Вы находитесь на странице: 1из 68

Tribon

TRIBONI
soIuIIons
Revision Log
Date Page(s) Revision Description of Revision Release
Nov/02 all Ic Rewritten for M2 M2sp1
Jan/03 various Ic Updated for sp2 M2sp2

Updates

Updates to this manual will be issued as replacement pages and a new Update History Sheet
complete with instructions on which pages to remove and destroy, and where to insert the new
sheets. Please ensure that you have received all the updates shown on the History Sheet.

All updates are highlighted by a revision code marker, which appears to the left of new material .

Suggestion/Problems

If you have a suggestion about this manual, the system to which it refers, or are unfortunate
enough to encounter a problem, please report it to the training department at

Fax +44 1 91 201 0001


Email trainingAtribon .com

Copyright O 2002 Tribon Solutions

All rights reserved . No part of this publication may be reproduced or used in any form or by any
means (graphic, electronic, mechanical, photocopying, recording, taping, or otherwise) without
written permission of the publisher .

Printed by Tribon Solutions (UK) Ltd on 31 July 2003


Contents

1 Introduction . . . . . . . . . . . . . .. .. . . . . . . . . ... .. . . . . . . . . . . .. . . . . . . . . . . . .. .. . . . . . . . . . . . . ... . . . . . . . . .. . .. . . . . . . . 5


1 .1 Objectives. . .. . ....... . . . . . ..... .. . . . ....... . . . ..... .. . . . .. ..... . . . ........ .. .. ........ . . . .. ... .. .. . ........ . . .. ....... . . . ..... . . .5
1 .2 Prerequisites . . ...... . . . . ..... .. . . . .... ... .. . ....... . . . .. ..... .. . . . ...... .. .. ........ . . . .. ... .. .. . .. ....... . .. ....... . . . ..... .. .5
1 .3 Course Structure ... . . . . ...... . . . ....... .. . . ...... .. . .. ..... .. . . . ........ .. ....... . .. ... ... .. .. . .. ....... . . . . ...... . . . ..... .. .5
1 .4 Duration . ...... . . . ....... . . . . ....... . . . ...... .. . . ...... .. .. . ....... . . . .. ........ . . ...... .. .. . . . ..... . .. .. ..... . . . . ...... . . . . .... .. .5
1 .5 Using this guide .... . . . . ....... . . . .. ...... . . ...... . . .. . . . ....... . .. .. ...... .......... .. . . . ...... . . . . . .... . . . . ....... . . . .. .... .6
1 .6 Overview ....... . . . .. ..... .. . . ... ..... . .. ........ .. ........ . . . .. .. ... .. . . . . . .... .. .. ........ . . . ...... . . . . . ..... .. . ....... . . . .. .....7
1 .7 The Graphical User Interface ....... .. .. ....... . . .. .. .. . .. .. . ...... .. .. ......... . . ...... . . . . . ..... .. . .. ..... . . . .. .....8
1 .8 Tool bars . ....... . . . ..... .. . . . .. .... . .. . . ....... .. .. ........ . . . .. ..... .. . ........ .. .. ....... . . ...... . . . . . ..... .. . .. ..... .. . . . .... .9
2 The basics. . . . .. . . .. . . . . . . . . . . . . .. . . . . . . . .. . .. . .. . . . . . . . . . ... . . . . . . . . . . . . ... .. . . . . . . .. .. . . . . . . . . . . . . . ..11
2.1 Opening an existing project . . . .. ........ . . ...... .. . . . ....... . .. .. ..... . . . ....... . . . ..... .. . . . ....... . . . ..... .. .. . .. .11
2.1 .1 Opening multiple projects . . . . . . . .. .. . . . . . . .. . . . . . . . . . . .. . . . . . . . . . .. . . . . . . . .... . . . . . . .. . . . . . . . . . . .. . . . . . . .. . . . . . . . .11
2.2 Closing a project ........ .. . . . .. ..... . . . ........ .. .. .... .. .. . .. ..... . . . . . ..... . . . ....... . . . ....... . . . ....... .. . . ........ . .. .12
2.3 Opening a new project. . . . .. .. ... .. . ........ .. .. .. ...... . .. . .... . . . . . ...... . . ....... . . . . .. ..... . . . ..... . . . .. .. ...... .. . .12
2.4 Saving a project . .. .. ........ ... .. ... .. . . . ........ .. .. ...... . . . . ..... .. . . . ..... . . . .. ..... . . . .. ..... . . . .. ...... .. .. ...... .. . .12
2.4 .1 Renaming a project . . . . . . . . . . . . . . . . . . . ... . . . . . . . . .. .. . . . . . . .. . . . . . . . ... . . . . . . . ... . ._ . . . . . .. . . . . . . . . .. .. . . . . .. .. .. . . . .13
2 .5 Viewing a model ... . . ........ .. . . . .. ..... . .. ....... . . . ...... . . . . ..... .. . . . ..... . . . . . . ... . .. . . . ....... . .. .. ........ ........ ..13
2.5.1 Interactive view rotation . . . . .. . . . . . . .. . .. . . . . . .. ... . . . . . . .. . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . .. . . . .13
2.5.2 View options . .. . . . . . . . . .. . . . . . . . . .. . . . . . . . . . .. . . . . . .. ... . . . . . . . .. . . . . . . .. .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . .. .. . .14
2.5.3 Creating a new graphics window. .... . . . . . . . .. . . . . . . . .. . . . . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .. ..17
2.6 Zooming and Panning ...... . . . . . ..... . . . .. ..... . . . ....... .. . ....... . . . .. ...... .. ........ . . . . . ..... .. . .. ...... .. . . ......17
2 .6 .1 Interactive zooming . . .. . . . . . . . . ... . . . . . . . ... . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
2 .6 .2 Area zoom . . . . . ... . . . . . . . . . . . . . . . . . ... . . . . . . . .. .. . . . . . . . .. . . . . . . . . . . . . . . . . . . .. .. .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
2.6 .3 Interactive panning . . . .. . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
2_6 .4 Reset the default window . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . .17
2 .7 Project tree . .. ... . . . . ....... . . . .. .... . . . . ....... . . . ........ . . ........ . .. . . ... .. . . . .. .... .. .. .. ...... . . . . . . .. .. .. . . . ....... . . . ..18
2.7 .1 Full tree view. . . . .... . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . ... . . . . . .18
2 .8 Undo and Redo . . . ....... . . . .. ..... . . . ....... . . . .. ...... . . . ....... .. . . . .. ... . . . .. .. . .....,. ...... .. .. . . . ...... . . .. ..... . . . . .18
2 .9 Conventions ..... .. . . . ....... . . . ..... .. . . . ....... . . . ........ . . ........ .. . .. ..... . . . .. ........ .. .... .. .. . . . ...... . . . . ..... . . . . .19
2.9.1 Axes. . . . . . . . .. . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . .. .. . . . . . . . ... . . . . .19
2.9.2 Units ._ . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . .. . . . . . . .. .. . . . . . . . ... . . . . .20
Exercise 1 . . . . .. .. . . . . . . . . . . . .. ... . . . . . . . . . .. . . .. . . . . . . . . . .. . .. . . . . . . .. . . . . ... . . . . . . . . ... . . . . . . . . . . . . .. ... . . .21
3 Primitives . ... . . . . . . . .. . .. . . . . . . . . . . . . ... . . . . . . . . . . . . ... .. . . . . . . .. . .. . . . . . . . . . . . . ... . . . . . . . . . .. . .. . .. . . .23
3.1 Creating 3D Primitives ..... . . ...... .. . . . .. .. ... . . . ........ . . .. .... .. .. . .. ..... . . . .. ..... . . . . ...... . . . ..... . . . . . . ...... ..23
3.2 Boolean operations . ........ .. ........ . . . .. .. ... .. . ........ .. .. ........ . .. .... . . . . . . . . ... . . . . ...... . . . . ...... . .. . ...... ..26
3 .3 Transformations .. .. .. . . ....... .. .. ..... .. . . .. .. ... .. .. . ...... .. .. .. ...... . .. ...... . . . . . ..... . . . ...... . . . . .. ..... .. . ...... ..28
Exercise 2 . ... . . . . . . . . . . . . . . . . . . . . . . . . . ... . . . . . . . . . . . . .. .. . . . . . . . . ... .. .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.4 Creating and manipulating 2D Primitives.. .. ..... . . . ....... . . . ..... .. . . . ..... .. . .. ..... . . . . . ....... . .. .. ....32
3_4 .1 Working coordinate system (wcs) . . . . .. .. . . . . . .. .. . . . . . .. . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. ..32
3 .4.2 2D Primitives (Clines) . . .. .. . . . . . . . . . . . . . . . . .. . . . . . . . . . .. . . . . . .. ... . . . . . . . . . . . . . . . .. .. . . . . . . . . .. . . . . . . . . . . .. . . . . . . . ..32
3.4.3 Manipulating Clines . . . . . . . .. . . . . . . .. . . . . . . . . .. .. . . . . . . ... . . . . . . . . ... . . . . . . .. .. . . . . .. .. .. . . . . . . .. .. . . . . . . . . . . . . . . . . . . .35
3.4.4 Generalised Surfaces._ . ... .. . . . . .. .. . . . . . . . ... . . . . . . . ... . . . . . . . ... . . . . . . .. .. . . . . . . .. .. . . . . . . .. .. .. . . . . . . . . . . . . . . . . .36
3.4.5 Extruded surface . . . . . . . . . . ... . . . . . . . . . . . . . . . . . ... . . . . . . . .. . . . . . . . . ... . . . . . . . . .. . . . . . . . . .. . . . . . . . . .. .. . . . . . . . . . . . . . . . . .40
3.4.6 Manipulation of Generalised Surfaces. . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . . . . . . .. . . . . . . . . .. .. . . . . . . . . . . . . . . . . .42
Exercise 3 . . . . . . . .. . . . . . . . . . . . .. .. . . . . . . . . . . . . ... . . . . . . . . . . . . . . .. . . . . . . . . . .. . . . . . . . . . . . . . .. . .. . . . . . . . . . . .. . ..45
4 Blending . . . . .. . . . . . . . . . . . .... . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . .. .. . . . . . . . . . . . .. .. . .. . . . . . . . . . . .. . . .49
4.1 Blend Terminology . . . ..... . . . ...... . . . . .. ..... . . . ....... . . . .. .... .. .. ........ . . . .. ... .. .. . .. ...... .. .. ........ .. . ....... .49
4.2 Blend Construction Techniques .. ..... .. . . ...... . . . .. ........ ........ .. .. . . . .. . .. . .. .. ....... . ........ .. . . . ......51
4 .2.1 Mitred Blend .. . . . . . . . . . .. . . . . . . . .. . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . .. . . . . . . . . .. .. .51
4 .2.2 Single Blend .. .. . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. .. . . . . .. . . . . . . . . . . . . . . . . . . . .. .. .. . . . . . . . . . . . . . . . . . . .. .51
. .. . .52
4.2.3 Vertex Blend . . . . .. . . . . . . . . . . . . . .. . . . . . . . .. . . . . . .. . . . . . . . . . . . . . .. .. . . . . . . . . . . . .. . . . . . . .. . . . . . . . . . . . . . . .. . . . . . .. .. . . .
Complex Blend Network . .. . . . . . .. .. . . . . . . . . . . . . . . . . . . . .. . . . . . . . .. . . . . . .. . . . . . . . . . . . .. .. .. . . . .. . . . . . . .. . . . . . . .. . . . .53
4.2 .4
Exercise 4 . . . . . . . . . . . . . . . . . . . . . . . . .. ... .... . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .. .. .. .. . .. . . . . ... .. . . . . . . . . . . .. . . . . . 54
. . . . . . . . . . . . . . 59
5 Outputs . . . . . . . .. . .. . .. . . . . . . . . . . . . . . . . . . . .. . .. .... .. . . . . . . . . . . . . . . . . . . . . . . . . .. . . . .... ....... . .........
Orthogonal Curves ... . . . .. ... . . . ...... . . ..... . . ..... . . . . ..... .. .... . .. .. ... . . . . ..... . ....... . ... . .... .. . . ....59
5.'I
. . .. .... .59
5.2 3D Curves . .. . .. .... .. ..... . . . .... .. . ....... . . ... .. . . ... . .. . . . .... ........ . .. .. .. . . ....... . .... ... . .... . . .. . .... .. .. ...
. ....... .60
5.3 Plotting ... . . .. ..... . .. ..... . . ..... .. ..... .. .. .... . . . . .... . .. ...... ..... .. . . ..... . . ....... . . .... . . . . ... . . .. .. ... . .......
Media tab . . . . . .. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . .. . . . . . .. .. . . .. . . . . . . . .. . . . . . . .. . . . . . . .. . . . . . . .. . . . .. . . . . . . .. .. . . . . . . . . . . . .61
5 .3 .1
Position tab . . . . . . . . . . ... . . . . . .. . . . . . . . .. . . . . . . . . . . . .. . . . . . . .. . . . . . . . . . . . . . . . . . . . . . .. .. . . . . . . . . . . . .. . . . . . . .. . . . . . . .. . . . . . .61
5 .3 .2
. . . .. . . . . . . .. . . . . . . . .. . . . . . .62
5 .3.3 Display tab . . . . . . . . . . . . . . . . . . .. . . . . .. . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. .. . . . . .. . . . . . . .. . . .
..... . .....63
5.4 Offset tables . ..... . . . .. . .. .. . . ..... . . ...... . .. ... . . . .. .... . . ..... . . ... .. .. . . ..... . . .... . . . . .... . .. .. ... . . ....... ...
5.4.1 Crossings tab . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . .. .. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . .. .. . . . . . . . . . . . .. . . .63
5 .4 .2 Format Tab . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .. .. . . . . . . . . . . . .. . . . . . . . . . . . . . . .. . . . . . . .. . . . .64
5 .4 .3 Partial example of a report format offset table . . . .. .. .. . . .. . . . . . . . .. . . . . . . .. . . . . . . .. . . . . . . .... . . . ... . ... .. . . . ... .64
66
5 .4 .4 Partial example of a text file format offset table . .. . . . . . . .. . . . . . . . . . . . . . . .. . . . .. .. .. . . . .
Exercise 5 . . . . .. . . . . ... . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . .. ... . .. . .. . . . . . . . . . . . . . . . . . . . . . .. . .. .... ... .. . . . . . . . . . . 68
Chapter 1

