This two-week lesson will look at some basic manufacturing processes and how solid-object modeling software is used by engineers to design, test, and fabricate useful technologies. One reason that this lesson spans two weeks is that you are likely to need some time to identify and install (or make arrangements to access elsewhere) the software that you'll need to complete this lesson's primary assignment. You're also probably going to need to carve out a good chunk of time to learn how to use that software. It's time worth spending, however, because you're likely to use your modeling software again later in the course.
The first week focuses on choosing and installing a solid-object modeler, viewing a series of videos about modeling, and learning the basics of the modeling software that you've selected. The second week focuses on building a model of your own.
After completing this lesson, you should be able to do the following things:
By the end of this lesson, make sure you have completed the readings and activities found in the course schedule.
In this lesson, you'll be using solid-object modeling software to design a model of some physically tangible technology; that is, something you can touch: an engine part, a printed circuit, a truss beam. We leave until Lesson 4 models of systems, which may be made up of exclusively intangible components (such as the operating system for a computer), or complex assemblies of tangible and intangible components (such as an automotive entertainment system or an air traffic control system).
Solid modeling programs help people build computer models of physical objects, such as gears, buildings, or integrated circuits. They are indispensable in modern engineering. To reduce the problem space here somewhat, in this course, you're going to focus on building models of things that are basketball-sized or smaller. Among "makers," these are popular objects for 3-D printing. Amateur engineers use 3-D printers to create technologies as varied as orthodontic appliances, animal-limb prosthetics, and Star Wars action figures. But the general principles that we will explore are applicable to the design of skyscrapers or aircraft.
You are free to use whatever software you like. The good news is that, if you are a teacher, you can get free access to sophisticated programs that would cost a professional engineer many thousands of dollars. Alternatively, you might prefer to use software that's free to everyone (e.g., through the GNU Project). The specific tool is up to you. Here's what we suggest:
Now pick a program, download it, and install. Allow yourself at least 24 hours for this step if you choose software for which you must verify your status as a teacher.
Figure 3.2.1 is an image from Wikimedia Commons of a wooden cogwheel. The wheel was used as a model to manufacture an iron version of the same object. A mold like this might be pressed into wet sand and carefully removed, after which molten iron would be poured into the mold impression in the sand. After this "cast-iron" wheel cooled, it would be removed from the sand and finished through a combination of machining and manual processes.
Many other metals are used in casting. In Figure 3.2.2, gold is poured into a cast to create a bar of bullion.
Mentally consider the wooden and iron cogwheels. The former was created by starting with a piece of wood and removing material; the latter was created by starting with an empty mold and adding material. Therein lies the difference between subtractive manufacturing and additive manufacturing. There are many fundamental processes of subtracting or adding materials in different fields of engineering. But they always begin with a model of some kind, either a physically tangible one like the wheel above or a computer representation.
The white cabinets of the Taylor Guitar Factory (Figure 3.2.3) contain computerized numerical control (CNC) milling machines. From blocks of wood, material is milled off automatically to produce components like guitar necks. The instructions for this precision cutting are generated from a computerized solid-object model of the guitar assembly. A mill operates by holding the stock material in place and moving a cutting head through three-dimensional space.
A CNC lathe (Figure 3.2.4) also uses subtractive processes to shape metal, plastic, or other stock material. It differs from a mill in that its cutting tools are locked into position and the stock moves. Because the stock rotates, a lathe is used when the part being made is symmetrical around an axis. Lathes perform functions like cutting, sanding, drilling, and threading. You might think that, being limited to machining axially symmetrical parts, lathes would be of very limited utility. Not so. It turns out that a surprising percentage of the components used in manufacturing the things we use are axially symmetrical: lamp parts, screws, brake drums, bicycle tubes, plumbing components, and so on.
Note how many of the parts in the device pictured in Figure 3.2.5 are axially symmetrical.
Now very popular in school technology programs and in makerspaces, 3-D printers like this Airwolf (Figure 3.2.5) can be used to create complex shapes. Inexpensive models typically extrude small beads of plastic in layers, and the three-dimensional movement of the extrusion nozzle is computer controlled. This type of printing is also being done using metals, ceramics, and even food!
