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PDMS equi guide vv.0.2

.. spelling errors, inconsistencies and
y in the forest
Made it possible to select several of GMM
by dragging a selection of stuff

Henrik Landstrm |


The primitives are composed of PDMS.

It is important to understand how the primitive elements are made up of
PDMS, read on because in a couple of primitives, a suggestion box and
cylinder, and skim through the remainder of Design Reference Manual, Part
3, paragraph 5.2 on page 45 to paragraph 5.2.12, page 57.

Also check out the Getting Started with PDMS.pdf page 37-47 to get some
information on the PDMS in large.

PDFerna include manuals in which PDMS is installed.

There are also lots of other manuals, which, although they can be difficult to
understand with lots of information.

Henrik Landstrm |

Repetition: Viktigt

The element's
element s position and orientation
depends on the hierarchical structure.
An element's
element s position and orientation is
relative to its owners.

Henrik Landstrm |

Repetition: Exempel hierarki




It owns B, ie C, retains its position relative to B



A rotation and all it takes to follow.

Henrik Landstrm |

Repetition: WORLD

At the top of the hierarchy are WORLD

WORLD, also abbreviated as / *
It is the WORLD who owns everything.

One can use to move or rotate the elements and have total control of
relative position.

Henrik Landstrm |

Repetition: Site, Zone, Equipment och Subequipment

Underworld are Sites

Sites, which owns the zones
zones, in our case takes Equipment
that can be Sub-equipment

These elements can be described as administrative elements, which it uses

to divide its data base into logical parts.

For example, a hot Site Equipment, which owns two zones, called Floor 1
and Floor 2.

The zones are then Equipments that can be called things like pump-345,
Tank 43, Tank-56, etc.

Henrik Landstrm |

Repetition: Name

You can name the elements

Name must be unique

Name type with one / first. Ex, / TANK-1

It is customary to just name the specific elements, such as nozzles / nozzle

to get their names on the drawings.

The names you then give such a pipe is usually in the form
/ Equipment
Name / Subequipment Namn/Stus1 just to name must be unique.

Henrik Landstrm |

Repetition: Good stuff

CE is an abbreviation for Current Element which refers to the element you have marked the

Or had, in dialog boxes tend to read a series of CE ... due to the element you had selected when
you opened
the dialog.

All of PDMS can be done in about 34 different ways

Do not use 'x' in the upper

pp right
g corner to close the dialog
g boxes,, use [[Dismiss]] or [[Cancel]]

The "simple CAD" you use X, Y and Z. The PDMS is also EAST, NORTH, UP, or abbreviated as
E, N, U. For negative values exist WEST, SOUTH, DOWN or W, S, D.

It does not matter what you use, you can even mix the terms, ex. X, N, U WEST 40, Y-500, Z 500.

Memory Rule to tie up the bag: NEW YORK.


In the main text used x, y and z

You can not undo something you did (almost ...)

Henrik Landstrm |

Repetition: Navigation in space

If yyou want to see the 3D view in a specific

direction,, right
g click anywhere
where there is an element, and you may choose from several versions of a
pop-up menu.

Zoom to Entire Draw List to see everything you have in the Draw List

Look> Plan and Isometric to get special views, such as straight North, or

You can also change how the controller should work, if it is rotating or
panning as you want.

Tip: Have mittenknappens function on Rotate and then to pan, click the
center button in the direction you want to pan so centered view where you
clicked so continue to click over to the side ...

Henrik Landstrm |

Frklaring av vanlig knappar i huvudmenyn

Navigate between
elements you had
selected earlier

The gauge


Navigation Level.
How deep hirarkin
you want to make
an elements

View the
h shoulders
h ld
of the CE

Add to Drawlist
Modify Orientation
Explicit Position

Remove from Drawlist

Remove CE
Create / Modify List
Selecting Active List

Henrik Landstrm |

Explanation of the layout and expression

Orientate > Rotate
During the truck text refers to the
i ti off th
the menus, even then,
up menus such
h as th
the righti ht
click with your mouse.
Dialog, dialog, window, etc aimed at precisely those that come
up. Here
k d with
ith a bl
blue b
Textbox refers to the rows where you can enter text, then entering
text start changing the text line color.
Help Graphics, axes, visual elements aimed at those elements
that are drawn when performing commands. Here marked in
Ch kb
or check
h kb
box, referring
f i tto b
boxes where
you can ti
k an
Dropdown List, or drop-down menu, aimed at multiple-choice
li t
"Wrt" means the text wrt which stands in the dialog box and also
the text box associated with that particular wrt
[Enter] Text between [] refer to a button. Often it is meant also to
press the button.

This box is assigned Command Line code out,

performing the same function as menus,> root by about
45 z

Henrik Landstrm |


Navigation Level
Here we have started a string to show the function of Navigation Levels.

When building with

primitives, would be in
90% of cases, putting
navigation on Level
Elements .
Navigation Level: Equipment is active in the Navigation Level: Elements election,
dropdown list.
list Although we have solid
and now affects only the cylinder.
cylinder CE to highlight everything by using
graphic green "box".
Henrik Landstrm |


Frvntat resultat

Henrik Landstrm |

Nu ker vi!
Start by creating a base structure.
Create > Site with any name or ignoring it.

Create > Zone with the same name ngivninsregel

g that Site.

Create a box.
Create > Primitives
In the Create Primitives dialog box select the Type Drop Down
Complete the following attributes.
Y-length 800
X-length 1700
Z-length 200
Leave the rest of the values untouched
Now it comes up a box, hopefully ....

