Transcript for:
Advanced CAD Techniques for FRC

all right so we're here for solder Expo getting ahead who has used SolidWorks like a basic level verse okay who's not used SolidWorks at all okay good that's a low ratio so I'm not covering the basic stuff at all one because I'm kind of lazy and two because there's a lot of good information out there to get the basic started I probably start with I'm Adam heard mentor on 973 you saw a bunch really love it I got about a half hour material maybe less then we'll open it up to questions for you guys and we'll cover the rest of May so hopefully with this many people we have questions or we're gonna route material I didn't quite finish all the slides so first thing I'm gonna point to these are probably the best resources available for FRC to get started I don't know if I find the best but these two are really solid I've actually used this one but some smart people have told me that the solid professor program for FRC is a pretty good intro I know you can only do one account per team so when you sign up like don't do it with like your personal account and then be afraid to share your password with everyone else that sort of thing and then Erin Kay I can't say his last name on Erin hell my nose last name Erin Kay on 1114 did like a 40 part video series that's posted here and what I like about it is he starts with like tools but then he ends with a project so it's not like because I'm eating this all professor stuff and a lot of other tutorials are like here's how you make a block with a hole in it and there's still kind of a jump to like what design is his you know goes all the way through my videos are decent like if you already know about just Halbrook stuff they're like tips and tricks but they're not a good place to start yeah hey I got a really strange sample presentation so I left some of that in there it's a slight protest so I don't even know what this is for does anyone know what this is there we go alright so super super simplified I guess this is specific CAD goals Mount SolidWorks goals in my opinion at least you just want a better robot faster and it doesn't have to be as rigid or nice as industry cat practices a lot of team since they have a bunch of kids working on it will do all the proper industry stuff and they'll have really beautiful models and the renders and all that and that's awesome if that's what you guys want to do but that part isn't necessary for the competitive reasons if you want to do that for educational and marketing reasons that's great but some of the rigidity there if you learned that way will slow you down a little bit if you just want a cat faster so kind of a devil's advocate point of view there today's topic I'm gonna do just three things and then we're gonna open up two topics 2d sketches I do almost all of my work on 2d sketches now because I mostly do conceptual stuff part of Act you know in my head a little bit and then I pass that off to kids and other people may do all the 3d stuff I'm talking a little bit about symmetric and reflexive parts there's a couple things you can do real simply and easily as you're drawing to just have less dimensions in there and then also make it easier to change when you go forward I'm always surprised when I open up CAD from certain people I really respect and it's like oh my god you're not doing anything right at all this is horrible if you want to change it even a little bit and then this last one is like I'm not sure I want to be the person publicly saying that this is something you should do but if you use this last thing right multi body parts it is a huge huge time savings but there's some risk of of nastiness there so let's get started that's my contact I'm done with the slides at this point if you guys are satisfied so if you want to contact me you have the team that's what we'd like you to hit at all right it's 2d sketches so one thing I really like doing and that you know I have most the kids start with this is if you're gonna explore like does a single joint arm work or you know how high could the elevator go you see a lot of people start like with 3d models and they draw a bunch of stuff and then go like oh that's that's too long that's not gonna fit or that sort of thing so you want to get as much done in the 2d space as possible because there's so much faster to work here so like let's say we're looking at I don't know just a generic single joint arm and you know we're kind of doing old-school sizing rules so I'm gonna start drawn a box that is like the size box I turned my keyboard shortcuts off so I'm gonna be struggling a little in front of you guys I go too fast otherwise so really simplified that's an arm mask they're like really hand waving you know there's no structure involved or whatever and maybe we've got a big sprocket on this I'm gonna put them four inches inside the corner so do you guys believe me that that's a whole robot arm mast a lot of enthusiastic responses amazing so now like you can really quickly I know this seems like way too simple like why is he going over this but it's surprising the number of people that do not start at this level and spend you know a half hour to get to the point of like well can this reach I don't know what's good number Aaron 96 inches so I mean what do you guys think good how would you interpret this you know we're kind of hitting 96 now but what are some of the trade-offs involved with what we just discovered I'm gonna need some interaction or I'm gonna really fail this presentation well that doesn't extend past the frame is that an issue you know we don't necessarily know at this point some games that would be some games I wouldn't be so you know boom we just did like a minute and answered a pretty high-level question another thing you can do here is you know instead of doing this arm length you can go like rather than you know dictate that dimension go I just want to see what's the longest thing based on the constraints I have so like based on whatever is going on the end here I need it two inches in the size box and based on my bumpers or whatever and maybe you come in and draw your bumpers I can do 10 inches here and you can start moving this point around for whatever reason and seeing like oh this is the length that my arm results in and these are the heights that can go do and that sort of