Extrude
Use the Extrude command
to create a solid or sheet body by selecting a section of curves, edges, faces,
sketches, or curve features and extending them a linear distance.
The following example shows how Extrude can
form a solid body from a section of curves.
You can:
·
Size an extrude
feature by dragging distance handles or specifying distance values.
·
Unite, subtract or
intersect an extrude feature with existing bodies.
·
Produce multiple sheet
or solid bodies with a single extrude feature.
·
Trim an extrude
feature using faces, datum planes or solid bodies.
·
Add drafts to an
extrude feature.
·
Add offsets to an
extrude feature, measured from its base section.
Where do I find it?
Application
|
Modeling
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Command Finder
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Extrude
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Shortcut menu
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Right-click sketch→Extrude
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Revolve
Use this command to
create a round or partially round feature by rotating section curves around an
axis.
The following graphic shows a section rotated around an axis
from 0 to 180 degrees.
Where do I find it?
Application
|
Modeling
|
Command Finder
|
Revolve
|
Shortcut menu
|
Right-click sketch→Revolve
|
Block
Use this command to
create basic block solid bodies. Blocks are associative to their positioning
objects.
You can use one of three methods (types) to create a block.
Where do I find it?
Prerequisite
|
Available with the Advanced with
full menus and Essentials with full menus roles.
|
Command Finder
|
Block
|
Cylinder
Use this command to
create basic cylindrical solid bodies. Cylinders are associative to their positioning
objects.
You can use one of two methods (types) to create a cylinder.
Where do I find it?
Prerequisite
|
Available with the Advanced with
full menus and Essentials with full menus roles.
|
Command Finder
|
Cylinder
|
Cone
Use this command to create
basic conical solid bodies. Cones are associative to their positioning objects.
1.Top diameter
2. Base diameter
3. Origin point
4.Height
|
|
You can use one of five methods (types) to create a cone.
Where do I find it?
Prerequisite
|
Available with the Advanced with
full menus and Essentials with full menus roles.
|
Command Finder
|
Cone
|
Sphere
Use this command to
create basic spherical solid bodies. Spheres are associative to their
positioning objects.
You can use one of two methods (types) to create a sphere.
Where do I find it?
Prerequisite
|
Available with the Advanced with
full menus and Essentials with full menus roles.
|
Command Finder
|
Sphere
|
Hole
Use the Hole command
to add the following types of hole features in a part or assembly:
·
General holes (simple,
counterbored, countersunk, or tapered form)
·
Drill Size holes
·
Screw Clearance holes
(simple, counterbored, or countersunk form)
·
Threaded holes
·
Holes on non-planar
faces
·
Holes through multiple
solids as a single feature
·
Multiple holes as a
single feature
Where do I find it?
Application
|
Modeling
|
Command Finder
|
Hole
|
Boss
Use this option to
create a boss on a planar surface or datum plane.
Basic Parameters of a Boss
Where do I find it?
Command Finder
|
Boss
|
Pocket
Use the Pocket option
to create a cavity in an existing body, using one of the following methods:
Cylindrical
|
Lets you define a circular pocket, to a
specific depth, with or without a blended floor, having straight or tapered
sides.
|
Rectangular
|
Lets you define a rectangular pocket, to a
specific length, width, and depth, with specific radii in the corners and on
the floor, having straight or tapered sides.
|
General
|
Lets you define a pocket with much greater
flexibility than the cylindrical and rectangular pocket options.
|
Where do I find it?
Command Finder
|
Pocket
|
Pad
Use the Pad option to
create a pad on an existing solid body.
You can use either of the following methods to create a pad:
Rectangular
|
Lets you define a pad to a specific length, width, and depth,
with specific radii in the corners, having straight or tapered sides.
|
General
|
Lets you define a pad with greater flexibility than the
rectangular pad option.
|
Where do I find it?
Command Finder
|
Pad
|
Rib
Use the Rib command
to add a thin-wall rib or rib network to a solid body by extruding an
intersecting planar section.
Ribs are created based on a planar section of curves. The
section can be any combination of curves:
You can specify a wall direction where the rib walls are
perpendicular to the section plane or parallel to it.
Emboss
Modifies a body with
faces made by projecting a section along a vector. Emboss features are useful
for stiffener and locator objects.
There is a wide range of ways to control and manage the shape
and orientation of the emboss, its end caps, and its sidewalls.
Emboss created on surfaces using a rectangular section
To create an emboss, you must specify:
·
A closed section.
·
The faces to emboss.
·
An emboss direction
(or accept the default, normal to section).
You can define the end cap (the floor or ceiling of the emboss)
by choosing from a number of methods. For example, you could define the end cap
as the offset of the selected faces to emboss.
You can specify that the sidewalls be drafted and where the
draft starts (for example, draft from the end cap).
You can also create an emboss feature with edges trimmed by adjacent
faces or, if the emboss falls on a free-edge boundary, by a user-selected
vector.
Where do I find it?
Offset
Emboss
Designed specifically
for creating stiffening features in “body in white,” Offset Emboss produces
relatively simple linear embosses on sheet surfaces. You can create these
emboss features rapidly and predictably, but you don't have as many options as
with the regular Emboss command.
Special connection rules ensure that all vertices of the pad are
connected by sidewall faces to corresponding vertices on the trimmed input
sheet.
Where do I find it?
Slot
This option lets you
create a passage through or into a solid body in the shape of a straight slot.
An automatic subtract is performed on the current target solid. The depth value
for all slot types is measured normal to the planar placement face.
Where do I find it?
Groove
This option lets you
create a groove in a solid body, as if a form tool moved inward (from an
external placement face) or outward (from an internal placement face) on a
rotating part, as with a turning operation.
You can create the following types of grooves:
Common Concepts
Groove operates
only on cylindrical or conical faces. The axis of rotation is the axis of the
selected face. The groove is created near the location where the face is
selected (the pick point) and is automatically linked to the selected face.
You can choose an external or internal face as the groove
placement face, as shown in the figure below.
The profile of the groove is symmetric about a plane passing
through the pick point and perpendicular to the axis of rotation, as shown in
the figure below.
Dart
This function lets you
add a dart feature along the intersection curve of two sets of faces.
To create a dart feature you must specify:
·
Two sets of faces that
intersect. A face set can be a single face or several faces.
·
A base location point
for the dart, either
o
a point along the
intersection curve, or
o
a point at the
intersection of the intersection curve and a plane.
·
A depth.
·
An angle.
·
A radius.
By default the orientation of the dart is on a plane that is
perpendicular to the intersection curve of the two sets of faces, but you can
define the orientation yourself.
Where do I find it?
Thread
Use the Thread command
to create either symbolic or detailed threads on cylindrical faces.
·
Symbolic threads capture information from
external thread tables and are recognized by downstream applications such as
drafting. Symbolic threads are represented by dashed circles at the start and the
end of the threaded length.
You can make a symbolic thread partly associative or specify a
fixed length. Partly associative means that if the thread is modified, the
feature will update, but not vice versa.
The behavior of the symbolic thread feature is slightly
different from other features due to its display. The dashed circles associated
with the thread behave like NX geometry. For example, they can be selected as
arcs with the Information options, and they are added to layers as geometric
objects.
·
Detailed threads offer realistic renderings. They
do not capture callout information and they are not recognized by downstream
applications. While they do look more realistic, they produce complex geometry
which takes longer to update.
Detailed threads are fully associative; if the feature is
modified, its thread updates accordingly.
You can create threads with the following types of
characteristics:
|