> new box xle 1700 yle 800 zle 200

Henrik Landstrm |


Create Pyramid
Create > Primitives ((if y
you close the dialog)
In the dialog box choose Create Primitives now Pyramid of Type
dropdown list,
Create a Pyramid
with the following
g attributes
X-bottom 1700
Y-bottom 800
p 1650
Y-top 750
Height 50
But ... where did the pyramid go?
Press [[F8]] for wireframe or wireframe view. Zoom in on the box with
the mouse's scroll wheel. [F8] again to return to solid graphics.
Sure you see some extra lines inside the box? The pyramid has thus
ended up inside the box.
Both times we created the elements we provide positional attributes
untouched. Now is both the box and the pyramid with its P0 (P-Point
0) to position North 0
0, East 0
0, Up 0
> New smolder xbot 1700 ybot 800 xtop 1650 ytop 750 hei 50
Henrik Landstrm |


Move : Moving up the pyramid

The first box has a height of 200 (Z-length) and the pyramid
h ah
i ht off 50 (H
i ht)

Then want the pyramid will be on top of the box, we need

to move up the half box height + half the height of the
Thus the pyramid on 200 / 2 + 50 / 2 = 125th
Click on the pyramid.
P iti > M
Move > Di
Move window plotted and a co-coordinate system is
rendered, inspired by the P0 of the pyramid

> by z 125
Henrik Landstrm |


Checkk that
th t the
th Name
so it says something
thi th
thatt starts
t t
with PYRA. Is there anything else you would not
pyramid selected when you pressed Distance from the
menu. If so, click on the pyramid, so it will be CE and
th press th
the [CE] above
th [Apply].
[A l ] Let's
L t' Name
be something with PYRA early


Change the "Direction" text box to the U, or Z, enter U,

Up, or
o Z,, press
p ess into
o the
e text
e box,
bo , write
d finish
s with


Change the "Distance" to 125


pp y]

GMM: Graphical Model Editor - Move

Do not use menus and dialog boxes or typing in commands you can use the
GMM. Moving down the pyramid 125 in the same way you moved it up.

Start by GMM on the button with a yellow ball and four small arrows. When
GMM is enabled closes some other commands to work, it is as impossible to
1) Press the pyramid.
Both the box and the pyramid will be marked by green and purple and a help /
editing-coordinate system pops up.
From start to affect the GMM entire equipment, so start by right-clicking on the
pyramid or box and choose Edit Equipment. Now you can change individual
elements equipmentet owns

2) Press again on the pyramid.

You get only the selected element is highlighted green. Right-click on the
purple Z-axis and select Enter Value. A Move Selection dialog box appears.
Enter 125 in "Z" text box and finish with [OK]. Note that there is a [Preview]
also if you want to see what will happen ...

Henrik Landstrm |

GMM: Continued

The GMM can move (move)

(move), "straighten up" (align)
and rotate in a more "modern" way. In addition to filling
the world in the Enter the Value you can draw in the
shoulders and arches to move / rotate the element in
the step

To change the "step" so you go into the Selection> Set


Use Letter man GMM, there is a [UNDO] button, which

can act sometimes.

Will demonstrate more examples to come

Henrik Landstrm |

New Box, Move

Let's make a new box with the following attributes, you have forgotten where to press,
scroll back a few pages.
X-length 200
Y-length 400
Z-length 170
Now we also change the position from the beginning so we do not have to look for the
new box inside the first. It does so by filling out a position in the three "Position" text
To figure out how high up we'll be putting the box, or rather, the box P0, we expect a
little math:
Big box height / 2 + pyramid height + new box height / 2, which gives 200 / 2 + 50 +
170 / 2 = 235
To complete the 235 "position"-up text box and the [OK]

> new box xle 200 yle 400 zle 170 at z 235
Man kan ven utfra berkningar nr man skriver in kommandon.
> new box xle 200 yle 400 zle 170 at z (200 / 2 + 50 + 170 / 2)

Viktigt med mellanrum mellan siffrorna och divisions samt additionstecknen annars blir det fel
Henrik Landstrm |


Measure : Measuring
Now the new box is moved to the edge
g of the foundation. The end result
should be a distance of 350 mm from edge to edge.
We begin with the gauge. Click on the icon that is circled in the picture.
Now y
you g
get the Measure dialog
g with
Positioning Control box, which can be loose
somewhere on the screen or sit it up in the
main menu, among the other buttons.

The status line above the

graphic display,
display you can read
what you have your mouse
over and it's end or start on
the measure to choose. Very
important and useful

To measure, press the left mouse button on the

element you want to measure from, and then
release the mouse button when one is above
the portion of the element you are interested.
Then select the items you want to measure
and release the mouse over something
g ...

In order to filter the type of points, edges, or elements that

should be selectable using, and each of the elements you
select checked Positioning Control toolbar.
1) During Ppoint-dropdown list, choose which elements
should be placed through the filter. Let it stand at Ppoint
2) The Snap-drop-down list, select each of the chosen
marker is stuck, for example, in the middle of a line, but
leave it on the snap.
Henrik Landstrm |


Measure: Measuring cont.

Now we measure.
First choose the P-Point 1 for the small
Since P-Point one of the big box.
Now fill the Measure dialog on the
Distance ~ 785.9
785 9
"Relative Offset X: 750
"Z" -235
Are the dimensions that you should get

There is relative offset X is interesting.

See explanation below
P1 small box

"Relative Offset X"


P1 big box

Henrik Landstrm |

Move : Infront
We will move the small box of 750 mm.
I order
d to
t make
k the
th move, we can now do
d on a myriad
i d off diff
differentt ways.
We look some

We have previously used the Position> Move> Distance and could do so

i b
by filli
filling iin th
the age off th
the "Di
ti " X
and "Distance" 750-350 = 400. But we will not do.
We will do in a way that makes the whole measuring exercise
Sign in to Position> Move> Distance, to pick up Move-Window ". Fill in
the "Direction" E (which is the same as X) and "Distance" 350, i.e.
th di
we wantt b
the edges.

Change the first drop-down list from, presumably, Only, to In front


P P i t in
i th
the second
d lilist.

Now click on P1 for the big box, [Apply] and the move is complete ....
... Or?
Check the distance, measure. It is wrong to 100mm ...

> move x dist 350 infront idp@

Henrik Landstrm |


Move : Infront cont.