thing I really I mean this is a really simple example so it's not showing that see well I try to when I'm doing geometry like this make the least amount of decisions possible because you don't really care that your arm or elevator whatever is 37 inches long you care about these functional dimensions like it needs to come back into the size box at this point it needs to reach this high that sort of thing so let's do another one of those who actually I'm an open something that shows a really extreme of that I did start my recording and if I didn't it's too late now so so a fairly complicated look in assembly oh I'm driving all horribly I I'm the useless thought my shortcuts open up the first sketch and you can look in here the first sketch actually has a whole lot going on is this like visible for you guys oh that's great okay cool you can see you know barring placement if you start looking at more actually you come over here and I've kind of made the front view and a side view which you can kind of argue this bad practice but I really love doing this stuff for FRC and those are linked with geometric relations for whatever reasons equations like each new student version with the kids and all that stuff a lot of our equations breaks we've pretty much completely avoid equations which is a bummer but yeah so you come over here you have the separate view you can see you know if the tubes are this long you know these are the heights you can get and all that so you know we pretty much did the whole design for this elevator in this sketch like 99% of it whereas doing that in 3d you would be like literally 5 or 10 times the work so I mean we then made it 3d and thrashed it out but almost all of these parts you see when you zoom in are linked back to that 2d sketch so like 99% of the changes are in that first sketch so it's really really quick to change and all the two blanks are automatically reflexive and that sort of thing whereas I mean if anyone's used to doing it manually it's like let's change the elevator an inch that's a lot of work right another thing I really like doing that's really really powerful in 2d is pneumatic deployment stuff so a lot of people seem to pick their pneumatic cylinder placement based on like oh it fits here and then let's see what happens we almost exclusively go so there's gonna be kind of extracts you have the robot I got some eight-inch so I must make it longer something like 30 inch this is like a 2014 intake we got a 30 inch arm and we want it to move 45 degrees or 53 degrees is good but it also could be like we want it to come out to this height 24 inches so to be clear what you're looking at is this this is just representing something so if I have more time you draw a frame you draw a stick you'd see the wheel you'd have all that kind of stuff but the key takeaway here is you have something and you want to show where it is somewhere else to do a motion which is you know typically what you're doing within takes and that sort of thing so then what I like to come in and do is I will make equally constrained and there's a rant video on this one specifically if you want to review this and we're done just like everything else you don't really care where that cylinder attached it's like you don't care that that cylinder attaches at 7 inches or whatever you care that you get good deployment geometry so you want to give it the least amount of constraints possible which is also a good search tool you'll start going oh I want to use this size cylinder drop it in there and quickly solder to won't let you place it you're like ok that's not gonna work at all so you save the time I'm going to 3d completely by doing that whole exploration in 2d space another real key takeaway here who has specs cylinders like from the bimba catalog where you get like the base length the stroke the clevis length so a real useful tool is you guys start your pneumatic design and pneumatics are off so many more is look at the Bema catalog and they give you functions to determine the length of a cylinder and for FRC the cylinder essentially is three numbers there's the base length that is the length from the tail hole if it's the rear pivot style to the front of the thread with no stroke so if the cylinder had zero inches a stroke that's how long it'd be there's the stroke length that's how long the cylinder actuates and then there's whatever length you're clevis acts so I like coming in and I draw the same cylinder twice and I'll go over what these three things are in a moment so you can see I drew one set of lines with three and one with four this rear length here we're gonna make the base length of the cylinder I forget what size cylinder says but 3.84 sounds really familiar this line here is then the double line there that's the stroke length because the stroke length is built into the collapse length of the cylinder so maybe we'll do two inch actually really short for that you're Mabel start with like six and then this bottom line would be the extending cylinder that's why you have the stroke length again and then clevis I don't I think inch 1/8 sounds right so now you have a mock cylinder that you can come in and if you've been designing off like McMaster and you look up Oh the cylinder length is this and then I went over here and I found the clevis length and I typed it together and added it now let me change my cylinder length we do that process all over again a waste lunch time now you can just go well I want a seven inch cylinder or an eight inch cylinder and this total length stays valid which saves a huge amount of Oh kind of steak Helen you're here though Oh actually that really got screwed up I'm gonna start this part over I'm sorry guys a lot of pressure usually no one's watching me I'm doing all this alright so baseline 3.84 does anyone know what size cylinder that is by any chance that 3/4 is out inch and 16 I'll be really impressed if you guys know it's okay if you don't yeah yeah I would not doubt you guessed all right I think I got it working this time all right so now this is the tricky part solder doesn't handle motion well sometimes getting these initial line ups can be quite stressful without breaking it hmm merge point okay so you'll notice I've actually made no dimensional decisions right now in terms of the actual like cylinder geometry mounting we showed