to a catia.log file. This file is saved in the CADKEY root directory, and can be viewed to determine exactly where in the translation process the failure occurred.


CATIA V4 Export Options

The following settings are available from the "CATIA V4 Export Options" dialog. Click the "RESET" button to restore all the settings in this dialog to their default configuration. When you have finished making your selections in the dialog box, click OK on the dialog.

Export Entities as

•	Volumes (default) - When selected, CADKEY solids will be exported as CATIA volume entities, CADKEY sheet bodies will be exported as CATIA surfaces and CADKEY wireframe geometry will be exported as CATIA curves.

•	Faces -  When selected, CADKEY solids and sheet bodies will be exported as CATIA surfaces and CADKEY wireframe geometry will be exported as CATIA curves.

•	Curves - When selected, CADKEY solids, sheet bodies and wireframe geometry will be exported as CATIA curves

Header Information

•	Author Name - Allows you to optionally enter an author name for the CATIA file’s header

•	Model Name - Allows you to optionally enter a model name for the CATIA file’s header.

Note: Higher level geometry (e.g., solids) can be exported to lower level geometry (e.g., curves) but the reverse is not true.  For example, sheet bodies cannot be exported as volumes.


CUSTOMIZING FEATURE AND FASTENER DATABASES

The data used to create CADKEY features and fasteners are stored in database files located in FEATDATA and FASTDATA directories, which can be found in the \lang\english subdirectory under your main CADKEY install.  These files contain both the standards information that you see in the dialog box, (e.g., types, sizes, lengths, etc.) as well as the data that is used to create the geometry.  If you wish to add your own features or fasteners to these files, or create your own database files, it is necessary for you to include all the information that CADKEY expects to find, in the right order, when it reads the files.

There are individual directories for each of the Standards available in the Feature and Fastener dialog boxes (e.g., ANSI, ISO).

Customizing the database files is NOT done through CADKEY.  You must have a separate program that can both read and write to the dBASE file format (.DBF extension), which is a widely used format.  With this separate program, you must be able to add additional records to a database file and add fields to a file.

If you wish to add lengths to an existing size or sizes to an existing type in a database file, it is also important to choose a database editing program that can insert rows, not just append them.  This is because CADKEY reads the key fields and builds its lists in "natural order."

In the following section, we will explain how the data in the files is organized and what information must be included in the files.  It is important to remember a few rules:

•	The CADKEY feature and fastener functions will recognize only dBASE III, III+, and IV formatted files (*.DBF).

•	The database file names (i.e., DRILL, BOLTRND) and field title names (i.e., TYPE, UNIT) cannot be changed.

•	Field Names must be in CAPS.

•	No negative numbers should be entered in the database files.

We strongly recommend that you do NOT attempt to modify the feature and fastener database files unless you are very familiar with database structures and have experience with editing database files.  If a file is edited incorrectly, you may damage the file to a point of being unusable and/or cause errors in CADKEY when the file is read.  In addition, bad data may cause bad geometry to be drawn.

If using Microsoft Excel to customize your fields, do not modify the widths of the columns. This can result in data being lost.

Backing up the database file you are going to modify is always a good idea (e.g., copying it to a *.BAK extension).  If necessary, you can reinstall CADKEY to restore the original database files.

Database Files Overview

Feature Database Files

Fastener Database Files


Database Files Overview

The database files for features and fasteners are stored in "Standard" subdirectories under the FEATDATA and FASTDATA directories.  In other words, each subdirectory under the FEATDATA and FASTDATA directories is associated with a specific standard.  These subdirectories contain the database files (e.g., the ANSI_M subdirectory, under FASTDATA, contains the database files for ANSI Metric fasteners).  CADKEY will automatically add new information, including new database files, to the appropriate dialog box lists.

In order to modify the database files, you must be aware of the structure of the files.  The following sections explain the structure and organization of the Feature database files and Fastener database files, respectively.


Feature Database Files

Under the FEATDATA directory are the ENGLISH and METRIC subdirectories, each of which contains the following database files with their given formats.  It is very important to maintain the order of the fields.  In the database files, the fields are listed left to right, with TYPE as the first field.  Each file has a .DBF extension.  Countersunk and Counterdrilled features are stored in the same file.