.. Why
Wh the
h di
distance 2
0 and
d not 3
0 as we wrote iin?
When PDMS performs Movement: Infront so deleted it from
P0 of the element that moves. And since the box has an Xl
th off 200 iis 100 which
hi h iis ffailing.
We fix this by moving the little box back 100th Either by
changing the "Distance" to 450 in Move-window, or at a
li htl ffaster
t way ...

Infront is the distance

Henrik Landstrm |

Move: Clearance
Another method y
you can use to move the box at the
Move backward (ie in-X or West) boxen740 or 870 by any
Then go into the menu Position>Move>Clearance

Please enter the following

g in Movement window
Direction E
Clearance 350
1)) Infront
2) ID P-Point
Now select the P1 on the big box.
Now the move is completed, Measure the distance true.
That is true because the PDMS calculates the move by using
something called Obstruction Volume, ie the volume
element takes up.

> move x clear 350 infront idp@

Henrik Landstrm |


WRT: Referens-nummer, New Pyramid

Let's create a pyramid that will be the front legs of the pump. It
should have the following attributes
X-bottom 200
Y-bottom 400
X-top 130
Height 190
Before we press [OK], we will look at the line "WRT" with its
t tb
Wrt mean With Respect to, which means it is the element that is
"wrt" which are used to derive the starting point for calculating the
iti and
d orientation
i t ti when
h th
the pyramid
id iis created.
t d
A number are already completed, and there is reference number
of the elements that will take the pyramid when it is created. That
i th
the equipment
t th
thatt we h
have created
t d primitives
i iti
iin so ffar.
GRN is a unique number that each element has in a project.
Although the element is later deleted, the reference number will
never be
b used
d iin th
the project.
j t

Henrik Landstrm |

WRT: Referens-nummer, New Pyramid, forts.

Select the "WRT" number ((with =)) and copy
py it [[CTRL + C].
Select a box
Paste the code in the Command Line>, and press [Enter]
Now highlight
g g the equipment
q p
has the reference number we
Now type in the Command> q ref PDMS will respond with a new
line in Command Window Pane.
Ref = 12345/76891
You can do this on any
y element. Tryy it!
Select the small box and ask for the box ref code, then copy
number (with =, but the text Ref)
Copy in, [Ctrl + V], ref number in the "WRT" text box for the
The new pyramid is now in the little box! This is because PDMS
is now derives pyramid position from the box.
> New smolder xbot 200 ybot 400 xtop ytop 130 400 190 hei item at x 0 y 0 z 0 = wrt 12345/67891 Or easier to avoid typing the whole
'item at x 0 y 0 z 0 wrt = 12 ...' you can Instead, write 'at = 12345/67891' to directly pick the position of the reference element> new
smolder xbot 200 ybot xtop 400 130 400 ytop hei 190 at = 12345/67891

Henrik Landstrm |


WRT: Referens-nummer, New Pyramid, forts

Since the pyramid is higher than the box
box, then a bit of the
pyramid to stand out from the box at both under and upper
Move it up so that the pyramid is in contact with the Great
Box height 170, the pyramid height of 190, divided into two
gives 10
So the pyramid is moved up 10th

P0 for both the box and the pyramid

Henrik Landstrm |


Change the attributes of the radiator

y > Attributes
to pick up Modify Attributes window.
Now, just click on the attributes you
want to change.
An alteration dialogue box will then up
and you can enter a new value and
Quit with [OK]
When you made all the changes you
want, and finish with [Apply]

Henrik Landstrm |

Change the attributes of elements with Command>

Select an element
Ask PDMS with Commnad> q [Enter] and
PDMS respond in the Command Window
with a whole bunch of different lines of
Compared to Modify-Attributes-box we get this
up many more attributes to work with.

Pressing one of the lines in the Command Window the window so the line will automatically be printed
in tthe
e Command
a d Line>
Now you can change the line, and finish with [ENTER] and you have changed the element's attributes.
Press row Xlength 200mm.
g to Xlength
g 5200mm instead [[Enter]]
Now the box was great, change it back by again clicking on the line Xlength 200mm, then again in
Commnad Line> text box and [Enter] to reset the box to its original shape.
Then it is practical to run a> q [Enter] before you modify any element, as you will then have the
original state saved in the Command Window Pane.
Henrik Landstrm |


Move: Command Line> with formulas

Now we will move off the py
pyramid,, there will be 700 mm
between the pyramid and box.
Mark pyramid
Command Line> by-x (700 + xbottom / 2) [Enter]
The pyramid is in place.
When using the Command Window> to enter commands,
you can use the attributes directly without knowing what
value they have.
Therefore, instead of remembering what xbottom is, or
PDMS question about it by typing
> Q [Enter]
> Q xbottom [Enter]
to ask to use the attributes directly in the command.
it must be between the team on both sides of the
division sign.

Henrik Landstrm |

Mark py
Press [Display Aces on CE]
So will Define Axes box up and using graphics in the form
g at P0 for CE.
of a coordinate axis is shown with the origin
Now you can see just how X, Y, and Z is for CE.
With the "Size" you can change how big shoulders should
Bent "Cardinal Directions" for how to replace X, Y, Z out
towards E, N, U.
q p
we build in and choose Select> CE in
Mark equipmentet
the dialog's menu, now plotted on the axes at the origin of
Note that X, Y and Z in the same direction as the pyramid.
To close the dialog box, use the Close button> Remove
Axes to remove the axles. Do you use [X] or Close> Retain
Axes so they stay.
Do you happen to close the [X]
[X], you must open up the
dialog again and now select Close> Remove Axes.

