Beruflich Dokumente
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Glenn Beer Photon Science & Applications Lawrence Livermore National Laboratory
UCRL-CONF-229779 This work was performed under the auspices of the U.S. Department of Energy by the University of California, Lawrence Livermore National Laboratory, under Contract No. W-7405-Eng-48.
Poster Child
_2_NOTES_COL_1 SURFACES LAY0002 AXIS_TAG 16_ALL_ROUNDS 04__ASM_ALL_DTM_PNT 01_ELEVATIONS 31 16 1 _2_PLANE THREADS LOCATION CG_POINT 17_ALL_CHAMFERS 04___PRT_ALL_DTM_PNT 01_FLOOR_PLANS 32 17 2 _2_POINT THREADS-PIPE LOCATION2 CG_POINTS 1_ALL_PLANES 05_ALL_DTM_CSYS 01_PUB_GEOM 0000_EMPTY 18 3 _2_START_ASSY_PLANES THREAD_FEAT MAP CHAMFER 2_ALL_CSYS 05__ASM_ALL_DTM_CSYS 01_STATIONS 0010_SKELS 19 4 _2_THREAD VIEW_TXT NOTES COPY_GEOM 3_ALL_AXES 05__ASM_DEF_DTM_CSYS 01__ASM_ALL_DTM_PLN 0020_PARTS 20 5 _3_ALL_DATUMS XSEC_DATUMS PHANTOM_GEOM COSMETIC 4_ALL_POINTS 05___PRT_ALL_DTM_CSYS 01__ASM_DEF_DTM_PLN 0021_SUBASSEMBLIES 21 6 _3_ALL_HARDWARE5 _1_CHAMFER PLANES COSMETIC_THDS 5_ALL_CURVES 05___PRT_DEF_DTM_CSYS 01___PRT_ALL_DTM_PLN 0022_HARDWARE 22 7 _1_HOLE POINTS COSM_SKETCH 6_ALL_SURFS 06_ALL_SURFS 01___PRT_DEF_DTM_PLN 0030_UNASSIGNED 23 8 _1_ROUND QUILTS COSM_THDS 7_ALL_FEATURES 06__ASM_ALL_SURFS 02_ALL_AXES 0099_START_FEATURES 24 9 _2_AXIS ROUND COSM_THRDS ALL_FEAT 06___PRT_ALL_SURFS 02__ASM_ALL_AXES 00_OCD 25 10 _2_COSM_SKETCH SECTION CSYS ANNOTATIONS 07__ASM_ALL_SKELETONS 02___PRT_ALL_AXES 00_OCD_BEAMPATH_CL 26 11 _2_CSYS SET_DATUM CURVER ASSY_CSYS 1001_COSM_THRDS 03_ALL_CURVES 00_OCD_BEAMPATH_SURFS 27 12 _2_CURVE SET_DATUMS CURVES ASSY_PLANES 1002_MBM_NOTES 03__ASM_ALL_CURVES 00_OCD_CSYS 28 13 _2_GTOL SKELETON CURVE_ENT ASSY_POINTS 10_ALL_DIMENSIONS 03___PRT_ALL_CURVES 00_OCD_PROFILES 29 14 _2_NOTE SLOTDTMS DATUM AXIS 11_DRAWING_NOTES 04_ALL_DTM_PNT 01_ALL_DTM_PLN 30 15
I Intend to show
How to easily predict the visibility of items, depending on the layer status. (Isolate, Hidden, Unhidden)
How to make effective use of putting items onto multiple layers. And, Ill demonstrate some cool mapkeys, that are based the info presented. They allow the quick and easy clean up of the layers of an entire assembly and its components.
Understanding exactly what has been put onto the layers. Knowing Invisibility Rule #1. Knowing how layer status impacts visibility. The effective use of placing items onto multiple layers. This makes it easier to choose what you want to see, instead of everything you dont.
P2
P1
P3
GEOMETRIC ENTITIES
Invisibility Rule #1
Once an item is rendered invisible; every sub item, in that branch of the model, is rendered invisible.
Coarse
Level of Control
Fine
Unhidden Hidden
* * *
Hidden
* * *
Unhidden
V V I
Hidden
V V *
Unhidden
V V I
Hidden
V V *
Assembly
Part
Unhidden
Feature Entity
Entity V V V V *
Assembly
Part
Unhidden
I I Feature
Hidden
Feature Entity
II
II V
I I
V V
BEAM-CENTERLINE LAYER
BEAMPATH LAYER
OPTIC-LOCATIONS LAYER
Hidden 5X
Isolated 3X
V
* Unhidden
I I Feature Hidden
Every aspect of layers in an assembly is the same as in parts, until a component is added to a layer then things change, boy do they!
Putting It Together
Create, all inclusive, default layers only for the items found in the majority of your models. Dont remove items from them, with Isolate, it isnt necessary. Create layers that suit your needs.
Save all layers with the status Hidden. Make exceptions only for things that need to be seen in ALL upper assemblies.
Config.pro
no def_layer options add_lower_level_comps_to_layer no Make the environment display options on by default.
Drawing.dtl
ignore_model_layer_status draw_layer_overrides_model yes yes
Demos
Cleaning an Assembly
Using find to create layers. Using the extend function to create layers, with rules, recursively. Searching for items in the layer tree. Using the selector to manipulate the layer tree. How to distinguish between entities and features.
Skeletons
Layers to fit special requirements.