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Assemblies are really just kinematic simulations?
Had my first chance to play with Assemblies this weekend....after a couple of hours of frustration it came to me.
In Onshape ...
A Document is a Project.
A Part Studio is an Assembly
Parts are Parts
An Assembly is a Kinematic simulation
Sort of dissappointed that we dont have our own secret term for Parts. Can we call them widgets or gadgets. Anything but an industry standard term? :P
In Onshape ...
A Document is a Project.
A Part Studio is an Assembly
Parts are Parts
An Assembly is a Kinematic simulation
Sort of dissappointed that we dont have our own secret term for Parts. Can we call them widgets or gadgets. Anything but an industry standard term? :P
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Comments
Part Studio -> In-context design (layout assembly or multi-body part depending on where you are coming from).
Assembly -> Grouping of parts and subassemblies that you actually stick together during manufacture.
If you dig in the forum you'll find some long discussions on onshape mates (specify degrees of freedom) vs the dual which you see in Solidworks & Creo (specify degrees of constraint).
I wanted to model the first in context design of each detail in the part studio, and then do all the patterning and mirroring in an assembly, I couldn't find any of the patterning or mirroring tools and was answered by Onshape that they only exist in part studio.
So I don't immediately see what can you do in assembly besides setting up kinematics?
I hope Onshape will overcome this with shear computing power, however: The tree isn't a tree but rather linear, an thats hard to split up into parallel processes… isnt't it? Who got the idea that we need more cores for faster computing?
Anyway: An assembly is there to assemble parts. For me it's clear: when I'm assembling my real bike/car/Mac I don't expect to be able to mirror parts
I am curious to see how the multiple parts in a part studio works once Onshape start to think about lifecycle. Will you be able to version and release each part in a studio separately?
i think to say the differentiation between when to use a part in a part studio and a part/part studio in an assembly is determined by spec tree regeneration time...I don't think that's a well thought out long term data model.
Ar this point im struggling to see how an assembly is anything beyond a kinematics workbench.
In general, many companies will avoid doing too much in-context assembly modeling since it can be pretty volatile since the assembly composition can change with new inserted parts or when motion has changed the environment that the in-context part was created. That is not to say we are not looking into implementing in-context assembly modeling in the future.
Part Studios provide a very stable birthplace for parts, even when designed in context.
Twitter: @onshapetricks & @babart1977
Twitter: @onshapetricks & @babart1977
A skate board would have 2 wheel instances under an axle reference. It would have 4 wheel occurrences. So the BOM would need four wheels...generated by traversing all paths of the instance/refernce graph...which is the occurrence graph.
In CATIA/Enovia they have part editor that sets up Instance/Reference graphs and effectivity expressions They have the product editor that sets up the Occurrence graph and solves effectivity based on the product and filter requirmrnts.
When we are in the Onshape part studio there are no instances so everything is references? And then when we go to the Onsgape assembly are we looking at an instance/references graph? Or are we looking at an occurrence graph?
What if you controlled body positions in a part tab with a series of translations & layout sketches? Do we really need assemblies?