The TYPE and SIZE fields are Key Fields that are used to build the lists that appear in each of the feature dialog boxes.  Each kind of feature is broken up into different Types, which are taken from the TYPE field.  For example, different types of drilled holes are:  Normal tolerance, Close tolerance, or Nominal tolerance.  For each Type there are certain standard sizes, which are taken from the SIZE field.

Drilled Features

Reamed Features

Tapped Features

Counterbored Features

Countersunk & Counterdrilled Features


Drilled Features

File:	DRILL
FIELD	FORMAT	DESCRIPTION
TYPE	15 char max	Key Field, Tolerance List
UNIT	4 char max, "in" or "mm" only	Used for Scaling Factor
SIZE	8 char max, Nominal Size	Key Field, Standard Size List
DEC	decimal, equivalent to SIZE	Autolabel Nominal Size
DRILL	8 char max, Drill Number or Letter	Autolabel Drill Size
DIA	decimal	Clearance Hole Diameter
DRLPT	decimal, degrees	Drill Point Angle
CSKDIA	decimal	Countersink Diameter
CSKANG	decimal	Countersink Angle


Reamed Features

File:	REAM
FIELD	FORMAT	DESCRIPTION
TYPE	15 char max	Key Field, Tolerance List
UNIT	4 char max, "in" or "mm" only	Used for Scaling Factor
SIZE	8 char max, Nominal Size	Key Field, Standard Size List
DEC	decimal, equivalent to SIZE	Autolabel Nominal Size
DRILL	8 char max, Drill Number or Letter	Autolabel Drill Size
DIA	decimal	Clearance Hole Diameter
RMDIA	decimal	Ream Diameter
DRLPT	decimal, degrees	Drill Point Angle
CSKANG	decimal	Countersink Angle


Tapped Features

File:	TAP
FIELD	FORMAT	DESCRIPTION
TYPE	15 char max	Key Field, Series List
UNIT	4 char max, "in" or "mm" only	Used for Scaling Factor
SIZE	8 char max, Nominal Size	Key Field, Standards Size List
DEC	decimal, equivalent to SIZE	Autolabel Nominal Size
DRILL	8 char max, Drill Number or Letter	Autolabel Drill Size
DIA	decimal	Minor & Clearance Hole Diameter
REP_DIA	decimal, representational minor diameter	Replaces DIA if configured to
SERIES	12 char max	Autolabel Thread Series
PITCH	decimal, Setup can override	Thread Spacing
MAJOR	Decimal	Major Diameter
DRLPT	decimal, degrees	Drill Point Angle


Counterbored Features

File:	CBORE
FIELD	FORMAT	DESCRIPTION
TYPE	15 char max	Key Field, Type List
UNIT	4 char max, "in" or "mm" only	Used for Scaling Factor
SIZE	8 char max, Nominal Size	Key Field, Standards Size List
DEC	decimal, equivalent to SIZE	Autolabel Nominal Size
DRILL	8 char max, Drill Number or Letter	Autolabel Drill Size
DIA	decimal	Clearance Hole Diameter
CBDIA	decimal	Counterbore Diameter
CBDPTH	decimal	Counterbore Depth
CSKDIA	decimal	Countersink Diameter
CSKANG	decimal	Countersink Angle


Countersunk & Counterdrilled Features

File:	CSINK
FIELD	FORMAT	DESCRIPTION
TYPE	15 char max	Key Field, Type List
UNIT	4 char max, "in" or "mm" only	Used for Scaling Factor
SIZE	8 char max, Nominal Size	Key Field, Standards Size List
DEC	decimal, equivalent to SIZE	Autolabel Nominal Size
DRILL	8 char max, Drill Num or Letter	Autolabel Drill Size
DIA	decimal	Clearance Hole Diameter
CSKDIA	decimal	Countersink Diameter
CSKANG	decimal	Countersink Angle
CRDL	Legacy (unused)	N/A
CLOSE	Legacy (unused)	N/A


Fastener Database Files

Each fastener database file is made up of general fields, common to all the fastener database files, and specific geometry data fields, which may be different for different files.  It is very important to maintain the order of the fields.  In the database files, the fields are listed left to right, with TYPE as the first field.  The geometry data fields will come after the general fields and contain the information for creating the fastener geometry.  Table 4-1 shows the general fields.  The geometry data fields will be given below.