> Axes at ce Deletes with> axes Delete Are you just hide your shoulders, there>
axes off resp> axes on
Henrik Landstrm |


Orientator> Rotate, or hot key [Modify Orientation] and Rotate
dialog box comes up with an auxiliary rotational axis of P0 on our
1) Make sure it says PYRAMID ... after CE-drop-down list, do not
do it: select the dialog in the Cursor> Elements and select the
Change the "Direction" to X, [Enter], now drawn through the shaft
Note the "WRT" text box, which now shows the ref number for CE

Help graphic visualizes around which the rotation will occur. You
can move the center point by,
typing away in the East, North, Up text boxes.
Or choose Cursor> P-point to place the center point for the
rotation off another P-Point, or any off the other options in the
Place rotations axels center in P0 for the CE, by entering 0 in the
E t North,
N th Up
U again
i or select
l tC
Cursor> El
Enter "Angle '45.
Change the "Direction" to U, [Apply]
> Root by about 45 z
Henrik Landstrm |


Rotation of Movement
the empty
p y space
in the 3D view,, Look> Down and it should
look like the image on the right.
Pick up the Rotate dialog box again in the pyramid, and we can see
that the shoulders, of course, be redrawn because we have rotated the
We will now move the pyramid in the X direction with the Command
>by x 1000 [Enter]
.. And now moved to the pyramid in the X direction, right?
Th pyramid
id is
i now where
th bl
blue pyramid
id is
i in
i the
th iimage
But the X-direction is of course rotated, should not
The pyramid have ended up where the green is?
No. Since the element's position and orientation
Depends by its owner, then a move in the X position
pyramid where the blue is because by
If you write the> village x 100 so using PDMS
owner X-direction, ie equipments.
Select Position> Move> Distance when you have the pyramid
As CE. So you see that using the graphics plotted as
t orientation.
i t ti
Close the
th window
i d
i ]

Henrik Landstrm |

Rotate and Movement cont.

X equi

Here equipmentets
q p
X,, Y axes drawn into the p
to clarify.
Backtrack pyramid> by x -1000 [Enter]
To move an element in accordance with its own
orientation requires the use of
> By 1000 x wrt ce [Enter]
Now move the element in an X direction which is
derived from the elements it has as CE.
Bring out the Move-window, Position> Move>
Distance. There is not anywhere to enter a "WRT"
element Instead you have to set the direction of
angles, in this case it will be.

Y equi

"Direction" N45E, or X45Y. "Distance" in 1000

Return the pyramid again.
Tip: It is always easier and faster to make
movements that contains only the distance and
direction to the Command Line>

Henrik Landstrm |

GMM: Rotation
Activate GMM by
y clicking
g on the yyellow ball
Right-click on a primitive, choose Edit Equipment
Click on the pyramid.
Now you can drag the frames to rotate the element of the steps that are
predefined in the Main Menu Selection> Set Increment,
You can also just as when you move with GMM, right click on an arc and
select Enter Value
The shoulders and the p
part of the arch yyou have yyour mouse over a
lighter color.
Try these also:

1) Right click on an arc, Align with the Direction so you can pick a
direction from another element of the axis associated with the frame you
2) Right click on the part of the arc, Orient Point To order CE
automatically rotated around so that the axis belongs to the bgdelen
chosen is directed against selected elements

Henrik Landstrm |

Reset the pyramid to orientation by using the Align with the Direction of
the bgdelen that here the X-axis and pick the right direction from one 35
long side of the big box,

New Cylinder, Z-axis

Create> Primitives and select cylinder
Complete the following attributes
"Height" 550 "Diameter: 450
Change the "Z
Axis Orientation" to X (in the green mark)
This determines the orientation of the cylinder z-axis when it is
created. Unchanged is the direction of U, therefore up, and we
had left it had created standing
g cylinder
as shown in Create
Cylinder window.
As we change the Z-axis to X, the cylinder to lie down

> New cyl 450 dia hei 550 ori z is x

Henrik Landstrm |


Move Clearance, Cylinder

Now the cylinder
is moved. It should lie with one g
to 75 mm from the top surface of the base and 250mm
in from the base edge.

Direction U
Clearance 75
Onto the first drop down list
ID Cursor in the second dropdown list
[Apply] then press the pyramidal element in the base
Using the same dialog box
Direction X
Clearance 250
ID P-Point
> move z clear 75 onto id@
> move x clear 250 infront idp@
Henrik Landstrm |

[Apply] and choose P0 on the big box.



GMM: Align
First,, move the cylinder
, byy x - 500 or> by
y x-500th Thus,, one can have
a negative or negative axis
Then we do exactly the same move as with before, but with GMM.
A i
GMM, and
d select
Edit E
li d

First we move GMM handles from P0 to P1

P1. Right
click on the Z axis, Move Handle> Align with
Now is not the CE to change position
position, but only
handle .

Click the P1 of the cylinder,

cylinder it can be tricky to find itit, try
to rotate the view a bit and try again until it clicks into
place. Now based GMM handles from P1.

Henrik Landstrm |

GMM: Align, cont

Now we will
ill move the
h h
dl as ffar as the
h game
should be. Right click again on the Z axis, Move
Handle> Enter Value.

Now we will move the cylinder. Again, a

right-click on the Z axis, Align with

Now the cylinder and hand tagn start go around and move
on when you mouse over a valid point, line or surface.
Click on any valid at the end of the box
Now the cylinder in place.

Henrik Landstrm |

New Dish, Connect

C t a di
h th
h th
the C
t menu
Diameter 500
Height 200
R di 200
Leave everything else so that primitives are created inside the big box
We will
ill move th
the new dishes
di h tto th
the right
i ht place
on th
the cylinder
li d with
Connect feature.
Start with Connect> Primitive> ID Point
Now select two P-Points, only one of the CE and then a point on the
elements to put together with CE.
You choose
by h
ldi d
down th
the lleft
ft mouse b
tt and
d th
then release
when you are above a P-Point, the cursor changes when the
appearance of a thicker square with a cross in.

1) At the bottom left corner is calling for what should be

done, and when you hover over something to get
information about what it is for some P-Point

> new dish dia 500 hei 200 radi 250

Henrik Landstrm |


Connect forts.
1) Now select the bottom P-Point
P Point on the dishes first

2) Then click on the P-Point 2 on the cylinder

Now, a dialog box up, and the cylinder is moved. Read and
answer the question correctly it is then the cylinder in place
Move the cylinder in the X direction, then try the second
option, Connect.

