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FroTime Tutorials – Copyright 2001 – Do Not Duplicate

Introduction to Pro/SURFACE
Pro/ENGINEER R2000i2

Subject: Pro/SURFACE

Lesson #4: Avoiding Tri-Patches

Topics Covered:
• Terms You Need To Know
• Creating a Variable Section Sweep
• Using Surface Trim
• Creating A Boundary Surface
• Using Surface Merge
• Surface Analysis Techniques

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Tutorial Guidelines

Table of Contents
I. Introduction
II. Tutorial Lesson
III. Summary

How to Read This Tutorial


Below is a quick outline of how to read our tutorials most effectively. Below each item is
an example of how it might be used throughout this document.

All menu picks in Pro/ENGINEER are designated by #this text.


• PART menu: #Feature, #Create, #Datum, #Plane, #Default.

Explanation or comments about what you are doing are noted by this text
** To begin, we will create a new part with default datum planes **

Any file selection is noted by <this text>


• FILE menu: #Open, Name: <handle>, #OK.

Any input into Pro/ENGINEER will be displayed with [this text].


• FILE menu: #New, Name: [surf_1], #OK.

Disclaimer and Terms of Use


All material written in this document has been thoroughly reviewed for accuracy
and tested for the release designated on the title page. However, Frotime is not
responsible for any information that is incorrect or does not operate correctly when the
tutorial instructions are followed correctly.
This tutorial and all tutorials produced by Frotime are the property of Frotime and
may no be reproduced or reprinted in any form without the expressed written consent of
Frotime.
Pro/ENGINEER and the related modules discussed within this tutorial are a
registered trademark of Parametric Technology Corporation. For more information,
please consult their web site at www.ptc.com

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I. INTRODUCTION

What is a Tri-Patch?
A tri-patch is a boundary surface that is defined by only 3 curves. Two curves in
one direction and one curve in the second direction. This type of a surface can be
created; however, the surface quality is generally very poor. Due to the way
Pro/ENGINEER generates the surface, it creates a singularity or concentration of UV
lines at one point. This makes the surface very difficult to offset, which is usually what
the surface is used for. Either creating a thin protrusion offsetting the quilt, or shelling a
solid part for constant wall thickness.

What is a Quad-Patch?
A quad-patch is a boundary surface that is defined by 2 or more curves in two
directions. This type of surface is usually of high quality and is very easy to offset.
Often times in surfacing, features end up looking like a tri-patch. The goal is to learn
how to change the geometry so you can create a quad-patch.

What is a Surface Trim?


A surface trim is a feature used for cutting surface geometry. The feature has
many of the same attributes for creation that a protrusion or cut has, such as extrude,
revolve, etc. Two methods that are used quite a bit in surfacing are Trim by quilt and by
curves. Trim by quilt allows the user to cut the main surface geometry with a newly
created surface or even a datum plane. Trim by curves is also used extensively and
allows the user to place datum curves on the surface and use them as boundaries for the
trim.

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II. TUTORIAL LESSON


INVESTIGATING BOUNDARIES

** To begin this tutorial we will first pull up the Tri_patch.prt file into session **

• FILE Menu: #Open, <tri_patch.prt>, #Open

** Now, at first glance, you might think to create a boundary surface using the 3 given
curves. However, this would form a tri-patch which would result in poor surface quality.
The end result of this tutorial is to create the cone shape with a 0.10” wall thickness. If
you create this surface using just the 3 curves, you will NOT be able to properly offset the
surface and the protrusion feature will fail. Your boundary surfaces will be of a higher
quality if you create a quad-patch. See following images for explanation of these
surfaces **

** Notice how the UV lines concentrate on the tri-patch and create a singularity at the
“point” of the cone. **

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** In the above quad-patch, notice how there is no concentration at one single point like
the tri-patch example. **

CREATE VARIABLE SECTION SWEEP

** To begin creating the proper surface geometry, will first create a Variable Section
Sweep. The VSS is a ruled surface and is a much better surface to start off with than a
boundary surface. Then, we will patch up the rest of the quilt with a boundary surface.
Pay close attention to this process because it is used extensively with advanced surfacing
techniques. See following image for curve selection**

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• PART Menu: #Feature, #Create, #Surface, #New, #Advanced, #Done, #Var Sec
Sweep, #Done, #Pivot Dir, #Done, [select TOP datum], #OK, #Select Traj, [select
curve1], #Done Sel, #Trim/Extend, #Next, #Accept, #Trim At, #Surface, [select
DTM1 datum], #Done, #Select Traj, [select curve2], #Done Sel, #Trim/Extend,
#Accept, #Trim At, #Surface, [select DTM1 datum], #Done, #Done, #Done

** Now that you are in sketcher, sketch a 2-point spline that looks like the following
image. NOTE: It is very important that the spline has tangency constraints at both ends
**