General Fastener Database Fields

Fastener Head Styles

Files and Data Fields

Bolts and Screws

Nuts

Machine Screws

Socket Screws

Tapping Screws

Washers

Pins

Studs


General Fastener Database Fields

FIELD	FORMAT	DESCRIPTION
TYPE	40 char max	Key Field for Fastener Types
UNIT	4 char max, must be "in" or "mm"	Used for Scaling Factor
HEAD	8 char max (see Table 4-2)	Type of Head Geometry
PARTNUM	20 char max	Key Field for Fastener Sizes and Block Names
SIZE	decimal	Nominal Size Data for Fastener Sizes
AFFIX	Optional, 4 char	Added to SIZE
SERIES	Optional, 12 char max	Appended to SIZE for Fastener Sizes
PITCH	Optional, decimal	Thread Pitch
DASH*	8 char max	Key Field for Fastener Lengths
LNG*	decimal	Fastener Length Data for Fastener Lengths
THRD	Optional, decimal	Threaded Length
SHAFT	8 char max (see Table 6-3)	Shaft Type, for Tapping Screws Only
MAJOR	Decimal	Major Diameter, for Tapping Screws Only
MINOR	Decimal	Minor Diameter, for Tapping Screws Only
Table 4-1 General Database Fields (*Not used for Nuts and Washers)

The TYPE, PARTNUM and DASH fields are Key Fields that are used to build the hierarchical structure of the database (see Chapter 4, Fasteners).  When creating a fastener, the program will scan the database file and create a Type list of all unique Types that are found.  For each Type, a Size list of unique Part Numbers will be made.  The DASH field is used as the unique Key Field from which the Length list is made.  Note that the program can be configured instead to display the decimal values taken from the SIZE and LNG fields in the Size and Length lists, respectively.  In this case, these lists are still built from unique PARTNUM and DASH records in the database.

CADKEY comes with sample part numbers in the PARTNUM field.  You may, if necessary, replace the sample part numbers with your company's own part numbers.  Remember that all fasteners of a specific type must have a unique part number (e.g., no two hex bolts can have the exact same part number).


Fastener Head Styles

There are many different head styles available, the names of which are used in the HEAD field.  Table 4-2 shows the available head types.  Tables 4-2A and 4-2B show drive and point options available for certain head types.

Head Name	Description
SQR	Square Head (Cube)
HEX	Hex Bolt Head (Hexagon)
HEXFIN	Hex Screw Head (Hexagon with Washer Face)
HEXFLNG	Hex Flange (Hexagon with Flange)
HEXSLT	Slotted Hex
HEXWSHL	Slotted Hex Washer
RND	Round Head (Partial Sphere)
RNDSLT	Slotted Round Head
RNDSQR	Round Head, Square Neck (Partial Sphere with Square Cube)
FLAT	Countersunk Flat Head, no slot
FLATSLT	Slotted Countersunk Flat Head
OVALSLT	Slotted Oval Head (Combo Flat Csk and Round)
OVALCRS	Cross Recessed Oval Head (Phillips Head)
FLSTRSLT	Slotted Fillister Head
FLSTRCRS	Cross Recessed Fillister Head
PANSLT	Slotted Pan Head
PANCRS	Cross Recessed Pan Head
TRUSSSLT	Slotted Truss Head
TRUSSCRS	Cross Recessed Truss Head
BINDSLT	Slotted Binding Head
BINDCRS	Cross Recessed Binding Head
BTN*	Button Head (Socket)
FLAT*	Socket Head Flat Countersunk
CAP*	Socket Head (Socket Head Cap Screw)
SHLDR*	Socket Head Shoulder Screw
SET*†	Socket Set Screw
NTHSLT	Slotted Hex Nut
NTHWSLT	Slotted Hex Washer Faced Nut
NTWHEX	Washer Faced Hex
NTSMS	Machine Screw Square Nut
WLKHELI	Helical Spring Lock Washer
WASHCLIP	Clipped Plain Washer
WASHPLN	Plain Washer
PIN†	Pin Head (Chamfered Cylinder)
CROWN†	Crown Head for Dowel Pin
NONE†	Used if no head is needed
FLATCRS	Cross Recessed CSK Flat Head
NTSC	Self Clinching Nut
*Add Letter for Drive option (if desired).  See Table 4-2A