1 introduction
This course is intended to introduce the user to the Surface module of Tribon Initial Design .

Surface is a surface/solid modeller based on nurbs surfaces and 2D and 3D primitives . These can
be used to rapidly create appendages such as bow thrusters anchor pockets etc, that are required
in the final production .

Surface can also be used to create geometric marine structures such as semi-submersibles etc.

1 .1 Objectives
To understand the purpose of M1 Surface and it's role in the Tribon concept .

To familiarise the user with the graphical user interface and the basic Surface concepts .

To understand the generation of 2D and 3D primitives .

To be able to manipulate surfaces and primitives using boolean functions.

To be able to generate output in the form of drawings and offset tables .

1 .2 Prerequisites
Trainees should be familiar with Windows NT.

1 .3 Course Structure
The course is a combination of classroom lectures and demonstrations and practical hands on
examples .

The training course is divided into 4 half-day sessions, of 3 hours duration each . Each session or
group of sessions consists of up to three parts .

Presentation of concepts

" Demonstration by trainer

Practical examples for the students

1 .4 Duration
2 days.
1 .5 Using this guide
Throughout this manual the following conventions and abbreviations are used;

Cascading pulldown menu sequences are shown as follows ; FILE > SAVE AS

Buttons with a text label that should be pushed are shown as ; Generate

Dialogue box and labels for radio buttons ; check boxes or data entry boxes are shown as ;
Properties

The left mouse buttons referred to with the abbreviation "I.m .b"

The right mouse button is referred to with the abbreviation "r.m .b"

The middle mouse button is referred to with the abbreviation "m .m .b"
1 .6 Overview

Initial Design Workflow

Parameters (LBP, B, T, etc .) Offsets or Parent


Offsets or Parent Form Form

FORM I 1 LINES

CALL _ I SURFACE
HYD RO COMPARTMENT Offsets

BASIC
Pool
DESIGN
1 .7 The Graphical User Interface

0
M

OT

y -5 o
Y 'b (o

CL O

4 Q

~+~ C7 t7 ;. ..

L- ~ i

XI-q ---
1 .8 Tool bars

Standard
D a:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

1. New 12 . New window


2. Open 13 . Current layer
3. Save 14 . Particulars
4. Update Tribon DB 15 . Frame table
5. Undo 16 . Units
6. Redo 17 . Axis
7. Clear rollback 18 . WCS
8. Copy 19 . Macro editor
9. Delete 20. Plotting
10 . New OpenGL window 21 . Loftbook
11 . New graphics window

View
I] Of 7 112Im QQ~1m ID jd jA0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
1. View options 9. Redraw
2. Render settings 10. Zoom in
3. Section view 11 . Zoom out
4. Waterline view 12. Reset
5. Buttock view 13. Identify
6. Isometric view 14. Identify flash
7. Perspective view 15. Identify range
8. Workplane view 16. Render
17. HLR

Line
;j
2`
(I> ..~' N I ;~e
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1. Line segment 9. Fillet


2. Arc 10 . Offset
3. Ellipse 11 . Delete edge
4. Freehand polyline 12. Reverse
5. Freehand spline 13. Trim
6. Naca 14. Join
7. Model cuts 15. Properties
8. Detach edge 16. Intersect
Surfaces
111 <7 e 6
~1
1. Plane
2. Cylinder
3. Cone
4. Sphere
5. Torus
6. Mesh

Solids

1. Block
2. Pyramid
3. Cylinder
4. Cone
5. Sphere
6. Torus

Transformations

1 2 3 4 5
1 . Scale
2. Translate
3. Rotate
4. Reflect
5. Blending

Operations
U9l0%0ind; n9;
] %I 9 ttgWql)Rto
~ ~! .1d n'm
;7

Arp1g'
1 2 3 4 5 8 9 10 11 12 13 - 14 15 16 17 18 1920 21 2223 24 25 26
1. Subtract 9. Concatenate knuckle
2. 18. Delete face
Unite 10, Concatenate tangent
3. Solid intersection 19. Detach face
11 . Concatenate Curvature 20. Cover edges
4. Intersect 12. Align knuckle
5. Imprint 21 . Cover hole
13. Align tangent 22 . Combine
6. Imprint join 14 . Align curvature
7. 23_ Separate
Join 15. Single sided
8. 24. Enclose
Stitch 16_ Double sided 25 . Min distance
17. Reverse 26. Properties

10
Chapter 2

2 The basics

2.1 Opening an existing project


Qi~ from the standard tool bar.
To open an existing project, use File > Open or the Open icon

Select the required file from the file handling dialogue and press Open .

Loon il, A Examples

Filerwee ; crew.dm Open

Fies of type: I Surlace Fiks ('-dm)

The system will automatically open a new raster view window and display the model in an
isometric view.

