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SolidWorks 2011 Assemblies Bible - Matt Lombard [78]

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variations and performance, especially when combined with a SpeedPak.

Chapter 9: Patterning and Mirroring Components


In This Chapter

Creating local component patterns

Placing the initial components for feature-driven component patterns

Examining other pattern options

Creating component patterns tutorial

In SolidWorks assemblies, the word component can refer to either parts or subassemblies at the top level of an assembly. Component patterns can therefore be patterns of parts, subassemblies, or combinations of parts and subassemblies.

Component patterns come in two varieties: local patterns, which include linear and circular patterns, and feature-driven patterns, which are driven by a feature pattern in a part. The local patterns are obviously somewhat limited, but because feature-driven patterns follow patterned features, they can also be driven by sketch-driven patterns. Curve-driven and fill patterns can also be used.

It is possible to focus only on the basics, making patterns that exist in the present moment. However, if you are interested in creating features that will adapt to future changes, then you will find the tools in this chapter useful.

Mirroring components in assemblies is far more complex than mirroring features in parts. SolidWorks provides options for mirrored parts, mirrored positions, left- and right-hand versions of parts, and mirroring parts and subassemblies within top-level assemblies.

Using Local Component Patterns

Local component patterns are limited to linear and circular patterns; SolidWorks assemblies do not offer the wealth of options available for patterning features in a part such as curve driven, table driven, sketch driven, and fill pattern. The linear pattern directions work just like the linear pattern feature in parts, and must reference a line, axis, edge, and so on to establish the direction. In an assembly, this means that the pattern feature uses either local reference geometry from the assembly (such as axes, planes, or assembly sketches), or model geometry from a part (such as solid or surface edges, sketches, or reference geometry). This is important to keep in mind if you are concerned about circular references. By using references belonging to the assembly rather than to parts, you avoid some common referencing pitfalls.

Best Practice

If you have a feature pattern in a part, you should take advantage of it and use a feature-driven pattern instead of a local pattern. The rebuild time may be longer, but associativity between the part and assembly helps maintain design intent.

Creating local pattern references

If you still need to create a local pattern, it is best to use a reference that is not dependent on part geometry. Remember that when part geometry is used as an assembly pattern reference, the parts must be solved first (sketches and features rebuilt), then the mates must be solved (to position the parts), then any in-context references must be solved (which may change the part geometry), and then any assembly features or component patterns must be solved. As a result, it is best practice to use assembly reference geometry or assembly sketches without references as pattern direction references. The assembly sketches should sit at the top of the assembly FeatureManager to ensure that they are not picking up references from the history-based features in the design tree (mated components, patterns, assembly features, and so on).

When a local pattern really requires a reference from a part, you have no alternative. However, if you can avoid this situation by using a sketch assembly skeleton to which the parts are mated and used for the pattern references, then you should do so. At all costs, you should avoid using in-context features, assembly reference geometry that is dependent on part geometry, and assembly features (other than sketches) for the local pattern reference.

Figure 9.1 shows one way that you can set up an assembly to properly control local component patterns. The three short construction lines can be created in either two 2D

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