Assembly of Yacht
Introduction:
Boats have been a part of our history since the Neolithic age. We have been hunting, gathering and voyaging since then in the Sea/ River. The civilizations grew and started settle down we started using boats for commercial/ scientific purposes.
By the early 19th century we decided to make use Yachts and Superyachts for voyaging in comfort, style and personal convenience. Yachts are bigger models of boats but with amenities like Kitchen, Bedrooms, Bathrooms, etc. This was all added on the auxiliary propulsion power unit along with diesel engines gave enough horse power to design bigger yachts.
Image: Photo of the Azzam bei Lürssen
Objective:
The Objective of this project is to re-create an Expedition or Explorer yacht with a Semi-displacement Hull with the use of technology at our disposal.
We would be creating all the individual parts like Hull, Radar, Superstructure etc with the use of SOLIDWORKS.
Post creation of parts they would be assembled with the use of Assembly feature within SOLIDWORKS.
Finally we would be using PHOTVIEW360 to apply proper aesthetics like Lights, Camera, Background environment, Backdrop lights, Shadows etc. in accordance to real world scenarios.
Requirement:
We need Solidworks version 2015 and above for the creation and assembly of individual parts for the Yacht.
We would require PhotoView360 or Solidworks Visualize interface for the rendering process.
Method Followed:
a) Parts Creation:
SOLIDWORKS interface offers us a variety of features in order to create the desired model. Below mentioned is a short description of the tools used to create parts for the Luxury Yacht under the tab SKETCH.
- Line/Centre Line: As the name suggest we are able to create Lines using this tool both for creation of the model and creating references.
- Circle: We can create a circle with the use of a centre point/ radius or we can use the perimeter.
- Rectangle: We can create a rectangle with the use of different options corner rectangle, centre point rectangle, 3point corner rectangle, point centre rectangle and a parallelogram.
- Slots: We have different types of slots but in our model, there is straight slot, centre point straight slot, 3point arc slot and centre point arc slot. We only make use of straight slot.
- Arc: We use this tool quite often in our model creation. There is 3point arc, centre point arc and tangent arc.
- Spline: This is an important tool in our arsenal towards the model creation. We have made use of only spline however there also is equation driven spline and Style spline.
- Fillet: This is a tool heling us to smooth out edges/corners. We make use of fillet and Chamfer.
- Trim Entities: This tool helps us in the removal of any excess material. There is also an option to extend part to the next sketch.
- Convert Entities: The tool helps us to bring a sketch made on different plane into the current sketch. There is also an option to use intersection curve which is used for spherical/rolled models.
- Offset entities: The tool helps us to create the same sketch but at an offset from the diagram.
- Mirror: The tool helps us to copy the sketch along an axis.
- Linear/ Circular Pattern: The tool helps us to copy the diagram in a linear or circular fashion.
- Smart Dimension: We can define dimension of our diagram with the use of this tool.
- Add Relation: The tool helps us decide whether our sketch has been defined completely. A fully defined sketch is always best.
- Sketch Picture: We can bring in a picture for reference from Tool Sketch tools Sketch Picture
- Block: This tool helps us define a sketch as a block and hence forth allow us to insert the same in different sketches.
The Other feature used is the Features/Surface Tab. This where we define the thickness of the design to generate the model.
- Surface Extrude: We can provide instant surface to any contour sketched by us.
- Surface Revolve: We can provide surface to our sketch by rotating it about an axis.
- Surface Swept: We can provide surface to our sketch by sweeping contour along a path. There is an option to use guide curves to achieve better results.
- Surface Lofted: We can provide Surface to our sketch by joining two contours along a path and define guide curves for creating our model.
- Surface Boundary: We can provide surface to our sketch by defining the boundary of contour to be joined.
- Surface Fill: We can create a surface between edges to ensure that we fill the gap.
- Trim Surface: We can remove the surface that is unwanted between the intersecting surfaces.
- Extend Surface: We can extend any edge linearly or same surface to a distance or surface of our choosing.
- Delete Face: We can remove the face of our choosing.
- Extruded Cut: Removes the material of the contour.
- Revolved cut: Removes the material by revolving the sketch about the axis.
- Swept Cut: Removes material by sweeping across the path.
- Lofted Cut: Removes the material along the two sketches along a path.
- Fillet/Chamfer: We can round the edges of our model with the use of this feature. We have the option to create a new edge.