2.1 .1 Opening multiple projects


Multiple projects may be open a t the same time, each time a project is opened the system will
display the model in a new raster view window.
To work on a particular project when multiple projects are in use, click in the graphics window of
the required project. The project tree will change to display the objects belonging to the selected
project .

2,2 C losing a project


To close a project use File > Close or click the close iconJ
-2c in the top right hand corner of the
raster window.

If multiple graphics windows are in use for one project, File > Close will close all associated
windows whereas using the close icon, each window must be independently closed to close the
project.

If any changes have been made to a project, the system will prompt
Surface/Compartment

Yes the project is updated and closed


Save changes to FzoRo.dm?
No the changes are skipped and the project closed
Cancel the project is not closed

2 .3 Opening a n ew project
Use File > New or the new icon E~ from the standard tool bar. The system will automatically open
an empty raster view with the name "untitled 1".

There are no mandatory files needed to start a new project, most new projects however will be
based on a form from Lines . To create a new project for a vessel that has initially been created as
a surface in Lines, the user must import the hullform for the project as a DML file. Use the
pulldown menu sequence FILE > IMPORT > DML DATASTORE and select the required file .

Having imported the dml file, the individual patches are normally stitched together to make further
processing using Boolean operations easier. This is done using the stitch icon 69 from the
operations tool bar.

2 .4 Savin g a project
To save a project use File > Save or press the save 61 icon from the standard tool bar .

If the project is a new project, the system


will display a file handling dialogue, select
Save et: ',.,j1 E-
-.0m
the folder in which to save the project, enter
a file name and Save . userguide
RoRa .dm
RaRo backup .d m
Twir,Screw .dm
IFwinScrewbackup .d m

Re name : v.aieoil dm Save

save as t pe : Surface FiL-sr.dm) ealcal


-

12
2 .4 .1 Renaming a project
Use File > Save As, enter a new name in the file handling dialogue and press save .

2 .5 Viewing a model
To view a model in different orientations, click the required icon on the view tool bar.

L-

. . .... ..,
. . . ., .. .. . ..

2.5.1 Interactive view rotation


The isometric and perspective views can be interactively rotated.

To rotate either of the views, place the cursor at any position in the graphics window, hold down
the I.m.b, and move the cursor in the direction in which it is required to rotate the view.
To understand the behaviour of the view rotation, imagine the model is enclosed in a sphere, the
model is rotated by selecting a point on the surface of the sphere, via the cursor and rotating the
sphere about its centre .

2 .5 .2 View options
The display settings of each graphics window are controlled using the view options dialogue,
accessed by clicking the r.m .b. in the required graphics window and selecting options.

2 .5 .2.1 Display tab

DivaP I Modal j Layers I


"Pt* . Pararrreters -
r Global CS No of Mesh Lines
7-5
Ir Waking C5
Curvature S ampfiN Grid ?0
Botmdades
.~ SilF~enes
Facets
Curve Magnification
F 1
r Mesh
r Principal Curvature
i r Curve Curvature
r Curve Direction

Global CS displays the position of the global origin and the orientation of the X,
Y and Z axes .

Working CS displays the origin and orientation of the current plane in which 2D primitives
are created.

Boundaries displays patch boundaries.

Silhouettes for analytic primitives, spheres, cones, cylinders, etc, displays the silhouette
of the primitive as seen in the current view orientation_

Facets displays the facets used for rendering .

Mesh Displays a parametric mesh for surfaces and solids .


No of Mesh tines controls the number of mesh lines per body .

Principal curvature displays a grid of tufts indicating the two principal directions of
curvature and their relative magnitudes .
Curvature sampling grid controls the number of tufts per body
Curve magnification tuft magnification factor

Curve Curvature for curves, displays tufts indicating the inverse radius of curvature at
equally spaced points along the curve.
Curvature sampling grid controls the number of tufts per span
Curve magnification tuft magnification factor

14
Curve direction displays an arrow and segment numbers to indicate the start point and
direction of 2D and 3D curves.

2 .5.2.2 Modes tab

Display, Modes I Laws

Modes ._ ~ Sice Positian-

r
r
shaded
f; Rotation
t Y 7,ilr55?
:p

~r2DGnd
r siie
r Dray with Power

Modes

Shaded renders the model using the current settings_

Rotation allows constant rotation of an isometric or perspective view, only for


OpenGL windows .

Orthogonal views

2D Grid displays a grid of points using U and V fields .

Slice displays a slice through the model, slice positions for each orthogonal view are
given in X, Y and Z fields .

Slice positions can also be changed by the cursor displayed in slice views .

Drag with pointer objects can be translated by dragging with the cursor .
2 .5 .2 .3 Layers tab

Modes Layers 1
D 1

. _. .
[- Layers n-- .
FFFFFFFFF 1a
I f~ AN r Current Layer ~' Layers 11 12 13 14 15 1S 17 1a 19 F
~~ ~~ ~~~
44 5 9
21 24 27
Enter layer numbers and/or layer ranges separated by
commas Fax example 1,5,918
I _ .- . . _ 4 44 6 47 X 50
- Layers Off--
r AN (' Layers 51 [52 53 F54 F55 156 F57 F58 F59 160
61 [62
F63 F64 F65 FGG- S7-f-
68 F69 F70
11 72 1l 74 '11 Ir, 71
a1 a2 a3 ao es 86s ~~90

F91
F9 93 F~F96 97
F99 F00

Controls which layers are displayed in the graphics window.

Layers On

All displays all layers .

Current layer only displays the current layer .

The current layer is set using the current layer icon 10 from the view
tool ,bar.

Layers specify layer numbers for display.

Layers Off

All hides all layers .

Layers specify the layer numbers to hide .

Alternatively, the user can toggle layers on and off by clicking on the relevant numbered buttons .

2 .5 .2 .4 All tabs

OK apply the settings and close the dialogue .

Cancel close the dialogue without applying the settings .

Apply apply the settings and leave the dialogue active .


2 .5 .3 Creating a new graphics window
To create a new graphics window, click either the New OpenGL window 15 icon or the New

Graphics window M icon from the standard toolbar.


The main differences between the two windows are:

The OpenGL window cannot display the reflection line method of rendering
When selecting or identifying objects, they are not highlighted in an OpenGL window
The OpenGL window is capable of continuous rotation in isometric or perspective view
Rendering in a raster window is much slower than in an OpenGL window

2 .6 Zooming and Panning

2 .6 .1 Interactive zooming
To interactively zoom a graphics window, hold down ctrl and the Lm.b, move the cursor up the
graphics window to zoom in and move it down to zoom out.

2.6 .2 Area zoom

To zoom in to a given area, use the zoom in icon q from the view toll bar. While holding down the
Lm .b, drag a rectangle around the required zoom area.

To zoom around a required area, use the zoom out icon Q from the view tool bar . While holding
down the I.m.b, drag a rectangle around the required area. This area will become the centre of the
new window. The zoom scale factor will be determined based on the relative sizes of the original
window and the indicated area .

2 .6 .3 Interactive panning
To interactively pan the model, hold down shift and the l .m.b, then drag the cursor in the direction
it is required to pan the model .

2 .6.4 Reset the default window

To reset to the default window, use the reset icon 0~1 from the view tool bar.
2 .7 Project tree

2 .7 .1 Full tree view


The full tree view shows all objects in the project and allows to
user to change object attributes .

To turn the display of an object on or off, click on the lightbulb


icon '2 . Yellow indicates the object is displayed, grey t
indicates it is not.
Longitudinals
To change the layer of an object, select the object then click Decks
on the layer number and it will be highlighted for editing. aftflat
deckl
deck2
Similarly to rename an object, click on the name and it will be
deck3
highlighted .
deck4
deck5
By clicking on the colour a standard colour selection dialogue deck5a
will be displayed . deck6
ertl
Flash
Other functions can be applied to one fwdlat
Delete
or more selected objects by using the Rermme machflat
r.m.b. prowties- Compartments
MorfFy Layers . . . Sections
Flash highlight the objects . Tom Display Watetwnes
set Cobw . . .
Materiel . . . Buttocks
Delete delete the objects. Diagonals
2D Clines
Topology
Properties calculate geometric Copy To . . .
31) Curves

properties of the Change To. . .


objects. Regenerate
Regenerate AI

Material set the material properties for rendering .

Other functions will be explained in the relevant sections .

2 .8 Undo and Redo


Every time an operation is carried out in Surface, the state of the model at that point is recorded in
the model history. The user can therefore roll backwards and forwards through the model states,
to undo or redo changes.

To undo the last change, press the undo icon !2 on the standard tool bar . Each time it is pressed,
the previous step will be undone.

To redo the next step, press the redo icon aon the standard tool bar.

Rollback steps cannot be skipped, the user can only move sequentially through the model states .
The current position in the rollback sequence is shown at the right hand end of the status
bar RolbackFktory : 112 , the number before the slash is the current step and the number after is the
total number of steps.

To clear the current rollback history, press the clear rollback icon * on the standard tool bar.

2.9 Conventions
There are default conventions for axes and units in Surface . For a given project, these can be
changed at any time by the user.

2 .9 .1 Axes

Default convention

Origin at the aft perpendicular


X axis positive towards the stem
Y axis positive to port
Z axis positive upwards

Press the axes icon .7- on the standard tool bar.


Waking Coordinate System I CoWs I Faceter I Gaussian Bawls
Awes Origin Position of the axis systems origin
Project I GeneratPartialms I rrarm3 Fatale I Units
AP Aft perpendicular
Origin _- .-~ piection-I FP Forward perpendicular
r r.
Al I
Midships LBP12
FP Fwd
X= User specified x value

Direction
Positive direction of the X axis Aft or Fwd

Press apply to set.