how long your intake is and we showed like where we want the result in motion to be but we haven't actually made any decisions which is nice because it lets you go with this three inch cylinder you know everywhere that it lets me place this holes around a valid mounting option it's not necessarily a valid motion option but it's valid to mount there so let's say you know this this origin is like on a frame rail or something so we know it'd be convenient to make this like an inch or something sounds like a nice bracket size so then you can start narrowing in and go in like well maybe you know I'll dictate it this way and as I change this dimension you can see that your lever arms change so it's really cool about this as well is you can come in and if you guys know what torque is you can pick up the perpendicular distance here and kind of move your cylinder placement around by controlling this torque so looking at this intake if you're really trying to be optimal with air use which position would you want to be generating more torque in any other answers movie so why do you need more torque here than here what's the gravity load of the intake here when it's straight vertical I heard mumblings I didn't hear an answer though anybody it's zero right if you think straight up on the pivot there's no torque required and as you go down you start needing more torque and you can feel that with your own arm you know picking up something heavy do that so and you play around and optimize the cylinder placement you could go well I want the lever arm of this cylinder here to be bigger so you could start moving this around and go okay this is starting to be a more optimal alignment what's also cool about this is is since you've you've done this science you know you can get off air pressure and the bore size you can get that force you can calculate the torque you can come out here to the tip you can make really good comparisons about what forces are involved so like 2015 I went to vex Caroll's and it's great my kids did everything they made a whole new intake for champs where it it opened to a different amount and it closed to a different amount so there's different positions and they knew from testing on the kompot with the existing intake that when it was set to like 43 psi or whatever that was the optimal force on the cylinder to get you know the fact we still pick up totes we could write cans we do all that stuff so they went in okay well with the existing solar cylinder geometry we had 43 psi and came in and cats as this lever army come out to the tip and that's this force and then they marched that backwards to make sure they had the same force when they went to a totally different amount of articulation and if you had to do that whole process by guessing and checking like oh I think the cylinder should mount here and the nose should go here it'd be like impossible whereas I think you know it probably took Jack Fisher the the captain that year maybe an hour from measuring on the robot figuring out what the resultant forces were on the current robot figuring out the new motion needs to go from this range to this range and use those forces and then now we're already cutting parts on the router so that was super awesome so any other stuff you guys want to see in 2d or you guys ready to move on to Jenna or reflexivity and that sort of stuff I'm gonna do questions at the end like last half-hour anyway so if it's on this topic we could just sneak it in now yes sir so you know going as far as looking to lever arms and stuff I think is nice it's so cheap if you understand what it is that I wouldn't ignore that information when it's in front of you certainly the key takeaway here when you're doing pneumatics is I think unless there's like a gun to your head and you have to do it right now the worst way to do pneumatics is go I'm going to get this cylinder and I'm gonna try mounting it here in here and let's see what happens and after you do this a bunch you start me with eyeball it really well and it's like that teams didn't take super on optimal that team intake super and optimal so on its own you start seeing really bad design I think it's worth when you're placing the Maddox to at least do the first half of this where you draw up this cylinder and you kind of explore like can I even they've changed the click and delete it books me you know if you can't place this point somewhere then it's an invalid combo or the other key takeaway then you have to go crazy with this intake to do it if the the two cylinder vectors cross the origin that means your thing over centered that means your intake will deploy once and then never come back up so that's another bad one to catch I guess I'm kind of missing your question I'm sorry all right any other 2d stuff you guys want to see you like I can do like an elevator or like a shooter thing real quick or huh we're gonna come back to that one actually to to probably answer your question that's the last one we're going over today I guess I'll do the shooter something real quick anyway just to show some more 2d stuff kind of bad at this part guys since I've been doing it so looks like 10 years I forget like what the very first part is like and if it's easy to learn or not so no so you got a 4-inch flywheel gonna draw a hood or whatever you know I like coming here and specifying compression instead of like the radius of that other flywheel I'm drawing this horizontal line there just to give me something to measure to I don't know we want 55 degrees whatever that's what works on the prototype you know we're gonna want a two inch roller I just start getting more detailed you can then like start drawing tip and stuff in this like oh we know we're gonna want to Incheon eight fairing for this you know on the prototype the kids are like oh this worked really well and this is an inch and a quarter down and we want to is 11 inches back and you can come in and like start drawing I mean for us we use almost the same tube everywhere and we pre-drill at the beginning the season it's super helpful you can drop that tube in there start adding holes and you can really design the whole thing in one shot and then take it 3d I don't know I love this I do this for almost everything now let's move on to reflexive stuff so this is almost more based than what we just did but it's super