With 3-D printing and other additive technologies, it's possible to create remarkably shaped objects. If two materials with different properties are deposited in the same process, it's even possible to add subtractive features to 3-D printed parts. MakerBot Industries sells a water-soluble polymer filament that can be used in conjunction with an insoluble polymer. When the part is put in water, the soluble parts of the component will dissolve away, leaving specified voids.
These modern computerized processes use instructions called G-code, generated by computerized solid models. Note that not all solid models can actually be manufactured from any possible material. For example, you could cut a solid cylinder from quartz using a CNC lathe, but a hollow, intact quartz cylinder isn't possible (unless you happen to find a piece of quartz that has a cylinder-shaped cavity in it!).
Before you proceed, put on your mathematical thinking cap and try to answer a question about how an object could be specified mathematically. Consider this model, a solid plastic cylinder that is 10 centimeters long (about four inches) and one centimeter in diameter.
Figure 3.2.7. Solid Plastic Cylinder, 10 Centimeters in Length and One Centimeter in Diameter
What are some ways that you might mathematically describe the shape of this cylinder to a manufacturing robot (using subtractive and/or additive processes)? Think about this a minute before you proceed to the next page.
Let's explore some basics of solid-object modeling without restricting ourselves to modeling only, say, machine parts. You'll use a Penn State license to access and view some Lynda tutorials on modeling. (There are actually a gazillion Lynda clips on all kinds of subjects, so if you want to learn about music editing or video production, go for it. But first, finish your SCIED 855 work!)
You will access Lynda through Penn State's portal, which will open a second tab/window in your browser. Once you click the Sign In button, you will be authenticated, and you'll see your name at the top right part of a third tab/window. Leave those tabs/windows open, return to this page and continue on, with the Watch Video instructions, just below.
Click the following link to access Part 1 of the character-animation tutorial Understanding 3-D Space. There are five short videos in Part 1, which should play automatically, one after another. (If they don't, you can launch them through the navigation outline, which will appear in the rightmost column.) The total running time for Part 1 is about 14 minutes. Pause when you get to Part 2, "Modeling and 3-D Geometry." Return to this page and click the Next button at the bottom of the screen.
Before continuing, let's recap:
Now watch Part 2 of the video tutorial, which explores how modelers use geometry and transformations to shape objects. There are five clips totaling about 24 minutes in length. Return here when you finish and click the Canvas Next button at the bottom of the screen.
Let's recap Part 2 of the video tutorial and, while we're at it, expand a little on the subject of modelers:
Is creating a computer model of a video-game character considered engineering? After all, a video-game artist is not designing within the constraints of materials' physical properties or access to a milling machine cutter. But why did these videos emphasize the value of keeping models simple—fewer polygons, for example? (Hint: There are constraints to the operation of a computer. What happens when you try to watch an HD movie on a device with a slow internet connection?).
It's time to roll up your sleeves. You could spend the rest of your career learning about modeling by watching videos. Right now, there are over 200 Lynda videos on just the subject of CAD (computer-aided design) using modelers like Autodesk Inventor, AutoCAD, SketchUp, SOLIDWORKS, Rhino, and the like. But we'd rather have you actually model, not just watch videos.
If you followed the instructions at the beginning of this lesson, you've already selected a modeler and installed it, and can now run it on a computer. So do that—spend five to 10 hours familiarizing yourself with your modeler. Most modelers come with free user-friendly tutorials. If those tutorials don't launch automatically when you install your software, do a little research on the company's website, YouTube, or Lynda. Stretch yourself. You're an educator: Create an informal individualized educational plan that is tailored to your interests, current expertise with modeling software, and job responsibilities. Then complete the assignments on each of the next two pages. The assignment on page 3.7 is due this week, while the assignment on page 3.8 is due next week. Have fun!
Your assignment for the second week of Lesson 3 is to use your new skills with solid-object modeling to create and share a computer model of a new technology—something of your own design.
The assignment does not require you to actually fabricate your new technology, but, because you will be engineering, you are required to design within specific constraints:
Here are examples of professional versus personal solutions, if you need some ideas.
*These are technologies that, years ago, we observed high school students actually design, fabricate, and field test!
Submit your solution on page 3.9. Like last week, we'll use a discussion board to collect your work and allow for comments by members of our class community. Here's what you'll need to provide:
You'll see an example on page 3.9. Have fun!