† Add Letter for Point option (if desired).  See Table 4-2B

Table 4-2 Head Types

Drive Letter	Description
C	Cross Recess (Phillips)
H	Hex
S	Six (6) Tooth Spline
T	Torx
Table 4-2A Drives

(Used as Suffix on end of Head name; Socket Screws only)

Point Letter	Description
D	Dowel Point (Rounded Corners)
O	Oval Point (Partial Sphere)
P	Cup Point (Cone minus cone)
C	Cone Point
F	Flat Point (Chamfered Cylinder)
G	Dog Point (Cone and Cylinder)
Table 4-2B Points

(Used as Suffix on end of Head name; Socket Set Screws and Pins only)

Shaft	Description
AB	Spaced Shaft w/ Type AB Tapping Screw Point
B	Spaced Shaft w/ Type B Tapping Screw Point
BP	Spaced Shaft w/ Type BP Tapping Screw Point
BF	Spaced Shaft w/ Type BF Tapping Screw Point
D	Normal Shaft w/ Type D Tapping Screw Point
Table 4-3  Tapping Screw Shaft Types

Table 4-3 shows the shaft types available for tapping screws only.


Files and Data Fields

All geometry data field names are one or two characters long and in CAPS.  All geometry data fields are decimal format.  Data in these fields will not appear in any of the fastener dialog boxes.  All files have a .DBF extension.  Files with the same geometry data field names are listed together.


Bolts and Screws

Files:	BOLTSQR and BOLTHEX
Contents:	Square Bolts and Hex Bolts
Field	Description
H	Head Height
F	Width across Flats
File:	BSCRHEX
Contents:	Hex Screws
Field	Description
E	Optional, Diameter of Shaft (overrides SIZE)
H	Head Height
F	Width across Flats
C	Height of Washer Face
DW	Diameter of Washer Face


File:	BSCRFLNG
Contents:	Hex Flange Screws
Field	Description
F	Width across Flats
B	Flange Diameter
K	Side Height of Flange
H	Head Height, total
N	Flange Angle
HT	Side Head Height, from top to flange
File:	BOLTRND
Contents:	Round Head Bolts
Field	Description
A	Head Diameter
H	Head Height
P	Height of Flat (Square Neck)
O	Width across Flats (Square Neck)
N	Angle at bottom of Neck


File:	BOLTCSK
Contents:	Countersunk Bolts
Field	Description
A	Head Diameter
H	Head Height
J	Width of Slot (Slotted Head)
T	Depth of Slot (Slotted Head)
File:	BSCRCAP
Contents:	Slotted Cap Screws
Field	Description
A	Head Diameter
H	Head Height
J	Width of Slot
T	Depth of Slot
HT	Total Head Height (Fillister Head Only)
N	Optional, Countersunk Angle (Countersunk Only)


Nuts

Files:	NUTFLAT, NUTHEX, and NUTSQR
Contents:	Flat Hex Nuts, Hex Nuts, and Square Nuts
Field	Description
H	Head Height
F	Width across Flats
File:	NUTFLNG
Contents:	Flange Hex Nuts
Field	Description
H	Head Height (total)
F	Width across Flats of Hex
B	Diameter of Flange
K	Thickness of Flange
N	Flange Angle


File:	NUTSLOT
Contents:	Slotted Hex Nuts
Field	Description
H	Head Height
F	Width across Flats
T	Unslotted Thickness
S	Width of Slot
C	Height of Washer Face
DW	Diameter of Washer Face
File:	NUTSC
Contents:	Pem Self-Clinching Nuts
Field	Description
B	Diameter of Shank
F	Diameter of Head
H	Height of Head Portion of Nut


Machine Screws

File:	MSFLAT
Contents:	Flat Csk Head Machine Screws
Field	Description
A	Head Diameter
H	Head Height
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
Q	Optional, Countersink Angle
Files:	MSOVAL and MSFLSTR
Contents:	Oval Csk Head Machine Screws and Fillister Head Machine Screws
Field	Description
A	Head Diameter
H	Head Side Height
O	Total Head Height
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
Q	Optional, Countersink Angle


