In a sense, from a Part Workbench standpoint, the Body represents another primitive. This is a problem, because the selected feature does not represent THE complete solid. People get caught when they attempt to use some feature under the Body (rather than the Body itself) as one selection of a Part Workbench Boolean operation. This means all geometry created by a feature in the Body must touch it's predecessor.)Īlthough not recommended for newcomers, it is possible to combine tools from Part workbench and PartDesign workbench, provided you know what you are doing. ![]() (Another thing mentioned often is a Body MUST be a single contiguous solid. If Tip on Pad, the pad can exist separately, but if Tip on Cone, the cone cannot exist separately (Tip on cone = pad + cone). It is a cumulative solid that consists of a padded sketch and a cone primitive. When everything is finished, you have to redeclare the last feature as Tip, which corresponds to the finished object. But if desired, in case of forgetting, any feature of the construction can be provisionally declared as Tip: it then becomes the step preceding the next action in the construction of the object, which means that new feature(s) can be inserted anywhere in the construction, on condition not to create any incompatible with the suite. When the object's drawing is complete, Tip is naturally the last stage or feature of the construction. This will make it possible, in the event of a modification, to always have the last version of the solid represented.Īt each time of the construction, the last function used is the "Tip", which can be defined too as "active stage in the construction of the object" or "stage preceding the next action in the construction of the object". So to have the complete solid, on the one hand the Tip feature must be the last stage of the construction of this solid, and on the other hand it is the body which must be selected and not a stage of its construction. This is the current and visible state of the body, ready to be changed again by new feature.Īny function under the body represents the cumulative shape of the solid from the 1st feature to the feature considered. It is cumulative in the sense that each operation adds or removes material.īy default, the "tip" of the body - unless there is a voluntary change in the visualization of a particular feature - is the last operation performed on the body. This initial block of material will be changed sequentially until the desired final shape (solid) is obtained. The 1st step in a body must be a block of material, either from an additive primitive or an extrusion from a sketch, or an imported shape (then called Base Feature). In the PartDesign Workbench the Body object is constructed directly as a single solitary cumulative solid. The take away is the single solitary solid bit and the combining them bit. This condition remains so, until, the operator uses some operation to combine them (typically a Boolean that adds or subtracts them).Įach starting solid remains accessible separately and the operation creates a new object. When each primitive or shape is created, it has no relationship to other objects created (except sketches and their attachments), it is a single solitary solid. ![]() (In fact, Part Workbench goes one step further than just primitives and allows the operator to use a sketch+extrude operation (or sketch+revolve, loft, sweep. ![]() The operator combines various primitives to end up with a representation of the desired shape. Part Workbench is essentially CSG style modeling. ![]() It is also typically recommended that new users not mix them until the ramifications of doing so are understood. It is a good idea to use one or the other until the user is comfortable with one, then learn the other. There has been much discussion over the years about the differences and ramifications of using the Part and the PartDesign workbenches.
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