valuable how many people use solid works in here and don't be embarrassed and don't really even know the importance of the front top and right plane like he's like I'm not really sure why these are in here they should be more hands up I I'm proud of you for having the courage to raise your hand these few planes are super useful and then what I come and do for our templates as well is the part template has these three axes added in the desire function of these planes anytime you are catting or making a part that has physical symmetry you know it is a rectangle around or whatever that symmetry should line up on these planes because then you get a bunch of stuff for free as you're doing stuff so one part I really love for this is we used to do bearing blocks that were rectangles of a certain sort so I'd forget these numbers I think it's like one at 5/16 there's maybe one in 7/8 so I used the center point rectangle here up here because I wanted a rectangle that was lined up on there what you see a lot of people do just ignore the first rectangle they'll draw a rectangle like that and then now you're not lined up on your planes of symmetry and you'll see in a couple moments why that can be really valuable so now I'm going to extrude this and these are like point nine nine and I'm not gonna do blind I'm gonna do mid plane so that once again the center of that part is on the plane of symmetry and even if you're making a part where you feel like it's not going to be symmetric at the end everything up until that point like if it's still a rectangle or that sort of thing you guys they'll put on the plane of symmetry just for the habit of it now I missed a part you want a big hole in the middle I'm like completely lost without my keyboard shortcuts it's really embarrassing so we got that hole there let me do something kind of silly here just for future nests we're gonna put a point one chamfer there and we're just going to click that one corner put a hole on this face I'm also going to do something kind of silly here when I do this whole center point rectangle doesn't work here I did that line because I don't want a dimension that hold of the origin I kinda wanted to mention this bolt pattern and that lets you achieve that if that makes sense so you put that hole there not the hole at one in all right so we got that tapped hole there so I mean these are kind of silly to do some of these things with what I'm about to do but it's really powerful for more advanced stuff so you can come in and pick up this mere tool and go on the right plane and near that does it have to be geometry pattern I honestly do not know the explanation of why this has to be checked sometimes and not others but any time I have a mirror or pattern not work I just do the other thing and it works like 90% of the time and then the last 10% you just have to do something else so now you can come in and Mira get on your top plane oh and then now you can grab everything again and you can mirror again on your front plane really miss that three times in a row so I know it seems a little silly like why didn't I draw all those holes at the whole wizard point but you know if you're sitting down really truck and going fast like you won saved a little bit of time doing that especially if there's a lot of different features if you have a chance for if you have different holes and all that but it's cool now is you can change just in one spot this chamfer size and they all changed I mean that was true anyway you can come into this bolt circle and you can change where that is so I didn't take a different number so that's super valuable there this would make sense guys does that seem useful and important cool kind of in a similar tone - yes that's a great point he's all about the dimensions that show up for the hole you don't want to mess with the dimensions that place the holes those are good the semester with to be clear this is probably awful microphone another cool thing for symmetry and stuff is a lot of teams draw multi body shafts that's kind of not as big as it used to be an FRC and it often ends up is like seven features and gets really cumbersome so what I like to do I like infinite length line I just feel better that's infinitely so let's say we're going to draw a hex aft with snap ring grooves and multiple bearing rounds and stuff I'm doing this fast I'm gonna talk about what I'm doing I like to put it all in one sketch like there's only one takeaway today guys it's like I if it were up to me the robot would be one sketch like because then everything changes really easy so what we're looking at here is a half in check shaft that we're gonna barring around that's gonna be round that's gonna be around that's gonna be hex snap ring groove just the end of the shaft so there's certain parts you know we're gonna be collinear so you're gonna come in do that oh poorly certain parts you know we're gonna be equal if you guys see me do any stuff that seems kind of like noobish let me know I'm always curious to hear other people's tips and tricks for SolidWorks and that sort of thing what was that no this is just rounds and hex so this at the end here is a half inch snap ring if you don't have them memorized make masters actually like the greatest place to look up snapping grooves for me so that's me do the snapping groove there you can see the other side it's good at this point we're gonna come in we're gonna make this half inch round let's say if you want like 66 teeth I'll paste the snap ring so we get that you know this can be on a bearing that's five sixteenths thick so maybe you want to do like 325 to do little clearance and you know sometimes you want to dimension this number between the snap rings based in the assembly sometimes you want between the bearings there's lots of different options for what we're trying to design but let's maybe make this two and a half inches and there's a reason I made this one up here like comically oversized and you'll see that in a moment oh so so yeah so I started with guys hopefully already know all the basics all the works because I'm great attention to detail this kind of stuff if you are dimensioning to a centerline and you pull across centerline SolidWorks assumes that the diameter because it assumes you're going to want to roll that around for a revolve so I'm gonna revolve this part and then