Files:	MSPAN and MSTRUSS
Contents:	Pan Head Machine Screws and Truss Head Machine Screws
Field	Description
A	Head Diameter
H	Head Side Height
R	Head Radius
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
File:	MSBIND
Contents:	Binding Head Machine Screws
Field	Description
A	Head Diameter
O	Total Head Height
F	Head Oval Height
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
Q	Head Side Angle


File:	MSHEX
Contents:	Plain & Slotted Hex Head Machine Screws
Field	Description
A	Width across Flats
H	Head Height
J	Width of Slot
T	Depth of Slot
File:	MSWSHX
Contents:	Plain & Slotted Hex Washer Head Machine Screws
Field	Description
A	Width across Flats
W	Legacy (unused0
H	Head Height
J	Width of Slot
T	Depth of Slot
B	Washer Diameter
U	Washer Thickness


Socket Screws

Files:	SKCAP and SKBTN
Contents:	Socket Head Cap Screws and Socket Button Head Cap Screws
Field	Description
A	Head Diameter
H	Head Height
S	Head Side Height
J	Socket Size
T	Socket Depth
File:	SKFLAT
Contents:	Socket Flat Csk Head Cap Screws
Field	Description
A	Head Diameter
H	Head Height
J	Socket Size
T	Socket Depth
Q	Head Angle


File:	SKSHLDR
Contents:	Socket Head Shoulder Screws
Field	Description
TSIZE	Nominal Thread Size
THRD	Thread Length
A	Head Diameter
H	Head Height
S	Head Side Height
J	Socket Size
T	Socket Depth
K	Shoulder Neck Diameter
F	Shoulder Neck Width
G	Thread Neck Diameter
I	Thread Neck Width
D	Optional, Shoulder Diameter (overrides SIZE)


File:	SKSET
Contents:	Socket Set Screws
Field	Description
J	Socket Size
T	Socket Depth
C	Cup and Flat Point Diameter
W	Cup, Flat and Dog Point Angle
Y	Cone Point Angle, Cup Point Recess Angle
Q	Dog Point Length


Tapping Screws

File:	TSFLAT
Contents:	Flat Csk Head Tapping Screws
Field	Description
S	Point Length
P	Point Diameter
A	Head Diameter
H	Head Side Height
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
Q	Head Angle (Optional)


Files:	TSOVAL
Contents:	Oval Csk Head Tapping Screws
Field	Description
S	Length of Shaft Point
P	Diameter of Shaft Point
A	Head Diameter
H	Head Side Height
O	Total Head Height
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter
Q	Optional, Countersink Angle
Files:	TSPAN
Contents:	Pan Head Tapping Screws
Field	Description
S	Point Length
P	Point Diameter
A	Head Diameter
H	Head Side Height
R	Head Radius
J	Width of Slot or Recess
T	Depth of Slot or Recess
M	Recess Diameter


Files:	TSHEX
Contents:	Plain and Slotted Hex Head Tapping Screws
Field	Description
S	Point Length
P	Point Diameter
A	Width Across Flats
H	Head Height
Files:	TSHEXWSH
Contents:	Plain and Slotted Hex Washer Head Tapping Screws
Field	Description
S	Point Length
P	Point Diameter
A	Width Across Flats
H	Head Height
B	Washer Diameter
U	Washer Thickness


Washers

File:	WPLN
Contents:	Plain Washers
Field	Description
A	Inside Diameter
B	Outside Diameter
C	Thickness
File:	WLKHELI
Contents:	Helical Spring Lock Washers
Field	Description
A	Inside Diameter
B	Outside Diameter
T	Thickness


Pins

File:	PINDOWEL
Contents:	Dowel Pins
Field	Description
A	Pin Diameter
B	Point Diameter, if any
C	Crown Height or Radius
Q	Optional, Angle on Point
Z	Point Height for Oval Pins


Studs

Continuous thread and double ended studs use fields listed in the General Fastener section earlier in this chapter.  However, there are a few things that you should note in regards to the Stud database:

•	For continuous thread studs, the LNG and THRD fields need to always be the same.

•	For double ended studs, the THRD value needs to be less than LNG divided by 2.

•	The HEAD field is reserved for future use and should always be NONE.

Values that do not follow the above rules will give unpredictable results.