> conn idp@ to idp@

Henrik Landstrm |


Connect forts.
Connect > Primitive > Explicit
Now we directly choose which elements you want to
move to the CE. It can be seen in the lower left corner,
with a call ..

Click on the cylinder.

When it is done it will get a dialog box and a cocoordinate system is drawn on the dishes.
Now you can select the drop
down lists,
lists which are P
Ppoints you want to put together.
Test a few different options.
Help cordinate systemet plotted constantly on in order to
be able to see where the P-Pointsen sits.
Choosing the right P

> conn p2 to p1 of id@

Henrik Landstrm |


Copy > Offset

If you want to copy the multi-element patterns,
patterns or just create
a single copy you use Copy with Offset
Select the large cylinder
Create> Copy> Offset

Object CE dropdown list used to select a new CE which
you want to use the Copy. There is a ref number next to the
drop-down list, that is what will be affected.
You can also choose from the list of
Pickering - then you get after you press [Apply] to select the
items you want to use the Offset, one or more. When not
affected CE,
CE unless you also select itit.
List - has an active list, you can select the list and then
affects every element in the list.
"To" CE "drop-down list aimed at each of hirarkin you want
the element to be placed in another equipment, for example.

Henrik Landstrm |

Offset is used to change the speed from calculating
th new position.
Either write something in yourself, or use one Offset
S l t Offset>
Off t from
t Point
P i t to
t Design
D i
Now we will first select the offset from one medium to
a P-point.
1) S
l t th
the fifirstt pyramid,
id th
thatt iis ffrom El

2) Select the P-point, ie to Design Point

Now estimated offset and will be like the blue line

shows the example.

One can of course change the "WRT" to determine the

origin of Offest-calculation assumes.
Change the "Offset"
Offset to "X"
X -400
400 and 0 on the
Select "Axes" text box and type in the World
[Enter] to reset everything.
Now create a copy, [Apply]
> new cyl copy pre by x -400
Henrik Landstrm |


Command Line> Copy and Pre

To make a copy of the cylinder used> new cyli copy pre
We look at the line,> new cyli it is used all the time to create new elements.
> Copy is new, but does exactly what it sounds like a copy, but the command must have
thi to
t copy from
> Pre Pre's new means previous. Previous, or previous, is to position the elements in the
Look at the example the tree on the left.
CE is Cyli one, write it now in> pre order PDMS backing up a step in the hierarchy and
box1 is selected.
When entering> new cylinder to create a new cylinder but attributes created during CE.
Thus, in the example, between 1 and cyli cyli 2, but cyli 2 will automatically change its
name to cyli 3 and the new cylinder, the name cyli second
Select the cylinder in the model.
Enter> new cyl [Enter] in the Command Line
Select the new cylinder, and enter> q, so we will see that the diameter and height are
Now enter>
t > copy pre [E
t ] and
d the
th new engine
i will
ill copy allll properties
ti ffrom th
element above the tree.
Henrik Landstrm |


Navigation in the hierarchy with the Command Line>

There are lots of commands to navigate
the tree using
g the Command Line>
We assume that cyli 1 CE.
> Next
jumps to the elements during CE = cyli 2
> First Member
jumps to the first element = dish 1
> Load member
the last element of the hierarchy pyramid = 2
> Pre 3
jump three steps up (from smolder 2) = cyli 2
> Next two
skips two steps down (from cyli 2) = box 2
> Pre 2 Cyl
jumps up two cylinders (from box 2) = 1 cyli
> Smolder 2
jumps to the second pyramid (from cyli 1) = smolder 2
> Owner
jump to the owner = equi 1
jumps to the fourth member of the Equipment = cyli 2
And a host of other commands to make bigger jumps in the hierarchy that we are not
looking at now.
Henrik Landstrm |

Navigation in the hierarchy with the Command Line>

Being able to navigate the hierarchy of text commands are not really necessary
The important thing to remember is
> Pre
Good to also know are two commands used in previous examples
> ID @
Now you are able to select an element in the 3D view
> Idp @
Now you can select the P-Point.
> New copy-id cyl @
> By x 400 @ id wrt
> At pos idp @

Henrik Landstrm |

Modify Attributes
Let's change
g the attributes are on the copied
On one
of the ways
Modify> Attributes
Change the diameter to 400 and Height to 40.

Now, the new thin cylinder is moved toward the major. Do it

yourself, but any method.
Connect function
Measure and then Move
Do you feel uncertain on how to do, go back and read on.

>conn p2 to p2 of pre
Henrik Landstrm |


Create multiple cylinders

Create new three new cylinders with sizes and positions as shown below.

Diameter 200
Height 100

Diameter 100
Height 100
Diameter 100
Height 200
Henrik Landstrm |

New small cylinder

Now we will start doing the small cylinders that go around the
large cylinder.
Start by creating a new cylinder inside the large diameter of 50.
You can either use the Create> Copy> Offset or Command Line>
> New copy pre-cyl dia 50
Then we move up the small cylinder, then move up the new
cylinder so its center lies in the surface of the large cylinder. Use
any method here also.
Maybe> by z.. or Move dialog box with the distance large cylinder
diameter / 2.
Or Movement and Onto

> New copy pre-cyl dia 50

> Z move onto p

Henrik Landstrm |

Copy Rotate
g g the narrow cylinder
Copy and Rotate dialog box, open the
Create> Copy> Rotate. It has a lot in
common with Copy> Offset
Help Graphics in the form of a rotation axis
To move it you use Cursor> Element or> PPoint depending on where you want to place
the shoulder.
Then you can as the Copy window, use the
Offset menu to move the axis of rotation as
you want.
Intersection menu is also used to move the
axis of rotation, this may be choosing two
elements and seda placed shoulder in the
latter elements brypunkt.
Although this is "wrt" which works just like
the Copy>
y Offset.
Select, Cursor> Element
Click on the large cylinder.

Henrik Landstrm |

Copy Rotate cont.