2 .9 .2 Units
Default convention

" Current units metres


" X axis units current units

Press the units icon 'i on the standard tool bar.


I I I
Working Coardnale System Cotous Faceter Gaussian Bands
Current
Prope f IGeneral Part+afarsIFrarne Table UrA$ ! Am I The current input and output units, Metres,
Curan! -XAxis-~ -Stations Millimetres, Feet(decimal) or Inches(decimal) .
C Metres I r Current Urns
{' Mamettes ' Frames
r Feet ` r stations FP o X axis
c~ Inches The units used for distances along the X axis .
Dedmal Ram
Dec" Places
Current Unitsthe units selected under current .
Frames frame numbers
Stations displacement station numbers
as defined under stations.

Stations the displacement station values at the AP and FP.

Press apply to set


Exercise 1
1 . Open the project _ . .ITribon\M21TID\ Exampiesltwinscrew .dm. Examine the model in various
projections .

2 . Create a new OpenGL window. Display only layer 100 . Turn off the display of boundaries
and silhouettes and shade the model .

3. Open the project . . .1Tribon1M21T] DIExampleslroro .dm. Examine the model in various
projections .

4. Close project twinscrew .

5. Use the full tree to change the colour of the surface "Envelope" to green .

6. Open a new project and import the dml file . . .1Ntprojects\TID\Surface\TID001 .dm1

7. Stitch the patches together .

8. Shade the model to check it then save as TID001 .DM


Chapter 3

3 Primitives
Surface contains functions for creating and manipulating 2D and 3D primitives . These primitives
can be combined with a hullform modeled in Lines or Form, to create appendages such as bow
thrusters, rudders, etc.

In addition some basic geometric structures, such as semi-submersibles, can be directly created in
Surface from primitives .

3 .1 Creating 3D Primitives
The available types of 3D primitives and the parameters required to define them are illustrated in
the following figures. The solid primitives are created using the solid tool bar.

Certain primitives can be generated in two forms, either as a solid object or as a surface object.
The surface form of these objects is created using the surfaces tool bar, for the required primitive.

All 3D primitives are generated at the global origin .

Plane

Block

Height Length
I --

Block
Width 10
cww
F
Top Radius
HeiN 5
Base Ra&us
I
Height Top Radiur

No . of sides 14

Rotation Angle
Radius
F

Z Length

Cylinder

Length r5
Radius carcel

RolatimArgie 10

Tap Radius

Cone

Cone

Length OK Levgfh OK
I 15
Base Rad'r4 Base Aa&& r4 Cancel

Top Radius Top Radius

RotationArgle hoc

24
Sphere

Radius

Am Angle r90 Caned

RotationArgle 180

Torus

Torus
Major Radus 10
MaORadus 1q
Mi. Radus I Cancel
Mitxr Radar
I `
Are Angle Start I

Arc Angle End 90

Rotation Angle 190


3 .2 Boolean operations
In order to combine primitives with each other or with a hullform, Boolean operations are used .
These are accessed using the operations tool bar.

The Boolean operations are generally performed on two selected objects, the resulting object will
keep the name of the first selected object, with the addition of a sequential number if necessary.

The main operations are listed below and are illustrated using a block identified as BLO and a
sphere identified as SPH .

Subtract '
the result of this function depends on the order in which the objects are selected .

Select the sphere then the block .

Resulting object identified as SPH .

Select the block then the sphere.

Resulting object identified as BLO


Unite the resulting object is the same no matter what order the two objects are selected
in, only the name will change depending on the first object.

Generates one combined object identified by the


name of the first object selected .

Solid intersection EO~ the resulting object is the same no matter what order the two objects are
selected in, only the name will change depending on the first object .

Generates one object from the common part of both objects, identifies
by the name of the first object selected .

generates
Intersect 83 the intersection curve between the two selected objects .

The name of the curve will be derived from the name of


the first object selected .

The two selected objects remain unchanged .


Imprint Imprint can be best understood as an intermediate step between intersect and the
full Boolean functions such as subtract and unite.

Instead of creating the intersection curve as a separate


object, it is imprinted onto the faces of the two selected
objects, as can be seen by viewing the objects separately .

The imprinted faces are sub-divided at the intersection and


the resulting faces can be manually manipulated .

3 .3 Transformations
As has already been mentioned in section 2.5 .2.2, it is possible to move objects by dragging in
orthogonal views . This is a quick way to approximately position an object but it is not suitable to
accurately position an object.

To enable the user to accurately position objects, Surface provides various transformation
operations on the transformations tool bar, these are;

Translate + Translate an object by giving an X,Y,Z displacement from it's current location

By selecting two vertices to define the displacement


Relative

Vertex to Vertex By specifying an absolute X,Y,Z location for a vertex


Vertex to Coodlnates

r copy & Repeat


COSe
Rotate 0 Rotate an object about the X, Y or Z axis

Ab,rt AAw .~ _ rwea An axis defined by two vertices


X '. 9

r Y X
An axis defined by a pair of X,Y,Z coordinates
' rZ Y
r Belwaen Vertices Z

r copy & Repeat

R_daee 4i Close

Reflect Reflects an object about the X,Y or Z axis or a plane normal to a vector

- In Plane veCtOF
r- x . a
G Y-0
h Z-0
'r Normal toveda

r Copy & Repeat II


flesed a Close

Scales
Scale ED an object by the specified factor
.'T,-" k-. 11
Faces $sale
1

r" copy & Repeat F-1 CI..

r` Entire Mmes
Align Translates an object by aligning two lines defined by two pair of vertices or by two
pair of X,Y,Z coordinates

C: Pick Vm6ces r Define Lines

Lirn la Afirrmwt ._._ . . .___ ._.


x Y z

Align can only be accessed from the pulldown menu sequence Transformations > Align.

In addition, one or more copies of the object can be generated by the transformations, using the
Copy & Repeat check box.
Exercise 2
1 . Use 3D primitives, transformations and Boolean operations to create the simple semi-
s ubmersible structure shown below .

20.0

4
30

2 .5

7 .5 12.5 12 .5
m

0.0f

5 30

-10 .0

s
3.4 Creating and manipulating 2D Primitives
2D primitives are mostly used in Surface to general surfaces, such as formed surfaces, swept
surfaces etc.

3 .4 .1 Working coordinate system (wcs)

All 2D primitives are defined in a plane referred to as the Working Coordinate System

Progct I GaneraiParNralers I
FrarneTable units I
A I Section wcs is a section plane specified by
I I
Working Coordinate5ystem ICokaurs Faceler GaussianBands I Position field
i ,- Paamdaas
Selby
~" Section
r watediae j
Posh . . F-0 Waterline wcs is a waterline plane specified by
Position field
r Buttock Distance
r Ckrs i
r. Diagonal ;; Pant Veda Buttock wcs is a buttock plane specified by
sI
r Vertex and Edge Position field
r vertex E vertex i Y
~" Pant and NOfmai 4 Cline wcs. is defined by an existing 2D curve
r offard W'CS
. . . ~z
Diagonal wcs is defined by an existing diagonal

Vertex & Edge wcs is defined by a vertex of an


object and an edge to which it is
perpendicular

Vertex & Vertex wcs is defined by two vertices


which define a line to which it is

perpendicular

Point and Normal wcs is defined by a point and a vector to which it is perpendicular

Offset wcs is offset a given distance parallel to the existing wcs .

3 .4 .2 2D Primitives (Clines)
2D primitives in Surface are refered to as clines. The types of 2D primitives that can be generated
are ;

Line f

Vertex/Curve Tangent Tangent to a curve through a vertex


r. Vertex/Curve Tangent
r Curve/Cum Tangent
r: vartexNertf Curve/Curve Tangent Tangent to two curves
r Posidanlpoaption
r , VertexNertex Defined by two vertices
l31 `. v1 f
vz F-
U21 ^
Position/Position Defined by two digitised positions

Cordinates Defined by a pair of U,V coordinates

32
3 Vertices Arc through three indicated vertices
r 3 vaticea
r 3 Pcdlicns
r Tangent 3 C"n 3 Positions Arc through three digitised positions
r cenhemedwAn*
Tangent 3 Curves Arc tangent to three indicated curves
u F ` v
Radius I - Angle Centre/Radius/Angle
Arc defined by centre U,V coordinates,
Arc Cb"
radius and angle

Ellipse

~' 2 PositionaMatWArglft 2 Positions/Ratio/Angles Ellipse with major axis defined by two


2 Verti=AatWAngles digitised positions, ratio of the axes and
~` CmdnalesfaticrArgln
start and end angles

2 Vertices/Ratio/Angles Ellipse defined by two indicated vertices


Start Argle F-0
9i0 to specify the major axis, ratio of the
End Angle
axes and start and end angles

U1 -, V1 Coordinates/Ratio/Angles Ellipse with the major axis defined by a


pair of U,V coordinates, ratio of the axes
End d major aws
and start and angles
u2 ~I v2 ~"

Elipse Cbsee

Naca """
NACA
N 4 digit naca series aerofoil designation
r upper UK
1123 Size Length of the naca curve
size io
No. Points Number of points used to create the curve
No. Paints 10

Upper if checked an upper aerofoil section is generated otherwise


a lower section is generated
Spline digitise a freehand spline

Line > Spline > Tabulated

Curve Name Prefix user defined prefix to which a sequential


number will be added in order to create the
r cir= Line curve name
Workpiane Coordinates-_

Import import a file containing pairs of coordinates

Alternatively coordinate values can be input in the lower data


entry field . Use the r. m. b . to insert, delete, copy & paste
coordinates
000 1000 1
1500 26W
2 .1100 ' 4 000 U&V coordinates are interpreted as U,V coordinates in
3coo 9 no0 the wcs
r

Radius & Angle coordinates are interpreted as radial


coordinates in the wcs

No of Points: 5

Polyline -~ digitise a freehand spline

Line > Polyline > Tabulated

Curve Name Prefix user defined prefix to which a sequential


cuve Now Pry F-'--- I number will be added in order to create the
F Owe Line
curve name
Wakplane Coord'naWs
I Import import a file containing pairs of coordinates
I mport.. .
. ,
Alternatively coordinate values can be input in the lower data
t: ti v t^ Radius&angle
entry field . Use the r.m .b. to insert* delete, copy & paste
coordinates

U&V coordinates are interpreted as UN coordinates in


the wcs

Radius & Angle coordinates are interpreted as radial


coordinates in the wcs

No of Points: 5

Close
3.4 .3 Manipulating Clines
Functions are also provided to trim, fillet, offset and join 2D primitives.