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• REFERENCES Dialog: #Close


• SKETCH Pull Down: #Centerline, [sketch horizontal CL at point1 (top)], [sketch
vertical CL at point2 (right)]
• SKETCH Pull Down: #Spline, [sketch spline from point1 to point2 (it will be a
straight line at first!)]
• SKETCH Pull Down: #Constrain…, [select “tangent” icon from Constraint Dialog],
[select horizontal CL], [select spline], [select vertical CL], [select spline], #Close
• SKETCH Pull Down: #Done, #OK

** Note: We had a curve that looked like the sketched section we wanted, however we
didn’t use it…When creating a Variable section Sweep, always sketch the section and do
NOT use the edge of an existing curve for the sketch. The sweep will not follow your
trajectories properly. Try using the curve provided to see how the results differ! **

** Now we have a nice ruled surface to work with, but we still have the tri-patch problem
(only 3 curves for our boundary surface). To create the 4 curves for the quad-patch, we
must trim the existing VSS surface **

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• QUILT SURF Menu: #Trim, #Done, [select surface quilt], #Done, #Make Datum,
#Offset, [select TOP datum], #Enter Value, [2.0], #Green Check, #Done, #OK,
#Bottom, [select FRONT datum]

** You should now sketch an arc and a line that look like the following image. Make
sure you align the arc to point1. **

• SKETCH Pull Down: #Done


• MATERIAL SIDE Menu: #Side1, #Done, #Done, #OK, #Done Return

** The resulting surface from the previous trim should look like the following image.
One important thing to consider here is why we chose to trim the surface with an arc and
a line. By doing this, it give similar opposing curves to be used for the next boundary
surface. In other words, we have the same shape for opposite boundaries which will give
us a nice relaxed boundary surface to work with. **

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CREATE A BOUNDARY SURFACE

** The next step is to create a boundary surface to complete the patch. Note how we now
have a nice quad-patch to work with resulting from the previous cut. See the following
image for curve selection. **

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• FEAT Menu: #Create, #Surface, #New, #Advanced, #Done, #Boundaries, #Done,


#Done, #Chain, [select curve1], #Done Sel, #Done, [select curve2], #Done Sel,
#Trim/Extend, #Next, #Accept, #Trim At, #Point, [select vertex1], #Done,
#Second Dir, [select curve3], #Done Sel, #Done, [select curve4], #Done Sel,
#Trim/Extend, #Accept, #Trim At, #Point, [select vertex2], #Done, #Done Curves
• DIALOG BOX: #Bndry Conds, #Define, #Boundary1, #Tangent, #Done,
#Boundary2, #Normal, #Done, #Boundary2, #Ref Type, #Define, #Select, #Done,
[select TOP datum], #Boundary3, #Tangent, #Done, #Boundary4, #Normal,
#Done, #Boundary4, #Ref Type, #Define, #Select, #Done, [select SIDE datum],
#Done, #OK

SURFACE MERGE AND TRANSFORM

** Now we have 2 surface quilts that are tangent to each other and normal to the datum
planes. The next step is to merge these 2 surfaces into one quilt. **

• QUILT SURF Menu: #Merge, #Join, [select Primary Quilt Arrow Button], [select
original VSS surface], [select boundary surface], #Green Check

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** Your resulting geometry should look like the following image. Once it is correct, the
next step is to mirror the resulting quilt to the other 3 quadrants and merge them all
together. **

• QUILT SURF Menu: #Transform, #Mirror, #Done, [select surface quilt], #Done
Sel, [select SIDE datum], #Merge, #Join, [select Primary Quilt Arrow Button],
[select original quilt], [select mirrored quilt], #Green Check, #Transform, #Mirror,
#Done, [select main quilt], #Done Sel, [select TOP datum], #Merge, #Join, [select
Primary Quilt Arrow Button], [select Top quilt], [select bottom quilt], #Green
Check, #Done Return

** The outside surface geometry is complete and should look like the following image.
The final step is to create a protrusion from the surface quilt. **

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• FEAT Menu: #Create, #Protrusion, #Use Quilt, #Thin, #Done, [select surface
quilt], #Yellow Arrows, [0.10], #Green Check

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** This completes this tutorial on Tri-patches. Your part should look similar to the above
image. For more tutorials on surfacing and other related topics, please visit
www.FroTime.com **

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III. SUMMARY
The main focus of this tutorial was how to avoid tri-patches when creating surface
geometry. The problem with a tri-patch is that the surface quality is very poor and they
can create problems when trying to offset them in future features. Conversely, a quad
patch is very easy to work with and creates much better surface quality.
A technique often used to eliminate a tri-patch is to trim an existing surface so
that it has more open edges than before. This tutorial showed an example of this.
However, it is important to try to make the opposing curves the same such as both
straight edges or both curves.
Also important to note is that this part was started with a ruled surface. A ruled
surface gives a higher surface quality and is an exact surface. A blended surface is an
approximation and does not necessarily create as high quality surface that a ruled surface
does. Whenever possible, try to use a ruled surface. However, sometimes a blended
surface is your only option like this tutorial.

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