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In addition, I'd love to see something that makes it easier to automatically make uniform thicknesses, add a parting line, drafting, and identifying / removing occlusions all as a sort of transform layer that can be applied automatically on top of a geometry.
Not only that but when you do injection molding, there are a lot of things that you can do to simplify mold design and lower cost.
In the above image, the hooks (as shown) couldn't be made with a two-part mold because there is an undercut / occlusion. It's often trivial to punch a hole on the other side to make a two-part mold easy, though (and two-part is generally cheaper, more reliable, and has faster cycle time).
It's easy to accidentally design things that aren't moldable, or won't release because they don't have enough draft. It'd be great to just be able to add a layer on top of a design where you can give it a few hints and convert it to an easily moldable design.
What I want more is mutability. If you know what you're doing, it's easy enough to design something that's moldable, but if you do something like put the parting line in the middle and have draft going away from that
and then realize you could have put the parting line at one side (in the above, so we wouldn't have that ugly line down the middle of the window), it can be highly non-trivial to modify the existing design (at this point, I almost find it easier to just start over).
It's also insanely easy to make mistakes that will have aesthetic or functioinal consequences
[that «peace sign» is due to structural thickening of the elastomer that shrunk on cooling; surprisingly easy to fix or avoid but also an easy mistake for a novice; here that's not only aesthetic but the actual part also doesn't quite fit as designed because of a similarly avoidable design flaw]
I'd love to have something where you could just come up with the general concept of what you'd make in the ideal case (no draft, no parting lines, nonuniform thickness, no consideration to bend radii / etc), and then sort out the molding (or other DFM) as an extra modification layer on top of that.
Then we could experiment by moving parting lines around, finding things that will be challenging, and playing with different manufacturing techniques (injection molded plastic vs investment casting vs metal stamping vs ...).
I may want to build more or less the same thing, but I'll do some very different things if I'm 3D printing the geometry than if I'm having it injection molded or stamped.
If you wanted to get really clever, we could design the interfaces (there has to be a surface here and there, or holes, or hooks in a certain relative arrangement that may depend on the materials and tolerances), and we could design the outer boundaries / places where there absolutely must be material, and f360 could guide us through the process of picking materials, methods, and some of the details (like where to put the parting line if it's molded) and then it could solve for a geometry that is compatible with the manufacturing process with specific optimizations.
I agree! A modeling tool for boss, snap fit, rest & lip/groove which creates a unified, multi-aspect editable features would be very much appreciated. Multiple types of bosses. A library that would allow you to save and reuse prefered types/styles would be good to.
It would be Important to allow editing and changes after as the product development proceeds.
The current method to create matching lips is not easy. Especially if the edge inverts "C". Or you are working on a curved surface to add ribs.
I like the simple menu idea... posted by bverboort | Posted02-06-201508:22 AM
An additional selection for "Injection Molding" like there is for Sheet Metal, would be a great place to have access to these plastic specific features... alignment pins, lip edge, parting line analysis etc...
This should be a must in a tool as great as Fusion!