Trim trims two clines at their intersection point. Select the clines by indicating the
segments that it is required to keep . If the clines do not intersect, they will be
extended to the intersection point.

Fillet r construct a radius fillet between two clines. The clines need not intersect .
x
Enter the fillet Radius. Press Fillet and
indicate the clines or drag and drop two cline
names onto Fillet.

Offset create a parallel cline with a given offset

Enter the parallel distance, press Offset and indicate the cline.

Join join two indicated clines. The resulting object takes the name of the first selected
indicated curve.

Reverse ^ ' reverse the direction of an indicated cline. Used in conjunction with the view option
curve direction", see section 2.5.2 .1
3.4 .4 Generalised Surfaces
The types of surfaces that can be generated from 2D primitives are;

Swept Defined by a moving a sweep curve along a trace curve

Form Defined by fitting a surface through two or more curves

Extruded Defined by extruding a curve normal to its definition plane

Revolution Defined by rotating a curve about one of the orthogonal axes

Tube Defined by moving an circle of specified radius along a curve

3 Boundaries A surface defined by three bounding curves

4 boundaries A surface defined by four bounding curves

Edge circuit A surface defined by 1 or more co-planar bounding curves

The following worked examples illustrate some of the methods of creating 2D curves and the
surfaces that can be created from them .

3.4 .4 .1 Swept surface


Use the WCS dialogue to set the 0 buttock plane as the working coordinate system .

In the ordinary graphics window, use the Workplane View icons from the view toolbar, to set
the orientation of the view to the current WCS .

Using the ellipse dialogue, create an ellipse by coordinates .

8.0

r 2 Positions/Aabo/Angles
(" 2verpcmAaWApgles
.
G CoordnatesMatio/Argles

Ratio 0.25

Starp Angle 270

End Argk

Centre

U1 ~Q Vi

End of major arils

U2 20 v2 1 5
Ofte

-6.01

Change the WCS to the 0 section plane, note that the 2D Cline view automatically changes
orientation .
Create a line by coordinates .

r Vatex/Cuve Targed
r Grvexurve 7 argw
{' VatMMatax
r Po osk
(= Coord'rWtn
u1 vy
Vz F
Close
1 0.6

1 .01

8.s k-s

To create the swept surface, Surfaces > Swept


Swept Surfaces

Select Curve & Path then indicate first the line, which is the " Extrude Distance '
swept curve and then the ellipse, which is the sweep path. ' Curve and Path
f` Face aril Path Draft
1
{" Tube Radus
Shade the surface in the raster window to view it . 1

By default the sweep curve is always


normal to the path, selecting Rigid will

keep the initial orientation of the sweep

as it moves along the path.

3 .4.4 .2 Formed surface


Two formed surfaces will be illustrated, a surface formed from two curves, and a surface formed
from more than two curves .

Set the WCS to waterline 0.

Create a NACA curve using the data shown . Enter the data and press Naca .

tiAf A

F Upper

size

No . Point;

37
Change the WCS to waterline 5 and create a second Naca curve as shown .

NACA

r u pper
N 1118
Cancel
S ize 2-5

No. Points 30

To create the formed surface use Surfaces > Interpolated >


Formed.

Select first the upper then the lower Naca curve, then press the
space bar to terminate curve selection.

Note that the order in which the curves are selected, controls the
direction of the surface normal, which in turn controls which side
of the surface will be shaded

Formed surface using more than two curves .

Set the WCS to section 0 .

Use the Arc dialogue to create an arc, by digitising three points . Select 3 Positions and press Arc
then digitise a stark middle and end position of the arc.
Arc

r 3 Vertices
G 3 Positions
~' Tamed 3 Coves
C" Cerdrefadius/Angle

Racfus F-- A-* 5aa

1.0-

-3 .0 1
Set the WCS to section 5 and digitise a second arc approximately as shown .

5.0

0 .0

Set the WCS to section 10 and digitise a third curve as shown .

5 .0

o.o

Set the WCS to section 15 and digitise a fourth curve.


s.o

Use Surfaces > Interpolated > Formed and indicate each of the curves in sequence starting from
the last curve generated.
3 .4 .5 Extruded surface
As an example of an extruded surface, we will create a part of a cambered deck that includes a
radius gunwhale.

Set the WCS to section 0.

Create a line using coordinates .


line Segment
3.0_
r VertexJLurve Tangent
r cuvexuve Tangent
r- VertexNeftm
.
f Pa4itonlpoaition
r Covrdndes

U1 1 V1 F-0 0.01

U21 q Y2F

Create an arc by coordinates, enter the values and press Arc.

3.0

r 3Vertices
r 3 Positions
r Tangent 3 Craves
r CentreAadw/Ande

U 10 V F--2 0.0

Radus ~1 Mo. 9Q

Arc Cbse

Create a line tangent to the arc and passing through the end vertex of the first line. Select
Through VertexlCurve Tangent and press tine . Indicate the end vertex of the horizontal line then
the arc.

3.0
r Vedex/Curve Tangent
(' Curve/Carve Tangent
r VetexNeaex
r Patio~silion
r Coordnatas
U1 I V1 7 0 .g

U2 I V2 (o
By windowing in closely, around the point
where the line is tangent to the arc, it will be
seen that it is necessary to trim the arc.

Use Trim * - and indicate first the arc and


then the line as shown. The segments of the
curves indicated are that segments to be
kept .

Remove this
segment

5:

l.t5 10.A0

The three primitives must now be joined to produce one curve. In order to join the primitives, their
start and end points must be oriented in the same direction .

To check this use View Options > Display from the ordinary graphics window and select Curve
Direction .
View Uplions

per' I Modes I Laws


p
r Gbbd CS
r waking CS
~ Box,deries
~ Sir'suettes
rF
r Mesh
r %qdCurvaRute
r CtrM CASYatm The start of each element is indicated by the number 0, and the direction by
I'
~' Cm Nimbi. the arrow. From this it can be seen that the arc is defined in the opposite
direction to the lines. It must therefore be reversed .

Use the Reverse icon and indicate the arc.

DA :
z
To join the curves, use the Join icon ~ and indicate first the horizontal line then the sloping line.

A.

The number at the start of the sloping line will change to 1, indicating it is the second curve
segment.

Press Join again and indicate first the horizontal line segment then the arc, the number at the start
of the arc segment will change to 2 .
I
O .p I

When joining a curve made up of multiple segments, it is always necessary to indicate the first
segment.

To create the extruded surface, use Surfaces > Swept.

0 eptude Select Extrude, enter 30 in the Distance field as shown. Press


Distance 30
r cave and Path Create and indicate the curve.
Face and Path Draft 0
C' Tube
Hades

r ric

CWCd

3.4 .6 Manipulation of Generalised Surfaces


Generalised surfaces can be transformed using any of the transformation functions explained in
section 3.3.

In addition there are a number of operations that affect how they behave when used with the
Boolean functions Subtract and Unite .
For any surface, it is possible to calculate a vector that is normal (perpendicular) to the surface,
this is referred to as the surface normal . In Surface, the direction of the surface normal affects the
shading of surfaces and their behaviour when Boolean functions are applied to them .

If a surface is rendered, then when viewed from the side from which the surface normal is pointing,
it will be seen as rendered . When viewed from the other side it will be opaque (objects behind the
surface will be visible) .

In Boolean operations involving a surface, the direction of the surface normal controls which part
of the first indicated surface is kept or removed, as illustrated below.

Subtract

Surface normal
Unite

To control the surface normal, there are three functions available on the operations toolbar.

Reverse ~9 flips the direction of the surface normal through 180 degrees,

Doublesided ~~ converts a single sided surface (a surface with one surface normal, the
default), into a double sided surface having to surface normals 180 degrees
apart.

5inglesided 9"t converts a double sided surface into a single sided surface .
Exercise 3
This exercise involves the creation of a bow thrusters and it's inclusion in the model tid001 .dm

The first five steps involve creating the thrusters tube cylinder and getting its intersection with the
hullform.

1 . Open the datastore tid001 .dm

2 . Create a surface cylinder, length 40, radius 1 .2 and


rotation angle 360.

3_ Rotate the cylinder -90 degrees about the X


axis .

4. Translate the cylinder 175 .2 metres


along the X axis and 2.75 metres up
the Z axis.
5. Intersect the hullform and the cylinder, select
first the hullform then the cylinder .

The next sequence of steps involve creating an intersection curve that will be the outer edge of the
fairing plate.

6. Create a surface cylinder, length 40, radius


1 .55 and rotation angle 360.