what I'm gonna do to make this visually good I'm gonna come in here I'm gonna use the hex tool and what's cool you'll notice about what I'm drawing now the entire feature both the sketch and the extrusion have no numbers they are entirely dependent on that first sketch so you coming back to the first sketch now and I did that I made that number big just to make it easier to click on that edge so I'm about to do is like technically sort of wrong I'm just gonna make that hex now bigger than the round to make it work but like you guys don't even know what size your exes are probably if you're buying exes off the shelf so it's totally valid to do that in my opinion because you're not dimensioning that hacks is I can inspect the drawing on the drawing anyway and if you are it's gonna be a bigger number than the round anyway so yeah there you go now you have a multi body FRC hex shaft that is entirely controlled by one sketch so who's done this before redid this is a body this is a body this is a body this is a body and so on so on all the way to I used to do that and then you're like okay come in you're at the assembly and you measure and you're like okay I need it to be three point nine five seven between the snap ring grooves and you change this body and you're like oh that's not actually the one I want to change and you play that game and you're like a couple minutes into it now and you could have just come here and you can also assign spy this you can delete this two and a half and go oh it's wrong you know I actually wanted to mention this number and I want it 1.75 and save so much time say that again Oh gotcha yeah well I wanted to delete that to mention but yeah he's right if you just want to edit dimensions guys you can just click and do that you guys use that I use that a lot super helpful alright so that was kind of the real cheat sheet of the tips and tricks really the theme of what I'm trying to convey to you guys there is you know on the earlier 2d stuff do as much as you can to D with a little bit of your imagination to explore stuff you can't stop there though it's unfair unless you have a really good communication with the next person which you know I have a young mentor or he was a 2015 captain with him I communicate really well so I can get away with it him I can do a 2d sketch talk to him and hand it to them but for anyone else you can't just stop at a 2d sketch you can explore and get good ideas but to convey it to people making the robot or if someone else is finishing and designer whatever you then have to make it 3d like you guys are used to doing in the appropriate ways and then on the other end of that you know use as much as you can in terms of reflectiveness minimize the amount of features you add that you don't need to be adding if you are adding features try to make them based on previous features like that X so that it comes to one sketch especially if you're sharing you know a lot of teams of different dynamics and like no one will ever share parts it's nice you know it's the ideal because you might come back to something years in the future and you don't really remember what you did then if someone can open that first sketch and go boom like oh I understand this part I mean how many times you guys open something up and you're like I don't know how to change this like you are really honest I appreciate this guy in the back it's like I can't edit this so what you do is you start like hacking on features at the end new and dumb stuff just cuz the part initially was poorly drawn it wastes your time waste their time yadda yadda but they also do this to myself like open old stuff and I'm like what a jerk I can't believe I do it this way I'm wasting my time alright so last thing this is uh this is kind of a dirty secret almost so you've been doing this for a couple seasons and just didn't tell anyone so I was afraid it would like get totally bastardized and out of hand but now SolidWorks has a tool that changes this from like kind of hokey process to incredibly valuable thing so unfortunately SolidWorks doesn't have good tools to link things at the assembly level for somewhat unskilled kids if you have like power users and stuff you can link assemblies really nicely and share dimensions and have global variables and all that but I've never been able to reconcile that with people running different versions of SolidWorks and kids with low training it's always gone badly but you can make almost a whole system one part and a part is always reflexive to itself and you make this by making a part with a bunch of bodies and then you can chop all those bodies individual individual parts so we used to do is we just have the speed round a where we chopped all the individual bodies in the parts using configurations and body delete and all that but SolidWorks has now made a tool to do that for you so first I'm gonna open up example of like what you can do as a multi body thing so this is something one of the kids was exploring we made this first sketch I don't know it's not super detailed you got some wheels you got the frame Yatta Yatta so we shooted that oh it's the bar alright so you end up with this and you end up with two solid bars now it's cool though I don't if you guys know this you can come click that sketch again and extrude it again and the reason it's done is two separate options is to make sure that these other rails end up as a separate body and what bodies aren't SolidWorks is just they're just physical solids that are not joined and what you got to be careful of there is adjacent features if this box here is checked merge result will join excuse me into one body so you want to make sure through this kind of scary process you don't merge result to keep everything separate the next thing we did to keep the mass proper up note we added these other tubes you know it's probably some sketch for that added that we starting to you can see we're cutting the tubes into tubes now to make them you know valid weight-wise opened now we cut those other tubes we added some verticals there's some thing we're exploring just for trivia bonus points I don't even know what we might be doing here it's ok if you don't what was that I know you're trying to say yeah it's like what 118 did in 2014 all right not really sure what else we're adding here but I'll come all the way