Make sure that the "Direction" is E,, or X.
"Number of Copies" 18 "Angel" 20
[ pp y]
[Yes] if it is true.
Remember to adjust
the camera so yyou
have a good view of your model before
you press [Apply] because you can not
rotate or zoom the Confirm window is up.
Angle is the angle between each copy
Number of Copies,
is of course, the
number of copies.

Henrik Landstrm |

New box, with position

Create a new box from the menu.
X-length 130
Y-length 400
Z-length 100
This time, we specify a location for the box when we create it.
Fill in the "Position"
West 500
North 0
Upp 590

This means of course, that the new box P0 will be placed in the
specified position, which is derived from the element that is in the
"WRT" text box. Nothing we change to this because it is
q p
ref code.

> new box xle 130 yle 400 zle 100 at -x 500 y 0 z 590

Henrik Landstrm |


Would y
you change
g for example
p the Y-length
g of the box from
400 mm to 200 mm so the box will change symmetrically.
100 mm "disappear" on each side.
If you want to delete only "100", etc. on one page, or for that
matter, add 50mm to use Stretch / Trim
The new box as the CE.
Modift> Stretch / Trim> and we are six different options to
choose from, we will go through on the next page.
When you select an option a window will pop up where you
can enter how far you want to grow or shrink the element side.
You enter a negative
number to shrink.

Commands for the Stretch / Trim specific function calls.

For example,
> callac isttpp
startar Stretch/Trim > To P-Point
>callac istidp
t t Stretch/Trim
St t h/T i > ID P-Point
PP i t

Henrik Landstrm |

Stretch/Trim forts.
All sides
id Grows
allll surfaces
as much
ID P-Point, you may choose a P-point and the surface of P-points is
To P-Point,
P P i t you select
l t only
l one P
P i t on the
th CE and
d th
then a P
P i t
you want the first P-Point has to be pulled out to.
To Pliner You choose first a P-Point on the CE and then one Pliner which
you want the first P-Point
P Point has to be pulled out to.

Clearance is the precedent to clearance, rather than specifying how far

you move something, you enter the game you want to have between

Try them all on the new box is in the air, except the two with Plin, as we
do not have any elements with Pliner.

Then use the Stretch / Trim to place the box on the pyramid.

Or make a entirely new box and place it on top of the pyramid.

Henrik Landstrm |

Rotate, New Cylinder

Create a new cylinder.
Diameter 400
Height 130
Put it up in 1500,
1500 so it is not located inside any other elements
elements, either
Now we will rotate the cylinder so that it "stands up".
Rita's not the axis of rotation inside the cylinder, well-Cursor> Elements and
click on the cylinder.

Fill in
Angle -90
Direction Y

> new cyl dia 400 hei 130 by z 1500

> rot by -90 about y
Henrik Landstrm |


Explicit Move
Select Position> Explicity,
Explicity or hot key.
Positioning Control box comes up with Explicit
Position dialog box, and using graphics rendered
up as a box around CE

1) Here is the element that we have selected and the

punk, "Date", that position is calculated from. In
the dropdown list you can select different PPoints.
2) "Position" is how far to move the CE in the various
"WRT" text box as usual.
Try typing the owner instead of the World [Enter]
then the cylinder owner, ie equipmentets ref
numbers up instead
In the Select menu
menu, you can choose a new CE
Pickering, or to select multiple elements.

Henrik Landstrm |

Explicit Move forts

Press the mouse pointer on an item, drag around the
various points and lines without dropping.
Note that in the upper status line it says what you
have the mouse pointer above.
Release the mouse when you are on vertexten which
is marked in the picture (the box is located on a
A vertex is a corner point.
Now,, using
g graphics
g p
to be redrawn with the origin
g at
the point we have chosen.
What also happens is that the "position" in the Explicitdialog
g is also updated
with the coordinates.
The practice now, is that you can change yourself in
the dialog box, ex change Up to 550 and press [Enter]
Now is rendered using the graphics on and shows the
new position.

Henrik Landstrm |

Explicit Move forts.

Now press the mouse button down on
the cylinder and the release of its PPoint, which is marked with a pink
square in the picture.
Again rendered using graphics and
position variables are updated.
Note the "up" value, to be the 450th
Now select the P-Point, which is marked
by the black square and is owned by the
The position is changed, and Up is now
Change it to 450, press [Enter]

Henrik Landstrm |

Now we have a g
game between the yyellow cylinder
and the new cylinder.
We can easily use the Stretch / Trim fix the game. But
instead,, we complicate
g by
y using
g Pins,, not because
it is practical in this situation but just to go through them.
Pins, are using elements that you can use to remember or
mark the p
positions and directions.
There are 10 pieces you can use
Pins have no p
place in the hierarchy
Select the outer cylinder.
> Pin 1 at ce [Enter]
[F8], there will be a small arrow with number 1 starting
from P0 of the cylinder.
> Q PIN1 [Enter]
So we will see Pin 1's attributes in the Command Window

Henrik Landstrm |

Removes a Pin by typing> PIN1 off
Notice. It goes well with and without spaces between
the pin and number.
Command Pin 7 copies idp @ [Enter],
[Enter] then press the
outer P-Point on the cylinder. This will copy the PPoint's attributes to Pin 7, which then has the same
position and direction ...
> PIN2 at p1 [Enter] creates a Pin in the P-Point 1 and
the direction of U, which is the direction of a Pin by
Change the height of the cylinder to cylinder 245 and is growing equally on both sides. Now, the
cylinder may be the right place if we just moved back P-1 Point to the place that pin 2 has (or in this
particular example, it is fine with the P-Poin1 it a bit thicker cylinder parts to Pin 2)
> Pos p1 at PIN2 [Enter]
Explicit Location dialog box, change the date to P-1 and Point and press the pin second
Now the cylinder in place. Close to Pin 2 and 7
It did not click on the Pins with GMM.