7. Rotate and translate it using the same


parameters as for the first cylinder .

8. Intersect the hullform and the second


cylinder .

The two intersection curves will be used as the inner and outer edges of the bow thruster fairing
plate. In order to construct the fairing plate, the inner curve will be translated inboard along the
tube and a formed surface created from the two curves .

9. Use the full view of the project tree two delete the outer cylinder CLN1, as it was only
needed to create the intersection curve .
10 . The inner curve must be moved -0.35 metres along the Y axis, set the translation dialogue
to the appropriate settings . Drag and drop the 3D curve AFOB2 from the project tree onto
the translate button.

11 . When creating a formed patch, the resulting surface may deviate slightly from the original
curves . Therefore the outer edge of the fairing plate may not completely intersect the hull
form. To avoid this, translate the outer curve AFOB3 0 .001 metres along the Y axis, using
drag and drop .

12. Use Surfaces > Interpolated > Formed, then select first the inner curve then the outer
intersection curve. Turn off layer 100 (the layer for the hullform) and render in a raster
window.

The order of selection of the intersection curves is important as this controls the direction of the
surface normal of the formed surface. The direction of the surface normal controls the result of the
Unite function that will be applied in the next step to create the thruster tube and fairing plate
assembly .

The remaining steps will create the finished thruster and


include it in the hullform .

13. Using Unite select the cylinder then the formed


patch .

14 . Finally use Subtract, select the hullform and


then the thrusters . (It may be helpful to use two
graphics windows, one to display the hullform
and one to display the thrusters .)
Chapter 4

4 Blending
Three types of blending are possible in Surface, these are, round blends, chamfer blends and
vertex blends . Currently, chamfer blending only works for plane and conic surfaces. Blends can
be applied to edges and immediately generated or for complex examples they can be applied as
attributes to edges and vertices, then the complete network generated in one operation .

4 .1 Blend Terminology

Round Blend

A round blend refers to the surface produced by rolling a ball of constant radius, along an4
edge, while keeping the ball in contact with the faces to either side of an edge. It also refers
to rolling the ball around a vertex while keeping the ball in contact with a face and an edge
adjacent to the vertex . The curves formed from the point of contact between the ball and the
faces, are referred to as "SPRING CURVES".

Constant Radius Blend

The radius of a blend is constant along its length . The blend surface is represented by a tube
or a pipe .

Variable Radius Blend

The radius of the blend varies . The radius at any point along the edge is obtained by
allowing the radius of the rolling ball to vary linearly as it moves along the edge. The radius
is specified at the ends of the curve .

Chamfer Blend

A chamfer blend refers to the ruled surface swept out by a line drawn between the two
contact points of the ball.

Vertex Blend

A vertex blend occurs where all the edges meeting at an internal vertex are to be blended.
The edges do not have to have identical blend radii nor does the vertex surface have any
smoothness requirements . Internal vertices that are not explicitly blended with a vertex
blend are handled in different ways as discussed later,

Setback

"Setback" is the distance that vertex blend extends along an adjacent edge from the vertex .
Setbacks can be calculated automatically or they can be assigned manually. The user can
set them automatically then check the values and alter them manually if required .
Cross Curves

"Cross curves" are the curves that form the boundary between the blended edge and the
vertex blend. These can be perpendicular to the edge, or the difference between the
setback value at each spring curve can be specified .

Bulge

The bulge factor is a number used to control the shape of the vertex blend surface. The
default value is 1 and may vary from 0 to 2.

The blending function dialogue is accessed by the blending icon 9 on the transformation tool bar.
Edge I Vest" I Round select to create a round blend

r- R,,id r Chamfer
Attach Chamfer select to create a chamfer
Radius
Bleer d Blend
I `
r vaeiaw
Radius radius of a round blend or
Fix
setbacks length of a chamfer blend
Fm Local

Inquire Variable create a variable radius


Deeleta blend that varies linearly
Sufacc along the edge between the
two given values

Setbacks used to manually define a


setback at the start of an
edge

End define a setback at the end of


an edge

Setback Difference create an angled setback at the start of an edge

End additionally create an angled setback at the end of an edge .

Attach attach an edge or vertex blend attribute

Blend directly create an edge blend

Change apply the define Setbacks and or Setback Difference

Fix process a network of blend attributes

Inquire list the blend attributes for an edge or vertex

Delete delete an edge or vertex blend attribute


Blending Auto automatically calculate the setback lengths for a
vertex blend
Edge Vertex
Manual attach a vertex blend for which the setback
r' Auto !' Manual
length will be defined manually

Bulge controls the amount of curvature in the


vertex blend

4 .2 Blend Construction Techniques


The following worked examples will be used to illustrate the different blend construction
techniques. The examples refer to applying blends to edges of a cube.

Create a block of dimensions 10 x 10 x 10 as shown, using the solid block dialogue .

4 .2 .'I Mitred Blend


A mitred blend is the result that occurs if the user
specifies the blend radius, in this example 1 metre, then
presses the Blend button and selects a sequence of
edges that meet at a vertex .

Select the edges shown in the accompanying figure .


Having selected all required edges the space bar is
pressed to terminate the selection and process the edges .

The same result can also be produced by assigning a


blend attribute to each of the required edges by using the
Attach button .

The user should then Fix two edges, e.g . the upper
edges. A blend attribute is then attached to the new edge
between the blends then the combined edge fixed.

4 .2 .2 Single Blend
A single blend is the result that occurs if the edges that
meet at a vertex are each blended individually . Press
Blend and select an edge then press the space bar .
Repeat this with the other two edges adjacent to a
common vertex .

Alternatively the edges can have blend attributes


attached, without the vertex having an explicit vertex
blend. Each edge is then fixed in turn without attaching a
blend attribute to the edge formed between the first two
blends.

51
4 .2 .3 Vertex Blend
A vertex blend is the result of attaching blend
attributes to a set of edges that meet at a vertex and
also attaching a blend to the vertex itself. The
setbacks for the vertex blend may be set
automatically or assigned separately by the user.
The network of blends is then fixed by selecting the
vertex.

Press Attach and select three edges adjacent to a


common vertex, then press the space bar.

To assign the vertex blend press Attach under the


Vertex tab. Select the common vertex then press the
space bar to terminate vertex selection .

The setback lengths, will be shown by green lines

To process the network of blends select Fix and pick


the vertex .
4 .2.4 Complex Blend Network
An example of a complex blend network can be seen by loading the file cblend .sat, which can be
found in the Surface training directory . This is an example of a shaft bossing intersecting the hull.

Select FILE > IMPORT > ACIS SAT FILE > GENERAL .

The edges should


have the indicated
blend attributes
attached, as should
the vertices.

The setbacks
should be manually
set to the indicated
values .

To execute the
network of blends
the user should
press Fix from the
vertex blending
panel and select
one of the vertices .
Exercise 4
This exercise involves the creation of an anchor way.

1 . Create an empty project .

2 . Set the WCS to Section 0 and assign a 2D Cline view to the ordinary graphics window.
Display a 0.25 by 0.25 grid in the view.

If the grid is hard to see, use TOOLS > OPTIONS > COLOURS and change the colour of the grid
to black .

3. Create a line using the Position/Positon option and indicate the grid points at U,V
coordinates 1,1 and -1,1 .

4. Create 3 more lines as shown .

010

210
1

2.0

These four lines form the back of the anchor way.


5. Change the WCS to section 1 .25 .

6. Create four more lines as shown, these form the front of the anchor way.

7 . Use SURFACES > INTERPOLATED > FORMED, create a formed patch using the top two
fines. If necessary reverse the surface normal of the formed patch so that it points away
from the anchor way.

8. Repeat this procedure to create the other 3 sides .


9. To create the forward face, use SURFACES > INTERPOLATED > 4 BOUNDARIES then
indicate the 4 curves that form the forward face. If necessary reverse the surface normal so
that it points away from the anchor way.

AMPPPPP ~

10 . Stitch all the faces together .

11 . Add a 0 .25 metre radius blend to the top and bottom edges of the forward face.

12. Save the model as "anchor way.d m".

13. Open TID001 .DM .

The anchor way will now be rotated and translated to position it in the correct place in the model.
In the ordinary graphics window, window in to the global origin where the anchor way is located .

14 . Rotate the anchor way 25 degrees about the Y axis


15 . Rotate the anchor way 35 degrees about the Z axis.

16. Translate the anchor way 178


metres along the X axis, 5
metres along the Y and 14
metres along the Z axis.

How the anchor way is now processed depends on the structure that will be modelled behind it in
Planar Hull .

The Unite function could be use to combine the anchor way with the hull as one object_ This would
remove the excess material from the part of the anchor way that is inside the hull.

Alternatively the Intersect function could be used to create the intersection curve and the two
objects could be handled as separate surfaces in Planar Hull.
Chapter 5

5 Outputs
The main outputs from Surface are drawings and offset tables .

In order to generate these, it is necessary to draw a range of orthogonal curves and possibly
generate various 3D curves such as the FOS and FOB.

5 .1 Orthogonal Curves
Orthogonal curves are drawn using the model cuts dialogue accessed by pressing the model cuts

icon from the line tool bar .


Model Cuts
Choose either Sections, Waterlines, Buttocks or Diagonals.
sew From 05
water
To 22 .5 From initial curve position to be drawn
Buttocks
C Diagonah Inaoment 0.5
To last curve position to be drawn
Diagonals
Name Prefix Increment distance between successive curves .
Yecta r" .I .~! ; ,am, : For diagonals,
x
Y ~- Name Prefix prefix that will be added to a sequential number to
generate the curve name .

Vector vector from the global origin to which the diagonal


Geneate Cbse planes are normal .