down to the bottom now so now you have this frame that like I mean count this up guys you would have had to make and named autumn Oh twelve parts have the correct lengths you would have used a bunch of mates to put them together like I don't know how long it took us to do all this but I would guess this is probably like three or four minutes you know what do you mean that guys would take you if you were doing that as an assembly just to make it the first time half hour that seems reasonable might be longer if you're first starting we don't yet we don't yet but but we're marching there so the upside is you get much closer to especially if this was a better example and I'll go back to that elevator in a moment you have one sketch that it's not just controlling a part you have a sketch it's like controlling a whole system almost and you even though real far with this you can come in and you know draw your bearing blocks you can put your shafts in here you can do all the stuff in here and I still feel like it's wrong maybe I shouldn't be teaching everyone this but it's worked out super super valuable for us because it's super fast it's super reflexive and now that there's this magic bullet there's really low cost to splitting it into different parts so when you're all done let's pretend there's like 50 more parts in here you know we generally do the gearbox separate because it's bigger but you might have bearing blocks and shafts not kind of stuff you're gonna go insert feet shirts save bodies so I'm not gonna fully go over this tool cuz it takes a little bit time to do but there's good YouTube videos on this I'll be out of this for 2016 so what this tool is doing is it identified every body here I mean that and this isn't the new student edition by the way so whoever liked this summer got the new student edition you will have this for next season if you're still running on what you had last season it won't work you can click and you can start naming these you know like oh this is the they're not click I want this to be the Uppercross yada yada and you can march all the way down to name every single one of these and then when you're done and hit save and I'm not gonna do this now just to save time it does take a little moment especially when you out a lot of parts but you name all of them hit save it makes all the files and it makes an assembly with valid mates and then you can come and it shows up as a feature in the bottom of your initial part let me I'll show you guys that in a moment and then you can make changes on it still and it works in the assembly and now you have uniquely named parts that are individual parts that essentially are all linked back to mostly one sketch so when we go back to that simple cascade oh you know what I didn't actually save it I'm sorry I thought I'd done it on this that's embarrassing well you guys will have to trust me it's really awesome tool you march through that you name all the stuff and you end up with this assembly it's totally valid it's Collyer stuff so you go to insert features and then save bodies and what's also cool a real cool thing is it notices what bodies you have in there that are identical and it doesn't make that part twice it knows that it's the same part so when you go to that assembly it caches that you have you know six little frame support guys it goes oh no that's quantity six of the same part yes yes you can I mean I would argue you shouldn't but you absolutely can it just it goes in the order of everything happened so the way the feature tree works it goes to the whole feature tree of the part that was the you know like the super assembly part it does the split to everything and then in terms of like reflexive miss it now starts with features that are on the individual part what's up over here elevator yeah so today that's kind of a bummer when I said appropriate what I mean is it does exactly what it was in the assembly so for something like that you know you get it completely done I mean luckily they're all fixed mates so then you can clean up a little bit it's still a lot faster than doing it manually though also I think what our team would actually do in that situation is kind of hokey is you know we would split to the assembly and then we would make that assembly like four configurations one configuration is like the frame one configuration is the second stage one configuration is that claw stage and then you just make those together with like three mates and you should keep all the reflexive nnessee had before yeah yes it does seem a little buggy if you add parts to the if you add bodies to the initial part you do have to rerun the tool and it works like 99% of the time in terms of placing that body in the assembly sometimes it doesn't actually to happen a couple of times and then all you do is it generates the part but you got to grab that part and just put it in the assembly like you would usually and it's like oh that's that's a bummer but it still worked well maybe I'm definitely not the one answer that question but that doesn't mean you're wrong what's up back here I you know I have not looked because it doesn't show up is is any consequence to us I would assume the origins show up whatever their relation was to that body to the I'm trying to like dance around right now and see you to the origin and the super part kind of so like the origin of this part up here is probably down here where the origin of the elevator is but that shouldn't matter and really the power in this guy's I think is you know you probably don't want to go so far that you do like your wheels and your shafts and that sort of thing but it's really good for frames and if those frames really arguably are one part and like if you guys do well DeMint's you know you kind of should be using the weldment tool which is a 3d sketch that kind of does a similar thing here it doesn't have as many features it doesn't have the full features apart so I prefer this way also we don't do weldment so I prefer this way forgot where I was going with that but yeah this is really good for frames I wouldn't necessarily go so far to build all your shafts in if you're first trying it out because it puts that much more like technical debt into the one part if anything goes wrong so that's all my material so we got 15 minutes for training topics Q&A we can talk more