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3D Modeling Techniques 
ZW3D vs Creo Lesson Three
Primitive Shape Design
Streamlined Sketching/Feature Based Modeling
 


Modeling note:

It is funny, you may not realize how you model because you have many ingrained processes from the past. I have been doing Boolean (direct edit) design since the beginning of solid modeling in CAD. As I have been doing these comparisons I realized that I design in shapes. ZW3D has primitive shapes and robust direct edit functionality. I look at the drawing and pick out the basic shapes of the part instead of creating a sketch. You can see that in this part.



I saw some Fusion 360 exercises online and I decided to compare ZW3D. It quickly turned into a study in modeling techniques. I have created fifteen
"ZW3D vs Fusion 360" six "ZW3D vs Solidworks" and "ZW3D vs Creo" lessons to show the difference between ZW3D and the two programs and my modeling techniques. I found the Fusion 360, Solidworks and Creo presenters wasting massive amounts of time with overly complex constrained sketching procedures. I was so unimpressed that I decided to model the parts or assemblies showing my modeling techniques plus ZW3D's superb design system.

3D Modeling Techniques Defined

Many of these modeling techniques can easily be implemented even within the most Solidworkish of systems. I call it Streamlined Sketching and Feature Based Modeling. Please review a few of the above IronCAD vs Fusion 360, Solidworks and Creo lessons, there are some very stark differences.

Please watch a Creo user model this part!

With all the tedious constrained sketching for this simple part for the Absolute Beginner, you can imagine a complex part?

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While creating 3D models from drawings is the very best way to learn 3D CAD and maybe some design techniques it does not expose the designer to the design flexibility necessary in design. IronCAD is all top down due to the single model environment. Creating mating parts is a cruise. But modeling is just one aspect of a well designed productive 3D CAD system.

Creo is a marginal 3D CAD system based on the dated Pro/e history based modeling system released in 1988. I sold Pro/e years ago and found it not productive enough for our engineering department. We use what we sell. That gives us the experience to effectively support our user base.

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ZW3D vs Creo

I would do a video, but I really am not good at it. So I will show you step by step. I will try and get ZW3D support to create one. They are very good.

The modeling technique is hugely responsible for the level of productivity. Those of you that are only trained in the sketch, sketch, constrain, constrain world are truly limited by not using the freedom of feature based design, that is available in even the most Solidworks-ish of CAD systems. If your designers are designing in these very unproductive and time consuming processes it might be time to review your standard design processes. Don't have any do you?

These lessons have actually turned into exercises in modeling techniques as compared to showing a more productive CAD systems. Again, I say, there are many different ways to model a part. I see with my exposure to direct edit modelers like CADKEY, I rarely sketch like you see the Solidworks fellow doing. I have always created my basic sketches by mostly creating offsets and extending and trimming or. It seems to be much easier. I never put in a fillet that can be created later. What do you think?



Since ZW3D is a sketch based product with a primitive shape option I will create the model in both processes. The sketched based model will be done with StreamLined Sketching to show the incredible simplicity and productivity over the de facto constrained sketching.

I create a new Part/Assembly file.

Note: When doing production design you can use the Multi-Object file to create a part file under a top file. You then could keep a legacy of modifications or similar parts in a single file



Modeling with Primitive Shapes

We are already in millimeters so lets get started.

Again I instantly differ from the Creo presenter by inserting a primitive cylinder at X0Y0Z0 and sizing it. 

Note: Pro/e clones have been starting with the sketch for almost 30 years. Even today the sketch is the only option in most programs.




We create an extrusion using the face of the main cylinder and setting the length and draft and set to add

We have to use extrusion since the primitive cylinder has not draft capabilities. I put that in for a new enhancement.



We create a plane by offsetting 60mm.



We don't have to create a sketch, just go to the wireframe menu and create a circle on that plane.



We use the extrude command to set the diameter and length, we set the draft to 6 degrees and set to add.



We no set up the cylinder block by offsetting XY plane



We create the sketch of the outer shape.



We now copy and edit the sketch for the main engine block by offsetting the graphics by 2mm.



We extrude the inside sketch to the correct height and set to add



We move the outer sketch .5mm



We extrude the outer sketch 1mm



We pattern the new extrusion for 12 copies.



We now just extrude the bottom 20mm with a 6 degree draft and set to add



We will create the front block by setting a plane.



We create a sketch on the plane.




We sketch the block.



We extrude the sketch



We put the fillets and we are done with the block and we will create the ribs.

We will sketch the rectangle on the front face.



We will extrude and pattern the rib.



We create the draft.



We add the fillet on the edges of the ribs



We now create the supports but creating a sketch on XY plane. And create the profile. Notice that there are no constraints!



We exit the sketch and extrude the profile and set to add



We will put the fillets on the ends and set the sketch for the flanges. I sketched the flange vertical and rotated it into place.



Exit the sketch and extrude the profile.



We use the pattern feature to create the other 3 flanges.



Now for the exhaust port.

We create a plane and locate it, we create the sketch. Again I use no constraints.



We extrude it and set it to add.



We add the fillets to the exhaust port. We copy the previous sketch and edit it since it is already located.



We extrude the profile and set to remove.



Now for the major holes. We use the primitive cylinder to create them
First hole the piston cylinder



The main hole



The front hole



The boss hole.



We will now put in the 3mm holes.



The holes in the aft flange



The holes in the support flange




We now put in the fillets



Here is a more correct AID (drawing).



You can see the two process that ZW3D offers are both hugely more productive than the tedious constrained based sketching.

You can see more on modeling techniques here.


3D Modeling Techniques Defined




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Give me a call if you have any questions. I can set up a skype or go to meeting to show this part or answer any of your questions on the operation of ZW3D. It truly is the Ultimate CAD/CAM System.


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