> Move Along PIN1 dist 400

Moves CE 400mm in the direction of the pin 1 is
> Move PIN2 dist 600
Moves CE and Pin 2600 mm Pin 2's direction

Henrik Landstrm |

New Nozzle/Stuts

Nozzle, or nozzles as it is called in Swedish (the text will nozzle to be used), is special compared with other
primitives, since The nozzles are connected to the specification lists and directory information.
To create a nozzle goes into the Create>
Create Primitives and choose where Nozzle [Apply]
In Create-Nozzle dialog press the Attributes to select the type of nozzle you want, and its dimension.
Leave the "Specification" in what now appears.
g "Nominal Bore" to 80 if it g
goes,, it depends
on the sizes in the selected "Specification"
and the [[Apply]
pp y]
Nozzle Specification box
Change "Position-Up to 1000 in order not to get nozzeln amid all other gemometri.

Henrik Landstrm |

You can create nozzles with> new nozz ...

but then you have to just know what The specification is called and it is not practical ...


New Nozzle/Stuts forts.

Here we have a new nozzle,, but it does not look like much. This is because we
did not specify a height where it is created, as is customary.
Change the height of the menu Modify> Attributes and fill in 200, or
Command> hei 200 [[Enter]] to nozzeln as CE.
The black lines in nozzeln are renderings of the holes, which are not rendered,
to see the holes you go in to the main menu Display> View Control.
Select your 3D View, then [Settings]. Since entertainment tab, where we have
a small box to tick "Holes Drawn". Check it, and [OK]
Close all dialog
g boxes.

Pressing the [Background],

you can choose the
background color you want
Henrik Landstrm |

Position Nozzle / Steer

Reorient nozzeln any
y means to-X.
GMM, Command> or with menus and dialog boxes.
Position the nozzles then P-Point 2, in the center of the cylinder,
thus P-Point 0 as shown below.
Make up your own wise way: GMM, Command>, Explicit or any
kind of move-dialogs

Henrik Landstrm |

Positionera Nozzle/Stuts forts.

Copy a new nozzle that is a copy of the first.
Postitioneran it a bit above the first, to more clearly see what is happening and
be able to choose P-Point 2nd
Rotate nozzeln so it points upward.

Change the height to 300 and position it in the same P0 as the first nozzeln.

Henrik Landstrm |

Sort Hierarchy
1)) Now our hierarchyy like the image,
g , all elements are owned byy the equi
q first

What we are trying to do is to sort it by creating three subequipments and divide

the geometry of the Court.
It is easiest to build in subequipments from the beginning.
Through this exercise we'll do a couple of different ways to move around the
elements without having
g to click on them one by
y one.
Create a new equipment and rename it to / PUMP-AA1
Then create three subequipments
q p
named the following
Now it should look like in picture 2))



Henrik Landstrm |


Sort hierarchy, Include

Stand with SUBE / PUMP-AA1/BODY as CE

Go to Modify> Hierarchy> Include
You can navigate the Include dialog, but the "Members" box can be a bit difficult to use and it is just as
easy to walk around in the hierarchy in the Design Explorer.
Try clicking on an element in the Design Explorer, so updated Include dialogue, too.
If you could not stand / ... BODY beside [CE] to select the right subequipment and then press the [CE]
Next to the [Include] is a dropdown list, change it from CE to CE Members.
Select the equipment that holds all the elements we have built
Then press [Include]
Now move all elements from the onamnade Equipment as subequipmenten / PU ... / BODY
Henrik Landstrm |

Sort hierarchy, Include

Markear now subequipmenten / PUMP ... / FUNDATIOn and press [CE]

Change the dropdown from CE to Members Identified
Now you are asked by PDMS to choose the elements you want to move.
Select the big box and the pyramid above.
If you happen to go wrong so you just have to click again on a red color elemetn to deselect
Exit with [ESC]

> include <ref-nummer or name of the element, or ID @>

Henrik Landstrm |


Copy sub-equipment
We would now be able to make a move to include the two nozzle to the right subequipment
subequipment, but we will
krnlga to it by making a copy of subequipmenten / body and then remove all elements from the
addition nozzle.
Stand by / PUMP ... / BODY as CE
Make a copy of the subequipmentet, and now all the elements are also copied to.
Create> Copy> Offset,
Offset "Number
Number of Copies
Copies" 1 and "Offset"
Offset to 0 to keep the position
> New SUBE copy pre [Enter]
Remove subequipmenten we did called / PUMP ... / NOZZLES to make the name available, and name
since the renewed hijacked subequipmentet to that name.
Modify> Name
> Name / PUMP-AA1/NOZZLES [Enter]

Henrik Landstrm |

Delete Members
To take now to remove all elements except
p Nozzle should
we use the Delete> Members> Selection.
The beauty of this dialog is that you can select multiple
items by
y clicking
g on one, hold down the [Shift] and click on
one and all elements in between are highlighted.
So mark as much as you can, and press [OK], so we put up
a dialog box for each item where you may answer if you
really want to delete, press [Enter] a bunch of times until the
issue disappears.
Now remove the rest of the primitives that are not Nozzle.

> delete <type>

example> delete box to delete the CE removed if there is a
Henrik Landstrm |


We will now make the tiles under the feet of the pump
and to make room for it, we will move everything in /
PUMP.. / BODY and / PUMP .. / / NOZZLES
One can move up the subequipmentsen, and all the
elements they own are of course, but it can sometimes
be impractical to have subequipments who do not
share the position with his dedicated equipment.
This is so that if you like we did before, to copy or move
elements between the different, their relative position in
the world is changing.
Therefore, we use this function with lists.
Lists are a powerful tool to select multiple elements
with specific criteria and then work with them.
Press the [Create / Modify Lists] button.
Lists / Collections window will then up

Henrik Landstrm |

List cont.
To add items in a list, you must first create a list by adding a
li t tto the
th lilist.
Press the Add> List and you get the Create List dialog box,
enter a "Description" on the list, ex. element removal,
ti lilistt or assdfgg.
The name is used only to identify the list if you have multiple
Now select
l t subequipmenten
t / PUMP ... / BODY and
d th
then ffrom
the menu Add> CE Members.
Do the same for / PUMP.. / NOZZLES.
Now, the list is filled with all elements except the big box with
its pyramid.
Now enter
by z 50 in the text box to the left of the [Action] button
Then press [Action], and now will PDMS to execute the
by z 50 ffor each
h element
t off th
the lilist.