about this I can open up a couple different things what do you guys think yes sir that's a really good question so we used to use SVM for version control that's something a couple California teams are using we've now moved over to grab CAD which is I really love grab CAD it's kind of an in-between of like the ease of use and the embeddedness of Dropbox but it has version control it has account names and admin can come in and go oh no you know Billy's changes are wrong you want to pull those out it has the conflict management and that sort of thing yeah so there's that I think that always needs to be supplemented with you know if you have people out of computer designing in my opinion there's no reason they can't be in some sort of group chat or like a Google Doc where they're writing like hey I'm in this right now so that saves a lot of conflict if someone's in there and goes am and drive right now that helps a lot versus like you know relying purely on version control to handle the problem with two people sharing the same thing we use crabcat it's free for everybody I believe now it used to be free to spread Farsi teams and some other people but yeah I think communication is important proper use of sub assemblies can be really important because really powerful tools you have five six people working or whatever someone's working on the shooter someone's working on the drive frame some throwing in this and no one's actually working in the top level robot assembly the top level robot assembly should only have sub assemblies in my mind you know and how complicated robot is maybe like five to 20 or something 20 if you're one eighteen five if you're like fairly basic robot that was nice about that is at different intervals you guys can intelligently use grab CAD you know you save and you go oh I just want to check in my drive assembly in all the parts and he's just gonna check in the shooter stuff and she's gonna check in the intake and then you guys can all update whenever you want and since you're all not working in the top level assembly you can have the top level assembly open just not save anything and you can see all their changes in real time as you as you're doing polls at least so real-time and Co you know she moves the intake over that's not gonna work for this we need to talk about that that sort of thing so we actually use that a lot when were working in person it seems kind of weird to use you know internet-based version control to make working and personal all you see here but it's great so you can talk hey you know I'm like three minutes out and I'm gonna commit I worry okay you're too good stopping one two both commit well update obviously each other's changes is that answer your question say that again your what I mean a lot of that comes back to I think as many of those problems as possible are in that 2d sketch you know even if you know if it's a huge robot you know in take shooter all this stuff potentially have a 2d sketch that isn't linked to any parts and it's just leaving the ball path for the robot but I would argue most FRC robots can be broken down into a handful of 2d sketches to show the really high level interferences sure you're gonna run into like oh you know in that sketch I didn't fully represent pneumatic cylinder and the clevis rubs and you're gonna have to do the reasonable thing in the moment to solve those problems but I definitely think you wanna put as much effort as possible to catching it like the high level like oh this was never not gonna hit at the 2d level versus 3d yes yes and I know I have them I don't know if I can find them quickly especially since I'm what I'm thinking of I'm pulling up someone else's work any other question so I'm looking for this yeah and I recommend you just google it this I don't know if top my head I get stuck every once in a while when that things happened and then oh my god I haven't done this two years google it and you can see what's there I map almost everything to keyboard shortcuts and then I also do I think this is actually maybe one of the best takeaways they get a mouse where you can map enter escape and then whatever other Keys you want on there like the accumulation of two seconds at a time you save by having that is a huge amount and then it's also you'll find useful for other programs so like this whole shooter there is one part and I'm hoping it has a really good first sketch I didn't draw it though so if it doesn't it's not my fault oh it kind of does it just did oh you know what that's funny because when we started season this is our shooter because we were a very short robot and that was our whole shooter thing kinda had a 1678 thing where the ball has like a half inch to move before you shoot it but yeah you can see this is get a zoom in so it's kind of confusing you got the motor mounts you got timing belts you have all the holes you have sensor mount holes yeah where the flywheels are you know all this frame and then that marched towards to the top at some point on can't cover with my hand on here originally it was this and then we're like oh man we really should go tall and then we drew all this in so there probably isn't a good sketch for the conveyor path but we did rich for that end so I wasn't I was a sort of okay example we went tall like week at five and a half what was that yeah Oh unnie I mean arguably there was the shooter of all paths and that sort of thing it just wasn't a very long trishul any other stuff for you guys we got 10 minutes I know our website is not great I know all of these presentations are getting posted though but solid professor comm slash FRC is I don't know they've been doing that for a year or two the symbiotic cell drug series are both on their website I linked their website just because it's easier words but it's also a playlist on their YouTube channel and then my youtube channel is youtube.com slash 9/7 a ramp you don't actually have to do the user it just shows up that way when you copy it yeah I think that if you have a student you know a Stoke to do CAD and goes through these three tools like that puts you in a pretty good spot to to make things work you're gonna be missing some advanced stuff but you'll be able to draw robots and you know work with other people and cat for them and that sort of thing got nine minutes I got good answers I just don't