- Pattern: We can remove or add material for our model by selecting the feature, body in a linear fashion or in circular fashion.
- Shell: We can provide thickness to the model created in order for it to be hollow.
- Split: The construction of a line can removes the material with the use of split by selecting the surface to remove. We can also use it to remove the coincident/ merged point of two or more surfaces and remove the unwanted part.
- Combine: We can merge together two or more single parts into one with the use of this feature.
- Dome: This feature allows us to create a lift a surface into a dome fashion.
- Reference: This helps us to create Plane and Axis with the use of reference points/plane/surface/vertex.
- Curves: We use this feature to create 3d curves by the use of two or more reference sketches. We can combine two or more curves with the use of composite curve. We can split a face into parts with the use of split line.
- Knit Surface: This is only in surface to join two or more surface together into one.
The initial step to create required parts with defined material for the creation of a Yacht as listed below:
- Setting up the blueprint:
The most important part of the entire procedure is the setup of the picture layout for better designing purpose. We need to insert these pictures/ blueprints of the yacht. This includes the Front view, Side view, Top view, Bottom view, Back view since all these angles give us a better perspective to re-create the Yacht.
Image: Yacht setup Isometric View with the use of Blueprints. - Propeller:
Propeller is a device with a rotating hub and radiating blades which convert the rotational motion to linear motion by push. This helps with the movement of the structure.
Image: Propeller_Isometric_View - Radar:
Radar is a detection system that determines velocity, range, angle of the object. This gives guidance for the boat.
Image : Radar_Isometric_View - Hull:
This is the watertight structure which holds the machinery, superstructure and people to allow them to float.
Image : Hull_Isometric_View - Garage Door:
This is a part of the boat to allowing individuals to park their vehicle.
Image: Garage_Door_Isometric_View - Front Seat:
This a paraphernalia on the boat for people to be seated.
Image: Front_Seat_Isometric_View - Middle Seat:
This a paraphernalia on the boat for people to be seated.
Image: Middle_Seat_Isometric_View - Rear Seat:
This a paraphernalia on the boat for people to be seated.
Image: Rear_Seat_Isometric_View - Superstructure:
This is the structure where the kitchen, Bedrooms, Bathrooms etc is concealed.
Image: Superstructure_Isometric_View - Radar Mast
This is the mounting for the radar for the guidance system.
Image : Radar_mast_Isometric_View
b) Parts Assembly:
The Second step is to Assemble the parts with respect to each other. With the use of constrains while matting or bringing them together with the help of features like Coincidence, Concentric, Angle, Distance, Parallel, Width Defining, Tangency, Limit angle etc.
These constrains can be between two points of the model, two surfaces, two planes, two vertexes, two edges or this could be combination of a plane and surface, plane and edge etc. We can shuffle through any two options and constrain them together to assemble the model.
Image: Isometric View of a Yacht
c) Rendering Model:
The Final step towards completion would be Rendering of the Chopper. In this section we would be applying aesthetics (Lights, Shadow, Environment, Back drop light and camera views) to mimic the real world with the help of PHOTOVIEW 360.
- Appearance:
Here we can provide our model the appearance we desire by applying a material like glass, Metal, Paint, Rubber, Lights etc. This can be done by a simple drag and drop on the body or surface that we so wish to provide the material to. - Decals:
Here we can apply crafty symbols/ designs onto the surfaces that we want. We use mapping for defining the location and illumination for brightness of the craft. - Scenes:
Here we can add the environment in the back of our model. This utilizes the light in the environment as the light for our model. This could be in an Office room, Back yard, Factory, Living room, Beach, Mountains etc. We can define the amount of reflection from the environment onto the model and the brightness of the scenery. - Lights:
We have option while adding lights like Directional Light, Spot Light, Point Light and Sunlight.
We have used the Directional light we get the option to choose where longitudinally and latitudinally be located and then define the brightness created by them the light. We also have to define the shadow intensity and quality that it creates. - Camera:
In this option we can create a camera of specified lenses power by defining options like field of view angle, Length, height, Depth of field etc. while aiming at the target/Model.
We can also position our camera for animation purpose on a specific body Ex: It would rotate around the model. - Options:
One of the most important features that decides the resolution of the picture that will be rendered and quality of it.
Here we can define the photons from the surface for reflection (Caustics) and level of brightness on the surface of those lights (Bloom).
Image: A luxury yacht on the open sea.