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Top Down Versus Bottom Up Design Within Onshape...
larry_hawes
Member Posts: 478 PRO
I am curious about the various design approaches and how they relate within the context of Onshape and its design features, studios, derived sketches, in context and assemblies. Are there good tutorials on same? Or is it more a philosophy that develops over time and overall design experience? Would like to understand both concepts better so I can apply them appropriately.
I am using derived parts from studio to studio successfully and really like the flexibility and iteration possibilities but am mostly faking it and eventually run into trouble. I've watched a couple of videos but wonder if there isn't something more Onshape specific?
I am using derived parts from studio to studio successfully and really like the flexibility and iteration possibilities but am mostly faking it and eventually run into trouble. I've watched a couple of videos but wonder if there isn't something more Onshape specific?
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Best Answer
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john_mcclary Member, Developers Posts: 3,938 PROAnyone can be up and running drawing parts in a day.
What separates the newbies from the professionals is how intelligent the model is.
Having parts practically draw themselves is a double edge sword. Go too far and you will be chasing your tail fixing broken references. Don't go far enough, and you will need to manually modify every feature even for small changes.
It's all about balance larry-san
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Derive parts is the last method I embarked upon and was pretty happy with the results. Surprisingly flexible by deriving both sketches and parts. As is obvious any method that works to serve the design intent is the correct method and what that method is termed, top down or bottom up, is most likely not important but sometimes for the sake of discussion it matters that the methods be understood at least in a cursory fashion.
I think when first beginning both CAD drawing and design within Onshape mysteries abound and solving some of those mysteries seems to simply take experience with general CAD tools and Onshape specific tools. Perhaps with a little better understanding of design methods those methods will come closer to hand with each new design adventure.
I was one of the guys that battled against the evil empire in 1987 stating that designing parts and adding to an assembly was backwards. PTC came up with "design in the assembly" in 1989 to address the issue. Solidworks calls this "incontext".
This argument will never go away until we all sit down with a couple of pitchers of beer and hash it out.
I'll win, I know it, been doing this for a long time.
What separates the newbies from the professionals is how intelligent the model is.
Having parts practically draw themselves is a double edge sword. Go too far and you will be chasing your tail fixing broken references. Don't go far enough, and you will need to manually modify every feature even for small changes.
It's all about balance larry-san
For simple structures, keep it simple. For everything else let's move on, it's time.
I have a problem to solve. How do you get people to not design everything in a partstudio?
But with Onshape, i do waaay more top down. Because there is never a reference error (ever)
And it is nice, but to me it still comes down to edit input. Or how much study needs to happen to make a change. So that's where the balance comes in.
Layout sketches are good, but i tend to derive more than in-context just to keep the right-click -> update to a minimum
Current day CAD is patterned off of one guys ideas and at the root of these ideas was the argument, it's all backwards.
Well... they're just starting out and this is where it all begins?
His project looked fine, but that doesn't do well by me, I want more. I asked about his structure and why he did what he did. I was grilling him and he didn't like it. I needed to get these kids up to speed quickly and wasn't getting paid to stroke their egos. This is business. He called me an asshole and stomp'd off.
I felt badly and the next day I sat him down and showed him how I modified my layout from the previous design meeting notes. 20 updates in 20 minutes. Some where deep changing design intent.
He was silent making it easier for me to blast through the list of changes. At the end I looked at him, first time I really paid any attention to him. He was speechless, I told him this is what I want from you.
We're best friends now, and he's now a really a good designer.
My advice to you is figure it out. There's more dysfunctional companies out there than those that work. If you figure it out, you'll do really well.
I'm a CAD junkie, have been for a long time, it's a good group of people and I've been enjoying it for a long time.
In fact I didn't even know you could multibody model in SW. Then I tried it. Then beat my head against the wall for that mistake... apples are not apples, save bodies is a bad joke!
The other thing that gets me is when SW users call base part designing "master models". This is a pro/e term that filtered into the SW community. Part into part in SW is called a base part. Mahir got it right which is the correct terminology.
The whole master part concept started from injection molding and working the cavity & part. At least that's my first exposure to this pattern. It's interesting to see how it's morphed into the preferred design style by only exposing it.
I was wondering if solidworks had multi-body from the get go, would there be this hesitation to use assemblies like we have in onshape?
You're doing the right thing,