know what questions to do yes sir it's kind of been all over the place sometimes it's it's one person sometimes it's four or five you know it really depends on the talent involved I think the key takeaway and this isn't quite the question you ask but it might be is it's how you split up the design because in my mind Kat is really not the conceptual design at all you know the kid cat in the corner should not have exclusive domain of this is what the robots going to do very is implementing what some larger group has talked about ingredient and ideally there's a really healthy communication process between the design kid who might be in this other group in the conceptual design group and there has to be trust both ways you might hit a certain point where the person doing design is like I can't make that work like I I'm out of ideas I can't make it work and the other way is you know they might disagree with what the conceptual design people are asking but they need to put their their full faith in honestly trying to implement it you can't like oh I don't really like this idea so I'm not gonna try as hard and I'm gonna say it doesn't work a lot of teams you know they they have a lot of people designing so that they're all in CAD and it actually be a lot better if instead of you had eight people in CAD you really have two or three but that you know the other ones are really influential in my desire I'm there doing a lot of prototyping there's a lot of review there's a lot of discussion because it's really a lot easier to just you know power user through SolidWorks and cut down the number of communication paths because you have to think evil cabine let's either one communication path or three you go to eight and now there's so many opportunities for you to change something to mess his stuff up and she changes something to messes that up and that sort of thing so it's that kind of answer your question oh god okay so I learned inventor in like 2001 and I don't remember what it was like at all other than it seemed really hard and now everything like seems trivial so I don't have a good answer there I have seen students put you know like 2040 hours into it it seems like they're still spinning their wheels and can't quite get stuff and I've seen students go through the tutorials talk to me for two hours and like they're drawn arms and stuff and they're able to make it happen so I don't know when you find out let me know though I'd love to know yeah it's also tough an environment when it's not like a classroom setting you're not teaching everyone the same thing at the same time it's kind of more nebulous and I I've definitely had kids all over the place in terms of time it takes to get skilled and then also there's kind of a separate variable sometimes you have kids who are really really good but as soon as it's seasoned and it's the real thing they can't make the decisions so though all the technical skill is there but once it's the real deal you know it's like they need like I mean I always have the kids that are you know learning cat you know you drive trains in the fall do an arm elevator I just keep doing them something else to do then review and you know just we just March their skills up that way though I'd like to do the shooter next so it's like great let's do that I'll review it and you know keep doing that and then we get the season and it's like they just can't make a decision because you know you have the whole pressure of you know that we got to be good we got to do stuff even saying no you you're making good decisions two months ago you you're capable making the decisions now this is all in your head five more minutes what do you guys think Aaron will give me a softball there's anything really obvious I missed or the other like low-level stuff you guys are still wondering about it that's a good one so we just add three thousand EVP son of the center distances so if you're getting to the point where you're designing gearboxes we add three thousand seven Center that's right that's wrong teams do everything in between big reveal is grease your gears I don't know it seems I don't know what it is recently but it's like each additional year we see more and more teams that are like all the teeth are gone I don't know what happened and there was just never grease on it maybe it's cuz we have more aluminum gears and it's harder to get away with on aluminum but more important to grease your gears than to nail the semi to center chain spacing I don't know the right answer I've taught my head we did 50000 Iran like an 8 inch run and that worked it was a little difficult to install I'd like to run in chain on something off the robot first because like half the train stretch is it's actually all where it's not stretch its very initial so if you could like get that wear out and then make it easier to install that's that be nice what was that interesting I haven't heard that it makes sense though when you do the math like 1/10 like like a tenth of a Tau per chain-link adds up to actually appreciable distances on a standard FRC chain timing belt is certainly better in some applications and we were super gung-ho on it for a couple years and I'm now kind of come back to Shane for almost everything just from a supply chain issue like you know I'm kind of getting I'm trying to get 9mv to the point where it's like ok we decided we want to do X and then we can just do it tomorrow and that's harder a timing belt but there are a couple places are it's really nice we like West Coast products has a timing belt line for the 775 pros and the bag motors and the 550's that's really nice for like shooters guys look West Coast products I don't know their website I think it's WC products net maybe calm RC the owner is here if you look at the shooter on our competition robot not the like square funky looking turret one there's a 775 Pro of the timing belt reduction right to the shooter it's really nice because you don't need any gearbox it handles misalignment fairly well it's very quiet I like doing it there for like Drive power transmission adjust the risk/reward doesn't seem there for me I mean there's a couple really good teams to do it and they're totally right but there's some science behind doing it for Drive Safely all right I'm gonna wrap it up thanks few time guys thanks for coming [Applause] you