Start Point if checked allows the definition of the origin of the


vector

Press Generate to create the curves .

5 .2 3D Curves
The 3D curves that are usually required for drawings and offset tables, are those associated with
patch boundaries, such as the FOB, FOS, knuckles, etc.

To create these curves, the relevant patch boundaries must first be copied to curve objects. Use
9
the detach edge icon' "from the line tool bar and indicate the patch edges that should be copied
to curves . Press the space bar to terminate edge selection .

As any one curve, such as the FOS, will normally be defined by several patch edges, the individual
curves must be joined to form a single curve .
s
Only two curves can be joined in at a time. Use the join icon from the line tool bar, select the
first curve segment then the adjacent curve. Use join again and select the combined curves then
the next segment . Repeat this until all curve segments are joined.

When joining curves, it is useful to show the direction of each curve and the I
Display Modes I Layers

curve segment numbers . Select Options from the graphical display window Display

r.m .b . menu and check Curve Direction . ,r GlobdCS


W WorkiV CS
rv Boundaries

r
9 Siiroueltes

r
Facet:

r
Mesh

r
Princyd Wvatue

r
curve cuvatue
cove Direction

As each segment is joined, the segment numbers will be updated .

Depending on the patches from which the curves are generated, the curves may either be created
as 2D clines or 3D curves . The plotting and offset table functions only work with 3D curves.
Therefore if the curve is 2D it must be converted to 3D.

There is no menu function to do this, it is necessary to type the command COPY CLINE3D and
select the curve using the cursor.

5 .3 Plotting
The plotting in Surface allows the user to arrange the drawing and check the layout before

generating the plot . To access the plotting dialogue, press the plotting icon on the standard tool
bar .
5 .3 .1 Media tab
Media
Specifies the paper size,
AO . . .A4 or User defined Media I Poaxim I Display V"mwports
Width & Height. _ Format Name but
Width 2 .5

Pens Media User


Height 0 .9
Specifies the pen number to
Pam- ------- --
be used for drawing different
sew T ranavems
entity types. The actual result
of choosing a pen number waterrnea F-5 Lmgtudnala ~S
depends on the configuration I Buttocks Decks l
of the plotter. i
Compares 14
curves D elete

17peiations
The following functions can be Diagonals S' la o
Load. ..
accessed -from all tabs_ Cinea 8 ,ate - - ~3 W
Save. . . f

Viewports ,-,~ Preview


1_J
~

Used to create the various =..J


views that will be positioned
on the paper. To create a new viewport enter a Name and press Add.

To delete, select a name from the list and press Delete.

Load load a macro to create a pre defined drawing arrangement.

Save Save the existing drawing arrangement as a macro.

Preview preview the current plot arrangement in a graphics display window.

Apply create a generic plot file fir the current drawing arrangement. This file must then be
processed through the Plot utility.

5 .3 .2 Position tab
Used to arrange the viewports in the drawing. Select a viewport from the list.

Scale the scale the view is to be drawn at . Specify Media Pos~im I Disaay I
the denominator, e.g. 1150 would be specified scale u V
as 50 . 100 Media Position 0 .25 0.25
-character Size-, Wodd E *ants
Media Position
The actual distance the bottom left corner of
i Width
Bottom Left I- 5
I 0.003
the view is to be in relation to the bottom left Top Rift 185
H
corner of the paper.
0005 Media Sizes 1,900 K 0.200
U the horizontal distance
V the vertical distance

World extents
In the model coordinate system, the U,V
coordinates of the Bottom left and Top Right
corners of the area to be drawn in the view .
Character Size
Width & Height of any text characters added to the view.

5 .3 .3 Display tab
Controls the contents and the appearance of the viewports . Select a viewport from the list.

Type type of view assigned to the viewport, choose Um* I


Media I Position
Section, Waterline, Buttock, Isometric or
Workplane . arm
Type Waterkro fReflect
r Hidden Ux Removal
Orientation - Oriontativn
For isometric views only, specifies the Eye Taryo tied coves
orientation of the view. r Nmbera
U Incrdnent 1
Eye X,Y,Z coordinates of the position the
v lnrxemenl
user is looking from .
Modes . ._ _ . . _- _._
Target the X.Y,Z coordinates of the position r Boundary
the user is looking to. Principal ~
Mesh

Get gets the eye and target coordinates


from the view assigned to the active graphics display window .

Layers use the Layer selection dialogue to choose which layers to display in the viewport .

Reflect reflect section and waterline views about the Z and X axes respectively .

Hidden Line Removal


Process isometric views to remove hidden lines .

Grid Controls the grid drawn in an orthogonal view

None no grid drawn.

Auto a standard grid of fixed values is drawn .

Curves a grid based on the stored orthogonal curves is drawn .

Numbers if checked the grid values are placed around the outside of the grid at the U & V
increment values given .

Modes controls how patches are plotted .

Boundary draws the boundaries of the patch .

Principal draws tufts of principal curvature .

Mesh draws a n*n parametric mesh using the specified number of mesh lines
5 .4 Offset tables
Press the loftbook icon 10 on the standard tool bar. The output units and the X axis coordinate
units depend on the settings of the Units tab on the Options dialogue, see section 2.9.2.

5 .4 .1 Crossings tab

(-I
I Report <' Text Fib
AM
Load . .
wth Fs- trons Debe
Save-
Layes r Echo
LiOST .. . r Show Preview

With- Close

Cross the curve type that will form the columns of the table.

With the curve type that will form the rows of the table.

Add add a cross/with combination to the list .

Delete delete a selected cross/with combination .

Layers for a selected cross/with combination, select the layers containing the curves to be
intersected .
Cross select the layers for the cross curves.
With select the layers for the with curves .

Echo if checked print the cross/with combination in the status line as the intersections are
calculated .

Show if checked show the intersection points in the active graphics display window.

Report generate the offset table in a report format .

Text t=ile generate the offset table as an ascii text file .

Load load a macro for a predefined offset table .

Save save the offset table format as a macro.

Apply create the offset table .


5.4 .2 Format Tab
Only available if text file is chosen as output.

Page width the number of columns per page. Choose Page Vfrdh
FI r 132 Coksms as Column
132 or 80.
,- Line 5pacirv .__
a
Line Spacing choose Single or Double (blank line r: Sin* r Double
between each row) line spacing .
Page Lerglh F
Page Length specify the number of lines (including
blank lines) per page

5 .4 .3 Partial example of a report format offset table

Loftbook

Principal Dimensions

Length Between Perpendiculars 213.21 frames


Overall Length 227 .50 frames
Beam 40.000 metres
Depth at Centreline 18.000 metres
Draft 11 .500 metres
Flat of Keel 0.000 metres
Rise of Floor 0.000 metres
Bilge Radius 2 .250 metres
Rake of Keel 0 .000 metres
Stern Overhang -6.00 frames
Stem Overhang 7.33 frames
Maximum Z-Point 0 .000 metres
Minimum Z-Point 18 .000 metres
Frame Table
Frame -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0
Position -7 .50 -6.75 -6.00 -5 .25 -4 .50 -3 .75 -3 .00 -2 .25 -1 .50 -0.75 0 .00
Frame 1 2 3 4 5 6 7 8 9 10 11
Position 0.75 1 .50 2 .25 3.00 3.75 4 .50 5.25 6_00 6 .75 7 .50 8_25
Frame 12 13 14 15 16 17 18 19 20 21 22
Position 9.00 9.75 10.50 11 .25 12.00 12.75 13 .50 14 .25 15.00 15.75 16.50
Frame 23 24 25 26 27 28 29 30 31 32 33
Position 17.25 18 .00 18.75 19.50 20 .25 21 .00 21 .75 22 .50 23_25 24.00 24.75
Waterline crossings on Frame
Frame Waterline

1 .000 2 .000 3.000 4.000 5.000 6.000 7.000 8 .000 9 .00010.000


Frame Waterline
0.00 -- -- --
6.67 -- -- 0 .000 0.000 -- -- 1 .868 4.391
 0 .000 0 .000 --
13.33 2.045 2.842 3.321 3.504 3 .541 3 .687 4 .159 5.147 6 .749 8.371
20.00 4.277 5.516 6 .309 6 .913 7 .457 8 .089 8 .920 9.833 10.748 11 .632
26.67 6.337 7.955 9 .154 10 .134 10_996 11 .841 12 .597 13 .266 13 .879 14 .433
33.33 8.943 10.692 11 .952 13 .010 13.848 14.537 15 .148 15 .707 16 .212 16 .652
39.17 11 .663 13.301 14 .517 15 .394 16.052 16 .638 17.157 17.611 17 .999 18 .323
44-72 14 .182 15.646 16 .626 17 .297 17.842 18.292 18 .664 18.967 19 .212 19 .405
50 .28 16 .251 17 .481 18 .230 18 .744 19.114 19.379 19 .569 19.706 19 .809 19.886
55 .83 17 .792 18 .759 19_292 19-608 19.799 19.905 19 .954 19.975 19 .988 19_998
61 .39 18 .759 19.459 19 .785 19 .933 19.992 20 .003 20 .000 20.000 20 .000 20.000
66 .94 19 .271 19.782 19.958 19 .998 20.000 20.000 20 .000 20 .000 20 .000 20.000
72 .50 19 .519 19.925 20.000 20 .000 20.000 20 .000 20 .000 20 .000 20.000 20.000
78 .06 19 .612 19.977 20.000 20.000 20 .000 20 .000 20 .000 20 .000 20 .000 20.000
83 .61 19 .621 19.986 20.000 20.000 20 .000 20 .000 20 .000 20 .000 20 .000 20_000
155.83 19.621 19.986 20.000 20 .000 20 .000 20 .000 20 .000 20 .000 20.000 20.000
161 .39 19.582 19.953 20.000 20 .000 20 .000 20 .000 20 .000 20 .000 20 .000 20_000
166.94 19.405 19.844 19.956 19 .986 20 .000 20 .000 20 .000 20_000 20 .000 20-000
172.50 18.972 19 .530 19 .702 19 .792 19 .863 19 .911 19.945 19.969 19.983 19-992
178.06 17.921 18 .556 18.824 18 .975 19 .120 19 .248 19.361 19.460 19 .546 19.619
184.64 15.970 16 .657 17.003 17 .243 17 .454 17 .655 17.847 18 .028 18 .199 18.360
191 .79 13.075 13 .812 14.227 14 .540 14 .820 15 .081 15.325 15.553 15 .767 15.970
198.93 9.272 10 .058 10,563 10 .958 11 .305 11 .617 11 .894 12.139 12 .358 12 .568
206.07 5.215 -- -- 6 .416 6 .977 7 .209 7.403 7.569 7 .709 7_830
213.21 1 .713 2 .283 2 .607 2 .791 2 .909 2 .977 2.979 2.888 2 .557 1 .657
ff 11

Waterline crossings on Frarne(cont .)