Henrik Landstrm |

GMM, select multiple

If you just want to move up a few items you can
use the GMM and select several by holding
down the [Ctrl] and click on the element to move
As usual, one must however go into the Edit

Henrik Landstrm |

Lists and selection

A brief look at the selection list.
Empty the list of elements, Remove> All
Then g
go to Add> Selection,, and Add to List dialog
g box
This is where you can do very sophisticated selection
based on attributes or location in space.
A small example.
Fill in CYLI in the line of text for "Selection"
DIA GT 200 with "Rule"-the text line.
CE in the "from Element.
Stand so that / PUMP.. / BODY CE
[Apply] and the list is populated, [Dismiss] to close the
Add to List box.
What we do now, is to ask the PDMS select all
elements of type cylinder (CYLI) in diameter (DIA)
which is greater than (GT) in 200 CE

Henrik Landstrm |

Lists and selection cont.

We should have three cylinders
on the list now,
> By z 500 and the jump up two feet.
> By
y z -500 to move the cylinders

You can create lists with the Command Line>

also it will not, we would like to elaborate on

Henrik Landstrm |

New boxes to the bone

Now create two boxes.
X-length 400
Y-length 600
Z-length 50
Now that we have several subequipments,
be sure to create them in / PUMPAA1/BODY
Place the new boxes are centered over the
legs as shown.
Tip. If you want to use the P-Points but are
unsure of the P-Point instance, the pyramid
has been down, you can choose the gauge
and just move the mouse with the left button
of the P-Point has so it says in the upper
status line-aden what number it has .
If you use GMM
GMM, remember that the
beginning is in the P0 of the elements of
your choosing.

Henrik Landstrm |

Now we will create holes in the new boxes.
In order to make holes or gouges in the primitives create negative primitives
which will be owned by a primitive.
In the box where you select what type primtiv can instead choose Solid
Ask one of the newly
y created boxes which CE and create a negative
with dimensions.
Diameter 50
g 50
Now comes the negative cylinder that is created in P0 on the box, it will also
pop up in hierarchic in the box.

> New ncyl dia 50 hei 50

Henrik Landstrm |


Negative cont
Turn on wireframe [F8]
[F8], then you should see two
circles in the box.
Visual probably not in this picture.
Go to the utilitas> Aid CE Arrow in the main menu
and uncheck the "Visible" box.
So, an arrow, with direction of the CE's Z-axis to
render in 3D view on the basis of P0 for CE.

Henrik Landstrm |

GMM: Negative transfer

It moves the negatives
in the same way
y that all elements,, but it
requires even a right click to get down to negative levels in the
hierarchy, edit box is the last level you have to click down in.

We should p
position the negative
in one corner,, 50 mm from
each edge.
1) After you right-clicked on the hierarchy you choose direct YX
plane with right-click
and Align
g with Feature

2) Selecting the mid-point of an edge.

3)) How is negative
in the corner, now yyou can with the
Enter Value on the X and Y axes move 50 mm.



Henrik Landstrm |

Explicit and negative

a negative
i cylinder
li d CE
Select Position> Explicitly
Change in
i Positioning
P iti i C
t lb
from Snap to the Mid-Point in the
center drop down list.
Now press a b
d on th
the b
box th
holds a negative cylinder.
Now move the negative cylinder
i kl and
d easily
> By x 50 [Enter]
> By 50 y [Enter]
So is it in place.

Henrik Landstrm |

With Mirror mirror to an element,, so that
a copy of the element is created on the
"other side" mirror.
Have negative
Start with the Create> Copy> Mirror and
Mirror dialog appears, and an auxiliary
shaft and the mirror p
plane is rendered.
Now the mirror plane using an illustration
in not quite where we want it.
Press the Mirror dialog window's menu
Cursor> Elements and click the box by
taking the negative cylinder, or pyramid,
for example,
p because their p
parts P0 XY
With Cursor menu, move the position of
the mirror plane.

Henrik Landstrm |

Mirror cont.
Help The graphics are rendered on the box. Then
change the "Plane Direction 'to Y or N.
Then rotate the 3D view so you can see "mirror
h d" iie. where
the mirror
copy will
ill come, b
at dilaogrutan that asks if you want to keep the copy
or not, you can not rotate the 3D view.
Press [Apply] then [Yes] if
get it right.

> New ncyl copy pre-mirror plane through x owner.

Henrik Landstrm |


Mirror cont.
Change the "Plane Direction" to X and run [Aplly] again for the third
h l
Now mark the first hole that we created in the Mirror.
The Mirror-box,
press th
the "Obj
t" pullll d
down b
bar, which
hi h iis now CE
marked, and select CE again.
Then read the current CE, noting that the reference-remote control will
hi h iis changed.
Press [Apply] again.

To make holes in the second box, you can of course

repeat the procedure with a new negative cylinder and
then Mirror.
Or make a copy on the box with holes, and position in
the box without holes and then remove it without holes.
h way iis to hi
hli h the
h fifirst negative
i cylinder,
li d
press [Ctrl] + [C], select the box without holes and then
[Ctrl] + [V]. Thus usual cut and paste. And do all four
negative cylinders
Henrik Landstrm |

Equipment Origin. Frdigt!

The pump is now finished,

finished the pump's
pump s origin
origin, thus equipmentetes position,
position is now in the middle of the
big box. It is more praktistk to have it either in the box, or the intersection of nozzle.
To change it go to the main menu in the Modify> Equipment-Origin, where you can then choose, as
Point, and then click on a P-Point,
P Point, now is the origin moved for the Equipment. Check by asking
PDMS after position on a subequipment, which no longer is 0,0,0.
Henrik Landstrm |