Frame

-- 11 .000 12 .000 13 .000 14.000 15 .000 16.000 17.000 18 .000


0 .00 2.450 4 .185 5 .446 6 .371 7 .056 7.557 7.910 --
6 .67 6 .178 7 .427 8 .353 9.059 9 .602 10.017 10.327 --
a n

13 .33 9.550 10.418 11 .070 11 .586 12 .002 12.336 12-598


20.00 12 .400 13.014 13 .506 13.911 14 .246 14 .518 14 .738
26.67 14.921 15.344 15 .711 16.025 16 .294 16 .521 16 .711
33.33 17.030 17.355 17 .635 17.876 18 .079 18 .247 18 .381
39.17 18.592 18.815 19 .001 19.154 19 .276 19 .371 19.439
44.72 19.556 19.673 19 .762 19.828 19 .874 19 .904 19.921
50.28 19.940 19 .975 19 .994 20 .001 20 .002 20 .000 20.000
55.83 20.000 20.000 20 .000 20 .000 20 .000 20 .000 20.000
61 .39 20 .000 20.000 20 .000 20 .000 20_000 20.000 20.000
5 .4 .4 Partial example of a text file format offset table
INDEX OF CONTEN'T'S
Ali output for this loftbook given in Metres

Principal Dimensions Page 1


Frame Table Page 2
Waterline crossings on Frame Page 3
Buttock crossings on Frame Page 7
Frame crossings on Curve FOB1 Page 11
Frame crossings on Curve FOS1 Page 12
Frame crossings on Curve TRANSOM1 Page 13

KCS SURFACE SYSTEM LOFTBOOK PAGE 1

Principal Dimensions

Overall Length 190 .000


Length Between Perpendiculars 180 .000
Beam 40 .000
Draft 11 .500
Depth at Centreline 18 .000
Flat of Keel 0 .000
Rise of Floor 0 .000
Bilge Radius 2 .250
Rake of Keel 0 .000
Stern Overhang -4 .500
Stem Overhang 5 .500
Maximum Z-Point 0 .000
Minimum Z-Point 18 .000

KCS SURFACE SYSTEM OFTBOOK PAGE 2

Frame Table
Frame 0 is at position 0 .000
+--___---------+---------__ ..+
Frame Number I Spacing
+-__--------- _+--------____+
I -10 I 0 .750
35 I 0 .900
180 0 .700
-----------------------------
..4 ; SURFACE SYSTEM LOFTBOOK PAGE 3
Waterline crossings on Frame

- - - - - - - - - - - - ---- - -- - - - - - --- - - - - - - - --- - -- - - - - - - - - - -- --- -- - - -- - - - - - - - - - -- - - - - ----


Frame Waterline I Waterline I Waterline I Waterline Waterline
1 .000 I 2 .000 I 3 .000 I 4 .000 5 .000
_____________-____________+____________+_r__________+____________+___________ +
6 .67 I I I 0 .000 I 0 .000
0 .000 I 0 .000 I
13 .33 I 2 .045 I 2 .842 I 3 .321 3 .504 I 3 .541
20 .00 I 4 .277 5 .516 I 6 .309 6 .913 7 .457
26 .67 I 6 .337 7 .955 I 9 .154 I 10 .134 I 10 .996
33 .33 I 8 .943 10 .692 I 11 .952 I 13 .010 I 13 .848
39 .17 1 11 .663 1 13 .301 1 14 .517 1 15 .394 1 16 .052
44 .72 I 14 .182 I 15 .646 16 .626 17 .297 I 17 .842
50 .28 I 16 .251 I 17 .481 I 18 .230 18 .744 I 19 .114
55 .83 I 17 .792 I 18 .759 I 19 .292 19 .608 I 19 .799
61 .39 I 18 .759 19 .459 I 19 .785 19 .933 I 19 .992
66 .94 I 19 .271 19 .782 I 19 .958 19 .998 I 20 .000
72 .50 I 19 .519 I 19 .925 I 20 .000 20 .000 I 20 .000
78 .06 I 19 .612 I 19 .977 I 20 .000 20 .000 I 20 .000
83 .61 I 19 .621 I 19 .986 I 20 .000 20 .000 I 20 .000
155 .83 19 .621 I 19 .986 I 20 .000 I 20 .000 I 20 .000
161 .39 19 .582 I 19 .953 I 20 .000 I 20 .000 I 20 .000
166 .94 19 .405 I 19 .844 I 19 .956 I 19 .996 I 20 .000
172 .50 18 .972 I 19 .530 19 .702 I 19 .792 I 19 .863
178 .06 17 .921 I 18 .556 18 .824 I 18 .975 I 19 .120
184 .64 15 .970 16 .657 17 .003 I 17 .243 I 17 .454
191 .79 13 .075 I 13 .812 ~I 14 .227 I 14 .540 I 14 .820
198 .93 1 9 .272 10 .058 1 10 .563 1 10 .956 1 11 .305
206 .07 I 5 .215 I I I 6 .416 6 .977
213 .21 I 1 .713 I 2 .283 2 .607 I 2 .791 2 .909
------------- -----------------------------------------------------------------

KCS SURFACE SYSTEM LOFTBOOK PAGE 4


Waterline crossings on Frame

- - - - - - -- - - - - - - --- - - - - - - - - - ---- - - - - - -- - - - --- - - - - - - - - - - -- - -- - - - - - - - - - -


-----------
Frame WaterlineI I Waterline I Waterline I Waterline waterline
6 .000 I 7 .000 I 8 .000 I 9 .000 10 .000
+____________+____________+____________t__________ +____________+____________+
6 .67 I I I 1 .868 4 .391
13 .33 1 3 .687 1 4 .159 1 5 .147 1 6 .749 1 8 .371
20 .00 1 8 .089 1 8 .920 1 9 .833 1 10 .748 1 11 .632
26 .67 I 11 .841 12 .597 I 13 .266 I 13 .879 I 14 .433
I 33 .33 I 14 .537 15 .148 I 15 .707 I 16 .212 16 .652
39 .17 I 16 .638 17 .157 I 17 .611 I 17 .999 I 18 .323
44 .72 I 18 .292 18 .664 I 18 .967 I 19 .212 I 19 .405
50 .28 19 .379 19 .569 I 19 .706 I 19 .809 I 19 .886
55 .83 19 .905 19 .954 I 19 .975 I 19 .988 I 19 .998
61 .39 I 20 .003 I 20 .000 I 20 .000 20 .000 I 20 .000
56 .94 I 20 .000 { 20 .000 I 20 .000 20 .000 I 20 .000
72 .50 I 20 .000 20 .000 I 20 .000 20 .000 I 20 .000
78 .06 I 20 .000 I 20 .000 I 20 .000 20 .000 I 20 .000
83 .61 20 .000 I 20 .000 I 20 .000 20 .000 I 20 .000
155 .83 20 .000 I 20 .000 I 20 .000 20 .000 I 20 .000
161 .39 I 20 .000 I 20 .000 I 20 .000 20 .000 I 20 .000
166 .94 I 20 .000 I 20 .000 I 20 .000 20 .000 I 20 .000
172 .50 I 19 .911 I 19 .945 I 19 .969 I 19 .983 19 .992
176 .06 19 .248 I 19 .361 I 19 .460 I 19 .546 I 19 .619
184 .64 17 .655 I 17 .847 I 18 .028 I 18 .199 I 18 .360

67
Exercise 5
1 . Using distance from origin as the X axis units, draw sections 0 to 70 every 5 metres and
store on layer 1 .

2. Draw sections 130 to 180 every 5 metres and store on layer 2 .

3. Draw waterlines 1 to 18 every 1 and store on layer 3.

4. Draw buttocks 0 to 19 every 1 and store on layer 4 .

5. Use detach edge and join to create curves for the flat of bottom, flat of side and transom .
Store these on layer 5.

B. Create the following linesplan .


2-0

Dimensions in red are media size and positions of the views on the paper .

Dimensions in blue are the extents of the views in the ship coordinate system .

Use a grid based on the stored curves and add numbers to the grid border.

The aft sections are drawn reflected .

Ensure that only the layers with the relevant curves are drawn in each view .

7 . Create an offset table with intersections for curvesisections, waterlines/sections and


buttocks/sections . Output as a text file with 80 columns and single line spacing .

Вам также может понравиться